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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

351 CHAPTER 9 - THE RUINS OF NEMETH After the adventurers are able to rest and recover from their first hostile encounter with the Blood Queen, Mata Yezinka will approach the adventurers and tell them of an important meeting happening at the Ruins of Nemeth. In her own words: The Ruins of Nemeth are all that remains of a great citadel built by the Fey, though when the land was pulled into the realms of darkness, many of the Fey were trapped inside and then corrupted by the Dark Power that rules this land. Now, we know them as the Court of Corrupted Sidhe. They are fickle and cruel, delighting in sadistic pleasures and incomprehensible games of suffering, though they are powerful, and now, they are seeking alliances. You must go there and ensure that no such alliances are made, for if the Corrupted Sidhe side with your enemies, there shall be no hope of victory. You must convince the Sidhe to renew their allegiance to the Court of Night and Twilight, the court to which they belonged almost a thousand years ago. Though what she says is true, Mata Yezinka also has an ulterior motive. She has figured out a way to free Czerina’s soul from the corrupting influence of Czernobog and the Fey alike, though she is unsure if the adventurers would be receptive to the idea now. Instead, she intends to wait and feed them the necessary information when she deems the time is right. In essence, her plan is this: if the Corrupted Sidhe can be convinced to renew their allegiance to their original monarch, the Archfey known as the Queen of Terror, then they would be able to temporarily bring the Queen of Terror into this realm. Czernobog would not abide by this Chapter 9 - TThe RRuiinss of NNemeth


352 CHAPTER 9 - THE RUINS OF NEMETH and would engage in an unseen, though godlike battle with the Queen of Terror, and while both were occupied and thus unable to forcibly claim Czerina’s soul, the adventurers could kill the Blood Queen, seal her soul inside a magical item and then flee Wreythau for good. Then, without a champion, Czernobog would be weakened and Mata Yezinka and the Beastfolk could try to push Wreythau back onto the Material Plane once and for all. Over time, the twisted influence of the Dark Powers could be cleansed, and there would be true hope for the land and the people. That is Mata Yezinka’s endgame. If the adventurers make a DC 18 Insight check, they will be able to sense that Mata Yezinka has an ulterior motive, and if pressed, she will explain her plan and show them the Soul Vessel, an enchanted urn that can catch, contain, and preserve a soul. If that soul is then released back onto the Material Plane, it will enter the wheel of reincarnation and, essentially, have a second chance. Mata Yezinka would only give the Soul Vessel to the adventurers if they agree to use it on Czerina, however. Otherwise, she would hold onto it herself. Once the adventurers agree (although they don’t have to, of course), then Mata Yezinka will tell the adventurers to journey to the Bagnytsa Ferry which is the only way to cross the Drowned Basin and reach the Ruins of Nemeth. The Bagnytsa Ferry The Bagnytsa Ferry can be found in a small settlement of the same name. The settlement is essentially a fishing hamlet situated by a small bay and protected by a wooden palisade. For whatever reason, the Wreythian wildlife avoids this bay, leaving the inhabitants of the village to safely fish, raise their families, and enjoy a simple life. The leader of the hamlet is always named Bagnytsa. The name is passed down from one leader to the next after they have proven themselves by sailing to the Ruins of Nemeth itself. The current Bagnytsa is a grey haired human woman with one milky white eye and a stoic demeanor, but she will agree to ferry the adventurers to the Ruins of Nemeth for a fee of 100 gold. She will explain that the gold is for the hamlet, so that they can trade for supplies, and that she will not negotiate as it all goes to her people. If the adventurers agree, they will have a peaceful journey across the Drowned Basin. If the adventurers steal the ferry and try to sail it themselves, choose your favorite underwater monsters and enjoy a fierce aquatic battle. Or, if they try to fly there (such as on a flying carpet), choose your favorite flying creature (maybe even a corrupted dragon) and enjoy a fierce sky battle. Welcome to Nemeth As you approach the ruins, the twisting stone spires of Nemeth tower above you, seeming to scrape the sky itself with their serrated tips. Lighting lances down, striking the spires and causing the eldritch runes inscribed upon them to flare briefly to life. The Ruins of Nemeth are a place of great power, and due to Czernobog’s influence, a place of great evil. The island that the ruins sits upon is also positively overflowing with Fey. Glinting eyes peer out from every bush and stare down from the trees, though if the adventurers have the Necklace of Safe Passage (pg 272), they are not accosted and are instead guided into the Court of the Corrupted Sidhe. If the adventurers do not have the Necklace of Safe Passage, then the adventurers will be challenged by the Summer (pg 260) and Winter Courtier (259) from the Reinwald’s garden shrines. If the adventurers have a silver tongue, they might be able to convince the two Fey that they belong in the Ruins of Nemeth and should be granted the right to speak to the Court of Corrupted Sidhe. Think of this more as a roleplaying challenge, with the adventurers playing up their exploits and triumphs, or proposing solid arguments, etc. However, most likely, the two Courtiers will deny that the adventurers have the right to be there and will attack them together. Once they are defeated, they will be granted the right to attend the Court.


353 CHAPTER 9 - THE RUINS OF NEMETH The Court of Corrupted Sidhe Your Fey escorts guide you into the ruins themselves. Once, this was a great citadel, a place of incredible wonder and power, though it’s clear that most of Nemeth is abandoned. However, after almost an hour of being led through the maze-like depths of the ruins, you come to a grand pavilion made of twisting roots and branches. As you step inside, you realize that this is the Court of the Corrupted Sidhe. A carpet of Gulthias flowers is laid out between two rows of stacked standing stones etched with mystical symbols, and either side of the standing stones are small ponds where aquatic Fey are able to


354 CHAPTER 9 - THE RUINS OF NEMETH frolic and lounge. Four doors lead out of this great hall, and at the far end sits a golden dais with three thrones. Gathered before the dais are three factions petitioning Lady Merrigan and her court: The Reinwalds (all of them still alive), the Followers of Agrona (represented by Ambigatus and Louhi), and the Court of the Blood Queen (represented by Beleroth and Grandmaster Ysemgrin). All will turn to regard the adventurers and extend greetings, though they will soon be cut off. Sitting upon the largest throne is a fey woman with pointed ears, sharp teeth, all black eyes, and blue swirls covering her skin. She wears a crown of antlers and has a wickedly curved sword sitting across her lap. This is Lady Merrigan, the ruler of the Corrupted Sidhe, and she will demand that the adventurers explain their presence. Regardless of what they say, however, she will agree to let them stay, and will inform them that in about 12 hours, when the full moon rises, she will hear the petitions of all who have come to her court. In that time, the adventurers will be able to speak with, fight, or sabotage the other groups of petitioners. So long as the Corrupted Sidhe themselves are not attacked, they will also not interfere, leaving the adventurers to do what they must to ensure that the Fey hold true to their original alleignance and do not join with the factions of Wreythau. Obviously, the simplest way to do that would be to kill the other factions, though each fight will be deadly, and other solutions might present themselves. Regardless, each faction, including the adventurers will be given a private room in the pavilion to plot and negotiate in. Each room is the same, complete with a fresh water fountain, food, some nice scenery, and comfortable furniture. It’s probably best not to eat the food, however, as that would create an obligation to the Fey (should you wish). Now, one last thing to note is that these encounters aren’t meant to just be a string of brutal combats. Should the adventurers choose to take the path of violence (perhaps accepting Ambigatus’ challenge), then be sure to have the implications of the fight impact every other faction. For instance, after seeing the adventurers kill Ambigatus, the Reinwalds might suddenly become reasonable and easy to deal with. After all, the Reinwalds like to be patient and sure before they act, and seeing how deadly the adventurers have become will convince them to reconsider their plans. As for Beleroth and Ysemgrin, they can be easily dealt with, particularly if the adventurers take a moment to speak with Beleroth alone. As for Ysemgrin, as a knight, she is bound by honor, and could thus also be persuaded to wait to fight until they could have a proper duel (even if the adventurers have no intention of honoring the agreement), thus providing an opening for them to speak with Beleroth, or time to hatch their other schemes. Multiple Creatures with Legendary Actions When running combat for multiple creatures with legendary actions, there are two ways you could run this: • Have each creature use their legendary actions as normal. This would make for the most brutal combat conditions and is suitable for adventuring parties that excel in combat. • Have the monsters share a combined legendary action pool. However, only one creature can use a legendary action at a time. So, for instance, if Thoriander the Cleric ends their turn, only one monster could use a legendary action. In other words, the monsters would have to alternate. This would make for easier combat conditions.


