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Warlock #18 - Blood Kingdoms

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387 views30 pages

Warlock #18 - Blood Kingdoms

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© © All Rights Reserved
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18

Blood Kingdoms
TABLE OF CONTENTS
“The Band of the Twice Damned” by Christopher Lockey ......................................................... 2
“Abominations of the Blood Kingdom” by Christopher Lockey ...............................................15

CREDITS
Design: Christopher Lockey
Development & Editing: Scott Gable
Art Director & Graphic Design: Marc Radle
Cover Art: Justine Jones
Interior Art: Pedro Potier, Karl Waller
Back Cover Art: Pedro Potier
Publisher: Wolfgang Baur

Kobold Press, Midgard, Open Design, and their associated logos are trademarks of Open Design.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License
version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, place
names, new deities, etc.), dialogue, plots, story elements, locations, characters, artwork, sidebars, and trade dress. (Elements
that have previously been designated as Open Game Content are not included in this declaration.)
Open Game Content: The Open content in this book includes the Goggles of Shade, the Censer of Dark Shadows, Sanguine
Lance, and the Lupine Shade. No other portion of this work may be reproduced in any form without permission.

© 2020 Open Design LLC

www.koboldpress.com

TM
THE BAND OF THE
TWICE DAMNED
Six infamous outriders in the service of King Lucan
and Emperor Nicoforus the Pale.
by Christopher Lockey

T he following serves as a grim dossier,


detailing six unique non‑player
characters (NPCs) who prowl the
give higher-level characters a run for their
money as well.
You may find it somewhat difficult to scale
shadow‑haunted realms of Midgard’s these NPCs to 1st-level encounters without
Blood Kingdom. These villainous outriders sacrificing many of the traits and abilities
are united by their allegiance to a sinister that make them unique, but you should
mercenary company known as the Band run into very little trouble in your attempts
of the Twice Damned, a cruel and cunning to scale them upward for higher-level
cadre of elite vampire spawn and other adventures. A few extra hit dice, a handful
denizens of the night led by the undead of minions, and a couple of interesting
warrior Vilém Erzov. magic items can go a long way when it
If you’re a stranger to the Midgard setting, comes to balancing your encounters.
the Band of the Twice Damned can find
a home in your own game world with the Dramatis Personae
slightest modicum of effort. Rest assured, Below are the members of the Band of the
these horrific, headstrong characters belong Twice Damned.
anywhere they roam.
HAVRAN KREV, THE HARLEQUIN
Scaling Encounters with An alabaster mask hides the face of this
the Twice Damned enigmatic fellow clad in a hooded black
The characters and creatures that comprise robe. The mask is a stark combination of
the ranks of the Band of the Twice Damned features: a manic smile on the left gives
feature challenge ratings between 2 and 6, way to a grotesque frown on the right. The
fellow removes the mask to reveal the wily
so gamemasters (GMs) should find them
countenance of a middle-aged man. His eyes
readily accessible for encounters throughout
burn with unsettling anticipation, and he
low- to mid-level campaigns. But that
cackles senselessly as his hands trace arcane
doesn’t mean the Twice Damned can’t symbols in the air.

2
Tenebrous Altars. This Krakovan
rogue‑turned-warlock is the wild card of
the group. One of the few humans under
Vilém Erzov’s command, Havran Krev is
almost as bloodthirsty as his vampiric
brethren. Yet instead of satiating his
own appetites, Havran kills for the
entropic glory of his otherworldly
patron: a mask of the Great Old
One Nyarlathotep known as the
Crawling Chaos.
Unlikely Allies. As the
highest‑ranking human
mercenary in the Band of
the Twice Damned, Havran is
exceptionally poised for duplicitous
interactions with Midgard’s less
sinister peoples. Whenever
Sister Radana Nohc is unable
to broker parley or pacify
the weak, the Twice Damned
call upon Havran to dispense
his peculiar brand of civility.
In tandem with Havran’s
allegiance to the Crawling
Chaos, this has made for
some interesting (and often
aberrant) allies throughout the
band’s sordid history.

HAVRAN KREV
Cunning Action. On each of his turns, Havran
Medium humanoid (human), chaotic neutral
can use a bonus action to take the Dash,
Armor Class 13 (16 with mage armor) Disengage, or Hide action.
Hit Points 49 (9d8 + 9) Dark Devotion. Havran has advantage on
Speed 30 ft. saving throws against being charmed or
frightened.
STR DEX CON INT WIS CHA Innate Spellcasting. Havran’s innate
10 (+0) 16 (+3) 12 (+1) 12(+1) 14 (+2) 16 (+3) spellcasting ability is Charisma. He can innately
cast the following spells, requiring no material
Saving Throws Str +5, Con +4 components:
Skills Deception +5, Insight +4, Investigation At will: detect magic, mage armor (self only)
+5, Perception +6, Persuasion +5, Sleight of Sneak Attack (1/Turn). Havran deals an extra
Hand +5, Stealth +5 7 (2d6) damage when he hits a target with
Senses passive Perception 16 a weapon attack and has advantage on the
Languages Common, Darakhul, Elvish, attack roll or when the target is within 5 ft.
telepathy 30 ft. of an ally of his who isn’t incapacitated and
Challenge 4 (1,100 XP) Havran doesn’t have disadvantage on the
attack roll.

3
Spellcasting. Havran is a 4th-level spellcaster. due to the mélange of insanities that riddle
His spellcasting ability is Charisma (save DC his dark dwarven mind. In addition to
13, +5 to hit with spell attacks). He has two
his delusions of grandeur and an array of
2nd-level spell slots, which he regains after
finishing a short or long rest, and he knows the auditory hallucinations, Old Brimstone
following warlock spells: mutters constantly to himself in Deep
Cantrips (at will): chill touch, eldritch blast, Speech—a habit that raises the suspicions of
mage hand, minor illusion, prestidigitation, even the diehard killers of the Band of the
true strike Twice Damned.
1st level: dissonant whispers, hideous laughter
2nd level: detect thoughts, invisibility, OLD BRIMSTONE
phantasmal force Small humanoid (derro), chaotic neutral
ACTIONS Armor Class 17 (splint mail)
Hit Points 64 (10d8 + 20)
Multiattack. Havran makes two melee attacks.
Speed 30 ft.
Shortsword. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing
damage. STR DEX CON INT WIS CHA
Hand Crossbow. Ranged Weapon Attack: +5 to 16 (+3) 15 (+2) 15 (+2) 10 (+0) 11 (+0) 10 (+0)
hit, range 30/120 ft., one target. Hit: 6 (1d6 +
3) piercing damage.

HAVRAN KREV’S PERSONALITY TRAITS


Ideal. “Only the gods that were can tell.”
Bond. “Servitude is just a means to an end.”
Flaw. “My body is not my own, for there are
greater gifts than these.”

OLD BRIMSTONE,
THE BLACKSMITH
The smell of forge fire clings to this aged
derro soldier, who wears a strange set of
ebony goggles upon his ashen face. He
throws down a pair of battered tongs,
produces a massive silver warhammer
from behind his back, and charges
headlong into battle with a guttural roar.
From the Depths. Nicknamed “Old
Brimstone” by his compatriots, this insane
derro blacksmith hones his craft in service
to the Twice Damned. From the forge
to the field of battle, his prowess
with hammers is unparalleled, and
though he thoroughly enjoys tossing
a hammer or two, Old Brimstone is most
satisfied when swinging his trademark
silver warhammer.
Forge Madness. Old Brimstone’s
backstory is a mystery to his allies, partly

