Ravenloft: The Horrors Within

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Chapter 2: Domains of Ravenloft

[image: By the light of the full moon, villagers in Kartakass undergo a terrifying transformation]

At the unfathomable edge of the Shadowfell lie the Domains of Dread, realms bound by Mists where magic and reality twist into nightmare. This chapter for DMs explores the most terrifying of the Domains of Dread. Among other tools, each featured domain includes the following details:

  • Domain. This initial section introduces the domain, its unique horrors, and notable locations.
  • Darklord. The domain's Darklord, their stat block, effects they create within their domain, how they close their domain's borders (see the x), and details of their lair appear here.
  • Adventures. This section provides guidance on creating adventures in the domain, a campaign outline, and short adventures.

This chapter concludes with an overview of additional domains.

Tarokka and the Mists

Tarokka fortune-telling cards (detailed in the appendix) have special relationships with domains and their Darklords.

Tarokka Mist Talismans

Each Domain of Dread is aligned with a tarokka card. A character with a tarokka deck can use it to travel between domains. While in the Mists, the deck's bearer can draw a random card from the deck; that card serves as a Mist talisman (see the x), allowing travel to the domain it is aligned with. A tarokka deck can be used in this way once every 24 hours. A list of domains and their aligned tarokka cards appears later in this book.

Darklords and the Tarokka

Every Domain of Dread has a tarokka card that opposes it—one hinting at the truth of the domain's Darklord. If a domain's opposed tarokka card is drawn during a tarokka reading in that domain, that domain's Darklord becomes aware of the reading and its participants. When this occurs, the Darklord can choose to see through the eyes of the tarokka user and speak through them for 1 minute. The Darklord might make their presence known, level a threat, or misinterpret the cards. A tarokka reader has no memory of what a Darklord uses them to say.

Domains of Ravenloft Guide

The table below lists the Dread Domains and the respective Darklord that resides there.

Barovia

Domain of the First Vampire

In Barovia, the night is a curse. As darkness falls, wicked souls slip from the spires of Castle Ravenloft to work the will of an immortal overlord. This is the realm of the vampire Count Strahd von Zarovich, whose depravities have doomed him and his land to endless cycles of obsession and despair.

The howls of wolves and shrieks of ravens echo through the dismal valleys and oppressive forests of Barovia. In isolated communities, superstitious villagers find the brightness in their lives smothered by dread of their aloof overlord and other festering evils. These Barovians fear the night, as agents of the devil Strahd watch in the dark and claim whatever he desires. Yet few in Barovia realize their torments have played out again and again. In every generation, echoes of Strahd's past reemerge, compelling and confounding the Darklord as he endlessly obsesses over the one victim who's eluded him for centuries.

Domain Features

Barovia is known for the following features:

  • The Devil Strahd. Few have seen x, but all know he dwells in Castle Ravenloft, a citadel from which few visitors return. Strahd is infamous for viciously executing any who flagrantly break his laws, but otherwise he rarely interferes in the lives of his people. Some whisper that he is a vampire.
  • Haunted Tales. The stories of Barovia's people are full of hidden evils: accursed ruins, portentous ravens, secretive cults, treacherous witches, vicious werewolves, and worse.
  • Isolation and Suspicion. Barovia is a realm of wolf-prowled forests and treacherous mountains where the sun is obscured. The land's superstitious people live in scattered villages. They distrust strangers, fearing they're agents of the count.

Locations in Barovia

Barovia is a land of long shadows where ancient wildernesses strangle the ruins of a near-forgotten empire. Mysteries pervade the domain, and those who leave the relative safety of Barovia's dismal settlements enter perilous lands where mortals aren't welcome.

The village of Barovia is described below, and other notable locations are summarized on the Barovia Locations table.

Village of Barovia

Lying in the shadow of Castle Ravenloft, the village of Barovia teeters on the brink of ruin. Its few residents rarely venture from their homes, suspecting their neighbors of wickedness and fearing evils in the night. Their dread is largely justified, as wolves, ghosts, and vampire spawn haunt the town, and many locals have been consumed by callousness or wicked temptations.

A rare exception to the village's cold desperation can be found at the local tavern, the Blood of the Vine. Those few who oppose Strahd's evil congregate here—under the covert oversight of the count's agents.

Barovia Locations

LocationDescription
Amber TempleA society of mages constructed the Amber Temple long ago to imprison vestiges of malevolent entities. The mages are long dead; mighty evil forces now obsess over the temple's secrets.
ArgynvostholtThe fortified Argynvostholt mansion lies in ruins haunted by the restless spirits of a knightly order destroyed by Strahd. A statue of a regal silver dragon stands before the manor's entrance.
Balinok MountainsBarovia spans valleys among the Balinok Mountains. Snow crowns the highest peak, Mount Baratok, while the smaller Mount Ghakis is riddled with deep caves.
xThe grim castle of Count Strahd von Zarovich looms over the village of Barovia. The haunted castle contains Strahd's supernatural servants and the secrets of the Darklord's origins.
Gates of BaroviaMighty gates flanked by decapitated statues of soldiers stand along the Old Svalich Road. They open mysteriously for travelers but allow only Vistani to leave the domain to the east.
KrezkAbove the fortified, wooded village of Krezk rises the Abbey of Saint Markovia. Here, a mysterious abbot tends to patients but, in doing so, leaves them permanently changed.
Old BonegrinderAn ominous windmill called Old Bonegrinder is home to a coven of night hags that create magical pastries. Those who consume the pastries enter a stupor filled with vivid, joyful dreams.
Ruins of BerezMoldering ruins are all that remain of Berez, a village that denied Strahd's will and earned his wrath. Nearby stands a statue of a kneeling peasant clutching a rose.
Svalich WoodsPacks of wolves, dire wolves, and werewolves prowl the Svalich Woods, hunting those who oppose Strahd. Strange hermits and witches lurk within the deepest reaches.
Tser PoolThe Vistani who camp near the Tser Pool lake are often joined by other wanderers. This is also the home of the seer Madam Eva (see x), who knows much of Strahd and the Mists.
VallakiThe walled town of Vallaki hosts regular festivals to lift the spirits of its despondent inhabitants. Those who don't participate risk being punished as malcontents.
Yester HillA cult of druids devoted to Strahd conducts rituals amid the circle of boulders atop Yester Hill. The Mists nearby reflect a vision of the count's ancestral home in the distance.

Strahd von Zarovich

First of the Darklords

I am the Ancient. I am the Land. My beginnings are lost in the darkness of the past. I am not dead. Nor am I alive. I am undead, forever.

— Strahd von Zarovich

Count Strahd von Zarovich has lost all he ever desired—over and over again. Tormented by the Dark Powers, Strahd is haunted by visions of his lost family and tarnished nobility. The count spends long years brooding in the depths of Castle Ravenloft, but a reincarnation of his obsession appears every generation: Tatyana. Each time Tatyana's reincarnation emerges, Strahd seeks to undo the failures of his past and find a way to win her love. Time and time again, Strahd's heartless, domineering nature causes his bloody history to repeat itself and drives Tatyana beyond his clutches.

A severe, aristocratic figure, the count has the bearing of a former soldier and the impatience of one used to being obeyed. He feels little but occasionally embraces the novelty of toying with amusing strangers or breaking the spirits of his enemies. During his unnaturally long existence, he has learned many occult secrets and mysteries of the Domains of Dread. Strahd's dignified bearing crumbles when someone breaks his laws or denies him what he desires. In such cases, Strahd makes bloody examples of his opponents, drawing out his vengeance into campaigns of terror.

[stat block: Strahd von Zarovich]

Strahd's Tale

Count Strahd von Zarovich was a ruthless conqueror. Retiring after years of war, Strahd settled in the beautiful valley where he'd won his greatest victory. There, in the way of his ancestors, he spilled his blood into the earth, sealing a pact between himself and the land. In honor of his parents, King Barov and Queen Ravenovia, he named the valley Barovia and constructed his home, Castle Ravenloft.

Strahd invited his few remaining family members to live with him at Castle Ravenloft and eventually was joined by his younger brother, Sergei. Sergei was everything Strahd wasn't—youthful, empathic, and warm. Soon after he arrived, the younger von Zarovich and a local villager named Tatyana fell in love. Strahd resented his brother, even more so after meeting Tatyana and being charmed by her pure kindness. Obsessed, Strahd sought to woo her but was rebuffed. Unwilling to accept her wishes or the idea of Sergei as his better, Strahd made a pact with ancient evil forces to regain his vitality and ensnare Tatyana's heart.

The day of Sergei and Tatyana's wedding, Strahd murdered Sergei and, to seal his pact, drank his brother's blood. He revealed his new might to Tatyana, expecting to enthrall her. Instead, horrified by Sergei's murder, Tatyana fled Strahd, ultimately leaping from the height of Castle Ravenloft and vanishing into the Mists. At the same time, traitors from among the castle's guards and wedding's guests rose up to assassinate Strahd. Despite countless wounds, Strahd didn't die. His bargain with the Dark Powers had made Strahd the multiverse's first vampire. A night of slaughter followed; when dawn touched the parapets of Castle Ravenloft, no living soul survived within. But Strahd remained.

Strahd's villainy and his connection to his land drew all of Barovia into the grip of the Dark Powers, which transplanted the vampire and his realm into the Shadowfell. This began a succession of torments that plague the count still. The Dark Powers' attentions have spilled forth to drag others into the Mists as well, giving rise to the Domains of Dread.

Strahd's Domain

Barovia is altered by Strahd's presence, creating the following effects:

  • Closing the Borders. While in his domain, Strahd can close or open the borders to Barovia at will. While the borders are closed, noxious fog suffuses the Mists surrounding Barovia. A creature that enters the Mists for the first time on a turn or starts its turn there must succeed on a DC 20 Constitution saving throw or gain 1 Exhaustion level. A creature makes this save only once per turn.
  • Dreadful Darkness. While in an area of Darkness, creatures other than Strahd and creatures of his choice have Disadvantage on saving throws to end or avoid the Frightened condition.
  • Jealous Heart. When a character receives Heroic Inspiration but already has it, that character can't give it to another character in the group.

If Strahd dies, these effects end immediately.

Strahd's Lairs

While the notorious Castle Ravenloft is Strahd's home, it isn't his only redoubt in Barovia. Multiple bastions of evil serve as sanctuaries for the count and his servants, should fate demand.

[image: Nightly the village of Vallaki bars its gates against attacks from wolves and deadlier predators]

Castle Ravenloft

Castle Ravenloft is Strahd von Zarovich's accursed sanctuary. Tormented spirits and Strahd's minions haunt the vast castle, each serving the count's schemes, reflecting some aspect of his depraved past, or protecting his coffin in the castle catacombs. Mementos of lost times and fallen heroes lie throughout the count's home, some of which might hold the key to his undoing. The adventure Curse of Strahd details Castle Ravenloft.

Von Zarovich Sanctuaries

Hidden across Barovia lie secret sanctuaries known only to Strahd and his servants. These crypt-like boltholes are hidden from the sun and exist primarily to shelter the count should he require. Over the centuries, Strahd has granted trusted servants access to some of these sanctuaries and used others in plots or experiments that he keeps distant from Castle Ravenloft. Still others Strahd has forgotten, allowing other evils to fester there. An example of one of these sites is depicted on map 2.2 and has the following features:

  • Count's Coffin. Hidden in each sanctuary lies a coffin bearing the von Zarovich crest. This might be obvious or in a space only accessible to vampires.
  • The Lord's Presence. Behind a vault-like iron door, an entry chamber holds a high-backed throne. Strahd forbids servants from using these symbols of his authority.
  • Servants' Space. Alcoves carved in the walls provide space for the coffins or bunks of Strahd's living or dead servants. Sometimes, the Darklord uses these spaces for arcane experiments or as makeshift prisons.

Adventures in Barovia

Adventures set in Barovia involve oppressive, gothic menace; suspicion; and the legendary threat of Strahd von Zarovich. Use this section to develop horror adventures in this domain.

[image: Castle Ravenloft, the accursed home of Count Strahd von Zarovich, casts its shadows across the village of Barovia and far beyond]

Horror in Barovia

Adventures in Barovia often include the following elements.

The Ancient, The Land

Strahd remains bound to Barovia and it to him in a way few rulers or Darklords understand. He knows when any creature enters or dies violently within Barovia, and he takes offense when someone slays his servants or the domain's wolves. Strahd can manifest a variety of dramatic effects, such as casting his voice on the wind, making his visage appear in the clouds, or changing the weather. These effects don't aid him in combat, but they contribute to making him feel like an oppressive and ever-present threat.

Incarnations of the Past

The subject of Strahd's obsession, Tatyana, perpetually reincarnates among the people of Barovia. No matter what form she takes, the Darklord unceasingly seeks her, determined to possess her and make her part of an idealized fantasy of his past. Tatyana's incarnation might be anyone, including a player character. If her incarnation is an NPC, roll on the Tatyana's Reincarnation and Connection to Strahd tables to inspire a new chapter in the count's tale of obsession.

Tatyana's Reincarnation

1d10Tatyana's Reincarnation Is...
1Anna, the keeper of what another Darklord desires—such as x or x (both detailed later in this book).
2Ez d'Avenir (see x), a monster hunter.
3Ireena Kolyana, adopted daughter of Burgomaster Indirovich of the village of Barovia.
4Lyssa von Zarovich, a distant relative of Strahd's, who has become a vampire.
5Nasseri and Yasmine, identical twins who serve the god Ezra.
6Petra Rilenovich, an artist who paints images of what she calls "dream lives."
7Quentin L'Argent, the dragonborn son of herders living near Argynvostholt.
8Renoir Laurent, the son of Chantal Laurent, a woman Strahd abducted years ago.
9Vanasia, a member of a far-ranging Vistani band or other group of mist wanderers.
10Vasilka, a Flesh Golem or reborn who lives in the abbey of Krezk.

Connection to Strahd

1d10Tatyana's Reincarnation...
1Has weaponized their blood with poison that will put Strahd to sleep for a generation.
2Is hidden from Strahd by another Darklord or some more mysterious evil.
3Becomes trapped by a deceitful servant of Strahd, either bodily or by an effect such as a Magic Jar spell.
4Knows of their reincarnations and seeks to end them by freeing Barovia from the Mists.
5Lives a charmed life, unknowingly protected and cultivated by the count.
6Misguidedly plans to redeem Strahd through their exceptional kindness or faith.
7Uses magic to hide from Strahd by appearing elderly, childlike, or as a mysterious animal.
8Searches for a relic that can weaken Strahd.
9Seeks to join a group of adventurers and organize a siege of Castle Ravenloft.
10Wants to resurrect past incarnations of Tatyana to battle Strahd.

Roots of Evil

As the first Domain of Dread, Barovia might serve an important role in the metaphysical underpinnings of the setting. Some Darklords might have emerged from the Mists first in Barovia, encountered Strahd, and found their ways to their own domains later. Others might have a particular interest in Barovia and in undoing Strahd's connection to his land. Consider these possibilities when developing plots involving conflicts between Darklords or escaping the Mists, as outlined in chapter 3.

Signs of the Count

Servants of Strahd are everywhere in Barovia. While in the domain, characters experience regular reminders that the Darklord watches them—and that they are unwelcome. Roll on the Strahd's Presence table to inspire such encounters.

Strahd's Presence

1d8Strahd's Presence Is Suggested...
1As clouds momentarily resemble clawed hands, gaping skulls, or Castle Ravenloft.
2As wolves or ravens soundlessly follow the characters and mirror their actions.
3By faded carvings or tapestries bearing the von Zarovich crest.
4During a tarokka reading, when the Darklord card changes to resemble Strahd.
5In a dream where a character becomes charmed or threatened by Strahd.
6In a rustic shrine littered with vials of dried blood, snapped splinters, and wolf fangs.
7When characters awake to find swarms of roosting bats or bloodless animal corpses.
8When spying villagers try to eavesdrop on or steal small things from the characters.

Barovia Campaign Arc

Campaigns set in Barovia involve communities oppressed by fear of Strahd and his cycles of obsession. A campaign here might follow this outline:

  • Levels 1–5. The characters emerge from the Mists and seek shelter from danger in the village of Barovia, Krezk, or Vallaki. There they learn the people fear Count von Zarovich, and the characters might meet a reincarnation of Tatyana. They help strike back against agents of the count, such as deadly Wolves or Zombies.
  • Levels 6–8. The characters learn more of the count's history and about magical relics that might help oppose him. They seek these in haunted corners of the domain, facing servants of Strahd and remnants of his past, including Ghosts, Werewolves, and deadly Druids.
  • Levels 9–10. Armed with knowledge and magical weapons, the characters lay siege to x, facing Strahd's most terrifying servants and the count himself.

Blood o' the Vine

Adventure for Level 6 Characters

  • Situation. A discovery beneath the Blood of the Vine tavern in the village of Barovia has unleashed sinister magic, transforming the owners.
  • Hook. Disguised as a human, Urwin Martikov (Medium Wereraven; see x) of the Blue Water Inn in Vallaki hires the characters to investigate why the Blood of the Vine tavern in the village of Barovia has closed, claiming he was in negotiations with the owners to buy it. Urwin offers to pay each character 500 GP.

[image: The Blood of the Vine tavern is one of the few places in the village of Barovia that welcomes strangers]

Encounters

This adventure uses map 2.2: Blood of the Vine Tavern and consists of these encounters.

Corrupted Owners

The three human sisters who owned the Blood of the Vine tavern—Alenka, Mirabel, and Sorvina—have been transformed into the following ravenous embodiments of primal hunger:

Alenka (Relentless Slasher) wields kitchenware and prowls the first floor.

Mirabel (Medium Ghast Gravecaller) stalks the second floor with her two Ghoul servants.

Sorvina (Unspeakable Horror; see x) conducts strange rituals in the basement.

Taproom

Dust covers the taproom. Here, the animate corpse of Arik the barkeep mindlessly cleans pieces of shattered glassware at the bar. If attacked or otherwise interrupted, Arik falls to pieces.

Office

The office in the northeast corner of the first floor is cluttered with junk and unfinished notes to the count describing the activities of the tavern's patrons. This suggests the owners spied on the locals. If the characters have visited the tavern before, their activities are detailed. A trapdoor descends to an area beneath the tavern.

Private Dining Room

The dining room in the southeast corner of the second floor is strewn with broken dishes, rotten food, and pages from a destroyed book. The pages are from the journal of Mirabel, one of the inn's owners. Surviving entries note the following information:

  • First Entry. Mirabel's sister Sorvina discovered a hollow hidden under the tavern. Strange ruins lie amid the dirt walls. Sorvina wants to excavate them, hoping to find a tomb filled with treasures.
  • Second Entry. Sorvina's digging revealed strange standing stones. Mirabel worries about her sister, who's started whispering to herself as she obsesses over learning more about the stones.
  • Third Entry. Sorvina discovered the bones of some monster at the center of the standing stones. All three sisters are having nightmares from which they wake up ravenous. Sorvina claims the hunger is a blessing. Food has lost its taste, but the inn's patrons suddenly smell delicious.

Temple of Ravenkind

A circle of ancient menhirs carved with stylized ravens and sunbursts is partially unearthed beneath the tavern. The creature that was once Sorvina is here, chanting over a monstrous skeleton of black bones with stag horns and tusks. When she notices intruders, Sorvina howls, causing the bones to rise as a Minotaur Skeleton. Both it and Sorvina fight the characters to the death. When the skeleton is defeated, its bones remain intact.

Cursed Remains

The skeleton exudes evil magic. Casting Remove Curse on the monster destroys the skeleton. However, if a character touches the skeleton (while it's animate or otherwise), its spirit whispers to the character, bidding them to end its ancient curse. Doing so destroys the skeleton and grants the character the Second Skin Dark Gift. A character who already has a Dark Gift can't accept the curse.

Returning to Urwin

If the characters defeat the monsters in the tavern and return to Urwin, he pays them and shares that a benevolent relic, the Holy Symbol of Ravenkind, was created at a site like the one hidden under the tavern. The circle was used later to imprison a vicious spirit of the Svalich Woods. If the characters destroyed the skeleton, Urwin rewards them with two random Quaal's Feather Tokens. Each character also receives a bonus 1,400 XP.

Treacherous Blood

Adventure for Level 9 Characters

  • Situation. Lyssa von Zarovich (Medium, Chaotic Evil Vampire Nightbringer), a distant relative of Strahd, plots to undermine the count by unleashing her monstrous servants on Barovia.
  • Hook. A human resident of Vallaki named Ernst Larnak (Medium, Lawful Evil Spy) tells the characters that locals have seen figures excavating the churchyard in the ruins of Berez. He offers to pay 2,500 GP if they investigate. He doesn't share that his information comes from the count's servants.

Encounters

This adventure uses map 2.2: Von Zarovich Sanctuary and consists of these encounters.

Berez Churchyard

A stone slab covering a grave in the churchyard has been shattered, revealing stairs leading down to a von Zarovich sanctuary. There, two Vampire Spawn guardians fight trespassers.

Lyssa's Plot

Lyssa greets the characters in the sanctuary's central room. Observing that they don't look like servants of the count, she shares the following information:

  • She is a distant relative of Count Strahd von Zarovich. She, too, is a vampire.
  • She seeks to depose Strahd and raise Barovia to its deserved glory.
  • With the aid of allies beyond the Mists, she has created servants immune to many of Strahd's powers. Now she needs to test them.

Regardless of whether the characters agree to aid Lyssa, she opens a door to the adjacent chamber and unleashes a pair of Vampire Mind Flayers. The monsters obey Lyssa's commands and fight the characters. Lyssa fights as well but flees if she takes damage, swearing her revenge.

Crypt

The chamber to the north holds the bloodless corpse of a mind flayer and a journal filled with accounts of strange dreams. The journal is a Mist talisman linked to the domain of x (see "Other Domains of Dread" later in this book).

Hidden Chamber

A character who investigates the large room as a Study action and succeeds on a DC 16 Intelligence (Investigation) check finds evidence of a bricked-over hidden chamber in the east wall. Characters can physically remove the wall in 1 hour (half that time if they have Mason's Tools).

Elder Evil

Strahd buried a foe in a coffin behind the main chamber's east wall. Opening the coffin releases a Vampire Nosferatu and a Swarm of Infesting Insects (both detailed in chapter 5) that fight to the death. Also in the coffin is a Gem of Brightness.

Conclusion

If the characters defeat or drive off Lyssa, each character gains a bonus 2,600 XP.

Borca

Domain of Desire and Deceit

The noble families of Borca engage in an endless war of conspiracies and lethal betrayals as they pursue influence, thrills, and age-old rivalries. People here value guile and callousness, and none embody those traits better than the domain's two Darklords: the genius poisoner Ivana Boritsi and the childishly cruel stalker Ivan Dilisnya.

Beyond the fashionable holdings of Borca's elite, commoners struggle against crime, poverty, and starvation. In scattered villages and tenement-filled cities, locals view nobles as celebrities, and the commoners' idealized vision of noble life leads them to mimic the aristocrats' callousness and appetite for empty fads. Desperate commoners are tempted into debt and depravity in pursuit of nobles' favor and passing fancies. Those who don't bend to the whims of Borca's elite face humiliation before they're crushed.

Domain Features

Borca is known for the following features:

  • Two Darklords. x and x are both Darklords of Borca. They control the domain equally—one of countless facts that contributes to their mutual loathing.
  • Cruel Intentions. Borca's most influential families are vicious rivals bound by blood, politics, and business. Their rivalries unfold in an endless shadow war of lies, shifting alliances, and assassinations. The nobles value appearances above all else; they favor stylish poisons, clever clockwork devices, and public embarrassment in their plots.
  • Desperate Sycophants. Commoners own little, renting homes in crowded cities or rural villages that serve noble interests. Many commoners desperately court the favor of the elite.
  • Noble Intrigue. Nobles control all aspects of Borcan society. They squabble over artistic, political, and religious influence to feed their gluttonous egos and fill their idle lives. The Boritsi family holds the greatest influence.

Locations in Borca

The impoverished lands of Borca languish in the shadow of opulent noble estates and garish monuments to greed. The exploited land bears the scars of age-old rivalries and the hiding places of noble secrets.

The capital of Levkarest is described below, and other notable locations are summarized on the Borca Locations table.

Levkarest

Borca's capital of Levkarest stands at the pinnacle of culture and ostentatious power. Here, lesser nobles pursue fickle dramas and vogue trends while the populace labors amid workhouses and cultlike fashion houses. Commoners glimpse this world of toxic glamor only from afar or when nobles exploit street-level fads.

At the city's heart rises the People's Parliament, the land's ineffective seat of government. Here, unpopular members of noble families squabble over meaningless legislation. The nation's true rulers conduct business on noble estates, in avant-garde clubs, and in the offices of faceless mercantile ventures.

Near the People's Parliament stands the Great Cathedral. Within, pious commoners and ostentatious aristocrats attend ceremonies sacred to the deity Ezra. Locals say the cathedral was created by nobles who believed they'd earned the ire of some great evil. Centuries later, these families still support the church, transactionally investing in dubious supernatural insurance.

Borca Locations

LocationDescription
Alichino's HallNo one knows who built the cursed mansion of Alichino's Hall, but tales claim that devils gather here nightly to gamble. Allegedly anyone who bests the cheating devils is granted a wish.
House of LamentThe abandoned House of Lament abuts the tower of a ruined castle. Numerous spirits haunt this accursed place, which has been known to appear in the Mists and in other domains.
LechbergThe residents of Lechberg pretend not to notice that many of their neighbors are clockwork creations of Ivan Dilisnya, fearing their unpredictable lord's reprisal if they don't play along.
LeoniOwned by the Ocrotire family, Leoni has a baseless reputation for harboring bandits. Zealous circuit judges from Sturben often visit and arrest those they deem suspicious.
New IlvinAfter Ilvin burned, the residents rebuilt their homes to the east. The people of New Ilvin never speak of the tragedy that befell them and constructed a new road to avoid Old Ilvin.
Noble estatesThe homes of Borca's most influential families are detailed in "x."
Old IlvinOnly ruins remain of the town of Ilvin. Hidden within sealed cellars lie the charred remains of many who now appear to reside in the town of New Ilvin.
Poison OrchardPoisonous fungi and plants grow in the Poison Orchard—the deadliest grow at the forest's heart. Several noble-backed companies use these plants as secret ingredients in their products.
ScholomanceScions of Borca's noble families viciously compete to attend the elite Scholomance school of magic. The school is home to the Rainmaker Society, which is said to control Borcan politics.
SturbenSturben is home to the Faceless Court, in which groups of five masked judges execute severe justice across social classes. Their iron-masked circuit judges travel widely.
Vor ZiydenA hound-like horror appears nightly to terrorize the village of Vor Ziyden. Only one local knows the monster seeks the corpse of its brother, who died near a druidic site in the nearby woods.

Ivana Boritsi

Darklord of Poisonous Ambition

Your kind can't possibly fathom how much this sort of interruption costs the House of Boritsi. Don't make it worse by being tedious.

— Ivana Boritsi

Ivana Boritsi tires of playing games no one realizes she's already won. The head of Borca's most influential family, Ivana effortlessly manipulates all aspects of society. Her servants, employees, and fractious cousins prove endlessly unreliable, forcing her to attend personally to tedious duties and social functions to maintain her power.

Ivana looks eternally youthful, causing some to doubt her competence and attribute her success to her elder cousin, Ivan Dilisnya. Perpetually bored with and disappointed by predictable people, she takes refuge in her alchemical studies and her gardens of poisonous plants. Her vast knowledge of toxins makes her a peerless poisoner. She uses her creations to make people more pliable and to assassinate those she deems too boorish to live. Secretly, Ivana seeks someone who can match her intellect and relieve her boredom, but she quickly grows weary of even the most charming and clever souls.

Ivana's Tale

The firstborn of a fantastically wealthy family, Ivana Boritsi was clever, poised, and—in the eyes of her father, Klaus—utterly unfit to lead the family. Driven to prove her father wrong and encouraged by her mother, Camille, Ivana learned every aspect of her family's vast perfume and medicine business.

Her focus on her goals faltered when she met Pieter, a skilled chemist in her family's service. Camille recognized her daughter's budding romance and saw the lowborn Pieter as a threat to the girl's prospects. Camille seduced Pieter and arranged for her daughter to discover them, intent on convincing her to forsake this and all future romances.

Ivana took a different lesson from the experience. Realizing the depths of her family's depravity, she poisoned her mother and her callous younger siblings with toxins of her own design. None suspected Ivana, but soon after, Klaus summoned her. Having lost his sons, Klaus named her cousin, Ivan Dilisnya, his heir. Ivana was the last to be informed, her father having already announced his decision to the estate and sent a messenger to inform the Dilisnyas.

Having expected this, Ivana had poisoned the perfumery on the estate's grounds, turning its far-ranging smells deadly. Ivana laughed as toxic mist poured across the estate. As she sipped the antidote, she watched Klaus and the manor's staff die choking amid a violet fog. When the poison cleared, the Mists had surrounded the land of Borca (for details on Ivana's x and x, see "x").

[stat block: Ivana Boritsi]

Ivan Dilisnya

Darklord of Childish Cruelty

Oh ho oh! What succulent insipidity I see in those lumpish eyes! What divine folly! I swoon, I croon, I know! You'll be a new favorite!

— Ivan Dilisnya

Ivan Dilisnya—a spoiled, selfish attention seeker—has the tastes of a child but a withered wreck of a body. Borcan society widely regards this recluse as an innovator and a genius. In truth, he is neither. Ivan is a wicked and off-putting manipulator who, despite his appearance and intellect, affects childlike behaviors and speech patterns for attention. He is alone—despite having been born with everything—and the solitude terrifies him.

By staying out of sight or using deceptive correspondence, Ivan makes his targets doubt reality and overestimate his control. He manipulates people into performing pointless errands for him or spying on his cousin, Ivana Boritsi, whom he believes mocks him and has caused his aged, squalid state.

Ivan surrounds himself with dangerous clockwork toys and fawning, mechanical servants. While he goes through the motions of crafting such devices, the Dark Powers provide him with any creation he desires, no matter how bizarre.

Ivan's Tale

Treachery is tradition for the Dilisnya family. The land of Borca originates from the same world as Barovia's conquerors, the von Zaroviches. Dilisnyas were at Castle Ravenloft the night of Strahd von Zarovich's transformation.

Ages later, the siblings Boris and Camille Dilisnya plotted to steal the prestige of their cousins, the Boritsis. Camille manipulated her way into the Boritsi family, while Boris prepared his son, Ivan, to act as head of a united Boritsi–Dilisnya house.

Despite abundant opportunities, Ivan resented his family's plans for him and grew to embody puerile vice and impulses. His family's wealth and doting servants exacerbated this problem, even as Ivan fixated on childish toys and behaviors. Frequent "accidents" transpired around him, forcing his family to cover up the maimings and deaths of numerous pets and servants. Only his beloved sister, Kristina, remained immune to his wicked tricks. Although Ivan's family grew unsettled by Ivan, they sheltered the future head of their house, reshaping their estate and investing in whimsical diversions for him.

On the same night Ivana Boritsi poisoned her family, Ivan learned his parents intended to send Kristina to a prestigious boarding school. Screams, cruel cackling, and clockwork screeching filled the estate that night. When it ended, Ivan Dilisnya was the last living member of his family, and the Mists had closed around Borca.

[stat block: Ivan Dilisnya]

Ivana and Ivan's Domain

Borca is altered by Ivana's and Ivan's presences, creating the following effects:

  • Closing the Borders. While in their domain, Ivana or Ivan can close or open the borders to Borca at will. While the borders are closed, the Mists surrounding Borca are filled with briar vines (Ivana) or barbed wire (Ivan). The Mists become Difficult Terrain, and whenever a creature moves into or within the Mists, it takes 2d4 Piercing damage for every 5 feet it travels. Once Ivana or Ivan closes or opens the borders, neither Darklord can do so again until the next dawn.
  • Ivana's Whispers (Ivana Only). Ivana can encode a message of 25 words or fewer into flowers in Borca at dawn. Until the next dawn, the first time a creature smells a flower, it hears the message in its mind, understanding the meaning of the message.
  • Mystery Letters (Ivan Only). Whenever Ivan writes a letter and addresses it to a creature in Borca whose name he knows and that he's seen before, the letter appears near that creature at the next dawn. The letter appears in an unobserved but obvious space, such as a bedside table or among gear.
  • Spies. While in Borca, Ivana and Ivan can cast Clairvoyance, requiring no Material components and using Intelligence as the spellcasting ability. To cast the spell, there must be a Large or bigger plant (Ivana) or a Tiny doll or similar toy (Ivan) within range from which the sensor appears.

If a Darklord of Borca dies, that Darklord's effects end immediately. Those effects resume if that Darklord gains a new body (see Ivana's and Ivan's Darklord Restoration traits).

Ivana's Lair

The vast Boritsi estate, Misericordia, hosts fields, greenhouses, and alchemy labs used to create Boritsi-branded perfumes and tinctures. Within the manor, the Darklord cultivates rare and unique plants in greenhouse-like conservatory wings only she can enter.

Misericordia Conservatories

The conservatories of Misericordia, the Boritsi estate, hold strange plants, many of which Ivana cultivated. One such site is depicted on map 2.4 and has the following features:

  • Gardens. Plants of exceptional beauty and toxicity flourish under Ivana's care in Misericordia's gardens and greenhouses. Many require unusual fertilizers to flourish—particularly the carnivorous plants.
  • Laboratory. In her lab, the Darklord brews deadly alchemical concoctions and wondrous perfumes. A sizable perfume organ here is filled with rare scents and lethal poisons.
  • Nursery. Hidden behind a rotating wall is Ivana's private nursery and study. Here she cultivates new plant species, many of which have supernatural properties or monstrous life.

Ivan's Lair

The Dilisnya estate, Degravo, is a confusing tangle of topiary gardens, hedge mazes, and neglected petting zoos that abut sheer cliffs. At the heart of the grounds sits a largely abandoned compound that includes the Laughing House, Ivan's home.

The Laughing House

The only occupied structure in Degravo, the Laughing House has been renovated and redecorated to suit a child's whimsical tastes. The site is depicted on map 2.4 and has the following features:

  • Ivan's Playroom. On the second floor of the manor, a gallery of childish art leads to doors minded by a clockwork attendant that Ivan can taunt intruders through. At the hall's end is a fake bedroom decorated for a neglected youngster. A hidden door there leads to Ivan's true personal chambers. This playroom is a wonderland of ingenious toys, all of which are secretly deadly. Beyond the Darklord's personal chamber lie secret rooms where he creates new playthings and discards toys he's grown tired of.
  • Playhouse. Beyond a lobby attended by clockwork staff, a theater hosts brutal stage productions for Ivan's amusement. Performers might be life-size toys or desperate prisoners.

Adventures in Borca

Adventures set in Borca involve intrigue between petty nobles, family secrets, manipulation, and deception. Use this section to develop horror adventures in this domain.

[image: At Misericordia, the Boritsi family estate, Ivana Boritsi indulges her research into rare and deadly plants]

Horror in Borca

Adventures in Borca often include the following elements.

Nobles of Borca

Twelve depraved families rule over every aspect of life in Borca. Each is a core family of fifteen or fewer irredeemable individuals united around the head of the house, who tyrannically controls the clan's myriad ventures. Servants and business representatives across the domain support these core families, as do members of branch families—lackeys with different surnames who are distantly related to the core family or indentured to them.

The Noble Families of Borca table details the domain's most powerful families.

Noble Families of Borca

NameEstate NameConcern
BoritsiMisericordiaBeauty and medical tonics, perfume
DilisnyaDegravoAgriculture
ErisCoairdeiadorArt, theater
IvliskovaAbreptoroEducation, orphanages
NobriskovCubratdisReligion
NuikinEsecklaeAcademia, athletics
OcrotireSanctesalatFishing, woodwork
OlzanikKinisaradiaMetalwork
PiechotaAlieseltiRanching
PretoriusMundorhovaGambling
RitterVetistiquaFashion
TatennaFulchighoraBanking

Supernatural Intrigue

Magic and the supernatural heighten the gilded depravities of Borca. When planning adventures in Borca, consider including the following elements.

Curses and Poison

Chapter 3 of the Dungeon Master's Guide describes curses, magical contagions, and poison. Villains in Borca might use these or adjusted versions of your own design—perhaps with signature cosmetic effects.

Monsters

Monsters can serve as threats but also agents of noble houses. Shape-shifting creatures such as Imps and Wererats excel at infiltration, while Doppelgangers and Succubi might pose as nobles, innocents, or trusted allies. Creatures like Ghosts and Intellect Devourers might control individuals, making them behave in unusual ways. Choose a single monster, and consider how you might make it central to a devious noble's plot.

Spells and Magic Items

Don't try to account for or incorporate all magic into adventures involving supernatural intrigue. Choose a single spell—such as Clairvoyance, Geas, or Speak with Dead—and consider how to make it central to a plot involving secrets and mysterious revelations. Consider doing the same with a magic item such as a Cloak of the Bat, a Hag Eye, or Sending Stones. Characters should earn rewards for using their own magic in clever ways.