355 CHAPTER 9 - THE RUINS OF NEMETH The Reinwalds Assuming that the Reinwalds are still alive, they will be petitioning the Corrupted Sidhe for an alliance so that they can take control of Raffenburg, as well as wipe out the Followers of Agrona. This would allow the Reinwalds to significantly consolidate their power and strengthen their position in their bid to gain control of Wreythau. They don’t even need to kill the Blood Queen, they just need to weaken her Court, and the adventurers have already begun that process for them. After all, when Czerina slumbers, it is her Court that runs everything, and if there is no court, then the Reinwalds would, in effect, have control of Wreythau itself. Now, if the adventurers have allied with Yasviga Reinwald, then she will help ensure that an alliance between her parents and the Corrupted Sidhe never happens. She has no desire to rule Wreythau. She would rather see the people of Wreythau prosper, and that means that her family’s ambitions must fail. Aside from killing Ilse and Cornelius Reinwald, the adventurers have several courses of action available to them. The adventurers could: • Convince the Reinwalds to form an alliance with themselves. Most likely, the adventurers will have proven themselves incredibly dangerous and capable, making them valuable allies to have. • Propose a marriage alliance. Similar to the above, though one of the adventurers would have to wed a Reinwald and become a Loup Garou. • Offer to kill the members of the Blood Queen’s court, or the Blood Queen herself. • Or, they could make the Reinwalds look bad in front of the Fey. This could be a dangerous line to walk, as it could lead to violence, but if the adventurers make the Reinwalds look foolish, incompetent, untrustworthy, or weak, they would lose all chance at allying with the Corrupted Sidhe. Count Cornelius Reinwald —Medium monstrosity (shapechanger), neutral evil Armor Class 16 (natural armor) Hit Points 200 (20d8 + 110) Speed — 30 ft. (40 ft. in hybrid form, 50 ft. in dire wolf form). STR DEX CON INT WIS CHA —20 (+5) 18(+4) 18 (+4) 14 (+2) 16 (+3) 16 (+3) Saving Throws Dex +9, Con +9, Cha +8 Skills Perception +13, Stealth +9 Condition Immunities charmed, frightened Senses darkvision 120 ft., passive Perception 23 Languages Common, Sylvan Challenge — 14 (11,500 XP) Proficiency Bonus +5 Blood Frenzy. Count Reinwald has advantage on attack rolls against a creature that doesn’t have all its hit points. Legendary Resistance (2/Day). When Count Reinwald fails a saving throw, he can choose to succeed instead. Regeneration. Count Reinwald regains 10 hit points at the start of each of his turns. If Count Reinwald takes damage from a silver weapon, this trait doesn’t function at the start of Count Reinwald’s next turn. Count Reinwald dies only if it starts its turn with 0 hit points and doesn’t regenerate. Actions Multiattack. Count Reinwald makes two attacks: two with its Longsword (humanoid form) or one with its Bite and one with its Claws (dire wolf or hybrid form). Bite (Dire Wolf or Hybrid Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 14 (4d6) necrotic damage. If the target is a Humanoid, it must succeed on a DC 17 Constitution saving throw or be cursed with loup garou lycanthropy. Claws (Dire Wolf or Hybrid Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone. Longsword +2 (Humanoid Form Only). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage, or 18 (2d10 + 7) slashing damage if used with two hands. Change Shape. As a bonus action, Count Reinwald polymorphs into a Large wolf-humanoid hybrid or into a Large dire wolf, or back into its true form, which appears humanoid. Its statistics, other than its size and speed, are the same in each form. It reverts to its true form if it dies. Legendary Actions Count Reinwald 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. Count Reinwald regains spent legendary actions at the start of its turn. Swipe. Count Reinwald makes one Claws attack (dire wolf or hybrid form only) or one Longsword attack (humanoid form only). Mauling Pounce (Costs 2 Actions). Count Reinwald moves up to his speed without provoking opportunity attacks, and he can make one Claws attack (dire wolf or hybrid form only) or one Longsword attack (humanoid form only) against each creature he moves past. Bite (Costs 3 Actions). Count Reinwald changes into hybrid or dire wolf form and then makes one Bite attack.


356 CHAPTER 9 - THE RUINS OF NEMETH The Followers of Agrona Ambigatus and Louhi have been something like urban legends up until now. The people of Leshehoff are terrified of them, as are the other Beastfolk, although for very different reasons. However, the adventurers will finally be able to meet them in the flesh. Ambigatus Before you stands a towering beastfolk that appears to be part man, part elk. His frame is packed with bulging muscles, and his antlers are stained red with blood. Twin axes hang from his belt, and a patchwork of armor covers his scar riddled form. Ambigatus is a warrior through and through, and seeks to bring destruction to all those who oppose him. He is a fearsome juggernaut upon the battlefield, and an inspiring leader for those beastfolk who wish to vent their hatred and their rage. He was not always this way, of course. Once he was a brave defender of a beastfolk village who cared deeply for his people and desperately wished to find a way to free them from their curse, though the deeper he delved, the closer he came to the source of the curse itself: Czernobog. The Dark Power touched the bitterness and hatred stewing inside Ambigatus and fed it, warping the warrior into one of his own. For, while Czerina might be Czernobog’s champion, Ambigatus is Czernobog’s disciple, the heir to Czernobog’s power should Czerina ever die, though the vision he would make of Wreythau is far more terrible than even the nightmare the island has become. Ambigatus relishes in the suffering that Czernobog causes, even the suffering that he, himself, endures, and he wishes to spread Czernobog’s influence as far as possible. He does not hide this fact, either. True, he calls Czernobog by another name, but whenever Ambigatus mentions Agrona, the meaning is clear. He is an apostle of the Dark Power and a bringer of ruin. Countess Ilse Reinwald —Medium monstrosity (shapechanger), neutral evil Armor Class 16 (natural armor) Hit Points 200 (20d8 + 110) Speed — 30 ft. (40 ft. in hybrid form, 50 ft. in dire wolf form). STR DEX CON INT WIS CHA —18 (+4) 18(+4) 18 (+4) 14 (+2) 20 (+5) 16 (+3) Saving Throws Dex +9, Con +9, Wis +10, Cha +8 Skills Perception +15, Stealth +9, Religion + 7, History +7 Condition Immunities charmed, frightened Senses darkvision 120 ft., passive Perception 25 Languages Common, Sylvan \ —Challenge 15 (13,000 XP) Proficiency Bonus +5 Blood Frenzy. Ilse has advantage on attack rolls against a creature that doesn’t have all its hit points. Legendary Resistance (2/Day). When Ilse fails a saving throw, she can choose to succeed instead. Regeneration. Ilse regains 10 hit points at the start of each of its turns. If Ilse takes damage from a silver weapon, this trait doesn’t function at the start of Ilse’s next turn. Ilse only dies if she starts her turn with 0 hit points and doesn’t regenerate. Spellcasting. Ilse is a 12th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). She has the following druid spells prepared: Cantrips (at will): Poison Spray, Thorn Whip, Druidcraft, Guidance 1st level (4 slots): Absorb Elements, Entangle, Faerie Fire, Fog Cloud 2nd level (3 slots): Heat Metal, Spike Growth, Pass Without Trace 3rd level (3 slots): Call Lightning, Counterspell, Dispel Magic 4th level (3 slots): Blight, Guardian of Nature, Wall of Fire 5th level (2 slots): Greater Restoration, Insect Plague, Scrying 6th level (1 slot): Conjure Fey, Wall of Thorns Actions Multiattack. Ilse makes two attacks: one with its Bite and one with its Claws (dire wolf or hybrid form). Bite (Dire Wolf or Hybrid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 14 (4d6) necrotic damage. If the target is a Humanoid, it must succeed on a DC 17 Constitution saving throw or be cursed with loup garou lycanthropy. Claws (Dire Wolf or Hybrid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. Change Shape. As a bonus action, Ilse polymorphs into a Large wolfhumanoid hybrid or into a Large dire wolf, or back into its true form, which appears humanoid. Its statistics, other than its size and speed, are the same in each form. She reverts to her true form if it dies. Legendary Actions Ilse 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. Ilse regains spent legendary actions at the start of its turn. Swipe. Ilse makes one Claws attack (dire wolf or hybrid form only). Mauling Pounce (Costs 2 Actions). Ilse moves up to her speed without provoking opportunity attacks, and she can make one Claws attack (dire wolf or hybrid form only) against each creature she moves past. Rapid Cast (Costs 2 Actions). Ilse can move up to her speed without provoking opportunity attacks and casts one spell (in human form only).


357 CHAPTER 9 - THE RUINS OF NEMETH Because of this, there is no hope of the adventurers brokering a deal with Ambigatus, and he will publicly challenge the adventurers to a fight to the death, espousing his warped rhetoric of the supremacy of suffering, and therefore, the supremacy of the Beastfolk: “Suffering’s Chosen”. Notably, the adventurers could convince Ambigatus to fight them alone, without Louhi, as that would be the true test of his claims of supremacy. Louhi Swathed in the folds of a voluminous bearskin cloak is a beastfolk that is part fox and part woman. Beads and trinkets are braided into her hair and fur, as well as that of the cloak, and she carries a dark wood staff decorated with bones. Louhi is not one of Czernobog’s followers. She is not like Ambigatus in that way, though their goals align as she does wish to bring pain Ambigatus Large humanoid, Chaotic Evil —Armor Class 16 (natural armor) Hit Points 210 (20d12 + 80) Speed — 30 ft. STR DEX CON INT WIS CHA —22 (+6) 14(+2) 18 (+4) 12 (+1) 12 (+1) 18 (+4) Saving Throws Str +14, Con +9 Skills Athletics +11, Perception +4 Condition Immunities frightened, charmed Senses darkvision 60 ft., passive Perception 14 Languages Sylvan, Common Challenge — 16 (15,000 XP) Proficiency Bonus +5 Legendary Resistance (3/Day). If Ambigatus fails a saving throw, he can choose to succeed instead. Actions Multiattack. Ambigatus makes four attacks with his axes. Malevolent Battleaxe +3. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 9) slashing damage plus 18 (4d8) necrotic damage. Czernobog’s Wrath (Recharge 5–6). Ambigatus unleashes an unholy bellow. Each creature within 10 feet of him must make a DC 18 Constitution saving throw, taking 54 (12d8) necrotic damage on a failed save, or half as much damage on a successful one. Legendary Actions Ambigatus 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. Ambigatus regains spent legendary actions at the start of its turn. Gore (cost 2). Ambigatus moves up to his speed without provoking attacks of opportunity and can make one attack against each creature within range that he passes. Attack. Ambigatus makes an attack.). Louhi —Medium humanoid, neutral evil Armor Class 16 (mage armor) Hit Points 105 (14d8 + 42) Speed — 30 ft. STR DEX CON INT WIS CHA —14 (+2) 16 (+3) 17 (+3) 16 (+3) 15 (+2) 20 (+5) Skills Arcana +8, History +8, Intimidation +10, Performance +10, Perception +12, Stealth +8 Condition Immunities frightened, charmed Senses darkvision 60 ft., passive Perception 22 Languages Druidic, Sylvan, Common Challenge — 15 (13,000 XP) Proficiency Bonus +5 Legendary Resistance (3/Day). If Louhi fails a saving throw, it can choose to succeed instead. Spellcasting. Louhi is a 13th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Louhi knows the following sorcerer spells: Cantrips (at will): chill touch, fire bolt, mage hand, poison spray, ray of frost, shocking grasp 1st level (4 slots): magic missile, absorb elements, thunderwave 2nd level (3 slots): blindness/deafness, scorching ray, misty step 3rd level (3 slots): fireball, thunderstep 4th level (3 slots): blight, wall of fire 5th level (2 slots): cloudkill, cone of cold 6th level (1 slot): chain lightning 7th level (1 slot): finger of death Actions Bone Staff. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 14 (4d6) necrotic damage.. Legendary Actions Louhi 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. Louhi regains spent legendary actions at the start of her turn. Cast spell (Costs 2 Actions). Louhi casts a spell. Cantrip. Louhi casts a cantrip. Move. Louhi moves up to her speed without provoking opportunity attacks.