4
Saving Throws Str +5, Con +4 an improved weapon receives a +1 bonus to
Skills Arcana +2, Athletics +5, Perception +4 damage rolls and a repaired piece of armor
Senses darkvision 120 ft., passive Perception 10 receives a +1 bonus to AC. A weapon or
piece of armor can only be improved this way
Languages Common, Deep Speech, Dwarvish,
once, and the temporary improvement ends
Undercommon
immediately following the final turn of combat.
Challenge 4 (1,100 XP)
OLD BRIMSTONE’S PERSONALITY TRAITS
Eldritch Resilience. Old Brimstone has Ideal. “A life of battle is a life well lived.”
advantage on Constitution saving throws Bond. “I was born to craft blades for the
against spells.
world’s most powerful armies.”
Insanity. Old Brimstone has advantage on
saving throws against being charmed or
Flaw. “Perfect is never good enough.”
frightened.
Sunlight Sensitivity. While in sunlight, Old SISTER RADANA NOHC,
Brimstone has disadvantage on attack rolls and THE CHAPLAIN
on Wisdom (Perception) checks that rely on
sight unless he is wearing his goggles of shade. A lithe, garnet-eyed woman clad in crimson
ACTIONS robes surveys the battlefield with cold
calculation before raising a strange silver
Multiattack. Old Brimstone makes two melee
attacks with his warhammer or two ranged censer above her head. As incense wafts
attacks with light hammers. away from the orb, the air around her
Two-Handed Bash. Melee Weapon Attack: +5 darkens with supernatural shadow. She
to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) raises her head in gleeful mockery before the
bludgeoning damage, and the target must gloom obscures her sultry form, and all that
succeed on a DC 13 Strength saving throw or remains is her cruel laugh.
be knocked prone.
Sanguine Sister. This dhampir cleric of the
Warhammer. Melee Weapon Attack: +5 to
hit, reach 5 ft., one target. Hit: 7 (1d8 + 3)
Blood Goddess Marena is a valuable member
bludgeoning damage. of Vilém Erzov’s crew whose delicate
Light Hammer. Ranged Weapon Attack: +5 to demeanor obscures her deadly nature.
hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) Although Erzov trusts her completely,
bludgeoning damage. Radana’s true fealty remains with her coven
Field Repair (3/Day). Old Brimstone can use of Red Sisters at Cantri Abbey—who have
his action to temporarily improve the quality instructed her to ride with the Band of the
of one weapon or one piece of armor he
Twice Damned so that she can monitor (and
can touch. Until the end of the encounter,
report) their ongoing activities.
Umbral Sentinel. Sister Radana’s dhampir
GOGGLES OF SHADE heritage is well-suited for her assignment
to Erzov’s vampiric warband. Not only
Wondrous item, uncommon
are her divine magics a potent asset on the
While wearing these dark lenses, you have
battlefield, she is unhindered by the sunlight
advantage on Charisma (Deception) checks.
that so righteously assaults many of her allies.
If you have sunlight sensitivity, wearing
When they must travel overland during
these goggles negates the disadvantage on
attack rolls and Wisdom (Perception) checks
sunlight hours, the Twice Damned operate
that rely on sight when you, the target of under the protections of Sister Radana Nohc
your attack, or whatever you are trying to and her censer of dark shadows.
perceive is in direct sunlight.

5
SISTER RADANA NOHC to dim light, and dim light within this area
Medium undead (dhampir), lawful evil is reduced to darkness. The shadow spreads
around corners, and nonmagical light can’t
Armor Class 14 (leather)
illuminate it. The shadow emanates from
Hit Points 52 (8d8 + 16)
the censer and moves with it. Completely
Speed 30 ft. enveloping the censer within another sealed
object, such as a lidded pot or a leather bag,
STR DEX CON INT WIS CHA blocks the shadow. If any of this effect’s area
12 (+1) 15 (+2) 14 (+2) 13(+1) 16 (+3) 16 (+3) overlaps with an area of light created by a spell
of 2nd level or lower, the spell that created the
Saving Throws Dex +4, Cha +5 light is dispelled.
Skills Athletics +3, Deception +5, Medicine +7, Predatory Charm. Radana magically beguiles
Persuasion +5, Religion +3, Stealth +4 the mind of one humanoid she can see within
Damage Resistances necrotic 30 feet for 1 hour. The target must succeed
Senses darkvision 60 ft., passive Perception 13 on a DC 13 Charisma saving throw, or Radana
has advantage on Charisma checks against the
Languages Common, Darakhul
target. If Radana or any of her allies damage
Challenge 4 (1,100 XP)
the target, the effect ends. If the target’s saving
throw is successful or the effect ends, the
Spellcasting. Radana is a 5th-level spellcaster. target is immune to Radana’s Predatory Charm
Her spellcasting ability is Wisdom (spell save for the next 24 hours. A creature immune
DC 13, +5 to hit with spell attacks). She has the to being charmed is immune to this effect.
following cleric spells prepared: Radana can have only one target affected by
Cantrips (at will): guidance, sacred flame,
thaumaturgy
1st level (4 slots): cure wounds, guiding
bolt, shield of faith
2nd level (3 slots): blindness/deafness,
spiritual weapon
3rd level (2 slots): animate dead, dispel
magic
Undead Resistance. Radana has advantage
on saving throws against disease.
ACTIONS
Multiattack. Radana makes two rapier or two
shortbow attacks. She can make a grapple
attack or Dark Thirst attack in place of any
attack.
Dark Thirst. Melee Weapon Attack: +4
to hit, reach 5 ft., one creature that is
grappled by Radana, incapacitated, or
restrained. Hit: 1 piercing damage
plus 3 (1d6) necrotic damage.
Radana regains hp equal to the
amount of necrotic damage dealt.
Rapier. Melee Weapon Attack: +4 to
hit, reach 5 ft., one target. Hit: 6 (1d8
+ 2) piercing damage.
Censer of Dark Shadows (3/Day). Radana
conjures a 30-foot-radius sphere of
magical shadow for 1 hour. Bright light
and sunlight within this area is reduced

6
CENSER OF DARK SHADOWS
Wondrous item, uncommon (requires attunement)
This enchanted censer paints the air with The shadow emanates from the censer and
magical, smoky shadow. While you hold it, moves with it. Completely enveloping the
you can use an action to speak its command censer within another sealed object, such
word to conjure a 30-foot-radius sphere of as a lidded pot or a leather bag, blocks the
magical shadow for 1 hour. Bright light and shadow. If any of this effect’s area overlaps
sunlight within this area is reduced to dim with an area of light created by a spell of 2nd
light, and dim light within this area is reduced level or lower, the spell that created the light
to darkness. The shadow spreads around is dispelled. Once this ability of the censer is
corners, and nonmagical light can’t illuminate used three times, it can’t be used again until
this shadow. the next dawn.

her Predatory Charm at a time. If she uses her A Tooth for a Tooth. Varratir is allied with
Predatory Charm on another target, the effect a special undead animal companion—the
on the previous target ends. hateful lupine shade named Forathas. The
RADANA NOHC’S PERSONALITY TRAITS origin of Varratir’s strange symbiosis with
Ideal. “Ecstasy through pain.” spectral beasts is a mystery but is no doubt
Bond. “All things are possible with the connected to his shadow fey ancestry. With
blessings of the Red Goddess.” or without the combat support of their
Blood Kingdom comrades, Varratir and
Flaw. “I have little respect for anyone who
does not show fealty to Marena’s will.” Forathas make a formidable team and are
nigh inseparable.
VARRATIR V’AL, THE HUNTER
VARRATIR V’AL
A slate-skinned elven archer emerges from Medium humanoid (shadow fey elf), neutral evil
the shadows with uncanny grace. Two Armor Class 15 (chain shirt)
wicked horns—like the subtly curved antlers Hit Points 54 (10d8 + 10)
of an impala—protrude from beneath the Speed 30 ft.
folds of the fellow’s long silver mane, which is
pulled back into a handsome topknot. As the STR DEX CON INT WIS CHA
shadow fey ranger takes aim, a wolf made 12 (+1) 17 (+3) 12 (+1) 11(+0) 15 (+2) 13 (+1)
of dusk itself darts out from behind him and
quickly closes in. Saving Throws Dex +6, Con +4, Cha +4
Skills Arcana +2, Perception +4, Stealth +8,
Unseelie Emissary. This callous shadow
Survival +4
fey hunter is the scourge of northern
Senses darkvision 60 ft., passive Perception 12
woodlands and serves as the dutiful and Languages Common, Elvish, Umbral
demented scout of Erzov’s terrifying troupe Challenge 4 (1,100 XP)
of vampiric villains. With the benefit of
Varratir’s expert orienteering, the Band of Colossus Slayer. When Varratir hits a creature
the Twice Damned navigate the shadow with a weapon attack, the creature takes an
roads (both known and unknown) that extra 1d8 damage if it’s below its hit point
weave their umbral way through the maximum. Varratir can deal this extra damage
Blood Kingdom’s unholy hinterlands with only once per turn.

preternatural ease.

7
Fey Ancestry. Varratir has advantage on saving
throws against being charmed, and magic can’t
put him to sleep.
Innate Spellcasting. Varratir’s innate
spellcasting ability is Charisma. He
can cast the following spell innately,
requiring no material components:
1/day: misty step (when in
shadows, dim light, or
darkness only)
Spellcasting. Varratir is a
5th‑level spellcaster. His
spellcasting ability is Wisdom
(spell save DC 14, +4 to hit
with spell attacks). He has
the following cleric spells
prepared:
1st level (4 slots): fog
cloud, hunter’s mark,
longstrider
2nd level (2 slots): pass
without trace
Sunlight Sensitivity. While
in sunlight, Varratir has
disadvantage on attack rolls
and on Wisdom (Perception)
checks that rely on sight.
Steel Will. Varratir has advantage
on saving throws against being frightened.
Traveler in Darkness. Varratir has advantage
on Intelligence (Arcana) checks made to know
about shadow roads and shadow magic spells ACTIONS
or items. Multiattack. Varratir makes two shortsword or
Undead Companion. Varratir can use a bonus shortbow attacks.
action to verbally command the lupine shade Shortsword. Melee Weapon Attack: +5 to hit,
Forathas to take the Attack, Dash, Disengage, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing
Dodge, or Help action. If Forathas dies, Varratir damage.
can obtain a new companion by spending 8 Shortbow. Ranged Weapon Attack: +5 to hit,
hours magically bonding with a lupine shade range 80/320 ft., one target. Hit: 6 (1d6 + 3)
that isn’t hostile to him. piercing damage.

