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Cover

1
WriTer: Eyüp Emre Erdem, Alican Develioglu, Suat Deniz Vural
Editors: Aysegül Gürzumar, Keller James O’Leary, Taylor Horner
Art Director: Umut Çomak
Cover Art: Mehmet Ozen
Interior Arts:(QGHU&RVNXQ0XKDPPHW$OL3DUODƎ×0XKDPPHW)H\\D]
3RO\GLQ6WXGLR%HWR/LPD0XUDWdDO×V

Layout and Graphic Design: Umut Çomak

© 2023 Dream Realm Storytellers LTD


Bloodpunk: Heritage of the Damned is published by Dream Realm Storytellers, under the Open Game License version 1.0a Copyright 2000 Wizards
of the Coast, Inc. Dream Realm Storytellers logo, Corpus Angelus and 5e logos are trademarks of Dream Realm Storytellers. All characters
and the distinctive likenesses thereof are property of Dream Realm Storytellers.

3URGXFW,GHQWLW\7KHIROORZLQJLWHPVDUHKHUHE\LGHQWLÀHGDV3URGXFW,GHQWLW\DVGHÀQHGLQWKH2SHQ*DPH/LFHQVHYHUVLRQDDQGDUHQRW2SHQ
Content: All trademarks, proper names, dialogues, plots, storylines, locations, characters, artworks, and trade dress.

CONTENT WARNING: This book contains elements that may


not be suitable for some readers. There are mentions
or depictions of graphic violence, mind control, rape,
suicide, bodily fluids, self-harm, and mutilation, the
death of children, as well as explicit language within.
Readers who may be sensitive to these elements, please
take note.

2
table of content
Adventure Background ..................................................4 Garel’s Map ...............................................................135
Bloodpunk ......................................................................4 Random Encounters ................................................136
Tolia ................................................................................4 7KH8QGHU*DUURWH)HDWXUHV...................................137
Kanrath...........................................................................5 Travel In The Under Garrote ..................................137
7KH)RXQGHU ...................................................................5 Settlements ..............................................................138
The Railroad...................................................................5
The Royalty ....................................................................5
Cyherested .....................................................................6 Chapter Three ................................................................155
The Sanguinologist........................................................6 Running This Chapter .................................................156
The Silver Cult ...............................................................6 7KH&%,7DFWLFDO)RUFH.............................................157
7KH)RXUWK&KLOGDQGWKH'HDQ ....................................6 Magic In Cyherested ................................................158
Old Common ..................................................................7
Currency .........................................................................7 Newcomers...................................................................159
New Mechanics ..............................................................7 Arcane City Station .................................................160
Main Locations ..............................................................8 )ULHQGO\:HOFRPH ....................................................161
Station Brawl............................................................162
Searching for the Cure ............................................163
Adventure Overview ......................................................15 The Organizations ...................................................165
The Events ................................................................194
Chapter One .....................................................................17 )LQGLQJWKH*O\SKV ..................................................213
Running This Chapter ..................................................19
Last Blood Vision .........................................................213
Blood Execution.............................................................19 History of Blood .......................................................215
Exsanguinate .............................................................20 The Truth .................................................................220
Blood Rain .................................................................24 7KH)LQDO&RQIURQWDWLRQ .........................................226
Darkened Day ............................................................39
Lightened Night ........................................................51 The Prime Tower .........................................................229
Tower Entrance .......................................................229
Blood Vision......................................................................72 Sanguinology ...........................................................232
The Crypt ..........................................................................82 The Prime Laboratory .............................................245
The End .....................................................................252
Chapter Two ....................................................................96
Running This Chapter ..................................................97 Adventure Spells .............................................................257

Halfway There...............................................................97 Adventure Items..............................................................262


Getting In..................................................................101
The Journey ..............................................................111 Adventure Monsters .......................................................268

Second Blood Vision....................................................123


Twisted Corridor......................................................123
History of Blood .......................................................130
Blood Prison .............................................................131
Reunion.....................................................................134

Rules of the Under Garrote ........................................134


Waking Up ................................................................135

3
Heritage of the Damned is designed for a party of four 1st-
level characters. It’s a long and detailed 5E adventure
that takes place in Tolia, a region in the Bloodpunk
Adventure
setting. The journey begins in Kanrath, the vampire
city, continues through the railroad and the Garrote
Mountains, and ends in Cyherested, the sorcerer
Background
city. The characters are a bunch of random unlucky ,QWKLVVHFWLRQ\RXFDQÀQGLQIRUPDWLRQRQWKHFXOWV
people living in Kanrath who are caught in the middle organizations and key characters of the adventure, as
of the struggles between a group of cultists trying to well as the land of Tolia. They are all required for you to
awaken an ancient vampire, anti-vampire rebels, royal understand the adventure completely.
vampires, and powerful sorcerers.
Everything you need to run this adventure is
provided in this book, including the monsters,
NPCs, spells, magic items, and the summaries of the
Bloodpunk
places within. Although it is not required to run this
adventure, the region is described in greater detail in
the setting book Bloodpunk, which you can take a look at
if you wish.
The adventure starts in the dark gothic city of In the setting, blood is an important substance that
Kanrath. The city is mostly inhabited by mortals, yet, governs religion, societies, and technology. There
the vampiric hierarchy holds the reins of the city are advanced weaponry, complex engines, everyday
through sheer supernatural power. The characters tools, and many devices that run on blood. This type of
are mortals leading their day-to-day lives in this city, technology relies almost entirely on an orange semi-
who are suddenly arrested for crimes they haven’t magical mineral called the “angst” crystal. The majority
committed. They will be prosecuted, imprisoned, and of people believe that power comes from blood, and that
executed; but, a twist of fate will bring them back to life power is carried by it through generations. The Blood
and force them to pursue the mystery that has revived God is worshiped by many in the region; especially in
them. This pursuit will eventually take the characters .DQUDWK9DPSLUHVIHHGRQEORRGVRUFHUHUVÀQGWKHLU
to Cyherested where they shall unearth many mysteries might in it, and common people pay with it when
and overcome many challenges that an ordinary mortal QHFHVVDU\%ORRGLVWKXVLQGLVSHQVDEOHDQGLWÀOOVHYHU\
wouldn’t even dream of. aspect of life.
As this adventure takes place in a dark setting,
the characters face cold-blooded murders, body
mutilations, grotesque creatures, and other inhumane
acts. There are mechanics in some chapters and
Tolia
HSLVRGHVWKDWDUHGHVLJQHGWRUHÁHFWWKLVGDUN
atmosphere. Therefore, we think it’s best that you read
the entire chapter or episode that you are going to play
before you dive in, to make sure that the content is
suitable for your players if nothing else. However, if you
are reluctant to do so, the Adventure Overview section Surrounded by mountains and shores, Tolia is a cold
summarizes the major events that take place in the and mountainous region where the days are short and
adventure. the nights are long. There are three major settlements
in Tolia: Kanrath, Cyherested, and the metro complex
within the Garrote Mountains. Apart from these

4
protected settlements, beasts, magical creatures, and
took over the rule of Kanrath.
people occupy the wilderness. Tolia is a dangerous
region, and it pushes its occupants to live within the
borders of its cities, even if those cities are riddled with
injustice. Common stories of wild tribes, barbarians The Royalty
blinded by rage, druids covered in bloodsucking vines,
WULFNVWHUPRQVWHUVIHHGLQJRQPRUWDOÁHVKQDWXUDO
disasters, and harsh weather killing travelers and
H[SORUHUVÀOO7ROLDQKHDUWVZLWKIHDU

7KH)RXQGHURQO\WXUQHGSHRSOHLQWRYDPSLUHV
KLPVHOIDQGFDOOHGWKHPKLVFKLOGUHQ7KH)LUVW&KLOG
is a friend who he shared common ideologies with.
Kanrath 7KH6HFRQG&KLOGLVWKHZLIHRIWKH)RXQGHUZKRPKH
accidentally consumed out of love. The Third Child is
WKHWDLORUZKRPDGHWKHPRVWPDMHVWLFRXWÀWVIRUWKH
)RXQGHU7KH)RXUWK&KLOGLVKLVDGRSWHGGDXJKWHU
7KH)LIWK&KLOGLVWKHPRVWOR\DOJHQHUDORIKLVDUPLHV
The Sixth Child is the head of the rebels taking action
Built centuries ago, the city was established and against vampires; he turned him into a vampire to make
UHQDPHG.DQUDWKE\WKH)LUVW9DPSLUHDSSUR[LPDWHO\ an example of and humiliate.
\HDUVDJR7KXVWKH)LUVW9DPSLUHEHFDPHWKH
7KH)LUVW&KLOGEHWUD\HGWKH)RXQGHUDQGEHFDPHWKH
)RXQGHU7KHFLW\KDVH[SDQGHGJUHDWO\RYHUWKH
Crimson King. The Second Child was consumed by the
last two centuries and it has become the largest
)RXQGHU7KH7KLUG&KLOGVWLOOZRUNVLQKLVZRUNVKRSLQ
settlement in Tolia. It is ruled by vampires and built
WKH5R\DO&DVWOH7KH)RXUWK&KLOGLVWKHSROLWLFDOULYDO
according to their preferred aesthetic; in the Victorian
of the Crimson King, who keeps her imprisoned in the
dark-gothic style. Although mortals are greater in
FDVWOH7KH)LIWK&KLOGZDVH[HFXWHGE\WKH&ULPVRQ
number in the city, they are oppressed through laws,
.LQJEHFDXVHVKHZDVOR\DOWRWKH)RXQGHUDQGKDG
vampire propaganda, and the might of the vampires’
control of the armies; nobody knows what happened to
supernatural powers.
her body. The Sixth Child is missing, hiding within the
city, funding anti-vampire activities.

The Founder
The Railroad

7KH)LUVW9DPSLUHEHFDPHWKH)RXQGHUZKHQKH
There is a railroad going through the Garrote
founded Kanrath. He was a powerful wizard seeking
Mountains, connecting Kanrath and Cyherested. It was
a cure for his unknown, extraordinary disease. When
built during the war between the two cities to supply
he killed a son of the Sun God to absorb his divinity,
sieges. Later on, it became a commercial railroad. The
the Sun God seized the divine essence and cursed the
main railroad connects to the metro line; a smaller
ZL]DUGWUDQVIRUPLQJKLPLQWRWKH)LUVW9DPSLUH7KHQ
railroad built within the Garrote Mountains to facilitate
WKH)LUVW9DPSLUHWRRNRYHUDFLW\WKURXJKGLSORPDF\
the logistics of angst ores from the angst mines. After
and marriage and transformed it into Kanrath. He
the angst mines were depleted, the metro line was
formed a hierarchy where vampires towered over
DEDQGRQHGIRUDZKLOH7KHQUHEHOVRXWODZVPLVÀWV
mortals and tried to accumulate the potency of blood
and outcasts settled in the stations of the metro line,
to achieve divinity through vampirism. When the
living within the tunnels under the Garrote Mountains.
ÀUVWSHUVRQKHWXUQHGLQWRDYDPSLUHEHWUD\HGKLP
This place is now inhabited by people who don’t want
KHZDVSDUWLDOO\NLOOHG DVWKH)RXQGHUDQGKLVGLUHFW
to try their chances out in the wilderness, but also can’t
descendants whom he himself turned into vampires
bear to stay in either of the cities.
cannot truly be killed) and locked away in a crypt. The
EHWUD\HUWKH)LUVW&KLOGEHFDPHWKH&ULPVRQ.LQJDQG The city was erected in a single day, but the
preparations for its establishment took much longer.

5
Cyherested The Silver Cult

Thousands of people worked hard over months, even


years, to obtain the necessary materials to build the The Prime Sorcerer of Sanguinology has an apprentice
FLW\)RXUP\VWLFDOÀJXUHVFDOOHGWKH3ULPH6RUFHUHUV called Elari. By the order of her master, Elari has
promised those people to build a secure home for established a cult of sorcerers. Members of this cult
them in exchange for their efforts. But when the time WKLQNWKDWWKH\ZRUNIRUWKHEHQHÀWRIVRUFHUHU
FDPHWKH3ULPH6RUFHUHUVVDFULÀFHGDOPRVWHYHU\RQH supremacy, but unknowingly work according to
who worked to collect the materials; their blood being the plans of the Prime Sorcerer. The members hate
needed to cast the spell that would erect the city, which vampires and believe that they work against them. They
required an immense amount of magical energy. The carry silver daggers to use against vampires, which is
VSHOOFRQVXPHGWKHPDWHULDOVDQGWKHVDFULÀFHGSHRSOH where the name of the cult comes from.
leaving a great city where they stood. Over many years,
(ODULJLYHVVHYHUDOVSHOOVFUROOVDQGWKH)RXQGHU·V
people migrated to this empty city. The Prime Sorcerers
EORRGWRDJURXSRIPHPEHUVIRUWKHPWRLQÀOWUDWH
haven’t really meddled with the affairs of the citizens of
.DQUDWKDQGFRQGXFWDULWXDOWRUHVXUUHFWWKH)RXQGHU
Cyherested since; the people formed a government and
They try to cast the ritual but fail, causing blood rain to
the ruling mechanisms themselves. The city was built
IDOODQGWKHFKDUDFWHUVWREHUHVXUUHFWHG7KH)RXQGHU·V
with an art-deco aesthetic, which it has preserved to
blood is consumed by the ritual. After their failure, they
this day. In Cyherested, sorcerers are the elite who are
HQWHUWKHFU\SWZKHUHWKH)RXQGHU·VERG\LVNHSWXVLQJ
feared and respected, while wizards are hated, hunted,
WKH)RXUWK&KLOG·VEORRG7KH\VWHDOWKH)RXQGHU·VERG\
and persecuted. Although the city is not as crowded as
and take it to Cyherested, give it to Elari, and Elari gives
Kanrath, it is more advanced economically, magically,
it to her master; the Prime Sorcerer of Sanguinology.
and technologically.
The members of the cult believe that they are trying
WRGHVWUR\WKH)RXQGHU·VERG\VRWKDWLWFDQ·WEH
resurrected.

The Sanguinologist
The Fourth Child
and the Dean

The four Prime Sorcerers who built Cyherested came


from an unknown distant land. Each of them specialize 7KH)RXQGHUKDVDQDGRSWHGGDXJKWHUZKRPKHKDV
in different aspects of blood; they are the Prime WXUQHGLQWRDYDPSLUHWKH)RXUWK&KLOG7KH)LUVW&KLOG
Sorcerers of Nonessence, Crimson Technicians, Blood imprisoned her in the Royal Castle when he betrayed
Elementalism, and Sanguinology. The Sanguinologist WKH)RXQGHUDQGEHFDPHWKH&ULPVRQ.LQJ6LQFH
experiments on the shapes and forms of living WKHQVKHKDVEHHQWU\LQJWRÀQGZD\VWRUHVXUUHFWWKH
creatures, controlling them and assuming their form )RXQGHUDQGNLOOWKH&ULPVRQ.LQJ
through the use of blood sorcery. The Prime Sorcerer
The Dean of the Royal Academy of Sanguine is the
RI6DQJXLQRORJ\ZDQWVWRDZDNHQWKH)RXQGHUIURPKLV
son of the Prime Sorcerer of Nonessence. His father
sleep and control him with magic to help him achieve
traumatized the Dean with blood therapy as he tried to
his goal of divinity, so that they can steal divinity from
unlock the potential for sorcery in his blood. After he
WKH)RXQGHU7KHH[LVWHQFHRI3ULPH6RUFHUHUVLVZLGHO\
got older, he left Cyherested and was seen in Kanrath
debated, and only a handful of people are certain they
PDQ\\HDUVODWHU+HZDVYHU\FORVHZLWKWKH)RXQGHUDV
exist; it’s almost impossible to see or talk to them, let
they were both persons of progress.
alone know their plans.
The Dean became the head of the university and

6
started to undergo regular blood treatment to lengthen
his life beyond mortal limits. He has managed to remain
the Dean to this day, lengthening his life, as he still
Currency
regularly undergoes the treatment. He hates Cyherested
and the Prime Sorcerers.
7KH)RXUWK&KLOGDQGWKH'HDQDUHZRUNLQJWRJHWKHU
7KH)RXUWK&KLOGWULHVWRWDNHFRQWURORI.DQUDWKDQG
the Dean wants to hurt Cyherested in any way he can. In Kanrath, 1 Kanrath Tooth is equal to 1 copper piece
7KH'HDQLVWKHRQHZKRVHQGVWKH)RXQGHU·VEORRGWR DQG.DQUDWK)DQJLVHTXDOWRVLOYHUSLHFH7KHUHDUH
the Silver Cult, knowing that they would fail in some DQG.DQUDWK)DQJEDQNQRWHV
ZD\FDXVLQJDFULVLVEHWZHHQWKHWZRFLWLHV7KH)RXUWK currently in circulation. 10 Cyherested Staves (CS) are
Child sends her own blood to the same cult through the ZRUWK.DQUDWK)DQJV .) 
'HDQVRWKDWWKH\FDQUHVFXHWKH)RXQGHU·VERG\IURP In Cyherested, 1 Cyherested Wand (CW) is equal to 1
the crypt. copper piece and 1 Cyherested Staff (CS) is equal to 1
Most intrigues and extremely detailed plans in the silver piece all around Cyherested. There are 1, 5, 10,
adventure are the results of the teamwork of these two, 20, 50, 100, and 200 Cyherested Staff bills currently in
plotting from the shadows. FLUFXODWLRQ7KHH[FKDQJHUDWHEHWZHHQ&6DQG.)LVWHQ
to eight, just as in Kanrath.
The only stable currency that is used in both cities is
the angst coin. 1 angst coin is equal to 50 gold pieces in
Old Common all of Tolia.

New Mechanics
There was once a language that was widely spoken in
the olden days, from which Common was derived. There
are three main ways in which Old common differs from
&RPPRQWKHÀUVWEHLQJWKHRYHUZKHOPLQJSUHVHQFH
RIVXIÀ[HVLQWKHSODFHRISUHSRVLWLRQVWKHVHFRQG Both A Guide to Tolia and Heritage of the Damned contain
being more complex tense forms to communicate more new mechanics that are related to the themes of
with shorter sentences and the third being a balance Bloodpunk<RXFDQÀQGWKHQHZPHFKDQLFVQHFHVVDU\WR
between the vowels and consonants in each word. run this adventure below.
The difference between the numbers of vowels and
consonants in a word is never more than one in Old Blood Damage. When a creature is subjected to blood
Common. This language is still used by some, most of damage, it takes necrotic or poison damage; whichever
whom are old vampires. LVPRUHKDUPIXOWRWKHFUHDWXUH)RUH[DPSOHLID
creature has resistance to necrotic damage but has no
A person who knows Common can understand the resistance or vulnerability to poison damage, blood
general intention of a sentence spoken in Old Common, damage deals poison damage to that creature. However,
but the nuances of meaning are lost in translation. if a creature has resistance to both damage types,
)RUH[DPSOHVRPHRQHZKRNQRZV&RPPRQPD\ vulnerability to both damage types, or has neither for
understand someone has insulted them in Old Common, both damage types, you (the GM) can choose the type of
but they wouldn’t be able to understand what the insult damage dealt yourself.
was about.
Bowel Fever (Disease). Taking its name from the
Bowels, a highly polluted and contaminated part of

7
the city, bowel fever is one of the most feared diseases one of the criteria above must succeed on a DC 17
in Kanrath. If a creature works in heavy industry Constitution saving throw or suffer magic vulnerability.
in Kanrath, spends excessive time in contaminated As a result, it has disadvantage on saving throws against
regions, lives in wretched conditions, or comes in spells and other magical effects. Magic vulnerability can
contact with someone infected, there is a good chance be cured by the lesser restoration spell or other magic
that the creature will catch the disease. The most with similar effects.
common way this disease spreads is through the bite of Toxic Water Source. Due to alchemical and industrial
a red mozzy. Bowel fever causes high fever, an intense leaks into the water sources of the city, one needs to
stomach ache, vomiting and diarrhea. A creature with purify the water in Cyherested before consumption.
bowel fever suffers 1 level of exhaustion, which cannot There are bloodwork machines that purify water;
be removed by any means until the disease is cured. If however, only those with a comfortable lifestyle
so, it cannot take any actions or reactions until the end can afford such technology. If a creature consumes
of its next turn. XQÀOWHUHGZDWHULQ&\KHUHVWHGIRUPRUHWKDQRQH\HDU
Crimson Lungs (Disease). The heavy, crimson mist it must succeed on a DC 15 Constitution saving throw
that covers the city causes most non-undead humanoid or be poisoned. If the creature remains poisoned for
FUHDWXUHVWKDWOLYHKHUHIRUPRUHWKDQÀYH\HDUVWREH a month, it starts to take 1d6 poison damage after
infected with this disease, which turns the lungs of ÀQLVKLQJDORQJUHVW7KLVGDPDJHFDQQRWEHUHGXFHG
the sufferer crimson-red. A creature that meets the by any means. If the creature remains poisoned for
criteria must make a DC 15 Constitution saving throw. another month, it suffers a level of exhaustion while
On a successful save, the creature avoids being infected poisoned in this way. This exhaustion can only be
by crimson lungs for a year. At the end of the year, it reduced by ending the poisoned condition.
must repeat the saving throw if it stays in Kanrath. Blood Degeneration. The amount of blood
2QDIDLOHGVDYHWKHFUHDWXUHLVLQIHFWHGZLWKÀUVW degeneration a character has gained indicates the
stage crimson lungs. Such a creature has a hard time DPRXQWRIEORRGWKDWWKH)RXQGHUKDVPDQDJHGWRWDNH
EUHDWKLQJDQGSK\VLFDODFWLYLW\EHFRPHVGLIÀFXOWLWV control over.
speed is reduced by 10 feet. If the disease is not cured
within a month, the infected enters stage two, and $IWHUWKHFKDUDFWHUVJDLQWKHLUÀUVWEORRG
its Strength and Dexterity scores both decrease by 2. GHJHQHUDWLRQWKH\JDLQRQHPRUHZKHQWKH\ÀQLVKD
Another month later, the infected enters stage three, long rest. They also take blood damage equal to the
becoming poisoned. Only a greater restoration spell or number of blood degenerations they have when they
VLPLODUPDJLFFDQFXUHWKHÀQDOVWDJHRIFULPVRQOXQJV ÀQLVKDORQJUHVW7KLVGDPDJHLVGHDOWDIWHUWKHHIIHFWV
of the long rest are applied (including the new blood
New Condition: Hemophilia. A creature with this degeneration) and it can’t be reduced by any means.
condition takes double damage from any damage
originating from blood damage. However, if it is already All blood degenerations gained by a character
vulnerable to the damage type, the damage is not stack, and when the number of blood degenerations
multiplied again. a character has gained is equal to their hit point
maximum, they die with no means of resurrection. The
The DC of the Wisdom (Medicine) check required to )RXQGHUWDNHVFRQWURORIWKHERG\
stabilize you is increased to 15. Any effect that would
normally stabilize it gives it advantage on its next death
saving throw it makes until the end of your next turn.
Magic Vulnerability. There are many ways one can Main Locations
develop magic vulnerability in Cyherested. The most
common one is caused by a regulation of the city itself.
Spell components bought and sold in the Nest are under
strict control; and naturally, some spellcasters do not
want to work under a lens. Therefore, they buy spell
components on the black market. Spell components The characters of this adventure start their journey
are sometimes created from leftover or damaged WRVROYHWKHP\VWHULHVRIWKHLUUHVXUUHFWLRQDQGÀQLVK
components in the black market, which results in a LWÀJKWLQJWKHPRVWLPSRUWDQWÀJXUHVRIWKHVHWZR
backlash. cities. While doing so, they visit many districts, both in
Being in close contact with magical waste, such as the Kanrath and in Cyherested. The following is a summary
material components of a spell that has gone wrong or of the locations and districts of Cyherested, given in
the leaks of an alchemy lab that produces poison may greater detail in A Guide to Tolia. Essential locations for
result in magic vulnerability. A creature that meets the adventure, Heritage of the Damned, are explained in

8
more detail than the others. Although the passage is surrounded by slums, it became
a stomping ground for the nobility of Kanrath after
the city renovated the street by placing columns with
Districts of Kanrath nearly 50 crimson gargoyle statues on either side of the
road.
,QWKLVVHFWLRQ\RXFDQÀQGLQIRUPDWLRQDERXWWKH
8. Talius’s Hippodrome. Talius’s Hippodrome is a 1500
districts of Kanrath.
feet long and 500 feet wide, one-story building. The
1. Royal Castle. The huge stone castle was built long most popular races held inside are undead horse races,
before Kanrath was ever built; however, it has been chariot races drawn by undead horses, automaton horse
renovated many times to meet the needs of the royal races, or chariot races drawn by automaton horses.
family. Only royalty and their servants live in the castle; Since these horses do not get exhausted and mostly
there are no guards within the perimeters of the castle run at the same speed, the jockeys of the horses or
or its garden. the drivers of carriages make all the difference. These
2. Royal Academy of Sanguine. The Royal Academy races come with an important twist; they are to the
of Sanguine, also known as the “University of Seen and death, and spells and weapons are allowed. Most races
Unseen Art”, was founded in 277, seven years after generally end with the death of several jockeys.
WKH)RXQGHU·VFRURQDWLRQ7KHDFDGHP\LVFRQVLGHUHG 9. Mourneham Abbey. Mourneham Abbey is the
a part of the Royal Castle, its perimeters are guarded ministry quarter and it is divided into two by the
well, but there are no guards inside the university )RXQGHU·V/DQHZKLFKFRQQHFWVWKHWUDLQVWDWLRQ
boundaries. People here study such things as the effects to the Royal Castle through the Highseat District.
of aberration blood on humanoid creatures, increasing %XUHDXFUDWLFRIÀFHVVWDQGRQHLWKHUVLGHEXWWKHRQHV
WKHHIÀFLHQF\RIDQJVWFU\VWDOVEORRGZRUNHQJLQHHULQJ on the northern side of the lane are dubbed the Upper
and creating a matter that can be used instead of angst. Ministries and the ones on the southern side, the Lower
3. District of Noble Blood. This is one of the wealthiest Ministries.
districts in Kanrath. The headquarters of the Temple Ministry buildings are tall cobblestoned and brass
of Blood is located here. Visiting this district is strictly structures with characteristic decorations. Here is the
prohibited and is punishable by execution on sight. list of the upper ministries of Kanrath: the Ministry of
4. Highseat District. Also known as the “Castlefront”, War, the Ministry of Commerce, the Ministry of Travel,
this is one of the best places to live in the city of the Ministry of Law and Order, and the Ministry of
Kanrath. Since one of the entrances of the Royal Castle Arcane Affairs. Here is the list of the lower ministries
is located in the district, it is inhabited by aristocratic of Kanrath: the Ministry of Agriculture, the Ministry of
vampires and nobles. All streets and roads are kept Mortal Health, the Ministry of Energy and Technology,
clean at all times and are beautifully illuminated by the Ministry of Culture and Communication, and the
night. Apart from the many houses and parks, the Ministry of City Planning.
wealthiest residents of the city get to enjoy the luxuries 10. Kanrath Main Line. The station has one platform
of numerous high-end shops and fancy restaurants that IRUGHSDUWXUHDQGRQHIRUDUULYDO$VPDOOERRNLQJRIÀFH
are only open at night. offers some options to buy tickets; passengers can pay
5. Freedom Square. Just north of the Royal Castle, the via blood or money. The noble passengers and regulars
)UHHGRP6TXDUHLVKRPHWRDODUJHZDWHUIHDWXUHLQWKH have different ticket lines and obviously different
middle. Around the square is a noble neighborhood that wagons on the train. Guards carefully monitor the area
goes by the same name. Like the Highseat District, only to prevent any disturbances. Also, nobles often bring
nobles are allowed to live in the area. their own personal guards to protect their luggage. A
small section in the departure platform is separated by
6. New Age Renovation Area. Before the rule of the
cloth folding screens, and is used to collect the blood of
)LUVW&KLOGVWDUWHGWKHODNHGLVWULFWZDVLQKDELWHGE\
the passengers.
middle-class mortal workers and those working in
freshwater trade. The lake was an important source of 11. Inpatient Rehabilitation Facilities. The Inpatient
freshwater for the city. After the Second Ruler came to 5HKDELOLWDWLRQ)DFLOLWLHVDUHORFDWHGWRZDUGVWKH
power, he decided to gentrify the area in order to make northern side of Kanrath, and are separated from
Kanrath more appealing to angst traders. Now, the area the residential areas. There are two facilities, both of
is only accessible to vampire nobles, and angst traders. which were established 40 years ago; a few years after
WKHVRUFHUHUVIDLOHGWRFDSWXUH.DQUDWK7KHÀUVWRQH
7. Crimson Gargoyle Passage. The Crimson Gargoyle
WKH&RUUHFWLRQDO)DFLOLW\LVPDGHXSRIWZREXLOGLQJV
Passage is a large road paved with wonderfully-crafted
one for vampire prisoners and the other for mortal
cobblestones, located in the eastern part of the city.
prisoners. The second is the Mental Rehabilitation

9
Center, which is where researchers work on people city is located in this district. As the number of military
they’ve deemed insane or mad, and try to understand personnel that need to reside near the camps is quite
their way of perceiving things. high, the city has built a complex of military lodgings in
12. Leech Therapy Center. The Leech Therapy Center the area. The crime rate of the Lodgings is relatively low
is located in the northeastern suburbs of Kanrath. The considering the crime-ridden backstreets of Kanrath.
center can host up to 1000 patients, so it is no surprise This is because the Lodgings have more patrolling
that it’s one of the widest buildings in the area. Leech RIÀFLDOVWKDQRWKHUUHJLRQVH[FHSWIRUWKRVHDVVRFLDWHG
therapy is an inhumane treatment mostly forced upon with the royal family and the nobility. The Necropolis,
infants and children to “purify” their blood. Vampires a huge military storage made of ashlar stones, is
use this treatment on children they have abducted. also located here. The storage is home to the undead
military force of the city. Thousands of mindless undead
While both adults and children can receive leech servants are stacked in this place, waiting for their
therapy, the methods used differ in different age orders patiently.
groups. Infants and children are submerged in a pool
ÀOOHGZLWKEORRGVXFNLQJOHHFKHVIRUDSHULRGRIWLPH 18. Craft Flamboyant. This part of Kanrath is full of
Having “purer” blood is believed to increase the extremely talented crafters who focus on the needs
chances of surviving the transformation to a vampire. DQGGHVLUHVRIWKHYDPSLULFQRELOLW\2QHFDQHDVLO\ÀQG
Therefore, some vampires think of leech therapy as a FDUSHQWHUVZKRFUDIWOX[XU\FRIÀQVDQGWDLORUVZKRVHZ
must for the abducted children, while some believe that heart shields (a tough piece of cloth, designed to stop a
if someone does not survive the transformation without stake to the heart).
external interference, they are not worthy of being 19. Lertes Park. Located on the southwest side
immortal creatures. of Kanrath, Lertes Park is a commercial area with
$GXOWVDOVRXQGHUJROHHFKWKHUDS\LIWKH\SD\.) absolutely beautiful and colorful streets. The area is
for it. However, the method is different and less vile. a hub for those who visit the city via train as it’s the
Several leeches are attached to the patient to drain ÀUVWVLJKWWREHKROGIRUWKRVHOHDYLQJWKHVWDWLRQ7KHUH
some of their blood. This process is believed to clean the are buildings with different structures and styles in
blood, making the patient look younger. WKLVGLVWULFWÀYHVWRU\PRVWO\EULFNEXLOGLQJVVWDQG
alongside two-story, cobblestone and wooden buildings.
13. Guilds’ Chamber.7KH*XLOGV·&KDPEHULVÀOOHG
with two or three-story stone buildings, most of which 20. Dirtwater Belt. In this big industrial area
function as guild houses. These guild houses host that hosts tens of factories and hundreds of small
important economical and political meetings, mostly in workshops, workers and their families try to survive
the shadow of their vampire masters. in the dark and crowded apartment complexes and
wander the dirty streets. The mind-boggling smell
14. Kanrath Harbor. The Kanrath Harbor is the sea comes from the mix of chemicals and gasses from the
trade center of the city. Both trading ships full of goods factories, the extremely polluted sea, and the city
DQGSDVVHQJHUVKLSVGRFNDWWKHKDUERU7KHUHDUHÀYH dump, which is called the Bowels. The piles of junk and
main piers, three of which are dedicated to trading JDUEDJHRYHUÁRZLQWRWKHVHDDQGFUHDWHVPDOOLVODQGV
ships, and the others for passenger ships. %LJÁRFNVRIGHDGVHDFUHDWXUHVZDVKDVKRUHDWWKH
15. Ember Grove. In this relatively wealthy ports. All the waste becomes a breeding ground for red
neighborhood for mortals, there are taverns, pubs, mozzy, which carry several diseases; especially bowel
markets, a few small theaters, a school, a small hospital, fever.
and even an exhibition center. The streets are cleaner 21. Maritime Industrial Zone.7KHVPHOORIÀVKURW
and smell fresher than other areas reserved for mortals booze, piss, blood, and coal overwhelm the streets of
in the city, and the patrols here take their job seriously. this district. The workshops, houses, and warehouses
16. Kanrath Police Department. This well-protected are all owned by mortals and are all in awful conditions.
three-story brick building is adorned with bloodwork Thieves roam the alleys, beggars guard their spots,
turrets and reinforced metal plates to secure its murderers sneak around, and rebels scream their
perimeter. The streets around the police station are propaganda all out in the open. However, vampires
well-illuminated. Both vampires and mortals can don’t even bother to try and get this zone in order and
become part of the police force after successfully simply see the district as a place for the people who are
completing the training required. Regardless, only a too broken to achieve anything.
handful of them sincerely try to solve cases, and those 22. Lighthouse. The southern cape of Kanrath is a
that do are usually promoted to detective so that they rare sight to see with its gorgeous lighthouse made
are sent away from the station. of darkened bricks atop a colossal cliff, which also
17. The Lodgings. The biggest military camp of the functions as a watchtower. It is the only building in the

10
area, as the area is surrounded by large, sharp rocks workplaces, and in time, West Ballast became a district
inhabited by sirens, making it a deadly terrain to live in. in its own rite. Mostly workers and more importantly,
$QJVW5HÀQHULHV7KHUHÀQHU\DUHDORRNVOLNHD mortals, live and work in the district, which is why the
small city itself when observed from above, thanks to working conditions here are harsh. Try as they did at
the collection of cylindrical chemical tanks of various some point in the district’s history to form a workers’
sizes linked to each other with a series of pipes, the union to change West Ballast, they were stopped by
ODGGHUVQH[WWRWKHPDQGRIÀFHVEHWZHHQWKHP7KH the royal authorities. Nowadays, there are several
air is also polluted here due to the presence of angst mobs that aim to protect and defend workers’ rights.
factories. Some are formed by honest workers whereas others
are formed by wannabe thug leaders. All mobs are
24. Cleaners District. The Cleaners District was considered illegal and dangerous.
constructed after the increase in mortal districts and
population. Almost all the buildings in the district are 30. Iron Vale/Rusty Vale. On the west side of the city,
houses, and they all look quite similar to one another; along with the old railroad, is the Rusty Vale, which
one-story, brick houses. The residents are called used to be called the “Iron Vale”. The place is called
“Cleaners” because they are tasked with cleaning the “rusty” because of all the rusty rooftops, columns, and
entirety of the city and picking up the trash before the windows in the district. The material for these metal
nobles leave their homes for a beautiful night. constructs were taken from the metal left over from
the construction of railroads, bridges, and trains. Since
25. Vermilion Financials.9HUPLOLRQ)LQDQFLDOVLVD the residents could not afford the maintenance of the
seven-story building mostly made of granite with large PHWDOVWKH\JRWUXVWLHURYHUWLPH7KH$QJVW5HÀQHULHV
GHOLFDWHVWDLQHGJODVVHVORWVRIÁ\LQJEXWWUHVVHVDQG to the west of the Iron Vale create a misty and hazy
huge pointed arches. This building is the epitome of atmosphere with all the dust and smoke they emit. Also,
Kanrath architecture. It is one of the most renowned PDQ\UHÀQHU\ZRUNHUVDQGWKHLUIDPLOLHVOLYHLQWKH
buildings in the Crimson City. That is why the district is Rusty Vale.
NQRZQE\WKLVEDQN·VQDPH7KLVGLVWULFWLVWKHÀQDQFH
center of Kanrath. In the middle of the Iron Vale, there is a big
open park, which is quite unusual in a poor, mortal
26. St. Glivenalle District. The St. Glivenalle District neighborhood; called the “Park Street”. The park was
got its name from Saint Arekross Brier Glivenalle, a constructed envisioning a zoo to entertain the elite
famous cleric of the Blood God. The district hosts the and their kids. However, when the city planners found
highest number of churches devoted to the Blood God. that the noise from the railroad and the pollution
Most people who live there are zealous fanatics who IURPWKHUHÀQHULHVZHUHXQEHDUDEOHWKHSDUNZDVOHIW
believe that the vampire rule is just and necessary. They untouched.
are the most hardworking citizens of Kanrath as they
believe that everyone must do their part for the good
of the city, even though most of them know deep down Districts of Cyherested
that this is a lie forced upon them.
27. Upper East Vale. Residents of the region; ,QWKLVVHFWLRQ\RXFDQÀQGLQIRUPDWLRQDERXWWKH
mostly workers, gang members, and criminals, live districts of Cyherested.
in overcrowded apartments, pitch tents in dead-end
streets, or sleep wherever available on benches or 1. Spellspires.+RXVHRI3ULPH6RUFHUHUV)RXU3LOODUV
in parks. Similar to other suburbs of the city, the of Eternal Magic. Towers of Prime Sorcery. Halls of
Upper East Vale has dark and narrow streets, poor Sorcery Divine. Home of Paragon Sorcerers. Columns
infrastructure, high crime rates, and little or no service of Mysteries. Atlas of Mystics. Spellspires. The four
to basic needs. towers that house the four mythical Prime Sorcerers
of Cyherested are known by these and countless other
28. Fell District. Kanrath’s most notorious and names. These four magically constructed towers are
criminally active district is also one of the oldest. This the living proof of the magical mysteries known to the
LVZKHUH7ROLDQPRUWDOVÀUVWVHWWOHGLQWKHFLW\/LWWOH 3ULPH6RUFHUHUVDVZHOODVWKHLUÁDZOHVVPDVWHU\RYHU
is known about this part of Kanrath, since visiting the their area of sorcery, thanks to the towers’ perfectly
area and living to tell the tale is an unlikely occurrence. tailored art-deco architecture.
There is no law.
These 2500-foot pillars stand in different areas of
29. West Ballast. When the city of Kanrath was Cyherested. All of them look identical to each other.
HVWDEOLVKHG:HVW%DOODVWZDVWKHÀUVWDUHDWREHFRPH Only the Prime Sorcerers and other spellcasters as
an industrial zone. The mortals who worked in the mighty as they are can spot the subtle differences.
factories constructed houses in the perimeter of their )LUVWRIDOOWKH\KDYHQRGRRUVZLQGRZVEDOFRQLHV

11
or any other accents. It is impossible to enter one of generally stand about 4 to 7 stories tall. The one major
these towers physically without breaking their walls, exception is the Zapernick Tower, standing tall at
which is almost impossible. The exterior of the towers 97 stories. The tower is the most critical feature of
are covered with perfectly-cut glass pieces of different the district for two reasons: it is the tallest building
shapes, which complement each other perfectly. When constructed without the aid of magic, and its top 12
one within 60 feet of the Spellspire looks directly at it, ÁRRUVDUHXVHGDVD]HSSHOLQSRUW
they see a magically ascended version of themselves. In 5. Bard Town. This is the beating heart of music,
this case, the creature must succeed on a DC 23 Wisdom entertainment, and performance arts in Cyherested.
saving throw or be stunned for 1 minute. Each of the This place has a lot to offer in terms of shows, tasty
almost three thousand glass pieces forming the exterior meals, good beer, exotic drinks, and quality time: a
of a Spellspire is constructed with magical traps within. unique experience altogether. There are lots of taverns
If a glass piece is broken, the disintegrate spell (DC in Bard Town. Every evening, people come here after
25) targets the creature who has broken it Although work for dinner, drinks, and fun. In these taverns, bards
WKHVHJODVVHVDUHGHDGO\WKH\UHÁHFWDQ\NLQGRIOLJKW take the stage to earn some coin.
in an extremely luscious way and create a show of
harmonically dancing lights around them. 6. North Point.)LYHVL[VWRU\EXLOGLQJVFUDPPHG
together, and dark, narrow streets frame the landscape.
Moreover, each tower constantly emanates a 2QHFDQÀQGXQDXWKRUL]HGKRWHOVVHFUHWPHHWLQJ
repelling aura, as if they are affected by the antipathy/ points, cult houses, and underground organizations
sympathy spell (DC 25). here. Those who need to hide from the CBI can rent
After the glass layer, there are two layers of rooms here if they need to lay low for a while. There
adamantine, and between each of them are countless is also something here that is more interesting than
explosive runes, created by the glyph of warding spell (DC all the criminals, magical substances, and other illegal
25), which detonate on touch. entertainment; a secret wizard organization called
The only entrance to the towers is through the WKH´+LYHµ)RXQGHGE\WKHZL]DUGVRI&\KHUHVWHG\HDUV
teleportation circles inside them. However, to be able to ago, the Hive protects wizards and teaches wizardry.
use them, one must be allowed by the Prime Sorcerer of Dozens of detectives have investigated the rumors
the tower, which is almost impossible. about the Hive over the years, and hundreds of police
RIÀFHUVKDYHSDWUROOHGWKHVWUHHWVIRU\HDUVEXWWKH\
2. Cyherested Automaton Facility.&$)ZDVIRXQGHG FRXOGQRWÀQGDQ\WKLQJWKDWSURYHVWKHRUJDQL]DWLRQ·V
by the order of the Crimson Technician Prime Sorcerer. existence. Today, most authorities consider the Hive to
The facility is the factory where automatons, which be a myth.
are the spine of Cyherested’s defense mechanisms, are
mainly produced. 7. Hillside Heights. Hillside Heights is a suburban
residential district favored by the wealthy. In this
3. The Nest. The Nest is the main source of spell district that resides between the Spellspires and the
components in Cyherested. There lies the biggest spell Garrote Mountains, the houses are usually two-stories
component industry of Tolia; botanic gardens, alchemy WDOOSDVWHOFRORUHGDQGPDGHRIEULFNVZLWKUHG
tables, local shops, foreign traders, and research EURZQEULFNURRIVDVPDOOVWDEOHWKDWÀWVRQHKRUVH
centers; all of which undertake spell component and a backyard where the residents like to have Sunday
production on an industrial scale. Unlike the rest of the barbecues. The roads are built with a square shape that
city, there are lots of green open spaces in the Nest, as creates blocks for easy navigation. There are walkways
well as buildings that are only one or two stories tall. for pedestrians on each side of the road to ensure the
0DQ\YLVLWWKLVSODFHWRÀQGWUDQTXLOLW\LQLWVJDUGHQV safety and well-being of the residents.
7KHDUHDLVXQGHUWKHVWULFWFRQWURORIWKHRIÀFHUV
There’s a record of every spell component sold, bought, 8. Arcane City Station. The train tracks that start
and stored here, as Cyherested suffered a great deal at in Kanrath end in Cyherested, in a station called the
the hands of the rebels during the civil war, who cast “Arcane City Station”. The district was established
rare spells requiring exotic material components. around the station after the speed of trade increased by
the incoming merchants and supplies. The main station
4. Zapernick District. This metropolitan area gets building is made of white marble and metal frames.
its name from Gillian Harkon Zapernick of Goldhorn, After the large stairs in the entrance, there is a huge
the architect of the Zapernick Tower. It is a residential golden door that always stays open. On the outside of
district with crowded roads, tall buildings, an organized the door, there is a depiction of a train moving through
layout, and abundant shopping options. People that the mountains, and on the inside, there is a depiction of
want to experience city life to the fullest mostly the great city of Cyherested. On each side of the door,
prefer to live in this area. The buildings in this district there are 30-foot-long columns. The Arcane City Station

12
LVDWZRVWRU\EXLOGLQJERWKÁRRUVRIZKLFKKDYHKLJK most touristic places in Cyherested. Here, one can come
FHLOLQJV7KHÀUVWÁRRULVZKHUHWKHWUDLQDUULYHVDWDQG across many historical structures that were constructed
departs from. There are ticket booths, waiting lounges, over time, the most striking of which might just be the
coffee shops, and food stalls inside the station. The Boulevard of Heroes. Along the street on either side of
VHFRQGÁRRULVH[FOXVLYHWRWKRVHZKRZRUNKHUHDQG this boulevard stand twelve 15-foot tall monuments of
important passengers. heroes of Kanrath siege. Some of them dead and some
9. Heartstring Way. Heartstring Way is where all of them still living, these are the soldiers who tackled
WKH2IÀFHVRI$GPLQLVWUDWLRQZKLFKRYHUVHHWKH impossible feats in times of war.
administrative workings of Cyherested, are located. 14. East Midfort. Cyherested is a city of extravaganza,
7KLVGLVWULFWLVÀOOHGZLWKIRXURUÀYHVWRU\EULFN and East Midfort is the center of the fun, serving the
buildings that each have a large metal plate carrying an wealthiest residents and the sorcerers of this deceitful
HPEOHPLQWKHIURQW7KHVHHPEOHPVÁRDWPLGDLUULJKW FLW\7KHÀUVWWKLQJWKDWFDWFKHVWKHH\HLQ(DVW0LGIRUW
above the entrances of the buildings, distinguishing is the colossal skyscrapers, vertically decorated with
WKHIXQFWLRQRIWKHRIÀFH7KH2IÀFHVRI$GPLQLVWUDWLRQ golden and silver lights. These buildings are towers for
DUHDVIROORZVWKH2IÀFHRI$JULFXOWXUHWKH2IÀFHRI powerful spellcasters, as well as sumptuous residential
&RQYH\DQFHWKH2IÀFHRI,QGXVWU\WKH2IÀFHRI0RGHUQ buildings for those who want more of a colorful
0HGLFLQHWKH2IÀFHRI5HJXODWLRQWKH2IÀFHRI6RUFHU\ OLIHVW\OH7KHVWUHHWVZKLFKDUHPDGHRIÀQHO\FXW
DQGWKH2IÀFHRI7UDGH marble stones, are cleaned daily by magical servants
10. CADRAC. The Cyherestead Assault and Defense conjured by the unseen servant spell. East Midfort is
Research and Application College is one of the most heavily guarded by the CBI to ensure the safety of its
prestigious schools in Cyherested. It offers a variety of residents. It’a a source of relief for East Midfortians that
courses on magic and technology related to warfare the Bureau of Investigation is located in their district.
and industry. CADRAC contains many facilities, such as
dorms, workshops, lecture halls, libraries, study halls, 15. CBI Headquarters. The CBI skyscraper, the
refectories, accommodation for academic staff, and headquarters of the organization, is a stone building
shops operated by private businesses. Its campus is with metal framing and metal plating here and there.
ÀOOHGZLWKWUHHVDQGGHFRUDWLYHSODQWVDVZHOODVVWDWXHV The building has very few glass windows. There are
pools, and fountains, which the many groundskeepers carvings on the wall, both on the outside and inside,
tend to. but the decorations are plain and simple. The interior is
11. CAMP College. Cyherested Arts, Magic, and illuminated quite well with countless angst lamps.
Philosophy College, CAMP College or CAMP for short, 16. West Midfort. West Midfort is a residential district
is a rooted university known for its grueling education. RFFXSLHGPDLQO\E\ORZUDQNLQJFLW\RIÀFLDOVDQG
The university offers courses on literature, history, workers. If one were passing through, one would see
almost all types of art, magical studies, sorcery, ÀYHWRVHYHQVWRU\EXLOGLQJVPDGHRIGLIIHUHQWW\SHVRI
research on divine magic, blood magic, art philosophy, stone taken from the mountains, roads of a mediocre
nature, magic, and blood, herbalism, and many others. quality, streets that are patrolled by automatons fairly
The campus is one of the best sights to behold in often, or shops that mainly serve the residents of
Cyherested. Its natural borders made of pine trees are this district. The crime rate here is higher than East
guarded, and the pine forest inside the campus is home Midfort, which is a district for the wealthier residents of
to many different animals, fey, and other residents that Cyherested; however, it is still lower when compared to
are observed by the students, or experimented upon by other parts of the city such as the North Point.
them. The buildings of each faculty are small palaces in
their own right, all of which were constructed by magic. 17. Upper South. This district is home to the
wealthy merchants of Cyherested. There are many
12. Square of Commerce. Cyherested tries to provide a great buildings, some markets, and urban parks
safe space for trade in the Square of Commerce, a place here and there. Tall structures, geometric details,
surrounded by skyscrapers functioning as business and harmonious planning make this neighborhood a
centers. Angst traders, merchants, and local business clean, pleasant place to live. It is a haven for artists, an
people are all welcome to trade here without worrying art-deco capital, and home to over twenty thousand
about the safety of their goods as the Square of citizens.
Commerce is heavily guarded by the CBI and patrolling
automatons at all times. The square is home to many Even though visiting this part of the city is easy as it
shops and stores as well as hotels, nightclubs, brothels, is located near busy roads, the poor are not welcome
taverns, and pubs to appeal to the traveling merchants. here.
13. Square Historica. Square Historica is one of the 18. Songbird Garden. The Songbird Garden is a large,

13
urban park consisting of 500 acres of public ground, a dome on top.
which stands in the memory of Donnatella Songbird; 22. Bronzeward Detention Center. The Bronzeward
a renowned singer and a greatly talented gardener. Detention Center is the one and only prison in
Thousands of residents visit the park daily for various Cyherested and is thus big enough to accommodate
reasons, ranging from watching duels to attending more than three thousand inmates, even though the
social events and even spending the night; in fact, it is actual number of inmates it holds at any given time
DVLWHRIUHIXJHIRUPDQ\ZKRVXGGHQO\ÀQGWKHPVHOYHV has never been announced to the public. The building
without shelter. is guarded by hundreds of guards, automatons, and
Today, the park has four main attractions: the powerful spells that secure entrances and exits and that
Sparrow Lake, the Orange Path, the Songbird Theatre, prevent magical scrying.
and the Lily Garden. The Sparrow Lake is known for 23. Cyherested Angst Sepulcher. The Square of
its serene environment; beautiful lake, old pine trees, Commerce is home to a nine-story ziggurat, each
DQLPDOVHVSHFLDOO\VSDUURZVDQGEHQFKHVÀOOWKHVSDFH ÁRRURIZKLFKVKLQHVZLWKDGLIIHUHQWFRORUDQGWKH
People come here to wind down, meet with friends, and top of which is decorated with the illusion of a giant
commune with nature. The Orange Path is the walkway angst crystal. The Cyherested Angst Sepulcher is one
connecting the east entrance of the Songbird Garden RIWKHH[DPSOHVRIWKHFLW\·VDUFKLWHFWXUH,WZDVÀUVW
to the middle of the park. Along the path, there are constructed as a warehouse for angst crystals, but has
VHYHUDOEURQ]HVFXOSWXUHVRUDQJHÁRZHUVDQGEHQFKHV EHHQRSHUDWLQJDVDEDQNIRUPRUHWKDQÀIW\\HDUV
inside. The Songbird Theater was reconstructed from
Donatella’s old house as a mid-sized theater. It has great 24. Highway. There is a tubular tunnel system under
acoustics and is mainly used for musicals. The building Cyherested that goes around the entire city. These
is decorated with Donatella’s favorite plants and many WXQQHOVZHUHÀUVWEXLOWWRLPSOHPHQWDQXQGHUJURXQG
sparrow sculptures, paintings, and engravings. The Lily metro system within the city. However, before the
*DUGHQORFDWHGDWWKHQRUWKRIWKHSDUNLVGHÀQLWHO\ project came to life, a group of talented sorcerers
worth a visit for all botany lovers. Tens of different invented a faster and cheaper way of magical travel: the
lilies are planted in this section of the park. Highway. There are stations connected to the Highway.
One can go underground and reach different parts of it
19. Center Arcane. This 100-story building, one of through the stations. The tunnels are 15 feet tall and 15
the tallest in Cyherested, is used as a museum, library, feet wide. A dense blue magical energy courses through
archive, and research center. Every visitor must take the tunnels at great speeds, creating a whistling sound.
tokens from the reception according to their purpose of The stations lead to these tunnels and one can step into
visit. Even if it is easy to visit the observatory decks and the blue light and instantly step out to a station of their
the museum, it is hard to visit the library and almost choosing.
impossible to see inside the research center. At the
REVHUYDWRULHVZKLFKDUHRQWKHWKDQGWKÁRRUV There is a fee to use the highway and a cost. The fee is
WKHYLVLWRUVÀQGWKHFKDQFHWRVLSWKHLUIDYRULWHGULQNV FROOHFWHGE\JRYHUQPHQWRIÀFLDOVLQWKHVWDWLRQVZKLFK
as they enjoy the gorgeous view of the city’s landscape. is 2 CS. The cost is the portion of magical energy that
the Highway takes from travelers in order to sustain
20. Dragon’s Nest. The Dragon’s Nest is a district itself. The Highway forces the traveler to expend the
where military members reside, closed off from the rest lowest level spell slot they have; if the traveler is not
of the city as the military compound. It is surrounded able to do so, the highway drains 1 hit point worth of
by 20-foot-tall stone walls. Along the walls of the blood from the traveler and converts it to magic. If a
district, there are watchtowers on which there are creature with no spell slots to expend and no blood to
always soldiers observing the perimeter. Right after give tries to travel through the Highway, it kills the
the stone walls, there is a spell that surrounds the traveler.
whole area. When an uninvited guest passes through
this invisible spell, an alarm goes off throughout the 25. Magnifying Hall. At the center of the city, there
Dragon’s Nest. is a large spherical building made of glass, metals, and
crystals. This building was built by the Prime Sorcerers
21. Cobalt Observatory. The Cobalt Observatory is as they erected the city with magic. It is the most
located at the foot of the Garrote Mountains, almost important part of Cyherested where all city-wide rituals
outside of the city of Cyherested. Researchers from are performed. It is called the Magnifying Hall.
Cyherested come here to study the environment, the
city, and the sky. The observatory is composed of two This building collects and absorbs magic from its
separate buildings; the dome and the research center. surroundings and channels it to the huge casting
The research center is a three-story brick building chamber within. As it stores this magical energy within
while the dome is a three-hundred-foot tall tower with itself, the building sheds colorful lights all around. It

14
is impossible to cast cantrips, 8th-level spells, and 9th- WKH)RXQGHU·VEORRGZKLFKUDLQVGRZQRQ.DQUDWKDQG
level spells while standing outside the building within infuses the characters’ fresh corpses, giving them life
60 feet of it, and to cast a spell, a caster must expend RQFHPRUH7KHFXOWLVWVVWHDOWKH)RXQGHU·VERG\RXW
a spell slot 2 levels higher than the level of the spell of panic and take it to Cyherested. Meanwhile, the
they are casting. Yet, a caster can cast 1st-level spells characters open their eyes in a morgue, and are taken
as if they are cantrips and they can expend a spell slot to the Grand Advisor of the Crimson King. The advisor
1 level lower than the spell they are casting to cast the orders them to investigate the situation, and the
spell while inside the building. characters do. After their investigation in Kanrath, they
This building is used by very strong sorcerers and understand that whatever is going on has to do with
their apprentices for various reasons. Every week, a WKH)RXQGHUDQGWKH\UHWXUQWRWKH*UDQG$GYLVRUZLWK
group of elite sorcerers gathers in the casting chamber this information. Then, they fall unconscious and have
to decide the weather of the city and they enforce it DYLVLRQ8SRQZDNLQJWKH\OHDUQWKDWWKH)RXQGHU·V
on nature the following week. Every month, another EORRGLVVORZO\NLOOLQJWKHP7REHDEOHWRÀQGDFXUH
group of sorcerers use the chamber. Before they do, WKH\VWDUWWRORRNIRUWKH)RXQGHU·VERG\ZKLFKWDNHV
bells ring all over the city, and after they ring 20 times them to the crypt. In the crypt, they see that the body
in an hour, the sorcerers cast the ritual and 1 hit point has been taken; they follow the leads and arrive at the
worth of blood is drained from every citizen in the city train station to board a train that goes to Cyherested.
as tax payment. Those who have not reached adulthood They are aware that the cultists have taken the body to
are exempt from this tax payment. When the blood the sorcerer city.
is drawn from all citizens, it rains upwards, ignoring In the second chapter, the characters travel via
physical obstacles, and merges into a bloody crimson train. The train is attacked by rebels who wish to harm
ball hovering over the hall. vampires. During the assault, the train is damaged
and its brakes fail. The train crashes into a metro
station under the Garrote Mountains. They try to
survive within the metro line and continue their

Adventure journey toward Cyherested. During their travels,


they experience a second vision. Upon arriving at
Cyherested, the chapter ends.

Overview
During the third and the last chapter, the characters
H[SORUH&\KHUHVWHGWU\LQJWRÀQGDOHDGWRWDNHWKHP
WRWKH)RXQGHU·VERG\$WWKLVSRLQWVHYHUDOSHRSOHDQG
organizations are looking for the characters as they
realize that something important is going on around
There is an overview before each chapter, describing them. The Prime Sorcerer of Sanguinology’s apprentice
the important events that take place within. In this Elari is trying to capture the characters as she believes
VHFWLRQ\RXFDQÀQGLQIRUPDWLRQRQWKHJHQHUDOHYHQWV WKDWWKHFKDUDFWHUVSRVVHVVWKH)RXQGHU·VEORRGZKLFK
and main plot of the entire adventure is needed to cast the ritual once again. By the order of
7KHDGYHQWXUHVWDUWVDWWKHWKRIWKHÀUVWPRQWK Elari, the Silver Cult is looking for the characters. The
of the fall, in the year 539 NE. The vampire society is FKDUDFWHUVOHDUQWKDWWKH)RXQGHU·VERG\LVZLWKWKH
secretly divided into many factions and the mortal Prime Sorcerer of Sanguinology and that they require
citizens try to survive each day as the powerful feed several glyphs to enter the sorcerer’s tower. After
on the weak. Cyherested on the other hand, is a ÀQGLQJWKHJO\SKVWKH\H[SHULHQFHWKHLUODVWYLVLRQ
bureaucratic hell-hole where sorcerers hold all the $IWHUWKHYLVLRQWKHFKDUDFWHUVÀQGWKHLUZD\WRWKH
power. Almost no one has seen a Prime Sorcerer for tower’s entrance, use the glyphs and enter the tower.
over a hundred years, and most think that they are a The Prime Sorcerer’s tower is a demiplane where
myth. Ordinary citizens try to get through each day as WKHFKDUDFWHUVPXVWÀQGWKHLUZD\LQWRWKH3ULPH
WKH\DUHXQZLOOLQJO\GUDJJHGLQWRSROLWLFVDQGFRQÁLFWV Laboratory. The characters explore the demiplane and
enter the Prime Laboratory where the Prime Sorcerer
$WWKHVWDUWRIWKHÀUVWFKDSWHUWKHFKDUDFWHUVDUH DZDLWV7KHLUÀQDOHQFRXQWHULVWKH3ULPH6RUFHUHURI
arrested and imprisoned in Kanrath because of crimes Sanguinology.
they haven’t committed. They are prosecuted and then
executed by exsanguination. At the same time as their 7KH3ULPH6RUFHUHUNQRZVWKDWWKH)RXQGHUZDV
execution, the Silver Cult members conduct a ritual trying to achieve divinity and believes that he can.
WRUHVXUUHFWWKH)RXQGHUEXWVRPHWKLQJJRHVZURQJ 7KXVWKHVRUFHUHUZDQWVWRUHVXUUHFWWKH)RXQGHU
and the spell fails. The failed ritual consumes all of under a mind-controlling spell or a soul-binding

15
contract, and by doing so, steal the divinity he has the GM.
DFTXLUHG7KH3ULPH6RUFHUHULVDSHUVRQHQWLW\ZKR )LUVWRIDOOWKH)RXQGHU·VEORRGFDQSUHYHQWWKH
doesn’t meddle in the affairs of the mortals because of FKDUDFWHUV·GHDWK:KHQDFKDUDFWHUGLHVWKH)RXQGHU·V
immense pride. Thus, the sorcerer doesn’t capture the blood can replenish their health, dropping the
characters but orders Elari to do so. character to 1 hit point instead. However, in this case,
the character gains 1 blood degeneration.
Choices Matter 6HFRQGO\ZKHQDFKDUDFWHUGLHVWKH)RXQGHU·V
blood can search for a new vessel. The blood leaves the
This adventure has several endings and most of them character’s body upon death, moves as a crimson cloud,
are not favorable for the characters. It is hard for the and enters another body nearby. The new vessel falls
characters to progress through their goals and many unconscious upon the blood’s entry, suffering horrid
challenges are not fair. The region and the cities are not nightmares. The blood degeneration the dead character
forgiving places; mistakes have severe consequences had may or may not be transferred to the new vessel,
and your players should be aware of that. Their actions and this is determined at the GM’s discretion. However,
and the choices they make during the adventure if they are transferred, do not forget to transfer the
determine the outcome of the story and which ending rewards the dead character has gained throughout the
they will experience. blood visions and on several other occasions. Otherwise,
they are lost in the transfer.
Make sure that your players understand that
sometimes cowering, running away, hiding, and staying If some of the characters have died and you want the
out of other people’s business is better than dying a QHZFKDUDFWHUVWREHZLWKRXWWKH)RXQGHU·VEORRG\RX
needless death. Good behaviors are mostly not awarded can of course choose to do so. But in this case, keep in
and bad behaviors almost never go unpunished. mind that these characters won’t be able to experience
WKHEORRGYLVLRQVWKDWWKH)RXQGHU·VEORRGVKRZV
the characters, which constitute a huge part of the
Character Deaths adventure. As such, we suggest that you share the fact
that they will miss out on a great part of the adventure
When all the characters die, the adventure ends since with these players, or come up with another way for the
WKHFKDUDFWHUVPXVWFDUU\WKH)RXQGHU·VEORRGWREH characters to experience the blood visions.
able to interact with some of the NPCs, puzzles, and The third and the most brutal option is to remind
other encounters throughout the adventure. At least your players of the unforgiving nature of this setting,
RQHFKDUDFWHUWKDWFDUULHVWKH)RXQGHU·VEORRGPXVW and to start from the very beginning when all of them
stay alive for the party to continue the adventure. die.
When a character dies, there are several for you, as

16
17
In the vast mountainous region of Tolia, where the sun of the vampire-fanatic enforcers within the cold
merely passes by and the nights are long, two enormous walls of Kanrath’s prison before they are taken to the
cities determine the fate of the land and its people. court to get a taste of this cruel city’s wicked sense of
Though the two are different in almost every aspect, MXVWLFH7KHMXGJHÀQGVWKHPJXLOW\DVFKDUJHGDQG
they have two things of great importance in common: sentences them to exsanguination; a punishment native
the value of blood and the tyranny of the elite. to Kanrath. Every last drop of the characters’ blood is
Kanrath, the metropolis of vampires, is in the drained, and they die as a result.
southern part of the region, near the sea. This great city However, the wheels of fate turn in favor of the
LVKRPHWRWKH)LUVW9DPSLUHDQGKLVIDPLO\%\FUHDWLQJ characters. There is a group of sorcerers who call
a false air of security, they control the city. They themselves the “Silver Cult” plotting to bring the
seem to embrace the mortal population, welcoming )RXQGHUWKH)LUVW9DPSLUHEDFNWROLIH+RXUVEHIRUH
them with open arms, offering wealth and protection, the execution, the cult manages to open the crypt in
masquerading as merciful rulers. In reality, one thing ZKLFKWKH)RXQGHUOLHVXVLQJWKHEORRGRIWKH)RXUWK
and one thing alone is on their minds as they spout &KLOGDQGVWHDOVWKH)RXQGHU·VERG\DORQJZLWKKLV
these lies left and right: they want to taste the blood of items. The cult then conducts a ritual using the body
mortals. DQGWKHEORRGLQDQDWWHPSWWRDZDNHQWKH)RXQGHU
People that live in this city work hard to take care right when the characters are being executed.
of themselves and their families. They live in fear of Although the characters have no way of knowing
what lies beyond the city, of the despicable acts of this, the Dean of the Royal Academy of Sanguine, a close
cruel sorcerers, and of disappointing their vampire IULHQGRIWKH)RXQGHUSURYLGHGWKHSUHVHUYHGEORRG
caretakers. If they ever forget that they must cower DQGWKH)RXUWK&KLOGZLOOLQJO\JDYHKHUEORRGIRUWKH
at the thought or mention of any of the above, their UHVXUUHFWLRQRIWKH)RXQGHU+RZHYHUWKLQJVJRZURQJ
masters are quick to remind them. in the ritual and it rains blood over Kanrath. After this
Some people idolize the mortals who have managed bizarre weather occurrence, the characters open their
to become famous or successful in the city, holding H\HVZLWKWKH)RXQGHU·VEORRGUXQQLQJWKURXJKWKHLU
on hope that they themselves could follow in their veins, slowly killing them.
footsteps. Some people keep their head down, only At this point, they are neither aware that the
focusing on having a roof over their heads and food in )RXQGHU·VEORRGKDVPL[HGZLWKWKHLURZQQRUWKDWLWLV
their bellies. An extremely brave, or perhaps ignorant, slowly killing them.
few have the misguided notion that they could bring The Silver Cultists panic due to their failure, and
down vampire rule. Such people mostly go to prison WU\WRWDNHWKHERG\RIWKH)RXQGHUDQGKLVLWHPVWR
and are promptly executed. Cyherested, hoping that their masters may correct their
The police force of Kanrath works tirelessly to subdue mistake.
rebellious mortals and arrest criminals. They sometimes .DQUDWKRIÀFLDOVKXQWGRZQWKHFKDUDFWHUVLQRUGHU
make mistakes and target innocent people, and they to understand the reason for their resurrection and
sometimes target the innocent on purpose under the start a rather uncomfortable interrogation, which is
guise of a mistake. However, the vampire rule doesn’t interrupted by the sudden appearance of Ethan Ward,
care; you’ve got to break some eggs to make an omelet the Detective. If the characters escape before their
after all. interrogation, they meet the Detective as they wander
There’s been a surge in the rebel attacks inside the the streets.
city over the last couple of nights. Investigation is The Detective is a middle-aged man who works for
ongoing, and the police have made a series of arrests the Grand Advisor of Kanrath, the counselor of the
LQRUGHUWRÀQGWKHFXOSULWV7KH\EHOLHYHWKDWWKHUH Crimson King. He stops the interrogation and takes the
is an anti-vampire agenda behind these attacks. Many characters to the Royal Castle, where they meet the
mortals have been dragged out of their homes and Grand Advisor.
apprehended over the last few nights, simply on the
basis of vague accusations. As would be expected, most The Grand Advisor explains that they suspect
people are in a state of fear and panic, wondering if cult activity and that the characters are expected to
they might be who the police come for next. LQYHVWLJDWHWKHFLW\WRÀQGWKRVHZKRZHUHUHVSRQVLEOH
for the blood rain. The party hunts down the cultists
In this chapter, the characters are among the unlucky DQGÀQGVWKHLUZDUHKRXVH:KHQWKH\UHWXUQWRWKH
who’ve been arrested for no reason. Shortly after their Grand Advisor, they fall unconscious and start having
DUUHVWWKH\ÀQGWKHPVHOYHVLQSULVRQ7KH\VSHQGDZIXO a “blood vision”, where they have a chance to delve
GD\VDQGUHVWOHVVQLJKWVÀOOHGZLWKWKHPLVWUHDWPHQW LQWRWKHPHPRULHVRIWKH)RXQGHUDQGWRWDONWRKLP

18
They then wake before the Grand Advisor who tells memories of the night. As the GM, you can ask your
them that they have been sleeping for an entire day, players to describe their characters’ morning, and
WKDWWKH\KDYHWKH)RXQGHU·VEORRGLQWKHLUERG\ let them play it out for a short time.
and that if they are not cured, they are going to At the moment where each character is most
die slowly and painfully. The Grand Advisor offers exposed, 1d4 + 1 Kanrath enforcers (p. 280), the
a cure, but she asks the characters to retrieve the SROLFHRIÀFHUVRIWKHFLW\DWWDFNHDFKFKDUDFWHU
)RXQGHU·VERG\IURPDFU\SWLQUHWXUQ without warning. The characters can realize that
7KHSDUW\FDQQRWÀQGWKHERG\RIWKHDQFLHQW these enforcers have several fresh bite marks on
vampire in the crypt, as the Silver Cultists have their necks and wrists with a successful DC 16
abducted it, entering the crypt using the blood of Wisdom (Perception) check. This indicates that
WKH)RXUWK&KLOG7KHSDUW\PXVWÀQGWKHFXOWLIWKH\ the enforcers have either been charmed by the
want to be cured, and to come back from the brink vampires or that they are willing vessels for the
of death a second time in the span of one week. vampires to feed on.
The characters are arrested by the enforcers.
If a character is in a building, the police barge
Running This Chapter in. Whatever the characters are doing, the police
interrupt them. The characters may engage in
combat with the enforcers, or you can describe this
scene cinematically. They beat up the characters,
try to grapple and pin them down, and cuff them
with razored handcuffs. They might even hurt
the people around the characters to get to them.
<RXDVWKH*DPH0DVWHUFDQÀQGWKHNH\HYHQWV Getting out of the razored handcuffs requires a
that take place in this chapter in the diagram successful DC 25 Dexterity check, and breaking
below. The characters will have to suffer without them requires a successful DC 25 Strength check.
reason, endure great hardship, and face many other A character with thieves’ tools can also unlock a
challenges in this chapter. Kanrath is an unforgiving pair of razored handcuffs with a successful DC 20
place for mortals. Dexterity check. The handcuffs are Tiny objects
that have AC 12, 30 hit points, and immunity to
poison and psychic damage. However, even if the
Episodes FKDUDFWHUVPDQDJHWREUHDNIUHHRUÁHHDQRWKHU
group of Kanrath enforcers arrives at the scene and
Blood Execution takes them under custody once more.
)RUFKDUDFWHUVRIOHYHO
$IWHUWKHDUUHVWWKHSROLFHRIÀFHUVPDNHYDULRXV
Blood Vision accusations against the characters, blindfold them,
)RUFKDUDFWHUVRIOHYHO and load them into horse wagons with cages.
There are also others that have been arrested
The Crypt
by the police. The players may roll on the table
)RUFKDUDFWHUVRIOHYHO
below to determine the random accusations made
against them, or you yourself can determine the

Blood
accusations according to the characters and their
stories. You can also make up accusations, using the
table below for inspiration. Regardless of what they
are, all the accusations made against the characters
are false.

Execution d6
1
False Accusations
)RUJLQJDIRUPDOGRFXPHQWWRSXVK
It’s a morning like any other in the city, with personal agenda.
nothing out of the ordinary. The city is still cold
2 )XQGLQJRUDLGLQJWHUURULVWJURXSV
and a faint mist rolls over the streets. The sounds of
directly or indirectly.
JXQVKRWVZLQJVÁDSSLQJFUHDWXUHVKRZOLQJSHRSOH
screaming, and vampires laughing are all distant

19
from afar shouts “New batch! Open up!”
3 Organizing illegal meetings to disturb
and shortly after, you hear a loud metallic
public peace.
squeaking. The cart stops.
4 *Possession of more than 5 ounces of gold
The door of your cage clanks open.
or silver.
Someone climbs on the cart; you can
5 Evading the blood tax that is mandatory tell from the slight shift of balance.
for all mortal citizens. Suddenly, your blindfold is removed.
Bright sunlight burns your eyes and you
6 Attempting to murder a vampire. (This is a can’t open them. One by one, you are
very serious crime.) all pushed and dragged down the cart
*Vampires have a weakness against silver and royal vampires and put into a line, side by side, as your
have a weakness against gold. Hence, possession of these vision slowly comes back.
metals is illegal in Kanrath. The city produces a special form
of silver called “Kanrath silver” to replace normal silver.

The characters are escorted to the correctional facility.


During their journey, they might hear people swearing The characters are in the correctional facility part of
and booing them; some may even yell out things like, WKH,QSDWLHQW5HKDELOLWDWLRQ)DFLOLWLHV S 7KH\DUH
“Drain them!”, “Kill them!”. “Drink their blood!”, “Bury them surrounded by tall stone walls with razor fences, along
in angst dust!”, “Terrorists!” Some may throw rocks and which there are several watchtowers standing on metal
dirt at the characters and the other prisoners. legs, each equipped with angst spotlights and guarded
by over 50 heavily armed Kanrath enforcers (p. 280). In
the middle of the sandy barren soil surrounded by these
Exsanguinate walls, there is a large three-story building made of large
stone blocks that have barred windows and a metal
door. The intimidating structure gives the characters
the sinking feeling that once they go in, they can never
get out.
The characters are standing side by side in front of
the prison, in the front yard, with many others. There
Start playing “The Crimson City” on the “Bloodpunk are several enforcers around this group, striking the
OST”. Then, read or paraphrase the text below to your new arrivals that speak or move with their batons.
players at the beginning of this act: The inmates inside cells are watching the new arrivals
behind the small barred windows; spitting, yelling,
swearing, threatening, laughing, and making disturbing
faces.
You’ve endured a journey that felt $IWHUDVKRUWZDLWWKHKDOÁLQJSROLFHRIÀFHULQKLV
longer than it was, with the hostility of late eighties, the Chief of the mortal correctional
the citizens hanging over you. You are facility, or simply the Warden, Bald Mesud walks out
covered in dirt, waste, sweat, and blood. of the guardhouse. He is hairless above the neck but
Although you are blindfolded, you can KDVWKLFNKDLURQKLVKDQGVDQGÀQJHUV+LVEURZQH\HV
feel the presence of the others with you deviate outward, each looking in different directions.
in the cage. Some of them are breathing His upright posture coupled with his enforcer uniform
heavily and some of them have already makes him look very tense. His uniform is decorated
passed out, but mostly, all stay silent, with several badges and medals. He has a small chin
fearing further hostility. and a round face. The long tips of his ears have been
cut or shaven off and are currently as short as that
At some point, the whirring, groaning
of a human. As he approaches the characters, read or
and humming sounds of the city start
paraphrase the text below to your players:
to fade away, leaving their place to the
clicking of hooves and the whirring of
wheels on the cobblestone streets. A voice

20
Mesud orders the enforcer to leave them be. It will take
1d4 hours for the runner to die, which the characters
will be able to witness through the windows of their
cell. Bald Mesud leaves the scene, going back to the
guardhouse with his cigarette hanging off his lips.
The enforcers lead the newcomers into the prison,
accompanied by the gurgling sounds of the runner
laying on the ground; no help will come for him.
The enforcers stop those who try to help the dying,
unfortunate man.

Life in Prison
Bald Mesud

In the middle of the prison building, the newcomers


are divided into groups of four and the characters are
placed in the same group. The characters are escorted
to their cell, which the four of them will share. In
the cell, there are two bunks, a metal bucket for the
prisoners to use as a toilet, a sink, a table, and four
chairs. On each bed, there is a dirty blanket and a pillow
in wretched conditions. There is a small cell window
that only one person at a time can look through. The
walls are covered with layers of dust and dirt. There are
Bald Mesud puts the bloodwork pistol that he writings on the wall from the previous prisoners that
is holding in its holster attached to his belt. say “No way out”, “I’m coming for you”, “The vampire reign
Then, he takes one last drag from the cigarette shall fall” and tallies that indicate the number of days
hanging off his lips, inhales sharply and others spent in this cell.
holds it at his side. He stops before the new The characters stay in this cell for almost two days.
arrivals, emanating an aura of confidence. They should get to know each other during this time.
He eyes you all carefully and starts to talk in a If you feel the characters need more time to bond, you
determined voice: “Disobedience, misdemeanor, and can prolong this part as you wish. Try to disregard the
devilment shall all be punished. I am the law and I am the characters’ goals about what to do in the prison; after
executioner within these walls. Act like an animal, and you they bond, their time in the cell should come to an end.
will be treated like one. Dismissed.” He then flicks the The prisoners are kept in their cells at all times
cigarette at you and turns away. except the 2-hour break time during which all prisoners
must go out to the open air, to the backyard surrounded
by metal razor fences and guard towers, under the
watchful eye of the Kanrath enforcers who patrol the
SHULPHWHU7KHSULVRQHUVDUHIUHHWRVPRNHÀJKWJHW
The enforcers start to uncuff the newcomers. Bald exercise, and socialize during this time.
Mesud lights another cigarette with his angst lighter,
Every night at midnight, four Kanrath enforcers (p.
in which a mechanism inside the lighter spills a few
280) visit every cell, beat up the prisoners, give them
drops of blood on the angst crystal within. The reaction
their food and water, and then leave. The food in prison
UHVXOWVLQDÁDPH
consists of a chunk of meat and bread. The enforcers
A young and anxious newcomer (human, neutral come back early in the morning and wake everyone up.
good, commoner) in deplorable clothes makes a run 7KHFKDUDFWHUVFDQ·WÀQLVKDORQJUHVWZKLOHZLWKLQWKH
for the gates with everything he’s got. The prisoners prison.
watching behind bars yell and cheer for the runner,
The following are examples of NPCs with whom the
one of them exclaiming “We have a runner!” Bald Mesud
characters might interact in prison. These NPCs are
draws his pistol and shoots the runner without even
those imprisoned in the cells that are closest to that of
looking. The bullet pierces the runner’s throat but
the characters. Thus, they can even talk to each other
doesn’t kill him. While an enforcer is going toward
while inside their cells. You can add more NPCs into the
the runner who is now choking on his own blood, Bald
prison for a more immersive experience. The following

21
NPCs, and the others you may add to the prison, don’t The Court
have any weapons and armor.
The characters’ time in prison comes to an end. It is
Hopkins Jake Pellucid (dragonborn, neutral good, midnight. The Warden and eight enforcers take the
commoner) characters out of their cell to the front yard.

A glassblower from the Hopkins family, who Bald Mesud tells the characters that it is time for
manufactures glass laboratory tools for medical and their trial, then offers a cigarette to each of them. After
alchemical use, Jake is a charming and intelligent they smoke, the characters are placed in caged wagons
SHUVRQZKRLVDERXW\HDUVROG+HKDVDÀWERG\ and Bald Mesud adds, “Sorry that our time with you was
dark-toned colorful scales, and green eyes. He is brave short. Pity.” Then a whip cracks and the wagon moves.
and believes that things will work out for him in the The characters travel in shackles for a couple of
end. hours, never entering wealthy streets. You may ask
He has overheard two enforcers talking about the your players to roll on the Kanrath Random Encounters
Warden, saying, “Bald Mesud remembers his own birth and (p. 47); they can see the encounter from a distance but
it puts too much stress on him. That’s why he is bald.” If Bald they can’t engage as they are caged.
Mesud learns about this rumor, he will be furious. They arrive at Mourneham Abbey (p. 9). The wagon
stops in front of the courthouse, near the fountain.
The fountain is a bowl with a 6-foot radius adorned
Jax (human, neutral evil, thug) with ruby decorations and elegant vampire sculptures.
He looks like an ordinary man with a memorable face. It is surrounded by an extremely well-constructed
His hair is well-kempt and his face is clean-shaven. He road paved with polished cobblestones. Before the
has a mole on his nose. Jax is 25 years old. fountain, the two-story courthouse stands tall and
wide. There are stone faces crying blood protruding
He was a mediator between legal organizations.
from its dark brick outer wall. Higher on the wall, there
One night, a vampire slipped him drugs at a corporate
are engravings of dragon corpses, chained vampires,
party, and he urinated on the Royal Castle’s wall in his
impaled angels, and an eclipsing sun at the very top.
inebriated state, which is why he was sent to prison.
These depictions symbolize the fact that no entity can
He poses as a rebel who is against vampires and leads a
escape the judgment of Kanrath.
group of rebels; 4 rebels (bandits) accompany him.
The eclipse of the sun was added after the fall of the
)RXQGHU7KHVHHQJUDYLQJVDUHSDLQWHGZLWKDQJVW
Ingrid (dwarf, chaotic evil, berserker) infused alchemical paint.
She stands taller than an ordinary dwarf. She has dark There are 3-foot columns lined up along the wall
eyes, dark skin, and long curly hair. Her body is covered with silver bowls on top. Inside the bowls, there is
in bruises and deep scars. She has been sent to prison the mixture of a secret compound and blood. The
for killing a vampire who tried to drink her blood. compound causes the blood to evaporate, creating a
Ingrid is 75 years old; she might be considered young by UHGPLVW7KLVUHGPLVWÁRZVWKURXJKWKHHQJUDYLQJV
dwarven standards. interacting with the angst paint, causing it to shimmer.
She has been in this prison the longest out of all the The building has no windows and only a gateway
RWKHULQPDWHV6KHWULHVWRVWDUWÀJKWVWRUHOLHYHVWUHVV as an entrance, with a deep orange light dancing out
from the opening. There are vampire sentries (p.
289) guarding the perimeter, at least 4 of them being
Ilkar Mesmerald (elf, lawful neutral, bandit captain)
present in each location within the court building.
She has soft blue eyes, straight blonde hair going down The enforcers get the characters out of the wagon and
to her thighs, and wide facial features. She is tense and hand them over to two sentries, who accompany the
watchful. She is scared and trying to keep it together. characters into the courthouse.
Ilkar is 300 years old and she claims she has seen many
In the courthouse, there are corridors connected to
things others couldn’t even dream of.
HDFKRWKHULQDQRUGHUO\IDVKLRQ7KHÁRRUVDUHSROLVKHG
She used to be an enforcer. One fateful day, she marble, the walls are coated, and the roof is supported
made the mistake of showing mercy to a rebel, and her by metal frames. Unlike many other buildings, the
colleagues put her in prison for treason. She believes courthouse is not illuminated by angst lamps but by
that if she can clear her name, they will let her go back simple braziers and with charcoal inside. There are
to her normal life. well-dressed vampires wandering the corridors. The
sentries take the characters to a courtroom.

22
In the courtroom, there are wooden benches at the After this, the judge doesn’t want to deal with any
back and large desks at the front. The room is divided more trials and orders the execution of the remaining
by a silver fence; the benches are on one side and the accused. The people within the courtroom start to
desks are on the other. The judge is sitting at the main scream and yell, protesting the decision. Lots of sentries
desk. A clerk is sitting at a smaller desk next to the rush into the room, attacking these people including
main desk. Before the desks, there is a small platform the characters, to knock them unconscious. There is one
IRUWKHDFFXVHGWRVWDQGRQ7KHÁRRULVFRYHUHGLQ vampire sentry for each character if the players choose
black carpet and the room is illuminated by magical red to strike back. Even if they are able to kill a sentry,
ÁDPHVEXUQLQJLQEUD]LHUVÀOOHGZLWKEORRG DQRWKHUWDNHVLWVSODFH+RZHYHUZRUGWKDWWKHVSHFLÀF
The sentries take the characters to the benches and character managed to kill a sentry will be heard among
point out where they should sit. There are others sitting Kanrath’s criminals and the character will gain renown
on the benches, awaiting their own trials. The judge among them. The character will then have advantage
is an old-looking vampire; he looks fragile and slim, on their Charisma checks against Kanrath’s criminals.
DQGKHKDVORQJSRLQW\QDLOVDQGERQ\ÀQJHUV+H·V The characters are loaded onto a caged wagon and
wearing a large hat and a silk crimson robe. Right after taken to the St. Glivenalle District (p. 11) for their
the characters are seated, read or paraphrase the text execution, which will take place at dawn. They are
below: cuffed and escorted by four Kanrath enforcers (p. 280).
During the journey, they wake up. The other accused
were taken elsewhere; the characters are by themselves.
There is a muscular half-elf standing on the They are traveling through tall apartment buildings,
platform, wearing dirty rags. He is cuffed, and the sun is about to rise. There are few people on the
his thumbs are cut off, and there are other roads as it is close to dawn, but the ones that are there
scars on his body indicating torture. His long look at the characters with hate and disgust.
black oily hair sticks to his back. He has angst There is a wide stone platform somewhere in the
tattoos, shimmering faintly with an orange district, with a large glass container on top, and an
glow. The judge observes this man with his old lady (elf, neutral evil, priest of the Blood God -
glowing redeyes shining under the shadows p. 283) standing next to it, wearing a black and red
of his furrowed, long, white eyebrows. The hooded robe, looking angry and intimidating with
accused starts his speech: her burnt face and her scowl. There is a silent crowd
“I did it with pleasure and I would do it again without around the platform. Even if it is still too early in the
a second thought. You are monsters, creatures without morning, the crowd in Kanrath never misses a “good”
moral values. In an ideal world, your kind would be no exsanguination. The wagon approaches the scene
different than the vile undead, being slaughtered in tombs and stops. The characters are taken out of the wagon
and dungeons by groups of brave warriors and explorers. and escorted onto the platform, passing through the
Yet, here we stand; a heartless corpse judging the living, crowd. The people in the crowd lock their gazes on the
completely blind to justice!” There is a short pause characters.
and you can tell that the judge is getting angry. The enforcers take the characters to the platform and
The man continues, “This court, this system, fucking FKDLQWKHPIURPWKHLUDQNOHVWRWKHPHWDOULQJVÀ[HG
hell, YOU! All of this is just a play, and I currently own on the ground, in front of the glass container. Then,
the stage. SO, HEAR ME! I am merely one, among a sea they place a large collar around their necks; the collar
of others like me. You think you’re better than us because is wide and goes from the chest to the chin. It is made of
you’re immortal; but when you’re killed, everything that you brass, Kanrath silver, iron, and angst. It has mechanical
achieve dies with you. When I die, my ideals and hopes will parts, such as little pumps and extensible needles.
live on in the hearts and minds of the people who believed in The collars are connected to the glass container with
me. WHEN THE SUN RISES, LOOK UP TO THE SKY transparent pipes. (Kanrath silver is an alloy of several
AND HOLD ON TO WHAT IS BESTOWED UPON YOU. kinds of metal, and though it looks like regular silver,
WE WILL NEVER BE…” LWGRHVQRWKDYHWKHVDPHSURSHUWLHV)RULQVWDQFHDQG
The judge doesn’t let the man finish most importantly, it does not harm vampires)
his speech. He makes a hand gesture. The The needles in the collar extend and pierce the
half-elf’s blood leaves his body, tearing and characters’ throats; they can no longer speak as they
piercing his organs, muscles, and skin. It can’t move their chin. There is no way the characters
splashes over the courtroom’s wall and paints can escape this situation. The blood priest makes her
it red. The man falls on the ground, his speech to the crowd:
mutilated skin now white and purple. The
trial is over.

23
feel your body, you can’t move, and all your
“These criminals have plotted and acted against senses are fading away.
our beautiful city. Our crimson jewel of Tolia. Finally, as your vision turns into primordial
This is unforgivable. How could they think that blackness, the last thing you see is a blood-red
they could have any say in the affairs of our raindrop falling gently on your hand as if it’s
city while you are the ones who work tirelessly saying “Farewell”. A warm emptiness fills your
to make it better? You should decide the fate of chest, and you hear a crash of thunder.
our community, not these rebellious instigators.
These terrorists...
They have already forsaken the right to
carry the holiest ichor that bestows life, due to At this point in the story, all the characters die one by
their recklessness and lack of judgment. Blood one. There is nothing they can do to stop this.
is a demanding force. Blood wants its vessel
to survive, to act in its self-interest. These Since the characters are dead, they do not know, feel,
anarchists have acted in a way that would sense, or remember anything. However, the residents
harm their own well-being and therefore, their of Kanrath are experiencing something quite out of the
bodies are no longer suitable vessels for the holy ordinary. Kanrath, the Crimson City, is washed with
essence they carry. Let it thus be extracted, so it blood rain after their execution. It’s literally raining
FDQÀQGDQHZYHVVHORIZRUWKµ EORRG7KHFURZGORVHVIRFXVDQGTXLFNO\ÁHHVWRWKHLU
houses after the execution in confusion, dismay, and
fear. The blood rain lasts 1d6 hours.
Blood Rain. There is a rare weather condition in
Kanrath called the Vermillion Rain; during which
The collar starts to pump the blood out of the
vermillion-colored raindrops fall from the sky.
characters’ bodies. The blood starts to go through the
However, blood rain is far from a regular weather
pipes and drip into the glass container. They are slowly
condition. The blood rain has occurred only once before
dying.
LQKLVWRU\H[DFWO\\HDUVDJRZKHQWKH)RXQGHUFDVW
a ritual to end the rebellion against him. Half of the city
was ruined that day, by the bloody raindrops. Residents
Blood Rain of Kanrath over 90 years of age remember this, as well
DVWKHRIÀFLDOVRI.DQUDWKDQGUHVLGHQWVZKRKDYHD
vast knowledge of history. People will surely talk of the
blood rain in almost all conversations for a week. It is
an important event in the history of Kanrath.
GM Tip. There are sorcerers called the “Silver Cult”
ZKRDUHWU\LQJWRUHVXUUHFWWKH)RXQGHU7KH\WULHG
Start playing “The Last Heartbeat” on the “Bloodpunk
to conduct a ritual to do so, which happened to take
OST”, then read or paraphrase the text below to your
place at the same time as the characters’ execution.
players at the beginning of the episode:
However, the ritual has gone wrong, and the characters
KDYHFRPHEDFNWROLIHZLWKWKH)RXQGHU·VEORRG
FRXUVLQJWKURXJKWKHLUYHLQV7KH)RXQGHUKDVQRWEHHQ
resurrected, at least not in the way the cult wanted.
7KHULWXDOUHTXLUHGWKH)RXQGHU·VEORRGZKLFKLVQRZ
As all your blood is slowly being drained
consumed. Therefore, the cult won’t be able to conduct
from your body, you feel colder and colder.
WKHULWXDODJDLQZLWKRXWXVLQJWKH)RXQGHU·VEORRGLQ
The smell of iron is getting heavier. As your
the characters’ veins. However, they don’t know that
life ichor is slowly taken away from you, the
WKHFKDUDFWHUVSRVVHVVWKH)RXQGHU·VEORRG\HW
sounds of the crowd get muffled, until you are
deafened by an absolute silence. $VWKHSDUW\SRVVHVVHVWKH)RXQGHU·VEORRGWKH\ZLOO
KDYHEORRGYLVLRQVUHODWHGWRWKH)LUVW9DPSLUHODWHULQ
You are dying, slowly but surely. You see
the game.
clouds forming in the sky, and you hear
thunder in the distance. Are the clouds As your characters die, read or paraphrase the text
crimson red, or is your veiled vision playing below:
tricks on you? It’s impossible to tell. You can’t

24
they haven’t died. They simply suffer one level of
You feel a strange sense of freedom as if the exhaustion. Read or paraphrase the text below:
pain and suffering you felt just a second ago
have all disappeared and you have been freed One second ago, you were lying bereft of
from all your earthly burdens; your bodies life. You now wake with a breath so deep that
being the first. it feels like it’s pushing against the walls of
You are hovering against the current of your lungs, tearing them apart. The pain and
a river of blood, placed in the middle of suffering you had left behind returns. You
plains which appears to consist of dried, slowly open your eyes. You can feel every inch
blackened soil with no flora on it. The plain is of your body; all your bones, your muscles
surrounded by two mountains of gray stones aching, and you feel dizzy and exhausted.
that bleed, making it seem like the mountains Once you come to your senses, you’ll realize
are crying blood. that you are in one of the coldest places you
As you hover aimlessly, you think to have ever been in. The ice-cold morgue table
yourself, is this the afterlife? You see the that you are lying on definitely doesn’t help.
silhouette of a tall man in the distance, Your naked body is shrouded in thin fabric.
standing behind the riverbed. When he turns You’re shivering, but it is hard to decide
to you, your vision starts to blur once more whether it’s because of the cold, or the shock
and it leaves its place to total darkness. of coming back to life.

You, as the GM, should know that the place in the The Mortuary
vision is not the afterlife but a vision the characters
KDYHKDGEHFDXVHWKH\QRZFDUU\WKH)RXQGHU·VEORRGLQ :KHQWKHFKDUDFWHUVZDNHXSWKH\ÀQGWKHPVHOYHV
their veins; the very man whose silhouette they saw in in a dark room, lying atop cold metal tables, with all
the vision. This information should be hidden from the their possessions taken from them. They are in the
characters for now. Mortuary, where their lifeless bodies would normally
Clearly, fate has other plans for the characters, as stay until it was butchered by a researcher or until they

25
were cremated. The Mortuary is located in the Lodgings check. The enforcers inside the Mortuary are constantly
(p. 10) district. It is a large one-story building made on alert, which will be detailed in the upcoming
of granite, with gothic arches and gargoyle statues sections.
RQLWVURRIVSHFLÀFDOO\GHVLJQHGWRUHÁHFW.DQUDWK·V Structure. The Mortuary has narrow, 10-foot-wide
architectural aesthetics. corridors, and the ceiling is 20 feet from the ground
in all of the Mortuary. It has well-cut granite walls.
The Mortuary General Features Overall, the place looks quite tidy.

The Mortuary’s general features are summarized below:


Locations
Doors. The Mortuary has strong doors made of
reinforced wood. Some of the doors are locked, and 7KHFKDUDFWHUVFDQÀQGWKHIROORZLQJORFDWLRQVNH\HGWR
their locks can be picked with a successful DC 13 the Mortuary map.
Dexterity check made with thieves’ tools. Each door is a
Large object that has AC 10, 13 hit points, and immunity
to poison and psychic damage. Unless stated otherwise, M1. The Morgue
the doors are unlocked.
This is the room where the characters wake up. It is
Lighting. Unless stated otherwise, the Mortuary is ÀOOHGZLWKWKHGLVWXUELQJVPHOORIGHFRPSRVHGERGLHV
illuminated by little angst lanterns placed evenly along and heavy chemicals.
the walls, in 20-foot increments. The lanterns shed
bright light in a 10-foot radius and dim light for an There are no lit angst lanterns here; therefore, the
additional 10 feet. Morgue is heavily obscured. If the characters have no
light source or darkvision, they aren’t able to see their
Perception. Unless stated otherwise, there are no surroundings. With a successful DC 13 Intelligence
footprints on the ground, and the characters may listen (Investigation) or Wisdom (Survival) check, the
to what is happening behind the doors right next to FKDUDFWHUVFDQIROORZWKHLUORJLFRULQVWLQFWVDQGÀQG
them with a successful DC 15 Wisdom (Perception) the angst lanterns on the walls. A successful DC 15

M1
M3

m6
M2
M4
m5

26
27
Intelligence (Investigation) or Wisdom (Survival) check ZLWKDXWRSV\FKHPLFDOVDQGRUJDQVDQGERGLO\ÁXLGV
reveals the barred window that is right across from that have been prepped for examination. They can take
the entrance. In order to activate an angst lantern, one the clothes and wear them.
must spill 1 hit point worth of blood inside the lantern. Treasure. If the characters have darkvision or a
The angst inside the lantern is then activated and it OLJKWVRXUFHWKH\FDQÀQGYLDOVRIEORRG ZRUWKKLW
sheds light around it. Opening the window makes the points), a healer’s kit, and one dose of antitoxin with a
morgue a lightly obscured area. If a character rolls a 1, successful DC 15 Wisdom (Perception) check.
2 or 3 on the roll of their Intelligence (Investigation)
RU:LVGRP 6XUYLYDO FKHFNWRÀQGDOLJKWVRXUFHWKH\
accidentally touch a tool, a vial, a table, or any other M2. The Corridor
object and cause it to fall. If so, four Kanrath enforcer
initiates (p. 281) in the Corridor (M2) hear the sound This 70-foot-long corridor is patrolled by 4 Kanrath
and come to the morgue to see what’s wrong. These enforcer initiates at all times. They have just exited
initiates have the intention of knocking the characters the Morgue (M1), they’ll enter each room in order and
unconscious, not killing them. spend 1 minute inside, provided that there is nothing
:KHQWKHFKDUDFWHUVÀQGDOLJKWVRXUFHRULIWKH\ that alerts them.
have darkvision, they see that there are eight metal
tables, 10-feet long and 5-feet wide each. The characters
were lying on top of some of them when they woke up,
and the rest of the tables are occupied by cadavers, M3. Cinerator/Research Room
which are also covered by a thin piece of cloth. If the
When the characters enter the room, they are greeted
FKDUDFWHUVUHPRYHWKHFRYHUWKH\VHHDKDOÁLQJLQKHU
by the putrid smell of rotten organs. There is a large
sixties with well-kempt short dark hair and a bony
cinerator right across from the door with a lever and
face. There is no physical indication as to why she died
a large metal barrel right next to it. Tubes connect the
anywhere on her corpse. There is also a human in his
barrel toward the cinerator. There is a thick layer of
late twenties, with a scarred chest, a blind left eye,
angst within small tubes inside the crematory. These
and medium-length brown hair. The cause of his death
tubes are highly resistant to heat.
seems to be a vampire bite. The other two are half-
elves, both of whom are in their thirties. One of them As an action, a character may pull the lever to
has long blonde hair and the other is bald. They both trigger the mechanism, which causes the tubes of the
have several knife wounds on their bellies. barrel to release a liquid (essentially blood mixed with
various chemical substances) to increase the heat.
There are surgery tools such as lancets and scissors of
When the lever is pulled, the angst layer is heated and
different kinds all around, and a large metal washstand
DQ\ÁDPPDEOHREMHFWLVLJQLWHGLQVLGHWKHFLQHUDWRU
against the north wall. The walls have cabinets built-
WDNLQJGÀUHGDPDJHDWWKHVWDUWRIHDFKRIWKHWXUQV
in; some used to preserve cadavers and some to store
LWVSHQGVLQVLGH)RUFLQJDFUHDWXUHWRVWD\LQVLGH
ZRUQRXWFORWKHVPRUHVXUJHU\WRROVJODVVMDUVÀOOHG
the cinerator while it is heated requires a successful

28
grapple check. M4. The Fridge
Other than the cinerator, there is an orc surgeon
wearing a whitecoat, long brown hair, and several Not all bodies are cremated in Kanrath. Most of them
bronze piercings on his nose and lips. He is busy, (especially the dead who have a muscular build and who
whistling a cheerful tune while dissecting the have come from the correctional facilities) are sent to
FDGDYHURIDWLHÁLQJWKDWLVO\LQJRQDPHWDOWDEOH7KH the Necropolis in the Lodgings (p. 10) district as new
characters must succeed on a DC 13 Dexterity (Stealth) additions to the infamous undead army of Kanrath.
check not to alert the surgeon. If they fail or attack the Some bodies are preserved for study, while others are
surgeon, he tries to call for help and alert the enforcers. kept to later be raised as the undead. Therefore, the
If so, the enforcer initiates in the corridor arrive at the mortuaries usually have cold spaces for the dead.
Cinerator Room in 1d4 rounds. The door that opens to the room is locked. There
Igniting the cinerator doesn’t alert the enforcer are dead bodies as well as a wooden desk inside. A
initiates. notebook, a bottle of ink, and quills lie on the table,
waiting for the characters to discover the research
The room is full of tools such as buckets, jars, brooms,
log on the notebook. The last entry suggests that the
and clothes. There are no items of value being kept
surgeon has taken a look into the character’s lifeless
inside this room.
bodies and decided that they should be cremated
instead of being sent to the Necropolis. The desk has
WZRGUDZHUVZLWKDSRXFKFRQWDLQLQJ.)LQRQHRI
The Surgeon them. There is a locked door on the west wall that leads
Medium humanoid (orc), lawful evil to the Storage (M5).

Armor Class 12 M5. Storage


Hit Points 11 (2d8 + 2)
There are eight chests, several barrels containing
Speed 30 ft. rations, 20 bottles of water, and 10 vials of blood (each
worth 10 hit points), chains hanging off a nail on the
wall, a metal table that resembles those in the Morgue
STR DEX CON INT WIS CHA (M1), and four chairs inside the Storage.
12 14 12 14 14 6 Each time the characters make a loud noise here
(+1) (+2) (+1) (+2) (+2) (-2) or speak without declaring or implying that they are
whispering, two Kanrath enforcers (p. 280) in the
Entrance Hall (M6) make a DC 13 Wisdom (Perception)
Skills Medicine +6, Nature +4
check. On a success, they are alerted, and arrive at the
Senses passive Perception 12 Storage in 1d2 rounds to check if everything’s in order.
Languages Common, Orcish They try to detain the characters, not to kill them.
Challenge  ;3 Treasure.7KHFKDUDFWHUVÀQGWKHLULWHPVKHUHEXW
their money is nowhere to be found. There is a dagger,
a shortsword, a bronze amulet in the shape of a daisy,
ACTIONS
and a pack of cigarettes (13 left). These are probably the
belongings of other cadavers.
Lancet. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 1 slashing damage plus 3 (1d6) poison
damage. M6. The Entrance Hall
On the south and east sides of the hall, there are two
REACTIONS dark wooden desks with cabinets next to them. There
is a Kanrath enforcer (p. 280) sitting at each desk and
Adrenalin (1/Day). Just before the surgeon drops to talking to each other, complaining about how their
0 hit points, he inoculates himself with a blue liquid, friends Jonas and Miria were supposed to take over the
dropping to 1 hit point instead. watch by now.
Right across from the entrance door, there is the door
that leads to the Corridor (C2), above which hangs a
Medium painting of the Crimson King, standing tall in

29
all his glory and intimidating presence, looking as pale
as the moon itself with his long, dark, well-kempt hair With the arrival of the Kanrath enforcer
and crimson jacket adorned with Kanrath silver giving captain Elynda, the Storage starts to feel like
him an air of elegance. He holds a banner of Kanrath in an interrogation room. The fact that you are
his right hand and his left hand is behind his back. chained, and the presence of a single table in
the middle of the room contributes to that
If the Kanrath enforcers locate the characters, they
feeling.
try to detain them, not to kill them. They look shocked,
as they were certain that the characters were dead. The captain looks annoyed and uptight.
They grumble saying things like “Are they… Undead? ”, She orders her enforcers to tie you to chairs,
“How! How are they alive?”, “I swear, it’s the rain.”, “Don’t and they do so fiercely. You take a couple
hurt them, just catch them!” of unnecessary hits in the process. When
everything’s settled, you are tied to a chair on
During the 6th round of the combat, two more
one side of the table as Elynda glares at you
Kanrath enforcers, Jonas and Miria, enter the
sitting on the other side. She slams her hand
Mortuary. They’ll attack the party on sight. If the
on the table, her eyes bursting with hatred.
FRPEDWHQGVHDUOLHUDQGWKH\ÀQGWKHERGLHVRIWKH
“Now, I’m going to ask you some questions, rebels, and you
previous two enforcers or can’t see them at all in the
will answer them truthfully,” she says angrily, and
Entrance Hall, they start patrolling the Mortuary in
adds, “Do that, and we’ll get along just fine. Don’t force
search of strange activities. The party may escape
me to hurt you.”
without getting caught by Jonas and Miria with a
successful DC 11 Dexterity (Stealth) check. If the
FKDUDFWHUVPDQDJHWRÁHHPRYHRQWRThe Escape
section. If the characters are detained, move on to the Then, Elynda proceeds to the questions. If the
Interrogation section. characters don’t cooperate, the enforcers beat them
up, all the while trying not to wound them severely or
kill them. The interrogation takes almost three hours
Interrogation in total. The main reason behind all the procedures is
to understand if the characters are a danger to vampire
After the characters are detained, they are taken to the VRFLHW\7KH\DUHNHHSLQJWKHFKDUDFWHUVDOLYHWRÀJXUH
Storage (M5) and chained to the wall. They cannot move out where their allegiance lies.
nor use their hands; they are restrained. The chains The following questions may be asked to the
have AC 12, 30 hit points, and immunity to poison characters during the process. As the GM, you can
and psychic damage. However, even if the characters come up with different questions to spice up the
manage to break free from the chains, Kanrath interrogation:
enforcers will try to arrest them again. • Are they with the terrorists who bomb train
Half an hour later, a high-ranking enforcer stations?
accompanied by two other enforcers arrive at the • Are they rebels propagating dangerous ideas?
storage. The captain, as indicated by the marks on her
uniform, looks tough and strong. Her name is Elynda • $UHWKH\VXSSRUWHUVRIWKH)RXUWK&KLOG"
(elf, lawful neutral, Kanrath enforcer captain - p. 280). • Are they in any way connected to the Royal
Her hair and eyes are coal black. She says in a fervent, Academy of Sanguine?
deep voice, “We’ve got some catching up to do. I’m Elynda, a
• Are they educated in matters of the mystical arts?
Kanrath enforcer captain.”
(Here, the captain is referring to matters related to
A successful DC 16 Wisdom (Insight) check reveals magic.)
that Elynda is a little scared but trying hard not to
• Are they members of a cult or an organization?
show it, and succeeding for the most part. She is scared
because she is not very fond of the undead. • Are they in any way connected to a governing
body?
Start playing “The Crimson City” on the “Bloodpunk
OST”, then read or paraphrase the text below to your • Are they victims of vampire abuse?
players: • Do any of them worship the Sun God?
• Are they in any way connected to followers of the
Sun God?
• Are there any sorcerers among them?

30
ethan Ward

• Are there any sorcerers in their families?


• Are they in any way connected to Cyherested
or to sorcerers?
• Has any of them ever lived outside Kanrath?
The interrogation gets more and more
uncomfortable with each question. The captain
is getting sweatier and sweatier, and her voice
gets louder and louder. The captain chain smokes
during the interrogation, and the air thickens
with the cigarette smoke. If the characters don’t
cooperate, the volume of violence issued by the
enforcers may increase; still, not a single character
should die in this encounter. If they do cooperate;
however, the captain offers them food, drinks, and
cigarettes, and she remains calm throughout.
At the end of this three-hour interrogation, read
or paraphrase the text below to your players:

The interrogation is interrupted by a loud


noise; sounds like someone just slammed a
door shut. When you look at the door, you see
a tall man that appears to be in his late forties. late thirties, but he looks older. He wears layers on top
His swollen eyes with dark circles underneath of layers.
quickly but thoroughly go over the Storage, History. The Detective won’t tell his story to the
hungry for information. He is wearing a characters before they know each other better and until
dark brown trench coat, as all good detectives he trusts them.
should, and holding a fedora, which he uses to
cover his messy gray hair. He was abducted by a vampire noble named Zarwyn
when he was still an infant. Zarwyn raised him like
When Elynda sees the man, she coldly says he was her pet and made him call her “mother”.
“Well… Look who it is.” The man greets the captain The Detective underwent leech therapy during his
with a glance before turning his gaze and fixes childhood and teenage years. Keep in mind that leech
it on you. therapy is an inhumane method of treatment mostly
“Come to save your ass.” he says in a deep voice forced upon infants and children to “purify” their
and continues, “Don’t you worry, I’m dead serious.” blood. Having “purer” blood is believed to increase the
He takes a paper out of his old trenchcoat and chances of surviving the transformation to a vampire.
approaches Elynda, “The Grand Advisor wants to Because of the therapy, Ethan hasn’t been at peace with
speak with them.” his body for a long time, and he hides it under layers of
clothes even though he is perfectly healthy.
At the age of 20, he ran away from the ceremony that
As the Detective introduces himself to the party, talks would turn him into a vampire. He was unfamiliar with
to the captain, and shows her the paper, the characters the city except for the noble district. After running
have enough time to size him up. A successful DC 13 and hiding from the enforcers for several days, cultists
Wisdom (Perception) check reveals that he is carrying IRXQGKLPDQGRIIHUHGKLPSURWHFWLRQ)RURYHUD
a bloodwork pistolDQGDÁDVNLQKLVLQQHUSRFNHWVZKLFK year, the Detective was a member of an extremist anti-
explains the heavy smell of hard liquor that surrounds vampire cult. Then, the cult started to murder children
him like a cloud. who underwent leech therapy, although the children
had had no say in the matter. The Detective was one of
the children they hunted but he wouldn’t tell; instead,
Ethan Ward (human, lawful neutral - p. 277) he turned himself in and told everything he knew about
Ethan, more commonly known as “the Detective” in the cult to the Kanrath enforcers.
Kanrath, is a 6-foot man of average build. He is in his His “mother” dropped all charges against the

31
Detective; she wanted him to keep living knowing he them and takes them back to the Mortuary, where
has no place in this world. He had been tortured all his they’ll be interrogated. If this is the case, move on to
life, witnessed violence, and abandoned to the streets. the Interrogation section. If not, they are free to explore
He became an enforcer, and eventually started working Kanrath. Throughout their exploration, you can roll on
as a private detective. the Kanrath Random Encounters (p. 47) whenever you
Personality. Due to his personal background and desire.
traumas, Ethan is emotionally distant and cold. He GM Tip. The Detective is also looking for the
normally works alone, and when he does work with a FKDUDFWHUVE\WKHRUGHURIWKH*UDQG$GYLVRU)RUWKH
team, he is sullen and sarcastic. story to continue properly, the party must meet the
Motives. The Detective never mentions or alludes Grand Advisor. To that end, each of the encounters
WRKLVPRWLYHV'HHSGRZQKHZDQWVWRNHHSÀJKWLQJ below offer different ways to continue the story. The
crime, especially crime caused by the vampiric rule, party may have one or more of the encounters below.
but he also wants to live out the rest of his days
comfortably. He also wishes to restore his nobility, and Visions of the Blood Priest
he thinks working for the Grand Advisor might help
him do so. While the party is wandering around the modest parts
After the Detective enters the scene, you can move on of the Crimson City, they see an elderly man named
to the Road to Royalty section. Burgraff (dwarf, true neutral, priest of the Blood God -
p. 283), standing in the middle of a small curious crowd,
preaching about the blood rain. When the characters
The Escape approach him, they see that the preacher is wearing a
dark red robe, black shirt, and velvet black pants. He
has a mohawk and runic tattoos on both sides of his
If the characters manage to escape the Mortuary, they
head. His white, long beard is in a couple of braids and
ÀQGWKHPVHOYHVRQWKHVWUHHWVRIWKH/RGJLQJV S 
decorated with little beads.
They are wanted by the Kanrath enforcers, so the
characters must be disguised or proceed very stealthily He lectures the crowd in his old, throaty voice. “Dear
in order not to be recognized by them. Each character children! We are blessed, as we have been bathed in blood,
must succeed on a DC 15 Intelligence check to go under the holiest ichor we could ever lay our hands on. It is a
disguise without magic. Alternatively, one successful DC blessing from the Blood God; it signals the coming of a new
14 Dexterity (Stealth) check from the party allows them dawn. Fear not, as you are the lucky few who have found
to go unnoticed. salvation through blood that has fallen from the sky to wash
away our sins.” If the characters approach Burgraff, he
Patrol groups, each containing 1d4 + 2 Kanrath
immediately stops preaching, dismisses the crowd, and
enforcers (p. 280), are currently patrolling the
says “You lot! Come with me, will you?” If the characters
city thoroughly in order to locate the party. At the
don’t go with him, Burgraff says “I’ve got something I need
beginning of each hour until the end of this section, the
to tell you, in private.” and insists that the characters hear
characters will encounter a new patrol. The characters
what he has to say. He then takes them to a narrow back
must succeed on a DC 12 Wisdom (Perception) check
alley.
to notice the presence of a patrol. To successfully hide
from them, they must succeed on a DC 15 Dexterity He says that he performs a blood ritual every night
(Stealth) check. before he sleeps in order to foresee the days ahead,
and that he has had a vision that he would meet
If the characters are under disguise and choose to talk
four strangers while preaching on the very street
it out with the enforcers instead of hiding from them,
they’ve just met. He believes that the characters have
roll a d20 every time the party encounters a patrol. On
something to do with the blood rain and that the
a result of 1-7, the enforcers talk to the party, unable to
Blood God has sent them to him after the blood rain as
recognize them, and they ask if they have seen anyone
messengers. If the characters, or at least one of them,
ÀWWLQJWKHLURZQGHVFULSWLRQ,QWKHVHFLUFXPVWDQFHV
are willing, he asks them to join him in a blood ritual. A
each character who talks to the enforcers must succeed
character must spill 1 hit point of blood into a chalice
on a DC 15 Charisma (Deception or Performance) check
made of Kanrath silver, in which Burgraff spills the
to successfully perform as the persona they have
same amount of his blood. He proceeds to conduct a
disguised themselves as. If the party cannot locate the
one-hour ritual, chanting a hymn in the name of the
patrolling enforcers and are not under disguise, or if
Blood God. During the process, the drops of blood in
a character fails their Dexterity (Stealth) or Charisma
WKHFKDOLFHVORZO\H[SDQGHYHQWXDOO\ÀOOLQJWKHZKROH
(Deception or Performance) check, the patrol detains
cup. Burgraff drinks the cup down to the dregs and

32
his eyes turn pitch black as he enters a hypnotic state and the rest of the vampires with it, including
of mind for 1 minute, for the duration of which he is the other children of the Founder. To achieve
stunned. When the duration ends, he claims that he’s his goals, the Sixth Child has formed new
had a vision in which the characters were having dinner organizations and started to rule them from the
LQWKH5R\DO&DVWOHZLWKDKLJKUDQNLQJ.DQUDWKRIÀFLDO shadows, keeping his own identity and location
and that they are currently invited to go there. He hidden
claims that the characters will be extremely important
ÀJXUHVLQWKHKLVWRU\RI.DQUDWKPD\EHHYHQUHVSHFWHG
by the vampires themselves. He advises them to go to
the Royal Castle immediately.

She claims that she knows something, something very


Unexpected Help important, about the fate of the characters, and that
if they help her, she’ll tell them what she knows. The
While navigating through the wretched parts of the characters can tell that she is telling the truth with a
city, the characters hear a young woman yell out from successful DC 10 Wisdom (Insight) check.
behind them,“HEY! HEY, YOU!” Though she is yelling,
her voice is not aggressive. When they look back at her, Celestina only wants the characters to engage two
WKH\VHHDZRPDQQDPHG&HOHVWLQD KDOÁLQJFKDRWLF EORRGWD[RIÀFLDOVLQFRQYHUVDWLRQDQGNHHSWKHP
neutral, Kanrath thug - p. 281) in her late twenties; talking while she replaces some tax-collection records
beautiful with her curly black hair that falls to her with fake ones. As far as she knows, today is the day
shoulders, dark blue eyes, and pointy chin. She has the for the southern part of West Ballast residents to pay
look of someone who knows the dark alleys of Kanrath; their weekly blood tax. If the characters agree to help
she is wearing dark gray leather armor and carrying a her, she tells them what she knows. She says that she
dozen daggers. knows the party is wanted, offering them help with
their disguises and assuring them that they’ll have
She says “You have escaped, huh? Not an easy feat, if I say no problems with the enforcers if she does. If the
so myself. Your reputation precedes you.” If the characters characters accept Celestina’s help, she’ll help with
ask where Celestina has heard about them, she says, the party’s disguise and they’ll automatically succeed
“The Twisted Knife has eyes all over the city.” The Twisted on any Charisma (Deception or Performance) checks
Knife is the most renowned thieves’ guild in Kanrath. against the Kanrath enforcers while under disguise.

Celestina

The Sixth Child


and The Twisted Knife
One of the children of the Founder, the Sixth
Child, has been living in Kanrath for many
years. The Sixth Child, a half orc royal vampire,
was once the leader of a mortal rebellion whose
aim was to overthrow the Founder and his
vampiric rule. However, the Founder made the
skies cry with blood, creating an acidic blood
rain over the city, and totally annihilated his
rebellion. To make an example of those who
would oppose him, the Founder transformed
the leader of the rebellion into a vampire under
his own control. This person is known as the
Sixth Child.
For many years, the Sixth Child learned the
ways of the Founder and developed his vampiric
powers, all to be able to one day finish what he’d
started. Now that the Founder is gone, the Sixth
Child wants to destroy Kanrath’s vampiric rule

33
If they accept the quest, Celestina also disguises draw her blood, albeit reluctantly, and then shuts the
herself as a commoner, wearing a dark robe over her door. The characters hear the sound of the old lady’s
armor and putting on makeup. They walk to a street in ERG\KLWWLQJWKHÁRRU5ROODG2QDUHVXOWRI
south West Ballast. The street is in horrible condition; the lady dies; otherwise, she wakes up a few minutes
paved with irregular cobblestones that have irregular later.
patches of dirt in between, home to disorganized ,IWKHFKDUDFWHUVÀJKWWKHWD[FROOHFWRUV&HOHVWLQD
buildings of different sizes crammed together. There won’t be happy and she won’t give them the
are some kids wearing worn-out clothes playing with information she promised.
marbles in front of a house. Celestina asks the party
to kill some time here as she waits for the group of tax If the characters talk to the tax collectors, they may
collectors and hides behind them to stealthily steal receive the following information:
documents. The party may play with the children • People usually pay their taxes by coming to
(commoners) while they wait. Hitting a marble with designated spaces in their districts. Collectors such
another marble requires a successful DC 11 Dexterity as themselves only visit people who haven’t paid
check. their taxes on time.
After a couple of hours, two blood-tax collectors • The stigma around blood payments is ridiculous;
arrive at the scene coming from the other side of the afterall, blood regenerates whereas money does
street on their horses. They all wear the same clothes, not. It is thus more humane than other kinds of
a red and navy blue jacket, dark leather pants, and a payment.
black cap. These uniforms are generally worn by the • The old lady hasn’t paid her weekly tax for a
RIÀFLDOVRIWKH0LQLVWU\RI0RUWDO+HDOWK2QHRIWKH month. Evading the tax, especially for this long,
tax collectors is a middle-aged woman named Traxita cannot be tolerated.
WLHÁLQJODZIXOHYLOKanrath enforcer initiate - p.
 ZKRLVFDUU\LQJDEULHIFDVHÀOOHGZLWKGRFXPHQWV • 7KH\WDNHWKHEORRGÀOOHGV\ULQJHVWRWKH0LQLVWU\
and the other is a younger-looking man named Zargar of Mortal Health, where the blood is accumulated
(half orc, lawful evil, Kanrath enforcer initiate) who is and then distributed to departments that need
wearing a backpack full of syringes. blood to fuel all manner of things in the city, as well
as some other locations that they are not at liberty
They stop and knock on the door of a house next to to discuss. (The blood collected is mainly given
the kids. One minute later, an old lady (human, neutral to vampires, which is what the collectors mean
good, commoner) looking poor, exhausted, and sick by “places they are not at liberty to discuss”. The
opens the door. Zargar takes a giant syringe from the characters can discern that the tax collectors are
backpack and demands payment, saying the old lady hiding something with a successful DC 14 Wisdom
hasn’t paid her weekly tax. The lady begs for mercy, check, and a successful DC 17 Charisma (Persuasion)
saying she is ill. Traxita scowls and says they have the check is required for the collectors to admit what
authority to use violence in the face of impertinence or it is.)
disobedience.
• Traxita hates going door to door to collect blood,
The characters may persuade the blood collectors but Zargar likes it; he believes he’s working for the
to spare the old lady with a successful DC 17 Charisma betterment of the community. (The characters can
(Persuasion) check, on the condition that the characters tell that Zargar is lying by means of a successful
pay 1 hit point worth of blood in the lady’s stead. If DC 12 Wisdom (Insight) check. A successful DC 15
the characters have a vial of blood, they can also give Charisma (Persuasion) check is required for him
that to the tax collectors in exchange for the old lady to admit that he simply enjoys taking blood from
being left alone. If the characters do not have a vial of people by force.)
blood on them, Zargar takes the syringe and draws 1
hit point worth of blood from a willing character. As he As the characters distract the tax collectors, Celestina
GRHVKLVMREDQGWKHEORRGÀOOVWKHWXEHWKHFKDUDFWHU is able to sneak up from behind them and she tries to
takes 1 piercing damage, which cannot be reduced by exchange documents inside Traxita’s bag with forged
any means, and the character’s hit point maximum documents.
GHFUHDVHVE\XQWLOWKHFKDUDFWHUÀQLVKHVDORQJ To do so, she must succeed on a DC 12 Dexterity
rest. Meanwhile, Traxita takes a document out of her (Sleight of Hand) check. As the GM, you can assume
briefcase and documents that the old lady has paid her that Celestina automatically succeeds on the check if
tax. the characters have kept the collectors talking for long
If the characters do nothing but look on as the tax enough. If the blood tax collectors are alerted, roll for
collectors threaten the old lady, she allows them to initiative.

34
After Celestina switches the documents, or after the C2: ´<HDKZHVKRXOGEHTXLFNLWPD\EDFNÀUHRQXVDQG
combat with the tax collectors, Celestina says she has ruin everything.”
heard enforcers say that the characters are wanted C1: “That’s enough of that… By the way, have you been to
once more, not to be executed this time, but to have the Crimson Gargoyle Passage here? They say there are some
an audience with the Grand Advisor. She advises the crazy bars over there.”
characters to at least hear out what the nobility wants
from them, and what they can offer the characters in C2: “Crazier than the Mana Bar? Well, I’ll be!”
return. They then talk about their favorite bars and drinks.
At this point, the characters may surprise them with an
DWWDFNRUWKH\FDQOHDYHWRÀQG.DQUDWKRIÀFLDOVQRZ
Rivals Located knowing that they are simply invited for an audience.
While traveling in one of the poorer districts of
Kanrath, preferably somewhere near the train station, The Dream
each character must succeed on a DC 17 Wisdom
(Perception) check in order to locate four hooded When most of the characters are sleeping at the same
ÀJXUHVLQEODFNFORDNV7KHLUIDFHVDUHFRYHUHGIURP time, they are targeted by the dream spell, cast by the
nose to chin, and they don’t seem to be carrying *UDQG$GYLVRUKHUVHOI7KHFKDUDFWHUVÀQGWKHPVHOYHV
weapons or wearing armor; however, they have silver in an enormous, glorious dining hall, decorated with
daggers hidden under their cloaks. They are carrying many exquisite paintings of the Crimson King, Kanrath,
empty crates from a store selling mundane items to a WKH5R\DO&DVWOHWKHFKLOGUHQRIWKH)RXQGHUDQGRWKHU
back alley. There are other people going about their SHRSOHRUSODFHVRIKLVWRULFRUFXOWXUDOVLJQLÀFDQFHIRU
business in or around the store. These people are Silver Kanrath. They are all sitting at a table with an old man
Cult initiates S WU\LQJWRÀQGHPSW\FUDWHVIRU named Broic (gnome, lawful evil, noble) who is wearing
later use. Ten minutes later, a horse cart will come and the clothes of a butler, with well-kempt hair and a
take the cultists and their crates in order to relocate clean-shaven face, which makes his exceptionally wide
them. The party has ten minutes to make a plan and put chin seem even wider. There is every kind of food on
it into action. the table, presented to them on plates of Kanrath silver.
The party must succeed on a DC 13 Dexterity (Stealth) )LQDOO\WKHEXWOHUVSHDNVLQDSROLWHDQGVRIWPDQQHU
check in order to approach the cultists without getting “Dear friends, know that you are indeed among friends, it’s
caught. If they are caught, the cultists abandon the more than a mere expression. My master, the Grand Advisor,
empty crates and run to the back alley. Chasing them awaits your honorable arrival at the Royal Castle, to dine
is futile since they know their way around far better with her here, and of course, to talk, in a civilized manner.
than the characters do, and they will be out of sight in I’m sure you’ve noticed that you are wanted by the law; your
minutes. If the party isn’t caught, they can eavesdrop arrival at the castle will change your legal status, and your
on the cultists. Once the cultists go to the back alley, questions will be answered. We thus hope you’ll grace us with
they talk to each other thinking they are alone: your presence this evening. I must warn you that declining
our gracious invitation would be considered a grave sign
C1 (human): “Do you think the blood rain was caused by, of disrespect. I advise that you refrain from such a foolish
you know, the ritual?” mistake. May blood bless you and keep you.”
& WLHÁLQJ  “I’m sure of it mate, what else could it be?” When the sleeping characters wake up, they all
C3 (half orc): “Apparently four people were resurrected remember having the same dream.
LQH[SOLFDEO\GLG\RXKHDU".DQUDWKRIÀFLDOVDUHORRNLQJIRU
them, maybe we should do that too...”
C4 (half elf): “What for?”
Detective Finds The Party
C3: “What do you mean, what for?” Anywhere in the city, preferably when the party is in a
bar, drinking, they can meet the Detective (p. 277). You
C4: “What does that have to do with anything?”
can choose to introduce the party to the Detective if the
C3: “You’re a dense one, aren’t you? The Kanrath people players are distracted, or cannot complete the previous
obviously think this resurrection thing has something to do sequences.
with the blood rain. I hear that they wanna talk to them, so
The Detective has extensive knowledge about the
WKH\·UHQRWOLNHIXJLWLYHVRUDQ\WKLQJ.DQUDWK·OOMXVWÀQG
characters’ identities thanks to the Grand Advisor’s
WKRVHSHRSOHDQGOHDUQZKDWKDSSHQHGWRWKHP:HPXVWÀQG
resources, both magical and nonmagical. He can thus
them and neutralize them before that. I’m going to tell this to
recognize the characters even if they are incredibly
the master as well.”
stealthy or under disguise. If the party is in a pub, the

35
Detective offers to buy them a round of drinks, and then is unfortunately cut short as you leave the
introduces himself in his deep voice. narrow streets behind and move on to busy
“I’m Ethan Ward, but you’ll call me the Detective. roads. The crowds of people are anxiously
Not gonna lie, your escape… Pretty damn impressive… talking amongst themselves, and you can
1HYHUWKHOHVVÀQGLQJ\RXZDVQ·WWKDWFKDOOHQJLQJ\RX understand a few words from the tense
could’ve fooled those lowlife enforcers, but not me. Anyway, murmur, enough to tell you what they’re
I’m not here to brag. You are invited to the Royal Castle to talking about; the blood rain.
have dinner and talk to the Grand Advisor. Now, you have
two options. Either you’ll come with me, we’ll go to the castle,
dine, any charges against you will be dropped and we’ll part
as unlikely friends. Or you’ll refuse my offer, I’ll leave you
alone, only to have some high-ranking enforcers, maybe a
couple of vampire sentries go after you in a few minutes The characters are taken from the Lodgings to the Royal
later. And you can be certain that they’re not half as nice as Castle. During the ride, they pass through six different
I am. Now, what do you say?” If the characters accept the districts and encounter the following events in each
Detective’s offer, move on to the Road to Royalty section. one.
If they do, the characters go through the same sequence Lertes Park. This district is a commercial area with
of events described in that section, with the exception gorgeous, colorful streets. As they pass through, the
that they will be alone with the Detective and that they characters see a train emitting blood-red steam and a
won’t be handcuffed. If the characters refuse the offer, crowd leaving the station from a distance.
the Detective leaves, and 1d4 + 2 Kanrath enforcer
$QJVW5HÀQHULHV Angst factories of heavy industry
captains (p. 280) arrive in a few minutes to detain the
are located in this district. The air is heavy and the
party. They do not wish to kill the characters, only
smell of chemicals and dust burns the lungs. The
detain them. If they cannot be detained, add more
characters see all kinds of industrial buildings emitting
enforcers to the encounter. The party must continue to
gasses with an orange or red hue. These are angst
the next episode. After the encounter, move on to the
UHÀQHULHV$VWKH\SDVVWKURXJKWKHFKDUDFWHUVVHHIRXU
section titled Road to Royalty. In this case, the characters
unhinged human teenagers, shanking down a worker
will go through the same sequence of events described
in the middle of the street, in broad daylight. While
in that episode with the exception that the Detective
the unlucky worker is dying on the ground, angst dust
won’t be there; he’ll await their arrival at the Royal
spills on the ground and the teenagers inhale the dust.
castle.
Then they keep going at the dead body of the unlucky
worker as if they were completely crazy. The teenagers
Road to Royalty ÁHHWKHVFHQHZKHQWKH\VHHWKHFDUULDJHDSSURDFKLQJ
The enforcers with the characters don’t seem to care
one bit.
Together with the Detective and 5 Kanrath enforcers
(p. 280), the characters start for the Royal Castle in a West Ballast. This district is an old industrial
convoy of three carriages. There are three carriages, zone occupied by the working class and gangs. The
and the handcuffed characters ride with the Detective FKDUDFWHUVVHHDQDNHGWLHÁLQJPDQO\LQJRQWKHJURXQG
in the middle carriage. As the characters start their whose ribcage is out for everyone to see and his heart
journey, read or paraphrase the text below: removed. He has severe bite marks all over his neck. A
couple of mobsters are looting the dead man’s bag, in
KRSHRIÀQGLQJDIHZ.)7KHHQIRUFHUVWUXHWRIRUP
don’t seem to care. The Detective says these kinds of
attacks have increased with each passing year, though
As the carriage moves through the cobblestone
he doesn’t know why.
roads of Kanrath, you see crimson puddles on
the floor. You can smell iron in the air, and it Cleaner’s District. This district is responsible for
suits Kanrath. keeping the streets of Kanrath in pristine condition.
The cleaners of the city and their families live here.
The Detective is now silent; he lights a
Just as the characters reach the streets of this district,
cigarette and stares outside, looking done-in.
cleaners wearing their uniforms of dark blue overalls
The sound of the hooves against cobblestone
and a white cap start dispersing to various parts of the
echoes in the narrow streets of the Lodgings.
Crimson City. A Kanrath enforcer captain points his
After all the running around, you feel calm
bloodwork weapon at a half-orc woman, shouting “DROP
and almost peaceful. This sense of peace
YOUR GOLD, NOW!” While your carriage passes by the

36
captain, the enforcers escorting you salute their fellow Grand Advisor
enforcer captain with respect.
Vermillion Financials. 7KLVLVWKHÀQDQFLDOGLVWULFWRI
Start playing “Requiem for the Undying” on the
the city, and it has the same name as the biggest bank in
“Bloodpunk OST.”
Kanrath. The characters see people in the banks, doing
UHJXODUWUDQVDFWLRQVXVLQJ.)DQGDQJVWFRLQVDQG :KHQWKHFKDUDFWHUVSDVVWKURXJKWKH)UHHGRP
witness people in queue to make blood “donations” in Square, they see the Royal Castle and the walls
H[FKDQJHIRUDFRXSOH.)(YHU\RQHZKRKDVXQGHUJRQH surrounding it. The only way to the castle is through a
the procedure looks exhausted and the wretched bridge that connects the square and the Royal District.
cabinet in which blood is drawn looks extremely The bridge is heavily guarded by the Cohors Sanguinea
unsanitary. It seems they use the same syringe to draw (p. 274) even during the day. Cohors Sanguinea are
blood from everyone. under the effect of the shadow cloak spell (p. 261), which
allows them to stay in the daylight. When the party
Freedom Square. To the north of the Royal Castle, the
DSSURDFKHVWKHEULGJHWKHRIÀFHUVVWRSWKHP,IWKH
)UHHGRP6TXDUHLVKRPHWRDODUJHZDWHUIHDWXUHLQWKH
Detective is with them, there won’t be any problem
middle. Around the square is a neighborhood reserved
regarding their entrance. If the Detective is absent,
only for the use of the nobility of Kanrath. The streets
the party must state the reason for their visit. Then an
are much cleaner and much better organized in this
enforcer captain enters the district and comes back in
district. While navigating through it, the characters
ten minutes with the Detective who escorts the party
see a noble, probably the butler of a vampire, standing
through the Royal District to the Royal Castle. Other
in front of the door to a manor, holding the hand of a
Kanrath enforcers or enforcer captains the party is
crying human child, no more than three years old. The
traveling with aren’t allowed to enter, which is why
child isn’t trying to run away, as doing so has proved
they leave the characters at the entrance.
IXWLOHPDQ\WLPHVRYHUEXWKHLVGHÀQLWHO\QRWKDSS\
He keeps saying “I want my mommy!” in between sobs, When the party passes through the gates of the
but the butler is paying him no mind. district, they see a huge green area with trees bearing
fruit and wild bushes and parks on their right, in this
neighborhood for vampire nobility and their servants.

