Return of the dead

by bblim

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Frozen Lost





































Credit

WRITING

Lim Zi Jian Brandon, Kierann, Aaron Leong, Snek

EDITING

Snek

Cover Art

Snek

Formatting

GM Binder

RPG Writer workshop

A huge shout out to the RPG Writer Workshop director, instructors, mods and community, many of whom helped and guided us immensely with developing ideas, editing, formatting and keeping me motivated and inspired.







Subclasses

Bard

College of Elegies

Dirges, requiems, laments - they’re all familiar to you. The performances of the College of Elegies are heard during sombre events, stirring grief-stricken chords into the hearts of listeners. Unbeknownst to the unacquainted, the living aren’t the only ones listening…

Sounds of Despair

At 3rd level, you learn two cantrips of your choice from any class spell list. These cantrips must be of the necromancy school. These cantrips count as bard spells for you, but do not count towards your cantrips known.

Sorrowful Sonnets

Also at 3rd level, your college gives you a number of countertechniques you can use your Bardic Inspiration for. When you gain this subclass, you learn 2 elegies of your choice, detailed below. As usual, a creature must be able to hear you to gain the effects of your elegy. You learn 1 additional elegy of your choice at 6th, and 14th level. Each time you learn a new elegy, you can also replace one elegy you know with a different one.

Elegies

The following Elegies are presented in alphabetical order.

Antilife Elegy. Your song of death stifles an enemy's essence of life. As an action, you expend and roll a Bardic Inspiration die. One creature of your choice within 120 feet of you must make a Charisma saving throw. On a failure, its hit point maximum is reduced by the number on the die, and any healing it receives is reduced by half the number rolled for 1 hour.

Droning Elegy. The slow, dragging melody you play also slows the beats of your enemy. As an action, you expend and roll a Bardic Inspiration die. One creature of your choice within 60 feet of you must make a Constitution saving throw. On a failure, the creature is slowed for a number of rounds equal to the number you rolled. While slowed, the creature cannot take reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. At the end of each of its turns, the creature can repeat the saving throw, ending this effect on itself on a success.

Guiding Elegy. You perform a piece meant to guide souls to the afterlife. As an action, you expend and roll a Bardic Inspiration die. Each creature you choose within 60 feet of you can enhance one damage roll it makes within the next minute, adding the result as thunder damage.

Second Dawn Elegy. With death comes life. When a creature with your Bardic Inspiration die is reduced to 0 hit points, you can instead cause that creature to be reduced to 1 hit point. As part of your reaction, that creature expends and rolls its Inspiration die, gaining temporary hit points equal to the number rolled.

Slow Dance Elegy. Your performance inspires listeners to move more gracefully on the battlefield, even if it comes as an impediment. As a bonus action, you expend and roll a Bardic Inspiration die. Until the end of your next turn, creatures of your choice within 60 feet of you gain a bonus to their speed equal to 3 times the number rolled rounded to the lowest 5. Other creatures of your choice in the same area must succeed on a Constitution saving throw or have their speed reduced by the same amount.

Striking Elegy. A well-timed discordant tune can shock an enemy’s reflexes. When a creature with your Bardic Inspiration die is hit by a critical hit, it can expend and roll the die. The effects of the critical hit are nullified, and the attacker takes lightning damage equal to the number rolled.

Amalgamate Undead

At 6th level, you learn Animate Dead. It counts as a bard spell for you, but does not count towards your spells known. The undeathly practices of your college allows you to modify the spell when you cast it, to add bodies to a single, stronger undead, instead of creating more.

When you cast Animate Dead, you can create a Hulking Mass or a Rolling Mass, using zombies or skeleton respectively. Further casts of Animate Dead can add bodies to the Mass, determined by the number of undead you would normally raise with the spell.

For the purposes of Animate Dead, a Mass counts as a number of creatures equal to the number of bodies within it. For example, to reassert control over a Rolling Mass that contains 4 skeletons, you must cast Animate Dead at 3rd-level which reasserts control over “up to 4 creatures you have animated with this spell".

You command a Mass created by the spell the same way you would control a normal undead created by the spell, using your bonus action when it is within 60 feet of you. The Mass also behaves the same way a normal undead would, and you need to reassert control over it every 24 hours as normal.

The Mass disintegrates if it is reduced to 0 hit points or you did not reassert control over it. A Mass under your control can only contain a number of bodies equal to half your level rounded up, and you can only have a maximum of one Mass under your control at a time.

Table below represents the number of undead used to summon the Mass.

Number of Zombies/ Skeletons Type of Mass
1-3 Hulking Mass (1) / Rolling Mass (1)
4-6 Hulking Mass (2) / Rolling Mass (2)
7 or above Hulking Mass (3) / Rolling Mass (3)

Death March and Lockstep

At 14th level, the songs you play invoke great misery in the souls of all but your allies. You learn Resurrection if you did not already know it. It does not count towards your spells known.

When you cast Resurrection, you can choose to ignore the material component. If you do this, one living humanoid within 5 feet of your target must make a Charisma saving throw or die. The spell fails and the spell slot is wasted if all the following conditions are not met:

  • The creature must fail the Charisma saving throw.
  • The creature must be within range for the entirety of the casting of the spell.
  • The creature must be of a level or challenge rating that is equal to or up to 6 lower than the target’s level or challenge rating.

