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380288-Requiem_-_The_Grim_Harvest_-_The_Gothic_Conversion

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Published by archangel777, 2024-06-24 22:35:40

380288-Requiem_-_The_Grim_Harvest_-_The_Gothic_Conversion

380288-Requiem_-_The_Grim_Harvest_-_The_Gothic_Conversion

Not for resale. Permission granted to print or photocopy this document for personal use only. Requiem: The Grim Harvest - The Gothic Conversion Requiem: The Grim Harvest The Gothic Conversion Requires the AD&D Ravenloft Adventure Requiem: The Grim Harvest, to play by Igor Comunale


Not for resale. Permission granted to print or photocopy this document for personal use only. Requiem: The Grim Harvest - The Gothic Conversion 1 Requiem: The Grim Harvest The Gothic Conversion Requires the AD&D Ravenloft Adventure Requiem: The Grim Harvest, to play by Igor Comunale DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2023 by Igor Comunale and published under the Community Content Agreement for Dungeon Masters Guild. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.


his conversion updates to the fifth edition of Dungeons & Dragons the AD&D Second Edition Requiem: the Grim Harvest boxed set. This set is composed of: Death Triumphant, an adventure set in Ravenloft, Requiem, a sourcebook presenting rules for playing undead characters, and Necropolis, a sourcebook about the setting. This conversion begins with a full guide to convert Death Triumphant to D&D 5th edition, then presents rules to play undead characters inspired by Requiem, and finally presents converted material from Necropolis necessary to fully enjoy the setting. T Death Triumphant is an adventure suitable for characters from 6th to 10th level. This conversion assumes a four 8th level characters party, but can be easily adapted for lower or higher level characters. Adventure Summary Death Triumphant opens with the heroes' arrival in Il Aluk on the evening of Darkest Night, a time when the moon does not rise. On this grim eve, superstition holds, all torches and lanterns must be extinguished lest the light they cast draw the dead into the land of the living. The heroes either ignorantly kindle a light or are tricked into doing so. As a result they face arrest by the Kargat, the dreaded secret police of Darkon. Before they can be hauled away, they are rescued by Grandmother Nichia, an ancient crone who openly flaunts the prohibition against kindling a light on Darkest Night. Nichia tells the heroes of a prophetic dream she had, one which seems to indicate that everyone in the city (including the heroes) will die at midnight. She urges them to try to prevent this by entering the Kargat stronghold, a prison known as the Grim Fastness. Here, they are to disrupt a religious ceremony, known as the Requiem, which will be attended by Azalin, lord of Darkon. Presumably Azalin's attendance will be the trigger for the grim events foretold by Nichia's dream. The heroes enter the prison and confront its inhabitants: members of the Kargat (including lycanthropes and a vampire), priests who have been transformed into zombies, and the horrific creature known as Death. They learn of the existence of something called the doomsday device and attempt to prevent it from being triggered at the stroke of midnight. Ultimately, however, they fail. The heroes (and everyone else in Il Aluk) are transformed into undead creatures. Thus begins the second part of this adventure. Pursued by Death's minions and reviled by the other undead of the city, the heroes must escape from Il Aluk. Along the way they encounter vampires, mummified priests, the Kargat, resentful skeletons and zombies, and a spectre. The escape climaxes with an encounter, just a few hundred feet from the border, with Death itself. At the same time that they are trying to escape the city, the heroes may also be searching for Grandmother Nichia, who has hinted that she may be able to restore the heroes to a normal, living existence. Unfortunately the heroes only catch up to Nichia at the precise instant that Death catches up to them. Running the Adventure To manage the adventure using this conversion, you need the main rules of Dungeons & Dragons fifth edition (Player’s Handbook, Dungeon Master’s Guide, and Monster Manual). Non-player characters and monsters that are not present in these sources are presented at the end of this conversion. Characters' Progression If the characters are at 8th level, they level up during the adventure with an event-based progression as follows: • At the end of Death's Dark Way, after awakening as undead creatures, the characters reach 9th level. • The characters obtain 10th level at the end of the adventure. Prepare to Die! Death Triumphant will kill your characters. There's no way to avoid this: in the middle of the adventure an apocalyptic tragedy will strike Il Aluk, altering it forever. Every living being in the city is going to die and raise again as undead creatures. Full rules to manage the transition of the characters into undead creatures are provided later in this book in the Requiem section. The characters should select undead lineages between those selected in that section. Note that in the original adventure there was the possibility to raise as lesser forms of undead like zombies and skeletons. In this conversion, these undead lineages are not provided, as other undead present more interesting choices. The characters' choices are less limited here than in the original adventure, as most undead maintain their class abilities in the transition. There is the possibility for the characters to return mortals again, but this would imply powerful spells they probably have not access to like true resurrection and wish. Not for resale. Permission granted to print or photocopy this document for personal use only. Requiem: The Grim Harvest - The Gothic Conversion 2 Introduction


Conversion his section describes the necessary updates to play the adventure with the rules of Dungeons & Dragons 5 th Edition. The updates follow the same order and have the same title as the parts in the original adventure. Requiem: The Grim Harvest is a boxed set composed of three booklets: Death Triumphant, Requiem, and Necropolis. This book includes the three conversions presented in this order, beginning with the adventure that concludes the Grim Harvest campaign. If a reference to a part of the adventure is absent, then it means that it does not require any modification and can be used in its original form. T The text appearing in this way is intended to be read or paraphrased to the characters when they arrive at a certain place or certain events occur, as described in the text. The text that appears in these boxes contains additions to the adventure and game recommendations for the DM. Introduction What Has Gone Before Death Triumphant is the third in a trilogy of adventures that began with Death Unchained and Death Ascendant. While it is not necessary to play these adventures before running Death Triumphant, they do provide background that is necessary for a complete understanding of the events that are about to unfold. The two adventures are summarized below. Death Unchained introduced the Ebon Fold, a secret society of assassins under the direction of the necromancer Ladislas Sintesti. These murderers stalked the city of Lekar (the capital of the domain of Falkovnia) killing with magical daggers known as death shards, which were capable of draining a portion of the victim's life force. The stolen life force was stored in a magical crystal skull, located in the Ebon Fold's secret headquarters. This subterranean lair was hidden under the Radiant Tower, a school for mages in Lekar. Mircea Giurgiu, the wizard who operated this school, had no idea of the evil that festered below it. When the crystal skull was full, Ladislas was to have conveyed it to the city of Stangengrad. There, a courier would pick it up and carry it to Lowellyn Dachine, a captain of the Kargat, the secret police who serve Azalin, lich lord of Darkon. At the end of Death Unchained, Ladislas was defeated and the crystal skull destroyed. The surviving members of the Ebon Fold fled to Stangengrad, and the delivery of the crystal skull never took place. Death Ascendant opened with the heroes picking up the trail of the Ebon Fold in Stangengrad and following this trail, with the aid of the vistana fortune teller Vito Romenza, to the city of Nartok in neighboring Darkon. This domain is home to both the Kargat and the Eternal Order, an organization of state-sanctioned, evil priests who worship death. The Temple of the Eternal Order in Nartok had been taken over, much to the anger of its bishop, Jeremias Grimshaw, by Lowellyn Dachine and other members of the Kargat. Using plans drawn up by Azalin himself, Lowellyn constructed in the temple a magical transformative device known as the infernal machine. This device was in the form of a golden coffin and was powered by five crystal skulls filled with stolen life force. Using blood blades (magical daggers similar to death shards) the Kargat was stealing the last of the life force needed to power up the machine. At the climax of Death Ascendant, Lowellyn entered the infernal machine and was transformed into the creature known as "Death." Trapped in the temple with this powerful being, the heroes had to discover Death's weakness and use this knowledge to drive it from the temple. Death was eventually driven out of the temple and into the swirling Ravenloft Mists. The surviving Kargat officers also fled, heading in the direction of Il Aluk. The infernal machine was a one-shot, experimental prototype of a much larger device being constructed by Azalin himself in Il Aluk, inside the stronghold known as the Grim Fastness. The lich lord plans to use this machine, which he calls the doomsday device, to ascend to demilich status. By doing so, he hopes to escape the confines of the Demiplane of Dread. As Death Triumphant opens, Azalin's great experiment is about to begin. Horror Opportunity: Welcome to Dying Death Triumphant is a grim adventure that includes a big plot twist: the characters are going to be transformed in undead creatures! Being this a major feature of this adventure, the players should not know this from the beginning. The horror and the surprise of the transformation should not be spoiled too soon. If you wish you can warn your players that this adventure includes elements of body horror but never give too much details. To enhance the horror mood of the adventure, anyway, you can include death omens like terrible nightmares, carrion birds following the characters, disturbing whispers in the night and so on. The players should feel that something terrible is going to happen. Not for resale. Permission granted to print or photocopy this document for personal use only. Requiem: The Grim Harvest - The Gothic Conversion 3