37
They all are the servants of the royal family. All the
houses look well-cared for, luxurious, and lavishly
designed with gardens, ponds, statues, and concourses
here and there. Some residents watch as they pass,
WU\LQJWRÀJXUHRXWZK\PRUWDOVKDYHHQWHUHGWKHSODFH
The Royal Castle stands before them in all its
splendor, as the epitome of Kanrath’s gothic
architectural aesthetics. Gargoyle statues placed on
the top of pointed arches, tall and steep roofs, stained
glass decorations, clean-cut dark stones embroidered
with Kanrath silver, and towers that bear the marks of
blackened suns give the Royal Castle an intimidating
appearance. The building is made of big clean-cut
stones and it has tall, steep roofs.
When the characters arrive at the castle’s front
door which is nearly 60 feet tall, they see two cohors
sanguinea. The Detective salutes them with a nod. Read The Grand Advisor
or paraphrase the text below: expecting their arrival any minute. The characters can
only see servants, members of the royalty, and noble
visitors with permits in this place.
After they pass through long corridors, crimson-
Everything and everyone looks tiny next to
carpeted stairs, and great big rooms, Broic opens a door
the great door; even the tallest, strongest of
that leads to a corridor with lots of doors side by side.
mortals would look harmless in comparison to
+HRSHQVWKHÀUVWGRRUDQGVD\V“Five of the rooms are
its mighty size.
reserved for you, our honored guests. Feel free to bathe and
A few moments later, the great gates on freshen up. Forgive my candor, but I advise that you do so.
which there is the depiction of a vampire You can wear the clothes in the dressers after you’ve done so;
looking at an eclipsing sun open slowly, they are gifts from our beloved Grand Advisor. Then we can
making a metallic sound that sends chills down meet here, and I’ll show you the way to the dining hall.”
your spine. Even though this is the most well-
The rooms that the characters go into are identical to
guarded place in all of Kanrath, it’s far from
one another, and all of them spacious. There is a large
safe for you.
bed in the middle of the room and it looks extremely
As soon as you pass through the gates, an comfortable, wooden wardrobes built into the walls
old gnome butler with a clean-shaven face ZLWKVL[RXWÀWVLQHDFKRQHDOODSSHDOLQJWRDGLIIHUHQW
and well-kempt hair, who’s dressed quite taste. There is a small shelf on which there are three
luxuriously, greets you. He doesn’t look books concerning the history of Kanrath, talking
surprised to see mortals coming to the castle. about the Cyherested siege and the glory of Kanrath’s
“This way!” he says, pointing at a long corridor, army, the supremacy of vampire intelligentsia, and the
and he leads the way. geography of the mighty Garrote Mountains. The other
shelves on the walls mostly hold bronze candelabras.
The room has a lovely smell of lavender, thanks to the
incense that has recently been lit. There is also a vial
RIEORRGLQHDFKURRPDORQJZLWKDÀQHERWWOHRIZLQH
The interior of the castle is just as majestic as the Various paintings of the landscape of Tolia and Kanrath
building itself; adorned with wonderful art pieces, are hung on the walls.
well-designed furniture, and expensive fabrics. The The Detective won’t bathe, and it will be crystal clear
Royal Castle is illuminated by candles, torches, and that he drank all the wine in the room from the way he
many angst lamps. No sunlight penetrates the walls smells. He gets out of his room as soon as a character
of the castle, which is completely sunlight-proof. The gets out of theirs. Once everyone is dressed and ready,
characters see around a dozen servants cleaning and WKH\ÀQG%URLFULJKWZKHUHWKH\·YHOHIWKLPZDLWLQJWR
carrying things from here to there. If the characters take the party to the dining room. It’s a big crimson-
try to interact with the servants, Broic (gnome, lawful carpeted hall, with tall, large paintings of the Tolian
evil, noble), the butler, calmly and politely asks the wilderness and the Crimson City hanging on the walls,
characters to leave them be as the Grand Advisor is

38
a gothic chandelier, and a large, round, wooden table tolerate disrespect and is in no way above making
in the middle. A middle-aged woman wearing a long, someone disappear from the face of the earth.
velvet dress is sitting at the table. A huge wall-hanging Motives. She knows that she is in the highest rank a
bearing the Kanrath coat of arms can be seen behind mortal could achieve in the Crimson City. Therefore,
her on the wall. It is a wide heater shield with an she aims to keep her status as is, keep the royal family
HFOLSVLQJVXQRQLWV\PEROL]LQJWKH)RXQGHUWZRVSHDUV safe, and eradicate all who stand in her way.
behind the shield facing upwards, with the heads of a
ÀHQGDQGDQDQJHOLPSDOHGRQWKHPV\PEROL]LQJKRZ
none can escape from Kanrath’s wrath. Bat-like wings
sprout behind the shield and there’s a vampiric fang on Darkened Day
top of the shield that looks like a crown, symbolizing
WKHPDJQLÀFHQFHRIWKHYDPSLULFUXOH7KHODG\ORRNV
interested in the characters, points at the empty chairs,
and says “Come, I’ve saved your seats.” condescendingly.

As the characters sit down to a feast with the Grand


Phaelyn Dawnseeker (human, lawful evil, Kanrath Advisor and Ethan Ward at the exquisite table in one of
vampire - p. 282) the dining rooms of the Royal Castle, the Grand Advisor
Phaelyn, known as “the Grand Advisor” in Kanrath, raises her hand and makes a graceful gesture, after
is a middle-aged, tall woman who wears an excessive which a servant opens the door, and six other servants
amount of extravagant jewelry as a reminder of her walk in through it, pushing food carts of Kanrath silver.
high rank in the hierarchy. She usually wears velvet The servants wearing white cotton suits with white
dresses as she likes the way they feel on her skin, which vests expertly set the table for the characters. They all
looks pale but healthy. She has long dark hair and eyes have red square pins attached to the upper left collar
of the same color. of their vests, and they all wear purple foulards. They
have white leather dress shoes on their feet, adorned
History. Phaelyn’s mother was a servant of the with Kanrath silver. The table that was empty just a
)RXQGHUDQGVKHOLYHGZLWKKHULQWKHFDVWOH6KH FRXSOHRIPLQXWHVDJRLVQRZÀOOHGZLWKDOONLQGVRI
thus had opportunities that a mortal in Kanrath could different red and white porcelain plates. There are four
only dream of. She was highly interested in alchemy, kinds of different cheese, olives, honey, three different
vampiric powers, politics and geography; even as a kinds of jam, smoked meat, and various baked goods;
child. As a token of goodwill, the royal family hired a the smell and sight alone is a feast for the senses. While
teacher to educate Phaelyn on such matters, and on WKHVHUYDQWVDUHVHWWLQJWKHWDEOHZKLFKÀOOVWKHURRP
etiquette as well. She had the potential of becoming with the increasingly mouth-watering smell of different
a highly talented servant that the royal family would food, a successful DC 12 Wisdom (Insight) check reveals
cherish. that the Detective is not at all impressed by this sudden
In her teenage years, she became close to the Second display of hospitality, and a successful DC 18 Wisdom
Ruler. They were practically friends, although Phaelyn (Insight) check reveals that in spite of the Grand
always showed him the respect worthy of his station, Advisor’s polite demeanor, she looks down on the party.
which was far above her own. One day, her loyalty paid However, she can mask her true feelings quite well.
off when the Second Ruler announced that Phaelyn was When the servants silently leave the room, the Grand
to be his Grand Advisor. Advisor turns to the characters and slowly but loudly
says, “We have lots to discuss, my friends. I know, you’ve all
She had already mastered alchemy at this point,
been through some inexplicable and unacceptable ordeals. So
thanks to the many opportunities Kanrath royalty had
ÀUVWWKLQJVÀUVWHDWDQGUHOD[µIf the characters eat, the
presented her with. That, combined with her knowledge
*UDQG$GYLVRUZDLWVIRUWKHPWRÀQLVKWKHLUPHDOEHIRUH
on all the other things she had been taught, made her
she starts talking.
an invaluable advisor to the Crimson King; so valuable
that he offered to reward her with immortality. If the characters mention that they were falsely
Phaelyn not only accepted the offer gladly, but took accused and executed and that they haven’t done
it one step further. Using the Second Ruler’s blood, anything, Phaelyn says that she believes them, but
she alchemically turned herself into a unique vampire what’s done is done and she’ll see what she can do about
who did not possess the weaknesses of other vampires. it. However, for the time being, they are still wanted
Owing to this unique nature, she could (and still can) criminals.
even walk in sunlight without being harmed.
Personality. She is cold and merciless. She doesn’t

39
Explanations is unnecessary, and I wouldn’t enjoy ordering your arrest
when you’ve already been through so much. I’ll see you at
midnight. We’ll also talk about your legal status then; you
Read or paraphrase the text below to your players at are, after all, still wanted. Now, if you’ll excuse me.” Then
the beginning of the episode: the Detective and the Grand Advisor leave the room,
and the characters are left alone with two servants. If
the characters want to talk, now is a good time to do so
as Broic will enter the room in 10 minutes and ask the
The Grand Advisor speaks in her lovely, soft party about where they’ve decided to stay for the night.
confident voice once again. “Detective Ward had
been investigating the cause of the blood rain-” Ethan An Uneasy Rest
Ward interrupts, “When I was distracted by the
commotion in the Mortuary.” The Grand Advisor
and the Detective exchange looks and after a The characters are tired and there is time to rest. Since
brief silence, the Detective continues, “I saw that the Grand Advisor has offered them rooms in the Royal
the enforcers had placed the building under lockdown, and a Castle, they can choose to stay there. However, they can
group of curious citizens was standing around the entrance. also choose to leave and look for a place in the city to
I talked to the enforcers and learned that a group of executed rest, too. They are not captives in the eyes of the Grand
criminals had come back to life. After a quick investigation, Advisor; thus, no one will try to stop them. They are
I realized that those same criminals, you people, were simply expected to be there to meet the Grand Advisor
executed at the same time the blood rain started. To further at midnight. Staying in the castle would be both safe
my investigation, I consulted with the Grand Advisor and she and luxurious compared to any other place, and the
asked me to escort you to the Royal Castle, as she wanted to characters would have a chance to look around under
meet you.” The Grand Advisor speaks, looking the watchful eye of Broic.
annoyed as her speech was interrupted. “Both Whether the characters choose to stay in the castle or
Detective Ward and I are aware of the activities of a cult that outside of the castle, move on to The Quest section when
deals in mystical arts deeply related to blood. I, personally, they return to the castle at midnight.
suspect that the blood rain was their doing. But how and
why; this, I do not know.” Level Up! Your characters have survived this far.
Inform your players to level up (to the 2nd level).

There’s a knock on the door, and a servant dressed


The Lower Castle
differently from those that served the meal enters the If the characters choose to stay at the Royal Castle,
room. This short black-haired elf named Ulesse wears a Broic approaches them and says, “If you are all ready,
dark blue suit in similar style to the attire of the other I will accompany you to your quarters. Then, I would be
servants. Unlike others, there are two red square pins delighted to accompany you on a tour of the Lower Castle.”
attached to the vest, but she still wears a purple foulard. He walks towards the door of the dining room as the
She is the royal messenger of the castle. The characters other servants open it for him and the characters.
can plainly see that she is in a hurry.
While walking in the Lower Castle’s hallways, the
As she enters the room, the elf woman quickly but characters follow Broic who says, “Please, just follow me
delicately curtsies to the Grand Advisor and approaches and don’t stray, there are no guards in the castle, but the
her. She whispers something in the Grand Advisor’s ear, royal family is strong enough to put an end to you with a
covering her mouth with one hand to keep anyone from single glare.” To evade him, the characters must succeed
reading her lips, and then leaves the room as hastily as on a DC 22 Dexterity (Stealth) check. Even if they do,
she comes in. A brief look of disgust and shock crosses Broic will realize what the characters are trying to do,
the Grand Advisor’s face. She turns to the characters but do nothing about it. The characters who succeed on
and says “Looks like we’ll need to continue our conversation WKHLUFKHFNZLOOPHHWWKH)RXUWK&KLOG S ODWHULQ
some other time. I implore you to rest in the castle and be the Encounters in the Castle section.
my guests as I look into other matters at hand.” She then
turns to the Detective and says, “Shall we?” Just before At some point, Broic asks the characters if they are
she leaves the room, the Grand Advisor says “You may familiar with the history of the castle and the royal
leave the castle to exercise or to set up camp in or around family. No matter what they say as a response, he
the grounds but please, don’t try to run from me. You know begins to talk about the castle, pointing at the various
what will happen if you do. The whole imprisonment thing art pieces around the halls, which are detailed below.

40
The Founder and the Queen. A depiction of the cape and a velvet pitch-black shirt. His left hand is
)RXQGHUDQGWKH4XHHQVWDQGLQJVLGHE\VLGH7KH behind his back and his right hand is on his chest. Broic
)RXQGHUKDVDPHQDFLQJORRNLQKLVRUDQJHH\HV+HKDV says, “This one symbolizes the tragic death of the Founder
VKRUWZKLWHKDLUDQGDZHOOWULPPHGEHDUG7KH4XHHQ and the coronation of the Crimson King.”
looks on with a smile that shines on her face, her deep, The halls of the Lower Castle are made of perfectly-
green eyes looking like they contain forests within. She cut black and white marble slabs. A long red and
has elegant, light brown, wavy hair. When Broic points VLOYHUFDUSHWLVODLGGRZQRQWKHÁRRU7KHUHDUHDQJVW
at it he says, “This piece depicts the marriage of our beloved lamps placed in beautifully crafted holders in 20-foot
Queen and the Founder. It was through this marriage that increments. Each angst lamp sheds bright reddish light
the Founder gained control of the city; by his wits, not feats of in a 20-foot radius and dim light for an additional 20
strength.” feet. Between every angst lamp, there is an art piece
The Family Council. $GHSLFWLRQRIWKH)RXQGHUDQG displayed.
KLVÀYHFKLOGUHQ S VWDQGLQJDURXQGDPDUEOHWDEOH There is a wall reserved for the portrayals of the royal
drinking blood from glass chalices. Broic says, “Ah, we IDPLO\$WWKHWRSWKHUHDUHSRUWUDLWVRIWKH)RXQGHU
VHHWKHUR\DOIDPLO\LQWKLVWDEOHDX7KH)RXQGHUDQGKLVÀYH and the Crimson King, hanging side by side. Just below
children. This piece depicts the power of the glorious vampiric WKHPWKHUHLVWKHUR\DO4XHHQWKH)RXQGHU·VZLIH
rule in Kanrath.” (also known as the Second Child), the Third Child who
Cyherested Besiege.$QLOOXVWUDWLRQRIWKH)LIWK&KLOG is the gnome tailor who had a close relationship with
WKHWLHÁLQJJHQHUDORIYDPSLUHDUPLHVORRNLQJDW WKH)RXQGHUWKH)RXUWK&KLOGZKRZDVOLNHDGDXJKWHU
Cyherested and pointing at it with her right hand. Broic WRWKH)RXQGHUDQGWKH)LIWK&KLOGZKRZDVWKH
says, “It’s quite plain and simple really. In the year 433, we commander of the army. There are no portraits of the
besieged Cyherested. When the angst reserves we could take Sixth Child, who is a half-orc leading a rebellion against
from the mountains were depleted, we abandoned the siege.” WKHYDPSLULFUXOHZKRPWKH)RXQGHUWXUQHGLQWRD
Coronation. A portrayal of the Crimson King wearing vampire to make an example of.
a crown of bones and Kanrath silver, a dark crimson 7KHUHDUHSDLQWLQJVRIODQGVFDSHVWKDWVKRZWKHÀUVW

for
* rooms
the characters

L4 L4
L6
*
KED L11
LOCOOM *
R
OM LOCKED ROOM * *
E D R O
L10 LOCK *
RO OM L2 L8
L12 KED
LOC
L5 l7
L9
l3

41
VHWWOHGVWDWHRIWKH.DQUDWKRUWKHDUULYDORIWKHÀUVW and not to behave like common thieves. The characters
ships at the Kanrath Harbor. Busts and sculptures of the can manage to sneak into these rooms with a successful
royal family and other members of the nobility are also DC 17 Dexterity (Stealth) check.
displayed in the halls. If the characters hit or break a door, the servants
After a ten-minute walk, Broic stops and opens a are alerted, and call Broic, who appears on the scene
heavy wooden door. He says, ”You know your rooms. You LQDFRXSOHRIVHFRQGV+HÀUPO\DVNVWKHFKDUDFWHUV
are welcome to wander around the Lower Castle but please do to behave in a civilized manner, or to return to their
not touch any of the art and stay on this half of the castle. The rooms.
other parts are off-limits for our non-noble visitors such as ,IWKH)RXUWK&KLOGLVQRWZLWKWKHFKDUDFWHUVVKH
yourselves. I’ll be in my room right next to the kitchen. If you, scares them with a creepy joke at the end of every
our honorable guests, need something, you need only tell me. minute they spend in the hallways. The party must
Have a good day.” roll a d100. On a result of 1-50, the characters see the
)URPQRZXQWLOPLGQLJKWZKLFKLVZKHQWKH*UDQG bloody footprints of a child leading to the previous
Advisor will summon the characters, they are free to do room they were in. However, the characters can neither
whatever they’d like. If they choose to wander around notice anything out of the ordinary nor discover the
the castle, nobody will try to stop or apprehend them. source even if they track the footprints, which simply
disappear at some point. On a result of 51-75, the
KDOOZD\VDUHVXGGHQO\ÀOOHGZLWKDWKLFNUHGPLVW7KH
Encounters in the Lower Castle mist then disappears, just as quickly as it came. On a
result of 76-100, the characters hear the sinister laugh
7KH)RXUWK&KLOG S ZDQGHUVDOODURXQGWKHFDVWOH
of a young lady, coming from an empty room nearby, or
as she is bored all the time. Each time the characters
from within the walls.
enter a room, roll a d20. On a result of 10 or lower, the
)RXUWK&KLOGLVLQWKDWURRP,IWKHFKDUDFWHUVHQFRXQWHU
WKH)RXUWK&KLOGVKHZLOOWDLOWKHPIRUWKHUHPDLQGHU L2. Tailor’s Workshop
of their exploration, and constantly ask them personal
questions to try to get to know them better. She The Tailor’s workshop is a room ladened with
approaches them very sincerely and is quite friendly to dresses hung neatly on hangers out in the open and
the characters. While she is with the characters, she will WZRPDQQHTXLQVZHDULQJXQÀQLVKHGSLHFHV7KHUH
elude all the questions. is a sewing table in the middle of the room with a
bloodwork sewing machine on it. Three new untouched
cuts of fabric are laid on the counter, accompanied by
Locations three copper scissors, all of different sizes. There is
The following are areas that are open to the party in the a stand in front of three mirrors in the right corner.
Lower Castle, and they are keyed to the Lower Castle The workshop is illuminated by an angst ceiling lamp
map. hanging from the middle, and a candle on the sewing
table.
In the middle of this workshop, a vampire gnome,
L1. The Hallways Dalminn Palehide, fuels the bloodwork sewing machine
with his own blood, and sews the clothes. He works in
The room where the characters are staying is directly such a masterful manner that one can tell how sewing is
connected to the hallways by a wooden door. The a graceful artform in his capable hands.
characters can freely explore the hallways but not
every room, since some of them are locked. All along
the hallways, there are art pieces just like the ones the Dalminn Palehide (gnome, neutral evil)*
characters saw while being escorted to their room. Dalminn, also known as the Tailor, stands behind the
There are also servants walking through these hallways. counter working on a purple and cyan bonnet. He
Picking the locks requires a successful DC 15 is bald with gray eyes and has sharp and wide facial
Dexterity check made with thieves’ tools. The doors features, contrasting his delicate slim body. He is
are Large wooden objects with AC 12, 15 hit points and wearing a white shirt with a red vest that has amber
immunity to poison and psychic damage. embellishments on it.
If the characters try to open a door without trying History. Dalminn was an excellent tailor who
to be silent, the servants are alerted. The servants call PDGHPDQ\IDEXORXVFORWKHVIRUWKH)RXQGHU7KH
Broic, who appears on the scene in a couple of seconds. )RXQGHUORYHGWRWDONWR'DOPLQQDQGDSSUHFLDWHG
He politely asks the characters to go back to their rooms

42
There are seven magical display cases, made of force
ÀHOGVULJKWEHKLQGWKHVHZLQJFRXQWHU7KH\HDFK
display a different kind of leather armor, though one of
them is empty right now. There is a brass plate on each
GLVSOD\LQGLFDWLQJWKHPDWHULDORIWKHDUPRUWLHÁLQJ
SLWÀHQGGURZKXPDQarachnoteeth (p. 148), gnome
and blooddrake (p. 271). A successful DC 18 Wisdom
(Perception) check reveals that each armor has been
adorned with the same shape; an ouroboros with a
snake’s head and vampiric teeth biting its own tail.
7KLVZDVRQHRIWKHIDYRUHGV\PEROVRIWKH)RXQGHU
DQGWKHGLVSOD\HGDUPRUVZHUHGHVLJQHGVSHFLÀFDOO\IRU
him. The missing piece of armor (blooddrake) was the
)RXQGHU·VIDYRULWH,IWKHFKDUDFWHUVDVNZKHWKHUWKHVH
armors have any special features, the Tailor gives them
the following information.
• 7KHLWHPVLQWKH)RXQGHU·VDUPRU\ZHUHFUDIWHGLQ
such a special way that the full potential of their
magical properties could only be tapped into by the
)RXQGHU
• Armor made of humanoids have no special features,
only that they are slightly lighter than regular
OHDWKHUDUPRU7KH)RXQGHUZDQWHGWKHVHPDGHWR
intimidate his enemies. And Dalminn doesn’t mind
Dalminn Palehide that there is an armor made of gnome’s leather
here. He doesn’t take it personally.
• $UPRUPDGHRISLWÀHQGSURWHFWVLWVZHDUHUIURP
his great talent. Genuinely fond of his company, the ÀUHEHWWHUWKDQWKHUHJXODUOHDWKHUDUPRU
)RXQGHUGHFLGHGWRRIIHUYDPSLULVPWR'DOPLQQRXW
• An armor made of arachnoteeth has a hard shell on
of generosity. Dalminn gladly accepted the offer,
WKHVXUIDFHGHFUHDVLQJWKHHIÀFLHQF\RILQFRPLQJ
EHFRPLQJRQHRIWKHFKLOGUHQRIWKH)RXQGHU
attacks.
$OWKRXJKWKH)RXQGHULVJRQH'DOPLQQVWLOOPDNHV
• Blooddrake armor protects its wearer from magical
clothes in this workshop. The Crimson King treats him
attacks to a certain degree.
like a brother and is happy with his services. Although
he has no complaints, the Tailor admits that he misses If the characters ask why the blooddrake armor is
WKH)RXQGHU PLVVLQJWKH7DLORUVD\VWKDWWKH)RXQGHUZDVEXULHG
with it in the crypt.
Personality. He is a cheerful gnome who loves a good
chit-chat. He doesn’t get out of the castle, not because If the characters ask why there are magical display
KHLVDSULVRQHUEXWEHFDXVHKHLVVDWLVÀHGZLWKKLV FDVHVPDGHRIIRUFHÀHOGVWKH7DLORUVWDWHVWKDWVXFK
comfortable and isolated life. display cases look more elegant.
Motives. He doesn’t meddle in politics and doesn’t 7KHUHDUHDOVRÀYHRWKHUGLVSOD\FDVHVKHUH
care for intrigue. He’d gladly take over Kanrath if containing elegant clothes worthy of the royal family,
there wasn’t any other successor, but he otherwise embroidered with Kanrath silver. They were made
has no interest in rising in the ranks of the hierarchy. E\WKH7DLORUKLPVHOIDQGDUHZRUWK.)HDFK
+HZLVKHVWRFRQWLQXHWDLORULQJFORWKHVEHÀWWLQJWKH If the characters courteously ask the Tailor whether
royalty. they can have these clothes for a price, he gifts them
to the party. Stealing them requires a successful DC
*The Tailor is a royal vampire whose challenge rating is
20 Dexterity (Stealth) check. If the Tailor catches the
way beyond the characters’ prowess. If the characters take
characters stealing the clothes, he’ll give them as gifts
KRVWLOHDFWLRQ'DOPLQQVLPSO\WHOHSRUWVWRDGLIIHUHQWÁRRURI
anyway, albeit with a pitying expression on his face.
the castle as an action, as he doesn’t wish to kill the visitors.
Once he leaves, one of the royal clothes displayed turns into a
mimic and attacks the characters.

43
L3. Kitchen FDVWOHDQGFDQEHDFFHVVHGYLDWKHKDOOZD\V)UHVKO\FXW
grass and bushes decorate the area and a marble fence
The kitchen has two large counters against the walls surrounds it. Three cohors sanguinea (p. 274) patrol
across the door and on the left. A separate counter the periphery of the gardens. There are numerous fruit
VWDQGVLQWKHFHQWHU7KHDLULVÀOOHGZLWKDGHQVHVZHHW trees planted here, unlike in the rest of the city.
and sour scent. The cupboards above the counters are 7KHUHLVDPDUEOHVWDWXHRIWKH)RXQGHUORRNLQJDW
ÀOOHGZLWKXWHQVLOV7KHUHDUHIRUW\EDUUHOVVWDFNHG the castle and a statue of the Crimson King looking at
against the wall on the right. If the characters inspect the city. A successful DC 18 Intelligence (History) check
WKHEDUUHOVWKH\QRWLFHWKDWVRPHRIWKHPDUHÀOOHG reminds the characters that there only used to be the
with blood. The kitchen is illuminated by an angst lamp )RXQGHU·VVWDWXHORRNLQJWRZDUGVWKHFLW\KRZHYHU
hanging from the middle of the ceiling. when the Second Ruler came to power, he erected his
There is a small storage room right behind the own statue and faced them as they now stand. This is a
kitchen that functions as a fridge; it is magically kept ZD\IRUWKH&ULPVRQ.LQJWRGHFODUHWKDWWKH)RXQGHU
cold with runes inscribed on its walls. Various types of meddled in the affairs of royalty too much, that he
meat hang from the ceiling on meat hooks. A successful didn’t show enough care to the affairs of the city, and
DC 14 Intelligence (Nature) check reveals that some of WKDWKHLVWKHH[DFWRSSRVLWHRIWKH)RXQGHUDIULHQGWR
the meat belong to humanoids. all citizens of Kanrath; vampire and non-vampire alike.
If the characters enter the kitchen, they see a cook The characters may overhear the cohors sanguinea
named Svajo (human, chaotic evil, commoner).
He looks no older than 40. There are two
servants named Lydia and Miles (human, Cohors sanguinea
chaotic neutral, commoner), wearing
aprons and white hats, making some
tea and preparing snacks for the
characters.
Before the characters enter
the room, the cook and
the servants are having a
conversation about how the
)RXUWK&KLOGZDQGHUVDURXQGWKH
castle like a ghost.
If the characters ask about the
humanoid meat in the storage, Svajo
says that they are reserved for vampire
visitors, and says that he can prepare a
meal using that meat if the characters want.
If the characters want to try it, they realize
that they feel hungry at the thought of it, even
if they weren’t a moment ago. During the meal’s
preparation, the characters’ hunger grows and they
eat the meal with incredible gusto. The truth is, the
)RXQGHU·VFRQVFLRXVQHVVLVVORZO\DZDNHQLQJZLWKLQ
the characters, and his hunger grows by the minute.
$OWKRXJKWKH)RXQGHUKDVQRGLUHFWHIIHFWRQWKH
characters’ choices, he motivates them towards
vampiric attitudes, making them yearn for things
they never have before.

L4. Gardens
The gardens are located on the north side of the

44
talking about their execution. One of them says that perfect experience since it pays well, and since they
the judge’s order to execute the characters without a are living in the castle, they have a higher quality of
proper trial was unjust. The other two believe that it life compared to most other citizens of Kanrath. They
doesn’t matter, as it would have turned out no different also get a chance to see people of importance. The only
than it has. GRZQVLGHLVWKDWWKH)RXUWK&KLOGVRPHWLPHVVFDUHV
them with little tricks. They also mention that not
everyone can be a servant in the Royal Castle. They
L5. Supply Room have been trained to be servants since childhood,
receiving a decent education in etiquette, history,
The doors of the supply room are locked with a heavy politics, and one more subject of their own choice.
steel padlock. The lock can be picked by a successful DC They are certain that they’ll one day be rewarded with
13 Dexterity check made with thieves’ tools. On a failed vampirism if they keep working well.
check, the padlock breaks and the lock is stuck, making
it impossible to pick again. In this case, the door can A successful DC 15 Wisdom (Perception) check reveals
be opened with a successful DC 17 Strength (Athletics) that both Vankyr and Etyrina have several bite marks
check, though this makes a lot of noise. on their necks. If the characters ask about the marks,
they don’t try to cover them up. Instead, they boast that
7KLVELJURRPLVÀOOHGZLWKFKHVWVEDUUHOVFKDLUV the royal family sometimes feeds upon them. They also
towels and soaps, cooking utensils, and food that add that it doesn’t really hurt much, maybe a little more
doesn’t expire easily. The room is illuminated by angst than a swarm of red mozzy; a kind of mosquito native to
lamps placed on the walls. Kanrath.
Treasure..)ZRUWKRIDUWSLHFHVGHSLFWLQJ A successful DC 15 Wisdom (Insight) check helps the
Kanrath’s current state, one set of cook’s utensils, and characters sense that they are hiding something. A
one set of leatherworker’s tools. successful DC 15 Charisma (Intimidation or Persuasion)
check makes Vankyr admits that only noble visitors
L6. Servants’ Room to the castle feed on them; not the royal family. No
member of the royal family has asked them to be of
At the main entrance of the Lower Castle, near the such service.
gardens, a room is allocated for servants to rest.
When the characters enter, they see a long wooden
table with twelve chairs around it. On the wall, right L7. Bathroom
across from the table, there is a stove with several
The bathroom is located across from the guest rooms.
teapots on it. There are currently two servants in this
It is a huge room that is separated into smaller cubicles
room; an old man, named Vankyr (dragonborn, lawful
for personal use. Although there was a portable bath for
neutral, veteran), wearing a navy-colored plumber’s
each character in their guest rooms, they can also use
uniform, and a young beautiful woman, named Etyrina
the baths here if they wish.
WLHÁLQJODZIXOQHXWUDO guard), with long dark blue
hair, wearing the same uniform in orange. The colors )RXUSRUFHODLQEDWKWXEVDUHSODFHGLQHDFKFXELFOH
LQGLFDWHWKDWWKHWLHÁLQJLVVXSHULRUWRWKHGUDJRQERUQ and there is a big communal hot bathing pool in the
in plumbing, although this is not a general ranking middle. The communal bathing pool is full of hot water
system used outside the castle. ULFKLQPLQHUDOV7KHRWKHUIRXUEDWKWXEVDUHÀOOHGZLWK
blood, cold water, milk, and hot water.
They are sitting at the table, drinking their freshly
brewed tea. The major and instantly recognizable The middle is illuminated with an angst chandelier
difference of this room to the others is that it has clear and the smaller cubicles have angst sconces on the
windows looking out to the gardens; there are only walls.
sunlight-proof stained glass windows for decoration in Two young servants, Barduk, (half orc, neutral good,
the rest of the castle. commoner) and Zlathir (elf, neutral, commoner) are
Vankyr and Etyrina are unwilling to converse with washing a noble named Nithaniel Zeniir (elf, lawful evil,
the characters because they don’t want to be caught mage) in one of the cubicles. If the characters choose
slacking off. They try to send the party out of the room, to take a bath, one of the servants approaches and asks
but a successful DC 13 Charisma (Persuasion) check if they need assistance. Nithaniel, who has a patchy
made after a 1-minute conversation can change their ginger beard, stringy hair, and hooded dark eyes, may
minds. engage in conversation with the characters if the party
makes any move that reveals they are not accustomed
Once persuaded, they talk about how working in
to the ways of the castle. If so, he talks to them in a
the castle for the royal family is. They describe it as a

45
condescending tone with the assumption that they are above.
not nobles. He works as a connoisseur of blood for the
Grand Advisor and states that he bathes in the Lower
Castle to avoid being bothered. If the characters ask L11. Other Guest Room
what his profession as a connoisseur of blood requires
for him to do, he says that he measures the quality All the guest rooms are exact replicas of each other.
of the blood the Grand Advisor or other members of The characters can explore the other guest rooms, but
royalty drink. Its taste, aftertaste, even its color are WKH\ZRQ·WÀQGDQ\WKLQJQRWHZRUWK\LQWKHPDVWKHUH
of importance. The blood must also be pleasing to the currently aren’t any other visitors.
H\H7KH)RXUWK&KLOGOLNHVKHUEORRGOLJKWFRORUHG
while the Third Child likes it dark and with a heavy L12. Lower Great Hall
taste of iron. The Crimson King sometimes wishes to
GULQNIURPQRELOLW\DVÀQGLQJDQRWHZRUWK\PRUWDOWR This hall is the largest room in the Lower Castle. It is
PHHWKLVVSHFLÀFWDVWHVLVFKDOOHQJLQJ+HFDQWDONDERXW illuminated with angst lamps but there is nothing in it
his profession for hours, but he is more interested in DSDUWIURPEUDVVSODWHVRIDIRRWUDGLXVZLWKUHÀQHG
listening to the story of the characters. engravings on them placed on the walls, representing
WKHULVHRIWKH)RXQGHUWKHULVHRI.DQUDWKWKHZDU
between Kanrath and Cyherested, the rise of the
L8. Restroom Crimson King and the rise of the high vampire society
Since there are no restrooms in the guest rooms, the under the reign of the Crimson King.
characters can use this room instead. It is a large The Hall’s ceiling is higher than that of the other
marble room with six stalls, six brass washbasins and rooms. It is used for ceremonies and is prepared
mirrors in the antre. The restroom is illuminated with a certain way before each event. If the characters
angst lamps placed in the stalls and over the mirrors. KDYHQ·WHQFRXQWHUHGWKH)RXUWK&KLOG\HWWKH\ÀQG
KHUH[DPLQLQJWKHUHÀQHGSODWHVRQWKHZDOO:KHQVKH
hears the characters enter, she greets them sincerely
L9. Stairs to the Upper Castle and offers to educate them about the engravings on
WKHZDOO,IWKHFKDUDFWHUVKDYHHQFRXQWHUHGWKH)RXUWK
7KHKLJKHUÁRRUVRIWKHFDVWOHDUHRIIOLPLWVWRWKH
Child, she leads the characters to the plates and tells
characters. Ulesse (elf, lawful evil, a Kanrath vampire
them what each engraving stands for.
- p. 282), a short black-haired woman wearing a dark
blue robe over her armor, greets the characters from After she is done, she says “This Great Hall is designed
the shadows when they approach the stairs. She says to host important ceremonies and rituals. My beloved friends,
she is guarding the passage to the Upper Castle and you are important guests of this castle, worthy of partaking
kindly asks the characters to stay in the Lower Castle. in such a ritual. I offer at least one of you to join me in the
If the characters try to pass her by, she tries to detain middle of the hall and offer me a sip of your blood. This will
them without killing them. To do this, Ulesse conjures strengthen our bond as friends. You’ll also receive an angst
a special longsword made of blood with a bonus action. coin as a token of my gratitude. Side note: it won’t even
All damage dealt by this sword is blood damage, and hurt.” If a character accepts, they must go to the middle
Ulesse deals an extra 1d6 blood damage on successful RIWKHKDOOQH[WWRWKH)RXUWK&KLOG6KHDVNVZKHUH
weapon attacks. When a creature is hit by this sword, it WKHFKDUDFWHUZDQWVWREHELWWHQÀUVWWKHQJLYHVWKH
must succeed on a DC 17 Constitution saving throw or character an angst coin, and then bites them. If the
become poisoned for 4d6 hours. The poisoned creature character says that where they’re bitten doesn’t matter,
is incapacitated. Ulesse is also invisible in darkness, WKH)RXUWK&KLOGFDQELWHWKHFKDUDFWHU·VDUPRUQHFN
which may be important later on. after giving them an angst coin. It hurts a little, the
character takes 5 piercing damage and their hit point
maximum is reduced by 1. If the characters don’t want
L10. Dining Room WREHELWWHQWKH)RXUWK&KLOGGRHVQ·WIRUFHWKHPEXW
VD\VWKDWVKHLVGLVDSSRLQWHG$IWHUWKLVWKH)RXUWK
Ulesse patrols between areas L9 and L10. Until the Child goes to the Upper Castle, the blood prints on the
Grand Advisor returns and summons the characters, ÁRRUGLVDSSHDUDQGWKHODXJKWHURUUHGPLVWLQDUHD/
they are not allowed in the dining room. If they ask suddenly stops.
Ulesse why they aren’t allowed, she explains that this
The Fourth Child of the Founder KDOÁLQJODZIXOHYLO
is a general safety protocol. If the characters try to pass
- p. 278)
her by, she proceeds to detain them just as explained

46
7KH)RXUWK&KLOGLVDQROGYDPSLUHZLWKWKHORRNV cleaning the door, which opens slowly with the metallic
RID\RXWKIXOKDOÁLQJJLUO6KHZDVWXUQHGLQWRD screech that the characters are now familiar with.
YDPSLUHDOPRVW\HDUVDJRE\WKH)RXQGHUDQGVKH Kanrath looks very different from where the
has retained her looks since the transformation. She characters are now standing; this is a different side to
hasn’t been given a name, neither by her parents nor the city than the characters have seen until today. As
WKH)RXQGHUPRVWSHRSOHDGGUHVVKHUDV“Princess”, it is morning, the angst-powered street lights are off,
“Lady”, or “Highness”. She has bright blue eyes, perfectly and the vampires that reside near the castle are now
smooth and pale skin, platinum-blonde hair, and sharp nowhere to be seen. The streets are almost empty,
facial features. except for some workers late for their shifts.
History.7KH)RXQGHUWRRNDKDOÁLQJLQIDQWIURPD While the characters are exploring the city, two
mortal family to raise as his own. He was surrounded Kanrath enforcers (p. 280) tail them at all times by the
by people who trusted him or obeyed him but did not Grand Advisor’s order. These enforcers are ordered to
love him; not even his wife. He wanted to get that love make sure that the characters don’t die. They also save
from a daughter. As he was unable to have a child, he the characters from being arrested by other enforcers,
FKRVHWRDEGXFWRQH+HUDLVHGWKH)RXUWK&KLOGLQKLV who they fear might kill the characters during the
castle, only leaving her side for urgent matters. He arrest or interrogation.
truly cared for her and eventually started to love her
as a daughter. She loved him as a father in return. The With a successful DC 20 Wisdom (Perception) check,
)RXQGHUUDLVHGDQGHGXFDWHGKHUSHUVRQDOO\DQGWHQGHG the characters can tell that they are being followed.
to her every need. When she turned 19, he transformed Also, as the characters are wanted criminals, their
her into a vampire to immortalize their relationship as houses, friends, family, and colleagues are all under
IDWKHUDQGGDXJKWHU)RURYHUDFHQWXU\WKHLUUHVSHFW surveillance. There are now Kanrath enforcers
and love for each other grew. She was well-versed in everywhere related to their past.
politics and crowd manipulation. Her ideas, supported The characters must search for a place to stay. Since
E\WKH)RXQGHU·VUDZSRZHUKHOSHGWKHYDPSLUHVRFLHW\ there isn’t any place to stay for low-life mortals in the
establish almost absolute control over the citizens of Highseat District (p. 9) or at Mourneham Abbey (p.
Kanrath. People tend to follow her aimlessly and offer  WKHQHDUHVWGLVWULFWWRÀQGDSODFHWRUHVWIRUWKH
up their blood without hesitation. characters is Lertes Park (p. 10). Here, they have various
Personality. She is extremely cunning, careful, and places to choose from; from cheap inns to luxurious
seemingly friendly. Her offers are always tempting, hotels. No matter where the characters choose to stay,
her words are always persuasive, and she always seems two Kanrath enforcers approach the characters at
honest. She is a master of manipulation. Everyone midnight and say they want to escort them to the Royal
thinks that they are friends with her until they realize Castle.
they aren’t; usually when it’s too late. She can persuade The characters should feel like the parts of the
everyone to do her bidding without them noticing. city where vampires dwell is dead or sleeping while
Motives. She wants to reunite with her father by wandering around in the morning. Almost all of the
resurrecting him, and she wants to take revenge on JRYHUQPHQWRIÀFHVDUHFORVHGZKHQWKHVXQLVXS
WKH)LUVW&KLOGIRUEHWUD\LQJWKH)RXQGHUHQVXULQJKLV While the noble side of Kanrath is empty, the other
eternal suffering. VLGHLVÀOOHGZLWKPRUWDOV:KLOHVRPHVWUHHWVLQ/HUWHV
3DUNDUHLQFUHGLEO\EXV\SRYHUW\DJJUHVVLRQDQGÀOWK
can be seen quite clearly. Contrary to the night, the
The City Under the Sun enforcers are much more brutal against the people
during the day.
The characters can encounter different and
If the characters choose to leave the Royal Castle after
sometimes troublesome events in the Crimson City
they meet the Grand Advisor in the dining room, Broic
during the day. As they walk in the bloodied streets of
approaches them and says, ”Then I shall accompany you
Kanrath, the characters must have at least 2 random
to the exit. When the Grand Advisor wants you to return
encounters. You can determine the random events by
to continue the conversation; we will contact you with a
making the characters roll d10s, and describing the
spell. I advise that you be very careful out there, you are
encounter that corresponds to the roll below.
still wanted criminals. Now, if you would follow me.” As the
characters pass through the same hallways, corridors, (1) Vampire’s Bounty. The characters notice a lonely
and carpeted stairs they’ve seen when they entered the child (dragonborn, neutral good, commoner) crying
castle, Broic leads the way. When they approach the inside a barrel in a back alley. She has been abducted by
doors, Broic salutes the two servants who are currently a vampire’s mortal servant. She has managed to break

47
free, but now doesn’t know what to do or where to go. 'H[WHULW\VDYLQJWKURZWDNLQJGDFLGDQGGÀUH
Although she doesn’t know the way, she knows her damage on a failed save or half as much damage on a
home address, which is in a neighborhood nearby. The successful one.
characters can return her to her family. On the way, Angst combustion is a rare phenomenon that can
WKH\HQFRXQWHUWKHYDPSLUH·VVHUYDQW WLHÁLQJQHXWUDO be seen in angstries (see below) and workers of angst
evil, berserker) searching for the little dragonborn girl. UHÀQHULHV:KHQVRPHRQHLVH[SRVHGWRDQJVWGXVWIRUD
The party can hide the girl, hand her to the servant to ORQJSHULRGRIWLPHWKHGXVWÀOOVWKHLUOXQJVDQGZKHQ
UHFHLYHDERXQW\RI.)HDFKRUÀJKWWKHVHUYDQW the person suffers internal bleeding, the blood can
(2) Mercy For the Wicked.7KHFKDUDFWHUVÀQG react with the angst dust. This reaction causes the angst
themselves in a dead end where 3 pale ones (p. 283) GXVWWRLJQLWH$WÀUVWWKHDIÁLFWHGFDQQRWEUHDWKHDQG
are miserably scavenging for food in garbage dumps. If displays seizure-like symptoms, and then they explode,
the characters help them by giving them any amount suffering a horrible death.
of food, one of them gives them a wooden amulet (5) Angst Beggar. A ravaging angstry (p. 268), a
poorly carved into the shape of a crystal, as a gift. If humanoid who has abused angst recreationally and
WKHFKDUDFWHUVDFWZLWKKRVWLOLW\WKH\ÀJKW,IQRWWKH\ become addicted, stands in the party’s way and asks
simply go about their business. them if they’re holding any angst. Even if the characters
If a creature’s blood is drained and they are not given don’t have any on them, the angsty won’t believe it. The
blood to replace their loss, they either die or live their RQO\ZD\WRSUHYHQWDÀJKWLVWRJLYHWKHDQJVWU\DQ\
life as a pale one. Tragically enough, some people sell amount of angst.
their own blood in Kanrath as they desperately need (6) A Life With No Value. In an alley, the characters
money. If a creature loses a great amount of blood see a little girl, dying slowly as the result of a bleeding
by doing so, it can also become a pale one over time. wound. The characters can stop the bleeding with a
Pale ones are generally overlooked in society; they successful DC 11 Wisdom (Medicine) check or with any
live on the streets where people don’t so much as means of magical healing. If she is saved, the characters
give them a second glance. Some of them are cast out learn that her name is Ada, and that she is the leader of
from cities and try to live in the wilderness. They look a mob of street kids. The enforcers have beaten her up
like terminally ill humanoid creatures with pale skin. and left her to die here because they didn’t want to deal
Generally, they suffer from limb losses. with the paperwork of arresting her. She says, “Doesn’t
Although it is very rare, some people who wish to live my life have any value?” embraces the character who
a life just like the vampire masters or the nobility take saves her, nestles herself in their arms and starts to cry
pale ones to their homes and expect them to serve them with heartbreaking sobs.
as butlers. Most of such cases end with these people and (7) Is It a Bird?)DULQWKHGLVWDQFHWKHFKDUDFWHUVVHH
whoever else is in their home being murdered by the a half elf getting out of a wealthy-looking apartment’s
pale one, but in the rarest of cases, one may see a pale window. When she is climbing down, a gargoyle statue
one working successfully as the butler of a house. RQWRSRIWKHEXLOGLQJFRPHVDOLYHÁLHVXSDQGGLYHV
(3) A Rising Threat: Rebels.$FKDUDFWHUÀQGVDSLHFH at the thief, killing them with a single blow of its claw.
of paper on the ground. It is a piece from the newspaper The gargoyle then returns to its place and becomes a
Kanrath Today. On the paper, there is an article written PRWLRQOHVVVWDWXHRQFHDJDLQ7KHFKDUDFWHUVFDQÀQG
by a journalist called Star Greybert. The article claims .)ZRUWKRIDQJVWDQGMHZHOU\RQWKHOLIHOHVVERG\
that the anarchist movement in Tolia is getting of the elf.
stronger by the day, and she is curious about what the (8) A Bloody Accident. A cart carrying barrels
vampiric reign will do about it. The article also reminds suddenly tilts over and crashes. The barrels shatter
the characters how the last big rebellion ended; the on impact, and a large amount of blood spills on the
)RXQGHUFRQGXFWHGRQHRIWKHJUHDWHVWULWXDOVRIDOO ground. The people in the area rush towards the site
time, and made it rain blood, making all the rebels RIWKHDFFLGHQWWRFROOHFWWKHEORRG6RPHÀJKWVHYHQ
evaporate. break out, with people saying they had their eye on
(4) Spontaneous Angst Combustion. An elderly man a certain area. Each character can collect one vial of
(human, neutral, commoner) suddenly collapses, blood.
shaking and twitching on the ground. People gather (9) Technology of Blood. A bloodwork automaton
around the man to help. A few seconds later, someone worker (p. 272) is displayed on the side of an armor
from the crowd yells, “ANGST WORKER!” in panic. The shop, on a platform. The salesperson calls out, “Come
people who have gathered start to run, but the man one, come all! Now, you can buy one for yourselves. Get a
on the ground explodes before they can get away. worker automaton. Live better, work safer!” The price is 100
Creatures within 15 feet of the man must make a DC

48
angstry

Pale ones

49
angst coins. While making her offer, the Grand Advisor uses the
(10) Law of the Lawless. Two Kanrath thugs (p. 281) weaknesses of the characters against them in order to
are blocking the street asking for a vial of blood or 5 manipulate them into saying yes, and you can alter the
.)IURPHDFKSHUVRQZKRZLVKHVWRSDVV(YHU\RQHLV GLDORJXHDV\RXZLVKWRWKDWHQG)RUH[DPSOHLIRQHRI
furious, but no one can do anything out of fear. The the characters has a sick, dying partner and the cure
thugs’ stance alone shows everyone that they’re ready is too expensive, the Grand Advisor could say, “You can
and willing to show any troublemakers who the real save your partner before it is too late,” looking into the
boss is on the streets of Kanrath. character’s eyes. In any case, it is advised that she tries
to exploit one weakness of each character.
The characters may ask why they are being sent to
If the characters run into some trouble with the LQYHVWLJDWHDFXOWZKHQWKHUHDUHKXQGUHGVRIRIÀFHUV
law or are recognized by one of the enforcers close LQ.DQUDWK)LUVWO\WKH*UDQG$GYLVRUWKLQNVWKHUHLV
to midnight, they are detained and taken to a nearby a connection between the characters, the blood rain,
enforcer station. There, the enforcers lock them up. At and the cult’s activities. As such, she thinks pushing
midnight, two Kanrath enforcers appear in the station the characters into the mystery will resolve it quicker.
with some papers and release the characters. These Secondly, since the characters are neither vampires nor
two enforcers are those who have been following the enforcers, they would be harder to recognize, which
characters by the order of the Grand Advisor. After means there is a smaller chance that the investigation
that, they ask the characters to follow them back to the would be interrupted in their hands.
Royal Castle.
The characters actually have no choice but to accept
If the characters are not detained, one of them this “offer”; if they don’t, the Grand Advisor threatens
receives a message via a sending spell at midnight. The to have them executed once more. The Detective
Grand Advisor herself commands the party to return suggests that the characters accept this offer as they
to the Royal Castle at once. If not, they are detained by won’t be wanted criminals after the deed is done, and as
waves of 1d4 + 2 Kanrath enforcer captains (p. 280) they will receive additional rewards. If they still refuse
until they are brought to the Grand Advisor. the offer, the Grand Advisor orders the characters to
be detained, at which point Ulesse appears. Then the
characters are sent to execution by exsanguination.
The Quest They die, again, at dawn.
If the characters accept the offer, the Detective asks
Whether the characters have stayed in the Lower Castle the party whether he can join them, as he has already
DVJXHVWVRUWKH\OHIWWKHFDVWOHWRÀQGDSODFHWRVWD\ taken the case, and doesn’t want to quit while he’s
they return to the dining room in the Lower Castle at ahead. When the conversation is concluded, the Grand
midnight. When the characters enter the room, they see Advisor calls Broic over with a hand gesture, and Broic
the Grand Advisor and the Detective waiting for them approaches. She turns to the characters and says, “You
while drinking wine. Broic is standing at the corner will need equipment for this job. Follow Broic, he will lead you
with a bottle of wine at the ready. Ulesse is also waiting to the armory of the cohors sanguinea. There, you can ask
in a dark corner of the dining room, invisible. the captain, Sir James Mitchell, what he can spare. You also
The Grand Advisor, wearing elegant clothes that need to ask him for my sigil; you need to carry it if you want
are similar to what the characters have seen before, to roam the city freely. However, since you will be carrying
speaks in a calm manner, “Welcome back. I plan to keep my sigil, people will think you are under my command. So, act
this short, so have a seat and listen carefully.” At this point, like it.”
the Detective moves the chair next to him and invites Broic says, “Please, if you’d all follow me,” and starts
the characters to the table with a gesture of his hand. to walk towards the garden of the castle. The Grand
The Grand Advisor continues, “Truth to be told, I have Advisor returns to her wine while the characters and
a problem, something that I believe to be a problem for you the Detective follow Broic. At the periphery of the
as well. This cult. I must learn who they are, and how much garden, there is a guard house for the cohors sanguinea.
trouble they are, and I believe you can help me. Investigate The guard house is decorated with depictions of sun
the city, learn what others know about the cult and bring me motifs, crying people, burning enemies, and angel-like
back names if you can. In return, you will be pardoned for YDPSLULFÀJXUHV0RVWRIWKHSODFHLVPDGHRIPDUEOH
your crimes. I can even help you after you’ve earned your The cohors sanguinea are located here as they cannot
freedom; anything you’ve dreamt of becoming in this city, I enter the royal castle by any means unless they are
can pave the way. But if you refuse, we have to continue with invited or there is an emergency.
the execution.”

50
Broic looks at Sir James and says, ”Sir, by the order
Cohors Sanguinea of the Grand Advisor, these people need equipment and
my lady’s sigil.” Sir James looks at the characters for
Within the vampire society, there is an a moment, like he’s sizing up who should get which
elite group called Cohors Sanguinea whose weapon, and nods in understanding. As Broic leaves
members are also called by the same name. their side, Sir James takes a key from one of his pockets,
These vampires prefer serving their great opens a door to a little storage room, and heads inside.
elders, their creators, the royalty, rather When the characters enter the room, they see a small
WKDQVHUYLQJWKHLUVHOÀVKJRDOVDQGGHVLUHV space, illuminated by angst lamps on the walls. Within
They are the guardians of the royal family, the room, there are armor racks with various armor on
the heart of Kanrath. them, weapon displays with different kinds of weapons,
There is only one way of joining Cohors DQGFKHVWVÀOOHGZLWKWRROV6LU-DPHVWXUQVWRWKH
Sanguinea: to perform a sunbath ritual characters and speaks in a deep, gruff voice, “Each of
within the Royal Castle courtyard; all you, take a ranged weapon, a melee weapon, and a tool that
vampires can volunteer and only vampires you can use. If you want, you can take an armor, but not these
can undergo the sunbath ritual. The ones.” He points at the armors that have Kanrath’s coat
volunteer is put into a silver cage, given a of arms on them.
silver dagger, and is expected to endure the Treasure. All of the equipment the characters can
sun for 3 full days. After getting into the WDNHKHUHLVQRQPDJLFDO(DFKFKDUDFWHUFDQWDNHÀYH
cage, the only way of ending the suffering is pieces of equipment, each of which must be worth 750
succeeding or the silver dagger. .)DWPRVW6LU-DPHVDOVRRSHQVDORFNHGFKHVWDQG
After a vampire successfully completes the takes rings and coin purses out of it. Each character
sunbath ritual, they are trained in combat, receives a ring bearing the sigil of the Grand Advisor,
etiquette, history, arcane, and vampiric DQGDFRLQSXUVHWKDWFRQWDLQV.)7KHVLJLOLVD
SRZHUV$IWHUWKHWUDLQLQJÁHVKFUDIWHUV jade ring, on which a longsword with a hilt of bat-like
put a special kind of armor on the vampire wings is engraved.
E\LQVHUWLQJVRPHSDUWVRILWLQWRWKHLUÁHVK After all the preparations, when the characters leave
and attaching it to their bones; the armor the equipment room, the Detective says “We should start
is not to be taken off ever again. Then, a our investigation right away. I suggest you go on your way,
group of blood priests endows the blessing time is of the essence. “
of the Blood God on the vampire’s left arm;
LWLVWREHFKHULVKHGXQWLOWKHHQG)LQDOO\ They are already out of the Royal Castle’s boundaries.
the Crimson King himself puts a ring on the As the moon lights the night, the party realizes that
vampire’s right hand; the ring conjures the an entirely different city lies before them, unlike the
weapon that symbolizes the Crimson King’s HPSW\VWUHHWVDQGÀOWKWKH\ZLWQHVVHGLQWKHGD\WLPH
wrath. The Crimson City shines under the moon in all its
PDJQLÀFHQFH
Members of Cohors Sanguinea are
forbidden to feed as they wish. They have a Our characters are now free to wander the streets of
mortal herd; they can only feed on that herd Kanrath, all the while thinking about the quest at hand.
and only they can feed on them.

Preparation Lightened Night


After a ten-minute walk through the garden, the party
reaches the armory. Broic makes sure that the party
meets Sir James Mitchell (human, lawful evil, cohors
sanguinea - p. 274). The room is a one-story building,
a mere watch box. Sir James Mitchell is waiting for the
Although they bear the sigil of the Grand Advisor,
party here, as he was ordered to do so. He has long
they cannot access the areas reserved for the royal
white hair and a beard, and he looks like he is in his
family and the nobility. These restricted areas can be
ODWHÀIWLHVDOWKRXJKKHLVRYHU\HDUVROG+HZDV
seen on the map of Kanrath (p. 16).
a human before he was turned into a vampire. He is
wearing a red and black robe and wielding a longsword. If the characters try to sneak their way into restricted
He greets the characters with a nod. areas, 1d4 + 2 vampire sentries (p. 289) (under the
effect of the shadow cloak spell if it’s daytime) patrolling

51
the area will locate, arrest and take the characters to
the Grand Advisor. The sentries are ordered not to kill
the characters, but this order does not prevent them
from chopping off a limb or two. The sun has set, and vampires ready to tear
7KHVLJLODOORZVWKHPWRHQWHUJRYHUQPHQWDORIÀFHV the flesh of mortals and drain their lives are
ZKLFKZRXOGEHLQFUHGLEO\GLIÀFXOWWRDFFHVVXQGHU pouring out onto the streets. As the sky gets
different circumstances. dark, the city is filled with light. The monsters
who terrorize the streets are also the reason
Kanrath awaits for the party to roam and investigate
this city is so beautiful in the dark. You are
the secret cultists. As the GM, you should know that the
all alone in this cold place, trying to solve a
cultists have arrived in Kanrath by train a few days ago,
deadly mystery.
DQGWKHFKDUDFWHUVFDQÀQGWKHPLQDVHFUHWZDUHKRXVH
located in the center of West Ballast (p. 11), a district
that is home to mortals who live wretched lives After the sun sets, the city comes to life. Most shops
relatively near the train stations. You may give clues RSHQDOOJRYHUQPHQWDORIÀFHVDUHDFWLYHDQGYDPSLUHV
about them later in the adventure to spice things up if wander the city. There is an illusory friendliness to the
\RXUFKDUDFWHUVFDQQRWÀQGDQ\WKLQJDWDOO city, at least in its relatively well-kept parts.
There are vampire-only areas in the city. In these
parts, vampires can act true to their nature away
from the prying eyes of mortals. All these places are
The City Under the Moon organized to keep the vampires serene and relatively
peaceful. These areas are secured by enforcers. The
HQWHUWDLQPHQWVHFWRUÀQDQFLDOVHFWRUDQGJRYHUQPHQW
Start playing “The Crimson City” on the “Bloodpunk
buildings are located in such parts of the city.
OST”, then read or paraphrase the text below to your
players: There are some places close to the restricted
districts where mortals live. These places are relatively
quiet, since the mortals try to stay out of the way of
the vampires. The slums, where poor people live in

52
wretched conditions without hope for a better life, are pour out into the noble districts of the Crimson City.
populated and crowded as ever, since vampires don’t The characters must locate the cultists that the Grand
WHQGWRYLVLWVXFKSODFHVH[FHSWWRIHHG2QHPD\ÀQG Advisor is looking for. They may talk to shopkeepers,
black markets and underground organizations in such innkeepers, guards, beggars, and so on, who all say
places. something along the lines of, “Kanrath is in peace with
Let the characters wander the city, and familiarize Cyherested, so there are sorcerers who visit the city every day.
themselves with its people and its culture. It’s nothing out of the ordinary,” except if they encounter
the NPCs in the sections below. Keep in mind that if
the party cannot gather information regarding the
An Ominous Letter whereabouts of this cult after three days, the Grand
$GYLVRUZLOOÀQGLWDQGLQIRUPWKHFKDUDFWHUVZLWKD
7KHÀUVWQLJKWDIWHUWKHFKDUDFWHUVWDNHWKHVLJLO sending spell.
from the Grand Advisor, as they are wandering in the
7KHIROORZLQJHQFRXQWHUVDUHGLYLGHGLQWRWZR)DOVH
non-noble districts in Kanrath, a child named Bugger
Leads and True Leads. True Leads are designed for the
KDOÁLQJODZIXOQHXWUDOspy), with messy blonde
FKDUDFWHUVWRHQFRXQWHULQVSHFLÀFSODFHV+RZHYHU
hair, gorgeous green eyes, and dirt-soaked ragged
\RXFDQWKURZ)DOVH/HDGVLQIURQWRIWKHFKDUDFWHUV
clothes runs toward the characters, bumps into them,
DQ\ZKHUH\RXVHHÀW,WLVLPSRUWDQWIRU\RXWR
and then runs away. If the characters grapple him,
misdirect the characters in this part of the adventure,
which requires a successful DC 12 Strength (Athletics)
because the party is just a group of people looking for
or Dexterity (Acrobatics) check, he states that he is
another group of people in a huge city. This task is
terribly sorry, and that he’s running away from his
almost impossible without proper investigation skills,
friends, and asks the characters to let him go. One
and it should feel as such. If the Detective is with the
minute later, two other children with similar clothes
characters, you can have him give them true leads, or
come running if the characters are still holding Bugger.
hint at the unreliability of false ones.
The kids run away together.
As the GM, you should know that the Silver Cultists
Bugger doesn’t steal anything from the characters,
are operating in a warehouse located in West Ballast.
and leaves a letter with the character he has bumped
The characters can directly learn the location of the
into. It reads,“Wait and see.” at the top, and there’s a
warehouse at the end of the True Lead: The Park Street
blank space at the bottom. If the characters look at
VHFWLRQRUÀQGFOXHVDQGOHDUQWKHZKHUHDERXWVRIWKH
it under the sunlight, the following writing appears:
cultists following other true leads.
“Come comrade, our rage against these wretched monsters
will save us from the iron grasp of these tyrants. Curse the
vampires. Be free. Leech Therapy Center, Midday, 18th.” This False Lead: Band of Sorcerers
is an invitation to a secret anarchist meeting on the 8th
day of the adventure. $QROGDOFKHPLVWQDPHG;DOGUL JQRPHODZIXOQHXWUDO
If the characters cannot decipher the letter mage) wearing a green robe embellished with Kanrath
by themselves, a successful DC 15 Intelligence silver says that a couple of sorcerers visited his shop
(Investigation) check may remind them that vampires and bought plenty of arcane components the day
fear the sunlight, so if one were to hide a message, it before if the characters ask him about the cultists. His
could be visible under the sun. In Kanrath, there is apprentice, Zaleria (human, chaotic good, commoner)
something called rebel ink (p. 267). Things written with helped them carry the components. These sorcerers
it can only be seen under the sun. DUHLQWKHEDVHPHQWRIDKRXVHQHDUE\ZKLFK;DOGUL
believes they have rented.
The Leech Therapy Center (p. 10) is located in the
northeastern suburbs of Kanrath. The center can host Zaleria, who is a cheerful young apprentice, shows
up to 1,000 people at once, and is thus one of the biggest the way. The house has a front door and a trap door
buildings in the area. There, people undergo alchemical leading to the basement. Locating the trap door
and magical experiments, which may slow the effects requires a successful DC 17 Wisdom (Perception) check.
of aging or reveal certain magical potentials in their The doors are locked, and can be picked by a successful
blood, allowing them to become sorcerers. DC 15 Dexterity check made with thieves’ tools. They
are Large wooden objects with AC 10, 10 hit points, and
immunity to poison and psychic damage.
The Inquiry 7ROLDQ)HYHUDPXVLFEDQGFRQVLVWLQJRIIRXUVRUFHUHU
members reside here, as they have a big gig in a few
The moon is rising, and the vampires have started to days in Kanrath. You can use a mage’s stat block to
represent these musicians, who are pretty famous

53
in Cyherested. Their spellcasting ability is Charisma
instead of Intelligence. False Lead: Backstreet Stabbers
If the characters enter through the front door, they
ÀQGD\RXQJFKHHUIXOWLHÁLQJZRPDQQDPHG(O\VLD A young man named Rob (human, chaotic evil, Kanrath
and an old, charismatic, egotistical elf named Damriel, thug -p. 281), wearing elegant brown day-to-day
trying to tune Damriel’s angst-inscribed lute. The room clothes, is leaning on the corner of a building and
itself is an average Kanrath house; with gothic features WDONLQJWRDQROGPDQQDPHG-HQNLQV KDOÁLQJQHXWUDO
and made of stone. However, the interior is decorated evil, commoner) in worn-out clothes. The young man
in the art-deco style, with furniture, wallpapers, looks rather intimidating with his long, black, poorly-
paintings, and statues inscribed with silver in a manner kempt hair that mixes into his equally messy, bushy
that resembles the wealthy parts of Cyherested. This EHDUG7KHKDOÁLQJRQWKHRWKHUKDQGVHHPVOLNHD
LV7ROLDQ)HYHU·VKRXVHLQ.DQUDWKDQGLVSUREDEO\ harmless old man. They are in the midst of a heated
the wealthiest house the characters have ever been in argument. They are on the payroll of a mob. The young
except for the Royal Castle. If the characters manage PDQLVPDGDWWKHKDOÁLQJDVKHZDVVXSSRVHGWRVHOO
to sneak their way in, the two musicians can be heard .)ZRUWKRIDQJVWGXVWWRVRPHIRONVDGGLFWHGWR
talking about how they could charm their audience DQJVWEXWKHKDVRQO\PDQDJHGWRVHOO.)ZRUWKRI
in the upcoming concert. Otherwise, they ask the angst dust. Rob threatens Jenkins, saying he’ll take the
characters to introduce themselves. PLVVLQJ.)E\GUDLQLQJWKHROGKDOÁLQJ·VEORRGLIKH
doesn’t pay up. However, when the characters approach
If the characters enter through the trap door, they
them, they suddenly change the subject to day-to-day
encounter two dragonborn gentlemen named Nemphas
issues such as the cost of living in Kanrath. They mainly
and Zenphas wearing black elegant jackets with vertical
say that it is (obviously) hard to maintain a life here if
golden stripes; they are twins; one short-tempered and
you are not a vampire.
the other extremely calm. They are both members of
7ROLDQ)HYHU7KH\DUHFDVWLQJWKHthaumaturgy cantrip If asked about sorcerers or cultists, the young man
and listening to the sound of drums and a violin that says that they have seen some people with staves in
has been distorted by the cantrip. When they see the their hands, talking about draining someone else’s
characters, they ask them to introduce themselves. blood with magic. They were on the next street over, a
IHZPLQXWHVDJR7KHROGKDOÁLQJFRQÀUPV
7ROLDQ)HYHULVQRWKRVWLOHDJDLQVWWKHSDUW\XQOHVV
the party attacks them or damages their goods or A successful DC 15 Wisdom (Insight) check reveals
equipment. They are willing to talk to them and that they are lying and that this might be a trap. Indeed
express their intentions, which is to give an incredible it is; as soon as the characters step foot on this street,
FRQFHUWIXHOHGZLWKPDJLFDQGPXVLFLQÀYHGD\V which is a piss-soaked, poorly-lit back alley, Rob and
If the characters are not hostile and they talk to the two thugsVXUURXQGWKHSDUW\DQGÀJKWWKHPQRPDWWHU
musicians, they offer the characters magically-infused ZKDW-HQNLQVÁHHVDWWKHÀUVWVLJQRIFRPEDW
cocktails with lustrous color that taste both sweet and If the characters attack the young man and the
VRXU,IWKHFKDUDFWHUVDUHKRVWLOH7ROLDQ)HYHUÀJKWV KDOÁLQJWKHWKXJVGRQ·WVKRZXS7KHVHWKXJVKDYH
back. bloodwork pistols (p. 263) instead of heavy crossbows.
,IWKHFKDUDFWHUVNLOOWKHPHPEHUVRI7ROLDQ)HYHUWKH Treasure..)DQGbloodwork pistols,RU.)DQG
newspapers will write, “Tolian Fever is dead. Bardic Wars 1 bloodwork pistolLIWKHFKDUDFWHUVÀJKWRQO\5REDQG
or Extremist Fans?” the next day. Jenkins.
,IWKHFKDUDFWHUVORVHWKHÀJKWWKH\DUHVWDELOL]HG
right after and handed over to enforcers since members
RI7ROLDQ)HYHUGRQ·WZDQWWRNLOODQ\RQHDQGVLQFHWKH
False Lead: The Wrong Cultists
last thing they want is to get into trouble in Kanrath. A drunk man (dwarf, chaotic neutral, commoner)
Thanks to the sigils they are carrying, the enforcers named Bonzo, passed out in a back alley, has overheard
release the characters after healing their wounds, and two people talking in the house he was leaning against,
WHOOWKHPQRWWRZRUU\DERXW7ROLDQ)HYHUVLQFHWKH\ half asleep. They were talking about conducting a ritual
are just a bunch of musicians. If the characters insist at dawn. He is willing to take the characters to the
that they should be investigated further, the enforcers same place, a one-story building made of poorly-cut
tell them they can carry a detailed investigation on the FREEOHVWRQHVLQH[FKDQJHIRU.)RUVRPHZLQHRIDQ\
characters’ behalf. quality.
Treasure. /X[XU\FORWKHVIDQF\VWDJHGUHVVHVÀYH The house has a locked front door. The lock can be
PXVLFDOLQVWUXPHQWV.) picked with a successful DC 15 Dexterity check made

54
with thieves’ tools. The wooden door is a Large object Celestina can approach the characters anywhere you
with AC 10, 10 hit points, and immunity to poison and VHHÀW,IWKHSDUW\KDVPHWZLWKKHUEHIRUHVKHFXWV
psychic damage. directly to the chase. Otherwise, she introduces herself
7KHUHLVDPDQLQKLVÀIWLHVQDPHG;LJUD KXPDQ ÀUVWVD\LQJ“First you escaped an arrest, and now you’ve
lawful neutral, cult fanatic) and a young-looking been given a task by the government to search for others,
woman named Ailinda (half elf, lawful neutral, cultist) huh? Not easy, not easy at all. Your reputation precedes
here, both wearing dark brown hooded robes, drawing you.” If the Detective is with the characters, she says,
symbols of the sun on the walls and on their faces with “Pleasure to meet you, Mr. Ward. The Detective’s reputation is
ash, chanting a hymn in the name of the Sun God. When no less than our friends’ here.” If the characters ask where
WKH\ÀUVWVHHWKHSDUW\WKH\JHWDQJU\ERWKEHFDXVH Celestina has heard about them, she says, “The Twisted
they’re trespassing and because the ritual has been Knife has eyes all over the city.” The Twisted Knife (p. 33)
LQWHUUXSWHG+RZHYHU;LJUDVD\VWKDWKHDQGWKHHOIDUH is the most renowned thieves’ guild in Kanrath.
SHDFHIXOFUHDWXUHVDQGQRWZLOOLQJWRÀJKWXQOHVVWKHUH Celestina has found the characters to make them
is a good reason to do so. They ask the party to join an offer. She has been looking for someone that the
them in their religion, explaining why they must obey Twisted Knife wants dead, but she hasn’t had any
the tenets of the Sun God. The believers of the Sun God luck so far. Saying that she has information about the
basically want to get rid of the vampiric rule in Kanrath, cultists the characters are looking for, she offers to tell
as they are creatures of darkness and cursed beings who them what she knows in exchange for their help in her
cannot receive the blessings of the sun, which shines search. Celestina wants to accompany the characters
over other creatures regardless of race, creed, gender, during their investigation as well. You should know that
or social status; liberating and equalizing all. Celestina never travels without safety precautions. 4
If the characters accept their offer, they can join the Kanrath thugs (p. 281) are following Celestina from a
ritual by wearing the same robes and drawing the same safe distance, guarding her at all times. They can look
patterns on their faces. They draw symbols of the sun like wealthy people, poor people, beggars, traders, or
on the wall and then watch it rising. The end of the whatever is suitable for the situation at hand.
ritual symbolizes how the Sun God will shine over Tolia The person Celestina has been hunting is called
one day. “the Trasher”. She has only been able to learn about
If the characters don’t accept the offer, Ailinda says their nickname, and she doesn’t know the person’s
WKH\VKRXOGWKHQÀJKWWRWKHGHDWKDVWKHSDUW\KDV real name. The Trasher has been looking for a vial of
learnt their existence and can’t be trusted. Worshiping vampire blood, which troubles some authorities, and
the Sun God is strictly forbidden in Kanrath and they this is why the Twisted Knife wants to learn more. They
can’t risk being exposed. A successful DC 20 Charisma think that an enemy of their enemy could be their ally.
(Persuasion) check convinces them that the party won’t %XWÀUVWWKH\KDYHWROHDUQWKH7UDVKHU·VLQWHQWLRQV
expose them. Otherwise, they attack the party. Celestina has found out that the Trasher has frequently
been seen in the Bowels, especially in Dirtwater Belt
If the characters gain their trust and then inform the district (p. 10). This is the dump of Kanrath, where huge
enforcers about their endeavor and whereabouts, the piles of junk forms the landscape. The poorest residents
house will immediately be raided by enforcers and the of Kanrath live here in tents and search for half-eaten
cultists will be arrested. The characters can hear about half-rotten food to sustain themselves.
or come across their public execution the next day. The
cultists are sentenced to exsanguination, just as the If the characters or the Detective ask(s) how she has
characters were. learnt the things she knows, she says, “The Twisted Knife
has eyes all over the city.” The Detective says, “The words of
Treasure..)KRO\V\PEROVRIWKH6XQ*RG a criminal are not to be trusted, but we can go and take a look
nevertheless…” if he is present.
False Lead: Enemy of an Enemy By talking with people in Dirtwater Belt, the
characters can gather information with a successful DC
&HOHVWLQD KDOÁLQJFKDRWLFQHXWUDO Kanrath thug - p. 16 Intelligence (Investigation) check, persuade them
281), the same person they could have encountered in by offering food or money with a successful DC 15
the Unexpected Help section after they left the Mortuary, Charisma (Persuasion) check, or intimidate them with a
ÀQGVWKHFKDUDFWHUVWRPDNHDQRIIHU7KLVHYHQWWDNHV successful DC 17 Charisma (Intimidation) check to learn
place only if the characters have never met Celestina or that the Trasher is a half orc scientist named Nar’qa
if they have worked with Celestina and parted ways as the Blind. He is an intimidating half orc with a vertical
friends. If a serious problem has occurred between the scar on his face that has left him blind in his left eye. He
characters and Celestina, this event does not take place. lives in a den near the shores of Dirtwater Belt. In truth,

55
Nar’qa the Blind has built a bloodwork automaton psychic damage, and vulnerability to bludgeoning
facility in his den made of junk, and has been trying GDPDJH7KHFKDUDFWHUVFDQÀQGDQJVWFRLQZRUWKRI
to create a bloodwork automaton that has vampiric angst dust preserved in a crystal vial with a successful
abilities here, which is why he has been looking for a DC 12 Wisdom (Perception) or DC 12 Intelligence
vial of vampire blood. (Investigation) check.
The entrance of the den is concealed with a pile T2. The Restroom. This is Nar’qa’s restroom. There
of junk. Pulling the pile to the side and opening is a small water stream coming from the east side of
the entrance requires a successful DC 16 Strength WKHURRPÁRZLQJWRZDUGVWKHQRUWK7KHUHLVQRWKLQJ
(Athletics) check. The entrance leads underground, into VLJQLÀFDQWKHUHH[FHSWWKHWHUULEOHVPHOORIKXPDQRLG
a naturally formed cave. The rooms and the tunnels urine and feces.
of this den are made of stone, but it is full of garbage, T3. The Storage. This room is where Nar’qa places
ZKLFKFDXVHVWKHGHQWREHFRQVLGHUHGGLIÀFXOWWHUUDLQ valuable pieces of junk. There are various barrels
in its entirety. Also, when the characters open the that store blood, most of it decomposed, cabinets that
entrance and enter the den, a smell of rotten garbage hold various items such as the parts from the leg of a
and rusty metal greets them. They must each succeed bloodwork automaton, an old shield, the rusty blade of
on a DC 13 Constitution saving throw or become an old sword, and other things of the same sort.
poisoned for 1 hour. The den is in total darkness. Unless
stated otherwise, the corridors are 10 feet wide and 15 ,WLVTXLWHGLIÀFXOWWRÀQGXVHIXOLWHPVLQWKLVPHVV
feet high. 7KHFKDUDFWHUVFDQÀQGD+1 dagger, colorful gems worth
.)DQG.)SODFHGLQVLGHDEURNHQPXVLFER[
7KHFKDUDFWHUVFDQÀQGWKHIROORZLQJORFDWLRQVNH\HG with a successful DC 21 Intelligence (Investigation)
to the map of Nar’qa’s Den. check.
T4. The Facility. Here, there are assembly lines and
T1. The Bedroom. This is Nar’qa’s bedroom. There fully automated bloodwork engines that help Nar’qa
is a bed, a chest, a table, and a cabinet inside, all assemble automatons. There is an empty display case
made of the junk found in Dirtwater Belt. The chest is across from the door, right behind a large table with
locked, and the lock can be picked with a successful blueprints, research logs, and tools all over it. It can be
DC 12 Dexterity check made with thieves’ tools. The understood from the papers that Nar’qa is working on
lock has AC 14, 15 hit points, immunity to poison and

T1
T2 T4

T3

56
a special form of bloodwork automaton that can use
vampiric powers.
Nar’qa has bloodwork tools instead of hands, Nar'qa
though they can be used as hands. He has bloodwork Medium humanoid (half orc), chaotic evil
augmentations all over his body. One of his arms is
completely made of brass and his punch looks deadly. Armor Class 14 (angst plating)
He has lenses in his right eye, probably allowing him
Hit Points 52 (8d8 + 16)
WRVHHLQWKHGDUN)RXUEODGHVDWWKHHQGRIEORRGZRUN
arms that are surgically attached to his spine make him Speed 30 ft.
look even deadlier, and makes him look like a spider if
he lies back. He also can walk normally in this place by
STR DEX CON INT WIS CHA
doing so.
The research logs suggest that he is seeking vampire 18 (+4) 14 (+2) 14 (+2) 18 (+4) 15 (+2) 16 (+3)
blood to build an all-powerful automaton that obeys
his commands and that possesses the powers of noble Skills Arcana +6, Medicine +6, Perception +4
vampires. Senses darkvision 120 ft., passive Perception 14
Nar’qa orders the party to leave his place, saying Languages Common, Orcish
trespassers aren’t welcome. He rejects any offer of Challenge  ;3
negotiation, and attacks the party if they insist on
talking or if the party doesn’t leave. As he attacks, he
Angst Plating. Nar’qa’s skin is enhanced by thin layers
says, “I won’t let you steal my project, you imbecile bat of angst, making his skin harder and more durable. He
lickers.” has a +2 bonus to AC.
Enhanced Eyesight. Nar’qa has darkvision out to a
range of 120 feet thanks to his bloodwork lenses.
While making Wisdom (Perception) checks that rely
nar’qa
RQVLJKWKHDGGVKLVSURÀFLHQF\ERQXVWZLFH

ACTIONS
Brass Punch. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Grappling Blades. Nar’qa uses his Bloodwork Blades
to grapple his opponents (DC 18). A grappled creature
takes 18 (4d8) piercing damage, and can repeat the
grapple check at the end of each of its turns, ending
the effect on itself on a successful save, or taking 9
(2d8) piercing damage on a failure.
If a creature is grappled by Nar’qa in this way, he
cannot use his Bloodwork Blades.

BONUS ACTIONS
Bloodwork Blades. Melee Weapon Attack: +6 to hit, reach
5 ft., four targets. Hit: 4 (1d8) piercing.
After the encounter, Celestina tells the party that
DJURXSRIFORDNHGÀJXUHVSURWHFWHGE\PDJLFDO
enchantments came to Kanrath by train a couple of
days ago. There is a kid named Bo (p. 65) living in Park
Street, who might know more about these cloaked
ÀJXUHV%HIRUHWDNLQJKHUOHDYHVKHVLQFHUHO\VD\V
“Pleasure doing business with you. I’m glad to say I now
think of you as allies.”
Treasure. 7KHFKDUDFWHUVFDQÀQGbloodwork
pistol (p. 263), 6 pistol ammo, 1 bloodwork repeater
ULÁH6 UHSHDWHUULÁHDPPR, 2 blood cartridges, and 3
potions of greater healing. These potions smell terrible

57
DQGKDYHDKRUULÀFWDVWHEXWWKHLUDELOLW\WRKHDOKDVQ·W magical healing. A successful DC 20 Wisdom (Medicine)
been altered. check stabilizes him.
The bloodhound disappears if the ranger dies, and
False Lead: Bloodhound’s Tracks it can be heard crying as it disappears in the distance.
If the ranger lives, the bloodhound jumps around
The characters are chased by a bloodhound (p. 272), the characters happily, and the ranger thanks the
which is actually the companion of a dying ranger. characters, offering them money for their troubles.
This creature looks like a hound that is purely made Treasure.7KHUDQJHUKDV.)RIZKLFKKHJLYHV
of blood. The bloodhound is trying to take the party 150 to the characters. The ranger also had 2 bloodwork
to its master so that the characters can heal him. It pistols and a EORRGZRUNUHSHDWLQJULÁH, but the angst
runs towards a street and turns back to see whether addicts took them to consume the small amount of
the characters are following. It repeats this a couple angst inside their mechanisms.
of times and isn’t hostile towards the characters. If
the characters don’t follow, then the bloodhound bites
down on one of the characters’ clothing and starts False Lead: Know Your Enemy
pulling it towards its master. A successful DC 12 Wisdom
(Animal Handling or Insight) check reveals that the In the corner of a crowded mortal district, there stands
bloodhound is trying to make the characters follow it. a woman in her early hundreds, looking angry as can
be. She wears a mid-quality dark purple cotton cloak
It is not hostile until the party becomes hostile to and an orange tunic. One can tell by looking at her
it, or to its master. If the characters understand the clothes that she leads a modest life; not the worst in
bloodhound’s intention within 2 minutes and travel Kanrath, but not up to par with that of the nobility
fast, they manage to reach the ranger before he dies. He either. One can also tell just by looking at her that pure
has been wounded by rage-fueled, insane angst addicts hatred is what fuels her, makes her wake up in the
who stole an angst coin he had on him. The middle-aged morning, and helps her sleep with a clear conscience
ranger named Gilbert (human, chaotic neutral, scout) at night. Her name is Grammia (gnome, lawful evil,
is wearing leather armor, although it’s been torn, and commoner); and since her early childhood, she’s been
a green cloak that has been ripped in places. His chest fed with vampiric propaganda; how the vampire reign
and belly have been slashed open, and his intestines is better for the welfare of the Crimson City, how they
are outside of his body. His wounds can be cured with are better than mortals in every imaginable way, how
Cyherested sorcerers are evil and should be eliminated
on sight (although this is considered a radical thought
Bloodhound now that Cyherested and Kanrath are in peace), and
how Kanrath is the best city one could possibly live in
DVLWSURYLGHVFRXQWOHVVMRERSSRUWXQLWLHVDQGÁDZOHVV
protection. She can talk passionately about all of these
topics, praising Kanrath and the reign of vampires,
without taking a breath in between remarks. She hates
Cyherested and the mortals who deny the supremacy
of vampiric reign so much that she only lives to see
them suffer.
Every day, she stands in this corner and
shouts vampire propaganda. Today’s special
is “To hell with those sorcerers. They come to our
city to spy on us. Those wretched little snakes are
incapable of camaraderie, their covenants are
all lies.” There are people listening to her,
shouting out things like “Damn right!”, “Well,
that’s true!”, “I never liked magic anyways!”
If the party wants to converse with her,
she stops her preaching and takes a good
look at the character. If there are any
spellcasters among them and if they are
not a cleric of the Blood God, she won’t be
willing to talk to the party, as she is not

58
competent enough to discern a sorcerer from other that they are students in the academy working on
spellcasters. A successful DC 13 Charisma (Intimidation WKHHIÀFLHQF\RIDQJVWFU\VWDOVVKRZLQJWKHLUVFKRRO
or Persuasion) check is required for Grammia to talk to LGHQWLÀFDWLRQSDSHUVLIWKHSDUW\DVNVIRUWKHP7KH
the characters if there are any spellcasters in the party. gnome doesn’t believe the students and says that
If there is an actual sorcerer in the party, the characters the documents must be forged. There is a Kanrath
have disadvantage on their Charisma checks against enforcer (p. 280) nearby, who knows the students by
her. QDPHDQGZKRFRQÀUPVWKHVWXGHQWV·VWRU\LIDVNHG,I
If they manage to talk, the gnome says “I’ve been the party doesn’t attack the students, Grammia won’t
seeing some sorcerers around town, ones I haven’t seen before. HLWKHU,IWKHSDUW\DWWDFNVWKHVWXGHQWV*UDPPLDÀJKWV
I, being an unrelenting detective, followed them. Yes sir, I on the party’s side; however, the Kanrath enforcer
did. Turns out they are plotting against our beloved Crimson WULHVWRGHWDLQWKHFKDUDFWHUVÀJKWLQJRQWKHVWXGHQWV·
King. This deed, my fellow citizens, shouldn’t go unpunished, side. If they can manage to eliminate the students and
it shouldn’t be forgotten. I was gonna report them to enforcers the enforcers, they can enter their homes. Here, the
but truth be told, I’d like to see them bleed for what they’ve SDUW\RQO\ÀQGVWH[WERRNVDQGGRFXPHQWVVHQWE\WKH
done, if you know what I mean. If you are willing to take on academy asking for payments of their student loans, as
the job, I can take you to them and help you take them down. ZHOODVDWRWDORI.)
Win-win, isn’t it? Let’s contribute to society together, hand-
in-hand.” She then describes them: “All human. First one’s
called Bell, a white-haired young woman with green eyes,
wearing dark crimson robes. The second is called Haly, a tall
and acrobatic man. He was the only one that wore armor, Bell
a leatherwork, and he had short dark hair. Last one was Medium humanoid (human), lawful neutral
calledTroy, a short and chubby fellow. He had curly blonde
hair and wore sweaters and neckties under a light brown
Armor Class 12
cloak. He has a staff, too… So, let’s go kill’em, eh?”
Hit Points 10 (4d4)
The Detective, if present, suggests that they do not
Speed 30 ft.
take the gnome seriously since she has obviously been
brainwashed with vampire propaganda. Such a mind
cannot be trusted to make healthy judgments. If the STR DEX CON INT WIS CHA
characters want to learn where these people are but
don’t want Grammia following them, they must succeed 8 (-1) 14 (+2) 10 (+0) 16 (+3) 14 (+2) 16 (+3)
on a DC 15 Charisma (Persuasion) check. Otherwise, if
they want to go to the location, Grammia comes along. Skills Arcana +5, History +5, Perception +4
If the party has succeeded on their Charisma Senses passive Perception 14
(Persuasion) check or if they have Grammia with them, Languages Common, Draconic
they go to the house of three young students studying Challenge  ;3
in the Royal Academy of Sanguine, one of whom
happens to be a 1st-level wizard. They couldn’t afford
Spellcasting. Bell is a 1st-level spellcaster. Her
the rent near the academy so they moved to another
spellcasting ability is Intelligence (spell save DC 13, +5
district, which is why they are new to this part of the
to hit with spell attacks). She has the following wizard
city. Grammia overheard them talking about magic spells prepared:
and politics; discussing whether evocation school is
Cantrips (at will): agglutination*, mage hand, minor
overrated and whether they found the Crimson King to
illusion, piercing drops*
be tyrannical. Bell and Troy, two of the students, believe
1st level (2 slots): silver needle*, thorngrasp*
that the Crimson King is a fair ruler and the fact that
they are in the academy prove that humans can rise
in ranks as well, while Halt believes that there could ACTIONS
be a better regime but doesn’t know how. Grammie Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one
´XQGHUVWRRGµWKHNH\ZRUGVDQGÀJXUHGWKDWWKH\ZHUH target. Hit: 4 (1d4 + 2) slashing damage.
sorcerers plotting against the government.
When the characters arrive, Halt and Troy are
about to go in and their friend Bell is at the door to
greet them. If the characters tell them of Grammia’s
claim about them being sorcerers, they laugh and say

59
False Lead: Sewers
7KHUHDUHUHEHOVLQ.DQUDWKÀJKWLQJDJDLQVWWKH
oppressive rule of vampires and their tyranny.
Halt Known as “the anarchists” or “the rebels” among the
Medium humanoid (human), lawful neutral commonfolk, they are killed on sight by the authorities.
Some of these people live outside of Kanrath, operating
Armor Class 14 (leather) from afar, while some of them lead dangerous lives in
the Crimson City. Two of these anarchists, Zack (half
Hit Points 14 (4d4 + 4)
elf, chaotic neutral, berserker) and Clementine (half
Speed 30 ft.
elf, lawful neutral, spy), have been living in the sewers
for some time. Clementine has been infected by bowel
STR DEX CON INT WIS CHA
fever (p. 7), and is slowly dying. Zack has been trying to
prevent his lover’s death, stealing food and medicine,
7 (-2) 16 (+3) 12 (+1) 14 (+2) 13 (+1) 15 (+2) but it is not enough.
If the characters want to investigate the sewers, they
Skills Nature +4, Perception +3 FRPHDFURVVWKHVHUHEHOV)LUVWWKHFKDUDFWHUVIHHODVLI
Senses passive Perception 13 they are being watched, since Zack is observing them
Languages Common, Gnomish from a distance. After a couple of minutes, a javelin hits
Challenge  ;3
the ground right before them; Zack has thrown it as a
ZDUQLQJ$KXPDQRLGÀJXUHHPHUJHVIURPWKHVKDGRZV
and says, “One more step, and you’ll be in my home. Who are
ACTIONS you?” The voice belongs to Zack, who cannot be seen
Angst-coated Dagger. Melee Weapon Attack: +5 to hit, clearly under his thick layers of clothes; only his deep
reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing plus 3 blue eyes are visible.
G ÀUHGDPDJH The Detective suggests that they talk if present. If the
characters don’t act with hostility and just want to talk,
Zack agrees to do so.
=DFNKDVVHHQVRPHÀJXUHVLQWKHWUDLQVWDWLRQ
wearing black and red robes. If the characters tell him
what they have been looking for, Zack can tell them
Troy what he has seen in return for Clementine’s treatment.
Medium humanoid (human), lawful neutral He can also state that there is a kid named Bo (p. 65)
living in Park Street, who might know more.
Armor Class 12 Treasure. If the characters cure Clementine, Zack
Hit Points 6 (4d4 - 4)
and Clementine give the characters a shortsword.
There is a seven-pointed star carved on its hilt, which
Speed 30 ft.
is the symbol of the rebels in Kanrath. The characters
have disadvantage on their Charisma checks against
STR DEX CON INT WIS CHA WKHRIÀFLDOVRI.DQUDWKLIWKH\FDUU\WKLVVZRUGRSHQO\
and have advantage on their Charisma checks against
8 (-1) 14 (+2) 8 (-1) 17 (+3) 16 (+3) 14 (+2) criminals or people working with illegal organizations
if they carry the sword openly. If the characters kill
Skills Arcana +5, Nature +5, Perception +5 =DFNDQG&OHPHQWLQHWKH\ÀQG.)DQGGpotions of
Senses passive Perception 15 healing on them.
Languages Common, Dwarvish, Elvish
Challenge  ;3 True Lead: The Train Station
The Kanrath Main Line (p. 9) is one of the most
ACTIONS
crowded places in the Crimson City. Wealthy traders
Staff of Blood Missiles. Ranged Spell Attack: +5 to hit,
and some vampire nobles use the train as a means of
range 120 ft., two targets. Hit: 2 (1d4) blood damage.
transportation, and it is therefore heavily guarded. The
station was constructed with the gothic aesthetics of
the rest of the city in mind. It has two platforms; one

60
IRUGHSDUWXUHDQGRQHIRUDUULYDO$VPDOOERRNLQJRIÀFH heard one of them calling the others “initiates” and they
offers several options for tickets, and the payment called this man “master.” Weird shit, right? I don’t believe
system supports both blood and money. they carried weapons of steel, or angst. But… I caught a
The characters may come to the conclusion that the glimpse of a dagger on one of their belts; it looked like silver
cultists have arrived in Kanrath by train; they could be to me. You didn’t hear this from me, I don’t want any trouble.
led here as a result of the information they have learnt, They had wands, and the master had a crimson-red staff.
or the Detective can hint at it, saying that the cultists They, of course, tried to hide’em but they can’t hide anything
must have used the train to enter Kanrath, like most from my eyes, you know. If I were you, I’d investigate the
outsiders do. DUHDVFORVHWRWKHVWDWLRQÀUVW7KDW·VDOO,FDQWHOO\RXµ

The train station is yet another place in the city Sarcria the Booking Agent. 6KH WLHÁLQJQHXWUDOHYLO
where the distinction between vampires, angst traders, commoner) is a young woman with reddish skin and
wealthy mortals and others is quite obvious. They all sharp devil-like horns. She sells tickets to the wealthy
get in separate lines to purchase their tickets. The mortals and is used to speaking politely. If asked about
line reserved for vampires are guarded by 2 vampire the cultists, she says, “I do not know, I only speak to those
sentries (p. 289) who ensure that no vampire is who leave the city, not those who enter. I am truly sorry, for I
bothered by a mortal, while the other lines are kept in believe I am of no use to you or your investigation.”
order by Kanrath enforcers (p. 280). Shirnest the Pious. A young woman (dragonborn,
There are many enforcers patrolling the area. lawful evil, Kanrath enforcer captain - p. 280) with
There are also cleaners, as well as mechanics around, Kanrath enforcer uniform stands near the booking
responsible for the maintenance of the trains and VWDWLRQV6KHLVWKHFKLHIRIWKHRWKHUÀYHHQIRUFHUVZKR
the train station. The characters can talk to them, or guard the train station. If the characters show her the
to the booking agents selling tickets to mortals and sigil of the Grand Advisor and ask about the cultists, she
ZHDOWK\WUDGHUV%HORZ\RXFDQÀQGVRPH13&VWKDW asks, “Are you suggesting we’re not doing our jobs? That we’d
the characters can converse with. You can also have the let low-life cultists into our beautiful city? Do you know the
characters interact with NPCs you yourself have added punishment for such an insult?” If the characters insist on
to the story if you deem it necessary. talking some more, she says she did not see anything
out of the ordinary.
Aetius the Booking Agent. Aetius (gnome, neutral,
commoner) is an older gentleman, who sells tickets to If the characters don’t show her the sigil, a successful
the mortals. His station is more crowded than Sarcria’s DC 15 Charisma (Persuasion) check is needed to make
(see below), as mortals tend to travel by train more than her talk to the characters. Otherwise, she just ignores
the upper crust of society. Therefore, he is impatient them.
and easy to anger. If asked about the cultists, he says “I Uncle Hawk. This old man (gnome, neutral good,
dunno shit! Now, if you’re gonna buy tickets, just buy them commoner) has worked in the station for over 20 years,
already. Ask your questions to the enforcers, not me.” coming in almost every day. People call him “uncle”
Johace Bronzebeam. Johace (dwarf, chaotic neutral, because of his fatherly and sincere demeanor, but he
commoner), a young and cheerful man, is repairing a also has a temper. If asked about the cultists, he says
broken piece of the tracks. If asked about the cultists, “Yes, yes. I’ve seen some people, they didn’t look like us. If
he says, “Well, I sure did see a few creepy fellas a few days you know what I mean. They looked different and they were
past. They were getting off the train from Cyherested. They acting different. They wore dark robes, carried silver daggers,
were wearing dark red and black cloaks, and carrying silver didn’t talk to anyone, and they all walked together, huddled
daggers. I hope they were made of Kanrath silver, or they’re LQ7KHUHZHUHDERXWWHQPD\EHÀIWHHQRIWKHP2QHRIWKHP
in real trouble. They were trying not to show their faces, at threw an empty vial on the ground and I asked her not to
least that’s what it seemed like to me. I may be biased, but I litter, but she didn’t even have the courtesy to respond to an
think they were sorcerers. They always give me the creeps.” old man. I don’t know though, maybe it’s just about this new
generation… Nobody respects their elders anymore…”
Johnny-Boy. This little boy (half elf, chaotic neutral,
spy), who always wears worn-out clothes, sells He also says that these people haven’t used the train
newspapers at the train station. He doesn’t have a again, and so they should still be in Kanrath. He doesn’t
family, but he is a part of a crime family ruled by a little know which way they went.
kid named Bo (p. 65). If asked about the cultists, he Overall, the characters can learn here that there are
VD\VKHFDQWHOOWKHSDUW\ZKDWKHNQRZVIRU.)DQG more than ten cultists, that they are sorcerers who wear
QRWKLQJOHVVEXWKHVHWWOHVIRU.)LIFKDUDFWHUVSXVK dark robes and carry silver daggers, that they are from
their luck and succeed on a DC 12 Charisma (Persuasion) Cyherested and that they are most likely to be found in
check. He says, “A crowded group of people, they were. I DUHDVQHDUWKHWUDLQVWDWLRQZKLFKDUHWKH,URQ9DOH

61
Rusty Vale (p. 11) and Lertes Park (p. 10) districts. good, commoner), and he is a weaver.
• Barrett lives at Veteran Vampire Spawn Street (or
True Lead: Park Street 9966LQVKRUW :HVW%DOODVW.DQUDWK,W·VD
back alley in West Ballast (p. 11), and a couple of
3DUN6WUHHWLQWKH,URQ9DOH5XVW\9DOHGLVWULFW S  hour’s walk from here.
to the north of the train station, is busy as ever. This • Barret owed a couple of thugs some money, and he
big park reeks of dirt and urine, but it doesn’t bother didn’t pay them back on time, making them angry.
the mortals who come here as it is one of the few He needed the money to repair their roof. The
open spaces where they can pass the time. Part of the thugs hang around the lake in the park at night.
railroad can be seen to the west of the park, and a small
• +HKDVQ·WEHHQDURXQGIRUÀYHGD\VDQGWKH\WKLQN
lake lies towards the north. There are lots of gazebos
he’s not home since he hasn’t answered the door in
in the east side of the park, where people can sit. It’s
a while.
impossible to see any noble or vampire here as the
smell and the sound of the rails is unbearable for them. If the characters decide to visit the thugs, they
Children play, and adults sit and chat as they enjoy a encounter three elves and a half orc. You can use the
cheap bottle of wine. If characters spend time in Park thug stat block to represent the elves led by Elysa the
Street looking for information, they can eavesdrop on Burnt (half orc, chaotic evil, Kanrath thug DÀHUFH
people sitting on the gazebos: looking woman with her mohawk and burnt forehead.
She talks to the characters and tells them that they
/LOLDQ WLHÁLQJQHXWUDOJRRGcommoner), has a child
did not harm Barrett, which is the truth, and she adds
who wants to apply to the Royal Academy of Sanguine,
that they have no intention of harming him, they just
EXWWKH\·YHKDGQROXFNÀQGLQJDYDPSLUHUHIHUHQFHIRU
ZDQWWRÀQGKLPWRFROOHFWWKHGHEW$VXFFHVVIXO'&
their application. They are considering going door to
17 Wisdom (Insight) check reveals that the thugs don’t
door and begging for a reference in the noble districts,
really want to resolve the issue peacefully.
but they don’t have much hope that it’s going to work.
The truth about Barrett is that he was unlucky.
Grumps (gnome, chaotic neutral, veteran) wants to
Members of the Silver Cult liked Barrett’s warehouse
ZRUNLQWKHDQJVWUHÀQHULHVQHDUWKHSDUNEXWWKH\ZDQW
for its location, looked for its owner, found Barrett,
KLPWREHSURÀFLHQWZLWKDOFKHPLVW·VVXSSOLHV+HNQRZV
learnt that he had unpaid debts to dangerous people,
it’s hard and far more dangerous than other work, but it
and killed him in his house assuming that people would
pays better and it seems more satisfying.
think he was killed by the thugs. Then, they started
Harrow (human, lawful good, commoner) is crying using Barrett’s warehouse as a center of operation for
because a vampire abducted his child, and there is their cultist activities.
nothing they can do about it. Abducting children is a
Barrett’s house is a small, one-story building. The
common practice in Kanrath for vampires.
main door of Barrett’s house is locked. The lock can
Gordur (dwarf, neutral evil, Kanrath thug - p. 281) be picked by a successful DC 15 Dexterity check made
and his son Balzar (dwarf, chaotic evil, Kanrath thug) with thieves’ tools. The door is a wooden Large object
are drinking whisky and mourning a friend of the with AC 10, 15 hit points, and immunity to poison
family called “Jax”. They haven’t heard from him for a and psychic damage. There is a bed, a table, a chest
while and are worried about him. The party has possibly for clothes, and dirty dishes inside, all of which are
encountered Jax (p. 22) in the prison. If the characters broken and scattered on the ground. If the characters
tell Gordur and Balzar about Jax’s situation, they gift succeed on a DC 12 Wisdom (Perception) check, they
Jax’s Blade (+1 dagger) to the party. ÀQG.)DSLHFHRIGDUNUHGIDEULFDQGDKDOIULSSHG
A group of people, Greg (half-elf, chaotic good, property deed indicating that Barrett has a warehouse.
commoner), Lydia (elf, neutral, scout), Ulric (human, The part of the document where the address should
neutral evil, commoner DQG3HQQLQJWRQ WLHÁLQJ be written is ripped, but luckily, some serial numbers
chaotic neutral, spy) are drinking wine and talking can still be seen. Also, a successful DC 13 Intelligence
about a friend of theirs that they haven’t been able to (Investigation) check reveals that the dark red fabric
reach for a few days. In Park Street, only this group is mostly used for the robes worn by sorcerers of
provides clues regarding the investigation. The group Cyherested.
is inebriated and talks to the party without hesitation. A successful DC 20 Intelligence (Investigation) check
They interrupt each other’s sentences, sometimes allows the characters to notice odd details in the
forget what they were talking about, but manage to give stonework around the legs of the table, which covers a
the following information: trap door leading downstairs. Below, there is a hidden
• Their friend’s name is Barrett (human, neutral URRPWKDWÀYH0HGLXPFUHDWXUHVFDQEDUHO\ÀWLQWR

62
$VPHOORIURWDQGGHFD\ÀOOVWKHFKDUDFWHUV·QRVWULOV characters insist, Eliz calls for the enforcers to escort
when they open the trap door. In the room lies Barrett’s the characters out.
bloodless dead body, half consumed by insects. This is If the characters can’t persuade or intimidate Eliz
the doing of the Silver Cultists, but there are no clear with a successful DC 19 Charisma (Intimidation) check
indications here for the characters to know it; they or DC 19 Charisma (Persuasion) check, they must visit
can only tell that the blood has been drained out of the Ministry of Law and Order, which is a 15-minute
Barrett’s body with magic, which can be revealed with a walk from the Ministry of City Planning, in order to get
successful DC 12 Wisdom (Medicine) check, as there are the document they need. When the characters arrive
no visible scars on the body. at the Ministry of Law and Order, they see almost ten
7KHSDUW\FDQÀQG%DUUHWW·VIULHQGVEDFNDWWKHSDUN buildings of different shapes and sizes in a beautiful
but they have no idea that Barrett owned a warehouse. garden, surrounded by a brick wall. There are two
The Detective or Barrett’s friends can suggest that the vampire sentries (p. 289) guarding the iron gate on
characters go to the Ministry of City Planning to locate the wall. They are under the shadow cloak spell (p. 261),
the warehouse by using the documents they found in and are thus able to walk in sunlight without being
Barrett’s house. harmed. One of them is a human in his forties with
Normally, the characters wouldn’t be able to enter black hair and a clean-shaven face, while the other
any of the ministries without a good reason, but since is a dwarf in her youth with braided long red hair.
they carry the sigil of the Grand Advisor, they can enter When the characters approach, the taller one of the
without much question. The Ministry of City Planning is two says “Halt! State your business.” After the characters
located near the Highseat District (p. 9). This four-story introduce themselves, he continues, “You cannot enter
building is made of stone and has a brass spiked dome this complex without proper documentation. Where is your
on top. entrance permit?” After the characters show him the
When they enter the building, they are greeted by a Grand Advisor’s sigil, the vampire says, “Seems authentic.
reception hall with lots of chairs, a library, a bar, the I’ll take you to my supervisor. If she says it’s alright, then
chattering of people waiting in the hall, and enforcers you are welcome here.” The other vampire says, “Visitors
patrolling inside. Right across the entrance, there is a are not permitted to bring their weapons, spell components,
blonde woman wearing a white shirt, a navy blue vest, spellbooks, or holy symbols into the Ministry of Law and
and a name tag that reads Eliz (gnome, lawful neutral, Order. You’ll get them back on your way out. You have
commoner) sitting behind a counter protected by a the right to refuse, so long as you agree to leave at once.”
glass window. She greets those who enter and redirects This policy is non-negotiable. The sentries place the
them to the departments they must go to. There is a characters’ weapons in a wooden chest locked inside
queue of 10 Kanrath citizens in front of Eliz, and she DFDELQHWLQWKHJXDUGKRXVH7KHQWKHÀUVWYDPSLUH
seems overwhelmed. There are three other counters sentry commands the party to follow him and takes
next to Eliz, all of which are empty. The characters can WKHPWRDÀYHVWRU\EXLOGLQJRIJUDQLWHZLWKJRWKLF
choose to wait in line, or they can show Eliz the sigil of architectural aesthetics and no windows. There are
the Grand Advisor to talk to her right away. countless enforcers and vampire sentries around, all
doing clerical work behind counters before which there
Eliz says that she’s not authorized to share addresses, are lines of various lengths. The characters don’t wait
unless those asking have documentation from the LQOLQHDQGDUHGLUHFWO\WDNHQWRDQRIÀFHRQWKHWKLUG
enforcers that allows for it. Even if that were the case, ÁRRU
their request would have to wait until it was approved
and sent to the Ministry of City Planning, where the 7KHUHDUHWKUHHÀOLQJFDELQHWVDVZHOODVDZDOQXW
document would be inspected and passed on to the desk and a chair in this room. On the wall behind the
2IÀFHRI/DQG5HJLVWU\7KHQDQGRQO\WKHQZRXOGWKH desk, there is a 6-foot painting depicting a vampire
RIÀFHEHDEOHWRVKDUHVXFKLQIRUPDWLRQ/RQJVWRU\ military unit, wearing blood-soaked uniforms and
short, the characters need a document signed by the holding greatswords with hilts resembling bat-like
Ministry of Law and Order, the ministry to which the ZLQJV7KH\DUHLQWKHPLGGOHRIDEDWWOHÀHOGVWDQGLQJ
enforcers answer, justifying their search. Eliz says that atop a pile of corpses. Rhonda Wallace (human, lawful
the sigil of the Grand Advisor would help the characters evil, Kanrath vampire - p. 282) is standing next to the
when they apply; however, she herself cannot help painting, smoking a cigarette. The two angst sconces
the characters without the proper documentation. illuminating the room reveal the hunger in her crimson
“Forging documents is a great crime in Kanrath,” she eyes, and the light bounces off the angst amulet in
says, and though she is quite unconvincing, it’s clear WKHVKDSHRIDUDLQGURSZKLFKLVSODFHGÀUPO\RQKHU
that she has no intention of jeopardizing her job for black uniform. She looks like one of the vampires in the
a group of adventurers she doesn’t even know. If the painting, but this is nothing more than a coincidental
resemblance.

63
She welcomes the vampire sentry and tells him to DQGSDLQWLQJVGHSLFWLQJDÀVWFUXVKLQJDYLDORIEORRG
wait outside the door. She then sizes up each character which is the symbol of the United Laborers of Kanrath,
from top to bottom, takes one more drag, and puts out also known as U.L.S.K. Its goals include providing
the cigarette in the ashtray on the table. Her black hair better working conditions for the mortal workers of
creates a nice contrast against her pale skin. She asks, Kanrath and making the royalty acknowledge basic
“Who the fuck are you, and what the fuck are you doing in my mortal rights, such as “to live as one pleases.” This
RIÀFH"µA successful DC 15 Intelligence (Nature) check is not their headquarters, but a pub that is safely
reminds the characters that angst causes extreme anger frequented by those in the union. There are people
in individuals who have been in contact with it for sitting around wooden tables, drinking and singing
long periods of time. This is probably why Rhonda is so songs about workers, their union, and how they wish to
aggressive. overthrow the vampire rule. Among those people, there
When the characters tell her their story, Rhonda LVDKDOIRUFWKDWÀWV5KRQGD·VGHVFULSWLRQ+LVIULHQGV
OLVWHQVFDUHIXOO\DQGDWWHQWLYHO\)URPWLPHWRWLPH call him many things such as “big guy”, “bearskin”, and
she takes a sip from a cup of mulled wine on her desk. “Grimugur.” The Detective sits at the bar and asks for a
When the characters are done talking, she says,“For all glass of whiskey.
I know, you could’ve forged the sigil, or stolen it. Forging the If the party is early, there are three billiard tables,
sigil of the Grand Advisor is a great crime, you know. You DQGDFRXSOHRIKXPDQVLQWKHLUPLGÀIWLHVDUHSOD\LQJ
could be plotting something. Or… You could be telling the at one of them. One of them, Nadiir, (human, chaotic
truth. There’s no way for me to know, really, unless you were good, commoner) is wearing common clothes and
to do something for me that assures me of your honorable has short black hair. Blake (human, lawful neutral,
intentions. You do that and I’ll get you your document. How is commoner) is wearing worker’s utility overalls and
that for a deal?” he has long brown hair pulled back in a ponytail. If the
If the Detective is present, he says that this is a good party wishes to play with them, they accept their offer
chance to catch the cultists, and that they should take and ask whether they are willing to place a bet. If the
Rhonda’s deal. party wishes to play by themselves, they can do so at
one of the other tables.
If they refuse, Rhonda kicks them out and the
vampire sentry escorts them out of the premises. If There are ten balls, nine of which are numbered and
they accept, Rhonda asks them to go to a pub called one of which is an unmarked cue ball. A player should
´WKH)LIWKµDQGHDYHVGURSRQWZRSHRSOHDKDOIRUF KLWWKHORZHVWQXPEHUHGEDOOÀUVWDQGPDNHDEDOOJR
worker with long gray hair and a gray beard, and an into a pocket.
elderly dwarf with gray skin and dark braided hair 7KHÀUVWSOD\HURSHQVWKHJDPHPDNLQJDPHOHH
that matches his beard. The dwarf could be wearing weapon attack, hitting the cue ball causing it to hit the
a monocle over his lazy left eye and the half orc is lowest-numbered ball, and spreading the rest of the
possibly surrounded by union people, so the dwarf balls on the impact. AC is 5 for this move.
could also have armed personnel by his side. The On a result of 4 or lower, the cue ball does not hit any
meeting between the two will take place in two hours, of the balls. It’s then the next player’s turn. On a result
and the characters can be taken to the pub with horse of 20 or higher; however, the player makes a ball go into
carriages if they want to, otherwise, they get to the a pocket, and the player continues playing until no ball
pub in the nick of time. Rhonda suggests that they go goes into a pocket after a hit. However, the rules change
there ahead of time to get settled in a good spot without DELWDIWHUWKHFXHEDOOLVKLWIRUWKHÀUVWWLPH
drawing attention to themselves.
After the cue ball is hit, the player must make a
If they walk to the pub, they arrive right after the melee weapon attack roll against AC 10 + 1d4. If the
dwarf they are about to eavesdrop on (dwarf, neutral player scores 10 higher, or more, than the AC, the ball
evil, Kanrath enforcer captain - p. 280) and two of goes into a pocket and the player keeps playing. If the
his guards (human, lawful evil, Kanrath thug - p. 281) player scores 5 higher, or more, than the AC, the player
arrive at the scene, all wearing dark suits and carrying changes and the AC for the new player becomes 10 +
bloodwork weapons. The guards carry two briefcases. 1d4. If the player misses, the player changes and the AC
If the party takes a carriage, they arrive an hour for the new player is 10 - 1d4.
EHIRUHWKHGZDUIDQGKLVJXDUGVFRPHLQ7KH)LIWKLVD The player who makes the ninth ball hit the pocket
pub for the working class, run by an old, former worker wins the game.
FDOOHG´)XQN\-Rµ KDOÁLQJFKDRWLFQHXWUDOveteran).
+HZDVJLYHQWKHDOLDV´)XQN\µDVKHSXWKLPVHOILQ While playing, Nadiir and Blake can give the following
embarrassing situations without hesitation to make his information about U.L.S.K or Grimugur.
IHOORZZRUNHUVODXJK7KH)LIWKLVGHFRUDWHGZLWKÁDJV • Grimugur is the leader of a small group of angst

64
UHÀQHU\ZRUNHUVLQWKHXQLRQ XQWLOWKHFKDUDFWHUVDWOHDVWWU\WRÀQGWKHPHDQLQJ
• He is a fair man, the union is his whole life, and he behind these bizarre words on their own. The
protects his fellow union members at all costs. characters can also understand these hidden meanings
with a DC 15 Intelligence (Investigation) check.
• U.L.S.K has improved the lives of many workers.
Though they still live in squalor, it’s a lot better Then the characters go back to Rhonda with the
than what it used to be. information they’ve uncovered. She thanks them, but
doesn’t divulge anything else about the people the
• Anybody can be a member of the union as long party eavesdropped on, nor does she tell the characters
as they are mortal and have legitimate jobs in what she plans on doing with the information she has
Kanrath. acquired. The next day, the characters can see news
• Enforcers sometimes beat up the members and about a corrupt Kanrath enforcer captain who steals
vampire sentries kill them to intimidate the rest, .DQUDWK·VDQJVWFU\VWDOVFROODERUDWLQJZLWKUHÀQHU\
EXWWKH\ZRQ·WEDFNGRZQDQGZLOONHHSÀJKWLQJIRU workers and the union, and how the enforcers raided
their rightful cause. their headquarters and executed their leader Grimugur,
while vampire sentries expertly assassinated the
Then the dwarf comes over with two of his guards,
corrupt captain.
and stops next to a billiard table. One of his guards
takes a small elevated platform from the back of the Rhonda provides the characters with the
pub and places it next to the billiard table so that the documentation they require, and she stamps the
dwarf can reach it. Then, Grimugur approaches him and documents with a special seal to indicate urgency. The
coldly asks whether the man is up for a game or two. characters then have to take the documents back to the
They start a game and converse as they play. Below, D Ministry of City Planning, where they are provided with
represents the dwarf while G represents Grimugur. the information on the estates Barrett owns:
D: Thanks for the game, big guy. 1st. 9HWHUDQ9DPSLUH6SDZQ6WUHHW 9966 
:HVW%DOODVW.DQUDWK
G: Don’t mention it. The pub is always open for a friend… Or
three. 2nd. (QIRUFHU·V'RPH:HVW%DOODVW.DQUDWK
D: I don’t see any ginger ladies here though. I might move The second is the address to the warehouse. Once the
along if I don’t see any soon. characters uncover the address, you can move on to
the Finding the Warehouse section. However, note that
G: Don’t you worry, we have plenty of those but they are all at
your characters already know the location and thus
the university right now.
GRQ·WQHHGWRWU\DQGÀQGFOXHVE\WDONLQJWRWKHSHRSOH
D: Good, good… It’s important to get… Educated. in the neighborhood. That being said, it would still be
G: True. You don’t seem to have any cages with you. Didn’t EHQHÀFLDOWRLQYHVWLJDWHRUREVHUYHWKHZDUHKRXVH·V
you come to this part of the town to cage a bird or two? surroundings. If the characters want to search the city
even more, you can always give them other leads.
D: My friends here are handling the cages, can they sit with
your friends over there?
G: Sure, why not. True Lead: Thieves of Kanrath
D: You get better at this game every damn time. With coal-black hair, big gray eyes, and worn-out
The dwarf’s guards go over to the bar and sit with clothes, Little Bo (human, chaotic neutral, spy) is a ten-
workers, while the two play their game for another 10 year-old boy who lives in and around Park Street. In
minutes talking about nothing out of the ordinary. After spite of his age, he is very charismatic and articulate,
the game, the dwarf calls his guards and they leave. The and is the leader of a small gang of children. The
characters can notice that they are leaving without the characters may see him if they follow the railroad by
briefcases with a successful DC 15 Wisdom (Perception) the park. There, Bo is seen stealing food from a carriage.
check or they can learn it directly by asking you. The If the characters confront him, Bo says that he and his
briefcases are with the workers, and Grimugur joins gang steal for the poor, hungry, lonely children of the
them right after the game. They don’t talk about the city. If the characters ask him whether he’s noticed
encounter in any way whatsoever. anything unusual recently, Bo says he’ll tell them what
In thieves’ cant, “ginger lady” means angst crystals, KHNQRZVIRUDFRXSOHGR]HQ.)RUVR$VXFFHVVIXO'&
“university” means warehouse and “getting educated” 12 Charisma (Persuasion) check as well as a payment
means being distributed. “The cage” refers to the RI.)RUDSD\PHQWRI.)ZLWKRXWDFKHFNPDNHV
money in briefcases. The Detective, if present, knows Bo talk. Bo says that a hooded man bought an unusual
how to decipher the code; however, he doesn’t say so amount of thieves’ tools and wooden crates from him

65
hearts out to their friends, and some, having had a few
too many, are desperately trying to stay upright. Bards
are singing songs to the rowdy crowd, as the several
bouncers tasked with keeping the order look on from
WKHLUDVVLJQHGFRUQHUV7KH5HG1LJKW·V*DOHLVGHÀQLWHO\
the most enjoyable bar in the city. Lady Maroon
(human, chaotic neutral, mage), a lady in her late
ÀIWLHVZKRZHDUVHOHJDQWFORWKHVDQGDQH[WUDRUGLQDU\
amount of jewelry, even on her gorgeous wavy brown
hair, owns the pub and she greatly enjoys conversing
with her customers. When she sees the characters,
she’ll make polite small talk with them, asking about
their jobs, their lives, their moods, and other things
of the sort. If the party asks, she says she hasn’t seen
anything unusual as of late, but suggests that they talk
WR*HOOHU WLHÁLQJODZIXOQHXWUDOcommoner), a mad
man with bandages all over his neck and arms. He has
been drinking pints and pints of beer for days here in
the corner of the pub with his friends. There are at least
ten empty bottles of beer and rum on their table. Geller
is crying and his two elderly human friends are trying
to comfort him. Though they’re making a lot of noise,
the others in the pub do not seem bothered by it. If the
party talks to Geller, he says:

little bo

and his gang. They found it suspicious and followed the “God, I… I hate it here so much, man. You dunno what
man, but they lost him somewhere around the center I’ve been through, I’m telling you man. It was so fuckin’
of West Ballast. If characters act hostile toward Bo, he scary. It… it was blood, this weird blob, this body of blood
escapes with such expertise that characters won’t be chasing me, clawing at me, tearing at my flesh. I don’t even
able to react. know what the hell it was. Just… just blood! Oh, I will never
fucking set foot on that wretched street, I’m tellin’ you man.
Curse… curse the Ballast.”
True Lead: Red Night’s Gale
The district to the south of the station is called “Lertes
Park” (p. 10). Here, both mortals and the nobility
frequent pubs, theaters, opera houses, or various other
venues for recreational purposes. It’s also where the He continues to sob, and after a while, his words
Crimson City’s culture is extravagantly displayed for all become indistinguishable. His friends say that he was
visitors to see; especially to the wealthy angst traders in a neighborhood in the center of West Ballast where
who arrive at the city by train. Therefore, it is much he encountered a creature, or so Geller. They then
safer, cleaner, and more respectable than most other give directions for the neighborhood: Walk along the
places frequented by mortals in the city. Nowadays, the Trader’s Vein towards the north, turn left at Angst Edge
most popular pub in the district is the Red Night’s Gale, Street, follow the street to the end, and turn left again
which is located in the northern corner of Lertes Park. at Brass Alley. The neighborhood begins at the end of
Due to its fashionableness, it is a perfect place to gather that alley. It is approximately a four hour’s walk from
information. the pub.
The pub, a three-story building made of limestone,
is decorated with lots of paintings and woodwork, and The Neighborhood
LVÀOOHGWRWKHULPZLWKSHRSOHERWKGXULQJWKHGD\DQG
at night. When the characters step foot inside, they are
JUHHWHGE\DORYHO\VFHQWRIIUHVKÁRZHUV7KHJXHVWV The characters have now learnt that the cultists have
of the pub are playing cards, drinking, pouring their been seen, or at least that they could be found, around

66
West Ballast (p. 11). If the characters go where Bo glass, on which there are empty vases.
or Geller has mentioned, or if they wander around They must make a Wisdom (Perception) or
the center of West Ballast (p. 11) and ask guards, Intelligence (Investigation) check, and get the
shopkeepers, or other citizens whether they’ve seen information below according to the result. If they fail
anything out of the ordinary as of late, they will be on the checks, they spend one day investigating, but
willing to cooperate. If they don’t show the sigil, to no end. They can then try again the next day. If the
a successful DC 16 Charisma (Persuasion) check is characters have gotten the address as a result of the
required for them to learn something. events in the True Lead: Park Street section, they can go
All in all, those in the neighborhood say that they’ve there directly without talking to anyone or making any
seen new people becoming regulars around those parts. checks.
These people wear black and dark red robes, don’t 10-13. A shopkeeper says that a man bought carts of
talk much or cause any trouble. No one messes with food, enough to feed one person for one month. This
them since they mess with no one, but those in the man went through a street across from the shop.
neighborhood still think they’re up to something.
14-16. There is a blood drop that has been drawn on a
The characters can do more than talk to the people two-story wooden building’s door.
in the neighborhood and investigate some more, as
detailed below. 17-20. A blood rune has been drawn on one of the
cobblestones in front of the same building. If the
characters wipe it off with the help of a liquid, the rune
Finding The Warehouse is broken. If not, a blood mephit (p. 271) materializes
and attacks the party at the entrance of the building.
,IWKHFKDUDFWHUVÀQGWKHQHLJKERUKRRGWKH\PD\ 20+. The characters hear people talking in the
investigate further to locate the warehouse. building. The sound slowly fades; it seems that these
people are going downstairs. The characters can make
The warehouse is a two-story building made of out phrases such as “the Founder”, “crates loaded”, “the
darkened wood, with two windows covered by veils on cult”, and “Cyherested”.
WKHWRSÁRRU5DLOLQJVDUHSODFHGGLUHFWO\EHKLQGWKH

67
The Warehouse secret doors made of sandstone, are sturdy and wooden.
The wooden doors are locked, and their locks can be
picked with a successful DC 13 Dexterity check made
,IWKHFKDUDFWHUVFDQQRWÀQGWKHZDUHKRXVHDWWKH with thieves’ tools. Each wooden door is a Large object
end of three days, the Grand Advisor will contact the that has AC 15, 17 hit points, and immunity to poison
Detective, or one of the characters if the Detective is not and psychic damage.
with them, with a sending spell and give them the exact
Secret Doors. Unless stated otherwise, locating
location of the warehouse. The blood rune mentioned
a secret door requires a successful DC 18 Wisdom
above will still be there.
(Perception) check or a 5-minute investigation with a
The door of the warehouse is locked. A character successful DC 13 Intelligence (Investigation) check. The
can pick its lock with a successful DC 17 Dexterity doors are locked, and their locks can be picked with a
check made with thieves’ tools. It is a Large wooden successful DC 15 Dexterity check made with thieves’
object with AC 12, 20 hit points, immunity to poison tools. Each secret door is a Medium object that has AC
and psychic damage. An alarm spell is cast on the door, 13, 14 hit points, and immunity to poison and psychic
which alerts the cultists upon entry. The characters damage.
FDQDOVRFOLPEXSWRWKHVHFRQGÁRRUZLWKDVXFFHVVIXO
Perception. There are no footprints on the ground
DC 15 Strength (Athletics) check, and get in through
unless stated otherwise. The characters may listen to
the windows with a successful DC 14 Dexterity (Stealth)
what is happening behind a door they are right next
check; avoiding the door altogether. If the characters tie
to with a successful DC 15 Wisdom (Perception) check.
a rope to the railings to climb up, they have advantage
Similarly, the cultists may hear what the characters are
on the Strength (Athletics) check.
up to if they are in the next room and if the characters
If present, the Detective suggests alerting the charge towards them, or if they make loud noises.
enforcers. If the characters agree, they can recruit up
Unless stated otherwise, there’s a torch on the wall in
to 2 Kanrath enforcer initiates (p. 281) by persuading
10-foot increments, which illuminates the space.
them with a successful DC 12 Charisma (Persuasion)
check or by showing them the sigil of the Grand Stench. There’s a strong stench of blood in the
Advisor. This process takes half an hour. warehouse.
After opening the main door, the characters see Structure. The warehouse is made of sandstone
two sets of stairs, one going up and one going down. unlike the building itself, which is made of wood. The
7KHFKDUDFWHUVRIFRXUVHHQGXSRQWKHXSSHUÁRRU walls of the rooms are made of clear-cut stones. Unless
LIWKH\HQWHUWKURXJKWKHZLQGRZV7KLVÁRRULVXVHG stated otherwise, the corridors are 5 feet wide and 10
as sleeping quarters by the cultists. The three rooms feet tall, and the place is illuminated by the torches on
upstairs, are decorated with both the gothic and art- the walls.
deco styles in mind, and are full of symbolic statues Stealth and Time. By the time the characters enter
belonging to the cult. These vague symbolic statues the warehouse, the cultists have already started moving
seem recently placed and they represent blood, the WKH)RXQGHU·VLWHPV,IWKHFKDUDFWHUVPDNHDQ\QRLVH
mastery of the arcane, and power. The rooms also hold before entering area W5, including engaging in loud
some of the deceased owner’s, Barrett’s, personal items combat, the cultists start moving faster, increasing
LQFOXGLQJVRPHFORWKHVDQG.):LWKDVXFFHVVIXO'& the chance that they will move more items before
15 Wisdom (Perception) check, the characters can also the characters get to them. The characters can move
ÀQGG potions of healing in a cupboard. stealthily with a successful DC 14 Dexterity (Stealth)
%DUUHWWXVHGWKHJURXQGÁRRUDVDSODFHRIVWRUDJH check, or they can use the silence spell to keep from
but as the place is now empty, the characters have no making any noise during combat. More details about
way of understanding this. A successful DC 15 Wisdom how the time passes and which items can be found in
(Perception) check does, however, allow the characters the upcoming sections.
to hear the cultists moving crates downstairs.
W1. The Entrance
Downstairs
With spider webs in its corners, this corridor is dusty,
freezing cold, and dark. There are no torches here.
Start playing “Arising Angst” on the “Bloodpunk OST.” If the characters light a torch or illuminate their
The warehouse’s general features are summarized surroundings in any other way, they can see a piece
below: of paper with a checklist on the ground that a cultist
Doors. All doors in the warehouse, except for the dropped a few hours ago. The items on it are short and

68
W3

W6

W1 W2
W5

W4

to the point; the words “warehouse”, “bodies”, “crates”, door hidden behind one of the cabinets on the east wall
“vials”, “food”, and “tickets” have been written and then leading to W5.
crossed off.

W4. Blood Storage


W2. Entrance Hall
This room’s door is unlocked. There are two Silver
The entrance hall is full of Barrett’s crates, all of which Cult wardens (p. 286) trying to reorganize 10 vials of
DUHIXOORIIDEULF$FKDUDFWHUSURÀFLHQWZLWKZHDYHU·V blood that are located on the shelves of a cabinet. One
tools can understand that these fabrics are used to craft of them has just dropped one of the vials and painted
average-quality clothing. the ground crimson-red. They wear black robes with
There is a large table with six chairs around it in crimson vertical stripes, have red arcane symbols
the middle of the room. There are empty bottles of tattooed on their necks, and carry silver daggers. One
wine and chicken wings on a plate. A successful DC 13 warden’s curly blonde hair can be seen from the sides of
Intelligence (Investigation), DC 14 Wisdom (Perception), her hood, and the other is a bald man, currently staring
or DC 16 Wisdom (Survival) check reveals that the daggers at his friend. They are both drunk and they
chicken wings are still warm, which indicates that the therefore make their Wisdom (Perception) checks with
characters are not alone. disadvantage. If the characters engage in combat with
them, they cry out, “For the Founder!” and attack.
With a successful DC 18 Wisdom (Perception) check,
the characters can hear the clinking of glass vials
coming from area W4. If the characters do not act W5. Warehouse
stealthily, the cultists in area W4 open the door and
attack the characters, shouting, “For the Founder!” and If the characters enter area W5 through its front door
alarming the other cultists in the warehouse. after they have made noise or alerted the cultists in
any other way, an agglutination (p. 258) cantrip cast by a
FXOWLVWKLWVWKHÀUVWFKDUDFWHUWKDWHQWHUVWKHURRP
W3. Tool Cellar The smell of blood is in the air. There are 2
humanoids nailed to each of the walls, their throats slit
The tool cellar has cabinets on the north and east walls, open, left here to die. Their blood has dripped on the
all of which are half-full of cheap or worn-out fabric. ground in a 5-foot square right next to them, creating
Barrett was an experienced weaver so there is a set of a blood puddle. A vampiric snake consuming the sun
weaver’s tools, a well-made padded armor, and clothes has been drawn in blood on the wall behind them. A
ZRUWK.)LQWZRRIWKHFXSERDUGV7KHUHLVDVHFUHW successful DC 16 Intelligence (History) check reveals

69
WKDWWKLVLVRQHRIWKHV\PEROVRIWKH)RXQGHU Spellcasting. Arthus is a 3rd-level spellcaster. His
spellcasting ability is Charisma (spell save DC 13, +5
When the characters enter the room, some cultists to hit with spell attacks). He has the following spells
shout and lock the door connecting area W5 and area prepared:
W6. There are two Silver Cult initiates (p. 285), two
Cantrips (at will): agglutination*, chill touch, mage hand,
Silver Cult acolytes (p. 285), one Silver Cult warden, minor illusion
and Arthus in the room. Arthus is the highest ranking 1st level (4 slots): burning hands, false life, mage armor**,
cultist in the room, although he is far from being the magic missile
leader of the Silver Cult. They are all wearing dark 2nd level (2 slots): hold person, invisibility, scorching ray
red and black robes with silver stripes on them, and ** Arthus casts this spell on himself before combat.
carrying silver daggers. Arthus has his hood open unlike
the other cultists, as an indicator of his status. Arthus is
a bald man who has silver tattoos on the left side of his ACTIONS
head. The tattoos, shining bright, create a contrast to Silvered Dagger. Melee Weapon Attack: +4 to hit, reach 5
his dark skin. He has a crimson staff in his hand. Other ft., one target. Hit: 4 (1d4 + 2) piercing damage.
than the cultists and the unfortunates on the wall, Bloodbender. Arthus raises his staff and targets a
the room looks surprisingly empty. A successful DC 17 creature with blood within 30 feet of him. The target
Wisdom (Perception) check reveals the scratches on the must make a DC 15 Constitution saving throw; taking
 G DFLGFROGÀUHQHFURWLFRUSRLVRQGDPDJH
ground, indicating that some crates have recently been
(determined by Arthus) on a failed save or half as
moved to W6. much on a successful one.
Time. Please take note of the number of rounds spent
in this combat, which will affect the outcome of this REACTIONS
dungeon.
Blood Jump. Arthus can teleport into an unoccupied
The Detective. If the Detective is not present when space with a blood puddle on it.
WKLVFRPEDWVWDUWVKHÀQGVWKHZDUHKRXVHDELWODWHU
than the characters, and joins the combat in the 3rd
round. In combat, he chooses to take cover and shoot at W6. Getaway Corridor/Back Door
the cultists with a bloodwork pistol.
The corridor is made of cobblestones that don’t
resemble the rest of the warehouse, as it has been
constructed recently and hastily. Whoever built the
corridor was clearly no expert mason. The cultists in
Arthus the warehouse have used this corridor to load carts
Medium humanoid (human), lawful neutral with crates and transport them to the train station
through the back door. When the characters entered
Armor Class 12 (15 with mage armor) area W5, the cultists in area W6 started loading the
FUDWHVDQGÁHG
Hit Points 19 (3d8 + 6)
Speed 30 ft.
Items of the Founder
STR DEX CON INT WIS CHA The number of rounds spent in combat affects whether
or not the cultists have left any items behind. Do
10 (+0) 14 (+2) 14 (+2) 14 (+2) 16 (+3) 16 (+3) not forget that if the characters made noise before
entering area W5, the count for the number of rounds
Skills Arcana +4, Religion +4, Perception +5 starts at that time. The following table displays the
Senses passive Perception 15 number of rounds spent in combat and which items
were carried off in each case. If the combat in area W5
Languages Common, Dwarvish, Elvish
ODVWHGURXQGVLWPHDQVWKDWWKHFXOWLVWVFRXOGQ·WÀQG
Challenge  ;3
HQRXJKWLPHWRPRYHWKH)RXQGHU·VVSHOOERRNPDJLF
LWHPVDQGFORWKLQJWKH\DUHVWLOOLQDFUDWHLQWKHÀQDO
Dark Devotion. Arthus has advantage on saving throws room of the warehouse. Also, please note that if the
against being charmed or frightened. characters recruited Kanrath enforcer initiates as the
Silver Tattoo. Arthus has silver tattoos on his head, 'HWHFWLYHUHFRPPHQGHGWKHSDUW\FDQRQO\ÀQGWKHODVW
constantly keeping him under the effects of the two items on the following table even if the combat is
protection from good and evil spell, without requiring RYHULQOHW·VVD\WZRURXQGV)LQDOO\LIWKHFKDUDFWHUV
any concentration. received the warehouse’s address from the Grand

70
$GYLVRUWKH\ÀQGQRQHRIWKHLWHPVOLVWHGEHORZ the Grand Advisor.
A detect magic spell reveals that these items radiate
extremely potent auras of abjuration, divination, and
Rounds Items necromancy magic.