FORATHAS, THE LUPINE SHADE


Varratir V’al is closely linked to a lupine shade Forathas obeys Varratir’s commands as best
named Forathas, which serves as the shadow it can and takes its turn on Varratir’s initiative.
fey ranger’s companion. Forathas is a lupine Varratir can use a bonus action to verbally
shade with an AC of 14, 30 hit points, and an command Forathas to take the Attack, Dash,
additional +2 proficiency bonus to attack rolls, Disengage, Dodge, or Help action. If Varratir
damage rolls, saving throws, and Dexterity is incapacitated, absent, or doesn’t issue a
(Stealth) checks. command, the lupine shade acts on its own.

8
VARRATIR V’AL’S PERSONALITY TRAITS Undead Nature. Vilém Erzov doesn’t
Ideal. “The hunt is the greatest thrill.” require air.
Bond. “Show respect to the shadow roads
VILÉM ERZOV Medium undead (vampire
and the dark ways lest ye be taken by them.” spawn), neutral evil
Flaw. “Others need me more than I need Armor Class 18 (mithral plate mail)
them.” Hit Points 82 (11d8 + 33)
Speed 30 ft.
VILÉM ERZOV, THE COMMANDER
A pallid yet imposing warrior clad in STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 11(+0) 12 (+1) 15 (+2)
blackened mithral plate mail sits atop a pale
undead warhorse draped in rusted barding.
Saving Throws Con +6, Wis +4
This rugged, long-haired mercenary—whose
Skills Perception +4, Stealth + 6
yellow eyes and semi-translucent skin betray
Damage Resistances necrotic; bludgeoning,
his vampiric nature—flashes a cruel smile to piercing, and slashing from nonmagical attacks
reveal two prodigious fangs before raising a Senses darkvision 60 ft., passive Perception 11
bloodstained lance from his side. He seems
thirsty. And prepared.
Grim Allegiances. Vilém Erzov is the
spawn of a powerful vampire
lord of ill repute:
Commander Baleneus
of Cantri Abbey.
Instead of servitude to
Lucan’s Ghost Knights
however, Erzov sought
to continue his life as a
freebooting mercenary.
As the self‑appointed
leader of the Twice
Damned, he commands
his cutthroat band of
macabre mercenaries
with an iron fist and ill will.
Accursed Methods. Erzov is a
cunning tactician and a skilled fighter
who exploits every advantage and
opportunity on the battlefield he can find.
Not only has Erzov surrounded himself
with some of the fiercest cutthroats in
Midgard, he’s begun to amass a small
collection of arcane curiosities that will
no doubt help the tides of fate flow in
his favor: among these are his accursed
sanguine lance, his mithral armor, and
his grim destrier.

9
Languages Abyssal, Common, Darakhul Hit: 6 (1d6 + 3) piercing damage plus 7
Challenge 6 (2,300 XP) (2d6) necrotic damage. The target’s hit point
maximum is reduced by an amount equal to
Brave. Vilém has advantage on saving throws the necrotic damage taken, and Vilém regains
against being frightened. hit points equal to that amount. The reduction
lasts until the target finishes a long rest. The
Regeneration. Vilém regains 10 hit points at the
target dies if this effect reduces its hit point
start of his turn if he has at least 1 hit point
maximum to 0.
and isn’t in sunlight or running water. If he
takes radiant damage or damage from holy Claws. Melee Weapon Attack: +6 to hit, reach
water, this trait doesn’t function at the start of 5 ft., one creature. Hit: 8 (2d4 + 3) slashing
his next turn. damage. Instead of dealing damage, Vilém can
grapple the target (escape DC 13).
Spider Climb. Vilém can climb difficult surfaces,
including upside down on ceilings, without Longsword +1. Melee Weapon Attack: +7 to
needing to make an ability check. hit, reach 5 ft., one target. Hit: 11 (2d6 + 4)
magical slashing damage.
Vampire Weaknesses. Vilém has the following
flaws: Heavy Crossbow. Ranged Weapon Attack: +3
to hit, range 100/400 ft., one target. Hit: 5
Forbiddance. He can’t enter a residence without
(1d10) piercing damage.
an invitation from one of the occupants.
Leadership (Recharges after a Short or Long
Harmed by Running Water. He takes 20 acid
Rest). For 1 minute, Vilém can utter a special
damage when he ends his turn in running
command or warning whenever a non-hostile
water.
creature that he can see within 30 feet of him
Stake to the Heart. He is destroyed if a
makes an attack roll or a saving throw. The
piercing weapon made of wood is driven
creature can add a d4 to its roll provided it can
into his heart while he is incapacitated in his
hear and understand Vilém. A creature can
resting place.
benefit from only one Leadership die at a time.
Sunlight Hypersensitivity. He takes 20 radiant
This effect ends if Vilém is incapacitated.
damage when he starts his turn in sunlight.
Sanguine Lance. Melee Weapon Attack: +7 to
While in sunlight, he has disadvantage on
hit, reach 10 ft., one target. Hit: 11 (1d12 + 4)
attack rolls and ability checks.
piercing damage plus 7 (2d6) necrotic damage.
ACTIONS The target’s hit point maximum is reduced
Multiattack. Vilém makes two melee attacks, by an amount equal to the necrotic damage
only one of which can be a bite attack. taken, and Vilém regains hit points equal to
Bite. Melee Weapon Attack: +6 to hit, reach 5 that amount. The reduction lasts until the
ft., one willing creature or a creature that is target finishes a long rest. The target dies if
grappled by Vilém, incapacitated, or restrained. this effect reduces its hit point maximum to 0.

SANGUINE LANCE
Magic weapon (lance), uncommon (requires attunement)
This fiendish lance runs red with blood. You Curse. This lance is cursed, and becoming
gain a +1 bonus to attack and damage rolls attuned to it extends the curse to you. Each
made with this magic weapon. day, as long as you remain cursed, you have
Whenever you hit a target with this lance, disadvantage on Constitution saving throws
the target takes an additional 1d6 necrotic until you draw blood from another creature
damage, and you regain hit points equal to with the lance. Once the lance has done
half the amount of necrotic damage dealt. The damage to another creature or its surface has
extra damage lasts until the target finishes a contacted the blood of another creature, this
long rest. The target dies if this effect reduces effect of the curse is negated until the next
its hit point maximum to 0. dawn.

10
REACTIONS ŽRAVIKA
Parry. Vilém adds 2 to his AC against one melee Medium undead (vampire spawn), chaotic evil
attack that would hit him. To do so, he must see Armor Class 15 (natural armor)
the attacker and be wielding a melee weapon. Hit Points 110 (12d8 + 56)
VILÉM ERZOV’S PERSONALITY TRAITS Speed 30 ft.
Ideal. “Who dares, wins.”
STR DEX CON INT WIS CHA
Bond. “I’ll never forget the immortal power
18 (+4) 16 (+3) 18 (+4) 11(+0) 10 (+0) 12 (+1)
my vampire lord has given me.”
Flaw. “I have little respect for anyone who is Saving Throws Dex +6, Wis +3
not a soldier.” Skills Perception +3, Stealth + 6
Damage Resistances necrotic; bludgeoning,
ŽRAVIKA, THE MANGLER piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 13
A tangled mane of black hair obscures the
Languages Common, Darakhul
feminine face of this imposing vampire
Challenge 6 (2,300 XP)
spawn. A feral ferocity is evident in the
bloodstains on her shredded garments and
Blood Frenzy. Žravika has advantage on melee
by her curious blood‑soaked arsenal: a chain attack rolls against any creature that doesn’t
that dangles menacingly at her side, its far have all its hit points.
end fused to a rusty hunting trap. She lurches Regeneration. Žravika regains 10 hit points at
forward with a hiss, dragging the hefty iron the start of her turn if she has at least 1 hit
trap along the ground before winding up the point and isn’t in sunlight or running water.
chain for a toss. If she takes radiant damage or damage from
holy water, this trait doesn’t function at the
Hook and Pull. Žravika utilizes a crude start of her next turn.
and brutal arsenal to capture and savage Spider Climb. Žravika can climb difficult
her victims, including her supernaturally surfaces, including upside down on ceilings,
gifted claws and fangs as well as a bear trap without needing to make an ability check.
hooked to a 20-foot chain. She almost prefers Vampire Weaknesses. Žravika has the following
flaws:
to snare her victims with the trap instead
Forbiddance. She can’t enter a residence
of her bare hands if only for the distress it without an invitation from one of the
seeps into their doomed and frantic souls. As occupants.
Žravika is fond of saying, “Terror makes the Harmed by Running Water. She takes 20 acid
blood taste sweet.” damage when she ends her turn in running
Unholy Hunger. Žravika is nicknamed “the water.
Mangler” by her allies because of the blood Stake to the Heart. She is destroyed if a
frenzy that drives her chaotic style of combat. piercing weapon made of wood is driven into
her heart while she it is incapacitated in her
It is a rare circumstance that a victim of
resting place.
Žravika’s is left whole enough to re-animate,
Sunlight Hypersensitivity. She takes 20 radiant
and she is quite often drenched in blood after damage when she starts her turn in sunlight.
feeding. This untamed approach to battle While in sunlight, she has disadvantage on
is an effective one however—that is, when attack rolls and ability checks.
Žravika’s ruthless appetites don’t spook the ACTIONS
quarry or needlessly hurry the chase. Multiattack. Žravika makes two melee attacks,
Undead Nature. Žravika doesn’t require air. only one of which can be a bite attack.

