If given the code word “swan feather,” Gavril 49
hangs a “Closed” sign on the front door and guides
the characters into his office in the back of the store.
There, he tells them about who will be at the gala,
which includes at least one representative from each
noble house in the region (vampire or otherwise).
He also provides information about the Crimson
Court (see “The Crimson Court” sidebar later in this
chapter) along with a warning that the characters
should stay as far away from them as possible.
In addition, he stresses that proper etiquette is
invaluable at court, especially if the characters plan on
passing as nobility once inside Blackharbour. He also
offers information about the proper honorifics to use
(see the “Nov Ostoyan Noble Titles” sidebar).
If asked if he can give them a discount, he declines
vehemently. If a character succeeds on a DC 20
Charisma (Intimidation) check, Gavril reluctantly
agrees to a twenty-five percent discount but refuses
to go lower. If the characters keep pressuring him,
he threatens to summon the guard and have them
thrown out of his store.
11. The Ruby Square
At the center of the Ruby Avenues is the Ruby
Square, a grand circular marketplace that features
stalls on market days. During the Festival of Tears,
the standard stalls that sell produce and other basic
items for the people in the Heights have been replaced
with festive tents where people can purchase candies,
snacks, and festival specific items.
Stalls in bright colors offer various sweet snacks for
passersby. They include cookies in the shape of bats
with nuts and chocolate, tear-dropped shaped candies
made out of caramel and coated with powdered
sugar, and bite-sized cakes with thick, red berry
filling. These snacks can be purchased for 1 sp each.
People come to Nov Ostoya to sell items specifically
for the festival. One tent offers face painting services
for the cost of 2 sp, and another tent has a vast
selection of hand carved, painted figurine knights,
soldiers, and animals for 3 sp per figurine.
Circus Performance
In the center of the square, a group of people are in
the midst of an extravagant performance. A human
woman and two young half-elves gathered a crowd
who watch intently as the woman juggles with
flaming knives as the two half-elves execute enact
a complicated acrobatics routine around her. The
performers move to the beat of music being played
by two dwarves, while three other troupe members
stroll around the crowd collecting donations from the
excited onlookers.
5.3: Blood-Drenched Heights of Nov Ostoya
The characters might have interacted with these storytelling uses Charisma, a display of force such as
entertainers of the Cirque de Nuit outside the bench-pressing another party member uses Strength,
city walls. They are scheduled to entertain at the and a character who uses magic to entertain makes
Blackharbour gala later in the day. Seeing the city the check using their spellcasting ability.
already engaged in festivities, the troupe decided to On a success, Jules and Pyrah agree to let them join
use their free time to make extra coin. but ask them to buy fine clothes if they haven’t yet, as
Join the Circus. Once the performers finish their dusty traveling gear and armor simply won’t do
their set, the characters can approach and offer to for the performance. They can meet up with the circus
join the troupe as entertainers for the show inside by the main entrance into Blackharbour in one hour.
Blackharbour. Jules Flint and Pyrah the Perilous need If the characters enter the gala with the Cirque de
to be convinced, but the other troupe members are Nuit, they will do so without wearing any armor.
excited about having new talent join the group. Jules
and Pyrah are more hesitant and demand to see what These tunnels are cramped and claustrophobic. Rough
the characters can do first. dirt walls and ceilings press in on you. Faintly, you hear
The characters must succeed on a group DC 18 the faint sounds of clicking, scraping, and scuttling
Charisma (Performance) check to convince Jules within the dirt around you. It seems the only way
and Pyrah they are talented enough to join the crew. is forward.
The ability used for the check depends on how
the characters demonstrate their skills. Singing or
The Crimson Court with the most decadent tasting blood granted them a position
of great power within the nation. They are in charge of the
Soma and the city of Nov Ostoya are ruled by a cabal of seven Indenture Stills in Nov Ostoya and make tasteful blood blends
vampire nobles called the Crimson Court. They oversee every for the vampire nobles of the region.
aspect of the nation, from the highest noble decrees to the
lowest elements of criminality. Though the members rule side • Marchioness Iulia Cutov is as quiet as she is ruthless. Unlike the
by side, they are far from allies. None of them achieved a other court members, she mingles with the living and has many
seat on the court by being kind sovereigns, and none of them loyal humanoid subjects under her command as a result. She
committed the atrocious, dangerous acts needed to attain has a grand fleet of seaborne vessels at her disposal, and trade
their position in expectation of serving another. relations made with nations outside of the Ostoyan Empire
The vampires vie for the position as leader of the Crimson must go through her.
Court, and the schemes the members employ to attain that
status span decades and often take precedent over their • Viscount Grigore Otvosca, as the most eccentric member of
governmental responsibilities. It’s not vital for you to know the the court, is also the most brilliant. Grigore is an inventor and
intricacies of these nobles’ relationship, but you can use their spends his time in his tower within Blackharbour, tinkering and
web of ire and alliances to develop your own encounters within crafting. He was the initial inventor of the bliss drug and created
Nov Ostoya, or add complexity to the encounters in the gala. a recipe that could be replicated at street level, helping to further
All members of the Crimson Court are immensely powerful immobilize the lower classes of Nov Ostoya through addiction.
arch vampires (see appendix A). The current members are
as follows: • Viscountess Virgilia Petinscu harbors an intense rivalry with
Grigore, though he doesn’t realize it. As a historian, she is said
• Grand Duke Drago Koshevek is the master of the court. to know more about the past of the nation than any other
He oversees the main military forces within Soma and Nov person in the Empire. She prides herself on her brilliance and
Ostoya, making his position secure. He is cold, humorless, and doesn’t take kindly to being upstaged regarding knowledge of
considered cruel even by his fellow court members. the past or the future.
• Countess Katalina Vulpescu is infamous for knowing everything • Baron Mihael the Wolf, the most mysterious of the court,
about everyone and for pulling the strings that determine oversees construction within Nov Ostoya and Soma. He believes
the motivations and actions of powerful noble families. Her that to effectively govern, the roads and defenses of the nation
influence is based as much on her charm as the impressive must be maintained, and his understanding of the defensive
catalogue of blackmail she has at her disposal. capabilities of the region is unparalleled. He was a werewolf
before being turned into a vampire and still carries the effects
• Countess “Sommelier” Augustine Vasinesca is capable of of lycanthropy, marking him as an outsider among the court
rivaling Katalina in charm. Augustine won the hearts of the members. He is more approachable than others of the court,
vampiric nobles of Soma. Their gift at sniffing out vessels though he has little patience for small talk or the affairs of
“lesser” creatures.
50
Fables: Citadel of the Unseen Sun
12. The Surf’s Rest promptly, and drunkenly, offer to buy the characters
a drink. This assumes no one has been killed, in which
In the Dockside district, numerous taverns and inns case the city guard is promptly summoned.
accommodate people who come to Nov Ostoya for the Participants in the fight takes nonlethal damage
gala. Few of them have the honor of attending, as they only, as long as it is unarmed or made with an
delivered goods or arrived in entourages for members improvised weapon, and no one suffers ill effects
of noble households. As a result of the new arrivals, as a result of being hit with a critical hit or falling
all the inns and taverns are filled to the brim and unconscious.
aren’t letting anyone in. The only place still open is
the Surf’s Rest, a quaint building partially leaning out 13. Blackharbour
over the quay with a dock-facing terrace for dining.
Currently, the tables have been pushed aside to make The grounds of Blackharbour, the main keep of
room for dancing and a viol player plays a jaunty tune Nov Ostoya and home to the ruling Crimson Court,
in the corner as commoners, sailors, and servants of swarm with activity. Guards and officers of the Scarlet
the nobility hoot and dance around the space. Watch are stationed at all entrances to ensure no one
The characters can obtain rooms at the inn for the sneaks in, and nobles file through the main gate at a
night for 5 sp per two-bed room and join in on the steady pace.
fun if they wish, using the air of levity to forget for a The keep is a grand structure made from dark
moment the trials still awaiting them. They can also stone with seven tall, gothic spires reaching into the
use the rooms to plan their next move without anyone sunless sky. A character who succeeds on a DC 17
listening in on them. Intelligence (History) check knows that each spire is
the designated private residence of a member of the
Drinking Game Crimson Court, with the tallest tower reserved for
whoever holds the governing position of the council.
Two rowdy sailors named Annie and Larisa Though the characters can survey the grounds,
(CG, female human scouts) spot the characters if they cannot leave the keep once they’ve entered. Once
they approaching the bar. They were left by their they pass beyond the walls and have entered the gala,
compatriots who decided they would rather sleep they’ve reached a point of no return. The characters
than have a good time and invite the characters to join should be aware of this as they plan to ensure
them for a drinking game called “Assumptions.” The they don’t accidentally rush into a situation before
rules are simple: one person makes an assumption they’re prepared.
about another player. If the assumption is true, the
other player has to drink. (Of course, this assumes Entering Blackharbour
that all players admit the truth; lying requires a
character to make a successful DC 15 Charisma The Blackharbour Keep lies next to the Residentials
[Deception] check). and is more active than usual due to the festival.
If it is false, the one making the assumption has Guards and guests mingle outside of the walls, and
to drink. In either case, whoever was the target of an members of the city watch stand at attention at the
assumption must make an assumption about another entryways into the castle.
player. The game ends when someone passes out There are three different ways to enter
from drinking, at least according to Annie and Larisa. Blackharbour, and not all entrances might suit the
characters’ strengths. Depending on their plan, the
Tavern Brawl characters may split up and enter through different
accesses, allowing them to cover more ground
After the characters have spent an hour in the tavern, when inside. Alternatively, sticking together might
a loud crash sounds from the deck outside. A tavern save them if push comes to shove while inside the
brawl has broken out! Immediately, the onlookers vampiric den.
back away to create a circle around the three brawlers Once the characters enter Blackharbour, they
(thugs), and the crowd starts cheering as the fight cannot easily exit it again.
begins in earnest.
The characters can join in the fight, using fists and Surveying the Area
furniture as weapons. If anyone draws weapons or
uses offensive magic, the fight breaks up as one of the A well-executed plan requires accurate information to
brawlers mutter something about “cheating bastards” construct the plan. The characters can survey the area
and “ain’t fair to ruin a good fight like that.” The around Blackharbour before attempting to enter.
tavern brawl also ends if someone falls unconscious.
Regardless of how the fight ends, the brawlers
51
5.3: Blood-Drenched Heights of Nov Ostoya
Characters who succeed on a DC 15 Wisdom Servants’ Entrance (Area C1). The entrance and
(Perception) check notice guests constantly walking exit of the keep’s city-living staff lies near Dockside,
in and out of the keep. The Festival of Tears is a out of view of the nobles entering at the main gate.
three-day affair and doesn’t take any breaks. The Deliveries for the keep arrive at Blackharbour here.
invited nobles enter and exit the party as they see fit, Carts with wine, food, and prisoners arrive through
going home to rest when needed and returning to the this gate about once an hour as commodities are
keep later. needed inside the keep.