1 7KH)RXQGHU·VDUPRU 7KH)RXQGHU·VDUPRULVDEUHDVWSODWHPDGHRI
sanguine scales; a successful DC 15 Intelligence (Nature)
2 7KH)RXQGHU·VZHDSRQ check reveals that these scales belong to blooddrakes
(p. 271). The armor bears one of the favored marks of
3 7KH)RXQGHU·VVSHOOERRN
WKH)RXQGHU
4-5 7KH)RXQGHU·VPDJLFLWHPV 7KH)RXQGHU·VZHDSRQLVDORQJVZRUGZLWKD
6-7 7KH)RXQGHU·VFORWKLQJ blackened steel blade and a granite hilt that has ruby
gems and silver engravings on it.
7KH)RXQGHU·VVSHOOERRNLVDGDUNJUHHQOHDWKHU
7KHVDPHV\PERORIWKH)RXQGHUWKDWWKHFKDUDFWHUV covered book. A successful DC 15 Intelligence (Nature)
saw on the walls of area W5 are engraved on these items check reveals that this book’s leather is made of
as well; all except the magic items. A successful DC 15 humanoid skin.
Intelligence (History) check reveals that the items were
WKH)RXQGHU·VLWHPV$VXFFHVVIXO'&,QWHOOLJHQFH 7KH)RXQGHU·VFORWKLQJLVPDGHRIFRWWRQDQGOLQHQ,W
(Investigation) check reveals the unique craftwork on is a long dark purple robe engraved with Kanrath silver,
them, making the characters see that they are genuine and its collar is decorated with colorful gems.
without a doubt. Regardless of when the characters killed the cultists,
7KH)RXQGHU·VDUPRUWKH)RXQGHU·VZHDSRQDQG WKH\ÀQGDULQJRQWKHJURXQGZKLFKWKHFXOWLVW
WKH)RXQGHU·VVSHOOERRNUHTXLUHDWWXQHPHQWDQGRQO\ dropped as they got away in a panic. The ring depicts a
WKH)RXQGHUFDQDWWXQHWRWKHP7KHERQGEHWZHHQ vampiric platinum snake devouring a sun made of angst
WKH)RXQGHUDQGWKHVHLWHPVDUHVRVWURQJWKDWWKH crystals. This ring also requires attunement.
characters can’t even don the armor or open the cover If the characters save the crates that contain the
of the book. This is revealed by a successful DC 15 magic items, each of them can roll on the table below to
Intelligence (History) check reveals that fact. If present, determine which magic item they have found.
the Detective says he recognizes the symbol and
suggests that they should immediately take the items to

Blooddrake

71
d10
1
2
Magic Item
Ring of Sun Blocking (p. 268)
Scroll of heartbeat* (p. 259)
Blood
3
4
5
Decanter of Endless Water
Blood-Blessed Weapon (p. 266)
Bloodwork Blunderbuss (p. 263)
Vision
6 Angst-Edged Blade (p. 265) When the characters get out of the warehouse, read or
paraphrase the text below to your players:
7 Blood Pistol (p. 265)
8 Eyes of the Eagle
9 Bracers of Archery Life in the Crimson City goes on unphased.
The cleaners are running about all over the
10 Cloak of Protection city to make it more pleasing to noble eyes, the
enforcers are observing the shady corners of
the city to find rebellious activity, and parents
$IWHUWKH)LUVW&KLOGEHWUD\HGWKH)RXQGHUDQGSXW
are trying to find their abducted children.
him to eternal sleep, becoming the Crimson King,
You; however, get out of the warehouse
SHRSOHWKRXJKWWKDWWKH)RXQGHUGLHGDQGVZLQGOHUV
knowing full well that you will, once again,
WULHGWRVHOOIDNHLWHPVDVLWHPVRIWKH)RXQGHU6LQFH
find yourselves in a situation that is beyond
any form of trade including any type of belonging or
your physical and mental capabilities.
possession of the royalty is a serious crime punishable
by exsanguination, the frauds dabbling in the trade of
these fakes were executed, and the traders of Kanrath
learnt their lesson. If the characters try to sell any
of these items, the shopkeepers will immediately After the encounter, the characters are required to
recognize the symbols on them, and not only will they return to the Royal Castle and meet with the Grand
refuse to buy them, but also report the characters to Advisor. Entering the castle is not a problem anymore
enforcers. If the enforcers receive such a report, 2 as they are expected and as they bear the Grand
vampire sentries (p. 289) accompanied by 1 cohors Advisor’s sigil. The same butler, Broic, escorts the
sanguinea S ÀQGWKHFKDUDFWHUVDQGWDNHWKHP party inside the castle.
to the Grand Advisor. Although these items are worth
enough coin to build another Kanrath, the characters This time, the Grand Advisor is waiting for the
ZRQ·WEHDEOHWRÀQGDQ\RQHZLOOLQJWRWDNHWKHULVNRI FKDUDFWHUVLQDURRPRQWKHÀUVWÁRRUWKDWZDVORFNHG
purchasing them. GXULQJWKHLUÀUVWYLVLW7KLVYDVWRIÀFHUHVHUYHGIRUWKH
use of the Grand Advisor alone, is illuminated by angst
There is no way to locate or follow the cart as it lamps, and is decorated with crimson veils, paintings
departs immediately, and it leaves very little tracks on of old Kanrath, a portrait of the Crimson King, and
the stone streets of Kanrath. At this point, the party DVPDOOERRNFDVHKROGLQJERRNVÀOHVYLDOVRIEORRG
should go back to the Grand Advisor. If they don’t, she candles and a jewelry box. She is sitting on a chair
will send an envoy of vampire sentries to take them EHKLQGKHUGHVNUHDGLQJDÀOHGULQNLQJEORRGIURPD
back to the Royal Castle after she learns what has Kanrath silver goblet. When she sees the characters,
happened in the warehouse. she asks them to sit on the chairs in front of her desk
The Detective, if present, advises that they return to and asks them questions like those listed below.
the Grand Advisor. • Where did you encounter the cultists?
,IWKHSDUW\EULQJVWKH)RXQGHU·VLWHPVEDFNZLWK • Are they from Cyherested, as we expected?
them, they will be rewarded with 6 angst coins each.
• Can you identify the cultists?
Level Up! Your characters have survived this far.
You can now tell your players to level up (to the 3rd • What were their goals?
level). • Do they have spies or collaborators from Kanrath?
• 'LG\RXÀQGDQ\WKLQJHOVHWKDWPLJKWEHRIYDOXH
for this investigation?

72
,IWKHFKDUDFWHUVGRQ·WPHQWLRQWKH)RXQGHU·VULQJ WLPH2ZLQJWRDOOWKLVWKH)RXQGHU·VEORRGLVYHU\
the Detective does. If the Detective is not present, SRZHUIXO)ORZLQJWKURXJKWKHFKDUDFWHUV·YHLQVWKH
you, as the GM, may make the Grand Advisor aware of )RXQGHU·VFRQVFLRXVQHVVLVVORZO\DZDNHQLQJZLWKLQ
the party’s possession of the ring, since she has been the characters with each passing moment. This is no
following the party’s movements with magical means. ordinary event, and it has a great strain on the limits of
If one of the characters is resistant to such spells or WKHFKDUDFWHUV·ERGLHVDQGPLQGV7KH)RXQGHUDZDUH
can detect them in some way, the Grand Advisor acts WKDWKLVEORRGLVÁRZLQJLQGLIIHUHQWERGLHVZDQWVWR
carefully while using such means. be whole again. In order to do this, he is going to try to
She wants to take a closer look at the ring, manipulate the characters along the way, guiding them
UHFRJQL]LQJWKDWLWEHORQJHGWRWKH)RXQGHU to the true ways of the vampire with each passing step.
immediately, and saying that if the cultists had this in He calls the collection of the ways of the vampire “the
their possession, they must have been up to something Path of Blood”. At the end, he aims to control one of the
even more dire than she had initially thought. She asks characters, consume the others, and collect all his blood
what other items the characters came across, and asks in one body. He will thus be reborn. There is a method
whether the characters have any idea what to do next. to track how close a character is to the Path of Blood,
At this point, read or paraphrase the text below to your called blood degeneration (p. 8). This degeneration has
players: both physical and mental effects on the characters.
During the blood visions that take place here, and the
other blood visions that will take place over the course
of the adventure, the players exchange character sheets
You feel a sudden, unbearable pain in your and play as each other’s characters. In other words,
head as if your brain is being stabbed with each player should play another player’s character in
countless tiny needles that suck on your each blood vision. As they now share the blood of the
vitality, your soul, and your will to live. The )RXQGHUWKH\IHHOFORVHUWRRQHDQRWKHUDQGFRXOGEH
pain spreads all around your body. You see aware of a portion of their friend’s capabilities and this
your friends suffering, your face becomes could bond them together rather than being a scary
bruised, and your whole body feels strained, experience. However, this is not mandatory.
as if you are being tied up with spiky chains. In this blood vision, and in the others, the characters
Any attempt to fight this feeling bears no fruit, VHHPRPHQWVIURPWKH)RXQGHU·VSDVWRUWKH)RXQGHU·V
it does not go away, and only gets more and dreams, re-experiencing them through his eyes. Their
more intolerable… Suddenly, you feel relief, actions can’t change what has already happened, but
a warmth on your face, pouring down from they can still be rewarded in the adventure for them.
your eyes, nose, and ears; and the smell of Since they experience the content of the visions in a
heavy iron. You vomit a sanguine ichor, but dream-like state, some parts occur as if the characters
it is no ordinary blood. The last thing you are in a dream. Moreover, these events may or may not
see before you pass out are the countless tiny have happened as the characters experience them in
blood oozes moving inside the blood puddle WKHYLVLRQVLQFHHYHQWKH)RXQGHU·VPHPRU\FDQWULFN
you’ve created. him in spite of all his power, and since he himself may
manipulate these visions for his own gain.
If a character dies during a blood vision, they gain 1
blood degeneration and all characters restart the blood
Crimson Corridor vision. However, the creatures they encounter in the
blood vision seem to know them. Also, the characters
JDLQWKHEHQHÀWVRIDORQJUHVWDWWKHEHJLQQLQJRIHDFK
6WDUWSOD\LQJ´'UHDPVRIWKH)RXQGHUµRQWKH blood vision, or each restart. Also at the beginning of
“Bloodpunk OST”. restarts, the characters grow any missing limbs and
%HIRUHGHOYLQJLQWRWKHGHSWKVRIWKH)RXQGHU·V cure any diseases that they were infected with in the
dreams, there are some things that you, the GM, blood vision.
VKRXOGNQRZDERXWWKHEORRGYLVLRQV%HLQJWKH)LUVW The characters slowly open their eyes to a new realm.
9DPSLUHDQGVHHNLQJGLYLQLW\WKH)RXQGHULVDQ 7KH\ÀQGWKHPVHOYHVLQDQDUURZHQGOHVVFRUULGRU
H[WUHPHO\SRZHUIXOH[WUDRUGLQDU\ÀJXUH+HZDV PDGHRIÁHVKDQGERQHVDQGGUHQFKHGLQEORRG7KH
a grandmaster alchemist and an equally talented crimson corridor is 5 feet wide, but its height and its
wizard with an expertise on the supernatural powers OHQJWKERWKVHHPLQÀQLWH7KHUHDUHQROLJKWVRXUFHV
of blood, who honed his vampiric abilities at the same but a 60-foot radius sphere centered on the characters

73
is illuminated with bright red light and an additional 60 In all the cases where they leave the corridor
feet radius is illuminated with dim red light. The walls EHKLQGWKH\ÀQGWKHPVHOYHVLQWKHVDPHFRUULGRUEXW
DUHOLNHEORRG\ZDUPÁHVKZRXQGV,IWKH\UHDFKLQWR illuminated thoroughly this time. At the end of the
the walls, they feel as if someone behind the wall grabs corridor, which is 300 feet away from the characters,
their hands without causing them any harm. there is a Huge double door, each door of which is made
Some parts of the corridor are straight and narrow. of a single bone. The door opens to a great hall, which is
In these parts, when the characters think they have 120 feet by 120 feet, and 30 feet high. There is no visible
moved 30 feet, they have actually moved only 5 feet. light source but it is illuminated with bright light. The
If they drop something in the narrow parts of the hall’s walls are made of darkened granite. There is a
corridor, it hovers in the air where they have dropped gothic marble fountain in the middle of a round pool
it. Sometimes, the corridor takes the shape of a spiral DWWKHFHQWHURIWKHKDOO%ORRGLVÁRZLQJIURPWKH
that the characters are climbing up, when in fact IRXQWDLQÀOOLQJWKHSRRO
they are moving downwards. If the characters drop Three sanguine elementals (p. 284) are guarding the
something in this part of the corridor, it hangs in the hall; they are not hostile towards the characters unless
air and starts moving upwards, as if gravity is reversed. they attack the elementals. They are patrolling the hall,
Sometimes, the corridor takes the shape of a spiral that leaving blood tracks everywhere they go.
the characters are climbing down, when in fact they On the left, there are Medium-sized marble
are moving upwards. If the characters drop something statues of ten mortals, whose facial expressions are
in the spiral corridor going up, the item falls in front of indistinguishable. They all wield different kinds of
the characters. weapons, shields, and magic items. There are three
This corridor is a loop, and the characters pass blood clots (p. 270), two bloodhounds (p. 272) and
through the same locations again and again. Each time ÀYHblood mephits (p. 271) chained to the statues with
the vision restarts, they all hear the same whisper in magical chains. Each chain has AC 14, 10 hit points, and
their heads, in the order below. immunity to poison and psychic damage. If they are
“Accept your fate.” freed, they attack the character who has freed them.
When they are killed, a sanguine elemental comes and
“Your blood is sealed.” chains the body to a statue, conjuring a magical chain
“Embrace your destiny.” out of thin air. A chained creature comes to life again.
“You are not alone here.”
The voices continue as long as the characters keep blood clot
trying to escape this place. With each voice, the
characters start to feel a pang of hunger that can only
EHVDWLDWHGE\HDWLQJÁHVKDQGGULQNLQJEORRG7KH\
crave blood and they know it.
The corridor changes a little bit after each loop. With
each loop, the walls become more and more bloody and
liquid-like. Also with each loop, the characters’ clothes
are drenched in blood, becoming heavier and heavier.
During the second loop, the characters see the depiction
RIDYDPSLULFÀJXUHZRUVKLSHGE\WKRXVDQGVRISHRSOH
on the walls. During the third loop, the characters see
YDPSLULFÀJXUHVZKLFKORRNOLNHWKHPVHOYHVGULQNLQJ
the blood of another vampire. During the fourth
ORRSWKHUHDUHKXPDQRLGÀJXUHVDJDLQUHVHPEOLQJ
themselves, bowing before a king on a throne. During
WKHÀIWKORRSWKHZDOOVWXUQLQWREORRGDQGFROODSVHRQ
them, drowning them, satiating their hunger in the
meantime. This is one of the few ways in which the
FKDUDFWHUVFDQÀQDOO\OHDYHWKHFRUULGRU
The characters can also leave the corridor if they all
sincerely accept that there is no escape, that they are
VODYHVWRWKHLUWKLUVWIRUEORRGDQGFRQVXPHWKHÁHVK
and blood around them.

74
2QWKHULJKWWKHUHDUHÀYHSDLQWLQJV7KHÀUVWGHSLFWV Kanrath’s aesthetics perfectly. There are no locks on it
the silhouette of Kanrath, painted red with a black and dim sunlight is leaking from beneath the door. The
sky. The second depicts a colossal military table with a characters must walk through this door.
chalice dropped on it, beneath which the map is painted
red with blood. The blood on the painting looks real.
The third depicts a young vampire standing over an History of Blood
elderly vampire on the ground. The fourth one is just
a white canvas with blood randomly splattered on it. The characters open their minds to new visions once
The bloodstains on the canvas are moving in random they walk through this mystical door. They are about
GLUHFWLRQVDQGWKH\ORRNUHDO7KHÀQDOSDLQWLQJLVWKH WRZLWQHVVWKHSDVWRIWKH)RXQGHUDQGKLVIDPLO\WKH
portrait of a lich that has ruby gems instead of eyes. IRXQGDWLRQRI.DQUDWKDQGWKH)RXQGHU·VFRURQDWLRQ
She seems to be moving inside the painting. She can As their surroundings change, start playing “Requiem
talk but is not willing to converse. A successful DC 15 for the Undying” on the “Bloodpunk OST.” Then, read
Charisma (Persuasion) check convinces her to talk, but or paraphrase the text below to your players:
even then, she only says “Leave us be.” All paintings
except for the portrait have AC 5, 10 hit points, and
immunity to poison and psychic damage. The portrait
has AC 5, 101 hit points and immunity to all damage
As you open the gate, you see a bright light
types and conditions. If a character touches a painting,
that blinds you for a split second. When you
they only feel the texture of a canvas. However, the lich
slowly regain your vision, you find yourself in
inside the painting gets really upset that the characters
a familiar hall, the one in which the Grand
touched “her companions.” She attacks the party. Roll
Advisor first welcomed you. However, the hall
for initiative; the lich in the painting has the following
looks different. You first notice that there are
spellcasting ability.
no decorations on the walls, and then that the
Spellcasting. The lich is an 18th-level spellcaster. Its room is illuminated by oil lanterns instead
spellcasting ability is Intelligence (spell save DC 20, +12 of angst lamps. A second later, you sense an
to hit with spell attacks). The lich has the following overwhelming aura of authority, followed
spells prepared: by an immediate desire to talk about city
Cantrips (at will): agglutination*, mage hand, planning and how to reshape the city.
prestidigitation When you look around, you see seven other
1st level (4 slots): angstblast*, magic missile, thorngrasp*, people beside you, including the Founder,
thunderwave his wife, and the High Paladin of the city.
The Founder stands tall with his pale skin,
2nd level (3 slots): acid arrow, detect thoughts, mirror
white hair, amber eyes ablaze with concern,
image, rotten heart*
and elegant, gray and red clothes. His face
3rd level (3 slots): blood choke*, counterspell, dispel magic, resembles each one of you, which both
ÀUHEDOO terrifies and amuses you. He turns to his wife
4th level (3 slots): blight, sphere of death* and speaks softly, “What are your desires for our
humble haven?” The elf woman, wearing similar
5th level (3 slots): arrhythmia*, cloudkill clothes to the Founder, looking absolutely
6th level (1 slot): disintegrate, globe of invulnerability beautiful with her braided brown hair that
7th level (1 slot): ÀQJHURIGHDWKVRXOLPSDFW flows down to her collarbones, a golden tiara
decorated with ruby gems on her head, and
8th level (1 slot): dominate monster, power word stun her extraordinarily adorable smile says, “I
There are only three ways to end this encounter, as wish for the city to be a shelter for the weak, though I
the characters cannot target the lich or damage the am, of course, eager to hear from our sages too.” Then
painting. Either the characters die and come back to the High Paladin looks at you, granting you
life at the entrance of the great hall, survive until she the right to speak. You’ve seen this man in
expends all her spell slots, or take the painting off the paintings before. It’s the Crimson King, the
wall and face it towards the ground or the wall. Second Ruler, the Founder’s First Child. He
On the front wall, there is a 15-feet-wide and 30-feet- and the Founder’s wife do not seem to possess
tall double door; an immaculate unlocked gate. The gate the pale skin of vampires; they are yet to be
is made of pale marble stone without a single scratch turned.
RQLWDQGLVUDYLVKLQJO\HQJUDYHGZLWKV\PEROVWKDWÀW

75
The woman asks you questions about the city and is then stand together, looking at the crowd. The
genuinely interested in your insight about how to Founder starts to preach, loud and proud.
reshape Kanrath. “My cherished subjects, know that I believe it is an honor
This conversation is taking place in the year 271, to be your rightful protector, ruler, and lifelong friend.
EHIRUHWKH+LJK3DODGLQEHFDPHWKH)LUVW&KLOGDQG There is much to be said and done, but today, we shall
before Kanrath came to be. It has been one year since celebrate what was, what is, and what will be. Drink friends,
WKH)RXQGHUPDUULHGWKHTXHHQRIWKLVODQG,QWKLV we’ll make Kanrath a city WORTHY OF GODS!” The
VFHQHWKHFKDUDFWHUVDUHVDJHVWKDWWKH)RXQGHUDQG uproarious sound of cheers fills the air, and
his wife are consulting. They are required to provide the celebration begins.
LQVLJKWIXOFRPPHQWDU\DERXWWKHFLW\WKDWWKH)RXQGHU
wishes to build, which he calls “Kanrath”. In the
year 271, there is a castle, but it doesn’t look like the
Royal Castle that the characters were in. There are
neighborhoods around the castle but there is no city
around it yet. At this point, the only vampire in Kanrath
It is time for the characters to shine. They are knights
LVWKH)RXQGHU
ZKR·OOÀJKWWRHQWHUWDLQWKHPDVVHV6RPHRIWKH
Your players should be aware of the information duelers are the characters, the others being a knight,
in the previous paragraph before commenting on the a veteran, a gladiator, and a mage. Every participant
FLW\DVSHUWKH)RXQGHU·VUHTXHVW,QWKLVVFHQHWKH LQWKHGXHOLVKHDOHGEHIRUHWKH\GLHDQGWKH)RXQGHU
characters are only required to talk about the city, and congratulates all the duelers personally. While talking
the scene can be as long as you wish. WRWKHFKDUDFWHUVWKH)RXQGHUVD\V“I am truly glad to
After the scene, everything goes dark for a brief meet with you in person. We’re going to be spending a lot
moment and the characters open their eyes in the more time together.” His face morphs into the shape of
garden of the castle. Read or paraphrase the text below: the character he’s talking to.
After the scene, everything goes black once more,
and the characters open their eyes to a ballroom in the
castle. Read or paraphrase the text below:
The moon is high, and bats are dancing in the
air way above you. A 300-foot long aisle lies
before the two thrones, one big and one small,
placed at the entrance of the elegant castle. Wine, appetizers, masks, dance and lies…
You can see the resemblance to the Royal These are all musts for a great ball. You’re
Castle, though it is a much more pared down standing in a ballroom decorated with
version with no working windows. The High extravagant paintings, and lavish veils that
Paladin is standing between the two thrones. cover the windows. Oil lanterns illuminate the
There are long tables placed on either side ballroom instead of the angst lamps that you
of the aisle, and people are drinking and are used to. You’re all having conversations,
celebrating what’s to come. mingling with the other people at the ball.
You are knights, preparing for duels A bard is playing a joyful tune with his
that will be made to honor the Founder’s violin in the corner, and singing about a just
coronation. In Tolian culture, shedding blood and merciful king; almost like a wish for the
during a coronation is believed to bring good future.
luck to the ruler. This time, you are all heads of a noble
Before long, the people are informed that house from the region, visiting the castle to
the Founder and the Queen are coming down congratulate the Founder on his coronation
the aisle with the beating of a loud drum. and to ask him what the future holds. There
The drum is soon accompanied by the sound are countless nobles talking to each other,
of violins played by the bards as the rulers of their plotting concealed with dazzling smiles
the new city are slowly walking towards their and dull eyes. Some of them greet you and
thrones. The Founder sits on his throne wish to hear ideas about the new king.
first, while the Queen takes an elegant crown
embellished with Kanrath silver decorations
and places it on the Founder’s head. They

76
Your characters can eavesdrop on other friends. I think Xyhan Farsight has ill intentions, such as
conversations with a successful DC 14 Wisdom poisoning Elyria Nimblewood tonight. Please keep an eye on
(Perception) check, or they can simply join in. him, and prevent possible attempts of murder.”
Information about the attendees of this event are given ;\KDQ)DUVLJKWOHDYHVWKHEDOOURRPZLWKDFKDOLFHLQ
below. his hand, visiting the restroom. He puts a vial of poison
0DVWHU=\ULHO WLHÁLQJFKDRWLFJRRGpriest) is into the chalice when he is alone.
the head of historians in the city. He looks like a ;\KDQJUHHWV(O\ULDZLWKWZRFKDOLFHVLQKLVKDQGV
stereotypical scholar with his brown robes, and books and a charming smile on his face. He offers Elyria the
hanging off his belt. He believes that vampirism is a cup he has poisoned.
curse, and abhors the fact that their new leader is a
creature of the night. He is whispering these ideas in a ,IWKHFKDUDFWHUVOHW;\KDQSRLVRQ(O\ULDDOOWKH
lady’s ear in the corner of the room. If the characters SHRSOHLQWKHURRPWXUQDQGÀ[WKHLUJD]HRQWKH
approach him, he lies and says that he loves the new characters at once. They transform into vampiric
king as he seems to hold history in high esteem. A creatures and leap on the characters, tearing them
successful DC 15 Wisdom (Insight) check reveals that limb from limb, and feasting on their blood while
he is hiding something. A successful DC 17 Charisma they still draw breath. As the characters slip out of
(Persuasion) check makes him divulge his true thoughts FRQVFLRXVQHVVHQWHULQJWKHÀQDOSKDVHRIWKHEORRG
on the matter. YLVLRQWKH\KHDUWKH)RXQGHU·VYRLFHHFKRLQWKHLU
minds, clear as a bell, “Ambition can be harmful, one must
Lorenda Whitestone (dwarf, chaotic neutral, bide one’s time. Heed my words and stay alive.”
berserker) is the head of the Whitestone family. She
has braided gray hair that hints at her old age even If the characters save Elyria, everyone turns to look
though her face looks as young as can be. She is in her at the characters at once, and applauds their bravery.
late two hundreds. She is talking to her butler, mainly :KLOHWKHFKDUDFWHUVHQWHUWKHQH[WDQGWKHÀQDOSKDVH
about how to convince or deceive the king to turn RIWKHEORRGYLVLRQWKH\KHDUWKH)RXQGHU·VYRLFH
her into a vampire. She’d love to live forever. If the echo in their minds, clear as a bell, “Ambition can be an
characters approach her, she doesn’t hide her wishes, effective weapon for those who know how to use it. Together,
nor her admiration of vampires. we’ll achieve much.”
;\KDQ)DUVLJKW KDOÁLQJQHXWUDOHYLOarchmage) is
WKHKHDGRIWKH)DUVLJKWIDPLO\+HLVD\RXQJKDQGVRPH The Final Test
gnome with symmetrical facial features and well-kempt
hair. He is wearing elegant garments that complement
his pleasing appearance, as he always does. He is talking After the scene, everything goes black once again,
to Dalminn Palehide (p. 42), who looks a bit younger and the characters open their eyes in the crimson
KHUH;\KDQWHOOV'DOPLQQWKDWKHZLVKHVWRGHVWUR\WKH corridor once more, walking towards another hall that
1LPEOHZRRGIDPLO\DQGJHWHYHQFORVHUWRWKH4XHHQ is illuminated with a dim, red light. The hall is empty
'DOPLQQZLOOVHFUHWO\FDUU\WKLVGHVLUHWRWKH)RXQGHU·V except for a throne placed in the middle of the room,
ears during this event. When the characters approach facing the gate on the opposite side of the entrance.
them, they start talking about the weather and the The gate looks like an arch without a door and leads to
quality of the wine. a place of total darkness. If the characters try to pass
through the arch, they enter the hall once again. Now,
Elyria Nimblewood (elf, true neutral, mage) is the a stone altar lies in front of the throne, with a ring
head of her family. She is a beautiful elf lady with long, bearing Kanrath’s coat of arms, and a crown made of
wavy, red hair, green eyes, and dark green clothes that bones on it. There is a lifeless skeleton sitting on the
bring out the green in her gaze. She is a close friend to throne, holding a chalice.
WKH4XHHQ6KHLVWDONLQJWRWKH4XHHQDQGWKH)RXQGHU
congratulating them on the coronation, wishing them A successful DC 15 Wisdom (Perception) or DC 14
good luck and prosperity throughout their reign. Intelligence (Investigation) check reveals the marks
RQWKHVNHOHWRQ·VVNXOODQGULQJÀQJHUFDXVHGE\WKH
The following events take place in order. constant use of a crown and a ring, as well as the dried
'DOPLQQLQIRUPVWKH)RXQGHUDERXW;\KDQ·V blood on the skeleton’s jaw. If the characters make the
LQWHQWLRQV7KH)RXQGHUVXSSRUWV;\KDQ·VDPELWLRQEXW skeleton wear the crown and the ring, the skeleton
KHFRPPDQGV'DOPLQQWRNHHSDQH\HRQ;\KDQDQG moves its arm, slowly bringing the chalice to its mouth,
keep him from doing anything harmful during the ball. and starts to vomit blood into it.
Dalminn is a close friend of the personas of the At this moment, a voice echoes in the room, “Drink…”
characters. He comes to them and says, “My dearest The characters, once again, feel an insatiable appetite. If

77
a character drinks blood from the chalice, a door made creatures other than vampires.
of blood starts to form in the arch. When all characters Gaze of the Vampire. $UXE\FKDOLFHÀOOHGZLWKDSLWFK
have drunk from the chalice, the door is fully formed. black liquid. When you look into the liquid, you see a
If a character drinks all the blood in the chalice, it is IULJKWHQLQJUHÁHFWLRQRIWKHPVHOYHV8SRQFKRRVLQJ
UHÀOOHGRQFHPRUH7KHQWKHVNHOHWRQVLWVVWLOO,ID this reward, the white of your eyes turns pitch black.
character takes a sip from the chalice, the gate starts to
EHÀOOHGZLWKDWKLQOD\HURIEORRG:LWKHDFKFKDUDFWHU You gain an ability to hypnotize other creatures,
drinking from the chalice, the layer thickens and the momentarily tearing them from reality. As an action,
gate starts to be completed. When all four characters you choose a creature within 30 feet and look into
drink from it, the gate will be whole, and the characters its eyes. If the target can see your eyes, it must
can pass through it. If the characters refuse to drink, succeed on an Intelligence saving throw (DC = 8 + your
the skeleton vomits blood until the entire room has SURÀFLHQF\ERQXV\RXU&KDULVPDPRGLÀHU RULWV
ÁRRGHGGURZQLQJWKHFKDUDFWHUV mind is momentarily detached from reality, becoming
unaware of its surroundings until the start of its next
WXUQRUXQWLOVXEMHFWHGWRGDPDJH)RUWKHGXUDWLRQ
the target is incapacitated, and you can’t perceive your
surroundings by any means.
Restless One.$QRQ\[FKDOLFHÀOOHGZLWKJUDYHGLUW
First Step to Vampirism Upon choosing this reward, you feel cold to the touch,
OLNHDFRUSVHDQGWKHWLPHUHTXLUHGWRÀQLVKDVKRUWRU
The characters can now drink blood to regain long rest is halved for you.
hit points. A character regains 1d4 hit points
Savage Nature.$VLOYHUFKDOLFHÀOOHGZLWKUDZPHDW
after drinking a vial of blood. The characters
Upon choosing this reward, the beast deep within you
can also make a bite attack. This is an unarmed
awakens.
strike that has the finesse property. It deals 1
piercing damage and 1d4 necrotic damage on a You grow claws and fangs, which can’t be retracted,
hit, and the character regains hit points equal to but can be hidden with a successful DC 20 Dexterity
the necrotic damage dealt. If a character regains check made with a disguise kit. The disguise is broken if
a total amount of hit points equal to five times you use your claws or fangs to attack.
their level by drinking blood or using the bite 7KHELWHDWWDFNZKLFK\RXKDYHJDLQHGZLWKWKH)LUVW
attack, they must finish a long rest to regain hit Step to Vampirism feature, deals 1d4 piercing damage
points in this way again. instead of 1 piercing damage.
You can also make a claw attack; an unarmed strike
WKDWKDVWKHÀQHVVHSURSHUW\,WGHDOVGVODVKLQJ
damage on a hit.
The Founder’s Armor. This reward is only attainable
If the characters have saved Elyria from being
LIWKHFKDUDFWHUVKDYHPDQDJHGWRVHFXUHWKH)RXQGHU·V
poisoned and if the characters have drunk the blood
armor in Barrett’s warehouse (p. 68). The same armor
in the chalice, additional rewards appear on the altar,
appears on the altar. You gain a +1 bonus to AC and gain
VLQFHWKHLUDFWLRQVKDYHSOHDVHGWKH)RXQGHU:KHQD
1 blood degeneration.
character chooses a reward, it can disappear, or you
can let some of the characters choose the same reward. The Founder’s Weapon. This reward is only attainable
Each character can only receive one reward. The LIWKHFKDUDFWHUVKDYHPDQDJHGWRVHFXUHWKH)RXQGHU·V
rewards they can choose from are listed below. weapon in Barrett’s warehouse. The same weapon
appears on the altar. You have a +1 bonus to attack rolls
Bat’s Eyes.$ERQHFKDOLFHÀOOHGZLWKEORRGDQGWZR
and damage rolls made with weapons and gain 1 blood
KXPDQRLGH\HVÁRDWLQJLQLW<RXJDLQGDUNYLVLRQRXW
degeneration.
to a range of 60 feet. If you already have darkvision,
its range is doubled. However, while in sunlight, you The Founder’s Spellbook. This reward is only
have disadvantage on attack rolls, as well as Wisdom attainable if the characters have managed to secure
(Perception) checks that rely on sight. WKH)RXQGHU·VVSHOOERRNLQ%DUUHWW·VZDUHKRXVH7KH
same spellbook appears on the altar. Your spell save DC
Bloodless Veins.$JROGHQFKDOLFHÀOOHGZLWKDFROG
increases by 1, and you gain 1 blood degeneration.
dark blue liquid. You have resistance to cold damage.
However, you become pale and cold to the touch. Truth of Sanguinea. This is a Tiny cohors sanguinea
You have disadvantage on Charisma checks against ÀJXULQHWKDWORRNVOLNHLWZDVEDWWHUHGLQFRPEDW
8SRQFKRRVLQJWKLVUHZDUGWKHÀJXULQHDSSHDUVLQ

78
\RXULQYHQWRU\<RXFDQDVNDTXHVWLRQWRWKHÀJXULQH H\HV6WDUWSOD\LQJ´'UHDPVRIWKH)RXQGHUµRQWKH
by offering a drop of your own blood, and learn the “Bloodpunk OST” and read or paraphrase the text below
answer as in the augury VSHOO2QFHWKHÀJXULQHDQVZHUV to your players:
a question, it can only do so again the next night at
midnight.
Vampire’s Familiar.7KLVLVD7LQ\EDWÀJXULQH8SRQ
FKRRVLQJWKLVUHZDUGWKHÀJXULQHDSSHDUVLQ\RXU
inventory. You can cast the ÀQGIDPLOLDUspell using the The Founder salutes the party with a proud nod
ÀJXULQHWRFRQMXUHDEDW and speaks in his quiet, ethereal voice. “Welcome,
children, to my humble chambers. I hope you’ve enjoyed your
little visit so far.” With these words, he tells you
Confrontation that you are visitors to his domain. There is a
slight hint of contempt in his voice, probably
because you are not vampires, but he looks eager
7KHFKDUDFWHUVÀQGWKHPVHOYHVLQDKDOOFDOOHG´WKH
to talk to you. He stands up and takes a few
%ORRG&KDPEHUVµZKHUHWKH)RXQGHUVLWVRQKLVWKURQH
steps towards you. His walk tells you that this
made of granite and Kanrath silver. The throne is
is a creature of pure courtesy, but his piercing
made with the gothic aesthetics of Kanrath in mind,
amber eyes show you that you must respect his
with spiked edges, gargoyle faces, and an arched top.
power or you will be punished. With an elegant
A 5-foot-wide rectangular blood river connects the
gesture of his hand, he conjures a table with five
entrance and the throne, like a red carpet. There
Kanrath silver chalices filled with blood. “Sit,”
are four chairs at either side of the river near the
he says, “Let us talk about the philosophy of blood.”
WKURQH7KHURRPVKDYHÁHVK\ZDOOVMXVWOLNHWKRVH
in the crimson corridor, this time carved into shapes
VXFKDVKXPDQRLGIDFHVZLQJHGYDPSLUHÀJXUHVDQG
silhouettes of the Crimson City.
7KH)RXQGHUDKXPDQZLWKZKLWHKDLUGRZQWR 7KH)RXQGHUSRVHVVHYHQTXHVWLRQVDQGWKHVH
his shoulders, a clean-shaven face with strong facial TXHVWLRQVDORQJZLWKWKH)RXQGHU·VDQVZHUVWRHDFK
features, is wearing a dark gray and crimson robe, RQHDUHJLYHQEHORZ7KH)RXQGHUFDQVD\PRUHWRWKH
drinking blood out of a Kanrath silver chalice and characters during this conversation as well, keeping
looking at the characters with a welcoming smile on in mind that he may have some knowledge about the
his face and a look rife with curiosity in his crimson

79
characters, having access to some of their memories. What is happening?
However, he does not tell them what’s happening in this “In a highly unique turn of events, you’ve died and been
vision in detail. given a second chance. I hope you cherish this gift, and use it
What is the true meaning of blood? to climb your way up to the very top of the pyramid of life.”
“Blood is more than a mere liquid; it’s what shapes your :KHQWKHFRQYHUVDWLRQEHWZHHQWKH)RXQGHUDQGWKH
perception of the world around you. It’s the reason behind characters come to an end, so does the blood vision.
the valor of the bravest warriors,what gives the mightiest Everything goes black, and they feel like they are
sorcerers their unparallelled abilities. Blood is life, power, and drowning in a pool of blood.
authority.”
What is vampirism? Awakening
“One cannot speak to what vampirism entails before
discussing what makes a vampire. A vampire is a force of
QDWXUH$PLJKW\EHLQJXQEXUGHQHGE\WKHWKRXJKWRIDÀQLWH :DNLQJXSLQWKHPRUQLQJWKHFKDUDFWHUVÀQG
life that ends in old age. Vampirism is a way of achieving themselves in separate rooms in the Royal Castle. There
immortality, a path to ascension.” are several healers tending to them. If asked, they say
that the characters have been unconscious for a long
What does immortality truly mean? time.
“An immortal being is not affected by the limitations of
mortality. It ascends above those that are doomed to die. Free
of the mundane issues that plague mortals, even those blessed
with unusually long lifespans, the immortal can channel
Time and Precautions. The characters’ unconscious
all their thoughts and actions to deal with superior, more
state should take as much time as needed for
remarkable matters.”
the characters to wake up at the start of the 8th
Is vampirism a curse or a blessing? day of the adventure (midnight). For example,
“That depends on one’s intellectual prowess. One who can if the characters have entered the blood vision
comprehend what vampirism grants perceives it as a blessing. on the 4th day, 4 days will pass and they will
It is a gift, often taken by one’s free will, which frees one wake up on the 8th day. This is important as
from the chains of their past to make way for better things. the anarchist meeting mentioned by Broic
It makes one smarter, stronger, and unyielding. Only a fool, below takes place on the 8th day, which is the
unable to let go of what was and embrace what is, would see it same day the characters awaken from the blood
as a curse.” vision. Other encounters in the game will
What is free will? also be affected by how much time has passed.
Therefore, it’s advised that you keep track of it.
“Free will is a mere illusion. No creature bound to the
limitations of material life can claim they have free will. While the characters were unconscious, the
Can a warlock who desperately needs their patron for their Grand Advisor has taken precautions to keep
PDJQLÀFHQWDELOLWLHVDEDQGRQWKHLUSDWURQXQOHVVWKH\ÀQG cultists from fleeing the city. She added extra
another source of authority to replace the former? Can a security measures in the train station and docks,
cleric claim that they have free will if they are mere tools in even canceling transportation services during
the hands of their deity, who can choose to abandon them the day, and restricting it to only privileged
at a whim? Earthly limitations and mortality are the main vampires at night. However, the Crimson King
impediments to free will. To truly be free, one must accept has reinstated transportation believing that
these handicaps and try to get rid of them.” shutting down these services would do greater
harm to the city than good.
What is the meaning of life?
Blood Degeneration. Starting at the end of the
“One must come up with an answer to this question first blood vision, anytime the characters finish
WKHPVHOYHV+RZHYHUOLIHFDQQRWEHGHÀQHGDV´OLYLQJXQWLO a long rest, they gain 1 blood degeneration
death”; there’s life beyond death, and death can be avoided.” (p. 8). Also, the characters who haven’t
What is one’s real place in the grand scheme of things? gained blood degeneration at this point in the
“I perceived life as a tool to achieve immortality; thus, I did adventure gain 1 blood degeneration at the end
so. I could not live to be an individual of no importance and of the blood vision.
GLHZLWKRXWQRRQHUHPHPEHULQJP\QDPH2QHFRXOGÀQG
solace in a simple life, but I see it as a ruined potential of a
lifetime.”

80
The tired and angry Grand Advisor welcomes the As the characters and the Grand Advisor are talking,
FKDUDFWHUVLQKHURIÀFH,IWKHFKDUDFWHUVDVNKHUZK\ Broic knocks on the door, and the Grand Advisor tells
she looks irritable, she says she has searched high and him to enter. Broic says he has vital information to
low trying to locate the cultists since the characters share with the Grand Advisor, who makes a hand
passed out, but that she has found nothing. As a result gesture to allow him to speak further. He says, “There’s
she is extremely annoyed. She gives them the following an anarchist gathering taking place near the Leech Therapy
information. Center. One of their secret places has been found and ten
• The characters have been unconscious for days (you rebels were executed a few minutes ago. Another meeting is
can give the exact number of days the characters to take place at midday, and the location for this meeting has
have been unconscious, making sure they wake on been uncovered as well.” The Grand Advisor smiles with
the 8th day of the adventure). a sinister look in her eyes and says, “Inform the vampire
sentries. They have full authorization. Crush any further
• She had the characters medically and magically resistance, brutally and quickly. We have more serious
inspected while they were unconscious. As a result, matters on our hands, we can’t waste any more precious time
she discovered that their blood looked ancient and on these impetuous rats.”
carried great potential, the likes of which she had
only seen once before in her life. She thus suspects If the characters know about the anarchist meeting,
WKDWWKHFKDUDFWHUVKDYHWKH)RXQGHU·VEORRG they can reveal this to the Grand Advisor who responds
coursing through their veins. by saying, “Well, there is no meeting to talk about anymore.
It’s been dealt with.”
• 6LQFHWKHFKDUDFWHUVKDYHIRXQGWKH)RXQGHU·V
item(s), which were normally placed in the When Broic goes out with the new orders, the Grand
)RXQGHU·VFU\SWVKHVXVSHFWVWKDWWKHFXOWLVWVKDYH Advisor continues to give the characters information.
HQWHUHGWKH&U\SWRIWKH)LUVW9DPSLUH+RZHYHU • 7KH)RXQGHU·VEORRGLVZD\WRRSRZHUIXOIRUWKH
RQO\WKRVHZKRFDUU\WKHEORRGRIWKH)RXQGHUFDQ characters’ bodies to handle. The blood will slowly
enter the crypt. She doesn’t know how the cultists occupy the vessel, that being the characters.
managed to enter the crypt. • The blood rain was probably the result of a ritual,
which the Silver Cult conducted in order to raise
WKH)RXQGHUIURPWKHGHDGEXWIRUZKDWHYHU
reason, the characters were resurrected instead.
• ,IWKHFKDUDFWHUVGRQ·WÀQGDZD\WRULGWKHPVHOYHV
GM Tip. Though the characters have no way of RIWKH)RXQGHU·VEORRGWKH\DUHVORZO\JRLQJWRGLH
knowing this yet, the Fourth Child has supplied (as a result of the blood degeneration).
her own blood, which contains the Founder’s
• She herself is a grandmaster blood alchemist,
blood, to the Dean of the Royal Academy of
who transformed herself into a vampire with
Sanguine. The Dean then sent the blood to
an alchemical concoction using the blood of the
the Silver Cult so that they could abduct the
Crimson King. With the help and approval of the
Founder’s body out of the crypt. The Dean, the
Crimson King, she can cure the characters of what
Fourth Child, and the Silver Cult all want to
ails them. However, she needs the body of the
resurrect the Founder with different goals in
)RXQGHUWRSURGXFHWKHFRQFRFWLRQUHTXLUHG6KH
mind.
thus needs the characters to retrieve the body.
As the characters carry the Founder’s blood,
• ,IWKH\GLHZKLOHWKH)RXQGHU·VEORRGLVÁRZLQJLQ
they can enter the crypt. Although the Grand
WKHLUYHLQVWKH\PD\QRWÀQGSHDFHLQGHDWKHLWKHU
Advisor believes she can siphon the Founder’s
DVWKH)RXQGHU·VEORRGLVPXFKWRRSRWHQWDQG
blood and use it to open the crypt, or send
unpredictable.
an army of bloodwork automatons carrying
the siphoned blood, she doesn’t wish to push 7KHÀUVWSODFHWRORRNLVWKH&U\SWRIWKH)LUVW
her luck, for she does not know what mystical Vampire. This place used to be a museum containing
properties the Founder’s blood could now WKH)RXQGHU·VLWHPVDVZHOODVDPDXVROHXPEXLOWDWRS
possess. She believes the best way to get what she WKHERG\RIWKH)RXQGHU+RZHYHULWZDVFORVHGWR
wants is by sending the characters to open the visitors, thus losing its popularity.
crypt themselves. The Grand Advisor reminds the characters that they
are dying with each minute they spend without the
treatment. Therefore, they should waste no time and
ÀQGWKHERG\EHIRUHLW·VWRRODWH

81
The Grand Advisor speaks the truth. If the Gathering Information
characters retrieve the body, she will create a
concoction to cure them. The Detective suggests
that the characters take the Grand Advisor up on 7KHUHDUHÀYHGLIIHUHQWVRXUFHVRILQIRUPDWLRQWKDW
her offer if they don’t wish to die as a result of blood the characters can visit to learn about the crypt.
degeneration. The characters can also go to the noble districts and
Level Up! Your characters have survived this far. DVNYDPSLUHVDERXWWKH&U\SWRIWKH)LUVW9DPSLUH
Inform your players to level up (to the 4th level). These vampires won’t be able to provide useful
information about the crypt per se, but can direct
WKHFKDUDFWHUVWRWKHÀYHORFDWLRQV<RXPD\DOVRXVH

The Crypt
the Detective to lead your characters to the following
places.
During the information-gathering phase, Ethan
Ward asks the characters to excuse him for ten
minutes because he has personal matters to attend to.
If the characters want to go with him, he lets them.
The Grand Advisor gives the party a signed document +HJRHVWRWKH.DQUDWK3RVW2IÀFHDQGVHQGVDOHWWHU
that enables them to enter any place in the city, to one of his close friends in Cyherested called “Lance
including those that they weren’t allowed into MacLeod”. He is a CBI sorcerer, a kind of special forces
beforehand. Thanks to the document, the party sorcerer in Cyherested. He doesn’t tell the characters
can now enter areas exclusive to vampires, such as that he is a CBI sorcerer. After that, Ethan goes to the
certain high class districts or the Royal Academy of VWRUHQH[WWRWKHSRVWRIÀFHDQGEX\VDSDFNRI Ginger
Sanguine. The Grand Advisor appoints Ethan Ward, Wonders (p. 266). He is addicted to it and, if asked, he
the Detective, to accompany the party to retrieve the advises the party never to inhale angst in any way.
)RXQGHU·VERG\ZKHUHYHULWLV:KHQWKH\JHWRXWRI He only shares a Ginger Wonder with a character
the Royal Castle, the Detective says, “We should discuss if the party can persuade him that the character is
our next move.” also addicted to it with a successful DC 20 Charisma
The characters can try to gather information (Persuasion) check.
about the crypt, though the Detective says that they
shouldn’t waste time on that given the urgency of the
matter, but comes with the characters if they want Twisted Knife
to do so. Move to the Gathering Information section if
If the party encountered Celestina back in the
the party chooses to wander Kanrath and learn about
adventure, either in the False Lead: Enemy of an Enemy
the crypt. The party may also choose to go to the
section or in the Unexpected Help section, and if have
crypt directly. If they do, move on to the Into the Crypt
good connections with her, they may seek the help
section.
of Kanrath’s renowned thieves’ guild, the Twisted
Knife. A character who knows thieves’ cant can
GM Tip. At this point, the best course of action for the locate a series of secret signs with a successful DC 17
characters is to accept the Grand Advisor’s offer; however, Intelligence (Investigation) check, leading to a sewer
the party may also refuse it. Even though the Grand maintenance hole cover. That sewer leads to many
Advisor assures the characters time and time again that places, but only one exit with a symbol on it in thieves’
they will die if they are not cured, the party can still choose cant that means “safe house”.
to find a cure themselves. Finding the Founder’s body and If the characters cannot locate the sewer entrance,
using it as a bargaining tool to find a cure may still be an but keep asking about Twisted Knife or Celestina, 1d4
option for the characters. Therefore, it might still be a + 2 Kanrath thugs (p. 281) corner the characters in
good idea to go to the crypt. If the characters refuse the a quiet alley. They ask the characters why they keep
offer, the Detective approaches them after they leave the asking about the Twisted Knife, and they attack the
Royal Castle, and says that he wishes to help the characters party if the party has poor relations with Celestina. If
find a cure, because he knows that they are innocent the characters detain the thugs without killing them,
people who got mixed up in things they have nothing to a successful DC 14 Charisma (Intimidation) check
do with. He also suggests that finding the Founder’s body followed by a promise to set the thugs free reveals the
would bring them closer to the cure. location of a secret safe house. If the characters have a
good relationship with Celestina, the thugs lead them
to the safe house where she and three other members

82
(human, neutral evil, Kanrath thug) of the guild are mortals.
laying low as they have stolen a pouch of angst dust The headquarters for this society is a three-story
from an enforcer. limestone building with pointed arches and gargoyles
The characters can learn the following from on its facade. Most of the walls inside consist of built-in
the Twisted Knife provided that they have a good bookcases, as the building was designed to hold as many
relationship; otherwise, they must buy the information, books and scrolls as possible. There are study halls and
ZKLFKFRVWVDWRWDORI.) meeting halls inside, all of which contain a myriad of
• Some sorcerers from Cyherested are after the books and scrolls.
characters. They seem to be angry because of a When the characters arrive at the building, they see
certain warehouse raid. Hargrim, a middle-aged dwarf with braided, brown
• There were stolen pages of a book that describes hair and a well-kempt beard, wearing an old but
the interior design of the crypt. However, these luxurious tunic, sitting at a round table in a meeting
pages were sold to a historian named Hargrim hall, discussing the “angst war” with two other members
(dwarf, chaotic good, mage) a few years back. The of the society, both of whom are Kanrath vampires
fate of the rest of the book is unknown. Hargrim (p. 282). One of these vampires is a blonde curly-haired
can be found in Kanrath Historians’ Society (p. 83). man wearing crimson robes, looking at Hargrim with
a thirst for information in his eyes, and the other is a
• There is a rumor that anarchists hold the recipe for dark-haired young woman that looks down on both of
a new type of poison that is capable of hindering these gentlemen, not because one of them is a mortal,
devices that work with blood. but because of their lack of information about the
angst war. Llyla, the vampire woman, says that the
angst war started in 429, the year Cyherested attacked
Public Libraries the mountain to seize the angst reserves. However,
The characters may choose to visit the public the vampire gentleman, Jazzia, says that though this
libraries to gather information. There are countless was a siege, it was not conducted by the military. He
materials about vampires, but most are of no use to believes the war began in 432, when the Kanrath militia
the characters. Some books explain how the love of recaptured the mountains. Hargrim, disagreeing with
a vampire should be eternal, just like their life is. ERWKVD\VWKHDQJVWZDUVWDUWHGLQZKHQWKH)LIWK
They indicate that the lovers and the closest friends Child led the Kanrath armies to capture the mountains
of vampires should be vampires as well, not a mortal and defeated the Cyherested army in 403. Both
whose life is limited. There are books about powerful vampires claim that they didn’t know there was angst
vampires saving young, inexperienced, vulnerable in the mountains so the initial war for the mountains
mortal beings. Most history books concern the shouldn’t be the starting point of the angst war. A
supremacy of vampiric rule and the might of the successful DC 12 Intelligence (History) check reveals
Crimson King. The books suggest that the Crimson King that all theories can be supported by various historians
is the all-powerful savior of Kanrath. There is no useful who also have different ideas on the subject.
LQIRUPDWLRQDERXWWKH)RXQGHURQO\WKDWKHZDVWKH If the characters reveal their intentions and ask
one who turned the Second Ruler into a vampire, and about the crypt, the three help them by showing them
how the Crimson King ended up outgrowing his father. some books, which contain information about when
the construction of the crypt began (503), how many
months it took (2), and how the building was and is a
Kanrath Historians’ Society PRQXPHQWIRUWKH)RXQGHU7KH\DOVRPHQWLRQWKDWLWLV
Right to the west of the Royal Castle, the Highseat a museum, but that only those who carry his blood can
District (p. 9) is home to the noblest vampires of venture inside.
Kanrath. Only those who carry noble blood are If the characters don’t know that Hargrim has
permitted to reside there. Kanrath Historians’ Society, information, a couple of pages ripped from a book
a society mostly made up of young noble vampires, is that concerns the crypt’s interior, a successful DC 15
located here. Although rarely, mortals who embrace the Wisdom (Insight) check allows them to understand that
supremacy of the vampiric regime can also be accepted he is hiding something. A successful DC 16 Charisma
to this society, as a token of vampiric hospitality. These (Persuasion) check persuades Hargrim to share the
mortals carry a membership card, which allows them SDJHVZLWKWKHFKDUDFWHUV+HJRHVWRWKHWRSÁRRUÀQGV
into the Highseat District and which makes their lives a book, and takes two loose pages that are kept hidden
in Kanrath easier than that of most mortals. Hargrim inside it. He also takes two blank pieces of paper, ink,
(dwarf, chaotic good, mage) is one of those lucky and a quill. He says he cannot give the original pages to

83
the characters but that they are free to duplicate the of Sanguine, also known as “the University of Seen and
information they contain. Here, the characters acquire Unseen Art”. The entrance of the university is guarded
the knowledge detailed in the Crypt of the First Vampire by 2d6 vampire sentries (p. 289). Two of them ask the
General Features section. characters what business they have here, seeing as they
are neither students nor professors. The characters may
show them the documents given to them by the Grand
Kanrath Architects’ Association Advisor to enter the academy.
The Kanrath Architects’ Association is right next to The sentries say that they should alert the Dean (p.
the Kanrath Historians’ Society. The buildings share 6) and the characters should see the Dean directly. The
the same aesthetics and general features, however, Dean’s whereabouts change depending on the time of
this one has stained glass in its windows, more statues, day.
and more arches and Kanrath silver embellishments. Morning. The Dean gives lectures early in the
The interior, decorated with paintings, statues, and morning. If the characters go to the academy in the
bookshelves feels spacious and clean upon entry. morning, one of the vampire sentries takes them to
There are also study halls and meeting halls, but most the lecture, saying that they can meet with the Dean
people here seem to be chatting rather than studying once it’s over. When the characters arrive, the Dean
or holding meetings. Only vampires are allowed to be is talking about the possible harms of ingesting false
members of this association, and only vampires have blood extracted from elementals. He continues, “...
access to the building. If the characters didn’t have the if elemental blood is dominant in a creature’s body, it is
required documents, they wouldn’t be allowed in. most likely to show an immune response against the poison,
)LYHHOGHUO\YDPSLUHVDUHLQWKHPLGVWRIDKHDWHG even against the most lethal ones that accumulate within
discussion in one of the meeting halls. They all look the body.” When the lecture ends, all those who were
noble with aristocratic attitudes and extravagant listening to the Dean leave one by one, and the Dean
clothes, and are discussing the city’s gothic aesthetics. and the characters are the only ones left in the hall.
One of them says, “The Royal Castle is the best building that Noon. The Dean conducts his personal studies at
UHÁHFWV.DQUDWK·VDHVWKHWLFVµ while another disagrees, noon, and normally accepts no visitors. However, he
saying, “It is the best building, for sure, which is exactly makes an exception for the characters and takes them
why it’s not the perfect image of the sum of the architectural inside a big lecture hall where they can speak alone.
phenomena in the Crimson City.” The argument goes
Night. The Dean gives lectures to several elite
on with no one changing their minds about what
Kanrath vampires while he undergoes blood treatment
they’ve said. Others in the room argue over different
in a lecture hall at night. There are tubes tied to his
architectural topics; the overuse of gargoyle statues
QHFNWKDWFRQQHFWWRDJODVVEDQNÀOOHGZLWK
and granite stones, whether the use of Kanrath silver
blood. A tube
embellishments are derivative, and other things of the
sort.
If the characters engage in conversation
with the arguing people and succeed on a DC 15
Intelligence check made with one of the tools that
can be used in civil engineering, architecture, and
other things of the sort, the vampires will start to
like the characters. Then, with a successful DC 12
Charisma (Persuasion) check made with advantage,
they are persuaded to share their knowledge of
the crypt’s architecture with the characters. If
the characters don’t try to engage in conversation
about architecture in Kanrath, they must succeed
on a DC 17 Charisma (Persuasion) check for the
vampires to share information about the crypt. Here,
the characters acquire the knowledge detailed in the
Crypt of the First Vampire General Features section.

Royal Academy of Sanguine


The characters might want to visit the Royal Academy

the dean
84
VXFNVWKH'HDQ·VEORRGZKLOHDQRWKHUÀOOVKLVERG\ZLWK WKH)LUVW9DPSLUHZKLFKLVORFDWHGLQWKH1HZ$JH
new blood. He says “…blood consists of eight fundamental Renovation Area (p. 9) next to the biggest lake in
essences; nine according to some. By studying them, we are Kanrath. The crypt is surrounded by a garden full of
able to decipher a creature’s capabilities and predispositions. pine trees.
Over the decades, many people of enlightenment have A one-story building made of darkened marble,
conducted thousands of experiments on this subject. They the crypt is 50 feet tall, and about 600 feet wide. Its
FDWDORJHGHPSLULFDOGDWDREVHUYHGDQGFRQÀUPHGWKURXJK entrance gate is a steel door in the shape of a pointed
experimentation. Thanks to their efforts, we now hold the key arch, decorated with Kanrath silver and colorful gems.
to unlock some mysteries of nature. For instance, we can test An emblem of a vampire snake consuming the sun is
DQGFRQÀUPWKHH[LVWHQFHRIOLIHLQDGURSOHWRIEORRGZLWKD placed above the gate.
diameter that’s a thousand times smaller than the width of
a single hair. If this doesn’t amaze you, I don’t know what The door itself carries abjuration and necromancy
can… ” When the lecture ends, all who listened to the magic in its very nature, instead of being magically
Dean leave the hall one by one, and the Dean and the enchanted. The magic of the door cannot be dispelled
characters are all who remain. as its very nature is magical, and the door cannot be
broken. The door is not locked by a mechanism that
The Dean gives the characters the following can be picked or broken either. The shape of a hand
information: has been etched into the door, and there’s a hole in
• +HNQRZVWKDWWKH)RXQGHU·VERG\LVNHSWKLGGHQLQ the middle. An inscription on the door says, “Only those
the crypt. The Crimson King doesn’t want anyone to who carry the noblest blood can enter” in Old Common. If
visit his resting place, which means the place must the characters don’t know Old Common, they can still
EHULGGOHGZLWKWUDSV,IWKHFKDUDFWHUVZLVKWRÀQG understand “noble” and “blood” as they are similar to
WKH)RXQGHU·VERG\WKH\PXVWÀUVWDQGIRUHPRVW their counterparts in Common. If a character puts their
get into the crypt. hand on the shape of the hand on the door, a small
• If the characters ask about their predicament, blood needle comes out of the hole and draws a drop of blood.
degeneration, he says that this might be the result The steel door opens slowly with a loud squeak. It stays
of a powerful ritual or if they underwent leech open for two turns, and then it closes.
therapy during which another creature’s blood $OWKRXJKWKH'HWHFWLYHGRHVQ·WFDUU\WKH)RXQGHU·V
could have become dominant in their body. blood, he can enter the crypt through the door that was
RSHQHGE\WKHFKDUDFWHUVEXWKHFDQ·WÀQLVKORQJUHVWV
• If the characters talk about the Silver Cult and the inside the crypt as his sleep is plagued by nightmares.
ritual, the Dean suggests that the leader of the A successful DC 13 Intelligence (Religion) check reveals
cult may know how to cure their condition, since that the lesser restoration spell cast on the Detective
conducting such a ritual requires a vast knowledge before he sleeps weakens the nightmares and allows
of the nature of blood. KLPWRÀQLVKDORQJUHVW
• The Dean also says he’d be more than happy to
H[DPLQHWKHFKDUDFWHUV·EORRGWRWU\DQGÀQG
a cure. He kindly asks the characters to donate The Crypt of the First Vampire
a small vial of blood (worth 1 hit point) to the General Features
academy. If a character gives a sample of their own
blood to the Dean, he will use it to spy on their
7KH&U\SWRIWKH)LUVW9DPSLUH·VJHQHUDOIHDWXUHVDUH
blood visions. A successful DC 20 Wisdom (Insight)
summarized below:
check reveals that the Dean’s intentions may not be
honorable. Crimson Monks. :KHQWKH)RXQGHUZDVEXULHGLQ
this crypt, a group of zealots asked to be buried with
KLP7KHLUUHVSHFWIRUDQGIDVFLQDWLRQRIWKH)RXQGHU

Into the Crypt was so strong that they wished to follow him in death.
They lived in the crypt for a while, attending to the
mausoleum. However, since they were mortals, they
eventually died in the crypt. As a side effect of the Silver
Cult’s magical activities, they were raised as undead,
and now are angry as can be because the crypt has been
GHÀOHG
Start playing “Arising Angst” on the “Bloodpunk OST”. Doors. The doors in the crypt are made of sturdy,
hardened metal. Some of the doors are locked, and their
Soon enough, the characters arrive at the Crypt of
locks can be picked with a successful DC 15 Dexterity

85
check made with thieves’ tools. They may also be forced dungeons. Each is abbreviated with a different letter
open with a successful DC 21 Strength (Athletics) check. in the upcoming sections (A, B, C, and D). The crypt
Each door is a Large object that has AC 13, 45 hit points, has narrow, 5 or 10-foot-wide corridors, and ceilings
and immunity to poison and psychic damage. Unless that are 50 feet from the ground. The walls are made
stated otherwise, the doors are unlocked. The door that of clean-cut marble. There are colossal clockwork
connects area A4 to area A5 is different from the others, mechanisms on the walls, inside the walls, ground,
in a way which is described in detail in the upcoming and on the ceiling of the crypt. These clockwork
sections. mechanisms are powered by angst crystals. Therefore,
Lighting. The crypt is in total darkness, but there are there is always a rhythmic ticking sound inside the
unlit angst lanterns every 20 feet on the walls of the crypt.
corridors, and an angst chandelier in each room. They
can be activated by dropping 1 hit point worth of blood
on the angst within. Each lantern sheds bright light in Locations
a 20-foot radius and dim light for an additional 20 feet,
while each chandelier sheds bright light in a 30-foot 7KHFKDUDFWHUVFDQÀQGWKHIROORZLQJORFDWLRQVLQWKH
radius and dim light for an additional 30 feet. crypt and they are keyed to the map of The Crypt of the
Perception. Unless stated otherwise, there are no )LUVW9DPSLUH
footprints on the ground, and the characters may listen
to what is happening behind the doors next to them
with a successful DC 15 Wisdom (Perception) check. The A1. The First Corridor
other creatures inside the crypt can also do the same.
Every inch of the ground is covered by a red carpet. The
Stench. The crypt hasn’t been in use for years. There crypt is dusty as it hasn’t been in use for a long time.
are spider webs in the corners, and there are graves A successful DC 13 Wisdom (Perception) check reveals
RIWKH)RXQGHU·VIROORZHUVLQVRPHURRPV6XFKURRPV that there are footprints on the carpet, left not too long
VWLQNRIURWWHQÁHVKDQGGHDWK ago. A successful DC 15 Wisdom (Survival) check reveals
Structure. The crypt is composed of four separate that there are at least 10 separate tracks, all leading to

d2

d1

a5

C9 C7 C6 B9 B8
a4
C5 b6 B7
c8 C1 a6 a7 b1
C4
C3 b2 b3 b4 b5
A2 A1 A3
C2

86
different directions. WKH)RXQGHU 
There are two opposing doors with different 7ZRFU\SWJXDUGVOLHGHDGRQWKHÁRRUDQGWKHUHDUH
nameplates on them at the beginning of the corridor. three other crypt guards (p. 276) in the room looking
The nameplate on the door that leads to area A2 reads battered, and carrying damaged items. The crypt guards
“Introduction”, and the nameplate on the door to area in this room were previously knocked unconscious by
A3 reads “Staff Only” in Common. There are three other the Silver Cultists, and they are still recovering from
doors in the corridor with nameplates on them; one WKHÀJKW*XDUGVLQWKLVURRPWDNHDSHQDOW\WRWKHLU
that reads : “The Antechamber” that leads to area A4, damage rolls and their maximum hit point is reduced
one that says “The Remembrance” that leads to A6, and by 5.
RQHWKDWUHDGV´7KH0XVHXPRIWKH)LUVW9DPSLUHµWKDW A 10-foot-wide and 20-foot-tall door leads to area A5.
leads to area A7. There are paintings depicting Kanrath It is made entirely of clockwork mechanism that has
on the walls. built-in angst crystals and tubes on it. Some parts of
the clockwork mechanism work, and some parts don’t.
Just like the door at the entrance, the door harbors
A2. Introduction abjuration magic in its very nature, rather than being
Wooden chairs are placed along the walls, and a wooden enchanted. Thanks to the magic in its nature it cannot
lectern stands in the middle of the room. The walls are be broken, and the magic on it can’t be dispelled. There
decorated with dark crimson veils. There is a drawer are no mechanical locks on the door.
on the lectern with a piece of paper inside, containing A successful DC 18 Wisdom (Perception) check shows
a speech in Common: “Dear citizens of Kanrath, welcome that there is a missing clockwork part on the door,
to the Museum of the First Vampire and his Crypt of which must be found and replaced if the characters
Remembrance. It is an honor for me to be your guide in these ZDQWWRPRYHWKURXJKWKHGRRU$FKDUDFWHUSURÀFLHQW
sacred chambers. First, let me brief you about the crypt.” with tinker’s tools automatically succeeds on this check.
This statement is followed by an unintelligible part,
GM Tip. When the Silver Cultists came here, they
probably erased over time. There is one more sentence
broke the door, taking two vital parts out of it, and
that the characters can hear at the end: “And this, dear
threw them around random places in the crypt. One
citizens, is how our great leader, the Crimson King, decided to
of them was found and taken by a Crimson Monk in
build a crypt for his ancestor.”
area B9, and the other one is kept by a dutiful watcher
LQDUHD&7KHÀUVWPLVVLQJSDUWLVWKHFORFNZRUN
A3. Staff Only mechanism part, and the other is an angst rod that
must be placed inside the missing clockwork part for
The walls of the room are lined with a couple of barrels, it to work properly. It is also not enough to put these
and there are a few chairs, a small round table and a pieces into their places. A successful DC 15 Intelligence
built-in closet containing lots of different clothes inside (Investigation) check reveals that the characters have
the room. The tags on the clothes marked “cleaner”, to pour blood on the angst rod for the door to function
“guide”, and “security” suggest that these belonged to SURSHUO\$FKDUDFWHUSURÀFLHQWZLWKWLQNHU·VWRROV
the workers here. The room smells of rotten blood. succeeds on this check automatically. Normally, the
)RXQGHU·VEORRGLVUHTXLUHGWRRSHQWKHGRRUEXWDVWKH
A successful DC 13 Wisdom (Perception) check allows
FKDUDFWHUV·EORRGLVPL[HGZLWKWKDWRIWKH)RXQGHU
the characters to see a piece of paper in one of the
they have no problem opening the door. Once activated,
pockets, which states that the visitations to the crypt
the door opens with a loud screech.
shall be suspended in two weeks until further notice.
If the characters open a barrel, 1d4 + 2 blood clots (p.
270) jump out of it and attack the characters. The other A5. The Corridor of Fate
barrels have rotten blood in them.
The walls are covered in sigils and symbols that
UHSUHVHQWWKH)RXQGHUVXFKDVDQHFOLSVLQJVXQRUDQ
A4. The Antechamber ouroboros, both of which characters have seen before.

This is a wide room that people used to wait in before


entering the tomb. There are shelves on the walls that A6. The Remembrance
have alcohol bottles and empty blood vials on them.
The walls are adorned with stained glass decorations There are skulls, skeletal hands, and legs built into the
illuminated with angst lamps, and the portraits of a walls of this corridor.
strong elderly man with white hair and crimson eyes

87
WKH)RXQGHUZRUHGXULQJKLVFRURQDWLRQ7KHEDGJHZDV
RQHRIWKH)RXQGHU·VIDYRULWHLWHPV
sanguine elemental
There is a crypt gargoyle (p. 275) statue in the
southeast corner of the room. If a glass display is
opened, broken or any of the items are taken out in any
other way, the crypt gargoyle statue comes to life and
attacks the characters.

B3. Weaponry
There are two items, an angst longsword (p. 265) and
an ornamented +1 bloodwork pistol (p. 263), in the glass
displays in the middle of the room. The display cases
KDYHEUDVVSODWHVRQWKHPWKDWVWDWHWKHVLJQLÀFDQFHRI
the items they hold.
7KH)RXQGHUXVHGWKHORQJVZRUGIRUWUDLQLQJZKLFK
he liked to do alone. The bloodwork pistol was a gift
IURPDORFDODQJVWWUDGHUDQGWKH)RXQGHUZDVDELJIDQ
of the extravagant embellishments on the weapon.
There is a crypt gargoyle statue in the southeast
corner of the room. If a glass display is opened, broken
or any of the items are taken out in any other way,
the crypt gargoyle statue comes to life and attacks the
characters.

B4. Armory
There are two items, an adamantine breastplate, and
A7. The Museum of the First a dark plate armor with pointy shoulder pieces and an
Vampire overall gothic aesthetic, in the glass display cases in the
middle of the room. The display cases have brass plates
There are paintings depicting Kanrath and the royal RQWKHPWKDWVWDWHWKHVLJQLÀFDQFHRIWKHLWHPVWKH\
family hung on the walls of this corridor. hold.
The breastplate was a gift from a dwarven family
B1. Museum Corridor JLYHQWRWKH)RXQGHULQKRQRURIKLVFRURQDWLRQDQG
the plate armor is the ceremonial armor that the
This corridor is very similar to area A1, except that )RXQGHUXVHGWRZHDURQVSHFLDORFFDVLRQV
there are two crypt guards (p. 276) guarding the There is a crypt gargoyle statue in the southeast
corridor at all times, and whose usual patrol routes corner of the room. If a glass display is opened, broken
never cross. If the party attacks a crypt guard and the or any of the items are taken out in any other way, the
ÀJKWODVWVPRUHWKDQWZRURXQGVWKHRWKHUFU\SWJXDUG crypt gargoyle comes to life and attacks the characters.
MRLQVWKHÀJKWDWWKHVWDUWRIWKHWKLUGURXQG
All the doors in the corridor, except the one leading
to area B10, have been marked with nameplates that B5. Personal Items
indicate the room they lead to.
There are several items inside glass displays built
into the walls, with no crypt gargoyles to guard them.
B2. Reliquary These are nonmagical or mundane items that have no
VLJQLÀFDQFHRWKHUWKDQWKHIDFWWKDWWKH\ZHUHXVHGE\
There are two items, a bone crown (p. 266) and a Kanrath WKH)RXQGHU7KHFDVHVFRQWDLQDTXLOODQGDQLQNYLDO
coat of arms badge (p. 267) in the glass display cases in a luxurious coffee cup, noble’s clothes, a compass, a
the middle of the room, and brass plates that state the leather wallet, and other day-to-day items. These items
VLJQLÀFDQFHRIWKHLWHPV7KHFURZQLVWKHÀUVWRQHWKDW DUHZRUWKDWRWDORI.)

88
B6. Blood Rain
B8. Personal Paintings
This is an empty room with a painted mural for a
ceiling, which is illuminated by magic. In the mural, ,QWKLVURRPVRPHSDLQWLQJVPDGHE\WKH)RXQGHU
blood spreads to all corners of the ceiling originating himself are on display, each covering an entire wall.
from a colossal skeletal hand. There’s blood dripping to 7KH\GHSLFWDEORRGGUDJRQDÀJKWEHWZHHQDYDPSLULF
WKHÁRRUIURPWKHFHLOLQJ:KHQWKHFKDUDFWHUVHQWHU silhouette and a radiant one, a corridor with walls of
WKHURRPLW·VÀOOHGZLWKEORRGXSWRWKHLUDQNOHV7KH ÁHVKDQGEORRGDQGDKDOÁLQJFRQVXPLQJDVDQJXLQH
door in this room is slightly elevated, so blood doesn’t elemental. Each of these paintings is worth at least
pour out into the corridor. .)WKH\DUHSODFHGLQWKHZDOODQGWKH\DUH
There is a deranged sanguine elemental (p. 284) bigger than the door of the room.
magically bound inside the room, pacing up and down,
DQGKXPDQRLGERGLHV6LOYHU&XOWLVWVÁRDWLQJIDFH
down in the pool of blood. The sanguine elemental can’t
B9. The Founder and His Children
leave the room, and it regains 1d4 hit points at the start 7KHUHDUHÀYHUHDOVL]HGVWRQHVWDWXHVDJDLQVWWKHOHIW
of each of the turns it starts inside. The elemental is wall of the room. These statues are made of marble that
deranged because it has spent too much time here by LVDVSDOHDVFDQEH7KH)RXQGHU·VVWDWXHVWDQGVLQWKH
itself. middle. On its right, there is a statue of the Crimson
When the characters open the door of the room, they .LQJ7KH6HFRQG&KLOGWKH)RXQGHU·VZLIHVWDQGV
get the sense that the sanguine elemental is a loyal RQWKHOHIWRIWKH)RXQGHUZLWKWKH)RXUWK&KLOGD
companion of theirs. It was actually a loyal companion EHDXWLIXOKDOÁLQJJLUOLQWKHPLGGOHRIWKHP1H[WWR
RIWKH)RXQGHUDQGZDVERXQGKHUHE\WKH&ULPVRQ the Crimson King is the gnome tailor. There are two
King as a form of punishment due to its undying loyalty. Crimson Monks (p. 275) in the room praising the royal
When the characters enter the room, the elemental family. When they see the characters, one of them says,
attacks them, screaming, “Master! Send me to the Blood
God! Kill me!” in Draconic.
When the elemental dies, all the blood in the room
evaporates with it. A skeletal hand then drops from the
roof to the ground, wearing a golden ring decorated
with an eclipsed sun. This is a ring of protection. crimson monk

B7. Siege of Cyherested


This is an empty room with a painted mural for a
ceiling, which is illuminated by magic. The ceiling
depicts the siege of Cyherested, where the vampire
army surrounds the city, and Kanrath commanders
RUGHUWKHDUFKHUVDQGWKHFDWDSXOWVWRÀUH
In the room, there are two Silver Cult ghouls (p.
285), who attack the party upon entry, watching
the ceiling with a mindless gaze. All actions of
these ghouls are fueled by pure hatred. They
have advantage on their attack rolls and
have a +1d4 bonus to their damage rolls.
Silver Cult ghouls are dead Silver Cultists
who were raised as ghouls by other Silver
Cultists after they died inside this crypt.
They feel disappointed since they died
during a quest and are full of hatred since
their comrades turned them into zombies.

89
´9LOHLQWUXGHUVERZEHIRUHWKHORUGDQG\RXVKDOOÀQGDQHDV\ C4. The Tomb of Brave Followers
death.” before they attack. They are hostile and angry.
Treasure. One of the Crimson Monks carries an There are four Large stone tombs against the north
angst rod, which is one of the missing parts of the door and south walls, upon which it reads, “Reserved for the
between areas A4 and A5. EUDYHVWRIVRXOVZKRVDFULÀFHGWKHLUOLYHVWREHDUZLWQHVV
to the last moments of a true king”, in Old Common. The
characters might understand some of these words as
C1. Sacrificial Ground there are similarities in the vocabulary of Common and
Old Common. You can determine which words they
7KHÀUVWWKLQJWKDWWKHFKDUDFWHUVQRWLFHLVWKHVPHOO recognize. The stone lids of the tombs have been broken
of freshly spilled blood, which the characters have now on impact, and the tombs are empty. Offerings of dried
become accustomed to. There are four people chained PHDWDQGZLOWHGÁRZHUVFDQEHIRXQGQH[WWRWKHWRPEV
to the walls by their wrists and ankles, with their These are the tombs of the Crimson Monks.
throats sliced open. They look like regular citizens of
Kanrath, and they were used by the Silver Cult in their
ritual. C5. Corridor of Hatred
There is a 5 feet by 10 feet granite stone altar in the The walls of this 10 feet by 40 feet corridor are covered
middle of the room. A Crimson Grand Monk (p. 275) LQIUHVKÁHVKDQGERG\SDUWV7KHOLPEVKHDGVERZHOV
OLHVRQWKHDOWDUZLWKDVDFULÀFLDOGDJJHUDWKLVVLGH DQGLQGLVWLQJXLVKDEOHÁHVKJLYHVWKHURRPDYLOHKRUULG
There is writing on the altar that reads, “Offer your blood look. There is a Silver Cult ghoul (p. 285) FUXFLÀHG
and pray in the name of the Founder,” in Common. If the on the east wall of the corridor. It is restrained and it
characters try to leave this room without doing what looks like it was tortured for a while; there are cuts on
the writing says, the monk awakens and attacks the its almost lifeless body, marks of suffocation around
characters. its neck, and burns on various places of its body. The
Everyone who wishes to leave must offer their blood. ghoul has 1 hit point remaining, and it begs for mercy
The hit point maximum of a character who offers their in a whisper with its last breath, “P-please… Kill me. I beg
blood decreases by 1. This reduction lasts until the of you.” The ghoul is whispering because the Crimson
FKDUDFWHUÀQLVKHVDORQJUHVW Monk who has tortured the ghoul is in the next room.
If the characters make a loud noise, the monk could be
alerted. If the characters ask who did this to the ghoul,
C2. Blood River Corridor it gestures toward area C6 with its head.
7KHFKDUDFWHUVÀQGWKHPVHOYHVLQDFRUULGRUWKDWLVLQ
complete darkness. The ground resembles a swamp of C6. Seclusion Hall
EORRGDQGFRXQWVDVGLIÀFXOWWHUUDLQ7KHFKDUDFWHUV
must make a DC 12 Strength saving throw when they This hall is nothing but a small room with an altar,
ÀUVWWRXFKWKHJURXQGDQGDWWKHVWDUWRIHDFKRIWKH on which lies a leather whip. The Crimson Monks
turns they remain in contact with it. On a failed save, VRPHWLPHVYLVLWHGKHUHWRUHPHPEHUWKH)RXQGHUDQG
the characters are restrained until the start of their pray in his name. A Crimson Grand Monk (p. 275)
next turn. In addition, the characters take 7 (2d6) is inside the hall whipping its back viciously, saying,
blood damage at the start of each of their turns in the “Forgive me, Founder, for I have been deceived by those foul
corridor. creatures, plagued by false magic. I have let them… Let them
GHÀOHRXUPRVWVDFUHGFU\SW,FDQRQO\KRSHWKDW\RXVHHP\
VDFULÀFH,KRSH\RXFDQKHDULWVDJRQ\DQGIRUJLYHPHP\
C3. Gargoyle’s Pit sins,” in Common.
Here, a crypt gargoyle (p. 275) is chained to a wall. If the characters don’t interrupt the monk’s prayers,
There are shattered old bones and broken skeletons and the ghoul in area C5 still lives, the monk goes out
DOORYHUWKHÁRRU7KHJDUJR\OHVHHPVYHU\KXQJU\DQG and kills it. Then the monk asks the characters to leave
hostile. If the characters attack the crypt gargoyle, its this place.
EORRGÁRZVLQWRDUHD&ZKHUH blood clots (p. 270) If the characters interrupt the prayer, the monk takes
are conjured, ready to attack the characters. it as a great insult and attacks them. If the characters
have put an end to the ghoul’s suffering, the monk
attacks the characters whether they have interrupted
the prayer or not.

90
C7. The Library Alf doesn’t attack the characters unless they attack
him. He senses that the characters should enter the
A Crimson Monk sits in a chair in the middle of the crypt hall but doesn’t know where the lost parts are.
room, reading a book on Kanrath history. This monk, He can follow the characters if they succeed on a DC 17
named Alf, used to be an elderly human with long white Charisma (Persuasion) check (or DC 12 if the characters
hair and a clean-shaven face wearing work-out, ragged explain all that happened to them; how they went
clothes. Now, he is an undead. There are many shelves through a blood ritual and somehow ended up with the
RQWKHZDOOVDOORIZKLFKDUHÀOOHGZLWKGXVW\ERRNV )RXQGHU·VEORRGLQWKHLUYHLQV EXWKHFDQQRWHQWHUWKH
Most of the books are either coming apart at the seams crypt hall himself, as he believes this would be an insult
or have become unreadable as a result of the wear WRWKH)RXQGHU,IWKHFKDUDFWHUVKDYH$OIZLWKWKHP
and tear of time. The monk doesn’t look hostile and is WKH\GRQ·WQHHGWRÀJKW7KRUROGWRWKHGHDWKLQDUHD&
willing to converse with the characters. Alf says, “You and they can try to persuade the Grand Monk to give
GRQ·WORRNOLNHWKHRWKHUV:KDWGR\RXZLVKWRÀQGKHUH"µ If them the lost piece of the door.
the characters are also willing to talk, the cultist can
give the following information; read or paraphrase the
text below:
C8. The Living Room
This room is dusty and unkempt, it looks like it hasn’t
been used in decades. There is an empty table, a
cupboard full of Kanrath silver kitchenware, a small
kitchenette, and a few couches. There are barrels next
“At first, the crypt was built as a tomb as well as a museum.
to the small kitchenette, emitting a strong smell of
The giant gate of the crypt hall (D1) could only be opened
rotten meat, fruit, and blood.
by the royal family, or in other words, those who carried
the Founder’s blood… The royal family opened the door to
all others who wanted to pay their respects to the almighty C9. Tomb of the Commander
Founder. There were three parts of the crypt, the tomb of
the Founder (may he rest in his rightful place among the This is the chamber of Thorold. The old man was once
gods), the museum built in his name, and a complex built a commander in the Kanrath army. He is wearing a
for his followers; us. We came here to visit the Founder after rusty old breastplate. He has brown mutton chops
his so-called “demise.” Later, the Crimson King decided and mustache, and his short hair looks extremely
to shut down the complex, and made it so that only the XQKHDOWK\DQGXQNHPSW7KHUHLVWKH)RXQGHU·VSRUWUDLW
Founder’s descendants could enter this place. We, the loyal on the wall to the right of the entrance. Inside, there’s
followers of the Founder, bargained with the Crimson King everything one would expect from the living quarters
and convinced him to allow us to stay with the Founder, even of someone noble. There is a Large tomb located right
if it meant that we could never leave. He wagered that we XQGHUWKHSRUWUDLWRIWKH)RXQGHU7KHUHLVDOLWWOH
would surely die. This would become our final resting place armory and weaponry to the left of the entrance;
too. We wanted a few things and he provided them. We each however, they are empty. Thorold is sitting in his tomb.
had a gargoyle we kept as a pet, some books, materials for us
When the characters enter, he says, “I can’t let any
to build our own tombs, and some other daily items. Then
PRUHLQWUXGHUVGHÀOHWKLVSODFH/HDYHRUIHHOP\ZUDWKµ If
we died, as one would expect. Now, you may be wondering
the characters don’t leave the crypt, he attacks.
why we chose this or why the First Child agreed to let us stay
here even when it meant our demise. You must understand, If Alf is with the characters, Thorold says, “Alf, explain
even if the First Child had bested the Founder, the Founder’s who these intruders are or you shall perish with them,” and
influence was still a great threat to his reign, so he wanted he listens to what the characters or Alf have to say.
us, his greatest supporters, out of the way. We wanted to If the characters say that they carry the blood of the
stay at the Founder’s side even if we died beside him, because )RXQGHU7KRUROGLVZLOOLQJWROHWWKHFKDUDFWHUVSDVV
we believed that he’d awaken and raise us from the dead. through the gate on one condition. “If you carry the
And we did rise… though not in the way we had hoped. )RXQGHU·VEORRG\RXPXVWEHDEOHWRZLQDQKRQHVWÀJKW
We believed the time had finally come, that our master had None of the others could, and they were not worthy to step
rewarded our loyalty. But it wasn’t him who brought us back. through the gate. You beat me, and I’ll be convinced that
It was a cult, a cult of sorcerers. Alas, we figured that out you have the Founder’s blood, and I’ll let you pass. You have
too late. They went into the crypt hall, but we couldn’t. We time to prepare, I am waiting.” Then he waits until the
managed to hunt down some of the impertinent sorcerers and characters are ready. If the characters drop Thorold
kill them. It was the very least we could do, if you ask me.” below 15 hit points, he yields and gives them the lost
piece of the door.

91
92
You can use the Crimson Grand Monk stat block FDVHVUHVHUYHGIRUWKHSHUVRQDOLWHPVRIWKH)RXQGHU
to represent Thorold, however, increase his hit point such as his weapons, armor, clothes, ring, spellbook,
maximum by 10 and his AC by 2. His attacks deal an and other magic items. There is a Huge crypt gargoyle
extra 1d6 necrotic damage. in one of the rooms, which has been smashed into
pieces, destroyed by the Silver Cultists. There is a door
to one of the rooms and the last one looks like a living
D1. The Crypt Hall URRPZLWKWDEOHVFKDLUVDFXSERDUGÀOOHGZLWKERWWOHV
of alcoholic beverages, and vials of blood. They are still
This hall consists of four identical rooms that are
fresh, and it looks like it hasn’t been long since this
connected to each other without doors, and the Tomb
room was last used. There is no way for the characters
RIWKH)RXQGHUOLHVLQWKHPLGGOHRIWKHKDOO7KHWRPE
WRWHOOEXWWKH)LUVW&KLOGFRPHVKHUHRQRFFDVLRQWR
is made of black marble, decorated with ruby gems
UHPHPEHUWKH)RXQGHUDQGWRIHHGKLVHJR
and Kanrath silver inscriptions. It looks Huge, as if the
)RXQGHUZDVDGHVFHQGDQWRIJLDQWV Read or paraphrase the text below to your players
when the characters see the empty tomb and its
7KHUHLVDSLFWXUHRIWKH)RXQGHULQWKHURRPWRWKH
surroundings:
north, a picture of the Crimson King in the room to the
east, a picture of a mortal human on her deathbed in
the room to the west, and a picture of a young vampire
in the room to the south. There is a barrel of magically
preserved blood and a little marble chalice located on
pressure plates in the middle of each of the rooms. There are no bodies in the tomb; you don’t
7KHUHLVDOHYHUQH[WWRWKH7RPERIWKH)RXQGHU$ know whether the failure and disappointment
writing on the tomb reads, “To each, according to their or your degenerated blood has kicked in,
might.” but your vision became blurred for a brief
moment. Your soul is still willing to stay in your
7KHFKDUDFWHUVPXVWÀOOWKHPDUEOHFKDOLFHVZLWK body, but your body, especially your veins, is
enough blood and then pull the lever to make the arduously fighting against it. You find yourself
mechanism work, and the amount of blood in each in darkness, without a single sound to hear, to
chalice is determined by the might of the individual keep you attached to reality.
LQHDFKSLFWXUH7KHFKDOLFHRIWKH)LUVW&KLOGPXVWEH
ÀOOHGWKHPRVWWKHQWKDWRIWKH)RXQGHUWKHQWKDW “Wake up,” whispers a wise man in your ears,
of the young vampire. The chalice of the mortal must “Wake up and walk your path.” You slowly open your
UHPDLQHPSW\2QHFRXOGDUJXHWKDWWKH)RXQGHULV eyes to an unusual scene. You can see the visible
mightier than the Crimson King, but it must be kept traces of a crimson scent in the air; no one but
in mind that the crypt was built by the order of the you can see it. It leads you to the door in the
Crimson King. hall, and you feel a strong urge to follow it. You
must track this scent; the scent of the Founder.
If your players can’t solve the puzzle, have them
make a DC 15 Wisdom (Perception) check. They may see
the blood marks on the marble chalices on a success.
A successful DC 14 Intelligence (Investigation) check
solves the puzzle.

7KH)RXQGHU·VVFHQWPRYHVWRZDUGVWKHGRRULQ
D2. The Tomb of the Founder the hall. When the characters open the door, they
ÀQGWKHPVHOYHVLQDGDUNORQJQDUURZWXQQHO,IWKH
When the puzzle in area D1 is solved, the tombstone characters have darkvision or have a light source, a
moves slightly to the left when the lever is pulled. The successful DC 11 Wisdom (Perception) check reveals
characters can then see inside the tomb; there is a traces of crates that have been dragged, and footprints
platform and another lever inside. When the characters RQWKHÁRRU7KHFKDUDFWHUVZDONIRUDOPRVWDQKRXU
stand on the platform and pull the lever, the platform Then, they see a door similar to the door of the crypt,
GHVFHQGV7KHFKDUDFWHUVÀQGWKHPVHOYHVLQDKDOO RQHWKDWRSHQVRQO\ZKHQVRPHRQHZLWKWKH)RXQGHU·V
that is identical to area D1. The platform arrives at EORRGVDFULÀFHVDGURSRIWKHLUEORRG7KHFKDUDFWHUV
WKH)RXQGHU·VDFWXDOWRPEDQGVWRSVWKHUH:KHQWKH FOLPEXSDVHWRIVWDLUVDQGÀQGWKHPVHOYHVLQD
characters step off, the platform ascends. The tomb cemetery in the New Age Renovation Area (p. 9). They
looks exactly like the one above. It is empty. climb up from another crypt entrance placed under the
One of the rooms in the hall contains empty display statue of an angel holding a sword downwards, whose

93
wings are broken. Trouble in the New Age
7KH)RXQGHU·VVFHQWLVVWLOOYLVLEOHWRWKHFKDUDFWHUV
moving towards the train station, in the Kanrath Main 7KH6LOYHU&XOWLVWVKDYHVHWDQREOH·VKRXVHRQÀUH
Line district (p. 9). While the characters are passing by the burning house,
a few civilians try to stop the characters and beg for
Level Up! Your characters have survived this far.
the party to save six mortal children inside who work
Inform your players to level up (to the 5th level).
as the servants of the house. The vampire master isn’t
in Kanrath at the present. With three successful DC 15
The Chase Strength (Athletics) or Dexterity (Acrobatics) checks,
WKHFKDUDFWHUVFDQÀQGDQGVDYHDOOVL[FKLOGUHQZKR
are between the ages of 14 and 17. On each failed check,
You should know that the Silver Cultists have already WKHFKDUDFWHUVWDNH G ÀUHGDPDJHDQGWZRRIWKH
WUDQVIHUUHGWKH)RXQGHU·VERG\WRWKHWUDLQVWDWLRQ children die. If asked why the children were working
and from there to Cyherested. The characters must go LQWKHKRXVHLQWKHÀUVWSODFHWKHSHRSOHWKHUHVD\WKDW
WKHUHWRÀQGWKHERG\WKHUH·VQRRWKHUZD\7KHVFHQW the job pays so well that they can easily look after their
RIWKH)RXQGHUJRHVWKURXJKWKH'LP/LJKWKRWHOLQWKH entire families that way.
Lertes Park district (p. 10) which is very close to the
.DQUDWK0DLQ/LQHGLVWULFW7KHUHWKH\FDQÀQG6LOYHU
Cultists and their local cult leader, called “Isak Goldor”. Silver Mercenaries
If the characters couldn’t retrieve the items of the
)RXQGHUEDFNDWWKHZDUHKRXVHVXFKDVWKH)RXQGHU·V
armor or spellbook, they used to be in the hotel as well, A Kanrath thug leader (p. 281) and 4 Kanrath thugs
but they have been transferred to the train station. (p. 281) surround the characters while they are
If the characters move quickly enough, which will be passing through a back alley in West Ballast district.
explained in detail in the upcoming sections, they can 7KH\DVNIRU.)SHUFKDUDFWHURUVD\WKH\·OONLOO
take the same train as the items and try to recover them them on the spot. With a successful DC 12 Charisma
there. (Persuasion) check, the amount can be reduced to
.)SHUFKDUDFWHU2WKHUZLVHWKHWKXJVDWWDFNWKH
There are two options for the characters now, either characters. These thugs are mercenaries hired by the
they can try to communicate with the Grand Advisor, Silver Cultists. A letter signed by “The Silvers” inside the
RUWKH\FDQGLUHFWO\IROORZWKH)RXQGHU·VVFHQW7KH\ pocket of the leader proves this.
FDQJRWRWKHFDVWOHRUWU\WRÀQGDQRWKHUZD\RI
communicating with the Grand Advisor, but either way,
VKHZLOOVD\WKDWWKHFKDUDFWHUVPXVWÀQGDQGUHWULHYH Little Bo’s Little Games
WKH)RXQGHU·VERG\WREHFXUHG:KLOHWKHFKDUDFWHUV
SXUVXHWKHVFHQWRIWKH)RXQGHUDIHZRIWKHUHPDLQLQJ
Silver Cultists will try to slow them down. There are a If the characters have met Bo (p. 65) and have a
few encounters the characters will have to face during neutral or better relationship with him, Bo rushes to
the pursuit. The characters pass through the New Age the characters’ side as they pass through Rusty Vale
Renovation Area (p. 9), West Ballast (p. 11), and the district. Little Bo says that a few sorcerers have paid
Rusty Vale (p. 11) as they go to Lertes Park. him to steal something (anything) from the characters.
He took the money and changed his mind when he
If the Detective is present, he strongly emphasizes realized who the characters were. He doesn’t know
that they should hurry and follow the tracks leading to where the sorcerers are, but with a successful DC 15
WKH)RXQGHU·VERG\7KH'HWHFWLYHSRVVHVVHVDQDQJVW Wisdom (Perception) check, the characters can locate
device, one that’s produced in pairs, and one that allows two Silver Cultists (p. 286) and 2 Silver Cult wardens
him to send a message of up to 40 words to the Grand (p. 286) trying to watch them from the corner of a
Advisor, who has the other pair of the device. The two-story brick building. They are 60 feet from the
Grand Advisor can then send back a reply of up to 40 characters.
words. To activate the device, the Detective must spill
5 hit points worth of blood on it. Only the Detective’s If the characters haven’t met Bo or have a bad
blood can activate the device because only he is attuned relationship with him, Bo bumps into a character
to it. The Detective can offer to send a message to the determined by the GM, casually says “Sorry.” and walks
Grand Advisor using it, though she will simply reply DZD\$IHZPRPHQWVODWHUWKHFKDUDFWHUÀQGVWKDW
WKDWWKHFKDUDFWHUVPXVWÀUVWUHFRYHUWKH)RXQGHU·V .)DQGDQXQFRPPRQLWHPWKH\ZHUHFDUU\LQJKDYH
body for her to help them in any way. The device can be JRQHPLVVLQJ)LQGLQJ/LWWOH%RUHTXLUHVDVXFFHVVIXO'&
activated once in 24 hours. 12 Wisdom (Perception) check. He is sitting behind a

94
JDUEDJHFRQWDLQHUFRXQWLQJWKH.)KHKDVMXVWVWROHQ,I If the characters have tried to save the children from
the characters confront him, he drops the item and the WKHÀUHIRXJKWWKH.DQUDWKWKXJVIRXJKWWKH6LOYHU
money and starts begging for mercy. He says that a few &XOWLVWVRUWULHGWRFDWFK%RWKH\FDQQRWÀQGWKH
sorcerers have paid him to steal from the characters, so cultists here. Jaquilda takes the characters up to their
he did. The characters won’t be able to locate the Silver rooms and gives the characters the keys, however, they
Cultists who hired Bo at this point, as they are long are all empty.
gone. If the characters haven’t lost time, two Silver Cult
wardens (p. 286) are still in their rooms, although Isak
Goldor is nowhere to be found. If the characters try to
The Dim Light speak to them, they only say, “Good luck on your hunt.
The Dim Light is a tavern complex located in the Lertes Cyherested will devour you.”
Park district. It is composed of a colossal garden where The scent is still visible to the characters, it goes
people sit, drink and eat while listening to talented through the Kanrath Main Line, to the stations towards
bards. There are chambers surrounding the garden, Cyherested.
which function as hotel rooms. The Dim Light is always
illuminated by dim light, and it is owned by Jaquilda
WLHÁLQJODZIXOQHXWUDOmage). She is old, wears green
clothes all the time, and never takes off her crimson,
raindrop-shaped amulet she wears. She always enjoys a The Awakening took place at midnight, just before
nice chat with her customers. She is well-mannered and the start of day 8. If the characters arrive in
always acts like a noble lady. If the characters say they Lertes Park on the 9th day of the adventure,
are on a mission that is important for Kanrath and show the crates they saw in the warehouse will be
her the documents they have received from the Grand leaving on the same train as the one they will
Advisor or the sigil, she is willing to help. take. Otherwise, the crates have already arrived
Jaquilinda remembers one of the customers at Cyherested along with some of the Silver
addressing another as “Master Isak”. Although she Cultists.
thought they could be sorcerers from Cyherested with Also, if the characters have contacted the
all their fancy robes and their talk on magic, Jaquilinda Grand Advisor before leaving for Cyherested,
thought Isak was simply a wealthy merchant. As far as she either takes the sigils back or asks the
Jaquilinda remembers, Isak was wearing a face mask characters to burn them, because carrying her
decorated with golden vines. He also had a luxurious sigil may cause them trouble in Cyherested.
black cloak, a silver necklace, and bloodwork pistols It would be better for them to act as normal
with runes carved on the tubes If the characters ask people in the City of Deceit, rather than as
Jaquilinda if she has ever seen Isak without the mask, agents of the Grand Advisor. If the characters
she responds she wouldn’t ask a client to remove their insist on carrying the sigil, she can let them do
mask, since she wants this place to be a haven for all. So so if the characters present her with a logical
no, she hasn’t seen Isak’s face. reason. You, as the GM, can determine whether
Isak Goldor is the leader of the Silver Cultists or not their reasoning is logical.
operating in Kanrath. He is a talented sorcerer who
specializes in the use and enchantment of bloodwork
pistols.

95
96
After being unjustly executed, then coming back Episodes
from death and being caught up in the schemes of
mysterious powers, the characters are now on the Halfway There
WUDLORIWKHERG\RIRQHRIWKHPRVWP\VWHULRXVÀJXUHV )RUFKDUDFWHUVRIOHYHO
LQ7ROLDWKH)RXQGHU7KH\KDYHWRREWDLQLWDQG
turn back to normal before the blood degeneration Second Blood Vision
caused by the cultists’ failed ritual consumes them, )RUFKDUDFWHUVRIOHYHO
RUHOVHLWZLOOEHWRRODWH)ROORZLQJWKHWUDLOWKH Rules of the Under Garrote
clues lead them to the train station, where they )RUFKDUDFWHUVRIOHYHOV
must take the train that goes to Cyherested, the

Halfway
City of the Prime Sorcerers. This train, the Kanrath
- Cyherested Express, runs on a blood engine, which
will be explained in detail in the upcoming sections.
Basically, the train works with blood as its fuel.
Passengers can pay with angst crystals, with coins,

There
or with their own blood to buy tickets for the train.
Alternatively, passengers can choose to obtain tickets
LQRWKHUZD\VRUWU\WRÀQGRWKHUPHDQVRIJHWWLQJ
on the train. However, time is of the essence for the
FKDUDFWHUVVRWKH\KDYHWRÀQGDVROXWLRQEHIRUHWKH
The train station in Kanrath, called the Kanrath Main
next train takes off. Otherwise, they will have to put
Line, is one of the most crowded places in this blood-
more consideration into an offer that they are going
driven city. Traders, diplomats, adventurers, beggars,
to get from the Twisted Knife, a thieves’ guild with
travelers, explorers, elite vampires, elite sorcerers,
dark connections.
and many other groups of individuals that have a
Unfortunately, once they get on the train, the QHHGWRWUDYHOEHWZHHQ.DQUDWKDQG&\KHUHVWHGÀQG
characters don’t have a peaceful journey. While WKHPVHOYHVLQWKLVVWDWLRQ7KHVPHOORIWKH)RXQGHU·V
passing through the Garrote mountain range, which essence is what brings our characters here. Although
separates the two cities, the train is attacked by a WKH\FDQP\VWLFDOO\IHHOWKDWWKH)RXQGHU·VERG\LVRQ
group of people who deny the rule of vampires in its way to Cyherested, the characters can sense the
Kanrath. They try to kill all the vampires on the train, )RXQGHU·VOLQJHULQJSUHVHQFHKHUH
and the skirmish leaves the train damaged - perhaps
Start playing “The Crimson City” on the “Bloodpunk
even completely destroyed.
OST”. Read or paraphrase the text below to your
$WWKLVSRLQWWKHFKDUDFWHUVWU\WRÀQGDZD\WR players at the beginning of this act:
Cyherested through the underground tunnels. They
discover that there is a whole other world here, as
well as unforeseen dangers. The outcomes of this
part change greatly depending on the characters’
decisions, and they then see the magical skyscrapers You approach the famous train station in
of Cyherested at the end of their exciting yet Kanrath: the Kanrath Main Line. You’re
dangerous journey. greeted by 60 long, stone steps that lead up to
the station’s gate. The metal building standing

Running This Chapter at the end of the steps looks like a dark temple
of some sort thanks to the crimson mist of
the train’s blood engine, the frightening gaze
of gargoyle statues, and the dim light of the
street lamps scattered around. The voices of
the crowd and the trumpeting of the engine
fill your ears.
$VWKH*0\RXZLOOÀQGWKHNH\HYHQWVWKDWWDNHSODFH When you look around, you notice that the
in this chapter in the table below. The characters place is filled with nothing but chaos. Many
will have to race against time in this chapter, and the types of people are here for many different
unforgivingly harsh environment of Tolia won’t let things. Mortal enforcers and vampire sentries
them leave the mountain range unscathed, physically are patrolling the area, trying to contain the
or emotionally. bedlam inside.

97
When the characters look around, they may notice RIÀFLDORIÀFHURIWKHVWDWLRQLQWHUYHQHVIRUURXQGV
one, some, or all of the following events. It is highly They just don’t care, since neither the characters nor
recommended for the characters to experience them WKHWUDGHUDUHYDPSLUHVRU.DQUDWKRIÀFLDOV$IWHU
all, as these events provide insights for the sections rounds, they come to prevent further combat and to
WRFRPH)RUH[DPSOHLQWKHNews of Grelda section, gather the dead.
there is news about a monster in the mountains, which Apart from the armor and weapons on the trader and
hints at the characters’ chance to see a dalmun, a type KLVSHUVRQDOJXDUGVWKHFKDUDFWHUVFDQÀQGDSDFNRI
of intelligent monster unique to Tolia, in the future. Ginger Wonders (p. 266), three potions of greater healing,
However, if you don’t want the players to spend too .)DQG.7
much time here, you can select a few of them as the
GM. You can also roll a die to randomly determine how
PDQ\HYHQWVRFFXUDQGZKLFKHYHQWVWDNHSODFH)LUVW 2. Lady of the Knives
roll a d6 to determine how many events will occur, then
roll additional d6s to determine which events from the
following list will occur. Two horse-drawn carriages come to the station. The
carriages are identical to each other. They are both
Some of these events refer to station guards and made of dark wood, both decorated with the same
RIÀFHUV7KHUHDUHVL[Kanrath enforcers (p. 280) and SDWWHUQRIÁ\LQJEDWVDQGREVHUYLQJJDUJR\OHVDQGERWK
one Kanrath enforcer captain (p. 280), along with are drawn by four horses. The doors of both carriages
two vampire sentries (p. 289) keeping the station in are tightly shut and their windows are covered with
order. These two sentries are twin vampires wearing thick, expensive red curtains. Even the riders of the
the same clothes and using the same weapons. They carriages look alike. They are both dwarves with long
DOVRDOZD\VDWWDFNWKHVDPHWDUJHWDQGÁDQNLWDWHYHU\ black beards, wearing the same long black overcoats,
RSSRUWXQLW\7KHVHVHFXULW\RIÀFHUV·WRSSULRULW\LVWKH
protection of vampires and their servants, followed by
the safety of angst traders. They immediately become
involved if they see something that violates vampire
rights. They don’t really care about mortals, even if
they are Kanrath enforcers who are mortals themselves.
Also, if needed, backup forces can come here quickly
from the nearby police stations.

1. The Rich and The Poor

There is a middle-aged trader named Heirt Lofn


(human, neutral evil, noble) protected by 5 guards
climbing up the steps of the station. Heirt Lofn, a luxury
clothing merchant, is wearing expensive, Kanrath-style
WUDGHUJDUPHQWV7KHJXDUGVDUHDWLHÁLQJWZRKXPDQV
and two half elves. They are well-armed and are
carrying either longswords or warhammers except for
WKHWLHÁLQJZKRFDUULHVDJUHDWVZRUG$OVRHDFKJXDUG
can cast the vampiric touch spell using a 3rd level spell
slot once per day (+5 to hit with spell attacks).
An old beggar (human, neutral, commoner)
approaches the group, begging for help. Her name
is Laile, and she says, “I have a son in Cyherested. I
must go there and see him. Please buy me a ticket
sir. Please.” However, this makes the guards
unhappy, and one of them kicks her down. She
hits the ground hard and starts crying.
If the characters try to intervene, then the
trader’s personal guards do not hesitate to
unsheathe their weapons. If combat occurs, no

98
black leather gloves that go up to the elbow, black head sentries and returned to his family! Hear ye! Hear ye! Priests
caps, black evening trousers made of high-quality cloth, of the Blood God and vampire sentries hunted the spies of the
and white tunics. Sun God to stop their dishonorable assassination attempt!
A noble Kanrath vampire sits in one of the carriages, Hear ye! Hear ye! A savage monster known as a dalmun
while her knights are in the other. The vampire is Lady attacked our valiant soldiers! Buy a newspaper for more!”
Lyzah Ledany (p. 290), an elf vampire. She wears dark The price of one newspaper is 6 KT. If the characters
blue clothes, paired with expensive sky-blue jewelry. buy one, then Grelda becomes extremely happy.
She is both charming and frightening, with long black The details of the news are as follows.
hair and pale blue eyes.
The Lost Child. The little boy who got caught in
The nature of this event slightly changes depending WKHÁRRGGD\VDJRDQGZDVORVWKDVEHHQIRXQGLQ
on the time. the sewers by Kanrath authorities. The unwavering
If it is daytime, four knights get out of one of the dedication of the enforcers and the willful cooperation
carriages, remove the horses and wheels from the of valiant citizens saved little Jim. According to little
other carriage, and carry it into the station where the Jim, he survived by eating rats and all types of bugs,
sunlight can’t reach. If it is nighttime, then the Lady and drinking water from the sewers. Also, Jim claims
gets out of her carriage as well and climbs the stairs that there is a big, scaly monster living in the sewers,
of the station, surrounded by her knights. One of the but the authorities have said that it is the product of
knights is a half orc, two of them are gnomes, and the his imagination stemming from poor Jim’s shock. It
last one is a bloodwork automaton. is truly a miracle of the Blood God that he survived
Either seeing the details on the carriages or seeing this horrifying experience. He is currently under the
the Lady directly gives the characters a chance to surveillance of the authorities for further investigation.
remember details about her. A successful DC 15 Bastards of the Sun. The public enemies of our
Intelligence (Investigation or History) check reveals beloved nation, the followers of the Sun God, have once
that she is one of the most ambitious noble vampires in again shown how low they could go. Eight spies were
Kanrath who is especially interested in new militaristic FDXJKWLQDQRSHUDWLRQRIFOLQLFDOHIÀFLHQF\FDUULHG
advancements and their trade. She can also conjure out by the ever-valiant vampire sentries of Kanrath,
daggers of blood out of thin air, with the use of which supported by the priests of the Blood God. Before they
she is highly talented. When a Kanrath vampire is could even lay their hands on their weapons or say their
granted nobility, the Crimson King offers them his own foul prayers, all of the spies were killed except for one
blood, which awakens unique vampiric powers within of them, which is currently undergoing interrogation.
the newly ascended vampire. Conjuring blood daggers Silver and even gold weapons were found in their
is Lady Lyzah’s unique power. In vampiric society, these headquarters in the Cleaners District during the
daggers are called the Daggers of the Crimson King. detailed search. May they also succeed in their missions
The knights wear crimson plate armor, carry to come.
bloodwork pistols instead of heavy crossbows, and each Dalmun Attack. One of the most mysterious monsters
hold one martial melee weapon. in Tolia attacked our soldiers again. In an attempt
People get out of their way as they pass. Some show to catch possible Cyherested spies, Kanrath scouts
respect by taking a knee before them, while others followed a trail outside the walls. At night, while very
move farther away in fear. FORVHWRWKHVSLHVDÀJXUHJUHHWHGWKHPXQGHUWKH
IXOOPRRQ$WÀUVWLWORRNHGOLNHDYDPSLUHVHQWIURP
If the characters think of harming the Lady or her Kanrath to help, but our soldiers soon saw that they
knights, do not forget to remind them that it is a grave were wrong. Luckily, and somewhat unfortunately,
crime in Kanrath to speak against vampires, never mind no one died during the short encounter, including
attacking them. the dalmun. Our soldiers stated that their superior
cold spells were not effective against the dalmun.
Authorities are focusing on the possible cooperation of
3. News of Grelda dalmuns and Cyherested sorcerers.

A 9-year-old urchin is selling newspapers for Kanrath


Today. Her name is Grelda (human, neutral good, 4. Trick or Ticket
commoner). Although she looks extremely tired and
in bad shape physically, she seems happy and works Gastov (blue dragonborn, chaotic neutral, veteran)
passionately. She announces the news in a loud voice, has been selling fake train tickets and blood passes at
“Hear ye! Hear ye! The lost child has been found by vampire

99
half their normal price. Sometimes, the tickets and the  DQDOFKHPLVWRIÀFHUZRUNLQJLQ.DQUDWK·VDQJVW
blood passes prove to be real. Sometimes, they do not. UHÀQHULHV+HLVZHDULQJGDUNEOXHWURXVHUVDPDWFKLQJ
Normally, a passenger must pass through two jacket, and stylish black shoes, all of which are made of
security checkpoints in the station before they are fake leather. However, his white silk shirt and angst-
DOORZHGWRJHWRQWKHWUDLQ7RSDVVWKURXJKWKHÀUVW mixed eyeglasses look quite expensive.
one, the passengers need a train ticket, and for the Right now, Neldar is scolding the old train attendant,
second one, they need a blood pass. A train ticket is a )HQQ JQRPHQHXWUDOthug DERXWKLVOXJJDJH)HQQ
ticket made by Kanrath authorities on which the class was responsible for the luggage from the last train,
of the passenger’s car and their seat number is written. and he forgot to take Neldar’s luggage out of the cargo
A blood pass, on the other hand, is a special token compartment. Unfortunately, that compartment is now
PDGHIURPWKHSDVVHQJHU·VEORRGE\DQRIÀFLDOVRUFHUHU ÀOOHGZLWKQHZFDUJRVRWRJHW1HOGDU·VOXJJDJHDOORI
RI&\KHUHVWHGZKRZRUNVLQDVHSDUDWHRIÀFHLQWKH the cargo must be taken out and then replaced, which
station. When a passenger buys a ticket and passes the isn’t going to happen.
ÀUVWFKHFNSRLQWWKHVRUFHUHUJHWVDGURSRIWKHLUEORRG 1HOGDUGHYDVWDWHGDQGIXULRXVLVVFROGLQJ)HQQZLWK
and draws a unique glyph with it on a parchment, which stern words. The characters hear, “You had one job! One
is also enhanced by magic in the process. This blood fucking job! Being a mortal doesn’t require you to be a fool.
SDVVLVDOVRFRQWUROOHGE\WKHRIÀFHUVLQ&\KHUHVWHG·V How hard can it be to look inside a compartment, notice the
train station to prevent rogue passengers who might luggage, and take it all out? Fenn… we have a problem here. A
have gotten on the train illegally from entering the city. serious problem. There are two things that I cannot tolerate:
There are normally four different types of train people who don’t execute their orders, and people who are
tickets: public ticket, business ticket, angst trader’s idiots. Fenn, I must congratulate you since you are in the
ticket, and vampire ticket, which grants access to the unique category of people who can succeed at irritating me
different cars of the train. Gastov can only provide on both counts. I will not forget this. If, and only if, you bring
two of them: the public ticket and business ticket. me my luggage back will you have a chance to get back on
7KHSXEOLFWLFNHWSULFHLV.)WKHEXVLQHVVWLFNHW my good graces. Do not forget. The luggage is brown. It has
LV.)DQGWKHEORRGSDVVLV.)*DVWRYFODLPV a drawing of a tree on it. It contains powerful, mighty, and
that he sells them at half price, and that they are 100 magical alchemical concoctions. Though I cannot believe that
percent authentic. If asked how, Gastov says, “I have you can be that graceful, I shall hope that you’ll be careful as
my own contacts.” A successful DC 19 Wisdom (Insight) you handle it.”
check reveals that he is lying, that Gastov closely 1HOGDUWKHQWXUQVDQGZDONVDZD\)HQQORRNVDW
REVHUYHVSHRSOHDQGFDQQRWLFHWKHÀUVWWLPHUVDWÀUVW Neldar for a while, then takes a deep breath and walks
sight. People that haven’t used the train before have in another direction.
disadvantage on this check.
If it is daytime, then instead of Neldar, his assistant
Only 8 percent of Gastov’s products are real. If the and loyal construct Dorfel, a gargoyle, is there. He
characters buy tickets from him, make them choose represents his master by saying, “Pitiful mortal! How
an interval of eight numbers between 1 and 100, and dare you defy the vampiric authority and disrespect
then make them roll a single d100. If the result is in the their superiority? You are nothing but food for them. The
selected interval, then the products are real. temporary carrier of the blood that my master will drink one
,QDQ\FDVHLIKHLVDFFXVHGRIO\LQJRULIWKHRIÀFHUV day to achieve greatness in this world. You are a resource,
are informed of Gastov’s offer, then he runs away, and a wasted one. However, my master is merciful. He wants
never to be found by the characters. If he is forced to offer you a chance so that even you can seek forgiveness
into combat, which he does not want to participate in, and achieve greatness one day. Take the brown luggage that
Gastov carries a bloodwork pistol and may choose to use has a drawing of a tree on it to my master personally. Be
it if he has no other choice. careful while carrying it, as it contains potent alchemical
concoctions.”

5. Luggage of Might and Magic


6. Theft and Sorcery
The nature of this event slightly changes depending on
the time. Two young thieves wait in the train station and pick
If it is nighttime, the characters see a vampire and a IRUHLJQHUVHVSHFLDOO\WKRVHWKDWORRNOLNHÀUVWWLPHUV
train attendant at the doors of the station. The vampire in Kanrath, to rob. However, this time, they choose the
is Neldar (half orc, lawful evil, Kanrath vampire - p. wrong target.

100
The characters see two thieves running towards and draws a unique glyph with it on a parchment, which
a young human who is wearing a long, dark brown is also enhanced by magic in the process. This blood
leather topcoat and leather gloves of the same color SDVVLVDOVRFRQWUROOHGE\WKHRIÀFHUVLQ&\KHUHVWHG·V
over a set of chainmail armor, black leather trousers, train station to prevent rogue passengers who might
long black boots, and a dark brown belt. She is have gotten onto the train illegally from entering their
Cellistra (human, neutral evil, CBI sorcerer - p. 273), a city.
Cyherested state sorcerer who has traveled to Kanrath Also be reminded that there are four separate lines
RQRIÀFLDOGLSORPDWLFEXVLQHVV prepared for each control point: one for the vampires,
The thieves approach Cellistra from the back. One of one for the angst traders, one for wealthy mortals
them takes her suitcase from her right hand while the (business class), and one for everyone else. Each of
other runs in from her left as a distraction. Cellistra these lines leads to a different class of cars. This way,
calmly watches them go for a moment, then casts a vampires aren’t troubled by mortals, and the angst
VSHOOFUHDWLQJDZKLSRIKRWÁDPHVRXWRIWKLQDLU7KH traders and wealthy individuals are pleased.
whip hits the two thieves, and they fall to the ground, To join the vampire line and get in the vampires’
screaming in pain. Cellistra then picks up her suitcase cars, one must get a ticket exclusively for the vampires,
and leaves. which is impossible for the characters who are mortals.
It is almost impossible for the characters to be among
WKHDQJVWWUDGHUVZKRVHWLFNHWVUHTXLUHDQRIÀFLDO
Getting In document drawn up by Kanrath authorities that proves
WKHLULGHQWLWLHVDVRIÀFLDODQJVWWUDGHUV7KLVGRFXPHQW
can be crafted through forgery, but it requires 8 hours
and a successful DC 25 Intelligence check made with a
forgery kit.
To be able to travel with the wealthy, the characters
In this part, the characters are going to get on the train, should buy business tickets. Otherwise, they can get
or at least try to do so. If the characters have already public tickets.
missed the train, then move on to the Missing the Train 7KHSXEOLFWLFNHW·VSULFHLV.)WKHEXVLQHVVWLFNHW
section. However, regardless of what the case is, it is LV.)WKHDQJVWWUDGHU·VWLFNHWLVDQJVWFRLQWKH
highly advised for GMs to read all sections to have a YDPSLUHWLFNHWLV.)DQGWKHEORRGSDVVLV.)7KH
proper idea of the adventure ahead and the train itself. payments can be made with both money and blood. If
If the characters have rushed to the station after they the characters pay for the tickets and the blood passes,
left the crypt, then they can catch the train even if they they can then get on the train without a problem.
were involved in the events under The Chase section in However, there are other options that can make the
the previous chapter. However, if the characters have situation a little bit more complex.
taken a rest before coming to the station, then they If the characters have bought the tickets and the
miss the train. Other events may also cause them to blood passes from Gastov, and if they prove to be fake,
miss the train, which will be explained in the upcoming WKHQWKHRIÀFHUVWHDUWKHPXSDQGGHPDQGWKDWWKH
sections. FKDUDFWHUVEX\RIÀFLDORQHV,IWKH\SURYHWREHUHDO
then the characters can get on the train without a
problem.
Legal or Illegal If the characters try to get on the train without
buying anything, they have to climb a seven-foot tall
To be able to get on the train, the characters must pass stone wall that separates the main line and the train
through two security checkpoints in the station. They station. Successfully climbing the wall requires a DC 17
QHHGDWUDLQWLFNHWWRSDVVWKURXJKWKHÀUVWRQHDQGD Strength (Athletics) check and doing it without being
blood pass for the second one. A train ticket is a ticket noticed requires a successful DC 20 Dexterity (Stealth)
made by Kanrath authorities, on which the class of the check. If the characters are noticed, then they are
passenger’s car and their seat number is written. A caught by Kanrath enforcers (p.280), get beaten up
blood pass, on the other hand, is a special token made taking 1d10 bludgeoning damage, and are then advised
IURPWKHSDVVHQJHU·VEORRGE\DQRIÀFLDOVRUFHUHU WREX\DQRIÀFLDOWLFNHWDQGEORRGSDVV,IWKHFKDUDFWHUV
RI&\KHUHVWHGZKRZRUNVLQDVHSDUDWHRIÀFHLQWKH kill an enforcer, vampire sentries (p.289) intervene.
station. When a passenger buys a ticket and passes the If the characters try the same strategy and fail for
ÀUVWFKHFNSRLQWWKHVRUFHUHUJHWVDGURSRIWKHLUEORRG WKHVHFRQGWLPHWKHQWKHRIÀFHUVEHDWWKHFKDUDFWHUV

101
who take 2d10 bludgeoning damage in the process. If Outline of the Train
the characters attempt this for a third time, then the
guards call for the vampire sentries.
<RXFDQÀQGGHWDLOVDERXWWKHRXWOLQHRIWKHWUDLQ
When the vampire sentries come and drop the
the cars, the train guards, and some of the passengers
characters to 0 hit points with the help of the Kanrath
below.
enforcers, they throw the characters into the jail of an
enforcer station near the Kanrath Main Line. One hour Locomotive
later, with the intervention of the Grand Advisor, they
will be released. However, the characters miss the train. At the head of the train is the locomotive. The train’s
In this case, move on to the Missing the Train section. conductor, Darvel (half orc, lawful neutral, commoner),
and the blood engine are in this car. Since he loves to
,WLVDOVRSURKLELWHGWRFDUU\H[SORVLYHVDQGRUKLJKO\ eat fries, Darvel always carries a whole bucket of fries
ÁDPPDEOHPDWHULDOVRQWRWKHWUDLQ+RZHYHUEULELQJ to work. This car also holds the necessary blood fuel for
WKHRIÀFHUDWWKHÀUVWFKHFNSRLQWZLWK.)LVHQRXJK the planned journey in a secure tank, which holds up to
for them to turn a blind eye. 130 gallons.
If present, the Detective decides to board the train
by buying a business ticket. If the characters try to
get in without paying, and if most of the characters Backup Fuel Car
have good relationships with the Detective, then the
The second car is the backup fuel car. It holds two other
Detective offers to pay for their tickets as well as their
secure tanks. One of them holds extra blood and the
blood passes. The Detective gets on the train when the
other holds anticoagulant thinner dust. If more fuel is
characters do and buys a business ticket regardless of
needed, then the materials in these two cars are mixed
the characters’ choices.
with a mechanism and carried to the blood engine in
WKHÀUVWFDU7KHUHDUHWZRWUDLQJXDUGVKHUHZKRDUH
responsible for protecting the fuel and the conductor,

102
as well as helping the conductor if necessary. of considerable power. He likes to live a luxurious life
2QHRIWKHWUDLQJXDUGVLV=HOQDU WLHÁLQJODZIXOHYLO and enjoys his time in this car thanks to the good food,
acolyte of the Blood God). She has 27 (6d8) hit points, strong alcohol, and high-quality service.
KHU6WUHQJWKVFRUHLV  DQGVKHFDUULHVDÁDLO
with which she can make two attacks per turn. The
RWKHUJXDUGLV2FXO KDOÁLQJQHXWUDOberserker). Both
wear black tabards decorated with red mist patterns,
depicting the crimson smoke of the train’s blood Isak Goldor
engine, on top of the normal train guard uniform. Medium humanoid (human), lawful evil
Ocul is a former adventurer who has traveled to some
areas outside the cities of Tolia. Zelnar loves to listen to Armor Class 13 (16 with mage armor)
Ocul’s adventuring stories. Hit Points 78 (12d8 + 24)
Speed 30 ft.
Vampires’ Car
7KHWKLUGFDULVVSHFLÀFDOO\UHVHUYHGIRUYDPSLUHV7KLV STR DEX CON INT WIS CHA
car is sunlight-proof. Unless its walls, which have AC 12 (+1) 16 (+3) 15 (+2) 12 (+1) 11 (+0) 16 (+3)
21, 80 hit points, and immunity to poison and psychic
damage, are broken, no sunlight can penetrate the car’s
Saving Throws Dexterity +6, Charisma +6
walls. The car’s interior is decorated with extremely
luxurious furniture. Also, two vampire sentries (p. 289) Skills Acrobatics +6, Deception +6, Stealth +6
ever-vigilantly guard this car. Senses darkvision 120 ft., passive Perception 10
Lady Lyzah Ledany (p.290), a highly ambitious noble Languages Common
vampire who possesses a unique ability called the Challenge  ;3
Daggers of the Crimson King, is also traveling in this car
with four knights protecting her. One of the knights Arcane Bullets. Isak uses his sorcery powers in
is a half orc, two of them are gnomes, and the last one unorthodox ways. He uses bloodwork pistols without
is a bloodwork automaton. They are wearing crimson loading them with bullets. Instead, he infuses them
plate armor, carrying bloodwork pistols instead of heavy with his sorcery powers and shoots bullets of magical
crossbows, and each hold one martial melee weapon. force.
Arcane Smite (10/Day). Isak can enhance the force he
releases through his bloodwork pistols by expending his
Dining Car spell slots. If he does so, he deals an extra 2d6 force
damage on a hit.
This is the fourth car of the train. There is both a
bar and a restaurant in this car. Both vampires and
angst traders are allowed in this car, and just like the
ACTIONS
vampires’ car, this car is sunlight-proof. Expensive Multiattack. Isak Goldor makes two attacks.
food, rare drinks, and preserved fresh blood are served Bloodwork Pistol. Ranged Spell Attack: +6 to hit, range
here to please both vampires and angst traders. Three IWRQHFUHDWXUHHit: 7 (1d8 + 3) force damage.
train guards protect this place, along with the personal
guards of the vampires and angst traders. BONUS ACTIONS
The leader of the three train guards is Lae (elf, chaotic Misty Step (3/Day). Isak Goldor can cast the misty step
neutral, mage). Lae can change the damage type of her spell.
VSHOOVWRÀUH6KHPRVWO\XVHVKHUVSHOOVUHFNOHVVO\DQG
loves to do so, even if they damage the train. The others
are Rumdal (human, lawful neutral, veteran) and Dondi
(gnome, lawful neutral, veteran). Rumdal is carrying a Angst Traders’ Car
halberd and Dondi is carrying a glaive. They also each
have a bloodwork pistol. They can use the Multiattack %HLQJWKHÀIWKFDURIWKHWUDLQWKLVOX[XULRXVFDUZDV
feature with the halberd and the glaive, respectively. added to the train later. Its purpose is to please angst
traders. Although less luxurious than the vampires’ car,
Isak Goldor (p. 103), the local leader of the Silver
this place is better than almost any mortal in Kanrath
&XOWZKRLVUHVSRQVLEOHIRUWKHWKHIWRIWKH)RXQGHU·V
FRXOGLPDJLQH7ZRRIÀFHUVSURWHFWWKLVFDU7KH\
body and items, is in this car. He is a human sorcerer
are Orster (dwarf, lawful neutral, Kanrath enforcer

103
and delivering the items to their owners.
In the seventh car, train guards Goraz (half orc,
chaotic neutral, veteran) and Medka (dwarf, neutral,
veteran JHQHUDOO\WDONDERXWWKHJODGLDWRULDOÀJKWVLQ
the Kanrath Hippodrome.
In the eighth car, train guards Sudd (human, lawful
neutral, former gladiator) and Tolg (gnome, lawful
neutral, guard) talk about leaving Kanrath, living a free
life, and being their own lords and ladies. Sudd carries
a greataxe instead of a spear and a shield. Tolg carries a
bloodwork pistol.
Normally, the train guards prevent anyone from
entering the cargo cars, never mind touching the cargo.
However, Goraz and Medka can each be bribed with
.)IRUWKHLUVLOHQFH7KH\DOVRFDQEHLQWLPLGDWHG
with a successful DC 23 Charisma (Intimidation) check.
Characters can realize that they can be bribed with a
successful DC 15 Wisdom (Insight) check.
On the other hand, Sudd and Tolg are more loyal
when it comes to their duties. A successful DC 15
Wisdom (Insight) check reveals that they can’t be
bribed. A successful DC 19 Wisdom (Insight) check
reveals that they will be very angry if they are offered
ısak goldor bribes. They won’t hesitate to draw their weapons and
attack, and will call Goraz and Medka for help if they
captain) and Tilma (elf, chaotic good, Kanrath are forced to do so. However, they can be reasoned
enforcer captain). They are old friends. In a battle, with after a successful DC 17 Charisma (Persuasion) or
ERWKRIWKHPFDQVDFULÀFHWKHPVHOYHVWRKHOSWKHRWKHU Charisma (Intimidation) check.
survive.
7KH)RXQGHU·VLWHPVDUHEHLQJFDUULHGLQWKHVHYHQWK
FDU7KH\DUHVWRUHGLQDVWRQHFRIÀQOLNHER[ZKLFK
Business Car KDVEHHQSODFHGLQVLGHDEODFNPHWDOFRIÀQ7KH
characters can sense the existence of these items when
The sixth car is the business car. Wealthy individuals they get onto the train, thanks to their connection with
who can afford a business ticket travel in this car. This WKH)RXQGHU7KH\SHUFHLYHDVWURQJVPHOORIVQRZGURS
is a modest car for mortals who can pay for humane ÁRZHUDQGLQQDWHO\NQRZWKDWLWLVFRQQHFWHGWR
standards. VRPHWKLQJWKH)RXQGHUXVHGORQJDJRSUREDEO\RQHRI
Between the door connecting this car to the angst his personal items.
WUDGHUV·FDUDUHWZRRIÀFHUV7KH\DUH/D]LU KXPDQ 7KHVWRQHFRIÀQKDV$&KLWSRLQWVDQG
neutral, Kanrath enforcer) and Negpy (human, neutral, GDPDJHWKUHVKROG7KHPHWDOFRIÀQKDV$&KLW
Kanrath enforcer). Negpy has been winning lots of points, and 6 damage threshold. Both of them are
money from the horse races in Kanrath, and she is tightly encircled by chains, which have AC 15, 30 hit
currently giving tips about the races to Lazir, who has points, and 4 damage threshold. Also, the chains can be
been extremely unlucky at the races. unlocked with a successful DC 15 Dexterity check made
The Detective and Heirt Lofn are also traveling in this with thieves’ tools.
car. 0RUHRYHUERWKRIWKHFRIÀQVKDYHPDJLFWUDSVWKDW
have been placed on them by the Silver Cultists.
Cargo Cars Trap 1. 7KHPHWDOFRIÀQLVHQFKDQWHGZLWKDPDJLF
WUDS7KHUHDUHUXQHVRIWKHVDPHFRORUDVWKHFRIÀQ
The seventh and eighth cars are cargo cars. Goods drawn on it. Every time a creature with blood tries to
owned by traders, angst cargo, and the luggage of RSHQLWWKHPHWDOFRIÀQLVHQJXOIHGE\GDUNÁDPHV$OO
vampires and other wealthy individuals are held there. creatures with blood within 10 feet of it must make a
In each car, two train guards protect the cargo. They '&'H[WHULW\VDYLQJWKURZWDNLQJGÀUHDQGG
are also responsible for carrying the cargo out of the car necrotic damage on a failed save, or half as much on a

104
105
successful one. Boarding the Train
The DC is 15 to spot the runes. A spell or other effect
that can sense the presence of magic, such as the detect
Once the characters board the train, the train starts its
magic spell, reveals an aura of evocation magic around
journey immediately. Depending on the car that the
WKHFRIÀQ
characters board, the things and the NPCs that they can
(UDVLQJWKHUXQHVIURPWKHFRIÀQ·VVXUIDFHSUHYHQWV interact with vary. Keep in mind that the characters
the trap from activating. A successful dispel magic spell can’t travel in the car reserved for the vampires.
'& FDVWRQWKHFRIÀQGHVWUR\VWKHWUDS
Boarding the Public Car. If the characters have bought
Trap 2. 7KHVWRQHFRIÀQLVHQFKDQWHGLQVXFKDZD\ public tickets, read or paraphrase the text below to
that the magic tempts creatures into approaching and your players:
opening it, which activates the second trap.
)LUVWHDFKFUHDWXUHZLWKLQIHHWRIWKHVWRQHFRIÀQ
hears a sweet voice calling for them to come near the
FRIÀQDQGWRXFKLW$FUHDWXUHPXVWVXFFHHGRQD'& As soon as you enter the car, a wave of smells,
15 Wisdom saving throw or be charmed. A charmed including dirt, heat, sweat, and urine, hits
FUHDWXUHWULHVWRPRYHFORVHUWRWKHFRIÀQWRWKHEHVWRI you. It is really hard not to throw up, and you
its abilities and tries to open it. This voice is heard again feel as though hundreds of passengers have
in 1 minute increments. A spell or other effect that can vomited here too. When you look for your
sense the presence of magic, such as the detect magic seats, you quickly realize that no one is sitting
spell, reveals an aura of enchantment magic around the in their assigned places. Your group searches
FRIÀQ$VXFFHVVIXO dispel magic spell (DC 18) cast on the for seats that aren’t torn to pieces or covered
FRIÀQGHVWUR\VWKHWUDS with trash, but you can’t find any. In the end,
you give up and find an empty spot in the car,
Second, when a creature tries to open the stone which looks more like a chicken coop than an
FRIÀQLWJORZVZLWKEORRGUHGUXQHV7KHPDJLFVLSKRQV actual train car.
blood from each creature that is within 5 feet of the
FRIÀQ7KHVLSKRQHGEORRGWUDQVIRUPVLQWRDQXPEHU
of spears in the air equal to the number of creatures
affected, and then the spears try to impale them. This
7KHSXEOLFFDUVDUHÀOOHGZLWKWUDVK1RRQHQRW
is a ranged spell attack (+7 to hit) that deals 4d6 blood
even the train operators and guards, care about the
damage on a hit. A spell or other effect that can sense
well-being of these cars and the people within. It is
the presence of magic, such as the detect magic spell,
QRWXQFRPPRQIRUSDVVHQJHUVWRÀJKWURERUHYHQ
UHYHDOVDQDXUDRIQHFURPDQF\PDJLFDURXQGWKHFRIÀQ
kill each other. If the characters decide to search
A successful dispel magic VSHOO '& FDVWRQWKHFRIÀQ
through the mountains of trash in these cars, they
GHVWUR\VWKHWUDS2SHQLQJWKHVWRQHFRIÀQUHTXLUHVD
FRPHDFURVVDFRXSOHRIURWWHQERGLHV.)DQG&6
successful DC 19 Strength check due to its weight.
with a successful DC 15 Wisdom (Perception) or DC 15
Treasure. $SDUWIURPWKH)RXQGHU·VLWHPVWKLV Intelligence (Investigation) check, 3 potions of healing
place is full of other luggage, including the luggage and a circlet of blasting with a DC 17 Wisdom (Perception)
mentioned in the Luggage of Might and Magic section. or DC 17 Intelligence (Investigation) check, and two
If the characters take their time and search the car in +1 weapons with a DC 19 Wisdom (Perception) or DC 19
detail, a successful DC 15 Wisdom (Perception) or a DC Intelligence (Investigation) check.
,QWHOOLJHQFH ,QYHVWLJDWLRQ FKHFNOHWWKHPÀQGWKH
Also, contrary to the rest of the train’s passengers,
following: one vial of blood of warrior-saints (p. 265), one
SHRSOHLQWKHSXEOLFFDUOLNHWRÀOOWKHLUMRXUQH\ZLWK
blood-blessed greatsword (p. 266), one potion of hill giant
PXVLFGDQFHÀJKWVDQGPDQ\RWKHUW\SHVRIORXG
strength, two potions of growth, three potions of greater
activities instead of peaceful and quiet light activities.
healing, and a helm of comprehend languages from various
pieces of luggage. You can reveal some or all of the following events to
your players. You can let them experience all of these
events, or you can determine the number and type of
Public Cars WKHHYHQWVWKDWRFFXUE\UROOLQJDGLH)LUVWUROODGWR
determine the number of events that occur, then roll
The ninth, tenth, and eleventh cars are public cars. additional d10s on the table below to determine which
Anyone who can buy a train ticket and a blood pass can events take place.
travel in these cars.

