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3020240-Ravenloft_Realm_of_the_Blood_Queen_-_FINAL

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Published by napping_berserker, 2023-08-28 04:16:26

3020240-Ravenloft_Realm_of_the_Blood_Queen_-_FINAL

3020240-Ravenloft_Realm_of_the_Blood_Queen_-_FINAL

251 CHAPTER 5 . RAFFENBURG desperate to kill all of her siblings so that she alone will inherit the title of Countess. Well, that might also be because Ustinya is evil, but regardless, Yasviga is offering to ally with the adventurers should they be willing to help her. If they agree, she’ll continue. If not, she’ll try to persuade, bribe, or threaten them until they agree. Just note, she’ll threaten indirectly, such as by talking up how horrible her family are and how dangerous they’d be without her as an ally. If that still doesn’t work, Yasviga would leave, but continue with the Count and Countess’ invitations. So, assuming they agree, Yasviga will inform them of the following: • Only certain people at the revels are targeted for the Hunts. • Those people are given poisoned wine, often in the form of a toast. If the toast is refused, they are kicked out of the Revel and ambushed on the road out of the estate. • If the poisoned wine doesn’t work, the servants will bring poisoned food. • If the poisoned food doesn’t work, they will be ambushed later. • Also, do not go upstairs. For any reason. Yasviga won’t explain further on that point. • Finally, once poisoned, they will be imprisoned in the cellars beneath the castle, then released the following morning after all the other guests have left. • Once in the forest, Yasviga would find them and give them a silvered weapon. Then they could set up the ambush. If Ustinya’s husband is present, she’ll fight the husband and leave Ustinya to the adventurers. • Lastly, one of the adventurers will need to wield silver. Yasviga is adamant about this. One of them needs to use silver, though only one. She will provide the silver. That’s the plan. If the adventurers agree, then they’ll have Yasviga’s help navigating the party and the hunt. If they don’t agree, they’ll have to navigate it themselves. Still, the idea that other people are being hunted and killed might give the adventurers pause. They might decide to try and free the prisoners, or something of the sort, though Yasviga would argue that it’s simply far too dangerous to do so. Better to stick to her plan, or at least that’s what she would argue. And, in the event that the adventurers decide to attack Yasviga, she will simply try to flee. However, if you need to use her statblock, use the statblock of the Loup Garou (VRGR pg 237), which is the same statblock that Karloff was given. The following descriptions of Castle Reinwald take place during the Revel, which is the only time the adventurers will be granted access. Should they try to break in at some other time, have Karloff find them and attack them in the woods. R6A - Great Hall The doors of the castle open to reveal a majestic great hall, forty feet wide and almost 90 feet long. On either side of the hall stand six beautiful fey creatures depicted in gold, each statue standing over ten feet high, and in between them runs a lush and vibrant carpet. Feast tables are piled high with food, surrounded by revelers in costumes that are as extravagant as they are risque. Finally, at the end of the hall, sit two thrones flanked by golden statues.


252 CHAPTER 5 . RAFFENBURG


253 CHAPTER 5 . RAFFENBURG


254 CHAPTER 5 . RAFFENBURG The Great Hall is the social heart of the party, where all the serious politicking, posturing, and gossiping takes place. Guests gather around the feast tables, eating, drinking, and mingling, while the hosts of the party hold court from atop their golden thrones. At least, at the beginning of the party. As the evening wears on, the party tends to disperse, heading toward the Trophy Room (R6B) or the Ballroom (R6C) to indulge in other festive activities. Nevertheless, when the adventurers first enter the party and step into the Great Hall, here are some of the people that they might meet: Theodore Schwartzhoffen, Raffenburg Nobility (Human) Though he’s approaching his 60s, Theodore still acts as he did back in his University days. Nevermind having barely graduated with a degree in Applied Arcanology, Theodore loves drinking and gossiping, and will happily talk with anyone who will listen. And while he might be quite vapid, it’s not hard to steer conversations with him, and he happens to know a few things after years of attending the Reinwalds’ Revels. For instance, he can tell the adventurers: • That the Reinwalds live much longer than they should, and after a point in time, seem to simply stop aging. • All of Ustinya and Yasviga’s siblings have tragically died over the last few decades, if not centuries. Maybe some of those were cousins, but there are at least 9 full blood siblings that have had funerals, several of which were held before Yasviga was born. • The Count and Countess are trying to set Yasviga up with Felix Tornheim, the Baroness of Leshehoff’s son. If asked about other things in the city, Theodore knows much, though not much of it is useful, though he can share that: • That the University Library is one of the most dangerous places in the entire city. • That the Grand Theatre changed owners 20 years ago and has since built a rabidly loyal following. A few critics were even stabbed as a result of their reviews. Boris and Brava Ironsheild (Dwarves) Boris and Brava are the heads of the Blacksmithing Guild, and as a result, are exceedingly rich. However, as the evening goes on and Boris and Brava get more and more inebriated, they’ll begin to grieve the loss of Barrukhirrim, the home of their ancestors and home to some of the greatest innovations in metalworking in all of existence. They would pay an entire fortune to anyone who was able to bring back some of the lost tools and techniques from Barrukhirrim, or the Silver Graves as they’re now known, though everyone they’ve hired have never returned. And, should anyone prompt them for more information about the Graves, they’ll reveal a secret: that at the heart of the mountain Barrukhirrim was built in, lies a place of great power: the Forge of the Ancestors. Said to contain not only a profound record of knowledge, but also the tools needed to create weapons the likes of which have never been seen. What those weapons are, exactly, they don’t know, as no one has ever seen them, though they are adamant that anyone who could reach the Forge of the Ancestors would gain incredible power. Ksenia Krivic - Guild District Messenger (Human) Remarkably pretty, it’s no secret why Ksenia was invited, or at least that’s what most believe. In truth, Ksenia is the fastest runner in the city, or perhaps all of Wreythau, and she’s intended for the Reinwalds’ next hunt. Until then, she’s suffering from fairy tale syndrome. That is, she was loaned an extravagant outfit and plied with amazing food and drink, and intends to live it up before the coming dawn wipes all the magic away. Gisella - Art District Artificer-Tailor (Halfling) Gisella is an arrogant, often abrasive person, commenting ruthlessly on everyone’s attire. That is, everyone who didn’t get their attire from her. And for those who know fashion, she’s undoubtedly correct. All the flaws she points out


255 CHAPTER 5 . RAFFENBURG are legitimate, at least in the eyes of those who recognize the art of apparel. The adventurers are likely to be the unfortunate victims of Gisella’s scathing critique, though that critique will also come with the offer to visit her shop (The House of Gisella) before they embarrass themselves at the Masquerade Ball. What’s more, she’ll offer to provide the work gratis (free), should they be willing to embarrass Ustinya and Karloff Reinwald, both of whom recently started seeing a new tailor. She’ll recommend challenging them to a drinking contest or a dancing contest, and should their clothing get ruined in the process, then Gisella will owe them an entire outfit in return. Considering that she’s also an Artificer, this is an excellent deal. For the drinking contest, set the Constitution Save DC at 12 and then increase by 3 with every drink. For the dancing contest, see The Ballroom (R63). Felix Tornheim - Son of Baroness Tornheim One of the Heirs of the Barony of Leshehoff, Felix Tornheim is being courted by the Reinwald clan. The Count and Countess intend to cement an alliance with the Tornheim’s by arranging the marriage of Felix and Yasviga, although Yasviga isn’t aware of this. She’s been a little preoccupied by her murderous elder sister. Regardless, this is not the first party Felix has attended, and it’s fair to say he’s been thoroughly seduced by the Reinwalds. He loves hunting, they love hunting. He loves revelling and indulging, they love revelling and indulging. Plus, if he marries upwards, there’s no way his parents can be disappointed, right? Unfortunately for Felix, not everything is as simple as it appears to be. Depending on Yasviga’s fate, he might be married off to some cousin or other, and kept as more of a hostage than a true ally, and considering how fiercely the Tornheim’s feel about familial loyalty, the Reinwalds would be able to exert tremendous influence upon Leshehoff, particularly if Felix were to inherit the Barony himself... Ustinya and Karloff Reinwald Karloff is Ustinya’s husband, meaning that he married into the Reinwald family and only holds whatever power his wife has. Nonetheless, since marrying into the family and surviving the Gift of Vargr, Karloff has become a fearsome werewolf in his own right. Having lived for well over a century now, he doesn’t show his age. He is a tall, dark haired man with a well groomed goatee and a curled mustache. He wears an elaborately decorated sword and seems as arrogant as it is possible to be. Ustinya is the firstborn daughter of Cornelius and Ilse, and though she was born well over a century before Yasviga, she looks to be of the same age. Unlike her sister, however, she has auburn hair and cold blue eyes, the sort of eyes that inspire thoughts of freezing winter and corpses buried beneath snow. As the firstborn, Ustinya believes that it is her right to inherit leadership of her clan, and she views all of her siblings as nothing more than rivals to be put down. She’s assassinated all but one, and intends to resolve that on the morrow. In the meantime, she is happy to revel and indulge her whims. Finally, at the end of the hall, sitting upon their thrones of gold, are Cornelius and Ilse Reinwald, the Count and Countess themselves. Both appear to have aged very gracefully into their middle years, though in truth, both are centuries old. Cornelius is the more jovial of the two, happy to cavort and joke, laugh and boast, and generally enjoy life, whereas Ilse seems more content to converse and observe, smiling all the while as though she knows what no one else does. Despite the difference in demeanor, however, it’s clear that they couldn’t be closer. Living with someone for centuries will do that for you.


256 CHAPTER 5 . RAFFENBURG More importantly, however, if the adventurers approach the Count and Countess, then a toast will be proposed, welcoming these foreigners to their revel. Adventurers must pass a DC 14 Constitution save or suffer the following effects: they become poisoned, and in one hour they fall unconscious. While unconscious the target can benefit from a long rest, but will not wake for 8 hours. Only those immune to poison damage are unaffected. Any adventurer that refuses to toast will be regarded with shock, and will be informed that to reject the toast would be to insult the Reinwalds’ hospitality. If the adventurer still refuses, they will promptly be kicked out of the party...only to be ambushed as they pass through the forest covering the rest of the estate. Use as many Reinwald Servants as you wish. If you want the adventurers to escape, use only a few. If you wish for them to be captured, use several. R6B - The Trophy Room This large room is filled with hundreds upon hundreds of hunting trophies. The massive, mutated heads of wreythian bear, elk, and boar are mounted on displays, while smaller taxidermy displays fill every spare inch along the walls. Strangely, though, there is no furniture in the room, only an extravagant abundance of pillows of every description laying upon the floor. The Reinwalds are famous for their debauchery, and the trophy room is where much of that happens, as the pillows attest. And yes, this is supposed to be tremendously unsettling, though not much else. Only describe what your group is comfortable with (remember to check in with them if you haven’t already). Remember, less is more. Being vague forces others to use their imaginations, so don’t dwell on the description. R6C - The Ballroom This Ballroom is like a shrine to opulence itself. The floors are made of the rarest marble and are as smooth as glass, reflecting much of the enchanted light that shines down from above. For, instead of chandeliers, there is a massive latticework of gold and platinum embedded with massive gemstones that have been enchanted to shed brilliant, colored light. A dragon would be proud to have a horde as magnificent as the Reinwalds’ Ballroom, and as the dancers whirl and glide across the reflective marble floor, it is as if they’ve been transported into a universe filled with riches, with jewels instead of stars. For any adventurers challenging Ustinya and/or Karloff to a dance competition, treat it with great fanfare, with dozens of revellers in the audience, as well as the Count and Countess themselves. Reinwald Servant —Medium humanoid (any race), any alignment Armor Class 16 (studded leather armor) Hit Points 75 (10d8 + 30) Speed — 30 ft. STR DEX CON INT WIS CHA —11 (+0) 18 (+4) 16 (+3) 11 (+0) 13 (+1) 10 (+0) Skills Acrobatics +6, Perception +5 Senses passive Perception 15 Languages any one language (usually Common) Challenge — 3 (700 XP) Proficiency Bonus +2 Hunter’s Eye (3/Day). As a bonus action, the servant can add 1d10 to its next attack or damage roll with a longbow or shortbow. Poisoned Attacks. Any target hit by a servant’s attack must succeed on a DC 13 Constitution saving throw or fall unconscious. Only those immune to poison damage are unaffected. Actions Multiattack. The servant makes two attacks with its longbow or two attacks with its shortsword. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.


257 CHAPTER 5 . RAFFENBURG As for the rules of the contest, the adventures will choose who goes first. Whatever roll result the first dancer(s) get must be matched or beat by whoever goes second. If the second roll beats the first, that is the new DC, and the DC only goes up. Whoever fails first loses. However, each round of the dance competition takes minutes to complete, giving ample time for allies to assist in clever ways. R6D - The Kitchens This massive kitchen looks as though it could feed an army, with a huge row of ovens and stoves, and massive pantries practically overflowing with food. Dozens of servants bustle about, readying heaping platters of delicacies for all those attending the revel. The kitchens are something of a holy place for the Reinwalds, as this is where they do the greatest honor to their prey. Because of that, the kitchens are actually run by a member of the extended Reinwald clan (use Karloff/Loup Garou’s stats for combat if necessary). They are known as Bolearis and they rule the kitchen with all the verve and intensity of a high priest(ess) conducting a ritual. The results really cannot be argued with. Not even the Drowning Sun comes close. Additionally, the Reinwalds’ knockout poison is stored in the kitchen. It’s stored in unmarked, black clay jars and then portioned out into smaller glass vials. In order for anyone but a servant to access this poison, though, the Head Chef must be fooled, which is not an incredibly difficult task (passive perception 23). R6E - The Gallery A sumptuous carpet runs down the entire length of this grand hallway. Several masterwork paintings are proudly displayed, as are historic weapons and statues of the Reinwalds’ ancestors. Strangely, many of their ancestors appear to be elves, though perhaps it was long ago, for their likenesses appear strangely exaggerated. At the end of the Gallery, a stone staircase leads up to the second and third floor of the castle. The statues aren’t exaggerated. Rather, they are depicting Fey, rather than elves. Whether these are truly ancestors, or rather honored servants of Vargr, just as the Reinwalds are, is up to you. Perhaps it’s a bit of both. Regardless, a DC 15 Arcana check will reveal that the statues depict Fey and not elves. A DC 15 History check will reveal that the paintings most likely depict events from thousands of years ago, well before even the Blood Queen’s time. R6F - Winter’s Shrine On the west side of Castle Reinwald sits a peculiar garden of bare trees and dying hedges, the air itself biting at your lungs with every breath. Beside the hedges sits an ancient fountain filled with chill water and carved with flowing runes. This garden is the Reinwalds’ shrine to Winter and all that it represents. The fountain acts as the center of the shrine and as a focus that holds the garden within the grip of winter. And, should one venture into the hedges themselves, they’ll find something odd: a massive skull from some dread creature slain long ago. The skull was an offering that helped transform the garden into a shrine in the first place. Furthermore, when examining the skull, a DC 16 Investigation or Perception check will reveal a secret entrance to the castle’s undercroft (R6M). The entrance is not locked. Instead, it leads down to a room that contains two ladders and a mechanical lift that leads directly to the undercroft itself. When examining the fountain: A DC 14 Arcana Check will reveal that the runes on the fountain are enchanted and


258 CHAPTER 5 . RAFFENBURG transform the immediate area into a realm of perpetual winter. A DC 16 Religion Check will reveal that the Court of Winter is not only a Court of cold, death, fear, and darkness, but also a Court of introspection, transformation, and the hunt. Should any character know Druidic they will be able to determine that the shrine is dedicated to the Fey Court of Winter and that the shrine has made this garden a place where the Courtiers of Winter may dwell. What’s more, the runes tell of a ritual that can summon a Courtier of Winter so that knowledge or blessings can be bargained for. The ritual itself is simple, if macabre. The ritual participant must first obtain a skull from a creature they have personally killed. Next, they must fashion the skull into a cup and use it to drink from the fountain. Then, when the Fey appears, they must offer the Fey a drink from the skull as well. This will initiate negotiations and allow the participant to bargain with the Fey. If an adventurer performs the ritual, describe the following: The wind begins to rise, its frigid touch rasping across your skin as a flurry of snow materializes all around you. The force of the gale continues to rise, the snow growing heavier and heavier until everything around you disappears beneath a blizzard of cruel ice and biting winds. Then, the blizzard fades as suddenly as it appeared, and a being is standing before you, clad in a wolfskin cloak and garments spun of silver and ice. Its features are as harsh and beautiful as the blizzard that heralded its arrival. The Winter Courtier can appear male, or female, or something in between, as the nature of the Fey is ever mercurial. If asked for a name, they will reply that they are sometimes known as Isa, or Ice. The Winter Courtier can be asked for information about anything. Anything. It will always speak true. However, the Courtier will ask for payment in return. The payment depends upon the rarity of the information the adventurers’ seek. Small payments would include: • Something that brings the adventurer joy. If the adventurer agrees, it will no longer bring them joy. • Pledging the Courtier the blood of a worthy foe. The pledge must be made before the killing blow is struck. The pledge and the killing blow must both be made by the adventurer bargaining with the Courtier. This must happen within the next moon (4 weeks). Large payments would include: • The adventurer’s firstborn child, brought within the next year. If the adventurer tries to reproduce, and is potentially capable of it, they will be able to. • The dying breath of someone who has passed because of old age, brought within the next moon (4 weeks). The adventurer will be given a bottle. • The pelt of a creature killed with patience, offered before the end of the next moon (4 weeks). The Winter Courtier can also be asked for a boon, such as a magic item. A boon follows the same payments as described above. Feel free to be creative. Also, please allow the adventurers to suggest suitable payments, too! Lastly, if the adventurers agree to a payment, but do not follow through, then the Winter Courtier will appear at the worst possible moment and try to kill the adventurer and all who stand with them. Likely, this means during another combat.