Based on this information, a character who This entrance is moderately guarded in comparison
succeeds on a DC 17 Intelligence (History) check to the main gate, with seven Nov Ostoyan city
knows that families send members of their lineage to guards (see appendix A) standing watch.
the gala in shifts so that representatives of their house Main Gate (Area C2). The main gate at the front
are always present at the party. This also means that of the castle leads into the Residentials. The noble
there is no one time when the keep hosts a greater or guests and their entourages file through here to enter
fewer number of guests, except when the Crimson the keep. Three officers of the Scarlet Watch and ten
Court decides to make an appearance. The powerful Nov Ostoyan city guards (see appendix A for both)
nobles want to be present to make a good impression stand guard at the gate, taking down the names of the
on the vampiric rulers. nobles passing through.
Possible Entrances Blackharbour Alarm Bells
Blackharbour Keep has three entrances, all easily A character who succeeds on a DC 15 Wisdom (Perception)
found by spending 30 minutes circling the outer check notices a large bell present at each of the gates.
walls of the keep. All visible entrances have guards This bell can be rung if the guards are attacked or in need
stationed at them. If these guards spot the characters of backup, and the sound immediately summons all nearby
trying to sneak in or catch them in a lie, they won’t guards to their position.
become hostile unless the characters attack them The bell can be neutralized by severing the rope holding
or they attempt to enter the same way more than up the bell, making it fall to the ground and unable to ring.
once. The guards are used to rowdy nobles living The rope has an AC of 11, a total of 10 hit points, immunity
dangerously, and they assume the characters are to poison and psychic damage, resistance to bludgeoning
lower-tier aristocrats trying to sneak into the party. If damage, and vulnerability to fire damage.
the characters are caught by the guards, the guards
threaten them and tell them to scram.
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Fables: Citadel of the Unseen Sun
In the process, the nobles are patted down for Skirmish Consequences
weapons and those found are stored by the entrance.
If a character enters as a noble in disguise and tries to If the characters engage in combat while entering
hide a weapon on their person, they must succeed on Blackharbour, the signs may be visible on their clothes
a special Intelligence (Sleight of Hand) check opposed depending on how combat played out. Characters who fought
by the Intelligence (Investigation) check of the Nov in close quarters may be covered in blood, which will be
Ostoyan city guard patting them down. See “Variant: noticed if the characters make it into the keep.
Skills with Different Abilities” in the fifth edition
core rules. On the Menu
Back Gate (Area C3). This final visible entrance
lies closest to the outer city wall and is for residents People without invitations also enter the keep, but
of Blackharbour who wish to enter and exit the keep their position is far from desirable. These humanoids
without drawing attention. It leads to the stables are part of the menu for the vampiric nobles entering
and servant residences within the walls of the keep, the keep and arrive in prison barges through the
and it doesn’t see much activity during the festival. servants’ entrance.
Five Nov Ostoyan city guards (see appendix A) are The characters can convince one of the hourly
stationed at this gate. prisoner transporters to bring the characters with
them as they enter for a bribe of 100 gp.
Entering the Keep Alternatively, the characters can commandeer
a transport and take on the identity of the person
The characters must employ creativity and quick delivering the prisoners. If they do so, the person
thinking to safely enter the keep and find the taking on the role of the transporter must succeed on
Nightseer Sage. a DC 17 Charisma (Deception or Persuasion) check to
properly play the part. On a failed check, the guards
Joining the Guests or Staff turn hostile and summon backup.
Guests (nobles) and staff members (commoners) Sneaking or Rushing In
move in and out of the keep constantly. The
characters can grab a member of the staff or someone The characters might create a distraction to lure the
of the nobility, steal their clothes, and assume their guards away from a specific entrance. They might
position as they enter the keep through the main gate start a fire outside the gate, ring an alarm bell, or
or the servants’ entrance. manufacture another significant distraction. Half of
Staff members are rarely looked at twice when they the stationed guards rush out to investigate, leaving
enter and exit, as long as they are wearing the correct the rest preoccupied enough that a successful group
uniform and aren’t carrying visible weapons or DC 20 Dexterity (Stealth) check can get the characters
armor. However, they cannot strike up conversation inside unnoticed.
with guests inside the gala. If the characters are caught, they are promptly
Nobles are asked for their names at the main gate thrown out. The guards don’t turn hostile unless
and the guards expect an answer. If the characters are the characters do, or the guards catch them trying to
wanted by the guard (see the “Wanted Criminals” sneak inside again.
sidebar in chapter 1 of this episode), and have not Alternatively, the characters can choose the gate
disguised themselves before trying to enter the keep with the fewest guards present and attempt to rush
and they pass by a member of the Scarlet Watch, in. The guards defend themselves and summon
that Scarlet Watch member must succeed on a DC 15 assistance as quickly as they can.
Wisdom (Insight) check to recognize them. If they
do, they become hostile. If a character enters and Other Means of Entry
it is discovered they are not on the guest list and
not a member of the Nov Ostoyan aristocracy, the Depending on how the characters dealt with previous
consequences could be lethal. encounters, they may have found other means of
The characters also need to ensure that the people entering Blackharbour. These include joining the
whose identities they assumed don’t run to the Cirque de Nuit as performers or being hired by Lord
authorities. They can tie them up, succeed on a DC 23 Nials Dresca as personal guards.
Charisma (Intimidation) check to convince them to Allow the characters to explore unique ideas for
keep quiet, or simply kill them. entering the keep, as long as you make the potential
consequences of player hijinks clear before they
attempt wild plans.
53
5.3: Blood-Drenched Heights of Nov Ostoya
Blackharbour Gala At the end of the room opposite the main entrance,
a grand staircase rises to a set of closed double doors
After entering Blackharbour Keep, the characters barring entry into the rest of the keep. People mingle
should head toward the main area where the gala is at the foot of the steps but keeps a respectful distance
taking place, where they can look for the Nightseer from the stairs.
Sage. The keep is massive, with hidden hallways and In the center of the room, three fountains stand
guards placed around it. Straying too far from the easily three times the height of a human being. Tables
rooms where the gala is taking place brings attention holding gilded glasses sit next to the fountains, Red
to the characters and, at best, gets them firmly liquid gently drips down from above, slowly filling up
escorted to rejoin the gala. the fountains. The fountains circulate the red liquid
The gala takes place in a grand ballroom at the and overflow, letting the liquid spill onto the floor
main entrance to the keep called the Hall of Delights, where it flows through a stained, iron grate.
making it easy to find no matter where the characters On the left side of the room from the entrance, you
enter the keep. Servants rush to and from the hall with see three doorless entryways. Two of the rooms have
drinks and food, while guards move the humanoids a heavy set of drapes covering their entrances, but
who have been selected to be part of the menu. the third is open and reveals its interior. Inside, you
see a small, cozy room with velvet couches and soft
Hall of Delights carpets. A pale-looking humanoid in fine clothing sits on
the floor in the center of the room, their head lolling
The gala takes place in the Hall of Delights, a massive against their chest and their body slumped against the
ballroom that holds hundreds of guests. The room is back of one of the couches.
150 feet long, 90 feet wide, and has a ceiling height
of 40 feet. When the characters first enter the Hall of The characters must find the Nightseer Sage and do
Delights, read or paraphrase the following: so quickly. Along the right wall from the entrance and
spaced down the length of the ballroom, five officers
You enter an ostentatious ballroom with high ceilings of the Scarlet Watch and ten Nov Ostoyan city
and shining floors. Grand, gothic columns painted black guards (see appendix A for both) stand ready to serve
and purple stretch upward to the high vaulted ceiling, their vampiric masters. If an undisguised character
connecting to a ceiling entirely covered in red and comes within 10 feet of one of the Scarlet Watch
violet drapes. Floating lights hover around the corners officers and the officer succeeds on a DC 15 Wisdom
of the room, illuminating the people mingling in the (Insight) check, they recognize and attempt to quietly
ballroom but keeping the draped ceiling in shades seize the characters, bringing them to the back gate
of darkness. where they can be killed without making a scene.
The characters can mingle among the guests, as
Finding the Nightseer Sage appropriate by their disguises and figure out how
they should proceed.
The Nightseer Sage waits beneath the largest of the three
blood fountains placed in the center of the Hall of Delights. Consequences of Discovery
Beneath the center fountain, an iron grate allows excess blood
to flow into the keep’s upper basement below. This area is Depending on their disguise, the characters may
cleaned daily by the working staff to keep foul smells from be questioned about who they are and what they
taking hold, but the entrance into the basement has been are doing at the party. A member of the nobility
locked by the Nightseer Sage. might test them by referring to the noble titles of
The Nightseer Sage is more entertained by watching the the Ostoyan Empire, while a servant may ask fellow
characters attempt something brave and foolish than watching staff members about the names of the specific areas
them solve a complicated riddle. To grant the answers of the keep. Though a servant can be made to keep
they crave, the Nightseer Sage demands to be thoroughly quiet about their discovery with a successful DC 18
entertained and forcing dangerous, chaotic situations on the Charisma (Intimidation or Persuasion) check, a noble
characters is most amusing to them. will not be as easily cowed.
54
Fables: Citadel of the Unseen Sun
If the characters are discovered, the nobles alert the (Perception) check, a character tracks the dripping
vampires and then order the guards to seize them. blood to the drapes hanging from the ceiling and
The guards attempt to escort the characters outside notices unmoving humanoid bodies hidden between
of the ballroom near the back gate where they can be the folds of fabric. Their wrists and throats have been
killed quietly. The vampires want to appear that they cut, and they are hanging upside down to allow the
are in perfect control and attacking the characters in blood to flow easier.
the middle of a festive gala is poor etiquette. A character who succeeds on a further DC 18
Wisdom (Perception) check can spot details about
Blissful Lounges the corpses hanging from the rafters. The leftmost
fountain has gnomes and elves hanging above it, the
The rooms in the left side of the Hall of Delights are center fountain has humans and half-elves, and the
private locations for vampires to enjoy a dose of bliss rightmost fountain has dwarves and halflings.