358 CHAPTER 9 - THE RUINS OF NEMETH and terror to all those who oppress the beastfolk. When she was young, her children strayed from the village and were killed by a patrol from Leshehoff, and ever since that day, Louhi has pledged her heart to vengeance. So great is her thirst for vengeance that she would even betray Ambigatus and the Followers of Agrona if it meant she could claim Baroness Tornheim’s head, or the heads of the Tornheim children. Clever adventurers might be able to find or invent another solution to help transform Louhi into an ally, though the point remains: Louhi desires vengeance, and she desires justice for the Beastfolk. If the adventurers can deliver either, then Louhi will ally herself with them and oppose Ambigatus. The Court of the Blood Queen In the wake of the conflict outside of the Silver Graves, Beleroth and Grandmaster Ysemgrin have been sent to capture the adventurers and drag them before the Blood Queen, dead or alive. They were teleported into the Ruins of Nemeth as soon as Czerina was able to determine that that was the adventurers destination. So, now Czerina’s left and right hand have arrived and hidden their true intentions beneath the guise of seeking an alliance with the Corrupted Sidhe. Suffice to say, they will be watching the actions of the adventurers very, very closely, looking for the perfect opportunity to strike (which is likely in the wake of another battle, say that with Ambigatus). Of course, that doesn’t mean that the adventurers’ cause is hopeless, nor does it mean that the members of Czerina’s court couldn’t be turned against her. Beleroth Haar an Thell For over a thousand years, Beleroth has loved Czerina, and has been forced to bear witness to her decline. Now, she hardly resembles the person that he came to love, and such is the source of much of his anguish. Add that on top of the grief he still feels for the death of his kingdom, all of the horrors he’s witnessed serving first Gulthias, and now Czerina, and he’s certainly not in the best place. But, that is precisely why the adventurers have a chance to sway him to their side. Should the adventurers speak with him (perhaps catching him shedding a few tears in a vulnerable moment), he will relent and admit that he does not like what Czerina has become, but that he cannot bear to watch her die, knowing that her soul would be lost for all eternity. Should the adventurers then reveal their plan, and show him the Soul Vessel, then it would rekindle a spark of hope and he would agree to become their ally. He would stake Grandmaster Ysemgrin, thus incapacitating her, and agree to help the adventurers in the final battle against Czerina herself, knowing that the adventurers plan is the best hope for saving the soul of the woman he loves, even if he will never see her again. Grandmaster Ysemgrin Lady Oksana Jehanette Delora Ysemgrin has served Czerina for centuries. She built Czerina an army, and has guided it and its abject devotion to her. Yet, after centuries, Ysemgrin has become restless. She and the Order of Blood have been forced to wait, and wait, and wait. They could have wiped out the beastfolk or the Church of the Morning Lord long ago, and yet they’ve been forced to wait. Even when the Renegades broke off, the Order was forced to wait. Now that there is finally an enemy that she’s allowed to fight, Ysemgrin is practically salivating for the chance to let her blade taste flesh and for her tongue to taste blood. Only her loyalty to Czerina, and by extension, Beleroth, stays her hand.


359 CHAPTER 9 - THE RUINS OF NEMETH Beleroth Haar an Thell —Medium humanoid (elf), lawful evil Armor Class 16/21 (natural/bladesong) Hit Points 200 (20d10 + 91) Speed — 40 ft. STR DEX CON INT WIS CHA —14 (+2) 22 (+6) 18 (+4) 20 (+5) 14 (+2) 18 (+4) Saving Throws Dex +12, Con +9, Wis +6, Cha +8 Skills Arcana +11, Deception +10, Persuasion + 9, Perception +8, Stealth +10 Senses darksight 60 ft., passive Perception 18 Languages Common, Elvish, Sylvan, Elemental, Infernal, Abyssal, Celestial, Draconic Challenge — 12 (8,400 XP) Hellish Weapons. Beleroth’s weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks). Bladesong. Beleroth can spend a bonus action to add his intelligence modifier to his AC, raising it from 16 to 21. Weapon Bond. Beleroth can summon his weapons as a free action. Legendary Resistance (3): When Beleroth fails a save, he can instead spend one Legendary Resistance and choose to succeed. Spellcasting. Beleroth is a 10th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). He has the following wizard spells prepared: Cantrips (at will): firebolt, message, prestidigitation, mold earth, infestation 1st level (4 slots): shield, magic missile, sleep, tasha’s caustic brew 2nd level (3 slots): blur, invisibility, misty step, spider climb 3rd level (3 slots): counterspell, fireball, sending, thunderstep 4th level (2 slots): dimension door, wall of fire 5th level (1 slot): steel wind strike. Actions Multiattack. Beleroth makes three attacks. Rapier. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 13 (3d8) poison damage. Dart. Ranged Weapon Attack: + 12 to hit, range 20/40 ft., one target. Hit: 8 (1d4 + 6) piercing damage plus 13 (3d8) poison damage. Longbow. Ranged Weapon Attack: +12 to hit, range 150/600 ft., one target. Hit: 10 (1d8 + 6) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic. Legendary Actions Beleroth 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. Beleroth regains spent legendary actions at the start of its turn. Move. Beleroth moves up to his speed and does not take attacks of opportunity. Attack. Beleroth makes one weapon attack. Cast (cost 2). Beleroth casts one spell that takes no more than an action Grandmaster Ysemgrin —Medium undead (shapechanger), lawful evil Armor Class 18 (plate armor) Hit Points 210 (20d10 + 110) Speed — 30 ft. STR DEX CON INT WIS CHA —22 (+6) 18 (+4) 20 (+5) 16 (+3) 16 (+3) 18 (+4) Saving Throws Dex +9, Wis +8, Cha +9 Skills Athletics +11, Perception +8, Stealth +9 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 120 ft., passive Perception 17 Languages Common, Draconic, Elvish, Dwarven, Orcish, Giant 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. 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. 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: Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water. 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. The vampire makes three attacks, only one of which can be a bite attack. Blood Whip. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (4d6 + 6) slashing damage. If the target is Medium or smaller, it is grappled (escape DC 19), dragged to an open square adjacent to Ysemgrin, and is restrained until the grapple ends. While grappling a creature, Ysemgrin can’t attack with the Blood Whip again. Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 14 (2d8 + 6) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 20). Greatsword +3. Melee Weapon Attack: +14 to hit, reach 5 ft., one creature. Hit: 16 (2d6 + 9) slashing damage. Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 9 (1d6 + 6) 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. Legendary Actions The vampire warrior 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 warrior regains spent legendary actions at the start of its turn. Move. The vampire moves up to its speed without provoking opportunity attacks. Attack. The vampire makes one attack of its choice. Bite (Costs 2 Actions). The vampire makes one bite attack.


360 CHAPTER 9 - THE RUINS OF NEMETH Negotiating with the Corrupted Sidhe Finally, the time will come for each group of petitioners to approach Lady Merrigan and present their proposals for an alliance. This is when the adventurers must try to convince the Corrupted Sidhe to cast off the shadow of Czernobog and renew their allegiance to the Court of Night and Twilight. In order to do so, Lady Merrigan and all of the other Fey would have to summon the Archfey that rules that court, and because of the slippery magic of the Fey, not even Czernobog would be able to stop that from happening, thus starting a mystical battle of hidden, yet incredible scale between two cosmic beings. Obviously, the easiest way to do this is to neutralize all of the groups of petitioners. If no other group looks worthy, or no other group is willing to ally with the Corrupted Sidhe, then Lady Merrigan will have no other choice but to heed the adventurers and renew their ancient allegiance. True, Lady Merrigan would protest, as she has dreams of becoming an Archfaye in her own right, and the fastest way to do that is to rule her own court, but if the adventurers point out that after a thousand years her court still has no allies, there really isn’t anything she could say without the other Fey turning upon her. It would be checkmate. Now, if the adventurers haven’t been able to neutralize all of the other petitioners, then the adventurers will have a much more difficult task laid out before them. You could reduce this conflict to opposing Persuasion rolls, or you could simply have the adventurers each make their case and prepare to back it up with force of arms. In either case, this is actually one of those instances where there should only be the illusion of failure unless you have a plan that will make the end of the campaign that much more dramatic. When this is resolved, and the adventurers are ready to begin their final battle, they will level up to Level 12. The Final Battle Awaits them at the Cairn.