259 CHAPTER 5 . RAFFENBURG R6G - Summer’s Shrine To the east of Castle Reinwald sits a peculiar garden filled with large trees and thick flower beds in full bloom. Beside the flower beds sits a golden fountain filled with bubbling spring water and covered in flowing runes. The air is warm and thick with the scent of growing things. This garden is the Reinwalds’ shrine to the Fey Court of Summer. The fountain acts as the center of the shrine and as a focus that holds the garden within the embrace of Summer. And, should one go into the flower beds, they will find the remains of a statue that appears to be a hand growing up out of the earth itself. The statue was an offering that helped transform this garden into the shrine that it is. When examining the fountain: A DC 14 Arcana Check will reveal that the runes on the fountain are enchanted and transform the immediate area into a realm of perpetual summer. A DC 16 Religion Check will reveal that the Court of Summer is not only a Court of heat, growth, abundance, and passion, but also a Court of performance, warfare, and the hunt. Should any character know Druidic they will be able to determine that the shrine is dedicated to the Fey Court of Summer and that the shrine has made this garden a place where the Courtiers of Summer may dwell. What’s more, the runes tell of a ritual that can summon a Courtier of Summer so that knowledge or blessings can be bargained for. The ritual itself is simple, if macabre. The ritual participant must first personally kill a creature and mix its blood with the water from the fountain. Next, they must paint themselves with the bloody mixture. Then, when the Fey appears, they must offer the Fey the chance to paint themselves with the mixture as well. This will initiate negotiations and allow the participant to bargain with the Fey. Winter Courtier —Medium Fey, chaotic evil Armor Class 19 (natural armor) Hit Points 157 (17d8 + 81) Speed — 30 ft. STR DEX CON INT WIS CHA —11 (+0) 10 (+0) 16 (+3) 18 (+4) 17 (+3) 18 (+4) Condition Immunities charmed, sleep Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 13 Languages Common, Elvish, Sylvan, Druidic Challenge — 10 (5,900 XP) Proficiency Bonus +4 Arcane Combatant. The Winter Courtier uses its Intelligence modifier for weapon attack and damage. Fey Step (Recharge 4–6). As a bonus action, the Winter Courtier can teleport up to 30 feet to an unoccupied space it can see. Innate Spellcasting. The Winter Courtier’s innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components: At will: fog cloud, gust of wind 1/day each: cone of cold, ice storm Magic Resistance. The Winter Courtier has advantage on saving throws against spells and other magical effects. Sorrowful Presence. Any hostile non-fey creature that starts its turn within 60 feet of the Winter Courtier must make a DC 16 Wisdom saving throw. On a failed save, the creature is charmed for 1 minute. While charmed in this way, the creature has disadvantage on ability checks and saving throws. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to any Winter Courtier’s Sorrowful Presence for the next 24 hours. Whenever the Winter Courtier deals damage to the charmed creature, it can repeat the saving throw, ending the effect on itself on a success. Actions Multiattack. The Winter Courtier makes 2 attacks with its longsword or with its longbow. Longsword +1. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage plus 18 (4d8) cold damage, or 10 (1d10+5) slashing damage plus 18 (4d8) cold damage if used with two hands. Longbow +1. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 9 (1d8+5) piercing damage plus 18 (4d8) cold damage. Reactions Frigid Rebuke. When the Winter Courtier takes damage from a creature the Winter Courtier can see within 60 feet of it, the Winter Courtier can force that creature to succeed on a DC 16 Constitution saving throw or take 11 (2d10) cold damage.


260 CHAPTER 5 . RAFFENBURG If an adventurer performs the ritual, describe the following: The clouds slowly part and brilliant rays of sunlight fill the garden. The air grows warmer as the light becomes brighter, and brighter, until it feels as though the world itself was turned into a blinding oven. Then, suddenly, the clouds reform and you see that you are not alone. A creature wearing a cloak of elk hide and garments spun from gold stands before you, its features as beautiful and painful to behold as the sun itself. The Summer Courtier can appear male, or female, or something in between, as the nature of the Fey is ever mercurial. If asked for a name, they will reply that they are sometimes known as Lasair, or Flame. The Summer Courtier can be asked for information about anything. Anything. It will always speak true. However, the Courtier will ask for payment in return. The payment depends upon the rarity of the information the adventurers’ seek. Small payments would include: Something that the adventurer is passionate about. If the adventurer agrees, it will no longer fill them with passion. Pledging the Courtier the blood of a worthy foe. The pledge must be made before the killing blow is struck. The pledge and the killing blow must both be made by the adventurer bargaining with the Courtier. This must happen within the next moon (4 weeks). Large payments would include: The adventurer’s firstborn child, brought within the next year. If the adventurer tries to reproduce, and is potentially capable of it, they will be able to. The masterwork of an artisan, given freely. It must be brought by the end of the next moon. (4 weeks). The head of a fool, killed by their own foolishness, and must be brought by the end of the next moon (4 weeks). The Summer Courtier can also be asked for a boon, such as a magic item. A boon follows the same payments as described above. Feel free to be creative. Also, please allow the adventurers to suggest suitable payments, too! Lastly, if the adventurers agree to a payment, but do not follow through, then the Summer Courtier will appear at the worst possible moment and try to kill the adventurer and all who stand with them. Likely, this means during another combat. Summer Courtier —Medium Fey, chaotic evil Armor Class 19 (natural armor) Hit Points 127 (17d8 + 51) Speed — 50 ft. STR DEX CON INT WIS CHA —19 (+4) 21 (+5) 16 (+3) 14 (+2) 12 (+1) 18 (+4) Condition Immunities charmed, sleep Skills Athletics +8, Intimidation +8 Condition Immunities: charmed, sleep Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 9 Languages Common, Elvish, Sylvan, Druidic Challenge — 10 (5,900 XP) Proficiency Bonus +4 Fearsome Presence. Any hostile non-Fey creature that starts its turn within 60 feet of the Summer Courtier must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to any Summer Courtier’s Fearsome Presence for the next 24 hours. Fey Step (Recharge 4–6). As a bonus action, the Summer Courtier can teleport up to 30 feet to an unoccupied space it can see. Magic Resistance. The Summer Courtier has advantage on saving throws against spells and other magical effects. Actions Multiattack. The Summer Courtier makes two weapon attacks. Longsword +1. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 18 (4d8) fire damage, or 10 (1d10 + 5) slashing damage plus 4 (1d8) fire damage if used with two hands. Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 18 (4d8) fire damage. Reactions Parry. The Summer Courtier adds 3 to its AC against one melee attack that would hit it. To do so, the Summer Courtier must see the attacker and be wielding a melee weapon.


261 CHAPTER 5 . RAFFENBURG 2nd Floor R6H - Dining Hall The stairs from the Gallery lead into the Reinwalds’ personal Dining Hall, as well as continue on up to the third floor. The Dining Hall itself is another extravagant room filled with golden statues, priceless paintings, and expensive furniture. To the east, a door leads to the Count and Countess’ personal chamber, while to the south hallways lead to the other chambers and to the Solarium. The second floor is off limits to party guests, though the Reinwalds don’t trouble themselves with much security. They trust their servants to look after them, not to mention the fact that they’re werewolves and thus don’t have as much need for security as other nobles might. That said, sometimes the Reinwalds will bring people upstairs for private meetings. For the powerful and wealthy, those meetings are usually full of politicking in the dining room or the bed chambers. For the Reinwalds’ prey, that means a trip up to the murder labyrinth on the third floor. A DC 18 History Check will reveal that several of the paintings depict the end of Gulthias’ reign in Wreythau. The most remarkable paintings are the following: One painting depicts Gulthias sitting upon a throne made of twisted branches in a glade of standing stones. Gulthias is a male elf with a wiry, yet powerful build partially hidden by a regal outfit that looks as though it was grown from throned vines and the flowers that bear his name. Mist hangs all around him, and standing at his right is a dread elven warrior: Beleroth Haar An Thell. To his left sits a massive wolf with a coal black coat and a murderous gaze. Another painting depicts a grand battle, Gulthias leading an army of undead horrors, unnatural monstrosities red in tooth and claw, and knights riding massive wolves against an army of humans and dwarves. Another depicts the Blood Queen herself standing atop Gulthias’ corpse, holding his severed head aloft, all while a massive black wolf rolls over at her feet. Notably, the Blood Queen’s eyes are brown, rather than red, and her teeth appear as flat as any other humans. R6I - The Solarium The door opens into a lavish room with large windows that let in as much light as the cloud strangled sky can offer. Occupying most of the room are four overstuffed chairs facing each other, with two end tables sitting between them. Typically a solarium is a room meant to receive as much sunlight as possible, but considering that the sun only shines one day a year, this solarium essentially just offers a wonderful view of the forest estate. A DC 12 Investigation Check will reveal that the drawers contain letters. If an adventurer takes time to read through the letters (at least a half hour), they will discover that the Reinwalds are not only aware of the rising tension in the city, but that they are building an alliance of the nobility to oppose the city council and the revolutionaries both. Needless to say, the letters could be valuable blackmail in the right hands. R6J - Bedchambers These four bed chambers appear to be intended for close family. They are all luxurious and filled with soft animal pelts, thick blankets, master-crafted furniture, and beautiful decorations, though each has been arranged to best suit their owners. The northwestern bedchamber appears to currently belong to no one. There are no personal items of any kind.


262 CHAPTER 5 . RAFFENBURG The southwestern bedchamber appears to belong to Yasviga herself. Within it lies a diary, about 300gp worth of jewelry, a wardrobe full of expensive clothing (10gp+ per outfit), and a silvered dagger (worth 50gp) kept beneath her pillow. Yasviga’s diary paints a fairly horrifying depiction of what it’s like to grow up in a family where siblings murder each other and everyone hunts other people for sport. Perhaps unsurprisingly, Yasviga detests most of her family, even if she has come to terms with her nature. The northeastern bedchamber appears to belong to Ustinya and Karloff, mostly because of the large golden statues of themselves that stand to either side of their bed. Otherwise, it appears they use this room rarely, though it does contain about 100gp worth of jewelry as well as two silvered longswords (100 gp each) and a quiver full of 30 silvered arrows (worth 60gp). Lastly, the southeast bedchamber appears to belong to the head chef, a cousin named Bolearis Reinwald. Their desk is filled with dozens upon dozens of recipes, most of which are great for cooking people. These recipes are very valuable however, and are worth about 10 gold each. Other nobles, or establishments like the Drowning Sun would all be eager to buy the recipes. Otherwise, the room is filled with expensive outfits and jewelry, all worth about 500 gold. R6K - Guest Bedchambers A large fireplace against the far wall blazes merrily, filling the room with light and a cozy heat. The furnishings are extravagant and contain a Wreythian bear skin rug, a large, sumptuous bed, a wardrobe, two end tables, and a vanity. These bedchambers are intended for guests of the family. More specifically, that means allies and potential allies of the Reinwalds. At the moment, the bedchambers are empty, though it’s clear that either the staff are instructed to treat the rooms as if they’re always in use, or that they will soon be occupied. R6L - The Count and Countess’ Bedchamber The door opens to reveal a lavish drawing room filled with overstuffed chairs, a few end tables, and a lush carpet, as well as two golden statues, one of the Count and one of the Countess. A truly enormous painting acts as a wall between the drawing room and the bedroom, the painting depicting a landscape painting of Wreythau. After a moment, you realize the painting is animated, the clouds moving, the trees rustling in the breeze, the sea lapping against the shore. Past the painting lies a bed larger than many peasants’ homes, as well as two wardrobes, a vanity, and another Wreythian bear skin rug. To the west lies another doorway that leads out to a widow’s walk that overlooks the entrance to the castle itself.] Over 1000gp of jewelry is kept in the vanity, and the wardrobes are filled with extravagant outfits (10gp+). Oddly enough, though, it doesn’t appear to contain much else. There’s no personal correspondence, no mementos, and everything is perfectly orderly. Third Floor R6O - The Murder Labyrinth The staircase leads to the third floor, opening up to a series of tight corridors. Strangely, the walls of the corridors appear to be purely functional, with no decoration at all in sight.