Borca Campaign Arc

Campaigns set in Borca typically involve the domain's noble families. A campaign here might follow this outline:

  • Levels 1–3. A scheming noble targets the characters, presenting them with an opportunity or exorbitant compensation for a simple task. In the aftermath, the characters discover they have given up something of great value or realize they look like criminals.
  • Levels 4–6. The scheming noble or a rival offers the characters a way out of their predicament, but this involves a dangerous confrontation or daring infiltration. Supernatural forces—such as jilted doppelgangers, cursed family members, or dead nobility—might aid the characters. Against expectations, the characters complete their mission and turn the tables on their foe.
  • Levels 7–8. The characters' activities attract the attention of Ivana Boritsi or Ivan Dilisnya. The Darklord invites the characters to their estate or corresponds with them from afar, using them as agents in their rivalry. For example, either Darklord might task the characters with seeking out the missing will of Ivana's father, Klaus.

Lethal Lavender

Adventure for Level 5 Characters

  • Situation. The human siblings Eroso and Siobhan Manduchi (Medium, Neutral Evil Nobles) are scions of a minor noble family who stole a rare plant, not realizing it belonged to the Boritsis. After discovering the owner, they feign their deaths to avoid reprisal.
  • Hook. Eroso and Siobhan seek out the characters to use as patsies in their staged murder.

Encounters

The adventure consists of these encounters.

Dig Your Vibe

Eroso and Siobhan Manduchi approach the characters and invite them to go carousing if the adventurers agree to share tales of their exploits. The two are Friendly and flattering.

Exquisite Corpse

Soon after the characters leave the siblings, they hear a scream. If they investigate, they find Eroso's stabbed corpse surrounded by guards. Siobhan accuses the characters of killing her brother. A group of four Guards and one Guard Captain (in the Manduchis' employ) moves to kill the characters, while Siobhan vanishes into the night.

Wanted

More guards hunt for the characters but are easy to avoid. Before the characters flee the community, Nostalia Romaine (Medium, Lawful Evil Assassin), who appears to be human, discovers them. She explains that she works for the Boritsi family, shares the details in "Situation" above, and insists the characters help her find the Manduchis.

Dead Walking

Any character who spends a day searching for the Manduchis and succeeds on a DC 14 Wisdom (Insight) or Charisma (Persuasion) check learns Eroso's or Siobhan's whereabouts. If they investigate, they find a public site—like a theater or bar—where the noble is behaving recklessly. These aren't the actual Manduchis, but Waxworks (see x) striving to destroy themselves in public. The characters encounter at least two of these creatures, perhaps more at your discretion.

Flawed Perfection

After the characters encounter at least two self-destructive Manduchi waxworks, they find a Waxwork convinced that it is the new, improved Eroso Manduchi, and it doesn't want to die. If the characters promise to let it go, the Construct leads them to Lethal Lavender, the secret club where the Manduchis are hiding.

Lethal Lavender

The interior of the Lethal Lavender club is overgrown with bruise-colored fungus. A pair of fungus-covered Zombie Plague Spreaders haunts the bar. In the VIP lounge, the plant the Manduchis stole has bloomed into a Violet Fungus Necrohulk composed of the real Manduchis and their remaining wax duplicates.

Ivana's Favor

After the monster's defeat, Nostalia finds the characters. She rewards them with a vial of Boritsi perfume worth 2,000 GP and a letter from Ivana Boritsi inviting them to a private social event at Misericordia in a week's time. Each character also earns a bonus 1,100 XP.

Darkon

Domain on the Brink of Destruction

Darkon is a sprawling realm of somber gothic cities, vast wildernesses, hidden secrets, and the dead. The ruins of forgotten magical empires scar the land. Undead creatures haunt the domain's lonely reaches, and the living acknowledge that the land's morbid magic might one day reanimate their corpses.

Yet, for all its mysteries, the domain of Darkon has failed. Across the realm, the Mists close in, inexorably overwhelming the land. These Mists turned ravenous are known as the Shroud, and what they consume doesn't reemerge.

Darkon's dissolution ties to the disappearance of its Darklord, Azalin Rex. During a disastrous event known as the Hour of Ascension, Azalin's citadel, Castle Avernus, was destroyed, and a mysterious golden star called the King's Tear appeared in the heavens. Since then, no one has seen Azalin, and the Shroud has eroded the domain.

Despite the encroaching annihilation, life in Darkon hasn't changed. The residents of towns and cities far from the domain's borders dismiss reports of vanishing frontiers as fearmongering. As Darkon splits into crumbling islands, ambitious individuals vie for Azalin's power, each touting that they alone can save the land by becoming its tyrant.

Domain Features

Darkon is known for the following features:

  • Divided Domain. The Mists consuming Darkon have divided the land into four separate regions.
  • Hour of Ascension. x vanished during an event his servants call the Hour of Ascension.
  • Inevitable Undeath. The night after any Humanoid dies, its corpse reanimates and shambles into the night. Locals swiftly burn bodies to prevent this.
  • King's Tear. Since the Hour of Ascension, a golden star called the King's Tear hangs in the sky. The sun and moon pass behind this star in their orbits.
  • Secret Police. The Kargat, the domain's secret police, remains active in Darkon's largest cities: Il Aluk and Martira Bay.

Locations in Darkon

Darkon is a place of dark wonders and apathy. The ruins of impossible structures litter the landscape, but the domain's jaded people ignore these marvels to focus on daily concerns.

The regions of Darkon are described below, and other notable locations are summarized on the Darkon Locations table.

Regions of Darkon

The Shroud has divided Darkon into four parts (see "x" for details):

  • Jagged Coast. Dense forests and shattered cliffs compose the x, skirting the Sea of Souls. Undead within the forests prey on isolated communities here.
  • Lychgate. x is ruled by the dead. Aimless undead creatures wander the forest, milling around amid the time-locked ruins of Castle Avernus and many of Azalin's powerful servants.
  • Mistlands. Scattered communities dot the x, which were once Darkon's wild eastern reaches. Strange monsters emerge from the forests and mountains to prey on the isolated lands.
  • Rexcrown. The heart of Darkon, x has become a sagging bog. From it rise the spires and grim wonders of Il Aluk, Darkon's capital, and the homes of the domain's indifferent elite.

Darkon Locations

LocationDescription
Brautslava InstituteThe Brautslava Institute hosts scholars of varied fields, from science and the arts to pseudoscience and fringe supernaturalism. The college of ethics is woefully underfunded.
xThe castle of Azalin Rex was known as a place of grim justice and mysterious magic. Now it stands locked in time, frozen in a moment of magical catastrophe.
Engel's EndMost of Engel's End's residents have fled the Shroud, but a golden light shines from the belfry of the hamlet's chapel. Since its lighting, the Mists haven't encroached closer.
Il AlukWith supplies dwindling, Darkon's capital of Il Aluk is in disorder. The elite cling to lies of prosperity as they starve and steal from the populace. Riots and assassinations occur daily.
KargThe small city of Karg is half-consumed by the Shroud. When residents began fleeing, the Kargat sealed the gates to prevent others from succumbing to "mass hysteria" and leaving.
xA city of fog and mysteries, Martira Bay is home to infamous serial killers and renowned detectives. Its busy port receives traders from other domains and even stranger lands.
NartokThe town of Nartok keeps a strict curfew, barring its gates at dusk to keep out the forest's undead. Many locals once served at Castle Avernus, which used to be visible in the distance.
NeblusBuilt amid the trees, Neblus's oldest structures are home to wealthy crime families. These criminals extort the locals and suppress their naturalistic traditions.
Nevuchar SpringsNevuchar Springs' hot springs have miraculous properties, but some bathers emerge with different personalities. The mystics of the Eternal Order research and protect the springs.
RivalisThe fishing town of Rivalis embraces its quaintness and avoids speaking of the monsters lurking in the nearby lakes. The untended estates of old, wealthy families lie outside town.
VradlockVradlock's dragonborn, drow, and goliath citizens claim descent from the spirits of Mount Nyid. Since the Shroud cut off the town, the mountain experiences frequent quakes.
Watchers' StrongholdWithin the vault-like Watcher's Stronghold, monastic members of the Order of the Guardians (see x) contain and protect cursed or dangerous magical oddities.

Azalin Rex

Darklord Who Won't Be Caged

It is customary to kneel before your dread lord.

— Azalin Rex

In Darkon, Azalin was a tyrannical wizard-king obeyed by the living and the dead. When he first appeared before his people, he adopted an illusion of the form he possessed in life: that of a middle-aged human man with dark hair and a superior demeanor. However, his true form was that of a moldering lich, eyes ablaze with blasphemous energy.

Since arriving in the Domains of Dread, Azalin has been unable to learn new magic. For a wizard who forsook his mortality to pursue arcane studies, this was the ultimate frustration. Despite the limits on his studies, Azalin numbered among the few Darklords who understood the mysterious nature of the Domains of Dread. For generations, Azalin struggled to escape Darkon. His magical atrocities reshaped Darkon and the Domains of Dread time and again. However, these struggles gave Azalin only a glimpse of freedom, and his metaphysical violations inevitably reverted to the Dark Powers' original designs. Nevertheless, Azalin refused to stay a prisoner. His most recent plot culminated in the Hour of Ascension and the destruction of x. Since then, no one in Darkon has seen the Darklord, and his realm has begun deteriorating.

The stat block in this section presents the Darklord as he was prior to his disappearance and how he would be should he return. Azalin's current spirit jar is a golden amulet he carries. If this amulet is destroyed, Azalin's original spirit jar—an immovable dragon skull in the ruins of Castle Avernus—reactivates, and the lich's spirit returns to Darkon if his body is destroyed.

[stat block: Azalin Rex]

Azalin's Tale

Firan Zal'honan was a noble and heir to the city-state of Knurl on the world of Oerth. A student of magic, Firan adopted the title "Azal'Lan," meaning "wizard-king," when he came to power. Firan's rule was marked by harsh laws and violent expansion, but his people flourished, as their lives were filled with magical wonders.

As Firan aged, he looked toward his succession. His son, Irik, was generous and charming but, in Firan's eyes, soft and unfit to rule. No matter how Firan tried to teach his son of the world's harsh realities, Irik's kind spirit wouldn't bend to his father's cynical outlook. This difference came to a head when Firan caught Irik freeing political prisoners. Firan could have ignored the crime or pardoned his son. Instead, Firan personally wielded the axe during Irik's execution.

In the years that followed, Firan was tormented by his son's death, but he also became convinced that only he was fit to rule. Researching the mysteries of death, he discovered the secret to becoming a lich. After embracing the transition into undeath, Firan ruled for decades more, increasing Knurl's power and earning himself many foes. Eventually, tales of magic that might restore Irik lured Firan from his home. During his search, a band of mercenaries ambushed the ruler. Firan fled into the mist to avoid the assassins. When the mist cleared, Firan found himself in Barovia.

In Barovia, peasants Firan encountered mistook his title and called him Azalin. Soon, Azalin encountered Barovia's ruler, Strahd von Zarovich. The two came to respect each other, and Azalin taught Strahd much of the way of magic. Together, the pair learned a great deal about the nature of the Domains of Dread and made attempts to escape. Their plots failed, though, and resulted in other realms—such as the domain of Mordent—being drawn into Barovia's orbit. Eventually, the two tyrants' respect soured into loathing. Before Azalin and Strahd could destroy each other, Azalin entered the Mists, and the domain of Darkon spread before him.

Azalin's Domain

Darkon is altered by Azalin's presence, creating the following effects:

  • Closing the Borders. While in his domain, Azalin can close or open the borders to Darkon at will. While the borders are closed, undead terrors fill the Mists surrounding Darkon. Whenever a creature enters the Mists, one Hostile Zombie Clot appears in a random unoccupied space within 30 feet of that creature.
  • Lord of the Dead. While in his domain, Azalin can cast Clairvoyance, requiring no spell components and using the same spellcasting ability as his Spellcasting action. When Azalin casts this spell in this way, he can place the sensor in any Undead in Darkon with an Intelligence of 6 or less, even if it is beyond 1 mile of Azalin. In addition, Azalin can speak through the Undead he placed the sensor in.
  • No Secrets. Whenever a creature in Darkon casts a spell using a level 5+ spell slot, Azalin becomes aware of that creature's name and location. A Nondetection spell blocks this effect.

If Azalin dies, these effects end immediately.

Azalin's Lair

During the Hour of Ascension, Castle Avernus—Azalin's seat of rule and magical laboratory—erupted in a magical conflagration. Now, Castle Avernus stands frozen in time at the instant of its destruction, blasted to magically floating chunks of rubble. Its towers pitch wildly and crumble to pieces amid arcane flames, yet they don't fall. Although time has halted in the ruins, Azalin's servants who avoided the disaster have returned, unaffected by the castle's frozen time. Meanwhile, the fortress's magic attempts to heal the wreckage, slowly creating new halls and winding stairs between the fractured floors.

Castle Avernus

Amid its magical destruction, Castle Avernus is a vast structure filled with Azalin's arcane creations and summoned servants. Prominent locations from this ruin are depicted on map 2.7 and detailed here:

  • Outer Bailey and Gallery. The castle's entry, called the Maw by Azalin's servants, remains partially intact. Undead from the surrounding wilds lurk here, waiting for their lord's commands.
  • Hall of Records. A column of stationary but still deadly magical fire blasts through Avernus's library. Scattered on ruined islands of rubble are the remains of a collection said to hold the biographies of all who have died in Darkon.
  • Tomb of Irik Zal'honan. Here stands the tomb of Azalin's son, Irik. The Ghost of Irik appears to those with benevolent intentions. Despite his tragic fate, he forgives his father—but he doesn't want Azalin to harm anyone else. He can't leave the crypt and knows little of Azalin's plots.
  • Lair of Ebbasheyth. The Shadow Dragon Ebbasheyth served as Azalin's adviser and steed. While she has moved much of her hoard to Mount Nyid, she still watches over the treasures here.
  • Hall of Life. The Hall of Life has largely crumbled and is accessible only via gaps in the ceiling of the floor below. Within survives a circle of glass and emerald cylinders. These hold the remains of Azalin's magical cloning experiments. A gigantic dragon skull made of gold has fallen into the midst of these failed experiments. This is Azalin's original spirit jar, but the skull's eyes, which once glowed with unholy flames, now look empty.
  • Heart of Avernus. Amid the tower's wreckage glows the magical anomaly called the Heart of Avernus. This is the epicenter of the disaster that destroyed the castle during the Hour of Ascension. This mysterious force draws droves of the undead to feed on the ongoing magical reaction.

Fractures of Darkon

The domain of Darkon has fractured into four regions: the Jagged Coast, x, the x, and x. In Azalin's absence, ambitious villains unleash terrors as they strive to dominate their piece of the domain. This section explores the horrors unfolding in each region of Darkon.

Jagged Coast

Stark vistas of sheer cliffs, mysterious islands, and knotted forests bleed from one to the next along the Jagged Coast. The shadow of Castle Avernus once loomed over the southern part of the region, enforcing grim peace on the small communities there. In the north, the thriving city of Martira Bay prides itself on its inhabitants' wealth and reason.

Since Azalin's disappearance, the Darklord's secret police have maintained order here—obeying not the commands of the missing king, but rather the will of their regional leader, Alcio Metus.

[image: The Treacherous Harbor of Martira Bay]

Kargat

Azalin's secret police, the Kargat, has long enforced the Darklord's edicts and smothered any ember of rebellion in Darkon. Those "disappeared" by the Kargat are never seen again.

While all Darkon fears these dark-cloaked spies, few realize the Kargat is largely composed of vampires and other shape-shifting creatures. Members operate in cells assigned to particular tasks or locations, with each reporting to a regional leader. The highest-ranking members reported to Azalin. Serving the Kargat are the Kargatane, a cultlike rank of living informants and initiates who spy on their neighbors in hopes of earning supernatural power and induction into the larger organization.

The Hour of Ascension threw the Kargat into disorder. Taking advantage of this opportunity, Alcio Metus (Medium, Neutral Evil Vampire), a Kargat leader and criminal kingpin in Martira Bay, slew her peers and took over the western branch of the group. From the Black Tower in Martira Bay, Alcio spreads her Kargat spies across region and beyond.

Martira Bay

A foggy port on the Sea of Souls, Martira Bay is a cosmopolitan hub of trade and ideas. The populace prides itself on its worldliness and believes that the best of Darkon and lands beyond passes through the city. Martira Bay's people appreciate reason and tangibility, and many have never left the city. This makes many residents incredulous of magic and the supernatural, even as séances and spiritualist practices flourish in posh salons.

Martira Bay is infamous for sensationalist murders. Newspapers such as The Bullseye update their devoted readership on the grisly details of sprees committed by killers such as the Midnight Slasher, the Spider, and the Weeping Woman. The overwhelmed Martira Bay constabulary works to counter these killers, as do professional detective agencies including the Ray Detectives (founded by Alanik Ray; see x) and the Dusklight Detectives.

Lychgate

Lychgate hides the magically shattered remains of Castle Avernus. Whatever ongoing magical disaster befell the castle during the Hour of Ascension has locked its ruins in time, freezing it in a semi-exploded state. While Castle Avernus remains the lair of some of Azalin's most dangerous servants, the surrounding wilderness has become overrun by shuffling corpses and mournful spirits drawn to the castle's strange magic. The region is ruled by Ebbasheyth, Azalin's Shadow Dragon ally who maintains a lair in Castle Avernus.

Adventures in Lychgate likely relate to the mystery of Azalin's disappearance. Roll on or choose a result from the Doom in Lychgate table to inspire adventures in this ruined realm.

Doom in Lychgate

1d6In Lychgate, Adventurers Might Seek...
1Azalin's spirit jar or other magical treasure.
2The corpse of an ally whose body rose as a zombie and wandered into the Mists.
3A Darklord's treasure held in Avernus.
4Details of Azalin's fate.
5Duplicates of Azalin, an ally, or themselves.
6A passage to the King's Tear.

Mistlands

Even before the Hour of Ascension, western Darkon was a land of magical mysteries and strange creatures. No longer fearing the Darklord's magic, ancient evils have crept from the shadows to terrorize and control the scattered communities.

In the town of Nevuchar Springs, an elf mystic and leader of the Eternal Order, Cardinna Artazas, works to turn back the Shroud. To do this, she sought to resurrect a being bonded to the land and capable of bending the Mists to its will. This resulted in the corruption of her order's sacred pools and unleashed Darcalus Rex, a Necrichor (see x) that claims to be the first king of Darkon. Uncertain of what it has unleashed but desperate for salvation, the Eternal Order serves the whims of Darcalus Rex as the strange being grows in power.

Rexcrown

Residents of Rexcrown consider themselves the only true Darkonians due to their proximity to the capital, Il Aluk. Despite that prestige, Rexcrown is covered in deadly swamps, depleted mountains, and fields that produce disturbingly malformed crops.

The city of Il Aluk is built in a bend in the Vuchar River and rises in countless gothic spires. These mark the homes of the city's elite, severe governmental buildings, and temples dedicated to dozens of grim deities. Serving the city are the vassal villages of Decimus, Desolatus, and Despondia, where peasants struggle to feed the city's people and the decadent lifestyles of local nobles.

As the Shroud spreads fear among traders, Il Aluk suffers from shortages in food and other supplies. The city's residents have grown desperate and resentful of the exploitative upper class. This has resulted in violence and the ransacking of wealthy homes. The city's elite have rallied behind one of their eldest members, Lady Talisveri Eris.

Eris is a vain human who uses elaborate fashions and makeup to disguise the fact that her body is permanently imperceptible. Once each moon, she incites her fearful peers to go out at night and commit violence while using her high-priced Potions of Greater Invisibility. These magical attacks and Eris's pompous, detached rhetoric exacerbate tensions in the city while enriching her nearly bankrupt family.

Adventures in Darkon

Adventures set in Darkon's disconnected regions often involve the mystery of Azalin's disappearance, the domain's dissolution, or the metaphysical nature of the Domains of Dread. Use this section to develop horror adventures in this domain.

Horror in Darkon

Beyond the adventures you might develop in Darkon's disconnected regions, the following elements persist across the domain.

Azalin's Fate

The events of the Hour of Ascension and the fate of Azalin loom over adventures in Darkon. The details of these mysteries are yours to decide. You can take inspiration from the following possibilities when determining Azalin's fate.

Severed Darklord

During the Hour of Ascension, Azalin's body was destroyed as he tore open portals to the Negative and Positive Energy Planes. The former portal lies at the heart of Castle Avernus, while the latter is known as the King's Tear. The opposed planar energies are disrupting Darkon. Once the domain is destroyed, Azalin theorizes, his spirit jar will be released into the Shadowfell.

Shattered Darklord

The Hour of Ascension was Azalin's failed attempt to become one of the Dark Powers. His essence is now trapped within his spirit jar, scattered pieces of his iron crown, and the floating amber sarcophagus known as the King's Tear. Whoever frees Azalin's essence will become the new Darklord.

Unmoored Darklord

During the Hour of Ascension, Azalin split his soul, leaving a piece in Darkon while the greater part escaped through a metaphysical rent between domains—the King's Tear. Now, disguised as the scholar Firan Zal'honan, Azalin searches for secrets of the Dark Powers in other domains. He avoids entering the Mists without Mist-wandering guides, fearing the Dark Powers will find him otherwise.

The Dead Serve

In Darkon, Humanoid corpses reanimate as Zombies 24 hours after death. These corpses obey Azalin. While he remains missing, they roam in a winding path toward Castle Avernus. These zombies avoid other creatures, but they fight anything that blocks their path.

The Shroud

During the day, one can traverse the Mists surrounding Darkon as normal, allowing travel between domains or regions of Darkon. At night, the Mists surrounding the domain turn deadly and encroach on the land—sometimes by infinitesimal degrees, other times in unstoppable floods. A creature that touches the Shroud takes 7 (2d6) Necrotic damage and is Frightened until the end of its next turn. If a creature is slain by the Shroud or enters it entirely, the creature vanishes. What becomes of it is a mystery.

Darkon Campaign Arc

Campaigns set in Darkon likely involve the mystery of the Hour of Ascension. A campaign here might follow this outline:

  • Levels 1–3. The characters arrive in Darkon near Il Aluk, Martira Bay, or Nevuchar Springs. They soon make an ally among those who oppose the villains rising to replace Azalin: Alcio Metus, Darcalus Rex, or Talisveri Eris. The characters help defend their allies and learn of these villains' methods.
  • Levels 4–15. The characters confront the region's villain. Rather than fighting the characters, the villain entreats the group to help them establish control over the domain, which they believe will reunite Darkon's regions and end the threat of the Shroud. To do so, they must defeat the domain's other villains or recover the scattered remnants of Azalin's power. The characters work to save Darkon while undermining their wicked patron.
  • Levels 16–18. The characters' adventures take them to Castle Avernus, where they must either claim a remnant of Azalin's might or learn his fate. In doing so, they can restore Azalin and bring his wrath down on those who would claim his throne.

Secrets of Avernus

Adventure for Level 16 Characters

  • Situation. The characters must learn the secret of Azalin's disappearance.
  • Hook. The threat of the Shroud and those who would claim Azalin's throne has grown too great to ignore. An ally directs the characters to the only place they can find answers regarding Azalin's disappearance: Castle Avernus.

Encounters

This adventure uses map 2.7: Castle Avernus. Before starting, consult the "x" section and develop the details behind the Darklord's disappearance. The floors of Castle Avernus are disconnected, allowing characters to access them in any order.

Lychgate Encounters

While traveling through Lychgate or between floors of Castle Avernus, roll on the following table to determine what the characters encounter.

1d4Encounter
1Two scavenging Arcanaloths
2Two Dullahans (see x) and two Nightmares
3Two Haunting Revenants disguised as rubble
4Two Relentless Juggernauts

Into the Maw

Droves of animate corpses fill the outer bailey. A Spirit Naga named Lossa lurks amid the rubble. If she spots the characters, she impersonates Azalin and commands the corpses to fight. They rise as three Zombie Clots.

The Archive

Elzarath, an Indifferent Ghost with a floating severed head, laments the state of the archives. Elzarath shares that they once held the biographies of all who died in Darkon, but now the books are scattered. If asked about Azalin's biography, the ghost searches and finds nothing. Elzarath doesn't know Azalin's actual name, but if specifically asked about the biography of Firan Zal'honan, the ghost finds the book. This biography relates the information in the "x" section and key details of the Hour of Ascension.

Crypt of Irik Zal'honan

The Ghost Irik Zal'honan appears to any Good-aligned creature or those who call out to him. Irik can't leave this area, but he aids those who seek to restore his father. He knows Azalin's true name is Firan Zal'honan and shares that with anyone who destroys the corrupted experiment in the Hall of Life in the ruins above. Irik reveals that he is Azalin's son only if asked directly.

Hall of Life

This room holds a dragon skull made of gold and a circle of glass and emerald cylinders. The dragon skull remains magically anchored so only Azalin can move it. The cylinders are cracked and filled with bubbling decay. If someone smashes all the cylinders, the cylinders fuse into a Hostile abomination with the same stat block as a Lesser Star Spawn Emissary.

Ebbasheyth's Lair

Ebbasheyth the Shadow Dragon is in her lair, attended by a Kargat messenger (Medium Vampire Nightbringer). The monsters are Hostile, but any character who takes an Influence action and succeeds on a DC 16 Charisma (Persuasion) check can make them Indifferent. Characters who mention their desire to restore Azalin have Advantage on this check. If made Indifferent, Ebbasheyth tells the characters the archives might hold details of Azalin's schemes. If asked what name to search for, she doesn't know but relates that the spirit in the room below might.

Conclusion

The biography of Firan Zal'honan in the archive reveals the secret of Azalin's disappearance. From this, the characters should know how to find or restore Azalin or how to recover his power. Each character also earns a bonus 9,800 XP.

Dementlieu

Domain of Decadent Delusion

Composed of the city of Port-a-Lucine and its shining, fog-shrouded outskirts, Dementlieu is a realm where the truth is smothered by collective delusion. Everything in Port-a-Lucine appears to be more than it is, and people behave as if the few examples of grandeur and prosperity were the norm. Beneath its facade, the city is rotten.

Despite pervasive claims of happiness and success, the people of Dementlieu fight to survive and maintain social appearances. Every individual struggles to hide their struggles. Lying is central to life in the domain, creating a breeding ground for con artists and smiling villains.

Behind the domain's denial of reality is its Darklord, the phantomlike Duchess Saidra d'Honaire. The cynosure of high society, this masked duchess ensnares the city's upper class in her exaggerated ideas of luxury and civility. During her weekly masquerade balls, Saidra's guests must perform to her expectations. Those who fail to charm her are decried as impostors and reduced to ash by her magic. Saidra's terror also grips the city's desperate. Her murderous, unmasked form—the Red Death—stalks the benighted streets, preying on any who tarnish her preposterous vision of a perfect society.

Domain Features

Dementlieu is known for the following features:

  • City of Lies. Nothing in Port-a-Lucine is as it appears. Everyone pretends to be more successful than they are. Lies great and small fill everyday communication. All residents know these truths, but none dares speak of them.
  • Grand Masquerade. Every week x holds a Grand Masquerade. Invitations are coveted, and invitees who don't attend rarely survive for long.
  • Lord Governor. Administration of Port-a-Lucine rests in the hands of Lord Governor Marcel Guignol. He is counseled by aristocratic advisers, including the duchess.
  • Masks. Decorative masks are common accessories, worn at social events and in daily life.

Locations in Dementlieu

Port-a-Lucine's grand structures and garish promenades dazzle viewers, distracting most from the grimy streets and cramped homes beyond. The countryside of Chateaufaux is described below, and other notable locations are summarized on the Dementlieu Locations table.

Chateaufaux

The people of Port-a-Lucine speak of the countryside, Chateaufaux, where nobles summer at their estates and where idyllic villages send goods for sale into the city. But no one travels far beyond the city walls, no goods arrive from beyond, and Chateaufaux doesn't actually exist. The Mists creep close to Port-a-Lucine, occasionally exposing patches of forests and meadows but nothing more. Nevertheless, Chateaufaux remains a convenient explanation for whatever mysteriously appears or disappears.

Dementlieu Locations

LocationDescription
Bonniville Museum of the SeaGreen windows tint this museum's collection of aquatic oddities and preserved sea creatures in drowned light. A display of the wolfish masthead of the S.S. Bonniville is said to be cursed.
D'Honaire EstateThe home of Saidra d'Honaire and the site of her Grand Masquerades is accessible only by the nobles' stylish gondolas or larger ships (see "x").
Great LibraryThe Great Library's supposedly peerless collection houses fewer than a thousand titles, but hundreds of copies of each. A few rare tomes hide among the unremarkable copies.
House of WaxAlexandre du Cire's House of Wax displays wax copies of nobles and celebrities. In the basements, those who've been replaced by lifelike wax constructs remain imprisoned.
Lord Governor's ManorThe lord governor's home is the largest and most ornate in the city. The staff maintains only a portion of the estate, as the rest is said to be haunted by the city's former rulers.
Mother of Tears CathedralThe Ezra-worshipping clergy of the grandiose Mother of Tears Cathedral weep for all the suffering and horror of the world but take no action to cure or combat it.
Palace of EnlightenmentThe seat of Port-a-Lucine's government is filled with empty council chambers. A few caretakers mind the gardens and the collections of art, civil records, and architectural plans.
Phlegethan HospitalA patient with a preternatural ability to bend others to his will has taken over the Phlegethan Hospital. He controls its doctors and claims to be the rightful Duke d'Honaire.
Port-a-Lucine Opera HouseThe opera is Port-a-Lucine's hub of culture and boasts ornate galleries, but the backstage areas are a labyrinth where crew members occasionally go missing—victims of fierce feuds.
Red Widow TheaterA sculpture of a giant crimson spider looms over the lively Red Widow Theater. Patrons seem undeterred by stories of shape-shifting spiders that hunt the theater's clientele.
Three Odd GablesA coven of godmotherly Green Hags lives in three crooked houses on Mill Street. The hags fulfill their guests' dreams, but their contracts always have a hidden catch.
University of DementlieuThe University of Dementlieu is largely occupied by narcissistic nobles and their fatuous students. Some true scholars conduct actual research hidden from their clout-chasing peers.
Zuvich HospitalZuvich Hospital offers skilled, science-based medical care. Dr. Doloros Zuvich recognizes that some of her patients' accounts describe encounters with supernatural beings.

Saidra d'Honaire

Darklord Who Rules Illusions

Welcome, treasured guests—you bright jewels in my city's sterling crown. Bask in all you've earned and deserve. Oh... that's not a loose button, is it?

— Saidra d'Honaire

Duchess Saidra d'Honaire knows her life isn't her own—she knows she isn't alive at all—yet she ignores that for the sparkle of empty celebrations and a parody of her ideal life. The duchess terrorizes Dementlieu, forcing the realm to conform to her desires. Those who expose the flaws in her fantasy and remind her of the desperation she once endured, she slays using her life-sapping power.

All can plainly see Duchess d'Honaire isn't one of the living. Nevertheless, servants and sycophants flatter her poise, beauty, and array of lavish masquerade costumes. When not hosting decadent social events, Saidra removes her mask and slips into the night. Through the streets and alleys of Port-a-Lucine, the Darklord prowls as the Red Death: a murderous spirit that preys on liars, the struggling, and all who remind her of her humble origins.

Saidra is overbearing and elitist, despite being unworldly. She fears being exposed as a fraud and projects this fear onto others, violently accusing them of being liars on the barest evidence or sign of vulgarity. Yet, in mysterious letters and rumors, Saidra receives evidence that her own simple, spiteful family dwells somewhere beyond her city. Their confessions could bring all her deceptions to light.

[stat block: Saidra d'Honaire]

Saidra's Tale

Despite being raised in poverty, Saidra d'Honaire was an arrogant bully whose father led her to believe she was secretly royalty. When her father remarried, Saidra suffered slights and mockery at the hands of her callous stepmother and stepsisters.

The night her father revealed that Saidra was only distantly related to nobility, she fled into the night. At her mother's grave, Saidra's curses were overheard by a mysterious stranger. This grandmotherly figure offered to grant Saidra any wish. When the stranger heard Saidra's desire, she cackled and dressed the girl in rubies and a crimson gown. Resplendent, Saidra set off to the masquerade ball celebrating the coronation of the land's new duke.

At the masquerade, Saidra charmed the duke and his court. Yet, as bells tolled midnight, the gems on her dress evaporated, releasing a magical poison. The evil magic killed everyone at the masquerade, a massacre that would have fulfilled Saidra's murderous wish and left her within reach of the throne. As Saidra toured a palace full of the dying, clouds of spreading poison rose in a mysterious mist.

When the mist cleared, Saidra found herself in a grand estate in Port-a-Lucine. The estate's servants acknowledged her as their duchess, but the lethal poison had dissolved Saidra's body into a deathly vapor. As none seemed to notice, Saidra embraced the fantasy that she had achieved her vain desires.

Saidra's Domain

Dementlieu is altered by Saidra's presence, creating the following effects:

  • Closing the Borders. While in her domain, Saidra can close or open the borders to Dementlieu at will. While the borders are closed, the countryside called Chateaufaux appears in the Mists surrounding Dementlieu. Creatures in the Mists get lost amid mazelike hedgerows and fogbanks, only to reappear on the outskirts of Port-a-Lucine 2d6 hours later.
  • Empowered Actors. Humanoids add 1d8 to Charisma (Deception or Performance) checks made while wearing a mask.
  • Invitation. At dawn, Saidra can choose a creature whose name she knows or that she's seen before. A simple mask and an invitation to the next Grand Masquerade appear to that creature. The letter and mask appear in an unobserved but obvious space, such as a bedside table or among gear.

If Saidra dies, these effects end immediately. The effects resume if Saidra gains a new body (see her Darklord Restoration trait).

Saidra's Lair

The duchess dwells at the d'Honaire Estate. This lavish manor and its manicured grounds cover the largest island in Lucine Bay.

D'Honaire Estate

The d'Honaire Estate is well lit and filled with expensive decor and artwork—some of it quite good, but most is of middling quality. The estate is depicted on map 2.9 and has the following features:

  • Grand Entry. A grand staircase sweeps from the estate's entry to airy balconies above. This broad space also serves as a ballroom and is the focus of the duchess's social events.
  • Salons. Elegant rooms with distinct themes fill the estate. Popular spaces include the Skobeloff Salon (themed like a sunken ship), the Sulfur Salon (with dizzying wallpaper), and the Taupe Salon (filled with underwhelming taxidermies).
  • Sea Caves and Docks. Those who travel to the island estate by gondola dock in this sculpted sea cave. Stairs rise from the docks to the main estate.
  • Second Floor. The halls remain locked and guarded. Within are the duchess's quarters, a joyless, hollow space that the Darklord haunts between stalkings and social events.

Adventures in Dementlieu

Adventures set in Dementlieu feature mystery and deception, often involving illusions and fairy-tale grandeur masking depravity and murder. Use this section to develop horror adventures in this domain.

[image: The desperate elite of Port-a-Lucine gather at Duchess d'Honaire's island estate for the Grand Masquerade]

Horror in Dementlieu

Adventures in Dementlieu often include the following elements.

Lies and Liars

In Dementlieu, one can take little at face value. Terrible food might be called gourmet, while horrendous art might be dubbed avant garde. Those who resist such claims might find themselves mocked for not understanding a thing's appeal. This can lead to challenges that range from the comical to the surreal. Roll on or choose a result from the Dementlieu Deceptions table to inspire overlooked events that might lead to broader consequences.

Dementlieu Deceptions

1d6A Dementlieuse Liar...
1Claims to personally know Duchess d'Honaire and so deserve special treatment.
2Insists they're investing all their resources in solving a problem they're clearly ignoring.
3Is publicly trapped or wounded but claims to passersby that they're fine.
4Passes off their rat-meat pies and gutter-water wine as food fads.
5Poses as an expert, but their advice is ludicrous or dangerous nonsense.
6Says their stolen wares come from Chateaufaux.

Scourge of the Red Death

Between masquerades, Saidra d'Honaire fixates on her past and her fear that people suspect her ignoble origins. At these times, her glamorous facade fades, reducing her to a crimson spirit. In this guise, she slips into the night and scours Port-a-Lucine, targeting the sick, poor, or uncouth; those who disparage nobles; and those she suspects of investigating her past. The resulting life-drained bodies are attributed to a notorious figure locals call the Red Death.

Using the Red Death

While Port-a-Lucine's residents ignore the Red Death's victims—potentially chiding corpses for their laziness or public drunkenness—the characters are unlikely to overlook bodies so clearly drained of life. Use such corpses to remind the group that the lies of Dementlieu's people are dangerous denials of reality.

Dementlieu Campaign Arc

Campaigns set in Dementlieu often involve the discovery and unraveling of a conspiracy. A campaign here might follow this outline:

  • Levels 1–3. Someone asks the characters in Port-a-Lucine for help finding a missing friend, opera performer, or noble. Following the clues, the characters learn this is but one of a rash of disappearances involving dangerous creatures hiding in plain sight—such as Gargoyles, Wererats, or Waxworks (see x).
  • Level 4–5. The mystery points toward an elite member of society. The characters can't gain access to this individual, but they know the noble attends the Grand Masquerade of Duchess d'Honaire. The characters must prepare for and infiltrate the event (detailed below) to learn more.
  • Levels 6–8. Learning that the suspicious noble supports or benefits from the disappearances, the characters investigate the noble's home or business (such as the opera house or House of Wax). There, they discover and disrupt the creatures behind the disappearances, likely finding that the vanished people have been turned into monsters. If the noble escapes, an unrefusable invitation to the Grand Masquerade might draw them out, resulting in a showdown during that event—and potentially attracting the ire of Duchess d'Honaire.