361 CHAPTER 10 - THE CAIRN Chapter 10 TThe Caiirn T he final battle will only occur once the adventurers venture back to the Cairn, a monument built to celebrate the Blood Queen’s tremendous power and cruelty. It is here that Czerina waits for them, beset with rage and grief and the realization that the end might finally be here. Part of her, the part that is still human, much desires an escape from the torment of eternity and the constant suffering she must bear witness to. The other part, that which Czernobog has sunk its roots deep inside of, longs to punish the adventurers and to show them the true meaning of pain. It is this sadistic aspect which shall reign, though not entirely. If the adventurers have read all of the Mirror and completed all of the Dream Encounters, then they will be able to call upon Czerina’s humanity, buried deep within her, causing a brief, but violent psychic war to ignite within the Blood Queen. Mechanically, this means that the first time the adventurers discuss Czerina’s past and what they’ve witnessed in the Dream Encounters, she will become Stunned for one round. If they’re smart, the adventurers will either invoke this ability at the beginning of the combat, or save it for a moment of dire need. It can only be used once, and will only last for one round. Overall, this final combat should be more than just strategy and the rolling of dice (although there will be lots of that). You should let your players know that the fight (and initiative) can be momentarily paused to allow the Blood Queen and the adventurers to speak. Not all groups will like that, of course, so do what fits best with you and your group, but this should be a moment of catharsis as well as tension. The adventurers should be able to vent their frustration and horror, just as Czerina should have the opportunity to mock and insult, or commiserate and lament, depending on what is said. Furthermore, though Czerina wishes to see the adventurers dead, she does not wish to do so quickly. So, if Czerina downs an adventurer, or more than one, she will retreat and allow them a moment to recuperate (and waste more resources) while she ventures into another room in the Cairn. This will also allow for more exchange of drama and witty repartee, as everyone can yell as the fight disengages and re-engages again. It’s important to note, however, that while initiative should be paused, it should not be re-rolled each time. This is technically counter to RAW, but this fight


362 CHAPTER 10 - THE CAIRN shouldn’t be one all about ambushes (unlike Castle Ravenloft). This should be a fight with dialogue and roleplaying. Normally, I dislike having lots of talking during combat as it slows everything down, but I don’t feel that way for this combat. It’s simply too important and climactic not to have more roleplaying involved. As always, however, it is up to your discretion. Additionally, consider planning out some things that Czerina might say during the combat, such as a personal attack for each character, taunting based off of previous events, or even more heartful observations and laments.


363 CHAPTER 10 - THE CAIRN Czerina Gavranova, The Blood Queen —Medium Undead (shapechanger), Neutral Evil Armor Class 20 (Natural Armor) Hit Points 495 (30d12 + 300) Speed 50 ft. Fly 60 ft. . —STR DEX CON INT WIS CHA —26 (+8) 18 (+4) 24 (+7) 20 (+5) 20 (+5) 24 (+7) Saves Str +8, Dex +10, Con +15, Int + 11, Wis +11, Cha +7 Skills Arcana +11, Athletics +14, Deception +13, Stealth + 10, Perception +11 Damage Resistances necrotic, poison Damage Immunities All sources not enchanted by the Forge of Ancestors (See Ch 8 The Silver Graves) Condition Immunities exhaustion, petrified, charmed, frightened, poisoned Senses True Sight 120ft, Tremorsense 60 feet, passive Perception 21 Languages Common, Sylvan, Druidic, Draconic, Elvish, Dwarvish, Goblin, Celestial, Infernal, Abyssal, Undercommon, Deep Speech Challenge — 26 (90,000 XP) Legendary Resistance (3/Day). If Czerina fails a saving throw, she can choose to succeed instead. Magic Resistance. Czerina has advantage on saving throws against spells and other magical effects. Magic Weapons. Czerina’s weapon and unarmed attacks are magical. Czernobog’s Blessing: As the champion of Czernobog, Czerina’s magical abilities are augmented, allowing her to bypass the need for material components for even the most powerful spells. Additionally, she has +2 to spell attacks (added above) and her spell save DC. Furthermore, this blessing provides natural armor and the resistances and immunities listed above (which are separate from the Immunity granted by the Mantle of Wreythau). The Mantle of Wreythau: Long ago, when Czerina forged her bond with the land itself, she gained a tremendous mantle of power. She is immune to all sources of damage. Only with the enchantment found in the Forge of Ancestors in the Silver Graves can she be harmed, though she still retains resistance to necrotic and poison damage due to her vampiric nature. Spellcasting. Czerina’s spellcasting ability is Wisdom (spell save DC 21, +13 to hit with spell attacks). She can innately cast the following spells, requiring no material components: • At will: Misty Step • Cantrips: All Druid cantrips (cast at 17th level) • 1st (4 slots): Entangle, Faerie Fire, Fog Cloud, Ice Knife, Thunderwave • 2nd (3 slots): Heat Metal, Moonbeam, Pass Without Trace • 3rd (3 slots): Call Lightning, Counterspell, Dispel Magic, Tidal Wave • 4th (3 slots): Blight, Guardian of Nature, Wall of Fire • 5th (3 slots): Geas, Insect Plague, Maelstrom, Scrying, Steel Wind Strike • 6th (2 slots): Harm, Wall of Thorns Spells Continued... 7th (2 slots): Finger of Death, Fire Storm, Whirlwind • 8th (1 slots): Feeblemind, Tsunami • 9th (1 slots): Storm of Vengeance Czerina has access to every Druid spell (including expanded druid spell lists). The above list is suggested but can be modified. Actions Multiattack. Czerina makes 3 attacks, chosen from the options below. Greatsword. Melee weapon attack. +14 to hit. One target. Deals 14 (2d6 + 8) slashing damage and 26 (4d12) necrotic damage. Unarmed Attack. Melee weapon attack. +14 to hit. One target. Deals 12 (1d8 + 8) bashing damage OR Czerina can choose to grapple the target. Bite. Melee weapon attack. One willing creature, or one creature grappled by Czerina. Hit: 11 (1d6 + 8) piercing damage plus 13 (2d12) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Czerina 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 Czerina’s control. Legendary Actions Czerina 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. Czerina regains spent legendary actions at the start of its turn. Attack. Czerina may make one weapon attack. Fey Movement. Czerina may cast Misty Step. Cast (Cost 2). Czerina may cast one spell Lair Actions On Initiative count 20 (losing initiative ties), Czerina can take a lair action to cause one of the following effects, based on which room she is in. • Lair Actions listed in each room below.


364 CHAPTER 10 - THE CAIRN TC1: The Road of Skulls The road leading up to the cairn is paved with the skulls of the Blood Queen’s enemies and engraved with magic runes that give them a durability beyond even steel. Occasionally, ghost lights shine from the empty eye sockets and incomprehensible muttering and whispers fill the air before fading into nothing once more. The gates of the curtain wall are open and the portcullis is raised. Nothing stops you as you venture across the bridge that leads over the moat of lava, until finally you come before the entrance to the Cairn itself. And, standing before the entrance is a carriage, as well as the Blood Queen herself. Lair Action: Czerina causes skeletal arms to rise from an area on the ground in a 20-foot square that she can see. They last until the next initiative count 20. Each creature in that area when the arms appear must succeed on a DC 21 Strength saving throw or be restrained until the arms disappear or until Czerina releases their grasp (no action required). Summary: When the adventurers reach the Cairn, Czerina is waiting for them. She will offer them surrender, claiming that if they throw down their imbued weapons and climb into the carriage they will be given safe passage out of Wreythau. This is a lie, of course, a ruse to disarm the adventurers and make them vulnerable. A DC 23 Insight check will reveal that is a lie, though most adventurers will probably realize that the Blood Queen isn’t to be trusted. If the adventurers refuse, then initiative should be called for. Czerina will use her Lair Action at Initiative 20 (don’t forget, happens every round), and then likely Storm of Vengeance, or whatever else seems appropriate. She will not stay in TC1 for more than one round. She will use movement and/or her legendary actions to get inside TC2: Throne Room. Obviously, if Beleroth is there as the adventurers’ ally, this might change things slightly, as betrayal tends to be quite dramatic, but the adjustment should be natural. Also, Beleroth would be the first to die. No mercy for him, which makes their relationship even more tragic. TC2: Throne Room The gates leading into the Cairn open into the throne room itself, the marble floors set with gold, and grandiose statuary covering the walls. A rich, velvet carpet runs between ten elaborate stone pillars, all leading to a massive throne set upon a stone dais. Lair Action: An incredibly strong gust of wind hits every creature within 60 ft. They must succeed a DC 21 Strength Save or be knocked prone and pushed 10 ft. towards the entry to the Cairn. Flying targets make the save at disadvantage, but are not knocked prone. Summary: This room is home to Blood Queen’s literal seat of power, and as such it is very important to her. It is both a source of great pride, and great anguish. After all, the throne is tied deeply to her past and the monstrous relationship she had with her family. Czerina will comment on what it took for her to achieve the throne and why she would never give it up. She would likely use some of her biggest spells here, to demonstrate her power, but would leave for TC3 within 2 rounds, depending on the adventurers’ actions. The fight should NOT end here, however.


