The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.

Dark Souls Campaign For Dungeons and Dragons 5e - The Homebrewery

Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by Jack Gunnloche, 2024-05-11 17:12:19

Dark Souls Campaign For Dungeons and Dragons 5e - The Homebrewery

Dark Souls Campaign For Dungeons and Dragons 5e - The Homebrewery

Photo Credit Image Sources are from Dark Souls video games owned by FromSoftware. All other maps and edited art is the property of Prunk44 unless specified otherwise. Intro Are you looking for a dark and gritty campaign setting to unleash on your player's. Do you enjoy difficult combat encounters that push player's to overcome seemingly impossible odds? Is detailed Lore hidden throughout an open world appealing to you as a player or as a DM? That is what I hope to achieve in creating this guide. This is my second campaign based on a video game. I have created a Legend of Zelda Ocarina of time and just like in that guide this is not meant to be a 1 for 1 representation. DnD is meant to be more than an Action RPG in the sense that your player's will think of options that you couldn't imagine. There are a few key things that make dark souls appealing and so here is what i wish to accomplish in this game in comparison to the actual video game of Dark Souls and the world of Lordran. 1. Epic Boss Fights - Probably the most important thing in dark souls is the boss fights. Giving players a Fair and Exciting challenge during each fight is the most important thing to me as the DM. 2. Fair Game - Dark souls has always been a fair game but DnD isn't about trial and error and learning enemy attack patterns it's about Roleplaying. This campaign will definitely have its share in combat and game mechanics of DnD a lvl 1 player can't fight the Balrog no matter how “Gud” we “Git” Keep that in mind throughout the game and the encounters. 3. Souls - They are your currency and your XP. You pay to level up at safe points or Bonfires throughout the game. This pool is shared amongst the player's. In the event of a TPK the souls are dropped and the party must retrieve them If they are TPKd again then the souls are lost. Alternatively the souls are lost for good after a TPK. Depending on how punishing you want to be towards your players. This is something to discuss with your players before the campaign starts 4. Death and Hollowing - The campaign has been designed with the idea that the players will likely die. However, DM vs Player mentality needs to go out the door for this game (Or any game) Your player's will already be on high alert by mentioning a Dark Souls themed campaign. When a player dies they accumulate a point towards going hollow. See the chart below for penalties. Going hollow is game over for that specific character. They can reset the Hollow points by using humanity, a rare item that player's can receive from Invaders or Invading others themself. Deaths Penalty 1 Take on appearance of a Hollow. NPCs may react to you differently. 2 Roll on a short term Madness table. 3 Gain a pernament Flaw 4 Hollow, Game over. 5. Bonfires - Bonfires are safe zones the player can take Long Rests at. Unlike Dark Souls Video game Enemies do not respawn. (Resetting enemies just makes the game feel grindy. Trust me not worth doing.) Depending on the DM you are welcome to still roll for random encounters durings fast travel. 6. Firelink Shrine. The Survivors of the world will gather in Firelink on of the few remaining safe zones, there will be merchants that player's can find and convince them to join the Firelink Camp. Generate these NPCs how you see fit but i personally like to use https://www.rpgtinker.com/ Credit: Dark Souls 3 - FromSoftware 7. Difficulty Scaling - There will be some points where a boss may feel lackluster compared to a party for most minions you may want to keep things basic and easy but a boss should always feel like a earned victory. Consdiering scaling bosses health, damage or even give them Legendary/Lair actions to keep the boss fight engaging. Eventually the enemy difficulty will need to be ramped up so that players arnt just cutting their way through everything. It'll be up to you as the DM to balance these encounters.


8. Estus Flasks Credit: Dark Souls - FromSoftware Estus Flask Healing Potion The Undead treasure these dull green flasks. Fill with Estus at Bonfire. Fills HP. The Estus Flasks are linked to the Fire Keepers. The Dark Tales also make reference: An emerald flask, from the Keeper's soul. She lives to protect the flame, and dies to protect it further When you drink this potion, you regain 2d4 + 2 Hit Points. A player may fill their flask anytime they rest at a bonfire. These may be upgraded by sacrificing another Firekeepers Soul to a bonfire. Increasing the potency of the Estus Flask. Each time it increases the Potency of the Estus Flask increasing its max healing to 4d4+8, 8d4+8, capping out at 10d4+20. Optional Rules Player's are allowed to use their Estus flask as a Bonus Action and/or Flasks always heal max HP. 9. Covenants - Factions of the world. In dark souls covenants are mostly used for pvp and rewards. For the sake of our game the player's can choose a starting covenant to add in Roleplay elements in certain areas. More on this later in our guide Covenants Name Summary Warriors of Sunlight Members of the Warrior of Sunlight covenant are the followers of the firstborn of the Great Lord Gwyn. They harness the power of sunlight, manifested as lightning powers. Princess Guard This is the covenant of Gwynevere, daughter of Gwyn, and Princess of Sunlight. It is based around healing Way of the White Followers of the Way of White, Lloyd's cleric knights are widely praised for their Undead hunts. Covenant's warriors are famous for being unyielding in battle. Their focus is to kindle the bonfires to keep the strength of all gods. Darkwraith This covenant focuses on pillaging those and stopping the age of Fire. Claiming others humanity and claiming it your own. Led by the primordial serpent Darkstalker Kaathe in The Abyss. Forest Hunter Those dedicated to the Forest led by a large cat named Alvina of the Darkroot Wood. Those dedicated to this covenant are called upon to protect the forest and nature. Path of the Dragon Those who seek out the power of dragons may submit themselves to the Everlasting Dragons reminaing in Ash Lake. Those of this covenant are honor bound by duels. An honorable defeat is better than a dishonorable victory. Dark Moon Covenant The Covenant serves serves Dark Sun Gwyndolin, the last remaining deity in Anor Londo. By joining this Covenant, you agree to serve Gwyndolin as a dispenser of justice (or assassin), doling out punishment to those who break the rules of their respective covenants or otherwise earn Sin sufficient to open them up to being invaded by Covenant members. Gravelord Servant The Focus of this Covenant is to serve Gravelord Nito. The Dead deserve eternal rest and those who cheat death, cheat this covenant. As a servent it is your duty to curse those who would cheat the Gravelord. Chaos Servant Led by the "Daughter of Chaos" the witches of Izalith. This covenant The natives of Blighttown were infected with the Blight pus, but Quelaag's Sister swallowed it all, making her sick in the process, even though Quelaag ordered her not to. She was made Firekeeper of a Bonfire to keep her alive. Now, the Chaos Servants help their Fair Lady by feeding her humanity to alleviate her pain.


Weapon/Armor Upgrades Various Blacksmiths can be found in Lordran. Their skill to upgrade various amounts of Weapons and Armors. In Dark souls the crafting system requires a lot to get off the ground and improve weapons. We are going to simplify the mechanic by using two types of Titanite Ore. These Ores are dropped by Crystal Lizards which are hidden throughout the game. When a Crystal lizard is defeated roll a 1d4. on a 4 it drops a Twinkling Titanite. These are more rare due to the power of Boss Weapons. Weapon Upgrades Scale Normal Weapons Boss Weapons +1 Titanite Chunk + 1k souls Twinkling Titanite + 1k souls +2 Titanite Chunk x3 + 5k souls Twinkling Titanite x3 + 5k souls +3 Titanite Slab + 10k souls Titanite Slab + 10k souls Forging a Boss Weapon Boss Weapons will require two things. a standard weapon and a Boss Soul. A skilled blacksmith can fuse a Bosses Soul into a weapon giving a weapon a powerful effect. The following list will show what boss souls can go into each weapon. Feel free to add more. Boss Spells To the same note Boss Souls and be used to create powerful Spells. Finding a Powerful Wizard or Cleric is required so that they can use the soul and teach you the corresponding Spell. Boss Weapons Requirements Weapon Requirements Notes Moonlight Butterfly Horn Moonlight Butterfly Soul + Spear. This Weapon is treated as a Spear but ignores all resistances. Crystal Ring Shield Moonlight Butterfly Soul + Shield. As an Action you may fire a charged beam from the shield. Quelaag's Furysword Soul of Quelaag + Curved sword. This Weapon deals both slashing and fire damage. the power of its attack is based on Humanity available. Chaos Blade Soul of Quelaag + Katana. Blades power greatly increases by humanity. It also damages the user on hit. Dragon Bone Fist Soul of the Iron Golem + Castus. Increased damage for punching, can break the guard of enemy units. Dragon Slayer Spear Dragonslayer Ornstein Soul + Spear. This Weapon deals Lightning Damage in addition to Piercing Smoughs Hammer Exectutioners Smoughs Soul + Warhammer. Absorbs some life on hit. Greatsword of Artorias Soul of Sif + Broken Sword. Divine Weapon. Deals extra damage to those who serve the Dark. Great Shield of Artorias Soul of Sif + Shield. Advantage an saves that would inflict Status effects. Dark Moon Bow Soul of Gwyndolin + Bow Bow that ignores all resistances. Increased damage from Moonlight arrows. Darkmoon Catalyst Soul of Gwyndolin + Arcane Focus Allows the user to cast Spells from the Cleric List Lifehunt Scythe Soul of Pricella + Scythe Heals the user with each strike. Manus Catalyst Soul of Manus + Arcane Focus Halves the amount of Spells cast per day in exchange for extra damage Abyss Greatsword Soul of Artorias + Sword Deals damage based on Humanity Available.


Campaign Background In the Age of Ancients, the world was unformed, shrouded by fog. A land of gray crags, Archtrees and Everlasting Dragons. But then there was fire, and with fire came disparity. Heat and cold, life and death, and of course, light and dark. Then from the dark, they came, and found the Souls of Lords within the flame. Nito, the first of the dead, the Witch of Izalith, and her Daughters of Chaos, Gwyn, the Lord of Sunlight, and his faithful knights, and the furtive pygmy, so easily forgotten. "With the Strength of Lords, they challenged the Dragons. Gwyn's mighty bolts peeled apart their stone scales. The Witches weaved great firestorms. Nito unleashed a miasma of death and disease. And Seath the Scaleless betrayed his own, and the Dragons were no more. "Thus began the Age of Fire. But soon, the flames will fade, and only Dark will remain. Even now, there are only embers, and man sees not light, but only endless nights. And amongst the living are seen, carriers of the accursed Darksign." "Yes, indeed. The Darksign brands the Undead. And in this land, the Undead are corralled and led to the north, where they are locked away, to await the end of the world. ... This is your fate." Chosen Undead You are Chosen Undead. You have died and were brought here to live out eternity locked away from the end of the world. However… The prophecy states that an undead shall partake in pilgrimage to ring the Bells of Awakening in doing so they will be able to link the fire and continue the Age of Fire. Fail and the world will fall into Darkness. Who you were and what you are before littles not. But Seeking Souls will maintain your humanity and grant you power. Defeating those with powerful souls will only grow your own strength. Starting Gifts At the beginning of the game you may give a player an item something they have held onto when they became undead. Something that reminds them of their past lives or maybe something that was brought in to help them escape. Recommended Starting Feat This campaign can be very difficult, I offered my player's a free Feat of their choice and such the game is balanced with this in mind. This gives the players the feeling of being special and truly chosen based on their skill in compared to others. 1. Goddess Blessing - Restore 3 Spells Slots, can be used as a bonus action. One time use 2. Black Firebomb x 5 - As an action, a character can light this bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw or take 3d6 fire damage. 3. Pendant/Heirloom - Trinket. No effect, but fond memories comfort travelers. (RP Use) 4. Master Key - Once per Day, Automatically succeed a failed Lockpicking skill. 5. Tiny Being's Ring - Whilst in combat regain 1 HP every Round. Does not work if you are unconscious. Requires Attunement. Unique 6. Old Witch's Ring - Gift from a witch. Ancient ring with no obvious effect. (Will allow the player's to communicate with an NPC further into the game) Unique 7. Humanity - Reverses Hollowing effects. Resets Madness to 0. Can also be used at Bonfires to rekindle them.


Prologue: Northern Undead Asylum The Northern Undead Asylum lays in the far North. It serves as a giant prison for the Undead branded with the Darksign, allowing them to be reborn after death. All Undead are corralled and led to the Asylum, meant to reside here till the end of the world. In ancient legends there is said that one day a particular Undead will be chosen (then known as the Chosen Undead) to escape the asylum and go on a pilgrimage to Lordran, land of the ancient gods. Northern Undead Asylum. (Choose one player as the party is separated in cells and read the following) Throughout the halls you hear snarls and screams. Occasionally the clash of swords… you look up at the skylight… perhaps it's the only thing stopping you from going mad is the very sunlight touching your bare skin. You hear footsteps and see a man clad in armor. “You sane down there? Watch out below” as he tosses the body of a Jaillor through the skylight. The jailor's flesh is torn out from him; It’s been some him since you last saw him… You hardly recognize him. “Do yourself a favor and free yourself.” He begins to hurry away clearly running from something, You hear large footsteps echoing above you followed by a demonic roar. On the body lies a key to the cells in the area. You look over at your fellow prisoners. The ones who have also managed to save their humanity. In some of the other cells Mindless Hollows bash themselves against the cell doors. (The player must free themself and the player's. They have all been trapped in their cells for some time so they would know each other to some extent) After freeing each of the PCs take a moment to describe how each Pcs flesh looks almost rotted. They don't look like how they remember and their bare flesh looks like it has been turned inside out. Those who didnt have the luxury of sunlight in their cells are seeing this for the first time. Encounters 1. Upon Freeing them and walking down the hall The would witness the Asylum Demon patrolling past their cells. This Massive creature in a large room surrounded by cells acts as the Guard for the main hall of hollows. The Area is gated and it doesn't seem to notice you all. A ladder allows you to leave the area and you find yourself in a large courtyard. Several Hollows unhostile sitting around waiting to die. They have lost their humanity and their will to fight.. Use of Minions Each Hollow is worth 25 souls, They won't fight the player's so if they choose to fight them they will die. The hollows are unarmed and will die in 1 hit.They have basic HP If you are interested in playing them more advanced in the future but personally i treat these Hollows as “Minions” using the stat block provided but giving them only 1 HP. The early game was tested with this method in mind. 2. After the courtyard the player's will find their first Bonfire. Beyond that is a large gate. The courtyard has a main entrance and a gate that is barred/locked from the other side. The only way forward would be through a large metal gate that is the entrance to their first boss fight. 3. The party has no weapons. No armor, no catalyst for magic ect. A few classes might have a few tricks but very likely the party is going to die (That's our intention). In the arena is a gate barred and a large metal door on the opposite side. As the party approaches A large Demon will fall from the roof landing near the party. Describe the scene, don't give them rolls as it implies they can win. Have the demon instantly crush one of the party members and have the party witness them disappear into nothing, The demon takes its mighty Warhammer smashing the next player. It chases after another one before finally grabbing you and it squeezes the life out of you till only one person remains. At that moment the gate to the side opens up and the player makes a mad dash into this tiny alcove the demon attempting to charge through but the gate shuts behind you. You are drawn to the small flame next to an unkindled bonfire. You approach it and reach to touch the flame. As you touch it you feel a surge of energy and your allies begin to materialize in front of you. (Give the party time to talk and RP a bit here and discuss their plans. Let them know they don’t feel hungry or tired. Not feeling much of anything at this point.They only feel… hollow...)