The Grand Masquerade

Adventure for Level 4 Characters

  • Situation. The Grand Masquerade is an opportunity for characters to meet Dementlieuse nobles and gain information they can't otherwise access.
  • Hook. The date of the next masquerade is public knowledge. To attend, the characters need to create their own costumes and invitations.

Encounters

The adventure uses map 2.9 and consists of these encounters.

Dressed to Kill

Attendees at the Grand Masquerade are expected to sport lavish costumes featuring fanciful masks. Any character not wearing an appropriate Costume, a mask, and at least 100 GP worth of jewelry (or appropriate magical alternatives) has Disadvantage on Charisma checks made during this adventure. Armor can't be worn with a nonmagical costume. If a character becomes Bloodied while wearing a nonmagical costume, their costume is destroyed.

Arrival

At the entrance to the estate, servants check the characters' invitations. A character with a forged invitation must succeed on a DC 10 Charisma (Deception) check to be admitted. Those who fail are asked to leave. If they refuse, four Ghouls wearing formal wear and masks fight them.

Masquerade

The Grand Masquerade unfolds in three tableaux. During each, the characters can decide to dance, gossip, flirt, or do something else. Each character can earn renown for their group with the ball's attendees and host by making positive impressions on other guests (see chapter 3 of the Dungeon Master's Guide for details on renown). Each positive interaction can increase the group's Renown Score by 1 per character per tableau.

Duchess d'Honaire has yet to appear, but hundreds of other costumed nobles mingle during the masquerade. These masked guests might share their names, but a character must succeed on a DC 10 Wisdom (Perception) check to identify even someone they're familiar with. The following guests pay particular attention to the characters:

Alexandre du Cire (Medium Waxwork; see x) poses as a human and runs the House of Wax. He urges the characters to visit his establishment. His costume is a suit on one side and a ball gown on the other. He is Friendly.

Angel Pajaro (Medium Werewolf) is a famed diva of the Port-a-Lucine opera and is Hostile. She likes to humiliate her fans but loves flattery from other performers. She's dressed as an arctic fox.

Julienne d'Honaire (Medium, Neutral Good Bandit) is a Friendly human. She's bubbly and behaves in an unrefined manner. She claims to be related to the duchess but confides that she wasn't invited. Julienne wears a secondhand ballerina costume.

Lord Governor Marcel Guignol (Medium Noble) is Indifferent and didn't want to attend the event. The elderly human is jittery and hates loud noises, and he seeks an excuse to leave. He's dressed as a smiling jester.

Raoul Rameau (Medium Guard Captain) is a member of the city watch. He tries to guess who people are and why they've been invited—his hunches are poor. He's dressed as a toy monkey with cymbals.

Uncouth Exchange

After the second tableau, two revelers wearing the same costumes as two nearby characters spot their lookalikes. Outraged by this faux pas, these Berserkers fight them, wielding sharpened candelabras (these function as Greataxes). If the characters defeat their attackers, their Renown Score increases by 2.

The Duchess Appears

After three tableaux, Saidra d'Honaire (see earlier in x) appears. She is fabulous and terrible as she drifts over the flattering crowd. Nearing the characters, she halts, gasps in revulsion, and points. "You! Never have I seen such an audaciously incompetent impostor! Who do you think you are to violate these hallowed halls?!" Near a character, Julienne d'Honaire begins to reply, and the duchess instantly disintegrates her. A ghoulish servant soon appears with a dustpan to clean the spot where Julienne stood. If party members spent two or more tableaux with Julienne, the group's Renown Score decreases by 1.

Conclusion

If the group's Renown Score is 5 or less, the duchess shrieks, outraged to find more unworthies. Right away, four Ghoul servants appear and fight the characters; two Ghouls arrive every round until the party flees the estate. The duchess doesn't fight.

If the characters' Renown Score is at least 6, the duchess compliments one of their costumes as she drifts by in time with the music. If the characters came to the masquerade to meet or influence someone, that individual appears soon after, impressed by the duchess's compliment. Other members of the city's nobility or individuals the characters met earlier in the night also might approach them with invitations or offers of employment. Each character earns a bonus 600 XP.

Falkovnia

Domain Besieged by the Dead

Falkovnia is a land besieged. Empty countryside surrounds ruined or crumbling cities. Only a few desperate pockets of civilization survive, carrying on not out of hope, but out of fear of the land's merciless soldiers. Led by General Vladeska Drakov, Falkovnia's military organizes a desperate and occasionally effective defense against an implacable foe: the ever-growing armies of the dead.

Every moon, a new zombie legion emerges from the Mists. Never appearing from the same place twice, the horde sweeps across the land, drawn to the densest populations of the living. That always includes the Falkovnian capital of Lekar, where unfit and underfed conscripts defend crumbling walls alongside General Drakov and her crimson-armored elite soldiers, the Talons. Causalities mount during the zombie sieges, but miracles and moments of desperate valor haven't abandoned Falkovnia. The people's numbers dwindle, but they soldier on.

In the aftermath of a zombie attack, the Falkovnians burn their dead, repair what they can, and whisper that now might be the time to flee the city. Invariably, someone speaks too loudly, and soldiers drag off the so-called traitor to be impaled as an example. The people might want to abandon their homes, but Vladeska Drakov refuses to accept defeat.

Domain Features

Falkovnia is known for the following features:

  • Army of the Dead. Every night of the new moon, thousands of ravenous zombies emerge from the Mists to feed on the living.
  • Capital Punishment. There is only one punishment for any crime in Falkovnia: impalement.
  • Rotten Remnants. Ruins cover Falkovnia—towns and villages crushed by zombie hordes and haunted by undead stragglers.
  • Talon Soldiers. Falkovnian soldiers known as Talons patrol the land, hunting for deserters and strangers to press into service. Talon officers bear prominent tattoos of the Blood Falcon, the symbol of x.

Locations in Falkovnia

Falkovnia is an unnervingly still domain, where people and animals hide to avoid attracting the attention of zombies and Drakov's brutal Talons. The city of Lekar is described below, and other notable locations are summarized on the Falkovnia Locations table.

Lekar

The only city of the living left in Falkovnia, Lekar bears the brunt of the zombie invasion. The city has outgrown its walls multiple times since its founding, leaving its districts divided by fortifications. During the first zombie siege, General Drakov sacrificed the northern River Ward, leaving hundreds of souls to be slaughtered but allowing the remaining defenders to turn back the zombie horde.

Now the city's survivors face harsh conditions. Talon soldiers keep the peace in the cramped slums. Troops lead civilians outside the walls to scavenge from ruins and work the fields of abandoned farms, but their harvests are never enough for the city's survivors. Though bitter and desperate, soldiers live better than civilians, assured of rations and housing in the Bastion Ward—the Talons-only district around General Drakov's command center at Custodian's Hall. From there, Drakov orders daily public executions as conscripts dispense supplies to the suffering masses.

Falkovnia Locations

LocationDescription
AerieSwarms of zombified birds of prey attack any living creatures near the village of Aerie, especially those who use the cable ferries crossing the Archer River.
DelmunsterZombies avoid the idyllic village of Delmunster. People say that it is protected by a fallen star; Few suspect the Bodytaker Plant that has claimed the community.
Fort WattenA force of Talons under the command of Major Olana Crepeau was ordered to guard Falkovnia's southern border at Fort Watten. No one in Lekar has heard from them for moons.
Hatzimvas HospitalThe doctors of the secluded Hatzimvas Hospital seek a medical or supernatural cure to zombification. Mysteriously, Drakov allows the hospital to work unimpeded.
MorfenziThe ruins of Morfenzi hide a Talon outpost. Here the amoral scientist Vjorn Horstman conducts monstrous experiments, creating living weapons using "primal serum."
SilbervasFractious bands of survivors sworn to silence scavenge the ruined city of Silbervas. They avoid the ominously lit Dekovan Palace, which overlooks the ruins.
StangengradThe silent, scarred spirits of commoners and Talons haunt the ruined fortress-city of Stangengrad. Vladeska forbids entry to the city so no one can learn of the atrocity that took place there.
Stonespine MountainsThe knight Gondegal leads rebels opposed to the Talons. Her stronghold is said to be hidden in the Stonespine Mountains, but none who join Gondegal are ever seen again.
Three TraitorsBetween the three lakes known as the Three Traitors is a muddy patch where Vistani often camp. These travelers have a knack for avoiding Talon patrols.
Vigila ForestIn the dense Vigila Forest stand towering black trees called Sentries of Death. Tales say the wood is haunted and these trees' roots reach into the realm of the dead.
Willow WatchThe hastily constructed Willow Watch tower was built on the ruins of a church of Ezra. The Talons here report strange lights in the nearby forest and sounds from the catacombs below.

Vladeska Drakov

Darklord Who Wars Against the Dead

If you're reinforcements, I expect you to prove you're worth the gear you're wearing. I need soldiers, not more bait for the undead.

— Vladeska Drakov

General of a demoralized occupying army, Vladeska Drakov rules what little of Falkovnia hasn't been overrun by the dead. A cunning authoritarian, she believes any tactics—no matter how immoral—are permissible in the pursuit of victory. The Mists torment her by keeping her ever on the edge of defeat, exhausting her and forcing her to watch her precision fail in the face of an endless string of emergencies and an undefeatable enemy horde. Drakov is ever being pushed to the edge. Hunger, sleep deprivation, and the endless demands of terrified troops and civilians drive her toward outbursts of paranoia and violence.

[stat block: Vladeska Drakov]

Drakov's Tale

In the world of her birth, Vladeska Drakov was known as the Crimson Falcon, leader of a peerless mercenary army called the Falcon's Talons. In a land of bitterly feuding royal families, she and her troops executed a thousand ancient grudges and petty atrocities. Drakov amassed a fortune and planned to retire young and buy a title and a realm to rule.

The sacking of Yeivere changed her plans. During that city's razing, Drakov's mercenaries went too far. The Falcon's Talons killed a unique soul during the slaughter. None can say who the soul was—a royal, a saint, a witch, an angel—but with its death, the world turned against them.

The ruling families united to hunt the Talons. Thanks to her tactical genius, Drakov repelled her pursuers and went on the offensive. One by one she attacked her former benefactors, burning villages, pressing citizens into service, and impaling anyone with a drop of noble blood. Over years of work, Drakov forged a bloody empire. But while sacking the burning city of her last remaining foe, Drakov and her troops were engulfed by smoke. When it cleared, everything they knew was gone.

Transported to an unfamiliar land, Drakov and her troops wasted little time subjugating it. This unprepared realm fell quickly, almost willingly. On taking the city of Lekar, Drakov named herself ruler of her new empire: Falkovnia.

However, under a moonless sky, the dead rose against Drakov, claws scraping against Lekar's walls before alarms could be raised. Drakov's brilliant and desperate strategies eventually turned back the zombies during the days-long First Siege of Lekar, but victory came at the cost of most of her veteran troops.

Since then, Drakov has nearly lost her nation. Every moon, a new desperate battle unfolds. She prepares ceaselessly for each one, certain of her ultimate victory but doubtful of her troops' mettle. With threats and public impalings, she keeps her people more terrified of her than of the undead. And with every new moon, she faces an unconquerable foe, never revealing a secret only she knows: that each zombie bears the face of an innocent her soldiers once put to the sword.

[image: Custodian's Hall rises over the few remaining wards of Lekar that haven't fallen to the zombie hordes]

Drakov's Domain

Falkovnia is altered by Drakov's presence, creating the following effects:

  • Authoritarian Regime. Drakov's allies have Advantage on Wisdom saving throws.
  • Closing the Borders. Drakov can't close or open the borders of her domain. Falkovnia's borders are usually closed, but they open one week every month starting on the night of the new moon.
  • Endless War. Whenever a creature other than Drakov or her allies finishes a Long Rest in the domain, roll 1d20. On a 1, the creature doesn't remove any Exhaustion levels as a result of finishing that rest, and the creature gains 1 Exhaustion level.

If Drakov dies, these effects end immediately.

Drakov's Lair

When she conquered the city, Vladeska Drakov claimed Lekar's seat of governance, Custodian's Hall, as her army's headquarters. Since the First Siege of Lekar, one emergency after another has forced Drakov and her Talon troops to repurpose the building's chambers for military purposes.

Custodian's Hall

The polished marble and hopeful mosaics of Custodian's Hall now bear the dirt and scars of invaders' boots and tools of war. The site is depicted on map 2.11 and has the following features:

  • Chamber of Peers. The chamber of Lekar's dissolved senate now serves as a command center for Drakov's officers.
  • Drakov's Chambers. Drakov has repurposed offices at the heights of Custodian's Hall as her personal chambers. Her bedroom is cold and simple and features little more than a hard cot. Nearby, she maintains a war room full of maps and reports where she obsesses over desperate battle scenarios. Across the hall is a well-used chamber full of torture devices, many of her own design.
  • Plaza Stairs. Daily, Talons disseminate meager rations to Lekar's citizens while other soldiers execute supposed traitors by impaling them on pikes.

Adventures in Falkovnia

Adventures set in Falkovnia involve zombie hordes, cruel soldiers, and Drakov herself. Use this section to develop horror adventures in this domain.

Horror in Falkovnia

Adventures in Falkovnia often include the following elements.

Zombie March

Zombies emerge from the Mists on the night of the new moon. This surge brings a recurring threat to besiege the walls of Lekar, but it also makes encountering droves of zombies more likely throughout the domain. Use the zombies from x, the Monster Manual or other sources to create surprising and terrifying encounters.

The Falcon's Talons

Drakov's military forces are both completely overwhelming and entirely outnumbered. Though relatively few in number, the Talons are organized enough to oppress Falkovnia's survivors and enforce Drakov's totalitarian laws. In the face of zombie hordes, though, the Talons are fighting a losing battle. Talon soldiers are Warrior Infantry, while officers are Warrior Veterans.

Martial Law

Lekar is a martial dictatorship. Drakov's troops carry out example-setting impalings as punishment for even the slightest crimes. These executions impose order through terror and make it clear that zombies aren't the realm's only monsters.

Only Bad Choices

There is one simple truth in Falkovnia: The dead are going to kill everyone. This sets the stage for countless bad decisions, from leaders making terrible sacrifices or permitting immoral acts to individuals making fatalistic choices. Locals behave as if it's their last day alive—because it probably is.

Trapped with the Dead

Falkovnia's borders are usually closed, and Vladeska Drakov has no control over when they open. Anyone who enters the Mists surrounding Falkovnia encounters endless numbers of zombies. Travelers who somehow avoid these shambling corpses emerge from the Mists back in Falkovnia, pursued by the undead. For one week following the night of the new moon, the Mists are empty of zombies and the borders open. During this time, Drakov sends patrols of Talons to sweep the edges of the Mists for deserters. These patrols are difficult to avoid, and battles with them often attract zombies.

Falkovnia Campaign Arc

Falkovnia is one of the few domains where the characters and the Darklord might be on the same side, united against unrelenting hordes of zombies. The characters might try to defend Falkovnia's people alongside Drakov, but as the Darklord's obsession with victory becomes clear, they must balance keeping her trust and upholding their principles. A campaign here might follow this outline:

  • Levels 1–4. The characters save a group of commoners and outmatched Talons from Zombies. The thankful band takes the characters to Lekar, where people hail them as heroic "Trueborn of Falkovnia." Vladeska Drakov recruits them to bring scattered pockets of common folk to safety in Lekar.
  • Levels 5–8. The characters witness the suffering in Lekar and see some of those they've saved impaled for disloyalty. Rebels entreat them to help smuggle people out of Lekar to hidden encampments in the mountains.
  • Levels 9–12. The characters are captured by Talons, but Drakov offers them freedom if they defend the city's southern gate, the Gate of Torches, from the impending zombie siege. Unknown to the characters, Drakov plans to sacrifice the gate as detailed in the "Siege of Lekar" adventure.

Siege of Lekar

Adventure for Level 9 Characters

  • Situation. Zombie hordes attack Lekar. Vladeska Drakov seeks to defeat them by sacrificing the characters and a district of Lekar.
  • Hook. The characters are ordered by Drakov or entreated by citizens to defend the Gate of Torches.

Lekar Gates

This adventure takes place at a gate in Lekar's southern wall, the Gate of Torches, and a second gate to Lekar's central district, Loyalist's Gate. The Gate of Torches shows the scars of countless zombie claws, but otherwise the gates are identical. Both have the following features:

  • Fortifications. The walls of Lekar are 30 feet tall, with the gatehouse's towers rising 40 feet. Crenelations atop both provide defenders with Three-Quarters Cover from beyond the wall.
  • Gates. The gatehouse's battle-scarred gates are Huge objects with AC 19, 72 HP, and Immunity to Poison and Psychic damage. Any character adjacent to the mechanism over the gate can open or close the gate in 1 round.

Encounters

These encounters begin at the Gate of Torches, which uses map 2.12. Characters can position themselves where they please. Describe inexperienced soldiers guarding other posts or zombies beyond the map, but don't track their actions in battle. When you're ready to begin the siege, the Siege Events by Round table outlines what occurs each round. The following sections further detail these events.

Siege Events by Round

RoundSiege Event
1Eight Zombies and six Ogre Zombies appear.
3Four Ogre Zombies and a Beholder Zombie appear.
5Two Zombie Clots appear. Talons roll a wagon to the gate from the north.
6Talons light fuses on the wagon.
7Four Ogre Zombies appear. Talons flee.
8Wagon explodes (if not prevented).
9Explosion (see "Siege Climax").

Zombie Attack

Zombies shamble from the south and attack the gatehouse's gates. Rather than having foes make individual attacks on the gates, assume the gates take 4d6 damage every time a round ends with a zombie adjacent to them. When reduced to 0 Hit Points, the gate is destroyed. If this occurs, troops flee as detailed in "Siege Climax."

Drakov's Talons

Starting on round 5, any character on or behind the walls who succeeds on a DC 12 Wisdom (Perception) check notices Talons (four Warrior Veterans) behind the gate. The Talons are supposedly allied troops, so this shouldn't cause concern. The Talons behave as detailed on the Siege Events by Round table. They flee if fought.

Talon Wagon

This wagon contains kegs of gunpowder. A character adjacent to the wagon who spends a round investigating discovers these explosives. On round 6, any character who has noticed the Talons and is within sight of them sees them setting fuses. If no one prevents the soldiers from lighting the fuses or extinguishes the lit fuses, the wagon explodes at the end of round 8. Creatures within 30 feet of it when it explodes make a DC 12 Dexterity saving throw, taking 42 (12d6) Fire damage on a failed save or half as much damage on a successful one. The explosion destroys the gatehouse's gate, regardless of its remaining Hit Points.

Siege Climax

The siege continues until either the gatehouse's gate is destroyed or the end of round 9. At the end of round 9, an explosion hundreds of feet to the west destroys part of the city wall, and Zombies pour into Lekar. Surviving soldiers abandon their posts—it's clear the Gate of Torches will be overrun. These survivors race through the slums to Loyalist's Gate.

Loyalist's Gate

Loyalist's Gate is identical to the Gate of Torches and uses map 2.12: Lekar Gate. When the characters arrive from the south, the gate is closed. Hundreds of surviving soldiers and slum residents scream for the guards to let them through. Talon soldiers (eight Warrior Infantry) and Vladeska Drakov (see earlier in x) guard the gate. Drakov thanks the panicking assemblage for their sacrifice and reveals her plan to set the slums ablaze once the zombies flood in. The characters can open the gate to admit the crowd using the mechanism in the gatehouse, but Drakov and her troops fight to prevent this.

The characters have 4 rounds before groups of 1d6 Zombies begin appearing from the south at the end of each round. Narrate these zombies attacking the crowd, but don't track the crowd's Hit Points. If the characters open the gate before the zombies appear, each of them earns 5,900 bonus XP.

Drakov's Defeat

If Drakov is defeated, Falkovnia's borders open, and no zombies appear from the Mists for several moons. Some people rebuild, others flee into the Mists. After this time, though, Drakov reappears and slowly retakes control of Falkovnia. The borders close, and zombies return soon afterward.

Har'Akir

Domain of the Ancient Dead

Untold generations of tombs and monuments choke on the obsidian sands of the desert domain of Har'Akir. Here, past splendors lie forgotten, and the living bow in service to the mummified god-king, Ankhtepot.

From a golden pyramid in the City of the Dead, Ankhtepot reigns as speaker for the gods and immortal pharaoh. The deathless ruler cares nothing for his domain or mortal concerns. Rather, he relentlessly sends servants in search of his one desire: his ka, the missing piece of his fractured soul.

As the pharaoh obsesses over his lost soul, his servants plague the domain in his name. In hidden tomb-courts, mummies known as the Children of Ankhtepot dominate cults as emissaries of mysterious gods. And in the mud-brick city of Muhar, Ankhtepot's priests oversee all aspects of life, apportioning food to the worthy and punishing blasphemers. But all the pharaoh's servants also pursue the Darklord's quest for his mysterious ka, though only his Children know the truth of this "treasure" he seeks. Each of them is desperate for some clue to placate Ankhtepot and spare them from his wrath.

Domain Features

Har'Akir is known for the following features:

  • Distant Pharaoh. The people of Har'Akir know their ruler is an immortal who resides in the golden mountain called Pharaoh's Rest. Only priests can enter this massive pyramid.
  • Extreme Environs. Intense heat and winds are common in Har'Akir (see the Dungeon Master's Guide), and water is scarce.
  • Forgotten Ruins. The deserts of Har'Akir are littered with the remnants of a strange and glorious empire. The origins of these ruins remain a mystery.
  • Mysterious Gods. Har'Akir's people worship a pantheon of false or silent gods. Manipulative or deluded priests oversee all aspects of society in these gods' and the pharaoh's names.
  • Preserved Dead. Akirrans mummify their dead so the pharaoh might call them to service. It is a crime to burn the dead.

Locations in Har'Akir

Har'Akir is dominated by treacherous, surreal deserts that obey Ankhtepot's will. The Labyrinth and city of Muhar are described below, and other notable locations are summarized on the Har'Akir Locations table.

Labyrinth

Har'Akir's countless trap-laden ruins interconnect beneath the desert in a hidden maze called the Labyrinth. Monstrous Mummies and stranger creatures stalk these sprawling tunnels. Nevertheless, some priests use the few mapped sections to move about the domain unseen.

Muhar

The city of Muhar is the only permanent settlement in Har'Akir. Here, pious people thank the gods for the water and food of the Muhar Oasis. From the city's largest structure, the Temple of Ese, High Priest Isu Rehkotep speaks for Pharaoh Ankhtepot in all matters; her word is considered both royal decree and divine edict. Ankhtepot doesn't care how Isu runs Muhar so long as she maintains order and uses her influence to continue his unending search. Those who displease Isu or oppose her priest-guards are thrown into the Mouth of Oru, a pit that connects to the Labyrinth.

Har'Akir Locations

LocationDescription
Bent PyramidThis bent, black granite pyramid has no interior or obvious purpose. Some Akirrans claim it holds the magic of a forgotten god that one can manipulate using ancient music.
City of the DeadMassive statues and the ornate tombs of heroes and priests compose the City of the Dead. These crypts climb toward Ankhtepot's mountain-size golden pyramid, Pharaoh's Rest.
Kharafek's ExcavationThe historian Kharafek has discovered numerous tombs at this excavation. Each unleashes a curse once opened, so Kharafek regularly hires new laborers to bear the brunt of these curses.
Muhar OasisMuhar Oasis supplies the city of Muhar and attracts predators such as Chimeras and Giant Scorpions. During droughts, the water recedes, revealing a lapis lazuli tomb along the banks.
Ousa's PyramidOusa's Pyramid holds a gate to the afterlife, but only Thute—a jackal-headed Child of Ankhtepot—knows how to enter. Thute's jackal-masked followers seek to sacrifice all strangers.
Path of the AspDeadly serpents inhabit the canyon known as the Path of the Asp. The spirits of those slain by these snakes can appear to anyone they know and speak ten words before vanishing.
Red OasisAkirrans say that the gods gave the Red Oasis to animals and that its waters are poison to people. Supernaturally cunning lions hunt in the area and offer sacrifices to a nearby monument.
Sands of SuteWithin the desert rage two vast sandstorms: the Breath of the Forgotten and the Breath of the False. The storms impose tests that punish those whose lives lack consequence or faith.
Sek's TearsPeople say the waters of Sek's Tears can heal any affliction, but grim Sphinxes guard the oasis. The answers to the sphinxes' riddles are usually found in other domains.
Senmet's TombThe Child of Ankhtepot named Senmet seeks to steal the pharaoh's throne. From his tomb, Senmet navigates the Labyrinth and stokes rebellion among the living and the dead.
White OasisThe White Oasis is considered holy. A nearby abandoned quarry called River's Shelter houses numerous cursed and dying hermits who seek to cleanse themselves in the oasis.

Ankhtepot

Darklord Who Pursues Death

Bow before the pharaoh—whether as a servant or as dust.

— Ankhtepot

Ankhtepot has known treachery and conquest. He has known divinity and rule. But now he knows simply boredom and despair. He desires only to recover his lost ka, which he knows lies hidden in Har'Akir. With it, he hopes to become mortal again, die, and face his gods' judgment. Whether this means peace or oblivion matters not to him. Ankhtepot seeks only an end, and he and his followers will be a plague on Har'Akir until he finds it.

[stat block: Ankhtepot]

Ankhtepot's Tale

In a nation called the Land of Reeds and Lotuses, Ankhtepot served the royal family as high priest. As old pharaohs died and new ones rose, the influential priest came to believe that the gods wanted a wiser leader to rule. On the day of a new pharaoh's ascension, Ankhtepot rallied his priests and murdered their liege. But he had misjudged the people's will, and an outraged mob rose up and executed the traitorous priests.

Moreover, Ankhtepot had misjudged the will of the gods. As he stood before them in death, the immortals forsook him, cursing him and denying him entry to the afterlife. They returned him to the world but stripped away a piece of his soul, his ka—the vital essence that inspires all living beings.

Ankhtepot awoke, trapped within his corpse, as he was mummified along with his treacherous followers. Untold centuries passed, but on the day the last memory of Ankhtepot faded from the Land of Reeds and Lotuses, the high priest's bindings rotted away, and Ankhtepot crawled forth from his sarcophagus. He emerged from his tomb in an unfamiliar land: Har'Akir.

In this new land, Ankhtepot found a pious people devoted to the same gods he once served. Over generations, he wiped out that religion, replacing it with false divinities of his own imagining for whom he alone could speak. Ankhtepot also resurrected the priests buried alongside him as mummy lords, replacing their heads with those of beasts and monsters holy to his new faith. These Children of Ankhtepot served him as they did in life, and together the dead conquered the souls of Har'Akir.

In the ages since, Ankhtepot hasn't forged the land of his ambitions. His servants scheme against him, his people don't flourish, and his monuments crumble to dust in mere centuries. Ankhtepot's ambitions have withered. Now he seeks only to reclaim his soul and use it to put an end to his accursed immortality.

Ankhtepot's Domain

Har'Akir is altered by Ankhtepot's presence, creating the following effects:

  • Blistering Sun. Any outdoor area of Bright Light in Har'Akir is an area of extreme heat (see the Dungeon Master's Guide).
  • Closing the Borders. While in his domain, Ankhtepot can close or open the borders to Har'Akir at will. While the borders are closed, whirling sands fill the Mists surrounding Har'Akir. A creature that enters the Mists for the first time on a turn or starts its turn there takes 2d6 Slashing damage.
  • Control Undead. Undead of CR 5 or lower in Har'Akir have the Charmed condition and obey Ankhtepot's orders.

If Ankhtepot dies, these effects end immediately.

Ankhtepot's Lair

A mountain-size black pyramid, Ankhtepot's tomb—called Pharaoh's Rest—looms over the City of the Dead. It can be seen from all across Har'Akir.

Pharaoh's Rest Features

Ancient and ornate, Pharaoh's Rest holds countless carvings of mysterious deities and Ankhtepot as an idealized pharaoh. A labyrinth of trapped tombs, embalming rooms, and treasure chambers fills the majority of this massive pyramid. Broad paths used by Ankhtepot's servants lead past deadly side passages to the heights of the monument. Prominent locations are depicted on map 2.14 and have the following features:

  • Ankhtepot's Tomb. The burial treasures and reliefs lining Ankhtepot's tomb's walls are shattered, having suffered ages of Ankhtepot's frustration. Hidden behind a bejeweled throne is a thoroughly defaced sarcophagus. Within, Ankhtepot awaits word of his ka's discovery, rising only when disturbed by trespassers or at the call of servants from the funeral barge chamber below.
  • Funeral Barge. Ankhtepot envisions his trip to the afterlife taking place on a river. In an ornate ritual site, he has prepared a funeral barge and other ceremonial trappings necessary for his journey after his ka's recovery.
  • Lesser Tombs. Throughout the pyramid are shrines, mummification chambers, and the crypts of Ankhtepot's servants. These include the burial chambers of several Children of Ankhtepot and the Darklord's son, Thutepot.
  • Shrine of Ankhtepot. A vast, open shrine holds ominous statues of Har'Akir's gods and columns etched with exaggerated and fictitious events from Ankhtepot's rule. On the night of the full moon, a hidden magical elevator activates, granting access to the tombs above.

Adventures in Har'Akir

Adventures set in Har'Akir involve ancient secrets, manipulative cultists, the ancient dead, and the search for Ankhtepot's missing ka. Use this section to develop horror adventures in this domain.

[image: From the Temple of Ese, the priests of Pharaoh Ankhtepot control the people of Muhar]

Horror in Har'Akir

Adventures in Har'Akir often include the following elements.

Children of Ankhtepot

Ankhtepot resurrected the priests who died alongside him as Mummy Lords, granting each the head of an animal or monster corresponding to the fictitious gods he imposed on Har'Akir. The Children of Ankhtepot style themselves as harbingers of these gods while they manipulate cults or the domain's priesthood. Some have grown tired of Ankhtepot's detachment and seek to depose the pharaoh—particularly the treacherous mummy lord Senmet.

Gods of Har'Akir

Ankhtepot has destroyed all evidence of the deities the people of Har'Akir worshipped in ages past, replacing that pantheon with gods of his own creation, as summarized on the Gods of Har'Akir table.

Gods of Har'Akir

GodAnimalConcern
AnuJackalJudging the dead
EseOryxLife and the living
NebRust monsterPassage from life to death
OruHydraCosmic order
OusaRavenDeath and the dead
SekDragonflyHealing and life
SuteThree-eyed catDespair and discord

Pharaoh's Priests

The priests of Har'Akir work Ankhtepot's will, not realizing their deities are false. They keep alert for strangers and omens related to the treasure their pharaoh covets without knowing its true nature. Promising strangers are brought to High Priest Isu Rehkotep at the Temple of Ese in Muhar. The decadent high priest wants to possess what her pharaoh seeks, planning to use it to manipulate Ankhtepot.

Pharaoh's Soul

Ankhtepot seeks his ka, the missing piece of his soul. It's up to you what form this takes. Roll on or choose a result from The Darklord's Soul table to determine the form of Ankhtepot's ka.

The Darklord's Soul

1d8Ankhtepot's Ka Is...
1An ankh holy to the old gods of Har'Akir.
2A blessing granted to those who survive trials within the domain's endless sandstorms.
3A canopic jar containing the pharaoh's heart hidden within a forgotten tomb.
4A hawk or giant eagle that circles the sun.
5Manifested in a joyous song sung by Muhar's people.
6Pieces of a jewel hidden within each of the Children of Ankhtepot.
7The soul of a character, perhaps one with the Echoing Soul feat.
8The spirit of an innocent healer who resembles the pharaoh as he was in life.

Once the Darklord recovers his ka, Ankhtepot can restore his soul by completing an elaborate 1-hour ritual involving the sacrifice of a living person. Only then might he journey to the afterlife—whether he succeeds is up to the Dark Powers.

[image: Frightful monuments such as Ousa's Pyramid rise from the haunted, black-sand deserts of Har'Akir]

Har'Akir Campaign Arc

Campaigns set in Har'Akir often involve the domain's treacherous priests, its ancient tombs, and the hunt for Ankhtepot's ka. A campaign here might follow this outline:

  • Levels 1–4. The characters help a priest named Basras search a trap-laden, buried palace complex for a mysterious treasure. Within, they discover a set of oversize canopic jars. They take them to Isu Rehkotep in Muhar, but the high priest deems them worthless. Basras is thrown into the Mouth of Oru.
  • Levels 5–10. Isu Rehkotep hires the characters to search for the pharaoh's missing treasure. She sends them to Senmet's Tomb to recover an ark full of ancient scrolls, claiming these are what the pharaoh desires. (She doesn't actually know the object of the pharaoh's search.)
  • Levels 11–15. After the characters return the scrolls to Isu, Basras (now an Undead), reveals that the high priest seeks to use them to control a Mummy Lord and oppose Ankhtepot, as detailed in the "Scrolls of the Dead" adventure.

Scrolls of the Dead

Adventure for Level 12 Characters

  • Situation. High Priest Isu Rehkotep claims to have found the treasure Ankhtepot has been searching for and prepares to offer it to him during a ritual at the pyramid of Pharaoh's Rest. In truth, she plans to use a scroll that controls the Child of Ankhtepot called Senmet to destroy the pharaoh and claim his throne.
  • Hook. The priest De'rah fears the pharaoh will vent his wrath on the people of Muhar when the high priest is discovered. She offers the characters 5,000 GP and a random magic item from the Relics—Rare table in the Dungeon Master's Guide if they stop Isu.

Encounters

This adventure uses map 2.14 and consists of these encounters.

Exploring the Pyramid

Rehkotep's ritual takes place during the full moon, when the entrance to Pharaoh's Rest stands open. Pharaoh's Rest is a vast structure, but the path Rehkotep and her followers followed through the thick dust and sand of the lower reaches is obvious. Details of the pyramid's lower levels are beyond the scope of this adventure.

Pyramid Heights

When the characters reach the Shrine of Ankhtepot in the upper levels of Pharaoh's Rest, and when they enter the Lesser Tombs, roll on the following table to determine what lurks within.

1d6Encounter
1A Dao compelled to defend the pyramid
2Three Invisible Stalkers that chant curses
3Four Mummies and two Death Dogs
4Two Mummies and two Shield Guardians
5Two Stone Golems dressed as pharaohs
6Four Wraiths made of black sand

Ritual Site

On the funeral barge level of the pyramid, Isu Rehkotep (Medium, Lawful Evil Archpriest) readies to call forth Ankhtepot from his tomb using a ritual involving a gong on the ceremonial ship. Meanwhile, two Priests and two Death Cultists defend her. Isu avoids battle, but if any of her allies fall, she produces an ancient papyrus scroll and reads it, summoning Senmet.

The Mummy

If Isu reads her scroll, 1 round after her allies are defeated, the Mummy Lord Senmet appears. Isu orders him to destroy the characters, and he obeys. Senmet fights until he or the scroll the high priest holds is destroyed. Isu doesn't join the battle and attempts to escape if Senmet is destroyed.

The Scroll

A character adjacent to Isu can steal the scroll from her by succeeding on a DC 16 Dexterity (Sleight of Hand) check or by taking an action if she has the Incapacitated or Restrained condition. Any character can take an action to destroy the scroll but can't use it to command Senmet. If it is destroyed, Senmet turns Hostile toward Isu.

The Pharaoh

Once Isu and Senmet are dealt with, Ankhtepot (see earlier in x) appears at the path leading up to his tomb. He demands the characters depart immediately but return with his missing ka. If they do so, fabulous riches will be theirs. If they don't, they will know his wrath. Characters who escape the tomb after the encounter with Ankhtepot earn a bonus 4,700 XP.

Hazlan

Domain Doomed by Magic

Hazlan is a domain drained of vitality, frayed by magical disasters, and overrun with abominations. Here the amoral, spellcasting elite have so exploited magic that it's turned erratic and dangerous to use.

Encouraging these magical abuses is Hazlik, the domain's zulkir, a title meaning wizard-overlord. The Darklord postures as the domain's most powerful wizard and views all others as either apprentices or test subjects. All the while, Hazlik hides the fact that he's lost the ability to learn new magic. Paranoid and controlling, Hazlik constantly spies on those in his domain through the Eyes of Hazlik. These pervasive, eye-shaped symbols appear on structures, decorations, clothing, and individuals across the domain—and through these eyes, the Darklord watches. Hazlik surveils his domain endlessly, reveling in the fear of his people, encouraging rivalries between his apprentices, and searching for magical innovations he can claim as his own.

Domain Features

Hazlan is known for the following features:

  • Eye of Hazlik. Inhabitants claim the eyelike design called the Eye of Hazlik bears Hazlik's blessing and wards off dangerous magic. In truth, the symbol is a sensor for Hazlik's magical surveillance.
  • Magocracy. The wizard x rules Hazlan. His apprentices have free rein to exploit the land and its people to further their magical experiments.
  • Shattered by Magic. The effects of magical disasters disfigure the domain, poisoning rivers with alchemical runoff, scarring the land with magical blasts, and unleashing unpredictable hazards.
  • Wild Magic. Magic is unreliable in Hazlan, resulting in dangerous side effects (see "x").