365 CHAPTER 10 - THE CAIRN TC3: Amphitheater Heading through either door leading out of the Throne Room, you enter a massive chamber containing a 5 row amphitheater, with stage rigging suspended from the ceiling, and more room besides, as twin sitting rooms with fireplaces flank the amphitheater. Lair Action: Czerina casts Vicious Mockery (DC 21 Wisdom Save) at every creature within range simultaneously. Summary: This was once R.K. Schreyers domain, though Czerina has commandeered for this special event. Here, Czerina lets her contempt for the adventurers fly, and where she mocks the adventurers for their empathy. Her Lair Action (here) is perfect for this. Additionally, the battlefield here is more dynamic, with plenty of cover, elevation, and space to really maneuver. Czerina will spend at least 2 turns here, though no more than 3. TC4: Execution Hall The door opens into a hellish vision so macabre you can hardly believe it’s real. Most of the room is filled with a sea of skeletons and strangely preserved gore and it rises almost three feet above the ground. Chains line the walls, and a sacrificial altar with a still beating heart resting upon it rises up out of the center of the room. Lair Action: Until initiative count 20 on the next round, any non-undead creature that tries to cast a spell of 4th level or lower is wracked with immense pain. The creature can choose another action, but if it tries to cast the spell, it must make a DC 21 Constitution saving throw. On a failed save, it takes 1d6 necrotic damage per level of the spell, and the spell has no effect and is wasted. Summary: The entire room is filled with difficult terrain. Even the altar counts as difficult terrain, as it’s covered in pronounced carvings and slick with blood. This room is enchanted so that the meat filling it never decays, which means Czerina has had to empty it regularly. She used it as both executioners hall, torture chamber, and sacrificial altar to perform her more complex magics. Here, Czerina will rage against the Gods and mock the adventurers for their faith (if any). She might try to wipe the party in this room. This is likely turn 5, which means everyone should be fairly beat up. However, even if she did manage to down all of the party members, she would likely stabilize them, bring them to TC6, and then heal them (you choose the amount of HP) so that she can gloat/torment them, and thus giving them another chance to win the combat. However, if Czerina is the one close to death in this room, she will use her Legendary Action to Misty Step into TC5. Yes, yes, the spell says otherwise, but this is her magical sacrificial chamber and TC5 is her Arcane Laboratory, so she can Misty Step between them. That’s just how it is. TC5: Arcane Laboratory The door opens into an immaculate arcane laboratory filled with mystical items, arcane texts, and has a summoning circle etched into the floor. Lair Action: Czerina casts Cloudkill (can’t stack) at no cost.


366 CHAPTER 10 - THE CAIRN In this room, her Legendary Action is flavored by her exploding all of the evil potions in the room and that forming the Cloudkill spell. At this point in the fight (round 6 or so), unless the adventurers ran here early, Czerina is probably talking about her fear of death and how she wishes she’d been born as anyone else. If the fight comes here early, then she mocks the adventurers for their ignorance and stupidity. Like in TC4, if Czerina wipes the party here, she will stabilize (or resurrect) them, move them to TC6, give them some healing (you decide how much, even in the case of resurrection), and then the gloating or lamenting can begin, followed by more combat until the adventurers triumph. TC6: Gardens of Evil Gardens fill these chambers. Tall bushes with blooming Gulthias Flowers line the walls, and two bare dragonwood trees rise up towards the arched ceiling. A grandiose tomb sits at the far end of the garden, and other statuary is placed throughout. A feeling of profound grief emanates throughout the room. Lair Action: Czerina casts enhanced Spike Growth that deals 4d4 necrotic damage per 5 ft. moved. She is immune to the effect. Here, beneath the bare dragonwood trees, is where Czerina should die. Narrate a last ditch teleport before the killing blow if you need to, though this is where the epilogue should begin. Here, Czerina will get to share her final thought: “The petals are so beautiful in the sunlight. I must show Teadora…” And then Czerina’s will be claimed by death and the Blood Queen’s reign will be at an end. If the adventurers have the Soul Vessel and choose to use it, read the following: As the urn is brought forth and opened, a shimmer passes through the air, as if a veil has been lifted, and you see the Blood Queen’s corpse begin to glow. Softly, at first, and then brighter, and brighter, until a silver wisp begins to rise. Oily, black tendrils cling to the silver whisp, though it struggles towards the opened vessel and with a final flash of light, the wisp tears itself free and flies into the vessel. The urn is noticeably heavier, and the air shimmers once more as the lid is closed once more. The Soul Vessel will preserve Czerina’s soul until they can return to the material plane, where the magic of the jar will allow Czerina to reincarnate (not the spell) and start life over, born again. Epilogue The ending largely depends upon the adventurers actions. Did they save Czerina’s soul from Czernobog? Did they leave Wreythau in a better state than they found it? Will they stay on Wreythau once it has returned to the material plane, or will they leave it and try to move on with their lives? There are many variables, but you get the point. However, here are a few possible endings: The Happy Ending After slaying the Blood Queen, all those she’d cursed with her vampiric nature found themselves becoming ash upon the wind and her undead servants collapse to the ground. Then the wind picks up as the clouds began to part, rays of sunlight battling with the seething mass of lighting charged storm clouds, though eventually, the sunlight wins through, bathing Wreythau in the light of the Material Plane. Czerina’s soul is released, never to be seen again without divination magic. Though, if the adventurers do use divination magic, they will find


367 CHAPTER 10 - THE CAIRN her reborn to a loving family elsewhere on the material plane. Without Czernobog’s fierce hold upon Wreythau, the land slowly begins to revert to normal, though many of the monsters still remain. The curse of the beastfolk is lifted, leaving many tumultuous feelings, though the ways of their people are preserved. With the destruction of the Church of the Morning Lord, the Old Faith eventually began to spread, and the people of Wreythau began to unite, Born and Crafted alike. The adventurers stay in Wreythau, helping it to rebuild and guiding it with a gentle hand until it is a place of prosperity and peace rather than death and suffering. The Sad Ending Without the Soul Vessel, Czerina’s soul is lost to the darkness of Czernobog, as is everyone else that the adventurers have slain. They are able to escape Wreythau, though it remains as a Domain of Dread, and eventually a new Dark Champion arises as Czeronobog’s Chosen. The history of the adventurers, as well as that of the Blood Queen, is eroded until it is but myth and legend in a new land of nightmares… The Evil Ending The adventurers become Czerina’s willing servants and are sent back to the material plane to gather power and spread the Blood Queen’s dark influence. This could become a high-level evil campaign with Czernobog as the main villain, if you wish, or you and your group could simply move on to another campaign.


368 APP 1. THE MIRROR OF CZERINA GAVRANOVA Appendix 1. The Mirror of Czerina Gavranova This simple tome is bound in black leather, the parchment of its pages are aged and worn. As you flip open the book, the spine creaking gently, you see that the book is empty. Or, at least, it was at first. Before your eyes text scrawls itself across the pages in an elegant script that appears to be written with fresh blood. A title appears upon that first page. The Mirror of Czerina is an enchanted artifact that allows the readers to enter the memories of Czerina as they dream. These memories are interactive, and are constructed like social puzzles, allowing the players to piece together information and draw their own conclusions. In that regard, it’s probably more accurate to call them memory constructs rather than true memories in their own right, but either way, this allows the players and their characters to learn more about Czerina herself. The Mirror is broken up into different entries, each entry appearing as you, the DM, see fit. Use these interactive dreams to help fill lulls in the story, or to help emphasize themes as they arise.


369 APP 1. THE MIRROR OF CZERINA GAVRANOVA Entry 1 I n the long nights when I dream, I find that my mind wanders back to the moment when I first saw blood spilt, to when I first smelled it upon the wind and tasted it in the air. The blood was so bright, beyond carmine, or scarlet, as though it was illuminated from within rather than by the rays of the sun. Alas, I will never see its like again, except for those fleeting moments in the depths of my mind. No artist has ever been able to recreate it, even when their veins were spilled in the wake of their failures, and never again will I see its like while I walk the earth. Forever, it shall only be a memory, though perhaps that is the truth of much of our lives. In the instant that the moment ends, it becomes irreplaceable, unique, and unfathomably valuable because of it. Perhaps that is the true beauty of existence. Perhaps it is death which truly completes us all. If so, then my fate is doubly cruel, though it is still not as cruel as that which I witnessed upon that day in the garden, the day when the essence of blood was so indelibly etched into my mind. It was after midday, when the sun reigned high, and the arch of the sky was stained a blue beyond blue, so deep and rich that it, too, exists only in my memories, though it did not captivate me as much as that which followed. I was in the palace gardens that day, with the friend dearest to my heart, Teadora Vadimovna, though we should not have been there. We were neglecting my studies, Teadora being my companion in all things, even my delinquency, though I knew that it was I that had made the choice. Dear Teadora had not the heart to refuse me, nor the station, as I later came to realize, and so it was that I had led her to her death. The Dream Encounter: That night, when the players dream, they find themselves having been summoned to the same dream. They are standing outside upon the grass, their faces bathed in the gentle rays of the afternoon sun. How long has it been since they’ve last seen the sun? As they look around, they notice that they are on the edge of what appears to be a funeral. A crowd of nobles in mourning clothes have gathered next to a small mausoleum, a priest of Lathander reading a sermon about the cycles of life and death. The adventurers recognize two of the people in the crowd: Gavran and Evengja, Czerina’s parents, though neither wears a crown. They stand beside another noble couple, a man and a woman obviously overcome with grief, weeping and wailing openly. At the back of the funeral, muttered gossip flows from one cluster of lesser nobility to the next. As players interact with the gossiping nobles, they can learn the following: • The funeral is for a girl named Teadora, the daughter of lesser nobles and the whipping girl for the Boyar and Boyarina’s daughter. • They say the Boyar’s daughter killed her friend. That she stole her father’s scepter and was playing at tyrant. • It is a closed casket funeral. • Some of the nobles say that they heard priests had to be consulted, and that it was really demonic sacrifice. • One noble saw the Boyar’s daughter throwing a tantrum because the day wasn’t all about her and she ran off to sulk in the little copse of trees behind the mausoleum. If the adventurers search out the childhood version of Czerina, she can be found hiding in the copse of trees just like the noble said. Unlike when they met her, Czerina’s eyes are colored a dark brown. She is crying and huddled up against the trunk of a tree. If they ask if she killed Teadora, Czerina will respond by throwing small rocks and pieces of dirt at the adventurers and saying that she hates them and they’re just bullies trying to torment her.