106
d10 Event
1 One urchin plays violin and another one sings
a song about an urchin who became a vampire You enter a modest car. The seats are not
and got rich. ripped or stolen, unlike the public car. Two
Kanrath enforcers show you to your seats, and
2 )LUVWWZRIULHQGVORXGO\VWDUWWRWDONDERXW they make sure that everything is in order. You
vampires and Kanrath. One of them praises feel like it is going to be a peaceful trip.
vampires and the other one curses them. Their
GLVFXVVLRQWXUQVLQWRDÀJKW$IWHUWKURZLQJ
DFRXSOHRIÀVWVWKH\HPEUDFHHDFKRWKHU
laugh, and drink beer.
3 Some people gossip with excitement about There are many business people in this car from both
DJLDQWLQYLVLEOHVTXLGÁ\LQJRYHU7ROLD Kanrath and Cyherested. Most of them try to expand
watching over the people, and hunting when their business network by talking to others, so people
it’s hungry. generally talk in small groups throughout the journey.
They talk about Kanrath and Cyherested politics, new
4 Some people gossip about a group of people
business opportunities, late newspaper reports, noble
who survived exsanguination. They say that
vampiric society gossip, elite sorcerer society rivalries,
one of these people might be the reincarnation
and many other topics.
RIWKH)RXQGHU
As the GM, you can have the characters hear the
5 A group of people talk about a giant, following rumors. You can let them hear all of the
mountain-sized bloodwork automaton in rumors, or you can determine the number and type
Cyherested, which has been constructed to RIWKHUXPRUVKHDUGE\UROOLQJDGLH)LUVWUROODG
wipe Kanrath out of existence. to determine the number of rumors heard, then roll
6 A group of Blood God acolytes preach about additional d10s on the table below to determine which
the might of the Blood God, saying that blood of the rumors are heard.
holds all types of power and that the Blood
God is the ruler of all blood.
d10 Rumor
7 A group of actors enact a scene depicting a
ÀJKWEHWZHHQWKH&ULPVRQ.LQJ.DQUDWK·V 1 There are some people who did not die during
ruler, and the Prime Sorcerers, the legendary their execution. They say that the survivors
founders of Cyherested. After the show, all of are being hunted by vampire authorities.
them drink blood in peace.
2 A very old vampire has recently awakened.
8 Some people talk amongst themselves, saying 7KHYDPSLUHPLJKWEHDIULHQGRIWKH)RXQGHU
WKDWRQHRIWKH)RXQGHU·VFKLOGUHQLVDWWKH KLPVHOI7KH\HYHQHQWHUHGWKH)RXQGHU·V
head of the enemies of Kanrath. crypt and talked to him.
9 Some people say that the Prime Sorcerers are 3 Explorers from Kanrath found a new,
WKH)RXQGHU·VPDJLFDOFRSLHV7KH)RXQGHU untouched angst mine.
lives in Cyherested and wants to invade and
4 Dalmun activity has increased lately. Their
retake Kanrath with Cyherested’s army.
nest might be in the mountains.
10 Some people spread the rumor that there are
5 Sorcerers of Cyherested have been working
mad miners who couldn’t get out of the angst
on a groundbreaking advancement related to
mines. They say that some people have even
bloodwork automatons.
seen them as the train was passing through
the mountain range. 6 Lady Lyzah Ledany is on the train. They say
that she is something like a personal assassin
for the Crimson King.
Boarding the Business Car. If the characters have
bought business tickets, read or paraphrase the text 7 The angst traders have been considering
below to your players: increasing their prices. Kanrath is willing to
SURYLGHWKHPZLWKPRUHHFRQRPLFEHQHÀWV

107
The second target is Lady Lyzah Ledany (p. 290). She
8 Acolytes of the Sun God and the Blood God
is an ambitious noble vampire who the Sixth Child
have organized a peaceful chess tournament
wants to remove before she becomes too powerful. She
in Cyherested. It is impossible to guess what
is in the vampires’ car on the train.
they are up to.
The last target is a sorcerer from Cyherested, Isak
9 1HLWKHU.DQUDWK)DQJQRU&\KHUHVWHG6WDII Goldor (p. 103). He is the local leader of the Silver
is worth saving. Gold is the best investment Cult in Kanrath. Although the Sixth Child does not
option these days. know the exact goals of his operation, he is aware of
10 A crimson technician called Chelebi is going ,VDN·VSUHVHQFHDQGLQWHUHVWLQWKH)RXQGHU+HZDQWV
to visit Kanrath. They say that he is from an this target to be eliminated in order to observe Isak’s
immensely rich empire. superiors’ next move. This sorcerer is on the train as
well, enjoying a luxurious trip in the Dining Car.

Missing the Train


The Twisted Knife’s Offer
If the characters miss the train, then they have to wait While the characters are drinking and thinking in a
for the next one in order to reach Cyherested, where tavern, making plans in an alley, walking along the
WKHVPHOORIWKH)RXQGHUFDOOVWRWKHP7KHWUDLQWKH\ VWUHHWVRUDUHLQDQRWKHUWLPHDQGSODFHDV\RXVHHÀW
have just missed will return tomorrow and it will be Gorndar (dwarf, lawful neutral, Kanrath thug - p. 281)
ready to depart for Cyherested again the next day, will approach them and say, “Hey! You wanna catch that
which is two days from today. Waiting for this train train?”
is an option for the characters. However, there is one Gorndar is a dwarf that loves to smoke pipes, and
more choice available to them: The Twisted Knife (p. KLVIDYRULWHWREDFFRÁDYRULVYDQLOOD+HXVXDOO\ZHDUV
33). a white shirt, black trousers, and a long black coat. His
long brown hair and beard are always unkempt.
What the Twisted Knife Wants If the characters are willing to listen to Gorndar, then
he will keep talking. “Though we do not know what you are
Although he does not know the exact details of current up to, it is no secret that you want to catch that metal bull
events, the Sixth Child is aware that some serious with the crimson breath. We can help you get on that train…
WKLQJVKDYHEHHQKDSSHQLQJUHJDUGLQJWKH)RXQGHU for a price. We don’t run a charity. Who are we? We are the
After a brief investigation, the Sixth Child has learned Twisted Knife. Think of us as a thieves’ guild of some sort.
that the characters are at the center of recent events,
There are some people you should eliminate for us on that
and he wants to test them to learn what is so important
train. They will notice our members, but they won’t suspect
about them. If the characters miss the train, then the
anything when they see you. In return, we can let you use
Sixth Child uses this opportunity to test the characters’
our teleportation circle. It will teleport you to the First Metro
powers by helping them get on the now-departed train
Station, where you can get on the train as new passengers.”
and then pit them against different opponents. There
are three groups of targets riding the train that the If the characters have encountered the Twisted
Twisted Knife wants dead. Knife before and built good relations with Celestina,
WKHQ&HOHVWLQDZLOOÀQGWKHPLQVWHDGRI*RUQGDU,I
the characters had not-so-pleasant encounters with
The Targets the Twisted Knife, then Gorndar is aware of that and
introduces the organization as the Secret Stash. This is
7KHÀUVWRIWKHWKUHHJURXSVRIWDUJHWVDUHWKUHHIRUPHU the name of the little cell that Gorndar is a part of, but
members of the Twisted Knife who have the loot from he uses this name instead of the Twisted Knife because
a heist and run away. They are currently escaping to he has been ordered to hire the characters no matter
Cyherested, and are traveling in the public cars. The what.
Twisted Knife wants to teach them the price of betrayal,
so they don’t demand that the characters return the If it takes too much time for the characters to decide,
YDOXDEOHVWKDWWKH\DUHJRLQJWRÀQG7KHWUDLWRUVDUH then Gorndar reminds them the train is moving and
all human spies. One of them, Jabrak, is shorter and that there is not much time before they can decide. It
KHDYLHUWKDQWKHRWKHUV7KHRWKHUWZR)LUGHDQG/DDU WDNHVPLQXWHVIRUWKHWUDLQWRUHDFKWKH)LUVW0HWUR
DUHVLEOLQJV)LUGHKDVDEDWWOHVFDURQKHUIDFHZKLOH Station from the Kanrath Main Line.
Laar is bald. He explains who the targets are, and not forget to
add, “We can send you with teleportation, but you may not

108
lady lyzah ledany

109
HQGXSNLOOLQJWKHWDUJHWV+RZHYHULI\RXGRQ·WZH·OOÀQG in Cyherested. It is colored sky-blue and orange, which
you, just as we’ve found you now, and make you pay.” GHÀHVWKHGDUNDQGJRWKLFDXUDRI.DQUDWK$OWKRXJK
If the characters accept Gorndar’s offer, then it is made of products that are also used in the spell
Gorndar takes them to a tobacco shop nearby where the component industry, it does not provide additional
teleportation circle can be used. ÁDYRUDIWHUFRQVWDQWXVH3HRSOHZKRFDQ·WDIIRUG
expensive pipes but also want to try new things tend to
buy these.
The Pipe Palace Dirtbound (6 KT/10 Smokes). Kanrath has an
industrial waste problem. Kanrath’s blood, angst, and
Gorndar takes the characters to his favorite place, the
other industries sometimes dump their waste into the
Pipe Palace.
sea, particularly in the parts of the city near the sea, to
Read or paraphrase the text below to your players avoid shipping costs. The waste has created a unique
when they enter the shop: environment, which has led to the growth of a tobacco
species known as the dirt plant. Dirtbound is made of
this plant. Although it is highly toxic and deadly, it has
an unbelievably great taste. The plant can be found
pretty easily, but because harvesting it is dirty work,
You approach the shop situated below a three-
dirtbound’s prices are only slightly cheaper than others.
story apartment building. As Gorndar opens
the door and lets you in, you are greeted by the People die every day from smoking dirtbound. They
mixed smell of many different tobacco flavors. do not show any symptoms before dying. It has a unique
There are thousands of pipes and hundreds of toxin in it that accumulates in a person’s blood and kills
tobacco boxes around. The shopkeeper, who them instantly after reaching a certain amount, which
looks exactly like Gorndar except for his black changes greatly depending on the smoker’s tolerance.
hair and beard, greets you. Dust Arcane (1 KF/10 Smokes). Produced in
Cyherested by mixing tobacco with arcane blends, dust
arcane has a unique purple smoke and a magical taste
UHVHPEOLQJVXJDU7KLVLVWKHJRWRÁDYRURIDOOZKRFDQ
This is a shop that sells pipes and tobaccos of afford it.
GLIIHUHQWÁDYRUVDQGRIYDU\LQJTXDOLW\VRWKHSULFHV Fang Pipe Co. (40 KF/Pipe). This blood-red or pitch-
vary greatly as well. black pipe is designed for the needs of vampires. Its
Galdar, who is both the shopkeeper and Gorndar’s unique material can soak up blood, which affects the
brother, likes talking with people who can appreciate ÁDYRURIWKHWREDFFRZKHQXVHG,WLVGHFRUDWHGZLWK
the material and spiritual value of high-quality tobacco. fangs, bat wings, and gargoyle faces, yet its color and
Galdar gives a 10 percent discount to such people. decorations can change depending on the current
fashion of Kanrath vampires.
If the characters want to buy some items, the
products unique to Tolia and their prices are as follows: Iron (1 KF/10 Smokes). The toughest of all pipe
tobacco, iron has the taste of blood. It damages one’s
Bloodfed (50 KF/10 Smokes). This tobacco is made internal organs greatly and it is expensive, so it is not
from plants that are fed with blood and then processed widely used by the mortals of Kanrath. However, thanks
to become pipe tobacco. It has a uniquely sweet and to their undead nature, vampires enjoy iron to the
metallic taste due to the blood and the base plant fullest, especially by enhancing its taste through fang
mixture. This is generally the choice of vampires and pipes.
their servants due to its high prices.
Kanrath Pipe Co. (7 KF/Pipe). The Kanrath Pipe
Crimson Dust (5 KT/10 Smokes). This tobacco is made Company produces average-quality pipes in Kanrath.
IURPWKHUHVLGXHRIWKHDQJVWUHÀQHULHVLQ.DQUDWK,W These pipes are made of the trees growing around the
is more like dust than real tobacco, and it shows. It is city. The letters KPC are carved on these pipes to brand
highly dangerous to smoke this, but it is affordable and WKHP$OWKRXJKWKH\GRQRWSURYLGHH[WUDÁDYRUWKH\
it has a great taste. It is highly common for old and poor DUHJRRGDWDEVRUELQJWKHWREDFFR·VÁDYRUVRWKH\DUH
people to smoke it since they think that they have lived pretty suitable for a long time of use with the same
long enough, that they are close to their deaths, and ÁDYRURIWREDFFR
that they can at least smoke something that tastes good
at this point. Kraken Pipe Co. (30 KF/Pipe). A favorite of travelers
and explorers, these pipes take their name from the
Cyherested Pipe Co. (8 KF/Pipe). This pipe is produced legendary kraken of Tolia, which is rumored to be living

110
in the depths of the sea. Made of deep sea stones, these characters 1 nonmagical silver weapon of their choice.
pipes are very hard to break and can survive in harsh Once the characters’ questions are answered and
environments. they have the silver weapon, Gorndar takes a handful of
Sea Smell (8 KT/10 Smokes). This tobacco has the orange dust from one of the boxes and scatters it on the
ÁDYRURIVHDVDOW\DQGIUHVK)DYRUHGE\IRUPHUVDLORUV circle while saying “Good hunting,” in Dwarvish.
it is not commonly used since it dries the mouth and Move on to the Trainocalypse section. However, it
makes people drink too much water. is highly recommended that you read the parts in
Tower Pipe Co. (40 KF/Pipe). The Tower Pipe Company between as well to better comprehend further events.
produces pipes made from meerschaum. It is a company
based in Cyherested, and takes its name from the
towers of four Prime Sorcerers, who built Cyherested
from scratch thanks to their advanced magic. Their The Journey
pipes are of high quality and are chosen by the elite of
Cyherested. It is rumored that these pipes affect the
ÁDYRURIWREDFFRGLIIHUHQWO\ZKHQXVHGE\VSHOOFDVWHUV
Workers United Pipe Co. (4 KF/Pipe). Industrial
workers in Kanrath founded a pipe company called
the Workers United Pipe Company. Its aim is to In this part, if the characters have gotten on the train
provide high-quality, low-price pipes and tobacco for at the Kanrath Main Line, then their journey aboard
the hardworking people of Kanrath. These pipes are the train begins. If the characters have already missed
decorated with engravings of blood tanks, gears, and the train, then you can directly follow the instructions
angst crystals. in the Missing the Train section, but it is highly
Workers United Tobacco (5 KT/10 Smokes). Produced recommended that you read this part as well to better
by the Workers United Pipe Company, this tobacco comprehend future events.
is designed to last long, be cheap, and taste good. Between Kanrath and Cyherested, the train stops
$OWKRXJKLWVÁDYRULVSUHWW\JRRGRWKHUWREDFFR at several stations. Some of the passengers get off the
companies’ propaganda claim that this tobacco is train at these stations, while others board the train.
deadly. At the beginning of the journey, just outside
Read or paraphrase the text below to your players if .DQUDWK·VZDOOVFROGDLUÀOOVWKHFDUV$ZRPDQ·V
they are not interested in pipes and tobacco, or after echoing voice reaches into this world from beyond
WKH\·UHÀQLVKHGZLWKWKHLUEXVLQHVV the grave, and starts singing a song. Everyone stops
and listens to the woman’s song for a moment. Some
FKLOGUHQIHHOIHDUZKLOHVRPHEDELHVFU\)LUVWWLPHUV
listen to the song while the others keep going about
their business as if everything is natural.
Gorndar points to the door behind his This is the spirit of a noble young woman who
brother’s desk, and without saying a word, he FRPPLWWHGVXLFLGHE\MXPSLQJRQWKHUDLOV)RUGHFDGHV
opens the door, leading you down deeper into her tall and pale silhouette has been seen jumping on
the building via a series of wooden ladders. the same spot. It is said that this woman fell in love
The ladders lead to a dark room dimly lit by with her housemaid, and the two decided to run away
a tired lantern. Gorndar moves some pipe and together. They left at different times, so as not to
tobacco boxes aside, revealing a teleportation attract the attention of the lady’s family. However, the
circle carved into the ground. housemaid died after she gave her blood as payment,
and the Lady of the Railroad committed suicide, unable
to cope.
Now she sings a song of her tragedy and tries to warn
people of the unsparing, merciless nature of Kanrath.
Gorndar instructs the characters to step into the The song is as follows:
circle. Before activating the circle, Gorndar asks the
characters if they have anything to ask him before they
go. He also offers to provide a silver weapon to the All, sing a song of Kanrath,
characters before they go, since it is almost impossible Of blood, pain, and agony.
to kill a Kanrath vampire without silver. He can give the
Where sun never shines, but passes by,

111
And no one can love freely. Be-they mortal or bloodless.

The Crimson pearl of Tolia, Oh sun, shining angels!


Home of vampires and thralls, You didn’t help her, won’t help me.
Where the chance I took, for one I loved Now with a cold song on my lips,
Was sure to mean nothing at all. I’ll die and die, for eternity.

Farm Station
All, sing a song of Kanrath,
Of riches, loss, and war. The train leaves the station and moves along the rails,
stretching from Kanrath out into the wilderness of
The city’s streets washed with blood,
Tolia. After the train passes through the city’s tall,
Unforgiving to the core. darkened stone walls and leaves the Crimson City
EHKLQGLWPRYHVWKURXJKWKHDJULFXOWXUDOÀHOGV
7KHÀHOGVHQFLUFOLQJWKHFLW\DUHWKHPDLQVRXUFH
Mighty gods, shining angels,
of food for Kanrath mortals. Industrial pipes carrying
Hear my song, save my soul! water and agricultural chemicals, the tanks they are
Reverse the pain my beloved feels, VWRUHGLQDQGSHRSOHZRUNLQJLQWKHÀHOGVGRWWKH
landscape.
Her eyes now black as coal.
After 15 minutes of travel, during which the train
FRYHUVDERXWPLOHVWKHWUDLQUHDFKHVWKH)DUP
All, sing a song of Kanrath, Station. Some people get on the train and some people
Of shadows, night, and darkness, leave it. The train keeps going with new passengers.
Where no one knows the meaning of love,

112
Ranch Station Sixth Child, and this is no different. The Sixth Child
wants Lady Lyzah Ledany (p. 290) and Isak Goldor (p.
103) dead, and uses the Golden Bullet to execute his
$IWHUOHDYLQJWKH)DUP6WDWLRQWKHWUDLQJRHVWRWKH will. Although Isak Goldor is no servant of the vampires,
second station, which is the Ranch Station. The train the Sixth Child has told the Golden Bullet the opposite.
reaches the station after 3 minutes of travel, during Also, the Sixth Child hopes that throwing the characters
which the train covers 3 miles. into the middle of chaos is going to make them reveal
The Ranch Station is located at the end of the blood their true potential.
ranches, where blood is harvested from animals that are
raised in this area. The blood harvested here fuels all
aspects of Kanrath’s industry. Some people even spread
The Sixth Child
rumors that there are humanoid farms that produce 2QHRIWKHFKLOGUHQRIWKH)RXQGHUWKH6L[WK&KLOGKDV
special types of blood to satisfy the unique tastes of been living in Kanrath for many years. The Sixth Child,
vampires. a half orc royal vampire, was once the leader of a mortal
7KLVDUHDLVÀOOHGZLWKUHGPLVWFDXVHGE\WKHPDVVLYH UHEHOOLRQZKRVHDLPZDVWRRYHUWKURZWKH)RXQGHUDQG
amounts of blood processed here, similar to what the KLVYDPSLULFUXOH+RZHYHUWKH)RXQGHUPDGHWKHVNLHV
train’s blood engine produces, and has a terrible smell. cry with blood, creating an acidic blood rain over the
city and totally annihilated the rebellion. To make an
H[DPSOHRIWKRVHZKRZRXOGRSSRVHKLPWKH)RXQGHU
Under Assault! transformed the leader of the rebellion into a vampire
under his own control. This child is known as the Sixth
While traveling from the Ranch Station to the train’s Child.
next destination, the Tunnel Station, a group of )RUPDQ\\HDUVWKH6L[WK&KLOGOHDUQHGWKHZD\VRI
anarchists attacks the train. Some of them are running WKH)RXQGHUDQGGHYHORSHGKLVYDPSLULFSRZHUVDOOWR
along the train with their bloodwork horses, some of EHDEOHWRRQHGD\ÀQLVKZKDWKH·GVWDUWHG1RZWKDW
them are running above the train, and some of them are WKH)RXQGHULVJRQHWKH6L[WK&KLOGZDQWVWRGHVWUR\
hitting the train with their bloodwork snipers, grenades, Kanrath’s vampiric rule and the rest of the vampires
and spells. ZLWKLWLQFOXGLQJWKHRWKHUFKLOGUHQRIWKH)RXQGHU
In Tolia, there are several groups who oppose the To achieve his goals, the Sixth Child has formed
vampiric rule in Kanrath. Some deny the vampires’ organizations himself and funds others in secret, using
authority and choose to live elsewhere, but some rebel them as pawns in his great machinations.
against them in more active ways. Such people can be
found in many different groups. One of these groups,
the Golden Bullet, has decided to make a move against
The Attack
Kanrath’s authority and attacks the train when the The characters experience different scenes depending
train is close to the Tunnel Station. on which car they’re in.
If the Detective is still with the party, he complies Start playing “Dead Under the Red Smoke” on the
with the decisions of the characters, but suggests “Bloodpunk OST”. Read or paraphrase the text below
standing alongside the vampires. He thinks that they to your players if the characters are in the public cars
should remain on the good side of Kanrath authorities when the Golden Bullet members attack the train:
to be able to save the characters.

Golden Bullet
An explosion shakes the train. Luggage falls
7KLVJURXS·VKLJKUDQNLQJRIÀFHUVDUHPRVWO\ZDU down, some people fall out of their seats and
veterans. They are experts in militaristic bloodwork onto the ground, children start to cry, and
technology, especially bloodwork weaponry. They also some people scream out of shock and fear.
have their new members train with such weapons. The
From the window, you can see four
members believe that one well-shot golden bullet to
anarchists riding their metal bloodwork horses
the heart is enough to destroy a vampire of Kanrath
alongside the train. They are wearing leather
royalty, and the group gets its name from this belief.
gargoyle masks, and are covered with thick
7KH6L[WK&KLOGRIWKH)RXQGHUVHFUHWO\IXQGVWKLV clothes that hide their identities and protect
group. Most of the group’s intelligence comes from the them from the cold. They’ve also covered their

113
necks and some other places on their bodies While the other enforcer is looking at the dead
with metal plates to prevent vampires from one in shock, one of the anarchists swings his
biting them. angst-edged silver battleaxe and decapitates the
In the span of mere moments, they shoot remaining enforcer. The edge of the battleaxe
their bloodwork pistols, a fireball hits one of the glows with fire as the angst causes a fiery
other cars, bullets break glass, someone lets reaction once it touches blood.
out a monstrous warcry resembling a growl, One of the passengers gets up to say, “What
and the train slightly speeds up. do you think you are doing?” However, one of the
One of the train guards, a gnome, in the anarchists destroys the passenger’s head with
cargo car opens the door between the public a single shot of their blunderbuss. The shooter
car and the cargo car. He enters the public car then starts speaking: “Today, the vampires in this
to see if everything is alright. However, once train will feel the wrath of all of the innocents they have
he steps into the public car, a bullet breaks the harmed ‘til now. You, their lapdogs, should count yourselves
glass and shoots him in the head. lucky that we’ve decided to give you a chance to live. You
can donate all the valuables you have on-hand to us, you
After the gnome’s death, you hear footsteps can show your worth to us right now by fighting against the
from atop the train. Two anarchists break the vampires, or we can kill you as you deserve.”
windows and enter the car. One of them says,
“The time has come for the vampires and their lapdogs to
pay! Help us! Fight alongside us and take your vengeance! The Golden Bullet members are attacking the train.
You can loot whatever you want from them!” They are well-prepared for the attack, and have thought
of almost every possibility except for the characters’
FKRLFHV7KHFKDUDFWHUVFDQFKRRVHWRKHOSWKHPÀJKW
Read or paraphrase the text below to your players if them, or remain indifferent, waiting for the outcome
your players are in the business car when the Golden silently.
Bullet members attack the train: The Golden Bullet members have caught up to the
train with their bloodwork horses, climbed onto the
train from the back, run on top of it, and entered the
cars from the windows. One Golden Bullet marksman
An explosion shakes the train. Luggage falls (p. 280) and one Golden Bullet frontier (p. 279) have
down, some people fall out of their seats and entered the public car and two other members of the
onto the ground, and some people scream out same pair have entered the business car. Since the
of shock and fear. The people in the car hold vampires’ car and the dining car have no windows,
their suitcases or other valuable items tightly. three Golden Bullet marksmen and two Golden Bullet
frontiers have broken the windows of the locomotive,
From the window, you can see four
killed the conductor while doing so, and entered the
anarchists riding their metal bloodwork horses
train that way.
alongside the train. They are wearing leather
gargoyle masks and are covered with thick All Golden Bullet members carry silver stakes
clothes that hide their identities and protect since silver is incredibly effective for killing Kanrath
them from the cold. They’ve also covered their vampires, and their weapons and ammunition are
necks and some other places on their bodies also made of silver. Moreover, they have concoctions
with metal plates to prevent vampires from that can enhance their abilities, which are stored in
biting them. syringes, and each member carries two vials of holy
water to use against vampires.
In the span of mere moments, they shoot
their bloodwork pistols, a fireball hits one of the There is also a sniper using a special bloodwork
other cars, bullets break glass, someone lets VQLSHUULÁH that has extremely long range. The sniper is
out a monstrous warcry resembling a growl, located outside of the train, stationed in a hidden spot.
and the train slightly speeds up. Although the sniper can be noticed with a successful
DC 30 Wisdom (Perception) check, it is outside of the
Two Kanrath enforcers guarding the
QRUPDOVQLSHUULÁHV·UDQJH
car sheathe their weapons and direct the
passengers to stay calm. At that moment, a 6LQFHWKLVVQLSHU·VULÁHKDVEHHQPRGLÀHGLQD
bullet breaks through one of the windows and special way, it has a longer reload time than its normal
shoots one of the enforcers in the head. Two FRXQWHUSDUWV%HFDXVHRIWKLVWKHVQLSHUÀUHVWKHULÁH
anarchists enter the car through the windows. once every three rounds. As the GM, pick a target

114
and deal 21 (6d6) piercing damage to it using silver can bestow. Kill her. Prove that she is not worthy. Rip her
ammunition without making an attack roll. If there is heart out and eat it together. Only then will I see that you are
no target that the sniper can see, then the sniper tries worthy of my lineage.”
to penetrate the windowless cars’ walls before hitting ,IWKHFKDUDFWHUVGRDVWKH)RXQGHUVD\VWKHQWKH
the targets within, which reduces the damage to 10 characters that eat Lady Lyzah’s heart gain one blood
(3d6). The sniper is able to see through walls thanks degeneration. Eating the heart bestows the unique
WRWKHXQLTXHVFRSHDWWDFKHGWRWKHVQLSHUULÁHZKLFK power that Lady Lyzah had onto the characters, but
reveals creatures with blood behind walls that are 5 feet they can also alter that power to suit their needs. They
thick or less. JDLQWKH:HDSRQRIWKH)RXQGHUIHDWXUHGHVFULEHG
If the characters choose to work with the Golden below.
Bullet members, then they face all of the train guards, If the characters refuse to work with the Golden
the Kanrath enforcers, the vampire sentries, Lady Bullet members and battle against them as the Detective
Lyzah Ledany, her knights, and Isak Goldor as they suggests, then the train guards, Kanrath enforcers,
move from one car to another. The detailed information vampire sentries, Isak Goldor, Lady Lyzah Ledany,
about each of these people and groups is given in the and her knights become the characters’ allies, and
Outline of the Train section. If the characters choose they also be targeted by the sniper. If necessary, Lady
to help the Golden Bullet, then when the characters Lyzah Ledany tries to bite and feed from a character,
reach Isak Goldor, Isak will already have lost 20 hit especially from one that is not wearing heavy armor.
points. When they reach Lady Lyzah Ledany, she and She only does so if she is close to death and her knights
the vampire sentries will each have lost 25 hit points. are dead. She may ask for the character’s permission
Lady Lyzah Ledany may try to heal herself by biting before doing so if there is time, or she directly attacks
her knights. Her knights are willing targets for her bite if the situation is dire. Similarly to the scenario above,
attack. when the characters reach Isak Goldor, Isak will have
When the characters see Lady Lyzah Ledany here, lost 20 hit points, and when they reach Lady Lyzah
clearly wounded and holding crimson daggers in her Ledany, she and the vampire sentries will each have lost
KDQGVWKHFKDUDFWHUVKHDUWKH)RXQGHU·VYRLFHLQWKHLU 25 hit points.
heads: “In her hands is a tiny portion of the powers that I When the characters see Lady Lyzah Ledany here,

115
clearly wounded and holding crimson daggers in her handed or two-handed) or two (if the chosen
KDQGVWKHFKDUDFWHUVKHDUWKH)RXQGHU·VYRLFHLQWKHLU weapon is one-handed) magical weapons out
heads: “Although she is your ally in battle, she is not loyal of thin air into your free hands. They are
to Kanrath. Her heart is burdened with betrayal, hunger for completely made of blood, yet they can harm
power, and an urge to sit on the Crimson King’s throne. My flesh as well as steel can. You deal an extra 1d6
throne! Kill her. Betray the betrayer. Rip her heart out and eat blood damage with these weapons on a hit. The
it together. Once you do, I shall bestow gifts upon you.” weapons conjured this way disappear when they
,IWKHFKDUDFWHUVGRDVWKH)RXQGHUVD\VWKHQWKH leave your hands, or if they have the throwing
characters that eat Lady Lyzah’s heart gain one blood property and you throw them at a target.
degeneration. Eating the heart bestows the unique You are considered proficient with a weapon
power that Lady Lyzah had onto the characters, but that you conjure with this feature. When you
they can also alter that power to suit their needs. They attack with a weapon you conjure with this
JDLQWKH:HDSRQRIWKH)RXQGHUIHDWXUHGHVFULEHG feature, you can use your Intelligence, Wisdom,
below. or Charisma modifier, instead of Strength or
If the characters choose not to act in either side’s Dexterity, for the attack and damage rolls.
favor, then the Golden Bullet members won’t be able to
kill Isak Goldor and Lady Lyzah Ledany because of the
bravery of the vampire sentries and other train guards.
The attackers are killed and devoured by the vampires
on the train, and one or two of the attackers’ bodies
are preserved for further interrogation. However, only Whatever the characters’ choice regarding the Golden
one vampire sentry is left alive out of all of the train’s %XOOHW·VRIIHULVWKHWUDLQKLWVDEDUULFDGHÀOOHGZLWK
VHFXULW\PHPEHUV)XUWKHUPRUH/DG\/\]DK/HGDQ\LV explosives 10 rounds after the characters are given the
wounded and has lost 40 hit points. choice. Although the barricade is ineffective at slowing
down the train, the explosives destroy the train’s brake
When the characters see Lady Lyzah Ledany’s body system.
severely wounded by silvered battleaxes, the characters
KHDUWKH)RXQGHU·VYRLFHLQWKHLUKHDGV“Although If all combat ends in four rounds after the explosion,
these savages lack the intelligence needed to understand the WKHQWKHUHPDLQLQJWUDLQRIÀFHUVFDQUHSDLUWKHEUDNHV·
superiority of vampires, they were powerful enough to harm damage a little bit. If the characters didn’t join the
one. I don’t know whether this is proof of the savages’ power battle, then the brakes can’t be repaired at all.
or the weakness of this vampire, and I don’t want to disturb Even if the brakes are repaired, the train can’t slow
my mind’s serenity with such thoughts. However, one thing I down enough to stop at the Tunnel Station, and enters
do know is that these savages are uneducated and ignorant, the mountains through the tunnels without stopping.
and that they can’t know the value of such a vampire’s heart. If the brakes are repaired, then the train’s blood
Kill the wounded vampire. Rip her heart out. Feast on it. engine stops functioning completely somewhere
Claim the true treasure on this train.” EHWZHHQWKH7XQQHO6WDWLRQDQGWKH)LUVW0HWUR6WDWLRQ
If the characters attack Lady Lyzah, then the in the mountains. In that case, move on to the Last Walk
remaining vampire sentry attacks the characters as section.
ZHOO,IWKH\GRDVWKH)RXQGHUVD\VDIWHUNLOOLQJ/DG\ If the brakes can’t be repaired, then the train
Lyzah, then the characters that eat her heart gain can’t take a sharp turn that appears just before the
one blood degeneration. Eating the heart bestows the )LUVW0HWUR6WDWLRQ,WZLOOGLVFRQQHFWIURPWKHUDLOV
unique power that Lady Lyzah had onto the characters, crashing into the station. In that case, move on to the
but they can also alter that power to suit their needs. Trainocalypse section.
7KH\JDLQWKH:HDSRQRIWKH)RXQGHUIHDWXUHGHVFULEHG
below.
The Last Walk

Read or paraphrase the text below to your players when


the train stops moving:
Weapon of the Founder
You choose one simple or martial weapon such
as a longsword, greataxe, or longbow when you
gain this feature. As a bonus action, you can
conjure one (if the chosen weapon is one-

116
wounded people in the group, they can only walk at a
VORZSDFH7KHGLVWDQFHWRWKH)LUVW0HWUR6WDWLRQLV
miles, so the passengers’ travel time is approximately
The train stops moving. Some people wait 7.5 hours to get there. If the characters heal people or
in fear without knowing what to do, while help increase their travel speed in any other way, then
others get out of the train to check the blood the group can travel at a normal pace, which lowers the
engine. When you inspect the engine, you see time to 5 hours.
blood pouring out of metal pipes and a slowly
Read or paraphrase the text below to your players
shaking metal block ceasing to function, just as
when they start to walk:
a beating heart slowly stops. The blood engine
stops, the metal monster dies, and you witness
the moment of its death while standing within
the dark tunnel. You walk and walk in the long, dark tunnels.
The howling wind carries the sounds of your
Most of the train passengers are scared
steps, the coughs of the passengers, and the
because of the recent events. There are dead
slowly-ending cries of children away, making
people on the train, children are crying, and
them look insignificant.
most are waiting for someone to tell them
what to do. There is no sound except for the During the walk, you hear no other voices
cold wind blowing through the tunnel and the and see no other creatures. It makes you
murmurs of the scared people. Some of the uneasy to be so alone in this place. It is as if
passengers take the lanterns stored within the something is wrong, but you have no idea what
train and get out to look around. Like flies it might be, nor do you have any clue as to
attracted to light, people gather around those why.
who are carrying the lanterns. After hours of walking, you reach the end of
the tunnel, where the tracks take a sharp turn.
The tunnel opens up into a huge cave and you
can see the First Metro Station standing 50
The passengers start to talk about what to do. The feet below you. Another sharp turn stretches
characters hear the following suggestions and can in front of you, creating a jagged road down
choose to execute one or more of them: below.
An old dwarf says that they shouldn’t leave the bodies
unattended. He claims that if they’re not buried, then
the corpses will come back as creatures of the night and 7KHSHRSOHLQWKH)LUVW0HWUR6WDWLRQFRPHWRKHOS
haunt them. Others mostly agree, but they choose to the exhausted passengers. After hours of walking, the
burn the bodies quickly instead of burying them. FKDUDFWHUVDQGWKHRWKHUSDVVHQJHUVÀQDOO\UHDFKDVDIH
If one or more Golden Bullet members are alive, haven, where they can rest and wait for the next train.
WKHQWKH\VD\WKDWWKH\FDQOHDGWKHSHRSOHWRWKH)LUVW Read or paraphrase the text below to your players
Metro Station, where they can wait for the next train. ZKHQWKH\UHDFKWKH)LUVW0HWUR6WDWLRQ
Although people see them as being responsible for the
previous events, none can argue with them, especially
when they have weapons in their hands. People agree to
follow their lead.
If Lady Lyzah is alive, she is accompanied by what is Lanterns on the walls illuminate the station
left of her knights, vampire sentries, and other train with crimson–orange light. The light is thanks
guards. She raises her voice and tells the people that to the chemical reaction between angst and a
she is going to the next station. They have permission couple drops of blood.
to follow if they wish, or to die here pathetically. Most There are 15 people here who have been
people decide to follow. waiting for hours for the train to come. They
If none of the train guards, Golden Bullet members, are worried, just like the passengers you’ve
or Lady Lyzah are alive, then the people slowly start to accompanied here. People offer you food,
ZDONWRZDUGVWKH)LUVW0HWUR6WDWLRQLQVHSDUDWHJURXSV water, and blankets, and show you places
If the characters take the lead, then the passengers where you can rest.
follow without question.
Since there are old people, children, sick people, and

117
7KHFKDUDFWHUVFDQWDNHDVDIHUHVWDWWKH)LUVW0HWUR lightness, as if you were feather-light. The
6WDWLRQ<RXFDQÀQGPRUHGHWDLOHGLQIRUPDWLRQDERXW metal stops screaming. People look out of the
WKH)LUVW0HWUR6WDWLRQLQWKHFirst Metro Station section window in shock. It feels like you’re floating…
below. The adventure continues in the Madblood section. up until the train hits the station below and
death looks on in amusement.

Trainocalypse

Read or paraphrase the text below to your players if


WKH\WHOHSRUWHGWRWKH)LUVW0HWUR6WDWLRQWKURXJKWKH
teleportation circle in the Pipe Palace.
During the crash, the characters must make a DC 19
Strength or DC 19 Dexterity saving throw, taking 3d6
bludgeoning, 3d6 piercing, and 3d6 slashing damage on
a failed save, or half as much on a successful one.
You travel through a dark blue and snow white If the characters were not on the train or they didn’t
tunnel of colors and appear in a dark tunnel. kill Lady Lyzah (p. 290) and Isak Goldor (p. 103), the two
Behind you lies a dead end. In front of you, leave the crashed train wounded but alive. Lady Lyzah
the tunnel takes a smooth turn and a crimson– Ledany has lost 36 hit points, and Isak Goldor has lost
orange light dimly illuminates the area. 29 hit points. The vampire sentries, remaining Golden
As you follow the turn, you hear the echoing Bullet members, train guards, and Kanrath enforcers all
voice of a metallic monster screaming, an die during the crash if they are still alive at the moment
automaton in great pain, the dying voice of a of trainocalypse, along with most of the passengers on
metal god. Moments later, a train with a half- WKHWUDLQDQGPRVWRIWKHSHRSOHZDLWLQJDWWKH)LUVW
destroyed blood engine breaks off the rails 50 Metro Station. The Detective, if he is with the party,
feet above you, leaving the railroad, and flies has been gravely wounded and is dying. The characters
toward the First Metro Station located 100 have 10 rounds to save the Detective before he dies.
feet to the left and 60 feet in front of you. Regardless of whether the characters have arrived
The screams, cries, pain, fear, and the by teleportation or if they were on the train, the people
crushing of metal and stone mix together into ZKRDUHVWLOODOLYHDWWKH)LUVW0HWUR6WDWLRQKHOSWKH
a symphony, which death itself could listen to ZRXQGHG7KH\GRQRWLQWHUIHUHZLWKDQ\ÀJKWVEHWZHHQ
with pleasure for all eternity. the characters and other people.
7KHFKDUDFWHUVFDQWDNHDVDIHUHVWDWWKH)LUVW
0HWUR6WDWLRQ<RXFDQÀQGPRUHGHWDLOHGLQIRUPDWLRQ
DERXWWKH)LUVW0HWUR6WDWLRQLQWKHQH[WVHFWLRQ7KH
A disaster comes to life before the characters’ eyes. adventure continues in the Madblood section.
Although there is a considerable amount of distance
between the train and the characters, the characters
must make a DC 15 Dexterity saving throw to dodge
First Metro Station
the metal fragments scattered around by the force of
impact. They take 2d6 piercing damage on a failed save, 7KLVLVWKHÀUVWVWDWLRQWKDWZDVEXLOWLQWRWKH
or half as much on a successful one. mountains during the war between Kanrath and
Read or paraphrase the text below to your players if Cyherested. Originally built by the Kanrath military to
they are on the train: support the supply chain during the war, the station
now serves as a home to a few people and acts as a small
train station.
Normally, 13 people live in this station. On a crowded
day, 20 people can be found here if others come to get
The train moves faster and faster. You can feel
on the train. People living in this station generally
the extreme pressure that the train is applying
sell food, gems, and pelts that are unique to this
to the railroad. The train shakes continuously,
mountainous region to the passengers on the train.
people fall to the ground, objects fly around,
and everybody screams. The mountains have their own dangers, which
will be detailed in the upcoming sections. To protect
Then, you abruptly feel an instantaneous
the small number of people living here, two or three

118
This priest, Hermine (p. 122), was a cleric of the Sun
God residing in Cyherested 19 years ago. However, she
had received visions, or so she claimed, before leaving
Cyherested and living in the mountains as a cloistered
cleric.
All this time, she has frequently received mystic
visions, which led Hermine to believe that the Sun God
and the Blood God are the same entity, and one can
achieve greatness only by wielding the powers of both
forces. She searched for forbidden tomes throughout
the mountain range, gained vampiric powers, and
developed unique powers. However, loneliness drove
her mad, so she used the god’s powers to kidnap
people and turn them into vampiric creatures called
madbloods who strictly obey Hermine’s commands.
This way, she thought she had built a family for himself
with whom she could share the rewards of the god’s so-
called divine quest.
A madblood is a crazed vampire. When a mortal is
turned into a vampire, they try to drink blood from the
closest source. If this newly turned vampire consumes
too much blood or devours a creature completely
instead of just drinking its blood, the vampire turns into
a madblood. A madblood is a distorted vampire with no
self-control whose only desire is to drink blood.

mountaın guard Recently, Hermine has received one last vision about
KRZWRFRPSOHWHKHUÀQDOWUDQVIRUPDWLRQZKLFKFDQEH
done by killing the characters and drinking their blood.
She sends her madblood army to catch the characters
and bring them to her, killing anyone who tries to
prevent this.
mountain guards (p. 283) are on patrol here. Mountain
guards are volunteers living in the mountain range Read or paraphrase the text below to your players
who work together and protect their homes if they are when the attack takes place:
from different communities. These guards and their
communities will also be detailed in the upcoming
sections.
You hear screams echoing through the
There is an antiquated radio station here that is
tunnels. A shiver runs down people’s spines.
connected to some other parts of the underground
After a moment of shock, people try to find
communities. Whatever the train’s situation is, the
a place to hide and mountain guards draw
people of this station send the news to these other
their weapons as creatures out of your worst
parts, and more mountain guards come to help.
nightmares appear in the tunnels. They have
no faces or identities. They are monsters
Madblood whose only desire is to devour flesh and blood.

:KHWKHUWKHFKDUDFWHUVÀQLVKDORQJUHVWRUFKRRVHWR
leave the train station immediately in the aftermath of An overwhelming number of madbloods attack the
either the Trainocalypse or The Last Walk, the following station. Some of them target the mountain guards,
events take place before the characters leave. while some of them directly aim for the characters. If
There is a fallen priest of the Sun God living in a small you, as the GM, feel that rolling initiative for all of them
cave. The cave entrance is a small crack on the wall of and thinking through all of their turns would be too
WKHUDLOURDGWXQQHOEHWZHHQWKH)LUVW0HWUR6WDWLRQDQG complex and tiring, end the combat going on around
the next station, which is the Departure Well Station. the characters when they defeat 10 madbloods. By the

119
time the battle ends, half of the people at the station
madblood
end up dead.

Madblood
Medium undead, neutral evil

Armor Class 13
Hit Points 30 (4d8 + 12)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 16 (+3) 16 (+3) 4 (-3) 5 (-3) 4 (-3)

Saving Throws Strength +5, Dexterity +5, Constitution


+5
Damage Vulnerabilities radiant
Damage Resistances necrotic, poison
Condition Immunities charmed, exhaustion
Senses darkvision 120 ft., passive Perception 7
Languages -
Challenge  ;3

Spider Climb. 7KHPDGEORRGFDQFOLPEGLIÀFXOW


If the characters decide to go to a safer place and
surfaces, including upside down on ceilings, without
the Trainocalypse didn’t happen, then there is a single
needing to make an ability check.
train car with an attached, working blood engine in the
Sunlight Sensitivity. While in sunlight, the madblood station. It can carry up to 15 people. The blood engine
has disadvantage on attack rolls, as well as on Wisdom works when everybody aboard donates 1 hit point
(Perception) checks that rely on sight. worth of blood to its blood tank. In this case, move on to
the Second Blood Vision section.
If the characters decide to go to a safer place and the
ACTIONS Trainocalypse happened, then everybody starts walking
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one to Meredel through the tunnels. In this case, move on to
creature. Hit: 6 (1d6 + 3) slashing damage plus 3 (1d6) the Second Blood Vision section.
necrotic damage. Also, the target’s hit point maximum If the characters decide to follow the madbloods’
decreases by an amount equal to the necrotic damage tracks and put an end to this madness, then the
dealt, and the madblood regains 1 hit point. This mountain guard who found the tracks accompanies
UHGXFWLRQODVWVXQWLOWKHWDUJHWÀQLVKHVDORQJUHVW them. In this case, move on to the Apostate of the Sun
section.
If the characters decide to do none of the above and
After the combat ends, several of the remaining move through the tunnels on their own, move on to the
mountain guards arrange for transporting all of the Second Blood Vision section.
living people to a safer place called “Meredel”, which Level Up! The characters have survived thus far. If the
is one of the settlements deeper in the mountains. As characters move on to the Second Blood Vision section,
a precaution against a second madblood attack, one of inform your players to level up (to the 6th level).
the mountain guards offers to follow the tracks of the Otherwise, they will proceed to the Apostate of the Sun
madbloods and help destroy their nest. section as 5th level characters.

120
Apostate of the Sun The air changes drastically as you move
through the crack. It is fresh and carries the
The characters follow the madbloods’ tracks alongside scent of many flowers. However, the tracks on
Derlion (half elf, neutral good, mountain guard). the ground tell a different story. This is truly a
Derlion is a young resident of the mountains. He loves place of death: the source of the madbloods.
living away from the cities’ chaos, not paying taxes, The crack on the wall leads to a tunnel
and not being a slave to the cities’ vampire or sorcerer that turns slightly to the left 30 feet in front
rulers. of you. After the turn, the tunnel goes
If asked, Derlion states his enthusiasm for killing straight ahead for 100 feet with a slight slope
madbloods as the following: “I lost my sister to madbloods downwards. At the end of the tunnel is an
two years ago. Since then, I have been training hard every day opening leading to a 40-foot-wide cave.
to destroy them once and for all. I know about one madblood There lies a heavenly garden in the cave
hive, but it’s far from here. This is new for me as well, so I before you, the source of the beautiful
ZDQWWRÀQGWKHLUSODFHDQGNLOOWKHPDOO,WVKRXOGQ·WEHWKDW flower scents. You see flowers of every color
PXFKRIDSUREOHPDV,VKDOOÀJKWDORQJVLGHWDOHQWHGSHRSOH blooming and covering the ground and the
like you.” walls of the cave. However, at the other end
The tracks lead to a crack in the wall, which is so of the cave, there lies a throne of bones
small that only one Medium-sized or smaller creature and skulls placed on top of the flowers. An
can squeeze through it at a time. Read or paraphrase old human woman is sitting on the throne,
the text below to your players when the characters wearing worn leathers and a white robe on
enter the crack: top. There are five madbloods around her.
The old woman is petting one of their heads,
while another one is embracing one of her legs

121
like a little child.
Sunlight is directly hitting two points in the
cave through a small crack on the ceiling: the
throne and the stone altar placed next to it.
Weirdly enough, the sunlight is not affecting
Blood of the Sun
the madblood, and it is reflecting off the You can choose to empower your attacks
magical surfaces of the morningstar placed on with the power of the sun in exchange
one side of the throne and the shield placed for your life essence. When you make a
on the other side. There are depictions of the successful attack, you can lower your hit
sun carved on the stone altar, which is also point maximum by 5 and deal an extra 10
covered with blood. There is a bowl on the radiant damage. This reduction lasts until
altar, in which water and blood is mixed. \RXÀQLVKDORQJUHVW
The old woman greets you, smiling and
revealing her vampiric teeth. “Welcome, infidels of
the outer world and the keys of my ascension.”
Treasure. Hermine was wearing a set of +1 leather,
carrying a +1 shield, and was using a morningstar taken
The old woman is Hermine, the mother of the
from a vampire of Kanrath, a +1 Kanrath morningstar
madbloods that attacked the characters. She is not
(p. 266). The stone altar can also be opened like a
open to negotiation, and she personally attacks the
chest by sliding its upper part to the side. The altar
characters while ordering the madbloods to attack
FRQWDLQV.)&6DQGERRNVWLWOHGWords of
them as well. Her one and only goal is to drink the
Blood, The Crimson Truth, The Real Power of Tolia, True
blood of the characters, thereby drinking the blood of
King of Kanrath: A Philosophical Study of the Founder, The
WKH)RXQGHUDQGSHUIHFWLQJKHUYDPSLULFSRZHUV
Blood God’s Dogma, A Reality Painted Red, Sun vs. Blood:
Once Hermine and the madbloods die, read or A Religious Study on Two Gods, Masters of the Fang: A
paraphrase the text below to your players: Historical Research About Vampiric Methods, and Bitter
Enemies or Best Friends: A Study on the Blood God and the
Sun God. These books can be used as an arcane focus
or a divine focus. There are also descriptions of the
With a small shift in the soil and rock, the following spells within the pages, which can be used
cracks, through which the sunlight entered the as single-use spell scrolls: animate dead, bane, bless,
room, close, leaving the cave in darkness. You protection from evil and good, and warding bond.
suddenly smell the overwhelming stench of rot
and decay, and realize that all of the flowers
within the cave have died and decayed within
moments.
Hermine
Medium humanoid (human), neutral evil

Armor Class 15 (+1 leather, +1 shield)


:KHQ+HUPLQHGLHVWKH)RXQGHUZKLVSHUVWRWKH
characters: “She believed that she could master the powers Hit Points 66 (12d8 + 12)
of blood and sun together, becoming an abomination. Yet you Speed 30 ft.
FDQJUHDWO\EHQHÀWIURPWKLVDERPLQDWLRQ3RXUKHUEORRGLQWR
the bowl on the altar and drink it.”
STR DEX CON INT WIS CHA
,IWKHFKDUDFWHUVGRDVWKH)RXQGHUVD\VWKHQWKH\
gain one blood degeneration and the Blood of the Sun 17 (+3) 11 (+0) 12 (+1) 15 (+2) 18 (+4) 16 (+3)
feature described below.
Saving Throws Strength +5, Wisdom +6
Skills Arcana +4, Athletics +5, Perception +6, Religion
+4

122
Damage Resistances necrotic
Senses darkvision 90 ft., passive Perception 16 Twisted Corridor
Languages Common, Old Common
Challenge  ;3

Regeneration. Hermine regains 2 hit points at the start


of her turn if she has at least 1 hit point. 6WDUWSOD\LQJ´'UHDPVRIWKH)RXQGHUµRQWKH
“Bloodpunk OST”. Read or paraphrase the text below
ACTIONS to your players when the second blood vision starts:
Multiattack. Hermine makes two attacks, only one of
which can be a bite attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
willing creature, or a creature that is grappled by The surroundings start to change. The walls
Hermine, incapacitated, or restrained. Hit: 6 (1d6 + 3) and the objects around you bleed into each
piercing damage plus 7 (2d6) necrotic damage. The other, the people around you meld into one
target’s hit point maximum is reduced by an amount another. As the screams of the living echo
equal to the necrotic damage taken, and Hermine through the tunnels, you feel the might and
regains hit points equal to that amount. The reduction power of the vampires once again. Everything
ODVWVXQWLOWKHWDUJHWÀQLVKHVDORQJUHVW
turns a blood-red color and the heavy smell
+1 Kanrath Morningstar. Melee Weapon Attack: +6 to of blood fills your noses. The mountain shifts
hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) piercing and changes, becoming the corridor that
damage plus 3 (1d6) poison damage.
you’ve seen in your previous shared vision.
However, there are five paths before you now
BONUS ACTIONS instead of one. At the end of each corridor of
Detonate Sun (Recharge 6). Hermine chooses a point blood, a different figure is waiting for you.
within 60 feet of her. An orb of sunlight, hovering in
the air, appears at the chosen point and detonates,
ÀOOLQJWKHDUHDDURXQGLWLQDIRRWUDGLXVZLWK
sunlight. All creatures within the affected area must
succeed on a DC 14 Constitution saving throw or be
stunned until the end of their next turn. Hermine’s -XVWDVWKHSOD\HUVGLGLQWKHÀUVWEORRGYLVLRQ
madbloods are not affected by this feature. they interchange their character sheets, but this
time in a different order than before.
7KHUHDUHÀYHGLIIHUHQWFRUULGRUVVWDQGLQJEHIRUH

Second
WKHFKDUDFWHUVZLWKDGLIIHUHQWÀJXUHZDLWLQJDWWKH
end of each of them. These are the memories and
GUHDPVRIWKHGLIIHUHQWDVSHFWVRIWKH)RXQGHUDOORI
which will tell stories from the different stages of the
)RXQGHU·VOLIH7KHYLVLRQZLOOOHDGWKHFKDUDFWHUVWR

Blood Vision meet these personas in a certain order.


7KH)RXQGHUZDVD&ULPVRQKXPDQDEHLQJ
marked by the mystical powers of blood, and a
Throughout this part, the characters are going to person destined to change the world. However, his
GHOYHGHHSHULQWRWKH)RXQGHU·VSHUVRQDV0D\EH potential to wield great power came at a price. The
WKH\ZLOOXQGHUVWDQGWKHPRWLYHVRIWKH)RXQGHU same gift that gave him control over the powers
and deem him to be righteous, or maybe they will of blood was eating at him from the inside, killing
pronounce him as their greatest enemy. However, him slowly and leaving him weak. He searched
know that the choices that the characters are going for a cure for many years, and the visions that the
to make will greatly affect their own fates. characters will see are some of the moments from
that search and some of the dreams that he had

123
while conducting that search. However, at the same
WLPHWKH)RXQGHUKDGFDXJKWWKHDWWHQWLRQRIWKH6XQ
God’s servants ever since his childhood, and they would The corridor transforms into an alchemist’s
VRPHWLPHVFDXVHWURXEOH³DVLIWKH)RXQGHUGLGQRW laboratory. There are many workbenches,
have enough problems already. alchemical setups, tubes, and boiling
7KHÀYHGLIIHUHQWÀJXUHVLQWKLVYLVLRQUHSUHVHQW cauldrons around the perimeter of the
WKHÀYHGLIIHUHQWSHUVRQDVRIWKH)RXQGHU7KH\DUH laboratory. In the middle of the room, the
the Child, the Divine, the Human, the Monster, and Child Founder stands near a pool of blood,
WKH6FKRODU7KHUHZDVDWLPHZKHQWKH)RXQGHU attentively observing all of the experiments
embodied each of these personas. Each persona has and taking notes with great care in Draconic.
its own unique characteristics, so each persona offers The alchemical concoctions slowly flow into
a different challenge in its own way. As the GM, note the pool through canals carved into the stone
that the characters are in a dream-like state, and do not ground. He turns to you and says, “I have been
consistently have control over themselves and their trying to cure my disease, but there’s something that I can’t
surroundings. The following events should feel like they figure out. Can you help me? Thank you.”
DUHXQUHDOLVWLFUHÁHFWLRQVRIKLVWRULFHYHQWV
If a character dies at any time while within the vision,
the character regains all of their missing hit points and
any hit point maximum reduction that the character
is suffering from ends. The character keeps living. In
return, the character gains one blood degeneration
each time death is denied in this way.
7KHFKDUDFWHUV·FKRLFHVLQWKHÀYHXSFRPLQJVFHQHV
will heavily change the ending of the vision. After
each of the following scenes, note down whether the
FKDUDFWHUVDJUHHGWRWKH)RXQGHU·VGHPDQGVDFFHSWHG
KLVRIIHUVRUSURWHFWHGWKH)RXQGHUIURPGDQJHU,I
WKH\VLGHZLWKWKH)RXQGHULQWKUHHRXWRIÀYHVFHQHV
then move on to the History of Blood section. Otherwise,
move on to the Blood PrisonVHFWLRQDIWHUWKHÀYHVFHQHV
If the characters are split on making decisions, look at
WKHUHVXOWRIWKHHYHQW)RUH[DPSOHLIPRUHWKDQKDOIRI
WKHFKDUDFWHUVDFFHSWRQHRIWKH)RXQGHU·VRIIHUVWKHQ
the offer can be counted as accepted. If half or less than
half of the characters accept his offer, then, it can be
counted as not accepted.

1. The Child

The Child is a 10-year-old human boy. He wears a


VHWRIÀQHGDUNJUD\DQGGDUNUHGFORWKHVWKHNLQG
worn by nobles. His exceptionally white hair is well-
trimmed, and his amber eyes shine with extraordinary
intelligence, indicating that he is one of the Crimson,
an individual destined to achieve greatness. His
eyes already look around with the weight of life
and maturity, yet he is still curious and hopeful like
a child. His tone is polite and his Old Common is
perfect. Because of his rare, unknown illness, his nose
bleeds frequently, and he wipes up the blood with his
handkerchief.
Read or paraphrase the text below to your players
ZKHQWKHFRUULGRUOHDGVWKHPWRWKH&KLOG)RXQGHU

124
The Child asks the characters to carry out some of the walking with the help of a cane of which the
alchemical procedures in his place. These can be done head is carved in the shape of a dragon’s head.
with a successful DC 17 Intelligence (Arcana) check, or When you reach a large wooden table placed
with a successful DC 13 Intelligence check made with near the incredibly long bookshelves, he turns
alchemist’s supplies, brewer’s supplies, or an herbalism to you and politely asks, “Would you be so kind as to
kit. Only one of the characters needs to succeed on this place them on the table?” His nose bleeds, and he
check to carry out the alchemical procedure without politely wipes the blood with his handkerchief.
error.
While studying the dusty tomes, the Human
If all of the characters fail the check, then the blood Founder starts speaking to you. “I have been
pool explodes and a sanguine elemental (p. 284) studying hard since my childhood. I’ve always dreamed of
spawns from it, attacking the characters. After the living like other people, feeling emotions, loving others,
elemental is defeated, the Child says, in a very polite watching the stars in search of meaning… Yet my disease’s
and advising tone, “It is inappropriate for grown-ups such progress is slower than I’d imagined. It does not let me
as you to fail at such basic tasks. Mortals’ success at failing say goodbye to this world. It is giving me enough time to
my expectations is already more fascinating than you can experiment, to study, and to search for a cure, but not
imagine. You should educate yourselves better.” enough time to solve its mysteries. Is this hope? Maybe I
If at least one of the characters succeeds on the should abandon all hope too.”
check, then the blood pool in the middle of the room
transforms into a stable gate leading to a realm of
blood. The Child says, “I have put my trust in the people
around me many times, and they’ve failed to meet my
expectations. However, you’ve surprised me. Thank you for
your efforts.”
If the characters refuse to help the Child, then the
Child tries to conduct all of the alchemical processes by
himself. However, he proves to be a bit too slow. The
blood pool explodes and obsidian chains emerge from
within the pool, grappling the Child and pulling him
into the pool. While the scene ends, the Child speaks,
“You’ve done wrong. Whose side are you on? Why is everyone
against me?”
After the scene concludes, the vision changes and the
FKDUDFWHUVÀQGWKHPVHOYHVLQWKHFRUULGRUDJDLQVORZO\
DSSURDFKLQJWKH+XPDQ)RXQGHU

2. The Human

7KH+XPDQLVWKH)RXQGHUEHIRUHKHEHFDPHDYDPSLUH
8QOLNHWKH)RXQGHUWKH+XPDQORYHVHPRWLRQVDQG
simple mortal pleasures. He looks to be physically
ZHDNHUWKDQWKH)RXQGHU\HWKHVWLOOKDVWKHQREOH
posture that the other personas have. He visibly looks
ill, but strangely, the Human has a genuine smile.
Read or paraphrase the text below to your players
ZKHQWKHFRUULGRUOHDGVWKHPWRWKH+XPDQ)RXQGHU

You find yourself in an enormous library,


assisting the Human Founder with carrying
tomes. The Human is visibly ill. His body is
too weak, he is constantly coughing, and blood
is slowly painting his handkerchief red. He is

125
The Human is in a melancholic state of mind, Read or paraphrase the text below to your players
although he is trying to cling to hope. The characters when the corridor leads them to the Scholar:
DQGWKH+XPDQ)RXQGHUFDQWDONIRUDVORQJDVWKH\
want. As the GM, make sure that all of the Human’s
answers have a melancholic yet hopeful tone. He
can start a sentence while smiling and end the same
sentence in despair. You are on the top of a mountain, trying to
Read or paraphrase the text below to your players at walk through a raging blizzard. Before you
a point that you think is appropriate: lies a human in librarian robes. He is trying
to crawl through the snow and his nose is
bleeding. The spells that seek to let him stand
tall amidst the snow and let him live appear
to be straining; the magical energies around
Suddenly, a flash of blinding light fills the
him glow with stress. The sun shining brightly
library. When you regain your sight, a creature
in the sky can be clearly seen through the
of sunlight stands before you. The angelic
blizzard. The Scholar starts speaking. “I’ve
creature says, “You are too dangerous to be allowed
searched for a cure since my childhood and I’ve finally found
to live. Today, your suffering ends at my hands. This is the
it. I must reach that book. I have to! I can’t die now. I just
ultimate mercy that I can show for you.”
can’t. I will live a life like the others. Sun! Why don’t you let
me live?”
Then he stands up, renewing some of the
spells protecting him. Given the way he is
The angelic creature is a ÀUHHOHPHQWDOmade of
casting the spells, you understand that the
KRO\ÀUH:KHQLWGHDOVÀUHGDPDJHLWFDQFKRRVH
Scholar is a wizard. Casting spells makes his
to deal radiant damage instead. It is also immune to
nose bleed again.
radiant damage, and instead of a Touch attack, it uses a
JUHDWVZRUGPDGHRIKRO\ÀUH After a brief walk, you see a figure appear in
the blizzard. It is hovering above the ground,
If the characters help the Human vanquish the
wearing a black robe, and carrying a scythe.
HOHPHQWDOWKH+XPDQ)RXQGHUVD\V“Sometimes I think
The hood of the robe is covering its skull.
about giving up on it all. I think about death. Then I see such
Upon noticing the figure, the Scholar sighs
creatures trying to destroy me. They remind me that my
and says, “Death… How many times must I send you
existence has to have a meaning in this world. I must have a
away? I will not die. Neither today nor anytime soon.” The
purpose since I have enemies. Thank you for helping me.”
figure flies towards the Scholar, drawing its
If the characters don’t help the Human or side with scythe. The Scholar looks too tired to fight.
the elemental, then the elemental burns the library to
the ground along with the Human. While burning in the
ÁDPHVKHVD\V“Do you hate me that much? What did I do
to you? Don’t I have the right to live? I want to live! I am… I 7KHÀJXUHLVDQHPLVVDU\RIGHDWK,WXVHVWKHwraith
was a human after all!” The angelic creature then turns stat block with the following changes: it has AC 15, it
to the characters and says, “You are no different than this does not have the Sunlight Sensitivity trait, and it uses
monster. You have the same blood.” It then attacks the the scythe when making its Life Drain attack. The DC of
characters. the Constitution saving throw for the Life Drain attack
After the scene concludes, the vision changes and the is 16 instead of 14.
FKDUDFWHUVÀQGWKHPVHOYHVLQWKHFRUULGRUDJDLQVORZO\ If the characters vanquish the emissary of death, then
approaching the Scholar. the Scholar says, “Thank you for your help. I have been
encountering too many obstacles, which proves that I am on
the right path. I will never forget this, for blood never forgets.
3. The Scholar %ORRGLVPDJLFEORRGLVOLIHEORRG·VYHUGLFWLVÀQDODQGLWLV
eternal.”
The Scholar is the knowledge collector and truth- If the characters let, or help, the emissary of death
VHHNLQJVLGHRIWKH)RXQGHU+HZHDUVDOLEUDULDQ·VUREHV kill the Scholar, then the Scholar says, “I will never forget
this time, with colors similar to those of the Child’s this, for blood never forgets. Blood is magic, blood is life,
clothes. His back is bent with the weight of all the EORRG·VYHUGLFWLVÀQDODQGLWLVHWHUQDO<RXUSXQLVKPHQW
knowledge he bears. The Scholar looks weak and ill. shall be eternal as well.” Then, the emissary of death

126
turns to the characters and says, “Death visits all. None bat-like humanoid creature. Two bone spikes jut out
can escape from it. Your time has come.” It then attacks the WKURXJKWKHÁHVKRIKLVIRUHDUPVFUHDWLQJZHDSRQVRI
characters. ERQH+HLVEUXWDOLW\PDGHÁHVKZUDWKUHLQFDUQDWHG
After the scene concludes, the vision changes and the and hunger that can never be satiated. He wears armor
FKDUDFWHUVÀQGWKHPVHOYHVLQWKHFRUULGRUDJDLQVORZO\ made of bones.
approaching the Monster. Read or paraphrase the text below to your players
when the corridor leads them to the Monster:

You are in a huge cave, deep underground.


The screams of the various creatures around
you fill your ears; some curse, some beg for
mercy, and some of them can only scream
in pain. As you walk forward, you see where
the Monster is standing. However, the figure
chained to the ground before him succeeds in
catching your attention first. The figure is an
angel, the purest creature you have ever seen
and that you’ll probably ever see.
The angel’s white feathery wings have been
ripped off by the Monster. They are visibly in
pain because of the rotten wounds caused by
the Monster’s bone spikes. The angel cries,
their silver tears dropping to the ground. It
is the saddest scene you could ever possibly
imagine.
Then the angel looks at you and begs, “I know
that you have good hearts. Please free me. I am a creature
of mercy, and all I ask is to be shown some of it. Please, I
am begging you. Please!” The Monster then turns
to look at you, wearing a wicked smile and
revealing his fangs. “So great in power, yet so weak
in spirit. The power of this angel deserves to be wielded by
a higher form of being—beings such as us! Come! Join me!
Let’s feast!”
The Monster holds the neck of the angel
within his clawed hands and dives his teeth
into the celestial flesh.

The Monster wants to drink the blood of different


creatures, taste all of them, and absorb all of their
powers. His hunger is endless. Although he now looks
like a savage monster, his eyes still spark with his
characteristic intelligence, which makes him even more
GHDGO\,QWKLVVFHQHWKH)RXQGHUZDQWVWRWHVWWKH
characters with a tough decision, and cuts the scene
VKRUWZLWKRXWDÀJKWDIWHUWKHFKDUDFWHUVPDNHWKHLU
4. The Monster decision.
If the characters join the Monster and drink the blood
7KH0RQVWHULVWKHYDPSLULFVSLULWRIWKH)RXQGHU,W of the angel, then the characters feel like the blood of
LVZKDWZRXOGEHOHIWRIWKH)RXQGHULIWKH&KLOGWKH the angel is burning away what good is left within them
Human, and the Scholar are gone. The Monster is a

127
FKDUDFWHUVÀQGWKHPVHOYHVLQWKHFRUULGRUDJDLQVORZO\
approaching the Divine.

5. The Divine
7KH'LYLQHLVWKHIRUPWKDWWKH)RXQGHUVHHV
KLPVHOIDV$FFRUGLQJWRWKH)RXQGHUKHLVD
divine being, a force of nature. In this form,
he looks like a marble statue. His eyes are
SRROVRIEORRG+HZHDUVDFURZQDÁDZOHVV
FORDNDQGDÁDZOHVVORQJVNLUWDOORIZKLFK
are purely made of blood. The blood creating
these items is dripping upwards, defying
gravity, indicating that the Divine is a force
of nature that can bend the rules of reality.
Read or paraphrase the text below to your
players when the corridor leads them to the
Divine:

You are in the golden throne room of a


god, around which a marble temple has
been built. Hundreds—no, thousands—
of creatures decorate the walls of the
throne room. They are bleeding slowly
and whimpering in pain, looking like a
living painting made of flesh. You see
the Divine sitting on the throne. He is
holding a marble staff, whose upper end
holds an orb of blood and the other end
is a bloody spear.
There are thousands of vampiric figures
as it pours down their throats. The Monster turns to within the throne room, all facing the Divine.
them again, saying, “Blood! Carnage! Power! Can you feel it? They are all kneeling down in awe, fear, and
I can already feel the power surging through me.” He then respect.
creates a radiant sword in his hand as if he has stolen The Divine looks at you and speaks in a
the angel’s powers by drinking their blood. commanding voice that echoes in the room,
If the characters do not join the Monster’s feast, then “You and I share the same dream. We want power. We want
the Monster bleeds the angel dry. Then he turns to the to be on top. We are not to be commanded, not to be made
FKDUDFWHUVEULHÁ\DQGVD\V“I presented you with one of to kneel. There are so many wrongs in this world. So many
the greatest gifts that you could ever imagine, but you showed mistakes, so much pain, and so much suffering. There is no
weakness and chose to grant mercy to the angel. That was righteousness left. But we can restore it. It is our destiny.”
DPLVWDNH7KHÁRZRIEORRGFDQ·WEHVWRSSHG%ORRGOXVWLV A golden bowl appears before you. It is
eternal. Since you showed them mercy and tainted the feast, filled with blood, and you hear the Divine’s
I now have to perfect them.” He opens a wound on one of echoing voice again. “Drink. Drink if you want to
KLVDUPVZLWKKLVFODZVDQGOHWVKLVEORRGÁRZDFURVV correct the mistakes of this world.”
the angel’s body. The angel is slowly covered in blood.
They grow their feathery wings back, but dripped in
fresh blood this time. The angel rejuvenates, and rises
into the air slowly. The Monster speaks again, “Behold
the true angel of blood! Rise, Thanetiel, Rise!”
After the scene concludes, the vision changes and the

128
129
The Divine may also talk about the personal lives of sleeping on a bed. The group’s leader, the
the characters, pointing out the problems that could High Paladin, declares, “The baby should be accepted
have been solved or that they will be able to solve in the by the temple. We can lead this poor soul to righteousness.
future if they have enough power to do so. It is a pure soul that can be shaped by the light of the sun.”
If the characters drink the blood, then the Divine However, one of the group’s higher ranking
is pleased and the thousands of vampires around members, the Warrior-Cleric, says, “One day,
the characters look at them, fascinated. Some of the this child will learn about what we did to the other giants,
vampires approach them and pledge their service to and will try to exact vengeance upon us. This should end
them. now.” Although you can’t see these two figures
from your vantage point, you can feel the
If the characters refuse to drink the blood, then the tension rising between them.
Divine speaks once again. “You are less than maggots, and
you deserve to be treated as such.” With his words, three The group divides into two, the dispute
vampire spawns wearing plate armor and wielding escalates quickly, and the two groups attack
greatswords and greataxes emerge from the crowd and each other, with each one claiming that they
attack you. are defending the dogma of the Sun God.
Followers of the Warrior-Cleric cut down
After the scene concludes, the vision changes and the the others and leave them to bleed to death,
FKDUDFWHUVÀQGWKHPVHOYHVLQWKHFRUULGRUDJDLQ7KH\ including the characters. The vision ends
are standing in front of the door leading into the throne before the characters can see the baby frost
URRPWKDWWKH\VDZLQWKHÀUVWEORRGYLVLRQ giant’s fate.

History of Blood
The characters’ and the others’ blood paints the
room red, a strange heat envelops their minds, and the
environment changes again. Read or paraphrase the
text below to your players:

The characters are in front of the door leading to the


throne room. The door is a bit more damaged than
LWZDVGXULQJWKHÀUVWEORRGYLVLRQEXWWKHGDPDJHG You have been walking through the snow-
parts are covered with molten gold and silver. The covered landscape of Tolia. You and some
characters open the mystical door and open their minds of the others survived the last battle against
as the vision continues. The characters are about to your brothers and sisters in faith. Your
witness the past of the Crimson King, the current king old brothers and sisters… Many of your
RI.DQUDWKDQGWKH)LUVW&KLOGRIWKH)RXQGHU$VWKHLU companions died since none of you have been
environment changes, read or paraphrase the text able to channel the Sun God’s powers. You’ve
below to your players: been abandoned. You’d once found peace
under the sunlight, but it is now a burden on
your shoulders.
The group’s leader is the former High
Paladin. His once-merciful face is now
You are standing in a dark, cold, stone castle painted with pain and sorrow. Some of his
made by frost giants. You are storming the wounds are still bleeding, yet his steps are
castle, killing all of the giants with your fellow firm. “I met someone, a person of power, four years ago.
clerics and paladins of the Sun God. Cold and He wants to build a new city, one where we can live without
fire clash in every corner. Shields are crushed the fear of being hunted,” he says to the survivors.
under huge hammers, and the blood of the “This person I know… He is… he is a person of the night.
frost giants mixes with the blood of your fallen He can help us.”
companions.
After many days and many nights of travel,
At the end of the raid, you find a room you are welcomed at the gates of Kanrath. This
in which the baby of the frost giant king is is a dark city. It is as if dark clouds always cover

130
its sky, preventing sunlight from reaching it. The runes on the ground glow with magic, all
Although you’d have once seen this as a heresy of you start to speak words of magic against
and denounced all of the city-dwellers as your own will, and the Founder releases some
infidels, you now find it acceptable. of his own blood to mix it with the paladin’s.
Then, as the finishing move, the Founder
You move into a courtroom. There stands a
gives the orb of blood back to the paladin,
person with pale skin, amber eyes, and white
bestowing him with the gift of life once again.
hair, wearing fine gray and blood-red clothes,
The former High Paladin stands up slowly,
a ruby necklace, and three ruby rings. This is
looks at his hands, looks around, opens the
the Founder. He speaks with all of you around
newly-formed bat-like wings on his back, and
a round table and offers you a hot meal, good
kneels down before the Founder with respect.
wine, and fresh water. The former High
He calls the Founder “Father…”
Paladin is standing as nobly as the Founder.
Although he is broken, wounded, and tired,
his hazel hair, imposing height, well-built
body, and graceful etiquette are saving the day.
When this scene ends, move on to the section titled
Your conversation with the Founder takes Reunion.
hours, and at the end, everyone accepts the
Founder’s words: “The teachings of the Sun God create

Blood Prison
an illusion. Everybody can twist them in their own favor,
and everybody can claim that they are doing the Sun’s work.
The teachings of the Blood God can also be used for personal
interest, but at least there is no illusion to it. Their teachings
support it. Whoever taps into the power within blood shall
be the rightful leader. Just as blood flows like a river, so too
shall the powerful write their own destiny.”
The characters are in front of the door leading to the
throne room, but instead of a proper door, there stands
:KHQWKH)RXQGHU·VVSHHFKHQGVEORRGÁRZVIURP a swirling portal of blood before them.
the walls around the characters, and they drown. This is the only way forward. When they enter, read
7KHHQYLURQPHQWFKDQJHVIRUWKHÀQDOWLPH5HDGRU or paraphrase the text below to your players:
paraphrase the text below to your players:

You find yourself in a huge underground


You are the mystics conducting one of the cave that has no exit. There are hundreds of
most important rituals in mortal history: the chains, and each link has arcane runes carved
transformation of your leader, the former into it. There is a hook at the end of each
High Paladin, into a vampire. The room of these chains, and all of these hooks are
around you is lit with many crimson-flamed attached to the flesh of a blood angel, leaving
candles. There are many complex ritual circles the angel suspended in the air. The angel’s
on the ground, covering the room. Some of feathery wings are covered in blood, as well
you are saying the words for the ritual. They as their armor and claws. You can clearly see
are filled with arcane power. The power flows the flame of vengeance in the angel’s eyes.
through you with every word, leaving you As you draw your focus away from the angel
covered in sweat. The rest of you are painting and look around the cave, you see a minotaur
the ground with blood, drawing runes of with dark-purple fur. The minotaur draws his
the Blood God and praying in their name at glaive and says, “Speak your intentions and speak true!”
the same time. In the middle of the circles,
there stands the Founder and the former
High Paladin. As the ritual continues, the
Founder casts a powerful spell, drawing all of
the paladin’s blood out of his body. He creates
an orb of blood in the air, killing the paladin.

131
This place is the prison of a blood angel. With a the process by exploding out of its body. Knowing this,
successful DC 17 Intelligence (Religion) check, the Razawd does not let any creature approach the angel
characters can learn the following information: When beyond this 120-foot boundary.
a powerful angel is slain and its corpse is sustained Both Thanetiel and Razawd try to persuade the
and mutilated through hideous blood experiments, its characters to do their bidding. Their suggestions are as
essence is intuitively altered and transformed. Once follows.
its body is awakened from its slumber, it goes to seek
vengeance upon the heretics that wield the secrets Razawd says that “The Founder is the greatest visionary
RIEORRG)XHOHGE\KDWUHGDQGEHDULQJWUDFHVRIWKH in mortal history. His knowledge challenges that of the gods,
mystical arts of blood within its veins, a blood angel his plans leave the devils surprised, and his might can only
is sustained by neither deities nor faith; instead, it be measured with armies, not by individuals. He also found
sustains itself through the awakened blood forced me and gave my miserable life a purpose. Once, I was killing
upon its desecrated body. They are extremely powerful without purpose, respecting only physical might, butchering
creatures, wielding almost godly powers. others without thinking. But now… now, I am guarding an
angel until the day the Founder decides to release it again. My
The minotaur is the guardian of this place. His name life has a purpose. I can’t let you disturb the Founder’s plans.
LV5D]DZG+HKDVIROORZHGWKH)RXQGHUIRUPDQ\ ,I\RXZDQWWRUHOHDVHWKHDQJHOWKHQ\RXPXVWNLOOPHÀUVW
years. In return for his loyal service, he was personally DQG,FDQDVVXUH\RXWKDW,ZLOOSXWXSDUHDOÀJKWEHIRUH,
HQKDQFHGE\WKH)RXQGHUDQGQRZVHUYHVDVWKH fall.”
protector of this blood angel, awaiting the day when the
)RXQGHULVJRLQJWRSXWWKHDQJHOWRXVHRQFHDJDLQ Thanetiel says that “No god, no spirit, no creature, no
one should have so much power that they can claim the right
The blood angel, named Thanetiel, has been to rule over other creatures. Release me. Release me so that
imprisoned here for years. Thanetiel has the ability I can kill the Founder and all other such entities. I will wipe
to teleport to dying creatures around them. When a out all of them, and myself at the end, so that the mortals can
creature within 120 feet that has blood within its body decide their own fates. Whether good or bad, it will be made
makes a death saving throw, Thanetiel can disappear by their own will, and only they will be responsible for it. Kill
and then emerge from the blood within the creature’s that minotaur so that I can use his corpse to get out of these
body, teleporting to the creature’s space and killing it in chains.”

Razawd toward a target and then hits it with a gore attack on


the same turn, then the target takes an extra 9 (2d8)
Large monstrosity, lawful evil piercing damage. If the target is a creature, then it
must succeed on a DC 15 Strength saving throw or be
Armor Class 16 (natural armor) pushed up to 10 feet away and knocked prone.
Hit Points 85 (9d10 + 36) Labyrinthine Recall. Razawd can perfectly recall any
path he has traveled.
Speed 40 ft.
Reckless. At the start of his turn, Razawd can gain
advantage on all melee weapon attack rolls he makes
STR DEX CON INT WIS CHA during that turn, but attack rolls made against him
have advantage until the start of his next turn.
18 (+4) 14 (+2) 18 (+4) 10 (+0) 16 (+3) 14 (+2)

ACTIONS
Saving Throws Constitution +7, Intelligence +3, Multiattack. Razawd makes two attacks.
Wisdom +6
Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Skills Arcana +3, Athletics +7, Intimidation +5, one target. Hit: 13 (2d8 + 4) slashing damage.
Perception +6
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Damage Resistances necrotic, poison target. Hit: 13 (2d8 + 4) piercing damage.
Senses darkvision 60 ft., passive Perception 16
Languages Abyssal, Common, Draconic, Old Common BONUS ACTIONS
Challenge  ;3 Smite of the Founder (4/day). Razawd loses 10 hit
points and deals 9 (2d8) blood damage on the next
Charge. If Razawd moves at least 10 feet straight successful weapon attack he makes within three
rounds, converting his own life force to blood damage.

132
razawd

Merciless Endurance. You have resistance to necrotic


damage. However, when you regain hit points from any
source, you regain 1 less hit point for each 5 hit points
you regain.
Stare of the Angel. You can use your action to stare
into a creature’s eyes. The creature must succeed on a
:LVGRPVDYLQJWKURZ '&\RXUSURÀFLHQF\ERQXV
\RXU&KDULVPDPRGLÀHU RUEHVWXQQHGXQWLOWKHHQG
of its next turn. When you use this feature, you are
blinded until the start of your next turn, whether or not
the target succeeds or fails on the saving throw.
If the characters receive the blessing from Razawd,
WKH\JDLQWKHEHQHÀWVRIRQHIHDWXUHRIWKHLUFKRLFH
from the list below:
%HQHÀWVRI%ORRGIf you regain hit points by drinking
blood, and if the regained hit points make your
current hit points more than or equal to your hit
point maximum, the excess healing becomes up to 10
temporary hit points for 8 hours. However, you can’t
gain temporary hit points from other sources.
If the characters want to release the angel, then
Blood Choke. You can cast the blood choke (p. 258)
Razawd attacks them. When the angel is released,
spell. You may freely cast this spell using this feature
Thanetiel thanks the characters, grants them the
WZLFHDQG\RXUHJDLQDOOH[SHQGHGXVHVDIWHUÀQLVKLQJ
Blessings of Blood, and disappears. Then, the corpse of
a short or long rest. However, all of your bodily liquids
Razawd melts, turns into boiling blood, and covers the
are replaced by blood (for example, you cry blood, you
entirety of the cave. Move on to the Reunion section.
spit blood, you urinate blood).
If the characters do not release the angel, then
Consume to Regenerate. You regain 1 hit point at the
Razawd thanks the characters and prays for them in
end of each of your turns if your hit points are higher
WKHQDPHRIWKH)RXQGHUDVLIWKH)RXQGHULVDJRG
than 0 but less than half of your hit point maximum.
This grants the characters the Blessings of Blood. Then,
However, you need to consume two days’ worth of
EORRGÁRZVIURPWKHVRLOÀOOLQJWKHFDYH0RYHRQWR
rations each day to satiate your hunger.
the Reunion section.
Wingless Gargoyle. You gain blindsight up to 30 feet
and advantage on Charisma (Intimidation) checks.
Blessings of Blood However, you become a mixture of a wingless gargoyle
and your original self. You can’t hide your altered
Once blessed, all of the characters gain the Spider Climb appearance without magic.
feature. Instead of choosing from the above features, the
Spider Climb.<RXFDQFOLPEGLIÀFXOWVXUIDFHV characters can also choose one of the features on the
including upside down on ceilings, without needing to list below if they can meet the prerequisites (regardless
make an ability check. of whether they received the blessing from either
Thanetiel or Razawd):
Also, depending on their choice between Razawd and
Thanetiel, and on some of their previous actions, the Blood of the Magi. You are always able to use
FKDUDFWHUVJDLQDGGLWLRQDOEHQHÀWV7KHVHEHQHÀWVDQG the effect of the detect magic spell, requiring no
their prerequisites are detailed below. concentration. You gain one blood degeneration. You
FDQJDLQWKLVEHQHÀWRQO\LI\RX·YHGUXQNWKHEORRGRID
If the characters receive the blessing from Thanetiel, sorcerer before.
WKHQWKH\HDFKJDLQWKHEHQHÀWVRIRQHIHDWXUHRIWKHLU
choice from the list below: Blood of the Rebellious. When you talk to someone
else, you can automatically determine whether or not
Celestial Protection Against Taint. You can choose not that person is an enemy of Kanrath’s vampires. You
to suffer an additional blood degeneration when you JDLQRQHEORRGGHJHQHUDWLRQ<RXFDQJDLQWKLVEHQHÀW
ÀQLVKDORQJUHVWIRUÀYHFRQVHFXWLYHGD\V+RZHYHU only if you’ve drunk the blood of an anarchist who’s
ZKHQ\RXGRVRWKHÀUVWWLPH\RXÀQLVKDORQJUHVW GHÀHG.DQUDWK·VYDPSLULFUXOHUVEHIRUH
DIWHUWKHÀIWKGD\\RXVXIIHUVL[EORRGGHJHQHUDWLRQV

133
Blood of the Vampire. When you deal necrotic or It should be our life’s goal to reveal it.
poison damage, you can choose to deal blood damage Value of Life. All life has meaning. All lives should
instead. You gain one blood degeneration. You can be honored and respected properly.
JDLQWKLVEHQHÀWRQO\LI\RX·YHGUXQNWKHEORRGRID
vampire before. Value of Truth. A person can use trickery in their
life. However, one must be true to oneself. Without
accepting one’s true self, the truth of the universe
cannot be understood.
Reunion The vision ends when the conversation between the
FKDUDFWHUVDQGWKH)RXQGHUHQGV$WWKHHQGLIWKH
FKDUDFWHUVKDYHDQ\RIWKH)RXQGHU·VLWHPVWKHQWKH
)RXQGHUWKDQNVWKHFKDUDFWHUVIRUEULQJLQJKLVLWHPV
to him. When the conversation ends, the darkness
embraces the characters completely, they feel like
After receiving their rewards, the characters are they are drowning in a pool of warm blood, and
very close to the end of this blood vision. Read or WKHQWKH\ÀQDOO\RSHQWKHLUH\HVWRFRQWLQXHWKHLU
paraphrase the text below to your players: adventure. You can move on to the Rules of the Under
Garrote section.

You are standing in darkness, seeing nothing


but yourselves. Then, you hear footsteps,
and out comes a figure from deeper in the
Rules of the
Under Garrote
darkness. Whatever your decisions were,
whether you love him, hate him, or think
nothing of him, he greets you with respect. “I
greet the individuals who have been carrying my blood. Your
decisions have amazed me so far. You are uniquely talented In this section, the characters’ main goal is to get
in comprehending the potential of the power that you have out of the Garrote Mountains through the railroad
been carrying and evaluating what to do with it.” tunnels and the settlements around them, called the
8QGHU*DUURWHDQGÀQGWKHLUZD\WR&\KHUHVWHG
However, it won’t be that easy.
When the blood vision ends, the characters realize
The characters now have the chance to speak with that they are in a place they are not familiar with
WKH)RXQGHU7KH\FDQDVNTXHVWLRQVDUJXHZLWK called “Meredel”, which is one of the settlements in
WKH)RXQGHU·VSKLORVRSK\DQGPRUH7KH)RXQGHU the mountains. In this place, they will learn about the
however, is aiming to convince the characters to rules of the Under Garrote and the other settlements,
VXSSRUWKLPDQGPRUHVSHFLÀFDOO\PDNHWKHPZDON as well as the dangers within the mountains, and
the Path of Blood. The Path of Blood is the ideology decide on their route.
WKDWWKH)RXQGHUFUHDWHGQDPHO\KLVFRGHRIFRQGXFW This section provides detailed information about
The code is as follows: the aforementioned settlements, random encounter
Lies of the Sun. The Sun God and their followers are tables, certain dangers, the distances between them,
the true enemy. They are committing evil acts all in hidden or forgotten treasures, and most importantly,
the guise of goodness and righteousness. a map of the Under Garrote.
Merciful Enough. Unnecessary cruelty should be While playing through this section of the
punished. Rewards and punishments are a part of this adventure, start with the Waking Up section and
world, but everything has a limit. continue according to the choices of the characters.
They can choose to move via the shortest route by
Right of the Powerful. The strong must take from
reaching the railroad stations and leaving the Under
the weak. This is a merciless universe where only the
Garrote in the fastest way possible, or they can choose
strongest can survive.
to uncover the mysteries of the Under Garrote to
The True Gift. Vampirism is a gift, not a curse. Only earn more treasure, more fame, or even explore new
the ignorant can say otherwise. solutions for their unique condition. Although the
Value of Blood. Blood holds great and true potential. choices that the characters are going to make in the

134
Under Garrote won’t have direct effects on the future
of their adventure, the individuals that the characters
You feel like you have been under a lake for
can meet in the Under Garrote can completely change
hours, trying to reach the surface. Finally, you
the ending of the adventure. As the GM, let the players
push past the surface and take a deep breath of
work out and study the map of the Under Garrote and
fresh air. When you open your eyes, you find
choose their preferred route.
yourselves lying on the cold, stone ground in
Level Up! The characters have survived thus far. a dark, narrow street, in the middle of a small
Inform your players to level up (to the 7th level). lake of blood. The Detective is sitting on the
ground next to you, smoking a Ginger Wonder
while looking at you with worried and caring
Waking Up eyes.
You feel the cold wind howling down the
street, the boggy smell it carries, and the
heat of the stone beneath your feet all while
hundreds of questions are running through
your mind. Once you regain your senses
completely, you hear many people talking,
6WDUWSOD\LQJ´%ORRGVWDLQHG4XDUU\µRQWKH´%ORRGSXQN walking, laughing, and singing… It seems that
OST”. you are in a crowded city.
Read or paraphrase the text below to your players The Detective then gets your attention by
when they wake up from the second blood vision if the handing you sandwiches. “You hungry?”
Detective was not with them when the blood vision
started:

You feel like you have been under a lake for


hours, trying to reach the surface. Finally, The characters are currently in one of the dark
you push past the surface and take a deep streets of Meredel, and luckily, no one has noticed
breath of fresh air. When you open your eyes, their sudden and bloody appearance. They mystically
you find yourselves lying on the cold, stone appeared here using the blood of the corpses around
ground in a dark, narrow street, in the middle them if the Detective was not with them, or were
of a small lake of blood. Next to you are the carried down the street by the Detective if he was
corpses of the people that you were with just with them. Regardless of their method of arrival, the
before you delved into the realistic dreams of characters can start exploring the biggest settlement in
the blood vision. All of the corpses have been the Under Garrote.
ripped apart and mutilated, and are almost On the wall of the dark and narrow street in which
unrecognizable. You have no idea where you WKH\ZDNHXSWKHFKDUDFWHUVFDQÀQGDPDSSLQQHGWR
are, how you got here, or whether you’ve killed the wall.
the people around you… It should also be noted that if the characters have
You feel the cold wind howling down UHWULHYHGWKH)RXQGHU·VLWHPVIURPWKHWUDLQWKHQ
the street, the boggy smell it carries, and they do not have the items anymore. They magically
the heat of the stone beneath your feet all disappeared during the second blood vision.
while hundreds of questions run through
your mind. Once you regain your senses
completely, you hear many people talking,
walking, laughing, and singing… It seems that Garel’s Map
you are in a crowded city.

Read or paraphrase the text below to your players


when they wake up from the second blood vision if the
Detective was with them when the blood vision started: 7KHPDSWKDWWKHFKDUDFWHUVÀQGLVRQHRIWKHPDSV
crafted with the permission of the Meredel authorities

135
VRWKDWWKHIRONVRI0HUHGHOFDQÀQGWKHLUZD\LQWKH d10 + d10 Random Encounter
Under Garrote. The cartographer of this map is Garel
Swornsword, a bloodguard paladin who is sworn to 2 1d4 blink dogs
execute the orders of the high priests of the Blood God,
3 1d4 wights
and it was these high priests who ordered her to help
the authorities of Meredel by traveling through the 4 1d4 will-o’-wisps
Under Garrote and mapping it. Although her current
whereabouts are unknown, Garel’s map of the Under 5 The party meets a weaponsmith who
Garrote keeps her memory alive. sells and repairs weapons of rare or
lower quality, including bloodwork
weapons.

Random Encounters 6 1d4 madbloods (p. 120)


7 A group of the Blood God’s pilgrims
pass by the characters, blessing them
with their prayers. Each character has
advantage on their next ability check,
attack roll, or saving throw within 1
week.
The Under Garrote is a dangerous place to wander.
While traveling outside of Meredel’s walls, the 8 -
characters may have one random encounter at the 9 1 bulette
end of each traveling hour. They will also have one
encounter after each long rest. The encounters can be 10 1d3 chuuls
determined randomly based on the following table:

136
through the tunnel system.
11 1d4 + 2 mountain guards (p. 283),
who approach travelers while Lighting. The tunnels and stations are lit up with
acting friendly and who attack them dim light provided by the angst-powered lanterns
afterwards. placed throughout the Under Garrote. There are cables
stretching throughout the tunnels, carrying the power
12 - generated by the angst machinery in Meredel to the
13 2 ettins ÀJKWLQJRYHUZKLFKRQHRI lanterns. Only the spaces next to the lanterns are
them is going to eat the goat they’ve considered to be brightly lit.
hunted. Each claims that they are
more hungry than the other.
14 7KHSDUW\ÀQGVWKHFRUSVHRID
unicorn, whose horn and blood have
Travel in
been taken. This is bad luck. Each
character has disadvantage on their
the Under Garrote
next ability check, attack roll, or
saving throw within 1 week.
15 1 cloaker
16 -
The characters can choose to walk through the Under
17 1d6 darkmantles Garrote, or they can hire a one-car train with a small
EORRGHQJLQHZKLOHLQ0HUHGHO 0 RU4\DSRUW + 
18 Two ghosts of a couple that died in the
Under Garrote attack the characters, This little train, called a blood car, runs on blood,
screaming, “We need new friends!” DVWKHQDPHVXJJHVWV)RURQHKRXURIWUDYHOWKHFDU
consumes a total of 5 hit points of blood. Hiring a blood
19 - FDULQWKHÀUVWSODFHFRVWVDQRWKHUKLWSRLQWZRUWKRI
20 - blood.
The car has AC 15, 60 hit points, and immunity to
poison and psychic damage. Six Medium creatures can
travel comfortably inside of it. It has an angst lantern
within, which emanates bright light in a 20-foot radius
The Under and dim light for an additional 20 feet for one hour
when 1 hit point of blood is splashed onto the angst
Garrote Features core.
There are three layers of cave complexes in the Under
Garrote: High, Medium, and Deep. To travel within
these layers, the characters must use the elevators
marked on the map (p. 136). Moving to a different layer
The following features apply for the Under Garrote, via an elevator takes 10 minutes, and the elevators are
XQOHVVRWKHUZLVHVSHFLÀHGIRUDFHUWDLQORFDWLRQ big enough to carry blood cars. Also, there are some
stations tagged with the letter R. They are directly on
Cold. The air in the Under Garrote is cold—freezing
the railway, and are above ground, unlike the other
cold, to be precise. If the characters do not wear
stations.
proper clothes, or do not protect themselves from
the cold in any other way, then they must succeed <RXFDQÀQGWKHGLVWDQFHVEHWZHHQWKHVWDWLRQVLQWKH
on a DC 14 Constitution saving throw after every two table below:
hours. Anyone who fails will have a -1 penalty to any
ability check and attack roll they make until they start
protecting themselves against the cold. This penalty is Station Number 1 Station Number 2 Distance
cumulative.
M1 M2 12 Miles
Dimensions. The tunnels are 20 feet wide and 35 feet
high. M2 Elevator I 6 Miles
Fresh Air. Thanks to the still-working angst Elevator I M3 8 Miles
machinery in area H2, fresh air is constantly pumped

137
M3 M4 35 Miles
M4 Elevator III 20 Miles
Settlements
Elevator III M5 8 Miles
M5 Elevator II 8 Miles
Elevator II M6 18 Miles On the map, the settlement of Meredel is marked with
M6 D7 20 Miles a red circle, and an arrow points to this place with a
note written with the same red ink, “You are here!” Also,
Elevator I D5 5 Miles there are many notes on the map, all written by Garel
Swornsword according to her own experiences.
D5 Elevator II 4 Miles
<RXFDQÀQGWKHPDSRQS,QWKHIROORZLQJ
Elevator II D6 6 Miles VHFWLRQV\RXZLOOÀQGGHWDLOHGLQIRUPDWLRQDERXW
D5 D1 12 Miles the places shown on the map, along with Garel’s
aforementioned notes. Also, you will see that the
D1 D2 8 Miles settlements are tagged with the letters H, M, and D,
D2 D3 6 Miles along with numbers. These letters are abbreviations for
high, middle, and deep, which indicate the altitude of
D1 Elevator III 3 Miles the station within the mountains. As the characters go
higher or lower, the environment and, of course, the
Elevator III D4 9 Miles
dangers that they can encounter will change.
Elevator I H2 12 Miles
Elevator II H2 20 Miles M1. Meredel
H2 H3 15 Miles
“A city of cold winds and hot waves. City of the Ziggurat. A
H3 H4 8 Miles
bloody swamp in the snowy mountains.”
H3 H5 15 Miles
H5 H6 18 Miles Meredel is the largest settlement in the cave complex
known as the Under Garrote. The city itself is built
H3 H6 25 Miles
upon a hot swamp that is fed by the natural hot springs
H2 H1 18 Miles ÁRZLQJWKURXJKWKHPRXQWDLQV%ULGJHVPDGHRI
mostly stone and sometimes wood make up the streets
H1 R2 12 Miles
of the city. At the connection points of these bridges,
R2 M7 4 Miles there are stone and wooden buildings that serve as
the inns, taverns, houses, and shops of the city. At the
M7 D8 4 Miles biggest point of connection stands a 40-foot tall stone
R2 R1 15 Miles ziggurat decorated with angst crystals that serves as
both a temple dedicated to the Blood God, the spirits
R2 R3 50 Miles of the mountain, and even the Sun God, as well as the
R3 R4 15 Miles headquarters of Meredel’s authority.
Population. 5,124 people live in Meredel. Most of them
R4 Cyherested 16 Miles
are outcasts from Kanrath and Cyherested. Whether
they are criminals, enemies of the vampiric or sorcerer
governments, or just ordinary people who want to live

138
away from both cities, Meredel accepts all types of some of these groups bring goods from Kanrath and
people as long as they do not defy the rules and security Cyherested to Meredel, especially the ones who live in
of Meredel. Although the government of Meredel is not mountains and operate in the cities. One such group is
oppressive or tyrannical, the harshness of life in the the Golden Bullet, who previously attacked the train
mountains requires people to work together and help during this adventure.
each other. As a result, the government of Meredel Law. Murder, theft, and any other type of violation
expects all of its people to contribute to it. Most of of other people’s rights are strictly forbidden in
Meredel’s residents have left their former lives behind Meredel. Beathag, also called the Lady of the Ziggurat,
and started new ones here. wants Meredel to be a safe haven, and she does not let
Leadership. Meredel is ruled by Beathag the Witch anyone disturb the peace within its borders. If someone
(p. 141). She is a 221-year-old elf. She was once a druid commits one of these acts, Beathag’s three shadows and
of Tolia’s wilderness, but due to unknown reasons, mountain guards (p. 283) do not stop before catching
she decided to live in the Under Garrote, becoming them. Such people’s blood is harvested and used to fuel
the druid of this place and protecting it. She respects Meredel’s power sources, especially the street lamps.
all religious opinions, and lets the shrines of both the Beathag’s shadows resemble a mix of a bear and a
Blood God and the Sun God exist in the ziggurat. She humanoid covered in shadow. They show no mercy to
personally taps into the powers of blood, but worships those who want to harm Beathag.
the blood in nature and the spirits of Tolia’s wilderness
instead of a god. Resting in Meredel. There are two inns that the
characters can stay in.
Everyone in Meredel fears Beathag. People say that
if one angers Beathag, her shadows become their worst 7KHÀUVWLQQLVWKH*UHHQ5REH7KLVSODFHLVRZQHG
QLJKWPDUHÀQGLQJDQGNLOOLQJWKHPLQWKHLUZHDNHVW E\ROG)ROWDJ KDOIRUFQHXWUDOJRRGveteran). The inn
moments. Although members of many different, and is famous for its unique, sweet, green wine made with
sometimes enemy, groups live in Meredel, they do )ROWDJ·VVHFUHWIRUPXODZKLFKLQFOXGHVKHUEVWDNHQ
QRWÀJKWHDFKRWKHUZLWKLQ0HUHGHO·VERUGHUVEHFDXVH IURPWKHVZDPSEHQHDWK0HUHGHO)ROWDJ·VIDYRULWH
of their fear of the witch. In return for their respect, color is also green.
Beathag lets them operate within Meredel. In addition, The second one is the Sour Apple. This inn is owned

139
E\DEORRGZRUNDXWRPDWRQQDPHG:LOGHUDÀYH\HDU “Gods work in mysterious ways. It is another miracle of the
old bloodwork automaton soldier (p. 272) whose Sun God if such a person commits fortunate acts with them.”
mechanical senses have a unique sensitivity to the smell Trading Magic Items. Thief Deleran’s Curiosities
of sour apples. Thanks to this sensitivity, Wilder cooks is owned by one of the most famous thieves in Tolia,
extremely tasty sour apple pies, which can be bought Deleran (half elf, chaotic neutral, spy). After stealing
IRU.)&6HDFK the magical goods of one of the noble vampires
Trading Spell Scrolls. )ODPHV0DJLFDDQG3XUYH\RURI of Kanrath, Deleran took all the magic items and
Spells are the two places where the characters can buy succeeded in running away thanks to a series of delicate
spell scrolls of 4th level or lower, as well as spell books plans and, of course, luck. After that, Delaran opened
DQGRWKHUPDJLFDOVFUROOVRIUDUHRUORZHUUDULW\)ODPHV this shop and started buying and selling magic items.
Magica’s owner is Ungred (human, chaotic evil, mage) His magic item collection includes all types of magic
DQG3XUYH\RURI6SHOOV·RZQHULV1LOIGD KDOÁLQJODZIXO items of very rare or lower rarity.
neutral, mage). Ungred is a pyromancer who ran away Trading Alchemical Goods. Burning Cauldron is the
from Cyherested 24 years ago due to his crimes. He can only alchemy shop in Meredel. Spices, drugs, potions,
FKDQJHWKHGDPDJHW\SHRIDQ\VSHOOWRÀUHGDPDJH and poisons can be found in this place. It is run by two
1LOIGDZDVDQRIÀFHULQRQHRI.DQUDWK·VPLQLVWULHVDQG gnome twins named Orfyn (gnome, lawful evil, cult
GHFLGHGWROHDYHWKDWOLIHEHKLQGÀYH\HDUVDJR fanatic) and Vodys (gnome, lawful evil, cult fanatic).
Trading Armor and Weapons. Meredel Arms & Armor The twins are obsessed with acquiring the powers
is a huge blacksmith from where the characters can get of angels, demons, and devils through alchemical
nonmagical armor and weapons, including adamantine, concoctions.
golden, and silver equipment. It has the production Trading Art Objects. Blood Gate Antiquities is a store
capacity of three blacksmiths, who are almost always for art objects. It takes its name from the life’s goal of
working. Urael (elf, chaotic good, veteran) is the LWVRZQHUÀQGLQJDQDUWLIDFWNQRZQDVD´EORRGJDWHµ
KHDGEODFNVPLWKRIWKHSODFH0RUHRYHU'\LU WLHÁLQJ Vishne (red dragonborn, lawful neutral, veteran) runs
neutral good, Golden Bullet marksman - p. 280) is the the shop. She is from a far away land and her search for
master gunsmith. Blood steam weapons are also crafted the blood gate guided her here.
here. They are mostly used by the mountain guards.
Trading Jewelry. Heart of the Mountain is the jewelry
shop in Meredel. Thanks to the now-depleted, once-
rich angst mines within the mountains, there are many
angst-infused ores and crystals remaining. Maradiem
Leafcarver (elf, chaotic neutral, noble) is a highly
Blood Steam Weapons skilled craftsman who uses these crystals to create
pieces of art. Even the nobles of Kanrath and powerful
A blood steam weapon is a weapon sorcerers of Cyherested order jewelry pieces from this
connected via metal cables to a tank holding master jeweler.
pressurized blood steam. The wielder
wears the tank like a bag and thanks to the Guide Services. Ruby Miner Enclave offers mining and
pressure, the wielder deals an extra 1d4 environmental guides for foreigners. They are a group
damage of the weapon’s damage type on a of miners who can execute the delicate art of ruby
successful attack made with the weapon. mining with great precision, and their leader is Head
7KHVHZHDSRQVDUH.)&6PRUH 0LQHU)LUEXQ GZDUIODZIXOJRRGruby miner chief -
expensive than their normal counterparts. p. 284). They generally use technologically enhanced
hammers whose pressure is increased by hydraulic
systems fueled with blood steam. The price of their
JXLGDQFHLV.)&6SHUDGYHQWXULQJGD\IRURQHruby
miner guide (p. 284).
Stables Services. 5DLOURDG2XWÀWWLQJVHUYHVDVWKH
Trading Magical Clothing. 6XHUQ·V'UHDP)DEULFVVHOO stables of Meredel. However, in contrast to classic
magic cloaks, robes, hats, and boots of rare or lower VWDEOHV5DLOURDG2XWÀWWLQJVHOOVEORRGZRUNKRUVHV
rarity. The shop is owned by Suern (dwarf, chaotic good, just like the ones used by the Golden Bullet members.
priest), a faithful follower of the Sun God. She crafts the 7KH\·UHSULFHGDW.)&6HDFK7KHVHKRUVHV
magical goods by praying to the Sun God. If she is asked are designed and crafted by the owner of Railroad
whether it is a problem that the followers of the Blood 2XWÀWWLQJ3XUND KDOIRUFFKDRWLFJRRGthug). She also
God or vampires are buying her creations, she answers, sells any adventuring equipment needed for traveling

140
safely within the mountain range.
Trading Luxury Clothing. )LQDOO\%ORRG6N\)DEULFV
is a famous clothier and workshop run by Darka (half
Beathag's Shadow
orc, chaotic good, thug), the brother of Purka. Darka is Large fey, neutral evil
famous for his special dresses, which are painted with a
unique red color that he calls “the blood sky.” Armor Class 16 (natural armor)
Hit Points 57 (6d10 + 24)
Speed 40 ft.

Beathag the Witch


Medium humanoid (elf), lawful neutral STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 4 (-3) 12 (+1) 4 (-3)
Armor Class 15 (hide armor)
Hit Points 67 (9d8 + 27)
Skills Perception +4, Survival +4
Speed 30 ft.
Damage Resistances poison; bludgeoning, piercing,
and slashing from nonmagical attacks that aren’t
silvered
STR DEX CON INT WIS CHA
Senses darkvision 60 ft., passive Perception 14
12 (+1) 16 (+3) 16 (+3) 10 (+0) 20 (+5) 16 (+3)
Languages Common, Sylvan
Challenge  ;3
Saving Throws Wisdom +8, Charisma +6
Skills Intimidation +6, Nature +3, Perception +8, Savage Might. Beathag’s Shadow can wield weapons
Survival +8 larger than Medium. Such weapons’ damage is
Senses darkvision 60 ft., passive Perception 18 increased by 1d4 (included in the attack).
Languages Common, Druidic, Elvish Shadowy Build. Beathag’s Shadow cannot wear
Challenge  ;3 armor because of its shadowy body. However, it has
advantage on Dexterity (Stealth) checks made within
dim light and darkness.
Fey Ancestry. Beathag has advantage on saving throws
against being charmed, and magic can’t put her to
sleep. ACTIONS
Spellcasting. Beathag is a 9th-level spellcaster. Her Multiattack. Beathag’s Shadow makes three attacks.
spellcasting ability is Wisdom (spell save DC 16, +8 to Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one
hit with spell attacks). She has the following druid target. Hit: 10 (1d8 + 1d4 + 4) slashing damage.
spells prepared: Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Cantrips (at will): druidcraft, guidance, resistance target. Hit: 8 (1d8 + 4) piercing damage.
1st level (4 slots): cure wounds, enlarge/reduce, false life, Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
LQÁLFWZRXQGV target. Hit: 9 (1d10 + 4) slashing damage.
2nd level (3 slots): barkskin, heat metal, hold person
3rd level (3 slots): bestow curse, chain lightning Life-Eater. Beathag’s Shadow consumes the heart of a
4th level (3 slots): blight, confusion, ice storm humanoid or Medium beast that has been dead for at
5th level (1 slot): antilife shell most one minute, and regains 15 hit points.

ACTIONS
Multiattack. Beathag uses Blood Spear twice.
Blood Spear. Melee Spell Attack: +8 to hit, reach 5 ft., one
target. Hit: 10 (1d10 + 5) piercing damage.
Quests of Meredel
Blood Spear. Ranged Spell Attack: +8 to hit, range 60 ft.,
one target. Hit: 10 (1d10 + 5) piercing damage.
There are several quests that the characters can do for
WKHSHRSOHRI0HUHGHO)RONRI0HUHGHOZLOOJHQHUDOO\
pay for the adventurers’ services either with a 10
percent discount or with a free item from their shops.
The quests are as follows.

141
A Simple Gathering 15 Wisdom (Survival) check then allows the characters
to follow the tracks, leading toward area M4.
Nilfda, Purveyor of Spells’ owner, is in need of two
The hemogoblins’ leader is a cleric of the Blood God.
pounds of lunarite to use as spell components. Lunarite
Under the rule of this leader, Duk-Duk (p. 145), the
is a type of stone that resembles silver, which can be
hemogoblins want to rule over all of the Under Garrote,
found in area H4.
especially Meredel. Duk-Duk learned about the grave
thanks to his scouts, and wanted the corpse to be
A Search For Ruby Miners captured so that he can ask it questions about Meredel
and the Under Garrote thanks to his divine abilities,
)LUEXQ+HDG0LQHURIWKH5XE\0LQHU(QFODYHKDV especially the speak with dead spell.
been looking for adventurers that can search for some
missing ruby miners. These miners were accompanying
a group of rich mortals who wanted to explore the King of the Mad
Under Garrote for fun. They were headed for area D4.
Beathag the Witch, the ruler of Meredel, is personally
The lost miners are Heira (half orc, chaotic good, ruby
looking for adventurers for a dangerous job. The
miner - p. 284), Noldar (human, neutral good, ruby
characters can see the bulletins posted in the taverns or
miner), and Guinar (dwarf, chaotic good, ruby miner).
on the streets. Interested individuals are directed to the
ziggurat in Meredel, where Beathag personally explains
Blueprints of a Mastercraft the quest.
Dyir, the master gunsmith of Meredel, heard rumors ruby mıner
about a group of gunsmiths that got lost within the
Under Garrote, near area D6. If the characters can bring
the blueprints that they were carrying to Dyir, Dyir can
upgrade the characters’ bloodwork weapons, or even craft
new ones if there are new and interesting ideas in the
blueprints.

Visiting a Grave
)ROWDJWKHRZQHURIWKH*UHHQ5REHKDVUHFHQWO\ORVW
his wife due to a rare blood illness. Although the priests
in the town tried to save her, her body had become too
ZHDNDQGVKHSDVVHGDZD\$OWKRXJK)ROWDJLVDWDYHUQ
owner. He is a lonely man and his wife, Kimver, was his
RQHDQGRQO\IULHQG+HUGHDWKGHYDVWDWHG)ROWDJVR
he demanded that she be buried instead of being burnt
so that there could be a place where he could visit and
talk to her. Even though the people of Meredel and the
mountain guard tried to convince him to burn Kimver’s
corpse, just to prevent her corpse from turning into a
PLQGOHVVEORRGGULQNLQJPRQVWHU)ROWDJ·VPLQGZDV
made up. As a result, Kimver was buried just outside of
town.
)ROWDJKDVMXVWUHWXUQHGIURPKLVODVWYLVLWWRWKH
grave, devastated once again. He found the grave
opened and the corpse carried off. However, since
the tracks were going deeper into the mountains, he
came back to Meredel to search for help. The mountain
JXDUGVDUHUHOXFWDQWWRKHOS)ROWDJDVWKLVZDVZKDW
they were afraid of.
,IWKHFKDUDFWHUVGHFLGHWRKHOS)ROWDJWKHQD
successful DC 15 Wisdom (Perception) check reveals two
Small humanoid footprints around the grave, and the
tracks of a body dragged on the ground. A successful DC

142
There are rumors about an intelligent madblood that This is a simple place: a cave turned into a temple to
can talk coherently and lead other madbloods. Rumors the Blood God. There is a pool of blood with a 20-foot
say that this madblood, the King of the Mad, is in area radius in the cave, which has an 80-foot radius. There
'7KHFKDUDFWHUVDUHUHTXLUHGWRFDSWXUHWKLVVSHFLÀF DUHÀYHpriests of the Blood God (p. ) living here.
madblood and bring it back to Meredel alive. Beathag Their identities are unknown since they all wear the
the Witch wants to conduct experiments on it, and VDPHJUD\UREHVDQGWKHVDPHIHDWXUHOHVVÁDWFULPVRQ
offers a vial of her own blood as payment. The blood is masks. Their voices are also distorted such that they
a single-use item that allows the drinker to conjure a all resemble each other. They do not have any names;
shadow and control it for 10 minutes. they are just called priests. In a little cave complex
Before the characters leave, Beathag emphasizes connected to this temple, they raise cattle to eat or
a couple of times that she demands that the King be VDFULÀFHWRWKH%ORRG*RGE\DGGLQJWKHLUEORRGWRWKH
delivered alive. pool. When one of the priests dies, the blood of the
priest is also added to the pool, and a new individual
ÀQGVWKLVSODFHWREHFRPHRQHRIWKHP
Collecting Stories The priests offer religious guidance and a blessing.
There is a family of earth elementals living in the If a character accepts the blessing, then the priests
Under Garrote, near area H1. Gilgur (gnome, chaotic welcome the character into the pool. By entering the
good, veteran), an old bard and a story collector pool and being completely submerged in the blood for
living in Meredel, wants to learn stories from these one minute, the character feels the devotion of those
elementals, but his old body does not let him travel whose blood is in the pool, and gains 10 temporary hit
through the Under Garrote. Instead, he is looking for points. Any lost temporary hit points are regained at
adventurers to learn their stories for him so that he midnight each night for 1 week.
can add them to his book of stories. In return, he offers
priest of the blood god
.)&6
If the characters tell Gilgur about their own stories,
he is amazed by their latest adventures and gives them
his own magical violin. The violin has three charges. As
an action, one can play the violin to grant a creature
within 60 feet that can hear the violin one Bardic
Inspiration die (d8). The violin’s charges reset daily at
dawn. Also, the violin is mechanically upgraded so that
it can be used as a bloodwork pistol thanks to a special
PHFKDQLVPLQWHJUDWHGLQVLGHRILW:KHQDVSHFLÀFQRWH
is played, the violin shoots a bullet from the magazine
attached to it.

M2. Blood Cult Station

“This place is the lexical meaning of devotion to the Blood


God. Bathing in the blessed pool is a pilgrimage that only a
lucky few can experience. ”

Read or paraphrase the text below to your players when


they reach this station:

As you come closer to this station, the smell


of blood fills your lungs. It is as if you are
walking onto a battlefield that a thousand
people have died upon.

143
M3. Center Settlement Station ready to cast the speak with dead spell on the corpse
explained in the Visiting a Grave quest. If the characters
let Duk-Duk complete the ritual, then they can learn
“A perfect place to share stories of battle and monster that area H2 is of utmost importance to the survival of
hunting with great warriors.” the people living in the Under Garrote.
Treasure.7KHFKDUDFWHUFDQÀQGWKUHHrings of the ram
Read or paraphrase the text below to your players when and three rings of warmth from the hemogoblins and the
they reach this station: environment, apart from the items on the hemogoblins’
bodies.

You hear the sound of songs, laughter, and


happy chatter as you come closer to this Hemogoblin
station. The smell of alcohol and pipes invites
Small humanoid (goblinoid), chaotic evil
you into this place just before you see two
mountain guards protecting the entrance of a
tunnel. Armor Class 15 (unarmored defense)
Hit Points 26 (4d6 + 12)
Speed 30 ft.

This station is like a barracks for Meredel’s security STR DEX CON INT WIS CHA
forces. Mountain guards mostly rest here, and this is
where they are educated. Blacksmiths, gunsmiths, and 14 (+2) 14 (+2) 16 (+3) 8 (-1) 6 (-2) 8 (-1)
healers can also be found here. Although blacksmiths
and gunsmiths sell no magic items, they sell all types Senses darkvision 60 ft., passive Perception 8
of weapons and ammunition, while healers can provide Languages Common, Goblin
spell scrolls of 4th level spells or lower.
Challenge  ;3
Hunt the Bleeding. The hemogoblin can automatically
M4. Rest Station smell fresh blood within 30 feet, and its speed
increases to 40 feet while there is a creature whose
current hit points are lower than its hit point
“One of the best places I took a rest out of all of my maximum within 60 feet of the hemogoblin.
adventures.”
ACTIONS
Read or paraphrase the text below to your players when Multiattack. The hemogoblin makes two weapon
they reach this station: attacks.
Damaged Battleaxe. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage
or 5 (1d6 + 2) slashing damage when used with two
You start seeing the skulls and bones of hands.
unlucky travelers scattered around the area.
The air reeks of blood, decay, and dirt. A BONUS ACTIONS
wooden signboard welcomes you: “XX BACK or
Damaged Longsword. Melee Weapon Attack: +4 to hit,
DEDZ XX!” is written on it with blood.
reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage
or 5 (1d6 + 2) slashing damage when used with two
hands.

This place was a natural, clean hot spring before the


hemogoblins came here. Now the water is tainted by
death and decay. There are 13 hemogoblins led by Duk-
Duk, a bloodchief hemogoblin. The hemogoblins are
conducting a ritual when the characters arrive at this
station. Duk-Duk, as a cleric of the Blood God, is getting

144
ACTIONS
hemogoblın
Multiattack. The hemogoblin makes two weapon
attacks.
Vicious Greataxe. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 10 (1d12 + 4) slashing damage. When
Duk-Duk rolls a 20 on his attack roll with this magic
weapon, his critical hit deals an extra 2d6 damage of
the weapon’s damage type.

Duk-Duk
Medium humanoid (goblinoid), chaotic evil

Armor Class 15 (unarmored defense)


Hit Points 52 (7d6 + 21)
Speed 30 ft.

STR DEX CON INT WIS CHA


duk duk
18 (+4) 14 (+2) 16 (+3) 8 (-1) 16 (+3) 8 (-1)
M5. Green Station
Senses darkvision 60 ft., passive Perception 13
Languages Common, Goblin “A healer that can heal everything. Is this a miracle of the
Challenge  ;3 Blood God or a blasphemy against their teachings?”

Hunt the Bleeding. Duk-Duk can automatically smell Read or paraphrase the text below to your players when
fresh blood within 30 feet, and its speed increases to 40 they reach this station:
feet while there is a creature whose current hit points
are lower than its hit point maximum within 60 feet of
Duk-Duk.
Spellcasting. Duk-Duk casts one of the following spells,
After passing a stone gate protected by two
using Wisdom as the spellcasting ability (spell save DC mountain guards, you enter a tunnel of which
13, +5 to hit with spell attacks): the unnatural walls are covered with a great
At will: light, spare the dying, thaumaturgy variety of herbs. Floral scents overwhelm your
GD\HDFKFXUHZRXQGVHQODUJHUHGXFHIDOVHOLIHLQÁLFW senses, and a tranquility of which you would
wounds, speak with dead have never guessed would be within the Under
Garrote embraces you. However, you can still
distinguish the slight smell of blood beneath
it all.

145
Here lives a druidic tribe called the Green Scar Tribe. within the tunnels. “Be like iron and state your
They are known for their tribal knowledge, which has intentions clearly, or accept your fate and lie on the anvil
been carried through generations. Over the years, the peacefully.”
tribe has traveled through Tolia, and in the last 150
years, they have settled in the caves that they are living
in now. The tribe thinks this place is perfect to live in
EHFDXVHWKH\FDQÀQGKRWDQGFOHDUXQGHUJURXQGZDWHU
animals to hunt in abundance, and natural protection The Iron Zealots are a group of people who worship
against danger. This tribe is led by Great Mother Vashra the Iron God. They see the beauty and the divine in iron.
(human, neutral, sanguine elemental - p. 284). She is They wear iron armor and wield iron weapons, and they
an extremely old human, long past the age at which all know the secrets of processing iron. Their faith is
she should have died. Most importantly, she has the so zealous and their devotion so unparalleled that they
knowledge and ability to cure almost all diseases. leave themselves completely open to the judgment of
iron and ritualistically nail their eyes shut with iron
The characters can buy any potion or poison of very
rods. Then, they wear iron helmets that allow the Iron
rare or lower rarity from this tribe. However, since the
God to grant them a unique sight. This way, they only
tribe does not use money widely, they prefer trading for
see what the Iron God wants them to see.
RWKHUPDJLFLWHPV7KH\FDQJLYHÀYHSRWLRQVRUSRLVRQV
of very rare or lower rarity for a non-potion or non- The followers of the Iron God are mostly great
poison magic item of the same rarity. warriors, and generally war veterans. After witnessing
the treacherous truths of Tolia, many honorable
If the characters talk to Great Mother Vashra about
soldiers desire an honorable death, and some of them
their unique condition, she tells them the following:
ÀQGWKHGHDWKVWKH\ZDQWE\EHOLHYLQJLQWKH,URQ*RG
“Addiction to blood, becoming a bloodthirsty creature, They live by the iron, die by the iron, and continue
allowing your soul to be shackled by the desires of ÀJKWLQJLQWKHLURQKDOOVRIWKH,URQ*RGLQWKHDIWHUOLIH
vampirism… they all are diseases. However, they are diseases They don’t need to eat and don’t need to sleep; they just
that can be cured by nature. I have the solution you seek. meditate on their weapons and wait for the arrival of
It requires the best of my abilities and the greatest of my the glorious deaths that they seek.
knowledge, but most importantly, it requires the body of the
Founder, the greatest scourge the Blood God has cast upon us. iron zealot
Bring me the body, and I can free you from your shackles.”
There are 8 berserkers alongside Great Mother
Vashra in this station. If the characters attack the tribe
members, then Great Mother Vashra drinks a potion
and transforms into a sanguine elemental. When she
transforms, she has the bless, mage armor, and shield of
faith spells on herself, as well as the enlarging effects
of the enlarge/reduce spell. She has these spells active
thanks to her unique and unmatched herbalist talents,
so the spells do not require any concentration.

M6. Iron Zealot Station

“Heretics. No more. No less.”

Read or paraphrase the text below to your players when


they reach this station:

After a point, you realize that all the metal


around you has become iron, including the
railway and the walls covering the tunnel. As
you continue forward, you hear the muffled
voices of two humans coming from deeper

146
The members of this group are seen as heretics by M7. Iron Miner's Station
the followers of both the Blood God and the Sun God.
However, some worshippers of the Blood God think that
the Iron Zealots are also doing the Blood God’s work, This place is an iron mine, separate from the Iron
since whatever or whoever they believe in, they draw Zealots’ sacred place. Miners work in double shifts to
blood at the end of the day. be able to supply enough iron to meet the needs of both
Kanrath and Cyherested.
The station populated by the Iron Zealots is basically
a huge forge. This station leads to iron mines, area
D7, where the Iron Zealots mine the iron they need
for their rituals. The Iron Zealots living here craft +1
armor, +1 weapons, and +2 weapons. They lack artistic
details, to the point that some other blacksmiths think
WKDWWKHLUZRUNVDUHXQZRUNHGLURQDWÀUVWJODQFHEXW
their creations are highly effective. However, since
these people don’t need any money and don’t have any
other worldly concerns, they only trade these items for
glorious deaths. Two iron zealots are going to want to
battle the characters, and the characters can take four
items in return for granting the two zealots glorious
deaths.
If the characters explain their unique condition to the
Iron Zealots, they say, “There is no impurity that the Iron
God can’t melt away. However, the Iron God only helps those
who earn their help. Continue your adventure. Seek your
demise. Be victorious over it. Return to us with the body of the
Founder that you speak of. Only then we can bring you to our D1. Angst Mine 1
sacred mine and seek the help of the Iron God.”
“Full of angst. Full of promises.”
Read or paraphrase the text below to your players when
Iron Zealot they reach this station:
Medium humanoid (any), lawful neutral

Armor Class 19 (iron zealot plate)


Hit Points 47 (5d8 + 25) You see the remnants of a priceless treasure:
Speed 30 ft.
an empty cave carved, mined, and looted until
the last speck of angst dust was taken. Rusted
mining carts, pickaxes, and the skeletons
STR DEX CON INT WIS CHA of unlucky travelers are the only interesting
things around.
20 (+5) 10 (+0) 20 (+5) 10 (+0) 10 (+0) 10 (+0)

Saving Throws Strength +8, Constitution +8


Skills Athletics +8
Back when Garel prepared this map, these stations
were treasure troves of resources for Tolians. Now,
Senses darkvision 60 ft., passive Perception 10
however, this place is an empty, depleted angst mine,
Languages Common unlike what the name suggests, just as barren as
Challenge  ;3 the other angst mines in the Under Garrote. When
the characters investigate the skeletons, they can
ACTIONS clearly see claws and bite wounds on the bones. If the
Multiattack. The iron zealot makes two weapon characters look around in detail or spend at least 10
attacks. minutes investigating, then three madbloods (p. 120)
Iron Zealot Longsword. Melee Weapon Attack: +10 to come out from the depths of the tunnels and attack
hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing them.
damage. This damage is magical.

147
D2. Angst Mine 2
Arachnoteeth
Just like area D1, this place is an empty angst mine. Huge monstrosity, neutral evil
However, many—too many—little spider webs cover
the roof and the walls, and there are thousands of little
Armor Class 15 (natural armor)
spiders in them. If the characters disturb the webs in
DQ\ZD\ÀYHswarms of insects (spiders) leave the Hit Points 75 (10d10 + 20)
webs and attack them. Speed 50 ft., climb 50 ft.

D3. Angst Mine 3 STR DEX CON INT WIS CHA


17 (+3) 16 (+3) 14 (+2) 8 (-1) 15 (+2) 8 (-1)
“An ancient monstrosity haunts this place. As the miners
come and collect angst, it comes and collects miners. This is Saving Throws Strength +6, Dexterity +6
the expected order of nature.” Skills Perception +5, Stealth +9
Damage Resistances ÀUHSRLVRQ
Read or paraphrase the text below to your players when Senses blindsight 20 ft., darkvision 90 ft., passive
they reach this station: Perception 15
Languages Deep Speech
Challenge  ;3

Spider webs completely cover your path. Spider Climb. 7KHDUDFKQRWHHWKFDQFOLPEGLIÀFXOW


Suddenly, a maddened ruby miner runs surfaces, including upside down on ceilings, without
towards you screaming, “Hundreds! Thousands! needing to make an ability check.
Walking! Crawling inside me! Kill me! Or the mother will Web Sense. While in contact with a web, the
eat me!” and attacks you. While the miner is arachnoteeth knows the exact location of any other
running towards you, swarms of spiders leave creature in contact with the same web.
the half-eaten body of the half-sane miner. Web Walker. The arachnoteeth ignores movement
restrictions caused by webbing.

ACTIONS
A ruby miner (p. 284) and three swarms of insects Multiattack. The arachnoteeth makes one bite attack
(spiders) attack the characters. When examined with DQGXVHV)DFHRI'HVSDLU
a successful DC 15 Intelligence (Nature) check, the Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one
characters realize that the miner is going to transform target. Hit: 17 (4d6 + 3) piercing damage, and the target
into an ettercap, a mixture of humanoid and spider, if must succeed on a DC 13 Constitution saving throw,
not killed. taking 9 (2d8) poison damage on a failed save, or half
as much on a successful one. If the poison damage
If the characters continue moving forward by reduces the target to 0 hit points, the target is stable
destroying the webs, an arachnoteeth, three ettercaps, but poisoned for 1 hour, even after regaining hit
and four swarms of insects (spiders) attack them. points, and is paralyzed while poisoned in this way.
Treasure. There are three potions of superior healing, Face of Despair. The arachnoteeth chooses a creature
two SRWLRQVRIÀUHJLDQWVWUHQJWK, an armor of junk (p. 265), within 90 feet of it. The target must succeed on a DC 13
40 ammunition for bloodwork pistols and EORRGZRUNULÁHV, Wisdom saving throw or else it sees its most beloved
person’s face appear within the skin and teeth of the
two cloaks of resistance, and one ring of resistance within
arachnoteeth, begging for rescue and crying in pain.
the webs. Because of the shock, the target can take either an
action or a bonus action on its turn, but not both, for
1 minute. The creature can repeat the saving throw
at the end of each of its turns, ending the effect on a
successful save.