11
Bite. Melee Weapon Attack: +7 to hit,
reach 5 ft., one willing creature or
a creature that is grappled by
Žravika, incapacitated, or
restrained. Hit: 7 (1d6 +
4) 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 Žravika regains
hit points equal to that
amount. The reduction lasts
until the target finishes a
long rest. The target dies if
this effect reduces its hit point
maximum to 0.
Claws. Melee Weapon Attack:
+7 to hit, reach 5 ft., one
creature. Hit: 9 (2d4 + 4)
slashing damage. Instead of
dealing damage, Žravika can
grapple the target (escape
DC 14).
Bear Trap Bola. Ranged
Weapon Attack: +5 to hit,
reach 20 ft., one target. Hit:
9 (2d4 + 4) piercing damage
plus the target is grappled
(escape DC 13).

ŽRAVIKA’S PERSONALITY TRAITS


Ideal. “The greatest pleasures are derived
from inflicting pain.”
Bond. “I thirst for the glory of the master.”
Flaw. “All living creatures are cattle and
should be treated as such.”

Encounters with the Band of the Twice Damned


Whether presented as allies or enemies, As part of their training, Commander
there are many ways characters could come Baleneus of Cantri Abbey has ordered
into contact with Vilém Erzov’s Band of the the party to meet up with the Band of the
Twice Damned. Here are a few scenarios Twice Damned outside of Heiderbirg.
(both within and outside the Blood Here, they will collectively plan an
Kingdom) that could draw the party into a assault against several barbarian tribes of
conflict or confrontation: the Wolfmark that have risen up against
• The characters are soldiers in King their vampiric invaders. Once the
Lucan’s army, training among the lower uprising has been adequately stamped
ranks of the Ghost Knights of Morgau. out, the characters are promoted in rank

12
by Commander Baleneus who stations from atop his nightgaunt steed (see Creature
them near Cantri Abbey for a new Codex). Increasing numbers of Fell Rider
campaign alongside the Red Sisters. patrols have been seen outside the borders
• A wealthy merchant from the Free City of the Blood Kingdom—a grim development
of Jozht hires the characters to disprove that is alarming to many of the fair peoples
a despicable rumor: that his offspring—a of greater Midgard, to say the least.
brash cleric of Thor named Magni
Magnason—has not only fallen in battle ROT COMPANY
against the dread armies of King Lucan The soldiers of Rot Company are comprised
but has been re-animated to serve their of a legion of zombies and skeletons led
abyssal ranks in damnable perpetuity. by a triumvirate of masked necromancer
With the name and last known location overlords—referred to simply as the
of the Band of the Twice Damned as his Three. Rot Company continues a slow and
only leads, the elder Magnason offers perpetual march across the Blood Kingdom
the party a handsome fee to find his boy from their Necropolis headquarters south
and either bring him home or put him of Bratislor, returning to the capital at least
out of his undead misery. once a year to celebrate their spoils. Massive
• The characters are all residents of a skeletal beasts are rumored to support their
Blood Kingdom border town (such as numbers, along with the divine assistance of
Skogarholm, Lingenau, or the Obertal an unholy relic of Vardesain known as the
Freehold) that is sacked by the Band of Crucible of the Hunger God.
the Twice Damned and allied soldiers in
Lucan’s army. Instead of slaughter, the New Creatures
party members face a life of servitude to
Amidst their legions of lesser minions, the
the Twice Damned. How they survive is
armies of King Lucan and Nicoforus the Pale
entirely up to them.
are often reinforced by special undead animal
companions. The grim destrier and the
Other Warbands of the lupine shade are but two of these creatures.
Blood Kingdoms Larger warbands of the Blood Kingdom
have been known to boast a wide array of
The Band of the Twice Damned aren’t the
exotic undead beasts and uniquely horrifying
only outriders operating throughout the
entities, all of which serve to frighten their
wilds of Morgau, Doresh, and Krakovar.
enemies as much as bolster their ranks.
The Blood Kingdom—and the lightless
realms beneath—are home to many undead GRIM DESTRIER
warbands who serve one lord or another (if
not many at the same time). A grim destrier is an undead warhorse bred
utilizing the loathsome magic of powerful
THE FELL RIDERS necromancers. These dreadful steeds are
immune to the effects of exhaustion and will
This group of ghoulish mercenaries
tirelessly serve any riders both brave and
stationed near Lengrove is known for the
malevolent enough to mount them.
foul, winged mounts that carry its woeful
Undead Nature. A grim destrier doesn’t
warriors into battle (featuring creatures
require air, food, drink, or sleep.
such as giant bats and skull drakes). An
eccentric darakhul commander named
Barron Sefton Wurm leads this putrid horde

13
GRIM DESTRIER LUPINE SHADE
Large undead, lawful evil Medium undead, neutral evil
Armor Class 15 (breastplate barding) Armor Class 12
Hit Points 75 (10d10 + 20) Hit Points 30 (5d8 + 5)
Speed 60 ft. Speed 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 14 (+2) 6(−2) 12 (+1) 7 (−2) 6 (−2) 14 (+2) 13 (+1) 6 (−2) 12 (+1) 8 (−1)

Damage Immunities poison Skills Stealth +6


Condition Immunities charmed, exhaustion, Damage Vulnerabilities radiant
poisoned Damage Resistances acid, cold, fire, lightning,
Senses darkvision 60 ft., passive Perception 11 thunder; bludgeoning, piercing, and slashing
Languages understands Abyssal and Common from nonmagical attacks
but can’t speak them Damage Immunities necrotic, poison
Challenge 2 (450 XP) Condition Immunities exhaustion, frightened,
grappled, paralyzed, petrified, poisoned, prone,
Trampling Charge. If the grim destrier moves restrained
at least 20 feet straight toward a creature and Senses darkvision 60 ft., passive Perception 11
then hits with its hooves on the same turn, Languages understands Common and Umbral
that target must succeed on a DC 14 Strength but can’t speak them
saving throw or be knocked prone. If the target Challenge 2 (450 XP)
is prone, the destrier can make another attack
against it with its hooves as a bonus action. Amorphous. The lupine shade can move
Undead Fortitude. If damage reduces the through a space as narrow as 1 inch wide
grim destrier to 0 hit points, it must make a without squeezing.
Constitution saving throw (DC 5 + damage Keen Hearing and Smell. The lupine shade has
taken) unless the damage is radiant or from advantage on Wisdom (Perception) checks that
a critical hit. On a success, the grim destrier rely on hearing or smell.
drops to 1 hit point instead.
Pack Tactics. The lupine shade has advantage
ACTIONS on an attack roll against a creature if at least
Hooves. Melee Weapon Attack: +6 to hit, reach one of the lupine shade’s allies is within 5 feet
5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning of the creature and the ally isn’t incapacitated.
damage plus 5 (2d4) necrotic damage. Shadow Stealth. While in dim light or darkness,
the lupine shade can take the Hide action as a
bonus action.
LUPINE SHADE
Sunlight Weakness. While in sunlight, the
Lupine shades are undead beasts resembling lupine shade has disadvantage on attack rolls,
dark exaggerations of wolf shadows. Like ability checks, and saving throws.
shadows and shrouds, lupine shades hunger ACTIONS
for the vitality of living creatures but are Strength Drain. Melee Weapon Attack: +4 to
particularly drawn to those unpolluted by hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2)
the taint of evil. Long tied to the unseelie necrotic damage, and the target’s Strength
courts of the shadow fey, these wolvish score is reduced by 1d4. The target dies if
this reduces its Strength to 0. Otherwise, the
creatures also make exceptional minions for
reduction lasts until the target finishes a short
undead and necromantic masters.
or long rest.
Undead Nature. A lupine shade doesn’t
If a non-evil humanoid dies from this attack,
require air, food, drink, or sleep. a shadow or a shroud (50% chance; see Tome
of Beasts) rises from the corpse 1d4 hours later.