Locations in Hazlan

Magical disasters and supernatural environments make Hazlan's arid landscape even deadlier and its natural rock monuments even stranger. The settlements of Sly-Var and Toyalis are described below, and other notable locations are summarized on the Hazlan Locations table.

Sly-Var

In Sly-Var, mages obsessed with earning the Darklord's favor raise architecturally discordant towers that defy physical laws. The residents magically create whatever they need, resulting in little need for trade. This leaves the labyrinthine streets and knotted bridges between intertwined compounds eerily empty. The few common folk who traverse these surreal streets often disappear—the victims of magical guardians or of wizards who see the magically deficient as stock for their experiments.

Toyalis

The largest town in Hazlan, Toyalis boasts a population of poor, hardworking commoners united by terror of the domain's magic-using elite. Colorful depictions of magical creatures, arcane symbols, and the Eye of Hazlik cover the town's rough wooden and adobe structures. Every few weeks, one of Hazlik's apprentices leads a procession of attendants and magical wonders to Toyalis in search of replacement servants, new apprentices, or stock for magical experiments. A carnival atmosphere ensues, with the apprentice displaying their magical accomplishments and setting up competitions to assess the locals' capabilities—magical or otherwise. When a mage's procession leaves, it takes townsfolk deemed valuable with it.

Hazlan Locations

LocationDescription
Balsam WoodA plant at the center of the dense Balsam Wood can cure any illness. Unnervingly, the forest is alive, aware, and prone to agony, screaming if someone disturbs so much as a leaf.
The BrewAlchemical pollution from the village of Ramulai has poisoned the toxic marsh now known as the Brew. Creeks and bogs often erupt with violent fungal creatures and magical effects.
Fallen SistersThe Fallen Sisters are three mountains that have collapsed into triangular, bottomless pits. Vistani often camp here.
Fleshless ForestPlants and creatures in the Fleshless Forest were turned to stone. The condition is infectious.
The LacunaThe Lacuna is a region of knee-high mists that reach toward places of powerful magic, such as Hazlik's palace, Veneficus. Anyone who steps into these mists vanishes, and few reemerge.
The MarksThe sigils of Hazlik's mightiest apprentices mark the land in giant, magic-enhancing geoglyphs. The Lacuna grows toward these Marks—and a fourth, mysterious glyph.
Moonstone ValleyMeteors and otherworldly creatures crash into this wasteland during every new moon.
Mound of the WormEarth from deep underground rose to form the Mound of the Worm mesa, unleashing dozens of Purple Worms. The aged, albino worm Gravedrinker dominates this region.
OrbitoclastsThe Orbitoclasts are floating rock formations that resemble lobotomy tools. Their pointed ends align toward the nearest magic-user.
Philosopher's EggA cult of magic-warped beings worships an eight-story, citrine egg. The cult searches for a prophet who's never been touched by magic to release the antimagic entity within.
The PlayasFormer lakes, the Playas are now quicksand-riddled Purple Worm feeding grounds.
RamulaiMines near the village of Ramulai yield rare magical elements. Refineries process these volatile resources, but in so doing, they magically sicken the people and the land.
SeethingThe lifeless Seething region crumbles away into the Mists. A heavy footfall can break its surface.

Hazlik

Darklord of Desperation and Magical Disaster

You're new, I can tell. Impress me, and maybe I'll let you be my newest apprentice.

— Hazlik

The paranoid, egomaniacal archmage Hazlik clings to his power despite his magical ambitions being supernaturally smothered. Since Hazlik entered Hazlan, his magic has become unstable. Spells he casts behave erratically and fade swiftly—most lasting no more than an hour—while his magical creations fall apart in about a day. The idea of others learning this terrifies the Darklord, which leads him to claim others' works as his own, spy on potential rivals, and order reckless research into the nature of magic and his domain.

Hazlik suffers vivid nightmares wherein past rivals taunt and torment him. The Darklord avoids sleeping, employing magical tinctures to stay awake, but this causes him to vacillate between bouts of exhaustion, jitters, and paranoia.

Hazlik knows that his domain is being ripped apart by magical disasters—many of his own creation. He openly denies the realm's devastation, though, his fear of cascading ruin clashing with his inability to admit he's wrong.

[stat block: Hazlik]

Hazlik's Tale

On the world of Toril, Hazlik rose among the ranks of the merciless Red Wizards of Thay. Arrogant and convinced mortality was a weakness, he sought hidden truths of magic, ways to visit realms within the psyche, and command of reality.

As Hazlik's power increased, he developed rivalries with other Red Wizards, many of which ended with his foes magically scarred. But one rival Hazlik couldn't defeat: the wizard Indreficus. Hazlik gradually came to obsess over Indreficus, viewing him as his only worthy opponent. Indreficus shared Hazlik's genius and arrogance, and they spent seasons as vicious adversaries and passionate lovers. They drove one another to feats of magical brilliance both revolutionary and unspeakable. This culminated when Hazlik discovered that Indreficus planned to betray Hazlik to garner the favor of Thay's ruling zulkirs. Heartbroken and enraged, Hazlik captured Indreficus and subjected him to nightmarish magical manipulations that permanently transformed him into a pain-wracked, living magical portal. Hazlik presented his creation to the zulkirs, hoping to gain their patronage

The zulkirs revealed that Indreficus hadn't betrayed Hazlik. Rather, the ruling mages had watched the pair's ascent and, wary of their ambitions, undermined them before they became threats. Moreover, they deemed Hazlik's transformation of Indreficus an abomination. As punishment, the zulkirs decreed that every mage Hazlik had scarred could do the same in return to him, marking him with their personal symbols. As the first brand-wielding member of the mob of Hazlik's rivals closed on the wizard, Hazlik fled through the groaning portal that was Indreficus.

Hazlik emerged amid the pain-wracked dreamscapes of Indreficus. Unwittingly, Hazlik had entered the Domain of Dread known as the x, where Indreficus's shrieking and condemnation hounded him. After months of torment, Hazlik escaped into the Mists and eventually emerged into a realm that knew nothing of magic. His Thayan tattoos had turned gold and warped into symbols meaning "traitor." Undaunted, Hazlik used his magic to dominate the people of this new realm, claiming the title of zulkir and dubbing his realm Hazlan.

Hazlik's Domain

Hazlan is altered by Hazlik's presence, creating the following effects:

  • Closing the Borders. While in his domain, Hazlik can close or open the borders to Hazlan at will. While the borders are closed, the Mists surrounding Hazlan are filled with monstrous magical experiments. A creature that enters the Mists for the first time on a turn or starts its turn there must succeed on a DC 15 Dexterity saving throw or take 5 (1d10) Force damage and have the Restrained condition until the start of its next turn. A creature makes this save only once per turn.
  • Frayed Magic. Whenever a creature (excluding Hazlik and his allies) casts a spell using a level 5+ spell slot, it rolls on the Wild Magic Surge table in the Player's Handbook to create a magical effect.
  • Magic Nightmares. While in his lair, Veneficus, Hazlik can cast Clairvoyance, requiring no spell components and using the same spellcasting ability as his Spellcasting action. When the spell is cast this way, its range is all of Hazlan, Hazlik can see but can't hear through the sensor, and the sensor can appear only on an Eye of Hazlik.

If Hazlik dies, these effects end immediately. The effects resume if Hazlik gains a new body (see his Darklord Restoration trait).

Hazlik's Lair

Hazlik's crimson-towered palace, Veneficus, stands atop the jagged mesa called the Red Rise. The Darklord is attended by a staff of magical creations and his most accomplished apprentices.

Veneficus Features

Veneficus is littered with frivolous magic effects and magic items that no longer keep Hazlik's attention. The site is depicted on map 2.16 and has the following features:

  • Halls of Triumph. Multiple audience chambers, display galleries, and pleasure gardens rival one another in decadence, each exhibiting grotesque artwork and trophies of Hazlik's achievements.
  • House of Solitude. The secluded House of Solitude is magically locked, and Hazlik forbids anyone from entering. At night, muffled screams and flickering lights emanate from within.
  • Red Tower. Hazlik's personal chambers fill the Red Tower. Magical portals connect the untold numbers of demiplanar chambers that make up the tower. Somewhere within lies Hazlik's orrery, a multistory magical device that allows the Darklord to see through any Eye of Hazlik in the domain.

Adventures in Hazlan

Tales in Hazlan involve radical magical experiments, supernatural environments, rivalries between mages, and magical surveillance. Use this section to develop horror adventures in this domain.

[image: The Eye of Hazlik watches the city of Sly-Var and the approaching retinue of one of the Darklord's apprentices]

Horror in Hazlan

Adventures set in Hazlan often include the following elements.

Eyes of Hazlik

Hazlik spies on his domain's inhabitants using the Eye of Hazlik. This eyelike sigil adorns buildings, clothing, talismans, and creatures across the domain. Locals claim the symbol protects them from dangerous magic and creatures. Hazlik uses the eyes to spy on useful or threatening mages and to reinforce his reputation as an ever-present overlord.

Hazlik often sends loyal apprentices or magical creatures to capture those whose behavior witnessed through the eyes offended him. He turns such individuals into fodder for experimentation in Sly-Var or Veneficus.

Hazlan Wild Magic

As a result of unchecked arcane experimentation, magic functions erratically in Hazlan. Whenever a creature in Hazlan expends a spell slot to cast a spell or activates a magic item, it rolls 1d10. On a 1, it unleashes a random magical effect. Roll on the Wild Magic Surge table in chapter 3 of the Player's Handbook to determine the effect. Consider describing these results in unsettling ways that don't change their effects, as in these examples:

  • Summoned creatures use the proscribed stat blocks but are cosmetically warped to resemble undead or aberrant creatures.
  • Effects that teleport the caster relocate the caster into a misty expanse full of threatening shapes.
  • Effects on creatures cause unsettling sensations, such as the feeling of earwigs wriggling beneath one's skin or one's teeth struggling free.

Anyone who openly wears an Eye of Hazlik can choose not to roll on the Wild Magic Surge table in this way once per day.

Hazlik's Apprentices

Dozens of mages serve as Hazlik's apprentices. Between infrequent, demeaning group lessons with the Darklord, these apprentices pit themselves against one another to impress Hazlik by pushing the boundaries of magical innovation. Those who gain Hazlik's favor are promised arcane secrets known only to the Darklord—secrets that might not exist. This creates a cadre of Hazlani mages who recklessly seek to impress Hazlik by the following means, among others:

  • Changing the nature of reality to suit their whims
  • Creating monuments in Hazlik's honor
  • Devising new magic items, spells, or supernatural materials
  • Forging unique magical servants for Hazlik
  • Stealing rare magic items
  • Unleashing dramatic displays of magical might

Hazlik's current favorite apprentices include the masked wizard Yhal the Skygazer, the shadow-cloaked Ruzelo, and the daring genius Eleni.

Hazlan Campaign Arc

Campaigns set in Hazlan often involve mages abusing their power to garner Hazlik's fickle favor. A campaign here might follow this outline:

  • Levels 1–3. The characters arrive in Toyalis, where servants of the mage Khrinitov abduct locals with supposed psychic potential. Eleni, an apprentice of Hazlik, believes Khrinitov's experiments are pointless. She hires the characters to rescue the villagers from Khrinitov's tower amid the Orbitoclasts. In doing so, the characters reveal Khrinitov to be an Intellect Devourer, a Brain in a Jar (see x), or another aberrant being.
  • Levels 4–8. Eleni reveals that she's trying to undermine Hazlik and protect the people of Hazlan. She tells the characters of a magic mineral in the Mound of the Worm that Purple Worms pursue. She encourages the party to collect the mineral and use the purple worms to destroy locations like the Marks. As the characters do so, they face magical guardians and hazards. During their travel, they're exposed to strange magic and might gain Dark Gift feats (see x).
  • Levels 9–12. Eleni asks the characters to come to Sly-Var to plan a raid on Hazlik's palace. There, she reveals that she's been exposing them to dangerous magic from across the domain. She entraps them with a portal that leads to arena-like laboratories connected to Veneficus, where Hazlik pits them against terrors his other apprentices have created. The characters must escape, potentially facing Eleni and Hazlik along the way.

Eyes of the Darklord

Adventure for Level 10 Characters

  • Situation. Subjects of magical experimentation seek to escape Hazlan, but every time they try, they're spotted through the Eyes of Hazlik, and the Darklord's apprentices hunt them down.
  • Hook. Allies hire the characters to help them escape Hazlan by destroying Hazlik's orrery in Veneficus. They offer to pay the party 4,000 GP once they're guided to another domain.

Encounters

The adventure uses map 2.16 and consists of these encounters:

Greeting at Veneficus

The rooms within Veneficus (see map 2.16) and the walls outside all bear at least one Eye of Hazlik. If the characters are spotted, one of Hazlik's former apprentices (Medium, Chaotic Evil Archmage) appears. This apprentice has been transformed to look and behave like the Darklord. The duplicate belittles the characters and fights to the death.

Galleries of Suffering

As the characters explore Veneficus, roll on the following table to determine what they find within.

1d6Encounter
1Another Archmage that behaves like Hazlik (see above), or a similarly disguised Incubus
2Artwork that releases a Bone Devil if touched
3Three Mages arguing about who's greatest
4Three Waxworks (see x) disguised as mages arguing about who's Hazlik's favorite
5One Stone Golem sculpted to look like Hazlik
6Flawed Magic (see below)

Flawed Magic

Among mundane decorations, this room contains a random magic item. Roll on the Arcana—Common table in chapter 7 of the Dungeon Master's Guide. The item functions once, causes a wild magic surge (see "x"), and then crumbles to dust.

Red Tower

Shifting portals connect the passages in the Red Tower. Every time the characters pass through a portal in the tower, roll 1d8. If the number rolled is lower than the number of portals passed through, the characters arrive in the orrery chamber. On an 8, the characters appear at the entrance to Veneficus.

Orrery Chamber

This room is dominated by a magical orrery only Hazlik can use. It is defended by a Relentless Juggernaut. The orrery has AC 19, HP 25, and Immunity to Psychic damage. Every time the orrery takes damage, roll on the Wild Magic Surge table in chapter 3 of the Player's Handbook. Negative effects affect the character who damaged the orrery, while beneficial effects affect the juggernaut.

Hazlik

After the orrery is destroyed, Hazlik (see earlier in x) appears and offers a magic-using character power and influence as his apprentice. If the character accepts, he commands that character to murder the others. If the character declines, Hazlik mocks the party. The Darklord uses magic to flee if he takes any damage, swearing revenge. Characters who destroy the orrery and escape Veneficus earn a bonus 3,100 XP.

Innsmouth

Domain of the Imprisoned Apocalyptic

Hidden amid the Domains of Dread lies a hideous realm defiant of reason and smothered by the Mists. From a violent, murky sea rises a crescent of shattered peaks, mangled spires broken like the jaws of some slain thalassic titan. From noxious fumaroles, miasmic pillars lurch from this accursed isle into a sky inconsistently lit by a distant, drowned light.

Strange ruins dot this island's rocky coasts, some suggestive of forgotten peoples, others alien in form and purpose. Massive statues of crimson-flecked bloodstone loom over sheer cliffs, each a towering effigy of some profane monstrosity or alien god. One shore bears the wreckage of a few dozen collapsing wooden structures. Little evidence remains of this settlement's residents, but at its edge lies a toppled sign bearing a word in Common that gives the island its name: Innsmouth.

Despite its forsaken appearance, the isle of Innsmouth isn't abandoned. Cults vie for control of the island, among them the servants of Great Cthulhu, a harbinger of world-rending aberrance. At the island's hidden heart, Cthulhu lies dreaming, its alien mind reaching across the Domains of Dread and beyond, drawing to it those who might rouse its full might and unleash it from its prison in the Mists.

Domain Features

Innsmouth is known for the following features:

  • Cosmic Horror Visions. Cthulhu's dreams draw aberrant beings and shape Innsmouth as an amalgamation of cosmic horrors, from disparate ruins on the surface to stranger realms in the depths.
  • Cult Haven. Evil cults devoted to the entities Cthulhu, Dagon, Olhydra, and Zhudun struggle to control the domain. These cults view strangers as useful allies (see "x" for details).
  • Dreams of Cthulhu. x seeks freedom. It manipulates the dreams of those on the island, sharing visions of their escape from the domain resulting from the same rituals that would free it.

Locations in Innsmouth

Innsmouth is an inhospitable expanse of alien mountains and ruin-littered coasts. The village of Innsmouth and the mazelike Vaults are described below, and other notable locations are summarized on the Innsmouth Locations table.

Innsmouth

The ruined coastal village of Innsmouth is the most obvious shelter from the storms, alien creatures, and strange events on the island. The Cult of the Chthonic Night knows this and realizes its imprisoned master, Great Cthulhu, calls to strangers to aid the cultists in releasing it. This makes the ruined village a shadowy war zone, where cultists and their servants hunt for fresh acolytes and sacrifices.

The Vaults

Beneath the mountains of Innsmouth winds a labyrinth of improbable passages. Dramatic caverns narrow into the corridors of buried palaces that transform into the wooden halls of forgotten farmhouses. Regularly, these underground paths open into vast cavities, many with their own strange environments, weather, and celestial bodies. What lies among the Vaults? Cultists speak of the realms of alien beings, ghoul empires, countrysides ravaged by sapient energies, the dwellings of reclusive witches, and a thin place in the walls of the prison where Great Cthulhu lies trapped.

Innsmouth Locations

LocationDescription
Blind ObservatoryWithin a ring of bismuth monoliths called the Blind Observatory, the clouds vanish, revealing whirling galaxies. The x searches this yawning infinity for meaning.
Cleft of DreamsVividly colored gases escape the mouth of the sea cave called the Cleft of Dreams, which extends into surreal realms within the Vaults.
Devil ReefSahuagin dwell amid caves of sharp, crimson coral in the Devil Reef. They are violently divided between followers of the shark-god Sekolah and members of the x.
Drowned ColossusThe head of a giant statue depicting a half-melted, eight-eyed humanoid rises just above the waterline. Its mouth—large enough to sail a small ship through—leads to the Vaults.
Eyes of OlhydraThe swampy islands known as the Eyes of Olhydra almost disappear at high tide. At low tide, servants of Olhydra flock to a monument called the Fathomless Gate.
Graven PeakThe domain's highest mount, Graven Peak, is carved into the shape of a terrifying octopoid fiend. Its brow is etched with a mysterious, branch-like rune. Deep below lies x.
Map of the EclipseHollows in a series of standing stones depict the progression of a crumbling constellation. Cultists believe that a force capable of moving the stars left this message.
March of EldersA procession of thirty-foot-tall bloodstone statues of gaunt, distorted figures circles the ruins of a domed structure. Some of the statues are partially buried in the nearby mountain.
Night LightA tower blazing with a vaporous orange flame resembles a lighthouse, but the island's cultists say the Night Light is meant to draw something close rather than warn viewers away.
Phase of Uldun-DarThese physics-defying ruins change every time they're observed, reflecting wildly different ages and cultures. Sapient, hyperdimensional cats occasionally live here.
The WharfA ghoul-haunted hotel called the Wharf leans precariously toward the sea.
Wrecks of the ShrikeThe wreck of the Shrike lies beneath the waves, inexplicably encased in black ice. Nearby, a duplicate of the ship shows evidence of a great fire, and another duplicate lies crushed.

Cthulhu

Darklord What Eternal Lies

Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn.

— Cult of the Chthonic Night chant

Cthulhu was—and inevitably will be once more—a threat to the entire multiverse. For untold ages, the Dark Powers have bound this harbinger of doom. Unlike the other prisoners of the Domains of Dread, Cthulhu isn't plagued by ironic torments or thwarted ambitions. Rather, this ageless terror remains physically bound and can exert only a fraction of its terrible might. Nevertheless, Cthulhu's dreams slip beyond its prison, manipulating minds and orchestrating events to ensure its release and a new epoch of multiversal doom.

[stat block: Cthulhu]

Cthulhu's Tale

Spawned beyond the borders of the multiverse in realities where time and life have little worth, Cthulhu is a servant of elder evils and a harbinger of their inevitable ruin. For untold eons, Cthulhu's will influenced receptive minds across the multiverse, reaching out in dreams and using them to open gateways to the Far Realm. Through such portals, Cthulhu visited the Material Plane, corrupted and laid waste to civilizations, and erected city-size monuments to its mighty predecessors.

Such distortion and defilement didn't go unnoticed by the Dark Powers. Multiple times the Mists closed around dread Cthulhu, and multiple times the terror evaded them. It was drawn into the Shadowfell when an extinct cabal of mages summoned it onto a sepulchral world of the Material Plane during a once-in-an-era alignment of eclipses. With the magic of the Shadowfell enhanced, the Mists rose and drew in Cthulhu. Raging and grasping, Cthulhu dragged with it remnants of past conquests and violent minds linked to its own. These disparate nightmares became the foundation of its prison: a surreal island hidden amid the Domains of Dread.

Cthulhu's Domain

Innsmouth is altered by Cthulhu's presence, creating the following effects:

  • Choking Depths. A creature can hold its breath for only 30 seconds while in the domain.
  • Closing the Borders. While in its domain, Cthulhu can close or open the borders of Innsmouth at will. While the borders are closed, those who enter the Mists surrounding Innsmouth become lost at sea amid inky fog for 3d4 days before arriving once more at Innsmouth.
  • Something in the Air. Creatures other than Cthulhu and its allies have Disadvantage on saving throws to avoid or end the Frightened condition.

If Cthulhu dies, these effects end immediately.

Cthulhu's Lair

Amid surreal expanses within Innsmouth's depths lies the entrance to Cthulhu's Vault, a prison within the Mists where Cthulhu lies trapped. The entrance to Cthulhu's Vault is a ritual site etched with symbols of power from across time and hundreds of worlds. Those who perform the proper rituals, guided by visions from Cthulhu itself, might free themselves from the domain of Innsmouth, and, in so doing, unleash Cthulhu on the multiverse.

Cthulhu's Vault Features

Cthulhu's Vault is a hidden realm, but the entrance to it lies amid the Vaults beneath the island. The vault is depicted on map 2.18 and has the following features:

  • Noisome Brine. A dark, frothy waterway winds through the Vaults, ultimately emerging from either the Cleft of Dreams or the mouth of the Drowned Colossus.
  • Ritual Site. A partially toppled monument bearing a tentacled visage marks a weak point in Cthulhu's prison. Before it stands an altar etched with bizarre runes. These symbols are of otherworldly design, but each cult of Innsmouth knows the meaning of a few. Only cultists imbued with the might of all four cults can perform the ritual these runes describe and force open Cthulhu's prison.
  • The Perceptive. A small ship called the Perceptive lies beached here, a remnant of a group of cultists' past attempt to access Cthulhu's Vault. The bowsprit is broken, ending in a jagged point.
  • The Providence. The shattered remains of a ship called the Providence serves as the shelter of a mysterious seer. It's said this former cultist knows more of Cthulhu's Vault than any other creature.

Cults of Innsmouth

Four cults operate in Innsmouth, each with its own vile ends. While these groups are ruinously evil, characters might temporarily ally with one or more to oppose another foe or to escape the domain.

Cults and Cultists

The following groups vie for power on and under Innsmouth. Following each cult's name are the ritual words cult members use in their blasphemous practices, along with other details.

Cult of the Chthonic Night

Hail, Hail, Cthulhu Awaits

  • Worships:. Cthulhu
  • Leader:. King-Priest Eeyog-Yah
  • Goal:. Free Cthulhu from imprisonment
  • Lair:. The village of Innsmouth and the Vaults

Initiates of the Cult of the Chthonic Night open their minds to the whispers of Great Cthulhu and seek to free the imprisoned terror from the Domains of Dread. Predominantly composed of Aberrant Cultists and Kuo-toa that dwell amid waterlogged ruins deep below the Graven Peak, the cult interprets visions from Cthulhu as omens, calls for sacrifice, and signs of their god's coming.

King-Priest Eeyog-Yah, an ageless and desiccated Kuo-toa Archpriest, leads the cult. Eeyog-Yah occupies a state of perpetual somnambulism and narrates its visions. The priest's attendants decipher their leader's rambling as directives from their god.

Those who join the cult and participate in its induction rituals hear the voice of Cthulhu more clearly than others do (see "x").

[image: Symbol of the Cult of the Chthonic Night Symbol of the Cult of the Drowning Wave Symbol of the Cult of the Heavenly Doom Symbol of the Cult of the Scaly Abyss]

Cult of the Drowning Wave

Make Clean for the Aeon Wave

  • Worships:. Olhydra
  • Leader:. Draa Shoom
  • Goal:. Sink Innsmouth below the waves
  • Lair:. Eyes of Olhydra

Those who await the Drowning Wave seek to make Innsmouth and all its inhabitants part of Olhydra's realm on the Elemental Plane of Water. Olhydra, the Prince of Evil Water, then could use the might of Cthulhu and the mass sacrifice of the island to dominate the Elemental Planes and flood the Material Plane.

Draa Shoom, the cult's Aboleth leader, believes Olhydra will return the cult to a place of dominance over countless worlds in return for its sacrifice. To effect this, Draa Shoom coaxes Elemental Cultists and shipwrecked individuals to the Eyes of Olhydra. There, amid boggy ruins and the lairs of murky elemental creatures, rises the Fathomless Gate. This ancient stone arch, thought to connect to the Elemental Plane of Water, is covered by bars of starmetal, which prevent passage by solid creatures. The cult seeks the proper rituals to open the gate, allowing Olhydra's scouring waters to flood the domain.

Those who participate in the cult's induction rituals are infused with a draught of Olhydra's sapient form (see "x").

Cult of the Heavenly Doom

Empty Yourself to Gorge on the Stars

  • Worships:. Zhudun
  • Leader:. Celesta Grayl
  • Goal:. Open gateways to join Zhudun
  • Lair:. Blind Observatory and the Map of the Eclipse

Among the broken heights of the domain, the obsessed astronomers of the Cult of the Heavenly Doom seek signs in the heavens and omens from Zhudun, the Corpse Star, an Elder Evil that wanders space and knows the secrets of extinction. These cultists hope to climb into the heavens and join Zhudun.

The cult's leader, Celesta Grayl, has sought Zhudun for centuries. While documenting her observations, Grayl discovered a path to immortality and became a Vampire Umbral Lord. Death Cultists, along with desperate and deluded souls, have flocked to the ancient stargazer, forming the cult around Grayl and her discoveries despite their leader's protestations and predations. The vampire suffers the cultists only so long as they help her decipher secrets from ruins around the island and retrieve knowledge from the grip of other cults. She believes their discoveries will help her reveal when the stars are right to join Zhudun in the dark places between the stars.

Those who join the cult and participate in its induction rituals release a portion of their life to the stars (see "x").

Cult of the Scaly Abyss

The Prince Awaits—Become the Way

  • Worships:. Dagon
  • Leader:. Xr'gh
  • Goal:. Summon Dagon
  • Lair:. Dagon's Claws

The followers of Dagon, Demon Prince of the Darkened Depths, lurk among and beneath the waves of Innsmouth. Ancient even among inhabitants of the Abyss, Dagon seeks to drag demon lords and their Abyssal realms into its demesne of Shadowsea. Once sated on the flesh of its foes, Dagon aspires to unleash its might across the multiverse in a sanity-shattering wave.

Xr'gh, a Sahuagin Baron fanatically devoted to Dagon, seeks to turn all who dwell beneath the waves to the demon lord's worship. Xr'gh seeks enough sacrifices to turn the sea red with blood, an offering great enough to attract Dagon's notice and draw the demon lord to Innsmouth. The cult leader expects Dagon then to feed on Cthulhu and begin its conquest of the Abyss. Ravenous Sahuagin follow Xr'gh, as do Fiend Cultists and murderers desirous of the eerie gold treasures the sahuagin offer from their submerged vaults. The Cult of the Scaly Abyss hunts the domain's ruined villages, abducting anyone who seeks shelter amid the wreckage. Those they find, they drag through secret paths beneath the waves to their ritual site under the island called Dagon's Claw.

Those who join the cult and participate in its induction rituals develop shark-like organs (see "x").

Cult Rites

The cults of Innsmouth seek initiates to aid in their unfathomable works. Those who prove themselves reliable devotees gain access to the transformative power of strange gods.

Cult Renown

The cults of Innsmouth reward those who honor their obscene patrons. Use the guidance in the Dungeon Master's Guide to track characters' individual standing within Innsmouth's cults. Characters can gain renown with a cult by performing deeds such as those in the Innsmouth Cults Renown table.

Innsmouth Cults Renown

DeedRenown Gained
Slaying an enemy cultist*+1
Despoiling an enemy ritual site*+1
Participating in a cult ritual*+1
Ritual sacrifice of an enemy or magic item+2
Retrieving alien devices+2
Disrupting an enemy ritual+3
Slaying the leader of an enemy cult+5

Cult Dark Gifts

Characters who have a Renown Score of 10+ with an Innsmouth cult are honored as the chosen of the cult's patron. They are urged to take part in a ritual that inducts them into the cult and bestows on them a supernatural boon. A character who participates in such a ritual gains the Dark Gift (see x) noted on the Innsmouth Cults Dark Gifts table.

Innsmouth Cults Dark Gifts

These Dark Gifts include magical transformations associated with the cult's patron and its members. This magic can make it easier to navigate parts of the domain and bypass seals made by cult magic. This includes the binding sigils that mark Cthulhu's Vault. A character with one of these Dark Gifts can't gain another. A character with one of these gifts who leaves Innsmouth can choose to lose the Dark Gift or keep it.

Adventures in Innsmouth

Adventures in Innsmouth involve cults, degenerate rituals, nightmarish visions, and aberrant transformations. Use this section to develop horror adventures in this domain.

[image: Nightmarish monuments and reality-defying ruins cover the island called Innsmouth]

Corruptive Horror

The cults of Innsmouth are monstrous and dangerous, but not unwelcoming. Each seeks to bring a different terrifying cataclysm to Innsmouth. As characters interact with these cults and learn more of the island's secrets, bizarre dreams encourage the characters to accept the Dark Gifts the cults offer and balance rivalries to gain the might of each. Groups that engage with each cult might have strange adventures across Innsmouth and undergo bizarre transformations. Those that do will find themselves with the power to free Cthulhu from the island—and maybe themselves as well.

Dreams of Innsmouth

Cthulhu sends dreams to those in Innsmouth—and in realms beyond—that might help it escape its prison. These dreams include strange images spurring the dreamers to seek the cults of Innsmouth, gain their powers, and then dispel the sigils in Cthulhu's Vault. Dreams sent by Cthulhu might focus on the following topics and imagery:

  • Cult of the Chthonic Night:. The village of Innsmouth, the Graven Peak, desiccated fish, tentacles
  • Cult of the Drowning Wave:. The Eyes of Olhydra, shipwrecks, tidal waves, three eyes underwater
  • Cult of the Heavenly Doom:. The peaks of Innsmouth, corpses in space, monoliths, whirling stars
  • Cult of the Scaly Abyss:. Dagon's Claws, deep-sea predators, sharks eating sharks, undersea ruins
  • Cthulhu's Vault:. The Cleft of Dreams, the Drowned Colossus, dark passages, strange sigils

Any of these dreams might end with a vision of the Mists parting and the characters' home or a similarly tantalizing location appearing beyond.

Old One's Bargain

Cthulhu's dream-messages tempt characters to release the entity to win their own escape from its domain. Whether Cthulhu can or will fulfill this offer is up to you, but the characters might not wish to jeopardize reality to escape. In the course of exploring Innsmouth, they can find the writings of obsessed wizards and cult heresies that suggest the following secrets:

  • Cthulhu's Disruption. Cthulhu's power is such that, should someone release it, the Mists around Innsmouth would open and those in the domain could escape.
  • Cthulhu's Might. Cthulhu wouldn't emerge from its prison at full strength. For approximately one hour after its release, heroes might force Cthulhu back into its prison, should they subject the terror to potent magic such as Imprisonment or Wish, or a blow powerful enough to disrupt its physical form, like a powerful lightning strike, a massive explosion, or a strike from a large sailing ship.

Elaborate on these possibilities as characters explore Innsmouth, and encourage them to believe they might be able to outwit a Great Old One.

Otherworldly Relics

The monsters noted in the "x" section of chapter 4 make appropriate inhabitants of the ruins and vaults of Innsmouth. These beings often possess evidence of alien technologies and cultures. Innsmouth's cults covet such relics. Roll on or choose a result from the Alien Relics table to inspire what otherworldly beings might possess.

Alien Relics

1d6The Alien Being Possesses...
1A crystalline wand with a monstrous face.
2A faintly glowing trapezohedron.
3A jade amulet shaped like a sphinx.
4A metallic cluster of globes and half globes.
5An oversize, pattern-etched silver key.
6A preserved brain in a glass cylinder.

Innsmouth Campaign Arc

Campaigns set in Innsmouth involve warring cults, unfathomable beings, and bizarre transformations. A campaign here might follow this outline:

  • Levels 1–2. The characters wash up on Innsmouth island and shelter in the village. They experience strange dreams. Soon after, they encounter cultists who seek to initiate them and others who seek to sacrifice them. The characters gain allies among one of the island's cults.
  • Levels 3–5. The allied cult sends the characters to disrupt other cults and retrieve relics from the ruins. In return, the cult offers insights into the characters' dreams and suggests ways to escape the island. After proving their worth, a character receives the cult's Dark Gift (see "x").
  • Levels 6–16. Led by their dreams and duplicitous cult members, the characters move from cult to cult, gaining influence by delving into ruins and strange vaults. In doing so, they collect Dark Gifts, as well as hints about Cthulhu's Vault and ways to undermine the Great Old One (see "x").
  • Levels 17–20. After collecting a Dark Gift from each cult, the characters follow a treacherous path through the Vaults to Cthulhu's Vault. There, they can risk releasing Cthulhu to escape the island.

Vault of the Elder

Adventure for Level 11 Characters

  • Situation. Cult lore tells of a vault that is home to a wise elder who knows the secrets of escaping the island.
  • Hook. A cult leader shares directions to the vault but wants one of the strange relics the elder is said to hoard.

Encounters

The adventure uses map 2.18 and consists of these encounters:

Vault Ambush

On the way to the vault, two Cult Fanatics and a Fiend Cultist (or another enemy cultist selected from those mentioned in "x") ambush the characters.

Frigid Spires

The Vault of the Elder lies in a realm of icy mountains gripped by extreme cold (see "Environmental Effects" in the Dungeon Master's Guide). The towers of a gravity-defying stone city protrude from one mountain.

Hollow City

The characters find the city filled with narrow ramps and abandoned, tubelike structures etched with eerie hieroglyphs. Of particular note is an out-of-place collection of tents and a templelike building.

Encampment

Brown mold covers the tents (see chapter 3 of the Dungeon Master's Guide). If the characters remove the mold, they find five cultists frozen inside the tents, wrapped in blankets. One wears a Ring of Mind Shielding.

Elder Temple

The templelike building bears carvings depicting five-winged beings fighting giant, fungus-like insects. Through the temple lies a path leading deeper into the mountain—and defended by a Shoggoth (see x).

Frozen Warning

Ice encrusts the walls of the deeper temple, covering more strange carvings. Etched into the ice over a depiction of another five-winged creature is a warning in Common: "Beware the Elder."

Elder's Reliquary

The passage ends in a chamber with four pillars of ice. Perched on one is a Hostile Elder Thing (see x).

Ice Tombs

The pillars of ice each hold a shadowy shape. These pillars have AC 14, HP 20, Immunity to Poison and Psychic damage, and Vulnerability to Fire damage. The pillars contain the following:

  • Alien Relic. The first pillar contains a strange relic. Roll on the "Alien Relics" table earlier in this chapter to determine what it is.
  • Mi-Go. Two pillars contain Mi-Go (see x), which awake 1 round after being freed.
  • Vault Map. A hieroglyph-etched slab in the final pillar charts a route from Innsmouth's surface to Cthulhu's Vault. It also provides information from the "x" section. However, only someone with the Dark Gift of the x can decipher its alien language.

Kalakeri

Domain of Betrayal and Revenge

Deceptively beautiful, Kalakeri is a land of verdant rainforests and a web of rivers and lakes known as the Backwaters. At the height of its prosperity, Kalakeri was a robust center of art, commerce, and religion, with merchants spreading wild tales of the land, using fanciful names such as Sri Raji and the Steaming Lands. Now Kalakeri is a conflict-torn shadow of its past glory. The remnants of the Vasavadan dynasty—three heirs transformed into monsters by their depravity and hatred—trap the land in an endless cycle of war.

The people of Kalakeri live in fear of Maharani Ramya Vasavadan, the domain's Darklord, as well as her treacherous siblings, Arijani and Reeva. The Darklord's curse manifests both in her deathless desire to rule Kalakeri and in her siblings' endless rebellions. Both sides escalate their atrocities against one another, drawing the powerful and the innocent alike into their squabbles. As the maharani's siblings court allies, the Darklord's forces hunt and execute renegades, adding skulls to the grim Tower of Traitors.