148
arachnoteeth

D4. Angst Mine 4 successful DC 21 Charisma (Intimidation) check made


with disadvantage or a successful DC 19 Charisma
(Persuasion) check made after one minute of talking can
Read or paraphrase the text below to your players when also make the miners see the truth. If the characters fail
they reach this station: on any of these checks, then the miners attack them.
2QFHFRPEDWEUHDNVRXWWKHWZRÀHQGVDOVRDWWDFNWKH
FKDUDFWHUVDQGWKHRWKHUFXVWRPHUVDOVRÀJKWDORQJVLGH
the succubus and incubus. When the succubus and the
Hot waves of air carry the smell of perfume,
incubus die, the charm effects on the miners and other
laughs of temptation, and giggles of
customers are automatically dispelled.
satisfaction. When you pass by two marble
columns and through a golden arch placed If the characters succeed at either the Charisma
upon them, an incubus welcomes you with a (Intimidation) or the Charisma (Persuasion) check,
silky voice. “Welcome to heaven.” then the miners realize what has happened to them,
remember that the succubus and incubus killed the
people that they were guiding through the tunnels only
IRUWKHVDNHRISDLQDQGSOHDVXUHDQGDWWDFNWKHÀHQGV
7KHYDPSLUHDQGWKHVRUFHUHUÀJKWDORQJVLGHWKHÀHQGV
Although this was once a depleted angst mine, hot again.
underground water found its way to this place, creating
natural hot springs. Now, this place is a safe little haven
for a succubus named Esprei and an incubus named D5. Infested Station
Marzoc, as well as their selected customers. When
the characters arrive, they can see a half elf Kanrath “The weight of vampirism can only be carried by the
vampire (p. 282) relaxing and feeding from a human in powerful. The weak transform into monstrosities.”
RQHRIWKHSRROVDKDOÁLQJCBI sorcerer (p. 273) who
is taking a bath in another pool and whose drinks are
PDJLFDOO\ÁRDWLQJLQWKHDLUDQGWKUHHruby miners Read or paraphrase the text below to your players when
(p. 284) in another pool alongside the succubus and they reach this station:
incubus. These ruby miners are the ones mentioned in
the A Search for Ruby Miners quest.
The ruby miners are under the charm effects of
You see a huge metal door that has been
the succubus and incubus running this place. They
sheared, bitten, and clawed open in a primal
are convinced that the succubus and incubus are
way. Bloodless corpses start where the railway
their family. If the characters try to persuade them
ends.
otherwise, then they think that the characters are
enemies who want to destroy their family.
The charm effect can be dispelled with magic. A

149
This place is infested with madbloods (p. 120). DC 17 Wisdom (Perception) check, the characters can
Although they were once sealed away, they managed notice the angst core in the machine. A successful DC 13
to open the metal door and have started to haunt the Intelligence (Investigation) check reveals that the angst
Under Garrote. There are 40 madbloods in this place. core may cause an explosion strong enough to collapse
Their leader is the King of the Mad, a madblood that can the roof if the characters can damage the core with
feel emotions beyond anger and bloodlust, and it can ÀUHGDPDJHRUZLWKbloodwork ammunition. A character
even express these feelings in the Common language. SURÀFLHQWZLWKWLQNHU·VWRROVQRWLFHVWKLVLPPHGLDWHO\
This is an extremely rare condition for madbloods, Such an explosion kills 32 madbloods and deals 14
hence why Beathag the Witch wants the King to be damage to the King. If a character is under the collapsed
captured alive. roof, then they must make a DC 19 Dexterity saving
When the characters arrive at the station, the King is throw, taking 56 (16d6) bludgeoning damage on a failed
reading a fable from an old and worn book. It is about save or half as much on a successful one.
a sheep and a wolf traveling the world, escaping from If the characters explain their quest to the King but
dangers, and living together as best friends. However, at they state that they won’t do it, give books to the King,
the end of the book, the wolf eats the sheep and reveals or talk to the King and leave, then after this point, no
that it enjoys eating meat of its friends, which was the madbloods will ever attack them within the mountains.
reason for their friendship from the very beginning.
The fable ends with the lesson that prey should never
trust a hunter. The King is reading the book slowly, D6. Storage Station
PXFKOLNHDFKLOGOHDUQLQJWRUHDGIRUWKHÀUVWWLPH
while the other madbloods listen peacefully. “I have always heard stories of these bizarre creatures.
If the characters fail on a DC 15 Dexterity (Stealth) Listening to the stories was exciting, but seeing one with your
check, make noise while approaching the scene, or own eyes is priceless.”
choose not to take a stealthy approach at all, then the
madbloods get extremely aggressive. However, before
they attack, the King stops them and says that it wants Read or paraphrase the text below to your players when
to speak with the characters. If the characters reject the they reach this station:
King’s offer, then combat takes place.
If the characters approach peacefully, demand to
speak with the King, or accept the King’s request
You see a huge cave. This place was once full
to speak with them, then the King invites them to
of equipment, ore, money, loot, and many
approach the group of madbloods. If the characters
other things ready to be delivered to the cities
refuse to go near the group, then the King comes to
or to the people of the Under Garrote. Now,
them.
however, empty shelves and rusted, worn
At the beginning of the conversation, the King equipment are the only things left.
introduces itself. “I am the King and I am a madblood.” The
A figure is waiting in the middle of the
King loves to talk about anything at all. If it is asked
room. It looks vaguely like a vampire wearing a
why its name is the King, it says, “I heard other people
long cloak and a turtleneck. As you approach,
talking about a crimson king, and I am not crimson. So I
you realize that this is not a vampire, but
thought I should just be called “king”. Was I wrong?”
rather a creature that has evolved to look like
The King can be persuaded to come with them with one. Its bat-like wings are folded to look like
a successful DC 21 Charisma (Persuasion) check. If the a fine cloak and hide the creature’s “face.”
characters say that the King will be able to learn new There is an intestine-like tongue inside its
stories and get new books if it comes with them, then bald, hairless head. As you approach, you hear
they have advantage on the check. The King can’t be a magically created voice echoing throughout
intimidated by threats made against itself. However, the cavern. “Welcome, dear visitors. What do you wish to
if the characters threaten it with the lives of the other ask of the Scribe?”
madbloods around it, then the King can be intimidated
with a DC 17 Charisma (Intimidation) check. If the
characters fail the check, then combat takes place.
The characters can notice the parts, pipes, and Everything has changed since this place’s once
ventilators that are almost completely submerged glorious days, but one thing has remained the same:
in the soil of the 20-foot-high roof. With a successful the Scribe. The Scribe is a dalmun, a creature of

150
high intelligence. Members of this rare species have Senses passive Perception 10
the ability to see into the future, as well as other Languages Common, Old Common, Druidic, Dwarvish,
mystical abilities. They generally live in groups, form Elvish
a hivemind, and prioritize the survival of their group. Challenge  ;3
You can have the characters remember the news about
dalmuns if they encountered Grelda in the section titled Hivemind. If there is another dalmun within 120 feet of
News of Grelda (p. 99) with a successful DC 13 Intelligence the Scribe, then both have a +10 bonus on Intelligence
(Investigation) check. (Arcana, History, Nature, and Religion) checks.
$OWKRXJKGDOPXQVGRQRWKDYHDVSHFLÀF Psychic Probability. The Scribe can look into the
understanding of loyalty, the Scribe is an exceptional IXWXUHVRLWDGGVLWV,QWHOOLJHQFHPRGLÀHUWRLWV$&
case. Back when the mines were active, the Scribe was Spellcasting. The Scribe casts one of the following
the organizer of the inputs and outputs for the mine. In spells, using Intelligence as the spellcasting ability
return, the chief miners ensured that the Scribe was fed (spell save DC 15, +7 to hit with spell attacks):
well. When the mines were closed and the miners left, At will: detect magic, detect thoughts, mage hand, shield
the Scribe thought—or rather, saw a vision— that they GD\HDFKcounterspell, dispel magic, divination
were going to return one day and kept waiting. GD\HDFKhypnotic pattern, major image, greater
invisibility
The Scribe is friendly unless it is attacked. It loves GD\HDFKcontact other plane, dream, scrying
to talk about world news, philosophy, engineering,
mathematics, chemistry, alchemy, and druidic magic.
,WDOVRORYHVWRZULWHVWRULHVERWKÀFWLRQDODQGQRQ ACTIONS
ÀFWLRQDO Multiattack. The Scribe uses Psychic Catapult twice.
If the characters ask for the blueprints that Dyir Psychic Catapult. Ranged Spell Attack: +7 to hit, range
wanted them to collect, then the Scribe asks for a 120 ft., one target. Hit: 18 (4d6 + 4) bludgeoning,
SRXQGRIIUHVKPHDWRUÀYHYLDOVRIEORRGLQUHWXUQ piercing, or slashing damage. The Scribe chooses an
The aforementioned blueprints contain the schematics object that weighs less than 25 pounds within 60 feet
of itself and throws it with the power of a catapult at
of +2 bloodwork weapons. If the characters ask about the
the target. The damage type changes according to the
owners of the blueprints, then the Scribe tells them the
thrown object.
truth: they had been hunted and half-eaten by another
creature when the Scribe found them near this station,
and the Scribe consumed what remained of them. the scrıbe

There are also other items within the station left


by the miners. The Scribe has no use for them, but
DSSUHFLDWHVLILWLVRIIHUHGEORRGPHDWLQNDQGRU
parchment in exchange. These items are a potion of
animal friendship, a potion of climbing, a potion of frost giant
strength, and four potions of superior healing.

The Scribe
Medium monstrosity, lawful neutral

Armor Class 17 (psychic probability)


Hit Points 88 (16d8 + 16)
Speed IWÁ\IW

STR DEX CON INT WIS CHA


6 (-2) 16 (+3) 12 (+1) 19 (+4) 12 (+1) 13 (+1)

Skills Arcana +7, History +7, Nature +7, Religion +7


Damage Resistances cold, poison, psychic
Condition Immunities FKDUPHGIULJKWHQHGSHWULÀHG

151
D7. Seat of the Sacred Iron children can hear about new things. In exchange for all
of the stories that the characters tell them, the earth
elementals can pay with diamond dust that is worth
“I don’t know what is inside, but I am sure that it is .)&6LQWRWDO
blasphemous. Were I not on a quest, I would butcher all of the
heretics and obliterate this place ‘til not a single piece of iron
was left behind.” H2. Ventilation Station
“The lung of the tunnels.”
This is the sacred mine of the Iron Zealots. The inside of
the mine is covered with liquid molten iron, which does There is angst machinery in this station, which pumps
not harm the Iron Zealots but burns any other creature clean air through the entire series of tunnels and lines.
that steps inside. The Iron Zealots do not let anyone but The place is protected by seven mountain guards (p.
themselves enter this sacred place, and 20 of them are 283) at all times.
charged with protecting this place with their own lives. The angst machinery has AC 21, 120 hit points, 10
damage threshold, and immunity to poison and psychic
damage. If broken, the lack of fresh air is noticed after
D8. Ruby Miner's Station six hours, and four ruby miners accompanied by nine
mountain guards will come to repair the machine. If the
This place is a ruby mine, a natural, crimson beauty machine can’t be repaired by the initial group, then six
of the Under Garrote. Ruby is in high demand both in ruby miners accompanied by 12 mountain guards and
Kanrath and Cyherested. Knowing this, 30 ruby miners Beathag the Witch herself along with her shadows will
(p. 284) work day and night to mine the required come to inspect the place.
supply. Mining ruby takes delicacy, so only the miners At the end of each week without fresh air, all
who truly show their potential for mining are chosen to creatures who are required to breathe suffer one level
be ruby miners. of exhaustion.

H1. Refinery Station H3. Qyaport


“An ever-working bloodwork titan.” “The lizardfolk’s stone weapons are nothing like I have ever
This station has not been functioning ever since seen. There is no graceful way to kill something with them,
the mines were closed. There is broken and rusted but they are effective, for sure.”
machinery inside, although they were once examples
of the greatest and largest bloodwork machinery ever
FUHDWHG7KHUHÀQHU\ZDVZRUNLQJQRQVWRSWREHDEOH This place is a smaller and less clean version of Meredel,
to process the angst found within the mines. However, with a population of 328. There is hot underground
like the other parts of the mines, this place has been water as well, but it is less clean than that of Meredel.
deserted and forgotten as well. The people living here are mostly the ones who couldn’t
ÀQGWKHLUSODFHLQ0HUHGHORUZKRFRXOGQ·WOLYHXQGHU
/DWHO\DIDPLO\RIÀYHearth elementals has been WKHUXOHRI%HDWKDJWKH:LWFK$OWKRXJK4\DSRUWLV
occupying this station as their temporary home. protected by Meredel, not seeing the ziggurat and not
They are traveling through the Under Garrote so that being under the nose of Beathag comforts the people
their children can learn from the world outside their living here.
home, which is much deeper beneath the ground. The
elementals are friendly towards others if they are not This place has a connection with the lizardfolk living
taunted, and prioritize running away to save their deeper in the Under Garrote. Their home, which is
children’s lives. If forced, one of them stays behind closer to the spring of hot water, is kept secret and
while the others are running away to buy them time. they do not reveal its location to anyone. To be able
They all look exactly like each other and it is impossible to get resources from the outer world, the lizardfolk
to distinguish which ones are the children and which FRPHWR4\DSRUWE\VZLPPLQJDQGEULQJJRRGVZLWK
ones are the parents. them to trade. It is possible to see a couple of lizardfolk
ZKLOHZDONLQJLQ4\DSRUW/L]DUGIRONEULQJZHDSRQV
If asked for stories, then they tell stories about a city and armor of stone, as well as meat and eggs from rare
of diamond, a city of lava, a place where magic does not animals. In return, they take leather, steel, seeds, and
ZRUNDQGDÁ\LQJFLW\RIVSHOOFDVWHUV7KH\PD\DOVR rarely, bloodwork machinery.
ask the characters to tell their own stories so that their

152
Golden bullet frontıers

7KHFKDUDFWHUVFDQÀQGFRPPRQDQGXQFRPPRQ
LWHPVLQ4\DSRUW$OVRWKHFKDUDFWHUVFDQÀQGDQGEX\
the stone weapons of the lizardfolk.
Tanners, chandlers, ruby miners, fertilizer producers,
and cattle breeders are found here. Mountain guards
are responsible for the settlement’s security.

Stone Weapons of the Lizardfolk


When you hit with an attack made with the
stone weapons of the lizardfolk, you deal
an extra 1d8 bludgeoning damage as the
target is crushed beneath the stone weapon.
However, your Strength score must be equal
to or higher than 15 to use the weapon
properly, or else you have disadvantage on
the attack roll. These weapons are 4,000
.)&6PRUHH[SHQVLYHWKDQWKHLUQRUPDO
counterparts.

H4. Moon Metro Station

“Yet another miracle of the Blood God. Do not forget that even
the moon turns crimson sometimes.”
defy the Blood God and their holy emissaries must be purged
without a second thought. Today, I visited this place as a lone
Read or paraphrase the text below to your players when wanderer. In the future, I will come here with an army of the
they reach this station: faithful. I will strangulate the crafter of the blood corruptor
poison with my bare hands.”

This place acts as the headquarters of several rebellious


Moonlight finds its way through the little groups. Some of these groups are against Kanrath’s
cracks in the gigantic mountains, shining on vampiric rule, some of them defy Cyherested’s supreme
the unique stone beneath. The entire cave is sorcerers, and some of them deny any authority at
bathed in the graceful light of the moon. all. This place is outside of the borders of Meredel’s
authority, so everyone here is responsible for their
own safety. The most powerful group living in this area
Travelers moving through the Under Garrote love is the Golden Bullet, the ones that attacked the latest
to visit this cave owing to the light’s beauty. A cloaker train.
recognized this, and has been waiting on the roof of this If the characters have battled against the Golden
30-foot-radius cave to prey on weary travelers. Bullet, then they must succeed on a DC 17 Charisma
(Deception) check to hide their identities. Otherwise,
they are recognized and are asked to leave this place in
H5. Criminal Base Station peace by three Golden Bullet frontiers (p. 279). If the
characters insist on staying, then they must succeed on
“The Blood God is the one true god, and vampires and blood a DC 17 Charisma (Persuasion) check or else the Golden
sorcerers are the Blood God’s shadows on this world. All who Bullet members do not change their minds, and may

153
even attack if the characters insist too much. to reach the outside world, they were attacked by
The most common traders here are weapon sellers, hemogoblins. Although the sorcerer died, Max was still
armor traders, gunsmiths, and alchemists, especially alive, and was found by Golden Bullet members. Later,
poison-makers. Max saw the sun in their dreams even though they
had never seen the sun with their own eyes. Over time,
The most notable poison-maker is Venerel (elf, Max realized that they had the ability to cast spells and
lawful evil, veteran). Venerel is 600 years old, and is became a cleric. If the characters talk with Max about
a grandmaster alchemist who specializes in poison- their condition, Max says, “I have always wondered why
making. He is also a war veteran who can wield ,ZDVFKRVHQE\WKH6XQEXW,KDYHDOZD\VIDLOHGWRÀQGWKH
bloodwork weapons with great accuracy. The most famous reason... until now. I can heal you. However, I will need the
recipe of Venerel’s is the blood corruptor poison, which body of the Founder to conduct the proper ritual. I am going
GHFUHDVHVWKHHIÀFLHQF\RIEORRG to ask for the direct help of the Blazing Sun, so that you and I
can be bathed in their glorious light. Bring me the body. I can
save your souls.”

Blood Corruptor Poison H6. Ruined Station


The blood corruptor poison can be
administered by having a creature digest it This station is under the strict control of Cyherested.
or by coating a weapon with it and injuring Some of the rubies and iron mined in the Under Garrote
a creature. Once poisoned, the creature are transferred to Kanrath, while some are sent to
must succeed on a DC 17 Constitution Cyherested. This station is where the transactions to
saving throw, or the poison causes different Cyherested are governed. There are neither rooms to
debilitating effects depending on the affected live in nor shops here, only places to store goods and
creature. DURRPÀOOHGZLWKWUDSV5HEHOOLRXVJURXSVFRQVWDQWO\
If the creature is a vampire, then it cannot DWWDFNWKLVVWDWLRQWRVWHDOJRRGVIURPWKHWUDGH)RU
regain hit points in any way. this reason, there are always two CBI Sorcerers (p. 273)
guarding the station vigilantly.
If the creature is a spellcaster who can cast
spells that deal blood damage, then for one The CBI is the center of special operations in
hour, it has disadvantage on concentration Cyherested. It is an abbreviation for the Cyherested
checks, and the damage of such spells Bureau of Investigation.
decreases by 2d6. In the room of traps, there is a teleportation circle
If the creature is a bloodwork automaton, linked to a special room in Cyherested’s train station.
then it is stunned for three rounds. The trap is set in the metal door of the cube-shaped
room, which is 20 feet long on all sides. The trap is a
If the creature is not a vampire, a magical rune placed within the door knob. It activates if
spellcaster, or a bloodwork automaton, then anyone other than those previously designated, namely
the poison is ineffective. the CBI sorcerers guarding this place, touches the knob.
7KHSRLVRQFRVWV.)&6SHUYLDO Upon activation, all creatures within a 20-foot radius
must succeed on a DC 16 Dexterity saving throw or
take 8d6 lightning damage. Also, the trap’s activation
DODUPVWKHRIÀFHUVZDLWLQJRQWKHRWKHUVLGHRIWKH
teleportation circle, and two more CBI Sorcerers come
through the teleportation circle after one round.

Although rare in number, healers can also be found


here. The most famous healer is Max ( bloodwork
automaton, neutral good, priest). Although their
RULJLQDOQDPHLV;50D[LVWKHQDPHWKDW;5
liked and chose for themselves. Max is a cleric of the
Sun God, and can cast cleric spells up to 5th level.
Max was a bloodwork automaton bought from a now-
dead tinkerer by a sorcerer coming from Cyherested.
During the sorcerer’s trip through the Under Garrote

154
155
The wonder of Tolia, conjured and molded by the Prime
Sorcerers, stands tall and mighty while challenging
Kanrath with its presence. Although its history consists
Running This Chapter
RIPDQ\PDJLFDOVRFLDODQGPLOLWDU\FRQÁLFWVLWKDV
overcome most of its hindrances and now represents
modernity and progress. The city was magically shaped
overnight by the four Prime Sorcerers, who are now
thought to be myths. $VWKH*0\RXFDQÀQGWKHNH\HYHQWVWKDWWDNHSODFH
The citizens of Cyherested live their lives in a fast- in this chapter in the table below. The characters will
paced environment. Most people start their day early be hunted like dogs, chase information within the city,
in the morning, spend most of their time at their jobs, challenge potent enemies, struggle with authorities,
and then return to their families or relax in places that DQGÀQGPDJLFDOFXULRVLWLHV
offer recreation. While the general population struggle
with daily endeavors, students can enjoy the life of
the academy on their campus, and sorcerers relish the Episodes
opportunities offered exclusively to them.
Newcomers
Magically aided technological advancements are )RUFKDUDFWHUVRIOHYHO²
evident throughout the entire city. People made of
brass and blood, called bloodwork automatons, live side Blood Vision
by side with the other citizens. Most wealthy houses )RUFKDUDFWHUVRIOHYHO
have a radio, zeppelins hover over the skyscrapers, and The Prime Tower
the angst crystal infrastructure illuminates the entire )RUFKDUDFWHUVRIOHYHO
city.
Automaton patrols scout the streets, sorcerer law
enforcement forces secure the districts, and volunteers GM Tip. In this chapter, there will be different
work against petty crimes. Cyherested is mostly a options of running the adventure in different sections,
secure place. Yet, it might be one of the most dangerous all of which run smoothly. In such places, there are
places for outlaws, foreigners, and wizards. The only options presented to you, and you can choose the one
safe way to get involved in criminal activities is to be a you like most.
part of the system.
7KHFLW\·VDGPLQLVWUDWLRQLVFRPSOH[(OHFWHGRIÀFLDOV The following are the summaries of the episodes and
EXUHDXFUDWVWKHVRUFHUHUHOLWHDUP\RIÀFHUVDQG events that take place in them.
private organizations all have a say on administrative Newcomers. There are various groups and people
issues. It is hard to understand the system and even searching for the characters; some trying to capture,
KDUGHUWRÀQGDORRSKROHXQOHVVDVRUFHUHULVVHDUFKLQJ some trying to interrogate, and some trying to help
for it. The system is unforgiving and slow. them. Each of these groups are privy to different kinds
Their journey has brought the characters to this of information related to the characters’ goals. While
city of wonders. They arrived in the city with a curse struggling with these groups, the characters should
coursing through their veins, enemies following their OHDUQWKHORFDWLRQRIWKH)RXQGHU·VERG\ZKLFKLV
tracks, and a goal in their minds. Before meeting the tower of the Prime Sorcerer of Sanguinology. It
their demise, they need to get accustomed to this new is common knowledge within the city that there are
environment and complete their mission. glyphs necessary to enter the tower. The information
Level Up! Your characters have survived thus far. about the glyphs rests within the city. After the
Inform your players to level up (to the 8th level). FKDUDFWHUVÀQGWZRRXWRIÀYHJO\SKVWKH\OHYHOXS
$IWHUWKHFKDUDFWHUVÀQGDOOWKHJO\SKVEXWRQHDÀQDO
blood vision starts.

156
Blood Vision. As the last blood vision of the adventure, them whenever the characters are spotted.
this is different from the previous ones. This time, Any creature within Cyherested can alert the CBI
the characters physically enter the vision, where they by simply writing CBI on any solid surface with their
could be hurt and killed. The characters can enter the own blood; when they do so, an agent from the CBI
ODVWJDWHWRZLWQHVVWKHEHWUD\DORIWKH)LUVW&KLOG7KH\ headquarters will immediately contact the creature by
JRIXUWKHULQWRWKHYLVLRQZLWQHVVLQJWKH)RXQGHU·V using the sending VSHOO$IWHUWKHWKUHDWLVFRQÀUPHG
WUDQVIRUPDWLRQLQWRDYDPSLUH7KH)RXQGHURQFH agents will teleport to unoccupied spaces within close
again appears at the end of the vision and speaks with proximity of the target.
the characters, offering them an alliance. If denied,
he becomes hostile. After the characters accept the There are six categories that CBI uses to assess
)RXQGHU·VRIIHURUHVFDSHDIWHUGHQ\LQJLWWKH\OHDUQ criminals and the dangers they pose. They take
WKHÀQDOJO\SKDQGZDNHXS7KHFKDUDFWHUVOHYHOXS$W measures according to the threat level assigned to a
this point, they have all the glyphs to enter the tower. perpetrator. The categories are as follows:
After they get into the tower, the next episode begins. Surveillance. If the characters act suspiciously around
The Prime Tower. They can reach the entrance of citizens or law enforcement within Cyherested, the CBI
the Prime Tower through the Highway and they need will put them on their surveillance list.
the glyphs they’ve learned to enter. The door takes Misdemeanor. If the characters are involved in a
the characters to a demiplane created by the Prime criminal act that caused no serious harm, such as
Sorcerer of Sanguinology. The characters explore this possessing illegal drugs or vandalism, the CBI will put
GHPLSODQHWRÀQGWKH)RXQGHU·VERG\HQFRXQWHULQJD them on their misdemeanor list.
variety of creatures, sorcerers, and facilities while doing When the CBI is alerted about a suspect whose
so. There is an orphanage where the sanguinologists GHVFULSWLRQÀWVVRPHRQHRQWKHPLVGHPHDQRUOLVW
are trying to create the perfect adventurer group by they will send 1 CBI sorcerer (p. 273) to deal with the
breeding mortals and raising their children. The most situation.
successful adventuring group of this facility start to
harass the characters without directly engaging them. If a character is caught by the CBI, they can pay the
7KHFKDUDFWHUVÀQGWKH3ULPH/DERUDWRU\DQGOHYHO repair cost of any damaged property plus 300 CS to
XS:LWKLQWKHODERUDWRU\WKH\HQJDJHZLWKDKRUULÀF drop all charges against them. If the characters can’t
creature as well as the adventuring party. After getting afford to pay, or refuse to do so, they will be taken into
WKURXJKWKHPWKH\ÀQGWKH6DQJXLQRORJLVW3ULPH FXVWRG\IRUÀYHGD\VLQWKHQHDUHVW&%,EXLOGLQJDQG
6RUFHUHUDQGWKH)RXQGHU·VERG\7KHFKRLFHVWKH\·YH then released.
made throughout the adventure and the decisions they The creatures in Cyherested have a +1 bonus to
will make in this encounter are going to decide their Recognition checks against the characters, which is
fate, as well as the ending of the adventure. described in the upcoming sections.
Felony. If the characters are involved in serious
crimes, such as the possession of unauthorized spell
The CBI Tactical Force components or murder, the CBI will put them on their
felony list.
When the CBI is alerted about a suspect whose
GHVFULSWLRQÀWVVRPHRQHRQWKHIHORQ\OLVWWKH\ZLOO
send 1 bloodwork automaton patrol (p. 272) for each
suspect and 2 CBI sorcerers to deal with the situation.
The characters are mostly unfamiliar with Cyherested,
and the city doesn’t know much about the characters. If a character is caught by the CBI, they will be taken
They are probably not branded as criminals and their LQWRFXVWRG\IRUÀYHGD\VLQWKHQHDUHVW&%,EXLOGLQJ
blood samples are not in the system yet. However, that 'XULQJWKHVHÀYHGD\VVRPHSHRSOHIURPWKH7UDGHU·V
might change if the characters commit crime within the Goons (p. 187), an organization that will be detailed
city. in the following sections, will come and free the
characters by paying money for their crimes, and take
If the characters are involved in a crime and leave
WKHPWR)LUX]H+DIVD6XOWDQ
any trace behind, such as a witness or their blood, the
CBI will start an investigation, attempting to collect The creatures in Cyherested have a +2 bonus to
enough evidence to categorize the characters. After Recognition checks against the characters.
the characters are categorized, which will take place at Serial Crime. If the characters are involved in serious
the GM’s discretion, the CBI will send agents to capture crimes more than once, the CBI will put them on their

157
serial crime list. Recognition Check
When the CBI is alerted about a suspect whose
GHVFULSWLRQÀWVVRPHRQHRQWKHVHULDOFULPHOLVWWKH\
will send 2 bloodwork automaton patrols and 1 CBI The CBI quickly spreads information about criminals
sorcerer for each suspect to deal with the situation. using newspapers, radios, posters, and rumors.
They encourage the citizens to contact them if they
If a character is caught by the CBI, they will be taken encounter any criminal activity, even offering rewards
LQWRFXVWRG\IRUÀYHGD\VLQWKHQHDUHVW&%,EXLOGLQJ for reporting serious criminals. When the characters
'XULQJWKHVHÀYHGD\VVRPHSHRSOHIURPWKH7UDGHU·V engage with someone in Cyherested, they might
Goons, an organization that is going to be detailed recognize the characters if the characters have been
in the following sections, will come and free the categorized as criminals by the CBI.
characters by paying money for their crimes, and take
WKHPWR)LUX]H+DIVD6XOWDQ Someone can recognize the characters as criminals
LIWKH\VXFFHHGRQD'&5HFRJQLWLRQFKHFN)RUWKLV
The creatures in Cyherested have a +3 bonus to you, as the GM, roll a d20 and add any Recognition
Recognition checks against the characters. check bonuses to the result. The DC of the check is
Evil in Nature. If the characters are involved in a always 20.
crime that is considered vile by the public, such as If the characters are disguised, the person must
torturing a person and killing for fun, the CBI will put ÀUVWVHHWKURXJKWKHGLVJXLVHWREHDEOHWRPDNHWKH
them on their evil in nature list. Recognition check.
When the CBI is alerted about a suspect whose
GHVFULSWLRQÀWVVRPHRQHRQWKHHYLOLQQDWXUHOLVWWKH\
will send 2 bloodwork automaton patrols and 1 CBI
sorcerer for each suspect, and 1 CBI lieutenant (p. 272)
Magic in Cyherested
to deal with the situation.
The agents don’t try to catch the perpetrators, they
try to eliminate them.
The creatures in Cyherested have a +4 bonus to
Recognition checks against the characters.
The magic in Cyherested is carefully monitored. If
Terrorism. If the characters are involved in a crime WKHVSHOOFDVWHULVQRWDQRIÀFHUFDVWLQJVSHOOVRIUG
that is considered to be an act against the Cyherested level or lower, or using magic abilities of equal power
government, such as bombing an administrative is considered a misdemeanor. Using more powerful
building or stealing government secrets, the CBI will magic is considered a felony or even evil in nature,
put them on their terrorism list. considering its severity and purpose.
When the CBI is alerted about a suspect whose 7RXVHPDJLFRQHPXVWÀUVWÀOORXWD8VHRI0DJLFDO
GHVFULSWLRQÀWVVRPHRQHRQWKHWHUURULVPOLVWWKH\ZLOO $ELOLWLHV5HTXHVW)RUPDQGVXEPLWLWWRWKH2IÀFHRI
send 1 CBI special operator (p. 273) for each suspect to Sorcery, which resides in Heartstring Way (p. 13). It
deal with the situation. might take 28 business days to get a reply from the
The special operators do everything in their power RIÀFH,IWKHDSSOLFDQWLVDVRUFHUHURUWKHIULHQGRU
to kill the suspects, and they don’t care about civilian relative of a sorcerer, this time is reduced to 2 business
casualties. days.
The creatures in Cyherested have a +5 bonus to The method of spellcasting and source of magic is
Recognition checks against the characters. also important. It is forbidden to cast spells as a wizard.
All spellbooks are collected and destroyed; it is illegal
to carry them or have them in your possession. Other
In an ordinary CBI building, where they hold criminals, spellcasters can apply for casting permission but they
there are 1d10 bloodwork automaton patrols, 1d4 CBI are seen as inferior to sorcerers.
sorcerers, and one CBI Lieutenant. These buildings are
Spell components and their trade are also monitored.
mostly made of bricks and metal frames. These small
If a person uses unauthorized spell components or
stations don’t tend to be taller than 3 stories but all of
unregistered magic items and gets caught, their spell
them have a basement where they keep the criminals
component pouch is sealed with magical wax and their
behind bars.
items are seized. Breaking the wax is a felony, and the
CBI immediately learns the location of the broken seal

158
due to divination magic on it. Shortly after passing through the wall, they
Because of these rules, people are careful about arrive at the Arcane City Station. Their train stops
leaving no witnesses behind so that they can’t alert at Platform 9; it is either stopped by the train driver
the CBI for unauthorized spellcasting. or slowed down by magical means from the station
itself. If the characters spend more than a minute
inside the docked train or get out of the train, they

Newcomers will be confronted by Lance MacLeod (human,


neutral good, Lance MacLeod).
Lance has an average height and weight, but a
strong posture. His sunken cheeks make him look
older than he is, and he has thick black hair reaching
The characters are traveling toward the city on to his ears, along with a short, yellowed beard. His
the railroad built upon a stone bridge. The road small blue eyes look buried deep in his face. He
connects to an archway that is carved into the great wears black linen trousers, a brown leather monk
wall of the city. As they approach the passage, start strap, a navy shirt, and a black cashmere jacket with
playing “The City of Arcane” on the “Bloodpunk edges covered in silver straps. There is a silver badge
OST”, and read or paraphrase the boxed text below: attached to his jacket with the letters CBI engraved
on it. The characters can realize that the badge is
worn by the agents of a sorcerer law enforcement
agency called the Cyherested Bureau of Investigation
(CBI) with a successful DC 17 Intelligence (History)
The rhythmic clattering of turning wheels and check. Also, Lance has a bloodwork pistol under his
rails fills the air. It’s getting darker and colder jacket, attached to his belt which the characters can
as you get closer to the city. The smell of burnt see with a successful DC 22 Wisdom (Perception)
blood irritates your nose. It is almost time; check.
you look outside. Lance MacLeod is a friend of the Detective, Ethan
The stone arch bridge takes a snaking turn Ward. The Detective has been sharing information
near the city’s great walls, eventually going with him for years through letters, so Lance knows
through it by an arched opening inside the everything that took place before the character’s
wall above 30 feet. The bridge goes over ÀUVWEORRGYLVLRQ
houses, farms, and facilities that are parts Lance is a quick-witted and direct man. He likes
of the unplanned outer areas. The railroad to stay out of trouble and act according to rules and
follows this stone path, cruising above the laws, but he can’t help himself to ignore injustice
settlement. and depravity, tending to disregard rules when it
The tall walls quickly grab your attention. comes to such things. He cares very little about his
The cracks on its bricks and stones cry blood, well-being as he has been traumatized by the events
dripping onto the large runes carved on its he encountered during his years in law enforcement.
side. The blood-smeared runes, standing side Lance doesn’t tolerate hurting civilians. If the
by side throughout the great wall, eerily hum. characters hurt any civilians, Lance MacLeod will
Only the top of several towers and skyscrapers leave and alert the CBI of their felony. Destroying
can be seen, apart from huge zeppelins bloodwork automatons that are not sentient, such as
hovering over the city. those guarding the station, is a misdemeanor rather
You go through the arched opening through than a felony, which can be tolerated by Lance
the wall and after a brief pressure change, Macleod only if it is necessary.
you are welcomed by a completely new and If the Detective is with the characters, Lance
alien atmosphere; clean, illuminated, well- Macleod looks at the Detective and says, “You all are
designed, warm, and glorious. Tall buildings in big trouble. I must lead you to safety. Follow me, quick!”
made of clean-cut stones, completed with The Detective trusts Lance Macleod and urges the
crystals, metal frames, and glass. Families characters to follow him.
enjoy meals on their balconies, with a variety If the Detective is not with the characters, Lance
of food lying on their tables. Streets dazzling approaches the characters and says, “I am Lance
with orange lights. The great city of sorcerers, Macleod, a friend of Ethan Ward. He said you must be
Cyherested, is alive. protected, and you really need that. I don’t know what you
did, but everyone is after you. We must leave this place.

159
Quick.” Bloodshot. Ranged Spell Attack: +9 to hit, range 120 ft.,
one target. Hit: 25 (6d6 + 4) blood damage. The target’s
If the Detective is dead, Lance does not know this, and hit point maximum is reduced by the amount. This
will be mournful about it if the characters tell him. He is UHGXFWLRQODVWVXQWLOWKHWDUJHWÀQLVKHVDORQJUHVW
also sincere with his offer of help, which can be noticed
Bloodwork Pistol. Ranged Weapon Attack: +6 to hit, range
by the characters with a successful DC 11 Wisdom IWRQHWDUJHWHit: 6 (1d8 + 2) piercing damage.
(Insight) check.
Masters of the Arcane Arts (8/Day). Lance can cast any
The characters’ choices really matter here, and spell of 3rd level or lower requiring no components
change the nature of upcoming events greatly. provided that the spell is listed in the sorcerer spell
list. The spell’s casting time must be equal to or
If the characters refuse the offer or try to leave before
shorter than 1 action, and the spellcasting ability for
accepting, Lance warns them that there are dangerous
such spells is Charisma.
people looking for them and they might be present. If
Arcane Specialist (4/Day). Lance casts an evocation
they ignore this warning and still decide to refuse the
spell of 5th level or lower requiring no components
offer, move on to the Station Brawl section. provided that the spell is listed in the sorcerer spell
If the characters accept Lance’s offer, move on to the list. The spell’s casting time must be equal to or
Friendly Welcome section. shorter than 1 action, and the spellcasting ability for
such spells is Charisma.
lance macleod

Lance MacLeod
Medium humanoid (human), neutral good

Armor Class 12 (15 with mage armor)


Hit Points 135 (18d8 + 54)
Speed 30 ft.

STR DEX CON INT WIS CHA


15(+2) 15(+2) 16(+3) 17(+3) 16(+3) 20(+5)

Saving Throws Constitution +7, Intelligence +7,


Wisdom +7, Charisma +9
Skills Arcana +7, Athletics +6, History +7, Insight +7,
Investigation +7, Perception +7, Persuasion +9, Sleight
of Hand +6
Damage Resistances damage from spells;
bludgeoning, piercing and slashing from nonmagical
attacks
Condition Immunities charmed
Senses passive Perception 17
Languages Common, Draconic, Dwarvish
Challenge  ;3

Armor of the Mages. The mage armor and stoneskin Arcane City Station
spells are always cast on Lance and they do not count
against the spells he can cast with Masters of the
Arcane Arts and Arcane Specialist features.
Magic Resistance. Lance has advantage on saving
throws against spells and other magical effects.
The main station building is made of white marble and
ACTIONS metal frames. After the large stairs at the entrance,
Multiattack. Lance uses Bloodshot twice and then there is a huge golden door that always stays open. On
makes one bloodwork pistol attack. each side of the door, there are 30-foot-tall columns

160
that decorate the entrance. The Arcane City Station Railroad. To exit the station by traveling back from
itself is a two-story tall building with high ceilings on the rails, the characters must jump down to the rails,
ERWKÁRRUV7KHÀUVWÁRRULVZKHUHWKHWUDLQDUULYHVDQG and if they do so, the 7 bloodwork automatons standing
departs. There are ticket booths, waiting lounges, coffee near the railway immediately intercept and warn
VKRSVDQGIRRGVWDOOVXQGHUWKHPH]]DQLQHÁRRUV7KH them to get back up on the platform. If the characters
interior of the whole main station building is designed refuse to do so or take hostile actions, the automatons
to feel spacious while using metals as decoration, attack. If the characters get back up on the platform
emphasizing the art-deco-style construction of the DIWHULQLWLDWLQJDÀJKWZLWKWKHDXWRPDWRQVDOORWKHU
FLW\7KHHQWLUHJURXQGRIWKHÀUVWÁRRULVPDGHRIGDUN DXWRPDWRQJXDUGVRQWKHÀUVWÁRRUMRLQWKHÀJKW
marble slabs. The characters can sneak down to the rails without
The station is crowded with common citizens, alerting the automatons by succeeding on a DC 22
EORRGZRUNDXWRPDWRQVVRUFHUHUVJXDUGVDQGRIÀFHUV Dexterity (Stealth) check. There are also 10-foot tall
as well as several vampires. The characters can realize fences around the railway outside the station. The
with a successful DC 18 Wisdom (Perception) check that characters must succeed on a DC 13 Strength (Athletics)
there are more than 15 bloodwork automaton patrols or Dexterity (Acrobatics) check to climb over the fences
S RQWKHÀUVWÁRRURIWKHVWDWLRQ,IWKHFKHFN to get out of the railway. Each section of the fence,
succeeds by 5 or more, they count that there are exactly which is 5 feet wide and 5 feet tall, has AC 19, and 18
24 bloodwork automaton patrols and learn their exact hit points, is immune to piercing, poison, and psychic
locations. damage, and has a damage threshold of 5.
Employee Door. To exit the station by using the
There are 7 automatons lined up near the railway HPSOR\HHGRRUWKHFKDUDFWHUVPXVWÀUVWOHDUQWKDW
with each standing 10 feet apart from the others. there is an employee door leading outside, which can
The staircase on the left is guarded by 2 automatons, be done with a successful DC 21 Wisdom (Perception)
standing at the lower left and right. The staircase on or DC 19 Intelligence (Investigation) check, or taking
the right is guarded the same way by 2 automatons. information about a train station employee.
There are 5 automatons guarding the main gate, 4 of
them standing guard and 1 of them talking with people, 7KHUHLVDQHPSOR\HHFOHDQLQJWKHÁRRUVWKDWVHHPV
checking their papers. There are 4 guards on the right sad; if the characters approach her, she will tell them
PH]]DQLQHÁRRUSDWUROOLQJWKHÁRRUDQGFKHFNLQJ she lost her wallet and in it, there was 1,200 CS she
the main hall from above. It is the same on the left was saving to buy school books for her child. With
PH]]DQLQHÁRRU a successful DC 18 Wisdom (Perception) check, the
characters can see a child stealing wallets within
You can use the battle map Arcane City Station the station. They can alert the automatons who will
(p.163) to show your players the layout of the then arrest the child, taking the wallets as evidence.
surrounding of the station. You can also mark the They can steal the wallets back from the child with
automaton patrols on the map if the characters have a successful DC 16 Dexterity (Sleight of Hand) check.
noticed them. There are 6 wallets on the child, containing 4 angst
coins, 3,600 CS, and 165 CW. They can intimidate the
child to persuade him to give back the wallet with a
Friendly Welcome successful DC 14 Charisma (Intimidation) check. If the
kid realizes that the characters are trying to get back
the wallets before being intimidated, he runs away,
leaving the station. If the characters give 1,200 CS to the
employee or give her wallet back to her, she asks them
how she can repay. If the characters ask her to take
them outside the station discreetly, she takes them out
from the employee door. She won’t accept helping the
Lance MacLeod says, “We would get too much attention
characters with a criminal act.
together. Wait for me outside the station; there is a cologne
shop right across the street. You go ahead while I enjoy my This door has AC 19, 45 hit points, and immunity to
cigarette. Also, try not to act suspicious.” If the characters poison and psychic damage. It is locked, and the lock
FKRRVHWRZDLWLQWKHVWDWLRQ/DQFHJRHVÀUVWWRWKH can be picked by a successful DC 15 Dexterity check
cologne shop instead of smoking in the station. If the made with thieves’ tools. The characters can quietly
characters choose to go, Lance goes upstairs to smoke open the door with a DC 19 Dexterity (Stealth) check.
RQWKHVHFRQGÁRRUEDOFRQ\ Main Gate. The characters can walk out from the main
The station has three exits: the main gate, the gate without a problem if they just walk out. If they try
employee door, and the railroad.

161
not to act suspicious as Lance said, they must succeed hear a gunshot a second after Lance is shot, coming
on a DC 15 Charisma (Performance) check, or the from afar from outside the station, with a successful
automaton checking for papers at the main gate asks DC 20 Wisdom (Perception) check. The characters
them for their bloodpass (p. 101), which the characters can retrieve the bullet from the ground around Lance
got in the Kanrath Main Line. The same thing happens with a successful DC 22 Wisdom (Investigation) check.
if the characters try to sneak out from the main gate $FKDUDFWHUSURÀFLHQWZLWKEORRGZRUNZHDSRQVFDQ
and fail on a DC 22 Dexterity (Stealth) check. If the UHDOL]HWKDWWKHEXOOHWLVFRPLQJIURPDVQLSHUULÁHZLWK
characters don’t possess a bloodpass, the automatons a successful DC 13 Intelligence (Investigation) check. A
try to arrest the sorcerers. If they do, the automatons FKDUDFWHUSURÀFLHQWZLWKbloodwork weapons (p. 262) can
let them pass. If the characters are arrested, they are directly understand this.
held within the station for an hour, handcuffed with There are members of four different groups that
manacles, in which case Lance will then take them from are trying to capture the characters within the crowd.
automaton custody but the other groups will learn that These groups are the Silver Cult, the Corrupt Agents,
he is associated with the characters. Lance will then the Sun Priests, and the Trader’s Goons. You can
take them to the cologne shop. ÀQGGHWDLOHGLQIRUPDWLRQDERXWWKHVHJURXSVLQWKH
7KHFKDUDFWHUVFDQDOVRJRXSWRWKHVHFRQGÁRRUDQG upcoming sections.
jump from one of the balconies to the street, which is a After Lance dies, the members of these groups attack
30 foot fall. the characters. The automaton guards evacuate the
If the characters get out of the station without Lance
and go to the cologne shop without hurting civilians,
Lance joins them in 10 minutes. cbı sorcerer
After the characters leave the station in any way,
move on to the Searching for the Cure section.

Station Brawl

Start playing “Two Bullets for a Wand” on the


“Bloodpunk OST”. Then, read or paraphrase the text
below to your players:

A bullet pierces Lance MacLeod’s skull and a


crimson bolt hits his chest at the same time,
spattering his brain and blood all over you.
People scream. The characters are spattered
with his brains and blood. Lance MacLeod
dies and his body transforms into a puddle of
blood, out of which, a sanguine elemental (p.
284) rises and starts attacking everyone close
to it.

The bullet that killed Lance came from a sniper


ULÁHDQGZDVVKRWIURPDEXLOGLQJDFURVVWKHVWUHHW
(see the Old Sniper - p. 210). The characters can

162
train station and don’t get involved in the combat. even if they are captured, move on to the Searching for
Normal Encounter. If you prefer the characters to the Cure section.
escape from the station and explore the city, use the
following creatures in combat: a Silver Cultist (p.
286), a bloodwork automaton patrol (p. 272) from the
Corrupt Agents, a priest from the Sun Priests, and a Searching
veteran equipped with a bloodwork blunderbuss (p. 263)
from the Trader’s Goons. for the Cure
Deadly Encounter. If you prefer the characters to
be captured by an organization, use the following
creatures in combat: two Silver Sorcerers (p. 286) from
the Silver Cult, a CBI sorcerer (p. 273) from the Corrupt
Agents, a Sun Priest (p. 288) from the Sun Priests, and
an assassin equipped with angst daggers (p. 265) from The characters have left the station. They are either
the Trader’s Goons. captured by a group, taken to safety by Lance, or go into
the city by themselves.
During this combat, when a character is reduced to
0 hit points and falls unconscious, they don’t make a Please note that whether the characters have moved
death saving throw. Instead, they remain unconscious. into the city with Lance Macleod, survived the brawl, or
,IDOOWKHFKDUDFWHUVIDOOXQFRQVFLRXVWKHÀJKWFRQWLQXHV were captured by one of the groups and escaped from
until only the members of a single group are left captivity afterwards, the groups after the characters
standing. The winning group captures the characters. will continue their search unless their leader is killed or
You, as the GM, can continue the combat after all the persuaded to call off the search.
characters fall unconscious, randomly determine the The four groups that are after the characters are the
last group standing, or pick whichever you want. Silver Cult, the Corrupt Agents, the Sun Priests, and
After the characters leave the station in any way, the Trader’s Goons. The Silver Cult is responsible for

163
all of the events affecting the characters, as you may some of the sigils, and you can choose the ones that you
recall from the previous chapters. The Corrupt Agents OLNH,I\RXVHHÀW\RXFDQDOVRFKDQJHWKHSODFHVRIWKH
are considering the characters as possible threats to sigils where it feels appropriate. Moreover, some of the
their own agenda, but they have no relation with the events detailed in The Events section have nothing to
SORWUHYROYLQJDURXQGWKH)RXQGHUVRWKH\FDQEH do with the main plot, but they seem to be related. You
turned into valuable allies with the right moves. The can use these events to show more of Cyherested to the
Sun Priests are aware that there is a great shadow and characters, or if you want the characters to struggle
danger following the characters thanks to the mystical more before proceeding in the adventure. You can
visions they receive. They are not aware of the danger’s also add your events in any way you like. This is your
nature, so they can be allies of the characters. Lastly, adventure, and we’d like to provide you with more than
the Trader’s Goons is the greatest trader organization in one possibility to run this chapter.
Cyherested, highly interested in the characters because As we’ve said, there is more than one possible way
they may cause great changes in Cyherested. Keep in WRSOD\WKLVFKDSWHUXQWLOWKHWKLUGDQGWKHÀQDOEORRG
mind that the groups and encounters detailed under vision. We strongly suggest you read everything about
this title are not in chronological order. If you need to the organizations and the related events before playing.
check the general details about Cyherested, check the
Adventure Background (p. 4) section. 5HJDUGLQJWKHVLJLOVZKHQWKHFKDUDFWHUVFDQÀQG
IRXURIWKHPWKHÀIWKZLOODSSHDU7KHVLJLOVWKDWFDQEH
<RXFDQÀQGPRUHGHWDLOHGLQIRUPDWLRQDERXWWKH found are sorcerer, magic, life, and soul sigils. Below,
groups in the The Organizations section in case the \RXFDQÀQGWKHSODFHVWKHFKDUDFWHUVFDQÀQGWKHVH
characters interact with them. All the actions an sigils. The section titles referred below are detailed in
organization may take against the characters or to The Events section.
support the characters are detailed there. Although
some of these groups are keen to work with the Sorcerer Glyph. This glyph is located in the
characters at the beginning, their standings may change headquarters of the Silver Cult. At one point, the
depending on the characters’ actions. There are also characters should come across encounters related to
many events, people, problems, and opportunities that this cult. There is no other way to obtain the sorcerer
the characters may encounter with the members of sigil.
these groups. They can learn more about these groups, Magic Glyph. All three leaders of the Corrupt Agents
irrelevant information, or magic items, which can make possess a stone with the magic glyph carved on it, and
the characters more powerful in the The Events section. the organization also has one other magic sigil stored
The characters should navigate their way through RQWKHQGÁRRURIWKH=DSHUQLFN7RZHU S 7KH
WKHVHHYHQWVWRUHDFKWKHLUJRDOZKLFKLVÀQGLQJWKH leaders are detailed in the Corrupt Agents section, where
)RXQGHU·VERG\KLGGHQVRPHZKHUHLQWKHFLW\ it also covers the characters’ possible abduction to the
7KH)RXQGHU·VERG\LVZLWKLQWKHWRZHURIWKH3ULPH Zapernick Tower, where they might encounter the
Sorcerer of Sanguinology, who is also the true power magic sigil. Another way to obtain this glyph is detailed
behind the Silver Cult. Considering that the characters in the Chattercode District section.
FDPHWR&\KHUHVWHGIROORZLQJWKH)RXQGHU·VERG\DQG Life Glyph. The life glyph can be found during the
the members of this organization, it is highly important random encounters within Cyherested. They are
for the characters to learn more about the Silver Cult detailed in the Spellcaster Brawl, Medical Malpractice, and
DQGÀQGWKHPZKLFKZLOOHYHQWXDOO\JXLGHWKHPWRWKH The Old Sniper sections.
aforementioned tower. The information they will learn Soul Glyph. The soul glyph can be found during
from the Silver Cult’s leader, Elari, includes the location the random encounters within Cyherested. They
RIWKH)RXQGHU·VERG\ WKHWRZHU WKDWWKHFKDUDFWHUV are detailed in the New Heretics and 2UJDQ7UDIÀFNLQJ
DUHJRLQJWRQHHGVLJLOVZKHUHWRÀQGWKHPDQGKRZWR sections.
use them to get into the tower. Although some of them
will be imperfect knowledge, the characters will be able 1RZZHFDQÀQDOO\WDONDERXWKRZWKHDGYHQWXUH
to learn the rest of the things they must know from proceeds.
)LUX]H+DIVD6XOWDQZKRLVWKHOHDGHURIWKH7UDGHU·V If the characters meet with Lance MacLeod, move on
Goons, or through alternative methods. to the Safe House VHFWLRQ)URP/DQFHWKH\DUHJRLQJWR
Please keep in mind that the characters do not need learn the whereabouts of the Silver Cult. During their
WRFDUU\WKHVLJLOVWKH\ÀQGZLWKWKHP6HHLQJWKH LQYHVWLJDWLRQ)LUX]H+DIWD6XOWDQWKHOHDGHURIWKH
shapes of the sigils is enough for them to proceed. Trader’s Goons, will send Abraham (p.192) and invite
the characters to dinner, since she is intrigued by the
As the GM, it is up to you to decide the playstyle of characters and wants to cooperate with them against
this chapter. There are multiple methods to obtain the Silver Cult due to personal reasons. Abraham says,

164
elari valborn
“My lady, Firuze Hafsa Sultan, invites you to dinner. She
is aware that you have been following some people and
some other people are following you right now. She fears
that you are in grave danger, and she would like to offer
you collaboration.” The characters can either go with
Abraham immediately or take the address from him.
If Lance Macleod is dead, or the characters don’t
PHHWZLWKKLP)LUX]H+DIWD6XOWDQWKHOHDGHURIWKH
Trader’s Goons, will send Abraham (p.192) and invite
the characters to dinner, since she is intrigued by
the characters and wants to cooperate with them
against the Silver Cult due to personal reasons.
Abraham says, “My lady, Firuze Hafsa Sultan, invites
you to dinner. She is aware that you have been following
some people and some other people are following you
right now. She fears that you are in grave danger, and
she would like to offer you collaboration.” The characters
may go with Abraham immediately or take the address
from him.
If Lance Macleod dies and the characters are captured
by one of the groups, the characters must escape from
captivity unless the group that has captured them is
the Sun Priests or the Trader’s Goons, since they act The Silver Cult
more friendly towards the characters than the other
organizations. In case the characters won’t escape from
captivity, you can make another organization, Lance The cult is founded by the Prime Sorcerer of
Macleod, or the Detective intervene and save them. Sanguinology, who controls the cult from the shadows.
If the characters refuse all invitations and Only the leader knows that the Prime Sorcerer is
collaborations, they can try to investigate by involved. As you may recall, the members of this cult
themselves. In this case, they can get information are responsible for the ritual that took place in Kanrath
from the events detailed in The Events section and from that rained blood and resurrected the characters. They
the encounter examples detailed in The Organizations DUHDOVRWKHRQHVWKDWVWROHWKH)RXQGHU·VERG\
section. The organizations, especially the Silver Cult The cult gets its name from the silver daggers each
and the Corrupt Agents, are after the characters, and member has to carry, which they need to kill vampires.
you can try to capture the characters with them at any
Start playing “Two Bullets for a Wand” on the
suitable time.
“Bloodpunk OST” when the characters deal with the
Whatever path the characters choose to walk, make Silver Cult.
VXUHWKDWWKH\OHDUQWKHZKHUHDERXWVRIWKH)RXQGHU·V
body, about the sigils, and how to use them.
Leader
The Organizations Elari Valborn is the leader of the cult. She is a pupil of
the sanguinologist Prime Sorcerer; an extraordinary
privilege. She is the second youngest member of the
Valborn family, a proud family with a strong sorcerer
bloodline. The members of the Valborn family have
extremely potent blood and a strong predisposition to
sorcery.
As the GM, you may refer to the information given
Description. 6KHLVDWLHÁLQJZLWKDVNLQQ\EXLOG+HU
in this section many times during the course of the
ERG\LVVRWKLQWKDWLWDOPRVWORRNVOLNHVKHKDVQRÁHVK
adventure. There is detailed information about the
over her bones. She has tiny horns with slight curves.
organizations searching for the characters, their
6KHSUHIHUVWRZHDUGUHVVHVPDGHIURPORWXVÁRZHUVLON
leaders, headquarters, hideouts, goals, agents, and
She adorns herself with magic items, mostly jewelry,
headquarters.
HYHQLIVKHGRHVQ·WEHQHÀWIURPWKHP

165
Personality. She is arrogant. Coming from a bloodline except the Prime Sorcerer. To obtain this information,
of sorcerers, her family has a place in high society, so the characters either need to persuade her (see the
she has never had to meddle with the common citizens Valborn Family section - p. 198) or probe deep into her
of Cyherested. She works hard to secure her place at mind using magic, such as the detect thoughts spell, while
the top and fuels her pride to its extreme by her own asking the relevant questions. At the GM’s discretion,
achievements. Elari might share some or all of this information if
Roleplaying Elari. She elucidates every sentence the characters torture her. Regardless, if she is forced
with grandiloquent words. She takes her time to think to share this information, she will try to deceive the
before acting and speaking. She moves and waves her characters by giving them false information. If the
hands in the air while thinking and speaking. She tries characters completely cannibalize Elari’s corpse, they
to act otherwise, but she is a passionless person and gain 1 blood degeneration and learn all the information
VRPHWLPHVLWUHÁHFWVLQKHUGHPHDQRU she possessed.

She loves sweets; she loves eating them, looking at Encounter Example. There is a radio within a shop
them, touching them, and smelling them. Her favorite and it can be heard from the street. There are two
bakery in Cyherested is Uncle’s Baked Sweets. She is people talking, laughing, and making jokes. One of
also very protective of her family and family reputation. them says, “There are people who doubt the existence of
She doesn’t like casting spells but she likes to feel the Prime Sorcerers. What do you think?” The other voice
powerful, which sorcery provides. answers, ´,NQRZDWLHÁLQJ(ODUL6KHLVDIULHQGRIP\
friend’s acquaintance…” -they laugh- “...She claims to be an
She barely interacts with people outside high society apprentice of the Prime Sorcerer of Sanguinology. Are you
with the exception of the cult members. She even uses VD\LQJWKDWVKHJRHVWRWKH3ULPH7RZHUHYHU\GD\ÁDVKHV
a method she has developed to cast the teleport spell a stick, waits at the door, for no reason? I don’t think so,
as a ritual to travel within the city to stay away from Dave. They are real and they might be even listening to our
the crowds. She only travels to luxurious and well- charming show.” Again, they laugh.
decorated places where she can have comfort.
What She Knows. She knows every detail about the
Silver Cult. She knows the names of all of its members,
every operation taking place, and all properties owned.
She also possesses the following information:
Elari
0HGLXPKXPDQRLG WLHÁLQJ FKDRWLFQHXWUDO
• The Prime Sorcerer of Sanguinology aims to
UHVXUUHFWWKH)RXQGHUDQGELQGKLPGXULQJWKH
Armor Class 18 (magical arsenal)
process.
Hit Points 110 (13d8 + 52)
• 7KHÀUVWDWWHPSWWRUHVXUUHFWWKH)RXQGHULQ
Speed 30 ft.
Kanrath failed, followed by a rain of blood and
the resurrection of the characters as a result. One
of the sorcerers responsible for conducting the STR DEX CON INT WIS CHA
ritual by reading the spell scrolls prepared for this
purpose failed to read one of these scrolls correctly 8 (-1) 11(+0) 19(+4) 17(+3) 16(+3) 22(+6)
because of a false interpretation of an arcane mark.
• 7KHFKDUDFWHUVSRVVHVVWKH)RXQGHU·VEORRGZLWKLQ Saving Throws Intelligence +8, Wisdom +8, Charisma
their veins and it is killing them. +11
Skills Arcana +8, Deception +11, History +8, Insight
• 7KH)RXQGHU·VERG\LVZLWKLQWKHWRZHURIWKH
+8, Intimidation +11, Investigation +8, Perception +8,
Prime Sorcerer of Sanguinology. Persuasion +11
• 7KHSURFHVVRIH[WUDFWLQJWKH)RXQGHU·VEORRGIURP Damage ResistancesGDPDJHIURPVSHOOVÀUH
their body would certainly kill them. bludgeoning, piercing and slashing from nonmagical
attacks
• To be able to enter the Prime Sorcerer’s tower,
RQHPXVWNQRZÀYHVLJLOVDQGXVHWKH+LJKZD\ Senses darkvision 60 ft., passive Perception 18
S )RXURIWKHPPHDQVRUFHUHUPDJLFOLIHDQG Languages Common, Draconic, Elvish, Infernal, Old
VRXOEXW(ODULKDVQRLGHDDERXWWKHÀIWKRQH6KH Common
also does not know where one must go using the Challenge  ;3
Highway, since there is no station for the Prime
Sorcerer’s tower in the Highway. Endless Teleportation. Elari can cast the teleport spell as
Elari would never share this information with anyone a 10-minute ritual without expending a spell slot.

166
Magical Arsenal. Elari wears and carries many magical (p. 282) are talking to each other in a cafe. The one
items which enhance her abilities. If she dies, most ZLWKWKHPRUHÁDPER\DQWFORWKHVVD\V“I am a guest
of her items turn to dust, leaving behind an amulet of in this city and have you seen how they treated me? Those
health, bracers of defense, and an Ioun stone of absorption. barbarians were carrying silver daggers. It is rude and they
Spellcasting. Elari is an 18th-level spellcaster. Her know it and that’s why they do it. She blabbed on and on
spellcasting ability is Charisma (spell save DC 19, +11 to DERXWKRZWKH\·OOGUDLQWKHEORRGRIWKHÀUVWRQHDQGKRZ
hit with spell attacks). they’ll boil it and kill it. The Founder is already dead… Why do
Cantrips (at will): agglutination*, ÀUHEROWPDJHKDQG they even want to kill a dead person?” The other vampire
message, ray of frost, shocking grasp, spare the dying agrees with a nod and a shrug, saying, “What do they
1st level (4 slots): FXUHZRXQGVGHWHFWPDJLFLQÁLFW know.”
wounds, silver needle*
2nd level (3 slots): barkskin, hold person, lesser
restoration, see invisibility Agents
3rd level (3 slots): blood choke*, counterspell, dispel magic,
The members of this cult are all sorcerers who respect
revivify, vampiric touch
and fear Elari. The members think that the cult is
4th level (3 slots): blight, deathward, freedom of movement
formed against vampires and their role is to eliminate
5th level (3 slots): blood burst*, greater restoration, mass the vampire threat from Tolia. Elari has told them that
cure wounds, scrying VKHNQRZVDZD\WRSHUPDQHQWO\NLOOWKH)RXQGHUEXW
6th level (1 slot): chain lightning, ruby circlet* WKDWLWUHTXLUHVWKHPWRUHVXUUHFWKLPÀUVW7KH\EHOLHYH
7th level (1 slot): blood seeking*, reverse gravity, teleport WKDWWKH)RXQGHU·VGHPLVHZRXOGGHVWUR\DOOYDPSLUHV
8th level (1 slot): mend magic* The less experienced members are Silver Cultists
9th level (1 slot): power word kill (p. 286) and the more experienced ones are Silver
Sorcerers (p. 286). The characters might come across
ACTIONS these cultists within the city, mostly walking in groups
Multiattack. (ODULXVHV)RUFH1HHGOHWKULFH
of two: one Silver Cultist and one Silver Sorcerer.
They look like other sorcerers with fancy clothes but
Force Needle. Ranged Spell Attack: +11 to hit, range 30
with silver daggers on their belts and they wear gloves
ft., two targets standing no more than 5 feet from each
other. Hit: 17 (2d10 + 6) force damage. at all times.
Bloodshift (2/day). Elari transforms into a Tolian If the members encounter the characters, one follows
siren (p. 288). Her game statistics are replaced by them while the other gets help. If a cultist successfully
the statistics of the siren except for her alignment, follows the characters for 1 hour while the other one
personality, and Intelligence, Wisdom, and Charisma is getting help, the backup will arrive and a group of
VFRUHV6KHDOVRUHWDLQVKHUVDYLQJWKURZSURÀFLHQFLHV 6 cultists (1 Silver Sorcerers, 2 Silver Cultists, and 3
in addition to gaining those of the creature. She Silver Cult wardens - p. 286) will start to follow them,
assumes the siren’s hit points and Hit Dice. When she trying to seize a chance to ambush them.
reverts to her normal form, she returns to the number
of hit points she had before she transformed (any Encounter Example. A university student, decorated
excess damage is carried to her normal form). She ZLWKÀQHFORWKLQJWKDWLQGLFDWHVKLVVWDQGLQJLQWKH
can revert to her normal form as a bonus action; she social strata, is talking to his girlfriend about his family.
reverts automatically if she falls unconscious, drops to “I haven’t seen my brother for almost six months. He said he
0 hit points, or dies. was going to make things right with my father. He said he
was going to apply for a job suited for an educated sorcerer.
Instead, he joined that cult. They call themselves “silver
Goals sorcerers”. Pathetic. I wish he would die before he drags our
family name through the mud anymore than he already did.”
The cult is trying to capture the characters without
killing them. After their ritual of trying to resurrect
WKH)RXQGHUIDLOHGWKH)RXQGHU·VEORRGUDLQHGGRZQ Resources
from the sky and went into the characters’ bodies,
resurrecting them. Elari realized the situation and Elari is the most important resource of the cult. She
realized that they need the characters for the blood has access to the Magnifying Hall (p. 14) where she can
they carry which they need to perform the ritual again. amplify her spells. She also has permission to cast every
7KH\ZDQWWRH[WUDFWWKH)RXQGHU·VEORRGIURPWKH spell. Each time a character casts a spell, uses a magical
characters’ veins, which is fatal for the characters. ability, or activates a magic item, roll a d20. If the result
is 20, she is in the Magnifying Hall, and she learns the
Encounter Example. Two tourist Kanrath vampires

167
168
exact location of the character performing magic if They wanted everything, I’m so sorry. I couldn’t say no, they
the character is not hidden from divination magic. If are doing business with Elari. I’ll give your money back, I’ll
this happens, Elari casts the blood choke (p. 258) spell even consider a special discount just for you!”
targeting the character she detected (the spell’s range is
DPSOLÀHGE\WKH0DJQLI\LQJ+DOOWRVSDQWKHHQWLUHFLW\ 
and dispatches a group of cultists (1 Silver Sorcerer, 2 Headquarters
Silver Cultists, and 3 Silver Cult wardens). The cultists
In the district called the Nest (p. 12) the cult has a
arrive at the character’s detected location within 1
3-story building. On its entrance, it spells out “Elari’s
minute and they issue a search within a 100-foot radius.
Organic Spell Component Workshop” with chromed
If the characters escape, but leave even a drop of blood
brass plates. This large brick building is located near
behind, Elari will use it and cast the blood seeking (p.259)
a crossroads. The street before the front entrance
spell and again dispatch the group to retrieve the
descends toward the crossroads and from there, takes a
characters.
turn toward the back of the building.
The cult also has contacts throughout the city,
7KHUHLVDEDOFRQ\RQWKHVHFRQGÁRRUDQGPHWDO
especially people related to sorcery. There are
IUDPHGJODVVZLQGRZVRQWKHVHFRQGDQGWKLUGÁRRUV
university students, spell component merchants, magic
7KHEXLOGLQJKDVDÁDWURRIDQGRQLWWKHUHLVDIRRW
item traders, people desiring to become sorcerers,
tall metal pole with a small angst crystal attached to its
sorcerer elites, and fanatics that hate vampires as
top and wires connected to it; this is a radio receiver.
contacts as well as some as allies. If they encounter
The closest building is 60 feet away, and there are small
the characters they might try to warn the cult, deceive
parks and gardens between the buildings.
the characters, stall them, or even capture them
themselves. The outer walls of the building have two layers; the
outer layer is made of red bricks and the inner layer is
The cult’s wealth is not in coins but in magic items.
PDGHRIKROORZVWRQHEULFNVÀ[HGZLWKPHWDOEHDPV
The members carry 1d100 CW on them but they might
Each section of the outer walls, which is 5 feet wide and
be carrying valuable magic items. If the characters
5 feet tall, has AC 18, 22 hit points, and immunity to
loot a cult member’s equipment, you can choose to
poison and psychic damage.
give them additional loot by having them roll a d20.
2QDUHVXOWRIRUKLJKHUWKH\ÀQGDQXQFRPPRQ The inner walls of the building are made of a single
magic item on the cultist such as (d10) (1) bag of holding, layer of stone bricks and coated with plaster. Each
(2) brooch of shielding, (3) circlet of blasting, (4) cloak of section of the inner walls, which is 5 feet wide and 5 feet
protection, (5) dust of disappearance, (6) lantern of revealing, tall, has AC 17, 12 hit points, and immunity to poison
(7) mithral armor, (8) potion of resistance, (9) stone of good and psychic damage.
luck, and (10) wand of magic missiles. On a result of 19 or The necessary blood to fuel the angst equipment,
WKH\ÀQGDPDJLFLWHPRIUDUHTXDOLW\VXFKDV G  such as the lamps and the radio, is supplied to this
(1) amulet of health, (2) gem of seeing, (3) mantle of spell building through the underground blood pipeline of the
resistance, and (4) ring of free action. city.
The cult also takes precautions against the characters
using their arsenal. With every encounter they have
with the characters, they make upgrades according
c
c
WRWKHDELOLWLHVRIWKHFKDUDFWHUV)RUH[DPSOHLIWKH
characters prefer to deal a certain damage type, each a c
cultist is equipped with a potion of resistance against that
damage type. If the cultists fail to dent the armor of the b c
characters, each will be equipped with several wands of
e
magic missiles for their next encounter. If the characters
tend to become invisible, the cultists will be equipped
with lanterns of revealing. As the GM, you can take the
SUHFDXWLRQV\RXVHHÀWIRUWKHFXOWLVWV
g d
Encounter Example. A magic shop owner is arguing
with a customer outside of the shop’s entrance. The
customer cries out, “You promised to reserve the stone for f
me! I already paid almost half of its price! Give me my money e
back!” The owner looks ashamed and he tries to explain,
“I had no choice, they bought in bulk and paid in advance.

169
materials that don’t easily expire. There are different
Basement. The basement is used as a slaughterhouse colored clumps of dust laid out on the ground in each
where specialized butchers extract spell components dry storage room. A successful DC 15 Intelligence
from various creatures. (Arcana or Nature) check reveals that they are highly
ÁDPPDEOHDQGLIWKH\FRPHLQFRQWDFWZLWKDKHDW
It is made of marble, and the walls and columns are source, such as a torch, they explode. The explosion
made from thick stone blocks. A wooden truss supports GHDOV G ÀUHGDPDJHWRHYHU\FUHDWXUHRQWKH
WKHXSSHUÁRRU7KHUHDUHPDQ\EUDVVSLSHVFRPLQJRXW ÀUVWÁRRUDQGLJQLWHVXQDWWHQGHGÁDPPDEOHREMHFWV
from the walls and traveling across the truss, carrying The dust is consumed during the explosion. The total
blood to the many angst lamps illuminating the room. worth of the dust is 11,000 CS. There are also 4 daggers,
There is a large pipe near the metal door, protruding 4 handaxes, and 1 chain shirt in each dry storage room.
from the ground and going up to the truss. The pipe has
a valve and a pressure gauge. Closing the valve stops The cold storage room (d) is used to store cleaned
WKHEORRGÁRZWRWKHHQWLUHEXLOGLQJGHDFWLYDWLQJDOO carcasses and extracted blood in glass barrels. The
angst equipment connected to the pipeline, such as the URRPLVNHSWDWGHJUHHV)DKUHQKHLW7KHUHDUHFRSSHU
angst lamps. While the valve is open, the basement is in tubes on the walls with spells inscribed on them and
bright light, otherwise, it is in total darkness. angst crystals embedded inside. The brass pipes feeding
blood to angst lamps feed blood to these tubes, and the
Every day from sunrise to sunset, there are 3 butchers angst crystals keep the spells activated, emitting cold
(commoners) working in the basement, extracting air. A creature who has spent 10 minutes in the cold
spell components. They carry butcher knives (handaxe) room without protection against the cold must succeed
instead of clubs, and they wear chain shirts. Their on a DC 18 Constitution saving throw or suffer a level
Strength, Dexterity, and Constitution scores are 13 of exhaustion. The creature repeats the save every 10
(their hit point maximum is increased to 5), and minutes spent in the room, suffering another level of
WKH\KDYHSURÀFLHQF\LQ$UFDQDVNLOO7KHUHLVDOVR exhaustion on each failed save. The cold room has a
a bloodwork automaton worker (p. 272) helping stone door with no locks. These spells can be dispelled
the butchers and obeying their every command. The with the dispel magic (DC 14) spell, or when the angst
automaton has an adamantine handaxe instead of an crystals are broken or taken out with a successful DC 13
adamantine hammer. The automaton is always in the Intelligence check made with tinker’s tools.
basement, protecting it against intruders.
Within the cold room, there is a secret door that
There is a sliding metal door (a) made of iron plates, can be found with a successful DC 16 Intelligence
reinforced with cast iron straps, and decorated with (Investigation) or Wisdom (Perception) check. The
red brass stripes in the art-deco style. This door leads stone door is 2 feet wide and 2 feet tall. It leads to a
to the backstreet, and it is used to bring goods in. It’s small room (e), which is a part of the cold room. There
kept locked during the night, while the butchers aren’t is a white dragon wyrmling chained to the room; it
working. The metal door is a Large object that has looks exhausted, scared, and in pain. The chains can
AC 19, 27 hit points, immunity to poison and psychic be broken with a successful DC 25 Strength check,
damage, and has a damage threshold of 10. It has a the chains have AC 12, 10 hit points, and immunity to
built-in lock system that can’t be broken without poison and psychic damage. When freed, it attacks the
breaking the door, but the lock can be picked with a characters unless they try to soothe the dragon with a
successful DC 24 Dexterity check made with thieves’ successful DC 13 Wisdom (Animal Handling) or DC 15
tools. Charisma (Persuasion) check.
The large area at the center of the octagonal room There are three pools (f), 6 feet deep and 3 feet wide,
is the butchery (b) where butchers with arcane ÀOOHGZLWKDOFKHPLFDOPL[WXUHVWRFXUHWKHKDUYHVWHG
knowledge slaughter various creatures to harvest their organs. There are three blocks and tackles hooked to
organs to be used as spell components and alchemical the wooden truss above these pools; each holding a
LQJUHGLHQWV7KHDUHDLVDVXQNHQÁRRUVWDQGLQJ FDJHÀOOHGZLWKRUJDQV7KHVHFDJHVDUHVXEPHUJHGLQ
inches lower than the rest of the room. It is built that these pools and the loose ends of the ropes are fastened
way so it stops the biological waste from spreading all to metal hooks embedded in the stone wall. A creature
DURXQGWKHURRP7KHÁRRULVPDGHRIVPRRWKPDUEOH drinking from the alchemical mixtures within these
which is easy to clean. There are three metal tables for pools must succeed on a DC 30 Constitution saving
the butchers to work on. throw or become poisoned until treated with magic,
Around the butchery, there are dry storage rooms such as the lesser restoration spell.
(c) with Large salt blocks placed in them. These rooms $WWKHFRUQHURIWKHURRP J WKHUHDUHKRRNVÀ[HG
are used to store equipment the butchers need and dry on the stone wall, metal drains embedded in the marble

170
ÁRRUURSHVFKDLQVEXFNHWVDZDWHUIDXFHWDKRVHDQG transmutation magic, which can be perceived with
PHWDOVKHOYHVÀOOHGZLWKYDULRXVNQLYHV GDJJHUV  a spell or other effect that can sense the presence of
saws, and axes (7 handaxes). This where the creatures magic, such as the detect magic spell, revealing that it
are killed, drained, cleaned, and prepared for delicate is made in Elari’s Organic Spell Component Workshop.
butchering. Most merchants control these marks during purchase
to check if there is a warrant about those spell
components.
In the back of the shop, there is a small room (c)
where salespeople store the payment. There are 1d100
x 250 CS in the chests stored in this room at the end of
the work day. The money is taken to the bank every
day early in the morning by 4 bloodwork automaton
b soldiers (p. 272).
e At the end of a long and narrow corridor, there is a
d
c b
a b b
b b
c
a
Near the metal door, there is a narrow stairway (h)
JRLQJXSWRWKHÀUVWÁRRU e b
d
First Floor. 7KHÀUVWÁRRULVXVHGDVDVSHOOFRPSRQHQW
PDUNHWZKHUHUHÀQHGFDWHJRUL]HGDQGEDJJHGVSHOO f
components meet with customers in pouches. There
are 2 salespeople (noble RQWKHÀUVWÁRRUDWWHQGLQJWR
the customers, and they only work during the daytime.
These salespeople don’t carry weapons, instead, they
carry RIÀFHUZDQGV (p. 267). stairway (d) leading to the basement.

There are two doors in the entrance hall (a). The main There is a wide marble staircase (e) leading to the
door is a double-sided glass door with a brass frame. VHFRQGÁRRU
The glass door has AC 13, 5 hit points, vulnerability
to bludgeoning damage, and immunity to poison and Second Floor. 7KHVHFRQGÁRRULVXVHGDVWKHFXOW·V
psychic damage. It is locked outside of working hours. headquarters. The sorcerers plan their next moves,
Its lock can be picked with a successful DC 18 Dexterity write reports about cult activities, study magic, take
check made with thieves’ tools. The other door, meetings, and store their valuables here.
varnished and wooden, leads to the corridor outside
the room. In the hall, there are six comfortable chairs 7KHVWDLUFDVH D FRQQHFWLQJWKHÀUVWDQGVHFRQG
with soft cushions and large wool carpets. The walls are ÁRRUVOHDGVWRDFRUULGRURQWKHVHFRQGÁRRU7KH
painted beige with golden stripes on top. FRUULGRU·VÁRRULVFRYHUHGZLWKDVRIWUHGFDUSHWWKDW
LVÀ[HGWLJKWE\VPDOOKRUL]RQWDOEUDVVURGVSUHVVLQJ
The shop (b) where spell components are on display WKHFDUSHWWRWKHJURXQGZKHUHWKHZDOOVDQGWKHÁRRU
in showcases, on shelves, and on tables is a spacious FRQQHFW7KHURGVDUHÀ[HGWRWKHZDOOV7KHUHDUHDQJVW
room. There is a huge wool carpet in the middle of the lamps hanging on the walls throughout the corridor.
room. The wooden tables and showcases between the They have cloth shades embroidered with depictions of
stone columns separate the room; the corridor behind sorcerers. Between the lamps, there are small wooden
the tables is for salespeople and the room between the stands adjacent to the wall. On the stands, there are a
tables is for the customers. There are a total of 1003 variety of desserts emitting appealing smells of baked
spell component pouches displayed in the shop. These sweets and chocolate. Elari can magically sense if any
spell component pouches are magically marked with

171
of these desserts are eaten, realizing that there are sphere, brass pipes, and the angst crystal are intact
intruders within the building. There are many high DQGXQGDPDJHGDQGWKHEORRGÁRZWRWKHEXLOGLQJ·V
quality, wooden doors in the corridor, and none of them pipeline is undisturbed, the spell inscribed on the glass
are locked. The walls are painted beige with horizontal sphere is active. While the spell is active, the conference
golden stripes on top. Creatures have advantage on room is illuminated by bright light (this light is
Dexterity (Stealth) checks in the corridor as the carpet sunlight). A successful DC 19 Intelligence (Arcana) check
insulates the sounds. reveals that this light protects everything within the
$URXQGWKHFRUULGRUWKHUHDUHRIÀFHV E ZKHUHWKH room against divination magic. Nothing in the room can
FXOWLVWVZRUN,QHDFKRIÀFHWKHUHDUHWZRGHVNVWZR be targeted by divination magic or perceived through
chairs, a couch, an angst lamp same as the corridor, and magical scrying sensors. A spell or other effect that can
a metal framed glass window looking outside. There is sense the presence of magic, such as the detect magic
DYDOYHLQHDFKRIÀFHQHDUWKHGRRUZKHUHWKHEORRG spell, reveals two overlapping auras of abjuration magic
ÁRZWRWKHDQJVWODPSLVFRQWUROOHG7KHUHDUHSilver and evocation magic on the glass sphere. Every day,
Cultist (p. 286) and 1 Silver Cult warden (p. 286) in early in the morning, Elari and 13 Silver Sorcerers take
HDFKRIÀFHDWDOOWLPHV a meeting in this room for an hour and talk about their
daily goals.
7KHUHLVDODUJHRIÀFH F LQWKHPLGGOH7KHFXOWLVWV
VXSHUYLVLQJWKLVÁRRUXVHWKHODUJHRIÀFH7KHUHDUH
always 2 Silver Sorcerers S LQWKHODUJHRIÀFH
at any given time. There are two large desks and two
comfortable chairs in the room. There are no windows,
and the room is illuminated by the angst lamps on the
chandelier hanging from the ceiling. The wall across
the door is an illusion, which can be realized with a
successful DC 22 Intelligence (Investigation) check. d
Physical interactions with the wall reveal it to be an
illusion as objects can pass through it. Behind the wall, c
WKHUHDUHODUJHVDFNVÀOOHGZLWKVSHOOFRPSRQHQWV
Each sack weighs 110 pounds and is worth 22,500 CS.
There are also 5 vials of blood. A successful DC 21
:LVGRP 0HGLFLQH FKHFNUHYHDOVWKDWDOOÀYHRIWKHP
belong to the same type of creature. A successful DC a b
23 Intelligence check made with alchemist’s supplies,
which consumes one of the vials, reveals that the blood
belongs to a white dragon.
There is a wide staircase (f) made of white marble
At the end of the corridor, there is a door leading to ZLWKJROGHQYHLQVWKDWOHDGVWRWKHWKLUGÁRRU
WKHPDLQKDOO G RIWKHVHFRQGÁRRU7KHUHLVDVPDOO
balcony where cultists come to smoke their Ginger
WonderFLJDUHWWHV7KHÁRRULVPDUEOHWKHZDOOVDUH Third Floor. 7KHWRSÁRRULVGHGLFDWHGWR(ODULDQG
painted white and there are large glass windows. During her secretary, no one is allowed to go up here except for
the daytime, the hall is very well lit, but during the them.
nighttime the street lamps illuminate the hall, leaving it The marble staircase (a) connects the second and
in dim light. There are 1d6 - 1 Silver Cult wardens, 1d4 WKLUGÁRRUV%HIRUHWKHVWDLUVWKHUHLVDVPDOOURRPZLWK
- 1 Silver Cultists and 1 Silver Sorcerer in the main WZRGRRUV7KHÁRRULVFRYHUHGHQWLUHO\ZLWKDFULPVRQ
hall at any given time. carpet with a lighthouse and a Tolian siren embroidered
)URPWKHPDLQKDOOWKHUHDUHWZRGRRUVOHDGLQJWR on it with golden yarn. The room is illuminated by a
the conference room (e). There is a long wooden table single angst lamp hanging on the wall and is in dim
spanning across the entire conference room and a total light.
of 14 metal chairs. Thick brass pipes protrude from the 7KHUHLVDVPDOOURRP E RQWKHWRSÁRRUZKLFKLV
ceiling, coming together in the middle of the ceiling currently empty. There is a closed hatch on the ceiling,
and hanging 2 feet down. There is a large glass sphere IHHWDERYHWKHÁRRUWKDWOHDGVWRWKHURRI7KHUHDUH
attached to the end with circular runes carved on it, no ladders here.
DQGWKHUHLVDÀVWVL]HGDQJVWFU\VWDOZLWKLQWKHVSKHUH
radiating a bright white light. The angst crystal is well %HIRUH(ODUL·VRIÀFHWKHUHLVDVPDOOHURIÀFH F ZKHUH
cut and shaped; it’s worth 80,000 CS. While the glass KHUVHFUHWDU\ZRUNVDQGUHVLGHV7KHÁRRULVHQWLUHO\

172
covered with a crimson carpet, which has small, winged absolutely organic.” “So, it means that it is healthy?” “What?
KXPDQRLGÀJXUHVHPEURLGHUHGRQLWZLWKJROGHQ\DUQ How can a spell component be unhealthy?” “I dunno… maybe
There is a bed, a table, 4 chairs, a sink, an angst stove, it’s unhealthy for necromancers?” “What are you sayin’? You
and an angst oven in the room. In a wooden closet, are making no sense!” “Forget it, where do they sell this thing,
there are enough food supplies to feed a single person let’s try before we get too excited.” “The shop is in the Nest, a
for a month. brick building with chromed letters that reads Elari’s Organic
There is a blood cylinder connected to the stove, Spell Component Workshop.”
ZKLFKLVDKLJKSUHVVXUHPHWDOFRQWDLQHUÀOOHGZLWK
alchemical gasses and blood. It has AC 20, 10 hit Hideouts
points, immunity to poison and psychic damage, and a
damage threshold of 9. If the blood cylinder is broken, The cult uses houses in the residential areas as their
it explodes. When it does, each creature within 30 hideouts. The cultists sometimes stay at these places or
feet of the container must make a Dexterity saving use them as bases for operations. The curtains of these
throw, taking 33 (6d10) bludgeoning damage plus 22 houses are almost always closed and the light is kept
(4d10) blood damage on a failed save, or half as much dim. There are 5 Silver Cultists and 3 Silver Sorcerers
on a successful one. Elari’s secretary (human, lawful in each hideout. There is an angst fear mine connected
neutral, mage) lives in this room and never leaves. The to the main door of each hideout.
secretary, Alicia, was saved by Elari from execution for
The angst fear mine is a magic trap that activates
being a wizard, and was cursed instead. She can’t sleep,
when a creature, that has blood within its body, touches
so she constantly suffers one level of exhaustion and
the door knob with its bare hand. There is a magic
has disadvantage on saving throws. She owes her life to
circle on the door inscribed with invisible ink that
Elari and is completely loyal to her.
can be detected with effects such as the see invisibility
7KHELJJHVWURRPRQWKHWRSÁRRU G LV(ODUL·VRIÀFH spell. After seeing the circle, the characters must
LQZKLFKWKHFKDUDFWHUVFDQÀQG(ODULHQMR\LQJGHVVHUWV make a successful DC 14 Intelligence (Arcana) check to
Her polished wooden desk stands at the opposite side XQGHUVWDQGWKDWWKHFLUFOHLQÁLFWVIHDUZKHQDFWLYDWHG
of the room from the entrance and there are lots of There are sharp angst dust particles on the doorknob,
desserts resting on it. On each wall, there are large sash and the DC is 20 to spot the dust particles. The particles
windows with brass frames. Before Elari’s desk, there pierce the skin and start to radiate magic when they
are three couches with overstuffed cushions covered come in touch with blood, activating the magical circle.
in red velvet. In one corner, there is an angst radio
A spell or other effect that can sense the presence of
connected to a brass pipe coming out of a wall and two
magic, such as the detect magic spell, reveals an aura of
wooden chairs before it. In another corner, there is a
enchantment magic on the door.
ODUJHVWRQHEUD]LHUVWDQGLQJRQLURQOHJVÀOOHGZLWKUDZ
DQJVWFU\VWDOV7KHEUD]LHULVÀOOHGZLWKDOFKHPLFDOO\ When the trap activates, it releases a burst of
transmuted blood, which causes the crystals to create dreadful magic. Each creature within 10 feet of the trap
OLWWOHÁDPHVDQGZDUPWK$QRFWDJRQDOEUDVVFKDQGHOLHU that is facing the trap must succeed on a DC 16 Wisdom
holding angst lamps hangs from the middle of the saving throw or become frightened for 2 rounds. While
ceiling. There are many geometric shapes on the walls frightened in this manner, the creature screams as loud
PDGHRIJROGFRORUHGVWULSV7KHÁRRULVPDGHRIHERQ\ as it can, and cannot willingly approach the door.
wood. In the drawers of Elari’s table, there are 2 packs Scratching the magic circle or a successful dispel magic
of Ginger Wonders (p. 266), an empty contract (p. 266), an (DC 14) cast on the door destroys the trap.
eyes of minute seeing, a pearl of powerDQGDPRGLÀHGbag
Encounter Example. A homeless man and a woman in
of holding that magically preserves food and is entirely
a trenchcoat are arguing. The man begs, “Please madam,
ÀOOHGZLWKGHVVHUWV
this has been my corner for years. I mean no harm to anyone.
There is also a small stone, 3-inch wide, with a glyph I just want to sleep.” The woman scolds the man, “Don’t
carved on it; a creature can realize that the glyph means make me repeat myself. Go away. I don’t care if this is your
“sorcerer” with a successful DC 20 Intelligence (Arcana) spot or not, I am staying in this house…” - she points at
check. It is one of the glyphs needed to activate the the house near her - “...and I don’t want to see you in my
magic circle within the tower of the Prime Sorcerer of street. Go away or I’ll call the brass fellas. They’ll know how to
Sanguinology. make you disappear. How about that?” The man sadly goes
Encounter Example. The gnomes pass by the away and the woman goes back to her house. Before
characters, speaking excitedly, “Completely organic?” she closes the door, the characters catch a glimpse of a
“Yes! Entirely, one hundred percent organic.” “But they must silver dagger on the woman’s belt.
be using angst dust, right?” “I’m telling you, it’s perfectly,

173
They continue to attack them as long as they keep
Interactions With the trying to escape. The characters can burst the ropes
Characters on their hands with a successful DC 22 Strength check,
the ropes have AC 8, 2 hit points, immunity to poison
If the characters are captured or persuaded by the cult and psychic damage. After freeing their hands from the
to comply, they are taken to the headquarters. ropes, the characters can break the chains on their feet
with a successful DC 25 Strength check, the chains have
If they are taken by force, they are tied up upside
AC 10, 10 hit points, immunity to poison and psychic
down to the hooks in the basement, the slaughterhouse.
damage. If a character drops to 0 hit points, one of the
If they are brought in unconscious, 8 hours pass, they
sorcerers uses a healer’s kit to stabilize the character.
take a long rest, and they wake up. Read or paraphrase
the text below to your players: The characters do not have their equipment and
clothes on them; they are all stored in a wooden chest
RQWKHVHFRQGÁRRULQRQHRIWKHRIÀFHURRPV7KH
Blood pulsating in your head, fingertips chest is locked and has AC 15, 10 hit points, immunity to
tingling with slight pain, and you feel the poison and psychic damage. The characters can break
cold touch of metal on your skin. You feel the lock with a successful DC 20 Strength check, or the
blood flowing to your head, pooling as if it lock can be picked with a DC 18 Dexterity check made
is creating a small puddle at the top of your with thieves’ tools.
skull. Your heart beats into your neck and If the characters talk to the sorcerers watching over
your eyes feel like they are popping out. them, they share the following information when asked
You are hanging upside down, dangling 3 about it:
feet above the floor like a carcass ready to be
butchered. • They are holding the characters because they want
WRH[WUDFWWKH)RXQGHU·VEORRGIURPWKHPZKLFK
You are in a room, chained to a hook, is the truth. They also claim that this process
and your hands are tied with a hempen will relieve them from any distress, disease, or
rope around your wrists. You are in your FXUVHWKDWWKHEORRGPLJKWEHLQÁLFWLQJXSRQWKH
underwear. You look around, trying to give characters, which is a lie.
meaning to your situation. The walls and the
arched ceiling are made of clean-cut stones • They have been watching over the characters for 3
fixed in place with mortar. Your blood and hours and they are bored, tired, and angry.
sweat drip into drains embedded in the marble • The leader of the cult will join them shortly,
floor. Chains and hooks are tied to a wooden accompanied by a specialist to drain their blood.
truss that supports the ceiling. Brass pipes • They will be attached to a machine which will drain
travel across the same truss, barely vibrating WKHLUEORRGDQGVHSDUDWHWKH)RXQGHU·VEORRGIURP
with a hissing sound from something flowing theirs. The process is estimated to take an hour.
through it. There are iron shelves filled with
various knives and saws for boning, carving, • They hate vampires and everything they stand
skinning, and for god knows what. On the for. They think that vampires are incapable of
opposite side of the room, there are three understanding mortal values and thus must be
circular pools filled with semi-transparent destroyed.
brown liquids, bubbling menacingly. The • They believe that a person’s value is mostly
room, the furniture, and the tools are all determined by their ancestors and that being a
perfectly clean. There are no windows or sorcerer is proof of being part of a great bloodline.
openings, only the angst lamps near the pipes • They carry silver knives because to kill a vampire,
illuminating the room. you must stab them through the heart with it.
Two robed cultists, a gray haired halfling • They know the location of the characters’
and a bald elf, standing before you with their equipment, and say that they will give them back
tired gazes upon you. They seem displeased. after they are done with the characters.
• The leader gets angry when someone eats her
desserts.
Two Silver Sorcerers (p. 286) are waiting in the After a couple of minutes, Elari comes down to the
room, watching over the characters. If the characters basement accompanied by Doctor Ashton Holmes
try to escape, the sorcerers strike those characters. (human, chaotic neutral, commoner). He doesn’t carry

174
weapons. He has an Intelligence score of 17 and he is on the truss. The characters can pull themselves up to
SURÀFLHQWLQWKH$UFDQD,QVLJKW0HGLFLQHDQG1DWXUH the truss with a successful DC 19 Dexterity (Acrobatics)
skills. The doctor is an old man, looking to be in his check, and if they do so, then they can free their chains
ÀIWLHV+HKDVDQDYHUDJHEXLOGDGDUNPXWWRQFKRS from the hook but not from their feet. A Medium-sized
beard with hoary tips, dark emerald eyes, and a bald character can reach the edge of the iron shelf and cut
head. He wears a white shirt with high stiff collars, a their rope using it. If the characters move closer to each
black waistcoat, a dark frock coat, straight trousers, and other by sliding the hook, they can reach each other’s
a top hat. He carries a large leather tool bag. catheters and pull them out, dealing 1 piercing damage.
The Silver Cultists make sure that the characters are The characters can pull the catheter out carefully
tied up properly, then leave the basement. The doctor without dealing the damage with a successful DC 12
starts to explain the procedure calmly in a tired voice: :LVGRP 0HGLFLQH FKHFN7KHFKDUDFWHUVSURÀFLHQW
“The purpose of this particular medical procedure I am going with thieves’ tools can use the catheter needle to pick
WRDSSO\WRGD\LVWKHVHSDUDWLRQDQGSXULÀFDWLRQRI\RXU the lock that binds their feet with a successful DC 25
blood. First, I am going to sterilize this needle by leaving it Dexterity check; the needle breaks after the attempt
half an inch above boiling water.” He puts his tool bag onto whether it is successful or not, as it is too fragile. If the
the table and takes out four metal needles, along with characters pull themselves slightly up and drop at the
DVSLULWVWRYHULQJVWDQGFODPSVDÁRUHQFHÁDVNDQG same time, the truss makes a crackling noise; if they
DÁDVNRIZDWHU+HVWDUWVWRDVVHPEOHWKHPWRVWHULOL]H do it 2 more times, the truss collapses and they are
the needles. “Secondly, I am going to insert a catheter in freed from the hooks but not the bindings. If the truss
your peripheral veins for venous access.” He waits for the breaks, two Silver Cultists (p. 286) rush into the room
water to boil and holds the needles above the steam after 2 rounds. While their feet are chained, moving 1
for a minute. Then, he attaches the needles to venous foot costs 5 feet of speed. The characters can free their
catheters. He takes out a large box with small holes hands by dislocating their thumbs with a successful DC
on its surface from his tool bag. He connects the other 14 Wisdom (Medicine) check. They need to relocate it
ends of the catheter tubes to the box. “Then, the machine with another DC 14 Wisdom (Medicine) check or they
within this wooden box is going to pump out your blood, can’t use their thumbs or hold objects with that hand.
DQGÀOWHUWKHXQZDQWHGSURGXFWVE\SDVVLQJLWWKURXJKD ,IWKHFXOWLVWVRQWKHXSSHUÁRRUVDUHQRWDOHUWHG(ODUL
semipermeable membrane. This method utilizes the counter- and the doctor come back in an hour to check on the
FXUUHQWÁRZWKHUHDUHWKUHHWXEHVZLWKLQWKHH[WUDFRUSRUHDO FKDUDFWHUV,IWKHFXOWLVWVRQWKHXSSHUÁRRUVUHDOL]H
FLUFXLWRQHIRUEORRGÁRZRQHIRUWKHGLDO\VDWHÁRZDQG that the characters have escaped, they rush over to the
WKHODVWRQHIRUWKHVDWXUDWHGDQJVWVROXWHÁRZ%ORRGÁRZ characters. Roll the dice explained in the Headquarters
DQGGLDO\VDWHÁRZDUHRSSRVLWHWRHDFKRWKHUZKLOHWKH section to determine the number of cultists within each
VROXWHÁRZVLQWKHVDPHGLUHFWLRQDVWKHEORRGFROOHFWLQJ room of the building and start to move them toward the
WKHÀOWHUHGEORRG$IWHUWKHEORRGLVSXULÀHGZHDUHJRLQJWR characters.
separate the Founder’s blood from yours, which I am going If the characters go to the cult headquarters willingly
to explain when the time comes.” He inserts the needles to undergo the procedure, Elari welcomes them to
into the characters’ arms and the machine starts to KHURIÀFH5HDGRUSDUDSKUDVHWKHWH[WEHORZWR\RXU
drain the blood silently. If asked about the safety of players:
the procedure, the doctor says, “I had never lost a patient
to this procedure.” The characters can realize with a
successful DC 12 Wisdom (Insight) check that the doctor The sour smell of the spell components
does not seem to be lying, but he isn’t telling them the coming from the first floor leaves its place to
whole truth either. The truth is that the doctor has exquisite aromas of mint, cocoa, cinnamon,
never lost a patient to this procedure since he has never coffee, and sweet pastry as you go up to the
WULHGWRVHSDUDWHWKH)RXQGHU·VEORRGIURPVRPHERG\·V second floor. You pass a silent corridor
blood. decorated with a red carpet, angst lamps
After connecting them to the machine, Elari and hanging from the walls, and baked desserts
the doctor leave the basement. The characters are left resting on the wooden stands. From a gold-
alone and have 1 hour. As time passes, they feel more veined marble staircase, you go up to the
and more tired and if they fail to escape or detach the third floor where the sugary smell intensifies.
catheter, they die. After passing one more room and one more
If the characters struggle and try to move, they corridor, you arrive at the leader’s office.
UHDOL]HWKDWWKHKRRNVDUHQRWÀ[HGWRWKHWUXVVDQGFDQ The ebony wood floor creaks as you step
slide on it. The characters can move by sliding the hook into the room. There is a polished wooden
table in front of a wide sash window and

175
before the table, there are three couches with requires no action.
overstuffed cushions covered in red velvet. While affected by blood berserk, the
The octagonal brass chandelier holding angst characters have the following features:
lamps, the wooden radio, and the golden
strips used in the interior design contribute to • They regain all of their missing hit points
the art-deco style of the room. at the start of each of their turns.
• They have advantage on Strength,
Constitution, and Wisdom saving throws.
• All diseases and poisons affecting them
are suppressed.
• They are immune to being charmed and
frightened.
Elari (p. 166) welcomes the characters and asks
them to sit on the couches and to make themselves • They gain 1 blood degeneration at the
comfortable. She offers them apple pie, chocolate- start of each of their turns.
FRYHUHGDOPRQGVDQGFDUDPHOÁDYRUHGFRIIHH$
spell or other effect that can sense the presence of
magic, such as the detect magic spell, reveals an aura of
transmutation magic on the food. The food Elari eats
are alchemically altered so that they don’t have any If Elari is killed, the cult ceases their search for the
calories. characters. While in the presence of her corpse, the
FKDUDFWHUVKHDUZKLVSHUVRIWKH)RXQGHUVD\LQJWKLQJV
She gets a slice of apple pie to herself and starts like, “Eat her. Consume her. Taste your enemies. Feast on
talking to the characters, trying to persuade them that WKHLUÁHVK'ULQNWKHLUOLIHDZD\0DNHWKHPDSDUWRI\RX
the procedure is safe, but it might exhaust them. She Chew their bones. Eat. Meat and blood. Take a bite. Rip her
ZRXOGQHYHUVKDUHLQIRUPDWLRQUHODWHGWRWKH)RXQGHU·V heart before the warmth escapes. Don’t waste your prey.
body and Prime Sorcerer of Sanguinology or even admit Act like the predator you are. They are not different from a
to her connections with them. lamb in a slaughterhouse. You earned it. Cannibalize. Gorge
If the characters refuse the procedure, Elari says, “I yourself on her tender meat. Give in to your instinct. Devour.”
don’t like to exaggerate but this is not a pecuniary business
for which I would lose a mere bonus because of my failure. In
my line of work, incompetence means humiliation, torture, The Corrupt Agents
and sometimes death. You can save me from all that by
simply donating blood.” If the characters don’t change
There are agents within CBI sorcerers, universities,
their minds, Elari immediately drops the act and
laboratories, factories, and administrative
surprises the characters by attacking them with the
establishments who are on the payroll of the Prime
chain lightning spell; the cultists do not come into her
Sorcerer of Crimson Technicians. They are not directly
RIÀFHIRUDLG,IWKHFKDUDFWHUVDUHGHIHDWHGWKH\DUH
in contact with the Prime Sorcerer and most of them
captured by the Silver Cult.
don’t even know that they work for the Prime Sorcerer.
If the characters accept the procedure, Doctor Ashton
There is a group of directors controlling and paying
+ROPHVFRPHVWRWKHRIÀFHGHVFULEHVWKHSURFHGXUH
these agents. These directors work directly under the
and applies it in the same way as previously explained.
Prime Sorcerer.
If the characters wait for 1 hour while the machine
Start playing “Glamorous Nights of Endless Sorcery”
drains their blood, they die.
on the “Bloodpunk OST” when the characters deal with
the Corrupt Agents.
If the characters die because of the procedure
Doctor Ashton Holmes performs, the Leader
Founder’s blood goes berserk and resurrects
the characters as it doesn’t want to leave its There are three directors controlling these agents. All
hosts. The characters resurrected by this three of these leaders know the glyph combination
means regain all of their missing hit points needed to access the Prime Tower of Crimson
and go into blood berserk. Technicians. They all possess a small stone, 3-inch
Blood Berserk. A character can end the wide, with a glyph carved on it; a creature can realize
blood berserk at the end of their turn, which that the glyph means “magic” with a successful DC

176
20 Intelligence (Arcana) check. It is one of the glyphs often visits industrial zones and laboratories to talk
needed to activate the magic circle within the tower of to agents in key positions. He lives alone in a villa in
the Prime Sorcerer of Sanguinology. The same glyph is CADRAC, which the university has assigned to the
also used in the Prime Tower of Crimson Technicians, professor.
which can’t be known by the characters. Below, you can Description. He is a middle-aged man with an average
ÀQGLQIRUPDWLRQDERXWWKHWKUHHGLUHFWRUV build and a tired look in his eyes. There are abrasions
RQKLVQRVHDQGÀQJHUVEHFDXVHRIWKHDGGLFWLYH
Ava Smith (human, lawful neutral, CBI special alchemical stimulants he uses. He always wears brown
operator - p. 273) is a retired CBI operator. She is leather shoes, brown wool trousers, a brown tailcoat, a
responsible for managing the law enforcement agents white shirt, a red bowtie, a brown fedora, and an angst
on her payroll. She lives in a three-story apartment brooch. He has a leather suitcase that he carries at all
in a skyscraper in East Midfort (p. 13) with her two times.
daughters. Personality. He values work above all else. He believes
Description. She is a short muscular woman with that a person must work hard to achieve their goals
a body bearing many scars. She has evident dimples and be useful to society. He is an intelligent person who
on her serious face and curly hair down to her chin, immediately gets bored if he is out of things to struggle
whitened due to age. She usually wears straight linen with. While doing anything, like lecturing, training, or
trousers, a loose white shirt, and a long coat with many cooking, he is a patient man, but the moment he gets
pockets. bored, he becomes restless and impatient.

Personality. She is a disciplined person with a direct Roleplaying Salvador. He is a skilled orator and likes
approach to matters at hand, though she has a loving to make small non-offensive jokes during his speeches
demeanor in her personal life. She likes peach liqueur and lectures. He is always working and while he is not,
DQGWKHVPHOORIUHFHQWO\ÀUHGSLVWROV6KHLVDFORVH he is looking for an endeavor. He sees socializing as
minded individual who shares the common values of work, so he approaches it with the same care he gives to
the sorcerers of Cyherested. his other endeavors. He chooses his words and forms his
sentences in such a way that everyone can understand
Roleplaying Ava. She is always watching out for what he is speaking about.
trouble, regardless of her mood. She is not afraid of
showing her emotions even if something scares or What He Knows. He knows almost everything about
threatens her, but she is always on guard. This applies
in social situations as well. Even in places where she
is not welcome, she acts like herself and speaks her
mind. She is familiar with the slang spoken in the
streets of Cyherested and she regularly uses it on formal
occasions by mistake. She mostly stays still, even while
speaking.
What She Knows. She personally knows every agent
working for her and she even knows the details of their
personal lives. She is aware of all the major incidents
related to law enforcement that took place in Kanrath
and Cyherested, including the characters. She can
access all information that the CBI has.

Salvador Castillo (human, lawful neutral, noble) is a


professor of bloodwork engineering at CADRAC (p. 13).
His rapier is infused and fueled by angst; it deals an
DGGLWLRQDOGÀUHGDPDJH+HDOVRKDVUHVLVWDQFHWR
ÀUHGDPDJHGXHWRKLVUHVHDUFKDVDVRUFHUHUDOWKRXJK
he expends all his magic in the academy, which leaves
him unable to cast spells in his daily life.
He manages the agents within universities, factories,
and laboratories. He recruits some of his most trusted
assistants and uses them as messengers, although he

leland chattercode
177
angst devices and he is familiar with most of their glass of brandy. As he got older, he started to enjoy
GHVLJQV+HLVDZDUHRIDOOUHVHDUFKUHODWHGWRKLVÀHOG sleeping more than before. He believes in the necessity
both public and secret. One of these is the pursuit of of laws but he also believes that the four Prime
V\QWKHVL]LQJDQHIÀFLHQWEORRFULPDJODVVDV\QWKHWLF Sorcerers stand above them. He’ll go to any lengths to
material that has the same properties as the angst protect his family.
FU\VWDOEXWZLWKFRQVLGHUDEO\ORZHIÀFLHQF\7KLV Roleplaying Leland. He is an intimidating man with
research is overseen directly by the Prime Sorcerer many powerful allies and contacts throughout the
of Crimson Technicians, and its existence is highly city. Even judges tend to side with Leland as they don’t
FODVVLÀHG want to be on his bad side. He is grumpy and rude to
strangers, harsh and didactic to his children, but loving
Leland Chattercode is the leader of the directors and and tender to his grandchildren. Regardless of his
he is responsible for bureaucratic matters. The agents company, he constantly swears and insults people. The
that are working within the administrative mechanism only people he shares secrets with are his siblings.
of the city answer to him. He spends most of his time What He Knows. Leland has enough information to
in Heartstring Way, consulting people, and solving blackmail half of the population of Cyherested. If he
problems related to his family and agents. wants something done, he knows who to go to, what to
He is a general practice lawyer, with most of his offer in exchange, and how to persuade. He has fully
experience in contract-related issues. He comes from memorized every policy ever passed in Cyherested and
a family of successful bureaucrats, mostly lawyers and he knows every possible way to use this knowledge to
judges. He is the eldest member of the family, living his advantage. He is also very well-informed about the
with his 9 kids, 7 daughters and 2 sons, 5 children-in- history of Tolia and its two cities.
law, 19 grandkids, 3 dogs, 7 cats, a sheep, his 4 younger Encounter Example. There is a quaint bookstore
siblings, their children, their children’s children, adjacent to the art studio. Behind the glass wall of the
etc. The family of 162 occupies an entire street in store, there are copies of the same book on display,
Heartstring Way. They live in luxurious, quaint houses Engineered Hemophilia in Bloodwork Systems by Salvador
which were expropriated by the government over a Castillo. The book describes how and why bloodwork
hundred years ago, but were denationalized by the automatons might suffer from hemophilia conditions
Chattercode family. These two to four-story houses are and how it can be used to their advantage. It is written
made of large blocks of stone decorated with carvings of by a professor of CADRAC.
many parallel lines and simple geometrical shapes; they
also have a unique feature: adamantine balustrades.
Leland and his family are protected by private Leland Chattercode
VHFXULW\RIÀFHUVZKRZHUHRQFHCBI special operators 6PDOOKXPDQRLG KDOÁLQJ ODZIXOQHXWUDO
(p. 273). Their family street is also protected by these
RIÀFHUVDQGWKH\GRQ·WOHWDQ\RQHJHWRQWKHVWUHHW Armor Class 20 (prime ward)
without the family’s permission. At any given time, at
Hit Points 50 (20d6 - 20)
least two CBI special operators accompany Leland.
Speed 30 ft.
Leland drinks a potion every morning. He brews
this potion himself, and it gives him an edge against
poison, but also makes it impossible for him to become STR DEX CON INT WIS CHA
invisible.
9 (-1) 9 (-1) 9 (-1) 19(+4) 19 +4) 22(+6)
Description. +HLVDQROGKDOÁLQJ%RWKKLVKXQFKHG
back and the silver-handled walking stick give away his
Saving Throws Intelligence +8, Wisdom +8, Charisma
old age. Although his skin is all wrinkly, his short curly
+10
hair is soft and white, he is hard of hearing, and there
are many age spots on his skin. His eyes are perfectly Skills Arcana +8, Deception +10, History +8, Insight
+8, Intimidation + 14, Investigation +8, Perception +8,
healthy and his sight is keener than many younger than
Persuasion +14
him. This seemingly-cute old man wears black lawyer
robes at all times with golden stripes on their edges and Condition Immunities charmed, invisible, poisoned
FROODUVUHÁHFWLQJWKHDUWGHFRDHVWKHWLFRI&\KHUHVWHG Senses passive Perception 18
Languages&RPPRQ+DOÁLQJ2OG&RPPRQ
Personality. He likes comfortable chairs, sitting
QHDUDZDUPÀUHSODFH\RXQJSHRSOHWDONLQJDERXW Challenge  ;3
Cyherested’s history, intellectual people, and a nice

178
Prime Ward. Very few people in Cyherested are Encounter Example. In a small park between the tall
JLIWHGZLWKWKHSURWHFWLRQRIWKHFLW\·VPDJLFDOÀHOG buildings, children are playing with mud, building small
While Leland is in Cyherested, he can’t be affected or dams to the stream of water leaking from a small brass
detected by spells unless he wishes to be. If Leland fountain. One of them says to another in a proud voice,
is targeted by an attack made with a magic item, the
“My cousin found a Prime Sorcerer card yesterday. He gave
magic of the item is suppressed for the attack.
it to me. It has seven power, seven mana, mythic power, and,
Spellcasting. Leland is a 13th-level spellcaster. His and it summons automatons, and it repairs them every turn,
spellcasting ability is Charisma (spell save DC 18, +10 to
and it takes control of all bloodwork cards… and… It is better
hit with spell attacks).
than your brother’s Prime… Sanguino card!” Then, a heated
Cantrips (at will): light, mage hand, mending, message, argument starts between the children about who is
prestidigitation
stronger, the Prime Sorcerer of Crimson Technicians or
1st level (4 slots): charm person, comprehend languages, the Prime Sorcerer of Sanguinology.
detect magic, magic missile, shield
2nd level (3 slots): crimson blur*, hold person, misty step,
see invisibility Agents
3rd level (3 slots): clairvoyance, counterspell, dispel magic,
major image, speak with machines*, tongues Most members of this organization do not know each
other, or who they work for. They only know their
4th level (3 slots): absorb material*, dimension door,
dominate beast handlers, who deliver orders and their payments. An
agent’s main duty is to collect information from their
5th level (2 slots): conjure automaton*, dominate person,
hold monster
surroundings, colleagues, families, and friends and
relay them to their handler. Occasionally they are
6th level (1 slot): globe of invulnerability
ordered to take actions related to their positions; for
7th level (1 slot): teleport example, a handler might order a university professor
on their payroll to fail a student.
ACTIONS The members of this organization are people
Multiattack. /HODQGXVHV)DPLO\+HLUORRP:DQGWZLFH with authority, wealth, resources, knowledge, and
or makes one walking stick attack. SRZHU7KHLULQÁXHQFHDQGSUHVHQFHDUHJUHDWHULQ
Family Heirloom Wand. Ranged Spell Attack: +10 to hit, law enforcement, academy, administration, research
range 60 ft., one target. Hit:  G ÀUHGDPDJHSOXV laboratories, and factories. However, they have not
(1d10) force damage plus 5 (1d10) lightning damage. A EHHQDEOHWRLQÀOWUDWHWKHPLOLWDU\
creature hit by this attack has disadvantage on saving
throws against spells cast by Leland for 1 minute. Almost all of these agents are sorcerers. The ones
Walking Stick. Melee Weapon Attack: +3 to hit, reach 5 ft., that are not sorcerers have other extremely valuable
one target. Hit: 2 (1d6 - 1) bludgeoning damage. features, otherwise, the organization wouldn’t approach
them.
Each agent carries at least two magic scrolls. These
Goals scrolls are inscribed with the sending spell. Any creature
that can read Common can use these scrolls. Once the
The four Prime Sorcerers do not directly interfere in scroll is used, it loses its magic and crumbles to dust.
Cyherested’s affairs. They let its citizens operate the
Encounter Example. An old man is reading a
system. The Prime Sorcerer of Crimson Technicians,
newspaper on the bench while enjoying his pipe. He
however, likes to keep an eye on details and make
raises the newspaper to straighten the wrinkles. On the
small changes if necessary. The Prime Sorcerer doesn’t
back of it, there is a headline written across two pages
interfere directly, instead, these agents deliver the
with a bold font: “16 CBI OFFICERS, 4 ACADEMICIANS,
changes that the Prime Sorcerer wishes, subtly and
AND 7 BUREAUCRATS ACQUITTED ON ALL
patiently.
ACCOUNTS OF CRIMINAL CHARGES REGARDING
The Prime Sorcerer of Crimson Technicians is aware CORRUPTION”. The details of the news describe a
that the Prime Sorcerer of Sanguinology is after a group lawyer who has had all allegations dropped, named
of people; the characters. The Crimson Technician Leland Chattercode.
Prime Sorcerer wants to capture the characters before
others to learn of their importance and why everyone is
after them. The Prime Sorcerer of Crimson Technicians Resources
also wants to learn if the characters know anything
about the top-secret research about the bloocrima glass. The organization is capable of many things within
Cyherested, like the following:

179
• The organization can determine the decisions of a Encounter Example. A kid with dirty clothes
tribunal in most cases. approaches the characters with a big smile, “Do you want
• The weather in Cyherested is controlled by a group to see something cool?” Without waiting for an answer,
of specialized sorcerers. The organization can the kid takes out a severed thumb from his pocket and
determine the weather in Cyherested. shows it to the characters, “A man and a lady took it from
a well-dressed woman. It happened in an abandoned house
• The organization can make the CBI act immediately near my spot. Do you wanna buy it? I’ll sell it for 5 Cyherested
or stop their operation completely. Wands, what do you say?” After the characters refuse the
• The private information of anyone within RIIHURUEX\WKHÀQJHUWKHNLGUXQVDZD\7KHÀQJHU
Cyherested, except the Prime Sorcerers, can be belongs to a businesswoman who crossed the Corrupt
unearthed with short research conducted by the Agents.
agents.
• The organization can stop, or facilitate, industrial Interactions With the
production within the city. Characters
• The organization can replace professors in
universities. If the characters are apprehended by the CBI, the
VHFXULW\RIÀFHUVLQUHVHDUFKIDFLOLWLHVXQLYHUVLWLHV
• The organization can grant people access to factories, administrative buildings, or by any group
universities, research facilities, corporate buildings, LQÀOWUDWHGE\WKHRUJDQL]DWLRQWKH\ZLOOEHNQRFNHG
ministries, and similarly restricted places. unconscious and transferred to the organization. In this
Although the organization’s operations require a case, read or paraphrase the text below to your players:
vast amount of wealth, it is highly distributed. It is not
possible for them to accumulate large amounts in a
single place for a single purpose.
Encounter Example. The characters pass by a radio
The chill in the air makes you wake in a shiver.
surrounded by 4 elderly people listening to it carefully.
You feel the smooth marble ground against
“Today’s guest is a professor at CADRAC university who has
your body, and you smell soap. The stressful
mastered angst-compatible alchemical systems. Lady Ellen
sounds of the city are distant, coming from
Brisbell, welcome.” “Thank you, and thanks again for having
way below, as if you are hovering over the
me. As I expressed before on various occasions, there is
clouds. Your body aches and your joints hurt,
corruption running deep within the academy. I’ve witnessed
but the cold marble you’re lying on offers
inexperienced teachers becoming assistants and professors in
some comfort. You feel that the pain will
a suspiciously short time, incompetent researchers gaining
worsen if you try to stand up, and it does.
an absurd amount of funding, and honorable academicians
dismissed from their duties because they asked questions You try to straighten your back while
challenging the injustice within their ranks. I know that I pushing yourself away from the ground. A
will get in trouble for saying this, but this is the work of a brief but strong pain travels through your
ODUJHRUJDQL]DWLRQWKDWKDVLQÀOWUDWHGHYHU\NH\SDUWRIWKLV bones and muscles, making you moan in
great city, maybe even the Magnifying Hall. But they should despair. You are alive, but not happy to be so.
also know, sorcerers of Cyherested are not gullible sheep that You are in a huge hall. There is a metal roof
they can easily herd. Their time will end with our efforts, and over your head and 30 foot tall rectangular
Cyherested shall prevail once again. Thank you.” The elderly columns, with polished surfaces and brass
people around the radio agree with mutters and slight frames holding it up. There are thick, four-
nods. layered glass panels between the columns.
There are metal piers reaching out from the
hall toward the empty sky. From the glass walls
Headquarters surrounding the entire room, you see the
The organization has no headquarters. zeppelins docked to the lower floors of the
building you are in.
As you become aware of your surroundings,
Hideouts you notice the armed officers in their civilian
The organization has no hideouts, but the agents use clothes.
abandoned or uncrowded places if need be.

180
The characters can realize that they are in the
Zapernick Tower (p. 12) with a successful DC 17
Intelligence (History) check. When they wake up, the
characters each have 1 hit point. The characters have
their clothes on but their equipment is taken away.
Their equipment is in a bag of holding that Ava has on
her.
There is nothing in the hall except the magic circle
on the opposite side of the room and the openings
on the glass walls leading to metal piers. The magic
FLUFOHFDQEHXVHGWRWUDYHOEHWZHHQÁRRUVE\VLPSO\
VWHSSLQJLQWRLWDQGVD\LQJ´=DSHUQLFN7RZHUÁRRU
;µ
)RXUCBI special operators (p. 173), one of
which is Ava Smith, are standing before the
characters. Ava is sitting on a wooden chair and
other operators are waiting behind her for her
orders. The operators are not completely wearing
their armor, nor are they fully armed. They seem
relaxed, but careful. Their AC is 14 instead of 18
as they do not wear their tactical gear or carry
their shield. They also can’t use the following
IHDWXUHV)RUFH6KLHOG7DFWLFDO$GYDQWDJHDQG
Shield Cover.
The characters are not cuffed or tied up, but if
a character tries to escape, one of the operators
shoots the character in the head, killing the
character. Then, the same operator takes out a scroll
and pours diamond dust on it which activates a revivify There are headphones with a long curly
VSHOOWDUJHWLQJWKHNLOOHGFKDUDFWHU7KHÀUVWWLPHWKLV wire and a jack plug. There are six disks made of angst
happens, Ava warns the characters by saying, “This was crystal and engraved with runes, each with a radius of 1
a warning. Behave yourselves.” inch. Each disk is worth 4,500 CS.
If a character regains hit points that would increase After the device is set and the controls are made,
their current hit points above 1, the operators attack the operator assembling the device signals that they
the character, trying to knock them unconscious. They are ready by tapping the device twice to get attention,
realize this change as the wounds start to heal. DQGWKHQKROGLQJRXWKLVSLQN\ZKLOHPDNLQJDÀVW
Ava speaks to one of the operators in Draconic, Ava says, “Go on.” while pointing at the characters.
saying, “Set up the device. Let’s see what they know.” One The operator that has assembled the device takes out
of the operators goes to the magic circle and teleports DVPDOOYLDORIDWUDQVSDUHQWOLTXLG SXULÀHGDOFRKRO 
out of the room. The characters can hear the operator and cleans the angst disks with it, Then, the same
saying ´=DSHUQLFN7RZHUÁRRUµ with a successful operator collects blood from each character by using
DC 25 Wisdom (Perception) check, or a character cotton swabs; the characters are already bleeding as
automatically understands what the operator is saying they have been knocked unconscious, treated harshly,
if they can read lips. A couple of minutes later, the and beaten up. The operator rubs each collected sample
operator comes back, carrying a large wooden box, and to a different angst disk, and puts the angst disks into
starts to take out brass parts from the box, embedded WKHGHYLFHWKURXJKWKHKRUL]RQWDOVOLWV)LQDOO\WKH
with wires and pipes. The operator assembles the device operator puts on the headphones and connects the jack
from the parts. plug to a hole in the device. After disconnecting and
The device stands on three short legs and is built in a connecting the jack to different holes, the operator
cube-shaped brass encasing. The cube has small holes, makes the same hand sign as before to signal that they
horizontal slits, switches, and buttons on it. There are are ready to go.
two blood batteries attached to the side of the cube, The operator using the device by listening to it
ZKLFKDUHJODVVFRQWDLQHUVÀOOHGZLWKUHÀQHGEORRG via the headphone knows when the creatures whose

181
blood is inserted into the device lie. The creature must the characters with a Wisdom saving throw; a character
be within 30 feet of the device and its voice must be that fails the contested check becomes frightened of
audible to the device. A character can deceive the Ava for 1 minute and starts to cry. If they answer the
device with a successful DC 25 Charisma (Deception) questions truthfully before the character whose neck is
check. The characters can realize what changes could sliced open dies (which takes 6 rounds), Ava orders an
happen inside a person’s body while lying with a operator to save the character which the operator does
successful DC 20 Wisdom (Medicine) check, or they can by stabilizing the character using a healer’s kit. Then
extrapolate the mechanism of the device through their Ava says, ´6HH",WZDVQRWWKDWGLIÀFXOWµ
past knowledge of angst equipment and knowledge If Ava gets at least a single truthful answer to each
of magic with a successful DC 22 Intelligence (Arcana) question, she continues with her questions:
check. In both cases, the creature has advantage on
Charisma (Deception) checks to deceive the device. • $UH\RXDIÀOLDWHGZLWKDQ\SHUVRQRURUJDQL]DWLRQ
actively seeking to harm Cyherested or its citizens?
Ava starts to ask questions, expecting the characters
to answer one by one. The characters can realize with • Have you ever been within the perimeters of
a DC 18 Wisdom (Perception) check that the operator is CADRAC?
signaling Ava with hand signs (pinky pointing out for • Does this number sequence mean anything to you:
SRVLWLYHPLGGOHÀQJHUSRLQWLQJRXWIRUQHJDWLYH DIWHU 7, 3, 2, 2, 8, 1?
every answer from the characters. The questions are as :LWKWKHVHTXHVWLRQV$YDLVWU\LQJWRÀJXUHRXWLIWKH
follows, in chronological order: characters know anything about the bloocrima research
• What are you currently wearing? which takes place in a secret mega-laboratory located
• Are you physically hurt? XQGHU&$'5$&RIZKLFKWKHLGHQWLÀFDWLRQQXPEHULV
732281.
• What is your name?
The characters can talk to Ava and she will talk to
7KHVHÀUVWWKUHHTXHVWLRQVDUHWRFDOLEUDWHWKH them apart from the questions, but she does not divulge
device, as the operators already know the answers. any information of importance.
If a character successfully deceives the device on the
ÀUVWWKUHHTXHVWLRQVWKHFKDUDFWHULVVKRWGHDGDQG Outcomes. There are three outcomes of this situation:
UHYLYLÀHG,QWKLVFDVH$YDVD\V“This was the second operators let the characters go, they decide to eliminate
warning,” if one of the characters were shot dead and the characters, or they decide to help the characters.
UHYLYLÀHGEHIRUH$YDWDNHVRXWDEXQFKRIÀOHVDQG If the characters don’t know anything about the
reads personal information about the characters: as bloocrima research and laboratory 732281, which is the
the GM, you decide what she reads according to the truth, if they are not wanted by CBI for a felony or more
characters’ backgrounds. Then, she continues with her serious criminal acts, haven’t killed any members of
questions: the Corrupt Agents, and don’t intend to cause harm to
• When did you arrive at Cyherested? citizens of Cyherested, the operators let them go. Ava
says, “Have a good day. This was a friendly meeting, but next
• How did you get into Cyherested? time it won’t be.” Operators cover the characters’ heads
• Why are you in Cyherested? with black sacks and knock them unconscious. The
If all characters lie, refuse to answer, or their answers characters wake up in the Songbird Garden (p. 13) with
are vague and unsatisfactory, Ava asks the same several empty spirit bottles scattered around them.
questions again. If they refuse to collaborate once They have their equipment on them and they have
more, she rushes to a character she randomly chooses completed a long rest.
(she chooses the Detective if he is with the characters) If all conditions for the operators to let the characters
and slices open their neck; the character drops to 0 hit go are met, and the characters mention that they want
points if they are at 1 hit point. She once again asks to kill the leader of the Silver Cult or the leader of the
the questions while holding the bleeding character Sun Priests, the operators decide to help the characters.
close to other characters, pushing her hand to the Ava knows that the Silver Cult is controlled by the
FKDUDFWHU·VQHFNWRSUHYHQWEORRGÁRZDVWKHFKDUDFWHU apprentice of the Prime Sorcerer of Sanguinology
chokes on their own blood. Meanwhile, other operators, and that the Sun Priests (see below) are a religious
except for the one using the device, aim their weapons cult. As a director working directly under the Prime
at the characters, yelling at them to put their hands Sorcerer of Crimson Technicians, she doesn’t want an
behind their heads. Ava asks the questions, yelling and active organization acting on behalf of another Prime
screaming, trying to intimidate the characters. Ava Sorcerer. She’s also disgusted by religious people. She
makes a Charisma (Intimidation) check contested by WDNHVWKHFKDUDFWHUVWRÁRRUXVLQJWKHPDJLFFLUFOH

182
Ava unlocks the chests and disables the traps in the dispelled. There are four items within the chest: (d20)
room. The characters are free to take everything they (1) boots of striding and springing, (2) chime of opening, (3)
ZDQWIURPWKLVÁRRUDQGRQFHWKH\GRWKH\DUHIUHHWR cloak of displacement, (4) dagger of venom, (5) dimensional
go. shackles, (6) goggles of night, (7) iron bands of binding, (8)
Unless the operators decide to let them go, it means necklace of adaptation, (9) oil of sharpness, (10) potion of
they’ve decided to kill them. Ava gets up and all invisibility, (11) potion of speed, (12) ring of evasion, (13) rod
operators aim their guns at the characters. Ava says, of alertness, (14) staff of power, (15) sun blade, (16) wand
“You should have stayed in your bloody dumpster.” A bullet of enemy detection, (17) a vial of wyvern poison, (18) a vial
pierces Ava’s head, bursting it open. She dies. After of essence of ether, (19) a vial of midnight tears, (20) ring of
a second of complete silence, the characters hear a spell turning.
gunshot. The operators immediately turn invisible and There are 4 tripwires in the room, all of which are
leave the room to chase the shooter. The shooter is an FRQQHFWHGWRHDFKRWKHUDQGWRVHYHUDOFDQLVWHUVÀOOHG
old veteran (see The Old Sniper section - p. 210) and he with poisonous gas. The characters can detect a tripwire
PDGHWKHVKRWIURPIHHWZKLOHLQYLVLEO\Á\LQJ7KH with a successful DC 20 Wisdom (Perception) check. A
shooter escapes and the operators leave the Zapernick successful DC 15 Dexterity check using thieves’ tools
Tower to continue their search. The characters can disables the tripwire, cutting it without triggering the
retrieve the bullet from the ground around Ava with trap. Unsuccessfully attempting to disable the tripwire
a successful DC 18 Wisdom (Investigation) check. A triggers the trap. Disabling all the tripwires disarms
FKDUDFWHUSURÀFLHQWZLWKbloodwork weapons can realize the trap. After detecting a tripwire, the characters can
WKDWWKHEXOOHWLVFRPLQJIURPDVQLSHUULÁHZLWKRXWD follow the wire with a successful DC 17 Intelligence
check. ,QYHVWLJDWLRQ FKHFNWRÀQGWKHJDVFDQLVWHUVKLGGHQ
If the operators let them go or if Ava dies, the inside a wooden cache. A successful DC 19 Dexterity
organization ceases searching for the characters. If the check using thieves’ tools disarms the entire trap,
characters harm the organization in any way again, removing the pin from the gas canisters. If a character
they begin their search again, but this time it is not to chooses to wander inside the room without noticing
FDSWXUHEXWWRNLOO(DFKWLPHWKHRUJDQL]DWLRQÀQGV the tripwires, the trap is triggered. When the trap is
their whereabouts, they send 5 bloodwork automaton WULJJHUHGWKHURRPLVÀOOHGZLWKDWUDQVSDUHQWFDXVWLF
soldiers (p. 272), 2 CBI sorcerers (p. 273), or 1 CBI gas; each creature in the room must make a DC 22
special operator (p. 273). If things get out of hand, the Constitution saving throw at the start of each round
leaders of the organization might get involved directly. the character starts within the room, taking 21 (2d20)
poison damage on a failed save, or half as much damage
Floor 32.2QWKHQGÁRRURIWKH=DSHUQLFN7RZHU RQDVXFFHVVIXORQH7KHJDVSHUVLVWVLQGHÀQLWHO\RU
there is a temporary base of operations set by the until the air is cleaned by magical, or nonmagical,
operators. There are simple metal desks and chairs means.
that seem uncomfortable, as wells as metal shelves,
chests, beds with coarse mats, and a great armory. If the 7KHUHLVDPRGLÀHGUDGLRLQWKHURRPLWKDVDVZLWFK
FKDUDFWHUVVHDUFKWKHURRPWKH\ÀQGGbloodwork and a metal apparatus (microphone) with numerous
pistols, 1d10 bloodwork blunderbusses, 1d10 bloodwork holes on it connected to the radio. If the characters
UHSHDWHUULÁHV, 1d10 EORRGZRUNVQLSHUULÁHV, 1d100 ammo, press the switch, the radio is activated. If they say
pistol, 1d100 slug ammo, blunderbuss, 1d100 buckshot anything into the microphone while the radio is active,
ammo, blunderbuss, 1d100 DPPRUHSHDWHUULÁH, 1d100 an old voice (Leland Chattercode) answers, “Who are
DPPRVQLSHUULÁH, 1d20 blood cartridges, 1d10 bloodwork you?” They can talk to Leland through the radio. If the
JUHQDGHVÀUH, 1d10 EORRGZRUNJUHQDGHVÁDN, and 1d10 characters antagonize Leland or have already done
EORRGZRUNJUHQDGHVÁDVK. There is also a Cyherested map so, Leland ends the transmission after the characters
(p. 291) on one of the tables and there is a small stone, introduce themselves. If the characters tell Leland that
3-inch wide, with a glyph carved on it; a creature can they killed Ava or Ava is dead and threaten Leland to
realize that the glyph means “magic” with a successful kill him if he keeps chasing them, they can intimidate
DC 20 Intelligence (Arcana) check. It is one of the glyphs Leland with a successful DC 23 Charisma (Intimidation)
needed to activate the magic circle within the tower of check. If Leland is intimidated, he agrees to call off
the Prime Sorcerer of Sanguinology. There is a chest the search in exchange for the characters to stay away
sealed with the arcane lock spell. The lock can be picked from CADRAC and the agents of his organization. If
with a successful DC 30 Dexterity check made with the characters don’t introduce themselves, or further
thieves’ tools, or a character can break open the chest antagonize Leland, he dispatches 2 CBI special
with a successful DC 30 Strength check. These DCs are operatorsWRFKHFNRQWKHQGÁRRUDQGWKHVH
lowered by 10 if the arcane lock spell is suppressed or operators arrive in 1 minute.

