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Haven of the Dead - Free Version (02.06.2023)

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Published by goroiamanuci, 2023-03-03 06:47:43

Haven of the Dead - Free Version (02.06.2023)

Haven of the Dead - Free Version (02.06.2023)

Haven of the Dead A Catacomb Themed Supplement Written & Designed by: Carson H. Hello, my name is Carson and I am the creator and writer behind Questline. Nearly eight years ago I first discovered Dungeons & Dragons and it has been a creative outlet for me ever since. I found myself constantly weaving story elements together to create plots and situations that I thought players and DM’s alike would enjoy. So years later here I am, my passion for D&D is stronger than ever and I spend much of my free time writing homebrew for Questline! My dream is to one day turn my passion for writing and creation into a career, and you are helping me to do just that. So thank you, I greatly appreciate your support! Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.) Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Questline game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. Haven of the Dead is published by Questline under the Open Game License version 1.0a. Copyright 2023 Questline Publishing. All Rights Reserved Patreon (https://www.patreon.com/questline) Instagram (https://www.instagram.com/questlinemonthly)


Credits & Thanks This supplement wouldn't have been possible without the help of several talented and dedicated individuals, who collaborated with me to make this supplement a reality. Please, take a moment to acknowledge the work of everyone who contributed their time and effort. I want to send a special thanks to each of you for helping me finish this quest. Featured Homebrewers Map Designer AI Art Editor Resources 3 Conflux Creatures Website Sonixverselabs Patreon DungeonAE Social Media Link Midjourney Website Murkrai Social Media Homebrewery Website Link Midjourney Website Link imgur Website Link Haven of the Dead Credits & Thanks Download the Full Version Here


I Content Overview ssues of Questline Monthly will contain a unique fantasy setting built around enthralling lore, enriched with enticing locations, and populated with engaging characters and imaginative monsters. Giving Game Masters a foundation to create new adventures or to influence their existing world. And providing players access to irresistible new player options, extraordinary new spells, and thrilling items. Where will your quest take you? Integration The Great Catacombs, can be seamlessly integrated into your current campaign setting, allowing players to continue their adventure in a catacomb-themed setting to gain experience, upgrade equipment, or take a break from their current objectives. You can place The Great Catacombs and Crypt Haven anywhere beneath the surface of the earth. Lore Name Page Ther Great Catacombs 7 Crypt Haven 9 Places of Interest Name Page The Great Catacombs 11 Curator's Curio 12 Hozhul's Study 12 Nachtmahr's Cenotaph 13 Throne of the Eternal 13 The Rattling Hollow 14 The Smoldering Maw 14 Crypt Haven 15 Candlelight Shrine 15 The Crypts 16 The Dinky Shovel 17 The Laughing Coffin 17 Characters of Interest Name Page Cryptkeeper Renvar 19 Graverobber Erver 20 Grervil the Bodiless 21 Scholar Hendra 22 Ivan the Scoundrel 23 Priestess Liheth 24 Holy Warrior Siggurd 25 Trader Bazrim 26 A Risen Adventurer Art By: Midjourney Haven of the Dead Content Overview 4 Download the Full Version Here


Player Options Name Page Race: Risen 28 Background: Cryptkeeper 30 Roguish Archtype: Gravewalker 32 Spells Name Page Gravecraft 36 Desecation 36 Vision from the Grave 36 Dying Breath 37 Gravebolt 37 Soulstone 37 Corpse Smog 38 Possess Corpse 38 Salient Seance 38 Undying 38 Awaken Undead 39 Soul Storm 39 Items Name Page Bonemail 41 Evertorch 41 Flask of Light 41 Ghost Ward 42 Gravedigger's Staff 42 Holy Candlestick 42 Priest's Candlestick 42 Spectral Arrow 42 Vial of Ectoplasm 42 Statblocks Catacomb Corpses Name Page Crypt Crawler 45 Decrepit Skeleton 46 Skeletal Soldier 47 Armored Skeleton 48 Charred Skeleton 49 Draugr 50 Bone Titan 51 Flood of Bones 52 Baron of Bones 53 Haunting Spirits Name Page Shade 55 Ghost 56 Grudge 58 Crypt Crawlers Name Page Gnawers 60 Cofin Spiders 61 Crypt Haven 5 Art By: Midjourney Haven of the Dead Content Overview Download the Full Version Here


Lore The Great Catacombs Decorations of the Dead Forsaken Necropolis Dark Allure Crpyt Haven City of Scoundrels Risen Sanctuary Test Download the Full Version Here


T The Great Catacombs he Great Catacombs are a vast network of underground tunnels and chambers that stretch for hundreds of miles beneath the surface. Built in ancient times, their purpose was to serve as a final resting place for the dead. They were created by a civilization that has long since disappeared, leaving behind this incredible underground world as the only testament to their existence. The size of the catacombs is vast, stretching for hundreds of miles and covering an enormous area. Despite the efforts of many explorers and researchers over the years, much about the catacombs remains unknown. The true extent of the catacombs is yet to be fully determined, as many of its passageways and chambers remain unexplored. Some experts believe that the catacombs may be even larger than currently estimated. The Great Catacombs have become a site of great interest for archaeologists, anthropologists, and historians. The catacombs offer a glimpse into the past and the opportunity to unlock the secrets of our ancestors. Scientists can study the artifacts and remains found within the catacombs, providing valuable information about the culture, beliefs, and practices of the civilization that created them. Despite the many years that have passed since their creation, the Great Catacombs still hold many mysteries and secrets, waiting to be uncovered. Decorations of the Dead It is said that The Great Catacombs were started by ancient beings, long before the age of man. They were a place of worship and reverence for the dead, where the honored and powerful were interred in grand tombs adorned with intricate decorations. These decorations include inscriptions, paintings, statues, ornaments, treasures, magical items, and other various things that were placed in the graves at the time of their creation. Each tomb tells the story of the individual buried within, immortalizing their deeds and their legacy for all time. But the catacombs hold more than just the remains of the dead. Some tombs are said to be decorated with images and words exalting various ancient deities, offering a glimpse into the beliefs and religions of the time. These tombs are considered sacred by many and are believed to be protected by powerful magic. Some even say that the spirits of the dead still linger within the catacombs, guarding the treasures and secrets that lie within. Despite the dangers and the passage of time, many still seek to uncover the secrets of the Great Catacombs. For within these endless passageways and grand cemeteries lies a wealth of knowledge and treasure beyond measure, waiting to be discovered by those brave enough to delve into the depths of the eternal labyrinth. Entrance to The Great Catacombs 7 Art By: Midjourney Haven of the Dead Lore Download the Full Version Here