Death's Dark Way his adventure takes place in Il Aluk, capital of the domain of Darkon/Necropolis, and begins as the heroes enter that city one dark night. If the heroes have just played through Death Ascendant, they may already be heading for that city, since any Kargat who survived the confrontation in Nartok fled in the direction of Il Aluk at the conclusion of that adventure. T By Dark of Night If the characters are tricked into kindling a light or they attract attention in any other way (for example opening the handkerchief or casting a spell with a visible effect), 11 Kargat members and a Kargat sergeant move in to arrest them. If present, the resident of Il Aluk is a commoner. A Dream of Death Grandmother Nichia lives in the poorer half of Il Aluk, that part of the city which lies north of the Vuchar River canal. Her home is a mere hovel, a tiny one-storey building sandwiched between two larger tenement blocks. Magic Item: Nichia's Cane Staff, very rare (requires attunement by a Cleric, Druid, Sorcerer, Warlock, or Wizard) This staff has 3 charges and regains 1d3 expended charges daily at midnight. The staff can be wielded as a magic +1 club. On a hit, it deals damage as a normal club, and you can expend 1 charge. The target must succeed on a DC 15 Constitution saving throw or age 10 years and have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. Not for resale. Permission granted to print or photocopy this document for personal use only. Requiem: The Grim Harvest - The Gothic Conversion 4


Nichia's familiar, Lenore, is a raven. The helpful item that Nichia is referring to is a special rod of resurrection hidden inside a secret cupboard with her spellbooks. This magical item will become important later in the adventure, particularly if the DM doesn't want to trap the heroes in the world of the undead and plans to allow them to be immediately restored to life. For the moment, the rod remains hidden; it is concealed by a nondetection spell. The "watch fob" hangs from a chain and is set with a pale blue gem. It is a medallion of thoughts that once belonged to Goya's father. Goya does not know that it is magical (his mind is too broken to register its effects), and Nichia has never seen it before. The first character that touches the medallion is considered attuned to it (every subsequent attunement follows the usual requirements). This magical item has one unique quirk. While active, it causes the user's hair to stand on end and emit popping sparks. This effect is not harmful to the user in any way, but it can attract unwelcome attention. Not for resale. Permission granted to print or photocopy this document for personal use only. Requiem: The Grim Harvest - The Gothic Conversion 5


A Deadly Garden All the bodies show clear evidence of torture and are in ghastly shape. None of these victims is alive; those that are twitching slightly have been infested with violet fungi. These mindless fungi have grown inside the corpses, extending their branches into the arms and legs of the body. These branches burst free of the limbs and lash out at any characters who venture within striking range (within ten feet of an infested corpse). The Treadmill Currently, six commoners are chained here. They have been walking for several hours and are near collapse, but they are afraid to stop, despite the fact that the Kargat seem to have forgotten all about them. All the prisoners have four levels of exhaustion. The Grim Harvest If the heroes choose to enter the Grim Fastness through any of the doors on level 2, they will have the opportunity to witness the tail end of Azalin's "grim harvest" of life force. By the time the heroes arrive at the prison, most of the priests invited have already been transformed into zombies and are on level 4. 4 Eternal Order priests are straggling in late and have yet to be drained by the symbols. The heroes might try to enter the prison by attacking this group and stealing their robes and holy symbols (the sickles), or they might simply try to bluff their way into the Grim Fastness, claiming to also have been invited to attend the Requiem. In either case, just as the heroes reach the doors on level 2, another group of 4 Eternal Order priests pushes past them and demands to be let in first. Any hero foolish enough to pass the symbol after observing this warning sign must succeed on a DC 20 Constitution saving throw or be instantly slain and reanimated into a mindless zombie. Heroes who fail become non-player characters under the DM's control for the duration of the first half of this adventure. Only after the doomsday device has exploded do they return to the player's control. 2 Kargat members stand near entryway 3a, one more in 3b, and 2 more in 3c. If the heroes attack any of them, the others may hear the commotion and come running to their aid. The zombies created by the symbols march directly up the stairs, through the cell block on level 3, and up the stairs to level 4, where they cluster around the doomsday device. If the heroes try to impede this movement in any way, the zombie priests immediately attack them. A Bat in the Belfry Should the heroes have some means of flying or climbing, they could choose to enter the Grim Fastness through one of the windows on level 7. Here they encounter Moira Debrie, a werebat Kargat officer with a grudge against her commanding officer. Any confrontation with Moira is complicated by the colony of bats (6 swarms of bats) that has taken up residence in the dome. These hang quietly from the 40-foot-high ceiling but swarm around inside the dome if disturbed. Exploring the Prison The Grim Fastness is staffed by a total of 26 Kargat members, 4 Kargat werebat officers and one commanding officer (the vampire Kristobal del Diego, who is sleeping in his coffin in room 13b). The DM should keep track of any Kargat who are killed or otherwise eliminated, reducing these numbers accordingly. Not for resale. Permission granted to print or photocopy this document for personal use only. Requiem: The Grim Harvest - The Gothic Conversion 6


Not for resale. Permission granted to print or photocopy this document for personal use only. Requiem: The Grim Harvest - The Gothic Conversion 7


For each turn that the heroes spend exploring the prison, there is a 10% chance (cumulative) that they are confronted by a group of 1d4 Kargat members. There is a 50% chance that a Kargat werebat officer is accompanying this group. Not for resale. Permission granted to print or photocopy this document for personal use only. Requiem: The Grim Harvest - The Gothic Conversion 8


Level 2 Rooms 4 a/b: Torture Rooms The prisoners held here are 3 commoners. All the prisoners have four levels of exhaustion. Room 6: Treasury A Kargat member stands guard just outside the secret door that leads to this room. He is guarding a treasury and the secret door can be found on a successful DC 20 Wisdom (Perception) check (it is opened by pressing on a series of three pressure points on the wall). The treasury contains the following: 50,000 cp; 18,000 sp; 8,200 gp; 39 gems (worth together 7.000 gp) (including a gem of brightness); 22 art objects (a total of 8.000 gp of value); 17 pieces of jewelry (worth 5.000 gp in total); a gem of brightness, a ring of invisibility and a ring of human influence. Rooms 7 a/b: Weapons Rooms There is a single cursed magical item in each weapons room: a berserker axe in room 7a; and a sword of vengeance in room 7b. There is also one useful magical item in 7b: a +2 net. Rooms 8: Barracks If the heroes spend time searching this room, they may find individual treasures hidden under a mattress or in a coat pocket. For each turn spent searching, the heroes find 2d10 sp and also have a 20% chance (cumulative) of finding a single expendable magical item. The DM can choose between a potion of healing, a potion of grater healing, and a scroll of protection from evil and good. If the heroes did not accept the medallion Goya offered them, the DM may at this point wish to also give them a potion of mind reading. Level 2 Rooms 9 a/z: Cells Just over 100 prisoners (commoners) are crammed into the 26 cells in this floor of the Grim Fastness. All but a few, Magic Item: Ring of Human Influence Ring, rare This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells: • Charm Person (save DC 13) • Friends (save DC 13) • Hold Person (save DC 13) who were arrested quite recently, are very ill, having existed on a diet of mushrooms and water for several months. 5 Kargat members are stationed on this floor. Two are guarding the prisoners (and have keys to the cells) while the other three (those closest to the staircases) are ensuring that the zombie priests coming up from level 2 make their way through this area to the floor above. Just as the heroes enter the cell block, the guards are distracted by the arrival of Death, who has come to sup on the life force of the prisoners. Level 6 Rooms 12 a/d: Officers' Bedrooms If the heroes spend time searching these rooms, they may find individual treasures hidden inside a wardrobe or under a mattress. The heroes find 2d10 gp, and also have a 20% chance (cumulative) per turn spent searching of finding a single magical item per room. The DM can choose between the following: potion of healing, potion of greater healing, scroll of protection from evil and good, or any magical boots or cloak. Rooms 13a/b: Secret Chambers These rooms were constructed by the vampire Kristobal del Diego, commander of the Grim Fastness; only he knows of their existence. He uses them as a hiding place for his true coffin (which he is currently sleeping in). The coffin is in room 13b, while room 13a stands empty. Earlier this evening, Kristobal confronted Death, accusing the creature of trying to usurp command of the Grim Fastness. Death's response was to teach the vampire a lesson by laying a skeletal hand upon him. Kristobal survived but was reduced to half his maximum hit points. He immediately retreated to his coffin to contemplate his revenge. Kristobal's greatest weakness is his attraction to the smell of roses. When he smells their sweet perfume he must make a successful DC 16 Wisdom saving throw or succumb to an effect much like a hypnotic pattern spell for 1d4+1 rounds. After an initial exposure to the smell of roses, he becomes partially immune and automatically succeeds in subsequent saving throws against this effect for the next 1d4+1 hours. The Heart of Darkness The central section of this floor has been gutted, but a narrow ledge was left around the outside edges to connect the staircases that lead up and down from this area. These ledges have a number of cracks in them and may collapse unless the heroes move along them carefully. If the heroes move across a ledge without taking any precautions, there Not for resale. Permission granted to print or photocopy this document for personal use only. Requiem: The Grim Harvest - The Gothic Conversion 9