263 CHAPTER 5 . RAFFENBURG The third floor of the castle exists purely as an indoor hunting ground. The majority of the floor is dominated by a large maze of corridors with traps placed in strategic places to hamper the movement of prey. The traps in the labyrinth use the following rules: Bear Trap Mechanical Trap A DC 16 Perception Check will reveal the location of the trap. The traps are hidden beneath false floorboards that must be reset whenever a trap is triggered. Any character that steps onto the bear trap must succeed a DC 16 Dexterity save or take 18 (4d8) piercing damage and become Restrained. A DC 16 Athletics check or thieves tools check is needed to escape the trap. Furthermore, anyone that enters the third floor cannot do so without triggering a silent alarm which will summon one of the Reinwalds to investigate. In this case, the alarm would summon Karloff. Or, if you’re wanting to delay a fight against a powerful werewolf, then the alarm could summon 6 Reinwald Servants to chase the adventurer(s) through the maze. R6P - Widow’s Walk Trap As the door opens out onto the widow’s walk you hear a loud clink, followed by the sound of something flying at you at high velocity. A DC 18 Investigation Check will reveal that the door is trapped. Once this has been detected, the trap can be triggered without a check while the door is still closed. However, anyone that fully opens the door will also trigger the trap. Once triggered, the trap uses the following rules: Spike Thrower Magic Trap When the trap is triggered it launches 8 metal spikes at anyone in the doorway. Each spike rolls with a +8 to hit and deals 15 (2d10 + 4) piercing damage. R6Q - Torture Room The stench of blood and terror fills this room, rising off of crusted stains on the floorboards. Four large torture racks fill the room, along with tables cluttered with medical tools. The torture room’s purpose is easy to guess, though the Reinwalds also use the room to stabilize worthy prey harmed by their traps. Occasionally they’ll also skin prey alive. R6R - Heart of the Labyrinth As you round the corner you find yourself staring out at a chamber carpeted with bones. Bones of every size and shape. Bones piled upon bones, hundreds of skeletons carelessly strewn all about. The Heart of the Labyrinth is where the Reinwalds ultimately try to chase their prey. If their prey was worthy, they will be devoured alive and their bones left as a macabre testament to the Reinwalds’ predatory might. If their prey has some special purpose, however, they will simply be trapped in the Heart and neutralized with violence or poison so that they can hunt them again, or otherwise use them to fulfill their purpose. The piles of bones count as Difficult Terrain. R6S - Trap Rooms As you open the door you briefly see the blades of spinning saws rising from the floor


264 CHAPTER 5 . RAFFENBURG just before a spiked mallet comes hurtling towards your chest. The trap rooms are really just one large trap composed of several smaller ones. A DC 14 Perception Check will reveal that the doors are trapped. The trap can be triggered without a check before opening the door. Otherwise, the trap will trigger when the door is fully opened and the trap uses the following rules: Spiked Mallet Mechanical Trap When the trap is triggered a large, spiked mallet will swing out from the wall and strike anything standing in the doorway. The spiked mallet rolls with a +8 to hit and does 20 (2d12+7) piercing damage if it hits. Furthermore, half of the rooms are filled with magical, spinning saw traps. The traps use the following rules: Spinning Saw Trap Magical Trap Anything moving over this trap must succeed a DC 16 Dexterity save or take 7 (2d6) slashing damage for every five feet moved. This trap also counts as difficult terrain. R6M - The Undercroft The secret passage from the Winter Garden leads to two ladders and a mechanical lift that descend deep beneath the earth to the undercroft of the castle. The center of the undercroft has been conferred into a Place of Arms, a training hall for close combat and archery. Yet what is truly shocking are the two chambers penned in by thick iron bars driven into the stone itself. About a dozen men and women are trapped within, a thick blanket of hay their only comfort inside the cells. Against the south wall lies racks of weapons and armor of all types. Enough to supply a small army, at least. Not strange in and of itself, but likely concerning. The cages require a DC 17 Thieves Tools check to unlock them. As for the people in the cages, they were all chosen for a reason. Some are gladiators from the Menagerie, others are dangerous criminals, one is a Hunter from the Hunter’s Guild, there are a few university students that insulted one of the younger Reinwalds, etc. Should the cages be opened without the proper key, a magical alarm will sound, summoning Karloff and 6-10 Reinwald Servants. Should the cages be opened with the proper key then it might be possible to sneak all of the prisoners out, but really, that’s no fun. Instead, have Karloff catch up with the characters in the forest and attack them. See The Hunt, below, for more information. R6N - Storage Room The wooden door from the Place of Arms opens up into a large storage room. Gigantic barrels of wine sit along the far wall and large crates of various supplies and foodstuffs occupies much of the remaining space. A DC 16 Investigation check will reveal a case of 10 Potions of Healing (2d4+2). Additionally, any sort of mundane supply can likely be found in this room (various tools, rope, tents, mess kits, etc).


265 CHAPTER 5 . RAFFENBURG Event: The Hunt This event can go one of several ways, but essentially, it’s a fight against a very dangerous werewolf in a forest. Because of the simplicity of this event, it can be adapted to fit multiple contexts, so don’t be afraid to let the adventurers do what they do. If they try to sneak into the estate, this event could trigger. If they try to release the prisoners, this event could trigger. If the adventurers are captured during the revel, this event would trigger. Etc. Now, that said, what will be described below will be a description of what would happen should the adventurers have agreed to help Yasviga assassinate her elder sister. That means the adventurers have attended the revel and subsequently been captured for the Hunt the next morning. Once captured, the adventurers would be kept in the cages in the Undercroft with the other prisoners, none of which know anything. Then, as the next day dawns, all of the Reinwalds and their servants would gather in the undercroft and deliver this proclamation: any who can escape the Reinwald estate will have earned their lives and their freedom. Any who cannot escape will die. Then, the Reinwalds would release the prisoners in small groups, allowing them to arm themselves as they wished (they could use their own gear or take from the armory in the Undercroft), and then they would be released out into the forest that covers the estate. The adventurers would be released together, armed, and then sent off. Specifically, Yasviga will tell the adventurers which direction to run in. This is to get them away from everyone else so they are isolated and no backup can be called once the ambush against Ustinya and Karloff takes place. However, it’s up to the adventurers what direction they choose. Assuming they listen to their only ally, they’ll have a few hours of running through the forest before Yasviga catches up with them. She’ll give one of them a silvered weapon (a shortsword, longsword, bolts, or arrows) and then they’ll have


266 CHAPTER 5 . RAFFENBURG some time to set up the ambush. Yasviga will go after Karloff and leave the adventurers to deal with Ustinya. Now, this fight will be incredibly difficult. Ustinya is a deadly archer and has legendary actions that allow her to attack multiple opponents. However, she is incredibly arrogant, easily goaded, and possesses no magic. What’s more, as long as she is hit with the silver, she won’t regenerate, making her much easier to kill. If the PCs put a little bit of effort into their ambush and utilize helpful spells (like pass without trace, invisibility, etc), then they should absolutely be able to come out on top, though it will be a brutal, dangerous fight. University District R7 - University of Raffenberg In a city as cursed as Raffenberg, even the vaunted halls of learning harbor terrible secrets. Brutal experiments are conducted on live human subjects, important research is suppressed, and throats are regularly poisoned and split, all in the name of greed. Nonetheless, most of the city regards the University as a point of pride and a source of hope, ignorant to all that goes on within the expansive bounds of its campus. Great things are done at the University, and for many, the scholarships offered by the Guilds, the Consortium, and the Guard have led to a better life. The fact that that better life comes at the cost of others, however, hasn’t gone unnoticed. Because of this the University is a heavily contested battleground, even if that battle is being conducted in the shadows. Every faction needs knowledge, innovation, medical care, and arcane power, and that is exactly what the University offers. It is simply too valuable for any faction to destroy, and so the struggle to control it happens much more carefully and subtly than almost anywhere else in the city. That also means that there are agents of every faction present in the University, making it a hotbed of espionage that would make even the Gheata sisters salivate over.


267 CHAPTER 5 . RAFFENBURG Unfortunately for the adventurers, much of that complex struggle happens behind the scenes and would take weeks, if not months, to learn about, much less get involved in. Frankly, that’s time they simply don’t have. That said, the University is still an incredibly valuable location for them for much the same reason it’s valuable to everyone else: it is the home of the collected knowledge, learning, and study for all of Wreythau. And, more specifically, it is the only place in Raffenburg that the adventurers can legally buy magic items, potions, and other arcane goods and services (see the DMG for suggested pricing and then double or triple it). Note that these goods and services also include healing magic, as the University operates an advanced magical Hospital, as well. Event: Lost In The Stacks Location: University Library Suggested Level: 6 Summary This is the most important event to take place at the University of Raffenburg as it will not only give the players much greater insight into the Blood Queen, but it will also give the adventurers some interesting magic items, some of which might come at a cost. On the surface, this event is about rescuing Ekaterina Tornheim the Younger (Baroness Tornheim’s daughter) from the University’s cursed library. However, as the adventurers delve into the maze of bookshelves and interact with the artifacts within, they’ll be able to dig deeper into Wreythau the Blood Queen, and the Dark Power that secretly rules it all. This event can trigger in a few different ways. • If the adventurers have helped the Revolutionaries, then Yulia Mountainsblood will reach out to them and ask for their help in finding one of her students who has disappeared in the library.


268 CHAPTER 5 . RAFFENBURG • The Tornheims could send the adventurers a letter asking them to check in on their children, mentioning that both are attending the University. Asking around the University will reveal that Felix has been spending lots of time with the Reinwalds, and that Ekaterina the Younger has disappeared in the library. • While buying magical goods and services at the University, they could overhear that some noble’s daughter has disappeared and Professor Mountainblood is making a big fuss over it. • Alternatively, if the adventurers wish to visit the library anyways (perhaps due to city rumors), then the librarians will mention that a student recently went missing in the library. Not uncommon for younger students, but rare for those close to graduation. R7A - The University Library The library is a grand building made of brick and stone, and proudly stands at five stories tall. However, anyone at the University can tell you that the library only has one floor, and that no one has ever explored all of it. In fact, as soon as one steps through the doors of the Library, it’s as though they’ve entered an entirely different building. On the outside, there are many grand, stained glass windows, but on the inside you can’t see them. In fact, you can’t even see any walls, only the front doors that let you into the building and a void of black where the walls should be. Sitting inside the entrance to the library is a reception desk staffed by a librarian, and beyond that, is simply an expanse of tower bookshelves and a polished wooden floor. The librarian, known as Antiquarian Amadi, is an ancient human woman with dark skin and grey dreadlocks. She is cheerful and is happy to help the adventurers. She’ll make sure they have all the gear they need, including at least three days of food, water, and light, and will compliment


269 CHAPTER 5 . RAFFENBURG them on their weapons and armor (assuming they arrived armed). The library, Antiquarian Amadi will explain, exists in its own little pocket dimension. It was constructed by the Blood Queen herself to act as a repository for knowledge, in whatever form it might take, and the library has grown and grown throughout the millennia. Now, it has something of a mind of its own, and the stacks shift and change, creating a perpetual maze that cannot be mapped. What’s more, the library has a guardian, the Book Worm, that ruthlessly protects all that the library contains. If anyone tries to remove anything from the library, they’ll have to deal with the Book Worm, and so far no one who has challenged it has survived. Furthermore, Antiquarian Amadi will confirm that Ekaterina Tornheim the Younger has been missing for a little over a week now, and is likely in grave danger. It’s a shame, really, as she was such a promising student. Unfortunately, Antiquarian Amadi rarely ventures into the stacks anymore, so it’s up to the adventurers to rescue the young Tornheim. As dangerous as the Book Worm is, it doesn’t automatically attack. Instead, whenever an artifact in the library is disturbed, the Worm will soon appear and perform a special attack: Wrath of the Book Worm. Use your best judgement as for when the Wrath of the Book Worm occurs. I recommend after the adventurers have finished interacting with an artifact, though remember, the Worm only appears if the artifact was significantly disturbed. In most cases, that means if the adventurers attempt to move an artifact. Wrath of the Book Worm Living Trap The floor beneath your feet begins to tremble, and the books begin to shake upon their shelves. Then, suddenly, the shelf in front of you explodes and a massive, toothed maw, easily ten feet across, lunges down upon you. Single target. Make a DC 18 Strength Saving Throw. If you succeed, you are able to resist the Book Worm and remain where you are. If you fail, you are swept up in the Book Worms maw and are carried to a random location within the library. Wrath of the Book Worm triggers opportunity attacks from any creature within 10 feet of the creature it is targeting. This will allow the adventurers to whittle away at the Book Worm’s health leading up to the final confrontation. Assuming the adventurers are brave enough for a final confrontation, that is. Furthermore, this mechanic should help ramp up the unease for your players, as this will not only separate them in a maze, but they will also Book Worm Gargantuan monstrosity, unaligned —Armor Class 18 (natural armor) Hit Points 247 (15d20 + 90) Speed — 50 ft., burrow 50 ft. STR DEX CON INT WIS CHA —28 (+9) 7 (-2) 22 (+6) 1 (-5) 8 (-1) 4 (-3) Saving Throws Con +11, Wis +4 Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 9 Languages — Challenge — 15 (13,000 XP) Proficiency Bonus +5 Tunneler. The worm can burrow through the book shelves. The shelves will instantly repair themselves in its wake. Actions Multiattack. The worm makes two attacks: one with its bite and one with its stinger. Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm’s turns. If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. Tail Stinger. Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.


270 CHAPTER 5 . RAFFENBURG have no idea when the Book Worm will actually attack them. And, if they get cocky, consider having the Book Worm actually attack for a round or two before disappearing through the stacks again. In other words, keep them guessing. Navigating the Stacks The adventurers will enter the battlemap in the northwestern corner. The Library battlemap is designed as a maze and it works best if you can maintain a fog of war. If you use a virtual tabletop then you can use whatever lighting settings or fog of war settings that your chosen program has to ensure that only what is within the adventurers’ current line of sight is visible. If you’re playing with pen and paper, you can use blank slips of paper that you move around to hide the parts of the map that are not within the adventurers’ line of sight. In other words, if the adventurers are not currently looking at it, it should be obscured from their view. This will protect the integrity of the maze and force the players (yes, the players) to use their memories or draw their own map. This will best simulate what the adventurers themselves are going through. The goal is to have the characters explore an oppressive, architectural horror maze of bookshelves and creepy artifacts. The adventurers should be able to freely move through the library, pausing to interact with whatever catches their interest, though the library should feel inhospitable and ominous. For one, it is impossible to escape the stacks. Anything trying to climb or fly above them will find the stacks rising endlessly higher, no matter how fast or how far they try to go. For another, have the entrance/exit shift. Once inside the library, the adventurers can’t leave until they’ve achieved their goal (or the players beg you to let them out; if the players aren’t having fun, best to move on). Lastly, there’s the Book Worm. Make sure not to interrupt the adventurers interactions with the library, but don’t hesitate to make the Book Worm’s presence known. In other words, don’t be afraid to delay the Book Worm’s arrival, but don’t forget about it. It should harass all but the most careful adventurers. Artifacts in the Stacks A - The Mirror Displayed upon a marble plinth is a large silver mirror. As you gaze into that shining surface you see your reflection shifting, your features changing before your very eyes, and unbidden, a thought enters your mind: is this what form your spirit desires? The Mirror is a magical item that can permanently change a creature’s appearance. It can alter anything about their appearance, including changing a creature’s size to small or medium, but it cannot affect any other parts of their character sheet. It will not give special attacks, increase or decrease abilities, etc. It will only alter appearance and size. When an adventurer first looks into the mirror, ask them the following question: “What does your character wish they looked like?” However they answer, that is what the Mirror will show. Then, if they wish it to happen, their form will change to match the idealized reflection in the mirror. B - Devil Skull Upon a marble plinth is a hellish skull as large as a grown man’s torso, with a pair of sweeping horns that rise majestically from the crown of the skull. As you approach, an infernal light flares within its empty eye sockets and an inhumanly deep voice echoes in your mind. This is the skull of a Pit Fiend that Czerina slew long ago. She trapped its soul into the skull and placed it in the Library so that its knowledge would not be lost. Now, this ancient devil simply


271 CHAPTER 5 . RAFFENBURG lurks within the skill, waiting and hoping for a chance to one day free itself and return to the Nine Hells. In the meantime, the Devil Skull will bargain with any who approach it, offering to reveal powerful arcane secrets in exchange for souls, items of power, or anything else of value that it might be able to gather. The Skull can teach any adventurer a spell. It could even teach an adventurer a spell higher than what the adventurer can cast, although the adventurer would not be able to cast it until they possessed the appropriate level of spell slots. For instance, a 3rd level caster could learn the Wish spell from the Devil Skull but would be unable to cast it until they gained access to 9th level spell slots. Most importantly, this would allow a character to learn and cast a spell from another class’ spell list provided they had spell slots of an appropriate level. For instance, a Druid could learn a Wizard spell, and cast it, provided they had the appropriate spell slots for that level of spell. The Skull will only bargain with an adventurer once and no more. Things the Skull would bargain for: • Angel Feathers • A Soul secured through an infernal contract within one week (a contract would appear if this option was chosen). The Soul could belong to the adventurer or to anyone they get to sign the contract. • A Relic of Legend • A contract stipulating that the adventurer perform a living sacrifice in order to summon a specific Erinyes from the Nine Hells within one week. Once summoned, the Erinyes would be free to act in Wreythau however it wishes. If an adventurer fails to uphold their bargain, Devils would periodically appear and attempt to drag the offending adventurer into the Nine Hells. I would recommend starting with low CR Devils and working your way up toward another Pit Fiend. In this case, the only thing that would save the character would be to have the spell they learned permanently erased from their mind, something only Czerina, or the Wish spell, could do. C - Brain in a Jar Sitting upon this plinth is an ornate glass jar made of the finest crystal and decorated in complex lattice work of thorned vines wrought in gold. The jar itself is filled with a transparent green liquid, and inside that liquid floats a brain. As you approach, a feminine voice echoes in your mind. This is the brain of Czerina’s mother, Evengja, suspended in a cruel parody of immortality. Where Czerina sought to torture her father by trapping him in an endless cycle of painful reincarnations, she decided to do the opposite to her mother, preserving the mind she so admired, but nothing else. So here Evengja sits, a brain trapped in a jar, surrounded by an endless font of knowledge and nothing else. Evengja can commune with the library to a degree and can request any book that she wishes, using Mage Hand to hold it and flip the pages. Periodically, students from the University will consult her, though after a millennia of this tortured existence, Evengja simply seeks to die. She will beg, coerce, negotiate, lie, and generally do everything she can to convince the adventurers to break the jar and let her escape her suffering. Ironically, this torture has convinced Evengja that she was right to treat Czerina like a monster all those years ago, rather than inspire some sort of repentance. Clever players might think up other solutions, however, such as using the Mannequin (Artifact E) to produce her a new body. This could lead to an incredibly dramatic confrontation with Czerina, particularly if Gavran has also been awakened to his past lives and allowed to confront Czerina along with Evengja.