Domain Features

Kalakeri is known for the following features:

  • Factions in Conflict. Two factions claim Kalakeri's Sapphire Throne: the soldiers and loyalists of x, and the nobles and merchants who support the younger royal siblings, x.
  • Jadurai, a City at War. The vast city of Jadurai is Kalakeri's capital, the site of the royal palace, and a battlefield where factions struggle to claim or hold it as a symbol of rule.
  • The Backwaters. Rare creatures and extraordinary magical plants flourish in the Backwaters, the collective name for the wilderness away from Kalakeri's cities. Scattered refugee groups hide in the wilds and organize dangerous, desperate attacks on the Vasavadan factions.

Locations in Kalakeri

Tropical rainforests isolate Kalakeri's communities. While the domain's residents are adept at navigating these wildernesses, strangers often fall prey to the domain's myriad hazards and predators.

The capital of Jadurai is detailed below, and other notable locations are summarized on the Kalakeri Locations table.

Jadurai

Ancient structures adorned with the artistry of past dynasties stand alongside modern buildings in Kalakeri's capital, Jadurai. The city retains its splendor, but the conflict between the Vasavadan siblings takes an enormous toll as they struggle over the Cerulean Citadel, the nation's capitol, as well as the Sapphire Throne within. Sections of the city lie in ruins.

On the outskirts of Jadurai rises the Tower of Traitors. Rows of skulls taken from the Darklord's enemies fill depressions in this stone tower. Two skulls hold places of special prominence: the original human skulls of Arijani and Reeva Vasavadan. The Darklord's skeletal soldiers build the tower as part of her plan to rid Kalakeri of evil and receive the gods' blessings.

Kalakeri Locations

LocationDescription
Ashwagangha MountainsThe forbidden ruins of the accursed city of Bahru lie hidden somewhere in the Ashwagangha Mountains. A powerful evil force lies imprisoned there, attended by monstrous cultists.
Bay of Lost LightsThe villages of Kattachira and Grantha flank the Bay of Lost Lights, which is named for the will-o'-wisps that bob in and above it.
Drowned AltarThe sea boils around an ancient, submerged ruin called the Drowned Altar. With Kalakeri's upheaval, no one has performed the rites to placate what dwells in the deep.
Forest of the StillStatues of helpless animals and terrified refugees alike decorate the quiet, basilisk-infested Forest of the Still. Some of the statues are said to be the remains of heroes from past ages.
Gharial RiversThe villages of Banyan and Veena are renowned for their remarkable herbalists, but their secrets rely on plants guarded by the titanic crocodiles of the Gharial Rivers.
Island of the NagaThe eternal guardian nagas of the Isle of the Naga have a perfect memory of Kalakeri's lost secrets. Suspicious of strangers, the nagas test the worthiness of any who seek their knowledge.
Jalendu's SanctuaryThe stone giant guru Jalendu lives in his sanctuary and claims to know a path to religious enlightenment. Those who fail to prove their devotion to his teachings turn up petrified.
MeenakaraThe shadows of people of Meenakara are disappearing, and the shadow-bereft soon sicken and die. Meenakara's people believe the cure lies in the Ashram of Niranjan.
NeelakurinjiBandits overtook the village of Neelakurinji, claiming Arijani Vasavadan as their leader. In truth, they serve no one, opportunistically robbing those who fear disobeying the Vasavadan factions.
Silent SitarsThe giants who occupy the islands known as the Silent Sitars were cursed for offending the gods. Sound is magically suppressed on these isles, stifling the truths within the giants' music.
The VochalamsTemples crown the Vochalam mountains. In one, a deity placed a treasure that grants wishes. In the other is a treasure that turns people into wyverns loyal to Kalakeri's ruler.

Ramya Vasavadan

Darklord Perpetually Denied Control

Are you loyal to your maharani? Or are you yet more rebel skulls to add to the Tower of Traitors?

— Ramya Vasavadan

Ramya Vasavadan desperately fights to claim and hold power over Kalakeri in a brutal cycle of victory and loss with her equally uncompromising siblings. Unlike most Darklords, Ramya struggles to control her domain, leading her to seek allies in opposing her siblings and their treacherous allies.

In her true form, Ramya is an undead horror, but illusions mask her monstrous appearance. Her true nature is revealed by her chilled skin and her reflection, which always appears withered and terrifying.

Although Ramya's siblings, Arijani and Reeva, aren't Darklords of Kalakeri, they motivate the rebellions in Kalakeri and Ramya's torments. This monstrous pair is detailed in "x."

[stat block: Ramya Vasavadan]

Ramya's Tale

The Vasavadan dynasty has ruled Kalakeri since ancient times. Ramya Vasavadan was handpicked by her father to succeed him, but on the bleak day of his death, Ramya's brother, Arijani, declared himself the new maharaja.

Ramya refused to yield to her brother, and with her allies, she captured and prepared to execute him. But Ramya's sister, Reeva, counseled mercy. Instead, Ramya imprisoned Arijani and ascended as Kalakeri's maharani, Queen of Kings.

In the years that followed, Ramya ruled justly. But in the shadows, Reeva plotted with rebels, who eventually freed Arijani and spurred nobles across the nation to revolt.

Regretting her mercy, Ramya sent her army to crush the rebels and mercilessly execute the treacherous. Reeva and Arijani combated Ramya's superior forces with ambushes and deceptions. Once again exploiting Ramya's sympathies, the pair tricked Ramya, invaded the Cerulean Citadel, and executed their sister by strangling. With her final gasps, Ramya cursed her brother and sister, calling them bloodthirsty beasts. Soon after, a terrible monsoon struck Kalakeri, bringing with it the Mists.

The storm lashed Kalakeri for weeks. At its height, Ramya returned from the dead and called on those who had fallen in her service. Loyal in death, a corpse legion joined the revitalized maharani, besieged the Cerulean Citadel, and slaughtered Arijani and Reeva. Ramya then stole their skulls and built them into the foundations of what would become the Tower of Traitors.

Arijani and Reeva's plots didn't end with their lives. They too were reborn, transformed into monstrous reflections of their ravenous desires.

Now in the Land of the Mists, the conflict gripping Kalakeri continues, trapping the nation in an endless war and forcing its people to swear loyalty to monsters.

Ramya's Domain

While Ramya is in control of the Sapphire Throne, Kalakeri is altered by Ramya's presence, creating the following effects:

  • Closing the Borders. While in her domain, Ramya can close or open the borders to Kalakeri at will. While the borders are closed, the Mists surrounding Kalakeri sap the life of those within them. A creature that enters the Mists for the first time on a turn or starts its turn there and isn't a Construct or an Undead must succeed on a DC 20 Constitution saving throw or gain 1 Exhaustion level. A creature makes this save only once per turn.
  • Everlasting Army. A Medium or Small Humanoid slain in combat rises 24 hours later as a Wight under Ramya's control, unless the Humanoid is restored to life or its body is destroyed.

If Ramya dies or if her siblings control the Sapphire Throne, these effects end immediately.

Ramya's Lair

The Cerulean Citadel is Kalakeri's royal palace. It derives its name from the blue sandstone used in its construction. Control of the citadel and the Sapphire Throne within regularly passes between Ramya and her siblings.

Cerulean Citadel

Bas-reliefs adorn the palace, depicting the history, heroes, and legends of the kingdom. The site is depicted on map 2.20 and has the following features:

  • Domed Court. The central domed court houses the Sapphire Throne. It hosts guardians and treasures gathered by the paranoid Vasavadans. Towers guard the surrounding walls, which are accessible via bridges from the court's upper floors.
  • War-Torn Courtyards. Within the palace walls lie marble pavilions arranged among baths, ponds, and gardens. Some are intact, but sieges and repeated conflicts have ravaged others.

Adventures in Kalakeri

Adventures set in Kalakeri involve suspicion and power struggles. Use this section to develop horror adventures in this domain.

[image: Evidence of the endless conflict between the Vasavadan siblings lies rotting before the Cerulean Citadel]

Horror in Kalakeri

Adventures in Kalakeri often include the following elements.

Arijani and Reeva

Ramya's rule is jeopardized by her siblings' pursuit of power. Arijani and Reeva Vasavadan promise their followers wealth and freedom, but in truth, their agendas serve only them. Ramya still loves her siblings, making her vulnerable to their promises and lies. So long as Ramya exists, the Dark Powers resurrect Arijani and Reeva as if they had Ramya's Darklord Restoration trait.

Arijani

Arijani is the charming face of resistance for all who oppose Ramya. Now a Rakshasa, gregarious Arijani has decadent tastes. When in control of the Cerulean Citadel, he hosts parties for Kalakeri's elite that conceal private feasts featuring obscene delicacies and mortal flesh.

Reeva

Reeva's adoration of Ramya gave way to jealousy when Ramya eclipsed her in their family's esteem. Now an Arcanaloth, Reeva uses insidious magic from beneath the Cerulean Citadel to summon fiends and manipulate foes from afar. Behind her back, many mockingly call Reeva "Inajira," her charismatic Arijani's opposite.

Renown in Kalakeri

You can track the characters' influence with Ramya's loyalist faction and her siblings' rebel faction, using the renown rules from the Dungeon Master's Guide to track the characters' standing with these groups. Characters might gain renown with either faction by performing missions such as these:

  • Capturing or killing a rival agent
  • Planting evidence that a rival committed a crime
  • Conscripting a powerful ally for the faction
  • Revealing the location of a rival's hold
  • Revealing traitors within the faction

Anytime the characters complete a mission for either group, their Renown Score with that group increases by 1, but their Renown Score with the other group decreases by 1 (to a minimum of 0). After the first time characters gain renown with either faction, any faction the characters have a Renown Score of 0 with treat the characters as follows:

  • Loyalist Faction. Members of this faction are Hostile toward the characters. The faction sends troops of Wights or other Undead to capture the characters weekly.
  • Rebel Faction. Members of this faction are Hostile toward the characters. The faction sends Assassins or Wraiths under Reeva's command to kill the characters weekly.

Characters can gain renown with a faction they have a Renown Score of 0 with by presenting proof of an action that undermines the other group. Even if betrayed, the factions seek the party's aid, as they view the characters as useful pawns.

If the characters have a Renown Score of 5+ with either group, their deeds might benefit the faction enough for it to take control of Jadurai and claim the Sapphire Throne. The longer either faction controls the capital, the more extreme its reign becomes, its atrocities escalating week after week. The characters must balance aiding and opposing both factions to maintain equilibrium.

Kalakeri Campaign Arc

Campaigns set in Kalakeri typically involve balancing the horrors committed by the Vasavadan factions. A campaign here might follow this outline:

  • Levels 1–4. Agents from the rebel faction contact the characters, presenting Arijani and Reeva Vasavadan as misunderstood heroes seeking to overthrow a tyrant. They entreat the characters to save the heir of an allied noble family from a compound controlled by Ramya's Wight soldiers and return him to a hidden safe house.
  • Levels 5–8. The characters meet Arijani and Reeva in their disguises as charming human royals. They thank the characters for their aid and ask them to reclaim the shield of an ancient hero petrified in the Forest of the Still, hoping the shield will be a symbol of their right to rule. As the characters travel to the forest, a messenger delivers a request from Ramya to do the same. The characters must face Basilisks and the Wraiths of the petrified dead to recover the shield and then decide who to return it to.
  • Levels 9–12. Arijani and Reeva plot to attack Jadurai to claim the Sapphire Throne and request the characters' help. Ramya's spies have informed her of this plot, and she also seeks the characters' aid. In the ensuing conflict, the characters might strike at any of the Vasavadan siblings.

Tower of Traitors

Adventure for Level 11 Characters

  • Situation. Arijani and Reeva Vasavadan seek to recover the skulls of their mortal bodies from the Tower of Traitors. They believe the skulls will grant them greater power.
  • Hook. Arijani or Reeva order the characters to recover two skulls from the Tower of Traitors but don't say who the skulls belong to. They offer to pay the party with 10,000 GP in gemstones and a Candle of Invocation.

Encounters

This adventure assumes you are tracking the characters' renown with Kalakeri's loyalist and rebel factions (see "x" earlier in this section). It includes these encounters.

Stolen Skulls

The skulls Arijani and Reeva seek are from their own corpses, which were defiled by Ramya. The skulls are among hundreds in the Tower of Traitors. The pair don't reveal who the skulls belong to but insist they're vital to the rebel faction's allies. To aid in the search, the siblings give the characters two Spell Scrolls of Locate Object. However, they don't provide the characters with enough details for the spell to pinpoint the skulls.

Learning About the Skulls

The characters must learn three details about the skulls for them to be familiar enough to the characters that a spell like Locate Object can locate them. Characters can learn details in three ways:

  • Research. Characters who spend a day searching for rumors or investigating records in one of Kalakeri's settlements learn a detail by succeeding on a DC 16 Charisma (Persuasion) check or Intelligence (Investigation) check respectively.
  • Renown. A character can spend a day questioning non-Hostile members of a faction. After doing so, the characters learn a detail, but their Renown Score with that faction is reduced by 1. The group can do this only once.
  • Magic. The Legend Lore spell reveals one detail; each character can use this spell once.

Each time the party learns a detail about the skulls, reveal a portion of the story from the "x" section, obscuring the names of the maharani and the traitors until the end.

Tower of Traitors

The Tower of Traitors is depicted on map 2.20 and is guarded by patrols of two Revenants and four Wights. If the characters have a Renown Score of 3+ with the loyalist faction, the undead are Indifferent and tell the party to move along—they fight only if characters linger for more than 5 minutes or remove a skull from the tower. If the characters have less renown with the loyalists, the undead are Hostile. A new patrol appears 2d6 rounds after a patrol is defeated.

Searching the Tower

The tower is composed of thousands of skulls, and the ones the rebels want can be found via magic such as the Locate Object spell. Once discovered, a skull can be removed in 1 minute using a sharp implement. When both skulls are freed, the hatred lurking in the skulls manifests as two Hostile Gallows Speakers (see x).

Loyalty or Treachery

The next time the characters rest, Arijani (Rakshasa) appears and demands the skulls. If the characters give him the skulls, he compensates them and the characters' Renown Score with the rebel faction increases by 4. If the characters refuse to give him the skulls, Arijani fights them. The party's Renown Score with the rebels decreases by 4 if Arijani is slain. Soon after, Ramya invites the characters to discuss future plans.

Regardless of how the adventure concludes, each character earns a bonus 4,100 XP.

Kartakass

Domain of Tarnished Dreams

Life in Kartakass feels staged and surreal, as every plant, beast, and person strives to prove their greatness. Trees and flowers erupt into bloom; songbirds sing themselves hoarse; and every local knows that dreams, fame, and immortal adulation are theirs should they prove worthy. And where talent and expertise fail, obsession and duplicity reign, leading to cycles of triumph, betrayal, and despair. Predators flourish in this land of unrealistic hopes, consuming passions, and vicious secrets.

With each full moon, the truth of Kartakass is exposed, as the domain's many werewolves and other lycanthropes indulge their hunger for dominance and blood. After the full moon passes, the idyllic facade returns. Locals don't speak of why most bar their doors and shutter their windows on the nights of the full moon, but they acknowledge that the path to greatness is messy.

Domain Features

Kartakass is known for the following features:

  • False Idylls. Kartakass is supernaturally picturesque and outwardly serene. Every season is strikingly beautiful, communities appear idyllic, and many animals are affected as if by the Awaken spell. This makes deceptions and violence all the more stark.
  • Meistersingers. Kartakass has no unified government. Each settlement is governed by a meistersinger, the acknowledged mayor and embodiment of local art. Meistersingers maintain creative rivalries with one another largely for show.
  • Theatricality. Settlements pride themselves on performative traditions, such as distinctive dress, traditional dances, or song stylings.
  • Wolves and Werewolves. Wolves roam the land freely, and Werewolves lurk in the domain's settlements. Residents seldom venture outside during the full moon, fearing the lycanthropes' hunger.

Locations in Kartakass

Kartakass is a land of rolling hills, light forests, clear lakes, and pastoral farmlands. Communities are welcoming and host frequent festivals. The settlements of Harmonia and Skald are detailed below, and other notable locations are summarized on the Kartakass Locations table.

Harmonia

Artists vie to perform at the town of Harmonia's popular Crystal Club, a members-only venue inside a cave that features a stage constructed from a massive geode. The club features dramatic decor and discerning clientele. Rumors say that performers who fail to impress are exiled. The bloodier truth is that the club restricts membership to lycanthropes. Talented artists gain the curse and join their ranks, while the mediocre get devoured.

Skald

The largest community in Kartakass, Skald is a bustling hub of commerce and creativity. The lure of overnight celebrity and fawning crowds attracts the ambitious. Yet behind the facade of creativity and freethinking, business owners and celebrities prey on creativity, while performers struggle viciously over paltry opportunities. Vice, criminality, dark bargains, and supernatural predators flourish amid Skald's many stages and frequent festivals. Among Skald's most popular venues is the Old Kartakan Inn and Taverna, owned by the performer and Darklord Harkon Lukas.

Kartakass Locations

LocationDescription
Argent Falls ConservatoryPerformers flock to a bardic college atop the Argent Falls. Caverns behind the falls bear rich silver deposits but are haunted by Banshees—the souls of failed performers.
The CatacombsViolent goblins lurk amid mazelike canyons called the Catacombs. Here, the goblin gladiator Nym Pymplee hosts fighting tournaments, with victors winning treasures from distant domains.
Cavea PlainsThe Cavea Plains' acoustics carry voices over great distances. Any speech above a whisper might attract the attention of wolves.
Cesca's VantageOn the night of a full moon, a tarokka-reading wolf appears atop Cesca's Vantage. She produces crimson cards from any corpse she is offered, and her readings are never wrong.
CorttonA plague has taken root in Cortton. The town's residents cake heavy makeup and garish blush on their faces, desperate to convince themselves and others that they're uninfected.
EmherstEvery "resident" of Emherst is an in-character improvisational actor. They live in the Understage, an underground network of backstages, and they never interrupt performances.
Goblyn GravesUndead goblinoids often emerge from the Goblyn Graves, the former lair of Radaga, an undead witch said to possess powerful magic treasures.
House of IllusionsThis fun house of visual illusions is run by Jack Bequick: a vampire cursed with eternal invisibility and a twisted sense of humor.
MedriaSeveral dramatic-effects artists call the fishing village of Medria home. Colorful explosions and wandering puppets are commonplace.
Point HallucinationThe Mists often surge over Lake Variatio to deposit newcomers at the rickety quay known as Point Hallucination, where traveling merchants and performers eagerly greet them.
Wildersung WoodAt twilight, a sourceless chorus drifts through these woods. Those who don't sing along risk losing their lives, while those who discover the last verse discover a hidden sanctuary.

Harkon Lukas

Darklord Who Preys on Talent

I must say, your skill is unlike any I've ever seen. The name's Harkon. I'm sure you've heard of me.

— Harkon Lukas

The charming werewolf Harkon Lukas manipulates those around him to satisfy his narcissistic needs for adulation and control. Endlessly seeking fame, Harkon travels widely, earning applause and accolades. Yet, whenever he returns to a town he's performed in, he finds he's been forgotten. Lukas believes he needs just the right song or inspiration to make himself unforgettable. To that end, he searches for talented protégés, cultivating their skills, then stealing their work. He ensures their loyalty by gifting them copies of his cursed wolf-tooth necklace, Harkon's Bite, or by transforming them into werewolves. He then manipulates these victims into believing only he will accept them.

Harkon wears a signature wide-brimmed hat and wolf-tooth necklace, and he carries a violin he calls Bleeding Heart. He uses flattery to charm those he takes an interest in. A skilled artist who declines the offer to become his protégé often earns his obsession. The Darklord might go to any extreme to claim such performers' talents as his own.

[stat block: Harkon Lukas]

Harkon's Tale

Harkon Lukas weaves numerous self-aggrandizing tales of his origins. Among them, Harkon tells of being spurned for his ambitions by the werewolves that raised him. Through talent and sacrifice, he became a legendary performer, and people flocked to bask in his remarkable presence.

Eventually, the rulers of Harkon's homeland realized the threat posed by Harkon's growing fame. Officials tried to imprison him for invented crimes, but Harkon's fans defended him. When royal agents came for him, Harkon feigned his death, and his followers revolted. When outraged masses bearing Harkon's coffin besieged the royal palace, Harkon ended his ploy. He burst from his crimson coffin in wolf form and devoured the land's monarch. Drenched in blood, the "resurrected" Harkon returned to his human form and donned the monarch's crown amid the cheers of his deluded followers. Yet before Harkon's reign could begin, the Mists rose around him. When they cleared, Harkon found himself in an unfamiliar land called Kartakass.

Harkon's Domain

Kartakass is altered by Harkon's presence, creating the following effects:

  • Beast Spies. From dawn until dusk, Tiny Beasts in the domain magically gain the ability to understand Common and can communicate telepathically with other Beasts and Monstrosities.
  • Children of the Night. Harkon exerts influence over the animals of his domain. From dusk until dawn, Medium or smaller Beasts within 1 miles of Harkon have the Charmed condition. If Harkon pleases, these animals become Hostile to creatures other than Harkon and his allies.
  • Closing the Borders. While in his domain, Harkon can close or open the borders to Kartakass at will. While the borders are closed, a strange melody fills the Mists surrounding Kartakass. A creature that enters the Mists for the first time on a turn or starts its turn in them must succeed on a DC 15 Wisdom saving throw, or it has the Unconscious condition for 1d6 hours, then awakes within sight of the town of Harmonia in Kartakass. A creature makes this save only once per turn.

If Harkon dies, these effects end immediately.

Harkon's Lair

The Darklord owns a tavern in Skald called the Old Kartakan Inn and Taverna. The inn occupies a small island on the Sing Song River. Nightly, Harkon Lukas or artists under his tutelage perform there.

Old Kartakan Inn and Taverna

Welcoming and rustic, the Old Kartakan features subtle wolf-themed decor. The site is depicted on map 2.22 and has the following features:

  • Bedrooms. The inn's rooms are insulated to block the sounds of performances and maulings alike.
  • Harkon Lukas's Room. Several secret doors and a trapdoor lead to Harkon's tower bedroom, where he hides evidence of his own uninspired music and trophies from past victims.
  • Secret Doors and Chambers. The inn is riddled with secret spaces to spy into other chambers, hide bodies, or indulge in bestial meals.
  • Taproom. Among the drinks the taverna offers is Meekulbrau, a blood-red berry wine that soothes the throat and improves vocal performances.

Adventures in Kartakass

Adventures set in Kartakass involve art, werewolves, and sinister ambitions. Use this section to develop horror adventures in this domain.

[image: Locals celebrate during a festival in Skald, unaware of the predators lurking among them]

Horror in Kartakass

Kartakan adventures often include the following elements.

Harkon's Curse

Harkon Lukas can create a copy of his signature necklace once per month on the night of the full moon. This cursed copy is called Harkon's Bite.

Harkon's Bite

Wondrous Item, Uncommon (Requires Attunement by a Humanoid)

A dire wolf's tooth dangles from this simple cord necklace. You gain a +1 bonus to ability checks and saving throws while you wear this necklace.

Curse

This necklace is cursed. Attuning to the necklace curses you; this curse can't be removed until Harkon Lukas dies. As long as you remain cursed, you become a Werewolf serving Harkon Lukas under the DM's control during the night of a full moon.

Harkon's Manipulations

Harkon Lukas seeks to win the attention and trust of artistic and charismatic individuals. This might include characters—especially bards—or their allies. Harkon might do this to further a grand plot, but he also does so to assuage his perpetually bruised ego and satisfy his need for control. Harkon also seeks supernatural forces he can exploit, including magic items or beings with performative powers—such as an Instrument of the Bards, harpies, or satyrs.

Harkon presents himself as a charming admirer or mentor seeking to aid others. He tries to manipulate those he pursues and earn their trust by encouraging them to do the following:

  • Collaborate in creating a new song or show
  • Compete in performances against the domain's meistersingers
  • Join him for tutoring or training exercises
  • Protect him from a jealous former student
  • Find a performer who stole one of his songs
  • Travel with him on a tour of other towns

Harkon's requests eventually turn criminal or violent. He might then blackmail those who aided him or threaten their reputations, or he might isolate them by gifting them Harkon's Bite. Harkon continues such manipulations until it bores him, at which point he consumes his prey.

The Lukas Pack

An ever-changing entourage of followers and victims surrounds Harkon Lukas, but three individuals are constants in the Darklord's life:

  • Akriel Lukas. Harkon's eldest daughter, Akriel (Medium, Chaotic Evil Performer Legend), idolizes Harkon and pursues her own performing career. The Dark Powers don't torment Akriel as they do her father, and her reputation steadily grows—much to her father's resentment. Akriel is a human and isn't a lycanthrope.
  • Casimir Lukas. Harkon's eldest son, Casimir (Medium, Chaotic Neutral Spy Master), is seeking his place in the world. He wants nothing to do with Harkon, preferring to travel, even to other domains. Whether at the whims of his father or the Mists, Casimir always finds his way back to Skald. Casimir is a human and isn't a lycanthrope.
  • Haldrake Moonbaun. Harkon's oldest ally, Haldrake (Medium Werewolf) appears as a heavily tattooed human. He serves as the Old Kartakan Inn and Taverna mixologist and head bouncer. When Harkon isn't in Skald, he ensures things at the taverna run smoothly. Haldrake aids Harkon in his plots and knows many of the Darklord's secrets, so Harkon compensates him well.

Traces of Terror

Kartakass's charm masks its horrors. Roll on or choose a result from the Kartakass Sights table to inspire unsettling scenes in the domain.

Kartakass Sights

1d6Characters Witness...
1Awakened sheep plotting against a shepherd.
2A cheery home that shows signs of slaughter.
3Folk carvings of youths dragged off by wolves.
4A fountain depicting dancing wolves.
5Lupine paw prints in a tavern or theater.
6A songbird singing until its heart stops.

Kartakass Campaign Arc

A campaign in Kartakass might follow this outline:

  • Levels 1–2. The characters meet Maria, a human woman whose idealistic son, Frantosh, ran away to Harmonia to become a performer. She gives the characters an Uncommon Instrument of the Bards and will allow them to keep it if they return Frantosh home safely. Along the way to Harmonia, the characters are plagued by Wolves and people-eating Goblins.
  • Levels 3–6. In Harmonia, the characters find Frantosh has begun performing with a skilled bard named Harkon Lukas. Harkon encourages the characters to help Frantosh follow his dreams. To help Frantosh, Harkon asks the characters to fetch voice-enchanting waters from a mystical silver spring near Argent Falls Conservatory. The spring is guarded by dead performers risen as Banshees and a covetous Young Copper Dragon.
  • Levels 7–8. On returning to Harmonia, the characters find Frantosh went to Skald with Harkon. There, Frantosh is performing nightly with Harkon at the Old Kartakan Inn and Taverna. Frantosh—now wearing a wolf-tooth necklace Harkon gave him—refuses to leave with the characters until after his first solo performance. The "Hungry for More" adventure below details this performance. After this Harkon might resent the characters or start obsessing over one of them.

Hungry for More

Adventure for Level 7 Characters

  • Situation. The singer Frantosh has fallen under the sway of Harkon Lukas. He refuses to return to his family until after he performs at the Old Kartakan Inn and Taverna on the night of the full moon.
  • Hook. Frantosh's mother, Maria, offers the party an Uncommon Instrument of the Bards if they return her son.

Encounters

This adventure uses map 2.22 and includes these encounters.

Frantosh's Debut

Frantosh (Medium Performer) is performing on his own for the first time tonight. If the characters seek him out and mention his mother, he agrees to leave with them after his performance—it ends around midnight. If the characters try to abduct Frantosh, three Tough Bosses (or more) in Harkon Lukas's service intervene.

Full-Moon

Mention that the performance is on first night of the full moon only if a character asks.

The Old Kartakan

The taverna is a popular spot in Skald. Crowds of Commoners fill the first floor of the Old Kartakan. Harkon Lukas (detailed earlier in x) is here, but he avoids combat unless otherwise mentioned.

The Show

During his 1-hour performance, Frantosh makes a DC 15 Charisma (Performance) check every 15 minutes. Characters can aid him with the Help action or in other ways. Track how many of these checks Frantosh succeeds on. During the performance, these events occur:

  • Heckler. A drunk Commoner heckles Frantosh. If he's not silenced within 3 rounds, Frantosh has Disadvantage on his next ability check.
  • Brawl. A fight breaks out between three Bandits. After the first round of combat, a Bandit with bad aim targets Frantosh with its Light Crossbow action each round. If Frantosh is struck, he automatically fails his next ability check.
  • Howl. A wolf howls outside, distracting the audience. The characters have 1 round to direct attention back to Frantosh, perhaps with flashy magic or by making a DC 18 Charisma (Performance) check. If they don't, Frantosh has Disadvantage on his next ability check.

After the Show

After the show, the characters see Frantosh vanish through a secret door. The next events take place in the inn's hidden areas.

If Frantosh succeeded on three or more checks during the show, Harkon Lukas seeks to keep Frantosh. He won't fight the characters, but he uses the necklace Frantosh wears to transform the singer into a Werewolf. Frantosh and four more Werewolf servants of Harkon assault the characters.

If Frantosh didn't succeed on three or more checks during the show, Harkon has grown bored with Frantosh. The characters find Frantosh Bloodied and being attacked by four Werewolves.

Conclusion

If the characters escape the Old Kartakan with Frantosh (potentially now a Werewolf), each earns a bonus 1,700 XP. Even if forced into battle, Harkon Lukas won't kill the characters—they've intrigued the Darklord, and he might appear to toy with them later.

Lamordia

Domain of Snow and Stitched Flesh

A domain of amoral science, Lamordia shudders amid the icy environment and terror of its residents' creations. Revolutions of steam and steel spur Lamordia's people into frenzies of amoral invention. From industrialized communities and the iron walls of Ludendorf, the domain's largest city, flow streams of scrap and chemical poisons that taint the land and transform creatures into horrors. Yet, the domain's reckless scientists don't pursue just mechanized inventions—the greatest goal is reinvention of life itself, transmuting people into ideals and unlocking generations of potential. In the name of such ambitions, the depraved reshape life and unleash abominations. And no aspirations have unleashed greater evils than those of the domain's Darklord, Dr. Viktra Mordenheim.

Domain Features

Lamordia is known for the following features:

  • Frigid Environs. Lamordia is a frigid land of bleak mountains, frozen swamps, and icy seas. Few voluntarily trek into its wilderness, fearing freak blizzards and starving beasts.
  • Mutated Creatures. Creatures warped by alchemy roam Lamordia. The most infamous are the monstrous "whales" of the Sea of Secrets—violent, unnatural leviathans, no two of which are alike.
  • Rational Culture. The people of Lamordia are direct and skeptical of superstition. They revere scientific innovation—as it's all that stands between them and a life of frigid starvation. Magic is acknowledged but widely considered backward.
  • Steam Technology. Steam power driven by boiling sewers fuels clockwork inventions and massive cranes in the city of Ludendorf.

Locations in Lamordia

Lamordia is a frigid land. In the north, the Sea of Secrets is choked with ice, while the mountains known as the Sleeping Beast are never without snow. The cities of Ludendorf and Neufurchtenburg are detailed below, and other notable locations are summarized on the Lamordia Locations table.

Ludendorf

The city of Ludendorf is a morass of steam-powered factories operating at the behest of morally bankrupt barons. Boiling sewers and steam tunnels thread the city's foundations, heating cramped tenements and powering cranes serving the city's fleet of ironclad ships. These ice-breaking, whaling vessels dare the Sea of Secrets to bring back massive beasts that provide vital food and fuel for the city.

At the city's heart, the unscrupulous Ludendorf University conducts risky investigations into such fields as alchemical combustion, automated ingenuity, chemical sentience, and speculative anatomy. The university continually needs new subjects for experiments and hires volunteers or pays individuals for "flesh rights"—ownership of their cadavers once they die. A secret society within Ludendorf University idolizes Viktra and follows the reckless paths laid by her work.

Neufurchtenburg

The smoking refineries of Neufurchtenburg process minerals harvested from the Sleeping Beast. These rare, little-understood elements are then shipped to Ludendorf's factories. Radiation-warped monsters from the nearby bogs frequently attack, disrupting operations, but the town's people use hulking clockwork machines, cutting-edge firearms, and destructive alchemy to fend off incursions.

Lamordia Locations

LocationDescription
ChokingmereLamordia's ancient druidic peoples buried their dead in the Chokingmere. Prospectors seeking pockets of rare gas in this swamp disturb forgotten ritual sites and bog mummy burial sites.
Forest of RustLudendorf dumps its waste and scrap metal in the Forest of Rust. Creatures of living iron, Rust Monsters, and hungry beasts prowl the wooded junk heaps.
xLamordians know the Isles of Agony as freezing death traps. At the hidden sanctuary of Hope's Heart, Mordenheim's runaway creation, x, shelters all manner of outcasts.
Lorelei FallsThe waters of the Boiling River are poisoned by mining. Those who listen at Lorelei Falls claim to hear screaming, as though the water were burning someone behind the falls.
Schloss AubreckerBaron Rudolph von Aubrecker, the reclusive ruler of Lamordia, sends proclamations to his people from the remote castle Schloss Aubrecker to hide the fact that he's a Brain in a Jar (see x).
Schloss CutterA former academic, Shoshan Cutter isolates her family at her ancestral home, Schloss Cutter. She supports any who fight against greed and amorality cloaked as innovation.
xDr. Viktra Mordenheim's home, Schloss Mordenheim, is an imposing castle that hosts the doctor's laboratory and servitor creations. She frequently needs new lab assistants.
The Sleeping BeastRadioactive minerals vein this jagged mountain range. Legends claim the range is a single titanic, sleeping monster and that its blood and bones are the source of rare minerals.
Tallman's WoodTallman's Wood is the storied home of Tallman, a being that "wears" a too-tall, humanlike body. Tallman kidnaps those who sleep in its wood but also knows much of other lands.
Whale EndA theater overlooks the fishing village of Whale End. Concrete encloses every entrance to the theater, and the sealed main entry bears a message: "Forgive me, all those I love."
Winter's MouthTales say the sea answers questions posed to it through a fissure in the ice called Winter's Mouth. Those who fall into the waters here return plagued by visions of the drowned.

Viktra Mordenheim

Darklord Who Pursues Perfection

Ah. You're conscious. Good. Test your limbs, and get accustomed to your new body.

— Viktra Mordenheim

From her laboratory at Schloss Mordenheim, Dr. Viktra Mordenheim uses her scientific genius to create horrors and wonders. All manner of undead and constructs march from her laboratory, but such flawed creations don't satisfy Mordenheim. Rather, she seeks to re-create or reclaim her greatest creation, the Unbreakable Heart, a miraculous device that grants life to Mordenheim's elusive reanimated victim, Elise.

[stat block: Viktra Mordenheim]

Viktra's Tale

From an early age, Viktra Mordenheim sought to understand the complexities of anatomy. She pursued medicine not to aid patients but to reveal the secrets of life. Eventually, her research bent toward reanimating dead flesh and improving humanoid bodies. When Viktra began employing thieves to procure specimens for her tests, she met Elise, a beautiful resurrectionist whose spontaneity entranced the methodical surgeon. Viktra was smitten, and with Elise she discovered there might be more to life than chemical reactions.

When Elise started exhibiting signs of an incurable disease, Viktra hastened her experiments. On the doctor's operating table, victims were killed, returned to life, and died again as Viktra sought a breakthrough. When finally Elise passed away, Viktra refused to accept failure. The doctor worked feverishly crafting her masterpiece, an artificial organ she called the Unbreakable Heart. But as she fitted the device into Elise's corpse, constables burst into the lab and accused the doctor of numerous murders. As Viktra struggled against arrest, smoking chemicals, arcing electricity, and a strange mist filled the laboratory.

When the chaos cleared, Viktra awoke in Lamordia, an unfamiliar land where her genius was celebrated. Elise and the Unbreakable Heart were nowhere to be found, but the doctor soon heard rumors of a wondrous and terrifying figure who wandered the icy realm and whose chest glowed as though her heart were the sun. Ever since, Viktra has continued her experiments, striving to re-create her successes but failing every time. Between disappointments she searches for whatever Elise has become—and with her, the miracle of the Unbreakable Heart.

Viktra's Domain

Lamordia is altered by Viktra's presence, creating the following effects:

  • Air of Obsession. When a creature fails a Constitution saving throw to maintain Concentration, that creature takes 3 (1d6) Psychic damage.
  • Closing the Borders. While in her domain, Viktra can close or open the borders to Lamordia. While the borders are closed, lightning storms roll through the Mists surrounding Lamordia. A creature that enters the Mists for the first time on a turn or starts its turn there makes a DC 15 Dexterity saving throw, taking 4d6 Lightning damage on a failed save and half as much on a successful one. A creature makes this save only once per turn.

If Viktra dies, these effects end immediately.

Viktra's Lair

Schloss Mordenheim is a castle that stands amid dramatic cliffs overlooking the sea. Travelers from Ludendorf reach Schloss Mordenheim by crossing the ice and following a treacherous road.