14
ABOMINATIONS OF THE
BLOOD KINGDOM
Three legendary creatures of ill repute from the
Greater Duchy of Morgau, Doresh, and Krakovar.
by Christopher Lockey

T he Blood Kingdom of Midgard is an


accursed realm unlike any other, home
to horrors both unspeakable and spectacular.
very well discover various customs of the
Blood Kingdom themselves along with
information on notable personages, local
The amalgamated lands of Morgau, Doresh, legends, and an enchanted item or two.
and Krakovar persist under the cruel reign But hear you this and remember, whether
of King Lucan, vampire lord of Bratislor. questing across the bloodstained Field of
Meanwhile, the subterranean realms Salesh or braving the boundless corners
beneath these federated kingdoms serve of your own mortal mind... tread carefully
as the dominion of Nicoforus the Pale and when walking among the dead, for the eyes
his Ghoul Imperium. A grim yet fortuitous of Lucan lurk in every shadow.
alliance between these two despots has
fueled a steady rise in the proliferation of
powerful undead in the region, which has no
Horror in Roleplaying:
doubt made the Blood Kingdom even more Genre and the Blood Kingdom
inhospitable for the weak of will and the Chances are you’ll only take a trip to
faint of heart. Midgard’s Blood Kingdom if your gaming
What follows is a macabre treatise on three group enjoys a fair bit of horror in your
unique monsters that reside within various shared roleplaying experience. If this is
corners of Midgard’s Blood Kingdom (but the case, you’re in for a treat, for the Blood
who are also perfectly at home in any dark Kingdom is rife with dread. If you’re
fantasy setting with a proper penchant for relatively new to the horror genre or simply
gothic horror and the phantasmagorical). reluctant to taste of its forbidden fruits, then
Herein you will find examinations of rest assured: a little fear in your storytelling
the legendary creatures known as the makes the light-hearted fare taste oh so
Bloodstone Gargoyle of Bratislor Pass, sweeter. But whether you’re an experienced
Scythe Tail the Undying Wyvern, and the gore hound or a fledgling fear chaser, the
Heiderbirg Horror. During your scrutiny Blood Kingdom beckons with open arms
of these abominable beasts, you may and eager fangs.

15
This material encourages you to embrace of Lucan’s army couldn’t have stormed the
the darker side of your roleplaying, and it northern coasts of the Wolfmark without
draws inspiration from a wide variety of darakhul warriors in their midst, and the
grim and gothic tales—fitting with the dark ghouls of the Imperium can only expand so
fantasy surrounding the Midgard setting far without the aid of their surface-dwelling
itself. Below ground, Nicoforus the Pale’s brethren. More than a mere political current,
ghoulish minions toil for a grim future this is the movement of a society—an entire
in which the Midgard they inhabit is less undead civilization—whose motivations
governed by the sun-loving nations of the are predominantly questionable, if not
surface. (If this means allegiance to Lucan altogether evil. The psychic, supernatural,
and his bloodthirsty kin, then so be it.) In and metaphysical maelstrom this has
the realms above, an evil army of vampires wrought is one of epic proportions.
has expanded from the seclusion of their One result of this confluence is the
mountain keeps, establishing one of the ongoing emergence of new and otherwise
largest and most powerful dominions in the long-dormant creatures of legend. There
known world. The existence of the Blood are entities who prefer to skulk furtively
Kingdom establishes a new normal. in the shadows, and there are those
Adventures in Morgau, Doresh, and whose reputations precede them like
Krakovar (as well as the caverns beneath) the doom winds of a plague storm. The
can be as convention-laden or as free of Blood Kingdom is the sum of its parts: the
tropes as you’d like them to be. But don’t essence of every abominable horror that
be afraid to lean on trope because a genre crawls within the lands of Morgau, Doresh,
as nuanced as horror demands a certain Krakovar, and the realms beneath. And they
amount of discipline to feel authentic and are ultimately defined by the denizens who
sincere, and this discipline is informed at defend (and expand) their shared borders.
every turn by the generations of horror We’re all familiar with the mythological
storytellers that came before—how they trappings of the classic vampire lair: coffins
innovated and what we can learn from draped in cobwebs in silent dungeons,
them—stretching all the way back to the creatures of the night prowling misty
campfires of time immemorial. Study your moorlands full of foreboding shadows. By
favorites, and bring what they teach you to its very nature, a nation full of vampires
the table. betrays some of the mystery and pageantry
of the vampire myth (as defined in the
Fearful Omens current and previous editions of the game).
With the advent of the alliance between Since vampires of the Blood Kingdom
King Lucan and Nicoforus the Pale, the occupy a more “normal” place in society,
confederated Blood Kingdoms have ushered it falls on the abnormal to take up their
in a new era of prosperity for evil means and traditional roles. The emergence of
the monsters who perpetuate them. In the Midgard’s abominations has often been
days and nights since Lucan’s grim treaty preceded by calamitous events that herald
has come to pass, the denizens of the foul their arrival, like storms, plagues, famines,
lands between Dornig and Neimheim have or fires. How the abominations contained
grown increasingly aware of their rising herein manifest themselves in your
station. And this supernatural momentum is campaign is entirely up to you.
almost tangible. After all, the Ghost Knights

16
Rumors and Legends
Extensive travel through Midgard is bound to stir up some chatter about the Blood Kingdom
and the peculiar horrors that haunt its tortured landscapes. Furthermore, passing through
a border town or investigating local legends could reveal all sorts of details. Roll a d12 or
choose from the following list of rumors to determine what kind of information characters
might discover:
1. Merchants traveling south from Bratislor along the Great Northern Road talk of a
haunted mountain pass that calls lonely travelers to their dooms.
2. Traders who ferry along the River Brocken speak of a foul wind that stirs off the western
banks of the river near Lengrove.
3. Pirates of the Nieder Straights whisper tales of a doomed ship that was savaged by a
strange form of vampiric plague it picked up near Heiderbirg.
4. Dozens of pale infants in the lands surrounding Morgau and Doresh are being born
with an irregular, triangle-shaped birthmark—a blemish that resembles a map of
Bratislor Pass.
5. On the day preceding each full moonrise, the northern waters of the River Yoshtula run
red with blood.
6. Trees of the Siarka Swamp bleed a loathsome crimson sap.
7. One in nineteen horses birthed in the Blood Kingdom are born pale and gaunt but
harbor strange supernatural gifts.
8. The sacking of Heiderbirg has angered the ancient Wolfmark gods; as a result, the skies
above the marshes west of Heiderbirg are wracked by weird storms.
9. A temple to Marena south of Bratislor trains its Red Sister devotees to supplicate
themselves to strange earthen idols.
10. The winged beasts and feral ghouls of the Cloudwall Mountains worship an elder
wyvern god.
11. Children who die under a new or full moon are cursed and must serve the Red Goddess
and her minions in the afterlife.
12. Earthquakes in the Great Necropolis have begun waking strange horrors from the
shadowy depths of the earth.

Dramatis Personae
Whether by accident or design, those who Blood Kingdom along with descriptions
scour Midgard’s forbidden realms are often of their lairs, regional effects, plot hooks,
fate-bound to find what they seek, and if and more. If you’re looking for more than
one travels the Great Northern Road long a mere encounter, consider these unique
enough, the sinister forces of supernatural monsters to be “minibosses” of your own
evil are never far behind. Here now are campaign, and try to present them with the
three of the most notorious legendary narrative pacing and dramatic gravitas a
creatures that reside within Midgard’s classic horror story deserves.