Not for resale. Permission granted to print or photocopy this document for personal use only. Requiem: The Grim Harvest - The Gothic Conversion 10


is a 10% (rolled once for each character making the crossing) that a portion of it collapses. To avoid falling 25 feet to the floor below, a character must succeed on a DC 16 Dexterity saving throw. A falling character takes 7 (2d6) bludgeoning damage and is knocked prone. The Doomsday Device Each crystal skull is protected with a spell. Any living creature attempting to touch or strike one of the skulls must first succeed on a DC 20 Wisdom saving throw to be able to do so, or the action is aborted. The doomsday device itself is protected by more powerful magic. It is immune to destructive spells and magical effects as if it were protected by a permanent globe of invulnerability, one with the ability to prevent even high-level spells from penetrating. The machine is also impervious to damage from weapons - even magical ones. These protections are impossible to negate except through the powerful wish spell. A Battle to the Death The heroes face a showdown with any Kargat member who remain alive, including the Kargat werebat officers. The vampire Kristobal del Diego leaves his coffin and joins the others here at midnight. At first he appears to be yet another opponent battling the heroes, but turns into an unexpected ally by attacking Death in an effort to extract revenge upon the creature that so diminished him. Death ignores any battle that might erupt, instead concentrating on tightening the last of the clamps that hold the lid of the hourglass in place. Death can, of course, respond to any personal threats by extending a hand to touch and drain life force from any opponent who gets too close or who poses too serious a challenge. Once the last clamp is tightened, however, Death is free to react to any attack by Kristobal or the heroes. The Toll of Midnight Azalin's schemes have born fruit; the doomsday device has served its purpose. No one may ever know if Azalin's plan to ascend to demilich status was successful; he was simply swallowed by the flames, perhaps never to be seen again. The wall of blackness was, in fact, a wave of necrotic power. It exploded from the doomsday device and rushed across the breadth of Darkon, passing through and subtly altering everything in its path. For complete details of the effects wrought by this wave of negative energy see Requiem and Necropolis. Full conversion of the necessary rules to manage the transition are presented in this book. Not for resale. Permission granted to print or photocopy this document for personal use only. Requiem: The Grim Harvest - The Gothic Conversion 11


Dust Thou Art he heroes are the first people in Il Aluk to awaken to unlife, several hours after the explosion of the doomsday device. All around them lie the bodies of those who were either inside the Grim Fastness when it was destroyed or who were standing in the streets outside the prison, hoping to catch a glimpse of the priestly procession that was to have occurred at the conclusion of the Requiem. T Any of the four Kargat officers who served in the Grim Fastness, and who were not killed by the heroes, have been transformed into ghasts (ghast werebat Kargat officers). They are stuck in hybrid form (they appear mostly human with batlike wings and a bat snout) and no longer have the ability to transform into true human or true giant bat form. Note: Heroes who had the misfortune to be turned into a zombie by one of the symbols inside the Grim Fastness survive the explosion and are transformed like the others, selecting an undead lineage (see the Requiem section below). Other Kargat officers within Il Aluk are mostly ghast werewolf Kargat officers. The lower ranking Kargat of Il Aluk have been transformed into ghouls. They travel the city in packs, satisfying their hunger for flesh. The average citizens of II Aluk have been transformed into zombies or skeletons. A handful were also turned into shadows; their outlines are seared into the walls of the city and they can't move more than 30 feet from the wall. Those priests of the Eternal Order who were not inside the Grim Fastness (who were not transformed into zombie priests) are transformed into Eternal Order mummies. Death remains unchanged and unharmed by the explosion of the doomsday device. When the heroes awaken to unlife, Death is mercifully not present. The heroes only have to deal with their fellow undead, but this should prove problem enough. All Undead Are Not Equal Death can control any undead creature within 60 feet of itself, utterly dominating its will. Only the heroes can resist, making a successful DC 15 Wisdom saving throw (on a failure, the white skulls appear in that hero's eyes for the duration of Death's control, which lasts until the character has moved out of the 60-foot radius). The other residents of Il Aluk subconsciously understand the heroes' unique ability to defy Death as soon as they look into the eyes of any of the heroes. At best, they snub the heroes as outsiders, refusing to aid them. At worst, they immediately attack the heroes. Not for resale. Permission granted to print or photocopy this document for personal use only. Requiem: The Grim Harvest - The Gothic Conversion 12


Not for resale. Permission granted to print or photocopy this document for personal use only. Requiem: The Grim Harvest - The Gothic Conversion 13


Keeping the Faith This encounter is set in Reaper's Chapel, a small house of worship maintained by the Eternal Order. Whether or not the heroes are seeking Nichia and Goya, they are invited into the chapel by one of the Il Aluk residents who is going to worship there. Inside the chapel, three priests of the Eternal Order are leading a prayer service. Two Eternal Order mummies are using detect magic spells (they can cast this spell at will) to locate potential "offerings" carried by the worshippers (magical items not yet turned in to the priesthood), while the third (a mummy lord) is preparing to cast a raise dead spell on a member of the congregation as an experiment (it can cast this additional spell 1/day). All 56 members of the congregation (30 zombies and 26 skeletons) immediately swarm toward the heroes, seeking to grab their magical items away. They are backed up by the three mummies, who use their spells to immobilize and hinder the heroes from a distance (the mummy lord will not use legendary actions or other abilities if the characters don't attack it directly). The crowd follows the heroes out of the chapel and chases them through the streets, increasing in numbers as it goes (the mummy lord will not chase the characters). A Hunger for “Justice” This encounter is set in Block Ten, one of the "holding pens" that was set up by the Kargat to house prisoners prior to their transfer to the Grim Fastness. The 4 ghouls in chain mail are Kargat lower ranks. The wolf-man is a ghast Kargat werewolf officer. The prisoners are all zombies who are residents of Il Aluk. For a more challenging encounter, you can double the number of ghouls and use two ghast Kargat werewolf officers as their leaders. Goya became a zombie. His actual statistics are presented on this page. Merchants of Misery This encounter is set in the Hallad Marketplace. No map is provided; the DM should simply describe the streets as "mazelike" and let the characters blunder about until they eventually find their way out again. Much of the merchandise in this marketplace has prematurely aged. Clothing is frayed, leather appears worn, metals are tarnished or pitted with rust, and ceramics have developed chips and cracks. Every time one of these items is used, a “1” on a to hit roll or ability check means the item breaks into pieces. At the DM's discretion, the breakage rule might also be applied to every nonmagical item that the characters are carrying, since this equipment was also affected by the negative energy. The characters have one round in which they are free to act. Any who flee immediately can escape without injury as long as they keep running and don't double back for anything (trapped companions, for example). At the start of the second round, however, each character is surrounded by six undead. The DM should roll 1d6 to determine how many are zombies; the remainder are skeletons. Each time one opponent falls, another skeleton or zombie steps into the breach. Given the never ending stream of opponents, the characters should soon realize the only way to escape this confrontation is to flee. The simplest option is to push through the crowd and run through whatever openings can be found. This is done by making a successful DC 15 Strength check and then making a successful DC 15 Dexterity check. Not for resale. Permission granted to print or photocopy this document for personal use only. Requiem: The Grim Harvest - The Gothic Conversion 14