272 CHAPTER 5 . RAFFENBURG Otherwise, Evengja is incredibly intelligent and educated and conversing for a protracted length of time could grant an adventurer proficiency or expertise in Animal Handling, Arcana, History, Insight, Nature, Medicine, or Religion. D - Magic Orb Sitting upon an iron stand in the middle of this plinth is a large, crystal orb, filled with swirling, chromatic light. The urge to touch the orb grows within your mind. Adventurers must succeed on a DC 10 Intelligence save to avoid touching the orb. Any adventurer that touches the Orb will suffer from the following effects: • Gain +2 in any non-spellcasting ability. • Lose -2 in any non-spellcasting ability. • Gain a random mutation. Note: Wis, Int, and Cha only count as spellcasting abilities if that is how the character casts their spells. So a pure Barbarian, for example, could affect any ability. Sample Mutations: • Small mouths grow on each fingertip. • Your tongue becomes a small snake. • Your blood is now black and your veins are visible beneath your skin. • You grow horns. • You grow a tail. • A second, fanged mouth grows upon your neck. • Your teeth fall out and regrow every morning. They are always different. • Instead of legs you now have a snake, centipede, or other animal body. Allow the player to pick their character’s mutation, but try to encourage them to make it suitably creepy. Also, remember that these mutations will mean they will need a disguise not to get attacked by a crazed mob sometime in the near future. Note: the Mirror (Artifact A) could erase the mutation. E - Mannequin Tucked away in this corner of the library is a strange, clay covered mannequin wearing an extravagant ball gown. The mannequin is posed as though it’s ready to embrace anyone who comes within reach. Any creature that embraces the mannequin will realize that they have just gained a Clone (see the 8th level necromancy spell: Clone). The mannequin will transform into an exact replica of the creature, and upon that creature’s death, they will be able to use the mannequin as a Clone. This can be overridden if another creature attunes to the mannequin. Once attuned, the mannequin will permanently become that creature’s Clone. F - Brazier Sitting upon this marble plinth is a large, bronze brazier filled with burning coals. Along the rim of the brazier is an inscription that reads: sacrifice flesh for flesh, blood for blood. Any creature that plunges their hands into the burning coals will take 18 (4d8) fire damage, but will gain a floating charge that will exist until it is activated. Once activated, the charge will allow the creature to do maximum damage with any single target spell or attack. Note that they must declare they are activating the charge before rolling to hit. If the attack hits, it deals maximum damage. G - Necklace A magnificent necklace made of precious metals and jewels glitters upon a marble plinth. As you get closer you realize that words have been carved into each jewel, transforming the necklace into a record of some kind.


273 CHAPTER 5 . RAFFENBURG The writing on the necklace is in Sylvan, and details a very complicated Writ of Safe Passage to the Court of Nemeth. Any character with a map will recognize that is probably referring to the Ruins of Nemeth, although what lies there, who could say? A DC 16 Arcana check can. It will reveal that the Writ of Safe Passage must be honored by the Fey, and any character holding the necklace can use it to forestall any hostility with the Fey until after the character has visited the Court of Nemeth. H - Goblet This silver goblet rests upon a velvet cushion and has been fashioned to resemble a skull, and the stem of the goblet is covered in small spikes. This goblet steals the blood of another creature. Whenever the spikes on the goblet draw a creature’s blood it will forge a link between itself and that creature. Then, whoever is attuned to the goblet (and who doesn’t accidentally draw their own blood) can summon the linked creature’s blood to fill the goblet. Every time blood is drawn into the goblet, the linked creature must make a DC 16 Constitution Save. If they succeed, they take 1d8 necrotic damage and the goblet cannot be used again until the next day. If they fail, the damage permanently increases by 1d8 and the goblet can be immediately used again. Note, because the damage permanently increases with every failed save, this could kill a creature by draining them of blood. Secondly, any creature that drinks blood from the goblet will also gain the benefits of the Detect Thoughts spell targeting the creature whose blood was drunk (DC 16 Wisdom Save). This link functions and its benefits function as long as the goblet and the linked creature are on the same plane. I - Five Rings Sitting upon a red velvet cushion are five rings. Four rings are simple golden bands, while the fifth ring resembles an ostentatious crown made of diamonds, rubies, and sapphires. These are the rings of the Dominator and the Dominated. First, a creature must attune to the Ring of the Dominator. Then, they can distribute the four other rings. From then on, the creature wearing the Ring of the Dominator can cast a 9th level Geas spell (DC 16 Wisdom Saving Throw) upon any creature wearing a Ring of the Dominated. However, each time the Ring of the Dominator is used, it consumes a finger. That is, every time a creature uses the Ring of the Dominator, it loses the finger the ring is worn upon. J - Giant Ruby A gigantic ruby sits upon this marble plinth, a cloudy black smoke slowly drifting beneath the gem’s faceted surface. The adventurers will recognize this ruby as being almost identical to the rubies embedded into the stone slab that the Blood Queen slumbered upon. And, should anyone touch the ruby, they will be treated to a rare occurrence: the chance to commune with Czernobog itself. In that case, describe the following: As you touch the ruby, the world fades around you and you find yourself floating high above the world, cold stars above you and the curve of the earth beneath you. For an instant, you can feel everything. Every shift of the tectonics, every seed beginning to sprout, every deer brought to a painful and bloody end. Everything. It lasted only an instant, and yet the pain of so much sensation is immense, and worse, you know that all of it was wrong.


274 CHAPTER 5 . RAFFENBURG All of it was not how it should be. It was profoundly unnatural, and cruel, and as you come to this realization a cruel laughter echoes through your head. Contact with Czernobog can be broken by simply removing contact with the ruby. If an adventurer attempts to continue to communicate with Czernobog, the Dark Power will simply continue to shove horrible images into their mind, images that strongly echo the reality of Wreythau itself. Oh, and the character will take 1d10 psychic damage with every image. A DC 22 Religion Check would reveal that this gem contains a piece of some incredibly powerful entity, an entity somehow bound to the fabric of reality itself, more akin to a Dark God than anything else, and yet bound by different rules. K - Magical Instrument An instrument sits upon this plinth, made of rich wood and covered in ornate engravings, this instrument is truly a masterpiece. This instrument will change into whatever instrument an adventurer plays. If more than one adventurer plays an instrument, it might even change form before their very eyes. More importantly, this Instrument can be used to cast Summon Greater Demon (Xanathar’s, pg 166) once per day. The caster can also use a spell slot of a higher level (if they possess them) to cast the spell at a higher level. However, there is a caveat: the Demon will not disappear once concentration ends. Instead, the Demon will need to be slain, Banished, or otherwise forcibly removed from the plane it was summoned to. L - Scroll Sitting upon this marble plinth is a grandiose scroll made of human parchment and written in what appears to be blood. This is a 9th level spell scroll. It’s up to you which spell you’d like to be on the scroll, as you will know your adventuring party far better than I, though a few suggestions: • 9th Level Magic Missile • 9th Level Disintegrate • 9th Level Fireball • Feeblemind M - Eldritch Horror Resting atop this plinth is a grotesque horror, all insect chitin and writhing tentacles, the majority of its terrifying bulk disappearing into the dark void directly behind the creature. This eldritch horror imparts knowledge, but that knowledge comes at a cost. An adventurer can learn any language from the eldritch horror, but will take 22 (4d10) psychic damage for each language they learn. N - Teleportation Circle Tucked away between the shelves is an elaborate stone circle set into the wooden floor. Complex arcane runes cover the circle, and glow faintly with light. A DC 14 Arcana Check will reveal that this is a teleportation circle, as well as how to activate it. A DC 16 Investigation or Perception Check will reveal what appears to be an expensive hair pin that’s rolled up against the bookshelves. If an adventurer activates the circle without stepping on it, they will teleport a severely dehydrated Ekaterina Tornheim the Younger back, thus saving her life. If an adventurer activates the circle while stepping on it, they will be teleported to Artifact O.


275 CHAPTER 5 . RAFFENBURG O - Cursed Teleportation Circle There’s a brief flash of light and then you find yourself standing upon another teleportation circle, completely surrounded by impenetrable bookshelves. And, beside you, is a semiconscious young woman who appears to be dying of thirst. The woman is Ekaterina Tornheim the Younger, Baroness Tornheim’s daughter. She foolishly activated the teleportation circle, believing that she could control it, and so got herself trapped. And, congratulations, the adventurer is now also trapped. There is no way to activate the cursed teleportation circle. Only Teleportation Circle N functions, and it must be activated again in order to free those trapped by the cursed teleportation circle. And, because she ran out of supplies days ago, she is quite close to death, effectively unconscious, and requires water as soon as possible. P - Magic Ink + Quill. A crystal bottle of black ink and an extraordinarily artful quill rests atop this marble plinth. This is the Quill of Creation, a magic item that allows whoever attunes to it to draw items into existence. Whatever is drawn will become a real, mundane item. If a bird is drawn, you now have a wonderful bird statue. If a sword is drawn, you now have a regular sword. If a door is drawn on a wall, there is now a door, though that door might just lead to more wall, depending on where its drawn. Q - Hourglass Sitting atop a short marble plinth is a large hourglass built into a complex stand made of moving brass rings. It appears that the stand can spin along multiple axes, or the hourglass can simply be tipped one way or another. Anyone who tilts this hourglass will discover a terrifying, yet fantastical property: this artifact can warp the very fabric of time itself. Whoever tilts the hourglass will be forcibly aged forward or backward in time, although it will not regress anyone past adulthood, nor will it alter memory or knowledge. It only affects the physical body. Furthermore, the hourglass can be used however many times the user wishes, allowing for the experimentation needed to find the ideal age for their body. Alternatively, a truly evil user could force someone to age horribly, just shy of death. Said victim would have to be physically forced to do this, but it is possible. R - Corpses. Two corpses, one man and one woman, lie in a pool of dried blood before an empty marble plinth. There is nothing upon the plinth, and no sign of what led to the corpses’ death. There are no wounds, despite the crusty blood that they lie in. That’s it. Just two corpses. A mystery that will never be solved. S - Potion Sitting atop this marble plinth is a large glass decanter filled with a mysterious fluid. The fluid is thick and viscous and is filled with swirls of red, blue, green, gray, and black. A DC 20 Arcana Check will determine that this isn’t actually a potion. It’s a Slaad egg preservation device. Any creature that drinks the liquid within will be infected with a slaad egg. Once drunk there is no save, and if drunk unknowingly, there is no observable effect until the final 24 hours before the disease becomes terminal and slaad tadpole bursts forth.


276 CHAPTER 5 . RAFFENBURG However, anything that cures diseases will be able to cure the victim of the slaad egg, just as normal. T - Treasure A large pile of gold and platinum coins, expensive jewelry, and large gemstones sits precariously upon this marble plinth. A DC 15 History Check will reveal that this treasure contains items that are all over 1000 years old. The treasure is worth 6,873 gold pieces. U - Teddy Bear Sitting upon this marble plinth is a lone teddy bear with pieces of polished obsidian for its dark, dark eyes. Anyone that passes within 10 feet of this bear must make a DC 12 Wisdom saving throw. Those who succeed will feel a mental pull from the bear, and an unnatural desire to pick it up and hold it, though the feeling passes and they are no longer affected by it. Those who fail the save will feel compelled to pick up the bear and keep it with them at all times. But what is the bear? I recommend that it is a Relentless Slasher (Van Richten’s Guide, page 242) in disguise. It will not harm whoever carries it, but as soon as its holder is asleep it will slip out, take on its true form, and slaughter innocent bystanders during the night. As for its true form, I’ll leave that up to you, but I recommend a demented red cap in a blood stained bear costume (though using the Relentless Slasher’s stats). V - Flying Carpet A luxurious carpet, carefully rolled into a perfect cylinder, sits upon this plinth. This is a flying carpet. Carpet of Flying, 6 ft. × 9 ft. DMG p157 Wondrous item, very rare, major tier You can speak the carpet’s command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. A 6 ft. × 9 ft. carpet can carry up to 800 lb. at a fly speed of 30 feet. A carpet can carry up to twice this weight, but it flies at half speed if it carries more than its normal capacity. W - Gulthias Flowers An ornate flower pot sits upon this plinth, brilliant, scarlet flowers growing up from the soil. These flowers have three leaves, black stems, and cruel thorns. These are Gulthias Flowers, though thankfully, they are not in bloom and so are not giving off pollen or spores. X - Magic Tome A massive book, easily six feet wide when opened, sits upon an equally massive, polished marble desk. This magical tome functions as the catalog for the library. It contains the titles and a brief description of every book in the library (millions of books), as well as information on every artifact in the library. In other words, by reading this magical tome, the adventurers will be able to identify what each artifact does. It’s the heart of the library. All that it’s missing is a map. R8 - University Prosthetics Deparment Like most buildings in the district, this grand, brick building is modeled after the University, with carved embellishments and statues worked into the architecture. Every


277 CHAPTER 5 . RAFFENBURG carving and statue shares a common theme, however: each depicts a person using a prosthetic, everything from mechanical arms, to wheelchairs, and more. This is one of the most valuable institutions in the city, as it provides a very unique and very highly demanded service: the creation of prosthetics and other aids that help the people of Raffenburg cope with debilitating injuries and conditions. For one, grievous injury is incredibly common. Whether it’s unsafe working conditions, the incredibly deadly Wreythian wildlife, or simple violence, a significant portion of the population has lost limbs, and that’s on top of the 26% of the population that has some form of disability. Additionally, there are also those afflicted with the beastfolk curse that have been maimed in an effort to hide their condition. In short, lots of people need help of one kind or another. Thankfully, with a combination of mechanical engineering and magic, there are many solutions available. Many of the University’s top minds have worked in the Prosthetics Guild, helping to develop new solutions and useful applications, resulting in an answer for almost every problem. Often this simply means providing a solution that offers the same accessibility that others would have (a mechanical limb, a modified Tenser’s Floating Disk generator, etc), though for some, specialty equipment can be installed. For instance, a forge worker might request a mechanical hand that can cast Heat Metal upon anything it touches. The possibilities are endless. Services: • Replacing a Limb: 1,350gp • Replacing Sight: 5,000gp • Adding a mechanical attachment (hidden blade, tool, etc): +500gp. • Adding a spell effect: 2000gp x spell level How could the average person afford this!? The answer is, aside from the nobility, they can’t. Therefore they go into eternal debt that functions as indentured servitude if you’re being polite, or slavery if you’re being accurate. Remember, Raffenburg is a nightmare for most everyone in the city. Art District R9 - Grand Theatre The Grand Theatre is one of the most venerated institutions in Raffenburg, tracing its lineage all the way back to the very first theater in Wreythau’s history. It is a magnificent structure, built to resemble a domed palace, though it welcomes all who can afford a ticket to step inside and bask in the glory that is the theatre. Event: The Play’s the Thing About twenty years ago, the Cult of Decadence took over the Grand Theatre and began to use it as a cover behind which they could begin to exert their influence. For, ever since the Cult of Decadence took over, every performance at the Grand Theatre has become a ritual that enchants the audience and implants powerful mental control. Thousands of people over the years have been affected, many of them going about their lives completely unaware of the magical tumor that slumbers within their heads. However, a few hundred theatre goers have become so affected by the ritual performances that they’ve essentially become brainwashed members of the cult itself. Most notably this includes Torben Erhlinger, the Guard Captain of the Art District itself. Erhlinger is completely oblivious to the fact that he’s become a puppet of the Cult, just as he’s completely oblivious to the presence of the cult itself, making him the Cult’s most valuable and most dangerous sleeper agent.