B Crypt Haven eyond the ominous skull-inlaid arches of The Great Catacombs lies a labyrinth of winding tunnels, each leading deeper into the ancient network of tombs. But for those brave enough to journey deep into the catacombs, a grand chamber awaits. Enormous in size, this underground cavern is the central hub of the catacombs and serves as a refuge for those who seek the secrets and treasures hidden within. Known as Crypt Haven, this makeshift town was constructed within the grand chamber and is inhabited by those seeking fortune, knowledge, and adventure within the catacombs. Here, the residents of Crypt Haven have learned to navigate these treacherous passages, and have built their homes and businesses amongst the bones and ruins of the past. Some seek to uncover the long-forgotten riches of the ancient tombs, while others seek to unravel the mysteries of the catacombs or to uncover the ancient artifacts that are said to be hidden within. So, if you seek adventure, fortune, or knowledge, then pass through the skull-inlaid arches of The Great Catacombs and make your way to Crypt Haven, the heart of the catacombs and the home of scoundrels. City of Scoundrels Crypt Haven, a city of shadows and secrets, soon became a haven for the strange and unusual. Nestled deep within the earth, it is said that the city was built upon the very threshold of The Great Catacombs, a labyrinthine network of tunnels and caverns filled with ancient tombs and untold riches. It is said that those who journeyed to Crypt Haven were not of this world. They were a motley crew of adventurers, outcasts, and seekers of forbidden knowledge. They came from far and wide, drawn by the promise of wealth and power that lay beneath the earth. Some sought lost artifacts and treasures, while others sought answers to the mysteries of the catacombs. But among the brave and the curious, there were also those with darker intentions. The city was a magnet for grave robbers, tomb raiders, and scoundrels of all kinds. They sought to plunder the catacombs, desecrate the tombs, and loot the treasures of the dead. And so, Crypt Haven became a city of shadows, where danger lurked in every corner and secrets were sold for a price. But despite the dangers, the city thrived. The taverns and inns were always filled with patrons, and the markets were always bustling with trade. And so, the people of Crypt Haven continued to eke out a living in the shadows, always looking for a way to strike it rich. For in this city, it is said that those who dared to brave the catacombs would find a fortune beyond their wildest dreams. Risen Sanctuary Crypt Haven is a sanctuary for the Risen, a place where they can escape the fear and hatred of the world above. It is a city unlike any other, hidden deep within the twisting catacombs beneath the earth. The Risen have built a thriving community here, with all the comforts and necessities of life. From bustling markets to cozy taverns, Crypt Haven is a place where the Risen can live and thrive among their own kind. The history of Crypt Haven is one of struggle and perseverance. The Risen have faced countless dangers and obstacles on their journey to this place of refuge, but they have persevered against all odds. Despite the hardships they have faced, they have never lost sight of the hope that Crypt Haven represents. Here, they have found a sense of belonging and community, something that was previously denied to them. They have carved a place for themselves in a world that would otherwise reject them, and they are proud of what they have built. Crypt Haven is a place of hope, a symbol of the resilience and determination of the Risen. It is a place where they can be free from fear and persecution, and live their lives as they choose. The Risen have found a place where they are accepted and valued, and they will do everything in their power to protect and defend it. Crypt Haven 9 Art By: Midjourney Haven of the Dead Lore Download the Full Version Here


Places of Interest The Great Catacombs Curator's Curio Hozhul's Study Nachtmahr's Cenotaph Throne of the Eternal The Rattling Hollow The Smoldering Maw Crypt Haven Candlelight Shrine The Crypts The Dinky Shovel The Laughing Coffin Download the Full Version Here


T The Great Catacombs he Great Catacombs is a vast network of underground passageways that stretch for miles beneath the surface. It is said to be a labyrinth of tunnels, chambers, and caverns that have been carved out over centuries by the forces of nature and the hand of man. The Catacombs have been a source of mystery and intrigue for centuries and have been the subject of many legends and tales. The Catacombs are home to a wide variety of creatures, some of which are friendly and some of which are not. Many of the residents of Crypt Haven have made efforts to map out the more traveled areas of the Catacombs and have even created safe paths through some of the more dangerous areas. These safe paths are marked with symbols and signs, warning travelers of the dangers that lie ahead. However, many areas of the catacombs have not been explored and remain a mystery. These areas are considered exceptionally dangerous and are avoided by the residents of Crypt Haven. Some of these areas have been sealed off, in hopes of discouraging others from venturing inside. The sealed areas are said to be haunted by spirits, monsters, and other terrifying creatures. The Great Catacomb Ambience Dungeon of the Undead by Michael Ghelfi Studios YouTube Link Over the years, many brave adventurers have attempted to delve into the depths of The Great Catacombs, seeking to unravel its mysteries and unlock its secrets. Some have returned with riches and treasures, while others have disappeared without a trace. Many tales have been told of the dangers lurking in the shadows, waiting for unwary travelers to stumble upon them. Some say that the catacombs are guarded by powerful spells and curses, set in place to protect the secrets within. Despite the dangers, the catacombs continue to be a source of fascination for many. Some believe that the tunnels hold the key to unlocking the mysteries of the ancients, while others seek to uncover the dark and sinister secrets that are rumored to be hidden within. It is said that the deeper one ventures into the catacombs, the more one will find themselves facing the horrors that are rumored to reside there. For those who dare to brave the dangers of the catacombs, it is recommended that they go in wellprepared and with a group of trusted companions. The catacombs are a labyrinthine maze, and it is easy to become lost in its twisting tunnels. With each step, the traveler will face greater challenges and dangers, and it will require all of their skill, courage, and cunning to survive. For those who are brave enough to venture into the catacombs, the rewards may be great, but the dangers are even greater. 11 Map By: DungeonAE https://www.instagram.com/dungeonae.art Catacomb Chamber Map by: DungeonAE Download the Map Here Haven of the Dead Places of Interest Download the Full Version Here


Curator's Curio The Curator's Curio is a dimly lit shop nestled deep within the catacombs of a dungeon. The walls are lined with ancient stone and the air is thick with the musty smell of death. The shopkeeper, an eerie undead being known as Curator Renvar, greets visitors with a cackle and a sinister smile. Upon entering the shop, one is immediately struck by the vast collection of oddities that line the shelves and tables. There are mummified hands and feet, skulls adorned with jewels, and ancient artifacts that have been recovered from the graves of the dead. Each item has its own unique story, whispered to the Curator by the spirits of the deceased. One can find many rare and ancient items in the Curator's Curio such as ancient scrolls, vials filled with mysterious liquids, ancient weapons, and much more. The shop also has a section of cursed items, which the Curator insists on keeping locked away from the rest of the items. Browsing through the Curator's Curio is not for the faint of heart. The eerie atmosphere and the macabre nature of the items on display can be unsettling for some. But for those brave enough to venture into the depths of the catacombs, the Curator's Curio offers a unique glimpse into the past and the mysteries of the dead. Hozhul's Study Hozhul's Study is a chamber of darkness and mystery. It is the study of a powerful necromancer, where the secrets of the dead are unlocked and the power of the undead is harnessed. The walls of the chamber are adorned with ancient runes and symbols, etched in blood and bone. The faint whispers of the spirits trapped within the chamber echo. The necromancer's followers, a cult of devoted servants, scour the catacombs for the best specimens of skeletons. They carefully select the most complete and well-preserved corpses and bring them to the necromancer's study for his use. In the center of the room stood a large brazier, its flickering flames casting a sinister glow on the skeletons that hung suspended from the ceiling. These were the necromancer's current subjects, the focus of his dark magic. The necromancer's study was a place of dark power and forbidden knowledge, a sanctuary for those who sought to harness the power of death itself. And as the necromancer continued to practice his necromancy, the catacombs echoed with the sounds of the dead coming back to life. Curator's Curio Hozhul's Study Art By: Midjourney Haven of the Dead Places of Interest 12 Download the Full Version Here