Schloss Mordenheim

Schloss Mordenheim holds dozens of rooms, but most are empty or have furnishings pushed aside to make room for scientific supplies. Prominent locations from this site are depicted on map 2.24 and have the following features:

  • Auxiliary Workshops. Viktra's assistants toil in workshops where they craft tools and devices to the doctor's exacting specifications.
  • Disused Chambers. Rooms originally constructed for relaxation serve as storage rooms, act as extra laboratories, or sit eerily empty. A dining hall half filled with crates is set for a single diner, but it's rarely used.
  • Gate and Entry. A stone bridge crosses a chasm leading to the castle's keep. Stairs flanked by grim statuary lead to the keep's entrance.
  • Laboratory Tower. A heavily renovated turret holds Viktra's laboratory. Mechanisms allow the tower's roof to part and its operating table to rise 30 feet, exposing subjects to lightning during the island's frequent storms.

Adventures in Lamordia

Lamordia provides a stage for adventures featuring amoral science and altered or resurrected beings. Use this section to develop horror adventures in this domain.

[image: Schloss Mordenheim hosts the laboratories and obscene experiments of Viktra Mordenheim]

Horror in Lamordia

Adventures in Lamordia often include the following elements.

Elise von Brandthofen

Elise knows she died yet finds herself alive again. She is now a Mordenheim's Monster (see x), and her life is sustained by the Unbreakable Heart (see the following section). Elise is learning to accept her new life but avoids Lamordia's people, who label her as an outcast and a monster. She also knows that Viktra Mordenheim seeks to recover the Unbreakable Heart. The doctor's actions—as well as the mercenaries she sends to abduct Elise—have shattered the pair's bond. Now Elise hides at a secret sanctuary in the x called Hope's Heart. Here, she shelters other victims and creations of Viktra, showing them the esteem their creator denies them. Those in Elise's care have taken to calling themselves the Children (detailed below).

Mordenheim's Masterpiece

The Unbreakable Heart is a nonmagical scientific wonder. Despite being the creator of the Unbreakable Heart, Viktra can't re-create it and is obsessed with reclaiming it and rediscovering its secrets.

Unbreakable Heart

This heart-shaped, clockwork device installs itself, fastening into place if positioned where a creature's heart used to be. A creature that contains the device is affected as if by the Raise Dead spell. After this, the creature is immune to disease, ceases to age, and doesn't die of old age. The Unbreakable Heart glows, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. While inside a creature, the device causes the creature to shed Dim Light in a 10-foot radius.

The Children

The Children are discarded creations of Dr. Viktra Mordenheim who have found shelter with Elise. Composed a few dozen Constructs and chemically animated Undead, the Children follow Elise's lead and seek to live peacefully away from those who would misunderstand and harm them.

The exception to this is Adam, a Mordenheim's Monster who recently joined the Children. Adam was created by Viktra to capture Elise, but Elise convinced him to join her instead. Unlike Elise, Adam was created from disparate parts and knows no previous life. Although Elise seeks to teach Adam humanity, he shows little respect for the lives of more fragile beings. Moreover, Adam is fascinated by Mordenheim's work and quietly seeks ways to create life that will serve him.

[image: A desperate crew of Ludendorf whalers runs afoul of Rahab, a fleshless leviathan that hunts the Sea of Secrets]

Lamordia Campaign Arc

Campaigns set in Lamordia often make the characters subjects or accomplices to Viktra's schemes. A campaign here might follow this outline:

  • Levels 1–2. A dean of Ludendorf University hires the characters to escort the coach of students traveling to an assistantship at Schloss Mordenheim. Along the way, they are plagued by mismatched Homunculi that sabotage their travels. These are members of the Children, seeking to stymie folk they take for Mordenheim's allies.
  • Levels 3–6. At Schloss Mordenheim, Viktra Mordenheim hires the character to recover her invention, the Unbreakable Heart. She explains it was stolen by a monster that dwells on the Isles of Agony. Viktra wishes the characters to bring back the heart and the monster. The characters face dangers in the wilds, but the quest culminates in the "Isles of Agony" adventure (see below).

The conclusion of the campaign depends on whether the characters aid Viktra or Elise. When they return to Schloss Mordenheim, events might play out in the following ways:

  • Levels 7–9 (Aiding Viktra). If the characters aid Dr. Mordenheim, the doctor seeks to remove the Unbreakable Heart from Elise or test it by reanimating a new being. This results in a dramatic operation where an enraged Mordenheim's Monster (see x) breaks free and rampages through the castle.
  • Levels 7–9 (Aiding Elise). If the characters aid Elise, the characters must free innocent victims of the doctor from the castle and prevent Dr. Mordenheim from animating new terrors by destroying her laboratory. Ultimately the characters must face Viktra Mordenheim (detailed earlier in x) and two Flesh Golems made from the assistants the characters brought to the castle.

The campaign might continue with the characters continuing to aid or being targeted by the Children.

Isles of Agony

Adventure for Level 5 Characters

  • Situation. The characters must recover the Unbreakable Heart (detailed earlier in x). They don't know it's inside the outcast Elise.
  • Hook. Viktra hires the characters to recover the Unbreakable Heart, which was stolen by a monster. They are offered 2,500 GP, plus a 1,000 GP bonus if they capture the monster.

Encounters

The adventure begins when the characters reach the Isles of Agony and consists of these encounters.

Shipwreck

Soon after reaching the icy isles, the characters find six human survivors of a wrecked whaling ship. These sailors (Pirates) are led by Mate Herzogin, and their captain was carried off by a half-human, half-machine monster. The survivors seek help returning home but want to recover their captain's corpse (and their pay, which he carried).

The Monster

The monster the survivors fear is one of the Children, a Flesh Golem named Kartad. He's peaceful, but the survivors' captain, Hans Giesbrecht (Medium Pirate Captain), attacked him on sight. Kartad knocked out Hans, panicked, picked him up, and fled to Hope's Heart.

Track of the Monster

Characters who succeed on a DC 12 Wisdom (Survival) check find and can follow Kartad's tracks to Hope's Heart. If the characters fail, a survivor points out the path. Roll on or choose results from the following table for three encounters that happen on the way (rerolling duplicates).

1d4Encounter
1Six Dire Wolves pursue a Homunculus. The homunculus flees as soon as possible.
21d8 Zombies animated by mechanical apparatuses stare into the sky. They are Constructs and don't react, even if harmed.
3A Primeval Owlbear made of mismatched parts forages for food; it is a Construct. It is Indifferent to the characters.
4A Troll hunts alongside a Winter Wolf.

Hope's Heart

Hope's Heart is a hidden canyon home to numerous harmless Constructs that is accessed via a passage in an abandoned cabin. When the characters approach, Elise appears on the cliffs 20 feet above and demands to know their business. Elise is a Mordenheim's Monster (see x). The Unbreakable Heart glows from her chest.

Fighting Elise

Elise attacks to prevent entry to the cabin and to defend herself. She avoids killing and won't pursue those who flee. If the characters attack, they'll likely have to make multiple attempts to wear down Elise or use trickery to defeat her.

Negotiating with Elise

Elise is Indifferent to the characters or Hostile if they harmed any Constructs on the isle. She's wary of those who working for Viktra and can share the details described in "x." If a character explains they're seeking the missing captain, she brings forth Hans and Kartad. Kartad has nursed Hans back to health; he apologizes and releases the bewildered captain.

The Crew

The six survivors arrive to see the characters speaking with Kartad. They overreact on seeing the "monster" and initiate combat. Kartad panics and defends himself. Hans has 10 Hit Points but is too weak to command his crew or fight.

Aftermath

If the characters fight alongside the crew, Kartad and Elise defend themselves but flee after 3 rounds or if anyone is killed. Elise leads her followers to hide elsewhere on the island. The sailors thank the characters and offer to help them rally aid in Ludendorf to return and hunt the monsters.

If the characters deescalate the conflict or defend Kartad, Elise's attitude toward them improves. She won't give them the Unbreakable Heart or return to Schloss Mordenheim. Rather, she tries to convince the characters to see Viktra for the villain she is. She entreats them to return to the castle, save captive members of the Children, and thwart the doctor, as detailed in "x." In return, Elise offers a trove of 4,000 GP and an Immovable Rod.

Characters who defeat or choose to aid Elise earn a bonus 1,100 XP.

Mordent

Domain of the Haunted

In Mordent, the dead don't rest. Here, farmers and fishers toil in scattered villages, cleaving to stoic, hardworking traditions. In the manors of landed, aristocratic families, the bearers of noble names view themselves as conservators of the land and of stifling reputations. Tradition, memory, and expectation haunt the lives of Mordent's people, and when they die, nothing changes.

Little known to the living, the dead in Mordent rise as spirits, and for most—knowing no other ways—their work continues. Abandoned estates hide spectral generations of frustrated nobles and their downtrodden servants. While some spirits drift idly or deteriorate to mere impressions of their past selves, others greedily cling to their former possessions and ambitions. Some pernicious spirits become infamous hauntings, while others—such as the domain's Darklord, the ghostly Lord Wilfred Godefroy—seek to dominate the living and dead.

Domain Features

Mordent is known for the following features:

  • Lingering Spirits. All manner of spectral undead and other hauntings lurk in Mordent. Ghost stories and rumors of haunted sites are common.
  • Local Nobility. Mordent is governed by town mayors and local lords. Few nobles remain, and some have only decrepit manors left to their names.
  • Old Faiths. People casually worship vague deities in Mordent, but evidence of forgotten druidic traditions lies scattered around the wilds.
  • Spiritualism. Attempting to communicate with the dead is a popular pursuit for investigators, bored nobles, and charlatans.
  • Tradition and Shame. The people of Mordent follow traditions that prioritize hard work, self-sufficiency, and avoiding public embarrassment. Locals overlook blatant strangeness so not to shame their neighbors, and every family has secrets.

Locations in Mordent

Mordent is a foggy land of forests, fields, and moors that endures frequent rainstorms. The land is dotted with tiny farming hamlets and the rotting homes of forgotten nobles.

The town of Mordentshire is detailed below, and other notable locations are summarized on the Mordent Locations table.

Mordentshire

Mordentshire is the largest community in Mordent. Sturdy fisherfolk work the town docks and, after dusk, fill crowded tavern common rooms. Cold winds frequently blow in from Arden Bay. When they stop, they're replaced by a shroud of fog the locals call "the breath of the dead."

To the chagrin of the town's no-nonsense populace, Mordentshire is home to a small community of scholars and adventurers. Saulbridge Sanitarium provides a refuge for the ill while also welcoming researchers from other domains. Across town, an unassuming herbalist shop is run by Rudolph van Richten (see x), an investigator of all things monstrous and mysterious.

The lands around Mordentshire host two prominent estates. Heather House is the home of the Weathermay family, regional lords who count numerous heroes among their number. To the east stands Gryphon Manor, the notorious House on Gryphon Hill. The mansion has a history of violence, tragedy, and hauntings and is the home of the domain's Darklord, Lord Wilfred Godefroy.

Mordent Locations

LocationDescription
Abbey PointA group of silent Ezra worshippers maintain a sanctuary at Abbey Point. Maps there claim that only the sea lies north of the abbey, making the nearby wooded coast a mystery.
BlairsbayLittle more than a dock, market, and tavern, Blairsbay serves a line of coastal noble estates. Many of these great homes are abandoned, including Lumley House and Preston Hill.
Candle CrossThe hamlet of Candle Cross spills from the remains of a ruined castle, the drawbridge of which extends over the Arden River. The bridge rises of its own accord to bar evil from entering.
CrawfordNear the village of Crawford, countless of ravens roost at Crawford Manor. A carving in the manor reads: "The Death of Ravens Shalt Thou Abhor, Lest the Crawford Line Be Nevermore."
GlastonThe residents of the village of Glaston cleave to druidic traditions. Rumors say ancient druids forged magical passages between the nearby Sigil Lakes and similar sites in realms beyond.
GlenwichYears ago, the sand cliff that bore half the village of Glenwich—including its ancient church—collapsed into the bay. Locals avoid the tide pools mingling amid dilapidation and the dead.
Haworth HallHaworth Hall numbers among the domain's dozens of lonely, decaying manors. Something inhabits the estate, but whatever it is terrifies Mordent's ghost and they avoid it at all costs.
IdlethorpMiniature constructs made of stitched-together body parts run amok in this abandoned hamlet's Punchinel Manor, once home to an eccentric inventor.
Locustbranch HospitalLocustbranch was once a renowned hospital, but it was abandoned after a series of mysterious deaths. Now, ghostly patients pack its wards, crying out for cures to eternal ills.
WaterfordThe hamlet of Waterford stands at a confluence of rivers and roads. Here, the Globe inn quietly keeps a back entrance and rooms to accommodate silent, ghostly travelers.
Whelk Spring HouseThe last of the noble Esker family recently died, bequeathing Whelk Spring House to distant relatives. At low tide, the waters of Bent Key Causeway reveal a muddy path to the estate.

Wilfred Godefroy

Darklord Tormented by Ghostly Undeath

Speak your piece, then hold your tongue. No fools are more insufferable than the living.

— Wilfred Godefroy

Lord Wilfred Godefroy rules the afterlife of all who die in Mordent. Arrogant, impatient, and vengeful, the Darklord seeks any opportunity to exert his control and reinforce his undying noble standing.

Lord Godefroy haunts the House on Gryphon Hill, along with countless other spirits. Wilfred can send mobs of obedient spirits to do his will anywhere in the domain. He uses his control over the dead to influence the living, threatening to harm his victims' dead loved ones if they don't obey his fickle commands.

A generation ago, the creators of the mist-piercing device called the x vanished from Mordent. Lord Godefroy has discovered the hidden machine, but, to his frustration, lacks a way to use it.

[stat block: Wilfred Godefroy]

Wilfred's Tale

In life, Lord Wilfred Godefroy was an unremarkable minor aristocrat. He inherited the estate of Gryphon Hill near Mordentshire centuries ago by murdering his father and framing it as an accident. During a bloody night years later, the entire Godefroy family—Wilfred; his wife, Estelle; and their daughter, Penelope—died violently. But instead of passing on to the afterlife, the Godefroys' souls lingered at Gryphon Hill. In death, Wilfred is haunted by the ghosts of his family, recent and the past generations, who blame him for their deaths and the family's disgrace.

A generation ago, a mysterious alchemist created a device in Mordent called the x. This magical machine had many fantastic powers, including the ability to open passages between the planes and separate a creature's good and evil natures into separate beings. The Apparatus drew multiple powerful beings to Mordent and eventually attracted the Mists themselves when the device malfunctioned, causing a deadly disaster. The Mists collected Mordent into the Domains of Dread, and the mysterious alchemist vanished. With the departure of mightier beings, Lord Godefroy remained as the land's most fearful villain. He inherited the mantle of Darklord of the new domain of Mordent.

Since then, Wilfred has claimed lordship of all who die in Mordent. He knows the location of the Apparatus and seeks to master its powers, but how to do so and the location of a vital piece of the machine—the Rod of Rastinon—both elude him. He seeks to blackmail anyone who might be able to reveal the device's secrets or find the missing rod. Wilfred forces Alice Weathermay, mayor of Mordentshire, to keep him appraised of useful visitors to the domain, by holding her dead husband, Daniel Foxgrove, hostage.

Wilfred's Domain

Mordent is altered by Lord Godefroy's presence, creating the following effects:

  • Closing the Borders. While in his domain, Lord Godefroy can close or open the borders to Mordent. While the borders are closed, the groans and whispers of the dead fill the Mists surrounding Mordent. Creatures in the Mists have the Deafened condition.
  • Ears Everywhere. While in his domain, Lord Godefroy can cast Sending, requiring no Material components and using Charisma as the spellcasting ability. When casting the spell in this way, Lord Godefroy can target any Undead creature in Mordent, in addition to the usual targets.
  • Spectral Serfs. A Humanoid that dies in Mordent rises 7 days later as a Specter under Lord Godefroy's control, unless the Humanoid is restored to life.

If Wilfred dies, these effects end immediately.

Wilfred's Lair

The House on Gryphon Hill lies just outside Mordentshire and is home to Lord Wilfred Godefroy. Hundreds of spirits remain bound to the house and the surrounding grounds, and all serve the lord of the house and struggle to stay in his good graces. Spirits that rebel are punished—either forced to face Wilfred's kennel of spectral hounds or dragged into the deepest recesses of the house, which even the eldest spirits fear.

House on Gryphon Hill

Cobwebs and dust coat the House on Gryphon Hill. Lurking spirits remain out of sight until trespassers pose a threat or Lord Godefroy orders them to attack. The house has the following features:

  • Basement. Lord Godefroy orders ghostly teams to endlessly dig deeper and wider basements beneath the house. As if creating his own underworld, Wilfred imprisons spirits who displease him in the expanding haunted dungeons beneath the house. Somewhere amid these dungeons, a passage connects to the site where the x is hidden.
  • Haunted Rooms. Estelle and Penelope Godefroy haunt the house's attic, avoiding Wilfred and doing all they can to frustrate the Darklord and stymie his ambitions. The house's other spirits obey Estelle and Penelope unless their commands contradict an order from Wilfred.
  • Withered Estate. Wilfred's ghostly hounds patrol the house's grounds, while spectral groundskeepers tend to dead topiaries and hedges as if they still thrived.

Adventures in Mordent

Mordent is a realm of ghost stories (see x). Moldering manors, lonely moors, neglected graveyards, and similar gothic sites provide natural settings for encounters with spirits and the tragic dead. Use this section to develop horror adventures in this domain.

[image: Fog locally known as the breath of the dead obscures mysterious shapes on the streets of Mordentshire]

Horror in Mordent

Adventures in Mordent often include the following elements.

The Apparatus

Wilfred is obsessed with control over the dead and the living. He knows where the magical device known as the Apparatus is hidden but has limited understanding of how to use it. Nevertheless, he knows it is powerful and can produce devastating effects. He cares nothing for the machine's remarkable abilities and seeks to use it as a weapon to force all in Mordent to obey him.

To fulfill his goals, Wilfred seeks individuals with magical and alchemical insights, as well as rumors of the Apparatus's missing piece, the Rod of Rastinon. He might threaten or blackmail the living into aiding him. Should he suspect the Rod of Rastinon or other vital information lies beyond Mordent, he might send his agents to other domains.

The Apparatus can exchange souls, open passages through the Mists, and create more dangerous effects, but the magical device might have any properties an adventure demands.

Bastion of Heroes

Despite the horrors lurking in Mordent, the domain hosts several quiet, relatively peaceful communities. Characters from Mordent might have had relatively peaceful, mundane lives before mysteries or tragedies led them to adventure. The abandoned estates of Mordent also make fine places to use the rules for Haunted Bastions, detailed in x.

Ghosts of Mordent

Ghost stories often involve spirits that linger as the result of some tragedy or unfinished work. In Mordent, spirits linger and might request help from the living. Roll on or choose a result from the Mordent Hauntings table to inspire adventures featuring the lingering dead.

Mordent Hauntings

1d8The Spirit Seeks Aid In...
1Freeing a living loved one from possession by another ghost.
2Hiding a secret that could embarrass or undermine a living loved one.
3Liberating another spirit from the dungeons beneath the House on Gryphon Hill.
4Locating a spirit that wanders a broad region or who appears only during the new moon.
5Restoring the memory of an ancient spirit that has almost lost its sense of self.
6Searching a distant haunted site for a spirit it has been separated from.
7Sealing the site of an ancient evil or the lair of a creature that torments spirits.
8Smuggling a living relative out of Mordent, away from Wilfred's clutches.

Even though spirits are trapped in Mordent, many find secluded places where they reflect on nature, their lives, and eternity. Over generations, such spirits often become little more than vague shapes or disembodied voices or emotions before fading away entirely.

Van Richten's Herbalist Shop

Rudolph van Richten (see x) is the foremost scholar of monsters and strange occurrences in the Domains of Dread. He lives and works from the Mordentshire herbalist shop (see map 2.27). Beyond the storefront, Rudolph's studies and prepares methods of combating evils plaguing the Land of the Mists. Adventurers might find lore and tools to combat all manner of monsters here.

When absent from his shop, Rudolph leaves it in the care of his protégés, Gennifer and Laurie Weathermay-Foxgrove (detailed in x) and Beatrice Polk, an elderly local gardener and accomplished detective.

Mordent Campaign Arc

Mordent campaigns often involve ghostly mysteries. A campaign here might follow this outline:

  • Levels 1–2. Caarey Gelthik, a local ne'er-do-well in Mordent, has become a Ghast and lurks beneath the town docks. By night, he robs graves to consume the bodies within. The characters take note when silent spirits—perhaps of allies—begin wandering town, each missing limbs, tongues, and other soft features. Only finding and defeating Gelthik causes the dismember spirits to depart.
  • Levels 3–4. Beatrice Polk, caretaker at the Mordentshire herbalist shop, hires the characters to end a haunting afflicting the shop. See the adventure "x."
  • Levels 5–10. Alice Weathermay, mayor of Mordentshire, hires the characters to find a lost piece of local history: the Rod of Rastinon. She shares leads involving various strange sites, but the rod doesn't appear. Eventually, Lord Godefroy—who has been working through Alice Weathermay—grows impatient. He threatens the party's dead loved ones, insisting the characters find the rod swiftly and help him use the Apparatus (see chapter 3).

The Ghost Hunter's Haunting

Adventure for Level 3 Characters

  • Situation. An accident at x herbalist shop broke a strange relic and unleashed a deadly feline spirit from another domain.
  • Hook. Beatrice Polk, the shop's caretaker, offers the characters 400 GP if they end the haunting.

Encounters

This adventure uses map 2.27 and consists of these encounters.

Beatrice Polk's Aid

Beyond her folksy politeness and dislike of curse words, Beatrice Polk takes her stewardship of the herbalist shop seriously but doesn't enter the shop during the haunting. She can provide the characters with a number of Potions of Healing equal to the party's members. She scuttles plans that involve harming or stealing Rudolph's possessions.

Ghost Cat

A Wraith that appears as a black cat the size of a panther haunts the shop. Whenever the characters enter a room without monsters present, roll a die. If the number is odd, the cat is in the room. If the cat has more than half its Hit Points, it fights for a round, then flees to another room or floor; otherwise, it flees without attacking. If destroyed, the wraith reappears 24 hours later with full Hit Points. Its threat ends only if the ritual in the cellar is completed.

Laboratory

Two Poltergeists haunt this room.

Stairs

An unnatural wind blows against anyone who tries to ascend either stairway to the second floor. A character must succeed on a DC 16 Strength (Athletics) check to climb the stairs.

Dumbwaiter

A dumbwaiter connects the kitchen and the upstairs hall. It can hold one Medium or smaller creature. A creature outside the dumbwaiter can use an action to raise or lower the dumbwaiter and its contents.

Upstairs Hall

Broken on the floor is a strange relic: a mummied cat. Shelves nearby hold accounts of Rudolph's travels in a land called Har'Akir.

Library

Rudolph's library is filled with occult texts. Any character who spends a minute investigating the library finds a copy of Van Richten's Guide to Ghosts. Those who spend at least 10 minutes reading this book and have seen both the relic in the upstairs hall and the ritual room in the cellar understand how to use the cellar room to exorcise the ghostly cat. Additionally, a character who succeeds on a DC 12 Intelligence (Investigation) check finds a Spell Scroll of Protection from Evil and Good.

Guest Room

Standing facing a corner of this room is Gennifer Weathermay-Foxgrove. She is possessed by a Ghost, which holds her in a catatonic state. Gennifer is freed of her possession if she's affected by a spell like Protection from Evil and Good or if she's removed from the shop. The feline-featured wraith attacks the party if its possession ends or if Gennifer is moved from the room. If freed from the ghost's control, Gennifer is aware of the ghostly cat, as she accidentally broke the relic in the hall. She knows how to exorcise the spirit using the wards in the cellar.

Cellar

A room in the cellar is prepared for magic rituals. A character who succeeds on a DC 12 Intelligence (Arcana) check realizes this space is warded to contain or dispel spirits. If the characters place the relic from the upstairs hall within the space, the ghostly cat appears 1 minute later and fights until destroyed. If the cat is defeated here, the relic repairs itself and the haunting ends. Each character gains a bonus 400 XP for ending the haunting.

Shadowlands

Domain of Faded Glory and False Virtue

For the knights of the Shadowlands, the struggle with evil isn't a philosophical trial—it is an active war. East of the rugged Theospine Mountains spreads the peaceful realm of Nidala, where the virtuous knights of the Circle guard their lands against wickedness beyond and within. To the mountains' west lies the ruined land of Avonleigh, the birthplace of the knightly Circle; this realm fell to evil long ago and has become overgrown by the spirit-stalked Phantasmal Forest. Many knights of the Circle view themselves as inheritors of a legacy of shame. They aspire to the heroism of their storied ancestors and battle to absolve themselves of imagined failures. They throw themselves into crusades against foes, real and imagined, sacrificing their lives—and those of their people—for redemption and glory.

For all the Circle's good intentions, these knights are cursed. Monsters and villains they've defeated reappear in the Shadowlands seeking vengeance. Most infamously, deep in the Phantasmal Forest lingers the evil that caused Avonleigh's downfall: Ebonbane, Darklord of the Shadowlands and the sapient sword of the Circle's founder, Kateri Shadowborn.

Domain Features

The Shadowlands is known for the following features:

  • Bastions on the Borderlands. The Circle seeks to reclaim a foothold in Avonleigh in a region called the Borderlands. They often reward allies with Bastions here (see x and the Dungeon Master's Guide for details on Bastions).
  • The Circle. The knights of the Circle (described in x) make their home in this domain.
  • Nidala's Ruler. Elena Faith-hold rules Nidala. But this knight is rarely present in the land, as she leads deadly quests beyond the domain's borders (see "x").

Locations in the Shadowlands

The Shadowlands is a dualistic domain: Avonleigh remains an overtly haunted wilderness home to lurking evils, while Nidala touts itself as the virtuous opposite. But the land's harmony is artificial, its people forced to smile while trapped in the service of Elena Faith-hold and her sycophants. Accordingly, the domain's conflict isn't one of good versus evil, but rather of overt and covert evils.

The Phantasmal Forest is detailed below, and other notable locations are summarized on the Shadowlands Locations table.

Phantasmal Forest

The Phantasmal Forest dominates the haunted land of Avonleigh, a shifting, surreal woodland cloaked by perpetual night. A dreamlike place controlled by Ebonbane, the forest changes constantly, and locations within drift like flotsam on a dark sea. The River Avalon and the King's Highway—an overgrown route of misaligned stones—enter the forest, but within the woods they circle endlessly and never leave. Only those descended from the Circle's founding members can navigate the Phantasmal Forest without becoming lost. All others wander at Ebonbane's whim, becoming prey for the wolves, corrupted fey, cursed knights, or wicked souls that haunt the forest.

Shadowlands Locations

LocationDescription
Banemaw's LairAfter being slain by Elena Faith-hold, the dragon Banemaw returned as a dracolich. Elena keeps this a secret and sacrifices a dozen villagers to the creature every three years.
BorderlandsSeveral abandoned keeps stand within sight of the Phantasmal Forest. The Circle grants these holdings to members and allies who swear to restore them as bastions of light.
Faith HoldFrom her castle, Elena readies knights for bold quests, makes her "Decrees of Faith," and employs harsh inquisitors in hidden torture chambers and reeducation cells.
Lake AmentaIcy Lake Amenta is said to hide a golden realm beneath its waters. Only Elena remembers the city of "heretical" dwarf artisans she drowned in a flood here long ago.
ProllLevity is forbidden in the lumbering community of Proll. People are wary of smiling and report those suspected of secretly being bards. Those who transgress are sent to the Faith Hold.
Ruins of EckhamThe peasants of Eckham rebelled against their harsh treatment. Elena claimed the people succumbed to demon worship and had her followers slay the locals and burn the town.
Ruins of LudyardLudyard met a fate similar to Eckham. Freedom fighters hide out here and plan Elena's undoing, but they endlessly squabble over how best to rule after her downfall.
xEbonbane tempts virtuous souls to Shadowborn Manor, crushes their faith, and takes control of their bodies. The manor is still haunted by the spirit of Kateri Shadowborn.
Stone CircleThe Circle was founded here long ago. Amid rune-carved dolmens is a circular slab marked with the impression of thirteen distinct swords. Ebonbane sees nothing that happens here.
Tergeron ManorLong ago, the wizard Morgoroth betrayed the Circle but was trapped in a mirror in Tergeron Manor. Within the manor lies a crystal coffin that holds the hero Aurora Shadowborn in stasis.
TouraineThe gleaming, white-walled city of Touraine is peaceful and safe. The people are wary of strangers and the evils they bring. A grand temple of Ezra serves as a meeting place for the Circle.
WyndertonWynderton is a farming community protected by a family of knights of the same name. To prove their piety, the family insists the villagers attend religious services three times a day.

Ebonbane

Darklord of Endless Vengeance

Questing knights? Champions of the realm? Look upon thy sterling souls. Tell me, heroes, by what fair deeds art thou known in this rotted world?

— Ebonbane

Ebonbane is an evil, sapient blade that seeks to annihilate the legacy of the Shadowlands' greatest hero and her allies. This includes all with the Shadowborn name and every member of the Circle.

Ebonbane is a magic weapon (see "x" later in this section), but within Shadowborn Manor, it becomes a creature that can move on its own (see the Ebonbane stat block). Beyond the manor, it doesn't use its stat block—it requires a wielder to work its evil in the world.

Many who attempt to attune to the weapon are slain outright by its evil. Those who do manage to wield Ebonbane must endure the Darklord's constant demands and risk becoming its pawn (see "Sentient Magic Items" in the Dungeon Master's Guide). If unattended outside Shadowborn Manor, Ebonbane eventually finds its way back there. No one can carry Ebonbane out of the Shadowlands. If someone tries, the sword vanishes and reappears in Shadowborn Manor.

Ebonbane has a flamboyant personality and a penchant for the dramatic and sadistic. It has no regard for life and delights in animating the corpses of foes, then destroying them in front of their allies. When it speaks, it uses language that mocks the elevated speech of knights.

[stat block: Ebonbane]

Ebonbane's Tale

Kateri Shadowborn was a great hero who, alongside her order of valorous knights called the Circle, spent her life in service of good. Among her greatest deeds was leading an army against a nation whose king had been possessed by a fiend. She defeated the fiend, though doing so caused her magic sword to shatter.

After a life of great deeds, Kateri Shadowborn retired to live in peace with her family at Shadowborn Manor. But the hero had made many enemies. Thinking her vulnerable, wicked cultists recovered the pieces of Kateri's broken sword and conjured the lingering malice of the evils she had thwarted. These the cultists forged into a terrible weapon, Ebonbane—and they became its first victims.

Animated by hatred for Kateri and her allies, Ebonbane took control of its creators and became a curse on the world. For years it worked to destroy what Kateri had created, ruin what she loved, and slaughter those who aided her. Many times the evil sword's wielder was captured, but none ever suspected that the weapon itself was behind the grisly crimes.

Finally, in the hands of an unassuming monk, Ebonbane found its way to Shadowborn Manor, where grim news had isolated Kateri and worn her down. Aged but still a mighty knight, Kateri recognized Ebonbane's threat, and a great battle ensued. During the clash, Kateri kept Ebonbane's attention and ensured her family and friends escaped the manor. When only the hero and the wicked sword remained, Kateri summoned her remaining might into a blow to destroy Ebonbane. But the wicked sword proved too powerful. Kateri's blade shattered, and Ebonbane struck down the legendary knight. Exalting in its victory, the evil weapon possessed Kateri's body and pursued her fleeing family. But as it did so, it witnessed its quarry fading into the rising Mists.

When the Mists receded, Ebonbane found itself in a realm where the residents regarded the ancestors of Kateri Shadowborn and her fellow knights as heroes. Thrilled to continue its spree, Ebonbane sought to leave Shadowborn Manor, but it had no one to carry it beyond the grounds. Now, the evil blade seethes in frustration, waiting for a worthy bearer to carry it into the world so it might destroy all the good that came from Kateri's work.

Ebonbane as a Magic Item

Ebonbane's magic weapon form is described below.

Ebonbane

Weapon (Longsword), Artifact (Requires Attunement)

The Darklord of the Domain of Dread known as the Shadowlands is Ebonbane, a sapient sword. Ebonbane uses its monster stat block while in Shadowborn Manor.

Bound to the Shadowlands

When you enter a space outside of the Shadowlands, your Attunement immediately ends and Ebonbane teleports to somewhere in Shadowborn Manor.

Insatiable Rage

The sword demands destruction. If the sword hasn't slain a Celestial or a Humanoid for 3 days, you make a DC 17 Charisma saving throw at the next dawn. On a successful save, you take 8d8 Force damage. On a failed save, you are dominated by the sword, as if by the Dominate Monster spell, and the sword demands the blood of a Celestial or a Humanoid. The spell effect ends when the sword's demand is met.

Magic Weapon

You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Celestial or a Humanoid with it, that attack also deals 3d6 Necrotic damage.

While you hold this weapon, you have Advantage on saving throws against spells and other magical effects.

Sentience

Ebonbane is a sentient Chaotic Evil weapon with an Intelligence of 17, a Wisdom of 14, and a Charisma of 19. It has hearing and Truesight out to 120 feet. The weapon speaks Common and can communicate with its wielder telepathically. While you are attuned to it, Ebonbane also understands every language you know.

Personality

Ebonbane was created to kill the paladin Kateri Shadowborn, and it still possesses a burning hatred for goodly knights. Ebonbane revels in seeing good defeated and hope vanquished. The sword bonds with any wielder that assists in its goals but always views it wielder as a lackey.

Destroying Ebonbane

The only way to destroy Ebonbane is to forge a weapon from the x and reduce Ebonbane to 0 Hit Points with it (see the Ebonbane stat block).

Ebonbane's Domain

The Shadowlands is altered by Ebonbane's presence, creating the following effects:

  • Closing the Borders. While in its domain, Ebonbane can close or open the borders of the Shadowlands at will. While the borders are closed, whirling blades of magic fly through the Mists surrounding the Shadowlands. A creature that enters the Mists for the first time on a turn or starts its turn there must succeed on a DC 15 Dexterity saving throw or take 3d10 Force damage. A creature makes this save only once per turn.
  • Haunted Woods. The forest within 1 mile of Ebonbane's lair is wreathed in a powerful illusion. Whenever a creature other than Ebonbane or the sword's allies finishes a Short or Long Rest in that area, it must succeed on a DC 15 Intelligence saving throw, or it is lost in the forest, always finding itself at the location it started in until it finishes a Short or Long Rest.
  • Turning Weapons. While in its lair, Ebonbane can transform nonmagical Greatswords and Longswords within 1 mile of the lair into Animated Flying Swords by completing a 24-hour ritual.

If Ebonbane is destroyed, these effects end immediately.

Ebonbane's Lair

Ebonbane remains imprisoned in Shadowborn Manor, a fortified estate hidden in the Phantasmal Forest. The grounds are strewn with the bodies of those who sought the legendary blade and failed.

Shadowborn Manor

Though abandoned, Shadowborn Manor remains in decent repair. The estate is depicted on map 2.29 and has the following features:

  • Dungeon. The Circle understood that some evils needed to be contained. A secret stairway in the east wing leads to a dungeon that has remained hidden from Ebonbane.
  • Great Hall. This hall hosts the round table where members of the Circle once met. Ebonbane poses the bodies of knights here to possess as it pleases.
  • Lady's Chambers. Kateri Shadowborn's armored corpse lies in the largest bedroom on the second floor. It is Ebonbane's favorite body to reanimate, and if destroyed, it reappears in this chamber.

Adventures in the Shadowlands

Adventures set in the Shadowlands feature individuals striving to prove their worth or superiority. Characters might be welcome to join the knights of the Circle, or perhaps they belong to families with heroic histories. Such ties could connect characters to the domain's history and future quests. Use this section to develop horror adventures in this domain.

[image: The remains of failed quests and fallen knights lie near Shadowborn Manor in the Phantasmal Forest]

Horror in the Shadowlands

Adventures in the Shadowlands often include the following elements.

Faith-hold's Crusades

Elena Faith-hold rules Nidala, crushing its people under the weight of her intolerance and need to maintain her virtuous reputation. While she doesn't lead the Circle, she is its most respected member.

Elena leads forays of knights into the Mists on lengthy quests to defeat wicked foes in mysterious lands. An invitation to join one of Elena's crusades is a great honor and a death sentence. Whenever Elena returns from the Mists, she always does so alone, claiming to be the sole survivor of a great victory.

Elena Faith-hold isn't a Darklord, but should someone ever destroy Ebonbane, she might ascend to that position.

Quest of the Four Keys

One can destroy Ebonbane permanently using the sword of Kateri Shadowborn. However, the Dark Powers shattered her sword and scattered its pieces. These fragments are known as the Four Keys—emblems of Kateri's valor and faith. Each embodies a different virtue and one of the four elements.

The Keys' Locations

The Four Keys might appear anywhere in the Shadowlands or other domains. The ghost of Kateri Shadowborn or lore hidden amid tragic sites might point toward the keys.

Using the Keys

Should the characters collect the Four Keys, they can reforge them into a weapon that—if used to reduce Ebonbane to 0 Hit Points—negates its Darklord Restoration trait. It's up to you whether this ends the Darklord's threat or unleashes a greater evil bound within.