(see appendix B). However, because the drug only A group of nobles stands at the edges of each
affects humanoids, the vampires implement creative fountain, sipping on blood out of finely gilded glasses.
methods to get their bliss intake. Most are vampires, but there are some mortal nobles
Volunteer humanoids from the Low Streets were so deeply enamored with their vampire overlords that
dressed up in fine clothes revealing their wrists, they partake of this grim libation. They comment on
necks, and thighs, and set the lounges. They are all the taste, praising Countess Augustine for creating
dosed with bliss to the point where they are barely truly decadent blends for the evening.
aware of their surroundings and can’t walk. Moving Through the Grate. A character with
The vampires who wish to enjoy the euphoric darkvision or who throws a light source into the
effects of bliss feed on the humanoids in the lounges, grate can see the floor of the basement area below.
getting the high of the drug from the blood of the Using spells such as misty step or an ability such as the
volunteers. The volunteers are switched out during druid’s Wild Shape, a character could make their way
the evening, as they are periodically drained to the down with little issue—assuming their descent past
point where it may be lethal for them to be fed on the grate wasn’t seen by anyone at the gala.
much longer. If they do so, the Nightseer Sage refuses to appear
until the characters are all in the room below. If the
Blood Fountains characters circumvent the challenges at the door by
the servants’ staircase (see below), the Nightseer Sage
The three fountains sitting in the middle of the room eventually arrives but is obviously annoyed to be
are overflowing with red liquid. Any inspection denied the entertainment of watching the characters
reveals that it is warm blood, meaning it must be fulfill the tasks.
freshly harvested. With a successful DC 15 Wisdom
55
5.3: Blood-Drenched Heights of Nov Ostoya
56
Fables: Citadel of the Unseen Sun
Gala Entertainment To open the door, the characters need to bring two
signet rings taken from the members of the Crimson
The Cirque de Nuit, whom the characters might have Court and a cup of Grand Duke Drago Koshevek’s
met in chapter 1, are present at areas around the favorite blood blend of gnome and elf to the door, and
ballroom, performing their various acts. The Twisting also cause distractions or chaos in the Hall of Delights.
Twins perform aerial silk acrobatics above the guests, Secretly sabotaging the acrobats, pretending to be a
while the Diamonds sing a harmonious duet with vampire and slaying and drinking a reveler’s blood,
an accompanying band hired for the occasion. The or other acts that create shock and awe will suffice.
troupe’s manager, Jules Flint, observes his partner Only then will the Nightseer Sage let the door open.
Pyrah perform an energetic dance to the music while Protective Runes. A character who succeeds on
spinning flaming rings around her body. Notably a DC 15 Intelligence (Investigation) check at the door
absent from the troupe is Monsieur Fortunis, who is spots three glowing runes near the upper frame of
nowhere to be found in the ballroom. the entryway. With a successful DC 17 Intelligence
The Fate of Monsieur Fortunis. Shortly after (Arcana) check, a character recognizes the runes as
the Cirque de Nuit arrived at the gala, Monsieur glyphs of warding and knows that they have been
Fortunis told an ill-received fortune for a vampire positioned there with a trigger, though the character
guest. The Master didn’t become visibly upset and doesn’t know what the trigger is.
asked the elf if he’d like a bit of bliss in the lounges. The glyphs of warding were cast as explosive
Monsieur Fortunis agreed and went into the blissful runes using acid damage, and they are triggered by
lounges with the Master where he was given a dose someone casting a spell of 2nd level or higher on the
of bliss (see appendix B), fed on by the Master he door or by someone attempting to break it down.
offended, and then left to bleed out alone in the
room. He is on death’s door, but grimly hanging Arrival of the Crimson Court
on. (See “Blissful Lounges Encounters,” later in
this chapter). Shortly after the characters enter the ballroom, the
Troupe Members. If the characters joined the guards snap to attention as the Crimson Court enters
troupe and entered the gala with them, Jules quickly the gala. Read or paraphrase the following:
puts them to work entertaining in the ballroom. He
checks in on the characters periodically to ensure The music ceases, and an announcer calls out above
they are performing well and to make sure they are the chatter of the party guests. “Stand attentive at
still safe. the arrival of the Crimson Court. Grand Duke Drago
Koshevek and his benevolent council welcome you to
Servant Staircase this most prestigious gala. May their reign of darkness
remain eternal.”
On the right wall parallel to the blood fountains, a As the announcer finishes the presentation, the
wooden door is partially hidden by one of the gothic crowd parts as the seven members of the Crimson Court
support columns. This leads to a servants’ staircase enter through the grand double doors at the top of the
that goes to the basement area below the center of the staircase at the end of the room.
Hall of Delights. It allows the staff to clean the iron At the head of the group is Grand Duke Drago, a tall
grate and the room beneath of excess blood before it unsmiling man with harsh features and bright yellow
starts to give off an unpleasant odor. eyes. He is flanked by two vampires wearing beautifully
A note on the door reads, “Closed by order of the lavish clothing, one dressed all in red and the other
Crimson Court. Do not enter.” Only the characters sipping from a golden cup. The four remaining vampiric
can see the true message hidden behind the illusory members follow behind as the Court descends the
script spell. staircase: a woman in a white navy uniform directly
behind the Grand Duke; two shorter people wearing
You have done well getting this far. Only this door glasses following her; and a wolfish looking man taking
up the rear.
stands between you and the answers you seek, but to At the arrival of the Crimson Court, the entire
ballroom goes silent and bows deeply at the arrival of
open it, I require three presents. their nation’s supreme leaders.
Two signets of the seven.
A cup of His Grace’s favorite drink.
And lastly . . . a little bit of chaos. For old
times’ sake.”
57
5.3: Blood-Drenched Heights of Nov Ostoya
The Crimson Court, though powerful, is far from
a united force. The most influential members are
Grand Duke Drago, followed by the Countesses
Katalina and “Sommelier” Augustine, who were
directly behind the Grand Duke as they descended
the staircase. The remaining four members are less
publicly known. Marchioness Iulia is dressed in
stoic and unapproachable white. The two scholarly,
bespectacled Viscounts Grigore and Virgilia are
infamous for their knowledge but not their way with
people. The last member, Baron Mihael, is notorious
due to his lycanthropic background. Though he is
feared and respected, his wolfish appearance sets him
apart from his fellows.
See the “Crimson Court” sidebar earlier in
this chapter for more about the members of the
Crimson Court.
Gala Activities
Over a hundred guests attend the gala. Those present
include humanoid nobles, vampire nobles, and the
arch vampire members of the Crimson Court (see
appendix A).
Below, a series of encounters outline who the
characters can engage with as they move around
the Hall of Delights gathering information. The
encounters are location specific. The GM can use the
following encounters as guides for interactions in
that area.
Stealing a Signet Ring
The seven members of the Crimson Court all wear
gold signet rings with the symbol of the court
embossed on its surface: two Cs tied together by the
thorny stem of a blossoming rose. Lifting a signet
ring off one of these vampires requires a successful
DC 25 Dexterity (Sleight of Hand) check to slip it
off their hand without them noticing. If the check
fails by 5 or more, the theft not only fails, but the
Crimson Court member notices the attempted theft
and reacts appropriately: with extreme violence. Only
a successful DC 21 Charisma (Persuasion) check can
pacify an enraged vampire noble.
The characters can make this difficult task easier
for themselves. For instance, by posing as a member
of the Cirque de Nuit doing a magic trick a character
can gain advantage on the check. If the Crimson Court
member is partially unaware of their surroundings
because they have taken bliss, or if they are distracted
by the casting of a spell, deep conversation, or similar
diversion, the DC for the Dexterity (Sleight of Hand)
check is lowered to 15.
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Fables: Citadel of the Unseen Sun
Blissful Lounges Encounters The characters that spot him may sense a moral
quandary—saving his life will be true charity, but it
The following interactions are available inside the may offend the vampires around, or worse, the one
blissful lounges. that wounded him. Ultimately, the choice doesn’t
Meeting the Wolf. The first of the three blissful matter in a material way; the Master never learns,
lounges contains Baron Mihael the Wolf, member and Fortunis has precious little to offer other than
of the Crimson Court. He leans back on one of the his thanks, but the heart of the moral quandary still
couches, fresh blood on his lips, playing with the hair stands, even in the absence consequences.
of a barely conscious human man leaning against his
legs. Mihael takes bliss only in small amounts and Blood Fountains Encounters
prefers privacy, and he tells anyone who enters the
room to leave him be. The following interactions are available at the blood
With a successful DC 19 Charisma (Deception fountains.
or Persuasion) check, a character can be invited to Blood Tasting. Countess Augustine Vasinesca,
join the Wolf for a sip of the bliss addict and a bit of also known as “the Sommelier,” stands alongside
conversation—perhaps by pretending to be a fellow Marchioness Iulia Cutov at the rightmost blood
vampire or a fawning sycophant. The character fountain with a gilded glass in their hand. Augustine
must succeed on a DC 14 Dexterity (Sleight of Hand) is conversing with a group of four vampire nobles
or Charisma (Performance) check to convince the about the selection of blood blends they had decided
vampire they drank from the barely conscious man. on for the evening and encourages the group to try
If they refuse or fail to convince Mihael they drank the dwarven-halfling blend mixing in this rightmost
any blood, he emits a deep growl and tells the fountain, as it has a unique heaviness without feeling
character to leave. fatty or overly dense. Marchioness Iulia refrains from
Mihael speaks in a slow, calm manner and holds commenting, content to stare daggers at whoever
nothing back regarding his opinions of the world and attempts to approach her or engage in conversation.
the people in it. He believes the world belongs to the If a character comes within ten feet of Countess
powerful and that the weak should serve their masters, Augustine and they are not concealing themselves
as food or fodder if they are good for nothing else. with an undead necklace (see appendix B) or similar
He talks ill of Marchioness Iulia for fraternizing with effect, Augustine’s refined senses detect the spark
humanoids and makes a crude remark about how the of sunlight within them and approaches. They don’t
Viscounts Grigore and Virgilia appear weak for relying know what the spark of sunlight is or why they are
on their books instead of their strength. He also shares drawn to it, but they have a profound sense that the
a story of Baroness Evelyn Vladescu, once a competitor character’s blood would make a truly decadent blend
for his position on the Crimson Court, and says it is a and wish to taste it.
shame that she went to investigate the Citadel of the If the character agrees to let Augustine taste their
Unseen Sun in hopes of finding an architectural edge blood, they are brought into an empty blissful lounge
there. He could have warned her that the Citadel is and fed on by the arch vampire (see appendix
flooded with sunlight, but he inadvertently forgot. She A) who makes a successful bite attack against the
hasn’t been seen for over a decade. character—provided they are willing. Unless the
The Dead and the Dying. The middle of the three countess is stopped by the character making a
blissful lounges contains two vampires passed out on successful DC 18 contested grapple check, Augustine
the nearby couches. In the center of the room, a half- keeps feeding and the character suffers the effects
elf wearing a loosely fitted dressing gown sits on the of the arch vampire’s bite at the start of every round
floor, her eyes half closed and with bleeding wounds Augustine feeds on them. When the character breaks
on her neck and wrists. The two vampires fed on the away, Augustine babbles about the possibilities of
bliss-affected half-elf and lay down on the couches the character’s blood and mentions that perhaps
after the high took effect. they could finally get the Grand Duke to consume
On another couch, a pudgy black-haired elf with something more refined than an elf-gnome blend.
a moustache is slumped against the pillows, pale Reserved Drinks. Servants work at the leftmost
and with his eyes open and glassy. This is Monsieur blood fountain, setting up fine crystal canisters with
Fortunis of the Cirque de Nuit and he is clearly dead. fresh blood caught directly from the draining corpses
A successful DC 15 Wisdom (Medicine) check reveals above. With a successful DC 16 Wisdom (Perception)
that he is desperately short on blood, and barely or Charisma (Persuasion) check to either listen in
hanging on to life. Only casting greater restoration on on the servants or engage them in conversation, a
him within the next 5 minutes will prevent blood loss character learns that the crystal canisters are reserved
from killing him. specifically for the Grand Duke.