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279 CHAPTER 5 . RAFFENBURG However, even with this insidious influence upon the populace of the city, the Cult realizes that they will need much more power in order to survive the coming revolution, and so they’ve decided to conduct a much more powerful ritual. This time, the performance will be a blood sacrifice ritual that will help them summon powerful demons to grow their ranks and prepare for the coming conflict. The sacrifices will take place as part of the play itself, each sacrifice opening a door that a demon could walk through, and all while the mind controlled audience feeds psychic energy into the ritual that will act as a beacon for the entities that the cult desires. However, the leader of the cult, Isidora, has an alternate agenda. She has heard of the intrepid adventurers that are responsible for awakening the Blood Queen and having captured her attention, and so Isidora wishes to see the adventurers in action for herself. She wants to test them and see if they are truly deserving of her eternal mistress’ attention, and so she has not only invited them to attend the play, she has also invited them backstage and will even offer them roles in the performance...whether they wish it or not. Beginning the Event The adventurers will receive an invitation to attend the Grand Theatre’s new play, entitled “The Last Tsar”, as well as an invitation to visit the cast of the play backstage. The invitations will be personally addressed to the adventurers and will be delivered by a courier from the Wreythian Courier Service. If asked who sent them, the courier will reply that they don’t know, but that the adventurers would be crazy to miss this opportunity, seeing as how the play has been sold out for weeks now. Also, hopefully by this time, the adventurers will have run into the Cult at least once before during the Cult Murder city event, and potentially afterwards as the Decadence Demon stalks them throughout the city. This should help motivate the adventurers to go investigate the play if the prospect of seeing it doesn’t entice in the first place. And, should they decline, the Cult will simply be a much, much greater threat during the Revolution. But, assuming the adventurers agree to attend, read the following description when they arrive at the Theatre. As you enter the Grand Theatre you find yourself wading into a sea of people, many of whom are dressed in expensive finery, while others are simply wearing their cleanest set of work clothes. The foyer of the Theatre is grand, with twin ticket desks made of shining marble and glittering gold. A lush carpet lies beneath your feet and as you show your tickets to the ushers you are brought out into the Theatre proper. Twin spiral staircases lead up to the balconies, though you are politely escorted towards the doors that will lead you backstage. The Theatre itself is large, with lots of standing areas and seating for its audience, as well as multiple balconies. Only the top floor balcony was mapped, as it is closest to being level with the rigging above the stage, but if you need/desire to, you can substitute the top floor map with any of the other balconies. As for the Theatre goers, they are a diverse crowd. Tickets for the standing areas of the theater are sold at prices between 2-5 silver, depending on how close to the stage, allowing for guild workers and servants to be able to afford the theatre. Actual seating ranges in price from 2 gold to 20 gold, depending on the view. This means seating is essentially reserved for well paid guild members, skilled artisans and professionals, licensed merchants, and the nobility. Regardless of social status, however, there are arcane runes placed strategically beneath every seat and along the walls and railings that border the standing areas. Detect Magic, or a DC 16 Investigate Check would reveal the presence of the arcane runes. Once located, a DC 20 Arcana check would reveal that the runes are powerful enchantment magic that will target whoever is


280 CHAPTER 5 . RAFFENBURG sitting or standing in the area, and will affect emotions as well as implant ideas and commands. Note that the adventurers would have to intentionally investigate. Those are not passive checks. Backstage Stepping through the door into the areas behind the stage, you enter into a flurry of controlled chaos. Stagehands run to and fro, readying props and checking the lighting while actors and actresses change into costume, do vocal warm-ups, stretches, and other mental preparations. The ushers, however, skillfully guide you out from under foot and escort you to the dressing rooms to meet the director and the top billed cast. The director of the play is R.K. Schreyer himself, the Blood Queen’s second husband and famed author and dramatist besides. Schreyer has taken an interest in Isidora’s cult, and he’s helped her to turn the Grand Theatre into the asset that it is, though he has no interest in leading the cult. He recognizes that she has an insight and a genius entirely different from his own, and so he’s become something of a colleague of Isidora, rather than a rival. Additionally, Schreyer is also incredibly intrigued by the opportunity to meet the adventurers themselves. He is a handsome human man with long blond hair, chiselled features, and piercing red eyes (he, like all of Czerina’s spouses, is a vampire). He is flamboyant and arrogant, and is a master at delivering backhanded compliments. Examples of backhanded compliments: Compliment + Insult • You have such a lovely smile, you hardly notice all the scars. • You have such a heroic figure, like some mural scrawled on a tavern wall. Outside Attribution • Your deeds are most impressive! You’re quite lucky you have such a fancy sword. • You look stunning, you must have an incredible tailor. Unnecessary Surprise: • I’m so pleased you’ve come to see the show, I was hoping some guttersnipe would get a hold of the tickets, instead. • I never knew travellers such as you had an appreciation for the arts! In short, Schreyer is intent on insulting the adventurers and seeing how they react. Thankfully, he doesn’t have much time to badger them with psychic barbs, so after a few minutes of conversation wherein he compliments himself and negs the adventurers, he’ll make an excuse and point them in the direction of the stars of the play. Each of the six dressing rooms houses one of the stars of the play. The adventurers are able to visit however many they like, and whenever they’re satisfied with the interactions, you should have an usher guide the adventurers to the top floor balcony and start the play. Additionally, if the adventurers make a large disruption, they will be escorted to their seats. While interacting with the actors and actresses, however, note the following: Arcane runes have been subtly sewn into their costumes. These are noticeable with a DC 20 perception check. Once noticed, a DC 20 Arcana check will reveal that they are enchantment runes that will alter the emotions and mental state of whoever is wearing the costume. If the characters confront Schreyer about this, he will inform them that the enchantments are there to help them inhabit their characters so that they can give astounding performances. A DC 22 Insight check would reveal that this is a lie.


281 CHAPTER 5 . RAFFENBURG The Stars of the Play Dressing Room 1: This room belongs to Stella, playing the role of Czerina Gavranova, aka, the Narrator. She is a statuesque half-elven woman with dark hair and a passable resemblance to the Blood Queen, particularly with a minor illusion that’s turned her pupils red. She is a gregarious woman and is very pleased to meet the adventurers, although she’s rather nervous, as this is her first starring role. Dressing Room 2: This room belongs to Nils, playing the role of Alexandros I, last Tsar of Nostrovishte. He is a handsome, muscular human man with a dashing smile. For the performance he wears a blond wig and a noble’s costume, though most notably, he is chatting with his wife, Klara, a half-orc, when the adventurers visit. They’re an adorable couple and Klara is very proud of her husband. Dressing Room 3: This room belongs to Tara, playing the role of Evengja, Czerina’s mother. She isn’t particularly beautiful, but has a tremendous force of personality and is something of a diva. She is berating her understudy when the adventurers visit her. Dressing Room 4: This room belongs to Joghla, playing the role of Gavran, Czerina’s father. He is a massive half-orc man who stands almost eight feet tall and is a living mountain of muscle. He’s very relaxed and friendly, and is having trouble attaching a big, bushy fake beard when the adventurers arrive. He’ll accept their help, or ask them to fetch some help. He is a former gladiator from the Menagerie, and though he had great stage presence, he wasn’t the best fighter, and he’s very glad to have a job, now, that won’t kill him. If only he knew. Dressing Room 5: This room belongs to Stedrick, playing the role of the Hierarch of the Morning Lord. He is a heavy set, middle aged man with a wonderful laugh and hilarious expressions. He is a moderately famous comedy actor, though he’s looking forward to retiring from the stage and moving into directing after “The Last Tsar” ends its run. Dressing Room 6: This room belongs to Zdenko, playing the role of Chief Councilor Andropov. He is a striking man with horrible teeth, features which have made him typecast as a villain. He really enjoys those roles, though, and will gladly lecture the adventurers on how important villains are. Without villains, there would be no heroes, and it is often villains that teach the most poignant messages. They inspire the most emotion, and, secretly, are often the audience’s favorite part of every story. Why have the adventurers meet the cast? Well, aside from fun roleplay, it will make it all the more impactful when they begin to get killed off. The Play Begins Once the adventurers have gotten to their seats (the northwest section of the top balcony), the play will begin. The play is a comedy that makes fun of Czerina’s brother Alexandros, as well as her parents. It’s a relatively simple story. Essentially, Alexandros is a spoiled and psychopathic noble who dreams of taking his parents’ crowns. He pretends to be a devout follower of the Morning Lord in public, but in private he and the Hierarch engage in debaucherous hijinks, all while Chief Councilor Andropov covers it all up. Despite being a comedy, though, the play is incredibly bloody, with servants and peasants dying by the dozens, all dying by Alexandros’ hands. Many of the murders even happen in front of Gavran and Evengja, although they seem to be entirely oblivious, and all while the narrator


282 CHAPTER 5 . RAFFENBURG (the fictionalized version of Czerina), provides hilariously scathing and insightful commentary all the while. As the adventurers watch the play, they’ll realize that the practical effects are incredibly lifelike and realistic. Blood and bodyparts are splattered all over the stage, only to be washed away with magic a moment later. The bloodier it is, the more the audience loves it, and from everyone’s reaction, nothing is wrong and everything is wonderful. Even people splashed with “fake” blood in the standing sections laugh and cheer. Everyone acts as though it’s all a joke, because in their enchanted state, it is! What’s more, it’s clear that illusion magic is being used to help disguise the practical effects. The trick is, the illusions are actually there to disguise that they aren’t effects: the people are really dying. The thing is, without performing a detailed Investigation that interacts with the illusions, it’s impossible to determine the truth. The most the adventurers will be able to determine (with a DC 14 Medicine check) is that the blood is real, because even if they go back stage, they won’t find any dead bodies. The corpses of the slain cast members have all been re-inhabited by demons and appear to be just fine, barring a detect good or evil spell/ability. In other words, Schreyer has done his absolute best to trick the adventurers. Through a combination of dummy prosthetics and illusion magic, he’s managed to disguise the truth of what’s happening right before their eyes. That is, until the most martial adventurer is asked to join the play. During the play’s intermission, an usher approaches the adventurers and asks them for help. The usher explains that the actor playing the executioner is sick, and they need a skilled warrior to safely perform the execution without hurting the other actor. In order to make the neck prosthetic look real, the executioner must strike a very narrow area to achieve the effect and not hurt the other actor, so they need someone experienced, and the adventurers are the only people that can help on such short notice. If the adventurer agrees, they will be brought on stage after the intermission and given a real axe. A DC 18 investigation check will reveal that the prosthetic is fake. That is, the prosthetic is disguising that this will be a real execution. If the adventurer fails the check, they will simply think the prosthetic looks poorly designed. Ultimately, it is still the player’s decision if they want to swing. If they do, have them make an attack roll. If they break AC 15, they behead the victim and realize that it was entirely real. If they miss AC 15, they will hurt the victim, but that will appear to have been because of an accident. If the adventurers don’t agree, then the play continues and all of the actors except Stella, playing the fictionalized Czerina, will be killed. But, let’s say that the adventurers figure out that the play was real. That real people were actually killed. The question is: what will they do? If they run and get the Guard, Captain Ehrlinger will just send the Guard away and the play will continue. If the adventurers try to stop the play on their own, well, that is where things get fun. For one, the audience is all enchanted and, should the adventurers try to appeal to them to stop the madness, the audience will boo them and throw fruit. For two, the actors are all enchanted, and should the adventurers try to stop the play, the actors will attack them! The enchanted actors are dangerous to a point, but that’s not the real challenge here. The real challenge is subduing them without accidentally killing them. And, if you want to make that challenge even more difficult, the actors can call the standing audience to their aid. You can do this in one of two ways: have the enchanted audience members act individually, in which case they almost exclusively use the Aid Another action to help the actors, OR you could have them attack as an Enchanted Mob. Additionally, should the adventurers try to stop the actors from performing the play, then R.K. Schreyer will intervene, along with his 4 stage technicians. R.K. Schreyer will not try to kill the adventurers, but will instead harass them


283 CHAPTER 5 . RAFFENBURG with Vicious Mockery all the while. Furthermore, he will save his Counterspells for any attempt to cast Dispel Magic. The 4 stage technicians will do the same, but will otherwise not attack the adventurers unless they are attacked. Speaking of which, what R.K. Schreyer and the Cult fear most is the ritual being disrupted, and the biggest disruption would be for the adventurers to Dispel the magic controlling the actors, as they are performing the ritual components. Thus, the majority of counterspelling efforts will be devoted to protecting the enchantments upon the actors. One stage technician will be able to try to counterspell uses of dispel magic on the audience, but only one. Ultimately, the goal of the Cult is to cause as much innocent death as possible. If the adventurers resort to killing the actors or the members of the audience, that’s all the better. An excellent way to help push the adventurers over the edge of restraint would be to make them believe that their lives are in danger, though in truth, the cult does not wish for them to die (hence why Schreyer just harasses them with Vicious Mockery instead of outright attacking them). Similarly, if the actors or audience members manage to down an adventurer, they will do so nonlethally. As for the adventurers, they win by preventing the star actors and actresses from dying. Knocking them out or dispelling the magic upon them is the easiest way to do that, though other creative solutions are possible. Feel free to have R.K. Schreyer spell out what’s going on, aka, tell them all about the ritual, to help avoid confusion on what the adventurers actually need to do. Lastly, once all five actors (remember, Stella is not in any danger) are saved (or killed) the play will end. Schreyer will disappear and the audience will leave as though nothing strange happened. Stage Technician Medium humanoid (any race), neutral evil— Armor Class 12 (15 with mage armor) Hit Points 38 (7d8 + 7) Speed — 30 ft. STR DEX CON INT WIS CHA —9 (-1) 14 (+2) 13 (+1) 16 (+3) 11 (+0) 12 (+1) Saving Throws Int +5, Wis +2 Skills Arcana +5, History +5 Senses passive Perception 10 Languages any four languages Challenge — 3 (700 XP) Proficiency Bonus +2 Displacement (Recharges after the Illusionist Casts an Illusion Spell of 1st Level or Higher). As a bonus action, the illusionist projects an illusion that makes the illusionist appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against the illusionist. The effect ends if the illusionist takes damage, it is incapacitated, or its speed becomes 0. Spellcasting. The illusionist is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The illusionist has the following wizard spells prepared: Cantrips (at will): dancing lights, mage hand, minor illusion, prestidigitation 1st level (4 slots): color spray*, disguise self*, mage armor, magic missile 2nd level (3 slots): invisibility*, mirror image*, crown of madness 3rd level (3 slots): major image*, counterspell 4th level (1 slot): phantasmal killer* *Illusion spell of 1st level or higher Actions Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands. Enchanted Actor Medium humanoid (any race), any Alignment Armor Class 12 (leather armor) Hit Points 41 (9d8 + 0) Speed — 30 ft. STR DEX CON INT WIS CHA —18 (+4) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 16 (+3) Senses passive Perception 10 Languages any one language (usually Common) Challenge — 2 (450 XP) Proficiency Bonus +2 Strength of Madness. The actor’s strength scores become 18. Reckless. At the start of its turn, the enchanted actor can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Multiattack. The enchanted actor makes two longsword attacks. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage.