17
THE BLOODSTONE GARGOYLE dust. A scant few entities are even aware of
OF BRATISLOR PASS the orb’s existence, such as the Arch-Devil
A hulking effigy carved from solid bloodstone Parzelon, Midgard’s most learned sages, and
clings to the sanctuary steeple. A closer the Red Goddess Marena herself.
look reveals a sinister winged creature of Elemental Nature. The bloodstone
elemental earth that bears the loathsome gargoyle doesn’t require air, food, drink, or
likeness of a demonic statue with long, sleep.
curving horns and a prodigiously wicked
BLOODSTONE GARGOYLE
grin. The sound of grinding stone and the
Large elemental, chaotic evil
blinking of two luminous crimson eyes Armor Class 15 (natural armor)
precede the gargoyle’s lightning-swift assault. Hit Points 72 (8d10 + 28)
Blood and Stone. Journeyed pathfinders Speed 40 ft., fly 80 ft.
and loyal servants of the Blood Goddess
Marena know of a seldom-used mountain STR DEX CON INT WIS CHA
pass, south of Bratislor along the Great 18 (+4) 11 (+0) 18 (+4) 6 (−2) 12 (+1) 7 (−2)

Northern Road, where a secluded monastery


Damage Resistances bludgeoning, piercing,
is situated in grim isolation. Here, the
and slashing from nonmagical attacks that
Bloodstone Gargoyle of Bratislor Pass aren’t adamantine
watches balefully over the crumbling walls Damage Immunities poison
of the Vermilion Abbey from atop its black Skills Perception +4, Stealth +6
granite steeple. A coterie of ghouls and Condition Immunities exhaustion, petrified,
vampire spawn occupy the abbey’s lightless poisoned
sanctuary, patiently awaiting the return of Senses darkvision 60 ft., passive Perception 11
their Red Sister mistresses under the tireless Languages Terran, understands Common but
guidance of their unholy sentinel. can’t speak, telepathy 120 ft.
Grim Sentinel. Born from a massive slab Challenge 5 (2,300 XP)
of chalcedony, the Bloodstone Gargoyle
of Bratislor Pass gleefully serves the cruel False Appearance. While the bloodstone
gargoyle remains motionless, it is
interests of its sanguine masters and has
indistinguishable from an inanimate statue.
watched over the Vermillion Abbey’s
ACTIONS
mountain sanctuary for at least a century.
The precise origin of this peculiar elemental Multiattack. The bloodstone gargoyle makes
two attacks: one with its bite and one with its
menace remains a mystery, for none quite
claws.
like it has ever been chronicled. Yet despite
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
this surreptitious history (or perhaps one target. Hit: 8 (1d8 + 4) piercing damage
because of it), the tale of the guardian has plus 7 (2d6) necrotic damage. The target’s
become a prized fable among Midgard hit point maximum is reduced by an amount
storytellers with a fondness for horror. equal to the necrotic damage taken, and the
Evil to the Core. An accursed gemstone bloodstone gargoyle regains hit points equal
to that amount. The reduction lasts until the
known as the heliotrope heart is buried
target finishes a long rest. The target dies
deep within the bloodstone gargoyle’s stony if this effect reduces its hit point maximum
chest. This magical orb can only be retrieved to 0. A humanoid slain in this way and then
if the gargoyle is slain, at which point the buried in the ground rises the following night
rest of the earthen creature crumbles to as a vampire spawn under the bloodstone
gargoyle’s control.

18
Claws. Melee Weapon Attack: +7 to hit, reach the effect on itself on a success. Otherwise, the
5 ft., one target. Hit: 8 (1d8 + 4) slashing effect lasts 24 hours or until the gargoyle is
damage. destroyed, is on a different plane of existence
Fiendish Charm. The bloodstone gargoyle’s than the target, or takes a bonus action to end
eyes sparkle with crimson light as it targets the effect.
one humanoid it can see within 60 feet of it. LEGENDARY ACTIONS
If the target can see the bloodstone gargoyle,
the target must succeed on a DC 15 Wisdom The bloodstone gargoyle can take one
saving throw against this magic or be charmed legendary action, choosing from the options
by the bloodstone gargoyle. The charmed below. Only one legendary action option can be
target regards the bloodstone gargoyle as a used at a time and only at the end of another
trusted friend to be heeded and protected. creature’s turn. The bloodstone gargoyle regains
Although the target isn’t under the bloodstone spent legendary actions at the start of its turn.
gargoyle’s control, it takes the gargoyle’s Detect. The bloodstone gargoyle makes a
requests or actions in the most favorable Wisdom (Perception) check.
way it can, and it is a willing target for the Hurl Rock. Ranged Weapon Attack: +7 to hit,
gargoyle’s bite attack. range 40/120 ft., one target. Hit: 13 (2d8 +
Each time the gargoyle or the gargoyle’s 4) bludgeoning damage. If the target is a
companions do anything harmful to the creature, it must succeed on a DC 15 Strength
target, it can repeat the saving throw, ending saving throw or be knocked prone.

19
HELIOTROPE HEART
Wondrous item, uncommon (requires attunement)
This polished orb of dark-green stone is Curse. This orb is cursed, a fact that is
latticed with pulsing crimson inclusions that revealed only when an identify spell is cast on
resemble slowly dilating spatters of blood. the orb or you attune to it. Attuning to the
While attuned to this orb, your hit point orb curses you until you are targeted by the
maximum is not affected by the necrotic remove curse spell or similar magic. As long
damage of the bite of a vampire or vampire as you remain cursed, you are unwilling to
spawn. Additionally, while holding this orb, part with the orb, keeping it on your person
you can speak its command word as an at all times. While cursed, your shadow seems
action to cast false life as if it were cast using abnormally gaunt and sometimes moves of its
a spell slot of 2nd level; this property can’t be own volition as though alive; as a result, you
used again until the next dusk. have disadvantage on Charisma (Performance)
and Charisma (Persuasion) checks.

THE BLOODSTONE GARGOYLE’S LAIR BLOODSTONE GARGOYLE OF


The Bloodstone Gargoyle of Bratislor BRATISLOR PASS PLOT HOOKS
Pass serves as the sleepless sentinel of a Characters could find themselves
crumbling mountain temple to the Blood encountering the Bloodstone Gargoyle of
Goddess Marena, where he perches upon Bratislor Pass for a variety of reasons:
an ebon steeple. Known as the Vermillion • While traveling the Great Northern
Abbey, this black granite edifice also Road, the characters encounter the lone
houses a restless pack of ghouls and a small survivor of an ill-fated adventuring
cadre of vampire spawn birthed from the party. Two prodigious bite marks on the
gargoyle’s sinister bite. fellow’s shoulder betray his encounter
with the bloodstone gargoyle, which
REGIONAL EFFECTS
he describes in vivid detail before
The craggy region surrounding the
succumbing to his wounds. As he dies,
bloodstone gargoyle’s lair in Bratislor
he beseeches the characters to purify the
Pass has been corrupted by its unnatural
unholy altars of the Vermillion Abbey by
presence, creating the following effects:
destroying them.
• There’s a noticeable increase in the
• A cabal of Red Sister acolytes has
population of bats in the region.
kidnapped the characters who find
• Plants within 1,000 feet of the lair are themselves imprisoned within the
withered, and their stems and branches lightless dungeon of the Vermillion
have become twisted and thorny. Abbey. If they manage to escape their
• Shadows cast within 1,000 feet of blasphemous jail, will they survive the
the lair seem abnormally gaunt and abbey’s bloodstone sentinel and his
sometimes move as though alive. retinue of undead minions?
If the bloodstone gargoyle is destroyed, • A powerful druid of Wendestal Forest
these effects end after 3d6 days. tasks the characters with retrieving the
heliotrope heart from the bloodstone
gargoyle’s earthen remains. In return,
she promises to reward the characters

20
with a magical boon (such as the pathogen, and the magically assisted graft
spells greater restoration, reincarnate, of a grotesque, lamprey-like tongue. These
or scrying in a time of need) and safe alterations have made the Heiderbirg Horror
passage through the Wendestal. a valuable yet unpredictable asset for those
• A blistering snowstorm drives the who would benefit from its chaotic brand of
characters into the Bratislor Pass for destruction.
shelter as they make their way north Putrid Progeny. Like other vampires, the
or south along the Great Northern Heiderbirg Horror passes on the curse of
Road. During their first rest, one of vampirism to its victims. Vampire spawn
the characters—or perhaps a friendly created by the horror’s distinct virulence
scout in their midst—is beset by a trio carry the abomination’s sludge blood disease
of ghouls who drag the hapless victim themselves and are also capable of inflicting
toward the shadow-steeped threshold of it upon others. As a result, the doom of West
the Vermillion Abbey. Heiderbirg owes nearly as much to sludge
blood as it owes to the undead mutant itself.
THE HEIDERBIRG HORROR Undead Nature. The Heiderbirg Horror
The pallid skin and beady red eyes of this doesn’t require air.
corpulent ogre betray its undead nature, but
THE HEIDERBIRG HORROR
the slavering, blood-soaked tissue between its
Large undead (ogre mutant), chaotic evil
gruesome bifurcated jaws suggests something Armor Class 15 (natural armor)
more than mere vampirism. As the creature Hit Points 76 (9d10 + 27)
shambles forward, a ten-foot, toothed Speed 40 ft.
proboscis flicks forth from its gory maw. The
undulation of a small rasping mouth on STR DEX CON INT WIS CHA
the tip of this monstrous tongue is almost 19 (+4) 14 (+2) 16 (+3) 8 (−1) 10 (+0) 7 (−2)
as sickening as the smell of carrion rot that
clings to it. But not quite. Saving Throws Dex +6, Wis +3
Skills Perception +6, Stealth +3
Vile Origins. The Heiderbirg Horror is
Damage Resistances necrotic; bludgeoning,
the hideous product of foul necromantic
piercing, and slashing from nonmagical attacks
experimentation. Conceived as a Senses darkvision 60 ft., passive Perception 16
weaponized form of vampirism, the horror Languages understands Common and Giant but
was created by a mad Krakovan chirurgeon can’t speak
named Vol Vorigrad in the depths of his Challenge 7 (2,900 XP)
dingy Heiderbirg laboratory. After slaying
its maker in a most brutal fashion, the Regeneration. The horror regains 10 hit points
horror escaped to the streets above and at the start of its turn if it has at least 1 hit
nimbly evaded the local commandery point and isn’t in sunlight or running water. If
the horror takes radiant damage or damage
during a blood-soaked exodus through
from holy water, this trait doesn’t function at
Heiderbirg’s western gate. It has stalked the start of its next turn.
the swamp-soaked village known as West Vampire Weaknesses. The horror has the
Heiderbirg ever since. following flaws:
Odious Methods. Vorigrad introduced Forbiddance. It can’t enter a residence without
a number of strange mutations and an invitation from one of the occupants.
“upgrades” to his giantkin subject, including Harmed by Running Water. It takes 20 acid
the curse of vampirism, a unique bloodborne damage when it ends its turn in running water.