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5.3: Blood-Drenched Heights of Nov Ostoya
Hall of Delights Encounters closed off by the Crimson Court. The servants are
upset about this, as it means they’ll have to spend
The following interactions are available around the hours scrubbing the basement floor clean of dried
Hall of Delights. blood over the next few days.
Countess Inquiry. If the characters are disguised Viscount Debate. Viscount Grigore and
as nobles or presenting as part of the aristocracy, Viscountess Virgilia are having a heated debate about
Countess Katalina approaches them in the Hall of the practical uses of ancient necropolis technology,
Delights. She is kind and inviting, asking questions and whether it has a place in the Ostoyan Empire.
about where they come from, their family name, Grigore persists that the technology is too ancient to
and how they are enjoying their stay in Nov Ostoya. be useful and suggests that alchemical advancements
Since Katalina doesn’t recognize the characters, she are the way forward, while Virgilia insists necropolis
immediately wants to know as much as possible light-capturing research is vital for them to
about the new nobles present at her court. understand and should be explored further.
A character must make a Charisma (Deception or If the characters approach, the viscounts ask them
Persuasion) check contested by Countess Katalina’s to settle the debate for them. Whoever the character
Wisdom (Insight) check. If the character fails, Katalina sides with praises them for their ingenuity while the
knows they are pretending to be someone they are other viscount huffs and leaves the conversation.
not and lets them go with a smile. After that, she tells If the character agreed with Viscount Grigore,
an officer of the Scarlet Watch (see appendix A) to Grigore chastises Virgilia for playing the expert when
apprehend the character and deal with them outside. it is well known that necropolis lore remains trapped
Grand Duke Drago. Grand Duke Drago stands within their ancient libraries. Grigore then invites the
quietly in a group of chatting vampire nobles. He character to the lounges for a drink of bliss.
says nothing and merely observes as the vampires If the character agreed with Viscountess Virgilia,
flatter him through gentle words and compliments. she pulls the character aside and tells them of her
If a character approaches Drago, he stares at them theories that necropolis light capturing technology
with a cold expression until they leave. If they remain can supposedly destroy the most powerful of items
despite this stare, Drago waves over a guard who and beings, even immortal beings and phylacteries.
escorts the character away. The Grand Duke has little
interest in talking to someone he doesn’t recognize, Below the Surface
since his not knowing them showcases the person’s
clear lack of importance. Once the characters open the servants’ door, they can
Servant Gossip. The servants of the keep know sneak into the basement area beneath the ballroom. If
everything going on inside its walls and always have the characters caused chaos at the gala as instructed,
the juiciest gossip. A character who succeeds on a the party goers are too distracted by whatever is
Charisma (Intimidation or Persuasion) check can going on to notice the characters slip away. If the
convince a servant to share the rumors circulating in chaos has died down, the characters need to succeed
Blackharbour at the moment. on a group DC 15 Dexterity (Stealth) check to leave
The amount of available information depends on without anyone noticing them.
how high a character rolled on their check. On a result
of 15 or higher, the character learns that Baron Mihael Meeting the Nightseer Sage
has been withdrawn over the past several months
and prefers his own company over that of his fellow The servants’ staircase ends in a circular room
court members. On a 20 or higher, a character also directly below the blood fountains. Awaiting them
learns that Baron Mihael and Viscount Grigore have is the Nightseer Sage, dressed in pristinely clean
both developed a bliss addiction. Mihael’s addiction clothes and wearing a delighted expression. Read the
is mild, but Grigore, the inventor of the drug, following aloud.
takes it daily.
Staff Frustrations. The staff members bustling You stand in a circular room with high ceilings and with
around the Hall of Delights are clearly annoyed
about something. With a successful DC 13 Wisdom stones in the floor placed in a spiral pattern connecting
(Perception) or Charisma (Persuasion) check to
either listen in on the servants or engage them in at the center of the room. Above, the ceiling is partly
conversation, a character learns that the servants’
staircase leading to the basement below has been made up of the iron grates installed around the
fountains above and steady streams of blood flow down
to create a pool of red in the center of the room.
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Fables: Citadel of the Unseen Sun
From behind these trickles of scarlet, a figure with For the first time since the characters met the
long claw-like fingers emerges from the shadows. The Nightseer Sage, they speak completely without
figure appears as a sleek, androgynous human with pretense. After leaving Nov Ostoya, the success of
broad shoulders and a slim face. They wear a clean, the characters goes hand in hand with the Nightseer
black suit and wield a slender black cane that clacks Sage’s desire for disorder and chaos within the
rhythmically against the stone as they approach. Ostoyan Empire. Helping the characters proceed is
Their face is lowered and hidden behind the brim within their best interest.
of a black top hat, and the streams of blood from
above form a morbid curtain between you and this What the Sage Knows
approaching figure.
The figure tilts the brim of their hat up to look The Nightseer Sage provides the party with the
upon you, revealing white, pupilless eyes and a following information:
wide grin containing too many teeth. They speak
in a soft, layered voice, as if dozens of people are Kasimir’s Lair. Kasimir Sundrinker is the master of
whispering at once. an ancient subterranean fortress called the Citadel
“Bravo, heroes. You have truly played your part of the Unseen Sun. It is the magical heart of the
magnificently. Who would have known desperation Necropolis, as well as the source of the curse that
could be so . . . tantalizing to behold. For you lot, blankets Nov Ostoya in eternal night.
disorder and success go hand in hand, and I do believe
a bit of chaos would go a long way in making this world Citadel’s Location. The entrance to the citadel
more unpredictably amusing. For this most pleasurable is called the Penumbral Vestibule—the same
of nights, you are owed a reward.” mausoleum that the characters entered at the
Nightseer Sage’s behalf at the beginning of
this Fable.
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5.3: Blood-Drenched Heights of Nov Ostoya
Entering the Citadel. The entrance to the citadel is a
massive crystal skull illuminated with multicolored
light. The light is a prismatic gate, which protects
the only entrance into the citadel. This coruscating
wall has seven deadly layers of light, each of
which can only be destroyed in a specific way. In
order, the layers can be removed by extreme cold,
strong winds, magical force, magic that can bypass
physical barriers (the Nightseer Sage produces a
spell scroll of passwall and gives it to the characters),
fire, pure daylight, and the dispel magic spell.
Kasimir’s Phylactery. The lich Kasimir Sundrinker
endlessly regenerates even from death unless his
phylactery is destroyed. Kasimir’s phylactery is
within the citadel, though where exactly it is and
how exactly it can be destroyed, the Nightseer Sage
does not know. However, he does know that it
was created by Kasimir’s personal forgemaster, an
undead fire giant who crafts mighty objects using
the power of the sun as a forge. They might learn
more about the phylactery from him.
The Nightseer Sage answers any other questions
to the best of their ability, but they never provide
a complete answer if doing so would make the
characters swerve from the path toward the Citadel of
the Unseen Sun.
If asked why they did all of this, the Nightseer Sage
smiles and shrugs, and says the following:
“Eternity is dreary, my mortal friends. This land is
steeped in wickedness, darkness, and pain. Once, that
was so tremendously thrilling! A thing of vicious beauty!
But centuries have passed. The autocrats of this city
have grown stale. Kasimir wishes to see the vampires
dead and Ostoya under his rule, and I respect that.
“But I am weary of absolute rulers. I hunger for
conflict. Real fire and passion! Vampires scrambling to
survive the sun while the armies of Bürach and other
nations press in upon their domain, with delicious little
tales of mortal suffering unfolding in the margins as
they scuttle about to save their precious lives. The
tinder was all set, all it needed were a few stalwart
souls to serve as the spark. You have performed your
job most admirably. Now it is time for you to finish
what you started.”
Leaving the Basement
Once the characters finish talking to the Nightseer
Sage, they give a respectful bow to the characters and
tap their cane on the ground.
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Fables: Citadel of the Unseen Sun
One of the walls of the basement slides open, The person in front of you shifts and grows, expanding
revealing a tunnel in the stone wall behind them. into a huge, hunched figure with elongated limbs and
The tunnel leads to the outside of Blackharbour sharp claws. It has a vaguely humanoid shape with legs,
near the back gate and takes about two minutes to arms, and a head, but there are no discernable features
walk through. where a face should be. It is a blank shell, bubbling and
Before the characters depart, shrieks and screams writhing as if it is being torn at from the inside of the
are heard from above. Read or paraphrase the being’s body. Instead of recognizable features on its
following: head, dozens of faces of varying sizes shift around its
body. Some scream, some laugh, and some appear to be
A chorus of bestial shrieks followed by a cacophony falling apart into shapeless features.
of panicked screams erupts from the floor above. As the form grows and more faces become visible,
Flashes of golden light flare from above, and the you recognize the expressions appearing on the
streams of blood that flowed from the grating in creature’s body. You see the many-toothed man you
this ceiling of this basement slow to a trickle, were talking to before. The undead grinning being
replaced by clouds of thin, gray dust. Ash. you met in the river of the Locks. The dancing human
The Nightseer Sage’s sanguine expression woman who smiled at you in the Heights. You even see
expands to a wide, fanged grin. “Ahh, the light hunters shadows of your own faces twisting in the amorphous
arrived sooner than expected. You have powerful form of this unnatural being as a many-layered, shrill
pursuers, my friends.” Their smile fades to a mask of laughter emerges from its countless moving mouths.
deadly seriousness. “If you wish to survive the night,
you would do well to flee. This house of cards has
already begun to collapse.”
The Sage bows deeply and whispers, “If you
succeed, I will reward you handsomely, beyond your
wildest dreams. Until then.” The dapper fiend then
vanishes in an acrid cloud of brimstone. The armored
footfalls of the light hunters grow closer.