284 CHAPTER 5 . RAFFENBURG R.K. Schreyer Medium undead (shapechanger), chaotic evil Armor Class 16 (natural armor) Hit Points 144 (17d8 + 68) Speed — 30 ft. STR DEX CON INT WIS CHA —18 (+4) 18 (+4) 18 (+4) 17 (+3) 15 (+2) 18 (+4) Saving Throws Dex +9, Wis +7, Cha +9 Skills Performance +14, Persuasion +14, Perception +7, Stealth +9 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 120 ft., passive Perception 17 Languages the languages it knew in life Challenge — 15 (13,000 XP) Proficiency Bonus +5 Shapechanger. If the vampire isn’t in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire can’t speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless, 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 without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead. Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn’t in sunlight or running water. If it can’t transform, it is destroyed. While it has 0 hit points in mist form, it can’t revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point. Regeneration. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn. Spellcasting. The vampire is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The vampire has the following wizard spells prepared: Cantrips (at will): mage hand, prestidigitation, vicious mockery 1st level (4 slots): comprehend languages, fog cloud, sleep 2nd level (3 slots): detect thoughts, invisibility, mirror image 3rd level (3 slots): hypnotic pattern, counterspell, nondetection 4th level (3 slots): phantasmal killer, greater invisibility, hallucinatory terrain 5th level (1 slot): dominate person Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Vampire Weaknesses. The vampire has the following flaws: Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants. Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water. Stake to the Heart. If a piercing weapon made of wood is driven into the vampire’s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Multiattack (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack. Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18). Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained.Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire’s control. Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn’t under the vampire’scontrol, it takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for the vampire’s bite attack. Each time the vampire or the vampire’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. Legendary Actions The vampire spellcaster can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The vampire spellcaster regains spent legendary actions at the start of its turn. Move. The vampire moves up to its speed without provoking opportunity attacks. Unarmed Strike. The vampire makes one unarmed strike. Bite (Costs 2 Actions). The vampire makes one bite attack.


285 CHAPTER 5 . RAFFENBURG R10 - House of Gisella This storefront has no need of sign. The incredibly striking couture on display behind the windows telling you everything you need to know. The designs are fierce, and bold, executing styles both old and new with an incredible flair. The only question is, can you afford it? The House of Gisella is the storefront of the most famous fashion designer and tailor in Raffenburg. At least, Gisella used to be the most famous, though her popularity has been waning as of late. Perhaps its due to her arrogant, acerbic demeanor, or perhaps her designs have simply become too avant-garde. Regardless, the truth remains the same: where once Gisella was the Queen of Fashion in Raffenburg, now she’s beginning to struggle to get by. That said, Gisella’s arrogance is well deserved as she truly is a genius of both cloth and magic. She’s a skilled artificer who trained at the University of Raffenburg, though she was able to obtain the licensing necessary to practice her craft separately from the Artificer’s Guild. That fact, alone, is extraordinary, though it’s hardly surprising when looking at the quality of her work. When interacting with the adventurers, Gisella while find fault with whatever they’re wearing and critique them in the most direct and harsh way possible. Thankfully, her assistants are used to this, and will offer compliments and assurances to try to soften the sting of her words. For instance, if Gisella says that an adventurer’s clothes are so banal and ill-fitting they might as well be wearing a sack, her assitants would comment on how fortunate it is that the adventurer has such a striking figure to make even that look good, though think of how much more striking they’ll look with a proper outfit! Lastly, remember that Gisella is a halfling, so there are stools, ladders, and platforms everywhere, though Gisella also possesses enough magic to have Unseen Servants, Mage Hands, and other magical aids to help her out, too. Enchanted Audience Member Medium humanoid (any race), any Alignment Armor Class 10 Hit Points 4 (1d8) Speed — 30 ft. STR DEX CON INT WIS CHA —10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) Senses passive Perception 10 Languages any one language (usually Common) Challenge — 0 (0 or 10 XP) Proficiency Bonus +2 Strength of Madness. The actor’s strength scores become 18. Reckless. At the start of its turn, the enchanted actor can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. Enchanted Enchanted Mob Huge swarm of medium humanoids, any alignment Armor Class 10 Hit Points 240 (60d8) Speed — 30 ft. STR DEX CON INT WIS CHA —30 (+10) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) Damage Vulnerabilities Area Attack Spells and Effects Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, restrained, stunned Senses passive Perception 10 Languages Common Challenge — 9 (5,000 XP) Proficiency Bonus +4 Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Small humanoid. The swarm can’t regain hit points or gain temporary hit points. Mobbed. Any creature within the Enchanted Mob’s space becomes Restrained. Actions Crush. Melee Weapon Attack: +14 to hit, reach 0 ft., one target in the swarm’s space. Hit: 40 (10d4 + 10) bashing damage, or 27 (5d4 + 10) slashing damage if the swarm has half of its hit points or fewer. Any creature hit by the Crush attack must make a DC 17 Strength Save or be knocked prone.


286 CHAPTER 5 . RAFFENBURG Services • Beautiful Clothing (provides advantage on performance and persuasion): 200gp. • Of-Many-Fashions Enchantment (will transform to match wearer’s desires): +2000gp. • Hidden Pockets (advantage on slight of hand checks): +50gp per pocket. • Enchanted Clothing-as-armor (can mimic any armor. Note: must be proficient in the type of armor): +3500gp Guild District R12 - Banca de Borostok Paternalis This magnificent building stands as a temple to wealth, with grand marble columns, soaring arches, and beautiful carvings of dragons, nobility, and the Blood Queen. Over five stories tall and occupying an entire city block, it is truly one of the great wonders of the city, at least for those who are allowed to admire its beauty without being kicked back into the gutter again. The Banca de Borostok Paternalis is the largest and most well respected bank in all of Raffenburg. Owned by the noble family Borostok and operated under a very expensive and strict license from the Consortium, the Banca offers loans, insurance, monetary exchange, and most importantly, secure storage. Vaunted for its impregnability, the Banca utilizes the most powerful arcane wards the University has ever devised in order to protect the valuables stored inside its vaults. And, while it might be possible to carry out a successful heist, it would take months, if not years, to plan, and that’s simply time the Adventurers don’t have. Services: Monetary Exchange: The Banca will exchange copper and silver for the cost of 1 copper piece per transaction. They will exchange silver and gold for the cost of 1 silver per transaction, and they will exchange gold and platinum for the cost of 1 gold per transaction. Similarly, they will exchange jewelry, gemstones, and other luxuries for gold and platinum at the cost of 10 gold per transaction. Loans: The Banca will offer loans to landed nobility, guilds, and those with consortium contracts and licenses. The amounts they’re willing to offer vary depending upon what qualifications the individual or their organization meets. Insurance: Much the same as their loans, the Banca will only offer insurance to those who meet their strict criteria for clientele. Secure Storage: To store valuables inside the Banca’s vaults, a client must pay a 500 gold lump sum payment to secure space, and then must pay a 50 gold fee every month thereafter. R13 - Wreythian Courier Service Rather than occupying a single building, the Wreythian Courier Service has its own compound, with warehouses, shipping yards, and lodgings for all those it employs. In the center of the compound, however, sits a large stone tower that rises almost two hundred feet towards the storm wracked sky, an iron spire at its peak snaring bolts of lighting from the sky. Further down the tower, cavernous windows yawn wide, the dark shapes of courier ravens flying in and out. The Wreythian Courier Service is actually a division of the Consortium, though because of its very specific and exclusive duties, it is run almost entirely as a separate organization. It still receives support from the Consortium, as well as funding, but most of the Consortium would prefer to forget that the Courier Service exists. Largely, this is because the Courier service generates little profit. They are in charge of maintaining all of the highways in Wreythau, a very difficult job and


287 CHAPTER 5 . RAFFENBURG very dangerous job, and they handle all shipping, messenger, and other postal services. Unofficially, however, they are also responsible for collecting information from every message, parcel, or traveller that goes through the Courier Service, making them the Consortium’s local spy network. In Raffenberg, the Courier Service’s central office, everything is run by Central Director Calgray, a half-elven woman of great intellect and dedication. Unfortunately for Central Director Calgray, there is so much to oversee, and so little support from outside her organization, that some things slip through the cracks, things like Cival’s rebellion. Of course, Cival is also a dear friend from back during their Outer Seas days, so perhaps it’s understandable why Calgray might have a small blindspot. Besides, Calgary is more concerned with ensuring that the Courier Service performs its duties as efficiently and consistently as possible, which is a task so herculean it might as well be insane. Nonetheless, under her leadership, the Courier Service has operated better than ever before, and is the only branch of the Consortium that is closest to fulfilling its original purpose: serving the Wreythian people. Services: Sending a letter: 1 gold. Sending a parcel: 1 gold + 1 copper per pound of weight. Sending a shipment: varies between 100 and 1000 gold. Traveling: 50 gold per person for average accommodations, 300 gold per person for luxurious accommodations. Note: only those using the Courier Service are allowed to use the highways, thus restricting movement for the vast majority of the population. In special circumstances, however, special dispensation can be given to allow groups to travel on their own without a Courier Service escort. R14 - Mercenary Guild This squat, stone fort was once Raffenburg’s prison, though the city has no need of prisons any longer. Now this building houses hundreds upon hundreds of men and women desperate enough to spill blood for coin, and just as many who would spill blood for free. This is the Mercenary Guild, where all the necessary licenses, training, and coordination occurs. The Mercenary Guild is a brutal institution. It allows for legalized murder and violence, on top of all that offered by the City Guard themselves. For many, it also represents the only way to avoid starving to death in the gutters, though due to the licensing, there is still a significant barrier to entry. Often, mercenaries will start as criminals in the Market District gangs, leaving to become a mercenary as soon as they’ve earned enough coin. Others tire of the brutal, endless grind of working for the guilds, and see a life of quick and brutal violence with some pleasure sprinkled here and there as a reasonable alternative. All in all, the Mercenary Guild exemplifies the fact that life in Raffenburg comes cheap, often measured in silver, rather than gold. Now, all that said, there are several different types of mercenaries within Raffenburg, each suited for different sorts of work. Brawlers are your average street tough, good for escorting people to and from the markets or helping support the Guard shaking down the poor. Brawlers can be hired for a handful of silver for a few hours of work, or a gold coin for the entire day. These mercenaries are equivalent to the Consortium’s Bravos. Professional Soldiers are more disciplined and well armed, and often provide security, including for shipments leaving the safety of the city. These mercenaries command a price of a few gold per day, with danger pay on top of that. These mercenaries are the equivalent of the City Guard, the Reinwald’s Servants, or the Consortium’s Hitters.


288 CHAPTER 5 . RAFFENBURG Bodyguards are even more highly skilled, and serve as personal protection for nobles, important guild officials, rich merchants, or anyone else who can pay. They command the price of a platinum coin for the day, or several platinum for a month of work. Lastly, Bounty Hunters are the most expensive warriors in the guild, and they’re certainly some of the deadliest, although they are often charged with bringing in their prey alive. Most often, Bounty Hunters are hired directly by the City Guard to go after the most dangerous and wanted criminals. If the adventurers aren’t careful, they could soon become a Bounty Hunter’s next target, or worse, the target of more than one. Bounty Hunters typically charge hundreds of gold per job. For adventurers seeking to gain Mercenary Licenses, the process is relatively simple. All they have to do is pay the 5 gold yearly fee and they’ll receive a license. However, every job they take must be registered with the Guild, and the penalty for failing to do so is harsh. Depending on the job, they might simply have their license revoked, while the penalty for participating in any criminal activities is death. However, this license would allow the adventurer(s) to become sellswords within the city. R15 - Hunting Guild This large half-timber building resembles a hunting lodge, and is surrounded by wooden statues carved to resemble beasts and monsters of all varieties. Inside, the first floor of the building resembles a tavern, except for the hundreds of hunting trophies mounted upon the walls. Elsewhere upon the wheel, this would be known as a Monster Hunter’s guild, though in Wreythau, there’s little difference between a monster and a common animal. Even the fluffiest bunny is deadly to the common people, and so the hunters of this Guild must be very skilled in what they do. Because of this, they are focused entirely upon identifying, locating, studying, and Mercenary Bodyguard Medium humanoid, lawful evil Armor Class 18 (plate armor) Hit Points 97 (15d8 + 30) Speed — 30 ft. STR DEX CON INT WIS CHA —18 (+4) 12 (+1) 14 (+2) 12 (+1) 11 (+0) 12 (+1) Saving Throws Str +7, Con +5 Skills Athletics +7, Intimidation +4 Senses darkvision 120 ft., passive Perception 10 Languages Sahuagin Challenge — 6 (2,300 XP) Proficiency Bonus +3 Fight to the Death. The bodyguard has advantage on all melee attack rolls once it has taken damage. Actions Multiattack. The bodyguard makes three attacks with its enchanted blade. Enchanted Blade +1. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 4) slashing damage. Reactions Dedication: If the bodyguard’s client would take damage, and the bodyguard is within 5 ft. of their client, the bodyguard takes half of the damage instead. Wreythian Bounty Hunter Medium humanoid, lawful evil Armor Class 16 (leather armor) Hit Points 97 (13d8 + 39) Speed — 30 ft. STR DEX CON INT WIS CHA —12 (+1) 20 (+5) 16 (+3) 11 (+0) 12 (+1) 12 (+1) Saving Throws Dex +6, Cha +4 Skills Athletics +7, Stealth +11 Damage Resistances necrotic Condition Immunities charmed, exhaustion, frightened Senses darkvision 60 ft., passive Perception 11 Languages Common Challenge — 7 (2,900 XP) Proficiency Bonus +3 You Can’t Run. As a bonus action, the Bounty Hunter can teleport up to 30 feet to an unoccupied space it can see. The Bounty Hunter can use this ability between the weapon attacks of another action it takes. Actions Multiattack. The Bounty Hunter makes three spiked chain attacks. Spiked Chain. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage, and the target must succeed on a DC 16 Dexterity saving throw or suffer one additional effect of the Bounty Hunter’s choice: • The target is grappled (escape DC 16) if it is a Medium or smaller creature. Until the grapple ends, the target is restrained, and the Bounty Hunter can’t grapple another target. • The target is knocked prone. • The target takes 22 (4d10) necrotic damage.