The Strength check is made first; it determines whether the character can break through the six undead that are surrounding him. The check may be made once per round; each time the character fails, the six undead closest to the hero may make another attack. The character may not retaliate, since his sole action on that round was to try to push through the crowd. Once the Strength check is successful, the character can begin running, although he is not yet in the clear. The character must make a successful Dexterity check to escape. One such check may be made per round while the characters is running. On each round that the check fails, 1d4 undead are close enough to the character to make an attack. As soon as the Dexterity check succeeds, however, the character has found an opening in the crowd and has escaped. No further attacks occur. Another way the characters might flee is to climb up onto a shop and run across the rooftops. The shops are only one story (10 feet) high, and there are plenty of handholds. Thus, even unskilled climbers can make a DC 17 Strength (Athletics) check to see if they can climb to the rooftops. During the climb, however, 1d4 of the undead can make an attack on the character. Once on top of the shop, the character may flee across the rooftops. Since some of the undead will climb up in pursuit of the characters (although they do not get close enough to actually attack), getting away means leaping from one set of rooftops to the next. This is done using a DC 17 Strength (Athletics) check. The character loses his pursuers after 1d3+1 successful jumps. Should the hero fail any jumping check, he falls back into the streets of the marketplace and suffers 1d6 bludgeoning damage from the fall. The character is again surrounded by undead within one round and must start to fight or flee once more. The Restless Dead This encounter takes place in the Weeping Willows Graveyard. If the characters are searching for Nichia and Goya, they may have been directed to this graveyard. If they are trying to escape the city on their own, they are forced to flee into this graveyard after another encounter. The apparition is an undead creature, a noblewoman by the name of Chauncy Hopcott who was transformed into a third magnitude ghost (as described in by The Weathermay-Foxgrove Twins' Guide to Ghosts, published on DMSGuild) the wave of negative energy thrown out by the doomsday device. The grave's contents, however, are tempting. The ring on Breswick's finger is a ring of levitation (it works as a pair of boots of levitation). The flask is an iron flask that contains a pyre elemental. It cannot be controlled and will attack if released. It can be imprisoned again inside the flask normally. Not for resale. Permission granted to print or photocopy this document for personal use only. Requiem: The Grim Harvest - The Gothic Conversion 15


Drink of the Dead This encounter is set in Potter's Pub, a small, rough-looking tavern. Despite transformation of Il Aluk's citizens into undead creatures, the city's taverns and inns are still open. The undead go through the motions of drinking, despite the fact that their dead taste buds can no longer savour the flavours of the beverages. Nor does alcohol affect the undead; lacking functioning stomachs and circulatory systems, they are no longer able to become drunk. The owner of Potter's Pub is more enterprising than most. Abel Canning is not only a tavern keeper but also a ghast werewolf Kargat officer. The man in the corner is the vampire Kristobal del Diego, former commander of the Grim Fastness. The Potter's Pub customers are zombies and skeletons. A Deadly Reunion Whether or not they have been looking for her, the characters at last meet up with Nichia on the outskirts of Il Aluk. Unfortunately, so too does Death. The emaciated figure is Grandmother Nichia, who was transformed into a lich by the shock wave of negative energy that swept through Il Aluk (in addition to the spells available to a lich, she can also cast all the spells she knew in life). Unfortunately, Goya is still terrified by the strange new form his mother has taken. The heroes must calm him down and reassure him that all is well. On a successful DC 15 Charisma (Persuasion) check, he remains fearfully at their side. Just as the reunion is complete, Death appears on the scene. It has at last tracked down the heroes and wants to exact revenge for their having interfered in the Requiem. In the Wake of Death Once the heroes have successfully escaped from Il Aluk, the Death Triumphant adventure comes to a close. If Grandmother Nichia has also escaped, she can restore the heroes to their normal forms by using her special rod of resurrection to bring them back to life (Nichia's rod can cast true resurrection using 5 charges once per week). If Nichia or the rod was lost, the heroes must seek out some other means of bringing themselves back to life. Otherwise, they face the grim prospect of remaining outcasts in the lands of the living, who regard them as "monsters." Not for resale. Permission granted to print or photocopy this document for personal use only. Requiem: The Grim Harvest - The Gothic Conversion 16


he Requiem, campaign expansion has been carefully designed to allow players of the Ravenloft game of classic horror to add a new dimension to their campaigns. Specifically, it provides Dungeon Masters with all the rules they need to help their players create characters drawn from the ranks of the sinister undead. T Most of the process of creating a character follows the same rules as explained in the Player's Handbook. Since a character can decide to begin game as undead or become one during a campaign, the different undead types are presented following the Lineages rules presented in the Van Richten's Guide to Ravenloft, reported here for your convenience. The Requiem campaign assumes that all the characters are undead, but it's possible to create a mixed party Lineages In the Land of the Mists, power and dread lie in the simple question "What happened to me?". The following undead lineages are races that characters might gain through remarkable events. These overshadow their original race, if any, becoming their new race. A character might choose a lineage during character creation, their transformation having occurred before play begins. Or, events might unfold during adventures that lead your character to replacing their race with this new lineage. Work with your DM to establish if you're amenable to such a development and how such stories unfold. Creating Your Character At 1st level, you choose whether your character is a member of the human race or of one of the game's fantastical races. Alternatively, you can choose one of the following lineages. If you choose a lineage, you might have once been a member of another race, but you aren't any longer. You now possess only your lineage's racial traits. When you create a character using a lineage option here, follow these additional rules during character creation. Ability Score Increases When determining your ability scores, you increase one of those scores by 2 and increase a different score by 1 , or you increase three different scores by 1. You follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. Whichever scores you decide to increase, none of the scores can be raised above 20. If you are replacing your race with a lineage, replace any Ability Score Increase you previously had with these. Creature Type Every creature in D&D, including every player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race option presented here tells you what your character's creature type is. Here's a list of the game's creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don't have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the text of the cure wounds spell specifies that the spell doesn't work on a creature of the Construct type. Undead Physiology Since all the lineages presented in this section are of the Undead type, it's important to note some differences from living characters. Life-Affecting Spells Many spells that normally affect living beings are totally useless if cast on the undead. The first example is the cure wounds spell. Every spell states in its description the effect it has on different creature types. Note that spells as raise dead and resurrection are completely useless if cast on an undead character. It is possible to transform back an undead character into its former living version casting powerful spells as true resurrection and wish. If the character wants to resist these spells and remain undead, it can do this on a successful Charisma saving throw (the character has advantage on its roll). Once living again, the character loses any advantage of its undead legacy and gets those of its former race. The character loses access to any feat with the undead prerequisite and may select other feats to substitute them. Undead Common Weaknesses An undead character is vulnerable to any spell or effect that specifically affects undead creatures and can be turned by the Channel Divinity: Turn Undead feature. Even Death May Die If reduced to 0 hit points, unless it has a special way to survive, an undead character is destroyed. If you wish, the character can try a DC 20 Charisma saving throw to survive, remaining with 1 hp if the save is successful. Not for resale. Permission granted to print or photocopy this document for personal use only. Requiem: The Grim Harvest - The Gothic Conversion 17 Requiem


Ghost You are dead, but you left some important issues unresolved and you raised again as a ghost. You are an ethereal undead now, forever cut off from the world of the living, but still not ready to join the ranks of the truly dead in the Great Beyond. You are free to follow your own agenda, even if the living fear you because of your evident undead condition. Perhaps you want to help someone, but your intentions may be hindered by the fear you inspire. Undead Legacy Any humanoid may become a ghost if it has enough force of will and unresolved issues in the world of the living. Usually ghost are created by their own willing and can't reproduce in any way. Ghosts are translucent copies of their former self at the moment of their death. They wear the same clothes and have the same equipment they had in life, but every item transformed with them is only a simulacrum and loses every special quality. Cursed into a Suspended Existence Ghosts gain great powers in the transition to undeath, but they are also forever condemned in a state between death and life. This will last until they will be able to fulfil the unresolved issue they left behind. Many ghosts feel to be cursed, but others find in their new condition power and the means to get everything they were denied in life. Ghost Traits Your undead nature gives you advantages and weaknesses that distinguish you as an incorporeal undead. Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. If you are replacing your race with this lineage, you retain any languages you had and gain no new languages. Creature Type. You are an Undead. Age. Ghosts are struck forever at the moment of their death. They never age and their appearance never changes. Even if it's difficult to kill a ghost, the weaker ones can be destroyed as any living creature. Stronger ghosts can reform if destroyed until their unresolved issues are settled. Size. You are Medium or Small. If you are replacing your race with this lineage, you retain the size you had. Speed. You have no walking speed. Your fly (hover) speed is 40 feet. Ancestral Legacy. If you replace a race with this lineage, you can keep any skill proficiencies you gained from it. If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice. Armor of Undying Will. You gain a natural armor class bonus equal to your Charisma bonus. Darkvision. You have a superior vision in conditions of dim light or darkness. You can see at 60 ft. in dim light as if it were bright light, and in darkness as if it were dim light. You can’t distinguish colours in the dark, just shades of gray. Deathless Nature. You don't need to breathe or eat. Ethereal Form. You can use your Action to enter the Ethereal Plane from the Material Plane, or vice versa. You are visible on the Material Plane while you are in the Border Ethereal, and vice versa, yet you can't affect or be affected by anything on the other plane. You can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object. You cannot touch or use any physical item or equipment, you can only interact and use ethereal items. If you are a spellcaster, you can cast your spells without needing material components, but if the component has a value superior to 1 gp, you must find an ethereal equivalent to cast it. Any spellcasting focus you had when you died is transformed in an ethereal equivalent and can be used to cast spells. If you are a cleric and you have a holy symbol, you can use it to use your Channel Divinity feature. Ethereal Sight. You can see 60 ft. into the Ethereal Plane when you are on the Material Plane, and vice versa. Undead Fortitude. You have resistance to acid, fire, lightning, and thunder. You are immune to cold, necrotic, and poison damage. At 5th level you gain also resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. Because you are an undead and an incorporeal creature, you are also immune to the following conditions: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, and restrained. Will Over Body. You make all of your natural and weapon attacks using your Charisma bonus instead of your Strength or Dexterity bonus. Withering Touch. You gain a touch attack as a natural weapon, which counts as a simple melee weapon with which you are proficient. It deals 2d6 plus your Charisma bonus necrotic damage. You make this attack using your Charisma bonus instead of your Strength or Dexterity bonus. Ghostly Equipment It is possible to find ghostly equivalents of magic items and equipment in the Ethereal Plane. They were destroyed on the Material Plane but survived as ethereal copies. Ghost items cannot affect anything on the Material Plane, but they work normally for the ghost. Not for resale. Permission granted to print or photocopy this document for personal use only. Requiem: The Grim Harvest - The Gothic Conversion 18