370 APP 1. THE MIRROR OF CZERINA GAVRANOVA A DC 16 Insight Check will reveal that she is deep in the trauma of grief. A DC 16 Persuasion Check will calm her down and convince her to answer their questions. She will say that it was her father that killed Teadora. That he’s a monster, and she hates him, and he blamed her. The dream ends shortly afterwards. In truth, Czerina isn’t lying, but that should be left up to the players to decide what they believe. Entry 2: For years after my dearest Teadora’s funeral had passed, I came to embarrass my parents time and time again, and it seemed that they became determined to rid themselves of me in whatever way would not bring further harm upon their reign. The headsman’s axe would forever stain their familial honor and tarnish their reputation throughout the realm, so they sought a less permanent solution. For months at a time, they had me sent to the castle dungeons, chained out of sight and out of mind. In truth, I cannot say how much time I dwelled there, imprisoned in the dark, though it seemed to have been beyond an eternity. The dungeons were ancient and built deep into the earth, leaving me wrapped in the embrace of endless shadows deeper than the blackest of night. There were no stars there to comfort me. No hint of the sun. No touch of the moon. There was nothing but the suffocating press of a dark beyond oblivion and, soon, even my dreams began to fade into the endless black. My thoughts began to escape me, slipping past the parched ruin of my lips and swallowed by the dark in turn, though over time, I found that the darkness had begun to whisper back. It was then that I realized that I was not alone and that the darkness was, in fact, my companion. We conversed for half of an eternity, just the darkness and I, and I learned many secrets which shall remain, forever, held between me and the void. Though, in time, all things will come to pass, and even death will die, and so my communion with the darkness came to an end, burned away by glaring, incandescent agony as a lantern was brought into my cell. I cried and whimpered like a beaten animal as my eyes fought to adjust to the light, and I saw to my horror that it was no common gaoler that had come for me, but my father himself. His eyes were bloodshot and crazed, his clothing hanging in rumpled folds off of his massive frame, and his beard sprouted like a tangled bramble beneath his chin. He strode across the room like some monstrous beast born out of legend and grasped my arm in a fist made of stone as he undid my shackles. I cried out in pain as he dragged me from the cell, but he cared not. Up and up we went, up out of the embrace of the dark and still earth and out beneath the canopy of the sky. Blackened storm clouds raged above us and rain poured in great sheets from the sky. My father had drug me out to the castle’s training grounds, which the rain had churned into a treacherous pit of mud and seething water, but Gavran the First didn’t care. He threw me bodily into the middle of the yard, mud splashing into my mouth and clogging my nose as I went sprawling into the filth. The rain soaked through my ragged clothing in moments, and there I lay, slathered in mud, half blinded by the water streaming down from my hair, though I could see that he had drawn his sword and my heart seized as I feared the end. Perhaps to the regret of many, the end did not come. Instead of the executioner’s blow, his sword splashed down into the mud before me, and sensing a chance to escape my fate, I snatched it up. “He’s dead!” Gravran cried, his voice ragged and hoarse as he lifted the scepter that had ended Teadora’s life and brought it down in a savage swing towards the crown of my head. Were it not for the rain, I have no doubt I would have died, but he was half blinded, and I managed to stagger


371 APP 1. THE MIRROR OF CZERINA GAVRANOVA backwards, tripping over my own feet in the sucking mud. “My son is dead!” he wailed, “my heir, dead, dead before he drew his first breath!” I struggled to comprehend what he was saying, to realize that he was mad with grief and drunk on spirits, and that I had a brother that I would never know. I hadn’t realized my mother had conceived, though I had no notion of how long I’d been imprisoned in the dark, and had rarely seen her even before then. I couldn’t dwell upon that realization, however, for my father came stumbling towards me, that brutal scepter thundering down once again. “You vile wretch!” Gavran roared, his blow knocking my sword aside. “You killed him! You killed my son! He would have replaced you, so you killed him!” The hatred in my father’s voice stirred something inside me, something malignant, but powerful, and I lashed out with the sword as he came for me again. I think I surprised him, in his rage and grief, he lurched out of the blade’s reach, slipping and falling onto his ass in the mud. Seeing him there, this titan of wrath, sprawled so helplessly in the mud and rain, I began to laugh. The sound spilled out of me, uncontrollable and harsh, and Gavran seemed to quell before it, crawling backwards through the slick mud and puddles of murky water. I couldn’t see what dwelt within his eyes, though when he managed to climb to his feet once more, he left me there, cackling madly beneath the weeping sky. The next morning, it was not the servants that found me, curled up in the stables, but rather the master at arms himself, with orders to begin my training... The Dream Encounter: For reasons that only Gavran knows, after the birth of his stillborn son, he decreed that his daughter would be forced to learn the arts of war. Perhaps he finally came to realize he would never have a son to raise in his own image and decided to settle for Czerina instead, or perhaps it was simply another way to punish and torment his most hated child. Either way, Gavran was determined to make the training she endured beyond brutal. Anything short of death was not only acceptable, but encouraged, and though hellish in the extreme, Czerina did learn what she was meant to, and she learned it well. By the time she reached adulthood, she could fight and ride, cast and theorize, strategize and employ tactics as well, if not better, than anyone of her age. What was more, she’d come to love all that she’d been taught, though such will be explored in later dreams. For THIS dream sequence, the players will take on the role of Czerina’s teachers. Each will be required to teach her a lesson, though first they must find her. Just as she’d done with Teadora years before, Czerina frequently tried to run and hide from her lessons, much as any sane person would. Regardless, the dream begins with the characters finding themselves in a grand, though archaic, great hall, kneeling before the massive bulk of Gavran I. Czerina’s father is a giant of a man with a thick beard shot through with grey and a manic gleam that haunts his gaze. He demands that the characters explain why they aren’t out in the training grounds instructing his daughter in the arts of war. No matter how the characters reply, he gets increasingly angry, and demands that they find her and begin her training immediately, or he’ll have their heads mounted on pikes atop his walls. The ONLY question he’ll answer is what, exactly, the characters are supposed to be training his daughter in. The answer, of course, is whatever combat specialty the character has. If they are a martial character, then they are to teach her the weapons of war. If they are a caster, then they are to teach her battle magic. If they have some other support focus, such as inspiring others, or healing, etc, then they are to instruct her in that. Regardless of their area of expertise, Gavran makes it clear that they are to make the training as intense and rigorous as possible.


372 APP 1. THE MIRROR OF CZERINA GAVRANOVA Now, although this exchange with Gavran is meant to be brief, remember to have fun with it. Don’t be afraid to really lean into Gavran’s cruelty, or his insane hatred for his own child. He views her as a curse, a constant mockery of that which he cannot have, and despises her with all of his being. In truth, it is really the customs and laws of Nostrovishte that he hates, though as he knows no others, he is blind to this. Keep in mind, Gavran won the rank and title of Boyar of the Southern Oblast because of his feats upon the battlefield, and he views this as a just reward for the tremendous suffering that he endured. The lives he was forced to take, the soldiers he was forced to order to their deaths, all of them haunt him, the rivers of blood that he spilt having seeped into his mind and stained his soul for millenia thereafter, and the thought of losing what his sacrifices had won him is what has inspired his terrible loathing of his first (and at the time, only) child. Perhaps that is what he really wishes to teach Czerina. Perhaps it is this personal hell that he wishes to share. It’s not necessarily important that you bring this to the player characters’ attention, though if you keep it in mind as you plan some fun rants and ravings, it will likely come across and help deepen their understanding of the Blood Queen and why she came to be. Alternatively, if the players have performed the Ritual of Descent to the Underworld (Volume 1, pg 151) to re-awaken all of Gavran’s past lives, then you could simply have Gavran explain this in a moment of reflection back in the waking world. It’s much more fun if the players arrive at this conclusion themselves, but this is another way to communicate this insight if you wish. Now, back to the dream, assuming that the characters comply with Gavran and the logic of the dream, they will have to search the castle and its grounds to find Czerina. If the characters do not comply with Gavran, then he promptly orders their collective execution (described in excruciating detail, or not, according to what’s comfortable for your group) and the dream begins anew. In order to conduct the search, simply ask each player where in the castle they begin their search. Popular locations include: Czerina’s Quarters: where they discover that Czerina’s taken a thick wool cloak, but no extra change of clothes. They also notice that the ornate, silver candlestick by her bedside appears to have had a piece broken off. The Kitchens: where the servants report that she took bread, cheese, smoked meat, and apples. The Gardens: where they discover bundles of flowers placed beneath the pink dragonwood tree, though they are faded and perhaps a few weeks old. The Library: where the librarian complains that a book of fables has been stolen. The Chapel: where they find Evengja praying for a son. She hasn’t seen her child in months. The Dungeons: where, in the deepest reaches they discover a windowless cell. Rats have been impaled upon exposed nails, and the walls are painted with blood in what appear to be a mixture of childlike finger paintings and foul runes that writhe and twist before their eyes. Because of this, no arcana or religion checks are possible. The Walls: where the guards report having seen nothing out of the ordinary, though they will speculate that Czerina is likely communing with demons by the mausoleum. She’s not at the mausoleum. The Stables: where they discover a teenaged Czerina hiding in the corner of a horse stall, having bribed the stablehand with a piece of broken silver, the horse with some apples, and the book of fables for company. Once found, the dream transitions to the training grounds. Now that Czerina has been found and the dream has transitioned to the training grounds, each character must individually teach Czerina a lesson. Each lesson should only take 2-3 minutes of time out of character, but will give the characters a chance to interact with this younger, dream version of the Blood Queen one on one. The