A Crypt Haven s you enter Crypt Haven, the first thing that strikes you is the lack of sunlight. The city is bathed in eerie, ever-present darkness. However, the darkness is not oppressive, rather, it seems to add to the city's allure. The walls of the grand chamber are lined with candles and torchlight, flickering and casting dancing shadows upon the ornate carvings and frescoes that adorn the walls. The stonework here is unlike anything you have ever seen as if each piece had been crafted by the hands of the gods themselves. As you explore the city, you will come across ancient tombs that have been converted into homes, shops, and even taverns. Each tomb has its own unique character and history, and the residents of Crypt Haven take great pride in preserving the ancient heritage of their city. You will find yourself drawn to the strange magic that surrounds Crypt Haven, a place where the living and the dead coexist in a delicate balance. As you wander through the winding streets, you will hear the whispers and murmurs of the ghosts that haunt the city. Some say that these spirits are friendly and benevolent, while others claim that they are malevolent and dangerous. But one thing is for sure - Crypt Haven is not a place for the faint of heart. It is a city of magic, mystery, and danger, and it is the ultimate destination for those who seek adventure and excitement in the afterlife. Crypt Haven Music Depths Of Darkness by Michael Ghelfi Studios YouTube Link Candlelight Shrine Priestess Liheth, a powerful and benevolent priestess, recently created a temple in the heart of Crypt Haven. This sanctuary serves as a refuge for those who have been injured or diseased while exploring the treacherous catacombs. The temple is a beautiful statue of an angelic figure with clipped wings, standing tall and proud at the center of the chamber. The statue's hands are outstretched, holding a single large candle that emits a strange and mystical glow from its flame. The temple is surrounded by hundreds of other candles that illuminate the entire chamber. The candles are placed on the floor and the walls, melting from the statue and casting a warm and comforting light on the visitors. The sheer number of candles makes this one of the brightest places in all of Crypt Haven, and it serves as a beacon of hope for those who are lost and in need of healing. For a small fee, Priestess Liheth offers her services to visitors, alleviating any wounds they possess and curing all diseases. Her magic is powerful and her touch is gentle, and she is always willing to help those in need. The temple is a sanctuary for the sick and the injured, and it is a place where they can find comfort and healing. It is a sanctuary where they can find hope and a new beginning. Candlelight Shrine Music Theme Cathedrals of Steel by Austin Wintory Spotify Link Candlelight Shrine Art By: Midjourney Haven of the Dead Places of Interest 15 Download the Full Version Here


Characters of Interest Curator Renvar Graverobber Erver Grervil the Bodiless Holy Warrior Siggurd Ivan Shek the Scoundrel Priestess Liheth Scholar Hendra Trader Bazrim Download the Full Version Here


Curator Renvar's Quests The following quests are designed to provide compelling story elements for Game Masters to easily implement the material within this supplement. Utilize them to create captivating plot hooks. Finders Keepers The Curator's Curio was ransacked by a band of graverobbers while Curator Renvar was exploring the catacombs. He tasks the party with tracking down the thieves and recovering an artifact that was stolen and is now in their possession. Curator's Collection Curator Renvar believes there are countless ancient relics buried within the Smoldering Maw. He requests the party to sift through the ashen remains within the crematorium in search of lost artifacts he may add to his collection. Cursed Curios Curator Renvar has been cursed after taking a magical artifact he found within the catacombs. Curator Renvar is asking the party to help him end this curse before it takes his undead life. Art By: Midjourney Haven of the Dead Characters of Interest 19 Download the Full Version Here Curator Renvar Curator Renvar, Male Risen (Neutral Evil) Personality. Renvar has a very intense presence that's a bit scary, and he's quite perceptive. He believes you should never be content with what you have. Appearance. Renvar is a tall undead figure. His dry and lifeless skin is stretched across his skeletal face. He wears the tattered silks of a dead noble. He stands 6’ 0” tall and has a slim build. He weighs 153 lbs. and is 511 years old. Characteristics Ideal. Greed. Renvar is only in it for the money. (Evil) Bond. Renvar will one day reopen a museum. Flaw. Renvar will do anything to get his hands on something rare or priceless. Background Renvar was once a respected museum curator, dedicating his life to preserving the history and artifacts of his people. He had a passion for uncovering the secrets of the past and was known for his extensive knowledge of ancient cultures and customs. But fate had other plans for Renvar. One day, while exploring an ancient tomb, he was struck by a deadly curse that claimed his life. His body was buried in the catacombs beneath the city, left to rot among the bones of the dead. But something strange happened as the years passed. Renvar's body began to stir, his corpse animated by an unknown force. He awoke from his grave, confused and disoriented, but with a burning desire to continue his work. With his newfound immortality, Renvar began to explore the catacombs, collecting oddities and artifacts from the graves of the dead. He became known as the curator, a mysterious figure who roamed the underground passages, always in search of his next treasure. Eventually, Renvar opened a small shop called the Curator's Curio, where he sold his finds to adventurers and treasure hunters. He became known as a valuable resource for those seeking rare and unique items, and his shop became a destination for those brave enough to venture into the catacombs. Despite his death, Renvar's passion for history and artifacts never wavered. He continues to wander the catacombs, always in search of his next discovery. And as long as there are treasures to be found, Renvar will never truly be dead.


Priestess Liheth's Quests The following quests are designed to provide compelling story elements for Game Masters to easily implement the material within this supplement. Utilize them to create captivating plot hooks. The Desecrated Tomb Priestess Liheth has learned of a tomb within the catacombs that have been desecrated by looters and tarnished by scoundrels. She wants the party to help her restore the tomb and retrieve any stolen artifacts or relics. The Blasphemous Priestess Liheth has learned of a necromantic cult operating within the catacombs, profaning the sacred tombs and artifacts. She wants the party to infiltrate the cult and stop their rituals and activities. She knows they operate in a chamber known as Hozhul's Study but doesn't know its location. Divine Intervention The Rattling Hollow is a place with an unimaginable number of restless souls. Priestess Liheth is requesting the party travel with her to this area of the catacombs and protect her while she performs a ritual to give those left there a proper burial. Art By: Midjourney Haven of the Dead Characters of Interest 25 Download the Full Version Here Priestess Liheth Liheth Athen, Female Elf (Lawful Good) Personality. Liheth seems to be fast friends with everyone she meets She believes it is important to have friends and to be devout. She is very softspoken and often overly optimistic. She worships the god of light Appearance. Liheth is dressed in religious robes. She has light skin and sky-blue almond-shaped eyes. Her very long wavy light blonde hair is styled in elaborate braids. She is 487 years old (adult), 5 ft, 5 in (165 cm) tall, and weighs 123 lbs (56 kg). Characteristics Ideal. Faith. Liheth trusts that her deity will guide her actions. She has faith that if she works hard, things will go well. (Lawful) Bond. Liheth will do anything to protect Candlelight Shrine. Flaw. Liheth's piety sometimes leads her to blindly believe those who profess faith in her god. Background Growing up, Liheth was always drawn to the spiritual and mystical aspects of elven culture. She spent many hours studying ancient texts and rituals and soon realized that her true calling was to become a priestess. Liheth was determined to fulfill her duty to her community and began her training as a priestess. As Liheth grew in her powers and knowledge, she became increasingly aware of the restless spirits that haunted The Great Catacombs. These ancient tombs were once a place of great reverence, but over time had become a haven for dark and malevolent forces. Liheth knew that she had to act and set out on a journey to the catacombs to help the spirits find peace and to ward off the evils that lurked within. Liheth arrived at The Great Catacombs and immediately began her work. She spent days and nights performing ancient rituals and prayers, and soon the spirits began to rest more easily. But Liheth's task was not yet complete, as she knew that there were still powerful forces that threatened the catacombs. Determined to protect the souls of the dead and the living, she built the Candlelight Shrine, a place where people could come to seek refuge and pray for protection. With her deep knowledge of ancient magic and her powerful spiritual abilities, Liheth has become a powerful force for good in Crypt Haven. She is respected and revered by the people of the city, and many turn to her for guidance and protection in their darkest hour. And while the catacombs may still be home to many dangers, with Liheth at the helm, the Candlelight Shrine remains a beacon of hope and a sanctuary for all who seek refuge.