Undead Ayslum Map Credit: Prunk44 using Inkarnate 40x40 Ya Maps Basic Look I suck at creating crazy detailed high end maps.but i'll try to include some basic settups and designs of the maps. I encourage those to make their own maps how they see fit but otherwise take the free one and dont complain :) If you want some amazingly detailed maps check out https://www.patreon.com/EtchedInEldritch Worth the money they are beatiful. Remeber you get what you pay for :) If you are using the map the players are able to go up the stairs and will have a balcony where they can get a sneak round in against the asylum demon. They will have to pass through a Fogwall to get the round so no players can just hang out upstairs and be safe from the fight. The Demon will make an attack of any who stay on the platform above. The Door on the left of the stairs also leads back to the ladder area where you place the first bonfire. Allowing the party to rest


BosAsylum Demon Large Fiend, Lawful Evil Armor Class 11 Hit Points 168 Speed 30ft. STR DEX CON INT WIS CHA 20 (+5) 7 (-2) 16 (+3) 5 (-3) 3 (-4) 7 (-2) Damage Vulnerabilities Fire Damage Immunities Poison Condition Immuniities Poisoned Senses passive Perception 10 Challenge 3 (700xp) Wind-Up. Before the Asylum Demon makes an attack with it's Maul, it winds its weapon back preparing the attack. A player may use their reaction to make a DC12 Dexterity saving throw; on success the demons attack is made with disadvantage. On Fail of 4 or more the attack is made with Advantage. Brute. Any A melee weapon deals one extra die of its damage when the Asylum Demon hits with it (included in the attack). know. Actions Maul. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 14 (3d6 + 5) Wide Swing. Melee Weapon Attack: +4 to hit, reach 10ft., Front cone target. Hit (2d6 + 5) Booty Slam. The Asylum demon lifts itself with its tiny wings on its back All creatures within 5ft of the Asylum demon must make a DC13 Dexterity saving throw or suffer 1d8Bludgeoning damage. if the save is failed by 5 or more they would suffer 2d8 instead.


T Boss Loot 700 Souls rewarded to the players and the Demon's Great Hammer A Demonic weapon built from the stone arch trees. Used by lesser demons at North Undead Asylum. This hammer is imbued with no special power, but will merrily beat foes to a pulp, provided you have the strength to wield it." Demon's Great Hammer melee weapon (martial, hammer) Category Items Damage 1d8+2 Damage Type: Bludgeoning Item Rarity uncommon Properties Versatile Weight: 22 lbs Non-Upgradable This Weapon is a +2 Great Hammer, Requires Attunement of a person with 20 STR A player may use this weapon attacking with Disadvantage if their STR is not 20. Leaving the Asylum A key drops from the Asylum Demon allowing the players to open the massive door. Upon leaving the player's will find that there's no place to go, They walk up a hill only to see that the road leads to the edge of a cliff. It's not long until a large Raven comes in and swoops up the player's. Taking them to Firelink Shrine. Firelink Shrine he party will be dropped off by the bonfire in a small camp. A man sitting next to a bonfire will take notice. His name is Salden the Crestfallen Warrior he appears to know a lot about the curse of the undead and can be used as a guide for what the player's should do first. Crestfallen Warrior - Salden "Well, what do we have here? You must be a new arrival. Let me guess. Fate of the Undead, right? Well, you're not the first. But there's no salvation here. You'd have done better to rot in the Undead Asylum… But, too late now. Well, since you're here… Let me help you out. There are actually two Bells of Awakening. One's up above, in the Undead Church. The other is far, far below, in the ruins at the base of Blighttown. Ring them both, and something happens… Brilliant, right? Not much to go on, but I have a feeling that won't stop you. So, off you go. It is why you came, isn't it? To this accursed land of the Undead? Hah hah hah hah…" If the player's press on and If a player is Hollowed "Oh, your face! You're practically Hollow. But who knows, going Hollow could solve quite a bit! Hah hah hah hah… Hm, what? Restoring your humanity? Well, there are a few ways to go about it… Collect it bit by bit from corpses, or you can butter up a cleric, And the quickest way, although I'd never do it, is to kill a healthy Undead, and pillage its humanity. Coveting thy neighbour is only human, after all! Hah hah hah hah… What are you looking at? Don't try anything clever. You might regret it." Exploring the Area 1. Anastacia of Astora As the player's investigate the area they will find a women behind bars When prompted she will remain silent. If a player prompts another NPC they will answer that she is the firekeeper of Firelink and call her "The Ash Maiden" 2. Petrus of Thorolund - A Cleric awaiting his party, he is weary at first but if the player's engage with him he will offer the party to join his covenant. The party must be mostly good alignment in order to join. Where to Go? The player's will have multiple paths to start and will need to decide where to go. In order to prep appropriately its recommended you talk to your player's out of game and figure out what you need to prep. The Catacombs (Deadly), Behind Firelink Shrine lies an underground path towards the Catacombs, blocking their way is an army of Skeletons that constantly respawn. Unless killed with Holy weapons. Killing one or throwing them over a cliff will result in 100 souls per. Bigger skeletons and Undead lurk deeper into the Catacombs. New Londo (Deadly), Below The firekeeper the player's take an elevator down towards the Ruins of New Londo. It is here that they will find non hostile hollows. Pushing forward they will find a weird Tailsman that will curse the player's allowing them to fight Ghosts. Blighttown (Hard) - Player's can Access the area with the Master key or by a lockpicking check of DC 15. Near the New Londo elevator another path branches leading to the upper levels of Blighttown. It is here where they will fight Poisonous and Grotesque creatures. Undead Burg (Easy-Med) - Off in the distance of Firelink the player's can see the city, and several Hollow Soldiers protecting the entrance They will also see the Bell Tower off in the distance. It is highly recommended that your player's start their journey towards here.


Credit: Prunk44 - Inkarnate 40x40


T Undead Burg he Burg is a fortified town surrounded by large walls and watchtowers, filled with Hollows and Great Knights. It consists of both an upper and lower section. The upper Section will lead player's towards the first bell tower Where the second will lead the player's into the Depths and eventually Blighttown. Dungeon Crawl It is here where your job as the DM will come into play. Not every encounter needs to be scripted but you should create a large Abandoned Town to let the players explore. Below will be some recommended encounters for the players Space them out as you feel needed. 1. Leaving Firelink Shrine is a path that leads into the main gate of the Burgs. Guarded by a few Hollow Guards on the ground and Hollow soldiers flinging firebombs from the upper ramparts. The players can scale the tower to move up the wall or go underneath a path leading towards a waterway to get into the town. The Wall will have an encounter with a few more hollow soldiers where the waterway will lead deeper into the town but have an encounter with some Diseased Rats. 2. Either when the players emerge from the City or can see It is here the player's will see the destruction of the lower town and the damaged ruins of the city. Several deprived Hollows waste away while some stand and fight attempting to regain their humanity. Describe the city, the map as best you can give them a sense of the world that was lost. 3. Leaving the main area the player's will move up towards some stairs it is here where the Hellkite Dragon Lands in front of the party, It lets out a Fiery Roar at them but at the moment has no interest in them. It flies away towards the upper Ramparts. 4. Large open area the Pcs find the market square. Rotted food, debris and possible loot area but a array of Hollows in the market as well. A large building looks like an explosion went off nearby 5. Two houses Connected by a hole in the wall. Corpses locked behind a courtyard. By exploring the area they can Harvest the souls of the corpses (Gain 1d6 x100 Souls) 6. an Undead Merchant can be found in the downstairs of the destroyed home. Offering various goods. This is a good moment to let out some Roleplay in between the combat. Well well, your not actively trying to kill me, perhaps you have a bit of your humanity left hehehe. Undead Merchant The man is undead but not Hollow. he has purpose as a merchant selling good wares and he works with his wife who sells various Mosses in the sewer of the Burgs. Draw attention to the merchants side where they will find a high quality Uchigatana. If the player's choose to fight him He will attack with his Weapon. Use the same stat block for a Normal Hollow but instead of shortsword attacks he uses his Uchigatana and give him about 50hp. Uchigatana melee weapon (martial, longsword) Category: Items Damage: 1d8 Damage Type: Slashing Item Rarity: Rare Properties: Versatile Upgradable: With Titanite Katana forged in an Eastern land. Known for its brisk slashing motions. The Uchigatana cuts beautifully and causes bleeding, but its blade is easily nicked. Treated as a longsword when a creature is hit with a Critical strike with this weapon The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn. This weapon has a durability of 3, when you roll a natural 1 on your attack remove 1 durability. When the weapon loses all durability it is permanently destroyed. A trained blacksmith can restore its original durability and upgrading this weapon will improve its durability. Merchant Items Item Cost Firebombs As an action, a character can light this bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw or take 2d6 fire damage. 50 Souls Repair Powder (Acts as the mending Cantrip) 100 Souls Llyod Talisman (Blocks Healing in a 50ft Radius) 500 Souls Arrows/Bolts 1 soul each PHB Item and Gear 1 silver = 1 Soul.


T Your Soul Worth 1 Silver! So after some play testing we originally felt like 1 Bronze per soul was too little and 1 Gold for a soul was too much. So we fell on the Silver and i feel like the economy benefited greatly from this. 7. Opposite of the Broken Houses The party will find a bonfire near the sniper position. The tower is badly damaged and it would be difficult to climb up but possible. Player's can continue to fight past the waves of hollows leading towards the next boss area or they can skip it and press forward as a shortcut. See “The Bridge” chapter if they choose climb. 8. Past the next area Hollows will unleash a volley of bombs towards the player's in an attempt to weaken them. Rushing past the bridge will get them in another fight with 3 hollow soldiers in the same room they find a locked gate leading down to the “Lower Burg” Skip ahead if they choose to unlock the gate otherwise there is an open path to the right Cinematic Fights At this point the party has fought lots of hollows so you can either throw more at them for XP or do a “Montage Fight”.Go around the Table and ask how each player attempts to clear out a Hollow Soldier. have them roll their attack on hit the Hollow dies on fail the same hollow pushes for an attack as well. This can speed up the combat a bit more and gives the players a sense of wading through the masses to get to their objective. 9. As the party Fights through they will witness a Black Knight impaling some of the hollows, he too has been fighting the undead. He will not take notice of the party and begin to walk away. If the party chooses to interact with him he will become hostile. The party can sneak by him or engage with him. Defeating him will reward the party with treasures and 700 souls. The Black Knight has a 1in 4 chance to Drop a Black Knight Weapon. He also Guards the Blue Tearstone Ring and a Titanite Chunk 10. Past the Knight is a single hollow who lights a barrel on fire and kicks it down at the party as they begin approaching the large tower leading to the high wall. They must succeed in a DC12 Dex save or suffer 1d8 Bludgeoning and 1d6 fire damage. In addition they are knocked in a random direction. Roll a D8 and on a 7 or 6 the member will fall off the cliff and die. The left side is open and can cause a player to fall to their death. If a player dies they will need to return to a bonfire. This will not reset the Hollows or Knight. 11. Inside the tower past the trap lies buckets upon buckets of barrels. Inside one of them lies a Crystal Lizard. These creatures when killed drop a Twinkling Titanite, a crystal like gem which can be used to upgrade Boss Weapons. Upon Discovery teh players will have 2 chances to kill it. or it will Flee. Boss Fight - Taurus Demon aurus Demons were demons that were most likely created when the Witch of Izalith attempted to duplicate the First Flame using a Lord Soul. The attempt was unsuccessful and accidentally created the Bed of Chaos, the mother and source of all demons. Taurus Demons were classed as lesser demons. One eventually inhabited the upper section of the Undead Burg, a fortified town that devolved into ruin. Meanwhile, others came to house the area known as the Demon Ruins, the gateway to Lost Izalith.


Credit: Screenshot by Shirrako Boss Lair Upon reaching the top of the castle and passing through the fog wall the player's will be on a long wall, a tower behind them and a further tower ahead of them. If the player's choose to climb the top of the tower they have entered from they will see Some Hollow Soldiers wielding Crossbows lying idle. They will attack when Pcs approach or when the boss fight begins. Once the player's are about half way across the bridge the Taurus Demon will leap down from the further tower and charge the PCs Taurus Demon Large Fiend, Chaotic Evil Armor Class 15 Hit Points 126 Speed 30ft. STR DEX CON INT WIS CHA 20 (+5) 7 (-2) 16 (+3) 5 (-3) 3 (-4) 12 (+1) Damage Vulnerability Fire,Lightning Damage Immunities Poison Condition Immunities Poisoned Senses passive Perception 10 Languages None Challenge 4 (1100 XP) Brute. A melee weapon deals one extra die of its damage when the Taurus Demon hits with it (included in the attack). Actions Demon’s Greataxe. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 23 (3d12 + 5) slashing damage. On a hit, the target must make a DC 14 Strength saving throw or be knocked prone. Giant Swing. Creatures within 10 feet of the demon must make a DC 14 Dexterity saving throw or take 16 (2d12 + 5) slashing damage, be knocked back 15 feet, and fall prone


Demons Greataxe Melee weapon (martial, axe) Category: Items Damage: 1d12 Damage Type: Slashing Item Rarity: Rare Properties: Heavy, Two-Handed Weight: 22 lbs Upgradable: With Titanite Carved from the bones of fellow demons. Wielded by the lesser Taurus demons. This axe is imbued with no special power, but can merrily beat foes to a pulp, providing you have the strength to wield it. The Taurus Demon’s greataxe can be wielded by Medium humanoids with a Strength score of 18 or higher. It deals 1d12 damage, but medium creatures that wield it cannot make more than one attack with it per round and cannot make opportunity attacks with it. A Large or smaller creature hit with the Demon’s Greataxe must make a DC 14 Strength saving throw or be knocked prone. It is otherwise functionally identical to a normal greataxe. The Bridge After the boss has been defeated the player's will come across another long bridge. With 3 directions, to the right is a dead end that overlooks Lordran Forests Along with a man named Solaire. There is also a locked door directly ahead that will lead to the Darkroot Garden but it is barred from the other side. Finally a long bridge guarded by a few hollows at the far end of the bridge. They are barricaded and in cover along the bridge. The bridge is about 20ft by 200ft long. About half way from the bridge leads down towards the Bonfire found in the Undead Burg. If the players chose to climb up the walls somehow they would appear here. Solaire of Astora An exceptionally skilled warrior who purposefully became Undead so he could visit Lordran in his quest to find a sun of his own. Overly Trusting of the players he will invite them to bask in the Sunlight and compliment the view. Solaire is Treated as a level 3 Paladin at first meeting. "I am Solaire of Astora, an adherent to the Lord of Sunlight. Now that I am Undead, I have come to this great land, the birthplace of Lord Gwyn, to seek my very own sun!""The way I see it, our fates appear to be intertwined. In a land brimming with Hollows, could that really be mere chance? So, what do you say? Why not help one another on this lonely journey?" We are amidst strange beings, in a strange land. The flow of time itself is convoluted; with heroes centuries old phasing in and out.The very fabric wavers, and relations shift and obscure. There's no telling how much longer your world and mine will remain in contact. But, use this, to summon one another as spirits, cross the gaps between the worlds, and engage in jolly cooperation!" (He will hand the player's a White Soapstone) Credit: Dark Souls White Soapstone Unique Item Be summoned to another world as a phantom through your sign, and defeat the area boss to acquire humanity. In Lordran, the flow of time is distorted, and the White Sign Soapstone allows Undead to assist one another. This item is used for players who wish to gain humanity. By their aide they will travel to another world where an area boss hasnt been killed. In defeating the boss no souls are gained however a Humanity is rewarded. Dying in this form does not have any reprecussions. White Stone Bosses You may change whatever kind of boss would be available in an area. Or even change a few things about a boss to make them tougher or more enjoyable. Different worlds could mean that different creatures rule the same area. Customize your encounters so that the party would enjoy a difficult and unique experience.