Ghoul You are one of the hungry dead. Your mind is dominated by the strong impulse to consume humanoid flesh, living or dead doesn't matter. You can control your hunger for a limited time, but you are compelled by a ravenous desire to eat and sate, even for a limited time only, your burning hunger. You can be still attached to some matters of your past life, but even when good-willed, your attempts to achieve your goals are hindered by your eternal hunger. Your appearance and your hunger hinder your interactions with the living, since your undead nature is obvious and unnerving. Undead Legacy Any humanoid may become a ghoul. People that in life were greedy or gluttons have often a chance to become ghouls if their will was dominated by these impulses. A ghoul is a horrible mockery of its former self. Although still clearly recognizable as having been humanoid, the creature clearly shows the effects of the grave. Its skin is grey and stretched tightly across bone and muscle, giving the ghoul a withered, almost mummified look. The teeth that fill its viciously grinning mouth are as long and sharp as the claws that have replaced its fingernails. The creature's tongue has grown long and slender, thick with muscle and covered with raspy bumps designed for scraping marrow from bones. Eternal Hunger Ghouls feel the eternal pull of hunger, and they crave humanoid flesh. They prefer to eat fresh meat, but even rotten meat can sustain these undead creatures. Even when this hunger is sated, the impulse to consume flesh is always present and it's the ghoul's damnation. Due to this eternal hunger, ghouls are known to be prone to bursts of anger when they can't eat for a prolonged period. Ghoul Traits Your undead nature gives you advantages and weaknesses that distinguish you as an hungry dead. Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. If you are replacing your race with this lineage, you retain any languages you had and gain no new languages. Creature Type. You are an Undead. Age. Ghouls don't age and they maintain the same appearance forever. They don't die of old age. Size. You are Medium or Small. If you are replacing your race with this lineage, you retain the size you had. Speed. Your walking speed is 30 feet. Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it. If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice. Darkvision. You have a superior vision in conditions of dim light or darkness. You can see at 60 ft. in dim light as if it were bright light, and in darkness as if it were dim light. You can’t distinguish colours in the dark, just shades of gray. Deathless Nature. You don't need to breathe. You need to eat fresh or rotten humanoid flesh to sustain your unlife. You must eat 5 pounds of meat each day or you gain a level of exhaustion. Ghoul's Bite. Your bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. It deals 2d6 piercing damage. Ghoul's Claws. You gain claws as natural weapons, which count as a simple melee weapon with which you are proficient. It deals 1d4 slashing damage. If you hit a target other than an elf or undead, it must succeed on a Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The DC of this saving throw is Constitution based. Undead Fortitude. You are immune to poison damage. Because you are an undead creature, you are also immune to the following conditions: charmed, exhaustion, and poisoned. Not for resale. Permission granted to print or photocopy this document for personal use only. Requiem: The Grim Harvest - The Gothic Conversion 19


Mummy You are a mummified undead known as a mummy. These undead creatures are often created through a ritual burial tradition. But mummies are not always created in a religious ceremony, they can also spawn from bodies naturally preserved in a mummified condition. You are free to follow whatever interest or vocation you had in life, even if you appear to other people clearly as the undead monster you have become. Undead Legacy Any humanoid involved in religion may become a mummy after its death if its body is correctly preserved by natural conditions or a special burial rite. A mummy raises when it has unresolved issues that involve something tied to religion or the particular interests of a church. In most cases, people associate the mummy with the bandagewrapped corpses that haunt the tombs of desert realms. In truth, they come in a great diversity of raiments. Divine Obsession Mummies were often priests in life, or at least people with a strong interest for the divine and the afterlife. This obsession about religion and death is something the mummy maintains. Mummies are obsessed in knowing more about other religions and their burial rites. Mummies can even become so obsessed with their own religion to show an incredible zealotry. Mummy Traits Your undead nature gives you advantages and weaknesses that distinguish you as an undead mummy. Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. If you are replacing your race with this lineage, you retain any languages you had and gain no new languages. Creature Type. You are an Undead. Age. Mummies don't age, they maintain the same appearance forever. They don't die of old age. Size. You are Medium or Small. If you are replacing your race with this lineage, you retain the size you had. Speed. Your walking speed is 20 feet. Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it. If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice. Darkvision. You have a superior vision in conditions of dim light or darkness. You can see at 60 ft. in dim light as if it were bright light, and in darkness as if it were dim light. You can’t distinguish colours in the dark, just shades of gray. Deathless Nature. You don't need to breathe or eat. Dreadful Glare. You can use your Action to target one creature you can see within 60 feet of you. If the target can see you, it must succeed on a Wisdom saving throw against this magic or become frightened until the end of your next turn. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies for the next 24 hours. The DC of this saving throw is Charisma based. You can use this trait a number of times equal to your proficiency bonus and regain the ability to do so when you finish a long rest. Fire Vulnerability. You are vulnerable to fire damage. Rotting Fist. You gain a powerful slam attack as a natural weapon, which count as a simple melee weapon with which you are proficient. It deals 1d6 bludgeoning damage plus 1d6 necrotic damage. If you hit a creature with this attack, it must succeed on a Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. The DC of this saving throw is Constitution based. Undead Fortitude. You are immune to necrotic and poison damage. You are also immune to the following conditions: charmed, exhaustion, frightened, paralyzed, and poisoned. Not for resale. Permission granted to print or photocopy this document for personal use only. Requiem: The Grim Harvest - The Gothic Conversion 20


Lich You have become an undead obsessed with magic and power. In life you were a spellcaster and in death you only wish to continue expanding your powers and knowledge. Life is limited, as even the most powerful spellcaster one day will be affected by its mortality. The form of the lich grants you infinite time to continue your studies for eternity and became a mystical power to be reckoned with. Undead Legacy Any humanoid spellcaster may become a lich if it has the will to become powerful and wishes immortality to do so. Often becoming a lich involves some magic or ritual and a strong force of will. Usually a lich is created by its own willing, by its own lust for power and knowledge. Liches most frequently resemble withered or mummified versions of their living selves, although other appearances are not unknown. Their eyes burn with magical power. Power Hungry Liches are obsessed by one thought: they want to become powerful. A lich can use its powers even to do some good, but it is interested mainly in gaining new knowledge and learning the most powerful spells. Lich Traits Your undead nature gives you advantages and weaknesses that distinguish you as an immortal spellcaster. Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. If you are replacing your race with this lineage, you retain any languages you had and gain no new languages. Creature Type. You are an Undead. Age. Liches don't age, they maintain the same appearance forever. They don't die of old age. Size. You are Medium or Small. If you are replacing your race with this lineage, you retain the size you had. Speed. Your walking speed is 30 feet. Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it. If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice. Deathless Nature. You don't need to breathe or eat. Frightening Gaze. You can use your Action to fix your gaze on one creature you can see within 10 feet of you. The target must succeed on a Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to you gaze for the next 24 hours. The DC of this saving throw is based on your spellcasting ability. You can use this trait a number of times equal to your proficiency bonus and regain the ability to do so when you finish a long rest. Immortal Spellcaster. Becoming a lich implies the use of spells and rituals. Only spellcasters can become a lich. If you select this legacy, your class must be artificer, bard, cleric, druid, sorcerer, warlock, or wizard. Paralyzing Touch. You gain a powerful spell attack, you use your spellcasting ability to hit with it. It deals 1d6 cold damage. If you hit a creature with this attack it must succeed on a Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The DC of this saving throw is based on your spellcasting ability. Truesight. You have a superior form of vision. You can see at 120 ft. in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, you can see into the Ethereal Plane. Undead Fortitude. You are resistant to cold, lightning, and necrotic damage. At 5th level you gain also resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. You are also immune to the charmed, exhaustion, frightened, paralyzed, and poisoned conditions. Not for resale. Permission granted to print or photocopy this document for personal use only. Requiem: The Grim Harvest - The Gothic Conversion 21