Player Options Race Risen Background Crpytkeeper Subclass Roguish Archetype: Gravewalker Download the Full Version Here


Risen "I have dedicated my life to the art of necromancy, yet I find myself confounded by these Risen. They should be mere puppets, animated by my will alone, yet they move with a consciousness all their own. I thought I had mastered the balance between life and death, but now I am faced with beings that blur the line between the two." — Keeper of Souls, Hozhul Death is an inevitability that can manifest in countless ways. Similarly, there are a vast array of reasons why the deceased may rise from the grave. Some of these include necromancy, cursed locations, and unresolved matters. Regardless of the cause, the newly undead are left with a distorted version of their previous existence. All undead bear the physical or emotional scars of what ended their mortal lives, though some may be more subtle than others. Overall, death and returning from the dead are complex and varied phenomena that are not easily understood. Fear of Death Undead who have regained consciousness often find themselves as outsiders in a world and era that is not theirs and have no home to call their own Additionally, most mortal societies have a natural fear of death and the undead, associating it with evil. This creates a barrier of prejudice and hatred that Risen must face. To avoid discrimination, many undead chooses to conceal their necrotic nature by wearing clothes, masks, and fragrances when interacting with civilization. Risen can vary greatly in weight, from 20 to 300 pounds. They may have empty eyes, a colored flame-like animus in their sockets, or harrowed, human-like eyes that burn with an inner fire. If they have hair, it is usually dark, lank, and dirtied with grime and grave dirt that cannot be fully removed with cleaning. Forsaken Pasts The past is a source of both pain and power for many of the Risen. They are confronted with memories of a life that is forever lost to them, a life that is now as dead as their bodies. The faces of loved ones and the names of friends are but distant echoes in their minds, fading away into nothingness with each passing day. The loss of their former lives and the knowledge that they can never return to them can be a heavy burden to bear. For some, this loss is too much to bear and they are driven to madness. They lash out at the world in their anger, lashing out at all those around them, unable to control their emotions. But others can harness this rage and pain, using it as a source of strength and motivation. They channel their anger and frustration into their actions, pushing themselves to find meaning in their undead existence. This drive for purpose can lead the Risen down a dark path, toward a potentially wicked fate. Some say that their ultimate destiny lies in oblivion. But others hold onto a glimmer of hope, that there is some reason for their existence, that they were not brought back just to suffer and eventually be destroyed. Whatever fate awaits them, they will fight to survive, reclaim what they have lost, and find a place in a world that has rejected them. Haven of the Dead The Risen were once humanoid, but have risen from their graves as undead creatures. With their withered skin and empty eye sockets, they are a horrifying sight to the living. This, coupled with the legends of their unholy resurrection, has led the Risen to be shunned by society. They wander the lands as outcasts, rejected by those they once knew and loved. But there is a place of refuge for the Risen, Crypt Haven. This city lies beneath the earth, hidden within a labyrinth of catacombs. It is here that the Risen have found a home, a place where they are accepted and allowed to live among their own kind. The Risen have built their own society within the dark halls of Crypt Haven, where they can be free from the fear and hatred of the living. Despite its dark reputation, Crypt Haven is not a place of evil. The Risen are not mindless zombies, but sentient beings who retain their intelligence and memories. They have created their own culture within the city, one that is steeped in tradition and respect for the dead. Here, the Risen live in peace, protected from the outside world and free to continue their existence as best they can. A Risen Resident of Crypt Haven Race: Art By: Midjourney Haven of the Dead Player Options 28 Download the Full Version Here


Risen Names Many undead that regain consciousness choose to maintain the names they had during their mortal lives. However, others may have forgotten their original names or they no longer hold any significance to them. These undead often adopt new names given to them by those who once controlled them or those who currently surround them. They consider these nicknames to be just as genuine as a birth names. These names may reflect their physical appearance, abilities, or even their role in society. Nicknames: Rattlebones, Spore, Rotface, Raven, Bane, Carver, Drudge, Rook, Mort, Pale, Minion, Crumble, and Shade. Risen Physical Characteristics # Characteristic 1. Translucent skin with visible veins and bones beneath. 2. Decaying flesh with exposed wounds and rotting skin. 3. Yellow or black eyes with no pupils. 4. An elongated jaw filled with razor-sharp teeth. 5. Skeletal frame with jagged and twisted bones, resembling a scarecrow. 6. Glowing green veins running across its body. 7. Long and bony fingers with sharp claws. 8. Grey, pallid skin that is mottled and scarred, resembling the texture of stone or ice. Risen Traits Your risen character has the following racial traits. Type. Your creature type is undead. Ability Score Increase. Your Constitution score increases by 2 and your Dexterity score increases by 1. Age. Risen do not age. Alignment. Risen tend to be neutral, but those with a strong memory of their past life lean towards the same alignment they previously possessed. Size. You are the same size as the creature you were in life. Speed. Your base walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Grave Fortitude. When you are reduced to 0 hit points, you can make a Constitution saving throw (DC 5 + the damage taken). On a success, you drop to 1 hit point instead. You can use this trait a number of times equal to your Constitution modifier (minimum of 1). You regain all uses of this trait when you finish a long rest. Radiant Aversion. If you take radiant damage, you have disadvantage on attack rolls and ability checks until the start of your next turn. Turn Immunity. You are immune to effects that turn undead. Undead Nature. You do not need to eat, sleep, or breathe. You are immune to disease, poison damage, and the poisoned condition. Healing spells do not typically affect undead creatures, however, this doesn't apply to you. Languages. You can speak, read, and write Common and one other language of your choice. A Risen Resident of Crypt Haven Art By: Midjourney Haven of the Dead Player Options 29 Download the Full Version Here


G Gravewalker ravewalkers are a mysterious and enigmatic group of rogues who have been touched by the spirits of the ethereal plane. They are known for their ability to navigate through the dark and dangerous places of the dead, and for their knowledge of the secrets of the undead. These skilled rogues are often hired to find corpses for necromancers, to plunder graves for treasures, or to act as guides through undead-infested areas. They possess a unique and uncanny ability to detect the undead and avoid their deadly traps and ambushes. Their expertise in tomb raiding makes them valuable assets to any adventuring party, as they can help to uncover hidden treasures, and to uncover the secrets of the dead. However, not all Gravewalkers are motivated by greed and profit. Some are found protecting mausoleums and graveyards from desecration and spending their time honoring the dead. They see their profession as a sacred duty, and they are dedicated to preserving the memory of the dead and protecting them from those who would seek to desecrate their resting places. Despite their skills and expertise, many individuals are hesitant to work with such a rogue in such a grisly profession. They view Wraiths as a dark and ominous presence, and they fear that their association with them may bring them bad luck or ill fortune. But for those who are willing to overlook their reputation, Gravewalkers can be powerful allies and are sure to lead their party to success. Paranormal Origins Decide how your character gained their paranormal abilities. Consult the table below for a possible origin of your power. d6 Origin 1. Haunted. You stumbled into a haunted temple and upon entering, were possessed by an evil spirit. After being exorcised you obtained ghostly abilities. 2. Near-Death Experience. You survived a near-death experience and were imbued with the powers of the spirit realm. 3. Cursed. You were cursed by a vengeful witch, causing you to slowly become ethereal, but also gain ghostly abilities. 4. Honor. You gained your paranormal abilities after years spent honoring the dead as a reward for your service protecting mausoleums and graveyards from desecration. 5. Artifact. You discovered an ancient artifact that granted you ghostly powers but at the cost of your humanity. 6. Ghost Hunter. You were trained by a secret society of ghost-hunters, learning to harness and control their ghostly abilities. Half-Elf Gravewalker Roguish Archetype: Art By: Midjourney Haven of the Dead Player Options 32 Download the Full Version Here