W Heading left towards the Crossbowmen as the player's get half way the Dragon from earlier will show up. Read out the following: As you charge towards the open gate down the wall, crossbowmen firing at you, you witness the large Red Dragon flying above. You notice is fly down towards the bridge to unleash a burst of flame above you all everyone on the bridge roll a dex save against the fire breath as you witness the Hollows burn away to ash. Success: You dive into a nearby stairwell leading you underneath the bridge of the dragon. Fail: You burn alive Falling to the Dragons breath. (Player's can be resummoned at bonfire) Assuming 1 made it out. Survivors who find themself The bridge will hear the sound of crackling fire above and below them. They find themself in a room and a ladder next to them as they look down they see the bonfire room from before. Under Bridge If player's decide to continue under the bridge they will have several Diseased Rats to contest with. The players will approach the bottom of the bridge and they can see how high up they are. The player's will walk down a narrow path to get to an opening under the bridge to discover the rats. Once the final player enters the room a gate will close behind them and a Hollow will appear. He was hanging from the side, a player looking for him can stop the gate closing from behind and knock him off the ledge easily. Shrine of Sunlight At the far end of the bridge Guarded by the Hellkite Dragon, a Bonfire rests. this bonfire is a shortcut to the next area giving the players a bit more respite and less combat encounters. The party is able to unlock a gate leading them to the Undead Parish If the Pcs are brave enough they can bait the dragon and get him to come onto the bridge to attack. While others make a dash for the bonfire. Or if they are really brave attempt to Fight a Young Red Dragon. If the players do manage to kill the dragon they will be rewarded a Dragon Scale, which will allow them to rank up in the Dragon covenant later. Undead Parish elcome To The Undead Parish - Whether you've entered this area via the ladder that came from the Upper Undead Burg or through the portcullis that you may have opened behind the Wyvern, both entrances are very close to each other - taking the passage to the right from the portcullis you'll find the ladder. At the ladder entrance there is a spiral staircase leading up a tower on your left. If you follow it up you'll find a Black Knight at the top. The Area is very small and tight. The Knight will challenge any to a 1v1 duel. Any player who attempts to interfere he will attack. The platform he stands on is a 10x10 square watching over the Bridge. Multiple ppl can get on here but this knight has the ability to swing in an Arc hitting multiple targets at once. Upon Defeat the Black Knight drops a Titanite Chunk and has a 1 in 4 chance to drop a Black Knight Greatsword 2. The next area you will see a Large Iron Tusk in the center and Hollow Soldiers with Shields and Crossbows watching over it. There is two stair wells leading to the crossbow men to avoid the Iron Tusk but the Iron Tusk will charge the party ASAP. If the players move up the stairs the tusk will not be able to pursue. Behind the tusk is a large Metal gate. one hollow will make a move towards the gate attempting to close it. If the players can stop this from happeneing in 2 turns the gate will remain open. 3. If the gate does close the Pcs will have to move down a stair well where some enemies wait in ambush. Traps are settup in the room and the Pcs will have to climb their way up the a wall overlooking the Forest down below. Design a trapped room and have some minor encounters to slow down the party but the creatures in here are mostly just hollows minions. 4. Whether the party makes it to the gate or takes the underground route the Chapel remains. Guarding the Chapel is 3 Baldur Knights The Knights are non Hostile at first. They are undead but not hollow. Greeting the party. "Ah.. more undead have you come to save yourselves? The Channeler is about to complete the ritual. Fear not... we will not go hollow." By entering the Chapel they will witness a Channeler and large group of Hollow minions Sacrifice a Firekeeper. "A Firekeeper holds an infinite supply of Humanity! her sacrifice will save us all, prevent us from turning Hollow. Her Soul will grant us the strength to aid others like us. If the party interferes the Congregation will become hostile as will the Knights outside. They cna save the Firekeepers life also which will grant a few benefits. If the party stands by and watches the ritual everyone in the room will gain a humanity. The Firekeepers Soul will also be up for grabs if they can stop the Channeler Invasions If the Ritual completes the congregation will have their humanity. However the large group of Humans will cause pillagers of the Dark Wraith Covenant to begin invading. You have a couple options. Could be a party of invaders or a really strong one.


5. Behind the Altar lies a room where a man in Brass Armor is locked behind a cell, he introduces himself as Lautrec. The World has gone mad las tithing i remember i awoke in this cell. If you are able to free me, I promise you I am a valuable ally and will reward you. Unlocking him will allow the party to summon him as an ally for the upcoming boss fight. Three Paths 1. An elevator in the parish will lead down towards Firelink Shrine. 2. A stairwell takes the players upstairs to the Bell Tower. 3. A Path leads to a Bonfire along with Sens Fortress and the Darkroot Garden. Boss Fight The player's will climb a ladder to get to the bell tower. The pcs will fight on an angled roof, if a player is knocked prone they will roll 10 ft in the direction towards the edge. Once a Gargoyle reaches 50% another will join the battle. In this fight we aim to make the Arena as Deadly as the Gargoyles. A payer can get knocked off the roof and be ejected from the battle. If a player can fly back up its an option to get back up. Gargoyles Surprise For my party of 5 i brought out 3 Gargoyles. 2 Large ones and 1 small one. I had a Lair Action where they showed up on Initiative 20. Boss Summons Assuming the party has met both Lautric and/or Solaire they cna choose to summon one of them to aid in the fight. Their sign will be outside the boss Foggate. Summoning either of these warriors will mean 1 more person to split the rewarded souls with at the end of the fight. Have the party weigh the pros and cons. Boss Weapons Gargoyles weild unique items that can be dropped after defeat. 1. Gargoyle Helmet. Requires attunement. While wearing this helm you gain proficiencey in Intimidation. Non Upgradeable 2. Gargoyle Halberd. Treated as a Magical Halberd for overcoming resistances. Upgradeable 3. Gargoyle Tail Hax. Treated as a Hand axe. While equipped a player has advantage on saving throws that would involve Poison. Upgradeable 4. Gargoyle Shield. Requires Attunement. While equipped this shield adds 1 AC instead of 2. However you have advantage on saving throws that would deal fire or lightning damage. Upgradeable. Belltower Gargoyle Large elemental, chaotic evil Armor Class 15 Hit Points 100 Speed 30ft., 60ft. fly STR DEX CON INT WIS CHA 18 (+3) 14 (+2) 16 (+3) 7 (-2) 14 (+2) 8 (-1) Condition Immunities Exhaustion, Petrified, Poisoned Damage Resistance Bludgeoning, Piercing, and Slashing From Nonmagical Attacks That Aren't Adamantine Damage Immunities Poison Senses passive Perception 12 Challenge 5 (1800 XP) False Appearance While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.answering. Actions Multiattack. The gargoyle makes two attacks: one with its Halberd and one with its Tail. Halberd. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: (1d10 + 4) Slashing damage. Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d10 + 4) Slashing damage. Fire Breath.(4-5 Round Cooldown) The Gargoyle exhales fire in a 15-foot cone. Each creature in that cone must make a DC 14 Dexterity saving throw, taking 12 (4d6) fire damage on a failed save, or half as much damage on a successful one.


O Belltower nce the players defeat the Gargoyles; they must ascend up to the belltower and ring the bell. Hearing this will summon an NPC back near the Boss Foggate who will introduce himself as Oswald of Carim. He is a grim character who deals in sinners and sin. This can present a good way to interact with any player's backstory who feels they have gravely sinned. He will say that his Covenant is there to punish those who have sinned But he is just a humble servant of those who do the punishing. He will offer the party various amounts of Trinkets for sale. As well as offer to purge themselves of Sin and ask for forgiveness. The Dark Moon Covenant The Dark Moon Covenant Blade of the Dark Moon is a Covenant in Dark Souls. This is the in-game covenant that serves Dark Sun Gwyndolin, the last remaining deity in Anor Londo. By joining this Covenant, you agree to serve Gwyndolin as a dispenser of justice (or assassin), doling out punishment to those who break the rules of their respective covenants or otherwise earn Sin sufficient to open them up to being invaded by Covenant members. Covenant Rewards Tier Rewards 1 Dark Moon Blade Spell + Dark Moon Tailisman 2 Cast at Higher Level 3 Cast at Higher Level Dark Moon Blade 2nd -level Enchantment Casting Time: 1 Bonus action Range: Touch Components: V,S Duration: 60 seconds. You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon dealing 1d6 damage. This damage bypasses all resistances. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to 2d6. When you use a spell slot of 6th level or higher, the bonus increases to 3d6. Dark Moon Talisman adventuring gear (arcane focus) Category: Items Item Rarity: Standard Weight: 1 Spells cast at first level or higher have a +1 Chance to hit. While equipped any spell cast towards "Those who have sinned" have advantage to hit. Oswald of Carim - Merchants Item Cost Remove Curse 500 Souls Karmic Justice 20k Souls Velka's Talisman 2.5k Souls Bloodbite Ring 4k Souls Poisonbite Ring 4k Souls Karmic Justice 5th-level Enchantment Casting Time: 1 action Range: self Components: V,S, Duration: Until Dispelled or Triggered The magic that resides in the act of killing an innocent is powerful and can be used in a retaliatory manner to those who attack recklessly. After being cast, Karmic Justice surrounds its caster in invisible vibrating energy that is audible at close ranges in the sound of something similar to a beehive. This vibrating force remains with its caster for 1 hour (after which the spell is dispelled naturally), or if it is triggered before that time expires. To trigger this force, the caster must receive half of its maximum hit points before the start of the caster's next turn. If triggered, the invisible force flashes purple, suddenly visible to the eye, before it explodes outwards in a 5-foot sphere surrounding the caster. The caster is unharmed from the blast, but each creature adjacent to the caster must make a Constitution saving throw. Each creature takes 5d12 force damage in a blast of purple magical energy, or half as much on a successful saving throw. The creature that triggers Karmic Justice has disadvantage on the saving throw. At higher levels: For each level, this spell is cast beyond the 5th, the damage of the blast of magical energy increases by 1d12 force damage. If this spell is cast at 9th level and it brings a creature dealt damage by the spell to 0 hits points, then that creature is disintegrated. 1. Velkas Talisman Prereq: INT 13. Requires attunement. A Player that uses this as their Focus for spells can cast spells using INT instead of the original ability while casting spells from a Cleric or Paladin list. 2. Bloodbite Ring Requires Attunement. While wearing this ring you are immune to bleeding out. In addition you do not need to make Death Saving throws when knocked unconscious. 3. Poisonbite Ring Requires Attunement. While equipped a player is Immune to Poison.


L Undead Parish Part 2 eaving the Chapel the party will make their way over a bridge which hovers over the massive forest below. They will find themselves inside a Watchtower on the second floor. The first floor leads towards Sens Fortress. Which is currently locked away by a massive Metal Gate. A man waits outisde of the fortress and will introduce himself as Siegmeyer of Catarina A jolly soul wearing rather cumbersome looking onion-shaped armour. Sigmeyer will refuse to join the party and wait patiently. He will even agree to clear the way ahead if the party can get the gate open. Sens Fortress will only open when both Bells of Awakening have been tolled. Andre the Blacksmith Below the Bonfire the player's will find Andre the Blacksmith, He will increase the power of your weapons and Armor. Assuming you have followed the guide to this point the party may have 1-3 Titanite/Twinkling Chunks which could be used to upgrade their weapons. Andre is the helpful sort he will offer advice to the player free of charge and sell them any kind of weapon found in the PHB, remember 1 soul = 1 silver. He will also advise the player that certain creatures Tails can be used as weapons if they bring them to him. He’s been eyeing that Hellkite Dragon for some time. He also tells the Pcs how he trapped a Titanite Demon in the next room, but he’s not strong enough to take it down. Offering the player's a free Upgrade on their gear for its defeat. The Titanite Demon guards the Entrance to the Darkroot Garden. Tail Weapons In order to chop off a tail a player must call the attack and roll with disadvantage, the damage dealt must be at least 20% of the total health of the creature (Subject to change) so if a boss has 100 HP, 20 damage must be done to the tail Specifically before it dies. Spells that would cause saving throws cannot be used to destroy a tail. In his possession he also has The Crest of Artorias which he will sell for 10k souls. A player can recognize this signet hanging over him with a DC 12 history Check. This crest opens a door in the Darkroot Garden sealed by ancient magic. On a succesfful save Andre will reveal that the crest unlocks a door that leads to the grave of Sir Artorias the Abysswalker. Many adventurers have left for the grave, but none have returned, for they make easy prey for the "Forest Covenant". With such dangers, the crest can do more harm than good in the hands of the uninitiated. Blacksmith Andre Siegmeyer of Catarin