Shadowlands Campaign Arc

Campaigns in the Shadowlands often involve quests that reveal evils steeped in tragedies and abuses of power. A campaign here might follow this outline:

  • Levels 1–4. The characters aid members of the Circle in defeating a dangerous Basilisk in Nidala. Impressed, the knights charge the characters with reclaiming a fort in the Borderlands from a wicked knight. The knight—a Circle member who died trying to recover Kateri Shadowborn's sword—is now a Revenant. Once the knight is defeated, the Circle gives the characters its fort as a Bastion (detailed in the Dungeon Master's Guide).
  • Level 5–8. In their Bastion, the characters find a piece of a broken sword. The spirit of Kateri Shadowborn appears to the most virtuous character and asks for their help freeing her spirit and defeating Ebonbane. She shares the details in the "x" section. The characters begin a journey across the Shadowlands and beyond to recover the other three sword fragments.
  • Levels 9–11. Once the characters have the Four Keys, Kateri's spirit instructs them to travel to the Stone Circle in the Phantasmal Forest, where the sword can be magically reforged as a Holy Avenger. With this weapon, the characters journey to Shadowborn Manor and face Ebonbane.

The Shadowborn Sword

Adventure for Level 10 Characters

  • Situation. A knight seeks to prove herself by finding a hero's lost sword.
  • Hook. The human knight Lucia Lambert (Medium, Lawful Good Questing Knight) invites the characters to join her mission to recover the lost sword of the hero Kateri Shadowborn. In return, she'll reward them with 4,000 GP—or double that amount in additions to the characters' Bastions.

Encounters

The adventure starts at the edge of the Phantasmal Forest and consists of these encounters.

Phantasmal Forest

The journey to Shadowborn Manor is 18 miles, with the forest's density and perpetual Darkness limiting characters to a Slow pace. As Lucia's family members have belonged to the Circle since its founding, she can navigate the forest at a Normal pace, so the journey takes only 8 hours.

Fallen Knight

Outside the manor, a Death Knight Aspirant wearing the armor of a Circle knight bars the path and warns characters not to enter. A Good character who succeeds on a DC 16 Charisma (Persuasion) check can convince the corpse to let them pass; otherwise, it attacks those who try to enter.

Shadowborn Manor

Armored corpses lie about Shadowborn Manor (use map 2.29). If the characters disturb them or enter the great hall, five rise as Strahd Skeletons (see x).

Shadowborn's Ghost

The Lawful Good Ghost of Kateri Shadowborn haunts the manor. If the characters seem near defeat, she appears and can distract Ebonbane or lead them to the hidden dungeon.

Ebonbane

Ebonbane (see earlier in x) lies in the great hall. If with the characters, Lucia claims the sword and is stricken dead by Ebonbane, who animates her body. Otherwise, Ebonbane animates another corpse. The Darklord tries to convince the characters to take it from the manor so it can slay their foes. If they reject it, Ebonbane fights.

Conclusion

Should the characters escape Shadowborn Manor, each of them earns a bonus 3,100 XP. If they don't take Ebonbane, Kateri's ghost appears to them the following night and explains that Ebonbane's evil isn't ended. She goes explains the Darklord's history and how to destroy it (see "x"). The Circle rewards the characters in Lucia's stead if she is slain.

Sithicus

Domain of the Soul's Shadow

Whatever Sithicus was or could have been, it will never be. The dramatic ruins of a fabulous elven realm cover a land realm forested by gigantic trees and burning with the flames of a forgotten magical disaster. Scattered communities appear among the dilapidation, the domain's predominantly elf population living like strangers amid structures to which they have no connection. At dusk, people withdraw, hiding from the domain's true residents: the shadows.

By night, the shadows of Sithicus reenact forgotten lives or mimic the deeds of questing knights, devoted lovers, and lurking monsters. Most of these shadows are harmless, if unnerving, and seem not to notice other beings. Some, however, resent the domain's other residents and torment the living.

Though few in the domain realize it, Sithicus has ties to the world of Krynn on the Material Plane. Ruins suggest the work of elves from that world, while the night sky blazes with the five-headed dragon constellation of the deity Takhisis. As on Krynn, the black moon Nuitari is visible only to evil beings. But the domain's clearest tie to Krynn is its Darklord, the accursed knight Lord Soth.

Domain Features

Sithicus is known for the following features:

  • Bound to Krynn. Sithicus is a warped reflection of the lands of Krynn. This world and its people, such as kender, are described in Dragonlance: Shadow of the Dragon Queen.
  • Cataclysmic Fire. Accursed flames blaze amid prominent ruins and turn shadows into monsters drawn from Lord Soth's past.
  • Living Shadows. Shadows in Sithicus move on their own. Most are harmless, but some are deadly creatures such a Shadows or Shadow Demons.
  • Soth's Traitor. Lord Soth's undead soldiers hunt for the ghostly knight Caradoc, whom Soth blames for his imprisonment in Sithicus.

Locations in Sithicus

Two significant features of Sithicus are detailed below, and other notable locations are summarized on the Sithicus Locations table.

Endless Ruins

Sithicus lies blanketed in endless ruins. Ancient forests rise from them, rivers flow in their broken avenues, and whole mountain ranges are sculpted with crumbled towers. These structures suggest the work of a vast, magical elven nation, but all evidence of these people has been reduced to enigmatic scraps of art and lore. At the heights of crumbling towers or in empty crypts blaze violet, cataclysmic fire (see "x"). In rare cases, these phantasmal flames reveal glimpses of Lord Soth's past and details that the clever might use to win the Darklord's favor.

Great Chasm

The Great Chasm gapes in Sithicus like a wound. None can say how deep it goes, as light fails to pierce more than a few dozen feet into the ravine. Those who descend deeper vanish into the shadows and rarely return. Those who do tell of a malicious darkness beneath the domain, a cacophony of hateful voices, and shadows that hunger.

Hidden amid ruins spilling into the chasm is the home of Inza Kulchevich, a hateful witch who can speak to shadows and believes all virtue is a lie. Despite her cynicism, she might perform prophetic fortune-telling or share strange lore in return for her visitors' shadows.

Sithicus Locations

LocationDescription
Giant's CloakThroughout the Giant's Cloak forest are petrified trees carved with strange runes and weeping tar-like sap. Stone giant hermits tend these groves and set deadly traps against trespassers.
Har-ThelenHar-Thelen is largely abandoned. Its gates stand open, and only a few hundred people reside at its center. By night, stray shadows work and live among the abandoned structures.
HrothThe decrepit town of Hroth is built amid giant swamp trees, many of which lean at precarious angles. The bogs nearby are said to be magic and can return to life those buried within.
Iron Warden InnThe Iron Warden Inn is closed by day, but at night, those with enough wealth to buy entry gamble at games of cards and death's-head dice. Sometimes the dead come to play.
KendralindA hidden village of faded tree houses, huts, and burrows, Kendralind is home to a few dozen kender vampires. The residents are equally delighted by games, whimsical tales, and bloodshed.
Lake of GlassThe Lake of Glass moves like water but is as solid as glass. At night, the lake reflects the hidden moon, Nuitari, and magic cast within its reflected light is empowered but cursed.
Mal-ErekForgotten scholars built Mal-Erek amid giant trees. Now only squatters and obsessed scholars reside here, with few noticing the decay of the vaults and archives around them.
Merchant's SlashThe Merchant's Slash trail is littered with the wreckage of merchant and traveler caravans. Some are still occupied by eccentric traders selling eerie wares from strange lands.
xThe towering fortress of Lord Soth is strangled by black thorns and blazes with cataclysmic flame. Within, undead knights and spectral elves reenact and recite Soth's great failures.
SorrowA hidden prison for the living guarded by the dead, Sorrow accepts mysterious transfers from beyond the Mists. Many thought dead in other domains are imprisoned here.
VeldravaA dismal work camp stands at the entrance to a maze of unfathomably deep salt mines. Caustic minerals burn explorers who seek the source of whispers from the depths.

Lord Soth

Darklord Cursed by Memories

Explain why you have interrupted my reverie, or I will turn your waking hours into nightmares.

— Lord Soth

Lord Loren Soth seethes within a realm that mocks and frustrates him. Having known the rigid standards of knighthood and warfare, Soth finds Sithicus empty and chaotic, his people apathetic and undisciplined. The elven beauty that once captivated him lies ruined, the land burns with the flames of Krynn's Cataclysm, and the realm's shadows remind Soth of his past failures. Worse, no worthy foes exist to challenge him. So Soth broods on his throne in Nedragaard Keep, haunted by banshees that sing the tale of his disgrace and by rotted, undead copies of the knights who once served him.

Lord Soth cares nothing for his domain. But should noteworthy threats or remarkable individuals appear, he seeks to crush or enlist them. The only exception is the spirit of his treacherous former ally, Caradoc. Soth's undead servants and his werebadger seneschal, Azrael Dax, scour the land for the elusive ghost.

Soth shares his imprisonment in Sithicus with all in the domain by keeping its borders perpetually closed. Only those who rouse him to activity or invade Nedragaard Keep might convince him to let them escape. This risks provoking the mighty death knight's wrath, but Soth still thinks of himself as a true knight—he might assist those who present themselves as honorable warriors or show knowledge of his home (see "x").

[stat block: Lord Soth of Sithicus]

Lord Soth's Tale

Lord Soth was given a quest to save the people of his world, Krynn, from the wrath of the gods. Possessed by baseless paranoia and possessiveness of his elf wife, Soth forsook that quest, and the world was devastated in a great Cataclysm. In punishment, Soth was resurrected as a death knight and, for centuries, brooded on his disgrace in the charred ruins of his fortress, Dargaard Keep.

When the evil god Takhisis whispered to Soth, promising to restore his glory and avenge him against the heroic knights who banished him long ago, Soth answered and served Takhisis. During this time, he called on his undead servants, including the ghost of the knight Caradoc. Seeking to forge a new knighthood of loyal dead, Soth became obsessed with Dragon Highlord Kitiara Uth Matar and charged Caradoc with claiming her soul. When Kitiara died in battle, Caradoc refused to capture her spirit unless Soth bargained with Takhisis to restore Caradoc to life. Enraged, Soth tried to destroy Caradoc as the Mists rose around them.

When the Mists faded, Soth found himself in the domain of Barovia. For a time, he found an ally in Count Strahd von Zarovich, but the two villains couldn't abide one another for long. Soth eventually pursued rumors of his treacherous servant, Caradoc, into the Mists. When the Mists parted again, the domain of Sithicus spread before him.

Lord Soth's Domain

Sithicus is altered by Lord Soth's presence, creating the following effects:

  • Closing the Borders. While in his domain, Lord Soth can close or open the borders to Sithicus. While the borders are closed, purple flames fill the Mists surrounding Sithicus. A creature that enters the Mists for the first time on a turn or starts its turn there takes 5 (1d10) Fire damage plus 5 (1d10) Necrotic damage.
  • Fearless Soldiers. Undead allies of Lord Soth have Immunity to the Frightened condition.
  • Guilt of Sithicus. Few sleep soundly in Sithicus. Whenever a creature other than Lord Soth and his allies finishes a Long Rest in the domain, the creature must succeed on a DC 10 Constitution saving throw or gain 1 Exhaustion level.

If Lord Soth dies, these effects end immediately.

Lord Soth's Lair

[image: Nedragaard Keep]

Lord Soth rules from Nedragaard Keep, a twisted, copy of his accursed fortress on Krynn, Dargaard Keep. Nedragaard Keep grows and withers over time like a living thing. Undead soldiers patrolling the keep regularly forget their duties or collapse into lifelessness. The disorder within the rigid death knight's fortress endlessly frustrates Lord Soth.

Nedragaard Keep

Nedragaard Keep is a towerlike fortress of crumbling, flame-scarred stone. Prominent locations in the keep are depicted on map 2.31 and have the following features:

  • Gatehouse. Undead soldiers guard the gates to Nedragaard Keep, demanding to know trespassers' identities. Those who identify themselves with the proper passphrase, such as "a seeker of the rose" or "a servant of Nightlund's lord," are admitted. Stairs beyond the gate climb several floors to the top of the keep's walls.
  • Garden. Gardens on the keep's second floor are overgrown with thorny plants—use the rules for razorvine from the Dungeon Master's Guide. From here spread massive vines that bloom with black roses and strangle the entire castle.
  • Throne Room. High in the keep is Soth's throne room. Here Lord Soth spends much of his time dwelling on failures and twisted fantasies. Thirteen Banshees haunt the keep, and at any time, at least three linger here, singing of Soth's disgrace.

Adventures in Sithicus

Adventures set in Sithicus feature mysterious shadows, grim ruins, and strange foes from the warped memories of Lord Soth. Use this section to develop horror adventures in this domain.

Horror in Sithicus

Adventures in Sithicus often include the following elements.

Cataclysmic Flames

Illusory violet flames burn across Sithicus—fires from the Cataclysm that devastated Krynn. Powerful shadows guard prominent, bonfire-like pillars of these flames. These shadows might use the stat blocks of any monster, but they resemble dragons, knights, and figures from Soth's past.

Whenever someone defeats one of these guardians, the flame it protected reveals an illusory scene from the Darklord's past before vanishing. Any character who witnesses such a scene learns something of Soth's history, the world he comes from, or the knighthood he once belonged to. One of the viewers then gains the Charm of the Black Rose (see "Supernatural Gifts" in the Dungeon Master's Guide for additional details).

Influencing Lord Soth

Lord Soth is typically Hostile to strangers, but characters can adjust his attitude to Indifferent by succeeding on a DC 20 Charisma (Deception or Persuasion) check. Soth might employ characters he deems worthy on quests, such as the hunt for the ghost Caradoc. Making a second successful DC 20 Charisma (Deception or Persuasion) check while offering Soth something he covets can improve Soth's attitude to Friendly for a short time, during which he might let others leave his domain.

Living Shadows

Shadows in Sithicus often act with a life of their own. Roll on or choose a result from the Shadows of Sithicus table to inspire these shapes' behavior.

Shadows of Sithicus

1d6The Shadows Behave As...
1An elf desperately offering a swaddled bundle.
2Glimpses of skeletal warriors or horses.
3Knights in battle or in the midst of a siege.
4Peasants being consumed by shadowy flames.
5Marching soldiers with dragon-like features.
6Solemn elf priests being ambushed by ogres.

Sithicus Campaign Arc

Campaigns set in Sithicus often involve trying to gain Lord Soth's favor and win escape from the domain. A campaign here might follow this outline:

  • Levels 1–4. Azrael Dax, Lord Soth's werebadger seneschal, brusquely recruits the characters to hunt down deadly shadows. These shadows take the form of and behave as noble knights.
  • Level 5–9. Impressed by the characters, Azrael sends them to Inza Kulchevich to ask the witch to use her powers to find Lord Soth's elusive former servant, Caradoc. Inza can do this, but first she requires the characters to collect the cataclysmic flame from three ruins across the domain in a magical iron pendant. Each flame is guarded by a shadow creature that resembles some foe from Soth's twisted memories—like a lance-wielding Warrior Commander or a pompous Archpriest.
  • Levels 10–14. Inza uses the pendant to reveal that Caradoc's soul is trapped in a black sapphire that Azrael already possesses. The characters must recover the gem. They might then infiltrate Nedragaard Keep to offer it to Lord Soth. Soth is fickle though, and this approach might end in a confrontation with the death knight.

Shadow of the Black Rose

Adventure for Level 14 Characters

  • Situation. The characters seek to escape Sithicus or the Domains of Dread.
  • Hook. Inza Kulchevich (Medium, Neutral Evil Death Cultist) offers to tell the characters how to escape Sithicus if they recover a magical gem from Lord Soth's seneschal, Azrael Dax.

Encounters

The adventure consists of these encounters.

Inza's Quest

The witch Inza loathes Lord Soth. She knows he has tasked Azrael with recovering a magical gem that holds the spirit of the Darklord's treacherous former ally, the knight Caradoc. Inza gives the characters an iron pendant bearing an image of a rose that's missing its central gem. She asks them to follow Azrael to a ruin in the Misttop Mountains, where he hunts the missing gem, and recover it before him.

Inza's Secret

Inza doesn't share that she seeks to release Caradoc to provoke Soth into a conflict with the characters.

Searching the Ruins

The ruins where Azrael hunts for the gem appear on map 2.31. For every 10 minutes the characters are exploring, roll 1d6 on the table below for an encounter. For each previous encounter rolled on this table, add 1 to the result.

Encounters in the Ruins

1d6 + #$prompt_number:title=Enter a Modifier$#Encounter
1–2Death Knight Aspirant and two Banshees
3–4Two Relentless Nightmares
5A Gulthias Blight covered in black roses
6Kender Nosferatu (see below)
7Shadow Highlord (see below)
8+Azrael Dax (see below)

Kender Nosferatu

A morbidly whimsical pair of Vampire Nosferatu pesters the characters, hoping to be entertained. If the characters don't keep them amused, the nosferatu attack. Because these monsters were kender in life—mischievous folk from the world of Krynn—they are Small.

Shadow Highlord

A dragon rider made of shadows guards a pillar of illusory violet flame. It reflects one of Lord Soth's warped memories and uses the stat blocks of a Dullahan (see x) riding a Young Blue Dragon, followed by a withered Death's Head. The monsters are Hostile. If they're defeated, the nearby pillar of flames shows a scene of Lord Soth being knighted and grants a character the benefits noted in "x." If you roll this encounter a second time, treat it as a meeting with Azrael Dax.

Azrael Dax

Azrael Dax is Lord Soth's dwarf seneschal and a murderous werebadger (use the Werebear stat block). Azrael and the six Strahd Skeletons (see x) attending him are Hostile. If reduced to 50 Hit Points or fewer, Azrael bargains for his life and offers the characters the black sapphire they're looking for, which he's been hiding from Soth for moons. After this, don't roll for more encounters in the ruins.

Repairing the Pendant

Place the black gem in Inza's iron amulet releases Caradoc (Neutral Evil Ghost). The arrogant creature is Indifferent to the characters. If they don't free Caradoc, Inza does when the group returns the gem and pendant to her.

Soth Appears

Three rounds after Caradoc is freed, Lord Soth of Sithicus (see earlier in x) appears from the shadows. Soth fights Caradoc and mistakes the characters for the ghost's allies. A character might convince him otherwise—see "x."

Escape

Characters who flee or defeat Lord Soth gain an additional 6,200 XP. Those who change the Darklord's attitude to Friendly or help him defeat Caradoc can convince him to let them leave Sithicus. Defeating Soth also causes the domain's borders to open. If the characters confront Inza about her method for leaving Sithicus, she cryptically explains that the only route to do so leads through Soth, encouraging them to seek the Darklord's aid or confront the death knight again.

Tepest

Domain of Nature's Cruel Secrets

All is well in Tepest. Fields shimmer with bountiful harvests, and horned village children recite sing-song rhymes. But those who linger among this land's pastures and colorful cottages can't escape the feeling of being watched or the impression that strange forms move amid the fields. Locals dismiss such worries as the work of fey tricksters, but their smiles fail to mask the desperation in their eyes.

Brutality wears a welcoming face in Tepest, a truth embodied by the ancient hag Lorinda, who betrayed her coven in pursuit of adoration. Taking the guise of a deity called Mother, Lorinda adopted the village of Viktal, protecting its people from nature's whims so they can worship her even as they sacrifice themselves to feed her monstrous offspring. In the wilderness beyond, resentful fey watch and plot, offering cruel bargains to those who stray beyond Mother's sight. The people of Viktal do what they must to survive, using tradition to cloak their fear and complicity in a cycle of murder. Strangers become symbols of hope for Viktal's citizens—welcome alternatives to slaughtering their families in Mother's name.

Domain Features

Tepest is known for the following features:

  • Children of the Fey. Few children are born in Viktal. Would-be parents must bargain with Mother or the fey to bring them a child.
  • Fey Threats. Caves dot the land, connecting to depths where dangerous fey dwell. The people of Viktal fear them and blame them for every ill.
  • The Last Village. Viktal is the only community in Tepest. The others displeased Mother and suffered terrible fates.
  • Mother. Viktal's residents devoutly follow the optimistic faith of the nature deity called Mother.
  • Mother's Minders. Mother's most zealous faithful are called Mother's Minders. These devotees sacrifice their left eyes to Mother to show their faith.
  • The Tithe. Viktal's festivals include a fertility celebration called the Tithe that occurs once a season.

Locations in Tepest

The valley of Tepest is rocky, ill-suited to farming, and plagued by dangerous fey. Nevertheless, those who worship Mother are protected from the worst of the land's dangers. Mother's Sight and Viktal are detailed below, and other notable locations are summarized on the Tepest Locations table.

Mother's Sight

A mile outside Viktal, in a field apart from the surrounding farms, stands Mother's Sight: an array of rune-etched standing stones. These stones rise as tall as thirty feet, and several have pieces that defy gravity. Within the central and largest stone floats a disk reminiscent of a great eye.

Here the people come to worship, celebrate, and sacrifice. Colorful crafts adorn long tables, where the villagers play games and feast in celebration of Mother's bounty. Meals here are tasty, and guests are encouraged to eat and drink beyond their fill.

During rituals here, Viktal's community leaders give thanks to Mother before a dramatic fire surrounded by an eight-foot scaffold. (See "x" adventure for additional details.)

Viktal

Mother ensures peace in Viktal. The village consists of a few dozen cottages, a market square, and an inn on the banks of Lake Kronov. Wicker scarecrows guard the rich fields blessed by Mother, and friendly people go about their daily lives. Cheery villagers welcome visitors, show them hospitality, and demonstrate interest in their stories.

Tepest Locations

LocationDescription
ArkenheightsMysterious valleys hide amid the forested Arkenheights mountains. Each is home to territorial fey who know the strange histories and mystical properties that linger in each.
BlackrootA gigantic evil Treant called Blackroot roots amid the stone circles of an ancient order of druids. Blackroot hoards the druids' magic and protects its glade with its deadly saplings.
BriggdarrowThis ruined village of Briggdarrow is overgrown by a toxic, vision-inducing fungus. Eerie fungal beings emerge from the ruins by night to spread the infestation beyond the village.
Cas IslandA ruined fortress covers most of Cas Island. Within it lies a mysterious magical relic, but the waters around the island are guarded by a notorious, crocodilian lake monster, the Avanc.
The CauldronA fey witch drowned in this pool long ago. Now, any corpse bathed in its magical waters returns to life—but the spirit inhabiting the body never matches the original owner's.
GoblinwoodPeople-eating goblins lurk in the Goblinwood. They attack trespassers, but a curse affecting the goblins prevents them from seeing anyone wearing a cap of a certain color.
KelleeThe walled village of Kellee once worshipped Mother, but something went wrong. Now, Lorinda's forsaken followers haunt the place, and neither she nor her current worshippers dare approach.
The Lost CourtBy day, this idyllic valley is serene and filled with friendly animals. At night, the ground turns to mud and brambles, from which rise the transformed victims of fey curses.
Mount ArakBeneath Mount Arak lies a hidden realm of the fey. The goodly Queen Maeve and wicked Prince Loht jointly rule their people. The fey resent the surface folk for ancient slights.
Nobody's InnFey creatures avoid this sturdy, welcoming Nobody's Inn. Few travel so far from Viktal, but those who do are welcomed by Bryonna, the inn's gregarious but unnerving skeleton proprietor.
Seer's GlassThe mountain lake called Seer's Glass has prophetic powers. Those who gaze on their reflection in it see their past by day and their future by night.

Mother Lorinda

Darklord Who Demands Adoration

What precocious moppets you are! Little ones who show Mother love get rewarded, but bad children get punished. Which sorts of tots are you?

— Mother Lorinda

Mother Lorinda desires a family over all else, not realizing she's destroyed every family she's ever had. A creator of monstrosities, this ancient green hag obsesses over unnatural maternalistic pursuits.

Over generations, Tepest's villagers have come to view Lorinda not as a powerful witch, but as a god of the land and fertility called Mother. Lorinda doesn't dissuade her fragile mortal followers from their baseless cult practices. The villagers provide willing sacrifices for the hag's flawed magical attempts to create life, and their adoration gradually soothes the violent, magical outbursts that follow her failures.

Lorinda's walking tower of bones, the Gurgyl, ranges across Tepest. Those who seek her here find a distracted but deceptively cunning hag clinging to grotesque dolls of her family. She laments the loss of her sisters, Laveeda and Leticia, never acknowledging that they remain alive as her prisoners. She often speaks of her daughter, Laoirse (pronounced "LUR-shuh")—the name she uses over and over again for each of her monstrous creations.

When Lorinda visits Viktal, she appears in her illusory guise as Mother, an ancient, powerful woman wearing a mothlike cloak and bearing a branch with burning limbs. She calls on the people to prove their love for her through sacrifice, whether of food and crafts, their left eyes, or their lives. Sometimes her arrival is sudden and terrifying, such as when she magically appears to crawl from one of her followers' empty eye sockets.

Lorinda seeks new ways to create a permanent family. This might involve great sacrifices, stolen fey magic, strange adoptions, or all manner of supernatural bargains.

[stat block: Mother Lorinda]

Mother Lorinda's Tale

The sisters Lorinda, Laveeda, and Leticia Mindefisk lived desperate lives at the wooded edge of a terrible land. Their brutish family claimed the girls were unnatural fey in disguise and forced them to toil constantly. After years of harsh treatment from their cruel father and brothers, the hopeless sisters snapped and killed an abusive traveler during a chance encounter. They butchered the body and served the remains to their unwitting family. Thus began a cycle of murder and cannibalism that persisted for years.

The Mindefisk sisters' crimes were finally revealed when they all fell in love with a charming stranger. They squabbled, and unwilling to relent or share, they murdered the stranger in full view of their horrified family. With nothing left to lose, the sisters killed the rest of their family as the Mists rose around them.

The horror of the Mindefisk sisters only grew in the Domains of Dread. Finding themselves in Tepest, the sisters discovered their new nature as hags. Over generations, mortals and fey alike came to know them as fickle miracle workers. Despairing families came to them often, willing to trade much for hexblood children born from the hags' magic.

Eventually, Lorinda grew fascinated by others' pursuit of family. She entreated her sisters to help her create a child, but Laveeda and Leticia refused, loathing the idea of any one of them having greater happiness than the others.

Defying her sisters, Lorinda assembled a monstrosity of animal parts and foul magic in secret. With her new daughter's help, the hag trapped her sisters inside their magic cauldron and stole their powers. Yet Lorinda's joy with her creation was short—the monster's magic quickly waned, and it rotted away. Ever since, Lorinda has sought to create a family of her own, producing countless monstrosities in experiments and approaching the villagers of Viktal in her guise as Mother. Over generations, this has given rise to the cult of the Mother in Viktal, but it has brought Lorinda no closer to attaining the lasting family connection she covets.

Mother Lorinda's Domain

Tepest is altered by Lorinda's presence, creating the following effects:

  • Closing the Borders. While in her domain, Mother Lorinda can close or open the borders to Tepest at will. While the borders are closed, a violent storm fills the Mists surrounding Tepest. A creature that enters the Mists for the first time on a turn or starts its turn there must succeed on a DC 15 Strength saving throw or take 2d8 Lightning damage and be pushed up to 30 feet straight toward Tepest. A creature makes this save only once per turn.
  • Mother's Watchers. Creatures that have sacrificed an eye to Mother can take a Magic action and pray to her. When they do so, Lorinda can perceive through the creature's senses as well as her own until the end of the creature's next turn. When perceiving through a creature's senses, Lorinda benefits from any special senses it has.
  • Sun and Storms. While in Tepest, Lorinda can cast Control Weather, requiring no Material components and using the same spellcasting ability as Spellcasting. When casting the spell this way, Lorinda can control the weather within 5 miles of herself, regardless of whether she is inside or outside.

If Lorinda dies, these effects end immediately.

Mother Lorinda's Lair

Ranging across the domain is Mother Lorinda's home, the Gurgyl. This towerlike structure of thorns, wicker, and giants' bones walks on three skeletal dragon legs.

The Gurgyl

The villagers of Viktal know the Gurgyl serves their god in some way, but sighting it portends bad luck. The site has the following features:

  • Kitchen-Laboratory. The Darklord concocts foul creation magic in this central chamber.
  • Nursery-Oubliette. This room is home to whichever monster Lorinda calls her daughter, Laoirse.
  • Old Cauldron. Lorinda's hag sisters languish in this plugged, oversize pot.

Adventures in Tepest

Adventures set in Tepest feature rural cults, deceptive fey, and dread of nature's mysteries. Use this section to develop horror adventures in this domain.

[image: Celebrants parade from Viktal to Mother's Sight to honor their god on the day of the Tithe]

Horror in Tepest

Adventures in Tepest often include the following elements.

Strangeness in Viktal

The locals seem welcoming and vigorous in their worship of the nature deity, Mother. The village leader, Wyan, guides them in their faith, assisted by elders called Mother's Minders—all of whom are missing their left eye.

Residents invite visitors to stay at the village's only inn, the Fisher's Rest, free of charge for as long as they please. They encourage new arrivals to linger and participate in their upcoming festival, called the Tithe (detailed later in x).

Mother's Children

Multiple times a year, Lorinda goes through a cycle of trying to magically create a new child. She calls this monstrous being Laoirse and dotes on it for a time. She believes that sacrifices to Laoirse during the Tithe can extend her child's life, but inevitably, the monster's magic fades, and it becomes mud and bones once more. For weeks afterward, Lorinda remains inconsolable, and violent storms and strange disasters plague Tepest.

Lorinda's children take varied forms. To create such a monster, choose a stat block appropriate to challenge your characters, then consider how that creature might appear if it were made from different parts. For example, a Minotaur of Baphomet or Werewolf might be a bipedal mixture of ram, stag, and wolf parts, while a Shambling Mound might be a person made of wicker. These descriptions should seem outlandish but reflective of the creature's traits and actions. And no matter how bizarre her children are, Lorinda loves them all the same.

Tepest Campaign Arc

Campaigns set in Tepest often involve Viktal's cult and the dangerous spirits of the wilds. A campaign here might follow this outline:

  • Levels 1–2. Characters find themselves welcomed in Viktal and encouraged to take part in the Tithe (see the adventure below). At the rite's conclusion, the villagers try to sacrifice one or more characters to one of Mother's children. The characters defeat the monster, earning the enmity of both the villagers and Mother Lorinda.
  • Level 3–5. Fey creatures or druids who have been victims of Lorinda aid the characters; they reveal that she is no god, but a powerful hag who wanders the land in a walking tower called the Gurgyl. They send the group on a quest to learn from a mystical site or elder forest spirit how to infiltrate the hag's lair.
  • Levels 6–8. After learning how to infiltrate the Gurgyl, the characters locate and break into Lorinda's lair, finding some of the hag's bizarre creations and her diminished, imprisoned sisters. When they emerge from the mobile fortress, they find themselves near Viktal, where Lorinda confronts them, backed by her fanatical followers.
  • Levels 9+. If the group defeats Lorinda, the land spirals into chaos as fey from Mount Arak run wild. The characters might become involved in a power struggle between the good and evil fey of Arak. Lorinda's return might drive the fey back—but the Darklord will help only if someone becomes her new child.

The Tithe

Adventure for Level 2 Characters

  • Situation. The characters participate in a religious celebration, at the end of which they are poised to become sacrifices.
  • Hook. The human leader of Viktal, Wyan (Medium, Neutral Evil Priest) invites the characters to participate in the Tithe, a rite honoring their god, Mother.

Encounters

This adventure begins the day of the Tithe, after Friendly villagers from Viktal (Commoners) lead the characters to Mother's Sight. It uses map 2.33 and consists of these encounters.

Tithe Competitions

Wyan directs the assemblage in a prayer to Mother, and the day of games begins. Characters each can play three games, participating in each selected game once. During each game, a character makes the ability check listed on the table below three times. Those who succeed on the check two or more times win the game; if they fail, a villager wins.

Tithe GameCheck
Crooked Joust. Participants use stilts strapped to their arms and legs to topple one another.Strength (Athletics)
Powrie Chase. Pursuers play tag in while wearing tattered red cloaks.Dexterity (Stealth)
Lost Siblings. Blindfolded participants identify other players by touching their hair.Intelligence (Investigation)
Gossamer Glutton. Whoever eats the most live moths wins.Constitution
Never Naughty. Participants flatter elderly villagers, who decide who wins and who gets paddled.Charisma (Persuasion)

Characters who don't play a game might socialize and see some benign oddity extrapolated from the details presented earlier in this section.

Competition Winners

The day's games draw to a close at dusk. Wyan names a character who won two or more games as Mother's Favorite and crowns them with a garland of white camellias. If no character won this many games, a human villager named Lorelei (Medium Commoner) wins the crown and invites them to sit with her at the head table during the feast.

Feast

Wyan begins the feast with another prayer as the Mother's Minders light a grand bonfire within a tall scaffold. During the feast, villagers encourage the characters eat and drink to excess. A character who does so must succeed on a DC 10 Constitution saving throw or gain the Poisoned condition for the next 6 hours.

The Sacrifice

At midnight, standing before the scaffold (see map 2.33), Wyan announces, "Now we prove our undying love for Mother and beg her for another season of bounty. Bring forth our sacrifice!" Mother's Favorite receives a bowl of food and tiny crafts and is instructed to take it to the bonfire.

If Lorelei is Mother's Favorite, she obeys and approaches the bonfire. If a character is Mother's Favorite, they choose whether to approach. Regardless, 2 rounds later, a biped with wolflike features and stag's horns (use the Minotaur of Baphomet stat block) emerges from the field nearest Mother's Favorite. This is one of Lorinda's monstrous children. It fights Mother's Favorite (and anyone else who damages it) to the death. During combat, the villagers raise their voices in a hymn but stay out of the conflict. Lorelei smiles and doesn't defend herself if attacked.

Conclusion

If the monster dies, Wyan and the villagers are horrified that the Tithe went wrong. They turn Hostile, blaming the characters and demanding they leave. Mother Lorinda learns of this and seeks revenge.

If the monster wasn't killed, the villagers remain Friendly, but their true nature becomes clear. Mother Lorinda also takes an interest in the characters, potentially seeking to adopt them as her new children.

Regardless of how the Tithe concludes, the characters gain 200 XP.

Valachan

Domain of the Hunter

In the wild domain of Valachan, only the deadliest predators survive. Bestial hunters, carnivorous plants, and ravenous monsters stalk the dense rainforests, but the land's greatest threat is its Darklord: the devious, undying hunter Chakuna.

Chakuna stalks the jungle, testing herself against the domain's deadliest beasts. Yet little delights her more than discovering strangers to her realm—visitors who soon realize they've become the Darklord's newest quarry. Chakuna forces her victims to participate in the Trial of Hearts, a race through the wilderness to remote sanctuaries. Participants face deadly traps and all the dangers of the wilds, including Chakuna herself. Those who reach the goal at the end of the trial are permitted to leave Valachan. Those who don't reach it die, either due to the deadly wilderness or at the hands of Chakuna herself.

Domain Features

Valachan is known for the following features:

  • Displacer Beast Packs. Packs of Displacer Beasts roam the jungle, led by Yana, a preternaturally large and cunning displacer beast that serves Chakuna.
  • Natural Hunters. Wild plants and creatures in Valachan usually seem hostile toward strangers. Most creatures here are carnivorous even if elsewhere they aren't.
  • Trial of Hearts. The deadly x is a battle royale that starts on the night of the full moon. Chakuna chooses participants.
  • Wilderness Domain. Valachan is covered by a fantastically dangerous rainforest. Visitors face constant perils, but the domain's residents flourish.

Locations in Valachan

Valachan is lush and wild. Rare creatures and plants reign here, as do villages of people who understand and thrive in the rainforest. No roads pass through the land, but ships from other domains sometimes wreck on these shores. The settlement of Oselo and the Pantara Lodge are described below, and other notable locations are summarized on the Valachan Locations table.

Oselo

The former home of Darklord Chakuna, Oselo is a prosperous village that welcomes visitors. When night falls, the residents change, shifting from people into panthers, ocelots, tigers, and other hunting cats. These shape-shifters hunt animals for food and do battle with other peoples only to defend their home. Most fear Chakuna and want no involvement with the Trial of Hearts, fearing the Darklord's wrath. However, in rare instances, Oselo's shape-shifters might be convinced to guide, hide, or otherwise aid participants in the Trial. This displeases Chakuna, but she respects the decisions of her people's elders. The villagers might adopt strangers deemed worthy, but outsiders first must prove themselves in an initiation ceremony focused on surviving unarmed in the forest for a week.

Pantara Lodge

The Pantara Lodge is a series of thatched structures strung together high in the forest canopy, suspended above the overgrown ruins of a burned castle. This is Chakuna's home. Its interconnected treehouses include a great hall, the Darklord's personal quarters, an armory, an infirmary, and several guest lodges. The Darklord's Displacer Beast and Panther allies prowl the trees amid the lodge's structures and can enter them freely.