21
Stake to the Heart. It is destroyed if a piercing damage. Instead of dealing damage, the
weapon made of wood is driven into its heart horror can grapple the target (escape DC 15).
while it is incapacitated in its resting place. Toothed Proboscis. Melee Weapon Attack: +8
Sunlight Hypersensitivity. It takes 20 radiant to hit, reach 10 ft., one target. Hit: 5 (1d8 + 4)
damage when it starts its turn in sunlight. piercing damage plus 7 (2d6) necrotic damage,
While in sunlight, it has disadvantage on and the target is grappled (escape DC 15).
attack rolls and ability checks. Until this grapple ends, the target is restrained,
and the horror can’t bite another target. If the
ACTIONS
target is a creature, it must succeed on a DC
Multiattack. The horror makes two attacks, 15 Constitution saving throw against disease
only one of which can be a toothed proboscis or become infected with sludge blood until
attack. the disease is cured. Additionally, the target’s
Claws. Melee Weapon Attack: +8 to hit, reach hit point maximum is reduced by an amount
5 ft., one creature. Hit: 11 (2d6 + 4) slashing equal to the necrotic damage taken, and the
horror regains hit points equal to that amount.
The reduction lasts until the target finishes a

22
long rest. The target dies if this effect reduces throw at the end of each of its turns, ending
its hit point maximum to 0. A humanoid slain the effect on itself on a success. Additionally,
in this way and then buried in the ground rises each creature in the area must succeed on
the following night as a Heiderbirg vampire a DC 15 Constitution saving throw against
spawn under the Heiderbirg Horror’s control. disease or become infected with sludge blood
LEGENDARY ACTIONS until the disease is cured.

The Heiderbirg Horror can take one legendary THE HEIDERBIRG HORROR’S LAIR
action, choosing from the options below. Only The Heiderbirg Horror stalks the
one legendary action option can be used at a
swamp‑soaked ruins of a doomed village
time and only at the end of another creature’s
turn. The horror regains spent legendary actions west of Heiderbirg where its insatiable
at the start of his turn. appetite subsides on any warm-blooded
Charge. The horror moves up to its speed. creatures it can find. The stagnant waters
Vomit Blood. The horror spews a noxious jet of this rural marsh surrounding “West
of blood from its bloated gut. Each creature Heiderbirg” are quite hospitable to
in a 15-foot cone must succeed on a DC the horror, whose malevolent essence
15 Constitution saving throw or become has obscured the very sun itself with a
poisoned. While poisoned in this way, a target
penumbral blanket.
takes 5 (1d10) poison damage at the start of
each of its turns. A target can repeat the saving

NEW DISEASE: SLUDGE BLOOD


Sludge blood is a peculiar illness that slain in this way rises the following night
originates from the Heiderbirg Horror’s as a Heiderbirg vampire spawn under the
putrid bite and noxious blood. It is sometimes Heiderbirg Horror’s control.
transmitted by the horror’s vampiric spawn VARIANT: HEIDERBIRG VAMPIRE SPAWN
and the vermin that dwell within its marshy lair. A casualty of the Heiderbirg Horror’s bite
When a humanoid creature is bitten by a attack or of the deadly effects of sludge blood
carrier of the disease or otherwise exposed, can reanimate as a variant vampire spawn.
the creature must succeed on a DC 15 Heiderbirg vampire spawn are considered CR 6
Constitution saving throw or become infected. monsters and gain the following attack:
It takes 1d3 hours for sludge blood’s
Diseased Bite. Melee Weapon Attack: +6 to
symptoms to manifest in an infected creature.
hit, reach 5 ft., one willing creature or a
Symptoms include lethargy, contusions, and
creature that is grappled by the vampire,
darkened veins. The infected creature gains
incapacitated, or restrained. Hit: 6 (1d6 +
vulnerability to necrotic and poison damage
3) piercing damage plus 7 (2d6) necrotic
and to bludgeoning, piercing, and slashing
damage. The target’s hit point maximum is
damage, and it regains only half the normal
reduced by an amount equal to the necrotic
number of hit points from finishing a long rest.
damage taken, and the vampire regains hit
At the end of each long rest, an infected
points equal to that amount. The reduction
creature must make a DC 15 Constitution
lasts until the target finishes a long rest. The
saving throw. The creature recovers from
target dies if this effect reduces its hit point
the disease following three successful saves.
maximum to 0. Additionally, the target must
On each failed save, the creature’s Dexterity
succeed on a DC 15 Constitution saving
decreases by 1d4 points. If Dexterity loss
throw against disease or contract sludge
reduces the infected creature’s Dexterity
blood until the disease is cured.
below 1, the creature dies. A humanoid

23
REGIONAL EFFECTS retrieve a liter or more of the creature’s
The region surrounding the Heiderbirg noxious blood.
Horror’s boggy lair has been corrupted by • Wandering vampire spawn who carry
the creature’s unnatural presence, creating the noxious disease known as sludge
the following effects: blood have taken up residence along
• There’s a noticeable increase in the the mouth of the Yoshtula River.
populations of rats, snakes, and leeches The scattered clans of Wolfmark
in the region. barbarians who roam these lands are
• Plants within 1,000 feet of the lair are eager to remove the vampiric pestilence
rotted, and their stems and branches from their shores and welcome any
are covered in black knots and festering outlanders who would take arms against
wounds. the invasive undead and help locate the
• Stagnant water within 1,000 feet of source of their profane origin.
the lair is covered in a cloudy layer of • An upstart lieutenant from the Order
scum that sometimes roils and moves as of the Bloody Blade at Heiderbirg
though alive. Castle views the Heiderbirg Horror as a
• A storm cloud clings to the sky within valuable asset in the war against Lucan’s
1,000 feet of the horror’s lair where enemies. This obstinate dhampir
sheet lightning and moaning winds noble—a warrior named Saoirse Khet—
herald intermittent downpours. is keen on capturing the abomination
for study in her dungeon far beneath
If the Heiderbirg Horror is destroyed,
Heiderbirg. She offers the characters
these effects end after 2d6 days.
generous rewards from her enchanted
HEIDERBIRG HORROR PLOT HOOKS armory in return for successful
Characters could find themselves exfiltration and enslavement of the
encountering the Heiderbirg Horror for a legendary creature.
variety of reasons:
SCYTHE TAIL, THE UNDYING WYVERN
• A few citizens of the village west
of Heiderbirg have survived the Cobwebs and mold cover the decrepit
horror’s onslaught by hiding in the scales of this hulking undead wyvern who
swamp‑soaked basements and moldy sits menacingly upon a scattered mound
attics of their ramshackle dwellings. of rotting bones. The tip of its razor-sharp
Desperate to escape but too timid to stinger drips a noxious black poison upon
leave, they remain fearfully out of the skeletal heap, and its milk‑white eyes
sight and wait for salvation as they pierce the darkness in hungry anticipation.
slowly starve to death. One of these As the undead wyvern shifts atop its
villagers—a malnourished teen named makeshift throne, you spy the hilt of
Kóri Myrrström—has made his safe a colorful blade protruding from the
exodus out of the West Heiderbirg creature’s left shoulder.
swamp and beseeches the party for aid. Grim Hunter. In life, the wyvern Scythe
• An infamous Bemmean warlock named Tail was the scourge of the Lengrove
Yorick Lesch desires a sample of the hinterlands. After a short-lived death, it now
Heiderbirg Horror’s vital fluids for his presides as a tyrant of the caverns below. Its
own perverse experiments and will pay once-leathery wings, now gaunt and thin as
the characters handsomely if they can parchment, help it patrol the subterranean