A Act 2: The Second Bell ssuming that the Pcs chose to pursue the Burgs first they now have a second belltower to find. Their only hint that one is really high and the other down low. There are several paths the party can go forward with at this point. By the end of Act 1 players are likely around lvl 4 if not they are likely very well equipped to take on some bigger threats. They have their choice on where to continue next. If the players are stuck have them return to Firelink Shrine via the Elevator in the Parish and Speak with Salden Salden will take note of the players and ask them if they are responsible for tolling the first bell. He will explain a few of the areas around from what he has learned to give the players a bit more guidance. This is also something you will want to discuss with your players for prepping ahead of time, so lets go over some of the areas. 1. Lower Undead Burgs - "This was the lower part of the city, many of its inhabitants remain still Hollowed. However getting down into the Sewers will lead you to a place known as the Depths... not sure how much lower you can get then that but a bell could be there. What to expect: Horde enemies. Assassins, Diseased dogs and creatures. Invaders. Tight corridor combat. 2. Graveyard - A path leads down into the cemetarys of teh damned. I know of Necroamncers and skeletons who protect the grave. It is known that Gravelord Nito lives at the darkest parts of Catacombs. A powerful Pyromancer lurks down there also. Trying to bring his family back to life. 3. New Londo - Ghosts and Spirits but the Kingdom is underwater mostly. It is said that the Gods flooded New londo to stop the spread of the Abyss. Possible for a bell tower to have survived. 4. Darkroot Garden - A Magical garden with a powerful witch. Protectors of the Forest hunt there but it is said many magical beings' power could be harnessed in the forest. No bell tower but plenty of good treasure should be ripe for pillaging. There is also a Hydra said to live in the lake down below along with a Powerful knight locked away surely who has turned Hollow. Recommended path Lower Burgs or Darkroot Garden Most items found has helped the martial characters to if the party is heavy on spellcasters allowing them to learn some new unique spells would benefit them and so Darkroot Garden and meeting the Witch could be beneficial. The Lower Burgs will set the party on the path leading them to the depths and a place called Blighttown. Where they will ultimately ring the next bell. Knight Laurtrec If Lautrec was freed he will be friendly towards the players. Rewarding them a Sunlight Medal he can be found below firelink shrine hanging out around Anastacia. If he was denied his freedom by the party he wont take it personal but wont offer any information to the pcs. If this is the first itme the party meets Lautrec then have him introduce himself and let the players know that he has a "mission" but wont elaborate. His motives are to acquire humanity for the Goddess Fina. A player may make a Religion check to uncover this knowledge. Knight Lautrec Knight Lautrec 1st Encounter Medium Humanoid Armor Class 18 Plate Hit Points 26 Speed 30ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 14 (+2) 8 (-1) 10 (0) 14 (+2) Condition Immunities None Senses passive Perception 20 Languages None Challenge 6 (6516 XP) Shotel. If your enemy has a shield add +2 to your weapon attacks. Duel Wielder. Lautrec may use his bonus action to attack with his Shotel Blade Actions Multi-Attack. Knight Lautrec may attack twice with his action. Shotel. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 + 5) Slashing damage.


G Fighting Lautrec Lautrec doesnt try to intimidate or come across evil in anyway. But if a player wants to fight him for "Reasons" he would drop his Shotel and his Ring of Favor and Protection 1. Shotel - Treated as a shortsword with the following effect. If your enemy has a shield add +2 to your weapon attacks. 2. Ring of Favor and Protection - Requires Attunement, and Proficiency in Religion: While equipped a player gains proficiency In Heavy Armor. In addition a is immune to exhaustion and gains 5 Pernament Hit Points. If the ring is ever unequipped it is destroyed and you lose the HP and the benefits of the ring. Darkroot Garden uarding the entrance to the Darkroot Garden is a Titanite Demon. The player's may run through instead of fighting but the Arena is filled with debris and the Titanite Demon has some reach to try and engage the player's. On defeat the group will receive 1 Titanite Chunk Leaving the Titanite Demons lair the pcs will have a forked path, one leadings down towards Hydra Lake below and another continuing into Darkroot Garden. If the Players choose to go towards the Lake skip ahead. otherwise continue with this guide. The following is a list of encounters of what the players can expect. 1. The Pcs will be ambushed by Ent enemies. They will however threaten the party in Sylvan. If a member of the party speaks Sylvan they will be able to avoid the encounter and be granted bonus souls for talking their way out of the encounter or even inspiration. Roleplaying the Ent - The Ents ultimate goal is to protect the forest and any threat to the forest is treated as a threat to them. With a good persuasion check the ents can allow the player's to pass peacefully, With a really good check the Ents will even give some lore background of the forest. ** What they know 1. This forested area is the final resting place of Knight Artorias; his grave is guarded by Sif, the Great Grey Wolf. 2. It is also the stomping grounds of the Forest Hunters covenant. Who hunts those who disturb the forest. 3. A Creation of the Scaleless Dragon lives in these Gardens, Its essence is "pure magic" 4. A Hydra guards the lake below guarded by Crystal Guardians those who are trapped in crystal. 5. The Witch Beatrice is a powerful Sorceress who lives in a hut deep in the forest. Encounters 1. A Strange Tower seemingly out of place, a player who investigates will see that it is an illussion holding a bonfire. 2. A Large Door Sealed tight. Only the Seal of Artorias can open the gate. Tall walls block the party from advancing. If a player attempts to scale the wall Forest Hunters will attack from the top of the walls forcing the player's off the wall. 3. The player's may advance further into the Forest, they will eventually find themselves in a foggy maze of trees, Break up the combat and come up with a maze to entertain your player's. Place some hazards inside and have the player's only see about 10ft in front of them. Have a Stone Golem pursue the player's near the maze entrance. (The Stone Golem will likely result in your party dying so keep it at some distance at the beginning) As you get deeper into the fog you start to hear large stomping coming up from behind, You quickly come to the realization that something is pursuing you. 4. Within the Maze is a chest containing a Hornet Ring. This Ring will equipped adds a d8 to any critical strike. Requires Attunement. 5. Hidden in the forest is the Witch Beatrice. Beatrice is a self made woman, and somewhat of a rogue witch. She was never a student of the Vinheim Dragon School, but learned her trait from her elders, like a proper witch should. Her catalyst is also handed down, from a lineage of witches, and bears the marks of casting age-old sorceries. Witch Beatrice


Witch Beatrice Roleplay Tips: The Witch is a bit of a know-it-all. Her Potions are the best shes a powerful caster and could teach the party the art of Spell Sorceries. The witch will offer the Pcs the chance to learn some powerful magic and claim a powerful soul. I seek the Horn of the Moonlite Butterfly. You may collect its soul for your own use. Its horn will greatly help me with my research. its soul can be used to forge powerful weapons which i need not. A mutual beenfit indeed. The Witch may also join the party until they kill the butterfly to aide the players in doing so she will claim souls earned as another party member. This will stop any Golems in the forest from pursuing the party. More Encounters 1. Leaving the woods there are several traps settup by the Forest Covenant. Snake pits and Spiked logs await unsuspecting players. Designate a marching order and talk to the group on how they want to proceed. Describe the forest terrain, the light of glowbugs in the woods. The small pools of water by the brush. 2. Ents would be around the paths. If the party has successfully persuaded the ents in part 1 they will allow them to pass. 3. Large Beast tracks lead towards a cave. (Introduce an Owlbear) although Beatrice will want to stay on mission. 4. The Pcs will eventually arrive at a large destroyed tower. They will be able to see the Butterfly in the distance up on an adjacent tower. They will have to ascend th tower. While ascending the stairs will begin begin to crumble and the pcs will need to find a way across. have the leader roll a DC12 Dex save. on fail they fall down 20ft suffering 2d10 bludgeoning damage. The Gap is about 10ft jump and hugs a stone wall. Credit: Shirrako Boss Fight - Moonlight Butterfly Boss Lair The players will have to fight the butterfly on a thin bridge only 10ft wide by 80 ft long. Upon walking through the fog gate the Butterfly will emerge. Certain parts of the bridge are left open the players can get knocked off the bridge to their death. Boss Reward MooninfusiOr cosoulsto theMoonlight Butterfly Large Fey, True Neutral Armor Class 13 Hit Points 155 Speed 60ft Flying. STR DEX CON INT WIS CHA 6 (-2) 16 (+3) 10 (0) 12 (+1) 18 (+4) 6 (-2) Saving Throws +6 Dex +6 Wis Damage Vulnerability Lightning Senses Darkvision 60 Ft., passive Perception 13 Challenge Rating 5 (1800 xp) Magical Origins. The moonlight butterfly's attacks are magical and deal an additional dice of force damage. Including in the attack Actions Magic Missile. You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 2d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. Soul Beam (Recharge 5-6) The Moonlight butterfly shoots magic in a 90ft line that is 5ft wide. Each creature in that line must make a DC14 Dexterity saving throw, taking 44 (4d10) force damage on a failed save, or half as much damage on a successful one.


Darkroot Basin/ Hydra Lake The Darkroot Basin rests in between the Darkroot Garden and the eastern walls of Undead Burg; this is a deep basin filled with streams and waterfalls. The damp nature has given rise to fungus and mushrooms. It is said that a snake with several heads rests in the lake itself. 1. If the party chooses to make their way down the lake they will have to scale a cliff side. Terrain is dangerous, muddy and the pcs will have to find a way to carefuly make their way down. 2. A Crystal lizard can be found hidding in some brush. have the party roll perception checks. DC 12, any who succeed will notice the glimmer in a bush nearby and can chase down the creature. 3. Further down the liff on a very small platform down some slopes is a Black Knight standing watch over the forest. He will immediately become Hostile. Upon defeat roll for a Black Knight Weapon, he drops a Titanite Chunk and if the players explore the area further they will find a hidden chest containing the Grass Crest Shield. Grass Crest Shield. - This shield adds +1 to your AC instead of 2. Once per combat you may use the Dash action as a bonus action. Requires Attunement. 4. The Following area is extremly foggy, making it difficult to see up a head The players will be able to make out some glimmers of Crystals in the forest with a successful perception check. On success they will notice that the crystals are moving. In the fog they will see torches lit by a nearby watch tower. The tower is locked but the door can be destroyed or picked. 5. Inside the tower a Heavily armored man holding a massive dragon tooth as his weapon. the Pcs will roll for initiative against Havel the Rock 6. If the party decides to proceed into the fog they will have to fight Crystal Golems. Any ranged attack in the fog will be with disadvantage. 7. By fighting through the fog a Hydra will await the party in teh lake i will appear when the party enters into the watery area. Defeating the Hydra will reward souls, a Dragon Scale (used for upgrading with the dragon covenant later) and spawn a golden Crystal Goelm at the entrance of the lake. Defeating the Golden Golem will free a women from its shell. Havel the Rock Havel the Rock is a powerful opponent found at the bottom of the spiral watchtower leading up to the Taurus Demon in the Undead Burg, guarding the entrance to Darkroot Basin. He wields a massive dragon's tooth hammer and Havel's Greatshield while wearing the heavy Havel's Set. While somewhat slow moving due to his heavy gear, his attacks deal incredible damage to unwary opponents, and his armor and shield protect him from all but the strongest counter attacks. Havel is aggressive, and will pursue you on sight a fairly far distance within the general confines of his tower. Upon defeat he drops Havels Ring and hte party has access back to the Undead Burgs. Havels Ring While equipped this ring increases a characters Strength by 2. You may increase an ability score above 20 using this feature. Requrires Attunement. Dusk of Oolacile Dusk is trapped inside a Golden Crystal Golem located behind the Hydra in Darkroot Basin. After defeating the Hydra. Dusk will thank the party and offer to teach them sorceries and Illussions. She will also beckon them to aide her in retaking her homeland of Oolacile. If the party agrees they will need to seek out a Pendant from the Archives and return to Dusk to reach Oolacile. Dark Souls DLC This is up to the DM if they would like to include this. This would be the DLC in Dark souls and will have very difficult boss battles. Recommend this for players in later game after they recover the pendant in the Archives. A player who rolls a successful history check will know teh following: Oolacile was a kingdom that existed in Lordran, in the area now known as Darkroot Garden, about three or four centuries before the events of Dark Souls. As Dusk, Princess of Oolacile, states, Oolacile was a land of sorceries, but the sorceries featured by Oolacile's Sorcerers were very different. She also states that the lost kingdom has been "reduced to ashes" long ago. This would explain why there's practically nothing left of the Township or the Sanctuary in the present. Oolacile's fall is mysterious and sinister: in times of peace in the kingdom, Oolacile's inhabitants were convinced by a dark serpent to dig up the grave of the Primeval Man. Then, something happened, and the Primeval Man was transformed into a beast that unleashed the Abyss. The Abyss, corrupted dark, destroyed Oolacile and transformed its inhabitants as well. Artorias the Abysswalker, in order to hunt Darkwraiths (servants of the Dark) had entered a covenant with an unnamed creature from the Abyss, and received a ring that would allow him to traverse the Abyss unharmed. Naturally, Artorias soon came to Oolacile in hopes of stopping the spread of the Abyss. It is not certain if he knew at the time of the severity of the situation, or of the existence of Manus, but, in the end, he would either never come to face the Father, or would would be defeated by him.