Spellcasting When you reach 3rd level, your connection to the ethereal grants you the ability to cast spells. Cantrips You learn the cantrip guidance and one cantrip of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level. Spell Slots The Gravewalker Spellcasting table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell inflict wounds and have a 1st-level and a 2nd-level spell slot available, you can cast inflict wounds using either slot. Spells Known of 1st Level and Higher You know three 1st-level cleric spells of your choice, two of which you must choose from the divination and necromancy spells on the cleric spell list. The Spells Known column of the Gravewalker Spellcasting table shows when you learn more cleric spells of 1st-level or higher. Each of these spells must be a divination or necromancy spell of your choice and must be of a level for which you have spell slots. For instance, when you reach 7th-level in this class, you can learn one new spell of 1st or 2nd-level. The spells you learn at 8th, 14th, and 20th levels can come from any school of magic. Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be a divination or necromancy spell unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic. Spellcasting Ability Wisdom is your spellcasting ability for your cleric spells since you gain them from your communion with spirits. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Gravewalker Spellcasting Table Rogue Level Cantrips Known Spells Know 1st 2nd 3rd 4th 3rd Guidance + 1 3 2 4th Guidance + 1 4 3 5th Guidance + 1 4 3 6th Guidance + 1 4 3 7th Guidance + 1 5 4 2 8th Guidance + 1 6 4 2 9th Guidance + 1 6 4 2 10th Guidance + 2 7 4 3 11th Guidance + 2 8 4 3 12th Guidance + 2 8 4 3 13th Guidance + 2 9 4 3 2 14th Guidance + 2 10 4 3 2 15th Guidance + 2 10 4 3 2 16th Guidance + 2 11 4 3 3 17th Guidance + 2 11 4 3 3 18th Guidance + 2 11 4 3 3 19th Guidance + 2 12 4 3 3 1 20th Guidance + 2 13 4 3 3 1 Haven of the Dead Player Options 33 Download the Full Version Here


Guiding Ghosts When you pick this subclass at 3rd level, you can ask ethereal spirits to aid you or your allies. These spirits circle you, but they can only be seen on the Ethereal Plane. You have a number of spirits equal to your Wisdom modifier. Whenever you make an attack roll or saving throw, you can roll a d6 and add the number rolled to the attack roll or saving throw. Alternatively, as a reaction to an allied creature within 30 feet making an attack roll or saving throw, you can command one of the ethereal spirits that circle you to aid it. The allied creature can roll a d6 and add the number rolled to their attack roll or saving throw. You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest. Phantom Stride At 9th level, you can assume an ethereal presence allowing you to move uninhibited. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can use your reaction to become ethereal until the end of your turn. You gain an additional 10 feet of movement and can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear as normal, but everything looks gray, and you can't see anything more than 60 feet away. While Phantom Stride is activated, you can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you. You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. Upon ending your turn, if you occupy the same spot as a solid object or creature you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. This feature has no effect if you activate it while you are on the Ethereal Plane. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Sixth Sense At 13th level, your ethereal experience has given you a paranormal sixth sense of danger. You are unable to be surprised by ambush attackers, you detect food and drink that has been poisoned or tampered with, and you have advantage on saving throws as a result of triggering a trap or environmental effect. Nail in the Coffin At 17th level, your experience with the dead has deepened your understanding of the ties between life and death. When you hit a creature that has less than half of its maximum hit points with a Sneak Attack, the attack is considered a critical hit and deals necrotic damage. Once this feature has been used on a creature it cannot be used again on that creature for 24 hours. Gravewalker Art By: Midjourney Haven of the Dead Player Options 34 Download the Full Version Here


Spells Gravecraft Desecration Vision from the Grave Dying Breath Grave Bolt Soulstone Corpse Smog Possess Corpse Salient Seance Undying Awaken Undead Soul Storm Download the Full Version Here


Gravecraft Necromancy Cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute Classes: Sorcerer, Warlock, Wizard You are able to channel the forces of undeath to manipulate a corpse in one of the following effects: You can cause a corpse of a creature you can see in range to randomly twitch or move. For example, you can cause the arm or tail of a corpse to wave. This movement is not enough to perform simple tasks, interact with objects, or harm a creature in any manner. You can cause one Medium or smaller corpse or piece of a corpse to briefly reanimate and move 5 feet in a direction of your choice. After the end of this movement, it returns, to its inanimate state. You can mend a single dismemberment such as a hand or arm, on a corpse or skeleton that you can see in range. For example, you can reattach an arm or mend a broken bone of a corpse provided the necessary body parts are available You can cause the eyes of a corpse to give off dim light in a 5ft. radius for up to 1 minute as you briefly stimulate the fragments of its soul. You can cause any remnant flesh on a skeleton to rapidly decompose over 1 minute. This process only leaves hardened or bleached bone. You can cause spectral whispers or voices to originate from a corpse. You have no control over these whispers as they are in a language that the creature spoke in life and the word or phrase spoken is a random phrase about something in that creature's life. It may be any name of a person, thing, place, or moment from any point in that creature's life. Desecration 5th-level necromancy Casting Time: 1 minute Range: Touch Components: V, S Duration: Until Dispelled Classes: Cleric, Paladin, Warlock, Wizard You touch a point and infuse an area with necromantic magics. The area can have a radius of up to 60 feet and the spell fails if the radius includes an area already under the effect of the Desecration or Hallow spell. The affected area is subject to the following effects: Undying: Dead bodies and corpses in the area cannot be revived or brought back to life by any means short of a Wish spell. After remaining in this area for one hour, dead bodies in this area return to life as a zombie or skeleton. Undead raised in this manner are unfriendly to all living creatures. Roll initiative for the undead which has its own turns. It is under the Game Master's control and acts according to its nature on each of its turns Cursed: Creatures in this area cannot recover hit points. Whenever creatures take a short or long rest while in this area cannot use or regain hit die. Effects such as Lesser Restoration and Greater Restoration has no effect. Wither: Affected creatures other than constructs and undead have their hit point maximum reduced by 2d10 while in this area. The damage can’t reduce the target’s hit points below 1. Once the creature leaves this area, its hit points return to normal after 1 hour. A creature can only suffer from the effects of this casting of the spell once every day. Aura of Negativity: Affected undead within this area gain 2d10 temporary hit points. Visions from the Grave 5th-level necromancy Casting Time: 1 Action Range: 10 feet Components: V, S Duration: Concentration, up to 10 minutes Classes: Cleric, Wizard You are able to harness the last vestiges of life from a creature's soul to view its last moments of life through your own eyes. You can choose one corpse in range that has been dead for no longer than a year. The spell fails if the corpse has been dead for more than a year. Until the spell ends, you are able to view and access any memories that the corpse may have had within the last hour of its death. You are able to see and hear as if you were using the target's senses during life. While in this state, you are blinded and deafened to your own senses. While in this state, you can target specific memories that the creature had based on any names, places, individuals, or other topics related to a specific memory. At Higher Levels: When you cast this spell at 7th-level, the duration of accessed memories increases to 24 hours. When you use a 9th-level spell slot, you can view any moment in the creature's life up to 1 year before its death. By: Sonixverselabs https://www.gmbinder.com/profile/Sonixerse Haven of the Dead Spells 36 Download the Full Version Here