Vampire You are an undead lord of the night. You became an immortal creature, created willingly by another vampire. You are a free willed undead, different from the enslaved vampire spawns. Perhaps your creator was destroyed or something in your creation process went wrong. You are free to stalk the night and find your own path as an unchanging vampire. Undead Legacy Vampires come from different humanoid races. The process of their creation involve the willing action of another vampire. Born vampires are unheard of. Vampires are pallid versions of their previous self. Their appearance is varied as varied can be their origins. Every vampire craves for blood, their only source of sustenance. Condemned or Blessed Some vampires feel condemned for all the things they have lost in the transformation. Others revel in their newfound powers. What to do with their undead existence, that's a decision every vampire must take alone. Those who see this condition as a curse live trying not to hurt other people and hiding their condition, often posing as eccentric living people. For these creatures sometimes the vampiric condition becomes too heavy to sustain and they choose to end their lives by their own will. Those who see it as a blessing use their powers to obtain everything that was denied to them in life, often becoming cruel tyrants. Vampire Traits Your undead nature gives you advantages and weaknesses that distinguish you as a child of the night. Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. If you are replacing your race with this lineage, you retain any languages you had and gain no new languages. Creature Type. You are an Undead. Age. Vampires are created by other vampires. They remain identical in appearance as they were at the moment of their transformation. Vampires can live forever if they are not killed. Size. You are Medium or Small. If you are replacing your race with this lineage, you retain the size you had. Speed. Your walking speed is 35 feet. Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it. If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice. Darkvision. You have a superior vision in conditions of dim light or darkness. You can see at 60 ft. in dim light as if it were bright light, and in darkness as if it were dim light. You can’t distinguish colours in the dark, just shades of gray. Deathless Nature. You don't need to breathe or eat. You need to drink blood to sustain your unlife. You must drink blood once per night or you gain a level of exhaustion. You need to drink a pint of fresh blood from an humanoid or two pints from any other kind of living creature. Regeneration. At 5th level, you regain 5 hit points at the start of your turn if you have at least 1 hit point and you are not in sunlight or running water. If you take radiant damage or damage from holy water, this trait doesn't function at the start of your next turn. Resting Place. You must select a unique resting place like a coffin, a tomb, or a sarcophagus. You can complete a Long Rest only when you make it by day in your resting place. Spider Climb. You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. Undead Fortitude. You have resistance to necrotic damage. At 5th level you gain also resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. Vampiric Bite. Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d6 piercing damage plus 1d6 necrotic damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite. When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you regain hit points equal to the necrotic damage dealt by the bite. Vampiric Claws. You gain claws as natural weapons, which count as a simple melee weapon with which you are proficient. It deals 1d4 slashing damage. Forbiddance. You can't enter a residence without an invitation from one of the occupants. Harmed by Running Water. You take 10 acid damage when you end your turn in running water. Stake to the Heart. You are destroyed if a piercing weapon made of wood is driven into your heart while you are incapacitated in your resting place. Sunlight Hypersensitivity. You take 10 radiant damage when you start your turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks. Not for resale. Permission granted to print or photocopy this document for personal use only. Requiem: The Grim Harvest - The Gothic Conversion 22


Wight You are an undead creature animated by a thirst for revenge. Your soul is full of hatred and you wish to avenge yourself against those who caused you suffering in life. Perhaps you are a rightful avenger of sorts or the slights you have suffered are serious only in your own distorted mind. You are compelled to react with fury and disdain in front of injustice, but the nature of this injustice can sometimes be defined so only by your own judgement and you can decide to punish the living even just for a perceived and slight insult against yourself. Your cold touch is a bane for the living, and death follows you everywhere you go. Undead Legacy Wights are undead monsters animated through the force of hatred and violence, creatures whose fury is now directed against living beings. Wights are animated by a burning hatred and a desire for revenge against their enemies. A wight appears similar to its living self, but to anyone its clearly an undead creature. It's skin is extremely pale and cold, often showing mild signs of corruption. Their fingers elongate in sharp claws and their teeth become sharp and pointy. The touch of the wight is a bane to living things, it drains the life force from the living and can kill them with the very cold of the grave. Burning Hatred Wights always feel inside an hatred impossible to explain. This hatred consumes internally the wight and influences all of its actions. Usually wights try to channel this hatred towards a specific target, usually someone who caused them some harm. They try to get a revenge against this subjects in anyway they can conceive. Some wights become so consumed by their hatred that they revenge against any living being for the simple guilt to be alive. Wight Traits Your undead nature gives you advantages and weaknesses that distinguish you as an undead wight. Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. If you are replacing your race with this lineage, you retain any languages you had and gain no new languages. Creature Type. You are an Undead. Age. Wights don't age, they maintain the same appearance forever. They don't die of old age. Size. You are Medium or Small. If you are replacing your race with this lineage, you retain the size you had. Speed. Your walking speed is 30 feet. Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it. If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice. Darkvision. You have a superior vision in conditions of dim light or darkness. You can see at 60 ft. in dim light as if it were bright light, and in darkness as if it were dim light. You can’t distinguish colours in the dark, just shades of gray. Deathless Nature. You don't need to breathe or eat. Life Drain. You gain a touch attack as a natural weapon, which count as a simple melee weapon with which you are proficient. It deals 1d8 necrotic damage plus your Strength bonus necrotic damage. If you hit a creature with this attack, it must succeed on a Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. The DC of this saving throw is Constitution based. Sunlight Sensitivity. While in sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Undead Fortitude. You are immune to necrotic and poison damage. At 5th level you gain also resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons. Because you are an undead creature, you are also immune to the poisoned condition. Not for resale. Permission granted to print or photocopy this document for personal use only. Requiem: The Grim Harvest - The Gothic Conversion 23


Wraith You are an unliving embodiment of death. Your lifeless, incorporeal form is anathema to the living. You are filled with a profound hatred that survived your death and you are sustained by this feeling. Everything good of life has been stripped to you, leaving only a vast, deep void inside of you. You can choose how to use your anger, as it can be a powerful force of evil, but also a powerful force of good if channelled wisely. Your choices will feel the emptiness inside of you, or speed your path to eternal damnation. Undead Legacy Any humanoid may become a wraith. A wraith is malice incarnate, concentrated into an incorporeal form. The creature is suffused with negative energy, and its mere passage through the world leaves nearby plants blackened and withered. Animals flee from its presence. Even small fires can be extinguished by the sucking oblivion of the wraith's horrifying existence. Wraiths are roughly human in shape, although they are utterly black in colour and have more in common with shadows than with living men. Although a wraith has no true face, the ethereal features of a skull with searing red eyes can be seen atop its ebony form. Anger and Death A wraith existence is a scourge upon the land. Wraiths are infused so powerfully of necrotic energy that their mere presence makes plants die and animals flee. A wraith is dominated only by the profound anger it feels, having been stripped of all the gifts of the living, even of their appearance. Wraiths do not resemble at all what they were when alive, their faces are featureless darkness and their eyes burn like coals. Between the undead, they were those who have lost more in the transition, even their own sense of identity. Wraiths may become horrible scourges of the living or find a way to channel their anger, but even when helping others this means death for their enemies. Wraith Traits Your undead nature gives you advantages and weaknesses that distinguish you as an incorporeal undead. Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. If you are replacing your race with this lineage, you retain any languages you had and gain no new languages. Creature Type. You are an Undead. Age. Wraiths don't age, they maintain the same appearance forever. They don't die of old age. Size. You are Medium or Small. If you are replacing your race with this lineage, you retain the size you had. Speed. You have no walking speed. Your fly (hover) speed is 60 feet. Ancestral Legacy. If you replace a race with this lineage, you can keep any skill proficiencies you gained from it. If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice. Armor of Undying Will. You gain a natural armor class bonus equal to your Charisma bonus. Darkvision. You have a superior vision in conditions of dim light or darkness. You can see at 60 ft. in dim light as if it were bright light, and in darkness as if it were dim light. You can’t distinguish colours in the dark, just shades of gray. Deathless Nature. You don't need to breathe or eat. Incorporeal Form. You can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object. You cannot touch or use any physical item or equipment. If you are a spellcaster, you can cast your spells without needing material components. Any spellcasting focus you had when you died is transformed in an incorporeal equivalent and can be used to cast spells. If you are a cleric and you have a holy symbol, you can use it to use your Channel Divinity feature. Life Drain. You gain a touch attack as a natural weapon, which count as a simple melee weapon with which you are proficient. It deals 1d8 necrotic damage plus your Charisma bonus necrotic damage. If you hit a creature with this attack, it must succeed on a Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. The DC of this saving throw is Constitution based. You make this attack using your Charisma bonus instead of your Strength or Dexterity bonus. Sunlight Sensitivity. While in sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Undead Fortitude. You have resistance to acid, cold, fire, and lightning. You are immune to necrotic, and poison damage. At 5th level you gain also resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons. Because you are an undead and an incorporeal creature, you are also immune to the following conditions: charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, and restrained. Will Over Body. You make all of your natural and weapon attacks using your Charisma bonus instead of your Strength or Dexterity bonus. Not for resale. Permission granted to print or photocopy this document for personal use only. Requiem: The Grim Harvest - The Gothic Conversion 24