L Witch Beatrice If the party agrees to help her in Killing the Moonlight Butterfly she will offer to sell a various amounts of potions and spells. Beatrice Shop Item Souls Description Elixer of Health 500 Souls When drunk, it cures any disease; removed blinded, deafened, paralyzed, and poisoned conditions. Oil of Slipperiness 100 souls The vial has enough oil to cover a medium or smaller creature; 10 minutes to apply. Creature gains the effect of a freedom of movement spell for 8 hours. The oil can be poured on the ground covering a 10-foot square, creating the grease spell effect for 8 hours. Potion of Fire Breath 500 Souls When drunk, a creature can use its bonus action to exhale fire at a target within 30 feet. The target must take 4d6 fire damage or succeed on a DC 13 Dexterity saving throw to halve the damage. The effect ends after exhaling fire 3 times, or after 1 hour. Potion of Heroism 1000 souls When drunk, a creature gains 10 temporary HP that last for 1 hour as well as the effects of the bless spell (no concentration required) for the same duration. Potion of Speed 5000 souls When drunk, a creature gains the effect of the haste spell for 1 minute (no concentration required). Lower Undead Burg ower Undead Burg is accessible through a locked door on the Wyvern bridge that can be opened with the Basement Key found in Undead Parish and serves as the gateway to the Depths. If a player runs up the path from Havel in Darkroot Basin they will come to this area. OTherwise Pcs must track through the Upper burgs and get to the bridge once again. 1. Entering the burgs is a tight fit area. Plenty of houses on both sides. a large road crowded with streetcartts, dead horses, dead bodies some of which are currently burning. 2. If the palyers follow the road behind the gate they will find a canal gated off along with a Hollow Horde describe the 20 something hollows holding torches and crude weapons wondering around the area but very clumped together. all reaching towards a second floor of a body hunched over a balcony and a humanity floating above the body. 3. Further Down the road a voice can be heard from inside a building. The door is locked so they will have to break down the door, lockpick or find the key in order to help the person inside. Skip ahead to Griggs of Vinheim if the party frees him. 4. An ambush lays in wait as 3-4 Assasins and a few Undead Dogs ambush the party bursting through a few doors to engage them. One of them holds the key to the house. 5. A Foggate blocks a path that looks like a Garden area. There is also a stair well to the right of the foggate if the party doesnt want to try and take down the next boss. See Capra demon if so. 6. If the party continues moving down they will be able to heaer a conversation with some other Assasins talking to a merchant. They tell her they are working on collecting more humanity to unlock a gate down in blighttown and they will buy all that she has. The women only has one humanity to sell but its not cheap. THey threaten her and its up to the party to interfere or the Female Undead Merchant If they save her she will tell the party that her husband is a merchant in the upper burgs and she sells things down here, collecting mosses that will nullify poisons and toxins. She will be grateful and offer the players a little discount as a reward. 7. The path once again breaks off a large metal door leading to the Depths and the other path will lead to Firelink once again. Female Undead Merchant Item Cost Description Red Moss 500 souls Used to treat critical wounds. If a player is unconcious this can be applied as a bonus action to stop the player from bleeding out. This Moss can be applied to treat Bleeding effects as well. Purple Moss 500 Souls Used to treat poisoned condition. If a player is poisoned they can eat a Purple Moss to nullify the condition for 1 min. May be used as a Bonus Action Blooming Purple Moss 1000 Souls Used to treat Toxic condition. If a player is afflicted with the Toxic condition they can eat a Purple Moss to nullify the condition for 1 min. May be used as a Bonus Action Poisoned Tip Arrows 100 souls each On hit an enemy must make a DC12 Con saving throw or suffer the Poisoned condition for 1 min.


Capra Demon Boss Lair The Capra demon has been trapped into a small garden roughly about 20x50ft area (4x10 Squares). In addition the Capra Demon is paired with two Undead Dogs as well. On initiative 20 the dogs charge the first player through the fog wall. if the players clump up at the front door they are going to have a hard time against the Capras Leaping Strike Alternate Capra If you feel like your players are too weak adjust the damage numbers down to a d6 or allow only 2 attack. If you want to give the players a tougher challenge more true to the Actual boss fight, allow Capra Demons attack to hit multiple enemies per swing. forcing them to try and spread out. The Stat block i feel like is a happy middle ground between the two. Capra Demon Large Demon, Lawful evil Armor Class 14 Hit Points 117 Speed 30ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 9 (+0) 4 (-3) 11 (+1) 10 (0) Saving Throws +7 DEX, +6 WIS Condition Immunities Frightened, Poisoned Damage Resistance Poisoned, Slashing, Piercing, Bludgeoning from non Magical attacks. Damage Vulnerabilities Fire, Lightning. Senses passive Perception 11 Languages Abyssal Challenge 6 (6000 Souls) Brute The Capra Demon deals an extra dice of damage included in the attack. Actions Multiattack Capra Demon attacks three times with his Machete. Machete Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit (2d8 + 4) Slashing damage. Leaping Strike (4-5 turn Recharge) The Capra Demon jumps up to 10 ft towards his target slamming both his Machetes down onto his victim. A player ust succeed in a DC14 DEX saving throw or suffer 4d8 Slashing damage. In addition all players within 5ft of wherethe Capra demon lands must succeed on a DC14 Strength save or be knocked prone. This jump does not provoke opportunity attacks. If a player fails their save by 5 or more this attack is treated as a Critical Strike. Undead Dog Medium beast, unaligned Armor Class 12 Hit Points 13(3d8 + 1) Speed 40ft. STR DEX CON INT WIS CHA 12(+1) 14 (+2) 13 (+1) 4 (-3) 10 (0) 8 (-1) Skills Perception +3, Stealth +4 Senses passive Perception 10 Challenge 1/4 (50 souls) Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone


G Griggs of Vinheim riggs is a sorcerer from the Vinheim Dragon School. He came to Lordran in search of his master, Big Hat Logan. He wears the Black Sorcerer Set, which in Vinheim indicates a secretive member of the Dragon School. The player finds Griggs in a locked room at the bottom of the Undead Burg. After being rescued he returns to Firelink Shrine. If the players learn everything from Griggs hhe will set off on a quest to find his master. Soul Arrow 1st level evocation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous A beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 2d6 + INT Force damage At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell adds 1d6 for each slot above 1st. Heavy Soul Arrow 1st level evocation Casting Time: 1 Action and 1 Bonus Action Range: 60 feet Components: V, S Duration: Instantaneous You channel a beam of blue-white light. The beam shoots toward a creature within range at the beginning of your next turn. Make a ranged spell attack against the target. On a hit, it takes 2d10 + INT Force damage At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell adds 1d10 for each slot above 1st. Hidden Weapon 2nd-level illusion Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 hour A weapon you touch becomes invisible until the spell ends. Whenever you attack a creature must make a perception check against your spell save. On fail the attack has advantage. Remedy 2nd-level abjuration Casting Time: 1 action Range: Touch Components: V S Duration: Instantaneous You touch a creature and can end either one disease or one condition afflicting it. The condition or status effects. Magic Shield 1st level Abjuration Casting Time: 1 action Range: Touch Components: V, S, M (Small piece of metal) Duration: until destroyed or dispelled. You can use your action to create a Magic Shield in your empty hand. You are proficient with it while you wield it. This shield is magical and while equipped it adds 2 to your AC and absorbs 10 damage. At Higher levels this spell absorbs an additional 5 damage for each spell slot used above 1st. Griggs Quest Griggs is eager to find Master Logan stating he wishes to learn from him. If the party manages to find Logan and bring him to firelink he will reward the party the Sorcerer Set which has Mage Armor pernamently enchanted into the clothing. If the party buys all his spells before finding Big Hat Logan he will leave and die in Sens Fortress and the party will be able to find this set off his body. Once Logan has been brought back to firelink He will eventually leave causing Griggs to follow suit but only after his spells have been purhcased. Either way Griggs is likely to die trying to follow Big Hat Logan


T The Depths he Depths is a mutli leveled dungeon with as many layers as you see fit eventually leading down to a massive sewer system that dumps into Blighttown. But beware the lower the levels the more monstrous creatures lurk. WARNING: the Basilisks in this area will Curse players causing a pernament game over for a player that fails two saves. Warn your players ahead of time for this to prepare them. Top Floor 1. Start the players decent from the lower undead burgs and have them find a large dinning area Several Hollows populate the room along with a Massive Butcher at the far end of the dining area. The Butcher looks like shes preparing a meal while the hollows wait. Most hollows in this area are docile until provoked. The floorboards are rotted and damaged and a smell reeks from the floorboards of the dining area. The Butcher will take notice of the party if they are mostly hollow inviting them for dinner. Mildred the Butcher This woman is preparing a meal by chopping up meat her Undead Hound stands by looking for scrap. If a player in the party is in Body form (Not hollow) She will try to isolate that person. Her goal is to feed the hungry citizens of the Burg. If Multiple players are in body form she will summon the citizens to her call and bring the room onto the party. 2. The players will find themselves in the basement it is flooded and a large hole is in the ground with the water sliding down a path. following the path will lead further down the area. But they hear a voice call out for help in the cellar. If Matilda is around on good terms she will warn the party against "The pest shes cornered" (she's lying and intends to kill the man and serve him to her Patrons) 3. Laurentius of the Great Swamp is locked in the cellar if the party chooses to help him escape the burg he will offer to teach the party pyromancies and reward them with a Pyromancy Glove. This item increases the chance to hit with fire attacks by either increasing the DC against your save or adding a +1 to hit. This glove can be upgraded and increased to +2 and +3 using Twinkling Titanite. In order to free Laurentius the way must be cleared up to the lower burgs for him or the Pcs will have to teleport him out somehow. See Laurentius section in this guide for more information. Middle Floor 1. A bonfire can be found behind a wooden door right before a ladder leading down into the sewer. describe a glow coming from the window 2. Coming into the sewer the path is narrow and overgrown Diseased Rats rule. The party will be able to see an open area gated off and through the bars a Huge Diseased Rat will openits eyes by a party member and scream before running out.The player wont be able to get a melee attack at but may try to cast a spell at it. Let this play out but the rat knows it cant reach the party and will retreat for now. 3. This scream alerts other rats in the area those that can fit through bars and the party will begin a chase or combat with a Diseased Rat horde. The Sewers are very tight and if the players decide to run it is a bit of a maze in design. Throughout the maze have some corners were piles of bodies are stacked and a trap leading to the lower floor. One large area of the maze will be the gated area where the Pcs saw the Huge Diseased Rat this will serve as a mini boss for the players. I put a Gelatonous cube in the pit with the player who fell. 4. Another pitfall will drop players into the lower floor this one in an area of with Basilisks. Describe the Black Crystal like figures frozen in place. The Basilisks in this area are not immediate threats but they live deeper in this section. 5. Near a pile of bodies the player will tkae note of souls flying around teh corpse pile, another Gelatonous ooze will drop down on the player while they are retrieving the souls cache. reward 1k souls for the encounter. 6. Eventually the players will find an area overlooking the bottom part of the sewer leading to the lower floor on this area are some Large rats hiding in crates and a Single Channeler overlooking the middle floor. When he notices the players he will begin his dance and if the players get up close the rats will get a free attack in breaking through th ecrates to do so.


Bottom Floor Depending on how the players go here they could have fallen through the pits or came from the Channeler stair well there are several key areas to explore here for loot all which lead towards Blighttown and the Gaping Dragon the boss of the Depths. 1. Near the stairs the party will find another mini labrynth just smaller at the end of the labrynth is a massive metal gate locked along wtih a path that leads to the side. Pcs can find the corpse with the key or they can attempt to unlock it with through lockpicking or destroy the gate. 2. Exploring the last maze of tunnels the players will find Black Crystaled statues in teh area. a person with a high nature roll could see that a Basilisk is responsible for this and can warn the party. Build up an encounter where the party is ambushed by these Basilisks. 3. Inside the maze the party will be invaded by Knight Kirk and his Thorn Knights. Knights spawned are the number of players who have humanity. Defeating Kirk will drop his Armor of Thorns. This armor requires Attunement Knight Kirk Knight Kirk. Belongs to the Chaos Covenant. Which grows stronger based on how much Humanity he has. His one and only goal is to steal humanity. His weapons and armor have a chance to cause his enemies to Bleed. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn. Thorn Armor set Requires Attunement. While this armor is equipped your AC becomes 16. Any physical touch by a body party has a chance to cause Bleed on an enemy. Any character hurt this way must succeed on a DC 12 Constitution saving throw or suffer Bleed condition. While bleeding a character has disadvantage on CON checks and CON saving throws. In addition when hit once under the bleed condition you become stunned. 4. Found in the maze is The Ring of Evil Eye Requires Attunment. After personally slaying an enemy gain 5 temp hp. 5. at the end of the maze a player will find one last stairwell leading to the True bottom of the Depths and a massive Fogwall blocking their path. The Gaping Dragon Lies in wait for the player defeating it will grant the PCs access to Blighttown. Knight of Thorns, Kirk Medium humanoid, Chaotic Evil Armor Class 16 (Spiked Armor) Hit Points 67 Speed 30ft. STR DEX CON INT WIS CHA 12(+1) 18(+4) 16(+3) 10 (0) 12(+1) 15(+2) Damage Resistances Slashing from non magical items. Senses passive Perception 20 Challenge (2100 Souls) Spiked Armor. Any physical touch by a body party has a chance to cause Bleed on an enemy. Any character hurt this way must succeed on a DC 12 Constitution saving throw or suffer Bleed condition. While bleeding a character has disadvantage on CON checks and CON saving throws. In addition when hit once under the bleed condition you become stunned. Actions Multiattack Kirk may make three strikes with his shortsword Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 4) slashing damage. Enemy must succeed on a DC 12 CON saving throw or gain the bleed condition. Charge. When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed). In addition that character gains the Bleed condition.


Boss Fight - Gaping Dragon The Gaping Dragon resides in The Depths. The Gaping Dragon resides in The Depths. It is a descendant of the Everlasting Dragons, but its eternal hunger transformed its upper body into a maw. It is possible to summon Solaire of Astora and Knight Lautrec of Carim. Only if the player had previously freed him and talked to him at Firelink Shrine. Solaire's summon sign can be found next to the stairs leading to the Fog Door, while Lautrec's can be found just behind the pillar, opposite to Solaire's. Gaping Dragon Huge Dragon, Unaligned Armor Class 14 Hit Points 200 Speed 40ft., 10ft Flying STR DEX CON INT WIS CHA 20 (+5) 20 (+5) 3 (-3) 13 (+2) 10 (+0) 10 (+0) Damage Immunities poison Damage Vulnerability Lightning, Radiance Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses Darkvision 60 Ft., passive Perception 14 Challenge Rating 7 (10,000 Souls) Multiattack: The Gaping Dragon makes three attacks: one with its stomp, one with its tail, and one with its claw Stomp: Melee Weapon Attack +6 to hit, reach 5 ft. HIt: 10 (2d6 + 3) bludgeoning damage Claw: Melee Weapon Attack +6 to hit, reach 10 ft. Hit: 10 (2d6 + 3) slashing damage . If the target is a creature, it is grappled (escape DC 14). Until the grapple ends, the creature is restrained. Tail: Melee Weapon Attack +6 to hit, reach 15 ft. HIt: 12 (2d8 + 3) bludgeoning damage. Poisonous Spew (Recharge 5-6): The Gaping Dragon regurgitates an acidic, poisonous liquid around himself. Creatures within 20 ft must succeed on a DC 15 Dexterity saving throw or take 42 (12d6) poison damage Swallow: The Gaping Dragon makes one claw attack against a larger or smaller creature it is grappling. If the attack hits, the target takes the claw damage, it is thrown into the Gaping Dragon’s mouth and it is swallowed. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the Gaping Dragon and it takes 21 (6d6) poison damage at the start of each of the Gaping Dragon’s turns. If the Gaping Dragon takes 30 damage or more on a single turn from a creature inside it, it must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 ft of the Gaping Dragon. If the Gaping Dragon dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 ft of movement, exiting prone.