289 CHAPTER 5 . RAFFENBURG killing animals and monstrous creatures. They are expressly forbidden from hunting humanoids, and have little desire to do so, either. Any adventurer seeking to obtain a license from the Hunting Guild must pay a 5 gold yearly fee, as well as pass a test. The Guild will assign the prospective new hunter with a job, and should they manage to kill the creature and bring back proof, their license will be approved. R16 - Brewers’ Guild A massive complex of distilleries, brewers, and wineries dominates the eastern side of the district, though the central office is located in a platial building close to the Blueblood District. It’s clear, from the size and opulence of the office that the Brewer’s Guild commands tremendous wealth and respect in Raffenburg. Though it’s not Wreythau’s biggest export, the trade of Wreythian Alcohol does bring tremendous revenue into the city, and the Brewer’s Guild effectively has a monopoly on all alcohol production for the entire country. They make a large variety of beverages, many of which are similar to what might be found back on the material plane, though they specialize in creating drinks made from the mutated wildlife of their home, leading to some very potent concoctions. Examples include: Corpse-Honey Mead Made from the honey gathered from Wreythian Corpse Bees, this mead is not only incredibly potent, it also bestows upon the drinker the ability to cast Speak With Dead (PHB 277) three time, or until they sober up. In order to gain this benefit, the drinker must become drunk on the mead. Thankfully, this isn’t hard to do, as anyone who drinks Corpse-Honey Mead must pass a DC17 Constitution save or become intoxicated. Price: 50 gp per bottle. Wreythian Absinthe Made from plants found only in Wreythau, this Absinthe allows the drinker to tap into the weave and weft of magic itself. Anyone who drinks Wreythian Absinthe must make a DC 15 Constitution save or become intoxicated. Once intoxicated, they can cast Detect Magic at will, but will become increasingly intoxicated with every spell that they detect. For each spell they detect, they must make another Constitution save, the DC rising by 1 each time. The effect ends when the drinker becomes sober again. Price: 35 gp per bottle. Beast Whiskey This rich Whiskey is aged in barrels made of Sirenwood, a type of tree that lures animals into its deadly, strangling roots. Anyone who drinks this whiskey and becomes intoxicated upon it will gain the ability to cast Animal Friendship (PHB pg 212) up to three times, or until they become sober again. A drinker must succeed a DC 15 Constitution save or become intoxicated. Price: 65 gp per bottle. Mandrake Vodka This incredibly potent, noxious drink tastes terrible, but provides the drinker a unique benefit. Anyone who drinks Mandrake Vodka must make a DC 18 Constitution save or they will become intoxicated. While intoxicated, they can cast Alter Self (PHB pg 211) upon themselves, and the effects last until they become sober again. Price: 105 gp per bottle.


290 CHAPTER 6 - REVOLUTION Council Hill Major Event The Solstice Masquerade Ball Location: Council Ballroom Recommended Level: 6 By far the most important event that takes place in Raffenburg, however, is the Solstice Masquerade Ball. Held every Solstice, this Masquerade gathers all of the most influential people in the city into the same room. Yet, this year, the games of intrigue will turn deadly as the Revolutionary faction tries to assassinate the Council and the Guard Captains all at once. As chaos erupts, the adventurers will tip the scale one way or another. The leaders of every faction will be present, along with other important NPCs for the city. Whoever manages to survive the night will then join the struggle for control of the city as the Revolution itself ignites and the city is plunged into brutal conflict and transformation. Summary: The Solstice Masquerade Ball is comprised of two acts. The first act involves all of the social aspects of the evening. The adventurers will be able to mingle with the leaders of the other factions. Furthermore, the rest of the crowd attending the Masquerade are all VIPs. Meaning that everyone in attendance at the masquerade is part of the city elite, and their deaths could impact the story, if you wish. For instance, if a portion of the crowd attending the Masquerade dies due to excessive use of fireballs, for example, then you could decide that the Borostok family were among those slain, and then suddenly the largest bank in the city is up for grabs. For some groups, that sort of complexity really adds to the story. For others, they might prefer to solely focus upon the faction leaders, and that’s perfectly fine. Still, the other NPCs might lend an important insight into some of the faction leaders as the adventurers socialize in this act. As for the faction leaders themselves, the adventurers will be able to interact with them directly beneath a flag of truce (or so it would seem). They’ll be able to ask questions and gain Chapter 6 - RRevolutiion


291 CHAPTER 6 - REVOLUTION insight into their adversaries, which both helps to flesh out the setting more, as well as provide interesting roleplaying opportunities for the players themselves. Additionally, clever players might wish to gain intelligence from the faction leaders directly, which will help them secure the city all the better once they’ve chosen who to support. After a good amount of time has passed, and everyone’s been able to roleplay to their liking, then the second act will begin with the attempted assassination of the Authority faction. Potentially, the second act could be triggered early if the adventurers discover the Revolutionary factions plan early, and they decide to act against it, but otherwise, here’s how it happens: The City Council will call for a toast, at which point they (along with the Guard Captains and Consortium leaders), will be served poisoned drinks by the disguised revolutionaries. Then, once it’s clear who the poison didn’t affect, the revolutionaries will try to finish the job with daggers, shortswords, and alchemist’s fire. Once this violence has erupted, the Cult of Decadence will attack the Church of the Morning Lord, and the Reinwalds will try to leave. Any faction that the adventurers help will succeed in their goals, particularly if the adventurers manage to kill the leaders of another faction, and the rest will fail and retreat. For instance, should the adventurers help the revolutionaires kill all, or most, of the Authority RUNNING CASTERS IN COMBAT When running spellcasters in combat, instead of saying something like “the evil wizard casts Cloudkill”, consider saying “the evil wizard casts a spell”. That way, your players have less information when deciding whether to risk a spell slot on a counterspell, and if so, at what level. This might seem harsh, but giving your players complete knowledge over their enemies’ actions gives them a significant advantage in combat, so obscuring what the enemy is casting will help to increase the difficulty of the combat.


292 CHAPTER 6 - REVOLUTION and the Consortium, then that would mean they would only have to deal with the Cult and the Church, along with the Reinwalds during the revolution. However, if the adventurers abandon the revolutionaries and go after the Church or the Cult, they could eliminate them as threats, but the Authority would remain. Or, should the adventurers fight the revolutionaries, the revolution would collapse, leaving all of the other factions to fight it out in the aftermath, leading to a disastrous outcome for the city. Lastly, should the adventurers oppose the Reinwalds, it will be almost impossible for the Reinwalds to be actually killed. Firstly, they are incredibly powerful, and secondly, all they have to do is escape, something which is much easier than fighting to the death. However, this will likely force the Reinwalds to reveal their lycanthropic nature, which would force them to flee the city for their other holdings lest they risk everyone turning upon them. This would effectively remove them from the revolutionary struggle. Once the adventurers have successfully helped one faction to defeat another, end the Masquerade and move on to what’s next. The surviving faction leaders will retreat and continue the struggle in the streets. The fight to destroy a faction should be a difficult fight, leaving enough time for the other factions to slip away. However, if the adventurers are incredibly efficient, allow them to attack two factions at most. More than that should be impossible. Security at the Masquerade Now, because the Masquerade is being hosted inside Council Hill, and because it is an elite gathering of powerful people, security isn’t taken lightly. Every guest must be wearing some sort of formal attire or costume, complete with a mask, and only daggers or dress swords are allowed. Exceptions might be made for handaxes, or other small weapons, but only if they are sufficiently fancy. In other words, they should be worth at least 50 gold. Otherwise, no potions, no scrolls (although spellbooks are allowed), no darts, etc. Anyone attempting to sneak in contraband must succeed a DC 18 Sleight of Hand Check, and any failure will result in that character being barred from entry. Thankfully, should the adventurers be able to afford it, Gisella is able to craft protective clothing and costumes (see R10, pg 285), and dress weapons can be purchased from the markets. Running the Masquerade In general, there are three ways that you can run the masquerade. The first is the most complicated, but the truest to the intention of the event itself: everyone is disguised and the adventurers must use their mental and social investigative skills to identify who is who. If you choose to run the Masquerade in this way, describe and refer to NPCs by their costumes, rather than by name (Madame Scorpion, Sir Red Dragon, etc). Assume that subtle illusion magics have been worked into the masks to help alter voices and make their festive disguises more complete. Thus, even the characters that the adventurers have met before will appear to be strangers upon first glance or interaction, though by asking questions and looking for clues, they’ll be able to figure out who is who. I recommend setting a default DC 20 Investigation check to uncover who is who, the DC lowering by 3 for each clue that the adventurers are able to gather. Of course, this is assuming that the adventurers don’t agree to help the Revolutionaries, as the Gheata sisters can give clues or reveal identities point blank. Information is their business, after all. The second way to run the Masquerade is similar to the first, though far less strict. In other words, it will maintain a hint of the mystery and intrigue of the first, but while being more friendly in terms of roleplay. The adventurers will be able to identify anyone they’ve interacted with previously, and the Investigation DC to identify others will be much lower (perhaps between 13-15). Or, the adventurers could just ask and receive an answer. For, though Raffenburg is a massive city, the world of the city elite is quite small, indeed.


293 CHAPTER 6 - REVOLUTION Lastly, the third way to run the Masquerade is by far the simplest, and will likely appeal to most groups, as that simplicity will allow them to focus upon the roleplay itself, rather than investigation. In other words, describe everyone’s costume, but introduce them by name. This will allow for the most streamlined and friendliest experience. Factions at the Masquerade Revolution Faction Long Term Goal: Reform Raffenburg and the Consortium Short Term Goal: Kill the Consortium and Authority leaders All of the top revolutionary agents, except for Roland Thiel (the designated survivor), will be present at the Masquerade, disguised as servants and guests. This includes the Gheata Sisters, as well as Cival. In fact, should the adventurers have had a positive relationship with Cival, or with the Revolution Faction, then she will approach them and ask them to join her cause, or otherwise warn them about what is going to happen. Should they agree to help, she’ll suggest they speak to the other faction leaders to gain valuable insight that will help once the Revolution begins. Should they refuse to help, but stay out of the way, then Cival will write them off and the evening will proceed as normal. Lastly, should the adventurers betray Cival and try to stop the Revolutionaries plan to assassinate their enemies, then act II of the masquerade would begin. Now, assuming the adventurers don’t betray the Revolution, the Gheata sisters can be a very valuable resource for the adventurers. They’ll be able to identify anyone at the masquerade, as well as provide more information about them. In other words, you can use the Gheata sisters as a vehicle to provide more information, hints, and suggestions to the adventurers directly. Characters and Costumes: Anca • Anca is dressed in a greyscale jester’s outfit, complete with a Scorpion mask, the legs clinging to her face and the stinger held high above her brow. Sorina • Sorina is dressed in a beautiful ballgown with a design reminiscent of a Deaths-Head moth, and with a mask to match. Ileana • Ileana wears a beautiful gown that shimmers as if made from Green Dragon scales, and with a mask to match. Cival • Cival wears an androgynous suit with a design like that of a red fox, with a mask to match. Shonette • Shonette wears a suit beneath an elaborate cloak that appears to be made from some sort of sharkskin that mimics a starry night sky. Yulia Mountainsblood • Yulia wears a gown that looks as though it was made from scrolls and wears a stylized mask that resembles a book. Max Turnau • Make wears a suit and a mask designed to resemble a Wreythian Elk. • Revolutionary Guerillas • The Revolution’s soldiers, the guerillas, are disguised as servants for the event, with dark uniforms and raven masks. The actual servants (loaned from various noble families to staff the event) were murdered and hidden in the sewers. A Necessary Evil While you don’t have to agree with the revolutionaries’ murderous intent, they do represent the best hope for the city because they represent the best chance for the voice of the people to be heard. Without the Revolution faction, the will of the people will be crushed by the other factions, leading to yet more death and suffering. Instead of killing the revolutionaries, the adventurers’ efforts would be better spent on trying to influence them in one direction or another, something that would give them an eventual ally in their struggle against the Blood Queen


294 CHAPTER 6 - REVOLUTION Combat: If the adventurers attack the Revolution Faction, then they will be in for a difficult fight. Thankfully, due to the chaos of the combat happening all around them, not every member of the Revolution faction will be able to face off against the adventurers, which will essentially give the adventurers a chance at victory. For, if the adventurers can kill Cival, the Revolution will descend into infighting and will destabilize enough for the other factions to crush them. That said, there are several ways you can run this fight. Option 1: Cival and 4 Guerillas With this option, the adventurers will be facing off against Cival and 4 of the Revolutionary Guerillas. The 4 Guerillas will engage the adventurers, allowing Cival to use her legendary actions to dip in and out of the combat, throwing poisoned sneak attack daggers, hiding, and generally being incredibly slippery. Option 2: Cival and 1 Gheata Sister With this option, the adventurers will only be facing off against 2 opponents, Cival and one of the Gheata Sisters. Cival and Anca would mean fighting against 2 trained assassins. Cival and Sorina would be more like fighting an assassin and a tank, whereas Cival and Ileana would be fighting an assassin and an archmage. Personally, I think Cival and Ileana are the best choices for this fight, as the combination of glass cannon archmage and glass cannon assassin will make the fight short, intense, and dangerous. Cival —Medium human, Lawful Neutral Armor Class 15 (studded leather armor) Hit Points 150 (12d8 + 95) Speed — 40 ft. STR DEX CON INT WIS CHA —11 (+0) 18 (+4) 14 (+2) 14 (+2) 12 (+1) 18 (+4) Saving Throws Dex +7, Int +5 Skills Acrobatics +7, Deception +7, Persuasion +7, Perception +4, Stealth +10 Damage Resistances poison Senses passive Perception 14 Languages Thieves’ cant, Common, Sylvan Challenge 10 (5,900 XP) Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the assassin scores against a surprised creature is a critical hit. Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Sneak Attack (1/Turn). Cival deals an extra 21 (6d6) damage when she hits a target with a weapon attack and she doesn’t have disadvantage on the attack roll. Hit and Run. Any target that Cival attacks can no longer make opportunity attacks against her until the start of her next turn. Legendary Resistance (1/Day). If Cival fails a saving throw, she —can choose to succeed instead. Actions Multiattack. Cival makes two shortsword attacks, two dagger attacks, or a dagger and shortsword attack. Shortsword + 1. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. Dagger. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.. Legendary Actions Cival can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Cival regains spent legendary actions at the start of her turn. Move. Cival moves up to her speed without provoking opportunity attacks. Attack. Cival makes one attack. Note: Sneak Attack can apply. Hide. If there is sufficient cover and Cival is not next to an enemy, she may make a stealth check to hide.