Feats Additional Natural Attack Prerequisite: Undead You can devastate your enemies with a series of terrible attacks. • You can attack twice, instead of once, whenever you take the Attack action on your turn using your natural weapons. If you have the Extra Attack feature, you can make an additional attack with your natural weapons on your turn whenever you take the Attack action on your turn. Attack Resistance Prerequisite: Undead Your undead body is impervious to damage from mundane weapons not made of silver. • You gain resistance to bludgeoning, slashing, and piercing damage from nonmagical weapons that are not silvered. If you already have this feature, you gain immunity to this damage instead. Bat Form Prerequisite: Vampire You can assume the form of a bat. • Increase your Dexterity score by 1, to a maximum of 20. • If you are not in sun light or running water, you can use your Action to polymorph into a Tiny bat, or back into your true form. While in bat form, you can't speak, your walking speed is 5 feet, and you have a flying speed of 30 feet. Your statistics, other than your size and speed, are unchanged. Anything you are wearing transforms with you, but nothing you are carrying does. You revert to your true form if you die. You can use this trait a number of times equal to your proficiency bonus and regain the ability to do so when you finish a long rest. Blinding Dust ____ Prerequisite: Mummy, Heart Rejuvenation, Magic Resistance You can command dust and sand to blind your enemies. • As an action, you can make blinding dust and sand swirl magically around you. Each creature within 5 feet of you must succeed on a Constitution saving throw or be blinded until the end of your next turn. The DC of this saving throw is Constitution based. Once you use this trait, you can’t use it again until you finish a short or long rest. Children of the Night Prerequisite: Vampire, Undying Charm You can call the children of the night to your side. • You can use your Action to magically call 6 swarms of bats or rats, provided that the sun isn't up. While outdoors, you can call 6 wolves instead. The called creatures arrive in 1d4 rounds, acting as your allies and obeying your spoken commands. The beasts remain for 1 hour, until you die, or until you dismiss them as a bonus action. Once you use this trait, you can’t use it again until you finish a long rest. Damage Resistance Prerequisite: Undead Your undead body is more resistant to damage from energies and spells. • You gain resistance to a single source of damage, selected when you chose this feat (cold, fire, radiant, etc.). If you already have this feature, you gain immunity to that damage source instead. Death's Caress Prerequisite: Vampire, Bat Form or Vampiric Charm Your bite becomes more lethal. • Increase your Strength score by 1, to a maximum of 20. • Your bite now deals 1d6 piercing damage plus 3d6 necrotic damage on a hit. Disrupt Life Prerequisite: Lich, Improved Paralyzing Touch Your presence means death and creatures around you wither and die. • Using your Action, you can make each non-undead creature within 20 feet of you make a Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. The DC of this saving throw is based on your spellcasting ability. Once you use this trait, you can’t use it again until you finish a long rest. Not for resale. Permission granted to print or photocopy this document for personal use only. Requiem: The Grim Harvest - The Gothic Conversion 25


Drain Ability Prerequisite: Undead, Natural Weapon Your touch can drain your enemies of their abilities. • Your natural weapons can drain mortals of their abilities, weakening the strongest warrior or reducing the most intelligent mage to a gibbering idiot. Chose one of your natural weapons, then chose one Ability score (Strength, Deterity etc.). From now on, your attack adds the following effect to the damage it normally deals when you hit a creature: the target's [chosen Ability] score is reduced by 1d4. The target dies if this reduces its Strength, Dexterity,or Constitution to 0, or is reduced to an empty mindless husk if this reduces its Intelligence, Wisdom, or Charisma to 0. Otherwise, the reduction lasts until the target finishes a Short or Long Rest. Frightening Gaze Prerequisite: Undead Your gaze can inspire fear in your enemies. • Increase your Charisma score by 1, to a maximum of 20. • You can use your Action to fix your gaze on one creature you can see within 10 feet of you. The target must succeed on a Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to your gaze for the next 24 hours. The DC of the saving throw is Charisma based. You can use this trait a number of times equal to your proficiency bonus and regain the ability to do so when you finish a long rest. You can use this trait a number of times equal to your proficiency bonus and regain the ability to do so when you finish a long rest. Ghast's Hunger Prerequisite: Ghoul, Stench of the Grave, Turn Defiance Your growing powers make you a ghast, a powerful leader of ghouls. • Your ghoul's bite now deals 2d8 piercing damage on a hit. • Your ghoul's claws now deal 1d6 slashing damage on a hit. Horrifying Visage Prerequisite: Ghost The horror of your ghost condition strikes fear in your enemies and may make them age years in a handful of seconds. • Increase your Charisma score by 1, to a maximum of 20. • You can use your Action to make each non-undead creature within 60 ft. of you that can see you make a Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 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 your 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. The DC of this saving throw is Charisma based. Once you use this trait, you can’t use it again until you finish a short or long rest. Improved Life Drain Prerequisite: Wight, Wraith Your life drain attacks becomes more lethal. • Your life drain now deals 2d8 necrotic damage on a hit. Improved Paralyzing Touch Prerequisite: Lich, Phylactery Your paralyzing touch attacks becomes freezing as death itself. • Your paralyzing touch now deals 3d6 cold damage on a hit. Improved Vampiric Regeneration Prerequisite: Vampire, Mist Form Your regeneration becomes more powerful, making you very difficult to destroy. The severity of some of your weaknesses worsen. • You regain 10 hit points at the start of your turn if you have at least 1 hit point and you are not in sunlight or running water. If you take radiant damage or damage from holy water, this trait doesn't function at the start of your next turn. Not for resale. Permission granted to print or photocopy this document for personal use only. Requiem: The Grim Harvest - The Gothic Conversion 26


• You now take 20 acid damage from running water and 20 radiant damage from sunlight. Improved Withering Touch Prerequisite: Ghost, Horrifying Visage Your rotting fist attacks becomes more lethal. • Your withering touch now deals 4d6 necrotic damage on a hit. Inflict Wounds Prerequisite: Undead You can inflict devastating wounds with just a touch. • Increase your Wisdom score by 1, to a maximum of 20. • You gain the ability to cast inflict wounds. Once you cast the spell with this trait, you can’t cast that spell with it again until you finish a long rest; however, you can cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spell you cast with this trait (choose the ability when you create your character). Magic Resistance Prerequisite: Undead Your undead nature gives you a better resistance to magical effects and spells. • You have advantage on saving throws against spells and other magical effects. Mist Form Prerequisite: Vampire, Bat Form You’ve learned the secret to assume mist form and become impervious to attacks. • Increase your Constitution score by 1, to a maximum of 20. • If you are not in sun light or running water, you can use your action to polymorph into a Medium cloud of mist, or back into your true form. While in mist form, you can't take any actions, speak, or manipulate objects. You are weightless, have a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, you can do so without squeezing, and you can't pass through water. You have advantage on Strength, Dexterity, and Constitution saving throws, and you are immune to all nonmagical damage, except the damage you take from sunlight. You revert to your true form if you die. You can use this trait a number of times equal to your proficiency bonus and regain the ability to do so when you finish a long rest. Misty Escape Prerequisite: Vampire, Mist Form You have discovered the secret of true immortality. Now is almost impossible to permanently destroy you. • When you drop to 0 hit points outside your resting place, you transform into a cloud of mist (as in the Misty Escape feat) instead of being destroyed, provided you aren't in sunlight or running water. If you can't transform, you are destroyed. While you have 0 hit points in mist form, you can't revert to your vampire form, and you must reach your resting place within 2 hours or be destroyed. Once in your resting place, you revert to your vampire form. You are then paralyzed until you regain at least 1 hit point. After spending 1 hour in your resting place with 0 hit points, you regain 1 hit point. Heart Rejuvenation Prerequisite: Mummy When you are destroyed, you gain a new body if your heart is still intact. • If you are destroyed you gain a new body in 24 hours if you heart is intact, regaining all your hit points and becoming active again. The new body appears within 5 feet of your heart. Phylactery Prerequisite: Lich You create a phylactery in which your life force can be stored. This may take many forms, although amulets, rings, crowns, and other types of jewelry are the most common. So long as this object is not destroyed, you will exist. • If you have a phylactery, if you are destroyed you get a new body in 1d10 days, regaining all your hit points and becoming active again. Your new body appears within 5 feet of the phylactery. Not for resale. Permission granted to print or photocopy this document for personal use only. Requiem: The Grim Harvest - The Gothic Conversion 27