A Gaping Dragon Loot Dragon King Greataxe - Requires Attunement and a STR score of 20 in order to weild. This weapon is treated as a Greataxe "The axe is imbued with a mystical power, to be released when held with both hands." While equipped a player can use their action to force a wave of electricity around themselves. adjacent Enemies must make a DC 15 CON save or suffer 2d8 electric damage or half as much on success. Humanity X2 Homeward bone - Will teleport party to firelink Shrine. Key to Blighttown Unlocks metal gate in the Depths. Blighttown town that developed on the outskirts of the Demon Ruins/Lost Izalith whose inhabitants became infected by the Blight Pus. It is likely that many of the people here became servants of Quelaag and her fair sister. Blighttown was likely always a less than desirable place to live or work. It appears to be a sort of mining community, complete with rickety ladders and platforms. It's suspended above a poisonous swamp alongside the stone structure that holds up the Firelink Shrine, and the planks reach all the way down to the murky waste below. Poisonous Waters The swamp is so pollutted any contact with its waters will automatically inflict the Poisoned condition to a character that is not immune. This condition last for 10 min from last contact with the water itself. A poisoned creature has disadvantage on Attack Rolls and Ability Checks. 1. Whether a player arrives in Blighttown from the Depths or New Londo ruins theres a few obstacles in their path before making it to the bonfire of Blighttown. The players start on Large wooden platforms they are rickety and dangerous traversing the area at a fast pace is not recommended as it will give disadvantage on any saves against the terrain. Ask the players how they would like to proceed through the enviornment. Getting into Blighttown is a bonfire on either side. (we're going to be nice they just fought a Dragon most likely) Travel Speed Effect Slow Advantage spotting ambushes and traps. Roll for random encounter 8x Normal Roll for Random Encounter 5x Fast Disadvantage on any traps and a surprise round if an ambush occurs. Roll for Random Encounter 3x Random Encounters Roll Encounter 1-3 Safe 4 Floor board breaks players must make a DC 12 Dex saving throw or fall below to another layer suffering 2d8 bludgeoning damage. On failiure players must find a way to climb out of a 20ft drop or add 1 extra roll for random encounter 5 Infested Ghouls and Undead Hounds lie in wait ready to ambush. Their weapons all tipped with poison Roll 2d4 hollows and 1d4 dogs 6 Deformed Ogre stomping on the main path his steps causing the floorboards underneath him to creek. Main path behind him looks very beat up players will have to avoid the Ogre or defeat him while checking the floor to make sure they dont fall through. 7-8 Plot Event! Plot Events This can be anything. Whether you want to have a player find a treasure or if you can build up a situation from a characters backstory. Here is a few suggestions of Treasures. 1. A Large Insect seems to be glued to the Massive stone structure. Destroying it will reveal a glowing item. If the players manage to recover the item they will be rewarded with the Power Within pyromancy. 2. A Firekeepers Soul is being guarded by Blowdart Snipers and a few Hellhounds a former bonfire burned out with a body of a firekeeper hanging over it. 3. An Invasion from Maneater Mildred If mildred survived the Depths she has come for revenge. Defeating her she will drop a Butchers Knife and a Humanity.The Butchers Knife is treated as a Battle Axe for its properties. Weilding this weapon gives the user advantage on Intimidation Checks. 4. A Crystal lizard appears infront of the party It tries to rush away after being noticed. if the party stops it they can get Titanite


Power Within 2nd level enchantment Casting Time: 1 action Range: 30 feet Components: V, M, S (a crushed button worth at least 1cp, discarded gum wrapper) Duration: Concentration, up to 1 min. The Caster gains 1 AC and +1 to hit/damage with attacks and spells that require hit. At the end of each turn the player suffers damage, this damage cannot be resisted or prevented. At Higher levels Cast at 5th level you may increase the AC and hi/damage to +2 and at 7th level +3 Blighttown Swamp As stated above the Swamp is poisonous and characters will become poisoned when they interact with the water. In addition many large insects lurkin the swamp. The party will find a strange elvator shaft leading them down into the swamp and take note of the Cathedral like building out in the distance across from it. They will also take note of the belltower connected to that Cathedral. The players will also take note of the "World Tree" on the other side of the Cathedral. a place that will lead them to Ash lake the supposed battlegrounds where the dragons parished. How the players choose to traverse the swamp is up to them. The swamp is about 3-4ft deep in most places so movement would be considered difficult terrain. Rangers can find land masses to help speed up teh group travel. There is plenty of debris in the swamp as this was once a mining commmunity. a makeshift boat could be constructed. There are several islands that can be used as a breathing point to fight on if ambushed. On their way across the swamp they can run into Giant Mosquitos, Giant Leeches, Cragspiders and Blighted Barbarians Roll a d4 and on a 4 have them go into a combat encounter. At the Far end of the swamp lies a Chapel containing our destination the second belltower and our Chaos Witch Quelaag Boss Fight - Chaos Witch Quelaag A half-woman, half-spider demon located in a lair near the bottom of Blighttown. One of the Witch of Izalith's daughters, transformed into a monster by the Flames of Chaos. Her notable siblings are "The Fair Lady" and Ceaseless Discharge. She guards the second Bell of Awakening, and the entrance to her sister's domain. Boss Loot Soul of Queelag - Can be used to harnass many souls or fused into a weapon/spell (8000 souls) Humanity x2 Boss Lair Inside of the Boss layer is cracks of lava that will burn the players if they step onto a square instantly dealing 3d6 fire damage. I also had several Egg Carriers in the arena that could explode on death if Queelag or a player kills one. Chaos Witch Quelaag Large Humanoid Spider, Chaotic neutral Armor Class 16 Hit Points 202 Speed 30ft. STR DEX CON INT WIS CHA 18(+4) 14 (+2) 14 (+2) 16 (+3) 16 (+3) 12 (+1) Saving Throws DEX +5, WIS +6 Damage Vulnerabilities lightning Damage Immunities fire, poison Condition Immunities poisoned Senses passive Perception 5 Languages Common, infernal Challenge 8 (20,000 Souls) Legendary Resistance (3/Day): If Quelaag fails a saving throw, she can choose to succeed instead. Fury Sword. Quelaag's weapon attacks are magical. When Quelaag makes an attack with her sword, she deals an additional Xd10 fire damage. X is equal to the amount of Humanity Pcs have in the arena. (minimum 1) Actions Multiattack. Quelaag makes three fury sword attacks. Fury Sword Strike. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 5 (1d8 + 4) + Xd10 fire damage. Lava Vomit (Recharge 5-6). Quelaag's spider mouth spits out lava up to 20ft away , it has a 10ft radius. Each creature in the area must make a DC 14 Dexterity saving throw, taking 27 (8d6) fire damage on a failed save, or half as much damage on a successful one. Fire Wave (3/Day). Quelaag radiates an intense heat from her body, damaging everything around her. Creatures within 15 feet of Quelaag must make a DC 15 Constitution saving throw, taking 27 (8d6) fire damage on a failed save, or half as much damage on a successful one.


Parasitic Headgear - Sidequest Failing a check against the Parasite will cause a player to become infected. a player must be cured within 1d4 days or pernamently become a parasite. Taking that player pernamently out of the game. In order to be cured the pcs will need to seek out Eingyi, of the chaos covenant. He will remove the curse for the cost of 3 humanity so he can offer it to his lady. Role playing Eingyi He is a strange and creepy fellow. his only purpose is to serve the "Fair Lady" Who is in a permanent coma. If the players threaten him he does not fear death and will pledge vengence of the Chaos Covenant against the PCs. If the pcs are willing to serve the Chaos covenant he will aide them by curing any parasite they may be inflicted with. True believers will unlock a shortcut to Izalith Chaos Covenant After the failed attempt to recreate the First Flames, the daughters of the Witch of Izalith were scattered. Quelaag and one of her sisters fled to Blighttown and settled there. The natives who served them are called the Chaos Servants. The natives were infected with the Blight pus, but Quelaag's Sister swallowed it all, making her sick in the process, even though Quelaag ordered her not to. She was made Firekeeper of a Bonfire to keep her alive. Now, the Chaos Servants help their Fair Lady by feeding her humanity to alleviate her pain. To join, talk to Quelaag's Sister behind an illusory wall in Quelaag's Domain. In order to Rank up in this covenant a player must offer 3,7 then 10 humanity to "The Fair lady" Covenant Rewards Tier Rewards 1 Cure Parasites, Gain access to shortcut to Izaleth 2 Great Chaos Fireball 3 Chaos Storm Great Chaos Fireball 3rd -level Evocation Casting Time: 1 action Range: 150 feet Components V S M (A tiny ball of bat guano and sulfur) Duration: Instantaneous Classes: Sorcerer, Wizard A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 6d8 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. This spells damage increases by 1d8 for each Humanity the character has active (limit 5) Chaos Storm 7th -level Evocation Casting Time: 1 action Range: 40ft from self Components: V S Duration: Instantaneous Classes: Sorcerer, Wizard Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-footradius sphere centered on you must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once. The spell damages objects in the area and ignites flammable objects that aren’t being worn or carried. This spells damage increases by 1d8 for each Humanity the character has active (limit 5) The Blighttown Belltower Near the Chaos servant bonfire is the lever to ring the blighttown bell. If this is the second belltower the players have accomplished their task. Offscreen a gate opens in the distance close to the Undead Parish, near the blacksmith Andre. The onion Knight who was waiting by teh gate looks up as the gate opens picks up his sword and moves into the Fortress The players must now trek their way back up to Firelink or they can make a few detours. The Demon Ruins can be found close to the Chaos Servant bonfire. if the players are on good terms with Eingyi he will warn the party that powerful Demons lurk in the ruins and at the end of it a Golden Foggate that none can pass. The players may also make their way to the World treee and Ash Lake exploring this area will unlock the Dragon Covenant and a few rewards to go along with it. Discuss with the players on what path they would like to go with. Firelink will allow the players to continue the main story but skip ahead to specific sections if they choose otherwise.


T Demon Ruins hese lava filled ruins are accessed via a passage beneath the bell tower in Quelaag's Domain. However, a Golden Fog Gate blocks the way near the end and hence you cannot access all the area until you place the Lordvessel. The enemies within are quite tough (two of which were previously bosses, earlier in the game) and it also contains three separate boss fights. It serves as the gateway to Lost Izalith, once you beat all its challenges. 1. Near the beginning of the ruins is a bonfire. surrounding the Bonfire are more Egg hosts. They will only become hostile if approached otherwise will keep their distance. Killing them in melee risks becoming inflicted with the parasite. 2. A pool of lava blocks off one path leading down hill there is a bridged path that leads directly to a Foggate and a massive creature off in the distance. This is the Ceasless Discharge rumored to be a brother of the Witches of Izalith. Boss Fight - Ceaseless Discharge Ceaseless Discharge, as his name may suggest, is the source of the lava flow. Killing him will cease the discharge of lava in the lower parts of the ruins, allowing access to the deeper areas of the map, and progress in the campaign. Boss Lair The Ceaseless Discharge (CD) is located inside of a pit and stands tall watching over his sisters tomb. a Corpse wearing a black golden trimmed Robes is on display. The CD wont attack unless the party disturbs the tomb or attacks the CD. A large rock is can be used as cover (temporarily) Players can retreat closer to the tombs but if a player is not engaged with the CD then it will release a Flame Punch every round. Loot Gold Trimmed Robes - Requires Attunement. This clothing is not treated as armor, wearing these robes a player is resistant to fire damage. Defeating the CD will stop the flow of lava coming form his body allowing the previous lava lake to be traversed. Ceaseless Discharge Gargantuan Elemental, Chaotic Neutral Armor Class 15 Hit Points 325(25d20 + 125) Speed 50ft. STR DEX CON INT WIS CHA 21 (+5) 14 (+2) 20 (+5) 6 (-2) 10 (+0) 7 (-2) Damage Immunities fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 120 ft., passive Perception 10 Languages Ignan Challenge 22 (40,000 Souls) Unbearable Heat. When the elemental starts its turn, each creature within 50 feet of it must make a DC 20 Constitution saving throw, taking 7 (3d4) fire damage on a failed save, or half as much damage on a successful one. Spider Initiative The Ceaseless Discharge rolls an initiative for its spider attached to its back. the spider will target an enemy in range on its turn and make an attack. Actions Multiattack. The elemental makes three Slam attacks. Slam Melee Attack: +10 to hit, reach 5ft., one target. Hit 5 (6d4 + 5) Spider Surge Melee Attack: +10 to hit, reach 10ft., one target. Hit 5 (2d6 + 2) Flame Punch If no player is directly engaged with the Ceaseless Discharge it slams his fist to the ground creating a 20ft cone of steam. Each player caught in the cone must make a DC18 Constitution saving throw taking 10d10 Fire damage and suffering a point of exhaustion on fail or half as much on success.