All six of Kasimir’s light hunters (see appendix A)
plod stoically through the ballroom, wielding blades
of pure sunlight. If the characters exit the basement to
see the carnage themselves, they see a scene of ashen
carnage. Vampires scream and flee their macabre
fête as a dozen Ostoyan city guards (see appendix
A) vainly try to halt the hunters’ advance. Ash fills
the air—the remains of vampires annihilated by the
light hunters’ sunlight blades. If the characters do not
make a successful DC 15 Dexterity (Stealth) check, the
light hunters spot the characters—their true quarry—
and pursue.
Once all the characters enter the tunnel the
Nightseer Sage opened for them, the passage slams
closed, preventing the light hunters from pursuing.
Attacking the Nightseer Sage
If the characters attack the Nightseer Sage, the demon
sheds their disguise and emerges in their true form as
a many-faced archfiend. Read the following aloud.
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5.3: Blood-Drenched Heights of Nov Ostoya
In combat, the Nightseer Sage (see appendix A) Activating the
immediately uses their Bone Servant action to Sanguine Streets
summon an ally to the fight. If they possess one or
more of the characters’ bones, which they might To add more tension to this escape, you could have the guard
have gained in their Bonemonger guise in episode activate the sanguine streets (see appendix A) which guard
4, the Nightseer Sage summons a perfect replica of the interior gates of the city. The sanguine streets within Nov
whichever character gave them a bone. This replica Ostoya can be commanded by officers of the Scarlet Watch
obeys the Sage’s commands perfectly and collapses and the vampires of the Crimson Council. The Nov Ostoyan
into bone dust when it is reduced to 0 hit points. sanguine streets are tactically placed at each of the gates
Otherwise, the Nightseer Sage summons a Nov leading into the city, the gate leading from the Low Streets
Ostoyan city guard (see appendix A). into the Heights, and at each of the three entrances leading
The Sage stays mobile and incapacitates the into Blackharbour Keep.
characters with the lowest hit points first. It has never The sanguine streets moves or becomes aggressive only if an
been their intention to kill the characters, and even in officer of the Scarlet Watch or a member of the Crimson Court
this battle they are unwilling to slay them. If all of the commands it to act.
characters are knocked unconscious, the noise from the Creatures who can activate a sanguine street as the
fight draws the attention of the invading light hunters, following feature action option added to their statistics.
and the characters awaken within the Twilight Cells—
the prison within Kasimir’s Citadel of the Unseen Sun Sanguine Summoner (1/Day). The summoner targets a
(see chapter 2 of episode 6 of this Fable). sanguine street it can see within 60 feet of it and calls
The Nightseer Sage fights until they fall below 50 hit out a command for it to activate and attack. The targeted
points, after which they cast gaseous form on themselves sanguine street acts as an ally of the summoner and obeys
and flee through the grate above into the gala. If they its spoken commands. Otherwise, it attacks whatever
are killed, they reform at a random spot within the creature is nearest. The sanguine street shares its
Ostoyan Empire with all their hit points in 10d10 days. initiative with the summoner but acts after it does.
Developments. Once the fight with the Sage is
concluded, the light hunters break into the gala, as their next move. The search for them is on and no
described earlier in this section. Nov Ostoyan citizen risks helping them out of fear of
bringing the wrath of the vampiric ruling class down
Escaping the Keep on their heads.
The stationed guards at all city gates are doubled
With information in hand, the characters need to and rewards for information about the characters’
flee Blackharbour before the light hunters catch up whereabouts are posted around the city. Getting out
with them. after staying in the city for a day or more requires the
Following the tunnel from the basement where characters to be disguised or to sneak out without the
they met the Nightseer Sage, they emerge in the area guards at the gates noticing them leaving.
outside the stables by the back gate. The stationed Meanwhile, the light hunters relentlessly search
guards mentioned in the “Entering Blackharbour” for those who bear a spark of sunlight; the characters
section of this chapter are dead or fled. cannot hide for long. Nov Ostoya descends into abject
chaos if the characters remain, as gleaming beings of
Hide or Flee? sunlight and death march through the streets.
If given good reason, the scattered guards in the Conclusion
Crimson Heights of Nov Ostoya unite to find the
characters, thinking them to be wanted criminals who This episode ends when the characters exit Nov
caused chaos within the gala. From the Nightseer Ostoya—and the next one begins moments after.
Sage, the characters know where they are going next, When the characters leave the city, the light hunters
but it is up to them how they get there. catch up with them. They demand the characters’
Thundering out of the city at high speeds, either on surrender from the battlements. The characters are
horseback or using magical aid, leaves the guards in faced with a choice: surrender and be brought before
the dust as they eventually stop giving chase. Kasimir Sundrinker; fight a desperate, losing battle; or
flee to enter the citadel on their own terms.
Staying in the City
The characters can attempt to hide out somewhere
in the city, such as the Underway, while planning
64
Fables: Citadel of the Unseen Sun
Appendix A: New Monsters
This appendix details the new creatures that appear
within this adventure.
Arch Vampire
The most ancient and powerful
vampires in Soma either have a seat
on the Crimson Court of Nov Ostoya
or are concocting a plan to relieve
one of the sitting members of their
position. They are exceedingly rare,
not just in Soma but in all Etharis.
Unkillable Overlords. Though the
apparent invincibility of arch vampires
is well known throughout Soma, it is
merely a rumor cultivated by the ancient
powers of these same vampires. They have no
interest in being unseated from their places of power,
while at the same time planning ways to backstab
their fellows to gain the power their position holds.
Even when the death of another member of the court
is successfully enacted, the arch vampires maintain
the mythos of their unbeatable power, as it makes the
populace less likely to resist their rule.
Lycanthropic Vampires
There are rare cases of vampires being cursed with
lycanthropy prior to their transformation. In those cases, the
vampire has the following features added to its statistics.
Kindred Form. The vampire gains specific boons depending
on which kindred form it gained from its lycanthropy. The
vampire gains the benefits listed under the Transformation
Boon: Kindred Form section of chapter 5 of the Grim
Hollow Campaign Guide.
Silver Sensitivity. The vampire does not have resistance
to attacks made with silver weapons and being damaged
with such a weapon inflicts the same penalties to the
vampire as if it suffered radiant damage.
Titanic Vigor. The vampire has 40 additional hit points.
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Appendix A: New Monsters
Arch Vampire without squeezing, and it can’t pass through water. It
has advantage on Strength, Dexterity, and Constitution
Medium undead (shapechanger), lawful evil saving throws, and it is immune to all nonmagical
damage, except the damage it takes from sunlight.
Armor Class 16 (natural armor)
Hit Points 190 (20d8 + 100) Blood Detector. If the vampire can smell a living
Speed 40 ft. humanoid and it isn’t protected by a spell like
protection from evil and good or similar effect, the
STR DEX CON INT WIS CHA vampire can recognize the scent if it ever meets it
again. The vampire also knows if the humanoid is
19 (+4) 18 (+4) 20 (+5) 19 (+4) 16 (+3) 21 (+5) affected by a disease or curse, such as lycanthropy.
Saving Throws Dex +9, Wis +7, Cha +9 Legendary Resistance (3/Day). If the vampire fails a
saving throw, it can choose to succeed instead.
Skills Deception +10, Intimidation +10, Perception +8,
Misty Escape. When it drops to 0 hit points outside its
Stealth +9 resting place, the vampire transforms into a cloud of
mist (as in the Shapechanger trait) instead of falling
Damage Resistances necrotic; bludgeoning, piercing, unconscious, provided that it isn’t in sunlight or running
water. If it can’t transform, it is destroyed.
and slashing from nonmagical attacks While it has 0 hit points in mist form, it can’t revert
to its vampire form, and it must reach its resting place
Senses darkvision 120 ft., passive Perception 17 within 2 hours or be destroyed. Once in its resting place,
it reverts to its vampire form. It is then paralyzed until
Languages the languages it knew in life it regains at least 1 hit point. After spending 1 hour in
its resting place with 0 hit points, it regains 1 hit point.
Challenge 15 (13,000 XP) Proficiency Bonus +5
Regeneration. The vampire regains 30 hit points at the
Shapechanger. If the vampire isn’t in sunlight or start of its turn if it has at least 1 hit point and isn’t in
running water, it can use its action to polymorph into a sunlight or running water. If the vampire takes radiant
Tiny bat or a Medium cloud of mist, or back into its true damage or damage from holy water, this trait doesn’t
form. function at the start of the vampire’s next turn.
While in bat form, the vampire can’t speak, its Spider Climb. The vampire can climb difficult surfaces,
walking speed is 5 feet, and it has a flying speed of 30 including upside down on ceilings, without needing to
feet. Its statistics, other than its size and speed, are make an ability check.
unchanged. Anything it is wearing transforms with it,
but nothing it is carrying does. It reverts to its true Vampire Weaknesses. The vampire has the
form if it dies. following flaws:
While in mist form, the vampire can’t take any Forbiddance. The vampire can’t enter a residence
actions, speak, or manipulate objects. It is weightless, without an invitation from one of the occupants.
has 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, the mist can do so
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Fables: Citadel of the Unseen Sun
Harmed by Running Water. The vampire takes 20 acid The charmed target regards the vampire as a trusted
damage if it ends its turn in running water. friend to be heeded and protected. Although the target
isn’t under the vampire’s control, it takes the vampire’s
Stake to the Heart. If a piercing weapon made of requests or actions in the most favorable way it can,
wood is driven into the vampire’s heart while the and it is a willing target for the vampire’s bite attack.
vampire is incapacitated in its resting place, the Each time the vampire or the vampire’s companions
vampire is paralyzed until the stake is removed. do anything harmful to the target, it can repeat the
saving throw, ending the effect on itself on a success.
Sunlight Hypersensitivity. The vampire takes 20 Otherwise, the effect lasts 24 hours or until the vampire
radiant damage when it starts its turn in sunlight. is destroyed, is on a different plane of existence than
While in sunlight, it has disadvantage on attack rolls the target, or takes a bonus action to end the effect.
and ability checks.
Servants of the Night (1/Day). The vampire magically
Actions calls 3 blood trackers to its side, provided that the
sun isn’t up. The blood trackers arrive in 1d4 rounds,
Multiattack. (Vampire Form Only). The vampire acting as allies of the vampire and obeying its spoken
makes four attacks, only one of which can be a bite commands. The blood trackers remain for 1 hour, until
attack. the vampire dies, or until the vampire dismisses them
as a bonus action.