183
The Sun Priests Leader
Icaram is a sentient bloodwork automaton, built from
The majority of sorcerers consider religious people the salvaged parts of other bloodwork automatons that
inferior to them, especially those who receive divine fought for their right to gain citizenship more than 50
power. Although it is not forbidden to worship any \HDUVDJR$OWKRXJKKHGLGQ·WVHHWKHFRQÁLFWVEHWZHHQ
deity in Cyherested, people do it in secret because the automatons and the military, he claims that he can
of societal pressure. They prefer praying in solitude hear the voices of automatons who did, as he was built
instead of going to the cathedrals of Cyherested. The from them.
organization of the Sun Priests is made up of clerics,
Description. Icaram is an 8-foot tall automaton with
paladins, and druids who offer secret places of worship
a wide frame. Each of his metal platings is different
to people regardless of their beliefs. The members
in shape, material, color, and engravings as they are
of this organization and its supervisors are mostly
collected from different automatons. On his body, there
followers of the Sun God, yet they offer help to any
are numerous markings drawn with blood. A successful
believer unless their actions contradict the beliefs of
DC 18 Intelligence (Religion) check reveals that these
the Sun God.
marks are tributes to the Sun God.
Start playing “Arising Angst” on the “Bloodpunk
Personality. +LVKHDGLVÀOOHGZLWKYRLFHVDQGKH
OST” when the characters deal with the Sun Priests.
struggles to distinguish his own thoughts from other
voices. He believes that sentience is the most valuable
aspect and it must be questioned and cherished. He
likes to see happy, devoted, and content people around
him regardless of their beliefs, as he believes those
people are the ones exercising their sentience to the
fullest. He tries to achieve the same by worshiping the
Sun God. Icaram is incapable of being bored.
Roleplaying Icaram. Although people refer to him
as “he”, he often refers to himself as “we”. He is an
enigmatic person, mostly speaking in riddles. Even
while he moves his arms and legs, his torso and head
stay perfectly still. He mostly looks directly forward,
rarely looking people in the eyes. He can stay engaged
in the same activity for days or weeks without a break,
as the passage of time means little to him.
What He Knows. Icaram has been seeing the
characters in his visions. The visions have all been the
same: the shadows of the characters are long, although
the sun is at its peak and the darkness that follows them
is smeared with blood. He knows how the characters
look and that they are cursed.
Encounter Example. A stray cat snuggles up to the
characters. If a character speaks with the cat using a
spell or ability, such as the speak with animals spell, the
cat describes a colorful metal giant that feeds stray cats
on the streets. The cat is describing Icaram.

icaram

184
great curse was coming to Cyherested, describing the
characters to the members, and has asked them to
Icaram bring them to him so he could undo this curse. The
Medium construct, chaotic neutral RUJDQL]DWLRQ·VFXUUHQWJRDOLVWRÀQGWKHFKDUDFWHUVDQG
bring them to Icaram.
Armor Class 17 (natural armor) Encounter Example. An old person in rags yelling in
a backstreet, doomsaying. It seems like he is trying to
Hit Points 150 (20d8 + 60)
warn the people, “A thick black blood heals their wounds.
Speed 30 ft.
It is no blood of mortals. It is dense as tar and cursed like a
starless sky. Their minds shall betray them, their eyes shall
STR DEX CON INT WIS CHA
deceive them, and before dawn, they shall perish to feed the
monster they harbor. Heed my warning! Heed and beware!
16(+3) 11(+0) 16(+3) 10(+0) 17(+3) 17(+3) Know that only the Sun can banish unnamed evil, untamed
terror!” Upon seeing the characters, he stares at them in
Saving Throws Constitution +7, Wisdom +7 horror and runs away.
Skills Persuasion +7, Religion +4
Damage Resistances poison Agents
Condition Immunities frightened
Senses passive Perception 13 The organization has a great variety of members,
mostly from the lower class and some from the
Languages Common
middle class. The members who actively work for the
Challenge  ;3 RUJDQL]DWLRQ·VEHQHÀWDUHPRVWO\acolytes, priests and
Sun Priests (p.288). Each of these members carries a
Tributes to the Sun. When Icaram is subjected to single angst coin to give to any person they encounter
damage, the symbols on his body glow, emitting an in dire need.
aura of sunlight for a moment, and dealing 4 radiant
damage to enemies within 30 feet. Allies within the
Encounter Example. 7KHUHLVDJURXSRIUREHGÀJXUHV
same area regain 2 hit points. standing on the sidewalk, touching passing people’s
clothes and objects, saying, “Walk fearlessly through the
Spellcasting. Icaram is a 12th-level spellcaster. His
spellcasting ability is Charisma (spell save DC 15, +7 shadows. The sun shall light your path even in its absence.”
to hit with spell attacks). Icaram has the following They are casting the light spell on objects those people
paladin spell prepared: carry. If the characters pass by them, they will cast the
1st level (4 slots): command, heroism, purify food and spell on the characters’ objects. They are acolytes.
drink
2nd level (3 slots): branding smite, lesser restoration, zone
of truth
Resources
3rd level (3 slots): create food and water, remove curse,
The organization runs on charity. The donations come
revivify
mostly from the elderly who join the organization in
WKHLUÀQDO\HDUVWRLQYHVWLQWKHLUDIWHUOLIH7KHVHSHRSOH
ACTIONS bequeath their belongings, mostly their lands and
Multiattack. Icaram makes two weapon attacks. houses, to the organization. Thus, the organization has
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 many real estates across Cyherested.
ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus
Encounter Example. The characters hear two gunshots
12 (2d8 + 3) radiant damage.
coming from a backstreet. If they go check it, they see
two commoners equipped with bloodwork pistols (p.
262) standing before the bloodied corpse of a white-
Goals robed man. One of them is holding a piece of parchment
The organization’s activities are not illegal, although with blood smeared on it. The other one says to the
they are conducted in secret. The organization aims characters, “Nothing that concerns you. Move along.” The
WRÀQGVHFXUHGRXWRIVLJKWSODFHVRIZRUVKLSIRULWV armed murderers are the children of a newly diseased
members. They also train clerics to oversee these places man who bequeathed his belongings to the Sun Priests;
and paladins to protect them. the children refused to give up on their father’s wealth
and shot the priest carrying the written will of their
All members of this organization trust Icaram
father to steal it.
with their lives. Lately, Icaram has told them that a

185
Headquarters Interactions With the
Characters
,FDUDPUHVLGHVRQWKHWRSÁRRURIDQDSDUWPHQWEXLOGLQJ
in West Midfort (p. 13). He conducts his business from The agents of this organization are actively searching
his house. for the characters. They approach the characters in
7KHDSDUWPHQWLVRQWKHWKÁRRULWKDVURRPV DIULHQGO\PDQQHUDWÀUVWDQGDVNWKHPWRPHHWZLWK
a living room, a kitchen, and a terrace. There is an Icaram in his house. If the characters refuse the offer,
altar on the terrace, and on it there is a gold chalice the agents follow them secretly, which the characters
ÀOOHGZLWKEORRG7KHUHDUHVHYHUDODXWRPDWRQSDUWV can notice with a successful DC 18 Wisdom (Perception)
KRYHULQJRYHUWKHFKDOLFHÀ[HGE\URSHVIURPDPHWDO check, and try to seize an opportunity to help the
frame built from pipes. On the metal frame, there are characters to gain their trust. If the characters refuse
VPDOOFRQWDLQHUVÀOOHGZLWKEORRGIURPZKHUHLWGULSV these agents’ offers after their friendly attempts or
RQWKHDXWRPDWRQSDUWVÁRZVGRZQWKHPDQGÀQDOO\ take hostile actions against them, the agents will try to
GULSVLQWRWKHFKDOLFH,FDUDPFODLPVWKDWKHSXULÀHV capture them by force. If the characters comply with
the blood. He uses the blood within the chalice to refuel the organization, they are taken to the headquarters to
his tanks. The blood collected from the chalice has talk to Icaram.
the same properties as holy water and additionally, If the characters are taken in by force, they are taken
drinking it cures any disease and ends the poisoned to Icaram’s house, the headquarters, unconscious. Read
condition. or paraphrase the text below to your players:
Encounter Example. While walking through West
Midfort, the characters see the distant shimmer
RIVRPHWKLQJUHÁHFWLQJOLJKWVRQWRSRIDVL[ÁRRU You hear several footsteps on the wooden
building. While they are looking at the light, they feel ground, and smell the aromas of meat and
nauseous and they can taste blood in their throats and wine. The black cloth around your eyes is
mouths. The light is coming from the automaton parts unbound and you can see once more. You are
on Icaram’s terrace. gathered around a table filled with delicious
meals of fried meat, roasted vegetables, and
Hideouts quality wine. In front of each of you, there is a
silver plate.
The cult has numerous hideouts in every residential On one of the seats, a big automaton sits.
district, but they are fewer in more elite parts of Each of his metal platings is different in shape,
the city such as East Midfort (p. 13). Each hideout is material, color, and engravings which are
different, but they all offer food, anonymity, security, decorated with runes drawn with blood. There
and a place to stay and worship. Each hideout is is no silver plate in front of the automaton, yet
attended by a Sun Priest and some hideouts in more he holds a fork and a knife.
problematic areas crowded with sorcerers are attended
by zealous veterans as well. As priests are healing your wounds, the
automaton speaks in a calm and robotic voice:
Encounter Example. A beautiful lady calls the “I apologize for the rudeness of my brethren. Welcome to my
characters from her house’s open window. She yells, home, please enjoy this feast I’ve prepared for you as a part
“Hey! Hey! Do you want an angst coin?” If the characters of my apology.”
listen to what she has to say, she continues, “I think my
husband is going to brothels at night to bury himself in young
meat. I really don’t care, I’m cheating on him myself. I just
want to know. Can you follow him and be sure?” The woman
is willing to pay 1 angst coin or up to 10 angst coins The characters completed a short rest while they
after the job is done if the characters bargain. If the were unconscious. There is a priest standing behind
characters wait for the night and follow the husband, each character, healing them. The characters regain 1
WKH\ZLOOÀQGRXWWKDWWKHKXVEDQGLVJRLQJWRD6XQ hit point at the start of each round. The equipment of
Priests hideout to pray in silence away from his wife. He the characters is within the room, stacked on a couch.
prays, asking for the Sun God to make his wife love him Icaram is holding a fork and a knife as a courtesy even
again and stop cheating on him. though he can’t consume food.
If the characters have come willingly, they are
alone in the room with Icaram, they still have their
equipment, and there is no feast table nor the fork and

186
the knife Icaram holds. she can create an opportunity out of this situation, and
If the characters are taken in by force, Icaram says, she is willing to facilitate her resources to do so.
“A great shadow follows you, set its roots deep within your Start playing “The Last Heartbeat” on the “Bloodpunk
YHVVHOV,ZLVKWRGU\LWVFRUHIRUERWK\RXUEHQHÀWDQGWKH OST” when the characters deal with the Trader’s Goons.
EHQHÀWRIWKLVUHDOPµ
If the characters came of their own accord, Icaram Leader
says, “You are aware of the darkness embedded within your
minds and from deep within, and you wish to get rid of it. You )LUX]H+DIVD6XOWDQLVWKHDQJVWWUDGHUOHDGLQJWKLV
came to me knowing that I could be of help. Let me show you group and its funder. Like all other angst traders,
what lies hidden buried under the light of the day, so it can she came from a distant land which she never speaks
cleanse what hides in your shadows.” about. She is the 34th richest person in Cyherested with
If the characters ask Icaram what he knows about this wealth accumulated through the trading of angst cores
darkness, he tells the characters about his visions. used in magic item production.
If the characters refuse Icaram’s offer, he lets them 6KHKDGDKXVEDQGZKHQVKHÀUVWDUULYHGLQWKHFLW\
go. If they take hostile actions against Icaram, 4 priests to sell their angst crystals, and they lived in Cyherested
(5 priests if the Detective is with the characters) rush for three years. She was six months pregnant when her
into the room to help Icaram if they aren’t already KXVEDQGGLHGLQDEDUÀJKW,QWKH\HDU1(ZKHQ
present within the room. In that case, Icaram and the the casters failed a spell that collects blood tax from
priests try to kill the characters, hoping it will kill the the citizens, making the spell collect blood from beings
evil nesting within. of all ages instead of only adults, she was nine months
pregnant. Accompanied by her terrorized screams
If they accept his offer, Icaram offers them a cup of
and hopeless tears, her unborn child melted into a
the blessed blood he brews on his terrace. If a character
bloody pulp, sucked into the air through her abdomen,
drinks it, he closes his eyes and says, “The river of blood,
slashing her open and shredding her innards through
coursing through black stones. A monolith of power, crying
the process. Her body was saved, but she has never
from its cracks, craving the be whole again. It eclipses the
been the same since.
sun and a pebble is missing from its core, from where a
single ray of sunlight escapes. Bring it to me, bring me the firuze hafsa sultan
vessel to make it whole, and as it was once made, it shall be
unmade in the presence of the Sun.” If the characters ask
what Icaram means, he says that he can’t describe their
visions further as they appear to him in an enigmatic
ZD\+HPHDQVWKDWKHQHHGVWKH)RXQGHU·VERG\WR
undo the curse.
If the characters ask for help to get into the Prime
Tower of Sanguinology, he says that they need 5
glyphs to get into the tower and that they must use the
Highway (p. 14), but he doesn’t know the glyphs or how
to use the Highway to gain entry. If the characters gain
the trust and help of Icaram, they can go to the hideouts
of the Sun Priests where priests will heal them to full
health and cast the lesser restoration and dispel magic
spells if asked. They can use hideouts in this manner
once per day.

The Trader's Goons

There are less than a hundred important angst traders


UHVLGLQJLQ&\KHUHVWHGZKRFRQWUROÀQDQFLDOUHVRXUFHV
great enough to build a second Cyherested from
VFUDWFK2QHRIWKHVHWUDGHUVKDVÀJXUHGRXWWKHHYHQWV
unfolding around the characters and the important
people involved in the situation. She wants to learn if

187
)LUX]H6XOWDQVWURQJO\EHOLHYHVWKDWWKLVOLIHRZHVKHU encountered. Even in the painting, she has melancholic
6KHKDVRIWHQVFUHDPHGDWWKHVWDUVDWQLJKWLQGHÀDQFH eyes. The view makes them both excited and sad. The
of anything that might be watching from above. She workers are taking the painting to an angst trader who
screamed each night for many years until the day ZDQWVWRJLIWLWWR)LUX]H6XOWDQ
VKHÀQDOO\IRXQGDPRPHQWRIWUDQTXLOLW\)URPWKH
darkness, help arrived; not visible, but undoubtedly
real.
Description. She is an elf who looks very human. She
KDVDÀWERG\DQGOLNHDYDPSLUHKHUVNLQLVDJKDVWO\
Firuze Hafsa Sultan
white. Her pitch-black wavy hair is longer than her Medium humanoid (elf), neutral
body, and it’s decorated with simple golden circlets.
She wears layered dresses made from harsh fabric, and Armor Class 12 (15 with mage armor)
no jewelry. She has an egg-shaped face, a straight nose, Hit Points 135 (18d8 + 54)
arched eyebrows, and upturned eyes that are as blue as Speed 30 ft.
the sky. The slight imperfections across her skin can be
seen clearly, as she wears no makeup.
Personality. )LUX]HLVDVHULRXVSHUVRQERWKWRZDUGV STR DEX CON INT WIS CHA
others and herself. She hates frivolous people. She 10(+0) 11(+0) 16(+3) 18(+4) 19(+4) 24(+7)
believes in the importance of rules and cultural values.
She never loses control over her feelings and she always
Saving Throws Intelligence +9, Wisdom +9, Charisma
acts according to etiquette. She is vengeful against
+12
disrespectful people. Being alone and sharing an honest
moment with a person makes her happy. She has been Skills Animal Handling +9, Arcana +9, History +9,
Insight +9, Perception +9, Persuasion +12
depressed for many years.
Damage Resistances psychic
Roleplaying Firuze. :KDWHYHUWKHVLWXDWLRQ)LUX]H
Damage Immunities FROGÀUH
stays calm. She is in so much control over herself that
even when facing death, she wouldn’t falter. Earning Condition Immunities charmed, frightened,
paralyzed, stunned
her trust is close to impossible. She trusts only animals
because they never lie nor deny their nature. She talks Senses darkvision 120 ft., passive Perception 19
to anyone who approaches her with courtesy. She is Languages Common, Draconic, Dwarvish, Elven,
good at manipulating a conversation to her liking, Primordial, Sylvan
which she does very subtly. She makes her threats very Challenge  ;3
openly. The most peculiar thing about her is that she
hates the sun; she sleeps through the day and lives her Dominant Will. )LUX]HKDVDGWRDELOLW\FKHFNV
life in the night. attack rolls, and saving throws.
What She Knows. 6KHLVZHOOLQIRUPHGLQÀQDQFLDO Lingering Gloom. (QHPLHVZLWKLQIHHWRI)LUX]HKDYH
matters and about the high society of the city. The only disadvantage on ability checks, attack rolls, and saving
thing she knows about the characters is that important throws.
people of Cyherested are swarming around them. Spellcasting. )LUX]HLVDQWKOHYHOVSHOOFDVWHU+HU
spellcasting ability is Charisma (spell save DC 20, +12
Most importantly, she knows the Silver Cult, Elari,
WRKLWZLWKVSHOODWWDFNV )LUX]HFDQFDVWWKHIROORZLQJ
the whereabouts of Elari, that certain sigils are required warlock spells:
to enter the Prime Tower, and how to use the sigils and
Cantrips (at will): chill touch, eldritch blast, mending,
the Highway (p.14) to enter it. When a person steps onto
shocking grasp
the Highway, they think of the station they want to be 1st to 5th level (4 slots): banishment, blight, charm
taken to. She has heard from an important businessman person, comprehend languages, contact other plane,
trying to impress her that to get into the Prime Tower darkness, dispel magic, dream, fear, hold monster,
of Sanguinology, one must step into the Highway invisibility, misty step, remove curse, tongues, unseen
and think of a dragon made of blood bleeding into a servant
humanoid vessel, while the sigils of all spell schools 6th level (1 slot): conjure fey
glow brightly in the background. 7th level (1 slot): forcecage
8th level (1 slot): demiplane
Encounter Example. Two workers are carrying a large 9th level (1 slot): imprisonment
SDLQWLQJ,WLVWKHSRUWUDLWRI)LUX]H6XOWDQ6KHLVRQH
of the most stunning people the characters have ever

188
ACTIONS in a cafe sitting at different tables. They are equipped
Multiattack. )LUX]HXVHV'LVVRQDQW%ROWWZLFH with swords, maces, and pistols. The workers and other
customers are nervous. Suddenly, these armed people
Dissonant Bolt. Ranged Spell Attack: +12 to hit, range 120
ft., one target. Hit: 29 (4d10 + 7) thunder damage. Each (1 gladiator, 1 veteran, and 4 Cyherested thugs) get
creature within 5 feet of the target must roll a d20. A up and start to throw chairs and overturn tables with
creature can’t have advantage or disadvantage on this a calm attitude. One of them says, “As the recent owner
roll. The following happens according to the result: of this establishment is not so eager to take his business
7KHFUHDWXUHLVDIÁLFWHGZLWKVKRUWWHUPPDGQHVV   somewhere else, we had to start redecorating while you’re still
it takes 11 (2d10) psychic damage (2-5), it can’t speak here. Sorry for the inconvenience. Please come back tomorrow
until the end of its next turn (6-9), it can’t be affected while we’ll be redecorating the walls.” Then, they leave. If
by any spell or similar magical effect until the end of the characters ask the employees at the cafe who those
its next turn and all such active effects are suppressed SHRSOHDUHWKH\VD\WKDWWKRVHWKXJVZRUNIRU)LUX]H
for the duration on the creature (10), it regains 2d4
Hafsa Sultan, the current owner of the building the cafe
hit points (11-14), it can’t gain disadvantage to any
is in.
roll it makes (15-19), it has a +1d4 bonus to any ability
checks, attack rolls, and saving throws it makes until
the end of its next turn (20).
Resources
Goals She has enough wealth to buy anything that money
FDQEX\6KHKDVKHURZQGHGLFDWHGEDQNYDXOWVÀOOHG
The Trader’s Goons is not actually an organization; it is with coins and ledgers, estates both in Cyherested and
a large group of people from various sources and with Kanrath, well-equipped workshops, angst reserves,
GLIIHUHQWSURIHVVLRQVWKDWZRUNIRU)LUX]H6RWKHJRDOV VWRUDJHVÀOOHGZLWKWUDGHJRRGVDQGRWKHUWKLQJVRIWKH
RIWKLVJURXSDUHDFWXDOO\WKHSHUVRQDOJRDOVRI)LUX]H sort. The total worth of the assets she owns is estimated
Her goal is to get revenge on the Prime Sorcerers whom around 2,470,000,000 CS, which is the equivalent of
she holds responsible for the death of her child. She 49,400,000 angst coins. If the task at hand is achievable
blames the system they’ve built that trivializes mortal through spending money, she is sure to achieve it.
lives. Her current goal is to talk to the characters to see
Encounter Example. There are restorations being
if they share a common goal.
made on a building. Near the entrance of the stone
Encounter Example. The characters are in a store building, there is a stone plate with three words
to buy some equipment. The merchant gives them a engraved on it, “Green Bead Charity”. The name comes
JHQHURXVGLVFRXQWDQGWHOOVWKHPWKDW)LUX]H+DIVD from the small green stone attached to the clothes of
Sultan wants to talk to them in her mansion. The a newborn for good luck. The workers are talking to
merchant gives them the address and warns them about HDFKRWKHUVD\LQJWKDWWKH)LUX]H)RXQGDWLRQGRQDWHG
how she pays great attention to etiquette. 10,000,000 CS to this charity. They are debating what
could be bought with such money but their visions fall
short on the subject.
Agents
)LUX]H6XOWDQKDVPDQ\SHRSOHDWKHUGLVSRVDO7KHUH Headquarters
are commoners working in her workplaces and houses,
such as gardeners, cleaners, cooks, messengers, butlers, )LUX]HUXQVKHUHUUDQGVIURPKHUKRXVHWKURXJK
artisans, laborers, etc. There are lawyers, accountants, messengers. Her house is a three-story mansion with
and mediators working for her (use the noble stat a 60-foot tower extension built on a three-acre estate,
block but instead of wearing breastplates, they have and it is located in Hillside Heights (p. 12).
the mage armor spell cast on them and instead of
The land that the mansion was built on is surrounded
carrying a rapier, they can cast the magic missile as a
by a 3-foot-tall brick wall and an additional 3-foot-tall
1st-level spell slot without expending a spell slot). She
metal fence on the wall. The area is covered in mowed
has a private security team consisting of spies, scouts,
grass. The mansion stands at the center surrounded
knights, assassins, and guards; they are equipped with
by a porch, enclosed by columns and cast iron railings
bloodwork weapons (p. 263) and angst weapons (p. 265),
in between. There are several short quarter-circle
and some even have bloodwork enhancements (p. 264).
staircases to access the porch that stands 3 feet above
She mostly uses Cyherested thugs (p. 276), veterans,
WKHJURXQG7KHÀUVWÁRRULVPDGHRIVWRQHFRYHUHG
gladiators, bandits, and thugs as disposable agents for
LQEULFNDQGKHOGWRJHWKHUE\FDVWLURQIUDPHVÀ[HG
dangerous missions, such as retrieving the characters.
RQWKHHGJHVRIWKHZDOOV7KHVHFRQGÁRRULVPDGHRI
Encounter Example. There are several shady people ZDWWOHDQGGDXEDQGFRYHUHGLQSODVWHU7KHWKLUGÁRRU

189
is an extension of the second, which is a penthouse used as a pantry. The room is mostly made of stone
made of several triangular rooms. The roof is covered and marble. It has every tool necessary to prepare any
in red tiles and several chimneys protrude from it. known recipe, containing common ingredients like salt,
There are wooden framed windows on all sides and on EXWWHUDQGÁRXUDQGHYHQVRPHH[RWLFLQJUHGLHQWV
DOOÁRRUV)URPDVPDOOSDUWRIWKHWKLUGÁRRUWKHEULFN such as cardamom and saffron. There is a doorway
tower extends toward the sky. There is a brass dome leading to the living room.
on top of the tower and there are no openings. The The living room has numerous windows and curtains,
entire area is protected with alarm spells that warn the DQGLWVÁRRULVPDGHIURPOLJKWEURZQZRRG2QRQH
bloodwork automaton patrols (p. 272) patrolling the VLGHRIWKHOLYLQJURRPWKHUHLVDÀUHSODFH%HIRUHWKH
perimeter. The automatons walk in groups of three, and ÀUHSODFHWKHUHDUHIRXUFRPIRUWDEOHFKDLUVDQGDQ
there are a total of 12 of them. RZOEHDUKLGHRQWKHÁRRUYDOXHGDW&62QWKH
On the porch, there are wooden chairs and glass RWKHUVLGHWKHUHLVDEDUÀOOHGZLWKERWWOHVWKH\
tables, both with brass legs. Attached to the wall, there are expensive spirits, wine, and ale, of which the total
LVDEULFNÀUHSODFHZLWKDJULOODQGDQRYHQ7KHUHDUH worth is 14,400 CS. At the center, there is a long dining
VWDFNVRIÀUHZRRGLQWKHRSHQLQJXQGHUWKHÀUHSODFH WDEOHPDGHRIDVLQJOHODUJHSLHFHRIEODFNSHWULÀHG
There are three doors on the porch: one glass door leads wood, with 20 chairs around it. The table is valued at
to the living room, one glass door leads to the kitchen, 80,000 CS, which is more expensive than some houses
and the main gate, which is a heavy wooden door, in Cyherested. There is a painting on the wall with a
leads to the entrance hall. The glass doors are Large gold frame decorated with valuable gems (12,000 CS); it
objects that have AC 13, 5 hit points, and immunity to is a painting of a naked woman crying in a small stone
poison and psychic damage. They are locked during the room with no windows, no furniture, and a pitch-black
night. Their locks can be picked with a successful DC 18 doorway.
Dexterity check made with thieves’ tools. The wooden 2QWKHVHFRQGÁRRUWKHUHLVDORQJFRUULGRU,Q
door is a Large object that has AC 15, 15 hit points, and the corridor, there are 3 spellbound chimeras (p.
immunity to poison and psychic damage. The main 287). If the characters try to steal anything from the
wooden door is never locked. VHFRQGÁRRUWKLUGÁRRURUWKHWRZHUDOOspellbound
The entrance hall is a spacious room and its ceiling
goes up to the roof. There are small balconies spellbound chimera
RQWKHVHFRQGDQGWKLUGÁRRUVWKDWH[WHQG
WRZDUGWKHHQWUDQFHKDOO7KHÁRRU
is covered in white marble
tiles, and at the center there
is a square, silk carpet with
a hand-knotted pattern and
9-foot edges, valued at 32,000
CS. There are two curved
staircases going up to the
VHFRQGÁRRUDGRRUZD\RQ
the left leading to the kitchen,
a doorway on the right leading
to the garderobe room, and a wide
doorway up front leading to the living
room.
In the garderobe room, there is a
brass table attached to the wall, a steel
mirror on the table, and a stool with a
soft cushion next to it. There are 6 vials
of perfume, 3 potions of healing, 3 vials
of antitoxin, and a magnifying glass
on the table. There are wardrobes in
front of every wall within the room, and
LQVLGHRIWKHPWKHUHDUHDWRWDORIÀQH
clothes, 13 robes, and 10 blankets.
The kitchen is quite large and it is also

190
chimeras sleeping within the house wake up and start 7KHRWKHUURRPLV)LUX]H·VEHGURRP7KHÁRRULVPDGH
to follow the characters; if the characters take any of RIZRRGDQGWKHUHLVDODUJHEHGRQWKHÁRRULQIURQWRI
WKRVHVWROHQLWHPVGRZQWRWKHÀUVWÁRRURURXWVLGHWKH a triangular window. There are several blankets, heavy
house, these chimeras attack the characters until they DQGÁXII\DQGRYHUVWXIIHGSLOORZVRQWKHEHG7KHUH
let go of the items. If the characters try to steal them is a wooden cased glass display on the wall with small
for a second time, the chimeras do not stop attacking wooden shelves in it. On the shelves, there are magic
even if the characters leave the items. Since the items rings: a ULQJRIDQLPDOLQÁXHQFHa ring of chains (p. 267), a
are magically bound to the spellbound chimeras, no ring of evasion, a ring of feather falling, a ring of free action, a
Dexterity (Stealth) or Dexterity (Sleight of Hand) check ring of jumping, a ring of mind shielding, a ring of protection,
or other such magical effects prevent the chimeras from a ring of regeneration, a ring of sun blocking (p. 268), a ring
being alerted, as the chimeras can magically track the of swimming, a ring of telekinesis, a ring of the ram, a ring of
items. warmth, and a ring of water walking. The characters can
7KHZRRGHQÁRRULVFRYHUHGZLWKDORQJUHGFDUSHW innately understand that interacting with this display
from one side to the other. On one end of the corridor, is extremely fatal. A spell or other effect that can sense
WKHUHLVDVWDLUFDVHJRLQJXSWRWKHWKLUGÁRRU$WWKH the presence of magic, such as the detect magic spell,
other end, there is a window. There are 4 wooden doors reveals an overwhelming aura of enchantment magic
in the corridor, each decorated with geometric patterns on the display. If a character tries to break the display
made from brass strips. The two rooms on the opposite or touches it, the power word: kill spell is cast on the
side of the staircase are completely empty and there character, originating from the display; this effect can
are 4 spellbound chimeras in each of these rooms, take place once per three rounds.
sleeping. The room closest to the staircase is the library, Under one of her pillows, there is a journal. The
and the other one is the study room. journal describes the major events of her life, including
In the library, there are 645 books, a tome of leadership the death of her husband and unborn child. The
DQGLQÁXHQFH, 2 spell scrolls (demiplane), 3 spell scrolls (true writings are extremely depressing and even suicidal. On
seeing), a spell scroll (dream), a spell scroll (power word kill), the last page, it writes: “I sleep like a baby. It is the closest
and 4 empty contracts (p. 266). I can get to dying. No sounds. No light. No memories. No
pain. Dreams never disturb me, although sometimes I disturb
In the study room, there is a wooden desk and a chair. GUHDPV2QFHDJDLQWKHÀUVWWKLQJ,VDZWKLVPRUQLQJDIWHU
On the desk and in its drawers, there are 6 ounces of waking up, was the ring collection of my husband. He loved
ink, 2 ink pens, a magnifying glass, a bell, an hourglass, ULQJV6RPHWLPHVDGHHSGHVLUHWRÀQLVKKLVFROOHFWLRQÀOOVPH
99 sheets of paper, 47 sheets of parchment, 13 sealing EXWEHIRUH,FDQWDNHDQ\DFWLRQLWÁHHV'RQ·WZRUU\P\ORYH
waxes, and a spellbook with the following spells written my vengeance is due. Give me a little more time to join you so
in it: chill touch, mending, shocking grasp, alarm, charm I can come peacefully. They shall pay.”
person, comprehend languages, identify, illusory script,
GDUNQHVVLQYLVLELOLW\PLVW\VWHSVHHLQYLVLELOLW\IHDUÀUHEDOO The cast iron door leading to the tower can’t be
UHPRYHFXUVHWRQJXHVEOLJKWÀUHVKLHOGORFDWHFUHDWXUHFRQH damaged, its lock can’t be picked, and it can’t be passed
of cold, hold monster, disintegrate. by any means besides solving its puzzle. The only way
to get into the tower is through this door, any other
7KHWKLUGÁRRULVWKHSHQWKRXVH7KHUHDUHWZRURRPV attempts fail. If the characters come close to the door,
and a cast iron door leading to the tower. The rooms are they realize the steady heartbeats coming from it with
triangular. There are 2 spellbound chimeras sleeping a successful DC 14 Wisdom (Perception) check. If a
near the staircase. character listens to the heartbeat carefully, they can
In one of the rooms, there is a silver stand, 5 feet tall, hear faint whispers saying, “What can be easily given but
made of rhodium (180,000 CS). On the stand, there is a can never be taken back whole? It can also be kept, but not
crystal ball of true seeing. There is a painting of a crying once it’s broke.” If a character says “promise” out loud, the
woman in front of a pitch-black doorway on the wall, heartbeat stops and the cast-iron door opens.
and a parrot near the painting. If the characters talk to The tower is made of brick, and there are no sources
the parrot, it repeats these words: “Black door. Sad. Cry. of light within. There are only spiral wooden stairs
Gray cage. Stone cage.” If a character communicates with going up, and at the top of the tower, there is a brass
the parrot through magical means, such as the speak GRPHDQGDZRRGHQÁRRU7KHWRZHULVHPSW\,ID
with animals spell, the parrot repeats the same words, character casts the demiplane spell under this brass
saying nothing else. A character can gain the trust of GRPHWKHVSHOORSHQVDGRRUWR)LUX]H·VGHPLSODQHQR
the parrot with a successful DC 15 Wisdom (Animal matter the desired location.
Handling) check; if the parrot trusts a character, it says,
“Woman. Black door. Magic. Black door. Magic. Cry.” )LUX]H·VGHPLSODQHLVDFXELFVWRQHURRPZLWKQRWKLQJ
in it.

191
The entire house has pipe installation going through pain. He is a polite and melancholic angel, glooming
its walls to supply blood to angst equipment. There over the sad fates of most mortals. He is a dear friend
are angst lamps in every room, corridor, and staircase. WR)LUX]HDQGVKHGRHVQ·WNQRZKLVWUXHLGHQWLW\DVVKH
The entire house is well-illuminated, except the tower. never thought of checking such a thing. He is overly
7KHUHLVQRSULPDU\YDOYHWKDWFRQWUROVWKHHQWLUHÁRZ SURWHFWLYHRI)LUX]H
of blood; each piece of angst equipment has its own $IWHUPLQXWHV)LUX]HFRPHVWRWKHOLYLQJURRP
small valve. accompanied by 2 knights, each having two bloodwork
Encounter Example. $QHOLWHVRUFHUHUZHDULQJÀQH blade (p. 264) attachments on their backs. After greeting
clothes passes by the characters with her husband, the characters, she starts the conversation by saying,
“Oh, I remember it. She used to organize great banquets in “There are two groups on your trail, both working for
her house. A fabulous mansion. It’s heart-breaking, what different Prime Sorcerers. What have you done to invoke
happened…” The husband answers with an unconcerned such trouble?” indicating the Silver Cult and the Corrupt
voice, “I am not a fan of Hillside Heights. I just went there to $JHQWV)LUX]HWULHVWRXQGHUVWDQGWKHJRDOVRIWKH
see Firuze.” characters. If the characters say that they are looking
IRUWKH)RXQGHU·VERG\VKHVD\V“If it is taken by a Prime
Sorcerer, I would suspect the Sanguinologist. Others wouldn’t
Hideouts care for a creature’s corpse —if the rumors about them are
true, of course.”)LUX]HLVZLOOLQJWRKHOSLIWKHFKDUDFWHUV
The hideouts the agents use might be anything from want to challenge a Prime Sorcerer, but she does not
a small shack to a skyscraper penthouse. Whatever reveal her hatred towards the Prime Sorcerers. She
the agents need to complete an operation, they are can tell the characters what they should do to reach
provided. the Prime Tower of Sanguinology while using the
Encounter Example. There are posters on the walls. Highway, allow the characters to trade with a discount
There is a drawing of a woman pictured as a strong in Cyherested, and let the characters hire combat-ready
sorcerer and it says “Your magic waits to be unleashed. Try mercenaries if they need, which are described in a box
blood therapy now!” underneath. At the bottom corner at the end of this section. She also reveals that Leland
RIWKHSRVWHUWKHUHLVDVPDOOORJR´))µFLUFOHGZLWKD &KDWWHUFRGHRQHRIWKHPRVWLQÁXHQWLDOSRZHUIXO
EUDVVOLQHZKHUHLWVD\V´)LUX]H)RXQGDWLRQµ and professional lawyers of Cyherested and one of the
three leaders of the Corrupt Agents, has one of these
sigils, directing them to his mansion detailed in the
Interactions With the Chattercode District section. If the characters ask about
Characters the groups she mentioned earlier, she says, “Some of
my top secret informers tell me that some CBI agents work
,IWKHFKDUDFWHUVFRPHWRVHH)LUX]HDWKHUKRXVH for another Prime Sorcerer. They act like a secret CBI, inside
Abraham welcomes them on the porch and accompanies the CBI. I don’t think they have a special headquarters or
them inside. Two servants, commoners, take the DQ\WKLQJOLNHWKDW,WLVQRWSRVVLEOHIRU\RXWRÀQGWKHP
characters’ coats at the entrance hall and put them in a HLWKHU7KHEHVWLVZDLWLQJIRUWKHPWRÀQG\RX0D\EH\RX
wardrobe in the garderobe room. Meanwhile, another can learn something from them with a proper interrogation.
servant, a commonerRIIHUVVRPHWREDFFRÁDYRUHG For the other ones, the Silver Cult, you can go visit Elari’s
cologne. Abraham says, “Our lady will be with you shortly. Organic Spell Component Workshop. People say that they sell
In the meantime, please enjoy her hospitality.” Abraham top quality spell components.”
escorts the characters to the living room, where they 7KHFKDUDFWHUVPLJKWLQÀOWUDWH)LUX]H·VKRXVH7KH
are served baked desserts boiled in sherbet, and top- bloodwork automaton patrols are always patrolling
quality alcoholic drinks. Abraham and the servants the land. The spellbound chimeras are always on the
leave the characters alone after serving them their VHFRQGDQGWKLUGÁRRUVRIWKHKRXVHEXWWKH\GRQ·W
food. engage with the characters unless the characters
Abraham (celestial, lawful good, deva) is the butler steal something or unless the characters attack
of the house. He is an angel disguised as an elf. When them. Abraham is always in the house, he might be
)LUX]HUHEXNHGHYHU\WKLQJWKDWJRYHUQHGKHUIDWHDQG anywhere within. If it is daytime, there are 3 servants
cried out to the dark sky, an unknown entity heard (commoner UHVSRQVLEOHIRUFOHDQLQJWKHÀUVWÁRRUDQG
her and granted a scintilla of its power to her, but this welcoming guests, 2 cooks (commoner) in the kitchen,
entity was not the only thing hearing the sad cries and 2 knights (each has 2 bloodwork blades) protecting
RI)LUX]H$QDQJHOWRRNSLW\RQKHUDQGFDPHGRZQ WKHÀUVWÁRRU7KHVHVHUYDQWVFRRNVDQGNQLJKWV
WRFRPIRUWKHU2YHUWKH\HDUV)LUX]HJRWZRUVHDQG immediately contact the CBI if they encounter armed
Abraham stayed with her. He couldn’t bear to see her LQWUXGHUVZLWKLQWKHKRXVHDQGVLQFH)LUX]HLVD9,3
like that and he couldn’t bear to leave her alone in her the CBI will classify the intruders as terrorists and send

192
DUHVSRQVHWHDPDFFRUGLQJO\ S )LUX]HLVRQKHU center, only the characters and a group of well dressed
demiplane during the nighttime and sleeping in her bed thugs.
during the daytime. Read or paraphrase the text below to your players:
,IWKHFKDUDFWHUVHQFRXQWHU)LUX]HLQKHUEHGURRP
she angrily says, “Leave. Now!” If the characters accept
WROHDYHWKHEHGURRP)LUX]HDFFHSWVWKHPDVJXHVWV
who have lost their ways, offering them a chance to
apologize. If the characters refuse to leave her bedroom,
You feel your veins burning from within
she calls for Abraham and attacks the characters. If
and wake up with an annoyance similar to a
WKH\HQFRXQWHU)LUX]HLQRWKHUSDUWVRIWKHKRXVH cramp in the morning while lying in bed. You
during their intrusion, she says, “I was searching for you. contract your muscles, putting strain on your
How polite of you to come on your own. Shall we have tea?” entire body, trying to relieve yourself from the
Then, she takes the characters to the living room where unbearable pain, but it lingers. It feels like it
$EUDKDPVHUYHVWKHPSHSSHUPLQWWHD)LUX]HWDONVWR would ease your pain to cry, scream, throw up,
them normally as described above. defecate, or die, but your body can’t muster
the strength to do any of these.
,IWKHFKDUDFWHUVHQFRXQWHU)LUX]HRQKHUGHPLSODQH
WKH\ÀQGKHUVLWWLQJRQWKHJURXQGZHDULQJDEOXH You are strapped to a metal chair in a room
nightgown and crying. She has been crying every night covered in white ceramic tiles and drains
since the death of her husband and child. Her back is on the floor. A half orc, wearing a butcher’s
apron, stands before a table that is filled with
turned to the characters. If she notices the characters,
tools necessary to cut, smash, split, constrict,
she stops crying and says,´+RZGLG\RXÀQGPH"µ In and gag. There are others in the room
WKLVVLWXDWLRQ)LUX]HLVPRUHLQFOLQHGWRGLVFXVVPRUH watching with interest but your focus is on the
philosophical subjects. She believes that there is no half orc.
life after this one, there are no great entities caring
for mortals, there is only darkness after death, and
OLIHLVLQVLJQLÀFDQWEXWRQWKHRWKHUKDQGVKHKRSHV
that there is an afterlife where she can be reunited
with her husband and child, and she feels like there is
VLJQLÀFDQFHLQWKLVH[LVWHQFHDOWKRXJKKHUPLQGDUJXHV
otherwise. There is a spy who is the tormentor, an assassin who
oversees the process, and 8 guards, 4 inside the room
If the characters politely discuss philosophical and 4 in the corridor outside of the room. The assassin
PDWWHUVZLWK)LUX]HWU\WRXQGHUVWDQGKHURU carries EORRGZRUNÁDNJUHQDGHV and EORRGZRUNÁDVK
HPSDWKL]HZLWKKHU)LUX]HEHFRPHVIULHQGO\ZLWKWKHP grenades (p. 263). The characters’ equipment is in the
She invites them to the living room and offers them any corner of the room.
drink or food they like. She might even gift them some
items (one rare or very rare item for each character) The characters regain their missing hit points while
the characters have seen within the house (except the WKH\DUHXQFRQVFLRXVEXWWKH\KDYHQ·WÀQLVKHGDORQJ
rings). She talks about her goals, and how she is trying or short rest. And now, they are poisoned because of the
to kill the Prime Sorcerer to have revenge for her drug injected into them.
unborn baby. She tells everything to the characters and The characters can escape from the leather straps
asks for their help in exchange for her help. Otherwise, that bind them to the metal chairs with a successful
she approaches the characters as she normally would, DC 25 Dexterity (Acrobatics) check, getting out of the
and invites them to the living room to talk. ELQGLQJVWKURXJKJUHDWÁH[LELOLW\RUZLWKDVXFFHVVIXO
If the characters are captured by force, the agents DC 23 Strength check by breaking the buckles holding
that captured them inject a drug into their veins to the straps.
ensure that they stay unconscious. They are taken to The assassin starts to ask questions about their
DKLGHRXWLQVWHDGRI)LUX]H·VKRXVH7KHKLGHRXWLVD backgrounds, identities, goals, professions, and
private blood therapy center located in Upper South acquaintances, trying to learn where they have come
(p. 13). It is a small apartment with three rooms in a from, how they have come into the city, and why they
tall building, but it has its own entrance apart from have come. If the characters have encountered any
the building’s door. In one of the rooms, there is a desk organizations, groups, or notable people in Cyherested
ÀOOHGZLWKÀQDQFLDODQGRIÀFLDOUHSRUWVZKLFKDUHDOO DQGWKHDVVDVVLQÀQGVRXWGXULQJWKHLQWHUURJDWLRQWKH
VWDPSHGZLWKDVHDOVD\LQJ´)))LUX]H)RXQGDWLRQµ assassin tries to learn more about the subject by asking
There are no customers and employees within the relevant questions. The assassin’s main objective is to

193
learn why important people of Cyherested are trying to )LUX]HSRVHQRWKUHDWDJDLQVWKHURUWKH\·UHWU\LQJWR
capture the characters. FRQWDFW)LUX]HWRVSHDNZLWKKHUWKH\OHWWKHFKDUDFWHUV
If the characters lie, they must make a Charisma go.
(Deception) check contested by the assassin’s Wisdom If the assassin decides that the characters are a threat
(Insight) check. If the assassin wins the contested check, WR)LUX]HWKH\NLOOWKHFKDUDFWHUV
the assassin understands the subject is lying and signals
the tormentor to continue with the torture. They might
ask the same question again if the lie is too absurd, even
if the characters win the contested check.
If Firuze agrees to help the characters, all
The tormentor starts the torture session with the
merchants within Cyherested sell their
Detective if he’s with the characters. If the Detective
merchandise at half-price to the characters.
dies or he is not with the characters, the tormentor
If the characters go to prison, Firuze will pay
chooses a random character. The tormentor removes
their bail. Also, Firuze might give a magic stone
OLPEVVXFKDVÀQJHUVGHDOLQJGVODVKLQJGDPDJHZLWK
to the characters (at the GM’s discretion).
each limb. They remove a limb each time a character
This stone can be used to contact a mercenary
lies, insults them, or tries to stall. They stop if removing
company. The characters can hire the following
any more limbs would kill the character and start
mercenaries:
torturing another character instead.
• Guard equipped with a bloodwork rifle (p.
If the tormentor decides that the characters deserve
263) instead of a spear. Accompanies the
a more-punishing torture, they change the method by
characters for an hour for 600 CS. Arrives
choosing a character and attaching a series of tubes
in 20 minutes.
FRPLQJRXWRIWKHÁRRUWRWKHFKDUDFWHU·VYHLQVWKURXJK
needles. Several alchemical substances are pumped into • Knight equipped with an angst-imbued
WKHFKDUDFWHU·VEORRGVWUHDPLQÁLFWLQJXQLPDJLQDEOH greatsword which deals an additional 1d6
pain and killing the character from within; the fire damage. Accompanies the characters
tormentor says, “This is what some sorcerers endure. Let’s for an hour for 6,000 CS. Arrives in 15
see if you have the heart.” The character is unable to minutes.
speak during the process because of the pain. • Assassin equipped with a bloodwork sniper
,QWKHÀUVWURXQGRILQMHFWLQJWKHVXEVWDQFHVWKH rifle (p. 263). Helps the character with a
character makes a DC 15 Strength saving throw, and on single encounter for 47,000 CS. Arrives
a failed save, the character’s Strength score is reduced immediately as the company sorcerers
by 1. On the second round, the character makes a DC teleport the assassin.
15 Dexterity saving throw, and on a failed save, the
character’s Dexterity score is reduced by 1. On the
following rounds, the character makes Constitution,
Intelligence, Wisdom, and Charisma rolls the same way,
and on a failed save its related ability score is reduced
by 1. After the character has rolled each saving throw,
they continue to do so starting again from the Strength
saving throw, but the DC is increased by 1. This cycle The Events
continues until the tubes are removed or the character
dies. The assassin removes the tubes if the characters
start to answer questions directly and truthfully. If a
character fails these saving throws 5 or more times, the
FKDUDFWHULVDIÁLFWHGZLWKORQJWHUPPDGQHVV
If the characters tell anything about how they want to
or need to challenge a Prime Sorcerer, the interrogation <RXZLOOÀQGWKHHYHQWVWKHFKDUDFWHUVFDQHQFRXQWHU
HQGVDQGWKHDVVDVVLQWDNHVWKHFKDUDFWHUVWR)LUX]H·V during their time in Cyherested below. In some of them,
house either by knocking them unconscious with the the characters learn more about the organizations,
same drug or by simply accompanying them to the leave the characters in the middle of chaos, and lead the
house. If any harm is done to the characters, they will characters into moral dilemmas. In some of them, the
EHKHDOHGLQ)LUX]H·VKRXVHE\DKLUHGSULHVW FKDUDFWHUVPD\HYHQÀQGWKHVLJLOVWKH\UHTXLUHWRHQWHU
the tower of the Prime Sorcerer of Sanguinology. These
If the assassin decides that the characters don’t know events are not in chronological order, and you, as the

194
GM, can use them however you want. through tunnels that can be entered from the cracks in
the walls. Look for signs at the entrance, they may ask for
passwords.” If the characters choose to go there, move
The Safe House on to the Den of Beggars section. The Detective also
wants to visit the beggars.
Lance MacLeod offers to take the characters to the safe The second one is a group of people that have
house if they meet at the cologne shop detailed in the recently claimed the existence of a new deity and as
Friendly Welcome section, leave the station together, a result, they have been branded as heretics by most
or meet within the city. The safe house is a simple people. Lance says, “People say that they are worshiping
apartment in an ordinary building with a pub on its some dark entity and attend to mystic dark rituals. Maybe it
ÀUVWÁRRU,WLVORFDWHGLQ%DUG7RZQ S $IWHUWKH is related to the Founder.” If the characters choose to visit
characters arrive at the safe house, read or paraphrase these people, see the New Heretics section.
the text below to your players: 7KHÀQDOOHDGLVWKHZHDNHVWRQH/DQFHVD\V“There is
a group of people who have serious problems with bloodwork
automatons. I do not know if there is a connection between
them, the sorcerers you are looking for, and the Founder, but
there could be one. Be careful while dealing with them. They
Lance prepares a special blend of Cyherested are an angry mob motivated by hatred.” If the characters
coffee and sits on the couch in the living want to follow this lead, move on to the Conservatives
room. After waiting for all of you to give section.
your attention to him, he starts to explain in
Lance is willing to follow the characters from a
a relieved, but tired, voice: “I got your news from
distance while they are wandering the city. He offers
Ethan but I also have a man in the Kanrath train station.
protection but suggests that they shouldn’t be seen
He told me that you boarded the train but then you didn’t
together as it might cause problems. If the characters
arrive. Later, I heard about the accident on the radio. What
and Lance Macleod have already been seen together,
the bloody fuck happened to you? Anyway, I believe that you
2 CBI special operators (p. 273) that are members of
are here to take something back that belongs to Kanrath, and
the Corrupt Agents and former coworkers of Lance
I wish to help. The balance must be kept between the cities
are looking for Lance to kill him for betraying them by
or it would lead to another bloody war. So, what are you
working with outsiders from Kanrath. If the characters
looking for and how can I help?”
commit felonies or more serious crimes, Lance alerts
the CBI and leaves the characters. The hostile actions
of the characters against the people trying to capture
them don’t bother Lance, and he even helps the
If the characters tell Lance that they are searching characters in such situations.
IRUWKH6LOYHU&XOWDQGWKH)RXQGHU·VERG\KHDVNVWKH
characters to wait for a minute as he goes to his study.
He talks with an acquaintance from the train station Spellcaster Brawl
by using a spell-imbued angst crystal to ask about
unordinary people who carried a piece of large cargo 2 magesDUHÀJKWLQJZLWKCBI sorcerers (p. 273)
out of the station in recent days. Then, he comes back on the street. This is likely to occur in the Zapernick
and says, “I talked to a friend of mine. She said that recently District (p. 12) close to the North Point (p. 12), yet
a group of people carrying silver daggers brought a large it could happen in most places in Cyherested. If the
chest to Cyherested and loaded it onto a horse wagon outside characters encounter this battle, read or paraphrase the
the station. You should ask about them, but be careful. You text below to your players:
can never know where someone’s loyalty stands in this city.
One more thing. Never break the law in Cyherested. The CBI
has no mercy. Never break the law… Never.”
Lance gives three leads to the characters to start their In an alley, connecting two main streets, two
investigation. robed figures are fighting two uniformed
7KHÀUVWRQHLVWKHPRVWSURPLVLQJDFFRUGLQJWR sorcerers. A spellbook with a leather cover
Lance, which is also a true lead. Lance directs the embedded with angst runes levitates between
characters to a place called Den of Beggars in the North the robed figures, and they grasp at the runes
Point (p.12). Lance says, “These beggars know about any appearing above the book, throwing them
ongoing business within the city. Their place can be accessed toward the sorcerers. The runes intertwine

195
196
and complete each other, transforming into and the unique scent of ground cinnamon.
a small, glowing sphere which explodes upon You eye the street to see the source of such
reaching the sorcerers, engulfing them in fire. delight, it’s undoubtedly the bakery ahead.
Yet, the sorcerers simply walk out from the
The shop’s facade is made entirely of
fire. One of them is readying a counterspell
polished wood with only the display made
while the other one channels a bolt of
of glass. In the display, there are sourdough
lightning that is growing in size. During the
bread, baguettes, croissants, pita bread, dill
chaos of the spell fight, you see a teenage girl
biscuits, feta cheese biscuits, olive biscuits,
running behind the sorcerers, toward you.
ginger nut biscuits, chocolate chip cookies,
She is holding something. The alley is filled
peanut butter cookies, pralines, strawberry
with arcs of lightning as the sorcerer throws
tartlets, marzipans, cognac liqueur chocolates,
the bolt and one of the arcs hits a wall, setting
raspberry tarts, apple pies, and cinnamon
a loose brick free, which hits the girl in the
rolls.
head, knocking her down. The duel continues
with elements hurled between. You can see the rush inside the shop: bakers
behind the marble counters, kneading and
shaping doughs, salespeople quickly packing
orders and taking payments, and an energetic
If the characters kill the mages, the CBI sorcerers dwarf with a baker shovel, orchestrating this
accuse them of obstruction of justice and attack the chaos into an order of its own.
characters. If the characters kill the CBI sorcerers, the
mages attack the characters, saying, “They saw our faces,
kill them.” If the characters succeed on a DC 15 Wisdom
(Medicine) check or use a healer’s kit to stop the
bleeding on the girl’s head, she thanks the characters
and gives them a stone, saying, “I saw this falling out from Uncle Nar is an energetic and kind dwarf. He doesn’t
the sorcerer’s pocket. There was a symbol on it and I wanted like to talk about money as he is already rich. If a
to see. Maybe it could make me a sorcerer; it was a childish customer likes his desserts but is unable to pay, he is
thing to think. Please, have it as thanks from me.” She leaves likely to gift the dessert to the customer. There are
saying that she has to go home. Her name is Azaria. six bakers, all veterans, helping him in the store and
three apprentices, all commoners, learning the job.
It is a small stone, 3-inch wide, with a glyph carved
The bakers carry rolling pins instead of weapons; the
on it; a creature can realize that the glyph means “life”
rolling pins have the same properties as the shortsword
with a successful DC 20 Intelligence (Arcana) check. It
but deal bludgeoning damage instead of piercing. The
is one of the glyphs needed to activate the magic circle
apprentices don’t carry any weapons. These bakers also
within the tower of the Prime Sorcerer of Sanguinology.
wear mithral versions of their normal armor under
their clothes.
Uncle's Baked Sweets Every morning, a Silver Sorcerer (p. 286), who has
changed their appearance to look like Elari (p. 166) by
using the alter self spell, comes to this shop and buys
7KHÀQHVWEDNHU\LQDOORI&\KHUHVWHGLVFDOOHG´8QFOH·V a large chest-load of desserts. The sorcerer pays them
Baked Sweets”. It is located in Bard Town (p. 12) and is to load the chest into a horse wagon and departs with
owned by an old man called Uncle Nar (dwarf, lawful the wagon, going to Elari’s Organic Spell Component
neutral, gladiator). He uses a baker shovel instead of a Workshop to bring the desserts to Elari. Elari eats all
spear; the shovel has the same properties as the spear, the desserts on the same day. If Elari doesn’t eat her
but its damage type is bludgeoning instead of piercing. daily desserts (she can’t if the chest doesn’t arrive), she
If the characters are wandering in Bard Town and gains two levels of exhaustion until she consumes a
they pass by the street where this bakery is located, chest-load.
read or paraphrase the text below to your players: There are 1d100 x 20 CS worth of alchemical supplies
and 1d100 x 150 CS inside the store.

The smell of apple, pumpkin, and blueberry


pies spread to the entire street. The pleasant
smell of the baked pie crust was complemented
by the sugary aroma of the caramelized fruits

197
Valborn Family players:

There are several famous families known among


sorcerers for their bloodlines, and the Valborn family
Between the administrative buildings, simple
is one of them. Elari Valborn (p. 166), the leader of the
restaurants, and streets filled with bureaucrats,
Silver Cult and the pride of the Valborn family, is the
there is a street separated from the rest of
second youngest member of the family. The youngest
Heartstring Way. It is an exception to the
member is her newborn sister, Melani Valborn.
district’s layout and its only large, residential
If the characters wander around in East Midfort area.
(p. 13), they might encounter a nanny (commoner)
There are two to four-story houses made of
pushing a stroller made of polished brass and white
large blocks of stone decorated with carvings
leather. On the stroller, there is a “V” symbol; most
of many parallel lines and simple geometrical
people in East Midfort know that the symbol stands for
shapes; they also have a unique feature:
the Valborn family. The characters realize that people
adamantine balustrades.
are staying away from the stroller with a successful DC
15 Wisdom (Perception) check, or they can realize that The street is full of well-dressed halflings
people are nervous while passing by the nanny with a of all ages, enjoying their days and struggling
successful DC 18 Wisdom (Insight) check. with family endeavors. They are subtly
surrounded by uniformed sorcerers protecting
If they realize that the baby is a member of the
them from potential harm.
Valborn family and know that the leader of the Silver
&XOWLV(ODUL9DOERUQWKH)RXQGHUZKLVSHUVWRWKH
characters: “Take it. Seize the upper hand. She’ll beg us.
She’ll betray anything for this tiny bag of blood.”
,IWKHFKDUDFWHUVOLVWHQWRWKH)RXQGHUDQGNLGQDS
cbi special operators
the baby, they gain 1 blood degeneration. Elari does
everything in her power, including sharing everything
she knows, to get her sister back.
If any harm comes to her sister, she alerts the CBI and
brands the characters as terrorists (as explained in the
beginning of this chapter) and she does everything in
her power to capture the characters.
If the characters hold up their end of the bargain and
give her sister back, she does everything in her power
to capture and punish them for what they did after she
secures her sister. Regardless, when they kidnap her
sister, all friendly options with the Silver Cult are out of
the question.
If the characters kidnap the baby but let the nanny
go, they can see the nanny on the street where they
kidnapped the baby a few hours later; she is imprisoned
alive in amber with her arms and legs severed,
suspended in time, and in an eternal pain to make
an example of what happens if you cross the Valborn
family.

Chattercode District

If the characters wander through Heartstring Way (p.


13), they might see the Chattercode District where
Leland Chattercode (p. 178) and his family live. If this
is the case, read or paraphrase the text below to your

198
7KHUHDUHPDQ\ZHOOGUHVVHGKDOÁLQJVLQWKHVWUHHW the mutual promises and agreements contained herein,
enjoying their day. The street is protected by 12 CBI the Parties form a magical bond to cast accordingly
special operators (p. 273) patrolling in groups of two. in compliance with the policies of Great Cyherested,
Only members of the Chattercode family and their hereby agreed to by the Parties.
guests can enter the district. The characters can climb The Parties shall refrain from the following, as per
up to the roofs of the four-story luxurious houses the terms of this Agreement:
located in the street with a successful DC 19 Strength
(Athletics) check. The operators on the street have 1) Directly taking or facilitating actions that are
disadvantage on Wisdom (Perception) checks to detect apparent to cause direct or indirect harm to the Parties.
the creatures on the roofs.  6KDULQJLQIRUPDWLRQWKDWLVFODVVLÀHGDV´5HVWULFWHGµ
The children don’t alert anyone if they see the by the Parties, except with the Parties.
characters, the adults instantly alert the operators, and 3) Directly taking or facilitating actions that are
the elderly invite the characters for tea and alert Leland apparent to cause direct or indirect harm to a creature
while stalling the characters. If Leland learns about the RUREMHFWWKDWLVFODVVLÀHGDV´:DUGHGµE\WKH3DUWLHV
arrival of the characters to the district, he joins them to except if the aforementioned creature or object poses
have tea or invites them to his house to talk. danger to the Parties.”
There are sparrows on the roof. If the characters This agreement is signed twice by Leland, Ava, and
speak with the sparrows with the speak with animals Salvador.
spell or a similar magic ability, the sparrows tell
WKHPZKLFKZLQGRZVOHDGWR/HODQG·VRIÀFHDV/HODQG
NHHSVVKLQ\REMHFWVZLWKLQKLVRIÀFH,IWKHFKDUDFWHUV Liqueur Store
LQÀOWUDWHWKHVWUHHWZLWKRXWDOHUWLQJDQ\RQHWKH\FDQ
JHWLQWR/HODQG·VRIÀFHWKURXJKKLVZLQGRZZLWKRXW
being seen with a successful DC 22 Dexterity (Stealth) There is a liquor store called Berin’s in East Midfort (p.
check. 13), selling high-quality drinks that can only be found
there. The store has no license to sell alcoholic drinks
7KHUHLVDKHDY\ZRRGHQGHVNDVWRQHÀUHSODFHWKUHH
but they give 60,000 CS every week to the CBI sorcerers
leather chairs, and two leather couches in Leland’s
(p. 273) responsible for the area to turn a blind eye.
RIÀFH1HDUWKHZDOOVWKHUHDUHFDELQHWVDQGVKHOYHV
7KHVWRUHLVORFDWHGRQWKHVHFRQGÁRRURIDVN\VFUDSHU
ÀOOHGZLWKODZERRNVDQGHQF\FORSHGLDV7KHUHDUH
and is indistinguishable from a normal residence from
a total of 120 books. Near the desk, there is a locked
the outside. To be able to buy from this shop, a person
PHWDOYDXOW$FKDUDFWHUSURÀFLHQWZLWKWKLHYHV·WRROV
needs a sponsor who is already a customer of the shop.
can open the vault with a successful DC 28 Dexterity
check. The vault is a Medium object that has AC 19, 22 7KHVKRSRZQHU%HULQ WLHÁLQJFKDRWLFQHXWUDO
hit points, immunity to piercing, poison and psychic mage) is equipped with a bloodwork pistol (p. 263) and
damage, and a damage threshold of 10. Within the vault,
there are 60 angst coins, a large piece of carved angst
crystal worth 9,0000 CS, 20,200 CS, a signed contract (p.
266), and a stone. It is a small stone, 3-inch wide, with a
glyph carved on it; a creature can discern that the glyph
means “magic” with a successful DC 20 Intelligence
(Arcana) check. It is one of the glyphs needed to
activate the magic circle within the tower of the Prime
Sorcerer of Sanguinology.
In the contract, it writes:
´%2$5'2)',5(&7256$*5((0(17
This Board of Directors Agreement (the “Agreement”)
LVPDGHHIIHFWLYHDVRI1(
BETWEEN Leland Chattercode AND Ava Smith AND
Salvador Castillo. The individuals who have agreed
RQWKHWHUPVRIWKLVDJUHHPHQWDQGFRQÀUPWKHLU
agreement with their signature are each referred to
herein as a “Party” and, collectively, as the “Parties.”
12:7+(5()25()25$1',1&216,'(5$7,21RI

199
can make three attacks with it using her action. There that can cast some cantrips and several 1st and 2nd-
are 2 berserkers guarding the shop’s door and their level spells from the sorcerer spell list). The host,
weapons are coated with oil of sharpness. Berin is a )HOYLQ6RZLW]$VNDQFH JQRPHQHXWUDOHYLOnoble),
wizard who had served 7 years in prison for casting is the son of the Minister of Modern Medicine. He is a
unauthorized wizard spells before getting out 15 years sorcerer with a little bard training as well as a student
ago. No one hired her because she was a convicted in CADRAC (p. 13), and he can play the guitar. He can
wizard, so she started her own business. cast some cantrips from the sorcerer and bard spell
If the characters have wandered around the wealthy lists; he can cast several 4th-level and lower-level spells
neighborhoods of the city and they are wandering from the sorcerer spell list and he can cast several 1st
around East Midfort, they recognize the logo on a poster and 2nd-level spells from the bard spell list. He is a
KXQJIURPWKHZLQGRZRIDVHFRQGÁRRUVN\VFUDSHU GUXJGHDOHUDQGKHVHOOVWKHÀQHVWGUXJVZKLFKKHÀQGV
apartment with a successful DC 15 Intelligence check. using his father’s connections.
They realize that they have seen the logo on spirit Salvador Castillo (p. 177) comes to this house every
bottles around Cyherested. week to replenish his stocks of tamper, also known as
Every day, early in the morning, Ava (p. 181) comes “reese”, also known as “rich sand”, also known as “scar
to this shop to buy peach liqueur. There are 1d100 x 180 dust” or “scast”. It is a stimulant drug which is illegal
CS in the shop, behind the counter. There are also 1d100 WRVHOOEX\RUXVH)HOYLQVHOOVDVLQJOHGRVHIRUDQJVW
x 10 bottles of distilled alcoholic beverages, each worth coins.
180 CS. Rich Sand. This alchemical substance mixed with
oxidized angst dust is a poison used for recreation. It
can be inhaled through the nose or injected directly
Backstreet Alchemy LQWRDYHLQ7RLQMHFWLWVDIHO\RQHPXVWÀUVWPL[WKH
drug with their own blood. It can also be poured on
an open wound after the same procedure for injection
During the night, there is a loud party going on in a villa
is complete. If a person takes 3 doses of this drug in
located in West Midfort (p. 13). If the characters see the
an hour, their heart stops; if someone else doesn’t
villa from up close, read or paraphrase the text below to
resuscitate that person with a successful DC 17 Wisdom
your players:
(Medicine) check in a minute, the person dies. When
a creature takes a dose of this drug, the creature
must succeed on a DC 25 Constitution saving throw or
There is a two-story house with a small garden become poisoned for 1 hour. While poisoned in this
and a pebble path towards its entrance. manner, the creature becomes more responsive and
It looks like a brick house hovering over JDLQVWKHEHQHÀWVRIWKHhaste spell. After the condition
a brick warehouse. The lower part of the ends, the creature suffers a level of exhaustion.
building is rectangular and made from brick When a creature uses this drug, it must succeed on
and mortar. From its corners, tall black iron a DC 16 Constitution saving throw or be addicted. The
beams protrude above and hold the upper part creature repeats the saving throw every time it uses
of the building, made of the same material. the drug, and the DC increases by 1 after each dose.
Between the two sections, there is an iron Once addicted, the creature must consume at least 1
staircase with iron platforms that connect dose of rich sand everyday, or the time for the addicted
them. FUHDWXUHWRÀQLVKDVKRUWUHVWRUORQJUHVWLVGRXEOHG
In the garden on the metal platforms above, The addiction can be reversed with the remove curse
and inside as seen from the metal framed glass spell.
windows, there are people enjoying drinks,
drugs, music, and the company of others. The Medical Malpractice
sound of the trombone, contrabass, drums,
and piano can be clearly heard, their melody
coming from upstairs. The orange light of the This encounter can happen if the characters have
burning braziers, angst lamps and colorful already been captured by the Silver Cult and met with
magical lights illuminate the house and its Doctor Holmes (p.174). If the characters go to a hospital
surroundings. to seek medical help or pass by a hospital, they might
encounter Doctor Ashton Holmes. If they encounter the
doctor in a hospital, read or paraphrase the text below
It is a party attended by many sorcerers (commoners to your players:

200
The hearings are public if they are not about sensitive
matters. If the characters are in a court, pass by a
The sorcerers’ hubris made them invest courtroom, or willingly attend a random hearing, they
in medicine, and they invented tools and encounter a divorce suit. If the characters get into the
methods of medical miracles that are called courtroom to watch the session, read or paraphrase the
“modern medicine”. They refined vulgar text below to your players:
methods into fine surgical knowledge with
extreme effort, while a spell could easily revive
a dead person or close their wounds, just out
of spite against religion. The hospitals, such The wooden benches of the semicircular hall
as the one you are standing in front of, are the are focused on the elevated stage where a heavy
result of this scientific progression. desk with polished bronze edgings stands;
behind it, the golden decorated, white-
It looks no different from the surrounding robed judge sits. Before the heavy desk, there
buildings; the only differences being a long are smaller desks and tables for witnesses,
line of sick people queued in front of it and solicitors, consultants, and the court clerk.
anti-religious propaganda posters on the Members of the public stand before the
walls, such as one saying, “Choose a hand to hold: benches; there is also a jury standing near the
the invisible one reaping souls in its name, or the tired one stage. The court seems rather crowded with
working honestly to be your remedy?” people, and the presence of a jury, solicitors,
and consultants indicates that this is a very
serious case.
Doctor Holmes stumbles away from the hospital’s The judge raises her hand and a transparent
door, dropping his leather suitcase. The CBI sorcerer aura fills the courtroom, which can be felt
(p. 273) that pushed him out stands at the door, looking from the pressure change. All magic is
at the doctor, “Do not come back here again, doctor. This is banished from the room. She puts her hand
your second warning.” The doctor gets his suitcase and down and speaks with an authoritative voice,
À[HVKLVSRVWXUH“I have never performed an extracorporeal “Let’s start the session.” The court clerk makes the
outside this hospital. There is a misunderstanding, or even announcement, “Before the honorable Juliet Emandor,
worse, a conspiracy. Let me talk to the chief surgeon…” Cyherested High Court Judge, the sixth session of the case
The sorcerer closes the door and disappears into the numbered DT20548 commences. Please be seated.”
hospital. Everyone in the room takes a seat and the
If the doctor sees the characters, he tries to run away officers standing by the doors close them. The
or escape. If the characters approach the doctor, they judge opens a file and skims it.
hear him speaking to himself, “Foolish arrogant fucks! The High Court Judge continues: “Esteemed
Smearing the name of the practice. No different than the Sorcerer Lady Ireen Hostfer Germond Chichester has filed
religious morons.” If the doctor is left alone, he goes to a a case against Abagail Rochefort for the compensation of
bar, gets drunk, and talks to random people about how the potent sorcerer blood loaned to Lady Abagail during
his mother died of cancer a couple of days ago and how their marriage. The marriage between the ladies became
he is still trying to pay her medical bill which is 126,800 null a year ago after their divorce. Lady Ireen Chichester
CS. loaned a considerable amount of her blood to Lady Abagail
He is not a member of the Silver Cult, he was just paid in a medical emergency. The court has listened to both
to perform the procedure. parties, consulted experts, and heard the witnesses. The
jury has come to a decision regarding the hearings and
In his suitcase, there is a stone. It is a small stone,
decided the legitimacy of the prosecution’s claims. By the
3-inch wide, with a glyph carved on it; a creature
authority bestowed upon me by the Prime Sorcerers and
can understand that the glyph means “life” with a
the people of Cyherested, I declare that Lady Abagail shall
successful DC 20 Intelligence (Arcana) check. It is one
be exsanguinated of her entire blood to be sure no sorcerer
of the glyphs needed to activate the magic circle within
blood remains in her system. She will be resanguinated
the tower of the Prime Sorcerer of Sanguinology.
with ordinary blood in the free care of Cyherested doctors
appointed by the court. This case is closed, have a good day.”
Bloody Divorce

The people can attend most tribunals if they wish. Lady Abagail starts to cry, and both Lady Ireen and
the judge leave the room. A murmur rises from the

201
public within the court. The people are talking about the case, destroying the company and the family in the
the procedure in which Lady Abagail probably won’t process. She believes that life is a game and everything
survive, and how Lady Ireen could be so cruel to her ex- is meaningless.
wife. ,IWKHFKDUDFWHUVWDONWRKHUVKHÀQGVWKHFKDUDFWHUV
7KHHQWLUHFRXUWURRPLVÀOOHGZLWKDÀHOGRI intriguing and invites them to the dark ritual, but she
antimagic, but if any hostile actions are taken, CBI refuses to elaborate.
special operators (p. 273) immediately teleport into Zealinda Ertragh (half orc, lawful good, cult fanatic)
the room. One operator for each assailant will be sent is a former member of the board of directors to a
in such cases. There are 10 CBI sorcerers (p. 273) and a company selling home appliances. She is now broke
CBI lieutenant (p. 272) in the room: 2 sorcerers behind and homeless, living on the streets by her own choice.
the judge and 2 sorcerers guarding each door. The Her Strength score is 17, Constitution score is 15,
lieutenant sits near the jury. Intelligence score is 14, and her Charisma score is 16.
Her weapon attacks deal an additional 7 (2d6) necrotic
New Heretics damage, and she carries a holy avenger with which she
is attuned. She has long black hair going straight to her
knees, and white-colored eyes that draw attention. She
7KHUHDUHPLVÀWVURDPLQJWKHFLW\ZHDULQJEODFN wears black leather clothes and spiked, black, titanium
clothes, dark lipstick, and their hair dyed black and jewelry.
red. They prefer exotic jewelry, clothes, and makeup. The characters might encounter this middle-aged
They call themselves “heretics” and they pretend to half orc on the streets in poor neighborhoods. She
worship the Goddess of Death and Darkness who offers likes to enjoy the night with people who are left with
true justice and freedom. They pretend to do so to mock nothing to lose, just like herself. She likes to be around
both self-righteous religious people and the arrogant sincere people, away from the lies and deceptions of the
sorcerers, who are both blind to any truth other city. They might also encounter her killing a vampire
than their own. The mystery behind this is how their in a dark alley. She believes that the night belongs
appearance can bestow divine power on them. to mortals, not to creatures who have no taste for
The characters can encounter these people anything.
everywhere within Cyherested, in every part of the She was a successful businesswoman, but one day she
social hierarchy. They rarely stand among people and decided that it was enough and she quit. She believes
when they do, they do so to make them uncomfortable. that people should stop lying to themselves and to
Ogaleria Coalmoan (dwarf, chaotic neutral, cult others, realize the meaninglessness, and enjoy their
fanatic) is a wealthy woman who has a place in high existence accompanied by kindness.
society, despite not being a sorcerer or an angst trader. If the characters talk to her, she invites them to the
Her Wisdom score is 19 and she can cast the bestow curse dark ritual, but she refuses to elaborate.
and divination spells once per day. She wears an iron
crown decorated with red chrysanths, dark makeup on The Dark Ritual. The secret meeting hall of the
her pale skin, and silver rings decorated with skulls, heretics is located in the basement of an abandoned
ravens, and occult symbols. She dresses in black and museum in Square Historica (p. 13). They gather in this
carries a black umbrella. room every week, enjoying food and drink while talking
about Cyherested, Kanrath, current events, science,
The characters might encounter this young dwarf magic, philosophy, history, religion, and the arts in a
lady on the street in wealthy districts, during the night. civilized manner. There are 1d8 + 8 cult fanatics at the
She likes to wander around in the night, meet with dark ritual. In the room, there are several antiques and
UDQGRPVWUDQJHUVDQGJHQHUDOO\EHVHHQDVDPLVÀW artwork that were left behind years ago: an oil painting
They might also encounter her in events attended of a dragon made of blood bleeding into a humanoid
by the elite, making people uncomfortable with her vessel while the sigils of all spell schools glow brightly
unwanted and truthful opinions. in the background, a bow (oathbow) covered in dust, and
She acquired her wealth through legal action against a pebble covered in spider webs.
a company called Ogaleria. She sued the company If the characters clear the webs on the pebble they
for using her name, but the company’s lawyers easily realize that the pebble is a small stone, 3-inch wide,
remedied the situation. So, she seduced the father of with a glyph carved on it; a creature can understand
the company’s founder while the trials were ongoing. that the glyph means “soul” with a successful DC 20
She threatened the company, made false claims, and Intelligence (Arcana) check. It is one of the glyphs
created drama within the family. She eventually won needed to activate the magic circle within the tower of

202
the Prime Sorcerer of Sanguinology.
You are passing by a warehouse, and
If the characters join the dark ritual, they realize everything is calm around you. Bright beams
that the ritual is simply eating snacks and talking about of magical energy crash down the street
religion and philosophy in a dark, abandoned place. At around the warehouse in several places and
the end of the “ritual”, they gain the ability to cast the from each beam instantly emerges a fully-
VDFUHGÁDPH cantrip and their spellcasting ability to do armed operator. They scatter around while
so is Wisdom. Their attendance at the ritual also causes scoping the surroundings, placing angst
)LUX]H S WREHFRPHDZDUHRIWKHLUZKHUHDERXWV devices covered in runes on the walls, doors,
VLQFHERWKWKHKHUHWLFVDQG)LUX]HUHFHLYHWKHLUPDJLFDO openings, and windows, then cloak themselves
powers from the same entity, even if they are not aware with magic and disappear from normal sight.
of it. A loud magical hum is heard for a short time,
and the doors of the warehouse soon turn to
dust, the walls become transparent, and the
CBI Raid windows implode with shards of glass impaling
everyone within. People in the warehouse
While the characters are wandering around the Nest (p. open fire with bloodwork weapons, sending a
12), they might encounter a CBI raid on an illegal spell hail of bullets through every opening. The
component workshop. If such a thing happens, read or operators that get hit become momentarily
paraphrase the text below to your players: visible, seeming unaffected by the bullets as
they hit their armor and scatter away. After
several blinding explosions, gunshots are
heard at clockwork intervals. Then, complete

203
silence. It has all happened in an instant. The The password is “melon”. If the characters say the
voices break the silence, “Clear,” “Clear,” “Clear,” password, the devil sits back on the pile and continues
“Clear!” The operators become visible, get out to enjoy the pipe. If the characters fail to deliver the
of the warehouse, and one of them makes a SDVVZRUGWKHÀHQGZDUQVWKHPWRJRDZD\,IWKH
hand gesture and yells out, “Secure the perimeter!” characters try to go into the tunnel without saying the
password, the horned devil summons a bone devil
and a chain devil to keep the characters away from the
tunnel and the horned devil walks into the tunnel to
warn the others of the intrusion.
There are 11 CBI special operators (p. 273) around The 300-foot long tunnel reaches another room. The
the warehouse. They don’t let anyone come close. If the room is 120 feet long, 80 feet wide, and 8 feet tall. If the
characters talk to the operators and share their names horned devil comes to this room to warn others, there
or tell anything hinting at their identities, the operators is a barbed devil and a bearded devil guarding the
try to capture characters and hand them over to the entrance. There are 6 thugs in ragged clothes guarding
Corrupt Agents (p. 176). the room, 9 children, 3 spies guarding the children, and
4 scouts that have been poisoned with a recreational
The operators guard the warehouse for 1 hour, then,
drug.
4 Large bloodwork automaton workers (p. 272) and
8 CBI sorcerers (p. 273) come to the scene, and load These adults are the parents of those children. The
16,000 pounds of raw spell components they found in parents train their children to become beggars. They
the warehouse onto the automatons. Then, they leave. make their children earn money and spend the money
The total worth of the spell components is 160,000 CS. on food, alcohol, and drugs. One of the children is
called Sam; he begs around the train station. If the
characters talk to him, he says:´,NQRZ\RX$WLHÁLQJ
Den of Beggars lady gave me desserts and a magical stone. She asked me to
use the stone if I see you at the station. I did it. She told me
that her name is Elari. I think she owns Elari’s Spell Workshop
In the North Point (p. 12), on the brick wall of a
and Organic something. On the same day, a scary metal man
ragged building, there is a narrow air vent at street
gave me money to do the same, he told me that his name
OHYHO$6PDOORUVPDOOHUFUHDWXUHFDQÀWLQWRWKH
was Abraham. I don’t know who he is. I told them both, they
vent unhindered. A successful DC 21 Intelligence
gave me too much money in return. My father died because
(Investigation) check reveals that there are marks on
he bought drugs with all that money and overdosed.” The
the vent suggesting that its hatch is opened and closed
child describes Elari (p. 166) and Abraham (p. 192) if
regularly. There are two symbols drawn on the wall
the characters ask him to. The shop the child describes
QHDUWKHYHQWWKHÀUVWV\PEROPHDQV´VDIHµDQGWKH
is in the district called the Nest, and its name is Elari’s
second one means “melon” in thieves’ cant. The vent
Organic Spell Component Workshop. This is the Silver
leads to the basement of the building with no doors.
Cult’s headquarters.
In the stone room, there is a pile of rusty armor and
There are 12 vials of the drug, 2,085 CS, 166 CW, 78
weapons. There is a large hole in the wall, covering
days’ worth of rations, 7 gallons of ale, and 19 bottles
SDUWVRIWKHÁRRU7KHKROHOHDGVWRDWXQQHOGXJLQ
of common wine in the room. A creature ingesting the
the soil and supported by metal frames made from
drug must succeed on a DC 20 Constitution saving throw
scraps. On the pile, a horned devil is sitting. Read or
or become poisoned for 1 hour.
paraphrase the text below to your players:
The devils protect these people to spread corruption.
They have their own secret agenda.
If the characters kill everyone, the children will
become a family. Some of them will continue to live a
This devil is enjoying a skull-shaped pipe. criminal life, some of them will study in CADRAC, some
The smell of vanilla coming from its tobacco of them will become CBI agents, clerics of the Blood God
fills the room. The devil takes a deep breath and the Sun God, slowly forming a broad network of
and exhales a dense smoke while getting up information.
from the rusty pile. It reaches the fork leaning
against the wall. With a sly look on its face, the
devil asks, “Password?”

204
Refined Through Pain bent and open, and there are blood stains on the door.
The building is used as blood storage. The tubes carry
blood in and out of the containers, as well as necessary
There is a murder that has taken place in Hillside
liquids to keep the blood cold. The containers can be
Heights (p. 12). A child is missing and his father,
accessed through some of the tubes.
mother, 3 older siblings, grandfather, grandmother,
nanny, and a well-known sorcerer pedagogue are found If the characters get inside the building, read or
massacred in a prostitute’s house. This news is on both paraphrase the text below to your players:
the radio and in the newspapers. The CBI investigates
the case and 3 CBI sorcerers (p. 273) have secured the
perimeter around the apartment where the incident
occurred. The apartment is evacuated and no one is The entire building is a single room, 90 feet
allowed in. The investigators can’t tell what happened. in both directions and 15 feet tall. Within the
The CBI sorcerers guarding the perimeter are talking room, there are large metal-framed containers
to each other about their camping experiences. They made of strengthened glass and filled with
like to get out to the wild during their holidays. A blood. There are brass tubes in and around
character can join the conversation and if the character the containers, each with many valves. Half of
succeeds on a DC 18 Wisdom (Survival) check, the the room is covered in tubes and containers.
sorcerers are intrigued with the character’s survival You see a child in front of a wall. The child
knowledge and they lose focus as long as the character is covered in blood, hysterically scribbling on
continues to talk about survival. The sorcerers who the wall. When you look closer, you notice the
have lost their focus have disadvantage on Wisdom nine humanoid figures drawn on the wall with
(Perception) checks. The characters can climb up to the blood. The child instantly stops and turns
apartment to get into the crime scene with a successful towards you.
DC 20 Strength (Athletics) check. “Torture. Chair and leather. Tubes in my arms, in my
The crime scene is the living room of a small legs. Torture. It awoke. They tried too hard. I can’t count,
DSDUWPHQWRQWKHWKÁRRURIDQRUGLQDU\EULFN thoughts scrambled. Teacher. Liar. Mayhem out of my blood.
building. There are 9 mutilated bodies scattered around Can’t control. They died. It came. It wanted more. I wanted
the room, there is blood everywhere. The characters none of it. It forced me. It wanted, again. It wanted the
must succeed on a DC 15 Constitution saving throw or same, again. I did my best. I am trying my best. It wanted the
become nauseated and throw up. The characters must same. Nine. Blood. Murder. Help me.”
also succeed on a DC 18 Wisdom saving throw or be The kid starts to scream and a magical
DIÁLFWHGZLWKVKRUWWHUPPDGQHVV energy bursts out of him. The walls melt
A spell or other effect that can sense the presence into the openings, covering every exit. The
of magic, such as the detect magic spell, reveals many space around you bends and the air becomes
intertwined auras of all schools of magic. With a sticky. Horror fills your bones as the walls
successful DC 23 Intelligence (Investigation) check, start to bleed, and you see bloodied footprints
the characters understand that these people attacked approaching you.
each other. The characters understand that the bodies
were mutilated with harmful spells post-mortem with
a successful DC 19 Wisdom (Medicine) check. The
characters see the small stains of blood on the window The bloodied footprints belong to a creature called
opening with a successful DC 20 Wisdom (Perception) the bleeding specter. The child transported the
check, and can trace the stains down through the interior of the building to a demiplane. The characters
street and to a small stone building several blocks or any other creatures can’t leave or enter this
away from the crime scene with a successful DC 17 demiplane by any means. If the child or the bleeding
Wisdom (Survival) check. Some of the stains on the specter dies, the demiplane disappears and they all
streets are shaped like naked adult footprints, which return to the building. The characters take 5 (1d10)
the characters realize with a successful DC 15 Wisdom force damage at the start of each of their turns while
(Survival) check. RQWKHGHPLSODQHEHFDXVHRIWKHFKLOG·VRYHUÁRZLQJ
The stone, single-story building is surrounded by tall magic.
apartment buildings. There are hot air vents protruding If the characters talk to the child after defeating
IURPLWVÁDWURRI7KHEXLOGLQJKDVDWZRVLGHGPHWDO the specter, the child tells them what happened: His
door and thin metal-framed windows located high on its name is Edgar. His parents were sending him to blood
wall, 9 feet above the ground. The metal door is slightly therapy where they injected alchemical substances into

205
KLVYHLQVZKLFKLQÁLFWHGLPPHQVHSDLQ,WVJRDOLVWR Bloodbond. When a creature comes in physical contact
trigger the survival instinct of the body to awaken the with the bleeding specter, the creature becomes
dormant sorcery within the blood. Edgar had undergone bloodbound to the bleeding specter for 1 hour, or
the procedure for 4 years and one day, his powers until the bleeding specter dies, whichever is sooner.
Whenever the bleeding specter is hit with an attack, all
awakened. He was absurdly powerful and the instant
creatures that are bloodbound to the bleeding specter
ÁRZRIPDJLFEURNHKLVPLQGDQGVSLULWRYHUWKH\HDUV
take 5 blood damage. Also, whenever a creature that is
His parents took him to a teacher so he could learn how bloodbound to the bleeding specter takes damage, the
to control his powers, but the teacher was a charlatan bleeding specter loses hit points by the same amount.
who made things worse. Edgar lost control. He killed The damage dealt by this feature does not trigger
his teacher, then tried to think of the people he loved itself.
to calm down, but his uncontrolled magic teleported Incorporeal Bleeding Movement. The bleeding specter
them one by one as he thought of them. Maddened by can move through other creatures and objects as if
the immense magical aura, they began to attack each WKH\ZHUHGLIÀFXOWWHUUDLQ,WORVHV G KLWSRLQWV
other. They harmed each other, but eventually, Edgar’s if it ends its turn inside an object. The objects the
magic killed them and continued to mutilate the bodies bleeding specter moves through bleed for a minute.
HYHQDIWHUWKHLUGHPLVH)URPWKHJRUHRIWKHVFHQHD The creatures the bleeding specter moves through
bleeding specter was born and asked Edgar to do it become bloodbound to it.
again, manipulating his weakened mind to obey. Partial Invisibility. The bleeding specter’s body is
invisible but it leaves bloody footprints wherever it
The child doesn’t know that the fraud teacher was a stands. The bleeding specter’s location can be detected
famous pedagogue who knew nothing about teaching. easily because of the traces it leaves. However,
He had a girlfriend who worked as a prostitute, and attack rolls against the bleeding specter still have
KHZDVXVLQJKHUKRXVHDVKLVRIÀFHZKLOHVKHZDVRXW disadvantage, and the bleeding specter’s attack rolls
working. still have advantage.
The CBI will continue searching for the child for Sunlight Sensitivity. While in sunlight, the bleeding
being a suspect in committing an evil-in-nature crime. specter has disadvantage on attack rolls, as well as on
They want to capture and interrogate the child. If Wisdom (Perception) checks that rely on sight.
the child is captured, he will be interrogated, then
GLVDSSHDU7KHRIÀFLDOUHSRUWVZLOOVD\WKDWKHGLHGGXH ACTIONS
to magical trauma. In truth, he will be sent to the Blood Multiattack. The bleeding specter makes three claw
Elementalist Prime Sorcerer. attacks.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: The target takes no damage but becomes
bloodbound to the bleeding specter. The bleeding
Bleeding Specter specter can hit itself without requiring an attack roll
to trigger the Bloodbond feature.
Medium undead, chaotic evil
Create Blood Mephit. The bleeding specter targets a
creature within 30 feet of it that is bloodbound to the
Armor Class 13 bleeding specter. Two blood mephits emerge from the
Hit Points 88 (16d8 + 16) creature’s body in the two nearest unoccupied spaces
Speed 30 ft. of the creature. The blood mephits are under the
bleeding specter’s control. The bleeding specter can
have no more than thirteen blood mephits under its
STR DEX CON INT WIS CHA control at a time.

10 (+0) 16 (+3) 13 (+1) 11 (+0) 20 (+5) 11 (+0)

Saving Throws Wisdom +9 bleeding specter


Damage Immunities all
Condition Immunities charmed, exhaustion,
JUDSSOHGSDUDO\]HGSHWULÀHGSRLVRQHGSURQH
restrained
Senses darkvision 120 ft., passive Perception 15
Languages Old Common
Challenge  ;3

206
CAMP Nights Each wall section of the dormitory is a single large
VODERIFOHDQFXWVWRQH7KHÁRRUVDUHZKLWHEURZQ
marble, and there are many glass windows with thick
The characters might encounter CAMP College students frames made of brass and iron. Each room within the
in Cyherested, usually in wealthy districts, mostly dormitory is built to offer a luxurious lifestyle for two
in Bard Town (p. 12) and in CAMP College (p. 13). If people and each is shared by two students. The rooms
the characters approach these students and talk to stand apart from each other and are connected by long
them, they can be invited to a party on campus with a corridors decorated with carpets. The dormitory is
successful DC 16 Charisma (Persuasion) check. If there illuminated by angst lamps embedded in the walls.
is a bard among the characters or any of them are There is a bard duel happening on the stage. Two
SURÀFLHQWZLWKDJDPLQJVHWRUDPXVLFDOLQVWUXPHQW bards get on the stage and use the vicious mockery
they have advantage on the check. If a character with cantrip to mock each other taking turns; the last one
a Charisma score of 18 or higher approaches such standing wins. There is a crowd watching the duels,
students, they immediately invite the characters. The cheering or booing the participants. An example of a
party starts at night and the students that invited turn in the duel: a bard sings, “As I walked through the
the characters will be waiting at the entrance of the valleys of the city of spells, a prime came down to toll the
campus. If the characters go to the campus for the bells. I was surprised but he answered as he loudly tells, to
party, read or paraphrase the text below to your hearing these lyrics, I prefer the hells.” The rival bard takes
players: damage and the crowd cheers.
Selena Chord (human, neutral evil, noble) has a
Charisma score of 19 and can cast 5th-level or lower-
level spells from the bard spell list. If the characters
With armed officers patrolling its perimeters, attempt to gather any kind of information, she
nature spirits guarding the borders, magical approaches the characters by telling that she possesses
barriers to keep out unwanted guests, and that information, which is a lie that can be revealed
bloodwork automatons keeping an eye on with a successful DC 24 Wisdom (Insight) check. She
entrances, the campus is an impenetrable asks a favor in return for the information.
fortress. All these precautions, and yet, you She has a boyfriend, named Rhydgar, and he likes
enter by simply persuading a student to let to spend time with a dryad who usually walks around
you in, as they have vouched for you as your the strawberry gardens of the campus. Rhydgar and
supervisors on campus. the dryad are very close friends. She is jealous of the
You walk on paved roads, passing by dryad. She says, “There is a dryad magically charming my
well-kept gardens and aesthetically-pleasing boyfriend for revenge, as I used to tend to these gardens and
buildings. You stop by a dormitory. It is a two- she got jealous of me for being this close with nature. She
story building and it covers an enormous area. yelled at me, saying that mortals should keep their business
There are stone and metal busts and columns, out of the wild.” which is entirely false. The characters
gardens, old healthy trees, fountains, can tell that she is lying with a successful DC 24 Wisdom
pools, parks, and sitting areas around the (Insight) check. She asks the character to kill the dryad
dormitory; there is even a small stone stage to in exchange for the information.
encourage students to take part in out-of-class The dryad walks around the strawberry gardens
performances. and is accompanied by 3 blink dogs. There is a pond
There is a crowd of students in and around close to the dryad. If the characters approach the dryad
the dormitory, having drinks and playing with hostile intent, an earth elemental comes out of
instruments. Some of them are intimate in the ground and attacks them before the characters
secluded corners, some of them are talking UHDFKWKHGU\DG,IWKHFKDUDFWHUVVWDUWDÀUHFORVHWR
about university and their personal lives, and the dryad, a ÀUHHOHPHQWDOHPHUJHVIURPWKHÀUHDQG
some of them are attending parties and events. DWWDFNVWKHFKDUDFWHUV,IDFKDUDFWHUÁLHVGXULQJWKH
The students around the dormitory are not combat, an air elemental appears out of thin air and
wearing shoes and they seem to be wearing attacks the character. If a character goes into the pond,
less, but more revealing, clothing than the a water elemental emerges from the water and attacks
others in Cyherested. the character.
If the characters kill the dryad and return to Selena,
she tells them that she lied. She reveals her arrogant
nature and tells the characters that they can’t hurt her

207
because she is the daughter of an important family, If a character is able to read lips, they realize that
then she orders them to leave and threatens to call the armed man is saying, “One more life. One more and I
campus security. Selena’s family is not that important, am ready to go.” If the characters want to intervene, the
but she thinks they are as a result of her arrogance. armed man and the characters roll initiative. When it’s
the armed man’s turn, he shoots the old man, then the
RIÀFHUVVKRRWKLPGRZQ,IDFKDUDFWHUUHDOL]HVZKDW
Bard Town Shooting the armed man has said and wants to intervene, the
FKDUDFWHUWDNHVWKHÀUVWWXUQUHJDUGOHVVRIWKHLQLWLDWLYH
order. The hostage has 1 hit point.
An elf veteran named Olivriel shoots up a tavern called
“Ale Magic Music” with a EORRGZRUNDVVDXOWULÁH(p. 263). The hostage is an old gnome named Urwin Wildstone.
He kills 6 people and injures 27. If the characters pass He is the owner of the tavern. Olivriel used to work in
by the tavern, read or paraphrase the text below to your his tavern as a waiter. He was saving money because
players: he had a daughter with a heart disease called truncus
arteriosus which required her to undergo surgeries.
Several weeks ago, a spoiled sorcerer made a scene by
saying that she didn’t like the appearance of her waiter,
Olivriel. She claimed that no sorcerer would come to
“Drop your weapon!” “Hands in the air!” “Drop it, now!”
this tavern if that disgusting man kept working there,
“Let him go!” Screams and shouts, full of anger
VRWKHPDQDJHUÀUHGKLP2OLYULHOIDLOHGWRSD\WKH
and panic, disturb the street; they are directed
cost of the surgery because he had lost his job, and his
at one man standing with his gun pointed at
daughter died as a result. He blamed Urwin for not
an old man’s head. The two stand at the eye
standing up for him. The spoiled sorcerer’s dead body is
of the storm and on its periphery, there are
among the corpses in the tavern.
officers aiming their guns, wands, and spells at
the assailant, and a crowd of bystanders. ,IWKHFKDUDFWHUVKHOSWKHRIÀFHUVLQSUHYHQWLQJ
the armed man, and if the characters haven’t come
The dead lie on the ground under the sign
in contact with the Corrupt Agents yet, three CBI
hanging above, which reads“Ale Magic Music”.
sorcerers (p. 273) approach the characters to thank
The injured are trying to escape the tavern,
them and then say that they need to come to the
crawling near the walls honeycombed with
precinct to give their statements about the incident. If
bullet holes. The armed man seems calm, with
the characters accept, they deliver the characters to the
the serenity of a man who has nothing to lose.
Corrupt Agents, and if they refuse, they try to knock out
He moves his lips, mumbling words that can’t
the characters to deliver them to the Corrupt Agents.
be heard in the commotion.

208
Organ Trafficking is one of the glyphs needed to activate the magic circle
within the tower of the Prime Sorcerer of Sanguinology.
There are many different gangs in Cyherested that hunt
down bloodwork automatons and rob them of their Conservatives
PHFKDQLFDOSDUWVIRUSURÀW0RVWRIWKHVHJDQJVWDUJHW
non-sentient automatons, but there are a few who go
after the sentient ones. If the characters decide to choose this lead after talking
The characters may encounter such gangs in more with Lance, or if the characters hurt any bloodwork
desolate corners of Cyherested. If they do so, read or automaton on the streets of Cyherested, a witnessing
paraphrase the text below to your players: conservative may approach them. It might be anyone,
from a thug to a sorcerer elite, who doesn’t take kindly
that automatons have sentience and were granted
citizenship. If the characters agree that automatons
shouldn’t be treated like sentient beings, the person
A young halfling woman wearing a purple who approached them invites them to a meeting in the
dress and a cute hat is walking down the street. Zapernick District (p. 12). The meeting takes place in
She is accompanied by a tall automaton, and the Miamonor Theater. If the characters participate in
although his age is indiscernible, his behavior the meeting, read or paraphrase the text below to your
suggests that he is also young. He is wearing players:
pieces of formal clothing on some plates of his
body and a tie as if he has tried to be stylish,
but failed to do so.
They are holding hands as the halfling talks In a grand hall filled with red seats, an
with an affectionate voice, “It’s funny how you are elevated wooden stage stands at the focus.
years younger than me but act older. Is it common among The theater is almost at full capacity, crowded
automaton-kind?” He answers with a shy voice, with a variety of strangers gathered for the
“Yes, it is. Most of us awaken like this, as if someone cared same idea. The subtle background noise of the
for us and helped us grow, then took away our memories blood flowing through the pipes to the angst
but left the learned lessons somewhere within. Gilli, I know lamps fades away and the lights go out. The
I am young, but let me tell you that these years I have spent hall is in darkness.
with you, have been the best years of my life, and I… Gilli,
I…” Gilli blushes, “Yes, Boyle?” He holds both of Suddenly, magic flames appear on the stage
Gilli’s hands, “Gilli, I lo…” An iron pipe hits his and reveal a woman standing between them.
head and Boyle falls down. A group of thugs After a short applause from the audience, she
jump Gilli and Boyle, they start hitting Gilli speaks, “It is a simple idea that brought us here today; the
and ripping Boyle’s limbs apart. One of them idea of life, the idea of culture, the idea of self-awareness.
yells to another, “Hey, take the leg first, are you stupid? It is the idea which has made us society and which keeps us
It’s pricey!” as a society today. That idea is challenged by the weak. But,
we can not, must not, be angry with them, because when the
need arises, the strong should take action. It was our fault
that we didn’t take action and it would be our fault if we fail
to do so again. Our future belongs to us, not to the machines
There are 2 Cyherested crime bosses (p. 276) and 4 greased with the blood that should be sustaining us. Do not
Cyherested thugs (p. 276) beating up Gilli and ripping let them deceive you with their false arguments of morality
apart Boyle’s body to sell them as spare parts in the nor with their…”
black market.
A loud gunshot echoes within the hall and
If the characters approach Gilli and Boyle after the the woman on the stage falls to the ground
thugs leave or are killed, they realize that Gilli is dead with a hole in her head. Chaos ensues.
and Boyle is dying. Boyle holds out something in his
palm to the characters. After giving it, Boyle says, “Is she
okay? Tell her I love her. Give this to her, as proof that I have
a soul.” He gives a stone to the characters and dies.
7 bloodwork automaton soldiers (p. 272) appear
It is a small stone, 3-inch wide, with a glyph carved within the crowd and start attacking everyone. Each
on it; a creature can realize that the glyph means “soul” of them is holding a different magic item apart from
with a successful DC 20 Intelligence (Arcana) check. It

209
their normal equipment. Each automaton has one of without preparation.
the following: bloodthorn bloodwork pistol (p. 263,266), If the characters ask about a sniper in Cyherested on
scimitar of speed, staff of healing, mace of smiting, dwarven several occasions, Ivner approaches the character while
thrower, breastplate of junk (p. 265), and spellguard shield. they are resting. He offers no help as he is following
The automatons are not attuned to the items and are the characters for fun. Yet, he might still help without
not actively using the magical properties of the items. notice. He owns a KRW-03 sniper (p. 211) and a small
The characters can tell that the automatons stone that he looted from a vampire during the last
don’t seem to understand the magic properties of FRQÁLFWEHWZHHQWKHFLWLHV
the equipment they have with a successful DC 16 If the characters wish to see it, he gives the stone and
Intelligence (Arcana) check. The characters suspect says, “The vampire I took this from was the same vampire I
that the automatons are not sentient with a successful WRRNWKHULÁHIURP+HVDLGKHORRWHGWKHVWRQHIURPDVRUFHUHU
DC 18 Wisdom (Insight) check. A successful DC 22 Before I killed him we talked for a bit. He told me that life
Wisdom (Perception) check reveals three conservative VKRXOGEHÁHHWLQJRWKHUZLVHZHZRXOGQ·WFKDVHLW,UDUHO\IHHO
nobles hiding on the stage, behind the curtains. Those bad for killing, and that time I did.”
conservatives have orchestrated the attack with non-
sentient bloodwork automatons to blame the sentient It is a small stone, 3-inch wide, with a glyph carved
ones. If the characters kill these nobles or make them on it; a creature can realize that the glyph means “life”
order the automatons to stop, they stop attacking with a successful DC 20 Intelligence (Arcana) check. It
the people around. If the characters succeed on a DC is one of the glyphs needed to activate the magic circle
17 Charisma (Persuasion) check after revealing who within the tower of the Prime Sorcerer of Sanguinology.
orchestrated the attack, the crowd dissipates and most
of them leave the sentient automatons be for the rest
of their lives. If the characters fail on the check, people
say that this may not be orchestrated by the sentient
Ivner the Sniper
automatons, but that this attack is a small example of Small humanoid (gnome), chaotic neutral
what they can do.
Armor Class 16 (bracers of defense, ring of protection)
If the characters attack the automatons, they direct
their focus on the characters and attack them. Hit Points 150 (20d6 + 80)
Speed 25 ft.

The Old Sniper


STR DEX CON INT WIS CHA

If the characters get themselves in great trouble, a 14(+2) 17(+3) 18(+4) 18(+4) 18(+4) 13(+1)
friendly sniper might help them as long as there is an
opening for a headshot from a secured distance. The Saving Throws Dexterity +8, Constitution +9,
two examples of this are Lance in the train station and Intelligence +9, Wisdom +9
Ava in the Zapernick Tower. You can use this method in Skills Arcana +8, Athletics +6, History +8, Investigation
RWKHUHQFRXQWHUVWRKHOSWKHFKDUDFWHUVDV\RXVHHÀW +8, Medicine +8, Perception +8, Stealth +7, Survival +8
but only once per day. Condition Immunities frightened
The person making the shots is a gnome named Senses darkvision 60 ft., passive Perception 18
,YQHU4DUWVWHS'HHSWKURZ0DUNVPDQ+HLVDQROG Languages Common, Gnomish
former soldier who has fought many wars including Challenge  ;3
all the wars between Kanrath and Cyherested. He is
a bored sniper who hasn’t seen war for many years.
When he heard from his contacts about the troubles Clandestine Operation. Ivner wears a kevlar suit
enhanced by bloodwork parts and he can become
the characters supposedly caused, he decided to track
invisible as a part of his movement and vice versa. If
WKHPGRZQDQGIROORZWKHPVRWKDWKHPLJKWÀQGVRPH
he takes 30 or more damage in a round, he becomes
action. Ivner knows that Lance MacLeod is a traitor visible and can’t turn invisible for 3 rounds.
sharing information with Kanrath, and Ava is a Corrupt
Gnome Cunning. Ivner has advantage on all
Agent on the payroll of someone; he despises both.
Intelligence, Wisdom, and Charisma saving throws
If the Detective learns that this old sniper killed Lance against magic.
Macleod, he notes down every detail about the gnome Perfect Shot (1/day). When Ivner makes an attack with
in his mind. He wants to avenge his friend, but he is also a ranged weapon, he can choose to roll a 20 on the
aware that the gnome is too dangerous to be attacked attack roll.

210
ACTIONS emerged, created a soul, the glamor it holds infused the
crimson essence, and known thy profession, sorcerer. Life,
Multiattack. Ivner makes six bloodwork pistol attacks or
soul, magic, blood, sorcerer… Life, soul, magic, blood,
one KRW-03 sniper attack.
sorcerer…” Then stops for a moment and keeps
+1 Bloodwork Pistol. Ranged Weapon Attack: +8 to hit, talking about the previous topic as if nothing
UDQJHIWRQHWDUJHWHit: 8 (1d8 + 4) piercing
strange happened.
damage.
KRW-03 Sniper. Ranged Weapon Attack: +10 to hit,
UDQJHIWRQHWDUJHWHit: 15 (2d8 + 6) piercing
damage. When Ivner attacks a creature that has at
least one head with this weapon and rolls a 20 on the
attack roll, he blasts off one of the creature’s heads.
The creature dies if it can’t survive without the
lost head. A creature is immune to this effect if it is Sometimes, the Prime Sorcerers directly intervene
immune to piercing damage, doesn’t have or need a with people to mock them, give messages, or cause
head, has legendary actions, or the GM decides that some side effects on the people of Cyherested. The last
the creature is too big for its head to be blasted off sentence of the person’s compelled speech hints at
with this weapon. Such a creature instead takes an
the glyph sequence needed to get into the tower: life,
extra 6d8 piercing damage from the hit.
soul, magic, blood, sorcerer. The person can’t repeat
Drink Potion. Ivner takes out a potion from his bag this speech nor remember ever making it. Both of the
of holding and drinks it; he has the following potions:
people having the conversation seem confused.
6 potion of clairvoyance, 5 SRWLRQRIÁ\LQJ, 5 potion of
supreme healing, and 4 potion of speed.
Cyherested Radio
There are several radio channels in Cyherested and
Normal Day at the Park many luxurious establishments own a radio. The
characters might also encounter radios in some shops,
There are two people sitting in the park, discussing restaurants, wealthy houses, and even on some streets.
vampires. They are trying to decide if vampires excrete, It is an expensive device, as it contains a mechanism
and if they do, whether they do it like humans or bats, made of angst, yet it is not impossible for a small group
DQGLIWKHLUFDVWOHVDUHÀOOHGZLWKJXDQR7KHQWKH\ of enthusiasts to buy.
immediately start to argue about automatons and how The radio in Cyherested works with a different
they have sex. Then, they start to talk about the Prime principle than the radios in Kanrath. In Cyherested, the
Sorcerers being a hoax to keep the citizens in line. If UDGLRVLJQDOLVWUDQVPLWWHGWKURXJKDQDUWLÀFLDOPDJLF
the characters bear with this conversation up until that ÀHOGFUHDWHGDQGVXVWDLQHGLQWKH0DJQLI\LQJ+DOO S
moment, read or paraphrase the text below to your 14). In Kanrath, radio channels use cables to transmit
players: their signals to their audience. Thus, Cyherested has
many more radio channels.
Broadcasting a radio channel requires expensive
DQJVWHTXLSPHQWWKDWÀOOVDVPDOOURRPDQGDQRIÀFLDO
permit from the Magnifying Hall. The following are
Their conversation keeps losing its meaning
some examples of famous radio channels:
with every word uttered. Suddenly, one
of them stops spitting nonsensical ideas, Brave Dave Show. Dave invites experts on his
gathers focus, and starts to speak in a great show on different topics, and talks about social
seriousness: “Veined crown, upside down, kill god, and administrative issues with a half-serious, half-
darkness rein, beast wake, true death, eyes’ horror, lake humorous approach.
of blood, sand beach, ocean wave. Drink up, drink up, Cyherested News. Several reporters talk about the
consume the emersed scintilla tumbling down to waveless important events that have recently taken place in
depths immersed in an abyssal blanket of entropic Cyherested. The characters might listen to their own
unfathomableness hiding the borders of the truths dividing doings, the events they encountered, or important
the existential horror of knowing oneself during an aware encounters they passed by.
moment captured in an infinite layered mirror of reflective
memories and unapproachable futures simplified into a Spell Talk. Sorcerers with different specializations
drop of blood knowing what it was, is, and will be. Life talk about spells, how to cast them, their details, and
their different uses.

211
from below. The Fifth Child, how could she be executed if
they are all immortal? I tried to warn the blind but they
closed their ears to me. Why can’t you see?! Walk the valley!
Kill him! Witness!” Another voice, calmer than
the former, takes over, “It has been an enlightening
session. It is better we stop before losing ourselves in the
conspiracy spiral. Thank you for listening to us. Beware of
the boogeyman.”

Casino

There are many casinos on the streets for


entertainment. These casinos vary in price, luxury, size,
and security. There are legal and illegal establishments,
both full of customers dreaming to double their pay. If
the characters go into a casino to earn some extra cash,
you can use the following game for a quick gamble:
• Each participant rolls a 20-sided dice with their
hands closed on the dice. They mustn’t see the
results of the rolls, including their own roll.
• The host rolls two 20-sided dice with their hands
closed on the dice. The participants and the host
mustn’t see the result.

Annie’s Record. This channel only broadcasts music. • Each participant makes “In” or “Out” claims.

2IÀFLDO1HZV*RYHUQPHQWRIÀFLDOVUHSRUWRQVHULRXV • After the participants make their claims, everyone


events that have taken place in Tolia. They might removes their hands from their dice.
manipulate the details of what really happened to • A participant wins the round if they claimed “In”
belittle Kanrath and glorify Cyherested. and the number they rolled is between the two
Madmen’s Acumen. An anonymous person invites numbers rolled by the host, or claimed “Out” and
people with bizarre ideas and knowledge to the show the number they rolled isn’t between the two
and interviews them. If the characters decide on numbers rolled by the host.
listening to this channel, read or paraphrase the text • If a participant doesn’t win, they lose. But, if the
below to your players: number they rolled is the same as one of the
numbers rolled by the host, it is a critical loss.
• If both numbers rolled by the host are the same and
a participant rolled the same number, it is a critical
“...as the wings on my back and I can’t fly. I saw them, the win.
Prime Sorcerers. They are scary—and I mean truly scary. Participation. The participants do not play against
I see it. Nothing escapes me, nothing eludes me, I see her each other, they play against the table. Their bets do
acting as the hands of the Sanguinologist. They are the not interfere with each other. Each participant decides
agents we must fear. They are not here to protect us. I saw how much money they bet at the start of each round.
them lurking beneath the ground, they use the ley lines to
Critical Loss. The participant loses all of the money
travel. They are also experimenting with glass to replace
they bet on the round.
angst. Their child is immortal and can’t be killed. There
is a secret base beneath the mountains where they torture Lose. The participant loses half of the money they bet
angels or build angels out of metal or conspire with them. on the round.
They are coming after me. I know everything. The Founder Win. The participant takes everything they bet on the
is alive and coming for them. Elari is her last defense. Tame round back and gains an additional amount equal to
the blemished animal with blood. A dragon is bleeding into half of what they bet on the round.
a man and nine sigils illuminate the path. Not above but
Critical Win. The participant takes back a total

212
amount of three times what they bet on the round. from it, or are they simply the blood you carry,
are you only blood contained in a vessel?
Does it truly carry a meaning, or just like all
objects, does it carry the meaning forced upon
Finding the Glyphs it, without resistance, as obedient as a rock
thrown into a lake, sinking until reaching the
bottom?
You sink slowly toward the bottom of
an endless puddle of blood alongside your
friends. You die while sinking, and they find
The characters need 5 glyphs to enter the Prime life again, eternally confused and in a strange
7RZHURIWKH6DQJXLQRORJLVW7KH\FDQRQO\ÀQG way… empty.
of the glyphs within the city: magic, life, soul, and
sorcerer. They don’t need the stones that the glyphs
DUHHQJUDYHGRQ,WLVVXIÀFLHQWIRUWKHPWRVHHHDFK
glyph at least once; even if they don’t realize the
meanings of the glyphs, they are considered found, as
they at least know the shapes. 7KHFKDUDFWHUVH[SHULHQFHGHDWKDQGÀQGOLIHDJDLQ
in another place. They enter the blood vision. Move
'XULQJWKHLUÀUVWORQJUHVWDIWHUWKH\ÀQGDOO
on to the next section.
glyphs, the characters wake up simultaneously. They
innately know that only one of them can survive, Level Up! Your characters have survived thus far.
and they are compelled to kill each other; this is an Inform your players to level up (to the 9th level).
LQÁXHQFHRIWKH)RXQGHU7KHFKDUDFWHUVQHHGWRÀJKW

LAST
ZLWKHDFKRWKHUDVWKH\FDQ·WÁHHQRUUHVLVWWKHXUJH
WRÀJKW$Q\FRPSDQLRQVWKH\KDYHÁHHH[FHSWIRU
the Detective. The Detective waits at a secure distance.
As the last character alive stands in the pool of blood
of their companions, read or paraphrase the text
below to your players:
BLšD VISION
Every time, all the time, and without
exception, it has been blood. It has been 7KHFKDUDFWHUVDUHLQWKHWKLUGDQGÀQDOEORRGYLVLRQ
blood all along. You stand in a puddle of it, In this vision, they will dive deeper into the life of
your feet submerged in it: the blood of your WKH)RXQGHUDQGZLOOEHDEOHWRYLVLWDYLOODJHWKH
companions, the blood you spilled, the blood )RXQGHUYLVLWHGORQJDJR7KH\KDYHUHJDLQHGDOORI
you have been trying to protect until now. It their missing hit points, completed a long rest, and all
sustains life, it sustains entire cities, it sustains conditions affecting them have ended. Start playing
maybe even gods, but what is the point? Why ´'UHDPVRIWKH)RXQGHUµRQWKH´%ORRGSXQN267µ
is it so precious? So abundant, yet so defining. Read or paraphrase the text below to your players:
You are immersed in the puddle, up to
your knees, confronting the questions so
delicately ignored up until now. Why? You
can ask countless times and it would take you You wake up as if nothing happened, like
to nowhere, except to where you now stand. you never killed each other nor intended to.
Everyone bleeds, and most bleed red; the same Your bodies are intact and your items are
color, same density, same fluidity. So what is unblemished, only the food you are carrying
the difference, what is the defining property with you has gone bad. You are familiar with
so desired that hides within a pool of red so the eerie feeling creeping in on you; this is a
similar, yet so strange? blood vision, but this time you feel like you are
You are almost completely submerged, up to more in control of the dreams.
the neck, and you still wonder: Why? Are your The sound of droplets hitting the sludgy
thoughts wandering in your blood, emerging terrain is almost deafening, and the curtain

213
of blood raining down from the abyssal sky is are a few wild boar and many wolf tracks. Once they
blocking the view. A rain of blood drenches ÀQGWKHWUDFNVWKH\FDQIROORZWKHP7KHFKDUDFWHUV
everything except you and your immediate FDQÀQGEXVKHVZLWKHGLEOHEHUULHVZLWKDVXFFHVVIXO
surroundings. DC 22 Wisdom (Survival) check. If a character looks
Lightning strikes. The flash of light carefully at the kermes oaks, they can see the common
momentarily reveals what lies beyond the blackbirds and their nests within the shrub with a
curtain: a steep valley, the only way forward. successful DC 22 Wisdom (Perception) check.
Just to be sure, you look back. You see If the characters follow the wolf or the wild boar
nothing, or more precisely, you cannot see— tracks, they are ambushed by a pack of wolves. Read or
as if you’re trying to look without your eyes. paraphrase the text below to your players:
Your survival instincts kick in as a warning
not to look back ever again, into this void, this
nothingness. To get away, you take your first
steps towards the valley.
As you walk along the muddy paths of the The rain blocks your vision, like you are
valley, the area defying the rain moves with walking through a dark corridor with candles
you, keeping you dry and safe from what the in your hand, their feeble flames shivering.
blood might bring. Everything, except you, You take a step and the wild boar is revealed
is drenched in blood. It feels like the entire to you, its body ripped apart. Two wolves are
world is bleeding. feasting upon its flesh. They raise their heads,
looking at you and growling. Lightning strikes
and for a moment you see the silhouettes of
numerous wolves standing up on the hills
surrounding you. You are surrounded.
The characters are physically in the vision, somewhere
on a different plane of existence. They innately know
that they can be hurt and killed here.
Resurrection. The spells and magic effects that bring
There are 6 bloodhounds (p. 272) surrounding
the dead back to life require no material components in
the characters. The combat continues until a single
this blood vision.
bloodhound is left alive. The bloodhounds can see
The blood doesn’t rain within 5 feet of the characters. normally within the rain.
The characters can see their surroundings clearly but it
When only a single bloodhound is left alive, read or
LVDOPRVWLPSRVVLEOHWRVHHWKURXJKWKHUDLQWKHÀUVW
paraphrase the text below to your players:
feet are lightly obscured and farther points are heavily
obscured because of the extreme precipitation. While
a character is 60 feet above ground level, it rains on
them, forcing them to descend 10 feet and dealing 28 Lightning strikes. You see the last bloodhound
(8d6) blood damage at the start of each of their turns. standing alone, its head raised, looking at the
This blood damage can’t be escaped or reduced by any sky. It lets out a sad howl in the memory of
means. its fallen pack. As the long howl continues,
The only way for the characters to go is forward something leaps out from the darkness,
into the valley. The path going forward has a slight snatching the bloodhound. You hear a short
inclination upwards and lots of tiny streams of blood cry from the beast, and the growl of something
DUHÁRZLQJLQWKHRSSRVLWHGLUHFWLRQZKHUHWKH far more dangerous.
characters are heading. On the outskirts of the valley,
there are tall, slashed pine trees and in between,
there are lots of small shrub oaks with serrated
leaves, making it hard to traverse the land. The forest )URPWKHUDLQDblooddrake (p. 271) emerges and
PDNHVWKHYDOOH\GLIÀFXOWWHUUDLQ$VXFFHVVIXO'& attacks the characters.
Intelligence (Nature) check or DC 16 Wisdom (Survival)
If the characters continue on their way into the
check reveals that the shrub oaks are kermes oaks,
valley without following the animal tracks, they don’t
which have edible acorns.
encounter the wolf pack but get directly attacked by
If a character succeeds on a DC 24 Wisdom (Survival) the blooddrake. The blooddrake tries to surprise the
FKHFNWRÀQGWUDFNVLQWKHYDOOH\WKH\UHDOL]HWKDWWKHUH characters. With the appearance of the blooddrake,

214
read or paraphrase the text below to your players: lands that the characters have never heard of, although
the details of the lands other than Tolia are not clear
and not to be revealed yet.
After their third day on the road, the characters
From the curtain of blood hindering your
arrive at the village. Read or paraphrase the text below
sight, a huge monster leaps out. The monster’s
to your players:
body is made entirely of blood. Its face
resembles a dragon’s face. It has a muscular
body and many spikes covering it. The
creature stands on its four large legs and is
coming to feast on your innards. The rain stops and the sun rises above the
cliffs. There is a small village ahead, with only
a dozen houses and a small tavern all gathered
around a stone well. The structures are made
of stone and wood, and completed with brick
roofs. A shepherd is departing the village early
The characters need to journey three more days into in the morning with her sheep herd.
the valley after the combat encounter to arrive at the There are three stone archways around
village. the well. Two of them are destroyed, lying in
$IWHUWKHLUÀUVWGD\RQWKHURDGWKHFKDUDFWHUV pieces on the ground, but one of them is filled
encounter a treant. Read or paraphrase the text below with crimson light, swirling in spirals under
to your players: the arch and seeping from its deep cracks,
partially filled with gold and silver that have
been damaged over the course of many years.
Time has taken its toll.
A large tree is in your way. It is larger than the You realize that the swirling arc is becoming
other trees you have encountered in the valley. more tangible with each passing moment, and
You look up, examining the bark, and see the everything else around you is getting blurry.
face hiding behind its leaves and empty blood Blood starts to pour out of the archway, filling
veins spread all over its body. The rootless tree your surroundings, carrying you deeper into
locks its gaze upon you and speaks in a deep the blood vision.
trembling voice, like a creak and groan of a
tree in the wind, “Bestow life, or kill me.”

The characters are taken deeper into the vision to


ZLWQHVVPRUHRIWKHKLVWRU\RIWKH)RXQGHU

The treant looks tired and refuses to speak further.


If the characters pour their blood onto the soil near
the treant, it says “Thank you,” to the characters and
walks away, disappearing into the forest. The characters
History of Blood
FDQÀQGHGLEOHEHUULHVLQWKHYDOOH\ZLWKRXWPDNLQJDQ
ability check.
,IWKHFKDUDFWHUVDWWDFNWKHWUHDQWLWGRHVQRWÀJKW
back but only shout and scream in pain and every tree
within the valley makes loud squeaking and scratching The characters are vampire nobles. They are close
noises in pain. After the treant dies, all plants within enough to each other to share their secrets. They are
WKHYDOOH\GLHZLWKLW7KHYDOOH\LVQRORQJHUGLIÀFXOW VLWWLQJEHIRUHDÀUHSODFHLQDOX[XULRXVKDOOGHEDWLQJ
WHUUDLQEXWWKHFKDUDFWHUVFDQQRORQJHUÀQGDQ\WKLQJ DERXWWKH)RXQGHU5HDGRUSDUDSKUDVHWKHWH[WEHORZ
to hunt or forage in the valley. to your players:
After their second day on the road, the characters
encounter a miniature replica of Tolia, 30 feet wide
and 30 feet long, and made from mud and twigs. The
miniature shows more lands than Tolia, even some

215
A commander from Cohors Sanguinea
Within the stone fireplace, wood crackles softly (p. 274), the royal guards, contacts you using
and the fire roars gently. You are sitting on the sending spell: “Sorcerers using marble pillars and
luxurious enveloping armchairs, decorated platforms to enhance spells. Secure the street for our arrival.
with expensive diamonds and Kanrath silver. We attack artifacts and take some heat off our troops.”
On the side tables, there are crystal glasses You look at your troops, common vampires
filled with flavored fey blood and ceramic with bloodwork rifles in their hands, low on
plates filled with crimson Turkish delights ammunition and blood. You look at your
prepared alchemically with purified human fellow commanders and you have no idea how
blood. to proceed with the mission. Your troops are
You are in your mansion, discussing exhausted and outnumbered. It is time for you
worrisome subjects regarding vampire society. to get your hands dirty.
As members of the vampire nobility, you have
concerns about the Founder. The only noble
vampires that you can trust are each other.
The Founder has built a hierarchy which
allows strong vampires to feed on the weaker The year is 495 NE, the Cyherested army has
vampires. He is placed at the top of this food besieged Kanrath and the vampires are in a tight spot.
chain, and the royalty is right below him. The characters are still the vampire nobles from the
This system weakens the vampires and might previous vision. They are each assigned to a post and
cause instabilities within the social structure, RUGHUHGGLUHFWO\E\WKH)RXQGHUWRGHIHQGLW
but it might also cause the Founder and the Each character commands 5 Kanrath vampires (p.
royalty to become even stronger and help 282) equipped with EORRGZRUNULÁHV (p. 263). There is
them protect Kanrath. There are also some also an archmage human under their command called
vampires who think the act of feeding upon Vireleon who has the dispel magic, nondetection, and true
other vampires is heretical. seeing spells prepared.
It is now time for you to decide what There will be 5 waves of Cyherested attacks before
you think on this matter, as the armies of the Cohors Sanguinea arrives. You can use the Kanrath
Cyherested are marching toward the city and Siege battle map (p.217) to show your players the layout
the vampires must stand united to defend of the front that the characters need to protect. After
their mighty city… the characters and their troops take their position, the
Or must they? ÀUVWZDYHFRPHV$OORIWKHZDYHVFRPHIURPWKHHDVW
Some of the following combats can be long. So, if
you think that it is going to be that way, we offer you
alternative methods to end each wave instead of playing
Let the characters enjoy being vampire nobles, and out the whole combat. You can use and combine them
let them debate on the subject. How long this part of however you want.
the vision lasts is up to you and your players. When you The First Wave. A total of 24 bloodwork automaton
feel like it is enough, move on to the next vision. soldiers (p. 272) all equipped with silver stakes,
After the characters conclude their debate, the vision attack the characters. The combat lasts 3 rounds
of war starts. Read or paraphrase the text below to your DQGEORRGZRUNDXWRPDWRQVROGLHUVÀJKWZLWKWKH
players: characters, as the troops are holding back the others.
After 3 rounds, a Kanrath vampire dies for each enemy
left alive from the 8 automatons.
The Second Wave. There is a recovery period of 1
A large flaming mass flies over the street you PLQXWHDIWHUWKHÀUVWZDYHLVFRQFOXGHG7KHQWKH
are guarding, leaving a trail of smoke behind. second attack arrives. A total of 12 Cyherested soldiers
It crashes into a tall building, blasting its walls (p. 218) attack the characters. The combat lasts 3 rounds
open and scattering rubble across the street. DQG&\KHUHVWHGVROGLHUVÀJKWZLWKWKHFKDUDFWHUVDV
You turn to your wizard to see if she is okay; the troops are holding back the others. After 3 rounds, a
without her, you have no means of deflecting Kanrath vampire dies for each enemy left alive from the
magic scrying sensors. The spells of the 4 Cyherested soldiers.
sorcerers are battering the city.
The Third Wave. There is a recovery period of 1

216
217
minute after the second wave is concluded. Then this attack is chosen by the Cyherested soldier while
the third attack arrives. A total of 16 bloodwork making the attack, which can be any.
automaton soldiers equipped with silver stakes and 8 Spear. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Cyherested soldiers attack the characters. The combat target. Hit: 6 (1d6 + 3) piercing damage.
lasts 3 rounds and 5 bloodwork automaton soldiers and
&\KHUHVWHGVROGLHUVÀJKWZLWKWKHFKDUDFWHUVDVWKH REACTIONS
troops are holding back the others. After 3 rounds, 1 Break Free. When the Cyherested soldier is affected
Kanrath vampire dies for each enemy left alive from 5 by a condition, it can immediately end the condition
automatons and 3 soldiers. on itself, except the unconscious and exhaustion
Seeing the resistance, the Cyherested army starts to conditions.
bombard the area with spells. At the start of each round Silver Stake. When a vampire drops to 0 hit points
during the combat, choose 2 random points, ideally by within 5 feet of the Cyherested soldier, the soldier
rolling 2d20 on the battle map and choosing the points stabs the vampire with a silver stake.
where they land. These points are targeted by ÀUHEDOO
spells (spell save DC 19) cast using a spell slot of 3rd
The Fourth Wave. There is a recovery period of 1
level.
minute after the third wave is concluded. Then the
fourth attack arrives. A total of 6 spellbound chimeras
(p. 287) attack the characters, and successful attacks
from these chimeras apply poison to the target for
Cyherested Soldier an hour which prevents vampires from using their
Medium humanoid (any), any alignment Regeneration feature. The combat lasts 3 rounds, and
VSHOOERXQGFKLPHUDVÀJKWZLWKWKHFKDUDFWHUVDVWKH
troops are holding back the others. After 3 rounds, 1
Armor Class 16 (half plate) Kanrath vampire dies for each enemy left alive from the
Hit Points 90 (12d8 + 36) 2 spellbound chimeras.
Speed 30 ft.
7KH&\KHUHVWHGIURQWLQWHQVLÀHVWKHERPEDUGPHQW
At the start of each round during the combat, choose
STR DEX CON INT WIS CHA
4 random points, ideally by rolling 2d20 and 2d12, and
choosing the points on the battle map where they land.
16(+3) 12(+1) 16(+3) 10(-0) 10(+0) 15(+2) The points marked by d20s are targeted by ÀUHEDOO spells
(spell save DC 19) cast using spell slots of 3rd level. The
Saving Throws Constitution +6 points marked by d12s are targeted by ice storm spells
Skills Arcana +3, Intimidation +5, Perception +3
(spell save DC 20) cast using spell slots of 4th level.
Damage Resistances cold The Fifth Wave. There is a recovery period of 1 minute
Damage Immunities force DIWHUWKHIRXUWKZDYHLVFRQFOXGHG7KHQWKHÀQDODWWDFN
arrives. The IXth Regiment Commander attacks the
Condition Immunities charmed, frightened
characters by herself. Read or paraphrase the text
Senses passive Perception 18 below to your players:
Languages Common, understands Draconic but can’t
speak
Challenge  ;3
A person approaches you from the Cyherested
Magic Resistance. The Cyherested soldier has front. As she gets close, you can see that she
advantage on saving throws against spells and other is a regiment commander; clad in a black
magical effects. leather uniform and enhanced with bloodwork
Magic Weapons. The Cyherested soldier’s weapon enhancements, the muscular woman arrives
attacks are magical. on the street. You see the brass machinery
with moving, steaming, and glowing pistons
ACTIONS covering her left shoulder, abdomen, and
chin. She holds a serrated sword covered in
Multiattack. The Cyherested soldier uses Evoke once
and then makes two spear attacks.
orange veins.
Evoke. Ranged Spell Attack: +5 to hit, range 60 ft., one The thousands of the Cyherested army are
target. Hit: 18 (3d10 + 2) damage. The damage type of visible at a dark distance and tall marble pillars

218
embedded with the purest of angst crystals ACTIONS
illuminate the eery horizon, as if the sunrise
Multiattack. The regiment commander makes three
halted. The regiment commander raises her
ardent sword attacks.
hand. One of the pillars shines a bright light
for a moment and a loud hum echoes through Ardent Sword. Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 3
the streets as all the magic from the battlefield
G ÀUHGDPDJH
is drained away.
The regiment commander tightens her grip
BONUS ACTIONS
on the sword, which is engulfed in red flames.
Bloodwork Revolver. Ranged Weapon Attack: +8 to hit,
As the magic on your side fades away, hers
range 60 ft., one target. Hit: 9 (1d10 + 4) piercing
become brighter. damage.

REACTIONS
Parry. The regiment commander makes an attack roll
7KHEDWWOHÀHOGLVFRPSOHWHO\FRYHUHGLQDÀHOGRI with her ardent sword against an incoming ranged or
antimagic. If there are Kanrath vampires still alive at melee weapon attack. If the attack roll she makes is
the characters’ command, they realize that the person the same or higher than the attack roll made against
approaching is more powerful than they can handle and her, she parries the attack, negating the damage
they hide, which is an act of treason. completely.
Silver Stake. When a vampire drops to 0 hit points
within 5 feet of the regiment commander, the
commander stabs the vampire with a silver stake.
IXth Regiment Commander
Medium humanoid (human), lawful evil
If all characters die, the Cohors Sanguinea arrives
Armor Class 14 and defeats the waves. The characters are alive and
Hit Points 231 (22d8 + 132) conscious, but in very bad shape and unable to move.
Speed 45 ft. Read or paraphrase the text below to your players:

STR DEX CON INT WIS CHA


As you are trying to cope with your defeat,
15 19 22 14 17 20 hoping that the enemy will offer you a painless
(+2) (+4) (+6) (+2) (+3) (+5)
end, the Cohors Sanguinea comes to your aid.
With metal armor affixed to their flesh and
Saving Throws Dexterity +8, Constitution +10, bones, their left arm soaked in ever-flowing
Charisma +9 blood, and swords made of blood they hold
Skills Arcana +6, Athletics +6, History +6, Insight in their right hands, they resemble monsters
+7, Intimidation +9, Investigation +6, Perception +7, more than vampires. Hopefully, these
Stealth +8 monsters are on your side, and they butcher
Condition Immunities charmed, frightened whoever was left from the attacks.
Senses passive Perception 17 You are regenerating your wounds, trying
Languages Common, Draconic, Dwarvish, Elvish, to reattach your limbs. You feel the relief of
Gnomish, Old Common being saved, and you hear the order given
Challenge  ;3 by the commander: “They are done for. We need
to carry out the mission. Feed on them.” And, as the
Battle Enhanced. The regiment commander can take 3
Cohors Sanguinea feeds on your blood, your
bonus actions and 3 reactions in a single round. companions’ blood, and your subordinates’
blood, killing the heavily-wounded in the
Bloodwork Enhancements. The regiment commander’s
weapon attacks count as magical for the purpose of
process, they put you to sleep. No blood is left
overcoming resistance and immunity to nonmagical within your body. You are left with a hunger
attacks and damage. This feature works within that hurts in your sleep, even though now, you
antimagic zones. are awake at the same time.