Possession Prerequisite: Ghost You know how to take control of a host's body and use it to further your agenda. • You can use your Action to try to possess a humanoid's body. One humanoid that you can see within 5 ft. of you must succeed on a Charisma saving throw or be possessed by you; you then disappear, and the target is incapacitated and loses control of its body. You now control the body but don't deprive the target of awareness. You can't be targeted by any attack, spell, or other effect, except ones that turn undead, and you retain your alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. You otherwise uses the possessed target's statistics, but don't gain access to the target's knowledge, class features, or proficiencies. The DC of the saving throw is Charisma based. The possession lasts until the body drops to 0 hit points, you end it as a bonus action, or you are turned or forced out by an effect like the dispel evil and good spell. When the possession ends, you reappear in an unoccupied space within 5 ft. of the body. The target is immune to your Possession for 24 hours after succeeding on the saving throw or after the possession ends. Once you use this trait, you can’t use it again until you finish a short or long rest. Powerful Rotting Fist Prerequisite: Mummy Your rotting fist attacks becomes more lethal. • Increase your Strength score by 1, to a maximum of 20. • Your rotting fist now deals 2d6 bludgeoning damage plus 3d6 necrotic damage on a hit. Regeneration Prerequisite: Undead You become able to regenerate your undead body. • You regain 5 hit points at the start of your turn if you have at least 1 hit point. If you take radiant damage or damage from holy water, this trait doesn't function at the start of your next turn. Rejuvenation Prerequisite: Ghost, Wraith When your incorporeal form is destroyed, you are able to reform it and return to haunt the living. • If you are destroyed you gain a new body in 1d10 days, regaining all your hit points and becoming active again. The new body appears within 5 feet of the place where you were destroyed. If you are reduced to 0 hit points by radiant damage, you can't use this trait and you are forever destroyed. Sight from the Grave Prerequisite: Lich, Phylactery Your vision extends beyond the limits of mortals and you can't see what no one else can see. • You gain a superior form of vision. You can see at 120 ft. in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, you can see into the Ethereal Plane. Stench of the Grave Prerequisite: Ghoul, Lich, Mummy, Vampire, Wight You exude a terrible stench that nauseates your enemies. • Increase your Constitution score by 1, to a maximum of 20. • Any creature that starts its turn within 5 ft. of you must succeed on a Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to your Stench of the Grave for 24 hours. The DC of this saving throw is Constitution based. Superior Life Drain Prerequisite: Wight, Wraith Your life drain attacks becomes even more lethal, stripping the living of their very life force. • Your life drain now deals 4d8 necrotic damage on a hit. Not for resale. Permission granted to print or photocopy this document for personal use only. Requiem: The Grim Harvest - The Gothic Conversion 28


Superior Regeneration Prerequisite: Undead, Regeneration You heal your own undead body drastically every time you are damaged. • You regain 10 hit points at the start of your turn if you have at least 1 hit point. If you take radiant damage or damage from holy water, this trait doesn't function at the start of your next turn. Superior Rotting Fist Prerequisite: Mummy, Heart Rejuvenation, Powerful Rotting Fist Your rotting fist attacks are death to the living. They inflict devastating wounds and disrupt the integrity of the body reducing your enemies into a heap of dust • Increase your Strength score by 1, to a maximum of 20. • Your rotting fist now deals 3d6 bludgeoning damage plus 4d6 necrotic damage on a hit. Supernatural Immunity Prerequisite: Undead, Resistance to bludgeoning, slashing, and piercing damage from nonmagical weapons Your undead body is impervious to damage from mundane weapons. • You gain immunity to bludgeoning, slashing, and piercing damage from nonmagical weapons. Touch from the Grave Prerequisite: Ghost, Wraith Even if you are an ethereal creature, you gain a limited power to interact with matter on the Material Plane. • Increase your Charisma score by 1, to a maximum of 20. • You gain the ability to cast mage hand at will. Charisma is your spellcasting ability for the spell you cast with this trait. • Using your Bonus Action, you can interact with physical objects for 1 round and use ghostly items to affect things on the Material Plane. You can use this trait a number of times equal to your proficiency bonus and regain the ability to do so when you finish a long rest. Turn Defiance Prerequisite: Undead Effects that turn undead have lesser strength against you. • Increase your Wisdom score by 1, to a maximum of 20. • You gain advantage on saving throws against effects that turn undead. Undying Charm Prerequisite: Undead Your natural charm as a vampire becomes supernatural. • Increase your Charisma score by 1, to a maximum of 20. • You gain the ability to cast charm person. Once you cast the spell with this trait, you can’t cast that spell with it again until you finish a long rest; however, you can cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spell you cast with this trait (choose the ability when you create your character). Vampiric Fortitude Prerequisite: Vampire, Improved Vampiric Regeneration Your develop the physical fortitude of a lord of the night. Your body becomes more powerful, agile and resilient. • Increase your Strength, Dexterity, and Constitution score by 1 each, to a maximum of 20. Whirlwind of Sand Prerequisite: Mummy, Heart Rejuvenation, Magic Resistance You can transform into a whirlwind of sand. In this form you are immune to many forms of attack. • As an action, you can transform into a whirlwind of sand, move up to 60 feet, and revert to your normal form. While in whirlwind form, you are immune to all damage, and you can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment you are wearing or carrying remain in you possession. You can use this trait a number of times equal to your proficiency bonus and regain the ability to do so when you finish a long rest. Not for resale. Permission granted to print or photocopy this document for personal use only. Requiem: The Grim Harvest - The Gothic Conversion 29


Necropolis he grim plans of Azalin, lord of Darkon, have come to fruition at last. No one fathoms the exact purpose of the doomsday device that the lich lord constructed at the heart of the Grim Fastness, or knows what became of Azalin after this device was activated. All that can be said for certain is that the domain he left behind was forever changed. T Now known as Necropolis, this domain is a realm that is ruled by the dead but still stubbornly inhabited by the living. At its centre lies Il Aluk, a city that was scoured clean of every living thing by the wave of negative energy that swept forth when the doomsday device was activated. Ruled by the creature known as Death, Il Aluk is now home only to the ranks of the restless dead. The Land The activation of the doomsday device and the transformation of the domain of Darkon into the brooding and gloomy land now known as Necropolis wrought changes on both the landscape and the creatures that inhabit it. Although the borders of the domain remain the same, its core has been dramatically changed. The capital, Il Aluk, is now a city in which only the dead dwell. All living creatures that enter it are immediately drained of life by the powerful negative energy that pulses through its streets and buildings. Outside of Il Aluk, the changes are more subtle. The land has altered slightly in appearance and atmosphere, and odd new creatures and plants are beginning to emerge. Weird phenomena are occurring in the cities, and in the wilderness the balance of the land and its waters is being upset. The closer one is to Il Aluk, the more visible these changes are. Since the changes are so recent, the average person has yet to fully grasp their meaning or impact. Still, all agree that these disturbances are but a taste of what is to come. Ghostly Equipment Strange and terrible are the characters who have risen to prominence in the domain of Necropolis. They do not fear the death and decay that surround them, but instead sup upon the suffering these create, savouring the agony of their fellow creatures like a fine wine. Some have risen from the dead, while others are living creatures whose twisted desires and gruesome schemes gave them dominance over their fellows. The two things that all have in common, however, are an evil nature and unswerving loyalty to the master of Il Aluk, the creature of shadow and bone known only as Death. Not for resale. Permission granted to print or photocopy this document for personal use only. Requiem: The Grim Harvest - The Gothic Conversion 30


Not for resale. Permission granted to print or photocopy this document for personal use only. Requiem: The Grim Harvest - The Gothic Conversion 31 The Who's Doomed of Necropolis


Not for resale. Permission granted to print or photocopy this document for personal use only. Requiem: The Grim Harvest - The Gothic Conversion 32


Not for resale. Permission granted to print or photocopy this document for personal use only. Requiem: The Grim Harvest - The Gothic Conversion 33


Not for resale. Permission granted to print or photocopy this document for personal use only. Requiem: The Grim Harvest - The Gothic Conversion 34


Denizens of Darkness Not for resale. Permission granted to print or photocopy this document for personal use only. Requiem: The Grim Harvest - The Gothic Conversion 35


Not for resale. Permission granted to print or photocopy this document for personal use only. Requiem: The Grim Harvest - The Gothic Conversion 36


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