Valachan Locations

LocationDescription
Council of the Whip SpiderWithin this cavern, a sapient Giant Spider presides over representatives of countless insect species. Those seeking insect allies might entreat these councilors for aid.
Forest of FossilsDinosaurs and megafauna seem common in the Forest of Fossils. The region's most notorious predator is Mother Heartless, a heavily scarred Tyrannosaurus Rex.
Gasping WayThe steep walls of the forested ravine called the Gasping Way keep the forest below in near-constant shadow. Quicksand, common along this route, acts with deadly swiftness.
Poison's TastePeople say the lake called Poison's Taste is filled with the venom of a giant, sleeping snake. Most who drink from the lake die—but those who survive become immune to nearly all poisons.
Sangui CoveSharks, Plesiosaurs, giant aquatic snakes, and other waterborne menaces battle each other constantly in Sangui Cove. Deep below lie the wrecks of ships, some laden with fantastic wealth.
ShuaranThe human warriors of the village of Shuaran value honor above all. They avoid Chakuna and might help her foes or those who offer aid against the deadly howling Apes that dwell nearby.
Sleepless ForestNoisy animals and pests are common in the Sleepless Forest. Anything that dies here reanimates as a Zombie the following night, shambles away, and collapses in a quieter resting place.
Starving WaterSkeleton-covered ruins jut from the center of the Starving Water. The deadly waters frequently release gases in limnic eruptions capable of suffocating nearby creatures.
Throne of EelsAn Aboleth named Apez-Zos lurks within bizarre ruins beneath the lake called the Throne of Eels. It has enthralled nearby lizardfolk communities into serving it and seeks to supplant Chakuna.
Weeping RainforestThe predators in the Weeping Rainforest have a sadistic streak, grievously wounding their prey, then leaving it to struggle in high trees. The cries of the wounded ring through the canopy.
Yaguara's HeartWithin the canyon of Yaguara's Heart lies a temple, beneath which sprawl blood-painted caverns. Hidden inside is Chakuna's beating heart, which binds her to the land.

Chakuna

Darklord Who Hunts to Survive

You seem capable, but do you have the heart of a hunter?

— Chakuna

Chakuna is Valachan's deadliest hunter, a youthful werepanther with the intensity and calm of a veteran executioner. Few can elude her cold cunning, deadly traps, and packs of feline allies.

Chakuna is no mere murderer. She hunts because she must to protect the people of Oselo from a more terrible fate. To that end, she prefers to target strangers in her land, forcing them to participate in the Trial of Hearts. She relishes the chance to hunt the proud and disrespectful, as well as the skilled and unpredictable. Chakuna knows no mercy, though, and even those she comes to respect eventually face her blade. She spares the people of Oselo alone, even as her peoples' fear of her grows.

[stat block: Chakuna]

Chakuna's Tale

For untold generations, Darklord Urik von Kharkov ruled Valachan from Castle Pantara and hunted the people of Valachan for sport. Yearly, the Darklord's hunts grew in carnage, with his favorite prey being the shape-shifters of Oselo. Von Kharkov viewed himself as the domain's greatest hunter, a title he confirmed every time he slaughtered one of Oselo's supernatural warriors.

Chakuna was a werepanther warrior of Oselo and, like most of her people, was a skillful hunter. Seeing that von Kharkov eventually would slay her entire village, she swore to save Oselo. Realizing it would take a monster to slay a monster, she left her people and sought the deepest secrets of her deadly homeland. When she returned, she volunteered to let von Kharkov hunt her. During the murderous game that followed, Chakuna burned Castle Pantara and took the former Darklord's head.

Valachan is no mundane land, though. A Domain of Dread demands a Darklord, and Valachan will be ruled only by its greatest hunter. Refusing to let von Kharkov return, Chakuna made a pact with the domain itself. Within the depths of the mazelike Yaguara Mountains, Chakuna ripped her own heart from her chest and consumed the heart of Urik von Kharkov. Doing so, she stole von Kharkov's powers. Yet to retain them, she must feed the land constantly with the blood of the hunted. If she doesn't, the plants and animals of Valachan grow murderous and howl for von Kharkov's return. So Chakuna continues a cycle of bloodshed, embracing the violence of her peoples' onetime oppressor to ensure her bitter domination of her vicious realm.

Chakuna's Domain

Valachan is altered by Chakuna's presence, creating the following effects.

  • Closing the Borders. While in her domain, Chakuna can close or open the borders to Valachan at will. While the borders are closed, shadowy beasts skulk or soar amid the Mists surrounding Valachan. A creature that enters the Mists for the first time on a turn or starts its turn there takes 1d10 Piercing damage.
  • Heightened Senses. Beasts and Monstrosities have Advantage on Wisdom checks.
  • Whispering Shadows. Humanoids subtract 1d8 from any ability checks they make when they take the Hide action.

If Chakuna dies, these effects end immediately.

Chakuna's Lair

Built above the overgrown ruins of von Kharkov's Castle Pantara, the Pantara Lodge is a maze of rope bridges, mighty boughs, and structures built among the branches of gigantic trees. Chakuna leaves those who die in the x without demonstrating skill or honor dangling from the branches of her home.

Pantara Lodge

The Pantara Lodge rises 80 feet above the rainforest floor. The site is depicted on map 2.35 and has the following features:

  • Chakuna's Chambers. In her quarters, Chakuna studies lore from other realms, fruitlessly seeking ways to placate her domain without further bloodshed. Secret doors hidden here lead to her meditation chamber and a room where the undying head of Urik von Kharkov spits curses and plots his return.
  • Great Hall and Banquet Room. Chakuna welcomes guests in the lodge's great hall. Prior to the Trial of Hearts every moon, she hosts a lavish meal for her prey.
  • Trophy Gallery. The trophy gallery holds the skulls of deadly beasts, the weapons of those who failed to murder Chakuna, and the stuffed corpses of the Darklord's rivals—animals and people alike.

Adventures in Valachan

Adventures set in Valachan involve merciless wilderness, predatory animals, and deadly hunts. Use this section to develop horror adventures in this domain.

[image: Lethal traps and hidden snares threaten participants in the Trial of Hearts]

Horror in Valachan

Adventures in Valachan often include the following elements.

Trial of Hearts Rules

Visitors to Valachan likely are forced to participate in the Trial of Hearts, a dangerous game where the domain's Darklord hunts them. On the night of the full moon, Chakuna selects those she considers worthy to participate. At the Pantara Lodge, she shows her guests every courtesy, provides them with a map of the domain, and sets out these rules for the trial:

  • Participants can divide into small groups or go it alone.
  • Once groups are established at the trial's start, alliances between contenders aren't permitted.
  • Participants must reach one of two shrines: either on Kiru Island or between the lakes called the Scars atop Anquara Plateau.
  • Participants can leave the Pantara Lodge at dawn. The following dusk, Chakuna pursues the contenders with hunting partners of her choice, attempting to slay any participants she encounters outside a shrine.
  • Only one person or group can occupy a shrine.
  • Participants can kill one another for any reason—particularly to take a shrine.
  • The trial doesn't stop for any reason until Chakuna arrives at both shrines and acknowledges any winners there.
  • The Darklord's servants escort winners to the village of Shuaran, and from there, out of Valachan.
  • Losers rot where they fall.
  • Rule breakers are killed.

Chakuna wants the trial to be challenging. If she catches a competitor too soon, she might release them if they sacrifice an ally, a limb, or a valuable weapon. Anyone who dies in the trial feeds the domain's bloodlust—even those who fall to a threat other than the Darklord herself.

Valachan Exploration

Valachan is a dense and deadly wilderness. When creating adventures here, refer to chapter 2 of the Dungeon Master's Guide for details on travel and journeys with stages.

Characters use the rules in the "Travel Pace" section of the Player's Handbook. Valachan's forests prevent a party from traveling at faster than a Normal pace, and their density makes them Difficult Terrain, reducing travel pace by half. This means most characters can move through the domain at a Normal pace of 1½ miles per hour and 12 miles per day.

Flying

Difficult Terrain slows flying creatures in Valachan, due to the strong winds above the forest canopy. Flying creatures are also easy to spot, attracting the attention of Chimeras, Pteranodons, and condor-like Rocs. Chakuna might stipulate that flight is off-limits during the Trial of Hearts. If she does, the Mists aid in enforcing this rule.

Navigation

It's easy to get lost in Valachan's jungles. Unless they use gorges and waterways for guidance, characters must make DC 15 Wisdom (Survival) checks to avoid getting lost. Those who fail spend 1d4 hours wandering and risk encountering deadly creatures (see "x" for suggestions). Characters should make this check once during each stage of a journey, or after dramatic or disorienting encounters.

Trial Route: Kiru Island

An approximately 20-mile route from the Pantara Lodge to Kiru Island runs along the gorge south of the lodge to the Eirubamba River, then along the coast to Kiru Island. At a Normal pace, this route takes a day and a half (13 hours) to complete. Roughly 10 miles of this route follows the river. Characters who use a raft can move at Fast pace along the river. Rapids make the river Difficult Terrain, but even so, moving at this pace reduces the journey to just over a day (11 hours).

Trial Route: The Scars

Participants in the Trial of Hearts who travel from the Pantara Lodge to the Scars on Anquara Plateau have a route of approximately 20 miles if they follow the Shadowtaker Lakes east to the river called Killer's Road, then ascend Anquara Plateau. Characters can follow most of this route at a Normal pace, but 2 miles involve climbing into the mountains—a Slow pace through Difficult Terrain, reducing movement to 1 mile per hour. This route takes over a day and a half (14 hours) to complete.

[image: Displacer beasts and other deadly feline hunters stalk the bridges of the Pantara Lodge]

Valachan Campaign Arc

Campaigns set in Valachan often feature the Trial of Hearts and Chakuna's connection to her domain. A campaign here might follow this outline:

  • Levels 1–3. Consider starting this campaign in another domain or world. During their travels, the characters become shipwrecked.
  • Level 4–6. The characters wash up on the shores of Valachan. They must find ways to survive the rainforest and fend off a pack of Displacer Beasts that stalks them. They eventually find shelter in Oselo or Shuaran.
  • Levels 7–9. Having heard of their exploits, Chakuna invites the characters to the Pantara Lodge, offering to help them leave if they participate in the Trial of Hearts (see the adventure below). Before the trial ensues, the characters might learn secrets from the head of Urik von Kharkov.
  • Levels 10+. If the characters survive the trial, Chakuna helps them leave the domain. As they characters travel out of Valachan, locals from Shuaran or Oselo beg the characters to stay and slay Chakuna. Should the characters kill Chakuna, chaos erupts and Urik von Kharkov strives to retake power in Chakuna's absence.

Trial of Hearts

Adventure for Level 8 Characters

  • Situation. To escape Valachan, the characters must participate in the Trial of Hearts.
  • Hook. The hunter Chakuna (see earlier in x) invites characters to Pantara Lodge to discuss helping them leave the domain.

Encounters

The adventure uses map 2.35 and consists of these encounters.

Pantara Lodge

Chakuna seems welcoming and polite, inviting characters to relax before a feast where she'll explain how to leave Valachan. Note the Indifferent Displacer Beasts that prowl the lodge—Chakuna's guards and hunting companions. The characters receive a comfortable guest room where they can rest before dinner.

Chakuna's Guests

The characters aren't Chakuna's only guests. There are three other groups:

Trial Rules

After Chakuna's guests have all gathered for a meal of vegetarian dishes and mineral water, Chakuna does the following:

  • Explains the trial, outlining the rules from the "x" section.
  • Insists this is the only way to leave Valachan.
  • Notes that the group could attack her, but they would face her Displacer Beast allies. If they want to fight, they should wait for the trial.

The pirate group speaks up in protest, but growls from Chakuna's allies silence them. The Darklord answers questions, then encourages her guests to rest, as the trial starts at dawn. Those who leave before then violate the rules.

Cheating

Chakuna catches anyone who tries to leave the lodge early or otherwise cheat. She encourages them to obey the rules and calls on six Displacer Beasts to enforce them. She calls the monsters off before anyone dies.

Choosing a Route

Have the characters choose a shrine as their destination and determine their route (see "x").

Trial Encounters

The trial is divided into three phases, including a night camping in the jungle. As you narrate the characters' journey through the wilderness, roll on the following table for an encounter that happens during each of the first two phases and another that occurs while camping.

Jungle Events

1d8Characters Encounter...
1An ambush by the thieves (see above).
2Chakuna, who runs past covered in blood; then four Displacer Beasts attack.
3Flooding or rock falls. A character must succeed on a DC 15 Wisdom (Survival) check or 2 hours are added to the journey.
4Four Swarms of Ravenous Insects.*
5Three Zombie Plague Spreaders* or a Relentless Slasher* that survived a previous trial.
6A Hydra or two Shambling Mounds.
7A Tyrannosaurus Rex or two Giant Crocodiles.
8A murdered member of another group. Roll a die; if you roll an even number, the corpse has a Potion of Healing.

Chakuna During the Trial

Chakuna might appear and menace characters, but don't track her travels or have her fight the characters directly.

Kiru Island Event

During the last phase of their journey, groups traveling to Kiru Island must find a way to cross Sangui Cove. While crossing, they are attacked by a Giant Shark and a Giant Crocodile.

Scars Event

During the last phase of their journey, groups traveling to the Scars must climb 120 feet up Anquara Plateau. While they do, a Giant Ape attacks them from above.

Trial Shrine

At both destinations, the trial shrine is a wooden platform bearing a statue of a panther. It hangs at the end of a 200-foot-long rope bridge suspended 60 feet over a spiked pit. Those who fall into the pit take 21 (6d6) Bludgeoning damage plus 36 (8d8) Piercing damage.

Rival

If the characters reached the shrine in less than 15 hours, they are the first ones there. After 2d4 hours, the pirate group arrives at the Kiru Island shrine, and the lizardfolk group arrives at the Scars shrine. Both groups are missing any members who died in previous encounters, but they're Hostile and fight the party. If the characters took longer than 15 hours, this rival group arrives first.

Conclusion

An hour after the group contends with its rivals, Chakuna arrives. If the characters followed the rules of the Trial of Hearts, she pronounces them victors and upholds her end of the bargain—helping them leave Valachan. If they broke the trial's rules in even the slightest way, Chakuna knows it and fights them. In either case, each character earns a bonus 2,100 XP.

Other Domains of Dread

None can say how many domains drift through the Mists. This section hints at the multitudes of additional Domains of Dread. Detail and explore them in your adventures, or use them as examples when creating your own domains using chapter 4.

The Agency

  • Darklord:. Flimira Vhage
  • Hallmarks:. Detective work, memory loss

Everything inside the office of the Agency is a monotone gray. Anyone who passes the frosted glass door into this single-room domain is expected by Flimira "Flintlock" Vhage, the detective agency's owner. From here, Flimira collects cryptic correspondence relating to mysteries across the Domains of Dread. She enlists agents to investigate these cases, then report back to her. However, she never reveals her own past as a detective-turned-criminal, her involvement in every case her agency investigates, or that the Agency exists within her mind.

Bluetspur

  • Darklord:. The God-Brain
  • Hallmarks:. Abductions, false memories, illithids

The entity that would become the God-Brain of Bluetspur was an illithid elder brain whose existence-violating experiments revealed a malignant truth of the multiverse. This secret manifested in the elder brain's mind as an alien disease. Terrified of learning this pernicious, devouring knowledge themselves, the other illithid elder brains banished their peer from existence. In actuality, the Dark Powers claimed the afflicted elder brain and granted it an alien domain. Now called the God-Brain by the mind flayers and stranger entities that serve it, this elder brain pursues radical methods of saving itself from the thoughts destroying it. Its servants claim trespassers and beings from other domains, violating their minds with their bizarre experiments.

Carnival

  • Darklords:. Isolde and Nepenthe
  • Hallmarks:. Bargains, misfits, wandering exiles

The Carnival is a wandering domain that appears within other Domains of Dread. Before the Carnival appears, mysterious fliers blow into communities near where it's about to arrive. When it arrives, the Carnival sets up a surreal wonderland of entertainment and oddities staffed by performers, outcasts, and cursed individuals from countless lands. Attractions include grand shows at the big top, sideshow performances, and the Hall of Horrors. The Carnival's mysterious leader is Isolde, a good but wrathful warrior of the Feywild who's cursed to lead the Carnival even as she hunts an elusive foe across the Domains of Dread. She carries the bladelike Nepenthe, a weapon that hungers for blood. Although driven by vengeance and painful memories, Isolde protects the Carnival at all costs.

Cyre 1313, the Mourning Rail

  • Darklord:. The Last Passenger
  • Hallmarks:. Escape from disaster, lightning rail

The disaster known as the Mourning numbers among the greatest tragedies to befall the world of Eberron—a mysterious calamity that killed nearly everyone in the land of Cyre. In the nation's capital of Metrol, some citizens foresaw the coming devastation and sought to escape on lightning rails: elemental-powered engines capable of pulling trains of passenger carts. As scared innocents packed Metrol's last lightning rail, known as Cyre 1313, the evacuation was delayed at the demand of a late-arriving VIP. Hundreds were forced from passenger carts to admit and maintain the secrecy of this last passenger and their retinue. When the lightning rail finally departed, it was too late—the Mourning overtook the train and its escapees. But even as it did so, the Mists claimed Cyre 1313 and all aboard it. Now, the last lightning rail from Metrol hurtles through the Mists as a traveling domain.

Those on board fear the disaster pursuing them, the mysterious passenger seated in the train's foremost cart, and the necrotic energy now infusing the engine's elemental spirit. Yet none of the passengers realizes that their endless quest for escape is pointless, as Cyre 1313 carries only the dead.

Forlorn

  • Darklord:. Tristen ApBlanc
  • Hallmarks:. Life and death, strange invention

Tristen ApBlanc was born amid tragedy, the son of a vampire father and a human noble. Fearful villagers murdered his parents, leaving the boy to be adopted by druids. But during his teenage years, his dhampir nature revealed itself. When the druids discovered the youth's hunger for blood, they cast him out. Tristen grew enraged and slaughtered them, draining them all. The sacred waters of the druids' rituals had infused their blood, though, making it poison to the dhampir. Tristen died with his adopted family, but as the Mists closed in around their sacred stone circle, he rose as a ghost.

Unexpectedly, with the dawn, the Darklord's dhampir body was restored. Now, he lives by day, a perpetually young, charming, invention-obsessed dhampir dwelling in Castle Tristenoira, the smoking fortress his goblin servants built over the druid circle of his onetime family. At night, though, the dhampir dies a painful death, then rises in his spectral form to scour all that is green and vibrant from his land.

Ghastria

  • Darklord:. Stezen d'Polarno
  • Hallmarks:. Cursed art, dour population

A notorious hedonist, Marquis Stezen d'Polarno enjoyed popularity among his noble peers but craved immortality. A mysterious artist offered him eternity by painting Stezen's portrait on a magical canvas. But the artist didn't mention that the painting would strip Stezen of his love of life and natural charm. Despite his dulled existence, the marquis enjoys one reprieve: Once every season, when he shows his portrait to an audience, it consumes their souls and refreshes his thrill for life. Stezen's artistic predations captured the attention of the Dark Powers, which drew his lands into the Mists. Now, Ghastria is a fertile island that, like its lord, lacks an essential vim—except for once per season, when vigor fleetingly returns.

G'henna

  • Darklord:. Yagno Petrovna
  • Hallmarks:. Corrupt theocracy, false deity

Born of a Barovian family, Yagno Petrovna went missing on the slopes of Mount Ghakis as a youth. As a violent storm rose, he took shelter in a mysterious ruin and was found weeks later wandering the hills, babbling about an amber idol and the god he'd discovered: Zhakata the Provider and the Devourer. His family sought to help him, but when they learned Yagno had been secretly sacrificing people to his fictitious god, they chased him into the Mists. When he emerged, the domain of G'henna sprawled before him.

Life is hard in G'henna, a rocky land home to fierce, ravenous animals. The domain's starving people worship the bestial god Zhakata and regularly travel to the cathedral-city of Zhukar. There, they offer their crops in sacrifice and hear Zhakata's will through the revered prophet Yagno Petrovna.

I'Cath

  • Darklord:. Tsien Chiang
  • Hallmarks:. Labyrinth, inescapable dreamworld

In her youth, Tsien Chiang accidentally slew her gold dragon mentor to create a magic, wish-granting bell capable of driving invaders from her homeland. Her scheme worked, and the people made Chiang their queen. Over time, though, the people bristled under Chiang's rule and rose up in revolt. Slaughter and loss on both sides led Chiang to ring her magic bell again, but this time the bell cracked, and the Mists spilled forth. When they faded, Tsien Chiang was the ruler of I'Cath, a labyrinthine, nightmare city where the people sleep endlessly. In their dreams, they toil forever in a fantasy version of the city, working to maintain the perfectionism of their harsh queen.

Invidia

  • Darklord:. Gabrielle Aderre
  • Hallmarks:. Bad parents, possessed children

Gabrielle Aderre is convinced that her son, Malocchio, is destined for greatness. From her estate outside the village of Karina, she employs an endless string of servants to provide Malocchio with the best possible upbringing. Inevitably, though, every servant flees or vanishes, either as a result of Gabrielle's unreasonable expectations or the deadly tricks and accidents that frequently occur around the child. Gabrielle isn't content to leave her son's grand destiny to chance, though. Using her precious bone spirit board, she calls on supernatural forces to guide and protect her son. Spirits, angels, fiends, and worse answer her summons—but as long as they chart Malocchio's path to glory, the Darklord eagerly accepts their gifts.

Kalidnay

  • Darklord:. Thakok-An
  • Hallmarks:. Magical apocalypse, obsession

The city of Kalidnay was once the seat of power of Kalid-Ma, one of the monstrous sorcerer-kings of Athas. Thakok-An, the greatest of Kalid-Ma's enforcers, desired the sorcerer-king so greatly that when she learned of a plot against her master, she didn't reveal it. Instead, she performed a magical rite to grant Kalid-Ma even greater power, sacrificing her own family to do so. Her ritual went wrong, though, and life-draining magic washed over Kalidnay, destroying the city and draining life from nearly all its residents. Awaking amid the ruins, Thakok-An found Kalidnay surrounded by an endless sea of silt and mist. Worse, rather than being empowered, Kalid-Ma languished in a cursed torpor, the sorcerer-king's vast magic bleeding away.

Now Thakok-An obsesses over her sleeping king. From Kalidnay's survivors, she's created a new cult of servants. Following Thakok-An's wishes, these templars condemn trespassers in Kalidnay to ritual combat in the arena, where the lives of the slain sustain the secretly withering sorcerer-king.

Keening

  • Darklord:. Tristessa
  • Hallmarks:. Banshee, silent village

The forbidding land of Keening is dominated by Mount Lament, at whose base lies the village of Anwrtyn. The people of Anwrtyn deafen themselves so they won't hear the shrieking of the banshee Tristessa, a mournful spirit who roams Mount Lament and whose wail carries through the night. In life, Tristessa dwelled under Mount Arak in Tepest (detailed earlier in this book), but she was exiled for crimes against her people. In death, she endlessly seeks to reunite with the family slain by her misdeeds.

[image: The deadly shrieks of the banshee Tristessa echo through the mountainous domain of Keening]

Klorr

  • Darklord:. Klorr
  • Hallmarks:. Impending doom, surreal environment

Klorr is the end of worlds. Here, shattered islands drift through a misty netherworld, caught in a swirling, clockwork spiral that ends at the unignorable, burning eye called Klorr. Thirteen stars orbit this sunlike sphere, one winking out every hour. Each time one of the stars dies, one of the domain's ruined islands is drawn into Klorr and consumed by flames. Afterward, each other island wrenches ahead, then halts, one hour closer to the same doom. When all thirteen stars have winked out, they return hourly to the sky.

Those who dwell on the crumbling islands trapped in the domain count the hours until their end. Few know how they came to Klorr or when new islands get added to the cycle, only that the Mists closed in and doomed them. Amid the realm's surreal skies float the ruins of lost domains—among them, a city of skulls, a realm overrun by dogs, and an array of bloody, iron arenas. Echoes of domains that exist elsewhere in the Domains of Dread also drift here, including at least one duplicate of Castle Ravenloft. Those cast away amid this orderly apocalypse grow ever more desperate to defy the doomsday clock and the will of a hidden Darklord, the obsessed clockmaker named Klorr.

Markovia

  • Darklord:. Frantisek Markov
  • Hallmarks:. Depraved science, sapient animals

Dr. Frantisek Markov is a genius—but less so than yesterday. His Markov Formula grants him unparalleled intellect, but it insidiously steals more than it gives, making him increasingly dull-witted and bestial in form. Despairing, the doctor fled to a tropical island he dubbed Markovia, where he tests new versions of his formula on the local fauna in hopes of recovering his waning genius. As a result of these tests, animals across Markovia now possess sapience and have been deluded into worshipping Markov as their god.

Nightmare Lands

  • Darklord:. The Nightmare Court
  • Hallmarks:. Nightmares, recurring dreams

Any who sleep might become forever trapped in the Nightmare Lands, a phantasmagoric realm whose features shift endlessly. Those who visit and escape speak of malicious wildernesses; the empty city called Nod; and uncountable drifting spheres, each containing a stranger's unending nightmare. Insidious entities called the Nightmare Court rule the domain. No one knows how many members make up the court, but they include the tragically graceful Ghost Dancer, the tomb-bound Hypnos, the witch Mullonga, the trickster Morpheus, and the embodiment of terror known as the Nightmare Man. These beings, artisans of nightmares, visit terrors on any whose sleeping minds brush against the domain.

The Nightmare Court's members share one commonality: All are the living nightmares of Caroline Dinwiddy, a potent psychic who has repressed memories of her own heartless deeds. These memories torment her sleeping mind, creating the Nightmare Court. Deep within the City of Nod, inside a warped reimagining of the clinic where she once worked, Caroline sleeps without waking, refusing to face the terrors her dreams unleash on innocents across the Domains of Dread and beyond.

Niranjan

  • Darklord:. Sarthak
  • Hallmarks:. Asceticism, brainwashing, shadows

The Ashram of Niranjan is a vibrant vihara, or monastery, on a misty chain of islands. Here the elderly scholar Niranjan leads ascetics in practicing Ramsana, a way of life prioritizing nonattachment to the material world. In truth, Niranjan is Sarthak, a wicked bronze dragon who sends agents into the Mists bearing his philosophical writings. These works promise escape and peace to any who adopt their teachings and search the Mists for their source. Those who come to the ashram must divest themselves of worldly goods, which become part of Sarthak's hidden hoard. Sarthak then helps his victims enter a trance that causes their souls to slip away from their bodies. Sarthak consumes these souls and replaces them with shadows, leaving the victims' bodies under his control.

Nova Vaasa

  • Darklord:. Myar Hiregaard
  • Hallmarks:. Nomadic riders, transformation

An unparalleled warrior, Myar Hiregaard united the nomadic tribes of the vast plains of Nova Vaasa. But, while respected as a soldier, Hiregaard made a poor peacetime leader. When brutal games could no longer keep her interest, she incited hostilities between two of her vassal tribes, then led her own forces to crush them. Subtly, she did this again and again.

After Hiregaard's greatest massacre, the Mists enfolded all of Nova Vaasa, splitting the Darklord's personality in two when they did. Now she rules her people with strict fairness—but when her bloodlust is piqued, she transforms into the raging knight called Malkan and sows discord across the plains.

Odaire

  • Darklord:. Maligno
  • Hallmarks:. Evil toys, village of children

The toymaker Giuseppe had his wish for a family granted when his creation, the marionette Figlio, came to life. A proud father, the toymaker presented his son to all the people of his village, Odaire. The local children loved Figlio, but their skeptical parents said the marionette was nothing but a toy. Over time, this doubt enraged Figlio, and the marionette convinced Giuseppe to craft siblings for him. Then, when the time was right, Giuseppe's creations did away with all the adults in Odaire.

Claimed by the Mists, Odaire is a village populated only by children and ruled by Figlio the Carrionette (see x), who now calls himself Maligno.

Richemulot

  • Darklord:. Jacqueline Renier
  • Hallmarks:. Martial law, plague, wererats

The once-beautiful cities of Richemulot crumble as season after season of the Gnawing Plague afflicts the domain. Countless commoners and aristocrats have died, causing rule to settle with the vain noble Jacqueline Renier. Unbeknownst to the people, Jacqueline is a wererat whose servants create and spread the plague. She loathes what her domain has become but refuses to cede power back to the people by ending the ongoing disaster. Jacqueline's obedient state police, the Casques Silencieux, enforce martial law and quarantines across the domain.

Rider's Bridge

  • Darklord:. The Headless Rider
  • Hallmarks:. Haunted bridge, murderous legend

Nearly every domain knows some version of the apparition called the Headless Rider. It appears as a mercenary in dark armor in Mordent, a ghostly cataphract in Har'Akir, and a mutated centaur in Lamordia. But in each incarnation, certain details remain true: the rider lacks its head, it appears on a prominent bridge, and it decapitates victims as it endlessly searches for its own head. Anyone who escapes the Headless Rider might find a different domain on the opposite side of the spirit's bridge. (See "x" in chapter 5 for more details.)

Risibilos

  • Darklord:. Doerdon
  • Hallmarks:. Misdirection, ventriloquism

The Risibilos is a small music hall, similar to those found in any decent-sized city. Its lord, Doerdon, was once a king—one so thoroughly humorless that he forbade his subjects the privilege of laughter, on pain of death. He now finds himself cursed to entertain others—a task he is utterly unqualified for. Fortunately, the Mists delivered him a partner, a ventriloquist's dummy carved in the likeness of Strahd von Zarovich. The eerie dummy has a mind of its own, insisting it is the real Strahd and that the creature currently sitting on the throne of Castle Ravenloft is a mere impostor. It rages at the audience and makes audacious promises to any who will help it regain its station. Anyone with the slightest inkling of who Strahd is finds this hilarious. Their peals of laughter are agony to Doerdon's ears.

Scaena

  • Darklord:. Lemont Sediam Juste
  • Hallmarks:. Reality-manipulating theater

Lemont Sediam Juste fancied himself a serious playwright, and he achieved popular, if not critical, acclaim in Dementlieu for his works of grisly horror. But he craved respectability, and with his new play Apparitions, Lemont believed he would find it. The night of the premiere, when the audience signaled their boredom, the playwright was crestfallen. His supporters wanted blood, so he gave them what they craved.

By the play's end, Lemont had joined the drama and brutally murdered every member of the cast while the crowd roared their approval. As the show ended, the playhouse broke from Dementlieu, and Scaena was formed. Comprising a single playhouse, the domain can create any reality Lemont desires on its stage. The Darklord's immersive performances become somewhat predictable, though, as they always end in slaughter.

Sea of Sorrows

  • Darklord:. Pietra van Riese
  • Hallmarks:. Island domains, nautical horror

The murderous pirate Pietra van Riese, captain of the Relentless, had an unsavory reputation for attaching her captives to ropes and dragging them through the water until they drowned. She never removed the detritus of her victims, even though some returned to life as zombies. Rival captains ultimately sank the Relentless, but death couldn't keep Pietra. She awoke in the Sea of Sorrows, water in her lungs and sea creatures making their homes in her flesh. Her crew stirred with her, now fish-eaten corpses. When the captain sought to speak with them, her voice emerged from their mouths.

The Relentless sails a domain that can overlap any body of water in any other domain. Some domains border the Sea of Sorrows, while others call these mysterious waters by other names. Those who venture into the Mists by ship might enter the sea's endless debris-choked expanse of eerie beasts and shifting islands, including the following:

  • Blaustein. The island-fortress domain known as Blaustein once was ruled by the notorious Bluebeard, but his spectral wives overthrew him and now endlessly torment him.
  • Dominia. The asylum of the vampire Dr. Daclaud Heinfroth rises up from the stormy island of Dominia. The asylum's patients are all dramatically different versions of Heinfroth, inspired by who he was at various points during his lengthy life.
  • Isle of the Ravens. A storm of ravens surrounds this forested islet. Hidden amid the feathered gale, an impossibly tall tower reaches into the sky. The Isle of Ravens is home to the Lady of Ravens, and any who offend her join her ebon-winged flock.
  • The Lighthouse. Otherworldly light shines from the Lighthouse, a twisted spur of bizarre fossils. Anyone who enters finds that instead of broadcasting a warning across the sea, the light calls down to what lurks in the pit hidden beneath it.
  • Vigilant's Bluff. An undead paladin holds vigil atop Vigilant's Bluff. Weary travelers can find refuge here if they respect the paladin's faith. The bones of those who don't litter the surrounding coral.

Souragne

  • Darklord:. Anton Misroi
  • Hallmarks:. Imprisonment, swamp magic

In society, Anton Misroi presented himself as an upstanding gentleman who served as a prison warden. But within the walls of the prison, he became a sadist who believed righteousness was on his side. When his torturous punishments finally drove the inmates to rise up, the bloody riot that ensued drew the attentions of the Dark Powers. During the uprising, Anton drowned in the swamps surrounding the prison. But he rose again soon after, an undead warden in search of inmates.

Beyond Anton's prison, alligator-filled swamps cover the domain of Souragne right up to the sinking settlement of Port d'Elhour and Marais d'Tarascon, a village where above-ground crypts outnumber the residences of the living.

[image: In Souragne, the walking dead rise to terrorize the village of Marais d'Tarascon]

Staunton Bluffs

  • Darklord:. Teresa Bleysmith
  • Hallmarks:. Endless warfare, repeating history

Eerily faceless mercenary regiments sweep the countryside of Staunton Bluffs. Burning villages and killing helpless residents, they push ever eastward toward Castle Stonecrest, hereditary home of the Bleysmith family. Teresa Bleysmith, spurred by jealousy of her brother, Torrence, gave her family's foes the intelligence they needed to raid Staunton Bluffs. The attack was never supposed to go so far, but the duplicitous mercenaries stormed through the countryside to take Castle Stonecrest within a day. Teresa survived the attack—but when she surveyed the damage done and found her family dead by her own designs, she threw herself from the bluffs. Now she haunts her own domain, where she repeatedly relives the day of her betrayal.

Tovag

  • Darklord:. Kas the Bloody Handed
  • Hallmarks:. Undead military dictatorship

Notorious across the planes, the vampire Kas was once the champion of the lich Vecna. Wielding the mighty sword that bears his name, he betrayed his master, and the resulting battle supposedly destroyed them both. In truth, Vecna escaped and grew in power over ages and across worlds. Kas, though, was claimed by the Mists, and in his wasteland domain of Tovag, he believes his war with Vecna rages on. Patrols of prisoner-soldiers under undead commanders scour the land, dragooning strangers to serve in Kas's armies and to manufacture bizarre war machines. When Kas deems the time right, he sends his forces into the Mists, believing that Vecna's realm lies just beyond. Invariably, those troops never return, leaving the vampire to rage, rebuild his forces, and continue his search for the Sword of Kas (detailed in the Dungeon Master's Guide), which he considers his key to victory.

At least once, the Dark Powers have released Kas from his domain to torment their onetime prisoner Vecna. Inevitably, when Kas fails to defeat his ancient rival, the Mists return him to his domain to rage for another era.

Zherisia

  • Darklord:. Sodo
  • Hallmarks:. Serial murderers, urban decay

Each day, the city of Paridon in Zherisia erupts in riots over food scarcity, taxation, and the disappearance of dozens of citizens every night. At least one murderer stalks Paridon: the ancient doppelganger Sodo, which has impersonated so many people that it now finds it impossible to hold a form for more than a few days at a time. As Sodo's flesh runs like hot wax, it staves off dissolution by consuming the organs of humanoids. Paridon's streets serve as the Darklord's hunting ground, and those who enter the sewers risk attracting the notice of countless insectile horrors, including carrion stalkers (see x) and their monstrous Hive Queen.

Random Domains

Characters might find themselves in an unexpected domain when the Mists initially carry them to the Domains of Dread or if they aimlessly enter the Mists. When this occurs, roll on or choose a result from the Random Domains of Dread table to determine where the characters emerge. Domains marked with an asterisk (*) are featured domains detailed earlier in this book.

The Random Domains of Dread table also lists what tarokka cards are aligned with and opposed to each domain. Cards marked with a dagger (†) are also aligned with another Domain of Dread. Randomly determine which domain the Mists transport characters to when this card is drawn.

Random Domains of Dread

1d100DomainAligned TarokkaOpposed Tarokka
01–02xAbjurerMists
03–05Barovia*DarklordMists
06–08xEnchanterSeer
09–10Borca*BeggarTempter
11–12xPhilanthropistBroken One
13–15xMerchantExecutioner
16–18Darkon*NecromancerDonjon
19–21Dementlieu*Charlatan†Seer
22–23Falkovnia*DictatorExecutioner
24–25xGuildsmanGhost
26–27xTraderArtifact
28–30xMissionaryBeast
31–33Har'Akir*MonkRaven
34–35Hazlan*DivinerGhost
36–38xTax CollectorInnocent
39–40Innsmouth*BishopDonjon
41–42xSeerSeer
43–45Kalakeri*AvengerArtifact
46–47xConjurerExecutioner
48–49Kartakass*SwashbucklerBeast
50–51xInvokerGhost
52–54xAnarchistArtifact
55–56Lamordia*TransmuterMarionette
57–59xBerserkerBroken One
60–61Mordent*MiserHorseman
62–63xIllusionist†Mists
64–65xHealerMarionette
66–67xMyrmidonBeast
68–69xTraitorMarionette
70–71xThief†Raven
72–73xSoldierHorseman
74–75xCharlatan†Darklord
76–77xElementalistTempter
78–80xThief†Raven
81–83Shadowlands*TorturerBroken One
84–85Sithicus*PaladinInnocent
86–87xHooded Man†Donjon
88–90xMercenaryMists
91–92Tepest*DruidExecutioner
93–95xHooded Man†Darklord
96–97Valachan*ShepherdDarklord
98–99xIllusionist†Horseman
100DM's design——