373 APP 1. THE MIRROR OF CZERINA GAVRANOVA lessons could be anything that the players come up with. She will obey whatever instruction they give, though will do so with all the enthusiasm of a prisoner mounting the gallows, her gaze hollow, and her manner stiff. It’s clear she would rather be hiding beneath a pile of hay, escaping into the realm of pleasant fantasies. Otherwise, have the dream Czerina react as you see fit. Importantly, however, the Blood Queen will comment upon whatever lessons the adventurers taught the next time they meet in the waking world. If they were kind, she remarks that she wished they had truly been one of her teachers. If they were cruel she doesn’t remark upon that fact, but will instead engineer an encounter that mimics that cruelty sometime in the future. Entry 3: I t is strange to think of, though once there was a time when I shied away from the feel of a sword’s grip in my hands, a time when the sight of a blade falling towards me struck me with such terror that I could barely stand. I did not come to the ways of war naturally. To learn them was to live inside a nightmare, and though I often tried to evade my instructors, even in those precious few moments I managed to steal for myself, there was never truly a reprieve. Dread gnawed at me constantly, the knowledge that the nightmare would begin anew, always lurking in the back of my mind, whispering of new horrors I had yet to endure, horrors I knew would come to pass. In many ways those stolen moments were worse than whatever awaited me upon the training grounds, for the creations of the mind are more terrible than what the flesh can endure. Eventually, this realization dawned upon me and I stopped searching for a refuge I’d never find. I still remember the day that I made such a vow, when the veil of hay I’d been hiding under was lifted aside and the book of fables I’d been reading with blind eyes had been snatched aside. No matter how hard I’d tried to focus on those beautiful, illuminated pages and the fanciful stories they contained, all I could think of was another day of fear and pain. I swear that I felt my heart seize as the hay was lifted aside and the nightmare came crashing down upon me once again, though no matter how much I’d feared what was to come, in the end, I survived. No matter what I faced, I survived, and as the years passed, I found that I no longer came to dread it. Instead, I learned to find moments of reprieve within the training itself: the excitement of galloping across a field and feeling as one with the horse, the sublime beauty of a wellhoned blade’s edge, the joy of the body in motion, and the surge of triumph that came with every challenge bested. In time, I came to relish it as I mastered each lesson, and I found respect in my teachers’ eyes, even if it came grudgingly. By the time twenty three winters had passed, I was a formidable warrior and an able general, though I came to realize that I was faced with a new torment. No matter that my father had decreed I learn the arts of war, once I had learned them, he refused to let me practice them. I was banned from every tourney, as only men could compete. I was banned from service, as no man wished to serve beneath me, and as a noble, I could not serve beside them. I was a woman who knew what a woman should not, and though it was not of my doing, I was reviled for it. My mother began to demand my attendance at all of the most important social functions where ridicule and shame awaited me. Her courtiers were merciless, though I found the mockery I despised the most came from those foppish young men who were able to bear the title of squire or knight, who could raise their banner and command armies despite the fact that they were fools. I came to hate them for having what I could not, and as the rage flashed behind my eyes, they only laughed and mocked me all the more. Finally, I decided that I could bear it no longer. I would take up my sword and mount my steed, and I would test them myself, and we would see once and for all who was meant to live and who was meant to die by the sword. I planned it for weeks, gathering what I would need until, finally, the time was right. I bribed the guards of the castle and rode out beneath the dark of the moon in armor darkened by soot and a midnight


374 APP 1. THE MIRROR OF CZERINA GAVRANOVA cloak flying in my wake. I cannot remember how many young men I slayed before terror spread in my wake, and soon it was I who was silently laughing behind my eyes. I did not care whose head I cleaved, nor whose widow I left to grieve. Life had lost all meaning to me. Even my own. As the bounties were declared and adventurers rode out to challenge the Black Rider who had slain so many, I found myself welcoming the prospect of death. The Dream Encounter: For this dream encounter, the players will take on the guise of some of Czerina’s victims when she rode as the Black Rider of Nostrovishte. In order to do this, the players will need to make up a new character. Ask them each to come up with a name and a short (and I mean short) backstory. Then, they’ll have to decide two things: how they insulted Czerina, and how they were killed during their midnight duel. Use Sir Dragoslav Benedesc (Volume 1, page 202) as an example. He was a knight from a minor noble house in the Southern Oblast who believed whatever gossip he heard (backstory). When he publicly accused Czerina of killing Teadora (insult), he became her first victim. She rode out to meet him upon the road, her face hidden by the hood of her cloak as she charged him. During their fight he lost his grip on his sword and was slain as he bent down to retrieve it (death). Encourage your players to have fun with this and to be imaginative. Each player will introduce their victim and describe their final night upon the earth. In doing so, the players will participate in filling in some of Czerina’s history and provide their characters with something more to discuss. Some characters might sympathize with Czerina, while others might see this as further sign of her corruption. Entry 4: Two years had passed since I began my midnight rides, and in that time, the legend of the Black Rider had taken on a life of its own. A traveler passing from one Oblast to the next would hear a dozen different versions of the tale, every hamlet and village adapting the telling to local legends and the whims of the storytellers themselves. I suppose that some might have enjoyed this, might have revelled in the infamy and collected whatever stories they could, though I cared not. At that point, I had no hope left in my life, and every night that I rode forth I was praying for death. Alas, no worthy champion arose to slay the demon ravaging the land, no ritual was performed to set the ancient warrior’s spirit to rest, no bargain was honored with the fey, recalling their knights back across the veil, and, of course, no one answered my prayer. Instead, the land of Nostrovishte itself fell under attack. Our neighbors to the north and east, Bacia and Gronturia, had formed an alliance, intent upon wiping Nostrovishte off the map. Our lands and riches were meant to be divided, I have no doubt, with each country plotting to betray the other should they ever gain the upper hand. After weeks of brutal fighting, it seemed this was bound to be Nostrovishte’s destiny, gobbled up like a deer carcass shared by hungry wolves, though there were two considerations that Bacia and Gronturia had not counted upon. The first was my father. Even with the other Oblasts having already fallen, even with the Tsar killed in battle, my father, Gavran, the first of his name, refused to surrender. He withdrew into the Grand Palace, drawing the invaders into a brutal siege destined to last for months and months. The invaders had already made it clear that no quarter would be given. To fight or to surrender, it mattered not, they’d die either way, and so they chose to drag as many of the Bacians and Gronturians as they could with them into the grave. The second consideration, of course, was the people, the common men and women who had


375 APP 1. THE MIRROR OF CZERINA GAVRANOVA been forced to watch their farmsteads burn, their entire lives disappearing in smoke. The invaders had not counted on the seething anger which the killing and pillaging had inspired. They had not counted upon the fact that what separated a peasant from a soldier was a sharpened stick and the will to use it, and this is what I harnessed. In truth, I did not intend to, at least, not at first. I had escaped from the castle long before even my mother had fled it and gone into hiding, intent upon finally riding out to meet my death. It didn’t matter to me who held the steel that finally ended my travesty of a life, but I found that death in battle was not to be my fate. Patrols upon the roads, raiding parties, supply caravans, all fell before me, or fled in terror as they realized that the stories of the Black Rider were real. What had once been a scourge of the countryside now became a symbol. The common folk remembered that the black rider had never struck down one of their own, only the nobles that had taxed and commanded them, and soon, unknowingly, I had become a symbol of the people themselves. At first it was dozens, but then hundreds, and then thousands that flocked to my banner. Brawny farmwives, grey haired smiths, and outcasts, it didn’t matter. All joined, and I soon realized that, at last, I had found my purpose. The Dream Encounter: In this encounter, the adventurers will find themselves as Czerina’s war council, planning the beginning of the campaign she fought to liberate her homeland, and as a result, become a hero of the people. Below is a parchment map of the Southern Oblast. To the north, across the river, lie three enemy camps belonging to the army of Bacia. Having successfully raided, pillaged, and razed the villages on their side of the river, they will soon begin their march further south.