Unarmed Strike (Vampire Form Only). Melee
Weapon Attack: +10 to hit, reach 5 ft., one creature. Legendary Actions
Hit: 9 (1d8 + 5) bludgeoning damage. Instead of
dealing damage, the vampire can grapple the target The vampire can take 3 legendary actions, choosing
(escape DC 19). from the options below. Only one legendary action
option can be used at a time and only at the end of
Bite (Bat or Vampire Form Only). Melee Weapon another creature’s turn. The vampire regains spent
Attack: +10 to hit, reach 5 ft., one willing creature, legendary actions at the start of its turn.
or a creature that is grappled by the vampire,
incapacitated, or restrained. Hit: 8 (1d6 + 5) piercing Move. The vampire moves up to its speed without
damage plus 17 (5d6) necrotic damage. The target’s provoking opportunity attacks.
hit point maximum is reduced by an amount equal to
the necrotic damage taken, and the vampire regains Bite (Costs 2 Actions). The vampire makes one bite
hit points equal to that amount. The reduction lasts attack.
until the target finishes a long rest. The target dies
if this effect reduces its hit point maximum to 0. A Terrify (Costs 3 Actions). The vampire stares down a
humanoid slain in this way and then buried in the creature that can see it within 60 feet of the vampire
ground rises the following night as a vampire spawn and infects it with profound terror. The creature
under the vampire’s control. must succeed on DC 19 Wisdom saving throw or be
frightened of the vampire. It can attempt the saving
Charm. The vampire targets one humanoid it can see the saving throw at the end of each of its turns,
within 30 feet of it. If the target can see the vampire, removing the frightened condition on a success. While
the target must succeed on a DC 19 Wisdom saving frightened in this way, the creature has disadvantage
throw against this magic or be charmed by the vampire. on saving throws that originate from the vampire.
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Appendix A: New Monsters
Blood Tracker
Blood trackers are created when vampires or
others proficient in blood magic feed blood
tainted by undeath to tracking hounds.
The diet of blood and raw meat turns
them into tracking and killing experts.
Vampire-Linked. Vampires who
train blood trackers form a bond
that allows the vampire to use the
blood tracker’s senses, including
seeing through its eyes when it is
tracking its prey.
Physical Transformation.
During its feeding, the blood
tracker transforms from a canine
to a bulbous monster. Its body
becomes large and growth-
ridden, while its nose transforms
into an enormous star-shaped
appendage like that of a mole. It
loses its ability to vocalize, except
when it lets out an ear-splitting and
ground-shaking bay when it attacks.
Blood Tracker Blood Tracker. The blood tracker has advantage on
Wisdom checks to track living creatures. If such a
Large monstrosity, lawful evil creature has lost any hit points, magic can’t prevent the
blood tracker from tracking the creature.
Armor Class 14 (natural armor)
Hit Points 95 (10d10 + 40) Keen Hearing and Smell. The blood tracker has
Speed 50 ft. advantage on Wisdom (Perception) checks that rely on
hearing or smell.
STR DEX CON INT WIS CHA
Actions
19 (+4) 13 (+1) 18 (+4) 6 (–2) 14 (+2) 7 (–2)
Multiattack. The blood tracker makes one bite attack
Skills Perception +5, Survival +5 and uses Blood Bay.
Senses blindsight 30 ft., darkvision 120 ft., passive
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Perception 15 target. Hit: 13 (2d8 + 4) piercing damage and 7 (2d6)
Languages understands one language but can’t speak necrotic damage. If the target is a creature, it must
Challenge 5 (1,800 XP) Proficiency Bonus +3 succeed on a DC 15 Strength saving throw or fall prone.
Blood Master. The blood tracker can be bound to one Blood Bay. The blood tracker chooses one creature
other evil creature, a master, by eating the master’s it can sense within 60 feet of it. That creature must
blood for 13 days. While the master is within 100 make a DC 13 Wisdom saving throw with disadvantage
feet of the blood tracker, the two can communicate if the creature has lost any hit points. On a failure, the
telepathically. As an action, provided the blood tracker creature takes 13 (3d8) thunder damage, or 19 (3d12)
is within 300 feet of the master, the master can use the thunder damage if it has lost any hit points, and it
tracker’s senses until the start of the master’s next turn. becomes frightened until the end of the blood tracker’s
The master can’t use its own senses during this time. next turn. While frightened in this way, the creature’s
speed drops to 0.
68
Fables: Citadel of the Unseen Sun
Blood Ooze
Vampires and practitioners of blood magic keep blood
oozes as pets. They are clever enough to learn tricks,
especially if rewarded with living creatures as food.
Even roughly trained, blood oozes can keep watch in
areas susceptible to infiltration, such as waterways
or secret passages. Some blood oozes also simply
form naturally in places where deep emotions of fear
mingle with sewers filled with coagulating gore.
Trainable Servants. Well-trained blood oozes
have a penchant for understanding what their masters
want. The ooze can take different shapes to please
or entertain. They follow simple instructions, but an
ooze might be distracted by a potential meal.
Blood Ooze Pseudopod. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage
Large ooze, unaligned and 7 (2d6) necrotic damage. If the target is a Medium
or smaller creature, it is grappled (escape DC 14). Until
Armor Class 11 this grapple ends, the target is restrained. The blood
Hit Points 150 (20d10 + 40) ooze can grapple up to two creatures at a time.
Speed 20 ft., climb 20 ft.
Engulf. One creature grappled by the blood ooze must
STR DEX CON INT WIS CHA succeed on a DC 14 Strength saving throw or be pulled
into the ooze’s body. An engulfed target is blinded,
17 (+3) 13 (+1) 15 (+2) 3 (–4) 10 (+0) 3 (–4) restrained, unable to breathe, and has total cover from
effects that originate outside the ooze. At the start of
Skills Stealth +4 each of the ooze’s turns, the engulfed creature takes 18
Condition Immunities blinded, deafened, exhaustion, (4d8) acid damage. The ooze can have only one creature
engulfed at a time.
prone An engulfed creature can try to escape by taking an
Senses blindsight 60 ft. (blind beyond this radius), action to make its choice of a DC 14 Strength (Athletics)
or Dexterity (Acrobatics) check. On a success, the
passive Perception 10 creature escapes and uses 5 feet of movement to enter
Languages — a space of its choice within 5 feet of the ooze.
Challenge 7 (2,900 XP) Proficiency Bonus +3 If the ooze dies, an engulfed creature is no longer
restrained by it and can escape from the corpse by
Amorphous. The blood ooze can move through a space using 10 feet of movement. The creature also gains an
as narrow as 1 inch wide without squeezing. infusion of the ooze’s life force, regaining 16 (3d10) hit
points, gaining any excess as temporary hit points that
Blood Scent. Double the blood ooze’s blindsight for last 24 hours. If a living creature dies within 24 hours
detecting living creatures that lack all their hit points. of this infusion, the corpse dissolves into a blood ooze
The blood ooze can use a bonus action to make a over the next hour. Magic that cures disease or removes
pseudopod attack against or take the Dash action to a curse not only prevents this change, but also removes
move toward such a creature. temporary hit points gained from the infusion.
If a creature dies while engulfed by the ooze, the
Spider Climb. The blood ooze can climb difficult creature’s body dissolves inside the ooze. The ooze
surfaces, including upside down on ceilings, without expels anything the creature wore or carried.
needing to make an ability check.
Actions
Multiattack. The blood ooze makes two pseudopod
attacks. It can use Engulf in place of one of these
attacks.
69
Appendix A: New Monsters
Crownbreaker Bruiser
The ruthlessly brutal members of the Crownbreaker
gang maintain a firm grip on the Low Streets of Nov
Ostoya. Though there is a strong sense of loyalty
between the members of the gang, all outsiders are
considered weaklings who are meant to be stepped
on rather than assisted in any way. Outsiders are
only as useful as the extent to which they can help the
Crownbreakers.
Crownbreaker Bruiser
Medium humanoid, any alignment
Armor Class 14 (studded leather)
Hit Points 60 (8d8 + 24)
Speed 30 ft.
STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 16 (+3) 12 (+1) 13 (+1) 14 (+2)
Skills Athletics +5, Intimidation +4
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 4 (1,100 XP) Proficiency Bonus +2
Brutal. A melee weapon deals one extra die of its
damage when the Crownbreaker bruiser hits with it
(included in the attack).
Pack Tactics. The Crownbreaker bruiser has advantage
on an attack roll against a creature if at least one of
the thug's allies is within 5 feet of the creature and the
ally isn't incapacitated.
Until the End. If the Crownbreaker bruiser has 30 hit
points or less, the Crownbreaker bruiser is resistant
to bludgeoning, piercing, and slashing damage from
nonmagical attacks and its melee attacks deal one
extra die of damage on a hit.
Actions
Multiattack. The Crownbreaker bruiser makes two
melee attacks.
Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 12 (2d8 + 3) bludgeoning damage.
70
Fables: Citadel of the Unseen Sun
Light Hunter Legion of Six. The first light hunter stood tall, a
humanoid skeletal in the saintly golden armor of the
Kasimir Sunkdrinker requires the complete and total civilization Kasimir once served, wielding a blade
light of the sun from Ostoya’s skies to control the of coruscating light. Then, before even a year had
Unseen Sun in its entirety. The sparks of sunlight passed, it had brought back another being whose soul
scattered within the souls of Ostoya are vestiges of possessed a spark. Kasimir divested that body of its
the sun’s radiance; they are the fragments of power he soul—and its spark.
needs to gain the control he seeks. His light hunters Six light hunters serve the Master of the Unseen
are six perfectly loyal undead knights who will ride Sun. When they die, they are reborn not long after, in
across Ostoya on deathsteeds, in dogged pursuit a comingling of the sun’s pure, holy light of rebirth,
of anyone who is known to bear a spark of sunlight and Kasmir’s practiced necromancy. On the day
within their soul. They are drawn to the sparks, for
they too contain a spark within themselves. that Kasimir Sundrinker claims another
Born of the Spark. Kasimir toiled for decades spark of sunlight, that number may
to find his first spark of sunlight, early in his rule increase to seven.
over the Citadel of the Unseen Sun. When he found
the first, he fed it to the Unseen Sun as he thought
he ought to. Moments after doing so, he realized
there was a better way. For three dozen long years
he searched for another, and when he found and
extracted it, he imbued one of his skeletal minions
with its power.
Drawn to the Spark. Overflowing with just a
tiny fraction of the sun’s power, Kasimir’s first light
hunter possessed an innate draw to other sparks. A
light hunter can sense the exact location of a spark
of sunlight within 1000 feet of them. While within 1
mile of a spark, they can tell the general direction of
the spark, as if casting the locate creature spell. Beyond
this distance, light hunters can sense the existence of
sparks of sunlight in the world, but can’t pinpoint
their exact location.
Deathsteed Aura of Consumption. This steed casts a long shadow.
Whenever a creature that isn’t undead takes damage
Large undead, neutral evil while within 20 feet of a deathsteed, it takes an
additional 3 (1d6) necrotic damage.