219
If the characters successfully defeat all of the waves, unarmed. The moment you see the two, you
the Cohors Sanguinea arrives and takes control of the realize that this was a bad idea.
front from the characters. Read or paraphrase the text The Founder grabs his sword and stands
below to your players: up from the throne. Being in his presence is
like being chained at the bottom of an ocean;
crushing. He locks his crimson gaze on the
First Child, “Dogs accompanied by dogs, you’ve finally
found your equals. Regardless of whatever lies the truth is
After you secure the front as ordered, the dressed up with, it is always there to be found and it can
Cohors Sanguinea arrives. With metal armor never be erased. The weak cover it as it is a mirror, and the
affixed to their flesh and bones, their left arms strong seek it as it is a weapon. The truth in this situation
soaked in ever-flowing blood, and swords is that you don’t possess the wisdom nor the intellect to
made of blood they hold in their right hands, comprehend the importance of my plan and the true
they resemble monsters more than vampires. potential of the blood accumulating in our veins. You are
Hopefully, these monsters are on your side. bound by a flawed, mortal morality, and it narrows your
Their commander looks at the situation at vision. Now take your shot, child. I can wait however long
hand and with a disgusted look on her face it takes, but know this: every light fades eventually, but
she orders, “Bleed them dry. These cowering fools don’t darkness is ever-present.”
deserve to be part of our mighty army. Traitors.” The The First Child holds out his left arm
Cohors Sanguinea slaughter your subordinates toward the Founder and bright sunlight fills
and your fellow vampires, feeding on them the room. Everything turns white.
zealously. The commander approaches you,
“Retreat to the castle. Good job.” Before you leave,
she takes a bite from each of you. She drinks a
small portion of your blood and says, “You’ll no The characters return to the village at the end of the
longer need it at the castle.” YDOOH\ZKHUHWKH\ÀUVWHQWHUHGWKHVZLUOLQJSRUWDO

The Truth
Whether the characters have defeated all waves or
not, note the number of waves they have successfully
defeated as it will affect how many additional rewards
they can get from this blood vision.
$IWHUWKHÀJKWLVFRQFOXGHGDQGWKHFKDUDFWHUV
encounter the Cohors Sanguinea, the vision changes. The characters are back in the village, but this time,
Read or paraphrase the text below to your players: there are no stone archways or the portal near the well.
The characters can interact with the village and the
villagers, and the villagers see the characters. It is early
in the morning, and with a DC 10 Wisdom (Survival)
check, the characters realize that it is summer. The day
You are following the First Child covered
is still pale and gray, and the sun is yet to rise.
in his battle armaments. Together, you are
walking through the empty corridors of the The date is 0 NE and the village is in a place far from
Royal Castle, your rapid footsteps echoing in Tolia. If a character watches the night sky, a successful
the large halls. You reach the tall gates of the DC 25 Wisdom (Survival) check reveals that the stars
throne room and the First Child blasts them don’t seem like that on a summer night at Tolia. After
open. witnessing the lifestyle of the villagers, the characters
realize that this culture is foreign to Tolia with a
The Founder is sitting on his throne with
successful DC 25 Intelligence (History) check.
a silver crown on his head and a sword on his
lap. His long white hair is braided around There are no kingdoms, no cities, and no threats
his crown, and he is wearing a gemstone these villagers know about except the wildlife. They live
ring on each of his fingers His daughter, a their lives peacefully farming the land and worshiping
youthful halfling vampire with blue eyes and the Earth God, Agramanda.
blonde hair, is standing beside him, seemingly The son of the Sun God passed by this village two days

220
DJRDQGWKH)RXQGHUSDVVHGE\DGD\DJRHDFKVWD\HG NPCs are shattered memories until defeated: Mary the
for one night; missing each other by about a day. The Shepherd, Miranda the Innkeeper, Ben the Ranger,
Son helped some villagers and was disguised as a healer. Irene the Alchemist, and Christopher the Herder.
7KH)RXQGHUDVNHGWKHYLOODJHUVDERXWWKH6RQDQG Aaron the Faithful. Aaron (half elf, neutral good,
ZKHUHKHZHQW7KH)RXQGHULVDPLGGOHDJHGVLFNO\ commoner) is in his early twenties, unable to work
man carrying a staff and a spellbook. The Son was a on his father’s farm because he has a birth defect in
young man wearing a simple robe and carrying nothing. the form of a malformed left ankle. It is not physically
They both left for the mountains nearby. impossible for him to work, although his father forbids
The purpose of this vision is to make the characters him to do so as it is painful for Aaron. He doesn’t
get close to the villagers and form bonds with them. Let like feeling useless, so he spends his time praying to
them interact with the villagers and create situations Agramanda while sitting under the shadows of trees.
for them to empathize with them; make them forget the He is in love with Mary and he gets up early every
vile and dark side of the Bloodpunk. Read or paraphrase PRUQLQJWRVHHKHUOHDYLQJZLWKKHUÁRFN+HLVDIUDLG
the text below to your players: that she won’t love a useless man. He also can’t share
this with his dad because he would be distraught if he
learned that his son thinks of himself as useless. If his
dad learns how Aaron thinks about himself, he starts
A clean-shaven old man with short, soft hair to cry in heartbreaking sobs. He loves Aaron more than
and a wool waistcoat approaches you, using a anything, but Aaron’s elven mother left them after
walking stick. Under his bushy eyebrows, he birth, saying that she wouldn’t waste her life taking
leers at you, licking his lips before saying, “You care of a disabled son.
crack a double egg yolk now and then. Happens twice? Ben the Ranger. The ranger of the village, Rick’s son,
It’s luck. Happens thrice? All I’ll say is that’s one hell of a is named Ben (human, neutral good, scout). He spends
rooster.” his day searching for animal tracks around the village
to see if there are any threats to crops, livestock, or the
villagers.
If the characters ask what he is talking about, he says,
He has a wife and three kids, all of whom he barely
“First a faith healer, then a sick wizard, and now, you. It is not
sees as he spends most of his time patrolling the wild
common here to see this many strangers. Are you a cult?” If
and camping. His father spends time with them, trying
the characters ask anything about the faith healer or a
to give them the love that they deserve.
sick wizard to the old man, he says, “Each stayed for a day
and left. I didn’t talk to them and I don’t know which direction +HZDVRXWLQWKHZLOGZKHQWKH6RQDQGWKH)RXQGHU
they went. Go ask around the tavern at shadow break. Don’t left the village. He saw both leaving for the mountains
disturb the folks during the breakfast.” Then, the old man one day apart from each other. He will return to the
goes to his house, saying “Fuck off!” if the characters ask YLOODJHWKHÀUVWQLJKWDIWHUWKHFKDUDFWHUVKDYHDUULYHG
further questions. The shadow break is when the sun is Christopher the Herder. Both the herder and
at its zenith when there are no shadows; the villagers the butcher of the village is a young man named
rest during that time to protect themselves from the Christopher (human, lawful good, commoner). He tends
heat. to cattle and goats, milking and butchering them when
If the characters look around the village, they see a the time comes. He also takes care of two horses to lend
shepherd, Mary, leading a large group of sheep away to the villagers, if an urgent need to travel arises.
from the village. They also see a man, Aaron, watching A couple of weeks ago, he gave additional meat and
her from the windows of his house, hiding behind the milk to Eric; Phoebe was feeling down and Eric was
curtains, with a successful DC 18 Wisdom (Perception) trying to make her feel happy. While agreeing to give
check. If confronted, he denies that he watches Mary in the additional supplies, he asked Eric to help him with
the mornings. the barn. Christopher wanted to build bigger rooms
7KLVPHPRU\RIWKH)RXQGHULVFRUUXSWHG6RPH for the animals to improve their comfort, but Eric
of the NPCs described below manifest as shattered never came to help, even after he promised, because he
memories (p. 223) until they are defeated. When a forgot.
shattered memory is defeated, the memory becomes Eric the Carpenter. Eric (human, lawful good,
normal and the shattered memory transforms into the commoner) is a middle-aged carpenter living with his
NPC it was supposed to be. The NPCs are not aware that wife, Phoebe. He maintains the furniture and houses
they are shattered memories and they can’t perceive of the village, and makes new ones when necessary.
or interact with shattered memories. The following He also crafts parchments and draws on them with

221
charcoal during his free time. She inherited the tavern from her parents, who
Eric promised his wife to draw her portrait but he died from a bear attack in the woods. She has a secret
is not good at drawing people yet. Some mornings, relationship with Mary. Every night at midnight, Mary
he sneaks out of the house and goes to the farmlands comes to the tavern and they make love and enjoy
where he secretly draws the people working in the each other’s company before she returns to her house.
ÀHOG+HGRHVWKLVWRLPSURYHKLVGUDZLQJWRNHHSKLV The Son stayed at the tavern during his stay and, out
promise, but from the outside, it could be misconstrued RIQRZKHUHWROG0LUDQGDWRÀQGDQRWKHUSDUWQHU+H
as stalking. didn’t make any further explanation. She hates the Son.

Irene the Alchemist. The herbalist, alchemist, healer, Nico the Agronomist.1LFR KDOÁLQJFKDRWLFQHXWUDO
and brewer of the village, Irene (human, neutral good, mage) is a powerful wizard who traveled to numerous
druid), is young and talented. She prepares teas, pastes, villages searching for knowledge, but got tired and
and ointments from herbs and plants she has foraged. settled when he arrived here. He is an old man, the
She also brews ale from the ingredients given to her by oldest one in the village, but he seems middle-aged.
farmers. +HLVSURÀFLHQWLQWKH1DWXUHVNLOODQGKHVKDUHV
his knowledge with the farmers to educate them on
Most days for the last several years, she spends time farming techniques.
with Aaron as he has pain in his leg and Irene applies
ointments to relieve it. She admires his devotion, wits, There are drops of blood outside the entrance of
and moral values. She likes Aaron, but she is also aware Nico’s house, and closer to the entrance, there are beads
that Aaron doesn’t look at her that way. When the Son engraved with runes scattered on the ground. If the
came to the village, she asked him if he could cure characters arrive near his house, they hear a woman’s
Aaron’s ankle, but he said it was a birth defect and it scream coming from the house. If they enter, they see
was how god intended it. She hates the Son. a woman hovering above a table and Nico channeling
ominous energies. If the characters let Nico complete
Mary the Shepherd. The sheep of the village are the spell, 3 ghosts appear in the nearest space to the
herded by a middle-aged woman called Mary (human, hovering woman, and attack Nico and the characters.
chaotic neutral, commoner 6KHLVWKHÀUVWWRZDNH If the characters prevent Nico from completing the
up early in the morning to herd the sheep. She tends to spell, the woman becomes a shattered memory and
every need of the sheep, shearing the sheep when their attacks the characters. After being defeated, the ghosts
wool grows long enough, cleaning the wool and sending leave the woman’s body and she returns to normal. The
it to Phoebe. She also sends old sheep to Christopher. backstory of this situation is that the woman is haunted
She secretly has a relationship with Miranda. She is by 3 ghosts who are trying to take control of the
the one who wants to keep it a secret because she
thinks that her mother, with whom she lives, shattered memory
won’t approve of their relationship. If
KHUPRWKHUÀQGVRXWVKHLVWKULOOHG
WRÀQGWKDW0DU\LVLQORYHZLWK
someone who loves her back.
Miranda the Innkeeper.
The owner of the tavern
is a young woman named
Miranda (human, chaotic good,
commoner). All the villagers
have their meals together at
the inn in the mornings and
evenings. Miranda prepares and
serves the food with ingredients
that other villagers supply. She
gets up early in the morning, prepares
breakfast, and cleans the tavern after
everyone eats. She rests until noon, then she
starts to prepare dinner and again cleans
after others. She has two coops behind the
tavern, one for her chickens and one for
her ducks.

222
woman’s body once per month. This situation has been
going on for several months and she came to Nico to ask
for help when she realized that her will was growing
weaker with each passing month. She brought the beads Shattered Memory
carved with runes, which she made as a gift to Nico,
Medium aberration, unaligned
but the ghosts caused an unbearable mental pain in an
instant so she rushed in, dropping them outside.
Armor Class 14 (natural armor)
7KH)RXQGHUVWD\HGDW1LFR·VKRXVH+HZDVJRLQJ
Hit Points 85 (9d8 + 45)
to stay at the tavern, but Nico realized that he was a
wizard and invited him rather insistently. During their Speed 30 ft.
FRQYHUVDWLRQVDERXWPDJLFWKH)RXQGHUWROG1LFR
that he found a way to alter, create, or destroy the
STR DEX CON INT WIS CHA
theoretical conduits a creature uses to channel magic.
The subject was too advanced for Nico to understand. 12(+1) 12(+1) 20(+5) 24(+7) 2 (-4) 2 (-4)
Phoebe the Weaver.0RVWO\KHFNOLQJÁD[VSLQQLQJ
yarn from wool, and weaving carpets and clothes, Condition Immunities all
Phoebe (human, lawful good, commoner) is the weaver Senses passive Perception 6
of the village. She also treats hides and produces Languages -
leather to make hats, belts, sheaths, and shoes. She is a
Challenge  ;3
hardworking woman, as weaving and tanning takes up
most of her time.
Deja vu. After the shattered memory takes damage,
There are books about wizards and spell components it gains resistance to the damage type until it takes
in her house that she has obtained for research on her damage from the same damage type.
current project. She is making a leather bag that can Remembrance. When shattered memory takes 15 or
hold a spell component pouch and a spellbook, as a gift more damage from a single attack, a remembrance
to Nico. She thinks that Nico might feel left out because appears in a random unoccupied space 10 feet away
KHLVDKDOÁLQJLQDKXPDQYLOODJHVKHGRHVQ·WZDQW from the shattered memory. If there is no such space
WKDW6KHDOVRKDGDÀJKWZLWK&KULVWRSKHUEHFDXVHKH within 10 feet, the remembrance appears in the closest
has been sending the usual amount of milk to everyone, unoccupied space.
but half the amount to Nico. She thinks that it is rude, The remembrance is a Small spark of light, hovering
but Christopher thinks that it is only logical. 5 feet above the ground. It can move through
creatures and objects, and can occupy the same space
6KHVSRNHZLWKWKH)RXQGHUDQGWKH\KDGDIULHQGO\ as other creatures. Each remembrance has AC 18, 10
debate about the patterns on the wings of animals. They hit points, immunity to bludgeoning, piercing, and
KDGWHDWRDVWDQGPDUPDODGH6KHOLNHVWKH)RXQGHU slashing damage from nonmagical attacks, poison, and
She thinks that he is a kind, intellectual man who is psychic damage. At the start of each of the shattered
calm and easy to talk to. memory’s turns, remembrances move 5 feet toward
the shattered memory. If a remembrance occupies the
Rick the Elder. The grumpy old man’s name is Rick
same space as the shattered memory, it is consumed
(human, neutral good, commoner). He is the former by the shattered memory.
ranger of the village and he lives with his son, the
current ranger of the village. He is protective of the
village and he is careful around strangers, assessing ACTIONS
them for threats. He mostly spends his time walking Multiattack. The shattered memory uses Shattering
around the village and talking to other villagers. Bolt twice.
Shattering Bolt. Ranged Spell Attack: +11 to hit, range
He had been married for 40 years when his wife died.
30 ft., one target. Hit: 12 (1d10 + 7) force damage
That was 6 years ago. His wife begged him to spend plus 2 (1d4) psychic damage for each remembrance
more time with her in the village but he preferred to be consumed by the shattered memory.
in the wild, keeping the danger at bay. He regrets that
decision and is angry with his son for doing the same
with his family. BONUS ACTIONS
Shift. The shattered memory disappears and reappears
within 30 feet.

223
They are in the midst of a debate, which
the wizard continues: “Your father is a conundrum,
REACTIONS A paradox that answers itself. All the divine are. How could
Remember. While consuming a remembrance, the the sun need a deity to rise if the sunrise gave birth to the
shattered memory can choose not to consume it, but deity? Can the divine reap more than they sow; if yes, how
make it explode. If it does so, each creature within
is it possible, and if no, how could faith be of any use to the
60 feet of the remembrance is overwhelmed with its
own memories. The creatures in the area that are
divine? After all, they shaped the potential. Another option
aware of the shattered memory’s presence must make is that the divine are not responsible for the full potential
a DC 19 Intelligence saving throw. On a failed save, of the mortals, in which case, it suggests the possibility to
the creature takes 33 (6d10) psychic damage and is overcome divinity. My questions may seem simple to you but
stunned until the start of its next turn. On a successful I assure you they are anything but.”
save, the damage is halved and the creature isn’t The marble-skinned demigod answers
stunned.
arrogantly, “Your mortal mind wouldn’t understand
even if I showed you. Quit this petty search. There is nothing
to find for a mortal. Now, please leave and spare me the
lectures, my divine intellect protects my mind from thinking
If the characters go toward the mountains that the like a simple mortal.”
)RXQGHUZHQWWRWKH\MRXUQH\IRUWZRGD\VGXULQJ
The wizard speaks with anger and
which time, nothing attacks them. Only the ranger,
determination, “Then let me help you.” He
%HQNQRZVWKHGLUHFWLRQWKH)RXQGHUZHQW$IWHUWKHLU
disappears in a purple light and reappears
journey, they arrive at a cave.
near you, at a safe distance from the demigod.
If the characters leave the village but go toward He taps his staff to the ground and leaves his
another direction than the mountains, the vision spellbook hovering in the air. Suddenly, the
FKDQJHVDEUXSWO\DQGWKH\ÀQGWKHPVHOYHVLQDFDYH entire cave is covered in thousands of stripes
They gain 1 blood degeneration. of multicolored light, magically stuck to
5HJDUGOHVVWKH\ÀQGWKHPVHOYHVLQWKHFDYH5HDGRU surfaces. Each stripe is filled with intertwined
paraphrase the text below to your players: runes, readable from both sides, indicating
different meanings. This spell should be
impossible. The wizard coughs blood as
wounds start to appear on his skin.

You enter an ovular space within a stone The light of the demigod’s eyes fades away.
mountain, large enough to be called a cave. His marble skin is shattered and torn off,
There are no cracks, corridors, or pockets leaving bleeding flesh with no skin on it. The
within the room, it is plain and simple. demigod starts to yell while looking at his
Sunlight seeps into the cave through its small, hands with horror, “What have you done?! How?!
uneven entrance, creating a dim environment. This is impossible! This is blasphemy!” Taken over by
delirium, he runs toward you and the wizard.
Two men stand facing each other, talking
but both ready to act. The sickly man’s back
is turned to you, his long silver hair going
down to his waist and wearing a purple robe
decorated with blue, red, and golden yellow; 7KH6RQDWWDFNVWKHZL]DUGÀUVWEXWKHFDQ·WUHDFK
expensive colors to obtain. He is wielding a WKHZL]DUGEHFDXVHRIDIRUFHÀHOGEHWZHHQWKHP6R
spellbook in one hand and a wooden staff in the Son attacks the characters, thinking that they are
the other. with the wizard. The spell that the wizard has cast can’t
The taller man looks at you briefly, but he be dispelled, stopped, or suppressed by any means; only
doesn’t seem to care about your presence. the wizard can stop it or it ends when the wizard dies.
He is wearing a simple robe around his
waist, reaching his knees, and the rest of his
muscular body is uncovered. His skin is made
of white, unblemished marble, and his eyes
shine brightly with sunlight.

224
The Sun's Son, Weakened paladin spells prepared:

Medium celestial (titan), lawful neutral 1st level (4 slots): bless, command, cure wounds, detect
magic, heroism, shield of faith
2nd level (3 slots): branding smite, lesser restoration, zone
Armor Class 15 (natural armor) of truth
Hit Points 152 (16d8 + 80) 3rd level (3 slots): create food and water, daylight, remove
Speed 30 ft. curse, revivify
4th level (3 slots): deathward
5th level (2 slots): geas
STR DEX CON INT WIS CHA
20(+5) 19(+4) 20(+5) 16(+3) 17(+3) 21(+5)
ACTIONS
Multiattack. The Son makes two weapon attacks.
Saving Throws Strength +10, Constitution +10, Sun Blade. Melee Weapon Attack: +12 to hit, reach 5 ft.,
Charisma +10 one target. Hit: 29 (5d8 + 7) radiant damage.
Skills Arcana +8, Athletics +15, Deception +10, History
+8, Intimidation +10, Medicine +8, Perception +8,
Religion +8, Survival +8 BONUS ACTIONS
Damage Resistances EOXGJHRQLQJÀUHSLHUFLQJ Grapple. The Son can try to grapple a creature within 5
slashing feet of him.

Damage Immunities radiant


Senses passive Perception 18 REACTIONS
Languages Common Body Slam. When a creature moves within 5 feet of the
Son, he can slam the creature down. The creature and
Challenge  ;3 the Son must make a contested Strength check. If the
Son wins the check, the creature falls prone and its
Helioforged. The Son’s attacks are magical and deal an speed becomes 0 until the start of its next turn. If the
additional 18 (4d8) radiant damage (included in the creature wins the check, nothing happens.
attack).
Legendary Resistance (3/day). If the Son fails a saving LEGENDARY ACTIONS
throw, he can choose to succeed instead. The Son can take 3 legendary actions, choosing from
Sun Vault. The Son can conjure any weapon of his the options below. Only one legendary action option
choice, magical or nonmagical, into his empty hand. can be used at a time and only at the end of another
Weapons conjured in this way disappear when the Son creature’s turn. The Son regains spent legendary
stops holding them. He can attune to these weapons actions at the start of his turn.
ZKHQKHVXPPRQVWKHPDQGKHLVSURÀFLHQWZLWKWKHP Detect. The Son makes a Wisdom (Perception) check.
He mostly prefers conjuring a sun blade or a vorpal
longsword. He can’t conjure artifacts or unique items Move. The Son moves up to his remaining speed for the
that are one of a kind. turn without provoking opportunity attacks.

Spellcasting. The Son is a 20th-level spellcaster. His Burn Away (Costs 3 Actions). The Son burns away
spellcasting ability is Charisma (spell save DC 18, +10 magical energies around him. All ongoing spells or
to hit with spell attacks). The Son has the following magical effects within 60 feet of the Son ends, including
the spells requiring concentration.

225
“Did you believe there would be no
consequences for killing my son? This
essence does not belong to you. First, I will
take it, then I will curse you so you can’t
die even after I rip the purest essence apart
from your soul, shredding your being into
countless pieces. You will become a broken
man with a broken soul, and you will be
cursed to live in such a form. Finally, to
remind mortals of their place so they won’t
make the same mistake again, I shall let all kinds
of monsters walk under my sight, under the sunlight.
But I will not let you do the same. This is my judgment.”
The voice goes silent and the white light
fades away. The wizard, now transformed into
the First Vampire, rushes to the entrance of
the cave but the sunlight does not let him out.
You see the smoke rising from the village that
you came from.

Let the characters travel back to the village.


All the houses are burned down and every
single person is butchered. Monsters have
slaughtered everyone, plundered everything,
and destroyed what was left. Let the characters
see the ruins and if they try to save anyone or
anything, make sure that they fail. There is only
misery in the village and the Sun is responsible for
it.
the sun’s son
After you decide that the characters have had
enough pain and misery, the vision suddenly changes.

After the Sun’s Son is defeated, the wizard consumes


him. If the characters fail to defeat the Son, the wizard The Final
kills the Son and heals the characters to their full
health. Read or paraphrase the text below to your
Confrontation
players:

While the demigod is begging for his life, the The characters are in a room made of stone and blood,
wizard rips his heart out and drinks the blood DQGWKHUHDUHMXJVÀOOHGZLWKEORRGDURXQGWKHP5HDG
right from its source. The defiled divine falls or paraphrase the text below to your players:
to the ground like a bag of bloody meat. For
a moment, you see the spark of divinity, the
purest form of power, flowing into the wizard
from the demigod’s heart. Then, the only You are in a doorless room entirely made
thing you can see is pure white. of sandstone. There are no openings yet
somehow, sunlight illuminates the room.
An orchestra of a thousand overlapping
There is a 6-foot wide pit at the center of the
sounds starts to speak from every direction:

226
room and a gigantic maw with canine teeth Jug 16:7KHFKDUDFWHUVFDQ·WGHÀQHWKHVPHOORIWKLV
is reaching out from the pit, filling the hole. blood, but it feels nostalgic and it moves in enigmatic
Every couple of seconds, it takes a deep breath, patterns.
and a couple of seconds later, it exhales with a After a character pours their own blood into the maw,
low growl. the maw retreats, leaving an empty hole on the ground.
There are earthenware jugs filled with There is another room on the other side of the hole. The
blood, lined up near the walls. There are a hole is on the ceiling of the second room, which is 15
total of 16, surrounding the room. The runes IHHWDERYHLWVÁRRU7KHUHDUHQRRSHQLQJVLQWKHVHFRQG
engraved upon the ground around the pit say: room and there are no signs of the maw.
“Only fresh blood sates its hunger.” Common Reward. These blood visions help the
characters experience vampiric revelations and connect
with the vampire blood coursing through their veins,
granting them supernatural powers as a result. Thanks
The characters need to bleed themselves into the to these revelations, the characters can cast the misty
maw, since the only fresh blood within the room is step spell without expending a spell slot. A character
theirs. Each time a character pours blood into the maw FDQFDVWLWDQXPEHURIWLPHVHTXDOWRWKHLUSURÀFLHQF\
that is not fresh, 1d4 sanguine elementals (p. 284) ERQXV7KH\UHJDLQDQ\H[SHQGHGXVHVZKHQWKH\ÀQLVK
climb out from the maw and attack the characters. a long rest.
If they inspect the blood within the jugs, share the
Also, the room below contains additional rewards
following information:
for the characters. The rewards appear in the shape of
Jug 1: It has a bright red color and a fragrant smell of four short columns in the room below. The columns are
lavender. shaped in a way that hints at the nature of the reward.
Jug 2: Its color is blood red and it smells of rusty iron. A character can choose only one reward, and once
chosen, the reward disappears. No other creature can
Jug 3: This blood has no smell and it seems a little
then claim it.
transparent.
$GGLWLRQDOO\WKHFKDUDFWHUVÀQGRQHDGGLWLRQDO
Jug 4: The smell of the blood has citrus notes and it
column for each wave the characters have cleared as
has small bubbles rising to the top.
Kanrath soldiers during the Cyherested attack in the
Jug 5: Strangely, this blood smells like hatred and it is History of Blood section. A character can choose only one
swirling in its container. additional reward, and the additional rewards can be
Jug 6: It has an overwhelming smell that reminds you chosen by more than one character.
of nothing you know. <RXFDQÀQGGHWDLOHGLQIRUPDWLRQDERXWKRZWKH
Jug 7: The blood shines a dim red light and emits a columns look and what the rewards are below:
quiet humming sound. Adaptive Blood. There are two human statues, one
Jug 8: The blood seems as thick as honey and smells made of stone and the other made of blood. The stone
like it, too. statue is prone and the blood statue is helping the stone
statue to stand up.
Jug 9: It has a spicy smell, which makes creatures
sneeze. When you fail a saving throw, you can choose to
succeed instead. Once you use this feature, you must
Jug 10: The blood has no distinct smell, yet it reminds ÀQLVKDVKRUWRUORQJUHVWWRXVHLWDJDLQ
the characters of war, slaughter, and freshly drawn
blood. Hastened Metabolism. There is a statue of a human
running next to the statue of a horse. The human statue
Jug 11: It smells, feels, looks, and tastes like blood. seems like it’s winning the race.
Jug 12: This blood has a dark red color and its aroma <RXFDQH[FLWH\RXUEORRGWRJDLQWKHEHQHÀWVRIWKH
inspires a valorous spirit. haste spell for 1 minute. Once you use this feature, you
Jug 13: This black blood has hints of mint, followed by PXVWÀQLVKDVKRUWRUORQJUHVWWRXVHLWDJDLQ
the smell of decayed meat. Remove Weakness. There is a hollow human statue
Jug 14: This blood does not stick to any surfaces, and and in front of it, there are jarred organs. The statue
it has the smell of ordinary blood. has a happy and determined look on its face.
Jug 15: This blood has a vivid color and it smells like a Your organs melt into a bloody slime that
wet wolf. FRQWLQXRXVO\ÁRZVLQVLGH\RXUERG\GRLQJWKHLUMREV
but in a different way. Any critical hit against you

227
becomes a normal hit. with rainwater mixed with blood.
Warmonger. There is a statue of a human warrior On a collapsed, charcoaled beam, the
holding a sword in each hand. The swords are covered Founder is sitting, his head turned toward
in blood. you. He looks younger than before. His skin
Once on each of your turns, your successful weapon is unblemished and his posture is that of a
attacks deal an extra 1d6 blood damage. healthy man rather than a sick one. On top
of his chainmail he is wearing a surcoat, half
First Wave Reward. There are two human statues black and half brown. The black chausses he is
made of stone, one is lying on the ground, dead, and the wearing and his bare feet are covered in mud.
other is standing next to the other one. The standing The clean sword on his belt looks sharp and he
one is pouring its blood into the lying one’s mouth. seems battle ready.
If you feed your blood to a dead creature as an action,
the creature returns to life with 1 hit point and you take
1 blood damage, which can’t be reduced by any means.
This feature has no effect on creatures that are dead
7KH)RXQGHULVGUHVVHGOLNHWKLVEHFDXVHKHNLOOHGWKH
for more than 1 minute. Once you use this feature, you
monsters in this memory even though it was too late
PXVWÀQLVKDORQJUHVWWRXVHLWDJDLQ
for the villagers. He doesn’t wear any shoes because
Second Wave Reward. There is a human statue he moves too fast and applies too much force to the
without a nose. JURXQGGDPDJLQJWKHVKRHV7KH)RXQGHUZDQWVWRWDON
You do not require air. to the characters.
Third Wave Reward. There is a statue of a human, ,IWKHFKDUDFWHUVWU\WRKDUPWKH)RXQGHUWKH
concentrating. Around the statue, there are symbols )RXQGHUVOD\VWKHPRQHE\RQHHQGLQJWKHEORRGYLVLRQ
depicting the damage types and between the symbols The characters gain 1 blood degeneration.
and the statue, there are shields made of blood. ,IWKHFKDUDFWHUVWDONWRWKH)RXQGHU he reveals
As an action, you can have resistance to all KLVSODQVWRWKHP7KH)RXQGHUZDVERWKJLIWHGDV
damage until the start of your next turn, requiring a Crimson and cursed as suffering from a unique
concentration. disease. He has searched for a cure for years, but with
no results. At the end, he looked for a divine being to
Fourth Wave Reward. There is a human statue
ask for help, or at least guidance. But the Sun’s Son
drinking blood, and there is a hole in the statue’s heart.
refused to help, saying the disease is the gods’ work,
The blood that the statue is drinking is seeping out from
which should be accepted with peace, as a result leaving
the hole. WKH)RXQGHUQRFKRLFH:KHQWKH)RXQGHUGUDQNWKH
Your hit point maximum increases by 15 but you gain blood of the Sun’s Son, he tasted divinity for a split
15 blood degeneration. second. After the Sun ripped away his divinity and
Fifth Wave Reward. The column is empty. FXUVHGKLPWREHFRPHWKH)LUVW9DPSLUHWKH)RXQGHU
GUDQNWKHEORRGRIPRQVWHUVEXWZKHQKHÀUVWGUDQN
You gain a feat of your choice. the blood of a sentient person, he tasted a fraction
$IWHUHDFKFKDUDFWHUFKRRVHVDUHZDUGWKH\ÀQG of the same power as the divinity. He realized that
themselves in the village they went to in the History there is divine potential scattered and hidden across
of Blood VHFWLRQWKHYLOODJHWKH6RQDQGWKH)RXQGHU mortal races. He took over a settlement and made it
passed by. The change happens in the blink of an eye. into a city. He built a hierarchy for the sole purpose of
Read or paraphrase the text below to your players: accumulating the divine potential at the top of the food
chain. The vampires fed on mortals, noble vampires
fed on vampires, royalty fed on nobility, and the
)RXQGHUIHGRQUR\DOW\:LWKHDFKWUDQVDFWLRQRIEORRG
You are back in the village destroyed by the LQÀQLWHVLPDOO\VPDOOWUDFHVRIGLYLQLW\ZHUHWUDQVIHUUHG
monsters that you watched from the cave. to the top predator from the mortals who were at the
The debris still fumes. The bodies of the bottom of the food chain. That’s why he refused every
villagers are further disrupted, crows taking proposal forbidding vampires to feed on vampires. He is
their shares and time taking its course. Even trying to achieve divinity because he thinks that he can
the mud you are standing on feels dirty and GRDEHWWHUMREWKDQWKHFXUUHQWGHLWLHV+HMXVWLÀHVKLV
defiled compared to the first time you stood in cruel actions by defending their necessity and he wants
this village. The soft ground is engraved with to make them right once he becomes a deity.
the prints of monstrous tracks and holes filled
If the characters patronize or antagonize him by

228
criticizing his moral values, he says, “The gods
torment you eternally for your innate ignorance rather Tower Entrance
than share their wisdom by a revelation. Their sins are
greater than mine and I am just a man. Who are you to
MXGJHPHIRUPDNLQJVDFULÀFHVIRUDEHWWHUIXWXUH"µ
7KHFKDUDFWHUVFDQWDONWRWKH)RXQGHUDVORQJDV
they’d like. He tries to persuade them to walk the
path of blood as he tried in previous visions, and he
tries to make them believe in his plan. After their When the characters arrive at a tunnel entrance
WDONZLWKWKH)RXQGHUWKHEORRGYLVLRQHQGV that leads to the Highway, start playing “The City
of Arcane ” on the “Bloodpunk OST”, and read or
Level up. The characters level up (to the 10th
paraphrase the text below to your players:
level).

The prime The stone-paved square is crowded; there are


people rushing to the Highway, street vendors
trying to profit from the crowd, and some

tower people hanging out here just because it is


crowded. At the center, there is a wide tunnel
protruding from the ground at a high angle,
and it is guarded by 2 brass automatons. It
seems to be the entrance to the Highway.
The characters return to where they went into the A wide entrance made of dark smooth
blood vision. No time has passed and the characters stone slabs secured by bronze beams and
are not dead. As they entered the vision physically frames decorated like intertwined branches.
this time, all resources they have spent are gone and Near it, there are brass pipes protruding
all the new things they have obtained are with them. from the ground, standing 7 feet tall with
The place is exactly the same as they left it, but all their open ends facing upwards. From these
the signs of their struggle are present. They receive pipes, pressurized steam is released into the
WKHEHQHÀWVRIÀQLVKLQJDORQJUHVW air with a whistling sound. There are two
escalators going down into the tunnel, moving
On the ground, between the characters, there is
in opposite directions, and a wide marble
also a small stone, 3-inch wide, with a glyph carved
staircase near them. Between the escalator
on it; a creature can discern that the glyph means
and the staircase, there is a box office with a
“blood” with a successful DC 20 Intelligence (Arcana)
marble counter, wooden columns decorated
check. It is the last glyph needed to activate the
with brass, and glass windows half-covered
magic circle within the tower of the Prime Sorcerer
with red curtains. There are small openings
of Sanguinology.
in the glass, one facing the escalator and
If the characters don’t know that they need to use the other to the staircase. Two officers in
the Highway (p. 14) to enter the Prime Tower, or the booth are taking payments from these
if they don’t know how to use it, they gain 2 blood openings. On a wooden sign, a writing says
GHJHQHUDWLRQDQGWKH)RXQGHUZKLVSHUVWRWKHP “Passage: 2 Cyherested Staffs”.
saying that they need to step into the Highway and
imagine a dragon made of blood bleeding into a
humanoid vessel while the sigils of all spell schools
glow brightly in the background.

229
230
The characters need to pay 2 CS each to enter the and she can cast the vicious mockery cantrip (spell save
tunnels of the Highway. Each entrance is protected DC 13). She is studying at a music school in Cyherested
by 2 bloodwork automaton patrols (p. 272) and if and she is trying to make a living through her street
these automatons engage in combat, 2 CBI special performances.
operators (p. 273) immediately arrive at the scene. The If the characters give money to Eilalalie for her
automatons try to reason with people causing problems. performance, she thanks the characters, points at them
A character can pass the automaton securities without saying that the next song is for them, and starts to sing.
paying the fee and without being seen with a successful The song is as follows:
DC 18 Dexterity (Stealth) check. If a person doesn’t
comply with the automaton guards but refrains from I, drowned within the dark,
hostile actions, 2 CBI sorcerers (p. 273) arrive to Life, escaped from a spark,
take care of the situation either by negotiating or You, never bet to lose,
arresting the suspects. The automaton guards and the
CBI sorcerers can be persuaded to let a person or a But, drowned within the booze.
group use the Highway without paying the fee with a Bleeding my soul,
successful DC 20 Charisma (Persuasion) check.
Magic of the role,
After the characters enter the tunnels of the
Blood in my shoes,
Highway, read or paraphrase the text below to your
players: Why am I holding onto your promise of truce?
I, drowned within the light,
Life, crawling for a sight,
Us, never fallen apart,
You go down the escalators and the tunnel
continues. The surfaces of this tube are Yet, wounded from the heart.
covered in marble slabs. There are decorations Bleeding my soul,
on the wall made of brass, bronze, silver, and Magic of the role,
copper stripes, arranged in the shapes of the
depictions of streets, buildings, and important Blood in my shoes,
places of Cyherested. It is illuminated by angst How can artful lies sound so much like truths?
lamps on the crystal chandeliers hanging from I love you, my sorceress.
the ceiling.
I love you my darling.
The tunnel leads to an underground station
that greatly resembles a train station. The Darling.
difference is, there are no railways passing The lyrics hint at the correct glyph sequence required
by the station, instead, there is a 15-foot tall to get into the Prime Tower of Sanguinology: life, soul,
tunnel filled with magical energy. The energy magic, blood, and sorcerer.
is so dense that it can be seen as a blue-colored
After stepping into the blue light, the Highway forces
light beam traveling through this tunnel.
the traveler to expend the lowest level spell slot they
Between the delicate stone columns have; if the traveler is not able to do so, the Highway
supporting the station’s arched ceiling, there drains 1 hit point worth of blood from the traveler and
are platforms reaching into the blue light from converts it to magic. If a creature with no spell slots to
the station. You see people walking into the expend and no blood to give tries to travel through the
light and being disintegrated. You also see Highway, it disintegrates and kills the traveler while
people appearing within the light and walking trying to draw magic out of them.
out to the station.
After the characters step into the blue light and
imagine a dragon made of blood bleeding into a
humanoid vessel while the sigils of all spell schools
Among the crowd and the rush of people, there is a glow brightly in the background, they are teleported
young bard performing within the station, her voice into a room. The room is made entirely of black marble
barely heard by anyone. She plays violin and sings. Her and extends 30 feet in all directions. There is nothing
name is Eilalalie (elf, chaotic good, commoner); her in the room but a 20-foot-tall, 6-foot-wide adamantine
&KDULVPDVFRUHLVVKHKDVSURÀFLHQF\LQWKH,QVLJKW door on one of the walls. The door is invulnerable and
DQG3HUIRUPDQFHVNLOOVLVSURÀFLHQWZLWKWKHYLROLQ impassable; it has no knob or keyhole. The following is

231
written on the door in Common: a sea on its left and a grassland on its right.
The sentiments of ____(1) inured us to the adornments On the other side of the grassland, there is
of a raven, wings of feathers shadowing the ____(2). On the a snowy tundra and on the other side of the
precipice of understanding, the answer hollows the back of sea, there is a taiga covered in heavy snow,
my eye which sees. From within me, ____(3) proffered: bleed neighboring the tundra. Their dimensions
into the wild world and tame the blemished animal in a forge look like they are exactly the same.
ardent with my ____(4). The zenith of a swerving man, a The sun is slowly changing color, darkening
glimpse within the darkest span, through the eight-eyed web without leaving its place at the highest point of
it began. I became the ____(5). the sky, setting without moving. The silence of
7KHFKDUDFWHUVQHHGWRÀOOLQWKHEODQNVZLWKWKH calm nature, the friendly warmth of sunlight
sigils they learned from the stones. They need to draw on your skin, and the scenery laid down
the sigils in the correct places with their blood. The beneath your feet bring out bits of serenity you
correct sequence is (1) life, (2) soul, (3) magic, (4) blood, didn’t know still exist. As the sun sets, even the
and (5) sorcerer. thought of spending the night in an alien wild
skips your mind for a moment.
If a character draws a sigil in the wrong place on the
door, the drawn sigil disappears from the door and a
creature is summoned to the closest unoccupied space
within the door. The creature is the exact replica of
the character that has drawn the wrong sigil, except
that it is red and is made entirely of blood. Its hit point
PD[LPXPLVGRXEOHGDQGLWLVQRWZRXQGHGRUDIÁLFWHG
by any conditions even if the character is. The creature
attacks the characters and it can’t be reasoned with by
any means.
After the characters draw the sigils in the correct
places, large vein-shaped dents appear on the gate, as
LIEORRGKDVFUDZOHGXQGHULWVDGDPDQWLQHVNLQ)RUD
moment the door seems alive, resembling something
between an adamantine block and vein-covered muscle
contracting to move. The door splits open from the
middle, sunlight seeping out of it, and the characters
are teleported to the demiplane of the Sanguinologist. There is no way of getting off of this demiplane
except the portals opened by the Prime Sorcerer of
Sanguinology. The plane shift and teleport spells don’t
Sanguinology function on this demiplane.

The Steep Mountain

While walking on the mountain, gaining or losing


elevation costs 5 times the movement of the change in
As the characters open their eyes on the demiplane, HOHYDWLRQ)RUH[DPSOHLIDFKDUDFWHUZDQWVWRJRGRZQ
read or paraphrase the text below to your players: 10 feet on the mountain, the character must move 50
feet.
The mountain is 13,000 feet tall. The top of the
You are standing at the top of a steep mountain (11,500 - 13,000 feet) is covered in large
mountain, witnessing the view from the boulders and ice formed between them, which is
precipice. The rocky mountain that you GLIÀFXOWWHUUDLQ)URPEHWZHHQWKHERXOGHUVDQGLFH
are standing on is surrounded by a jungle. PDQ\VWUHDPVRIZDWHUÁRZGRZQWKHPRXQWDLQ7KHUH
Across the overgrown vegetation, there are are no animals living at this height. In the daytime, it
five biomes seen on the horizon, separated is mostly calm, but during the night there are almost
by precise borders. In the direction you are always strong winds.
facing, there is a desert; it shares borders with Below that (8,000 - 11,500 feet), there are small

232
plains covered in dense grass with occasional boulders Languages Giant
protruding from the ground. The only plant growing on Challenge  ;3
the plains besides grass is lamb’s-ear. The streams form
large ponds and calm creeks with ice-cold freshwater; Aggravate Blood. A creature that touches the giant
no animals live in these waters. There are only bees and or hits it with a melee attack while within 5 feet of it
JRDWV7KHFXPXOXVFORXGVRIWHQÁRZWKURXJKKHUHOLNH takes 14 (4d6) blood damage.
a swift mist passing by, and the area becomes lightly Innate Spellcasting. The giant’s innate spellcasting
obscured for several hours every day. At night, there ability is Constitution (spell save DC 19, +11 to hit with
are continuous winds with moderate strength. spell attacks). It can innately cast the following spells,
After passing the plains, pine trees start to appear requiring no material components:
below 8,000 feet. The border between the trees and At will: agglutination*, detect magic, true strike
the plains is sudden, as if it was drawn by hand. At GD\HDFKcrimson blur*, false life, rotten heart*
these heights (5,500 - 8,000 feet) there are pine trees GD\HDFKblood seeking*, sanguine awareness*
growing between the rocks, on steep hills, and around
the rivers formed by creeks joining together. In some
places, there are scarlet giant villages made mostly
ACTIONS
of wood. There are 30 scarlet giants in each of these Multiattack. The giant makes two greatcleaver attacks.
villages, and they patrol the areas around the villages in Greatcleaver. Melee Weapon Attack: +13 to hit, reach 10
groups of two. Scarlet giants are a type of giant native ft., one target. Hit: 24 (6d4 + 9) slashing damage.
to this demiplane, created and experimented upon by Sheep. Ranged Weapon Attack:WRKLWUDQJH
the Prime Sorcerer of Sanguinology. They do not throw ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage
rocks. Instead, they conjure sheep that explode upon plus 14 (4d6) blood damage. The thrown sheep
impact and throw them. explodes on hit and its blood splashes all over the
target.
The wildlife is also more lively; there are bats, boars,
lizards, owls, rats, scorpions, spiders, wolves, and
many more animals living there; some even wander
around crowded, such as a swarm of rats. There
are blood hawk nests on tall pine trees, which the Blood Hawk Flock
characters can notice with a successful DC 16 Wisdom Large swarm of Small beasts, unaligned
(Perception) check. Each nest is protected by two blood
hawks. If the characters kill a blood hawk or destroy Armor Class 12
their nest, a EORRGKDZNÁRFN appears in an hour and Hit Points 154 (44d6)
attacks the characters.
Speed IWÁ\IW

Scarlet Giant STR DEX CON INT WIS CHA


Huge giant, neutral 6 (-2) 14(+2) 10(+0) 3 (-4) 14(+2) 5 (-3)

Armor Class 14 (natural armor)


Skills Perception +5
Hit Points 162 (12d12 + 84)
Damage Resistances bludgeoning, piercing, slashing
Speed 40 ft.
Condition Immunities charmed, frightened, grappled,
SDUDO\]HGSHWULÀHGSURQHUHVWUDLQHGVWXQQHG
STR DEX CON INT WIS CHA Senses passive Perception 15
Languages -
28(+9) 9 (-1) 25(+7) 11(+0) 16(+3) 19(+4)
Challenge  ;3

Saving Throws Strength +13, Constitution +11,


Flock Tactics. The swarm has advantage on attack
Charisma +8
rolls.
Skills Animal Handling +7, Athletics +13, Perception +7
Keen Sight. The swarm has advantage on Wisdom
Damage Immunities necrotic, poison (Perception) checks that rely on sight.
Condition Immunities poisoned Swarm. The swarm can occupy another creature’s
Senses passive Perception 17 space and vice versa, and the swarm can move through
any opening large enough for a Small blood hawk. The

233
swarm can’t regain hit points or gain temporary hit At the lowest part of the mountain, below 5,500 feet,
points. the diversity of the plants and animals increases. There
are special kinds of juniper, cedar, and sycamore trees
ACTIONS beside the pine trees. The characters can remember
Multiattack. The swarm makes three beaks attacks. that this special kind of juniper is tapped for its
strengthening sap with a successful DC 21 Intelligence
Beaks (swarm has more than half HP). Melee Weapon
Attack: +5 to hit, reach 0 ft., one creature in the (Nature) check. The characters can tap the juniper
swarm’s space. Hit: 14 (5d4 + 2) piercing damage. and obtain 8 ounces of its sap with a successful DC 19
Wisdom (Survival) check; if this check fails, the tree is
Beaks (swarm has half HP or less). Melee Weapon Attack:
+5 to hit, reach 0 ft., one creature in the swarm’s space. GDPDJHGDQGEHFRPHVXQÀWWRWDSDJDLQ(YHU\WLPHD
Hit: 9 (3d4 + 2) piercing damage. character tries to tap a juniper, roll a d10. On a result
of 10, 1d6 + 6 giant wasps are attracted to the smell of
the sap and attack the characters. 8 ounces of juniper
sap can be boiled into 1 ounce of juniper syrup with a
successful DC 15 Intelligence check made with cook’s
utensils. A creature who drinks the juniper syrup
Blood Hawk Flock has advantage on Constitution saving throws until it
Large swarm of Small beasts, unaligned ÀQLVKHVDORQJUHVW7KHUHDUHgiant boars, giant owls,
and dire wolves wandering around in these parts of the
Armor Class 12 mountain.
Hit Points 154 (44d6) At the border, where the mountain and the jungle
Speed IWÁ\IW meet, there is dense vegetation covered entirely by
VSLGHUZHEV$FUHDWXUHHQWHULQJWKHZHEVIRUWKHÀUVW
time or ending their turn within them must succeed on
STR DEX CON INT WIS CHA a DC 20 Dexterity saving throw, or it is restrained until
6 (-2) 14(+2) 10(+0) 3 (-4) 14(+2) 5 (-3) WKHZHEVDUHGHVWUR\HGZKLFKUHTXLUHVÀUHGDPDJH
or it breaks free with a successful DC 22 Strength
$WKOHWLFV FKHFN7KHZHEVDUHÁDPPDEOH7KHZHELV
Skills Perception +5
30 feet thick and if the characters come in contact with
Damage Resistances bludgeoning, piercing, slashing the web, 4 phase spiders attack them.
Condition Immunities charmed, frightened, grappled,
SDUDO\]HGSHWULÀHGSURQHUHVWUDLQHGVWXQQHG
Senses passive Perception 15 The Adventuring Party
Languages -
Challenge  ;3 On the demiplane, there is a research facility trying
to breed the perfect adventuring group. They treat
Flock Tactics. The swarm has advantage on attack their prisoners as livestock, taking their offspring and
rolls. training them to become adventurers according to
Keen Sight. The swarm has advantage on Wisdom their predispositions. The most successful adventuring
(Perception) checks that rely on sight. group of this facility, self-named Unfettered Mongoose,
Swarm. The swarm can occupy another creature’s is free to wander the demiplane. They named
space and vice versa, and the swarm can move through themselves “mongoose” because they are territorial
any opening large enough for a Small blood hawk. The and carnivorous animals living on tree tops and the
swarm can’t regain hit points or gain temporary hit members of the adventuring party like the jungle most;
points. they are territorial, and see themselves as predators.
They also delusionally think that they are free.
ACTIONS The adventuring group becomes aware of the
Multiattack. The swarm makes three beaks attacks. characters’ presence after they enter the jungle. They
Beaks (swarm has more than half HP). Melee Weapon will try to gather information on the characters and
Attack: +5 to hit, reach 0 ft., one creature in the harass them to see their reactions. They will not engage
swarm’s space. Hit: 14 (5d4 + 2) piercing damage. in combat with the characters and if attacked, they
Beaks (swarm has half HP or less). Melee Weapon Attack: will immediately retreat. Please note that they are to
+5 to hit, reach 0 ft., one creature in the swarm’s space. be seen later in the Prime Laboratory section. So, it is
Hit: 9 (3d4 + 2) piercing damage. best that they do not die. Also, as it is already said, they

234
do not engage in open combat, and they never take
risks of revealing themselves, since it is not suitable
for their tactics of war. They also do not try to kill
the characters; they just harass them to observe their
behavior and learn from them.
The members of this adventuring group have no
names. They are called by a nickname according to
their profession. They are raised by scientists, scholars,
spellcasters, and caretakers and they have never seen
their parents, nor do they have any idea about their
existence. Despite all that, they still exhibit extreme
child-like happiness and enthusiasm.
The Sorceress is a middle-aged half elf wearing
comfortable silk clothes. She is the leader of the
adventuring group. She knows each member’s
capabilities better than themselves and she gives
them tasks accordingly. She is a cautious person, often
staying back while others complete their tasks.
If a character wanders off alone, the Sorceress might
target the character with the dominate person spell from
a safe distance. She might also assist other members
with the greater invisibility spell. If the characters prove
to be resourceful, she might try to deal massive damage
to them from afar.

The Sorceress hit point maximum.

Medium humanoid (half elf), chaotic neutral Fey Ancestry. The Sorceress has advantage on saving
throws against being charmed, and magic can’t put her
to sleep.
Armor Class 16 (draconic resilience) Spellcasting. The Sorceress is an 11th-level spellcaster.
Hit Points 71 (11d6 + 33) Her spellcasting ability is Charisma (spell save DC 17, +9
Speed 30 ft. to hit with spell attacks).
Cantrips (at will): DFLGVSODVKÀUHEROWOLJKWPHQGLQJUD\
of frost, shocking grasp
STR DEX CON INT WIS CHA 1st level (4 slots): fog cloud, shield, thunderwave
9 (-1) 16(+3) 14(+2) 14(+2) 16(+3) 20(+5) 2nd level (3 slots): hold person, see invisibility
3rd level (3 slots): ÀUHEDOOKDVWHZDWHUEUHDWKLQJ
Saving Throws Constitution +6, Charisma +9 4th level (3 slots): JUHDWHULQYLVLELOLW\ZDOORIÀUH
Skills Arcana +6, Deception +9, Insight +7, Perception +7 5th level (2 slots): cloudkill, dominate person
Damage ResistancesÀUH 6th level (1 slot): disintegrate
Senses darkvision 60 ft., passive Perception 17
Languages Common, Draconic, Elvish, Old Common ACTIONS
Challenge  ;3 Twinned Fire Bolt. Ranged Spell Attack: +9 to hit, range
120 ft., two targets. Hit: G ÀUHGDPDJH$
ÁDPPDEOHREMHFWKLWE\WKLVDWWDFNLJQLWHVLILWLVQ·W
Careful Spell. When the Sorceress casts a spell that being worn or carried.
forces other creatures to make a saving throw, she
Light Crossbow. Ranged Weapon Attack: +7 to hit, range
can choose up to 5 creatures. A chosen creature
IWRQHWDUJHW Hit: 7 (1d8 + 3) piercing damage.
automatically succeeds on its saving throw against the
spell.
Draconic Resilience. The Sorceress has increased AC and

235
7KH$VVDVVLQLVD\RXQJKDOÁLQJZUDSSHGLQWLJKWGDUN
clothes. His duties are to hinder the enemies’ efforts
DQGWRVWULNHWKHÀQDOEORZ+HSUHIHUVVWD\LQJFORVHWR
his enemies without being noticed, shadowing them
patiently at a knife’s distance.
+HPLJKWWU\WRLQÀOWUDWHWKHLUFDPSZKLOHWKH\UHVW
,IKHÀQGVDQRSHQLQJKHJRHVWKURXJKWKHFKDUDFWHUV·
items and steals some crucial pieces. He carries the
assassin’s blood, crawler mucus, essence of ether, and truth
serum, 10 of each stored inside a bag of holding. He might
try these poisons on the characters.

The Assassin least one size larger than him.

6PDOOKXPDQRLG KDOÁLQJ FKDRWLFQHXWUDO Thief. 7KH$VVDVVLQLVSURÀFLHQWZLWKWKLHYHV·WRROV


DQGKLVSURÀFLHQF\ERQXVLVGRXEOHGZKLOHPDNLQJDQ
ability check to use them.
Armor Class 17 (studded leather) Sneak Attack (1/turn). The Assassin deals an extra 18
Hit Points 78 (12d6 + 36) (5d6) damage when he hits a target with a weapon
Speed 25 ft., climb 25 ft. attack and has advantage on the attack roll, or when
the target is within 5 feet of an ally of the Assassin
that isn’t incapacitated and the Assassin doesn’t have
STR DEX CON INT WIS CHA advantage on the attack roll.
Supreme Sneak. The Assassin has advantage on a
11(+0) 20(+5) 17(+3) 14(+2) 14(+2) 14(+2) Dexterity (Stealth) check if he moves no more than half
his speed on the same turn.
Saving Throws Dexterity +9, Intelligence +6
Skills Acrobatics +9, Investigation +6, Perception +10, ACTIONS
Sleight of Hand +13, Stealth +13 Shortsword of Deception. Melee Weapon Attack: +8 to hit,
Senses passive Perception 20 reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
Languages&RPPRQ+DOÁLQJ7KLHYHV·&DQW If the attack roll is 18 or more, the Assassin becomes
invisible for 1 minute and teleports to an unoccupied
Challenge  ;3
space of his choice that he can see within 30 feet.

Brave. The Assassin has advantage on saving throws


against being frightened.
BONUS ACTIONS
Shortsword of Deception. Melee Weapon Attack: +8 to hit,
Evasion. When the Assassin is subjected to an effect
reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
that allows him to make a Dexterity saving throw to
If the attack roll is 18 or more, the Assassin becomes
take only half damage, he instead takes no damage if he
invisible for 1 minute and teleports to an unoccupied
succeeds on the saving throw, and only half damage if
space that he can see within 30 feet.
he fails.
Cunning Action. The Assassin can take the Dash,
+DOÁLQJ1LPEOHQHVV The Assassin can move through
Disengage, or Hide action. He can also make a Dexterity
the space of any creature that is of a size larger than
(Sleight of Hand) check, use his thieves’ tools to disarm
his.
a trap or open a lock, or take the Use an Object action.
Lucky. When the Assassin rolls a 1 on the d20 for an
attack roll, ability check, or saving throw, he can reroll
the die and must use the new roll. REACTIONS
Naturally Stealthy. The Assassin can attempt to hide Uncanny Dodge. When an attacker that the Assassin can
even when he is obscured only by a creature that is at see hits him with an attack, he can halve the attack’s
damage against himself.

236
The Spearmaster is a young dwarf clad in brass armor.
She acts as the protector of the Sorceress. She always
stands by her and makes sure no enemy can reach
her. She wouldn’t go to harass the characters as she
wouldn’t leave the Sorceress by herself. When they
engage in combat, she tries to eliminate the weakest
HQHPLHVÀUVWWRUHGXFHWKHWKUHDW

The Spearmaster saving throws against poison.

Medium humanoid (dwarf), lawful neutral Dwarven Toughness. The Spearmaster’s hit point
maximum is increased.
Improved Critical. The Spearmaster’s weapon attacks
Armor Class 18 (breastplate, shield) score a critical hit on a roll of 19 or 20.
Hit Points 115 (11d8 + 66) Indomitable (1/day). The Spearmaster can reroll a
Speed 25 ft. saving throw that she fails. If she does so, she must use
the new roll.

STR DEX CON INT WIS CHA


ACTIONS
18(+4) 15(+2) 20(+5) 12(+1) 13(+1) 9 (-1) Multiattack. The Spearmaster makes two weapon
attacks.
Saving Throws Strength +7, Constitution +8 +1 Spear. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 8 (1d6 + 5) piercing damage.
Skills Acrobatics +5, Athletics +7, Perception +4, Sleight
of Hand +5, Stealth +5 +1 Spear. Ranged Weapon Attack: WRKLWUDQJH
ft., one target. Hit: 8 (1d6 + 5) piercing damage. The
Damage Resistances poison
spear returns to the Spearmaster’s hand immediately
Senses darkvision 60 ft., passive Perception 14 after the attack.
Languages Common, Dwarvish
Challenge  ;3 BONUS ACTIONS
Second Wind (1/day). The Spearmaster regains 1d10 +
Action Surge (1/day). On her turn, the Spearmaster can 11 hit points.
take one additional action on top of her regular action
and a possible bonus action.
REACTIONS
Dueling. When the Spearmaster is wielding a melee
Protection. When a creature that the Spearmaster can
weapon in one hand and no other weapons, she has a
see attacks a target other than her that is within 5 feet
+2 bonus to damage rolls with that weapon (included in
of her, she can impose disadvantage on the attack roll.
the attack).
To do so, she must be wearing a shield.
Dwarven Resilience. The Spearmaster has advantage on

237
The Warden is a middle-aged half orc covered in false tracks to lead the characters to strong creatures
FDPRXÁDJLQJSDLQWVDQGFORWKHV+LVMREVDUHWRVFRXW wandering the demiplane. The characters make a
WKHDUHDWUDFNFUHDWXUHVÀQGIRRGDQGOHDGWKHZD\ contested Wisdom (Survival) check against the Warden
He is best at wearing out threats over time, rather than to realize that the tracks are false. He shoots arrows at
going all in. characters from a great distance once in a while to put
He might disrupt tracks, imposing disadvantage them under constant stress, sometimes even disrupting
on Wisdom (Survival) checks made to track them their rest. If the characters prove resourceful, he lures
and understand their nature. He might also place native creatures toward the characters.

The Warden 1 hour or more in the demiplane, he gains the following


EHQHÀWV
Medium humanoid (half orc), chaotic neutral
• 'LIÀFXOWWHUUDLQGRHVQ·WVORZKLVJURXS·VWUDYHO
• His group can’t become lost except by magical
Armor Class 16 (studded leather) means.
Hit Points 93 (11d8 + 44) • Even when he is engaged in another activity while
Speed 30 ft. traveling, he remains alert to danger.
• If he is traveling alone, he can move stealthily at a
normal pace.
STR DEX CON INT WIS CHA
• :KHQKHIRUDJHVKHÀQGVWZLFHDVPXFKIRRGDV
20(+5) 18(+4) 18(+4) 9 (-1) 18(+4) 10(+0) he normally would.
• While tracking other creatures, he also learns
their exact numbers, their sizes, and how long ago
Saving Throws Strength +8, Dexterity +7
they passed through the area.
Skills Animal Handling +7, Intimidation +3, Perception
Relentless Endurance (1/day). When the Warden is
+7, Stealth +7, Survival +7
reduced to 0 hit points but not killed outright, he can
Senses darkvision 60 ft., passive Perception 17 drop to 1 hit point instead.
Languages Common, Orc Savage Attacks. When the Warden scores a critical
Challenge  ;3 hit with a melee weapon attack, he can roll one of the
weapon’s damage dice one additional time and add it to
the extra damage of the critical hit.
Escape the Horde. Opportunity attacks against the
Warden are made with disadvantage. Spellcasting. The Warden is a 10th-level spellcaster. His
spellcasting ability is Wisdom (spell save DC 15, +7 to
Favored Enemies. The Warden has advantage on
hit with spell attacks).
Wisdom (Survival) checks to track humans, half elves,
and undead, as well as on Intelligence checks to recall 1st level (4 slots): hunter’s mark, longstrider
information about them. 2nd level (3 slots): pass without trace, spike growth
Hide in Plain Sight. The warden spends 1 minute 3rd level (2 slots): nondetection, wind wall
FUHDWLQJFDPRXÁDJHDQGSUHVVHVKLPVHOIXSDJDLQVWD
solid surface to hide. He gains a +10 bonus to Dexterity
(Stealth) checks as long as he remains there without
ACTIONS
moving or taking actions. Multiattack. The Warden makes two ranged weapon
attacks or two melee weapon attacks.
Land’s Stride. 0RYLQJWKURXJKQRQPDJLFDOGLIÀFXOW
terrain costs the Warden no extra movement. He can +2 Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft.,
also pass through nonmagical plants without being one target. Hit: 10 (1d6 + 7) slashing damage.
slowed by them and without taking damage from them +2 Longbow. Ranged Weapon Attack: +9 to hit, range
if they have thorns, spikes, or a similar hazard. In IWRQHWDUJHW Hit: 10 (1d8 + 6) piercing
addition, he has advantage on saving throws against damage.
plants that are magically created or manipulated
to impede movement, such as those created by the
entangle spell. BONUS ACTIONS
Natural Explorer. The Warden is familiar with the +2 Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft.,
entire demiplane of the Sanguinologist. When he two different targets. Hit: 10 (1d6 + 7) slashing damage.
makes an Intelligence or Wisdom check related to the +2 Longbow. Ranged Weapon Attack: +10 to hit, range
GHPLSODQHKLVSURÀFLHQF\ERQXVLVGRXEOHGLIKHLV IWRQHWDUJHW Hit: 10 (1d8 + 6) piercing
XVLQJDVNLOOWKDWKHLVSURÀFLHQWLQ:KLOHWUDYHOLQJIRU damage.

238
greater restoration spell. If the characters use the greater
restoration spell or a similar effect that ends an effect
WKDWFDXVHVSHWULÀFDWLRQWKHVWDWXHWUDQVIRUPVLQWRD
dead elf and the elf falls to the ground. There is a mirror
in one of the elf’s pockets.
,IWKHFKDUDFWHUVVHDUFKDURXQGWKHVWDWXHWKH\ÀQG
vague tracks leading somewhere into the jungle with a
successful DC 21 Wisdom (Survival) check. If they follow
WKHWUDFNVWKH\ÀQGDIRRWZLGHRSHQLQJVXUURXQGHG
by tall trees casting their shadows upon the area. There
are other, similar statues within the area and several
9-foot-tall marble columns erected for no apparent
UHDVRQ7KHUHDUHVPDOOULIWVRQWKHJURXQGÀOOHGZLWK
glowing lava. Near the rifts, there is burnt vegetation
and mounds of lava; 8 of these mounds are actually
magma mephits standing still, indistinguishable from
PRXQGVRIPDJPD)URPEHKLQGRQHRIWKHFROXPQV
the panicked voice of a woman is heard: “Please help me!”
The Jungle There are 2 medusas, both hiding behind columns. If
the characters approach, they attack. If the characters
)URPWKHPRXQWDLQMXQJOHERUGHUWRWKHFORVHVWRXWHU disrupt or touch the mounds of magma, the magma
border of the jungle is a 10-mile journey. Each biome mephits attack the characters too.
shares a 24-mile-long border with the jungle. The characters can chop the heads off of the medusas
There are mostly tall kapok trees and balsa trees to use them later. As an action, a character can hold the
within the jungle as well as several smaller trees. There head of a medusa toward a creature to use the medusa’s
are openings without vegetation, but they are few. The Petrifying Gaze feature against it. The characters can
HQWLUHMXQJOHLVGLIÀFXOWWHUUDLQ,WLVZDUPDQGRFFXSLHG also still be affected by it.
by all kinds of animals that live in warm climates,
such as apes, eagles, giant bats, lions, swarms of The Desert
insects, and swarms of poisonous snakes. It also hosts
some dangerous creatures such as the plesiosaurus,
triceratops, and tyrannosaurus rex. The characters need two gallons of water per day to
There are wide pits, 6 to 12 feet deep, with no trees survive in the desert. A character who drinks only half
growing and no animals dwelling in them. Other that much water must succeed on a DC 15 Constitution
WKDQWKDWWKH\VHHPSHUIHFWO\ÀQHDQGHYHQVPHOO saving throw or suffer one level of exhaustion at the
QRUPDO7KHVHSLWVDUHÀOOHGZLWKQDWXUDOO\RFFXUULQJ end of the day. A character with access to even less
toxic gasses. A creature that requires air suffocates in water automatically suffers one level of exhaustion at
these pits but it can’t realize that it is suffocating as the end of the day.
everything seems and feels normal until the creature If a character with no resistance or immunity to cold
dies. A successful DC 18 Intelligence (Nature) check damage spends the night in the desert without taking
UHYHDOVWKDWWKHVHSLWVPLJKWEHIXOORIÁDPPDEOH precautions against cold, the character suffers one level
JDVVHV,IDÀUHVRXUFHHQWHUVWKHSLWWKHJDVEXUQV of exhaustion at the end of the night. The characters
DZD\GHDOLQJ G ÀUHGDPDJHWRHYHU\FUHDWXUHLQ can protect themselves against the cold by wearing
the pit, and after that, the pit is cleansed and is safe to FROGZHDWKHURXWÀWVRUEODQNHWVRUWDNLQJVKHOWHU7R
dwell. Regardless, the beasts continue to stay away from ÀQGDQDSSURSULDWHQDWXUDOVKHOWHUWKHFKDUDFWHUVPXVW
the pits unless provoked. succeed on a DC 22 Wisdom (Survival) check.
There are humanoid statues all across the jungle, Near the jungle-desert border, there are small rocky
hidden under the lush vegetation. The characters can hills with stony soil. Several shrubs, such as desert sage
discover one of these statues with a successful DC 24 and creosote bush, grow between the rocks protruding
Wisdom (Perception) check. It is a damaged statue from the ground. It is not possible to dig the ground
of an elf holding a scroll. The scroll can be removed GHHSHQRXJKWRÀQGZDWHUDVWKHUHDUHODUJHURFNV
by breaking the stone hand that is holding it. If the under the soil. It is hot during the day, cold at night,
characters investigate the scroll, a successful DC 15 and always dry. There are wooden signs pointing deeper
Intelligence (Religion) check reveals that it contains the LQWRWKHGHVHUWZLWK´'HVHUW)DFLOLW\µZULWWHQRQWKHP

239
,IWKHFKDUDFWHUVIROORZWKHZRRGHQVLJQVWKH\ÀQG distance, patiently waiting for opportunities to attack
a vast opening of sand and wind. The last sign points and retreat. The characters can follow the dragon for
at nothing. If the characters throw sand in the air near DGD\WRÀQGLWVODLUZKLFKLVDQHQRUPRXVFU\VWDOL]HG
the last sign, the sand sticks to a certain point in the cavern under the sands. Storm clouds swirl around its
air, which can also be perceived with a successful DC 21 lair. If engaged here, the dragon faces the characters
Wisdom (Perception) check when a character walks and without running away. The dragon has a small hoard:
a small amount of sand is lifted to air with their steps. If 45 diamonds that are worth 10,000 CS each, gemstones
they continue to throw sand at that point, the hovering worth 26,000 CS, 33,000 CS, +3 plate, +2 chainmail, +2 half
sand eventually takes the shape of a door. They can plate, +2 breastplate, +2 studded leather, +3 leather, +2 shield,
SDVVWKURXJKWKHGRRUWRHQWHUWKH'HVHUW)DFLOLW\,WLV +3 dagger, +3 handaxe, +3 spear, +3 shortbow, +3 battleaxe, +3
one big stone hall, 80 feet wide, 80 feet long, and 30 feet greatsword, +3 longsword, +3 pike, +3 rapier, +3 shortsword,
tall, with cryogenic chambers full of dissected undead and a staff of thunder and lightning.
bodies, including vampires. The facility is illuminated If the characters have a compass, the compass doesn’t
by bright angst lamps embedded in the ceiling. There point north, instead, it points to the closest cursed
are lots of researchers within the compound, but they items buried in the sand. There are three such items
do not engage in combat nor do they possess the ability located in different places, at least 10 miles apart from
to do so. At the center of the hall, there is a large each other: an armor of vulnerability, a berserker axe,
angst crystal with undead bodies chained on it and 2 and a shield of missile attraction. The tip of these items
demiplane rangers (p. 277) protecting it. The crystal VOLJKWO\SURWUXGHVIURPWKHVDQGUHÁHFWLQJOLJKW7KH
has AC 25, 40 hit points, and immunity to piercing, FKDUDFWHUVFDQVHHWKHUHÁHFWLRQRIVXQOLJKWGXULQJWKH
poison, and psychic damage. It is the Undead Crystal; day with a successful DC 17 Wisdom (Perception) check.
note if the characters destroy this crystal, as it affects There are 5 skeletons, 3 minotaur skeletons, and 2
WKHÀQDOFRPEDW ogre zombies waiting around each of these items.
While traveling through the desert, the stones The characters notice the crystalized sand shards
become less frequent and sand takes over the terrain. sticking out of the ground with a successful DC 23
There are small clumps of plants in some places, but Wisdom (Perception) check and realize that they are
generally, it is just sand and cacti. The characters can formed by lightning strikes with a successful DC 17
ÀQGZDWHUE\ÀQGLQJDVSRWZKHUHYHJHWDWLRQJURZV Intelligence (Nature) check. If the characters track the
with a successful DC 23 Wisdom (Survival) check and shards with a successful DC 16 Wisdom (Survival) check,
digging a hole at least 3 feet deep; water then seeps into WKH\ÀQGDbehir. The behir doesn’t use its Swallow
the hole. IHDWXUHDQGWKHFKDUDFWHUVPLJKWÀQGLWZHLUGZLWK
There are basilisks, giant scorpions, and vultures a successful DC 24 Intelligence (Nature) check. If the
wandering the desert. Demiplane rangers also patrol FKDUDFWHUVFUDZOLQWRLWVPRXWKDIWHUNLOOLQJLWWKH\ÀQG
the area, mostly traveling alone. a swirling blood portal in its stomach which leads to the
There are mummies aimlessly walking around Prime Laboratory. If they pass through the portal, move
alone. After killing a mummy, the characters notice on to the Prime Laboratory section.
the tracks it left. If the characters follow the tracks
with a successful DC 19 Wisdom (Survival) check, The Grassland
they encounter 4 mummies during their search, each
wandering alone. After defeating a total of 5 mummies,
LIWKH\FRQWLQXHWRIROORZWKHWUDFNVWKH\ÀQGD The grassland has borders with the desert, jungle,
mummy lord. The mummy lord circles around a small and tundra and from each of them, the transition
oasis. The characters notice that there is something KDSSHQVDEUXSWO\)RUH[DPSOHÀQHVDQGFRYHUVWKH
shining at the center of the oasis, 6 feet deep under the desert border, but one inch into the grassland border,
water, with a successful DC 20 Wisdom (Perception) and there is thick grass and not a single grain of sand.
check. The check reveals a +3 wand of the war mage and a This biome seems more friendly compared to others,
decanter of endless water. If the decanter is removed, the although it has its own hardships. Just like the desert,
oasis slowly dries out in a day. WKHUHDUHDOVRZRRGHQVLJQVZLWK´*UDVVODQG)DFLOLW\µ
There is also an adult blue dragon circling the written on them, pointing deep into the grassland.
VNLHV,WDWWDFNVDFKDUDFWHULIWKH\Á\DERYHIHHW There are lots of insects that bite bigger creatures,
IRURYHUDPLQXWH)LUVWLWKLWVWKHFKDUDFWHUVZLWK including the characters. These insects might be
LWVEUHDWKZHDSRQWRLQWLPLGDWHWKHPDQGÁLHVDZD\ carrying a disease called ooze clot. A successful DC 15
,IWKHFKDUDFWHUVFRQWLQXHWRÁ\DERYHIHHWDQG Intelligence (Nature) or DC 15 Wisdom (Survival) check
attack the dragon, it starts to follow them from a secure UHYHDOVWKDWVWDQGLQJQHDUDFDPSÀUHDQGEXUQLQJGU\

240
shrubs every half an hour and thus creating smoke WKHSRQGDQGÁRDWRQLWVVXUIDFH,IWKHFKDUDFWHUVDJUHH
keeps the insects away. If a creature fails to do this, it the spirit that sought power is right, a 600-foot-long
is bitten by the insects and must succeed on a DC 18 chain, 1d4+4 beads of force, 1d6 elemental gems, 1 wand of
Constitution saving throw or become infected with ooze binding, and 1 pearl of power emerge from the pond and
clot. An infected creature becomes poisoned until the ÁRDWRQLWVVXUIDFH2QO\RQHRIWKHPFDQEHULJKWWKH
disease is cured. spirits don’t accept an answer otherwise. After the pond
There are chimeras, lamias, owlbears, and moss- gives rewards, the spirits disappear.
covered stone golems wandering in the grassland. The If the characters follow the wooden signs, they come
demiplane rangers (p. 277) also patrol the area, mostly WRDSHUIHFWO\ÁDWRSHQLQJZLWKQRWKLQJEXWJUDVV7KH
traveling alone. last sign points at a patch of grass greener than the rest.
There is a large comfortable cotton bed with large, ,IWKHFKDUDFWHUVGLJIHHWXQGHULWWKH\ÀQGDVPRRWK
overstuffed feather pillows and enormous comforters. stone ground and a metal hatch on it. The hatch opens
Up to 10 Medium creatures can sleep on it together. The to a vertical tunnel with a 60-foot ladder going down,
characters notice this bed hidden between tall grass and at the end of the tunnel there is the Grassland
with a successful DC 17 Wisdom (Perception) check. The )DFLOLW\,WLVRQHODUJHVWRQHKDOOIHHWZLGHIHHW
bed is perfectly clean, which is odd considering there long, and 30 feet tall, with cryogenic chambers full of
is nothing protecting it from outside conditions. If a dissected beast and monstrosity bodies. The facility
character sleeps on this bed, 2 night hags approach the is illuminated by bright angst lamps embedded in the
sleeping character in their ethereal form and use the ceiling but most of them are damaged, leaving the room
Nightmare Haunting feature on the character. in dim light. There are lots of dead researchers within
the compound, brutally chewed and clawed. The entire
The grassland is moist and covered entirely in tall facility is smeared with blood and covered in organs
grass. There are small creeks and streams of freshwater and limbs. A successful DC 15 Wisdom (Medicine) check
feeding the soil. The weather gets slightly cold at night or DC 15 Intelligence (Investigation) check reveals that
but it is mostly temperate. The creeks are bountiful a single monster is responsible for this massacre, as
ZLWKÀVKEXWDUHPRVWO\VXUURXQGHGE\DQLPDOVVXFK the bite and claw marks are identical. A successful DC
as crocodiles, deer, lions, and rhinoceros. There are 19 Intelligence (Investigation) check or DC 23 Wisdom
also bushes around the water sources, and each of these (Perception) check reveals that the creature ripped
bushes hosts a swarm of insects. ÁHVKEXWGLGQ·WHDWDQ\$VXFFHVVIXO'&,QWHOOLJHQFH
If the characters follow the creaks upstream, they (Investigation) check or DC 15 Wisdom (Perception)
ÀQGWKHVRXUFHRIDOORIWKHZDWHULQWKHJUDVVODQGD check reveals the bloody tracks of the creature walking
60-foot wide magical pond. There are 3 hovering spirits on the walls. If the characters look at the ceiling, they
circling the pond. The spirits scream and screech, see the ÁHVKFHQWLSHGH hanging from the ceiling
creating sonic waves in a 90-foot radius centered at the watching them. After they see the centipede, it attacks;
middle of the pond. A creature that enters the area for if they don’t see it, it continues to wait on the ceiling.
WKHÀUVWWLPHRUHQGVLWVWXUQZLWKLQWDNHV G  At the center of the hall, there is a large angst crystal
thunder damage. A deafened creature doesn’t take and 2 demiplane rangers (p. 277) lying dead near it.
the thunder damage and can hear what the spirits are The crystal has AC 25, 40 hit points, and immunity to
actually saying. The silence spell prevents the damage SLHUFLQJSRLVRQDQGSV\FKLFGDPDJH,WLVWKH)OHVK
and what the spirits are trying to say can be understood Crystal; note if the characters destroy this crystal, as it
within the area of the silence spell. They are saying, “I DIIHFWVWKHÀQDOFRPEDW
wanted wealth, so I stole. I wanted peace, so I killed. I wanted The ÁHVKFHQWLSHGH looks like a hundred bodies
power, so I served. Which of us is right, which of us is wrong, bound together with magic-like welded metals. It has
only an answer would free our bond.” After the characters a mouth and a body that are suitable for swallowing
agree on an answer, they can tell it to the spirits; as the Medium creatures easily, but it doesn’t use its Swallow
GM, let them debate on the subject and don’t let the feature. If the characters crawl into its mouth after
spirits accept an answer if the characters’ reasoning NLOOLQJLWWKH\ÀQGDVZLUOLQJEORRGSRUWDOLQLWV
is bad. If the characters agree the spirit that sought stomach which leads to the Prime Laboratory. If they
wealth is right, 12,835 CS, 1d6+1 potion of resistance, pass through the portal, move on to the Prime Laboratory
1d6+1 potion of greater healing, 1d4 potion of superior section.
healing, and 1 potion of supreme healing emerge from the
SRQGDQGÁRDWRQLWVVXUIDFH,IWKHFKDUDFWHUVDJUHH
the spirit that sought peace is right, 182 daggers, 1d4+1
potions of growth, 1d4+1 restorative ointment, 1d4 potions of
heroism, and 1 potion of storm giant strength emerge from

241
Flesh Centipede this grapple ends, the target is restrained, and the
centipede can’t bite another target.
Huge monstrosity, unaligned
Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one
target. Hit: 17 (4d4 + 7) slashing damage.
Armor Class 18 (natural armor)
Swallow. The centipede makes one bite attack against
Hit Points 225 (18d12 + 108) a Medium or smaller creature it is grappling. If the
Speed 30 ft., climb 30 ft. attack hits, that creature takes the bite’s damage and
is swallowed, and the grapple ends. While swallowed,
the creature is blinded and restrained, it has total cover
STR DEX CON INT WIS CHA against attacks and other effects outside the centipede,
and it takes 21 (6d6) acid damage at the start of each of
25(+7) 16(+3) 22(+6) 1 (-5) 7 (-2) 1 (-5) the centipede’s turns.
If the centipede takes 40 damage or more on a single
Saving Throws Strength +12, Constitution +11 turn from a creature inside it, the centipede must
Damage Immunities psychic succeed on a DC 20 Constitution saving throw at the
end of that turn or regurgitate all swallowed creatures,
Senses darkvision 120 ft., passive Perception 8
which fall prone in a space within 10 feet of the
Languages - centipede. If the centipede dies, a swallowed creature
Challenge  ;3 is no longer restrained by it and can escape from the
corpse using 15 feet of movement, exiting prone.
Spider Climb.7KHÁHVKFHQWLSHGHFDQFOLPEGLIÀFXOW
surfaces, including upside down on ceilings, without BONUS ACTIONS
needing to make an ability check. Disturbing Mimicry. The centipede speaks sentences,
HDFKQRPRUHWKDQZRUGV)RUWKHFHQWLSHGHWKHVH
ACTIONS sentences are just sounds made by their victims during
WKHLUÀQDOPRPHQWVOLNH“Please don’t eat me!” The
Multiattack. 7KHÁHVKFHQWLSHGHPDNHVRQHELWHDWWDFN
centipede mimics these sounds in a distorted voice,
and one claw attack.
terrifying the listeners. Each creature that can hear
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one the centipede within 15 feet of it must succeed on a DC
target. Hit: 40 (6d10 + 7) piercing damage. If the target 18 Wisdom saving throw or become frightened of the
is a creature, it is grappled (escape DC 17). Until centipede until the end of its next turn.

242
The Tundra together by ice and wearing a talisman of ultimate evil.
The lich is also wearing a worn dark robe, a rusty
metal crown, and a couple of rusty metal rings. If they
The tundra shares borders with the grassland, taiga, DSSURDFKWKHOLFKLWUHFRJQL]HVWKH)RXQGHUUHVWLQJ
and jungle. The transition between the biomes happens within the characters and welcomes the characters
abruptly, just like between the grassland and other with respect. The lich remembers neither the life before
biomes. There are wooden signs pointing deep into the this demiplane nor any name other than “the Lich”,
WXQGUDZLWK´7XQGUD)DFLOLW\µZULWWHQRQWKHP EXWVRPHKRZUHPHPEHUVWKH)RXQGHUDQGNQRZVKRZ
,WLVQHDUO\LPSRVVLEOHWRÀQGSURSHUIRRGE\IRUDJLQJ powerful he is. The lich attacks the characters if no
and hard to encounter animals to hunt. A character can other choice is left. The lich can’t leave the area 1 mile
forage enough berries to feed a person for a day with a within its throne but offers to give two of the following
successful DC 27 Wisdom (Survival) check and spending items of the characters’ choice: manual of bodily health,
1 hour. A character can hunt and gather enough meat manual of gainful exercise, manual of quickness of action,
to feed six people for a week with a successful DC 24 tome of clear thought, WRPHRIOHDGHUVKLSDQGLQÁXHQFH, and
Wisdom (Survival) check. If the characters cook meat, tome of understanding. The lich takes them out of a bag
the smell attracts 1d4 animals or other monsters of holding. Instead of choosing from the manuals and
that consume meat. These smells can be covered tomes, the characters can choose to take the talisman of
with a successful DC 15 Wisdom (Survival) check, or ultimate evil, which the lich is wearing.
DFKDUDFWHUSURÀFLHQWZLWKEUHZHU·VVXSSOLHVFRRN·V There are small spiked traps made of bronze with
utensils or herbalism kit automatically knows which angst crystals embedded inside. These traps are at
herbs can cover it. random places throughout the tundra. The DC is 20 to
There are deers, goats, mammoths, polar bears, spot the traps. The trap activates when a creature steps
saber-toothed tigers, and winter wolves living in on it, causing the angst crystal to come in contact with
the tundra, mostly traveling in packs. There are also blood and explode. When it explodes, each creature
griffons, invisible stalkers, skeletons, and onis within 10 feet of the trap must make a DC 18 Dexterity
wandering in the tundra, also wraiths during the night. VDYLQJWKURZWDNLQJ G ÀUHGDPDJHSOXV
The demiplane rangers (p. 277) also patrol the area, (4d8) piercing damage on a failed save, or half as much
mostly traveling alone. GDPDJHRQDVXFFHVVIXORQH$FUHDWXUHSURÀFLHQW
with tinker’s tools can deactivate the trap and take
This treeless land hosts thousands of small hills the angst crystal worth 30,000 CS with a successful
covered in a thin layer of snow and frigid soil between DC 22 Intelligence check; a failed attempt activates
WKHKLOOVFRYHUHGLQZLOGÁRZHUV,WLVFROGDQGZLQG\ the trap. A spell or other effect that can sense the
making it hard for creatures and plants to inhabit presence of magic, such as detect magic, reveals an
the area. The temperature changes between -40 to 60 aura of conjuration magic around the trap, reaching
)DKUHQKHLWDQGWKHUHLVDFRQWLQXRXVPRGHUDWHZLQGDW toward a direction; all auras reach toward the same
all times. GLUHFWLRQ,IWKHFKDUDFWHUVIROORZWKHDXUDWKH\ÀQGD
There are bands of horses wandering the warmer 6-foot tall bronze mechanism with pieces of angst glass
parts of the tundra. There are between 30 to 50 inside and an iron clockwork mechanism protruding
untamed riding horses in a band. A character can from the ground. The mechanism has angst spikes on
approach the band without scaring them with a it with small tubes in them. A spell or other effect that
successful DC 15 Wisdom (Animal Handling) check. The can sense the presence of magic, such as detect magic,
horses immediately run away if they feel threatened. reveals a strong aura of conjuration magic around the
After approaching the band, the character can mount a mechanism. A character can impale themselves with the
horse without scaring the horse with a successful DC 20 spikes, taking 3 (1d6) piercing damage. If the character
Wisdom (Animal Handling) check. After mounting the does so, the mechanism drains 1 hit point worth of
horse, the character must succeed on a DC 18 Dexterity blood from the character at the start of each of their
saving throw or fall from the horse and be knocked turns, reducing the character’s hit point maximum
prone. If the character succeeds its saving throw and by 1. If the mechanism drains a total of 20 hit points
hangs on to the horse, the horse is tamed and the worth of blood, its mechanical parts start to move and
character can ride it. the mechanism changes shape, transforming into a
mechanical gateway with a swirling orange portal in
If the characters approach the wandering skeletons,
the middle. The portal is big enough for the characters
the skeletons don’t attack the characters and try
to reach into with a single arm. There is a small metal
to escape from them. If the characters follow the
box inside the portal with a red button on it. After
VNHOHWRQVWKH\ÀQGDlich surrounded by 20 skeletons.
retrieving the box, the portal closes and the mechanism
7KHOLFKLVVLWWLQJRQDWKURQHPDGHRIERQHVÀ[HG

243
crumbles into metal and angst dust. Pressing the button biomes. There are wooden signs pointing deep into the
does nothing. This box is usable after defeating the WDLJDZLWK´7DLJD)DFLOLW\µZULWWHQRQWKHP
Prime Sorcerer of Sanguinology, helping the characters There are evergreen trees surrounding the small,
in their escape, see the Red Button under the The End barren mountains. The entire scenery is blanketed in
title. snow and in a soft silence. It is cold and calm, usually
If the characters follow the wooden signs, they snowing. The temperature changes between -70 and 30
come to a hill, near a set of boulders. There is a thin )DKUHQKHLWEXWWKHUHLVQRZLQGZKLFKPDNHVWKHFROG
layer of snow on the stones and one of the boulders is more bearable. There are black bears, deer, elk, and
cracked where cold fresh water seeps out. If a character winter wolves living in the tundra.
approaches the water close enough to drink from it or Apart from the animals, there are orcs traveling
succeeds on a DC 19 Wisdom (Perception) check, the around the tundra, usually in groups of 6 to 14. They are
FKDUDFWHUQRWLFHVDUHÁHFWLRQRIDPHWDOGRRURQWKH aggressive toward all living creatures. These orcs have
water but there are no doors nearby. If a character QRÁHVKDQGERQHVLQIURQWRIWKHLUKHDUWVZKLFKOHDYHV
SUHWHQGVWRRSHQDGRRUZKHUHWKHUHÁHFWLRQVXJJHVWV their chest open and their heart visible. This doesn’t
the door is, a metal door appears out of thin air where seem to bother them. When a weapon attack is made
WKHUHÁHFWLRQVXJJHVWV7KHGRRURSHQVXSWRWKH against such an orc and the d20 roll is 20, the attack
7XQGUD)DFLOLW\,WLVRQHODUJHSHUIHFWO\FOHDQVWRQH hits the open heart and the orc dies. If the characters
hall with nothing in it except for the cracks in the walls. follow the tracks orcs have left on the snow with a
7KHUHDUHVPDOODQJVWFU\VWDOVRQWKHÁRRUZRUWK VXFFHVVIXO'&:LVGRP 6XUYLYDO FKHFNWKH\ÀQG
CS in total. There is no light within the room and it is 2d6 + 6 orcs dancing, chanting, and hitting themselves
entirely in darkness. If they come near the angst crystal while circling an opening in the snow. The orcs are
at the center, the characters realize the transparent cutting themselves to bleed into a grail and pouring the
gelatinous cubes standing around the room with a mixed blood into the opening. The characters need to
successful DC 15 Wisdom (Perception) check; after that, get close to see what is inside the opening, which is a
they hear oozing sounds coming from the walls then, 6-foot-deep snow pit. There is a 1-foot-diameter angst
2 black puddings, 8 gray oozes, and 4 ochre jellies disk carved with spell runes lying at the bottom of the
emerge from the cracks, surrounding the characters. pit, framed with bronze. There are also several bronze
There are also 5 gelatinous cubes within the room and pipes going through the pit as an infrastructure; blood
they start to move towards the characters. At the center ÁRZVWKURXJKWKHSLSHVDQGWKH\VWUHWFKDOODFURVVWKH
of the hall, there is a large angst crystal. The crystal has taiga. The angst disk seems damaged but it conjures
AC 25, 40 hit points, and immunity to piercing, poison, an orc with its chest open when 14 hit points worth of
and psychic damage. It is the Ooze Crystal; note if the blood is poured on it. This place is sacred for the orcs,
FKDUDFWHUVGHVWUR\WKLVFU\VWDODVLWDIIHFWVWKHÀQDO and they become extremely aggressive if the characters
combat. approach here.
There is a wooden sign in the middle of the tundra In the snow-covered forest, there is a large hot spring
with “Please Do Not Startle The Ground” written on it. with small geysers around. The hot waters of the spring
If the characters intentionally disturb the ground, such are clean and steaming. The geysers are surrounded
as by digging into it, hitting it, or jumping on it, nothing by ice and snow. There is an adult black dragon living
happens for 6 hours. After 6 hours, if the characters near the spring and there are thousands of shimmering
are still in the tundra, a purple worm attacks the gemstones within the water, worth a total of 280,000
characters, jumping out of the ground and catching CS. Near the main pool of water, there are smaller pools
them by surprise. The purple worm doesn’t use its ÀOOHGZLWKVSULQJZDWHUEORRGDQGDQLPDOFRUSVHV
Swallow feature. If the characters crawl into its mouth The gemstones are the treasure of the dragon, which
DIWHUNLOOLQJLWWKH\ÀQGDVZLUOLQJEORRGSRUWDOLQLWV becomes aggressive if the characters touch them.
stomach, which leads to the Prime Laboratory. If they
pass through the portal, move on to the Prime Laboratory In the mountain skirts, there are simple stone caves
section. with entrances covered in snow. One of the caves is
larger than the others and covered entirely in ice which
PDNHVLWGLIÀFXOWWHUUDLQ,WVHQWUDQFHLVIHHWZLGH
The Taiga and 30 feet tall, a 100-foot-long corridor of ice as wide
and tall as the entrance opens up to an area 150 feet
wide, 150 feet long, and 120 feet tall. There are icicles
The taiga shares borders with the tundra, sea, and hanging 10 feet down from the ceiling. There is an adult
jungle. The transition between the biomes happens white dragon living in the cave. There are ice-covered
abruptly, just like between the grassland and other orcs, frozen in place holding gemstones. The gemstones

244
are worth a total of 210,000 CS. DIWHUNLOOLQJLWWKH\ÀQGDVZLUOLQJEORRGSRUWDOLQLWV
Between the springs and the mountains, wandering stomach, which leads to the Prime Laboratory. If they
around the taiga there is an adult green dragon. The pass through the portal, move on to the Prime Laboratory
dragon has no lair and it is angry about it, occasionally section.
attacking the ice cave and the hot spring, trying to take
over other dragons’ lairs.
If the characters follow the wooden signs, the signs
lead them to the top of the tallest mountain in the taiga.
The Prime Laboratory
Between the ice, there are narrow streams of water
ÁRZLQJDWWKHKLJKHUSDUWVRIWKHPRXQWDLQ$VWKH
characters approach the peak, the smell of sulfur and
blood starts to overwhelm them. At the peak, there is a
IRRWGHHSSLWZLWKDIRRWGLDPHWHUÀOOHGHQWLUHO\
with blood. There are animal, humanoid, and dragon
corpses in the pool of blood; the dead dragons are black, After the characters arrive at the Prime Laboratory
blue, green, and white. Submerged in blood, there through one of the blood portals, start playing “Arising
are collapsed stone walls, damaged metal cryogenic Angst” on the “Bloodpunk OST”, and read or paraphrase
FKDPEHUVDQGEUDVVSLSHVWKH7DLJD)DFLOLW\ZDVRQFH the text below to your players:
here. In the middle of the pool of blood, there is an
adult red dragon, sleeping while cuddling a large
angst crystal. The crystal is half submerged in blood,
boiling the blood around itself. If the characters enter The blood red retreats from your eyes and
the blood pool or cause harm to the dragon, the dragon you step onto a metal surface. There is a large
ZDNHVXS7KHGUDJRQGRHVQ·WDWWDFNDWÀUVWEXWZDLWV door made of varnished wood and frosted
for the characters to take an action. The dragon never glass, decorated with bronze tubes and plates
accepts giving away the crystal but it offers to break it as well as engravings burned into the wood.
if the characters kill all other dragons nesting within There is a chill in the air.
the taiga. If the characters kill the dragons and return
A cacophony of caws echoes around and a
to the red dragon, the red dragon smashes the crystal
flock of ravens pass by, holding embers with
between its claws and orders the characters to leave.
their talons. They drop the embers and where
The crystal has AC 25, 40 hit points, and immunity to
they hit the brass ground, a stone hearth
piercing, poison, and psychic damage. It is the Dragon
forms. Bricks and crimson-yellow art-deco
Crystal; note if the characters destroy this crystal, as it
wallpapers appear from out of sight and
DIIHFWVWKHÀQDOFRPEDW
lay themselves to become the walls around
There is a constant mist traveling within the taiga. you. Bright turquoise couches with sinuous
The areas within the mist are lightly obscured. If the outlines emerge from the brass ground,
characters travel into the mist and go to its center, peeling the brass to make its legs and frames.
WKH\ÀQGDremorhaz. The remorhaz doesn’t use its
The embers are rekindled with flames from
Swallow feature. If the characters crawl into its mouth
the hearth and the kind warmth fills the newly
DIWHUNLOOLQJLWWKH\ÀQGDVZLUOLQJEORRGSRUWDOLQLWV
formed room. The stress of the portal travel,
stomach, which leads to the Prime Laboratory. If they
the warmth after the cold, the unfathomable
pass through the portal, move on to the Prime Laboratory
magic coursing through and around, and the
section.
silence you are left with tires you out. You feel
like weeks have passed and fall to sleep on the
The Sea couches.

The sea borders the desert, taiga, and jungle. It gets


deep very fast and there is nothing in the sea except
for the kraken. If the characters swim deeper than 100 7KHFKDUDFWHUVÀQLVKDORQJUHVWEXWWKLVWLPHWKH\
feet, the kraken attacks. The kraken doesn’t swallow do not take damage from the blood degeneration, even
creatures even if it grapples them, which the characters WKRXJKLWVWLOOLQFUHDVHVE\7KH\KHDUWKH)RXQGHU·V
PLJKWÀQGZHLUGZLWKDVXFFHVVIXO'&,QWHOOLJHQFH voice whispering in their heads, “You may love me or you
(Nature) check. If the characters crawl into its mouth may hate me. You may approve of my methods or you may

245
abolish them. Whatever your ideas are, whichever god you Spearmaster. They strongly believe that they are on the
believe in, whoever you are, you do not deserve to be toys in good side and the characters are villains. They see the
the hands of these sorcerers. This is your only chance. Finish Prime Sorcerer of Sanguinology as their deity who gave
this once and for all.” them life and purpose.
Level Up. The characters level up (to the 11th level) The Assassin is hiding within the automaton in the
DQGWKH)RXQGHUVKDUHVKLVEORRG·VPDJLFDOSRWHQWLDO middle, waiting for a chance to attack. The characters
with the characters. Each character can now attune to realize that there is someone hiding in the automaton
one more magic item than they could normally attune with a successful DC 30 Wisdom (Perception) check. The
to. Warden is also hiding, he painted himself with metallic
EURQ]HSDLQWDQGFDPRXÁDJHGKLPVHOIDVDSDUWRIWKH
VPRRWKEURQ]HÁRRU7KHFKDUDFWHUVUHDOL]HWKHKLGLQJ
Once and For All Warden with a successful DC 35 Wisdom (Perception)
check.
If the characters try to open the door, the door The characters are in a cylindrical room. Its diameter
opens with a clangor. It is heavier than it seems and is 120 feet and its height is 60 feet. On the opposite side
requires bloodwork mechanisms to move. The door is of the room, there is a door similar to the one they came
invulnerable to damage. After the door opens, read or in through. After they enter, the door that they came
paraphrase the text below to your players: through closes. There is an inactive organic automaton
in the middle of the room with 0 hit points. When a
member of the Unfettered Mongoose dies, their blood
ÁRZVWRWKHPLGGOHRIWKHURRPEHFDXVHRIWKHVOLJKWWLOW
RIWKHÁRRU,IWKH\GLHDEORRGOHVVGHDWKWKLVGRHVQ·W
Before you stands a large, cylindrical
KDSSHQ)RUHDFKPHPEHU·VEORRGWKDWKDVÁRZHGLQWR
room made of brass and bronze. There are
the hole at the center, the organic automaton regains a
bloodwork mechanisms, pistons, chains,
and weights moving in all directions within
organıc automaton
the transparent crystal walls. Despite this,
the gears are so dense and crowded that the
outside of the wall is completely obscured.
Blood lubricates these mechanisms, flowing
around the angst coatings, fueling it.
At the center of the room, a gigantic
bloodwork automaton made of bronze,
adamantine, angst, iron, flesh, and bone
protrudes from the ground. The abominable
construct of a mixture of flesh and metal has
only its upper body, which protrudes from the
hole in the ground and is connected to it by a
series of pipes, tubes, gears, veins, and organs.
On the smooth solid bronze floor, two
women stand. A middle-aged half elf wearing
silk clothes proudly stands in front and a
young dwarf equipped with brass armor,
spear, and shield stands near her protectively.
The half elf speaks with a valorous voice, “We
are the Unfettered Mongoose, the saviors of the realm,
the unmatched adventuring party! You have caused many
troubles but it ends here. Your evil schemes can go on no
further.”

The members of the Adventuring Party (p. 234),


the Sorceress, the Assassin, the Spearmaster, and the
Warden are in the room. The woman who spoke was
the Sorceress and the one standing near her is the

246
number of hit points equal to a quarter of its hit point $IWHUDOOFRQÁLFWVZLWKLQWKHURRPDUHUHVROYHGWKH
maximum. If the organic automaton has more than 0 mechanisms within the walls stop moving with a hiss.
hit points after the combat between the characters and There is a minute of silence. During that one minute,
the Unfettered Mongoose ends, the organic automaton WKH)RXQGHURIIHUVDFKDQFHWRUHSOHQLVKWKHFKDUDFWHUV
becomes activated and attacks the characters. If a “Let me share a portion of my powers with you. You are going
member was poisoned by the blood corruptor (p. 154) to need it.” If they accept, the characters gain 2 blood
when they died a bloody death, their poisoned blood GHJHQHUDWLRQDQGJDLQWKHEHQHÀWVRIÀQLVKLQJDORQJ
damages the inactive automaton upon reaching the rest. The offer stands until they go through the door.
hole at the center, and the organic automaton never After a minute, the door leading to the Prime
becomes active regardless of its hit points. Sorcerer of Sanguinology suddenly opens. Read or
paraphrase the text below to your players:

Organic Automaton ACTIONS


Huge construct, unaligned Multiattack. The automaton makes two slam attacks.
Slam. Melee Weapon Attack: +13 to hit, reach 10 ft., one
Armor Class 20 (natural armor) target. Hit: 20 (2d10 + 9) bludgeoning damage.
Hit Points 98 (8d12 + 40) Arrow Volley. Ranged Weapon Attack: +14 to hit, range
IWIRXUWDUJHWVHit: 16 (2d6 + 9) piercing
Speed 0 ft.
damage.
Disintegration Ray (Recharge 5-6). A ray of green light
STR DEX CON INT WIS CHA forming a line 100 feet long and 5 feet wide blasts
out from the automaton’s angst core in a direction it
29(+9) 10(+0) 20(+5) 1 (-5) 1 (-5) 1 (-5) chooses. Each creature within the line must make a DC
20 Dexterity saving throw. A creature takes 35 (10d6)
force damage on a failed save, or half as much damage
Saving Throws Strength +13, Constitution +9
on a successful one. The ray automatically disintegrates
Skills Perception +3 a Large or smaller nonmagical object or a creation of
Damage Immunities necrotic, poison, psychic; magical force. If the target is a Huge or larger object or
bludgeoning, piercing, and slashing damage from creation of force, this ray disintegrates a 10-foot-cube
nonmagical attacks that aren’t adamantine portion of it. A magic item is unaffected by this ray.
Condition Immunities blinded, charmed, deafened,
H[KDXVWLRQIULJKWHQHGSDUDO\]HGSHWULÀHG LEGENDARY ACTIONS
unconscious
The automaton can take 3 legendary actions, choosing
Senses passive Perception 13 from the options below. Only one legendary action
Languages - option can be used at a time and only at the end of
Challenge  ;3 another creature’s turn. The automaton regains spent
legendary actions at the start of her turn.
Detect. The automaton makes a Wisdom (Perception)
Decelerator. The automaton has a bonus to AC against
check with advantage.
creatures that are at a distance. The automaton has a +1
bonus to AC against a creature for every 5 feet between Boiling Blood. The automaton releases boiling blood
the creature and the automaton, up to 30. to an area within 10 feet of it. A creature within the
area must succeed on a DC 20 Dexterity saving throw
Immutable Form. The automaton is immune to any spell
RUWDNH G ÀUHGDPDJHSOXV G EORRGGDPDJH
or effect that would alter its form.
The blood vaporizes and disappears right after being
Magic Resistance. The automaton has advantage on released and dealing damage.
saving throws against spells and other magical effects.
Vacuum (Costs 3 Actions). Each creature within
Magic Weapons. The automaton’s weapon attacks are 60 feet of the automaton must succeed on a DC 20
magical. Strength saving throw or be pulled 15 feet towards the
automaton.

247
The door opens up to a mountain with an
extreme slope. There is an ocean at the base An unpleasant odor greets you, the smell
of the mountain, and it reaches out toward of blood mixed with other bodily fluids.
the horizon. There are walls of purple light Throughout your journey, you have grown
deep beneath the ocean, reaching the surface accustomed to such smells if you hadn’t
shaped in cracks, as if the ocean is made of already. In such a short time, you have
ceramic and someone has dropped it. encountered so many varieties of this smell.
There are three gigantic pits within The sounds follow next. The waves, birds,
the ocean, each surrounded by gigantic and the gentle wind become muffled by splish-
boulders. The saltwater pours into these splashes and snores—many overlapping snores.
pits, disappearing from sight, and forming They are accompanied by growls, whistles,
waterfalls. and purrs. As much as this diversity of sound
It is morning, and the smell of the sea makes it hard to discern the sources, it hints at
carried up by gentle winds mixed with the numerous creatures in a variety of sizes.
distant sounds of the waves crashing to the Eventually, your eyes sate the curiosity
beach, resuscitates your senses and morale. and recognize the final destination of your
journey, where you behold the Prime Sorcerer
of Sanguinology, the Many-Eyed Beast, the
Sanguinologist. As the thousands of beasts
and monsters sitting on the bloody platform
A successful DC 21 Intelligence (Arcana) check reveals open their eyes and focus their gaze upon
that the purple lights coming from the seabed are you, they move and prepare themselves at the
leylines. same time, as if they share a soul and a mind.
The door stays open as long as the characters wait The Founder immediately realizes the potent
within the room. They can spend as much time as they blood possessing all of these creatures at the
want here and nothing happens to them. After they go same time, and so do you; a menagerie of pets
through the door, read or paraphrase the text below to molded into a single person.
your players:

You can use the Prime Sorcerer’s Lair battle map to


show your players the layout of the stone platform.
As you step outside the door, you realize that The rectangular platform is 60 feet on both sides.
you are almost at the peak of the mountain, The stone platform is smeared in blood, sweat, fur, and
and there is a stone path leading you to it. You excrement. On the platform, there are beasts, dragons,
can see the corners of a platform at the peak, giants, humanoids, and monstrosities of all kinds. These
made of large stone slabs, held in place by creatures have no souls, minds, or free will. They are
wide stone columns. all possessed by the Prime Sorcerer of Sanguinology.
There are only grass and small bushes on You can add any creature to the platform as long as
the rocky mountain, and seagulls circling its the creature has a challenge rating of 5 or lower. The
pebble beaches. following are some examples of the creatures that are
on the platform: bulette, gold dragon wyrmling, red
dragon wyrmling, triceratops, hill giant, gorgon,
werebear, troll, giant crocodile, and gladiator. These
There is nothing considerable on the mountain or creatures’ Intelligence scores are 22, Wisdom scores are
around it, except the stone platform. The door stands at 24, and Charisma scores are 27.
3,000 feet above and the platform stands 300 feet above
the door. The stone path leads to the platform.
After the characters go up to the platform, read or
paraphrase the text below to your players:

248
249
Suddenly, a deafening scream escapes
your throat, without your consent. The feral
screech shakes the monsters and forces them
Donate Blood onto their knees. They start vomiting blood
uncontrollably. From the blood, a humanoid
During this final combat, the characters can use figure emerges. It’s made of blood and its
this new feature to heal their allies by gaining physical features are vague: its muscles are
further blood degeneration. The characters gain not in places where they should be in any
the following options: humanoid anatomy, its facial features are
• As an action, a character touches a creature distorted, and pinpointing its race or gender
and a stream of blood surges to the target is impossible. The abomination takes shape
from the character. The target regains 8d8 as it decides what to become, and molds itself
+ 20 hit points and the character gains 1 into a genderless human and as the blood
blood degeneration. retreats from its body, a simple brown robe
• As a bonus action, a character touches a materializes on it.
creature and a small amount of blood is The human turns to you and locks their
transferred to the target from the character. purple eyes on you. They raise their hand and
The target regains 8d4 + 10 hit points and pull out the Founder from a distance in the
the character gains 1 blood degeneration. form of a blob of blood so gently that you feel
• When a character causes a creature to regain nothing but only a mild warmth escaping your
hit points, the character can choose to body. The whispers of the Founder go silent,
increase the healing, causing the target to but you are still connected and his power still
regain additional 6d6 + 6 hit points. If the reaches you.
character chooses to do so, the character The Founder’s naked body emerges from
gains 1 blood degeneration. Even if the the stone ground before the purple-eyed
effect enables the character to heal more human, who is infused by your blood. The
than one creature, the character can use Founder opens his eyes but stays motionless
this feature on only one creature at a time. on the ground.
The human opens their mouth and vibrates
their throat unnaturally. They talk without
moving their lips or tongue, with a mouth
wide open, “The elders shall redress the situation. You
First Phase lack the perspective to appreciate the ideas we utter. Kindly,
,QWKHÀUVWSKDVHRIWKHÀQDOFRPEDWWKHFUHDWXUHV fuck off or die.”
RQWKHSODWIRUPDWWDFNWKHFKDUDFWHUV7KH)RXQGHU Your first conclusion is that you are
whispers, “I shall banish the intruder’s blood from the standing before a Prime Sorcerer.
ÁHVKLWSRVVHVVHV(QGXUHµ At the start of the combat, 3
creatures join the initiative order. At the start of each
of the following rounds, one additional creature joins Second Phase
the initiative order. These creatures’ CR are 3, 4, or 5.
You can use creatures with lower CR; in that case, two The creatures meld into a single body made of blood
creatures with lower CR join the combat in the place of and from it, a blood dragon (p. 270) appears. The Prime
RIKLJKHU&5$IWHUWKHHQGRIWKHWKURXQGWKHÀUVW Sorcerer creates a magic barrier around themselves and
phase ends; read or paraphrase the text below to your WKH)RXQGHU·VZHDNHQHGERG\DQGVWDUWVWRWDONWRWKH
players: )RXQGHU7KHGUDJRQSURWHFWVWKDWEDUULHUDQGLWGRHVQ·W
attack unless the characters take hostile actions or
tamper with the barrier.
If the characters wait for 5 minutes, move on to the
Although the platform that you are standing Give Up ending under The End. To achieve this ending,
on is finite, the creatures clawing and gnawing the players must wait 5 minutes in real life. As the GM,
your flesh seems endless. Regardless of your say and do nothing while they continue to wait.
proficiency and efficiency, the victory you are If the characters freed the blood angel Thanetiel in
so desperate to achieve escapes your grasp with the second blood vision, the blood dragon explodes,
every creature you reap. scattering blood all over, and Thanetiel steps outside

250
from its ruptured body. Read or paraphrase the text As the duplicate of the Prime Sorcerer readies itself
below to your players: to protect the barrier and the crystals start to glow with
magical power, read or paraphrase the text below to
your players:

A hand emerges from the dragon’s body and


reaches for its head. It grabs the dragon’s head
and pulls it backward, sinking itself into the The Prime Sorcerer’s duplicate emerges from
dragon’s body. The dragon struggles in terror their body and steps outside the barrier; it
while its own head is buried within its body. appears that peace is not an option. As the
Suddenly, the struggle stops, and the dragon duplicate approaches you, the Prime Sorcerer
bursts into countless droplets of blood. From raises their hands.
this ruptured body, Thanetiel steps out. The Suddenly, the weather begins to change:
blood angel greets the characters with a nod storm clouds appear out of nowhere and a
and flies off, disappearing from sight. chilling cold descends upon you. All you
can hear is thunder, preceded by lightning.
Meanwhile, the sea calms down and the waves
slowly disappear. The purple lights of the sea
The blood dragon dies and the characters enter the start to shift and they form interconnected
ÀQDOSKDVHRIWKHHQFRXQWHU circles and runes on the surface of the sea
If the characters tamper with the barrier or take surrounding you. The impossible and godly-
hostile actions, the blood dragon attacks the characters. complex arcane geometry shines brightly on
$IWHULWLVGHIHDWHGWKHFKDUDFWHUVHQWHUWKHÀQDOSKDVH the salt water, hinting at an impossible spell. A
of the encounter. transparent beam of pure energy, so dense that
it could be seen from the ripples it creates in
the air, pierces the Founder’s motionless body,
Final Phase channeling the spell into him.

)URPWKH3ULPH6RUFHUHU·VERG\WKHLUGXSOLFDWH
emerges and walks away from the original, stepping
outside the magic barrier. At the same time, four angst The Sanguinologist’s duplicate attacks the
crystals appear out of nowhere: a single crystal in each characters.
corner of the platform. The crystals are invulnerable
and their powers are as follows:
The Undead Crystal. While this crystal is active, the
Sanguinologist’s duplicate has immunity to necrotic Sanguinologist's Duplicate
damage and doesn’t need to breathe. If the characters Medium aberration, chaotic neutral
have destroyed this crystal in the desert, the crystal
doesn’t appear.
Armor Class 15
The Flesh Crystal. While this crystal is active, the Hit Points 294 (28d8 + 168)
Sanguinologist’s duplicate regains 10 hit points at the
Speed IWÁ\IW
end of each of its turns if the duplicate has more than 0
hit points. If the characters have destroyed this crystal
in the grassland, the crystal doesn’t appear. STR DEX CON INT WIS CHA
The Ooze Crystal. While this crystal is active, the
20(+5) 20(+5) 23(+6) 22(+6) 24(+7) 27(+8)
Sanguinologist’s duplicate has blindsight up to 60 feet
and any critical hit against the duplicate becomes a
normal hit. If the characters have destroyed this crystal Saving Throws Constitution +12, Intelligence +12,
in the tundra, the crystal doesn’t appear. Wisdom +13, Charisma +14
Skills Animal Handling +13, Athletics +11, Arcana +12,
The Dragon Crystal. While this crystal is active, the
Deception +14, History +12, Insight +13, Intimidation
Sanguinologist’s duplicate can cast any spell from all +14, Investigation +12, Medicine +13, Nature +12,
spell lists instead of just the sorcerer spell list. If the Perception +13, Performance +14, Persuasion +14,
characters have destroyed this crystal in the taiga, the Religion +12, Survival +13
crystal doesn’t appear.

251
Damage Resistances cold, thunder, psychic $IWHUWKHÀJKWLVFRQFOXGHGZKHWKHUWKHFKDUDFWHUVZLQ
Damage Immunities bludgeoning, piercing, and RUGLHSURFHHGWRWKHÀQDOHSLVRGHRIWKLVDGYHQWXUH
slashing from nonmagical attacks The End.
Condition Immunities blinded, charmed, deafened,
IULJKWHQHGSDUDO\]HGSHWULÀHG
Senses truesight 120 ft., passive Perception 23
Languages All
The End
Challenge  ;3

Legendary Resistance (3/day). If the duplicate fails a


saving throw, it can choose to succeed instead.
Magical Creation. The duplicate’s attacks are magical.
The outcomes of the combat heavily changes the ending
Although the duplicate is a magical being, it can exist
within areas of antimagic.
of the adventure.
Partial Prime Ward. When the duplicate is subjected to
a spell or a similar magical effect, it rolls a d100; on a Give Up
result of 30 or lower, the duplicate is unaffected by it.
Spellcasting. The duplicate is a 20th-level spellcaster.
Its spellcasting ability is Charisma (spell save DC 22, If the characters don’t take hostile actions against the
+14 to hit with spell attacks). The duplicate can cast all blood dragon or try to pass the barrier placed by the
spells from the sorcerer spell list. The following spells Sanguinologist, they give up their mission and the
are the duplicate’s usual preferences: 3ULPH6RUFHUHUVXFFHHGVLQUHYLYLQJWKH)RXQGHU5HDG
1st level (4 slots): ameliorate*, false life, mage armor, or paraphrase the text below to your players:
magic missile, shield, silent image
2nd level (3 slots): crimson blur*, enhance ability, enlarge/
reduce, hold person, misty step The purple-eyed figure diverts their attention
3rd level (3 slots): blink, blood choke*, counterspell, dispel back to you. In a curiosity-filled voice, they
magic, lightning bolt say, “After all that you’ve endured, this is the point you
4th level (3 slots): dominate beast, false might*, choose to abandon hope? Interesting. Very well, be on your
SRO\PRUSKZDOORIÀUH way. I have taken what I desired.” They wave a hand
5th level (3 slots): blood burst*, cloudkill, dominate person, toward you and a swirling mirror appears
hold monster before you. Will you take the portal and
6th level (3 slots): chain lightning, disintegrate, globe of abandon your quest, or fight a hopeless battle?
invulnerability, sanguine dreams*
7th level (3 slots): ÀUHVWRUPSULVPDWLFVSUD\VRXOLPSDFW
8th level (2 slots): dominate monster, mend magic*, power
word stun
,IWKHFKDUDFWHUVWDNHWKHSRUWDOWKH\ÀQGWKHPVHOYHV
9th level (2 slots): time stop inside a zeppelin that is ready to sail out of Tolia within
Supreme Casting. The duplicate can maintain a minute, towards the sunset.
concentration on two spells at the same time.
,QWKLVFDVHWKH3ULPH6RUFHUHUWDNHVWKH)RXQGHU·V
Will of the Arcane. The duplicate can choose to cast a
blood without killing the characters, but somehow, the
spell by expending a spell slot from two levels higher
than the normal. If it does so, the spell works normally blood degeneration still ails them. The characters can’t
in areas of antimagic. be cured and they die because of the blood degeneration
after a time. However, experiencing the blood visions
let them unlock the vampiric potential within them,
ACTIONS and they reawaken as vampires after their death.
Multiattack. The duplicate makes four attacks.
Blood Missile. Ranged Spell Attack: +14 to hit, range
IWRQHWDUJHWHit: 22 (4d10) blood damage. If Defeat
the target is immune to necrotic and poison damage,
this attack deals bludgeoning damage instead.
Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5
The characters are defeated by the Sanguinologist’s
ft., one target. Hit: 6 bludgeoning damage plus 5 (1d10) duplicate. Read or paraphrase the text below to your
force damage plus 11 (2d10) blood damage. players:

252
As you fall to your knees, the magnificent spell As you strike the last blow, the Prime
takes effect and the surges of magic cease. You Sorcerer’s duplicate shatters and explodes
draw a breath and it brings you comfort, like with great arcane energies. The magic force
you’ve been drowning for decades, a burden created by the explosion ripples in the air
is lifted from your souls. You lift your heads and disrupts the Prime Sorcerer’s spell. For
and behold the father of all vampires, the maw a single moment, the Prime Sorcerer can’t
of night, the righteous ruler of blood, the contain the spell, which is enough to break
Founder. You realize that the visions were a their concentration. Pure arcane energies
mere fraction of the truth. His glorious shape tear the shapes they are given by the Prime
brings tears to your eyes or the fear he inflicts Sorcerer and lead to a greater explosion. The
makes you cry with frightening joy. The sight demiplane is shaken, the reality is broken,
of such a marvelous and horrid creature makes and the Prime Sorcerer is lost within the
you think of all the great things he will achieve explosion. There are only moments for you
or the unimaginable horrors it will inflict. to claim the body of the Founder as the sky is
Now you understand why some people want falling down on you…
to be vampires and how some are maddened
at the simple sight of the Founder, but both Detective’s Final Joke
desire to be a humble servant under the
If the characters have treated the Detective badly
undead divine…
throughout the adventure and if the Detective is
These thoughts and amazement turn into present, he acts before the characters. Read or
horror and despair as an enormous arcane paraphrase the text below to your players:
hand takes you away in the blink of an eye.
You are to complete your mortal lives in the
dungeons of the Prime Sorcerer, being the
subjects of their experiments to create the
perfect adventurer. After all…you were able to
Before you understand what is happening, the
reach the end.
Detective moves closer to the Founder’s body,
shatters a hand-size angst crystal with runic
engravings on the ground, and disappears with
Although the characters couldn’t defeat the Prime
the body. Only an echo remains after them,
Sorcerer’s duplicate, they succeeded in catching a slight
“See you in hell…”
admiration from the Prime Sorcerer by defeating all of
its experiments. Thanks to their unlucky success, the
The Detective changes planes along with the
characters become the experimental subjects of the
)RXQGHU·VERG\ZKLFKVSHHGVXSWKHGHPLSODQH·V
Prime Sorcerer of Sanguinology in creating the perfect
shattering. The characters die in the ruins of the
adventurer.
demiplane. The Detective takes the body to the Grand
7KH)RXQGHUUHDZDNHQVXQGHUWKHFRQWURORIWKH Advisor. In return, he is transformed into a noble
Prime Sorcerer and is ready to take back his rightful vampire by the Crimson King for his services, and takes
throne to pursue the goals of divinity. The Prime his place in Kanrath’s nobility.
Sorcerer will be waiting to claim the divinity within his
blood, waiting very patiently.
Path of Blood
Victory 7KH)RXQGHUKDVVXJJHVWHGFRQVXPLQJRWKHUV·ERGLHV
especially the bodies of powerful individuals, a couple
RIWLPHVWKURXJKRXWWKHDGYHQWXUH1RZWKH)RXQGHU·V
The characters defeat the Sanguinologist’s Duplicate. body is lying before the characters. If the characters
Read or paraphrase the text below to your players: decide to consume the body, read or paraphrase the
text below to your players:

253
The characters, together with the Detective, can
choose to become noble vampires. If they do so, they
As the mountains shatter, the sky falls, and become the greatest and the most popular guests of
the sea boils, you set free the beast within you vampire gatherings, living a comfortable life.
and consume the Founder’s body. With each
piece consumed, you start to feel the power, If they do not accept the gift, they are still rewarded
the might the Founder has been telling you with a house in noble districts, and enough coin to live
of, all along. Dark veins cover your body, you WKUHHOLYHV7KH&ULPVRQ.LQJSXWVWKH)RXQGHU·VERG\
grow fangs, your hands become claws, bat- into the crypt and seals the crypt again, this time with
like wings rupture your skin and protrude out greater protections.
of your back; with each bite you die and are Luckily, whether the characters accepted the gift or
reborn simultaneously. When you consume QRWWKH*UDQG$GYLVRUÀQGVDQDOFKHPLFDOZD\WRFXUH
the last piece, nothing remains of the Founder the characters’ blood degeneration, letting them live
or your former selves; all that remains are the IUHHRIWKHEXUGHQVRIWKH)RXQGHU·VEORRG
monsters you’ve become. If the characters decide to stick to the mission but
also gave their blood to the Dean of the Royal Academy
of Sanguine, read or paraphrase the text below to your
players:
The characters are transformed into powerful, unique
vampires, which cures their blood degeneration. As
WKHGHPLSODQHVKDWWHUVWKH\ÀQGDZD\RXWIURPWKH
magical cracks on the demiplane’s borders. The crack
As the demiplane shatters, you find a brief
leads them to Tolia’s wilderness. Luckily it is night, and
moment to rush your way out of a magical slit.
WKH\KDYHWLPHWRÀQGVKHOWHU
As you are drifting between planes, a force
The Crimson King is ready to accept the characters pulls you out from the flow. You find yourself
to the nobility of Kanrath, heeding the advice given in a large room surrounded by heavy red
to him by the Grand Advisor. But, since the characters drapes. On the dark wooden floor, the Dean
VKDUHWKHDPELWLRXVEORRGRIWKH)RXQGHUWKH\PLJKW and the Fourth Child stand before you.
want greater power, might, or positions in the future.
Already aware of this ambition, the Sixth Child may
also contact the characters to destroy Kanrath and its
wicked system. 7KH'HDQDQGWKH)RXUWK&KLOGZDQWWRUHVXUUHFWWKH
)RXQGHU7KH'HDQZDWFKHGWKHFKDUDFWHUVWKURXJK
PDJLFVHQVRUVDQGGLUHFWHGWKHLUWUDYHOWRKLVRIÀFH
Loyal to the Quest ZKHQKHUHDOL]HGWKDWWKHFKDUDFWHUVKDGWKH)RXQGHU·V
ERG\7KH)RXUWK&KLOGOHIWWKH5R\DO&DVWOHDVVKHQR
If the characters decide to stick to the mission by longer cared for the rules of the Crimson King, believing
UHWXUQLQJWKH)RXQGHU·VERG\WR.DQUDWKUHDGRU WKDWWKH)RXQGHUZLOOVRRQEHUHVXUUHFWHGDQGUHFODLP
paraphrase the text below to your players: the throne.
The Dean offers to cure the characters and cleanse
WKHLUEORRGGHJHQHUDWLRQEXWKHQHHGVWKH)RXQGHU·V
ERG\WRGRVR7KH)RXUWK&KLOGRIIHUVWRWUDQVIRUP
As the demiplane shatters, you find a brief
them into vampires and accept them into nobility,
moment to rush your way out of a magic slit.
granting them a high status even among the noble
When you open your eyes again, a familiar
houses. In return, they want the characters to
sight welcomes you. The Royal Castle of
VXUUHQGHUWKH)RXQGHU·VERG\WRWKHP
Kanrath stands tall with all its might and the
Grand Advisor, next to the castle’s doors, If the characters refuse to surrender the body, the
looks surprised to see you. You are once )RXUWK&KLOG S WULHVWRWDNHLWE\IRUFH
again welcomed inside the Royal Castle as
beloved guests when the Grand Advisor
sees the Founder’s body. She asks you to tell Loyalty to the Founder
every detail about your mission and you are
,IWKHFKDUDFWHUVKHVLWDWHWRDFWWKH)RXQGHUGHFLGHVWR
then rewarded with the greatest gift possible:
take the reins into his hands. Read or paraphrase the
vampirism and nobility.
text below to your players:

254
Reshaped on the Anvil of the
You hear the Founder’s voice in your head,
Iron God
“We have come so far. You carried my blood until the end. I ,IWKHFKDUDFWHUVWDNHWKH)RXQGHU·VERG\DQGOHDYH
am convinced that you are worthy to carry my legacy. Drain WKHGHPLSODQHWKH\ÀQGWKHPVHOYHVLQWKH*DUURWH
your blood into my body. Let me be reborn. Then I can make Mountains. If they want to take the body to Iron Zealots
you my children. Together, we can take Kanrath back, and in the Garrote Mountains, read or paraphrase the text
you can stand next to me as the new royalty. below to your players:

,IWKHFKDUDFWHUVDFFHSWWKH)RXQGHU·VRIIHUWKH You enter the caves of the Iron Zealots again,


)RXQGHULVUHERUQ5HDGRUSDUDSKUDVHWKHWH[WEHORZWR this time with the body of the Founder. They
your players: salute you with respect and let you move
further into their caves, into their sacred
anvil.
As the last sparks of life are leaving your body, The tunnels lead you to a pool of molten
you lift your heads and behold the father of lava. “Iron must melt to become a sword,” their priest
all vampires, the maw of night, the righteous says. You step into the molten lava, and they
ruler of blood, the Founder. You realize bring the body of the Founder into it after
that the visions were just a mere fraction of you. The lava melts your body and purges
the truth. His glorious shape brings tears to blood degeneration. With each step you take
your eyes or the fear he inflicts makes you into the pool you are reshaped, like a sword
cry with frightening joy. The sight of such shaped with each strike of a hammer.
a marvelous and horrid creature makes you
When you leave the pool, you are reshaped,
think of all the great things he will achieve or
free of your burdens. You are reborn.
the unimaginable horrors it will inflict. Now,
you understand why some people want to be
vampires and some are maddened at a simple
sight of the Founder, but both desire to be a
humble servant under the undead divine… 7KHFKDUDFWHUVDUHIUHHRIWKH)RXQGHU·VEORRGDQG
the blood degeneration. Their shapes can change if they
want, and the characters feel the faith of the Iron God
7KH)RXQGHUWUDQVIRUPVWKHFKDUDFWHUVLQWRUR\DO within their hearts. They are free to go, but they are
YDPSLUHV7RJHWKHUZLWKWKH)RXQGHUWKHFKDUDFWHUV also aware that the Iron God is watching them and they
start to gather their armies to retake Kanrath. will return to the anvil of the Iron God when they die.

Right Thing to Do (?) We Came From the Earth, To the


Earth We Must Return
,IWKHFKDUDFWHUVFKRRVHWROHDYHWKH)RXQGHU·VERG\
in the demiplane, the body is lost along with the ,IWKHFKDUDFWHUVWDNHWKH)RXQGHU·VERG\DQGOHDYH
demiplane. In this case, the characters can’t be cured WKHGHPLSODQHWKH\ÀQGWKHPVHOYHVLQWKH*DUURWH
and they die because of the blood degeneration after a 0RXQWDLQV,IWKHFKDUDFWHUVWDNHWKH)RXQGHU·VERG\WR
time. However, experiencing the blood visions let them Vashra (p. 146), the elder of the Green Scar Tribe, living
unlock the vampiric potentials within them, and they in the Garrote Mountains, read or paraphrase the text
reawaken as vampires after their death. Upon their below to your players:
unholy rebirth, the Sixth Child contacts them, inviting
WKHPWRÀJKWDJDLQVW.DQUDWK·VUR\DOW\DQGQRELOLW\,I
they accept the Sixth Child’s offer, they start to hunt
noble vampires within Kanrath. After a time, their The druids of the tribe place you in the
legends grow as the hunters in the dark that even the middle of a magic circle created by herbs and
vampires fear. bones. Outside of the circle, Vashra burns the
Founder’s body and blows the ash towards you
while playing a leather drum and singing a
primal song. Other druids dance around the

255
magic circle.
Each moment you feel lighter, as if physical
burdens are lifted from your shoulders. Rest
embraces you slowly, and with each hit of the
drum and each word Vashra speaks, you travel At first, the eerie silence disturbed you, but
deeper into the realms of dreams and sleep. then, as you realize the growing whirring
The soil embraces you like a blanket and you sounds coming from the gigantic automaton,
feel at home. you wish that the silence lasted. The various
mechanical sounds coming from different
In the end, there is nothing but eternal directions become louder and louder, and
dreams. The Founder’s body is burnt and you echo throughout the massive silo, finally
are buried deep underground, never to see reaching their peak with the clanking sound as
the sun again. At least you’ve found peace in the automaton straightens up and its engines
dreams. glow with fervor.

The bloodwork automaton angel offers them a


Vashra puts the wellbeing of nature and balance choice: Surrender or die. If the characters choose
before everything else. According to her, nature can be not to surrender, the angel attacks. If the characters
protected and balance can be ensured if both the body surrender, a CBI sorcerer teleports into the silo and
and the characters are eliminated, and she does so. takes the characters back to Cyherested. The characters
However, knowing that the characters are not guilty, now serve the Prime Sorcerer of Crimson Technicians.
at least in this manner, she lets them have a peaceful The Prime Sorcerer cures their blood degeneration by
eternal sleep. replacing their vital body parts with mechanical angst
implants. They are neither human nor machine.

Big Red Button Trusting Icaram


If the characters press the red button they retrieved
from the portal in the tundra, a brass portal framed ,IWKHFKDUDFWHUVWDNHWKH)RXQGHU·VERG\ZLWK
with moving mechanical parts fueled by tubes of blood the intention of bringing it to Icaram (p. 184), the
appear before the characters. The opening of the bloodwork automaton Sun Priest in Cyherested, they
portal quickens the collapse of the demiplane, and the see bright sunlight upon leaving the demiplane with
characters can either step into the portal or die under one of the slits. Read or paraphrase the text below to
the falling skies. If the characters step into the portal, your players:
WKH\DUHWHOHSRUWHGLQWRDPHWDOVLORDQGWKH)RXQGHU·V
body disappears. The button was a trap placed by the
Prime Sorcerer of Crimson Technicians and the sorcerer
KDVFODLPHGWKH)RXQGHU·VERG\ Icaram greets you with a smile and says, “This
day, we all are going to witness the Sun’s might and the true
The silo is a cylinder that is 120 feet wide, and meaning of justice. Welcome, my friends. Let me purify your
360 feet tall. It is buried deep beneath the Garrote bodies.”
Mountains and there are no exits or entrances; it is
designed in such a way that only access to the silo
would be teleportation. There are 10-foot-wide ring-
shaped platforms at each 30 feet above the ground. The The characters are on a roof, under direct sunlight.
metal platforms are connected with ladders. The silo is Icaram let the characters sit on golden thrones
illuminated by numerous inbuilt angst lamps; the entire decorated with the Sun God’s symbols. There are
silo is under orange dim light. At the center of the silo, cables connecting the thrones to inactive bloodwork
on the ground, there is a bloodwork automaton angel automatons waiting behind each throne, and Icaram
(p. 268). Read or paraphrase the text below to your sticks these cables to the characters’ bodies. Then,
players: Icaram pulls a holy book under the robe and starts
reading prayers to the Sun God.

256
THE SPELLS
The cables take the characters’ blood out of their
ERGLHVVORZO\OHDYLQJWKH)RXQGHU·VEORRG·VUHPQDQWV
in the original bodies and carrying the characters’
own blood into inactive automatons. When Icaram’s
KRXUULWXDOHQGVVXQOLJKWEXUQVWKH)RXQGHU·V
body and the characters’ bodies, since they are
WDLQWHGZLWKWKH)RXQGHU·VEORRGDQGWKHFKDUDFWHUV
open their eyes in their new bodies as bloodwork
automatons.
Icaram smiles, “Welcome, my brothers and sisters. This
LVWKHÀUVWGD\RI\RXUQHZOLYHV«µ Absorb Material
4th-level transmutation (ritual)
A Sun Shining in the Mountains
,IWKHFKDUDFWHUVWDNHWKH)RXQGHU·VERG\ZLWKWKH Casting Time: 1 action
intention of bringing it to Max (p.154), the famous Range: Touch
bloodwork automaton healer in the H5. Criminal
Components: V, S
Base Station, they see bright sunlight upon leaving
the demiplane through one of the slits. Read or Duration: 10 days
paraphrase the text below to your players: You touch an unattended object and absorb it into
your body. You can carry up to 5 items in your
body in this way. Each item you absorb into your
ERG\PXVWEHDWOHDVWRQHVL]HVPDOOHUWKDQ\RX)RU
Max welcomes you with a smile and says, “I example, if you are Medium, you can absorb Small or
asked the Blazing Sun and received an answer. We are about smaller objects. As a bonus action, you can transmute
to perform a miracle.” the item you absorbed back to your hand, or vice
versa. Absorbed items do not count as equipped.
When the spell ends, any absorbed item falls on the
ground. This is a painful experience, and you take
2d6 necrotic damage that cannot be lowered by any
The characters are in one of the caves in the Under means.
Garrote. There is an altar dedicated to the Sun
*RGZLWKOLWFDQGOHVDURXQGDQGÁDPPDEOHRLOV The absorbed items count against your carrying
LQÁDVNVDOODURXQG0D[H[SODLQVWKDWWKH\ZLOO capacity. Also, if you are immune to divination spells
conduct a ritual during which Max is going to use or other magical effects that can track you, the
WKH)RXQGHU·VERG\DVWKHULWXDO·VPDLQFRPSRQHQW absorbed items are immune to them as well.
ZKLOHVLSKRQLQJWKH)RXQGHU·VEORRGRXWRIWKH
characters’ bodies. Max cuts small wounds on the
FKDUDFWHUV·ERGLHVVRWKDWWKHEORRGFDQÁRZRXW
Ameliorate
and covers the characters’ bleeding wounds with 1st-level abjuration
blessed bandages slowly and patiently while the
ÁRZLQJEORRGLVJDWKHUHGZLWKLQWKHWXEHVSODFHG
Casting Time: 1 action
in Max’s body. At the end of the 6-hour ritual, Max
EDWKHVLQWKHÁDPPDEOHRLOVDQGVHWVWKHPVHOIRQÀUH Range: Touch
DORQJZLWKWKH)RXQGHU·VERG\$VXGGHQH[SORVLRQ Components: V, S
of radiant light blinds the characters and knocks
Duration: Instantaneous
them unconscious. After the explosion, Max and the
)RXQGHU·VERG\DUHJRQHORVWLQP\VWHU\:KHQWKH You touch a creature and cleanse its blood of certain
characters wake up, they hear a godly voice in their diseases. You can end either bowel fever, or the
heads resembling Max’s voice, calling them to the hemophiliac condition if the creature is affected by at
worship of the Sun God. The characters have received least one of them.
a calling to be a cleric or a paladin of the Sun God,
and the blood degeneration they have been suffering
is cured.