295 CHAPTER 6 - REVOLUTION Revolution Guerilla —Medium humanoid (any), any alignment Armor Class 15 (studded leather armor) Hit Points 52 (8d8 + 16) Speed — 30 ft. STR DEX CON INT WIS CHA —11 (+0) 16(+3) 14 (+2) 11 (+0) 11 (+0) 11 (+0) Skills Intimidation +1, Perception +2, Stealth +5 Senses darkvision 60 ft., passive Perception 12 Languages Common Challenge — 3 (700 XP) Proficiency Bonus +2 Cunning Action. On each of its turns, the Guerilla can use a bonus action to take the Dash, Disengage, or Hide action. Dirty Fighting. The Guerilla deals 2 extra dice of damage when it hits a target with a weapon attack (included in its attacks). Killer. In the first round of a combat, the Guerilla has advantage on attack rolls against any creature that hasn’t taken a turn yet. If the Guerilla hits a creature that round who was surprised, the hit is automatically a critical hit. Actions Multiattack. The Guerilla makes two shortsword or dart attacks, or one Acid Grenade attack. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 3) piercing damage. Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 10 (3d4 + 3) piercing damage. Acid Grenade (2 Charges). The guerilla throws a flask of weaponized acid at a target. The target must succeed a DC 14 Dexterity save or take 10 (4d4) acid damage immediately, and 5 (2d4) acid damage at the start of their turn until the acid is removed. The target, or an ally, can take an action to scrape or wash the acid off. Anca - Assassin —Medium Half Elf, Neutral Evil Armor Class 16 (leather armor) Hit Points 102 (12d8 + 48) Speed — 30 ft. STR DEX CON INT WIS CHA —10 (+0) 20 (+5) 18 (+4) 14 (+2) 11 (+0) 16 (+3) Saving Throws Dex +9, Int +6 Skills Acrobatics +12, Deception +10, Perception +4, Stealth +12 Damage Resistances poison Senses Darkvision 60ft. Passive Perception 13 Languages Thieves’ Cant, Common, Elven Challenge — 10 (5,900 XP) Proficiency Bonus +4 Assassinate. During her first turn, Anca has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit she scores against a creature that hasn’t acted is a critical hit. Evasion. If Anca is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if it fails. Sneak Attack (1/Turn). Anca deals an extra 20 (6d6) damage when she hits a target with a weapon attack. Actions Multiattack. Anca makes two dagger attacks. Dagger +2. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 7) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. Light Crossbow, +2. Ranged Weapon Attack: +11 to hit, range 80/320 ft., one target. Hit: 11 (1d8 + 7) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.


296 CHAPTER 6 - REVOLUTION Authority Faction Long Term Goal: Maintain Status Quo Short Term Goal: To Survive Although the Authority faction includes the city council, in truth, they don’t really matter. The only power they actually held was that given to them by others. In fact, all that stopped the Guard from taking over was the fact that the Consortium and the nobility supported the council. Furthermore, none of the council are skilled combatants, and will quickly die unless protected. Most likely, however, the city counsel will die, leaving the Guard Captains as the faction leadership. However, because two of the Captains have been suborned by other factions, this means the authority faction is surprisingly weak, even in the event that it survives. Remember, Torben Ehrlinger is mind controlled by the Cult, and Esther Mullenbach is actually an inquisitor. Sorina - College of Spies —Medium Half Elf, Neutral Evil Armor Class 19 (natural armor) Hit Points 127 (17d8 + 51) Speed — 30 ft. STR DEX CON INT WIS CHA —14 (+2) 16(+2) 16 (+3) 16 (+3) 20 (+5) 20 (+5) Skills Deception + 13, Persuasion +13, Insight + 13 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 15 Languages Common, Elvish, Infernal Challenge — 10 (5,900 XP) Proficiency Bonus +4 Innate Spellcasting. Sorina’s innate spellcasting ability is Charisma (spell save DC 16). She can innately cast the following spells, requiring no material components: At will: Charm person, Tasha’s hideous laughter 3/day each: confusion, enthrall, suggestion 1/day each: hallucinatory terrain, Otto’s irresistible dance Magic Resistance. Sorina has advantage on saving throws against spells and other magical effects. Actions Multiattack. Sorina makes two weapon attacks. Sorina can cast one spell in place of one of these attacks. Rapier +2. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 5) slashing damage plus 16 (4d8) psychic damage. Dart. Ranged Weapon Attack: +10 to hit, range 20/60ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 16 (4d8) psychic damage. Reactions Can’t Touch This (Recharge 4–6). When hit with an attack Sorina can immediately teleport up to 30 feet to an unoccupied space she can see. Ileana - Archmage —Medium half-elf, Neutral Evil Armor Class 12 (15 with mage armor) Hit Points 99 (18d8 + 18) Speed — 30 ft. STR DEX CON INT WIS CHA —10 (+0) 14 (+2) 12 (+1) 20 (+5) 15 (+2) 16 (+3) Saving Throws Int +9, Wis +6 Skills Arcana +13, History +13 Damage Resistances: damage from spells; nonmagical bludgeoning, piercing, and slashing (from stoneskin) Senses passive Perception 12 Languages — Common, Elven, Draconic, Dwarven, Halfling, Infernal Magic Resistance. Ileana has advantage on saving throws against spells and other magical effects. Spellcasting. Ileana is an 18th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Ileana can cast disguise self and invisibility at will and has the following wizard spells prepared: Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp 1st level (4 slots): detect magic, identify, mage armor*, magic missile 2nd level (3 slots): detect thoughts, mirror image, misty step 3rd level (3 slots): counterspell, fireball, lightning bolt 4th level (3 slots): banishment, polymorph, stoneskin* 5th level (3 slots): cone of cold, scrying, wall of force 6th level (2 slot): globe of invulnerability 7th level (2 slot): Plane Shift 8th level (1 slot): mind blank* 9th level (1 slot): Psychic Scream *Ileana casts these spells on itself before combat. Actions Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.


297 CHAPTER 6 - REVOLUTION Character - Costume Velkan Kirsch (if alive) • Kirsch wears a dress uniform and a red dragon mask. Astrid Oathstone • Oathstone wears a dress uniform and a silver deathmask. Sebastien Tarsch • Tarsch wears a dress uniform and a lion mask. Veronique Bruhl • Bruhl wears a dress uniform and a silver wolf mask. Torben Erhlinger • Erhlinger wears a dress uniform and an iridescent butterfly mask. Esther Mullenbach • Mullenbach wears a dress uniform and a golden sun mask. Council Bodyguard • They are all on duty and wear armor and carry weapons. Each wears a blank, full face obsidian mask. City Guard • They are all on duty and wear armor and carry weapons. Each wears a simple, black domino mask. City Councilors • Ivan Bauer, Ionel Arcos, Murielle Platz, Magda Vulcanescu, Axel Haring, Olivia Petran, Klaus Kant, Anja Kessel, and Elsa Drache. They’re all going to die soon, anyways, but for the moment they are all wearing extravagant costumes depicting the 9 alignments. Guard Captain Velkan Kirsch —Medium human, lawful evil Armor Class 20 (plate armor, shield) Hit Points 97 (13d8 + 39) Speed — 30 ft. STR DEX CON INT WIS CHA —16 (+3) 14 (+2) 16 (+3) 14 (+2) 11 (+0) 15 (+2) Saving Throws Int +5, Wis +3, Cha +5 Senses passive Perception 10 Languages Common, Dwarven Challenge — 6 (2,300 XP) Proficiency Bonus +3 Martial Advantage. Once per turn, Cpt. Kirsch can deal an extra 14 (4d6) damage to a creature he hits with a weapon attack if that creature is within 5 feet of an ally of Cpt. Kirsch that isn’t incapacitated.. Actions Multiattack. Cpt. Kirsch makes three melee attacks. Alternatively, he can make two ranged attacks with his Firearm. Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. Shield Bash. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone. Firearm. Ranged Weapon Attack: +9 to hit, range 60/120 ft., one target. Hit: 11 (2d10) fire damage. Leadership (Recharges after a Short or Long Rest). For 1 minute, Cpt. Kirsch can utter a special command or warning whenever a non-hostile creature that he can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand Cpt. Kirsch. A creature can benefit from only one Leadership die at a time. This effect ends if Cpt. Kirsch is incapacitated. Reactions Parry. Cpt. Kirsch adds 3 to his AC against one melee attack that would hit it. To do so, the Cpt. Kirsch must see the attacker and be wielding a melee weapon. Mercenary Bodyguard Medium humanoid, lawful evil Armor Class 18 (plate armor) Hit Points 97 (15d8 + 30) Speed — 30 ft. STR DEX CON INT WIS CHA —18 (+4) 12 (+1) 14 (+2) 12 (+1) 11 (+0) 12 (+1) Saving Throws Str +7, Con +5 Skills Athletics +7, Intimidation +4 Senses darkvision 120 ft., passive Perception 10 Languages Sahuagin Challenge — 6 (2,300 XP) Proficiency Bonus +3 Fight to the Death. The bodyguard has advantage on all melee attack rolls once it has taken damage. Actions Multiattack. The bodyguard makes three attacks with its enchanted blade. Enchanted Blade +1. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 4) slashing damage. Reactions Dedication: If the bodyguard’s client would take damage, and the bodyguard is within 5 ft. of their client, the bodyguard takes half of the damage instead.


298 CHAPTER 6 - REVOLUTION Combat: If the adventurers attack the Authority Faction, the only resistance they’ll meet is from the Guard Captains and their hired Bodyguards. Technically, the City Council members also have hired protection, but most will have died from the poisoned drinks, making this too soft of a target to be a challenging fight. Besides, the Guard Captains are the true backbone of the faction, and only the adventurers have enough skill to help break it during the Masquerade. So, this fight will consist of 2 Guard Captains and 2 Mercenary Bodyguards (pg 288). This should prove to be as dangerous as the adventurers can handle, and should they succeed, this will allow the Revolutionaries enough momentum to wipe out the rest of the Authority’s leadership. The Consortium Long Term Goal: Maintain Status Quo Short Term Goal: Stay Alive The Consortium doesn’t make for a good ally, but it also doesn’t make for a very effective threat, at least not in this instance. Because of the strict limitations on how they can function without betraying the Blood Queen, and because of how effectively the revolution was hidden from them, they’re vulnerable and able to be influenced by whoever controls most of the city. That said, if the Authority faction somehow comes out of the Masquerade in good shape, the Consortium would side with them, thus adding every mercenary in the city as reinforcements for the City Guard. Otherwise, the most difficult part of fighting the Consortium would be Valya Fyodorovna, a fully fledged vampire, though after being poisoned by holy water, the adventurers will have an excellent chance to dispatch her for good, even with Rhakin Bauer and the Mercenary Bodyguards he hired helping defend her. Florentine Schroder, for her part, will simply try to escape, her own personal bodyguard helping her to flee. Thankfully, she can easily become an ally for the adventurers and the Revolution. Valya Fyodorovna • Valya wears a beautiful, crimson ballgown and a mask inspired by a vampire bat. She happens to enjoy irony. Florentine Schroder • Schroder wears a jester’s outfit and a mask designed after a Wreythian domestic cat. Rhakin Bauer • Bauer wears a suit and a mask styled after a Wreythian Mastiff. Combat: If the adventurers attack the Consortium, the largest threat will be its vampiric leader, Valya Fyodorovna. Thankfully, however, Valya has been poisoned by a special concoction of holy ingredients that have left her unable to regenerate without drinking blood, unable to shapeshift, and most importantly, locked into an animalistic rage. Nonetheless, while locked into this state of agonized wrath, Valya is a predator first and foremost, and thus she will target the weakest enemies first. That means the casters in the adventuring party will be hard pressed not to have a vampire’s fangs at their throats. Now, technically, Rhakin Bauer (using the stats of a Consortium Lieutenant, pg 69) could attempt to help Valya, but that would create an incredibly deadly encounter, and most likely Bauer would recognize that Valya is currently not in her right mind and simply give her a wide berth. However, he might try to mop up the adventurers should they have been significantly hurt during the fight. The choice, however, is yours.


299 CHAPTER 6 - REVOLUTION Cult of Decadence Long Term Goal: Turn Raffenburg into a temple to themselves. Short Term Goal: Kill the Church Leaders After the final showing of the Last Tsar (see the event: The Play’s The Thing), R.K. Schreyer left Raffenburg, leaving the fate of the Cult in its creator’s hands. This means that, finally, the adventurers will be able to meet Isidora in person. This encounter should be a lot of fun to roleplay, as Isidora is a particularly eccentric individual, and someone close to Czerina besides. The insight that she could lend about Czerina and her court would be particularly invaluable, though the adventurers will have to weather an equally inquisitive discussion from Isidora in turn. Remember, Isidora has come to desperately thirst for something beyond sensation, beyond imagination, beyond experience. In other words, something truly transcendent, and she’ll ask the adventurers about their life philosophies and try to pick them apart as best as she can, although all of her arguments essentially revolve around the fact that everything that matters is transitory, and thus meaning is irrelevant, and everything that’s irrelevant should be torn down. And really, that’s what the Decadence is all about: Decay. Physical sensation can break down consciousness and ego, thus allowing for the possibility of transcendence, and Isidora has also applied that philosophy to morality and ethics, besides. The more outrageous the act, the more depraved and ecstatic, the better, all in the name of moving beyond the trappings of the world. Characters and Costumes Isidora • Isidora wears a ballgown that appears to be made of liquid, polychromatic paint, and she wears a mask made of razor blades. Whether they’re functional blades, or not, is up to you. Just depends on how edgy you want to be. Valya Fyodorovna - Poisoned Vampire Medium undead (shapechanger), lawful evil Armor Class 16 (natural armor) Hit Points 210 (20d10 + ) Speed — 30 ft. STR DEX CON INT WIS CHA —18 (+4) 18 (+4) 20 (+5) 17 (+3) 15 (+2) 18 (+4) Saving Throws Dex +9, Wis +7, Cha +9 Skills Perception +7, Stealth +9 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 120 ft., passive Perception 17 Languages Common, Dwarven, Elvish, Halfling, Orcish Challenge — 15 (13,000 XP) Proficiency Bonus +5 Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead. Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The vampire makes three attacks, only one of which can be a bite attack. Claw Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 4) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18). Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 10 (2d6 + 4) piercing damage plus 20 (6d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire’s control. Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn’t under the vampire’s control, it takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for the vampire’s bite attack. Each time the vampire or the vampire’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. Legendary Actions The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The vampire regains spent legendary actions at the start of its turn. Move. The vampire moves up to its speed without provoking opportunity attacks. Unarmed Strike. The vampire makes one unarmed strike. Bite (Costs 2 Actions). The vampire makes one bite attack.


300 CHAPTER 6 - REVOLUTION Isidora Medium undead (shapechanger), Chaotic Evil Armor Class 17 (natural armor) Hit Points 160 (20d8 + 80) Speed — 30 ft. STR DEX CON INT WIS CHA —14 (+2) 20 (+5) 18 (+4) 24 (+7) 18 (+4) 16 (+3) Skills Arcana +12, Insight + 9, Investigate + 12, Religion +12 Damage Resistances slashing, bludgeoning, piercing from nonmagical weapons that aren’t silvered, cold. Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses blindsight 10 ft., darkvision 60 ft., passive Perception 1 Languages All Challenge — 15 (13,000 XP) Proficiency Bonus +5 Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead. Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Warped Reality. Isidora emits a powerful, corrupted aura 30 feet in every direction. Plants that aren’t creatures wither in the aura, and the ground in it is difficult terrain for other creatures. Each creature that starts its turn within the aura must succeed on a DC 14 Strength saving throw or have its speed reduced to 0 until the start of its next turn. Furthermore, any creature that starts its turn in the aura must succeed on a DC 20 Constitution saving throw or take 14 (4d6) poison damage. A creature that succeeds on the save is immune to this effect for 24 hours. Infectious Madness. Isidora speaks incomprehensibly terrible messages that harm the mind itself. Each creature that starts its turn within 30 feet of her and can hear her words must succeed on a DC 16 Wisdom saving throw. On a failure, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack. Actions Paint Attack. This is randomized. Roll a d6, reroll on a result of 6, and apply the effects below. 1. Paralyzing Paint. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 2. Somnolent Paint. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead. 3. Petrifying Paint. The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. 4. Disintegrating Paint. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it. 5. Deathly Paint. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points. Legendary Actions Isidora can take 3 legendary actions. She can take only one legendary action at a time and only at the end of another creature’s turn. She regains spent legendary actions at the start of its turn. Move. Isidora may move up to her speed without provoking attacks of opportunity. Paint Attack. Isidora uses one random paint attack. Unarmed Strike. The vampire makes one unarmed strike. Bite (Costs 2 Actions). The vampire makes one bite attack.


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