Armor Class 16 (chain mail)
Hit Points 85 (10d10 + 30) Dissipate. When the light hunter steed drops to 0 hit
Speed 50 ft., fly 50 ft. points, it disappears, leaving no corpse.
STR DEX CON INT WIS CHA Trample. If a creature is prone, the steed can use a
bonus action to make a hooves attack against it.
18 (+4) 12 (+1) 16 (+3) 6 (–2) 13 (+1) 7 (–2)
Turning Bond. If within 30 feet of its light hunter
Saving Throws Wis +4 master, the light hunter steed can’t be turned unless the
Damage Immunities poison same effect also turns the light hunter.
Damage Resistances necrotic
Condition Immunities exhaustion, poisoned Actions
Senses darkvision 120 ft., passive Perception 11
Languages understands one language the light hunter Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) bludgeoning damage and 9
speaks but can’t speak, telepathy 1 mile (with its light (2d8) necrotic damage
hunter only)
Challenge 3 (700 XP) Proficiency Bonus +3
71
Appendix A: New Monsters
Light Hunter Unholy Radiance. Gleaming golden light flows from
the light hunter’s bones. It sheds bright light for 30
Medium undead, lawful evil feet and dim light for another 30 feet. This light is
sunlight. Creatures within either of these areas have
Armor Class 18 (plate) disadvantage on saving throws and take an additional 3
Hit Points 150 (20d8 + 60) (1d6) radiant damage whenever they take damage from
Speed 30 ft. an attack or spell. Light hunters and deathsteeds aren’t
affected by this trait.
STR DEX CON INT WIS CHA
Turning Bond. If within 30 feet of its deathsteed, the
18 (+4) 11 (+0) 16 (+3) 10 (+0) 14 (+2) 15 (+2) light hunter can’t be turned unless the same effect also
turns the steed.
Saving Throws Wis +6
Skills Perception +6, Survival +6 Actions
Damage Immunities poison, radiant
Damage Resistances necrotic; bludgeoning, piercing, Multiattack. The light hunter makes two sun saber
attacks.
and slashing from nonmagical attacks that aren’t
silvered Sun Saber. Melee Weapon Attack: +8 to hit, reach 5
Condition Immunities exhaustion, poisoned ft., one target. Hit: 7 (1d6 + 4) piercing damage and 18
Senses darkvision 120 ft., passive Perception 15 (4d8) radiant damage. If the light hunter is mounted and
Languages the languages it knew in life, telepathy 1 the target is a creature, the target must succeed on a
mile (with its steed only) DC 16 Strength saving throw or fall prone.
Challenge 9 (5,000 XP) Proficiency Bonus +4
Summon Steed (Recharges after a Short or Long
Charge. If the light hunter moves at least 20 feet Rest). A deathsteed appears in an unoccupied space
straight toward a target and then hits with a weapon the light hunter can see within 30 feet of it. This
attack on the same turn, the target takes an extra 14 deathsteed is bonded to the light hunter, and it can’t
(4d6) damage. be summoned again until it is dismissed to a pocket
dimension as an action, or it is destroyed. When
Luminous Awe. The light hunter is entranced by the summoned, this steed is restored to its hit point
light of the sun. If it sees sunlight (other than another maximum. If the hunter enters an encounter riding the
light hunter), the light hunter must make a DC 19 steed, this action requires recharge.
Wisdom saving throw or be stunned for 1 hour. The
light hunter remains stunned even if the light was Reactions
created by a spell that ends before an hour has passed.
However, this effect ends immediately if the light Solar Flare (Recharges after a Long Rest). When the
hunter takes damage. light hunter is reduced to 75 hit points or lower, its
full interior light blazes forth. All creatures within 60
Mounted Tactics. The light hunter is bonded to a feet of it other than other light hunters or deathsteeds
deathsteed. The hunter and its steed act on the same must succeed on a DC 15 Constitution saving throw
initiative, and the steed takes its turn after the hunter or take 42 (12d6) radiant damage and be blinded
and has no restrictions on its actions. The hunter can for 1 minute. On a successful save, it takes half as
force an attack that targets the steed to target the much damage and isn’t blinded. While this reaction
hunter instead. If the hunter’s steed is destroyed, requires recharge, the light hunter takes an extra 7
the hunter is dismounted but lands on its feet in a (2d6) force damage whenever it takes damage from an
space of its choice within 5 feet of where the mount attack or spell.
disappeared.
72
Fables: Citadel of the Unseen Sun
Nightseer Sage Bringer of Chaos. The Nightseer Sage’s actions
cannot be easily predicted. They are not motivated by
In Etharis, stories proliferate of a jester arriving at an power or gold or attention, only by entertainment as
outlying village for an evening of entertainment. The a result of others’ suffering. Their arrival in a region is
following morning, they leave the settlement in self- marked by sudden disruptions as the Arch Daemon
inflicted ruin as its inhabitants turn on one another. seeds chaos in their surroundings, feeding off the
Pranks, jokes, and cruel jests drive families apart malevolent delight just as humanoids consume food
and stoke the fires of decades-old feuds. Settlements and water.
in Etharis are already wary of strangers, and the Being of Many Faces. Skade’s true form is a huge,
stories of the friendly jokester who comes with cruel rippling entity roughly in the shape of a humanoid.
promises of fun have become scary stories for parents Though the head has no face, the body of the Arch
to tell their children. Daemon is covered in twisted humanoid faces
Also going by the name “Skade,” the Nightseer depicting the many identities the Nightseer Sage has
Sage is the enigmatic Arch Daemon of malicious joy, taken on in the past, as well as those they might take
motivated only by promises of chaotic entertainment. on in the future.
They revel in the glee of other beings’ suffering,
especially if they can undo the lawful rigidity of an
area that has grown comfortable with its existence.
73
Appendix A: New Monsters
Nightseer Sage At will: hideous laughter, illusory script, minor illusion,
suggestion
Huge fiend (shapechanger), chaotic evil
3/day each: gaseous form, major image, modify
Armor Class 22 (natural armor) memory, scrying
Hit Points 270 (20d12 + 140)
Speed 40 ft. 1/day each: animate objects, polymorph
STR DEX CON INT WIS CHA Actions
18 (+4) 25 (+7) 24 (+7) 23 (+6) 16 (+3) 30 (+10) Multiattack. The Nightseer Sage makes four claw
attacks.
Saving Throws Dex +14, Wis +10, Cha +17
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft.,
Skills Acrobatics +14, Deception +17, Insight +10, one target. Hit: 16 (2d8 + 7) slashing damage.
Perception +10 Etherealness. The Nightseer Sage magically enters the
Ethereal Plane from the Material Plane, or vice versa.
Damage Resistances cold, fire, lightning
Bone Servant (1/Day). The Nightseer Sage reaches
Damage Immunities poison; bludgeoning, piercing, and through the body of a living willing humanoid and takes
one of their bones. The bones the Nightseer Sage can
slashing that is nonmagical take using this feature are limited to bones a creature
can exist without, such as fingerbones, ribs, and teeth.
Senses truesight 120 ft., passive Perception 20 If the Nightseer Sage possesses of a bone from a living
creature it received as a result of this feature, they can
Languages all, telepathy 120 ft. crush it to dust in their hand and summon a copy of the
creature the bone belonged to as if with the simulacrum
Challenge 21 (33,000 XP) Proficiency Bonus +7 spell. The copy takes on the features of the creature as
it exists currently, not when the bone was taken.
Shapechanger. The Nightseer Sage can use their The copy appears instantaneously, rolls its own
action to polymorph into a Small or Medium humanoid initiative, and acts as an ally of the Nightseer Sage
they have seen, or back into their true form. Their and obeys their spoken commands. The copy remains
statistics, other than their size, are the same in each for 1 hour, until the Nightseer Sage dies, or until the
form. Any equipment they are wearing or carrying isn't Nightseer Sage dismisses them as a bonus action.
transformed. They revert to their true form if they die.
Legendary Actions
Haunting Faces. Any creature hostile to the Nightseer
Sage that starts its turn within 30 feet of the Nightseer The Nightseer Sage can take three legendary actions,
Sage must make a DC 20 Wisdom saving throw, unless choosing from the options below. Only one legendary
the Nightseer Sage is incapacitated. On a failed save, action option can be used at a time and only at the end
the creature is frightened until the start of its next of another creature’s turn. The Nightseer Sage regains
turn. If a creature's saving throw is successful, the spent legendary actions at the start of their turn.
creature is immune to the Nightseer Sage's Haunting
Faces for the next 24 hours. Move. The Nightseer Sage moves up to their speed
without provoking opportunity attacks.
Legendary Resistance (3/Day). If the Nightseer Sage
fails a saving throw, they can choose to succeed instead. Claw. The Nightseer Sage makes one claw attack.
Many-Mouthed Howling (Costs 3 Actions) (Nightseer
Magic Resistance. The Nightseer Sage has advantage
on saving throws against spells and other magical Sage Form Only). The many mouths on the Nightseer
effects. Sage’s body emit a deafening howl. All creatures of
the Nightseer Sage’s choice within 30 feet of them
Magic Weapons. The Nightseer Sage’s weapon attacks must make a DC 20 Intelligence saving throw. On
are magical. a failed save, the creature takes 40 (9d8) psychic
damage and is deafened until the end of its next turn.
Rejuvenation. If it is on the Material Plane, the While deafened in this way, on its turn it can use
Nightseer Sage gains a new body 10d10 days after being either an action or a bonus action but not both, and
slain, regaining all its hit points and becoming active regardless of the creature’s abilities or magic items,
again. The new body appears at a random spot within it can’t make more than one melee or ranged attack
the Material Plane. during its turn.
Innate Spellcasting. The Nightseer Sage’s spellcasting
ability is Wisdom (spell save DC 20). They can innately
cast the following spells, requiring no material
components.
74
Fables: Citadel of the Unseen Sun
Nov Ostoyan up in the alleys of the Low Streets and left former
City Guard friends behind when they chose to work with the
tyrannical ruling body of the empire’s capital.
The guards of Nov Ostoya are the fortunate members Hoping to impress their officers and eventually
of the city’s populace deemed strong and obedient rise through the ranks of the Nov Ostoyan military
enough to work directly for the city. They patrol the body, the city guards ruthlessly enforce the law and
streets of the Heights and the passages of the Low are not above bending it if it means they can maintain
Streets alike, though most stay clear of the darker their position.
areas of the poorest city districts. Many of them grew
Nov Ostoyan City Guard
Medium humanoid, any alignment
Armor Class 19 (splint and shield)
Hit Points 45 (7d8 + 14)
Speed 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 11 (+0) 13 (+1) 12 (+1)
Saving Throws Str +5, Con +5
Skills Athletics +6, Perception +3
Senses passive Perception 13
Languages any one language (usually Common)
Challenge 4 (1,100 XP) Proficiency Bonus +2
Actions
Multiattack. The city guard makes three melee
attacks.