376 APP 1. THE MIRROR OF CZERINA GAVRANOVA Czerina and her forces must successfully defeat the invaders, though there is much disagreement on how to actually accomplish this. It will be up to the adventurers to help sway Czerina’s mind one way or another, though ultimately the decision lies with her. I recommend setting a timer for perhaps 10 or 15 minutes so that the adventurers have time to debate, ask questions, and in general interact with this past version of the Blood Queen. Below are descriptions of the other members of the council (including Czerina), and the strategies that they are advocating. Czerina, the General: Though a young woman of about 25, Czerina has finally blossomed into a formidable warrior and fledgling leader. She wears battered armor blackened with soot, and bears an expression of fury as the council debates. She is quick to point out the flaws in every plan, emphasizing how important it is to minimize the risk of casualties. Moksha, the Druid: Moksha is a young human woman who bears a striking resemblance to Mata Yezinka of the Beastfolk. She stands to Czerina’s left, and though she rarely speaks, she often lays a calming hand upon Czerina’s shoulder as the debate rages on. She believes that waging a guerilla campaign is the best path forward. Merrigan, the Fey Merrigan is a strange creature that might look like an elf were it not for the mottled blue color of her skin and the sharpness of her teeth. She is an emissary from the Fey Court of Terror, and is keen to get into battle. She advocates for attacking as the enemy crosses the bridge. Bertrand, the Fisherman Bertrand is a human man whose hair and beard are frosted with age and whose skin is like tanned leather from all his years upon the water. A skilled boatsman, he staunchly argues that the best strategy is to ferry across the river and strike the enemy from behind. Volyar, the Farmhand A young man barely into adulthood, Volyar is eager to defend his homeland and advocates for charging to death or glory. Though he is the most foolish of the council, he does emphasize that no matter what happens, people will die. As mentioned above, the adventurers must try to sway the council. They can do so by suggesting new strategies, or by arguing on behalf of one of the council. They can also ask questions, though there isn’t the best intel. What is known is this: • The enemy has better equipment and training. Their supply lines stretch to the north. • The enemy has 50 battlemages of middling talent, outnumbering Czerina’s druids, witches, and hedge wizards by 2 to 1. • Czerina’s mundane forces outnumber the invaders 2 to 1, though they have poor equipment and barely any training. Their supply lines stretch to the south. • Almost every Nostrovisthan north of the river has either been killed or pressed into forced labor, though if they were freed, that could bolster Czerina’s army considerably. Feel free to make up any other factors or explanations as you wish. The encounter isn’t really about strategy, it’s mostly about emphasizing how much Czerina has changed. Here, they can see her as the young hero, concerned for her land and her people and driven by the desire to protect them, which is a stark contrast to the casual cruelty of the Blood Queen they’ve met in the present. Likewise, in the dream, she is struggling against incredible odds, compared to the godlike figure they’ve ment in the present. And, as a bonus, they see a hint of Moksha and Czerina’s past relationship. Ultimately, if the adventurers are able to come to agreement and successfully argue their opinions (no rolls allowed), then the dream Czerina will side with them. If agreement cannot be reached, then Czerina will declare a combination of plans: she will guard the bridge by herself, supported by their casters, to bottleneck


377 APP 1. THE MIRROR OF CZERINA GAVRANOVA the invaders while the rest of their army ferries across the river and strikes from behind. Then, the dream ends. Entry 5: I t is an astounding thing, to witness an entire country come alive, to rise up from beside the graves of their loved ones and take up arms, throats crying for blood. Though many have glorified my name and praised me as the savior of our people, in truth, I would have been nothing but a corpse were it not for their rage and their might. Eventually, an arrow would have found me, or a blade, or simple starvation. I was nothing but a conduit, an idol to channel their hatred, and grief, and desire for brutal murder. The invaders had been fools to treat the people of Nostrovishte so harshly, though it was not surprising that they would be so blind. What was a dirty peasant compared to a noble’s greed? What was a farmstead but a way to supplement a soldier’s pay, and perhaps provide some entertainment besides? What was land, but something to conquer? A hypocrite I might be, though I learned from their mistakes. As I led the people of Nostrovishte to victory, I saw just how dangerous the desperate and the grieving could be, and as they gazed upon me with worship and admiration, I realized just how easy it was to mold them into something else entirely. After we broke the siege around the Grand Palace, crushing the armies of Gronturia and Bacia between a wall of flesh and steel and a wall of stone, I refused to stand down. I was drunk upon their love, and their rage, and I called them like the tide to sweep across the countries of their enemies. And, as the tide, we swept up the beaten and the downtrodden, the forgotten and the abused, and forged them into something that I could wield. So it was not just Nostrovishans storming the castles and palaces of Bacia and Gronturia, it was their own people, too. I had promised them all that they wanted to hear, and though many refused, many of them joined, and soon all three countries were within my grasp. Had I been wise, I would have tightened my fist upon all three crowns until they became just one that would grace my brow. Had I been wise, I would have kept my promises and built something beautiful atop the ashes, something the likes of which the world had never seen. Alas, I was a fool. Having tasted love and camaraderie, admiration and respect, I convinced myself that, at last, my life would be different. At last, I could win the pride and affection that I’d never known from my parents, and that I would do so by handing them all three crowns that I had won. I knew that my parents’ ambitions had never ended at the borders of their oblast, though I had accomplished what they had never even dreampt of, and so I held the ceremony to crown them Tsar and Tsarina, hope shining within my heart. The coronation was elaborate and long, and full of all the pomp and circumstance that I thought it had demanded, intending to honour my parents as was their due. Finally, the time came to present them with their crowns. I was smiling so broadly I thought my face would split as I finally laid them atop their brows, and as I stepped back I proclaimed that set in my mother’s crown was the Bacian Royal Jewel, a powerful artifact said to grant one wish to whoever possessed it, and then I waited. Truly, I do not know what I expected, though had I not been blinded by such foolish thoughts, I no doubt would have realized the words that were to pass from her lips. “Above all,” my mother declared, her voice ringing proudly throughout the room, “I wish to give birth to a son.” The Dream Encounter: After finally realizing how horrible her parents are, and that there would never be a reconciliation, Czerina fled the palace in despair. She intended to retreat from the world and to


378 APP 1. THE MIRROR OF CZERINA GAVRANOVA live out the rest of her life with Moksha among the Druids, cutting herself off from all that which caused her pain. Unfortunately, Gavran and Evengja had other plans. As long as their daughter, the hero of the people, was still alive, the reign of their son would never be safe. Thus, after Evengja had finally given birth to the child she and Gavran had always hoped for, they sent assassins to rid their family of Czerina once and for all. In this dream sequence, the adventurers will get to play the assassins that were sent to kill her. In order to do this, they must decide two things: who their assassin is, and how they attempt to kill Czerina (it’s clear she survives, after all). In order to plan their assassinations, tell the players the following information: It has been two years since the coronation of Gavran and Evengja. Though Evengja gave birth 9 months later, they had to be sure the child would survive. Czerina is living in a cave complex deep in the woods with a circle of druids and their families. Every few months, Czerina hikes out to the nearest town to indulge in the comforts of civilization and buy supplies for the circle and their families. Czerina pays a local farmer to take care of her old war horse. She always visits before heading back into the woods. Encourage your players to be creative, but as they describe the assassination attempt, you’ll have to decide how the attempt fails. This is intended to feed the players information on some of Czerina’s abilities and allow them to start planning for future confrontations. Becoming the Blood Queen only empowered the skills that Czerina already possessed, after all. Even before the ritual and the deal with Czernobog, Czerina was an excellent warrior, a proficient caster, and a novice druid. Entry 6: I n the third year of my exile, something terrible began to happen along the coasts. Villages were raided. Sickness began to spread through the forest. Curses began to spread. My parents did nothing. Or perhaps I simply never waited to see what they would do. They certainly were slow enough. It was clear that my people had once more come under threat, and though Moksha begged me to help in a different way, I couldn’t stand by while my people bled and my land burned. I couldn’t. So I sent out the call that I was raising the banners again, and though my parents did protest that, declaring me outlaw, none dared to stop me. Thousands flocked to join my army once more, and I called upon the Dwarves to uphold their Oath to me. They answered, although grudgingly, sending the King’s least favored daughter to lead their dwarven army. If only my parents had been dwarves… Could you think of it? Alas, it matters not. By the time my army was fully raised, a stranger came to me. He was Elven, and claimed to be a spy working against the enemy. His tale was fantastical, though Moksha only nodded sagely to confirm all that he said. No matter how our relationship ended, I trust her to advise me more than any other. Beleroth is the stranger’s name. We have accepted him into our camp, and with his knowledge, and our numbers, victory is assured. The Dream Encounter: You find yourself standing in a massive glade filled with megalithic standing stones, some almost twenty feet high. They are carved with crazed ruins that seem to squirm beneath your gaze, and with you is Czerina herself, still younger and still breathing, as well as Beleroth, several dozen soldiers and a large group of prisoners.


379 APP 1. THE MIRROR OF CZERINA GAVRANOVA You know that among the prisoners is Gulthias himself, along with the ancestors of the Reinwalds, and many other elves. Czerina is debating with Beleroth over what to do with the prisoners and they call the adventurers over to advise them on how to proceed. In Czerina’s opinion, they should spare all but Gulthias (who looks as though he’s barely alive as it is). In Beleroth’s opinion, they should kill them all. The adventurers are asked to weigh in and argue in support of one side or another, though of course creativity is welcome. It should be clear that, though Czerina and Beleroth disagree, the glances they give and the contact they initiate show that they’re in a relationship. Moksha is, notably, not present. This encounter should once more emphasize Czerina’s heroic past, in contrast to what she is now. Ultimately, the dream will end with her getting her way. Entry 7: Y ears have passed. I have known almost two decades of peace and happiness, but it is not to last. My family still plagues me. Why was I cursed to have such a wretched existence? All the joy and serenity I knew is now nothing more than salt sprinkled upon the wound. Even now, they cannot let me go. A fleet was spotted, bearing the flag of my Brother. Nevermind that his crown is stained with the blood of our parents. He is Tsar now, and he sails to claim my kingdom for his own. I feel as though, no matter what happens, I will never simply live again. The Dream Encounter: You find yourselves standing in the top room of an archaic stone tower. Beleroth, Moksha, and Czerina are there with you. They are discussing the invasion. It is not going well. Alexandros’ army is only days away from claiming the whole island, and word has already spread that his soldiers are slaughtering thousands. They all agree that the ritual must be conducted now, though they will still have to slow his army further. They have a few choices: • They could stop the evacuation of the remaining settlements, slowing the army as they kill and pillage. • They sacrifice their remaining soldiers in a suicidal battle. • They turn to the Reinwalds for help and offer them noble titles, dooming thousands to be ruled by werewolves. • They grow even more indebted to the Queen of Terror and ask for Fey reinforcements. Considering that Czerina has already bargained her soul, and that elevating werewolves into power is a horrible idea, there aren’t any good options. The adventurers are asked to weigh in and share their opinions. The dream ends when Czerina decides that the Reinwalds are the lesser evil and the least damaging to her people. This is the final dream encounter, and the last glimpse of who Czerina used to be. The Mirror Ends Here.


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