Demon Ruins Part 2 Down where the lava pis once stood are now Taurus and Capra Demons, mobs of them. Previous bosses are now meerly minions of the great area. Off in the distance is a structure leading down deeper into the ruins. At the end of the ruins is a massive golden foggate that can only be dipelled with the Lordvessal. Behind the gate is the Demon Firesage a more powerful version of the Asylum Demon fought previously. There are also some small stray demons lurking around the ruins. 1. Where the previous lake the players will see a gathering of Taurus Demons along with a large amount of souls floating around the lava pits where they are near. The Taurus Demons will attakc if the players get near. reward the PCs a bonus 2k souls for clearing hte demons if they choose too. 2. The Ruins open up from the lava lake and Capra Demons protect the thin walkways. 3. The Floor will shatter below the players dropping them into the basement of the ruins. a bonfire will be near but guarded by a Large Wyrm that burrows out of the ground. 4. More demons lurk in the ruins Small Stray demons seem to be standing guard. They will not move until palyers get closer almost representing statues. Describe the Demonic statues throughout the area and make one of the statues come to life and attack the party. 5. If the party is in Human form Darkwraith Kirk will invade 6. Crystal lizards can be found behind some ruins. 7. Guarding the Golden foggate is 3 Taurus Demons and 2 Small Stray demons This gate will only open once the party has recovered the LordVessal Demon Ruins Part 1 - Inkarnate - Prunk44


Boss Fight - Demon Firesage The Firesage Demon, mutated by the Chaos, was originally the last known master of the fire sorcery arts that the Witch of Izalith and her daughters used. It is known that, when the Chaos engulfed the Witch of Izalith and her followers, these fire sorceries were lost, and that the pyromancies were created. This demon was the first one to be mutated by the chaos flame, probably as his status as a master of the original fire arts granted him a close position to the Witch. Boss Loot Demon catalyst Requires Attunment. Dark and Fire Sorceries cast with this as your focus have +1 to hit or add to the DC. Stray Demon Demon Firesage Large Fiend, Lawful Evil Armor Class 14 Hit Points 216(24d12 + 72) Speed 30ft. STR DEX CON INT WIS CHA 20 (+5) 7 (-2) 16 (+3) 9 (-1) 6 (-3) 17 (+3) Damage Immunities Poison Condition Immuniities Poisoned Senses passive Perception 10 Challenge (20,000 Souls) Brute. Any A melee weapon deals one extra die of its damage when the Asylum Demon hits with it (included in the attack). know. Shockwave When the Demon Firesage makes an attack all creatures within 5 ft. of his target must make a DC 14 Con saving throw or be knocked prone. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each turn. Maul. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 14 (4d6 + 5) + (2d6) Force Damage Wide Swing. Melee Weapon Attack: +8 to hit, reach 10ft., Front cone target. Hit (4d6 + 5) + (2d6) Force Damage Actions Multiattack The Firesage makes two attacks with his Maul or 1 Attack and one Wide Swing. Maul. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 14 (4d6 + 5) + (2d6) Force Damage Wide Swing. Melee Weapon Attack: +8 to hit, reach 10ft., Front cone target. Hit (4d6 + 5) + (2d6) Force Damage Booty Slam. The Asylum demon lifts itself with its tiny wings on its back All creatures within 10ft of the Asylum demon must make a DC15 Dexterity saving throw or suffer 4d8 Bludgeoning damage and (2d6) Force Damage. if the save is failed by 5 or more they would suffer 5d8 instead.


h The Great Hollow e Great Hollow is an enormous hollow tree, perhaps the remains of an Archtree from the Age of Ancients, though it is also possible that the journey down the huge tree is a metaphorical one. The tree descends through the heart of Lordran. Basilisks and Mushroom People inhabit the tree, making the descent perilous, but it's also filled with treasures, like the Cloranthy Ring. There are also many Crystal Lizards here. The branches of this same tree are visible from in Firelink Shrine. 1. from the Blighttown Swamp if the party decides to move opposite of the belltower they will make it ot the Archtree. The route is guarded by several insects and will have to traverse the poisonous lake. 2. The party finds a large root that will lead them into the tree itself found in the hollow area is a chest containing a single Dragon Scale. But otherwise it appears to be a dead End. Players that are proficient can make a DC14 Investigation/Arcana check to discover an illusionary wall behind the chest. 3. Behind the illussionary wall is a Crystal lizard followed by another seemingly Dead End. Players that are proficient can make another DC14 Investigation/Arcana check to discover an illusionary wall. 4. The Illussionary wall brings them towards a Ladder decending down into the tree. A Bonfire can be Kindled with a Humanity as well. 5. From here on out the branches found inside of the tree are the only way to decend a massive tree. the branches are thin and require balance to stay on them. Have the players make a Dexterity check or Acrobatics while decending the branches. DC12 if they fail by 5 or more they fall instantly. On failiure they slip and must succeed on a DC 14 Dex to grab on. You may reward players for creative ways to decendor helping others keep their balance by rewarding advantages or Inspiration. 6. On the first big platform there are Crystalized Humans that have died from Curse. Players may remember similar statues from the Depths and the basilisks that created them. Warning the players of Basilisks in the tree. 7. More branches decend but a Ring glows across a large gap. The gap is about 15 ft away and down a lair of branches a player may be able to jump across tand grab the ring but once they do the branches fall down leading them into an area alone With a group of basilisks nearby. 8. The branches above lead towards the Basilisk pack. players will have to survive the branch before engaging the pack. 9. After defeating the pack another crystal lizard can be spotted on a large platform. 10. a Ladder leads down to a large group of mushrooms. These creatures can be spotted and will appear harmless. The players have stumbled onto a Myconid colony full with people. They wont speak to the party but watch. Small Myconid will flee and rush to large Myconid. If attacked the small ones are fast but weak while the large ones if they land a punch will result in a instant KO. 11. The bottom of the tree along with the Myconid colony will lead out towards Ash Lake. Credit: tetsuok9999 12. The large ones will not be able to speak to the players as they can only communicate telepathically. If the players make any major moves or show any aggressions the colony will attack. If they show no threat the colony will watch and guide them out of the tree. If the group manages to get out without provoking any attack reward them souls or inspiration


F Ash Lake ound at the base of The Great Hollow, Ash Lake is the geographically lowest point in Lordran, although possibly just a metaphorical journey. This endless stretch of bottomless water, archtrees and curious beams of light is an ashstrewn shore that hold remnants of giants and a Hydra still swims along its banks. At the end of this area stands the last of the everlasting dragons, the Stone Dragon. 1. The lake is surprisingly barren. The only landmarks in the area is a large skull out in the distance and another world tree further ahead several miles away. 2. The players will Trek through miles of ashe surrounded by water. Eventually a Hyrda will appear from the lake and start attacking the players. 3. A Massive Dragon Skull lies on ashy land. inside of the skull is a Dragon Scale. 4. About 30 miles from the point of the Hollow will lead the Pcs to another World tree and inside that tree is The Everlasting Dragon. Path of the Dragon The Everlasting Dragon will only speak in Draconic. He will speak with any member who speaks his language and offer them the Power of the Dragons By Providing him with Dragon Scales he will grant his power and teach the PC how to use their Breath as a weapon. He enourages to fight others honorably. Invading others will reward a Dragon Scale but only if the fight is deemed honorable 1v1. This allows a Player to fight another DM PCduring downtime in a 1v1 battle. Covenant Rewards Tier Rewards 1 Dragonborn Breath Racial (for dragonborn add an extra dice of damage) 2 Increase Breath DC by 1 and add a dice to damage 3 Increase Breath DC by 2 and add 2 dice to damage Earn rewards by turning in Dragon Scales. 5,10,15 The Everlasting Dragon is treated as an Ancient Black Dragon if players are so bold as to take it out. Defeating the Dragon will reward 20 Dragon scales. Which can be sold for 1k each. Credit: Kazu Qa @angelaq99 Dragons in Dark Souls The following dragons have Guaranteed Drops of Dragon Scales. 1. Undead Dragon in Valley of Drakes and Painted World 2. HellKite Dragon on Undead Parish Bridge 3. Black Dragon Kalameet in Oolacile 4. Gaping Dragon in Depths 5. Crossbreed Pricilla in Painted World 6. Can be farmed with low drop chance agaisnt Drakes in Valley of Drakes.


T The Catacombs his area can be accessed very early. Home to skeletons and necromancers, this area is often assailed by clerics of the Way of White, hoping to retrieve the lost Rite of Kindling. Although the area can be accessed early it is not recommeneded for low level parties. As Dangerous Necromancers will throw wave upon wave of skeletons at the partyand have their own deadly spells that can be used to stop the party. Way of the White If the players are on good terms with Petrus and his party they may offer some advice to the party about how to delve deeper into the catacombs. Along with tips about the necromancers. 1. Upon arriving in the graveyard near firelink the players can take note of the Large statue of Nito the Gravelord Skeleton bones are rattled around the field. The statues states: Nito, the first of the dead, is one of the original Lords who found a Lord Soul at the dawn of the Age of Fire. His soul turned him into a living manifestation of illness and death, a mass of skeletons held together. He, along with the other Lords, waged war against the Dragons, and helped issue the killing blow by unleashing a miasma of death and disease upon them. Beneath is a hole in the base of the statues. A player may do one of many things to open up a passage way. 1. Tribute a Powerful Soul (5k souls or more) 2. Cast a Firespell into the slot (to represent the first flame) 3. Cast a Necrotic Spell into the slotthe power of Gravelord Nito) 4. Place a Dragon Scale in the hole (to represent his battle against the Dragons) If any of these conditions are met the statue will open leading down into the Catacombs. 2. Exploring paths of the graveyard will awaken skeletons in the area. When defeated they will be resummoned back by a Necromancer hidden inside of a tomb. 3. Large Tomb. Voice can be heard from within the tomb players will have to break open the tomb to find the Necromancer insdie killing it will stop the spawn of skeletons in the area. 4. Found on a tomb is a Zweihander. This item is treated as a greatsword. This blade is massive and can swing through multiple enemies at once. As an action you may swing your sword in a front cone of 5ft. All creatures in that cone must make a DC 13+STR DEX saving throw. suffering full weapon damage on failiure or avoiding damage on success. Underneath the Statue 1. Coffins pushed up against the walls. One of which will lead to a shortcut skipping over some skeletons in the next area. Continue to room 4 2. Big open room will lead down a stair well there are some Flameskull. Teir deaths will cause an explosion which can push people off the cliff. 3. A room full of Skeletons and a single necromancer 4. A long stretch of hallway. a pressure plate will unleasha volley of arrows down the path at the end a player may disarm the trap and find the Avelyn. a crossbow that fire 3 bolts at once Avelyn Ranged Weapon, Martial, Heavy Crossbow Category: Items Damage: 1d8 followed by 1d6 then 1d4 Damage Type: Piercing Item Rarity: Rare Properties: Heavy, Loading, Range, Two-Handed Range: 100/400 Weight: 18 Treated as a Heavy Crossbow, it's intricate mechanism makes heavy damage possible through triple-shot firing of bolts. but in fact each bolt inflicts less damage." Roll to attack on hit roll the following damage dice for each dart. Cannot attack multiple times per turn. The attack must target the same character 5. A Titanite Demon protects a room full with empty coffins. Each Coffin states: "Those who who serve the Gravelord rest here." If any rest inside the coffin it will close up on them and teleport them down towards the Gravelord Nito. 6. In another area are 3 pillars that must be activated at the same time. they have the inscription that states "Only in death have we learned to work together" pulling one will unleash Bonewheel Skeletons against the party. The pillars are all separated around the room. Activating the pillars will lead to a secret chamber where a skeleton Blacksmith can be found. 7. A path beyond the blacksmith is a large chasm where the boss of the area located. The Foggate leads to a laboratory and Pinwheel will spot the players when they enter his domain.


Boss Fight - Pinwheel Not much is known about Pinwheel, but there are some clues about his nature and goals. This being is seemingly composed of three separated consciousnesses; after noticing the Chosen Undead, the three masks look at each other and twitch lightly as if discussing what to do with the intruder. Judging by the amount of tomes and skeletons (all shackled to the ceiling and one on the operating table) inside his lair, one can assume that he isn't hollow and is doing some kind of necromantic research. It is said he stole the power of the Gravelord, and that he reigns over the Catacombs Boss Loot Mask of the Child Requires Attunement. Once per Long Rest you may call upon the power of the Child and gain an additional action. At the end of your turn gain a point of Exhaustion. Mask of the Father Requires Attunement. increases movement speed by 5ft. Mask of the Mother Requires Attunement. While this mask is donned the player has a 5hp boost to their maximum health. this is removed if the masked is removed. Credit: Pedro Ortiz Pinwheel Medium Human, Chaotic Evil Armor Class 15 (Mage Armor) Hit Points 120 Speed 30ft. STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 10 (+0) 18 (+4) 12 (+1) 10 (0) Damage Immunities Fire Senses passive Perception 10 Languages Common Challenge (15000 Souls) Split Personalities At the beginning of Combat Pinwheel will split into 3 copies of himself. The mother, Father, and Child. Pinwheels health it evenly among the 3 copies Legendary Actions The Pinwheel can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The Pinwheel regains spent legendary actions at the start of its turn. Actions Firebolt. (1 Legendary Action) Ranged Spell Attack: +8 to hit, reach 30ft., one target. Hit 5 (1d10) Fire Orb. (2 Legendary Action) You create a ball of fire in your hand and toss the flame up to 20ft. all creatures within 5ft of the location must succeed on a DEX saving throw or suffer 3d6 fire damage or half as much on a success Fireball. (3 Legendary Action) Each creature in a 20-footradius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. Mirror Image.(2 Legendary Actions) Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.


Blacksmith Vamos Despite his skeleton appearance he can be found hammering away on his anvil and is pretty friendly to the party. He serves the Gravelord and is building weapons for his allies. If the party is interested in finding Nito he can be conviced to tell the party about the empty tombs that a titanite demon guards. This will lead them to the Gravelord. (Note: The players will eventually fight Gravelord Nito. They will have to climb through the same coffin but instead of being brought to Nito they will be brought to the Tomb of Giants.) Vamos also is able to upgrade items using the same formula as Blacksmith Andre. However he allows players to infuse thier weapons with Chaos Energy Chaos Weapons Increase in scaling based on how many Humanity a player holds on them at once. When a weapon is infused with Chaos energy the weapon damage is inceased by +1 for each Humanity they have on them (Limit 5). Infusing a Chaos Weapon Requires 1 humanity and 2,000 Souls. Chaos weapons overtake any other magical properties that a weapon has so choose the weapon wisely. Gravelord Servants Servants of Gravelord Nito, the First of the Dead. They serve their master by spreading disaster to their neighboring worlds through the use of Eyes of Death. The purpose of this covenant is to infect other players' worlds with extra enemies, known as Gravelord Black Phantoms, while also inviting those players to invade the host. Ranking up in this covenant requires you to use an item called Eye of Death which infects another players world. The player rolls a D20 to determine the level of the Player he is invading. The Dm creates a PC for that player to fight. On success the player earns a rank in the covenant. This can only be used once per Downtime. Covenant Rewards Tier Rewards 1 Gravelord Sword 2 Gravelord Sword Dance 3 Gravelord Greatsword Dance Gravelord Sword melee weapon (martial, sword) Category: Items Damage: 1d6 Damage Type: Slashing Item Rarity: Rare Properties: Finesse, Light Weight: 2 This sword infects an enemy with a Toxic energy. While struck with this blade that character takes an additional 5/10/20 Poison Damage. Credit: Blacksmith Vamos - Dark souls Gravelord Sword Dance Covenant Ability Casting Time: 1 action Range: 30ft. Components: V Duration: 1 round All Enemies within a 20ft radius must succeed on a DC 13 DEX saving throw. on fail they suffer 2d6 slashing damage and 5/10/20 Poison Damage. This ability may only be used while you have the Gravelord Sword equipped and can be used up to as many times your Covenant level per short rest. Gravelord Greatsword Dance Covenant Ability Casting Time: 1 action Range: 30ft. Components: V Duration: 1 round All Enemies within a 20ft radius must succeed on a DC 15 DEX saving throw. on fail they suffer 4d6 slashing damage and 10/20/30 Poison Damage. This ability may only be used while you have the Gravelord Sword equipped and can be used up to as many times your Covenant level per long rest.