24
sprawl beneath the Cloudwall Mountains warden, the undead wyvern itself has grown
with ease. And the poison stinger at the increasingly restless. Scythe Tail hungers for
tip of the undead wyvern’s eponymous tail more than the wealth of wayward outlanders
has become a foul perversion of its original and carefully plots a dreadful ascension from
form—a blade-like barb that injects a deadly the depths of its fetid subterranean lair.
necrotic venom. The Hexen Blade. An adamantine
Cruel and Conniving. Scythe Tail’s short sword known as the hexen blade
transformation was the result of potent has remained curiously lodged above
darakhul necromancy, but the covenant Scythe Tail’s right shoulder following a
between the undying wyvern and his long‑forgotten foray with the weapon’s
ghoulish creators is tenuous at best. The previous owner. This magic sword grants
alliance between Scythe Tail and the ghouls its wielder the ability to master certain
of the Great Necropolis has served their uncanny illusions and would make a prized
mutual interests for nearly a century, but addition to any enchanted armory. Despite
while the ghouls continue to benefit from the hexen blade’s modest renown, none
the terrifying presence of their immortal who have set out to claim it have returned

25
from the wyvern’s lair alive. One certainly Claws. Melee Weapon Attack: +8 to hit, reach
wonders what other treasures have heaped 5 ft., one target. Hit: 14 (2d8 + 5) slashing
damage.
themselves upon Scythe Tail’s hide or hoard
Stinger. Melee Weapon Attack: +8 to hit,
since.
reach 10 ft., one creature. Hit: 12 (2d6 + 5)
Undead Nature. Scythe Tail doesn’t piercing damage. The target must make a DC
require air, food, drink, or sleep. 15 Constitution saving throw, taking 24 (7d6)
necrotic damage on a failed save or half as
SCYTHE TAIL, THE UNDYING WYVERN much damage on a successful one. A creature
Large undead (wyvern), neutral evil who suffers necrotic damage from this attack
Armor Class 13 (natural armor) becomes poisoned until the start of Scythe
Hit Points 142 (15d10 + 60) Tail’s next turn.
Speed 30 ft., fly 80 ft. LEGENDARY ACTIONS
Scythe Tail can take 2 legendary actions,
STR DEX CON INT WIS CHA choosing from the options below. Only one
21 (+5) 10 (+0) 18 (+4) 8 (−1) 14 (+2) 6 (−2) legendary action option can be used at a time
and only at the end of another creature’s turn.
Damage Resistances cold, lightning, necrotic Scythe Tail regains spent legendary actions at
Damage Immunities poison the start of its turn.
Skills Perception +5 Detect. Scythe Tail makes a Wisdom
Condition Immunities charmed, exhaustion, (Perception) check with advantage.
frightened, paralyzed, poisoned Melee Attack. Scythe Tail makes one melee
Senses darkvision 60 ft., passive Perception 15 attack.
Languages understands Common and Darakhul Frightening Gaze (Costs 2 Actions). Scythe
but can’t speak Tail fixes its gaze on one creature it can see
Challenge 7 (2,900 XP) within 80 feet of it. The target must succeed
on a DC 15 Wisdom saving throw or become
frightened for 1 minute. A creature can repeat
Legendary Resistance (1/Day). If Scythe Tail
the saving throw at the end of each of its
fails a saving throw, it can choose to succeed
turns, ending the effect on itself on a success.
instead.
If a creature’s saving throw is successful or the
ACTIONS effect ends for it, the creature is immune to
Multiattack. Scythe Tail makes two attacks: one Scythe Tail’s Frightening Gaze for the next 24
with its bite and one with its stinger. While hours.
flying, it can use its claws in place of one other
attack. SCYTHE TAIL’S LAIR
Bite. Melee Weapon Attack: +8 to hit, reach The Undying Wyvern occupies a
10 ft., one creature. Hit: 12 (2d6 + 5) piercing shadow‑haunted cave within the Lengrove
damage. hinterlands where he presides over a

HEXEN BLADE
Weapon (shortsword), rare (requires attunement)
The colorful surface of this sleek adamantine This magic weapon has 3 charges. While
shortsword exhibits a perpetually shifting, holding it, you can use an action and expend
iridescent sheen. 1 charge to cast disguise self, hypnotic pattern,
You gain a +1 bonus to attack and damage or mirror image (save DC 15).
rolls made with this magic weapon. The sword regains 1d3 expended charges
daily at dawn.

26
cold subterranean lake from atop a nest been compromised by his feral nature. A
of timeworn bones. A bizarre species of coalition of devious Fretlock merchants
pallid, carnivorous fish patrols the rimy and their patrons have pooled their
lake. Opposite the cavern’s twisting eastern resources to hire a group of sellswords
entrance, tunnels spider out mazelike from to slay the beast or rout him out of the
the central cave toward the lightless depths Lengrove hinterlands.
of the Great Necropolis and beyond. • In a perverse attempt to intimidate her
REGIONAL EFFECTS darakhul allies, a contentious vampire
The cavernous region surrounding Scythe baroness of Lengrove wants to mount
Tail’s lair has been corrupted by the Scythe Tail’s head above her mantle.
creature’s unnatural presence, creating the She is willing to pay the characters a
following effects: handsome reward of 1,000 gp if they can
deliver the undying wyvern’s skull intact.
• There’s a noticeable increase in the
populations of bats, scorpions, and • The characters have been incarcerated
snakes in the region. by darakhul slavers within the Great
Necropolis below Lengrove. After
• Plants will not grow within 500 feet of
successfully liberating themselves from
the lair, and any vegetation that once
a nefarious Necropolis prison known
grew here has long been replaced by
as Skarhold, the only thing between the
moldy fungal rot.
characters and the surface world is the
• A creeping mist clings to the ground
carefully guarded chamber of Scythe
within 500 feet of Scythe Tail’s lair. The
Tail—who is eager to eviscerate any
mist occasionally takes eerie forms, such
interlopers who cross its path.
as grasping talons and writhing serpents.
• Undead within 500 feet of the lair have
advantage on saving throws against
Other Abominations
effects that turn undead. of the Blood Kingdoms
If Scythe Tail is destroyed, these effects The Bloodstone Gargoyle, the Heiderbirg
end after 2d10 days. Horror, and Scythe Tail are not the only
abominations of Midgard’s Blood Kingdom.
SCYTHE TAIL PLOT HOOKS Scores of various legendary creatures are
Characters could find themselves rumored to exist in the outlying lands of
encountering the undying wyvern for a Morgau, Doresh, and Krakovar—including
variety of reasons: the Spawn Mother of Salesh, the Demon Bat
• A headstrong descendant of the hexen of Castle Bruvik, and the Lurker of Lodezig,
blade’s gnomish creator seeks to retrieve among others. And there most certainly are
the magical shortsword to honor his others.
family and gain favor with various What unknown evils prowl the
lords of Neimheim. This perilous quest blood‑soaked lands between Dornig and
requires a dauntless group of explorers, Neimheim? And what new atrocities will
and the characters are no doubt the unholy alliance of Lucan and Nicoforus
precisely the party for the job. yield? A world of remarkable horrors lies
• Scythe Tail has grown increasingly waiting to be found. Will Midgard’s would-
ornery over time, and his once-fruitful be heroes and villains be mighty enough to
symbiosis with the ghouls and other survive them? Only time and your fiendish
renegades of the Great Necropolis has imagination will tell…

27
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to any Open Game Content distributed using this License. System Reference Document 5.0 Copyright 2016,
3. Offer and Acceptance: By Using the Open Game Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy
Content You indicate Your acceptance of the terms of this Crawford, Chris Perkins, Rodney Thompson, Peter Lee,
License. James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris
4. Grant and Consideration: In consideration for Sims, and Steve Townshend, based on original material by
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a perpetual, worldwide, royalty-free, nonexclusive license Midgard Hero’s Handbook. © 2018 Open Design LLC;
with the exact terms of this License to Use, the Open Game Authors: Chris Harris, Dan Dillon, Greg Marks, Jon Sawatsky,
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5. Representation of Authority to Contribute: If You Shawn Merwin.
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You represent that Your Contributions are Your original LLC. Authors: Wolfgang Baur, Dan Dillon, Richard Green,
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conveyed by this License. Tome of Beasts. Copyright 2016, Open Design; Authors
6. Notice of License Copyright: You must update the Chris Harris, Dan Dillon, Rodrigo Garcia Carmona, and
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the exact text of the COPYRIGHT NOTICE of any Open Warlock 18: Blood Kingdoms. Author: Christopher
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