Items Bonemail Evertorch Flask of Light Ghost Ward Gravedigger's Staff Gravekeeper's Candlestick Holy Candlestick Priest's Candlestick Spectral Arrow Vial of Ectoplasm Download the Full Version Here


Bonemail medium armor (scale mail), rare (requires attunement) Bonemail is armor crafted from interlocking shards of bone and bound together through necromantic magic. While wearing this armor, you gain a +1 bonus to your AC. Bone Barrier. When an undead creature with bones (such as a skeleton) is destroyed within 30 feet of you, as a reaction, you can merge their bones into your armor gaining 1d8 temporary hit points for 1 minute. Undead Disregard. While wearing attuned to this armor, an undead creature with an Intelligence score of 8 or lower will not be immediately hostile towards you and will regard you indifferently. If you or your companions do anything harmful to an undead creature, it and all undead creatures that can see you will become hostile. Evertorch wondrous item (torch), uncommon The Evertorch is a magical torch that can burn infinitely, and is said to have been forged in the fiery depths of Mount Infernos. It is made of a shimmering black metal that seems to absorb the light of its own flames. Lightbringer. As a bonus action, you can speak the command word of this torch to ignite a magical flame. This flame shines bright light in a 30-foot radius and dim light for an additional 30 feet. If you make a melee attack with the flame active, it deals 1 fire damage. Flask of Light wondrous item (flask), uncommon The Flask of Light was a small, intricately crafted vessel made of gleaming gold and adorned with sparkling gems. It was said to possess the power to absorb light from any source and hold it within its confines, only to release it when it was most needed. Many a brave adventurer had found themselves in dire straits, only to be saved by the Flask of Light, illuminating their path and guiding them to safety. Light Collector. You can place the flask in an area illuminated by light and it will slowly absorb light, storing it within. The flask will absorb 3 charges of light per hour it spends motionless. There can only be one type of light in the flask, the light retains all its properties (like sun, moonlight, or torchlight). The flask will absorb the strongest light if not defined by the user. (e.g. sunlight over torchlight). Light Shedder. As a bonus action, you can activate the flask by speaking a chosen command word to shed the light captured. Every round one charge is spent. No matter which type, the light is shed in a 10ft radius as bright light and 20ft as dim light. Evertorch Art By: Midjourney Haven of the Dead Items 41 Download the Full Version Here


Statblocks Catacomb Corpses Crypt Crawler Decrepit Skeleton Skeletal Soldier Armored Skeleton Charred Skeleton Draugr Bone Titan Flood of Bones Baron of Bones Haunting Spirits Shade Ghost Grudge Crypt Crawlers Gnawers Coffin Spider Download the Full Version Here


H Catacomb Corpses ordes of undead skeletons lumber through the catacombs at a slow, steady pace. Their bones are yellowed and cracked, held together by nothing but the magic that animates them. Their empty eye sockets seem to stare into nothingness, yet they seem to know exactly where they are going. They moved with a strange, jerky motion as if their joints are rusted and stiff. Their bony fingers clutch at the air as if reaching out to grab something just beyond their grasp. As they moved through the catacombs, the echoes of their clattering bones fill the caverns, sending shivers down the spine of anyone who dared to cross their path. Skeletons are often the remnants of warriors long dead, cursed to roam the catacomb forever. Their armor and weapons are rusted and worn, yet still deadly. They are relentless in their pursuit, never tiring or slowing down. They are a reminder of the power of death and the curse of immortality. Catacomb Corpses Battle Music Skeleton Battle by Bardify Youtube Link Encounters The encounter tables given in this section of the supplement will be calculated based on the standard fivecharacter party size at level intervals of 3, 6, and 9. These encounters are organized further into difficulty levels ranging from easy to deadly. All monsters used in the encounters can be found within this section of this supplement. Encounters Lvl. 3 Encounter Easy Crpyt Crawler(3), Decrepit Skeleton(3), Skeletal Soldier(3) Medium Skeletal Soldier(3), Armored Skeleton (2) Hard Draugr(1) Lvl. 6 Encounter Easy Draugr(1), Skeletal Soldier(3) Medium Bone Titan(1), Charred Skeleton(3) Hard Flood of Bones (1) Lvl. 9 Encounter Easy Bone Titan(2) Medium Flood of Bones(1), Decrepit Skeleton(3) Hard Draugr(4) Deadly Baron of Bone(1) Skeleton in the Catacombs Art By: Midjourney Haven of the Dead Statblocks 44 Download the Full Version Here


Grave Grub major, natural disease Transmission: Direct/Indirect Onset: Instantaneous Duration: Until cured This disease is caused by a specific species of maggots that thrive inside undead creatures. Those who contract Grave Grub are crippled with gut-wrenching pain as the parasitic maggots slowly consume you from the inside. Contraction: Creatures contract Grave Grub disease as a result of maggots transferring to a living humanoid from an undead creature during a close-quarters encounter. Alternatively, creatures can contract Grave Grub by consuming food or water infected with the eggs of a Grave Grub maggot. Effect: Creatures afflicted with Grave Grub must consume double the amount of normal food and water to sustain themselves. Additionally, an afflicted creature's hit point maximum is reduced by 1 every day. If a creature dies while afflicted with Grave Grub it will rise as a zombie. Cure: The only way to cure oneself of Grave Grub is to drink an ingestable vial of poison. The poison must be potent enough to kill the maggots inside the afflicted creature. After the poison is consumed the effects of Grave Grub immediately end. Crypt Crawler Crypt crawlers, small and skeletal in appearance, are unique and eerie creatures. These creatures crawl on the ground, dragging themselves toward their unsuspecting prey. Their elongated and curved spine gives them the ability to move quickly and easily across the ground, making them a formidable force to be reckoned with. The composition of each crypt crawler is unique, with a different shape and arrangement of bones. The twisted and gnarled ribcage gives the creature a twisted appearance, making it all the more frightening to behold. The long, thin arms of the crypt crawler are equipped with sharp claws that can easily tear through flesh, making them a formidable predator. Their short, stumpy legs are equipped with bony spurs that can be used to dig into the ground for traction, allowing them to chase their prey with ease. The crypt crawler is a fearsome creature, to be sure, but it is also one that is fascinating and alluring in its own way. The unique composition of each crypt crawler, with its elongated spine and twisted ribcage, makes for a truly unforgettable sight. With its sharp claws and bony spurs, the crypt crawler is a force to be reckoned with, a creature that is both fascinating and terrifying all at once. Questline Monthly You can learn more about disease in the Questline Monthly issue, Rise of the Afflicted. Art By: Midjourney Haven of the Dead Statblocks 45 Download the Full Version Here Crypt Crawler Small undead, lawful evil Armor Class 11 Hit Points 3 (1d6) Speed 30 ft. climb 30 ft. STR DEX CON INT WIS CHA 6 (-2) 11 (+1) 10 (+0) 6 (-2) 8 (-1) 5 (-3) Damage Vulnerabilities Bludgeoning Damage Immunities Poison Condition Immunities Exhaustion, Poisoned Senses Darkvision 60 ft., Passive Perception 9 Languages Understands all languages it knew in life but can't speak Challenge 1/8 (25 XP) Spider Climb. The crypt crawler can climb difficult surfaces, including upside-down ceilings, without needing to make an ability check. Action Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage, and the target must make a DC 10 Constitution saving throw or be infected with the disease Grave Grub.