B Act 3: Sen's Fortress ehind the Undead Parish, surrounded by forest and wildlife, the Sen's Fortress was constructed, to serve as a test for those who wish to enter the City of the Gods, Anor Londo. Filled not only with swinging blades, pressure plates, traps and deadly boulders, Serpent Men and Prowling Demons lurk behind every corner. After ringing the Bells of Awakening, one of the enslaved Giants open the gates. Two other Giants can be found on the rooftops; one of them loads boulders into a machine that sends them rolling throughout the fortress, while another one throws explosives at whoever trespasses. In order to finally reach Anor Londo, a tired warrior will need to fight the last guardian of the Fortress, the gatekeeper Iron Golem, that has repelled and slayed countless heroes and was created by the Gods of Anor Londo by fusing the power of a soul with the bones of the dragons, forming a core for this monstrosity made of steel. Once the Iron Golem is defeated, the gate to Anor Londo will be found blocked, but three Bat Wing demons transport whoever gets this far. Middle Level Encounters Sen's fortress is a gauntlet. Yes there are enemies but the real enemies will be the traps around EVERY corner. This place was designed to keep those who were not worthy out of Anor Londo. When a player Casts detect trap in this area they will get an overwhelming sensation of the amount of traps and not be able to focus on the dungeon. The enemies here will use the trapsto their advantage. They have been guarding this fortress for a long time and they know how to use them on those who dare walk the Land of the Gods. 1. With the gates open the first thing some players will notice is thebodies of Serpant warriors. Siegward of Catarina was waiting for his shot to get into the fortress and it seems like he did a good job clearing a bit of the way for the players. A player may roll to investigate the bodies and take noteThe players will walk into the entrance and find Large spikes in the back of a Serpant Warriors back along with a massive gash slashed through the front. Two large containters can be found in the same room containing a health potion and potion of force resistance. 2. The next area is a long thin pathway with swinging blades every 15 ft. Each player must make a dash across a thin beam to make it across the area. The blades are swinging at a strange rate. ask the players how they would like to attempt to get by the unusualy blades swinging back and forth. Set the DC to your discression based on how well they rp the check and use their skills to bypass it. A failiure by your set DC of 5 or more will result in them being knocked off and falling to their death. if they fail by less than that have them knock prone and roll 2d12 slashing damage. Example A player may study the blades movements before making the jump to run past them. they would roll an Insight or maybe even an Investigation to make sure they can move in time. I might set the DC to 12. Where as a player who just tries to Dash through them with just his speed the DC would be mich higher maybe a 15 or 18. How well your players RP should set the DC 3. Once a player makes it to the halfway point a horn will blow and two Serpant Casters will start casting "Eldritch Blasts" at them. If a player is hit. They must succeed in a DC12 STR saving throw of be pushed back 10ft. possibly causing them to fall off to their death. Surviving the falls. In case the players have secured a safe way down instead of falling to their deaths they will find an open area filled with water (Not enough to swim in it) and some 4 Titanite Demons in the area. a player may be able to get past them and find a ladder to escape back up to the other end of the bridge. See basement for more details. 4. At the long of the path Around the corner is a Serpant warrior blocking the path. He will try and hold the line and block players from getting off the bridge while the casters pelt the Pcs with blasts. 5. Around the corner is a dart trap. DC 13 Dex saving throw or take 2d6 piercing + 2d8 poison damage. 6. The players that make it across will find the landing where the Serpant Casters were attacking them from. Along with another set of swinging Scythes. 7. A chest lies in wait in the next room. another Dart trap rests within the chest firing at those who open the trap a Titanite shard does rest inside of the Chest 8. In the following room is a Serpant Guard asleep against a wall. The wall behind him can be destroyed in doing so the playeres will find Big Hat Logan in a cell. DC 14 Investigation check for the room will discover the wall is very thin. DC 10 There is also Bricks and building materials in the corner seems like they were used recently.


Big Hat Logan Finding Logan is part of Griggs Quest back in firelink. The Cell is locked and has a magical field around it. The players can attempt to dispel the magic then lockpick the cell. DC 13 for the dispel magic to take place then a DC20 lockpicking skill check can free him. If the party fails these checks Logan will tell them that a Serpant Witch holds the key. She can be found on the upper floors. IF all spells were purchased from Griggs his body will be found in a nearby cell next to Logan. He will explain to the party that the man tried to free him but the witch got the better end of him. The party can loot his body and take the Sorcerer Set. Upper Level 9. Next path players will trigger a boulder trap halfway as the climb a sloped path. DC 12 perception check to hear the sound of the boulder falling. On success give the players advantage to dodge the boulder. DC15 on fail players take 4d8 bludgeoning If the players fail by 5 or more they would take 6d8 instead. There is a ledge that they can look down. Siegward of Catarina will shout for assistance. Bouldurs will continue to fall every few seconds. Use a similar method as before for the players to make it up the ramp unscathed. Siegward RP Siegward has been stuck for some time. He managed to get through many of the Serpent knights and their traps but he is far too slow to make it up from the never ending boulder ramp. If the party is able to disable tohe trap he will come to their aid against the ruler of the fortress. (allowing him to be summoned as a Phantom to fight the Iron Golem 10. Under the ramp where the boulders fall is a wooden door the Door can be broken down and inside the room is a bunch of crates pots a Crystal Lizard, 2 Mimics and Treasure Chest The lizard is hiding behind some crates. The mimic contains a Lightning Spear treated as standard spear but add 1d6 Lightning damage per hit. The second mimic contains the Soul of Great Hero Which adds 5k souls to the player Cache. The actual Chest contains Boots of Water Walking 11. A path to the left will lead to more traps such as darts and a collapsing bridge that will cause Pcs to fall to teh bottom of the fortress. 12. on the other side of the collapsed bridge will be a room that will slowly start closing in on the party. There are 3 ladders leading upwards 1 of which is a ladder mimic. which will attempt to eat one of the party members. It is a long climb and the room will close up in 5 turns. The party must climb up the ladder and free a party member from teh mimic or they will all be squished in 5 turns instantly killing any who dont make it out 13. if the players didnt kill the mimic or free the party member they will fight the Ladder Mimic here. 14. The boulder trap is found in this room. it can be rotated to have the boldurs fly out into the forest. or down a center ramp which breaks open a wall down below revealing Big Hat Logans cell. 15. Final Scythe Bridge. 5 scythes to make it past and 1 Serpant Witch trying to pelt players with Eldritch Blasts. 16. a stair well leads towards outside of the fortress but a trap can be triggered shooting 3 darts dealing 3d4 piercing damage to the player who triggers them. Fortress Roofs The Safe haven away from all the traps is an illusionary wall that contains a bonfire. a player who is near the wall can make a DC12 Perception check to feel the heat emenating from the bonfire. Otherwise the players will continue their acension to the roof of the fortress. 2 Giants will Hurl Bouldurs at the players. Players will have to climb up the ramparts attempting to dodge snipers and bouldurs hurled at them. 1. The main path leads upwards where the players will be in the open While the Giants hurl attacks at them. One of the giants could be picked off With Rnaged attacks but the other one is high up and in full cover. 2. Across the long path there is a gap that a player could jump to get to another tower. This tower contains the Crestfallen Merchant. He sells a various amount of goodies. He also tells the party of a witch that has been trapped down below the tower he's in. Crestfallen Merchant BlacthiawmusGreeto grRinwhilLighadRingsaadvplaadv3. Thlathtraashoki


< Credit: Fextralife 4. If the players continue up the other path they will find a shortcut taht brings them down to the entrance of Sens Fortress. 5. Continue up more ramparts and the giants will continue to throw boulders at the players. they will eventually wrap around a tower to avoid the incoming rocks. 6. Hidden in some rubble is a body of Ricard his rapier just shy of the rubble. Ricard Rapier melee weapon (martial, sword) Category: Items Damage: 1d8 Damage Type: Piercing Item Rarity: Standard Properties: Finesse Weight: 2 A rapier with intricate decorations. Chosen weapon of the famous Undead Prince Ricard. Ricard's exploits are told in a monomyth." "He was born into royalty, but wandered the lands in a fateful ill-conceived journey. He became Undead and disappeared up North." While using this weapon each time you attack the same creature with this weapon per turn add +1 to hit and damage. 7. the players have one more dash to get to the top tower to confront the boss of the area. If the Giants havnt been delt with yet they will be throwing rocks into the boss arena. 8. The Fogwall of the Boss Iron Golem is inside a tower. the foggate leads back outside to the roof of the fortress. Going through here will start the boss fight. 9. If the players go upstairs from the tower they will be able to fight a Giant in melee range and stop it from throwing boulders down on them during the boss fight. Serpent Witch Medium Humanoid (yuan-ti), neutral, Evil Armor Class 16 (Natural Armor) Hit Points 82 (11d8+33) Speed 46ft. STR DEX CON INT WIS CHA 11 (0) 14 (+2) 16 (+3) 17 (+4) 12 (+1) 14 (+2) Damage Immunities poison Condition Immunities poison Senses passive Perception 11 Languages Abyssal, Common, Draconic Challenge 3 (700 XP) Innate Spellcasting. The yuan-ti's spellcasting ability is Intelligence (spell save DC 16). The yuan-ti can innately cast the following spells, requiring no material components: At will: Animal Friendship (snakes only) 3/day each: poison spray, suggestion Cantrip (at will): Mage Hand, Prestidigation, Ray of Frost 1st level (4 slots): Ray of Sickness, Sleep, Tasha's Hideous Laughter 2nd Level (2 slots): Alter Self. Invisibility Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects. rings. Actions Multi-attack The Serpent attack can attack twice with her twin Swords attack. Repelling Blasts. Ranged Spell Attack: +6 to hit, reach 120ft., one target. Hit 10 (1d10 + 4) a creature hit with this blast must succeed on a DC 12 STR saving throw or be knocked back 10ft. Twin Swords. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)


Boss Loot Core of the Iron Giant This item can be used to gain 10k souls or be fused into a boss weapon. Dragon Bone Fist Unarmed weapon Category: Items Damage: 1d4 Damage Type: Bludgeoning Item Rarity: Legendary Properties: Versatile Weight: 1 While making an unarmed attack add +1 to the attack and damage roll. While this item is equipped you have resistance to fire damage. Iron Golem Axe Unarmed weapon Category: Items Damage: 1d12 Damage Type: Slashing Item Rarity: Legendary Properties: Heavy, Two-Handed Weight: 1 You slam your weapon into the ground causing a force shockwave that rivals that of the Iron Golem Once per short rest you can use the spell Thunderwave. the spell save DC is 10+ Str Mod. Finale Defeating the Iron Golem is the final boss for part 1 of the module. The players will see a Golden Ring appear upond the Golems defeat. Any remaining Giants will stop throwing boulders at the party as tehy have provent themselves worthy to get to the Golden city of Anor Londo. Stepping into the light they will be transferred to a bonfire in Anor Londo and leaves us open to a cliff hanger. Iron Golem Large Construct, unaligned Armor Class 20 Hit Points 210 (20d10 + 100) Speed 30ft. STR DEX CON INT WIS CHA 24 (+7) 9 (-1) 20 (+5) 3 (-4) 11 (0) 1 (-5) Damage Immunities Fire, Poison, Psychic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks That Aren't Adamantine Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Darkvision 120 Ft., passive Perception 10 Languages Understands The Languages Of Its Creator But Can't Speak Challenge 16 (15,000 XP) Fire Absorption. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem's weapon attacks are magical. Actions Multiattack. The golem makes two melee attacks. Axe. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: (3d12 + 7) slashing damage. Stomp Melee Attack: All creatures within 10 ft of the Iron golem must make a DC 16 Dexterity saving throw or suffer 3d8+7 bludgeoning damage. Sonic Boom (Recharge 6) The golem sends out a sonic boom from his weapon in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) force damage on a failed save, or half as much damage on a successful one.


T Final Thoughts his campaign was a ton of fun for both me as the Dm and my players even those who did not know the lore of Dark souls or havnt played any of the games. The combat was intense but the excess amount of magical items in the game made things feel fair and balanced. Players died but often they were able to come back on round 2 with a better formulated plan. The Risk of losing their hard earn XP during a fight when they had 20k souls on them was terrifying and it kept them motivated to play smart. My party only lost their souls once and had several close calls. With that being said this is not a campaign for everyone. This was a very tactical dungeon crawling campaign with limited use of RP other than for eachother. I would try to implment more RP if i could in certain areas. A character was a Kobold in my game and i ended up tying his backstory into blighttown where he met a horde of Cursed Kobolds who wished to spread the curse not stop it. It is my hope that you take this pdf as a starting template and improve upon it in your own game. More Monsters There are a lot of creatures i mentioned in this book that i didn't create monster stat blocks for. Honestly i just used basic monster stat blocks. Hollows are bandits for the most part. Armored Boar was just a boar with plate armor attached. Grab things from the monster manual that you feel like would fit and go from there. Players Items One thing i wished I did was have each player give me an list of items they really wanted. Dark Souls gear favors STR builds and i wish i would have given my Dex/Magic users a bit more to play with early on. Credits Thank you to all who read through this. Inspired by Braggadouchio post. He laid the ground work and i modified different bosses to my liking. https://www.reddit.com/r/UnearthedArcana/comments/460cfw/dark_souls_compendium_rehosted/


T Final Thoughts his campaign was a ton of fun for both me as the Dm and my players even those who did not know the lore of Dark souls or havnt played any of the games. The combat was intense but the excess amount of magical items in the game made things feel fair and balanced. Players died but often they were able to come back on round 2 with a better formulated plan. The Risk of losing their hard earn XP during a fight when they had 20k souls on them was terrifying and it kept them motivated to play smart. My party only lost their souls once and had several close calls. With that being said this is not a campaign for everyone. This was a very tactical dungeon crawling campaign with limited use of RP other than for eachother. I would try to implment more RP if i could in certain areas. A character was a Kobold in my game and i ended up tying his backstory into blighttown where he met a horde of Cursed Kobolds who wished to spread the curse not stop it. It is my hope that you take this pdf as a starting template and improve upon it in your own game. More Monsters There are a lot of creatures i mentioned in this book that i didn't create monster stat blocks for. Honestly i just used basic monster stat blocks. Hollows are bandits for the most part. Armored Boar was just a boar with plate armor attached. Grab things from the monster manual that you feel like would fit and go from there. Players Items One thing i wished I did was have each player give me an list of items they really wanted. Dark Souls gear favors STR builds and i wish i would have given my Dex/Magic users a bit more to play with early on. Credits Thank you to all who read through this. Inspired by Braggadouchio post. He laid the ground work and i modified different bosses to my liking. https://www.reddit.com/r/UnearthedArcana/comments/460cfw/dark_souls_compendium_rehosted/


Click to View FlipBook Version