257
Angstblast died 1 day ago at the most, which the spell consumes)
1st-level conjuration Duration: Concentration, up to 1 minute
You target a creature within range and use your action
to stab the heart you hold in your hands. On your
Casting Time: 1 action consecutive turns, you can take a bonus action to stab
Range: 120 feet the heart again. You can stab the heart three times
Components:960 DQJVWGXVWZRUWKDWOHDVW.) before it gets consumed by the spell.
CS) Each time the heart is stabbed, the target must make
Duration: Instantaneous a Constitution saving throw, taking 6d10 necrotic
damage on a failed save, or half as much damage on a
You conjure a sharp piece of angst and throw it at a successful one.
creature within range that you can see. Doing so, you
target a creature with a ranged spell attack. On a hit, If the target fails the saving throw 3 times, it falls
the crystal is lodged somewhere on the creature, who unconscious for 1 minute or until it receives magical
WDNHVGSLHUFLQJGDPDJHDVZHOODVGÀUHGDPDJHDW healing.
the start of its next turn. The angst crystal disappears
afterwards. Blood Burst
At Higher Levels. When you cast this spell using a 5th-level evocation
VSHOOVORWRIQGOHYHORUKLJKHUERWKSLHUFLQJDQGÀUH
damage increase by 1d6 for each slot level above 1st.
Casting Time: 1 action
Agglutination Range: Self (60-foot cone)
Conjuration cantrip Components: V, S, M (a red piece of glass)
Duration: Instantaneous
Casting Time: 1 bonus action A splash of warm blood erupts out of your hands. Each
creature in a 60-foot cone must make a Constitution
Range: 60 feet saving throw. On a failed save, a creature takes 6d8
Components: S blood damage and becomes hemophiliac (p.8) until the
Duration: Concentration, up to 3 rounds end of its next turn. On a successful save, the damage is
halved and the creature does not become hemophiliac.
You create a magical orb in your hand and blood clumps
around it. You can use your action to hurl the orb at a At Higher Levels. When you cast this spell using a
creature, making a ranged spell attack against a target spell slot of 6th level or higher, the damage increases by
of your choice within range. If you hurl the orb, it 1d8 for each slot level above 5th.
returns to your hand at the end of your turn. On a hit,
the attack deals 1d6 blood damage and the orb grows Blood Choke
bigger if the target has blood. Each time the orb hits a
creature with blood, it keeps growing, and its damage 3rd-level necromancy
increases by 1d6.
The orb disappears when the spell ends. Casting Time: 1 action
At Higher Levels. This spell’s damage increases by 1d6 Range: 30 feet
when you reach 5th level (2d6), 11th level (3d6), and
Components: V, S, M (a piece of broken glass)
17th level (4d6).
Duration: Concentration, up to 1 minute
Choose a creature within range. Its throat is slashed
Arrhythmia open as if cut by a sharp piece of broken glass from
5th-level necromancy WKHLQVLGHDQGLVÀOOHGZLWKEORRG,WPXVWPDNHD
Constitution saving throw, taking 5d6 necrotic damage
on a failed save, or half as much damage on a successful
Casting Time: 1 action one. On each of your turns until the spell ends, you can
Range: 60 feet use your action to affect the same target with the spell,
Components: V, S, M (the heart of a creature who has forcing it to make another saving throw.

258
If a target fails the saving throw 3 times, it suffers 1 Dodge action and uses its move to avoid danger.
level of exhaustion. At Higher Levels. When you cast this spell using
a spell slot of 7th level or higher, you summon two
Blood Seeking bloodwork automatons instead of one.

7th-level divination (ritual)


Crimson Blur
Casting Time: 1 minute 2nd-level transmutation

Range: Self
Components: V, S, M (a drop of blood belonging to the Casting Time: 1 bonus action
target of this spell and holy water, both of which the Range: Self
spell consumes) Components: V, S, M (a vial of blood, which the spell
Duration: Instantaneous consumes)
You take a drop of blood from a creature that you want Duration: Concentration, up to 1 minute
to learn more about. The blood must be one week old Blood begins to circle you at an intense speed.
at the most. You mix the blood with holy water and
focus on the mixture for 1 minute. Then, the following Attack rolls against you are made with disadvantage,
takes place. Whether these are applicable or not is your speed increases by 10 feet, and you can’t be
determined by the GM. grappled for the duration of the spell. Your weapon
attacks deal an extra 1 blood damage on a hit, also for
• You learn the exact location of the owner of the the duration.
blood. If it is in another plane of existence, you
learn what plane it is on, instead of its exact
location. If the creature is moving, you learn the False Might
direction of its movement.
4th-level enchantment
• You receive a sign about the creature’s short-term
SRVVLEOHDFWLRQV)RUH[DPSOH\RXPD\UHFHLYHDQ
HQFU\SWHGPHVVDJHDERXWDVSHFLÀFSODFHZKHUHWKH Casting Time: 1 action
creature intends to go the day after the spell is cast. Range: 30 feet
The reliability of this sign is determined by the GM.
Components: V
• You understand which damage types are more
Duration: 1 minute
effective or less effective against this creature.
Choose a creature within range. It must succeed on
a Wisdom saving throw or see you as a much more
Conjure Automaton powerful being than you are and be frightened of you
5th-level conjuration for the duration.
If you spill your blood by reducing your hit point
maximum by 5 while casting the spell, the target takes
Casting Time: 1 action an extra 3d6 psychic damage from your successful spell
Range: 90 feet attacks and weapon attacks for the duration on a failed
Components: V, S, M (a bloodwork automaton’s blood save, in addition to the effect described above. This
engine piece) UHGXFWLRQODVWVXQWLO\RXÀQLVKDORQJUHVW
Duration: Concentration, up to 1 hour
You summon a bloodwork automaton (p.272) of a type Heartbeat
of your choice, in an unoccupied space that you can see, 1st-level transmutation
within range. The automaton disappears when it drops
to 0 hit points or when the spell ends.
Casting Time: 1 action
The bloodwork automaton is an ally to you and your
companions. In combat, the automaton shares your Range: Touch
initiative count, and it takes its turn immediately Components: V, S, M (a small memento of your past)
after yours. It obeys your verbal commands (no action
Duration: Instantaneous
required by you). If you don’t issue any, it takes the

259
Your touch alters an undead creature’s body for Rotten Heart
a moment, and its heart beats once more. This
momentary change puts too much stress on the 2nd-level necromancy
creature, making it remember what it was like to be
alive. Make a melee spell attack against an undead. On Casting Time: 1 action
a hit, the target takes 3d12 psychic damage, and it has
disadvantage on Wisdom saving throws until the start Range: 60 feet
of its next turn. Components: V, S
This spell has no effect on creatures that are not Duration: Instantaneous
undead. You point at a creature you can see within range. The
target must succeed on a Constitution saving throw or
Mend Magic become hemophiliac (p.8) until it regains a number of
KLWSRLQWVHTXDOWRWKUHHWLPHV\RXUSURÀFLHQF\ERQXV
8th-level conjuration

Ruby Circlet
Casting Time: 1 action
6th-level abjuration
Range: Self
Components: V, S, M (a small glass rod)
Casting Time: 1 action
Duration: Concentration, up to 1 hour
Range: Self
You start to radiate pure magical energy in a 10-foot-
radius sphere around you. This area can’t be divorced Components: V, S, M (a ruby gem worth at least 1000
from magical energy. Until the spell ends, the sphere .)&6ZKLFKWKHVSHOOFRQVXPHV
moves with you, centered on you. Duration: Concentration, up to 1 hour
If any of this spell’s area overlaps with an area of You form a ruby circlet around your head to protect
antimagic, both this spell and the spell that created the yourself against powers that use blood. As long as the
antimagic ends. ruby circlet is on your head, you gain the following
EHQHÀWV
Piercing Drops • You are immune to divination spells that can read
your mind such as the detect thoughts spell.
Cantrip evocation
• Your blood doesn’t spill under any circumstance.
Thus, a creature like a vampire cannot regain hit
Casting Time: 1 action points by biting you. Also, you gain resistance to
Range: Self bludgeoning, piercing and slashing damages from
nonmagical attacks.
Components: V, S
• Your hit point maximum can’t be reduced by any
Duration: Concentration, up to 1 minute means.
7KUHHOLWWOHEORRGGURSVDSSHDUDURXQG\RXUÀVW
whenever you punch a creature, the blood splatters and
pierces the enemy. Sanguine Dreams
Whenever you make a successful unarmed attack 6th-level enchantment
against a creature, you deal an extra piercing damage
equal to the number of blood drops. Casting Time: 1 action
The number of blood drops created by the spell Range: 60 feet
increases at higher levels: to four drops at 5th level, to
ÀYHGURSVDWWKOHYHODQGWRVL[GURSVDWWKOHYHO Components: V
Duration: Concentration, up to 1 minute
You send a creature you can see within range into

260
an enchanting hallucination, in which it experiences damage. After the hit, the silver needle falls on the
its deepest desires. The creature must succeed on a ground, somewhere within 5 feet of the target.
Wisdom saving throw or be stunned until the spell ends Recall. A silver needle that has been used in the way
or until it takes any damage. described above remains for one minute. If there are
On each of your turns, you can use a bonus action 3 silver needles within 60 feet of you that you have
to send the creature deeper into the vision, taking it used in this way, you can call them back as a bonus
further and further away from actual reality. Each time action. This does not require you to expend a spell slot.
you do so, the target takes 8d8 psychic damage. This 7KHVLOYHUQHHGOHVÁ\WRZDUGV\RXLQDGLUHFWOLQHDQG
damage doesn’t end the stunned condition. However, pierce creatures along the way. A creature in the line
the target can repeat the saving throw each time it must succeed on a Dexterity saving throw or take 4d4
takes damage in this way, ending the effects of this spell piercing damage. The silver needles disappear when
on itself on a success. they reach you.
If the creature drops to 0 hit points as a result of the At Higher Levels. When you cast this spell using a
psychic damage dealt by this spell, it falls into a coma spell slot of 2nd level or higher, the damage dealt by a
where it experiences its wishes and desires over and silver needle increases by 1d4 for each slot level above
over, and is paralyzed. The target dies when it takes 1st.
damage in the coma, or wakes up with 1 hit point if it is
affected by the remove curse spell.
Soul Impact
Creatures immune to being charmed are also immune
to the effects of this spell. 7th-level necromancy

Shadow Cloak Casting Time: 1 action


2nd-level abjuration (ritual) Range: Self (30-foot cone)
Components: V, S, M (an onyx stone pyramid worth 175
gp, which the spell consumes)
Casting Time: 10 minutes
Duration: Instantaneous
Range: Touch
You create a small vortex that siphons the souls of
Components: V, S, M (a robe made of silk worth at least creatures in the palm of your hands, and you unleash
.)&6 the energy you’ve collected upon your enemies. Each
Duration: 1 day creature in a 30-foot cone in a direction of your choice
You enchant a silk robe and put it on yourself or must make a Constitution saving throw. A creature
another willing creature you touch. The robe fuses takes 5d12 necrotic damage on a failed save as its soul
with the target and cloaks it. Sunlight counts as normal bursts out of its body, or half as much damage on a
light for the target. This prevents vampires from taking successful one.
damage from direct sunlight. Also, the target has Once a vortex created by this spell has dealt a total of
resistance to radiant damage. 75 necrotic damage, the siphoned souls of the creatures
The spell lasts one day, or until the target takes 10 or slam back into their bodies, dealing 10 force damage
more radiant damage in one round. and pushing them 10 feet away from you.

Silver Needle Speak with Machines


1st-level evocation 3rd-level divination

Casting Time: 1 action Casting Time: 1 action

Range: 60 feet Range: Touch

Components: V, S Components: V, S

Duration: Instantaneous Duration: 10 minutes

A single silver needle springs at a creature of your You can touch an angst machine, tap into the hidden
choice within range. Make a ranged spell attack against sentience within and telepathically communicate with
the target. On a hit, the target takes 4d4 piercing it. If you stop touching the machine, the spell ends.

261
<RXFDQOHDUQWKHH[DFWIXQFWLRQVÁDZVDQG destroyed.

Adventure
layout of the machine. You can also question it
about events that transpired in it or 10 feet around
it, gaining information about creatures that came
in contact with the machine or operated it, the
places the machine had been, and other such
FLUFXPVWDQFHV)RUH[DPSOH\RXFDQDVNDWUDLQ
KRZPDQ\SDVVHQJHUVLWFDUULHGGXULQJDVSHFLÀF
journey.
If the machine works properly, you can activate
items
or deactivate it. A complex machine such as an Bloodwork Weapons
automaton might resist being deactivated with
a successful Charisma saving throw, but this and
the mechanics that surround it are determined at Bloodwork weapons are marvels of the latest
the GM’s discretion. A complex machine can use bloodwork technology. They use blood cartridges to
LWVFUHDWRU·V&KDULVPDPRGLÀHUSOXVWKHFUHDWRU·V react with the angst inside the weapon to fuel their
SURÀFLHQF\ERQXVZKLOHUHVLVWLQJWKLVHIIHFW heavy projectiles to tremendous velocities, letting
the weapon hit with an impact greater than even
that of heavy crossbows. The same technology has
Sphere of Death also provided the means for bloodwork throwables,
creating grenades that are more lethal than
4th-level necromancy
DOFKHPLVW·VÀUHDQGRWKHUWKLQJVWKDWZHUHXVHG
before.
Casting Time: 1 action
Range: 120 feet Weapon Descriptions
Components: V, S, M (a handful of grave soil)
Duration: Concentration, up to 10 minutes Bloodwork weapons are quite different from the
regular weapons of the realm, and they look and
$GDUNUHGVSKHUHRIGHDWKDQGGHFD\ÀOOVDIRRW
work differently from any bow or crossbow. The
radius sphere centered on a point of your choice
descriptions of these weapons are given below:
within range. The sphere spreads around corners
and remains for the duration of the spell. Tortured Pistol. 3LVWROVDUHPHWDOFRQVWUXFWVWKDWÀWRQWRS
spirits of the dead scream and attack all who are of a wooden grip. They have an angst buried within
inside the sphere while blood-sucking worms crawl, their pistol grip, and a revolving mechanism that
squirming on the ground. The creatures in the carries 6 ammunition in its chambers and a blood
sphere can see each other, but cannot see or be seen cartridge in the middle. Once inserted, the blood
through the boundaries of the sphere. Additionally, FDUWULGJHÀOOVHDFKFKDPEHUZLWKEORRGUHDG\WREH
WKHDUHDZLWKLQWKHVSKHUHFRXQWVDVGLIÀFXOW shot.
terrain. Blunderbuss. Blunderbusses look like longer and
When the sphere appears, the creatures within wider-bore versions of pistols but they work quite
must make a Wisdom saving throw or take 2d10 differently and without a revolver. The ammunition
psychic damage. If this damage reduces a creature is dropped into the barrel rather than loaded, and
to 0 hit points, the worms on the ground crawl WKHQLWLVEULHÁ\FRPSUHVVHGZLWKDORDGLQJVWLFN
inside its body, and the creature rises as a ghoul. Once loaded and triggered, the angst touches the
barrel and the reaction shoots the projectile(s)
Roll initiative for the ghoul, which has its
within the barrel.
own turns. The ghoul always attacks the nearest
creature. It remains for 1 minute or until it is 5HSHDWHU5LÁH5HSHDWHUULÁHVKDYHWKHEDUUHORI

262
Bloodwork Ranged Weapons
Name Cost Damage Weight Properties
Bloodwork Ranged Weapons

Pistol 2000 .)&6 1d8 piercing 2.5 lbs $PPXQLWLRQ 5DQJH EORRGFDUWULGJH
reloading 6, light
Ammo, pistol (6) 70 .)&6
Blunderbuss 4500 .)&6 Special (see 10 lbs Special (see ammo), blood cartridge
ammo)
Slug ammo, blunderbuss 20 .)&6 3d6 piercing $PPXQLWLRQ 5DQJH KHDY\ORDGLQJ
two-handed
Buckshot ammo, 50 .)&6 1d6 piercing Ammunition (Area 15 ft cone, DC = 8 + your
blunderbuss 'H[WHULW\PRGLÀHU\RXUSURÀFLHQF\ERQXV 
heavy, loading, two-handed
5HSHDWHU5LÁH 4000 .)&6 1d10 piercing 8 lbs $PPXQLWLRQ 5DQJH EORRGFDUWULGJH
heavy, reloading 6, two-handed
$PPRUHSHDWHUULÁH  100 .)&6
6QLSHU5LÁH 5000 .)&6 2d8 piercing 12 lbs $PPXQLWLRQ 5DQJH EORRGFDUWULGJH
heavy, loading, two-handed
$PPRVQLSHUULÁH  200 .)&6
Bloodwork Grenade 600 .)&6 Special 1 lb Consumable, special (see description)

Blood Cartridge 10 .)&6 Special (see description)

a pistol but they are much longer and do not have a Weapon Properties
revolver system attached. Rather, they have a special
inner mechanism that holds a stack of 6 ammunition, Consumable. This weapon is single-use and is
loaded from the upper part of the metal section. The consumed when used.
blood cartridge loaded from the back of the metal part Blood Cartridge. All bloodwork weapons require a
creates a reaction with the angst when triggered, and blood cartridge to activate the angst and work. Any
the bullet is shot. The most important property of weapon with the reloading property needs their blood
the repeater is that by pushing the metal lever that is FDUWULGJHFKDQJHGLQHDFKUHORDG)RUWKHORDGLQJ
located under the trigger, it loads the following bullet weapons, the energy required for the projectile to be
into the chamber. shot is so large that they need a new blood cartridge in
6QLSHU5LÁH6QLSHUULÁHVDUHYHU\ORQJDQGKHDY\ each loading. A blood cartridge holds 2 hit points worth
ULÁHVZLWKDVFRSHWKDWLVDOPRVWDVORQJDVWKHEDUUHO of blood, changing the blood cartridge is done as a part
itself. They contain a single ammunition in their metal of the reloading or loading, depending on the weapon.
chamber at a time, and a whole blood cartridge is Reloading X. Weapons that have this trait need to be
UHTXLUHGWRVKRRWHDFKEXOOHW$OWKRXJKOHVVHIÀFLHQW reloaded after their magazines are empty. The number
WKLVOHWVWKHULÁHVKRRWPXFKKHDYLHUEXOOHWVDW DIWHUWKHZRUG WKHRQHWKDWUHSODFHVWKH´;µLQWKH
tremendous speed, proving their impact to be deadly title) resembles how many attacks can be done with
indeed. the weapon before it needs to be reloaded. Reloading a
Syringe Pistol. These pistols shoot syringes instead weapon takes an action.
of bullets or other types of ammunition. They have a
special pipe design that enables the syringes taken from
the clip to be transferred to the barrel. Bloodwork Grenades
6\ULQJH5LÁH6\ULQJHULÁHVZRUNZLWKWKHVDPH Bloodwork grenades are two-chamber metal pots.
principle syringe pistols do, but they are heavier and They use a coin-sized angst and a blood cartridge in
have longer barrels. their core chamber to burst and propel their material

263
in the surrounding chamber, consuming the item. • When you score a critical hit with an unarmed
As an action, you can throw a bloodwork grenade up strike, the target must succeed on a DC 15
to 20 feet, exploding on impact. Any creature within Constitution saving throw or be knocked prone.
10 feet of the area of impact must make a Dexterity • You have advantage on grapple checks.
VDYLQJWKURZ '& \RXU'H[WHULW\PRGLÀHU\RXU
SURÀFLHQF\ERQXV DQGDUHDIIHFWHGLQDFHUWDLQZD\
according to the property of the grenade as shown: Bloodwork Blades
Flak. On a failed save, a creature takes 4d4 Weapon, rare (requires attunement)
bludgeoning damage and is knocked prone. On a
successful save, the damage is halved, and the creature You’ve enhanced your back by attaching a bloodwork
is not knocked prone. blade on it. You can take a bonus action to attack with
this blade. You can attach a maximum of two bloodwork
Fire. 2QDIDLOHGVDYHDFUHDWXUHWDNHVGÀUH blades on your back at a time.
damage and is set ablaze. On a successful save, the
damage is halved and the creature does not burn. A As a bonus action, you can make a melee weapon
EXUQLQJFUHDWXUHWDNHVGÀUHGDPDJHDWWKHVWDUWRI attack with your bloodwork blades. You can make two
each of its turns. A creature can stop burning by using melee weapon attacks with these blades instead of 1, if
LWVDFWLRQWRH[WLQJXLVKWKHÁDPHV you have two of these blades. Each blade deals slashing
damage equal to 1d6 + your Strength or Dexterity
Flash. On a failed save, a creature is blinded and PRGLÀHU RQHRI\RXUFKRLFH 
deafened for 1 minute. On a successful save, it is only
blinded or deafened until the end of its next turn. A To be able to wear armor on these blades, you must
creature can make a DC 12 Constitution saving throw at PRGLI\WKHDUPRUDFFRUGLQJO\$EODFNVPLWKPRGLÀHVDQ
the start of each of its turns to end the effect on itself DUPRULQWKLVZD\IRU.)&6LQKRXU
on a success.
Bloodwork Legs
Bloodwork Enhancements Wondrous item, very rare (requires attunement)
You’ve enhanced your legs with bloodwork machinery.
You are faster than ever. You gain the following
You can modify your own body with bloodwork
EHQHÀWV
PDFKLQHU\DQGEHFRPHDQHIÀFLHQWO\IXQFWLRQLQJKDOI
machine with some qualities of a blood-fueled engine. • Increase your Dexterity score by 1.
As bloodwork machinery works on blood, your • Your speed increases by 10 feet.
enhancements use your own blood to function, and the • Your jump distance is doubled.
operations you undergo to use these enhancements are
magical. Therefore, these items require attunement.
You also need to undergo an operation in order to Bloodwork Handy Hands
dismantle your bloodwork enhancements, ending the Wondrous item, rare (requires attunement)
attunement.
You’ve enhanced your hands with bloodwork tools. You
The list of enhancements below are examples that now have a mechanical hand with small blood tubes
are meant to give you ideas. You can talk to your GM to within. You can use your action to alter the shape of
create different kinds of bloodwork enhancements as your hands and turn them into tools, or vice versa. You
well. can turn your hands into three artisan’s tools of your
choice.
Bloodwork Arms
Wondrous item, very rare (requires attunement)
You’ve enhanced your arms with bloodwork machinery.
You are stronger than ever. You gain the following
EHQHÀWV
• Increase your Strength score by 1.
• When you make a successful unarmed strike, you
deal an extra 1d6 bludgeoning damage.

264
Angst Weapons Armor of Junk
Weapon (any melee weapon), rare Armor (any armor), uncommon

Since angst is a material that interacts with blood, it An armor of junk is quite literally an armor made of
is commonly used in many everyday items, including various layers of junk. Metal, leather, ragged clothes,
weapons. Angst weapons are crafted with a cavity in and meltable objects are used in the making. Most
WKHPLGGOHRIWKHPZKLFKLVODWHUÀOOHGZLWKDQJVW7KLV customize these armors with carvings, buttons, colors,
angst is connected to the hilt with tiny tubes, and the and pins. While wearing this armor, you gain the
spiked hilt of the weapon has a space in which a blood IROORZLQJEHQHÀWV
shell can be inserted. There is a button on the back You have advantage on your Dexterity (Stealth)
of the hilt to move the blood in the shell through the checks made on the streets, junkyards, and railroads.
angst, which ejects the shell afterwards, making room
for a new one. Also, you have a +1 bonus to AC while wearing this
armor. However, its limited magic has a chance to fail.
You can take a bonus action to push the button and Each time you roll for initiative, you have to roll a d4. If
activate the weapon. Once activated, your successful the result is 1,2, or 3, you cannot gain this +1 bonus to
weapon attacks made with the angst weapon deal an AC until you roll for initiative again.
H[WUDGÀUHGDPDJHIRUPLQXWH
In case you lack blood shells, you can squish the
spiked hilt as a bonus action, which drains your blood. Blood of Warrior-Saints
You take 3 piercing damage that can’t be reduced by Potion, very rare
any means, and the weapon is activated in the same way
described above.
Attacks made with angst weapons are magical This vial of divine-enchanted blood is only provided by
owing to the nature of the angst crystals. The magical the higher-ranking clerics of the Blood God. When you
properties of this weapon keep working in areas devoid GULQNWKLVSRWLRQ\RXJDLQWKHIROORZLQJEHQHÀWVIRU
of magic, such as an area affected by the DQWLPDJLFÀHOG minutes:
spell, again, owing to the nature of the angst. • Increase your Strength score by 4, up to a
maximum of 23.
• You gain 10 temporary hit points.
Angst-Edged Blade
• You are enlarged as if the enlarge/reduce spell is cast
Weapon (shortsword), uncommon
on you (no concentration required by you).

This shortsword’s edges are reinforced with a thin layer


of angst, which gets heated when it contacts blood.
Blood Pistol
Your successful melee weapon attacks with the angst- Wand, uncommon
HGJHGEODGHGHDODQH[WUDGÀUHGDPDJH
Due to the angst crystal’s innately magical nature, The blood pistol is a bloodwork pistol-shaped wand. It
attacks made with angst weapons are magical, and the has 7 charges. While holding it, you can use an action to
magical properties of this weapon keep working in expend 1 or more of its charges to shoot a blood bullet
areas devoid of magic, such as an area affected by the IURPLW)RUFKDUJH\RXVKRRWDVLQJOHEXOOHWPDNLQJ
DQWLPDJLFÀHOG spell. a ranged spell attack for each bullet separately. On a
However, as angst is a delicate material, it can shatter hit, you deal 1d6 blood damage. You can increase the
on impact. When you score a critical hit, roll a d100. On number of bullets by one for each additional charge you
a result of 50-100, your angst-edged blade is shattered expend. You can target several creatures if you expend
into tiny pieces. more than one charge.
The blood pistol regains 1d6 + 1 expended charges
daily at dawn. If you expend the pistol’s last charge, roll
a d20. On a 1, it crumbles into ash and is destroyed.

265
Blood-Blessed Weapon clause.
Weapon (any), uncommon Agreement. One of the signatories uses their action
to roll up and seal the parchment in order to put the
contract into effect.
These jagged weapons are blessed by the Blood God’s When the contract is in effect, the scroll creates
FOHULFV2QFHWKH\WDVWHWKHEORRGDQGÁHVKRIWKH one copy of itself for each signatory, and the original
enemy, they get more hungry for them with each strike. parchment disappears, bonding the creatures who
Each third weapon attack you make with this weapon signed the parchment to the terms of the agreement.
deals an extra 1d6 damage of the weapon’s damage type When one of these creatures breaches the contract in
on a hit. any way or if it dies, the other creatures become aware
of this case.

Bloodthorn Weapon
Weapon (any), very rare (requires attunement) Ginger Wonders
Wondrous item, uncommon

Mixed with unique alchemical concoctions and


delicately forged in the hands of grandmaster Ginger wonders is a company that produces cigarettes
weaponsmiths, these weapons are created from the with angst dust in them. These cigarettes are also
bloodthorn (see Guide to Tolia, p. 193). They are accepted known by the same name. Burnt angst dust, when
as highly precious and unique gifts by the nobles of inhaled regularly for a long time, is extremely deadly.
both Kanrath and Cyherested. However, these cigarettes are still popular among the
You gain a +2 bonus to attack and damage rolls made people of Tolia as they have a particular kick to them,
with this magic weapon. which sharpens one’s senses and makes them more
agile. These cigarettes come in packs of 8.
Attunement. While you are attuned to this
weapon,you can take a bonus action to gain 15 Whenever you smoke a ginger wonder, you must
temporary hit points for 1 hour. You can use this make a DC 10 Constitution saving throw. On a successful
feature three times. You regain any expended uses save, you have advantage on Dexterity-related ability
ZKHQ\RXÀQLVKDORQJUHVW checks and Wisdom (Perception) checks, and you gain
a +2 bonus to initiative rolls for 1 hour or until you fall
unconscious. On a failed save, you feel anxious, and
Bone Crown you have disadvantage on saving throws against being
frightened for 1 hour.
Wondrous item, rare
<RXFDQQRWEHQHÀWIURPRUKDYHWKHSHQDOWLHVRI
multiple ginger wonders at the same time.
This crown is made of bones. When you attune to the
When you smoke 8 ginger wonders, you must make
Bone Crown, your Intelligence score increases by 1, to a
a DC 15 Constitution saving throw. On a failed save,
maximum of 20.
you become addicted; you must consume at least
one of them while taking a short or long rest, or you
Contract FDQQRWÀQLVKWKHUHVW2QDVXFFHVVIXOVDYH\RXDUHQRW
addicted, but the DC of the save increases by 1 each time
Scroll, rare
you consume 8 ginger wonders from then on.

This long magical parchment is mostly used to make


business deals, diplomatic agreements, and to form
Kanrath Armory
alliances. Armor (any armor) or weapon (any weapon), rare (requires
attunement)
Terms. The signatories of the parchment should agree
on the terms, and lay them out clearly in Common and
Old Common. The parchment can be as long as it needs When a new Kanrath vampire is created by another one,
to be. the older one gives the new one a weapon or an armor
Signatures. All signatories must be willing to sign and exclusive to the vampires of Kanrath. It is a tradition for
must fully understand the terms laid out. Once these a Kanrath vampire to carry these weapons or armor as a
conditions are met, the parties must sign under each sign of power and pride.

266
Only Kanrath vampires can attune to these items.
Otherwise, they display no magical properties. Once Ring of Chains
attuned, these items have the following magical
properties: Ring, very rare (requires attunement)
Kanrath Armor. <RXDUHFRQVLGHUHGSURÀFLHQWZLWK
WKLVDUPRUHYHQLI\RXODFNWKHSURÀFLHQF\ 8VHGE\WKHDXWKRULW\ÀJXUHVLQWKHFLWLHVRI7ROLDWKLV
Also, if you attune to two pieces of Kanrath armor ring has the power to subdue or detain anyone.
(one of them must be a shield), spell attacks against you This ring has 3 charges, and it regains 1d3 expended
are made with disadvantage while wearing the armor or charges daily at dawn. While wearing the ring, you can
carrying the shield. use an action to expend one of its charges to summon
Kanrath Weapon. Successful weapon attacks made a chain in your hands. The summoned chain is 15 feet
with this magic weapon deal an extra 2d6 necrotic or long and it has little spikes on each of its ends. You can
poison damage. The damage type is chosen when the use this summoned chain as a whip.
weapon is created. Instead of using the chain as a whip, you can also
Also, if you attune to two Kanrath weapons, the FKRRVHWRDQLPDWHLW$QDQLPDWHGFKDLQFDQÁRDWLQ
damage type of the extra damage they deal becomes the air on its own. As a bonus action, you can issue
blood damage. a command to the chain (one of the four explained
below), and it obeys your commands to the best of
its abilities. If you don’t issue any commands to it, it
Kanrath Coat of Arms Badge doesn’t do anything.
Wondrous item, rare You can have up to three summoned chains at a time
and issue a different command to each with the same
bonus action. A chain can take one command per turn.
This Kanrath Silver badge is ornamented with multi- The summoned chains remain for 1 minute, until they
colored jewels. It has the Kanrath Coat of Arms on it. are dismissed (no action required by you), or until they
When you attune to the Kanrath Coat of Arms Badge, are destroyed.
you feel one with the city. You cannot be surprised
while you are in Kanrath. A summoned chain has AC 12, 20 hit points, immunity
to poison and psychic damage, and immunity to being
poisoned.
Officer Wand The commands you can issue to a chain are as follows:
Wand, uncommon Attach. You command the chain to attach its ends
to certain points. At least one of the points must be
on a surface. If one of the points is a creature, it must
This wand is carried and used by law enforcement
succeed on a DC 15 Dexterity saving throw or become
RIÀFHUV:KLOHKROGLQJWKLVZDQG\RXFDQFDVWWKHray
grappled by the chain. At the start of each of its turns,
of frost spell using your spellcasting ability. If you don’t
the target can repeat the saving throw to free itself,
KDYHWKHDELOLW\WRFDVWVSHOOV\RXUVSHOODWWDFNPRGLÀHU
and can’t move more than 15 feet away from the chain’s
IRUWKLVVSHOOLVHTXDOWR\RXUSURÀFLHQF\ERQXVSOXV
other end on a fail.
\RXU'H[WHULW\PRGLÀHU
Attack. You command the chain to attack a creature
of your choice within 60 feet of either of its ends. The
Rebel Ink target must succeed on a DC 15 Dexterity saving throw
Wondrous item, uncommon or take 1d8 piercing damage.
Blaze. <RXFRPPDQGWKHFKDLQWRVHWLWVHOIRQÀUH
7KHÁDPLQJFKDLQGHDOVGÀUHGDPDJHWRDQ\WKLQJLW
Anarchists of Tolia must communicate in the broad
touches. You can also command the chain to extinguish
daylight as the shadows belong to their enemies. They
WKHÁDPHXVLQJWKLVFRPPDQG2WKHUZLVHWKHFKDLQ
have come up with a magical ink that only reveals its
VWD\VDÁDPHXQWLOLWLVGLVPLVVHG
secrets under the sun.
Detain. You can command the chain to wrap itself
Rebel ink comes in vials. A vial of this magic ink lets
around a creature within 60 feet of you that you can see.
you write 100 words that can only be seen under direct
The target must succeed on a DC 15 Dexterity saving
sunlight. A creature with truesight is able to see the
throw or be grappled by the chain. At the start of each
writing even when it is not under direct sunlight.
of its turns, the target can make a DC 15 Strength saving

267
throw, ending the grappled condition on itself on a ACTIONS
success. If it is grappled by the chain for 3 consecutive Multiattack. The angstry makes one bite attack, and two slam
turns, it becomes restrained. attacks.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6
(1d6 + 3) piercing damage.
Ring of Sun Blocking
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
Ring, uncommon 6 (1d6 + 3) bludgeoning damage.

Some residents of the city of Kanrath have a particular Automaton Angel


apathy towards sunlight but they still want to enjoy
Gargantuan construct, unaligned
daytime. This ring is a common solution to this
problem.
Armor Class 9
While wearing this ring, the radiant damage you take
from sunlight decreases by 5, if you are affected by it. Hit Points 899 (58d20 + 290)
Also, you are immune to being blinded. Speed 30 ft.

Adventure STR
29 (+9)
DEX
8 (-1)
CON
20 (+5)
INT
3 (-4)
WIS
10 (+0)
CHA
1 (-5)

monsters
Saving Throws Strength +15, Constitution +11
Skills Perception +12
Damage Resistances cold, lightning
Damage Immunities necrotic, poison, psychic; bludgeoning,
piercing and slashing damage from nonmagical attacks that
aren’t adamantine
Angstry Condition Immunities blinded, charmed, deafened,
Medium monstrosity, chaotic evil H[KDXVWLRQIULJKWHQHGLQYLVLEOHSDUDO\]HGSHWULÀHG
poisoned, unconscious
Armor Class 15 (natural armor) Senses blindsight 150 ft., darkvision 150 ft., truesight 60 ft.,
Hit Points 60 (8d8 + 24) passive Perception 22
Speed 40 ft. Languages Common
Challenge  ;3

STR DEX CON INT WIS CHA Arcane Halo. The automaton’s halo can be targeted separately
16 (+3) 14 (+2) 16 (+3) 4 (-3) 5 (-3) 2 (-4) from the automaton. It has AC 16, 200 hit points, and the same
damage resistances and damage immunities as the automaton.
If an attack, effect, or a spell can’t target the automaton, it
Damage Immunities poison can’t target the halo either. If the halo’s hit points are reduced
Condition Immunities charmed, exhaustion, frightened, to 0, the halo is destroyed, the automaton loses 150 hit points,
poisoned DQGWKHDXWRPDWRQFDQQRORQJHUEHQHÀWIURPWKHIROORZLQJ
Senses darkvision 60 ft., passive Perception 7 2QFHRQHDFKRILWVWXUQVWKHÀUVWVSHOORUPDJLFDO
effect that targets the automaton has no effect. Also, if the
Languages - automaton is stunned, the halo absorbs all the magical
Challenge  ;3 energies, creating a 90-foot-radius sphere of antimagic
centered on the automaton, as in the DQWLPDJLFÀHOGspell, for
Angst Power. Whenever the angstry consumes angst worth the duration of the stun, which does not affect the Arcane
RQHDQJVWFRLQRUPRUHLWJDLQVWKHEHQHÀWVRIWKHHQODUJH Halo feature. This sphere moves with the automaton.
section of the enlarge/reduce spell. It also regains 10 hit points 7KHDXWRPDWRQDQJHOFDQWDNHWKH)RUFH0LVVLOHDFWLRQRQO\
at the start of each of its turns for 1 minute. LILWFDQEHQHÀWIURPWKLVIHDWXUH

Detect Angst. The angstry can smell any amount of angst Separate Targeting Engines. There are lots of engines inside
within 60 feet of it, including the angst in angst machines. the automaton angel that calibrate the angles of its ranged
weapons. The automaton angel has a +8 bonus to its attack
rolls made with ranged weapons (included in the attacks).

268
Countermeasures. When any part of the automaton, such as number of hit points equal to the damage dealt.
the Wings of Vitality, is destroyed, the automaton partially
shuts down and deploys countermeasures. The automaton is
stunned for 3 turns and it is immune to any kind of damage
ACTIONS
during that time. Also, 4 Bloodwork Automatons (Soldier) (p. Multiattack. The automaton angel makes one melee attack
272) are activated; they detach from the automaton angel and and one ranged attack.
each move to the closest unoccupied space. These automatons Adamantine Prime Spear. Melee Weapon Attack: +15 to hit, reach
do their best to eliminate all threats against the automaton 30 ft., one target. Hit: 37 (8d6 + 9) blood damage. If the target is
angel. immune to both necrotic and poison damage, then this attack
While the automaton angel is stunned in this manner, deals piercing damage.
the cooling systems shut down and the automaton angel Lightning Wand Turret. Ranged Weapon Attack: +13 to hit, range
RYHUKHDWVFDXVLQJDFUHDWXUHWRWDNH G ÀUHGDPDJHLILW 60 ft., one target. Hit: 39 (6d12) lightning damage and the
FRPHVZLWKLQIHHWRIWKHDXWRPDWRQDQJHOIRUWKHÀUVWWLPH target can’t take reactions until the end of its next turn.
on its turn or if it ends its turn there.
Overheated Exhaust Pipe. Melee Weapon Attack: +15 to hit,
Force Plating. The automaton angel and its parts have a reach 20 ft., two adjacent targets. Hit: 14 (2d4 + 9) bludgeoning
PDJLFDOIRUFHÀHOGDURXQGWKHPDQGWKH\DUHLPPXQHWR GDPDJHSOXV G ÀUHGDPDJH
any kind of damage. If the automaton angel or its parts are
Unarmed Strike. Melee Weapon Attack: +15 to hit, reach 15 ft.,
affected by a spell or an effect that can destroy a creation
one target. Hit: 29 (8d4 + 9) bludgeoning damage.
of magical force such as the disintegrate spell, this feature is
deactivated for three consecutive turns. Arcane Bombs. Hundreds of invisible bombs rain down around
the automaton angel. Each creature within 30 feet of the
Immutable Form. The automaton angel is immune to any spell
automaton angel must make a DC 19 Dexterity saving throw.
or effect that would alter its form.
A creature takes 26 (4d12) thunder damage plus 26 (4d12)
Magic Resistance. The automaton angel has advantage on force damage on a failed save, or half as much damage on a
saving throws against spells and other magical effects. successful one.
Magic Weapons. The automaton angel’s weapon attacks are Carpet Bombing. The automaton angel targets a line 100
magical. feet long and 5 feet wide, and bombs the area with dozens
Main Outer Reactor. There is a reactor on the automaton of missiles. Each creature within the line must make a
angel’s chest, and it can be targeted separately from the DC 19 Dexterity saving throw. A creature takes 19 (3d12)
automaton. It has AC 18, 250 hit points, and the same damage bludgeoning plus 19 (3d12) piercing damage plus 19 (3d12)
resistances and damage immunities as the automaton. If slashing damage on a failed save, or half as much damage on a
an attack, effect, or a spell can’t target the automaton, it successful one.
can’t target the reactor either. If the reactor’s hit points are Force Missile. The automaton angel chooses 5 targets within
reduced to 0, the reactor is destroyed, the automaton loses 120 feet of it and shoots force missiles at them. These missiles
KLWSRLQWVDQGWKHDXWRPDWRQFDQ·WEHQHÀWIURPWKLV cannot miss, and each missile deals 7 (2d4 + 2) force damage.
feature. This counts as a ranged attack.
Also, if the reactor is destroyed, the automaton loses its
UHVLVWDQFHWRFROGGDPDJHDQGLWFDQQRORQJHUEHQHÀWIURP
WKH)RUFH3ODWLQJIHDWXUH
LEGENDARY ACTIONS
The automaton angel can take 3 legendary actions, choosing
Prime Spear. The automaton’s spear can be targeted
from the options below. Only one legendary action option can
separately from the automaton. It has AC 14, 150 hit points,
be used at a time and only at the end of another creature’s
and the same damage resistances and damage immunities
turn. The automaton angel regains spent legendary actions at
as the automaton. If an attack, effect, or a spell can’t target
the start of its turn.
the automaton, it can’t target the spear either. If the spear’s
hit points are reduced to 0, the spear is destroyed and the Acid Bomb. Ranged Weapon Attack: +13 to hit, range 240 ft., one
DXWRPDWRQFDQ·WEHQHÀWIURPWKLVIHDWXUH target. Hit: 18 (4d8) acid damage.
The automaton angel can take the Adamantine Prime Spear Flash Bomb. Ranged Weapon Attack: +13 to hit, range 240 ft.,
DFWLRQRQO\ZKLOHLWFDQEHQHÀWIURPWKLVIHDWXUH one target. Hit: 18 (4d8) radiant damage.
Wings of Vitality. The automaton’s wings can be targeted Sound Bomb. The automaton angel chooses a point within
separately from the automaton. Each wing has AC 10, 200 300 feet that it can see. Each creature within 10 feet of that
hit points, and the same damage resistances and damage point must succeed on a DC 19 Constitution saving throw or be
immunities as the automaton. If an attack, effect, or a spell stunned until the end of their next turn. This sound bomb can
can’t target the automaton, it can’t target the wing either. If be prevented by spells and magical effects that block sound,
the wing’s hit points are reduced to 0, the wing is destroyed, such as the silence spell.
the automaton loses 150 hit points, and the automaton can’t
EHQHÀWIURPWKLVIHDWXUH
7KHUHDUHEORRGSXULÀHUVLQVLGHWKHZLQJWRVXSSO\IUHVK
fuel for the enormous machine. Whenever the automaton
angel or its parts are subjected to damage that originates
from blood damage, they take no damage and instead regain a

269
Blood Clot Damage Resistances acid; bludgeoning, piercing, and
slashing from nonmagical attacks
Medium ooze, unaligned
Damage Immunities necrotic, poison
Condition Immunities exhaustion, grappled, paralyzed,
Armor Class 7 SHWULÀHGSRLVRQHGSURQHUHVWUDLQHGXQFRQVFLRXV
Hit Points 52 (8d8 + 16) Senses darkvision 120 ft., truesight 120 ft., passive Perception
Speed 20 ft., climb 20 ft. 20
Languages Common, Draconic
Challenge  ;3
STR DEX CON INT WIS CHA
18 (+4) 6 (-3) 14 (+2) 1 (-5) 10 (+0) 3 (-4)
Bloody Resurrection. When a blood dragon dies, the blood
that forms its body gathers in one point and creates a Huge
Damage Resistances bludgeoning, piercing, slashing from crystal of blood in the body’s place. The crystal has AC 21, 500
nonmagical attacks hit points, immunity to necrotic, piercing, poison, psychic,
and slashing damage. After 1d4 hours, if there is a creature
Damage Immunities acid, necrotic, poison
with blood within 1 mile of the crystal, and if the crystal is
Condition Immunities blinded, charmed, deafened, not destroyed, the creature closest to the crystal explodes and
IULJKWHQHGJUDSSOHGSHWULÀHGSURQH dies, and the blood dragon is reborn from the blood of it.
Senses passive Perception 10 Immutable Form. The blood dragon is immune to any spell or
Languages - effect that would alter its form.
Challenge  ;3 Legendary Resistance (3/Day). If the blood dragon fails a
saving throw, it can choose to succeed instead.
Amorphous. The blood clot can move through a space as Spellcasting. The blood dragon is an 18th level spellcaster. Its
narrow as 1 inch wide without squeezing. spellcasting ability is Intelligence (spell save DC 19, +11 to hit
with spell attacks). The blood dragon has the following spells
Contagious. A creature that touches the blood clot or hits
prepared:
it with a melee attack while within 5 feet of it takes 4 (1d8)
Cantrips (at will): ÀUHEROWOLJKWPDJHKDQGSUHVWLGLJLWDWLRQWUXH
poison damage. Then the creature must succeed on a DC 12
strike
Constitution saving throw or become hemophiliac (p. 8).
1st level (4 slots): detect magic, false life, identify, magic missile
Spider Climb.7KHEORRGFORWFDQFOLPEGLIÀFXOWVXUIDFHV 2nd level (3 slots): detect thoughts, enlarge/reduce, invisibility
including upside down on ceilings, without needing to make 3rd level (3 slots): bestow curse, counterspell, haste
an ability check. 4th level (3 slots): confusion, greater invisibility*, resilient sphere
5th level (3 slots): dream, scrying, wall of force
ACTIONS 6th level (1 slot): globe of invulnerability
7th level (1 slot): symbol
Deadly Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one
8th level (1 slot): mind blank*
target. Hit: 7 (2d6) blood damage.
9th level (1 slot): foresight*
*The blood dragon casts these spells on itself before combat.

Blood Dragon ACTIONS


Huge dragon, any alignment Multiattack. The blood dragon makes one bite attack and two
claw attacks.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
Armor Class 19 (natural armor)
Hit: 13 (2d6 + 6) blood damage. If the attack deals necrotic
Hit Points 275 (22d12 + 132) damage, the hit point maximum of the target decreases by
Speed IWÁ\IWVZLPIW half the amount of the necrotic damage dealt. This reduction
ODVWVXQWLOWKHWDUJHWÀQLVKHVDORQJUHVW
Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
STR DEX CON INT WIS CHA Hit: 13 (2d6 + 6) blood damage. If the attack deals necrotic
damage, the hit point maximum of the target decreases by
22 (+6) 20 (+5) 22 (+6) 20 (+5) 18 (+4) 18 (+4)
half the amount of the necrotic damage dealt. This reduction
ODVWVXQWLOWKHWDUJHWÀQLVKHVDORQJUHVW
Saving Throws Dexterity +11, Constitution +12, Intelligence Blood Breath (Recharge 6). The blood dragon exhales blood in
+11, Wisdom +10, Charisma +10 a 60-foot cone. Each creature in the area must succeed on a DC
Skills Arcana +11, Deception +10, History +11, Intimidate +10, 20 Dexterity saving throw, taking 54 (12d8) blood damage on
Perception +10, Persuasion +10 a failed save, or half as much on a successful one. The blood

270
breathed by the dragon stays on the ground for 1d4 rounds. XQWLOWKHWDUJHWÀQLVKHVDORQJUHVW7KHWDUJHWGLHVLIWKLV
$Q\FUHDWXUHWKDWHQWHUVWKHDUHDIRUWKHÀUVWWLPHRUVWDUWVLWV effect reduces its hit point maximum to 0.
turn within there takes 1d8 blood damage. Contagion (Recharge 6). The mephit vomits blood on a 15-
foot cone. Each creature in the area must succeed on a DC 11
LEGENDARY ACTIONS Constitution saving throw, or become hemophiliac (p. 8) for 1
minute.
The blood dragon can take 3 legendary actions, choosing from
the options below. Only one legendary action can be used at a
time and only at the end of another creature’s turn. The blood
dragon regains spent legendary actions at the start of its turn.
Claw. The blood dragon makes one claw attack.
Blooddrake
Large dragon, unaligned
Bloody Teleportation (Costs 2 Actions). The blood dragon
chooses a target that has blood within 120 feet of itself and
teleports to the target. The target must succeed on a DC 10 Armor Class 14 (natural armor)
Constitution saving throw or explodes and dies. Hit Points 152 (16d8 + 80)
Spell (Costs 3 Actions). The blood dragon casts a spell. Speed 50 ft.

STR DEX CON INT WIS CHA


Blood Mephit
19(+4) 13(+1) 21(+5) 7 (-2) 11(+0) 9 (-1)
Small elemental, neutral evil

Saving Throws Constitution +9


Armor Class 12
Skills Perception +4, Stealth +5, Survival +4
Hit Points 14 (4d6)
Damage Resistances bludgeoning, cold, thunder
Speed IHHWÁ\IW KRYHU 
Damage Immunities necrotic, poison
Condition Immunities charmed, frightened, hemophiliac,
STR DEX CON INT WIS CHA paralyzed

6 (-2) 14 (+2) 10 (+0) 12 (+1) 14 (+2) 12 (+1) Senses passive Perception 14


Languages understands Draconic but cannot speak
Challenge  ;3
Skills Perception +4, Stealth +4
Damage Immunities necrotic, poison
Bleeding Wounds. When the blooddrake takes piercing or
Condition Immunities poisoned
slashing damage, it suffers 1 bleeding wound for 1 minute. On
Senses darkvision 60 ft., passive Perception 14 a hit, the blooddrake’s bite and tail attacks deal an additional
Languages Draconic blood damage equal to the number of bleeding wounds. These
Challenge  ;3 bleeding wounds stack.
Magic Weapons. The blooddrake’s weapon attacks are magical.
Blood Form. The mephit can move through a space as narrow
as 1 inch wide without squeezing. ACTIONS
Death Burst. When the mephit dies, it explodes and creates a Multiattack. The blooddrake makes one bite and two tail
puddle of poisonous blood. Each creature within 5 feet of the attacks.
mephit must succeed on a DC 10 Dexterity saving throw or Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
take 4 (1d8) blood damage. 22 (4d8 +4) piercing damage and the target must succeed on a
False Appearance. While the mephit remains motionless, it is DC 17 Constitution saving throw or become hemophiliac (p.8)
indistinguishable from an ordinary puddle of blood. for 3 rounds.
Innate Spellcasting (1/Day). The mephit can innately cast the Tail. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
false life spell, requiring no material components. Its innate 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) blood damage.
spellcasting ability is Charisma. Shake. The blooddrake shakes off the excess blood
accumulated on its body. Each creature within 10 feet of
ACTIONS the blooddrake must make a DC 17 Dexterity saving throw,
taking 5 (1d10) blood damage for each bleeding wound the
Life Drain. Melee Spell Attack: +3 to hit, reach 5 ft., one creature.
blooddrake has on a failed save, or half as much damage on a
Hit: 5 (2d4) blood damage. The target must succeed on a DC 11
successful one. The blooddrake loses all of its bleeding wounds
Constitution saving throw or its hit point maximum is reduced
after it uses this feature.
by an amount equal to the damage taken. This reduction lasts

271
Bloodhound Damage Immunities psychic

Small elemental, unaligned Condition Immunities blinded, charmed, deafened,


H[KDXVWLRQIULJKWHQHGSDUDO\]HGSHWULÀHGSRLVRQHG
Senses passive Perception 13
Armor Class 16 (natural armor)
Languages understands Common but can’t speak
Hit Points 22 (4d6 + 8)
Challenge  ;3
Speed 40 ft.

Automaton Fighting Style (Soldier). The bloodwork automaton


STR DEX CON INT WIS CHA has advantage on attack rolls if there is at least one other
bloodwork automaton attacking the target and within 5 feet
12 (+1) 16 (+3) 14 (+2) 6 (-2) 14 (+2) 10 (+0) of the target.
Enhanced Optics and Auditory Receivers (Patrol). The
Saving Throws Dexterity +5, Wisdom +4 EORRGZRUNDXWRPDWRQ·VSURÀFLHQF\ERQXVLVGRXEOHGIRU
Wisdom (Perception) checks and it has advantage on Wisdom
Skills Perception +6, Survival +6
(Perception) checks.
Damage Immunities poison, necrotic
(IÀFLHQW/DERUHU :RUNHU  The bloodwork automaton has
Condition Immunities poisoned SURÀFLHQF\ZLWKHDFKDUWLVDQ·VWRRO
Senses passive Perception 16
Languages Understands Common but cannot speak ACTIONS
Challenge  ;3 Multiattack. The bloodwork automaton makes two attacks.
Adamantine Hammer (Worker). Melee Weapon Attack: +5 to hit,
Keen Hearing and Smell. The bloodhound has advantage on reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Wisdom (Perception) checks that rely on hearing or smell. Automaton’s Blade (Patrol and Soldier). Melee Weapon Attack: +5
Pack Tactics. The bloodhound has advantage on an attack roll to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
against a creature if at least one of the bloodhound’s allies is Automaton’s Crossbow (Patrol and Soldier). Ranged Weapon
within 5 feet of the creature and the ally isn’t incapacitated. Attack: WRKLWUDQJHIWRQHWDUJHWHit: 6 (1d8 + 2)
piercing damage.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5
(1d4 + 3) piercing damage plus 3 (1d6) blood damage. CBI Lieutenant
Medium humanoid (any race), typically lawful evil

REACTIONS
Faithful (2/Day). When an ally within 10 feet of the Armor Class 12 (15 with mage armor)
bloodhound is targeted by a melee weapon attack, the Hit Points 90 (12d8 + 36)
bloodhound makes a bite attack against the attacker. On a Speed 30 ft.
success, the creature takes the damage and it cannot take any
actions until the start of its next turn.
STR DEX CON INT WIS CHA

Bloodwork Automaton 10 (+0) 14 (+2) 16 (+3) 14 (+2) 16 (+3) 18 (+4)


Medium construct, unaligned
Saving Throws Constitution +6, Charisma +7
Armor Class 12 (14 for Soldier Automaton) Skills Arcana +5, History +5, Perception +6
Hit Points 32 (5d8 + 10) Damage Resistances damage from spells; bludgeoning,
Speed 30 ft. piercing, and slashing from nonmagical attacks
Senses passive Perception 16
Languages Common, Draconic, and one other language
STR DEX CON INT WIS CHA
Challenge  ;3
16 (+3) 14 (+2) 15 (+2) 3 (-4) 8 (-1) 1 (-5)
Armor of the Mages. The mage armor and stoneskin spells are
Skills Perception +1 (+3 for Patrol Automaton) always cast on the CBI Lieutenant and they do not count
against the spells it can cast with the Masters of the Arcane
Damage Resistances poison; bludgeoning, piercing and
Arts.
slashing damage from nonmagical attacks

272
Magic Resistance. The CBI Lieutenant has advantage on saving spell’s casting time must be equal to or shorter than 1 action.
throws against spells and other magical effects. Its spellcasting ability for such spells is Charisma.

ACTIONS CBI Special Operator


Multiattack. The CBI Lieutenant makes two attacks with its
Medium humanoid (any), typically lawful evil
bloodshot.
Bloodshot. Ranged Spell Attack: +8 to hit, range 120 ft., one
target. Hit: 14 (4d6) blood damage. The target’s hit point Armor Class 18 (tactical gear, shield)
maximum is reduced by the amount. This reduction lasts until Hit Points 136 (16d8 + 64)
WKHWDUJHWÀQLVKHVDORQJUHVW Speed 45 ft.
Masters of the Arcane Arts (7/Day). The CBI Lieutenant can
cast any spell of 5th level or lower requiring no components,
provided that the spell is listed in the Sorcerer’s spell list or STR DEX CON INT WIS CHA
the Wizard’s spell list. The spell’s casting time must be equal
to or shorter than 1 action, and its spellcasting ability for such 16(+3) 18(+4) 19(+4) 15(+2) 16(+3) 19(+4)
spells is Charisma.
Saving Throws Strength +7, Dexterity +8, Constitution +8,
Intelligence +6, Wisdom +7, Charisma +8
CBI Sorcerer
Skills Arcana +6, Athletics +7, Insight +7, Intimidation +8,
Medium humanoid (any race), typically lawful evil
Investigation +6, Medicine +7, Perception +7, Persuasion +8,
Sleight of Hand +8, Stealth +8, Survival +7
Armor Class 12 (15 with mage armor) Damage Resistances damage from spells, bludgeoning,
Hit Points 75 (10d8 + 30) piercing and slashing from nonmagical attacks
Speed 30 ft. Condition Immunities charmed, frightened
Senses blindsight 10 ft., truesight 30 ft., darkvision 120 ft.,
passive Perception 17
STR DEX CON INT WIS CHA Languages Common, Draconic, Sign Language
10 (+0) 14 (+2) 16 (+3) 14 (+2) 16 (+3) 18 (+4) Challenge  ;3
Clandestine Operation. The special operator can become
Saving Throws Constitution +6, Charisma +7 invisible as a part of its movement and vice versa. If the
operator takes 30 or more damage in a round, it becomes
Skills Arcana +5, History +5, Perception +6 visible and can’t turn invisible for 3 rounds.
Damage Resistances damage from spells; bludgeoning, Force Shield. The operator uses a magic shield designed to be
piercing, and slashing from nonmagical attacks lighter and bigger than a normal shield. The shield is made
Senses passive Perception 16 of magical force and can only be damaged or destroyed by an
Languages Common, Draconic, and one other language effect that can damage a creation of magical force, such as
Challenge  ;3 the disintegrate spell. While holding the shield, the operator
doesn’t take damage from the magic missile spell.
Immediate Retreat. The operator can cast the misty step
Armor of the Mages. The mage armor and stoneskin spells are spell as a cantrip. When the operator dies, the operator is
always cast on the CBI Sorcerer and they do not count against teleported back to the CBI Headquarters by magical means.
the spells it can cast with the Masters of the Arcane Arts.
Magic Resistance. The special operator has advantage on
Magic Resistance. The CBI sorcerer has advantage on saving saving throws against spells and other magical effects.
throws against spells and other magical effects.
Tactical Advantage. The operator has advantage on attack
rolls against a creature that was already hit with an attack
ACTIONS made by another CBI special operator on the same round.
Multiattack. The CBI Sorcerer makes two attacks with its Tactical Gear. The operator wears a special kind of armor
bloodshot. made of kevlar and metal plates made of a platinum-gold
Bloodshot. Ranged Spell Attack: +7 to hit, range 120 ft., one alloy. This armor covers the operator’s entire body and has
target. Hit: 14 (4d6) blood damage. The target’s hit point blood batteries inside, fueling the angst cores embedded in
maximum is reduced by the amount. This reduction lasts until the suit. The operator’s equipment can function in antimagic
WKHWDUJHWÀQLVKHVDORQJUHVW zones.
Masters of the Arcane Arts (5/Day). The CBI Sorcerer can
cast any spell of 3rd level or lower requiring no components ACTIONS
provided that the spell is listed in the Sorcerer’s spell list. The Multiattack. The operator makes four EORRGZRUNDVVDXOWULÁH

273
attacks. shadow cloak* spell.
%ORRGZRUN$VVDXOW5LÁHRanged Weapon Attack: +8 to hit, range Legendary Resistance (3/Day). If the Cohors Sanguinea fails a
IWRQHWDUJHWHit: 15 (2d10 + 4) piercing damage. This saving throw, it can choose to succeed instead.
attack is magical. Regeneration. The Cohors Sanguinea regains 10 hit points at
the start of its turn if it has at least 1 hit point and isn’t in
BONUS ACTIONS sunlight. If the Cohors Sanguinea takes radiant damage or
damage from holy water, this trait doesn’t function at the
Antimagic Flash Grenade. The operator throws an antimagic
start of its next turn. Also, if the Cohors Sanguinea drops to
ÁDVKJUHQDGHDWDSRLQWZLWKLQIHHWZKHUHLWH[SORGHV
0 hit points, it regains 1 hit point at the end of its turn when
regardless of whether it hits a hard surface or not. Each
three rounds have passed.
creature within 10 feet of the explosion point must succeed on
a DC 16 Constitution saving throw or be stunned until the end Spider Climb. 7KH&RKRUV6DQJXLQHDFDQFOLPEGLIÀFXOW
of its next turn. The explosion also creates a 10-foot-radius, surfaces, including upside down on ceilings, without needing
invisible sphere of antimagic zone centered on the point that to make an ability check.
persists for 1 round. Toughened. The Cohors Sanguinea doesn’t take fall damage.
Vampire Weaknesses. The Cohors Sanguinea has the following
REACTIONS ÁDZV
Forbiddance. The Cohors Sanguinea can’t enter a residence
Countermagic Measures. When a creature casts a spell, the
without an invitation from one of the occupants.
operator can make a EORRGZRUNDVVDXOWULÁH attack against the
Silver Stake to the Heart. If a piercing weapon made of silver
creature.
is driven into the Cohors Sanguinea’s heart while it has 0 hit
Shield Cover. When a creature that the operator can see takes points, the Cohors Sanguinea dies.
hostile action against the operator, the operator can raise its Sunlight Hypersensitivity. The Cohors Sanguinea takes 20
shield and take cover against the creature. If the operator radiant damage when it starts its turn in sunlight. While in
does so, it has three-quarters cover against the creature and sunlight, it has disadvantage on attack rolls and ability checks.
half cover against other creatures adjacent to the creature. If
the operator lowers its shield, or the shield is destroyed, the
operator is no longer behind cover. If the operator uses this ACTIONS
feature against another creature, the operator loses its cover Multiattack. The Cohors Sanguinea makes two weapon attacks
against the previous creature. and one spell attack.
Blood God’s Envy. Ranged Spell Attack: +8 to hit, range 60 ft., one
target. Hit: 2 (1d4) blood damage for each Hit Die the target
Cohors Sanguinea has.
Medium undead, typically lawful evil King’s Sword. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 28 (4d10 + 6) blood damage. If the target is immune
Armor Class 19 (natural armor) to both necrotic and poison damage, then this attack deals
slashing damage and is magical.
Hit Points 157 (15d8 + 90)
Speed 40 ft.
REACTIONS
Blood Absorption. When targeted by an attack, the Cohors
STR DEX CON INT WIS CHA Sanguinea can use its almost indestructible left arm to
cover itself to gain a +5 bonus to its AC against that attack.
18 (+4) 22 (+6) 22 (+6) 15 (+2) 20 (+5) 16 (+3) Alternatively, when subjected to blood damage, the Cohors
Sanguinea can use its blessed arm to absorb the damage,
Saving Throws Dexterity +11, Constitution +11, Wisdom +10 negating the damage completely.
Skills Acrobatics +11, Arcana +7, Athletics +9, History +7,
Intimidation +8, Perception +10 LEGENDARY ACTIONS
Damage Resistance cold, necrotic, poison The Cohors Sanguinea can take 3 legendary actions, choosing
Damage Immunities bludgeoning, piercing, and slashing from the options below. Only one legendary action option can
from nonmagical attacks that aren’t silvered be used at a time and only at the end of another creature’s
turn. The Cohors Sanguinea regains spent legendary actions
Senses blindsight 10 ft., darkvision 120 ft., passive Perception
at the start of its turn.
20
Detect. The Cohors Sanguinea makes a Wisdom (Perception)
Languages Common, Draconic, Old Common
check with advantage.
Challenge  ;3
Move. The Cohors Sanguinea moves up to its remaining speed
for the turn without provoking opportunity attacks.
Cloaked. In the daytime, the Cohors Sanguinea carries out Tag (Costs 2 Actions). The Cohors Sanguinea moves up to its
its duty under sunlight. They wear robes enchanted by the remaining speed for the turn without provoking opportunity

274
attacks and touches a creature at any point of this movement. Crimson Monk
The creature must succeed on a DC 16 (21 if the Cohors
Sanguinea is within Kanrath) Charisma saving throw or Medium (or Small) undead, typically lawful evil
is marked for a day. All Cohors Sanguinea members have
advantage on their attack rolls against a marked creature; Armor Class 11
also, they can sense if there is a marked creature within 120 Hit Points 65 (10d8 + 20)
IHHWRIWKHP$PDUNHGFUHDWXUHFDQ·WEHQHÀWIURPLQYLVLELOLW\ Speed 30 ft.

STR DEX CON INT WIS CHA


Crimson Grand Monk
14 (+2) 12 (+1) 14 (+2) 15 (+2) 16 (+3) 8 (-1)
Medium undead, typically lawful evil
Skills History +6, Perception +5
Armor Class 15 (shield of the dedicated) Damage Immunities poison
Hit Points 60 (8d8 + 24) Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive Perception 15
Speed 30 ft.
Languages Common, Old Common plus any one language
Challenge  ;3

STR DEX CON INT WIS CHA Eternal Dedication. :KLOHLQWKH&U\SWRIWKH)LUVW9DPSLUH


the crimson monk has advantage on attack rolls and saving
16 (+3) 13 (+1) 16 (+3) 15 (+2) 13 (+1) 16 (+3)
throws.

Saving Throws Strength +5, Dexterity +4, Wisdom +3, ACTIONS


Charisma +5 Multiattack. The crimson monk makes two weapon attacks.
Skills Athletics +5, Intimidation +5, Perception +3, Stealth +4
Sword of Fleshcarving. Melee Weapon Attack: +4 to hit, reach 5
Damage Immunities poison ft., one creature. Hit: 5 (1d6 + 2) piercing damage. The crimson
Condition Immunities charmed, frightened, poisoned monk’s attacks made with this weapon score a critical hit on a
Senses darkvision 120 ft., passive Perception 13 roll of 19 or 20.
Languages Common, Old Common, one other language
Challenge  ;3
Crypt Gargoyle
Armory of the Dedicated. The crimson grand monk is so Medium elemental, neutral evil
GHGLFDWHGWRWKH)RXQGHUWKDWWKH)RXQGHUUHZDUGVLW
with a shortsword made of blood, called “the sword of the
Armor Class 16 (natural armor)
dedicated” and a shield made of blood, called “the shield of
the dedicated”. The monk can conjure the shortsword and the Hit Points 68 (8d8 + 32)
shield, requiring no action. Speed IWÁ\IW
Legendary Resistance (1/Day). If the crimson grand monk fails
a saving throw, it can choose to succeed instead.
STR DEX CON INT WIS CHA
Eternal Dedication. :KLOHLQWKH&U\SWRIWKH)LUVW9DPSLUH
the crimson grand monk has advantage on attack rolls and 18 (+4) 14 (+2) 18 (+4) 8 (-1) 16 (+3) 8 (-1)
saving throws.
Spider Climb. 7KHFULPVRQJUDQGPRQNFDQFOLPEGLIÀFXOW
Damage Resistances bludgeoning, piercing, and slashing
surfaces, including upside down on ceilings, without needing
from nonmagical attacks not made with adamantine weapons
to make an ability check.
Condition Immunities hemophiliac, poisoned
Senses darkvision 120 ft., passive Perception 13
ACTIONS
Languages Old Common, Terran
Multiattack. The crimson grand monk makes two weapon
attacks. Challenge  ;3
Sword of the Dedicated. Melee Weapon Attack: +5 to hit, reach 5
ft., one creature. Hit: 6 (1d6 + 3) piercing damage plus 4 (1d8) False Appearance. While the gargoyle remains motionless, it is
poison damage. indistinguishable from an inanimate statue.
Self-Petrifying (1/Day). As a bonus action, the crypt gargoyle

275
can turn itself into an actual statue by petrifying itself, or vice Speed 30 ft.
versa.

STR DEX CON INT WIS CHA


ACTIONS
Multiattack. The crypt gargoyle uses its Petrifying Gaze if 10 (+0) 15 (+2) 14 (+2) 6 (-2) 8 (-1) 14 (+2)
possible, then it makes two attacks: one with its bite and one
with its claws.
Skills Athletics +2, Intimidation +3
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4
(1d4 + 2) piercing damage plus 7 (2d6) blood damage. Senses passive Perception 9

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: Languages Common
5 (1d6 + 2) slashing damage plus 4 (1d8) blood damage. Challenge  ;3
Death Stare (Recharge 5-6).7KHFU\SWJDUJR\OHÀ[HVLWVJD]H
on one creature it can see within 10 feet of it. The target must Knowledge of the Streets. The Cyherested crime boss lives
succeed on a DC 14 Wisdom saving throw against this magic and conducts its “business” in the city of Cyherested, thus
RUEHFRPHSHWULÀHGIRUGWXUQV7KHSHWULÀHGWDUJHWFDQ it knows the area very well. It has advantage on Wisdom
repeat the saving throw at the end of each of its turns, ending (Survival) checks while in Cyherested.
the effect on itself on a success. If a target’s saving throw is Spellcasting. The Cyherested crime boss casts one of the
successful or the effect ends for it, the target is immune to the following spells, using Charisma as its spellcasting ability
crypt gargoyle’s gaze for the next 24 hours. (spell save DC 12, +4 to hit with spell attacks):
At will: chill touch, prestidigitation, shocking grasp
Crypt Guard GD\HDFK burning hands, expeditious retreat
Medium undead, any alignment
ACTIONS
Armor Class 14 (leather, shield) Multiattack. The Cyherested crime boss makes two weapon
Hit Points 39 (6d8 + 12) attacks.

Speed 30 ft. Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 1) piercing damage.
Wand of Magic Missile. This wand has 7 charges. While holding
STR DEX CON INT WIS CHA it, the Cyherested crime boss can expend 1 or more of its
charges to cast the magic missile VSHOOIURPLW)RUWKHÀUVW
16 (+3) 12 (+1) 14 (+2) 6 (-2) 16 (+3) 6 (-2) charge it expends, it must cast it as a 1st-level spell. The thug
can increase the spell slot level by one for each additional
charge it expends. The wand regains 1d6 + 1 expended charges
Skills Perception +5
daily at dawn. If the thug expends the wand’s last charge, roll
Senses darkvision 60 ft., passive Perception 15 a d20. On a 1, the wand crumbles into ashes and is destroyed.
Languages Understands Common but cannot speak
Challenge  ;3
Cyherested Thug
Medium humanoid (any), any non-good alignment
Alerted. The crypt guard knows if a creature is from the royal
family or not, always acting hostile against the non-royals.
Armor Class 12
Hit Points 24 (4d8 + 8)
ACTIONS
Speed 30 ft.
Multiattack. The crypt guard makes two weapon attacks.
Angst Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit:  G VODVKLQJGDPDJHSOXV G ÀUH STR DEX CON INT WIS CHA
GDPDJH G VODVKLQJGDPDJHSOXV G ÀUHGDPDJH
if wielded with two hands. 10 (+0) 15 (+2) 14 (+2) 6 (-2) 8 (-1) 12 (+1)

Cyherested Crime Boss Skills Athletics +2, Intimidation +3


Medium humanoid (any), any non-good alignment Senses passive Perception 9
Languages Common
Armor Class 12 Challenge  ;3
Hit Points 52 (8d8 + 16)

276
Knowledge of the Streets. The Cyherested thug lives and attack). They also gain climb and swim speeds that are equal
conducts its “business” in the city of Cyherested, thus it to half of their speed.
knows the area very well. It has advantage on Wisdom
(Survival) checks while in Cyherested.
ACTIONS
Spellcasting. The Cyherested thug casts one of the following
Multiattack. The ranger makes three longbow attacks.
spells, using Charisma as its spellcasting ability (spell save DC
11, +3 to hit with spell attacks): Longbow. Ranged Weapon Attack:WRKLWUDQJHIW
one target. Hit: 18 (3d8 + 5) piercing damage.
At will: chill touch, prestidigitation, shocking grasp
Herd (6/day). The ranger casts the animal friendship spell.
GD\HDFK burning hands, expeditious retreat

ACTIONS Ethan Ward, The Detective


Multiattack. The Cyherested thug makes two weapon attacks. Medium humanoid (human), chaotic neutral
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 1) piercing damage. Armor Class 13
Wand of Magic Missile. This wand has 7 charges. While holding Hit Points 26 (4d8 + 8)(+7 (1d8+3) each time the characters
it, the Cyherested thug can expend 1 or more of its charges level up)
to cast the magic missile VSHOOIURPLW)RUWKHÀUVWFKDUJH
Speed 30 ft.
it expends, it must cast it as a 1st-level spell. The thug can
increase the spell slot level by one for each additional charge
it expends. The wand regains 1d6 + 1 expended charges daily
at dawn. If the thug expends the wand’s last charge, roll a d20. STR DEX CON INT WIS CHA
On a 1, the wand crumbles into ashes and is destroyed. 8 (-1) 16 (+3) 14 (+2) 18 (+4) 16 (+3) 18 (+4)

Demiplane Ranger Skills Deception +8, History +6, Investigation +8, Medicine +5,
Perception +7, Persuasion +6, Religion +6, Stealth +8
Medium fey, typically chaotic evil
Senses passive Perception 17
Languages Common, Draconic, Old Common
Armor Class 15
Challenge  ;3LQFUHDVHVDVWKHSDUW\OHYHOVXS
Hit Points 152 (16d8 + 80)
Speed 50 ft., climb 25 ft., swim 25 ft.
Investigator. The detective is a master investigator. He gains
a +5 bonus to Intelligence (Investigation) checks provided he
STR DEX CON INT WIS CHA spends 3 minutes exploring the place he investigates. This
bonus increases to +7 when the characters reach the 5th level.
15 (+3) 21 (+5) 21 (+5) 10 (+0) 22 (+6) 24 (+7) A Helping Hand (When the Party is 2nd Level). If an ally is
making death saving throws, the detective makes Wisdom
Saving Throws Dexterity +9, Constitution +9, Wisdom +10, (Medicine) checks to stabilize his ally with advantage.
Charisma +11 All-Seeing Eye (When the Party is 3rd Level). The Detective is
Skills Animal Handling +14, Arcana +4, Insight +10, Nature +4, an experienced investigator who shares his knowledge with
Perception +10, Survival +10, Stealth +9 his party when needed. His allies have advantage on group
ability checks.
Condition Immunities charmed
Bloodwork Pistol Improvement (When the Party is 3rd Level).
Senses tremorsense 20 ft., passive Perception 25
The detective’s bloodwork pistol attacks deal an additional 3
Languages Common, Elvish, Sylvan G ÀUHGDPDJH7KLVDGGLWLRQDOGDPDJHLQFUHDVHVWR G 
Challenge  ;3 when the characters reach the 7th level.
Cautious (When the Party is 4th Level). The detective and his
Favored Demiplane. While within the Sanguinologist’s allies within 30 feet of him cannot be surprised if the detective
demiplane, the ranger can’t be lost by any means. In addition, is not blinded or incapacitated.
PRYLQJWKURXJKQRQPDJLFDOGLIÀFXOWWHUUDLQFRVWVWKHUDQJHU Armored Investigator (When the Party is 5th Level). The
no extra movement. detective decides to upgrade his armor. He has AC 15. His
Magic Resistance. The ranger has advantage on saving throws AC increases by 2 when the characters reach the 9th level
against spells and other magical effects. and becomes 17. He is careful to hide the armor beneath his
clothing.
Elemental Command. The ranger and the beasts it has charmed
are strengthened by the elements constituting the demiplane. Pistol Expertise (When the Party is 8th Level). Being within 5
The reach and range of the attacks made by the ranger or the feet of a hostile creature doesn’t impose disadvantage on the
beasts it has charmed are doubled (included in the ranger’s detective’s ranged attack rolls.

277
Blood Investigator (When the Party is 10th Level). When +9, Stealth +9
the detective spends ten minutes investigating a drop of Damage Resistances lightning, thunder
blood that was spilled no more than 8 hours ago, he gains
Damage Immunities cold, necrotic, poison; bludgeoning,
information about the target’s heritage, age, and whether is
piercing and slashing from nonmagical attacks not made with
intoxicated or not. If he tries this on the characters, he sees
golden weapons
them as elderly vampires that are not intoxicated.
Condition Immunities charmed*, exhaustion, frightened*,
Angst In His Veins (When the Party is 11th Level). The
paralyzed, poisoned
Detective’s angst cigarette addiction started to affect him.
The angst dust in his body reacts with his blood and makes Senses blindsight 60 ft., darkvision 120 ft., passive Perception
him heat up and become more aggressive. Whenever he takes 28
bludgeoning, piercing, or slashing damage, he gains advantage Languages&RPPRQ'UDFRQLF(OYLVK+DOÁLQJ2OG&RPPRQ
on attack rolls, ability checks, and saving throws until the end Thieves’ Cant
of his next turn. Challenge  ;3

ACTIONS Shapechanger.,IWKH)RXUWK&KLOGLVQ·WLQVXQOLJKWVKHFDQ
Multiattack (When the Party is 6th Level). The detective makes use her action to polymorph into a Tiny bat or a Medium
two weapon attacks; one with his bloodwork pistol and one with cloud of mist, or back into her true form. While in bat form,
his melee weapon. WKH)RXUWK&KLOGFDQ·WVSHDNKHUZDONLQJVSHHGLVIHHWDQG
Bloodwork Pistol. Ranged Weapon Attack: +5 to hit (+6 when the VKHKDVDÁ\LQJVSHHGRIIHHW+HUVWDWLVWLFVRWKHUWKDQ
characters are 5th level, +7 when the characters are 9th level), her size and speed, are unchanged. Anything she is wearing
UDQJHIWRQHWDUJHWHit: 4 (1d8) piercing damage. transforms with her, but nothing she is carrying does. She
reverts to her true form if she dies. While in mist form, the
Dagger. Melee Weapon Attack: +5 to hit (+6 when the characters
)RXUWK&KLOGFDQ·WWDNHDQ\DFWLRQVVSHDNRUPDQLSXODWH
are 5th level, +7 when the characters are 9th level), reach 5 ft.,
REMHFWV6KHLVZHLJKWOHVVKDVDÁ\LQJVSHHGRIIHHWFDQ
one target. Hit: 5 (1d4 + 3) slashing damage.
hover, and can enter a hostile creature’s space and stop there.
Healing Potion (2/Day, When the Party is 4th Level). The In addition, if air can pass through a space, the mist can do
detective has 10 potions of healing in his bag of holding unless so without squeezing, and she can’t pass through water. She
he buys more or he spends them. He is willing to use two of has advantage on Strength, Dexterity, and Constitution saving
them a day for his allies. As an action, he makes one of his throws, and she is immune to all nonmagical damage, except
allies within 5 feet of himself drink the potion. As a result, the the damage she takes from sunlight.
ally regains 2d4 + 2 hit points.
Demoralize. 7KH)RXUWK&KLOGFDQGHPRUDOL]HWKHFUHDWXUHV
around her by simply talking to them. As a bonus action, the
)RXUWK&KLOGSHUVXDGHVKRVWLOHFUHDWXUHVZLWKLQIHHWRI
her that can hear and understand her that they are inferior to
The Fourth Child her. The creatures have disadvantage on their attack rolls and
Small undead, lawful evil saving throws until the end of their next turn. If a creature
has resistance or immunity to psychic damage, it is also
immune to the effects of this feature.
Armor Class 20 (spider gown)
Forbiddance.7KH)RXUWK&KLOGFDQ·WHQWHUDUHVLGHQFHZLWKRXW
Hit Points 228 (24d6 + 144)
DQLQYLWDWLRQIURPRQHRIWKHRFFXSDQWV7KLVÁDZGRHVQRW
Speed 25 ft. IXQFWLRQZKLOHWKH)RXUWK&KLOGLVLQ.DQUDWKVLQFHVKHLVRQH
of the owners of the whole city.
Frightful Presence.(DFKFUHDWXUHRIWKH)RXUWK&KLOG·VFKRLFH
STR DEX CON INT WIS CHA WKDWLVZLWKLQIHHWRIWKH)RXUWK&KLOGDQGDZDUHRIKHU
16 (+3) 16 (+3) 22 (+6) 20 (+5) 22 (+6) 26 (+8) must succeed on a DC 22 Wisdom saving throw or become
frightened for 1 minute. A creature can repeat the saving
throw at the end of each of its turns, ending the effect on
Saving Throws Constitution +12, Intelligence +11, Wisdom itself on a success. If a creature’s saving throw is successful
+12, Charisma +14 RUWKHHIIHFWHQGVIRULWWKHFUHDWXUHLVLPPXQHWRWKH)RXUWK
Skills Athletics +9, Deception +14, History +17, Insight &KLOG·V)ULJKWIXO3UHVHQFHIRUWKHQH[WKRXUV
+12, Intimidation +14, Investigation +11, Perception +18, Legendary Resistance (3/Day). ,IWKH)RXUWK&KLOGIDLOVDVDYLQJ
Performance +14, Persuasion +20, Religion +11, Sleight of Hand throw, she can choose to succeed instead.

278
Regeneration.7KH)RXUWK&KLOGUHJDLQVKLWSRLQWVDW existence than the target, or takes a bonus action to end the
the start of her turn if she has at least 1 hit point and isn’t effect.
in sunlight. If she takes radiant damage, this trait doesn’t Children of the Night (1/Day). 7KH)RXUWK&KLOGFDOOVG
function at the start of her next turn. swarms of bats or rats, provided that the sun isn’t up. While
Rejecting Death. ,IWKH)RXUWK&KLOGGURSVWRKLWSRLQWVVKH RXWGRRUVWKH)RXUWK&KLOGFDQFDOOGZROYHVLQVWHDG7KH
regains all lost hit points after 1d4 rounds. This trait doesn’t called creatures arrive in 1d4 rounds, acting as allies of the
function while there is a golden piercing weapon driven into )RXUWK&KLOGDQGREH\LQJLWVVSRNHQFRPPDQGV7KHEHDVWV
her heart. UHPDLQIRUKRXUXQWLOWKH)RXUWK&KLOGGLHVRUXQWLOWKH
Spider Climb. 7KH)RXUWK&KLOGFDQFOLPEGLIÀFXOWVXUIDFHV )RXUWK&KLOGGLVPLVVHVWKHPDVDERQXVDFWLRQ
including upside down on ceilings, without needing to make Extraordinary Alacrity.7KH)RXUWK&KLOG·VVSHHGLQFUHDVHV
an ability check. for the current turn. Her new speed is equal to ten times
Spider Gown. 7KH)RXUWK&KLOGZHDUVDZKLWHOXPLQRXVJRZQ WKHQRUPDORQHDIWHUDSSO\LQJDQ\PRGLÀHUV)RUH[DPSOH
made from spider silk and enhanced with blood magic. While she can move up to 250 feet on her turn if she uses her
ZHDULQJWKHJRZQWKH)RXUWK&KLOG·V$&EHFRPHV Extraordinary Alacrity.
Sunlight Hypersensitivity.7KH)RXUWK&KLOGWDNHVUDGLDQW
damage when she starts her turn in sunlight. While in LEGENDARY ACTIONS
sunlight, she has disadvantage on attack rolls and ability 7KH)RXUWK&KLOGFDQWDNHOHJHQGDU\DFWLRQVFKRRVLQJIURP
checks. the options below. Only one legendary action option can be
7KLVWUDLWGRHVQRWIXQFWLRQDJDLQVWWKH)RXQGHU used at a time and only at the end of another creature’s turn.
7KH)RXUWK&KLOGUHJDLQVVSHQWOHJHQGDU\DFWLRQVDWWKHVWDUW
of her turn.
ACTIONS
Detect. 7KH)RXUWK&KLOGPDNHVD:LVGRP 3HUFHSWLRQ FKHFN
Multiattack (Vampire Form Only). 7KH)RXUWK&KLOGPDNHV
six Hairpin Angst Blade attacks. She can try to grapple an Move. 7KH)RXUWK&KLOGPRYHVXSWRKHUUHPDLQLQJVSHHGIRU
opponent instead of making a Hairpin Angst Blade attack. the turn without provoking opportunity attacks.
Hairpin Angst Blade (Vampire Form Only). Ranged Spell Attack: Excruciating Screech (Costs 3 Actions). 7KH)RXUWK&KLOG
+14 to hit, range 30 ft., one target. Hit: 2 (1d4) piercing damage shouts out a piercing cry dealing an amount of thunder
plus 14 (1d12 + 8) lightning damage and the target must damage equal to the difference between her hit point
succeed on a DC 21 Constitution saving throw or become maximum and current hit points. The damage is divided
KHPRSKLOLDFIRUPLQXWH7KLVDWWDFNLVPDJLFDO7KH)RXUWK HTXDOO\E\DOOFUHDWXUHVZLWKLQIHHWRIWKH)RXUWK&KLOG
Child wears six hairpins in her hair, which she can magically
FRQWUROZLWKKHUPLQGWKHVHKDLUSLQVFRQWDLQKLJKO\SXULÀHG
DQJVWFU\VWDOVDQGFDQÁRDWIUHHO\LQWKHDLU7KHKDLUSLQDQJVW
Golden Bullet Frontier
EODGHVÁRDWLQWKHVDPHVSDFHZKHUHWKH)RXUWK&KLOGLVLQDQG Medium humanoid (any), any alignment
returns to that space after each attack.
Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, Armor Class 14 (hide armor, 17 against bite attacks)
reach 5 ft., one willing creature, or a creature that is grappled Hit Points 60 (8d8 + 24)
E\WKH)RXUWK&KLOGLQFDSDFLWDWHGRUUHVWUDLQHG Hit: 6 (1d6
Speed 30 ft.
+ 3) piercing damage plus 10 (3d6) necrotic damage. The
target’s hit point maximum is reduced by an amount equal
WRWKHQHFURWLFGDPDJHWDNHQDQGWKH)RXUWK&KLOGUHJDLQV
hit points equal to that amount. The reduction lasts until the STR DEX CON INT WIS CHA
WDUJHWÀQLVKHVDORQJUHVW7KHWDUJHWGLHVLIWKLVHIIHFWUHGXFHV 16 (+3) 15 (+2) 16 (+3) 11 (+0) 16 (+3) 13 (+1)
its hit point maximum to 0. A humanoid slain in this way
and then buried in the ground rises the following night as a
YDPSLUHVSDZQXQGHUWKH)RXUWK&KLOG·VFRQWURO Saving Throws Strength +5, Constitution +5, Wisdom +5
Charm. 7KH)RXUWK&KLOGWDUJHWVRQHKXPDQRLGLWFDQVHH Skills Athletics +5, Perception +5, Survival +5
ZLWKLQIHHWRIKHU,IWKHWDUJHWFDQVHHWKH)RXUWK&KLOG Senses passive Perception 15
the target must succeed on a DC 22 Wisdom saving throw Languages Common, one other language
DJDLQVWWKLVPDJLFRUEHFKDUPHGE\WKH)RXUWK&KLOG7KH
FKDUPHGWDUJHWUHJDUGVWKH)RXUWK&KLOGDVDWUXVWHGIULHQG Challenge  ;3
to be heeded and protected. Although the target isn’t under
WKH)RXUWK&KLOG·VFRQWUROLWWDNHVWKH)RXUWK&KLOG·VUHTXHVWV Got ‘Em Cornered. When the Golden Bullet frontier hits a
or actions in the most favorable way it can, and it is a willing creature with its Sneak Attack feature, the target takes a -2
WDUJHWIRUWKH)RXUWK&KLOG·VELWHDWWDFN(DFKWLPHWKH)RXUWK penalty to AC until the end of its next turn.
&KLOGRUWKH)RXUWK&KLOG·VFRPSDQLRQVGRDQ\WKLQJKDUPIXO Sneak Attack. Once per turn, the Golden Bullet frontier deals
to the target, it can repeat the saving throw, ending the effect an extra 3 (1d6) damage when it hits a target with a weapon
on itself on a success. Otherwise, the effect lasts 24 hours or attack and has advantage on the attack roll, or when the
XQWLOWKH)RXUWK&KLOGLVGHVWUR\HGLVRQDGLIIHUHQWSODQHRI

279
target is within 5 feet of an ally of the Golden Bullet frontier 5HSHDWHU5LÁHRanged Weapon Attack: WRKLWUDQJH
that isn’t incapacitated and the Golden Bullet frontier doesn’t ft., one creature. Hit: 8 (1d10 + 3) piercing damage.
have disadvantage on the attack roll.
BONUS ACTIONS
ACTIONS Cunning Action. On each of its turns, the Golden Bullet
Multiattack. The Golden Bullet frontier makes one attack with marksman can take the Dash, Disengage, or Hide action.
its battleaxe and one attack with its bloodwork pistol. Syringe of Bless (1/Day). The Golden Bullet marksman quickly
Angst-Edged Silvered Battleaxe. Melee Weapon Attack: +5 to hit, applies a concoction to itself using a syringe, and gains the
reach 5 ft., one creature. Hit: 7 (1d8 + 3) slashing damage plus 2 EHQHÀWVRIWKHbless spell.
G ÀUHGDPDJH Syringe of Heal (2/Day). The Golden Bullet marksman quickly
Bloodwork Pistol. Ranged Weapon Attack: WRKLWUDQJH applies a concoction to itself using a syringe, regaining 2d8 +
ft., one creature. Hit: 6 (1d8 + 2) piercing damage. 5 hit points.

BONUS ACTIONS Kanrath Enforcer


Syringe of Bless (1/Day). The Golden Bullet frontier quickly
Medium humanoid (any), typically lawful neutral
applies a concoction to itself using a syringe, and gains the
EHQHÀWVRIWKHbless spell.
Syringe of Heal (2/Day). The Golden Bullet frontier quickly Armor Class 15 (breastplate)
applies a concoction to itself using a syringe, regaining 2d8 + Hit Points 32 (5d8 + 10)
5 hit points. Speed 30 ft.

Golden Bullet Marksman STR DEX CON INT WIS CHA


Medium humanoid (any), any alignment
14 (+2) 13 (+1) 15 (+2) 7 (-2) 10 (+0) 8 (-1)

Armor Class 13 (16 against bite attacks)


Saving Throws Strength +4, Constitution +4
Hit Points 60 (8d8 + 24)
Skills Athletics +4, Intimidation +3
Speed 30 ft.
Senses passive Perception 10
Languages Common
STR DEX CON INT WIS CHA Challenge  ;3
12 (+1) 16 (+3) 16 (+3) 11 (+0) 14 (+2) 13 (+1)
ACTIONS
Saving Throws Dexterity +5, Constitution +5, Wisdom +4 Multiattack. The Kanrath enforcer can make two attacks.
Skills Acrobatics +5, Perception +4, Stealth +5 Shock Baton. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) bludgeoning damage plus 2 (1d4)
Senses passive Perception 14
lightning damage.
Languages Common, one other language
Bloodwork Pistol. Ranged Weapon Attack: WRKLWUDQJH
Challenge  ;3 ft., one creature. Hit: 5 (1d8 + 1) piercing damage.

Got ‘Em Cornered. When the Golden Bullet marksman hits a


creature with its Sneak Attack feature, the target takes a -2 Kanrath Enforcer Captain
penalty to AC until the end of its next turn. Medium humanoid (any), typically lawful neutral
Sneak Attack. Once per turn, the Golden Bullet marksman
deals an extra 3 (1d6) damage when it hits a creature with Armor Class 15 (breastplate)
a weapon attack and has advantage on the attack roll, or
Hit Points 67 (9d8 + 27)
when the target is within 5 feet of an ally of the Golden Bullet
marksman that isn’t incapacitated and the Golden Bullet Speed 30 ft.
marksman doesn’t have disadvantage on the attack roll.

STR DEX CON INT WIS CHA


ACTIONS
Multiattack. The Golden Bullet marksman makes two attacks. 16 (+3) 13 (+1) 16 (+3) 7 (-2) 10 (+0) 8 (-1)
Bloodwork Pistol. Ranged Weapon Attack: WRKLWUDQJH
ft., one creature. Hit: 7 (1d8 + 3) piercing damage. Saving Throws Strength +4, Constitution +4

280
Skills Athletics +5, Intimidation +3
STR DEX CON INT WIS CHA
Senses passive Perception 10
12 (+1) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 10 (+0)
Languages Common
Challenge  ;3
Skills Athletics +3, Sleight of Hand +3
To Serve and Oppress. The Kanrath enforcers within 30 feet of Senses passive Perception 10
the captain have advantage on attack rolls as long as they can Languages Common
see or hear the captain. Challenge  ;3
Knowledge of the Streets. The Kanrath thug lives and conducts
ACTIONS its “business” in the city of Kanrath, thus it knows the area
Multiattack. The Kanrath enforcer captain can make three very well. It has an advantage on Wisdom (Survival) checks
shock baton attacks. while in Kanrath.
Shock Baton. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) bludgeoning damage plus 2 (1d4) ACTIONS
lightning damage. Multiattack. The Kanrath thug makes two weapon attacks.
Bloodwork Pistol. Ranged Weapon Attack: WRKLWUDQJH Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
ft., one creature. Hit: 5 (1d8 + 1) piercing damage. Hit: 5 (1d4 + 1) piercing damage.
Bloodwork Pistol. Ranged Weapon Attack: WRKLWUDQJH
ft., one target. Hit: 6 (1d8 +2) piercing damage.
Kanrath Enforcer Initiate
Medium humanoid (any), typically lawful neutral
REACTIONS
Anything to Survive. When hit with a weapon attack, the
Armor Class 13 (studded leather) Kanrath thug can make a Dexterity saving throw (DC is equal
Hit Points 11 (2d8 + 2) to the attack roll). On a failed save, the Kanrath thug takes
Speed 30 ft. WKHGDPDJHQRUPDOO\2QDVXFFHVVIXOVDYHLWFDQUHÁHFWWKH
attack to a creature of its choice within 5 feet of it, and the
chosen creature takes the damage instead.
STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 7 (-2) Kanrath Thug Leader
Medium humanoid (any), any non-good alignment
Saving Throws Strength +3, Constitution +3
Skills Athletics +3 Armor Class 13
Senses passive Perception 10 Hit Points 66 (12d8 + 12)
Languages Common Speed 30 ft.
Challenge  ;3

STR DEX CON INT WIS CHA


ACTIONS
Shock Baton. Melee Weapon Attack: +3 to hit, reach 5 ft., one 16 (+3) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 10 (+0)
target. Hit: 4 (1d6 + 1) bludgeoning damage plus 2 (1d4)
lightning damage. Skills Athletics +3, Sleight of Hand +3
Bloodwork Pistol. Ranged Weapon Attack: WRKLWUDQJH Senses passive Perception 10
ft., one creature. Hit: 5 (1d8 + 1) piercing damage.
Languages Common
Challenge  ;3
Kanrath Thug
Medium humanoid (any), any non-good alignment Angst Coated Weapons. The Kanrath thug leader’s successful
PHOHHZHDSRQDWWDFNVGHDODQH[WUD G ÀUHGDPDJH
Armor Class 12 (included in the attack).
Hit Points 22 (4d8 + 4) Knowledge of the Streets. The Kanrath thug leader lives and
conducts its “business” in the city of Kanrath, thus it knows
Speed 30 ft.
the area very well. It has an advantage on Wisdom (Survival)
checks while in Kanrath.

281
ACTIONS damage from holy water, this trait doesn’t function at the
start of the vampire’s next turn. Also, if the Kanrath vampire
Multiattack. The Kanrath thug leader makes two weapon
drops to 0 hit points, it regains 1 hit point at the end of its
attacks.
turn when three rounds have passed.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Spider Climb. 7KH.DQUDWKYDPSLUHFDQFOLPEGLIÀFXOW
target. Hit:  G SLHUFLQJGDPDJHSOXV G ÀUH
surfaces, including upside down on ceilings, without needing
damage.
to make an ability check.
Bloodwork Pistol. Ranged Weapon Attack: WRKLWUDQJH
Vampire Weaknesses. The Kanrath vampire has the following
ft., one target. Hit: 6 (1d8 +2) piercing damage.
ÁDZV
Lead the Gang. The Kanrath gang leader can order its Forbiddance. The Kanrath vampire can’t enter a residence
followers (of its choice) within 30 feet of it that can see or hear without an invitation from one of the occupants.
it to attack. The chosen followers can make one weapon attack Silver Stake to the Heart. If a piercing weapon made of silver
against creatures within their reach or range as a reaction, is driven into the Kanrath vampire’s heart while it has 0 hit
only with the weapons they’re wielding. points, the Kanrath vampire dies.
Sunlight Hypersensitivity. The Kanrath vampire takes 20
REACTIONS radiant damage when it starts its turn in sunlight. While in
sunlight, it has disadvantage on attack rolls and ability checks.
Anything to Survive. When hit with a weapon attack, the
Kanrath thug leader can make a Dexterity saving throw (DC
is equal to the attack roll). On a failed save, the Kanrath thug ACTIONS
WDNHVWKHGDPDJHQRUPDOO\2QDVXFFHVVIXOVDYHLWFDQUHÁHFW Multiattack. The Kanrath vampire makes two attacks, only
the attack to a creature of its choice within 5 feet of it, and the one of which can be a bite attack.
chosen creature takes the damage instead.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing
creature, or a creature that is grappled by the Kanrath
vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing
Kanrath Vampire damage plus 7 (2d6) necrotic damage. The target’s hit point
Medium undead, typically neutral evil maximum is reduced by an amount equal to the necrotic
damage taken, and the Kanrath vampire regains hit points
Armor Class 12 equal to that amount. The reduction lasts until the target
ÀQLVKHVDORQJUHVW
Hit Points 60 (8d8 + 24)
Bloodwork Pistol. Ranged Weapon Attack: WRKLWUDQJH
Speed 30 ft.
ft., one creature. Hit: 6 (1d8 + 2) piercing damage.
Kanrath Shortsword. Melee Weapon Attack: +6 to hit, reach 5
STR DEX CON INT WIS CHA ft., one creature. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6)
poison damage.
16 (+3) 14 (+2) 16 (+3) 15 (+2) 13 (+1) 16 (+3) Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one creature. Hit: 7 (1d8 + 3) bludgeoning damage. Instead of
Saving Throws Strength +6, Dexterity +5, Wisdom +4, dealing damage, the vampire can grapple the target (escape
Charisma +6 DC 14).
Skills Athletics +6, Deception +6, Perception +4, Stealth +5 Charm. The Kanrath vampire targets one humanoid it can see
within 30 feet of it. If the target can see the Kanrath vampire,
Damage Resistance cold, necrotic, poison the target must succeed on a DC 14 Wisdom saving throw
Damage Immunities bludgeoning, piercing, and slashing against this magic or be charmed by the Kanrath vampire.
from nonmagical attacks that aren’t silvered The charmed target regards the Kanrath vampire as a trusted
Senses darkvision 120 ft., passive Perception 14 friend to be heeded and protected. Although the target isn’t
Languages Common, any one language under the Kanrath vampire’s control, it takes the Kanrath
vampire’s requests or actions in the most favorable way it can,
Challenge  ;3 and it is a willing target for the Kanrath vampire’s bite attack.
Each time the Kanrath vampire or the Kanrath vampire’s
Legendary Resistance (1/Day). If the Kanrath vampire fails a companions do anything harmful to the target, it can repeat
saving throw, it can choose to succeed instead. the saving throw, ending the effect on itself on a success.
Regeneration. The Kanrath vampire regains 5 hit points at Otherwise, the effect lasts 24 hours or until the vampire is
the start of its turn if it has at least 1 hit point and isn’t in destroyed, is on a different plane of existence than the target,
sunlight. If the Kanrath vampire takes radiant damage or or takes a bonus action to end the effect.

282
Mountain Guard ACTIONS
Medium humanoid (any), any alignment Multiattack. The pale one makes two limb attacks.
Limb. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
4 (1d6 + 1) bludgeoning damage. The pale one attacks with one
Armor Class 18 (plate)
of its, or another pale one’s, lost limbs.
Hit Points 45 (6d8 + 18)
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
Speed 30 ft. 1 bludgeoning damage.
Vomit (Recharge 6). The pale one vomits. Each creature in a
10-foot cone must make a DC 10 Dexterity saving throw. A
STR DEX CON INT WIS CHA
creature takes 9 (2d8) acid damage on a failed save, or half as
17 (+3) 12 (+1) 16 (+3) 12 (+1) 16 (+3) 13 (+1) much on a successful one.

Saving Throws Strength +5 Priest of the Blood God


Skills Athletics +5, Perception +5, Survival +5 Medium humanoid (any), any alignment
Senses darkvision 60 ft., passive Perception 15
Languages Common, one other language Armor Class 15 (breastplate)
Challenge  ;3 Hit Points 75 (10d8 + 30)
Speed 30 ft.
Pack Tactics. The mountain guard has advantage on an
attack roll against a creature if at least one of the mountain
guard’s allies is within 5 feet of the creature and the ally isn’t STR DEX CON INT WIS CHA
incapacitated.
16 (+3) 13 (+1) 16 (+3) 11 (+0) 17 (+3) 15 (+2)

ACTIONS
Multiattack. The mountain guard can make two weapon Saving Throws Constitution +5, Wisdom +5
attacks. Skills Intimidation +4, Religion +2
Blood Steam Shovel. Melee Weapon Attack: +5 to hit, reach 5 ft., Senses passive Perception 13
one target. Hit: 8 (1d6 + 1d4 + 3) bludgeoning damage. Languages Common, Draconic
Blood Steam Warhammer. Melee Weapon Attack: +5 to hit, reach Challenge  ;3
5 ft., one target. Hit: 9 (1d8 + 1d4 + 3) piercing damage.
Sanguine Strike. The blood priest’s weapon attacks are
magical and deal an extra 1d6 necrotic damage on a hit
Pale One (included in the attacks).
Medium undead, any alignment
Spellcasting. The blood priest casts one of the following spells,
using Wisdom as its spellcasting ability (spell save DC 13, +5 to
Armor Class 11 hit with spell attacks):
Hit Points 5 (2d8 - 4) At will: light, spare the dying, thaumaturgy
Speed 30 ft. GD\HDFKFXUHZRXQGVHQODUJHUHGXFHIDOVHOLIHLQÁLFWZRXQGV

ACTIONS
STR DEX CON INT WIS CHA
Multiattack. The blood priest can make one mace and one
8 (-1) 12 (+1) 6 (-2) 8 (-1) 10 (+0) 6 (-2) sickle attack, or it can use the Blood Burn.
Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
6 (1d6 + 3) bludgeoning damage plus 3 (1d6) necrotic damage.
Damage Resistances slashing and piercing from nonmagical
attacks Sickle. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) slashing damage plus 3 (1d6) necrotic damage.
Damage Immunities cold, necrotic, poison
Blood Burn. The blood priest targets one creature it can see
Condition Immunities poisoned
within 60 feet of it and tries to boil its blood, causing the
Senses passive Perception 10 creature immense pain. The target must succeed on a DC 15
Languages Understands the languages it knew back in the day Constitution saving throw or it suffers one level of exhaustion.
but can’t speak
Challenge  ;3

283
Ruby Miner Ruby Miners are the Best Miners. The ruby miner chief has
burrowing speed equal to its speed if it has the blood steam
Medium humanoid (any), any alignment shovel equipped.
Ruby Miners are the Best Navigators. The ruby miner chief has
Armor Class 15 (breastplate) advantage on Wisdom (Survival) checks in the Under Garrote.
Hit Points 45 (6d8 + 18)
Speed 30 ft. ACTIONS
Multiattack. The ruby miner chief can makes four weapon
attacks.
STR DEX CON INT WIS CHA
Blood Steam Shovel. Melee Weapon Attack: +7 to hit, reach 5 ft.,
17 (+3) 12 (+1) 16 (+3) 12 (+1) 16 (+3) 13 (+1) one target. Hit: 9 (1d6 + 1d4 + 4) bludgeoning damage.
Blood Steam Warpick. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 10 (1d8 + 1d4 + 4) piercing damage.
Saving Throws Constitution +5
Skills Athletics +5, Perception +5, Survival +5
Senses darkvision 60 ft., passive Perception 15 Sanguine Elemental
Languages Common, one other language Medium elemental, any alignment
Challenge  ;3
Armor Class 15 (natural armor)
Ruby Miners are the Best Miners. When two or more ruby Hit Points 60 (8d8 + 24)
miners are together, they can talk about how great they are Speed 30 ft.
at mining. They have burrowing speed equal to their speed if
they have the blood steam shovel equipped.
Ruby Miners are the Best Navigators. When two or more ruby STR DEX CON INT WIS CHA
miners are together, they can talk about how well they know
the Under Garrote. They have advantage on their Wisdom 14 (+2) 18 (+4) 16 (+3) 10 (+0) 18 (+4) 14 (+2)
(Survical) checks in the Under Garrote.
Damage Resistances acid; bludgeoning, piercing, and
ACTIONS slashing from nonmagical attacks
Multiattack. The ruby miner can make two weapon attacks. Damage Immunities necrotic, poison
Blood Steam Shovel. Melee Weapon Attack: +5 to hit, reach 5 ft., Condition Immunities exhaustion, grappled, paralyzed,
one target. Hit: 8 (1d6 + 1d4 + 3) bludgeoning damage. SHWULÀHGSRLVRQHGSURQHUHVWUDLQHGXQFRQVFLRXV
Blood Steam Warpick. Melee Weapon Attack: +5 to hit, reach 5 ft., Senses darkvision 60 ft., passive Perception 14
one target. Hit: 9 (1d8 + 1d4 + 3) piercing damage. Languages Understands all but can only speak Draconic
Challenge  ;3

Ruby Miner Chief


Medium humanoid (any), any alignment Blood Absorption. Whenever the sanguine elemental is
subjected to necrotic or poison damage, it takes no damage
and instead regains a number of hit points equal to the
Armor Class 15 (breastplate) necrotic or poison damage dealt.
Hit Points 75 (10d8 + 30) Blood Form. The sanguine elemental can enter a hostile
Speed 30 ft. creature’s space and stop there. It can move through a space
as narrow as 1-inch wide without squeezing.
Immutable Form. The sanguine elemental is immune to any
STR DEX CON INT WIS CHA spell or effect that would alter its form.
18 (+4) 12 (+1) 16 (+3) 12 (+1) 16 (+3) 13 (+1)
ACTIONS
Multiattack. The sanguine elemental makes two attacks using
Saving Throws Constitution +6
its Blood Claws and Blood Bolt.
Skills Athletics +7, Perception +6, Survival +6
Blood Bolt. Ranged Spell Attack: +7 to hit, range 60 ft., one
Senses darkvision 60 ft., passive Perception 16 target. Hit: 14 (4d6) blood damage.
Languages Common, one other language Blood Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Challenge  ;3 target. Hit: 7 (1d6 + 4) slashing damage plus 7 (2d6) necrotic
damage. This attack is magical.

284
Blood Breath (Recharge 6). The sanguine elemental exhales Silver Cult Ghoul
blood in a 15-foot cone. Each creature in the area must
succeed on a DC 15 Constitution saving throw or take 18 (5d6) Medium (or Small) undead, lawful evil
blood damage.
Blood Scythe (Recharge 5-6). Melee Weapon Attack: +7 to hit, Armor Class 13 (with mage armor)
reach 10 ft., two targets. Hit: 11 (2d6 + 4) slashing damage plus Hit Points 33 (6d8 + 6)
14 (4d6) necrotic damage. This attack is magical. The targets
Speed 30 ft.
must be within 10 feet of each other. One of the arms of the
sanguine elemental lengthens and becomes a scythe that the
elemental can swing.
STR DEX CON INT WIS CHA
8 (-1) 10 (+0) 12 (+1) 5 (-3) 6 (-2) 16 (+3)
Silver Cult Acolyte
Medium humanoid (any), typically lawful evil Damage Immunities poison
Condition Immunities poisoned
Armor Class 14 (with mage armor) Senses passive Perception 15
Hit Points 13 (3d8) Languages Common, Draconic
Speed 30 ft. Challenge  ;3

STR DEX CON INT WIS CHA Undead Fortitude. If damage reduces the Silver Cult ghoul to
0 hit points, it must make a Constitution saving throw (DC = 5
12 (+1) 12 (+1) 10 (+0) 14 (+2) 16 (+3) 16 (+3) + the damage taken), unless the damage is radiant or from a
critical hit. On a success, it drops to 1 hit point instead.
Skills Arcana +4, History +4, Perception +5, Religion +4
Senses passive Perception 15 ACTIONS
Languages Common, Draconic Staff of Force Stroke. Melee Spell Attack: +5 to hit, range 30 ft.,
Challenge  ;3 one target. Hit: 7 (2d6) force damage. On a hit, the target must
succeed on a DC 13 Constitution saving throw or be stunned
until the end of its next turn.
Dark Devotion. The Silver Cult acolyte has advantage on Staff of Force Stroke. Ranged Spell Attack: +5 to hit, reach 5 ft.,
saving throws against being charmed or frightened. one target. Hit: 12 (2d8 + 3) force damage. On a hit, the target
Spellcasting. The Silver Cult acolyte is a 2nd-level spellcaster. must succeed on a DC 13 Strength saving throw or be pushed 5
Its spellcasting ability is Charisma (spell save DC 13, +5 to hit feet and be knocked prone.
with spell attacks). The Silver Cult acolyte has the following
spells:
Cantrips (at will): agglutination*, chill touch, mage hand, minor Silver Cult Initiate
illusion Medium humanoid (any), typically lawful evil
1st level (3 slots): charm person, false life, mage armor**, magic
missile
Armor Class 11
** The Silver Cult acolyte has this spell cast on it before combat.
Hit Points 5 (2d8 - 4)
Speed 30 ft.
ACTIONS
Silvered Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 3 (1d4 + 1) piercing damage. STR DEX CON INT WIS CHA
Silvered Sickle. Melee Weapon Attack: +3 to hit, reach 5 ft., one
12 (+1) 12 (+1) 8 (-1) 12 (+1) 14 (+2) 14 (+2)
target. Hit: 3 (1d4 + 1) slashing damage.
Staff of Blooddrain. Ranged Spell Attack: +4 to hit, range 30 ft.,
one target. Hit: 5 (2d4) blood damage. On a hit, the silver cult Skills Arcana +3, Perception +4, Religion +3
acolyte regains 1 hit point and the target’s hit point maximum Senses passive Perception 14
decreases by 1. Languages Common, Draconic
Challenge  ;3

285
Dark Devotion. The Silver Cult initiate has advantage on Silver Cultist
saving throws against being charmed or frightened.
Medium humanoid (any), typically lawful evil
Spellcasting. The Silver Cult initiate is a 1st-level spellcaster.
Its spellcasting ability is Charisma (spell save DC 12, +4 to hit
with spell attacks). The Silver Cult initiate has the following Armor Class 15 (with mage armor)
spells: Hit Points 32 (5d8 +10)
Cantrips (at will): agglutination*, chill touch, mage hand, minor Speed 30 ft.
illusion
1st level (2 slots): charm person, false life
STR DEX CON INT WIS CHA
ACTIONS 12 (+1) 14 (+2) 14 (+2) 16 (+3) 16 (+3) 18 (+4)
Silvered Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 3 (1d4 + 1) piercing damage.
Skills Arcana +5, History +5, Perception +5, Religion +5
Silvered Sickle. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Senses passive Perception 15
target. Hit: 3 (1d4 + 1) slashing damage.
Languages Common, Draconic
Wand of Bloodbolt. Ranged Spell Attack: +4 to hit, range 30 ft.,
one target. Hit: 2 (1d4) blood damage. The Silver Cult initiate Challenge  ;3
regains 1 hit point when it makes a successful attack with this
wand. Dark Devotion. The Silver Cultist has advantage on saving
throws against being charmed or frightened.

Silver Cult Warden


ACTIONS
Medium humanoid (any), typically lawful evil
Silvered Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 6 (1d4 + 4) piercing damage.
Armor Class 15 (with mage armor) Silver Rain (Recharge 6). The Silver Cultist makes it rain
Hit Points 39 (6d8 + 14) molten silver in a 10-foot radius centered on a point within
Speed 30 ft. IHHWRILWVHOI(DFKFUHDW×UHLQWKHDUHDPXVWPDNHD'&
'H[WHULW\VDYLQJWKURZWDNLQJ G ÀUHGDPDJHRQDIDLOHG
save or half as much on a successful one.
STR DEX CON INT WIS CHA Touch of Rot. Melee Spell Attack: +6 to hit, reach 5 ft., one target.
Hit: 18 (4d8) necrotic damage.
8 (-1) 14 (+2) 14 (+2) 10 (+0) 16 (+3) 16 (+3)
Wand of Veinpiercing. Ranged Spell Attack: +6 to hit, range
30 ft., one target. Hit: 11 (2d6 + 4) piercing damage. On a hit,
Skills Arcana +2, Perception +5, Intimidation +5 needles made of magical force pierce the target’s veins. The
Senses passive Perception 15 target must succeed on a DC 14 Constitution saving throw or
Languages Common, Draconic take 5 (2d4) blood damage at the start of each of its turns for
1 minute. The target can repeat the saving throw at the end of
Challenge  ;3 each of its turns, ending the effect on itself on a success. The
DC to end the effect increases by 1 on each turn. If a target’s
Blood Tattoo. The Silver Cult warden has red tattoos on its saving throw is successful or the effect ends for it, the target
ERG\ZKLFKLQFUHDVHLWVHIÀFLHQF\LQFRPEDW7KHmage armor is immune to the wand of veinpiercing for the next 24 hours. A
spell is always cast on it and it can use its phantasmal sword target can be affected by this spell once at a time.
thanks to these tattoos.
Dark Devotion. The Silver Cult warden has advantage on REACTIONS
saving throws against being charmed or frightened. Shield. The Silver Cultist casts the shield spell.

ACTIONS
Phantasmal Sword. Melee Spell Attack: +5 to hit, reach 5 ft., Silver Sorcerer
one target. Hit: 8 (1d10 + 3) force damage. On a hit, the Silver Medium humanoid (any), typically lawful evil
Cult warden regains 1 hit point and the target’s hit point
maximum decreases by 1. This reduction lasts until the target Armor Class 16 (Liquid Metal Tattoos)
ÀQLVKHVDORQJUHVW
Hit Points 105 (14d8 + 42)
Silvered Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (1d4 + 3) piercing damage. Speed 30 ft.

286
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 16 (+3) 17 (+3) 17 (+3) 19 (+4) 8 (-1) 14 (+2) 16 (+3) 4 (-3) 8 (-1) 20 (+5)

Saving Throws Constitution +6, Charisma +7 Saving Throws Constitution +6, Charisma +8
Skills Arcana +6, History +6, Insight +6, Perception +6, Religion Skills Perception +2
+6 Condition Immunities charmed, frightened
Senses passive Perception 16 Senses darkvision 60 ft., passive Perception 12
Languages Common, Draconic Languages Draconic, telepathy 120 ft.
Challenge  ;3 Challenge  ;3

Dark Devotion. The Silver Sorcerer has advantage on saving Magical Nature. The spellbound chimeras were created for
throws against being charmed or frightened. HIÀFLHQF\LQFRPEDW7KHLUPDJLFDOQDWXUHHPSRZHUVWKHP
Liquid Metal Tattoos. The Silver Sorcerer has interconnected when they feel bloodthirsty. When the spellbound chimera
circular rune tattoos made through the injection of a liquid rolls for initiative, it rolls a d6 and gains one of the following
alloy that conducts magical energies. These runes ward off EHQHÀWVIRUDPLQXWHDFFRUGLQJWRWKHUHVXOWRIWKHUROO
both magical and physical harm against the sorcerer. The 7KHFKLPHUDVWDUWVUDGLDWLQJDQDXUDRIÁDPHVLQDIRRW
Silver Sorcerer has advantage on saving throws against spells UDGLXV:KHQDFUHDWXUHHQWHUVWKHDUHDIRUWKHÀUVWWLPHRU
and other magical effects. HQGVLWVWXUQZLWKLQLWWDNHV G ÀUHGDPDJH
Spellcasting. The Silver Sorcerer is an 8th-level spellcaster. Its 2. The chimera becomes soaked in blood. It gains resistance to
spellcasting ability is Charisma (spell save DC 15, +7 to hit with poison and necrotic damage.
spell attacks). The Silver Sorcerer has the following spells:
3. A wind howls around the chimera, and its speed increases
Cantrips (at will): ÀUHEROWOLJKWUD\RIIURVWVKRFNLQJJUDVSWUXH by 10 feet.
strike
1HFURWLFHQHUJ\ÁRZVWKURXJKWKHFKLPHUDDQGLWV
1st level (4 slots): burning hands, detect magic, disguise self, silver successful attacks deal an extra 3 (1d6) necrotic damage.
needle*
5. The chimera is protected by a shield of magical energy. It
2nd level (3 slots): alter self, hold person, scorching ray gains a +2 bonus to AC.
3rd level (3 slots): ÀUHEDOOKDVWHVHQGLQJ 6. The chimera’s vitality is restored by magic. It regains 1 hit
4th level (2 slots): blight, ice storm point at the start of each of its turns that it has at least 1 hit
point.
ACTIONS Magic Resistance. The spellbound chimera has advantage on
saving throws against spells and other magical effects.
Silver Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) piercing damage. Shapechanger. The spellbound chimera can use its action to
polymorph into a Large or smaller monstrosity of challenge
Sunlight Sweep. Ranged Spell Attack: +7 to hit, range 60 ft., up
rating 7 or lower, or back into its true form. Without wings,
to three targets that are adjacent to each other. Hit: 25 (2d20 +
WKHFKLPHUDORVHVLWVÁ\LQJVSHHG$Q\HTXLSPHQWLWLVZHDULQJ
4) radiant damage. The target can’t regain hit points until the
or carrying isn’t transformed. It reverts to its true form if it
end of its next turn. If the target is a nonmagical object that
dies.
isn’t worn or carried, it sheds bright sunlight within 15 feet
and dim sunlight for an additional 15 feet until the start of the The spellbound chimera assumes the AC and hit points
Silver Sorcerer’s next turn. of its new form. When it reverts to its normal form, the
chimera returns to the number of hit points it had before
it transformed. If it reverts as a result of dropping to 0 hit
REACTIONS points, any excess damage carries over to its normal form.
Shield. The Silver Sorcerer casts the shield spell. As long as the excess damage doesn’t reduce the chimera’s
normal form to 0 hit points, it isn’t knocked unconscious.
The chimera is limited in the actions it can perform by the
Spellbound Chimera nature of its new form, and it can’t speak or cast spells while
Large monstrosity (shapechanger), chaotic neutral polymorphed.
Spellcasting. The spellbound chimera casts one of the
Armor Class 16 (natural armor) following spells, using Charisma as its spellcasting ability
(spell save DC 16, +8 to hit with spell attacks):
Hit Points 119 (14d10 + 42)
At will: ÀUHEROWOLJKWSRLVRQVSUD\WUXHVWULNH
Speed IWÁ\IW GD\HDFKblindness/deafness, enlarge/reduce, hold person,
invisibility
GD\HDFKFRXQWHUVSHOOGLVSHOPDJLFÀUHEDOO

287
ACTIONS
Multiattack. The chimera makes three attacks if it is in its true ACTIONS
form: one with its bite, one with its claws, and one with its Multiattack. The Sun Priest makes two attacks with its
horns. warhammer.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 Warhammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one
(1d6 + 2) piercing damage plus 3 (1d6) poison damage. target. Hit: 7 (1d8 + 3) bludgeoning damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 9 (2d6 + 2) slashing damage. REACTIONS
Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Eminent Sunlight. The Sun Priest can expend a spell slot to
Hit: 15 (2d12 + 2) piercing damage. cause its successful melee weapon attacks to magically deal an
Petrifying Breath (Recharge 5–6). The gorgon head of the extra 9 (2d8) radiant damage. If the Sun Priest expends a spell
chimera (if it exists) exhales petrifying gas in a 30-foot slot of 2nd level or higher, the extra damage increases by 1d8
cone. Each creature in that area must succeed on a DC 16 for each level above 1st. This damage is more effective against
Constitution saving throw. On a failed save, a target turns to vampires. When hit, a vampire can’t reduce the damage if it
stone and is restrained. The restrained target must repeat has resistance to radiant damage, and it can only halve the
the saving throw at the end of its next turn. On a success, the damage if it has immunity to radiant damage.
HIIHFWHQGVRQWKHWDUJHW2QDIDLOXUHWKHWDUJHWLVSHWULÀHG
until freed by the greater restoration spell or other similar
magic. Tolian Siren
Medium monstrosity, chaotic evil

Sun Priest
Armor Class 16 (natural armor)
Medium humanoid (any race), typically lawful good
Hit Points 90 (12d8 + 36)
Speed Á\IWVZLPIW
Armor Class 15 (breastplate)
Hit Points 75 (10d8 + 30)
Speed 30 ft. STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 18 (+4)
STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 16 (+3) 11 (+0) 18 (+4) 14 (+2) Saving Throws Dexterity +5, Charisma +6
Skills Deception +6, Perception +4, Stealth +5
Senses darkvision 60 ft., passive Perception 14
Saving Throws Constitution +6, Wisdom +7
Languages Common
Skills History +5, Perception +6, Religion +5
Challenge  ;3
Damage Resistances damage from spells; bludgeoning,
piercing, and slashing from nonmagical attacks
Senses passive Perception 16 Amphibious. The Tolian siren can breathe air and water.
Languages Common, Draconic, and one other language
Challenge  ;3 ACTIONS
Multiattack. The Tolian siren can make two melee weapon
attacks.
Embrace of the Sun. The Sun Priest is always under the
protection of the Sun God. This protection grants the damage Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target, Hit:
resistances the Sun Priest has. 6 (1d6 + 3) slashing damage plus 4 (1d8) necrotic damage.
Spellcasting. The Sun Priest is a 10th-level spellcaster. Its Draining Kiss. Melee Weapon Attack: +5 to hit, reach 5 ft., one
spellcasting ability is Wisdom (spell save DC 15, +7 to hit with willing creature, or a creature that is grappled by the siren,
spell attacks). The Sun Priest has the following cleric spells incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage
prepared: plus 7 (2d6) blood damage. The target’s hit point maximum
is reduced by an amount equal to the blood damage taken,
Cantrips (at will): light,VDFUHGÁDPH, thaumaturgy
and the siren regains hit points equal to that amount. The
1st level (4 slots): cure wounds, guiding bolt, sanctuary UHGXFWLRQODVWVXQWLOWKHWDUJHWÀQLVKHVDORQJUHVW7KHWDUJHW
2nd level (3 slots): lesser restoration, spiritual weapon dies if this effect reduces its hit point maximum to 0.
3rd level (2 slots): dispel magic, spirit guardians Luring Song. The siren sings a magical melody. Every
4th level (2 slots): death ward, guardian of faith humanoid within 300 feet of the siren that can hear the song
must succeed on a DC 11 Wisdom saving throw or be charmed
5th level (1 slot): greater restoration

288
until the song ends. The siren must take a bonus action on its isn’t in sunlight. If the vampire sentry takes radiant damage
subsequent turns to continue singing. It can stop singing at or damage from holy water, this trait doesn’t function at the
any time. The song ends if the siren is incapacitated. start of the vampire’s next turn. Also, if the vampire sentry
While charmed by the siren, a target is incapacitated and drops to 0 hit points, it regains 1 hit point at the end of its
ignores the songs of other sirens. If the charmed target is turn when three rounds have passed.
more than 5 feet away from the siren, the target must move Spider Climb. 7KHYDPSLUHVHQWU\FDQFOLPEGLIÀFXOWVXUIDFHV
on its turn toward the siren using the most direct route. It including upside down on ceilings, without needing to make
doesn’t avoid opportunity attacks, but before moving into an ability check.
damaging terrain, such as lava or a pit, and whenever it takes Vampire Weaknesses. The vampire sentry has the following
damage from a source other than the siren, a target can ÁDZV
repeat the saving throw. A creature can also repeat the saving Forbiddance. The vampire sentry can’t enter a residence
throw at the end of each of its turns. If a creature’s saving without an invitation from one of the occupants.
throw is successful, the effect ends on it. Silver Stake to the Heart. If a piercing weapon made of silver
A target that successfully saves is immune to this siren’s is driven into the vampire sentry’s heart while it has 0 hit
song for the next 24 hours. points, the vampire sentry dies.
Screech (Recharge 6). The siren screeches with its deadly Sunlight Hypersensitivity. The vampire sentry takes 20 radiant
voice. Each creature within 30 feet of the Tolian siren that can damage when it starts its turn in sunlight. While in sunlight, it
hear its voice must make a DC 14 Constitution saving throw. has disadvantage on attack rolls and ability checks.
On a failed save, the creature takes 11 (2d10) psychic damage
and is stunned until the end of its next turn. On a successful ACTIONS
save, the damage is halved and the creature is not stunned.
Multiattack. The vampire sentry makes four attacks, only one
of which can be a bite attack.
BONUS ACTIONS Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing
Grappling Wings. The siren can use its wings to grapple creature, or a creature that is grappled by the vampire sentry,
DFUHDWXUHDVDERQXVDFWLRQ,IVRLWFDQQRWÁ\XQWLOWKH incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage
grappling ends. plus 7 (2d6) necrotic damage. The target’s hit point maximum
is reduced by an amount equal to the necrotic damage taken,
and the vampire sentry regains hit points equal to that
Vampire Sentry DPRXQW7KHUHGXFWLRQODVWVXQWLOWKHWDUJHWÀQLVKHVDORQJ
Medium undead, typically lawful evil rest.
Bloodwork Pistol. Ranged Weapon Attack: WRKLWUDQJH
ft., one creature. Hit: 10 (1d8 + 6) piercing damage.
Armor Class 16
Kanrath Falchion. Melee Weapon Attack: +9 to hit, reach 5 ft.,
Hit Points 60 (8d8 + 24)
one creature. Hit: 11 (2d4 + 6) slashing damage.
Speed 40 ft.
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one creature. Hit: 7 (1d8 + 3) bludgeoning damage. Instead of
dealing damage, the vampire can grapple the target (escape
STR DEX CON INT WIS CHA DC 14).
16 (+3) 22 (+6) 16 (+3) 12 (+1) 16 (+3) 16 (+3) Charm. The vampire sentry targets one humanoid it can see
within 30 feet of it. If the target can see the vampire sentry,
the target must succeed on a DC 14 Wisdom saving throw
Saving Throws Strength +6, Dexterity +9, Wisdom +6,
against this magic or be charmed by the sentry. The charmed
Charisma +6
target regards the vampire sentry as a trusted friend to
Skills Acrobatics +9, Athletics +6, Deception +6, Perception +6, be heeded and protected. Although the target isn’t under
Stealth +9 the vampire sentry’s control, it takes the vampire sentry’s
Damage Resistances cold, necrotic, poison requests or actions in the most favorable way it can, and it is
Damage Immunities bludgeoning, piercing, and slashing a willing target for the vampire sentry’s bite attack. Each time
from nonmagical attacks that aren’t silvered the vampire sentry or the vampire sentry’s companions do
anything harmful to the target, it can repeat the saving throw,
Senses darkvision 120 ft., passive Perception 16 ending the effect on itself on a success. Otherwise, the effect
Languages Common, any one language lasts 24 hours, until the vampire sentry is destroyed, is on a
Challenge  ;3 different plane of existence than the target, or takes a bonus
action to end the effect.

Legendary Resistance (1/Day). If the vampire sentry fails a


saving throw, it can choose to succeed instead.
Regeneration. The vampire sentry regains 5 hit points at the
start of each of its turns that it has at least 1 hit point and

289
Lady Lyzah Ledany damage when she starts her turn in sunlight. While
in sunlight, she has disadvantage on attack rolls and
Medium undead, lawful evil ability checks.

Armor Class 16 (blood-blessed robe) ACTIONS


Hit Points 60 (8d8 + 24) Multiattack. Lady Lyzah makes three attacks, only one
Speed 30 ft. of which can be a bite attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
willing creature or a creature that is grappled by Lady
STR DEX CON INT WIS CHA Lyzah, incapacitated, or restrained. Hit: 6 (1d6 + 3)
16 (+3) 16 (+3) 16 (+3) 15 (+2) 13 (+1) 16 (+3) piercing damage plus 7 (2d6) necrotic damage. The
target’s hit point maximum is reduced by an amount
equal to the necrotic damage taken, and Lady Lyzah
Saving Throws Strength +6, Dexterity +6, Wisdom +4, regains hit points equal to that amount. The reduction
Charisma +6 ODVWVXQWLOWKHWDUJHWÀQLVKHVDORQJUHVW
Skills Acrobatics +6, Athletics +6, Deception +6, Daggers of the Crimson King. Melee Weapon Attack: +6
Perception +4, Stealth +6 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing
Damage Resistance cold, necrotic, poison damage plus 3 (1d6) blood damage. She can conjure two
magical daggers out of thin air that appear in her free
Damage Immunities bludgeoning, piercing, and
hands. They are completely made of blood, yet they
slashing from nonmagical attacks that aren’t silvered
FDQSLHUFHÁHVKDVZHOODVVWHHOFDQ6KHGHDOVDQH[WUD
Senses darkvision 120 ft., passive Perception 14 1d6 blood damage with these daggers on a hit (already
Languages Common, Elvish included in the attack). Also, if she throws one or both
Challenge  ;3 of them, they reappear in her hands just after they hit
or miss their targets. These daggers can’t be used by
anyone but Lady Lyzah.
Daggers of the Crimson King. Lady Lyzah can conjure
Kanrath Shortsword. Melee Weapon Attack: +6 to hit,
two magical daggers out of thin air that she then holds
reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing
in her free hands. They are completely made of blood,
damage plus 7 (2d6) poison damage.
\HWWKH\FDQSLHUFHÁHVKDVZHOODVVWHHOFDQ6KHGHDOV
an extra 1d6 blood damage with these daggers on a hit Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5
(included in the attack). Also, if she throws one or both ft., one creature. Hit: 7 (1d8 + 3) bludgeoning damage.
of them, they reappear in her hands just after they hit Instead of dealing damage, Lady Lyzah can grapple the
or miss their targets. These daggers can’t be used by target (escape DC 14).
anyone but Lady Lyzah. Charm. Lady Lyzah targets one humanoid that she can
Legendary Resistance (1/Day). If Lady Lyzah fails a see within 30 feet. If the target can see Lady Lyzah,
saving throw, she can choose to succeed instead. then the target must succeed on a DC 14 Wisdom saving
throw against this magic or be charmed by Lady Lyzah.
Regeneration. Lady Lyzah regains 5 hit points at the
The charmed target regards the Lady as a trusted
start of her turn if she has at least 1 hit point and isn’t
friend to be heeded and protected. Although the target
in sunlight. If she takes radiant damage or damage
isn’t under Lady Lyzah’s control, it takes Lady Lyzah’s
from holy water, then this trait doesn’t function at the
requests or actions in the most favorable way that it
start of her next turn. Also, if she drops to 0 hit points,
can, and is a willing target for Lady Lyzah’s bite attack.
Lady Lyzah regains 1 hit point after three rounds.
Each time the Lady or her companions do anything
Spider Climb. /DG\/\]DKFDQFOLPEGLIÀFXOWVXUIDFHV harmful to the target, they can repeat the saving throw,
including upside down on ceilings, without needing to ending the effect on itself on a success. Otherwise, the
make an ability check. effect lasts for 24 hours or until the Lady is destroyed,
Vampire Weaknesses. Lady Lyzah has the following is on a different plane of existence than the target, or
ÁDZV takes a bonus action to end the effect.
Forbiddance. Lady Lyzah can’t enter a residence without
an invitation from one of the occupants.
Silver Stake to the Heart. If a piercing weapon made of
BONUS ACTIONS
silver is driven into Lady Lyzah’s heart while she has 0 Daggers of the Crimson King. Melee Weapon Attack: +6
hit points, she dies. to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing
Sunlight Hypersensitivity. Lady Lyzah takes 20 radiant damage plus 3 (1d6) blood damage.

290
291
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