Longsword. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Shield Bash. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.
If the target is a creature, it must succeed on a DC 14
Strength saving throw or be pushed back 5 feet. If the
creature fails the saving throw with 5 or more, it is
instead knocked prone.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit,
range 100/400 ft., one target. Hit: 5 (1d10) piercing
damage.
Reactions
Defensive Shielding. When a creature within 5 feet of
the city guard makes an attack against an ally of the
city guard, the city guard can raise its shield in front
of them and add a +2 bonus to the ally’s AC for the
triggering attack.
75
Appendix A: New Monsters
Officer of the They are fanatical when in the pursuit of serving
Scarlet Watch their vampiric masters and mistresses. Unlike regular
city guards, they cannot be bribed and will not
The members of the Scarlet Watch are the loyal tolerate people speaking ill of the vampire nobles
defenders of their vampiric masters. They agree they serve.
to a ten-year period of indentured servitude to the Powerful Armor. The scarlet armor worn by
vampire nobles of Nov Ostoya, acting as their agents the Scarlet Watch provides the officers with minor
within the city, bodyguards, and investigators. In defenses that mimic those of their vampiric overseers.
exchange, they are promised that they will be turned However, the armor is bound to the body of the
into a vampire once their service is completed. officer until they are released from their service or
Only a handful of Scarlet Watch members finish given permission to remove it. If forced off the body
their service, as the dangers of their position mean of an officer, the armor breaks.
their servitude and lives are often cut short prior to
their contract’s end date. Officer of the Scarlet Watch
Medium humanoid, lawful evil
Armor Class 20 (plate, shield)
Hit Points 85 (9d8 + 80)
Speed 30 ft.
STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 20 (+5) 17 (+3) 16 (+3) 15 (+2)
Saving Throws Str +8, Con +8, Wis +8
Skills Athletics +8
Damage Resistances necrotic; bludgeoning, piercing,
and slashing from nonmagical attacks
Condition Immunities charmed, frightened
Senses passive Perception 13
Languages any one language (usually Common)
Challenge 8 (3,900 XP) Proficiency Bonus +3
Combat Rush. The officer of the Scarlet Watch can take
the Dash action as a bonus action.
United Forces. If an officer of the Scarlet Watch is
making a saving throw that another officer of the
Scarlet Watch is also making against the same effect,
each officer of the Scarlet Watch uses the highest result
among them. It also has advantage on attack rolls if at
least one officer of the Scarlet Watch is adjacent to it.
Actions
Multiattack. The officer of the Scarlet Watch makes
three melee attacks.
Longsword. Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 9 (1d8 + 5) slashing da2mage.
Heavy Crossbow. Ranged Weapon Attack: +5 to hit,
range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing
damage.
76
Fables: Citadel of the Unseen Sun
Sanguine Street Silent Spies. Rituals connect the senses of a
sanguine street to guards or other servants of an
The lengths to which dictators go to maintain power area’s master. Using this telepathic bond, sanguine
beggar the imagination. Evil minions, obedient thralls, streets deliver valuable information to the police
greedy mercenaries: these tools help them hold sway forces within the city.
over a population. The sanguine street is another tool, Stone and Bone. When a sanguine street attacks,
a triumph of horror and imagination. The blood and dirt, stone, and bone coalesce into a malleable
bones of sacrifices are mixed with the masonry of city snakelike form. It can engulf anyone standing on it
streets, allowing the ground to become a weapon of when it activates, and it can also slam nearby enemies.
subjugation. It hurls bone shards at fleeing offenders.
Sanguine Street Mire. The ground within 40 feet of the bloody avenue
is difficult terrain for creatures of the avenue’s choice.
Huge construct, unaligned Such a creature that enters that area for the first time
on a turn or starts its turn there must succeed on a DC
Armor Class 17 (natural armor) 17 Strength saving throw or become grappled by the
Hit Points 184 (16d12 + 80) ground (escape DC 17). A creature that fails by 5 or
Speed 40 ft. more is restrained while grappled in this way.
STR DEX CON INT WIS CHA Rise. On the bloody avenue’s first turn, as it acts, it
takes a serpentine form. When it does, each other
23 (+6) 8 (–1) 20 (+5) 5 (–3) 12 (+1) 5 (–3) creature in its space must make a DC 18 Dexterity
saving throw. On a failure, the creature is pushed to
Skills Perception +5 an unoccupied space within 5 feet of the avenue and
Damage Immunities poison knocked prone. If the save succeeds, the creature can
Condition Immunities charmed, exhaustion, frightened, choose the space it is pushed into and doesn’t fall
prone.
paralyzed, petrified, poisoned, prone, unconscious
Senses darkvision 60 ft., tremorsense 60 ft., passive Actions
Perception 15 Multiattack. The bloody avenue makes two attacks.
Languages understands one language but can’t speak
Challenge 10 (5,900 XP) Proficiency Bonus +4 Slam. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Disguised Appearance. While the bloody avenue
remains motionless, it is indistinguishable from Hurl Rubble. Ranged Weapon Attack: +10 to hit, range
a normal roadway. Other creatures can occupy 60 ft./120 ft., one target. Hit: 24 (4d8 + 6) bludgeoning
the avenue’s space while it remains motionless. A damage.
creature who uses an action to examine the roadway
and succeeds on a DC 15 Intelligence (Arcana or Reactions
Investigation) check spots the blood-tinged mortar with
bits of bone and tiny runes on the cobbles, which can Alarum (Recharges after a Short or Long Rest). When
give the nature of the avenue away. trigger conditions are met, such as specific, identifiable
creatures arriving on or near the bloody avenue, the
avenue can alert another creature within 1 mile. That
creature receives a telepathic image of the reason the
avenue sent the alert.
77
Appendix A: New Monsters
Volitant Infiltrator
Within Nov Ostoya, it is well known that no one
collects more information on the lowborn populace than
the Volitant gang. They are professional infiltrators,
spies, and thieves who work with the common folk and
the noble echelons alike. They serve whoever pays the
most—which typically means the nobility.
They are generally ill-suited for physical conflict,
maintaining control over people using threats and
blackmail rather than violence.
Volitant Infiltrator
Medium humanoid, any alignment
Armor Class 16 (studded leather)
Hit Points 55 (10d8 + 10)
Speed 35 ft.
STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 13 (+1) 16 (+3) 15 (+2) 14 (+2)
Skills Acrobatics +6, Sleight of Hand +8, Stealth +8
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 4 (1,100 XP) Proficiency Bonus +2
Elevated Position. If the Volitant infiltrator makes a
ranged attack against a creature more than 10 feet
vertically away from it, its ranged weapons deal an extra
die of damage when the Volitant infiltrator hits with it.
Sneak Attack (1/Turn). The Volitant infiltrator deals
an extra 7 (2d6) damage when it hits a target with a
weapon attack and has advantage on the attack roll, or
when the target is within 5 feet of an ally of the Volitant
infiltrator that isn’t incapacitated and the Volitant
infiltrator doesn’t have disadvantage on the attack roll.
Sure-Footed. The Volitant infiltrator has advantage on
checks and saving throws made to keep from falling
prone, and it suffers no movement penalties when
climbing buildings or moving over obstacles that are 5
feet high or lower.
Actions
Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 6 (1d4 + 4) piercing damage.
Light Crossbow. Ranged Weapon Attack: +6 to hit,
range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing
damage.
78
Fables: Citadel of the Unseen Sun
Appendix B: Magic Items
Bloodletter Axe Potion of Dead Blood
Weapon, rare Potion, rare
This weapon has 5 charges. When you hit a creature This potion looks, smells, and tastes
with weapon attack, you can expend a charge to make like humanoid blood, but it has been
a deep, bleeding wound, dealing 1d8 necrotic damage laced with a potent poison. An identify spell
to the creature. At the start of each of the creature’s reveals its true nature.
turns, it takes an additional 1d8 necrotic damage as If you drink the potion, you take 2d6 poison
the wound gushes blood. damage, and you must succeed on a DC 15
The bleeding effect lasts for 1 minute, until a Constitution saving throw or be
creature uses an action to staunch the wound or it poisoned. At the start of each
receives magical healing. of your turns while you are
When you hit a creature with a critical hit using poisoned in this way, you take
this weapon, it applies the bleeding effect without another 2d6 poison damage. At
expending a charge. the end of each of your turns,
The weapon regains all expended charges each you can repeat the saving throw.
day at dawn. On a successful save, the poison
damage you take on your
Dose of Bliss subsequent turns decreases by
1d6. The poison ends when the
Wondrous item, uncommon damage decreases to 0.
If you are a vampire and
If you are a humanoid and you consume this drug, you drink this potion, the
you are filled with a feeling of complete calm and poison damage you take
happiness. You enjoy the following effects for the next increases to 5d6.
1d4 hours:
• You cannot be frightened.
• Your speed is halved.
• You automatically fail all attack rolls and
saving throws.
• If you use an effect that requires another creature to
make a saving throw, the DC is 10 and the creature
makes the save with advantage.
At the end of the 1d4 hour duration, you must
succeed on a DC 15 Constitution saving throw or gain
one level of exhaustion.
79
Appendix B: Magic Items
Undead Necklace
Wondrous item, uncommon
While wearing this necklace, your creature type
registers as undead and you have advantage on
saving throws against being charmed or frightened by
undead creatures.
Lesser Elemental Gem Weapon
Weapon, uncommon
Once per day as a bonus action, you can speak the
weapon’s command word and cause elemental
energy to engulf your weapon. For the next 10
minutes, the weapon deals 1d4 additional damage.
The additional damage is either acid, cold, fire, or
lightning as determined by the type of gem installed
on the weapon.
Greater Elemental Gem Weapon
Weapon, rare
Once per day a bonus action, you can speak the
weapon’s command word and cause elemental
energy to engulf your weapon. For the next 10
minutes, the weapon deals 3d4 additional damage.
The additional damage is either acid, cold, fire, or
lightning as determined by the type of gem installed
on the weapon.
Lesser Pain Gem Weapon
Weapon, uncommon
Once per turn, when you hit a creature with
this weapon, the attack deals 1 additional
weapon damage.
Greater Pain Gem Weapon
Weapon, rare
Once per turn, when you hit a creature with this
weapon, the attack deals additional weapon damage
equal to your proficiency bonus.
Striker Gem Weapon
Weapon, uncommon
When you roll a 1 on an attack roll using this weapon,
you can roll again and must use the second result.
80
Fables: Citadel of the Unseen Sun
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