Haven of the Dead Statblocks 53 Download the Full Version Here Baron of Bone Medium undead, chaotic evil Armor Class 17 (Natural Armor) Hit Points 204 (24d8 + 94) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 19 (+4) 16 (+3) 12 (+1) 20 (+5) Saving Throws CON +9, CHA +10 Skills Arcana +8, History +8 Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Damage Immunities Cold, Poison Condition Immunities Exhaustion, Poisoned Senses Darkvision 120 Ft., passive Perception 13 Languages All languages it spoke in life Challenge 13 (10,000 XP) Aura of Undeath. While within 30 feet of the baron of bone, all undead allies of the baron of bone have advantage on Constitution saving throws and gains 5 temporary hit points at the start of each of its turns. Dark Revival. A slain baron of bone will return to undeath after 1d6 days with all its hit points unless the baron of bone's remains are burned to ash or disintegrated. Legendary Resistances (3/Day). If the baron of bone fails a saving throw, it can choose to succeed. Reassemble. Upon dropping to 0 hit points, the baron of bone must a Constitution saving throw with a DC equal to 5 + the damage taken (minimum 10). On a successful saving throw, the baron of bone regains 24 hit points. It cannot benefit from this feature if it took radiant damage on its previous turn. Spellcasting. The baron of bone is a 16th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The baron of bone has the following spells prepared Cantrips: grave bolt (11th-level), ray of frost (11thlevel) 1st Level (4 slots): bane, false life, inflict wounds, ray of sickness 2nd Level (3 slots): ray of enfeeblement 3rd Level (3 slots): animate dead, fear, speak with dead, spirit guardians, 4th Level (3 slots): blight 5th Level (2 slots): negative energy flood 6th Level (1 slot): circle of death, create undead (skeleton), eyebite, harm 7th Level (1 slot): finger of death Turn Immunity. The baron of bone is immune to effects that turn undead. Actions Multiattack. The baron of bone casts a cantrip and makes two bone staff attacks. Bone Staff. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 14 (4d6) necrotic damage. Grave Master (Recharge 6). Up to four CR 2 or lower undead creatures that have died within the past minute and are within 60 feet of the baron of bone are returned to undeath and regain all their missing hit points. Bonus Action Shield of Bones. Skeletal remains orbit around the baron of bone acting as a shield. The bone shield has 26 hit points. Whenever the baron of bone takes damage, the bone shield takes the damage instead. The bone shield has 26 hit points. If this damage reduces the bone shield to 0 hit points, the baron of bone takes any remaining damage. As a bonus action, when the baron of bone is within 10 feet of an undead creature that died within the last minute, it can absorb the creature's remains to regain its bone shield's missing hit points. The number of hit points regained is equal to the number of hit dice the undead creature had, up to a maximum of 26 hit points. Legendary Actions The baron of bone can take three legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The baron of bone regains spent legendary actions at the start of its turn. Cantrip (Cost 1 Action). The baron of bone casts a cantrip. Undead Empowerment (Cost 1 Action). The baron of bone empowers one allied undead creature of CR 4 or lower within 30 feet. The creature may immediately use its reaction to make a single weapon attack, dash, or use an object. Dark Enchantment (Cost 2 Actions). One allied undead creature of CR 4 or lower within 30 feet of the baron of bone is enhanced with dark magic. For 1 minute or until the creature falls below 1 hit point it gains a +2 bonus to its AC, it deals an additional 1d8 necrotic damage with melee attacks, and it gains an additional action on each of its turns. That action can only be used to make a single weapon attack, dash, or use an object.


Baron of Bone A baron of bone is a feared and revered sight among the undead hordes. These skeletal monstrosities are not mere mindless automatons, but instead, possess a twisted intelligence that allows them to command and control the lesser undead at the whim of their master. Created through powerful necromantic rites and the sacrifice of powerful souls, the barons of bone are a formidable force to be reckoned with. Their bodies are imbued with dark magic, giving them the power to create more undead and cast advanced necromantic spells with ease. These powerful undead are only found under the command of a lich or powerful necromancer, who has the knowledge and resources to craft such powerful creations. The barons of bone are the generals of the undead army, leading their legions into battle with ruthless efficiency. Those who dare to stand against them will find themselves facing a formidable opponent, one that will not rest until victory is achieved or their master's orders are fulfilled. Baron of Bone Battle Music Bones of the Forsaken by Michael Ghelfi Studios Youtube Link A Baron of Bone's Lair A baron of bone encountered in its lair has a challenge rating of 15 (13,000 XP). A baron of bone's lair is a dark and ominous space known as the Thrones of the Eternal. Steeped in the power of the undead, the chamber's walls are constructed of rough-hewn stone, and the flickering torchlight casts eerie shadows across the room. The throne itself is made of carved stone and bleached bones arranged to create a macabre seat of power. The air is thick with the stench of death and decay, and a sense of malevolence pervades the room. Ancient symbols and carvings adorn the walls and floor, evidence of the powerful magic that was used to create the lair and bring the baron of bone to life. The room may also contain the remains of previous sacrifices or offerings to the baron, or other signs of the master's necromantic power. Despite its ghoulish appearance, the lair exudes an aura of authority and control, reflecting the baron of bone's mastery over the undead horde. The throne room serves as a symbol of the baron's power and is a place of reverence and fear for the minions under its command. Encounter Tactics During an encounter, a baron of bone would likely use its intelligence and control over lesser undead to form a tactical battle plan that leverages the strengths of its minions. It may also utilize its necromantic powers to create additional undead during the battle, and cast spells to weaken or debilitate its opponents. Lair Actions On initiative count 20 (losing initiative ties), the baron of bone takes a lair action to cause one of the following effects; the baron of bone can’t use the same effect two rounds in a row: Sense Life. The baron of bone and each undead creature in the lair can pinpoint the location of each living creature within 120 feet of the baron of bone. Grasp of the Dead. The baron of bone causes skeletal arms to rise from an area on the ground in a 20-foot square that it can see. The skeletal arms last until initiative count 20 of the next round. Each creature in that area when the arms appear must succeed on a DC 18 Strength saving throw or be restrained until the arms disappear or until the baron of bone releases them (no action required). Overwhelming Despair. A flood of negative energy fills the lair, threatening to overwhelm living creatures. Each living creature in the lair must succeed on a DC 16 Wisdom saving throw or be Frightened of the baron of bone until initiative counts 20 of the next round. Army of Darkness. The baron of bone summons 5 (1d6 + 2) skeletons. Each skeleton rises in an unoccupied location with 30 feet of the baron of bone. These skeletons take their turns immediately after the baron of bone. The baron of bone must wait 24 hours before it can use this lair action again. Art By: Midjourney Haven of the Dead Statblocks 54 Download the Full Version Here


I Haunting Spirits t is said that the spirits of the dead still roam its twisting passages and dark chambers, unable to find peace. These phantoms are rumored to be the result of a powerful curse, placed upon the catacombs by a mad sorcerer who sought to punish those who had wronged him. The haunting spirits are said to take many forms, from the ghostly apparitions of long-dead priests and knights to the shadows of nameless prisoners who were buried alive within the catacombs. Some say that the spirits are vengeful and malevolent, seeking to torment the living and draw them into the darkness of the catacombs. Others claim that the spirits are merely lost and confused, trapped within the tunnels and desperate to find their way back to the world of the living. Despite the danger, some dare to venture into the catacombs in search of treasure, knowledge, or the thrill of the unknown. These brave (or foolish) individuals often carry wards and amulets to protect them from the spirits, but it is said that even these talismans are not always enough to keep them safe. The legends of the catacombs continue to endure, drawing the curious and the daring to its depths and leaving them to face the haunted spirits of the past. Encounters The encounter tables given in this section of the supplement will be calculated based on the standard fivecharacter party size at level intervals of 3, 6, and 9. These encounters are organized further into difficulty levels ranging from easy to deadly. All monsters used in the encounters can be found within this section of this supplement. Encounters Lvl. 3 Encounter Easy Shade(3) Medium Ghost(1) Hard Ghost(1) Shade(1) Lvl. 6 Encounter Easy Ghost(1), Shade(3) Medium Ghost(2) Hard Grudge(1) Lvl. 9 Encounter Medium Ghost(3) Deadly Grudge(1) Ghost(2) Shade Art By: Midjourney Haven of the Dead Statblocks 55 Download the Full Version Here


Shade Shades are believed to be the spirits of the wicked that have been condemned to roam the earth for eternity. They were once humanoids who reveled in causing pain and suffering, but now they are confined to a formless existence. Shades are elusive creatures, preferring to remain hidden within the shadows of their prey. They use their stealth to approach their target unnoticed, waiting for the perfect moment to strike. Once an opportunity arises, they will use their powers to drain the strength of their target until its unable to fight back, at which point it will choke the life from their body. Although they are incorporeal, shades are not to be underestimated. They are particularly dangerous in areas of darkness, where their form is difficult to discern, and their stealth makes them even more unpredictable. It is said that those who are followed by a shade will eventually fall victim to its evil machinations, becoming a pawn in its quest for power. Those who encounter a shade should exercise caution and be on their guard, for once it has found its prey, it is not easily shaken. By: Conflux Creatures https://www.conflux-art.com/ Art By: Midjourney Haven of the Dead Statblocks 56 Download the Full Version Here Shade Medium undead, neutral evil Armor Class 12 Hit Points 16 (3d8 + 3) Speed 40 ft. STR DEX CON INT WIS CHA 6 (-2) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 8 (-1) Skills Stealth +6 Damage Vulnerabilities Radiant Damage Resistances Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Damage Immunities Necrotic, Poison Condition Immunities Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained Senses Darkvision 60 ft., Passive Perception 10 Languages Understands all languages it spoke in life but can't speak Challenge 1/2 (100 XP) Amorphous The shade can move through a space as narrow as 1 inch wide without squeezing. Shadow Stealth. While in dim light or Darkness, the shade can take the Hide action as a Bonus Action. Light Dependance. While in darkness, the shade is invisible and can use its strength to drain. While in bright light, the shade has an advantage on attack rolls but loses its damage resistance. Spectral Weapons. The shade's attacks treat all creatures as unarmored (an unarmored creature's AC is usually 10 plus its Dexterity modifier.) Actions Shadow Choke (Dim or bright light only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage and the target is grappled and cannot breathe. If the target was already grappled, the target must make a DC 10 Constitution saving throw or lose its held breath and begin to suffocate. Strength Drain (Darkness only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: The target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shade rises from the corpse 1d4 hours later. Reactions Shadow Glide (Dim light only). As a reaction to taking damage of a type it is resistant to, the shade may teleport up to 60 feet and turn invisible until it makes an attack. If it does, it can't make attacks on its next turn.


By: Conflux Creatures https://www.conflux-art.com/ Haven of the Dead Statblocks 57 Download the Full Version Here Ghost Medium undead, neutral evil Armor Class 11 Hit Points 72 (16d8) Speed fly 40 ft. (hover) STR DEX CON INT WIS CHA 7 (-2) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 17 (+3) Damage Resistances Acid, Fire, Lightning, Thunder Damage Immunities Cold, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained Senses Darkvision 60 ft., Passive Perception 11 Languages > - Languages Understands all languages it spoke in life but can't speak Challenge 4 (1,100 XP) Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Spectral Weapons. The ghost's attacks treat all creatures as unarmored (an unarmored creature's AC is usually 10 plus its Dexterity modifier.) Unfinished Business. When the ghost is reduced to 0 hit points, it does not die or fall unconscious. Instead, it loses the ability to take actions other than its Etherealness and Possession abilities, though it can still communicate. After 1d4 hours, the ghost recovers all of its hit points. While at 0 hit points, the ghost can be destroyed in any of the following ways: Resolving its unfinished business. Subjecting it to the same conditions that killed it. Performing funeral rites for it with the Ceremony spell. Actions Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage. Etherealness. The ghost enters the Ethereal Plane from the Material Plane or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. Horrifying Visage. Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. Reactions Drifting Apparition. As a reaction to being missed with a melee attack, the ghost may move up to half its speed. Possession (1/day). As a reaction to taking damage, the ghost may force the attacker to succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effects, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body.


Ghost Legends say that the souls of those who die with unfinished business or strong emotional ties to the world of the living often become ghosts. They are often seen as fleeting apparitions, shrouded in mist and appearing as a pale reflection of their former selves. They are known to cause mischief, terror, or even tragedy to those who cross their path, as they seek to fulfill their unresolved desires. The act of becoming a ghost is often seen as a curse, as they are trapped in a state of purgatory and unable to move on to the afterlife. Some believe that a ghost can only be freed by fulfilling their unfinished business or by someone else completing it in their place. Some tales even speak of powerful magic users who can bind the souls of the deceased to their will, forcing them to do their bidding as ghostly servants. Some cultures view ghosts with reverence, believing that they are messengers from the afterlife or protectors of the spirits of the dead. In these cultures, it is customary to make offerings to the spirits of the deceased to appease them and prevent them from causing harm to the living. But for the most part, ghosts are widely feared and avoided, as few dare to confront the unknown horrors that lurk within the realm of the dead. Many believe that ghosts can be encountered in any location where they were strongly attached to when alive, such as their homes, places of work, or sites of tragic events. However, others believe that some ghosts can also haunt specific objects, such as jewelry, weapons, or even books, which were of great significance to them in life. These objects are said to hold powerful energy, attracting the spirits of the deceased and allowing them to manifest their presence. The appearance of a ghost can vary greatly, from translucent, ethereal beings to solid apparitions that can interact with the world around them. Some ghosts are known to emit a chilling aura, causing fear and discomfort in those who come near. Others are said to be able to possess the living, using their bodies to interact with the world and further their unfinished business. While most believe that ghosts are a manifestation of the dead, some theories suggest that they are instead an alternate version of reality, a parallel realm that can intersect with the physical world. In these theories, ghosts are seen as beings from another dimension, and their haunting is simply a side effect of the overlap between the two realms. This overlap is often triggered by strong emotions or trauma, and it is believed that ghosts are attracted to individuals or locations that resonate with their energy. Regardless of the cause, the appearance of a ghost is always a harbinger of danger, and those who encounter them are wise to exercise caution. Ghost Art By: Midjourney Haven of the Dead Statblocks 58 Download the Full Version Here


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