Additionally, while a Mass under your control has your Bardic Inspiration die, it adds 1d4 to all its attack and damage rolls, the damage it deals is magical, and its speed increases to match your own if it was lower.


Hulking Mass (1)

Undead, Medium


  • Armor Class 9 (Natural Armor)
  • Hit Points 33 (6d8+9)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
14 (+2) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

  • Saving Throws Constitution +5, Wisdom +0
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses Darkvision 60 ft., passive Perception 8
  • Languages the language they knew in life but can't speak
  • Challenge 2 (450xp)

Undead Fortitude. If damage reduces the Mass to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the Mass drops to 1 hit point instead.

Actions

Slam: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d6+2) bludgeoning damage.


Hulking Mass (2)

Undead, Medium


  • Armor Class 14 (Natural Armor)
  • Hit Points 90 (18d8+18)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
19 (+4) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

  • Saving Throws Constitution +9, Wisdom +4
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses Darkvision 60 ft., passive Perception 8
  • Languages the language they knew in life but can't speak
  • Challenge

Undead Fortitude. If damage reduces the Mass to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the Mass drops to 1 hit point instead.

Soak Attack : When an attack hits another creature within 10 feet of it, the Mass can intercept the attack, reducing the damage dealt by half using it's reaction. The Mass then takes the same amount of damage as the target.

Actions

Slam: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 22 (4d8+6) bludgeoning damage.



Hulking Mass (3)

Undead, Medium


  • Armor Class 18 (Natural Armor)
  • Hit Points 150 (30d8+30)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
22(+6) 6 (-2) 16(+3) 3 (-4) 6 (-2) 5 (-3)

  • Saving Throws Constitution +10, Wisdom +7
  • Damage Resistance Bludgeoning, Piercing, and Slashing
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses Darkvision 60 ft., passive Perception 8
  • Languages the language they knew in life
  • Challenge

Undead Fortitude. If damage reduces the Mass to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the Mass drops to 1 hit point instead.

Soak Attack : When an attack hits another creature within 10 feet of it, the Mass can intercept the attack, reducing the damage dealt by half using it's reaction. The Mass then takes the same amount of damage as the target.

Soak Eruption: Using it's reaction, when another creature within 10 feet of it makes a saving throw against an effect that deals damage in an area, the Mass can intercept the effect. The damage dealt to the target is reduced by half. The Mass then takes the same amount of damage as the target.

Actions

Slam: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 30 (5d8+10) bludgeoning damage. A creature hit by this attack must make a DC 16 Constitution saving throw or be poisoned for one minute. A creature critically hit by this attack is also stunned for one minute on a failure. At the end of each of its turns, an affected creature can repeat the saving throw, ending both effects on a success.


Rolling Mass (1)

Undead, Medium


  • Armor Class 15
  • Hit Points 22 (4d8+6)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10(+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

  • Damage Vulnerabilities Bludgeoning
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses Darkvision 60 ft., passive Perception 9
  • Challenge 2 (450XP)

Actions

Bows: Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 10 (2d6+2) piercing damage.


Rolling Mass (2)

Undead, Medium


  • Armor Class 17
  • Hit Points 60 (12d8 +12)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10(+0) 17 (+3) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

  • Damage Vulnerabilities Bludgeoning
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses Darkvision 60 ft., passive Perception 9
  • Challenge

Full of Holes: When a creature targets the Mass with a ranged weapon attack, it must roll a 1d8. On an 8, the projectile simply passes through the Mass, dealing no damage.

Actions

Bows: Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 16 (3d6+7) piercing damage.

Hail of Bones: The Mass rains arrows and bones in a 5-foot-radius circle within 320 feet of it. All creatures in the area must make a Dexterity saving throw against a DC of 14. On a failure, a creature takes 16(4d6+6) piercing damage, or half that on a success.


Rolling Mass (3)

Undead, Medium


  • Armor Class 20
  • Hit Points 100 (20d8+20)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10(+0) 22 (+6) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

  • Damage Resistance Piercing and Slashing
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses Darkvision 60 ft., passive Perception 9
  • Challenge

Full of Holes: When a creature targets the Mass with a ranged weapon attack, it must roll a 1d8. On an 8, the projectile simply passes through the Mass, dealing no damage.

Splinter: When the Mass is hit by an attack, bone splinters fly out of it. All creatures within 5 feet of the Mass take 2 (1d4) piercing damage.

Actions

Bows: Ranged Weapon Attack: +11 to hit, range 80/320 ft., one target. Hit: 22 (4d6+10) piercing damage.

Hail of Bones: The Mass rains bones in a 10-foot-radius circle within 320 feet of it. All creatures in the area must make a Dexterity saving throw against a DC of 19. On a failure, a creature takes 28 (6d6+10) piercing damage, or half that on a success.

Paladin

Oath of the Soul

The Oath of the Soul takes from an ancient form of Life and Death, where they guides the souls to the afterlife. They known themselves as the Reaper, the Soul Guider or the Punisher. Paladins who honor this oath cast their lot with neutrality and fairness throughout the world. However, the power that guides the soul may cause the paladins to be mentally unstable, where some project bursts of unnatural power, but they all have one thing in common----no souls shall be unguided to the afterlife----reflecting their duty as the Reaper and the Soul Guider.

Though Reapers are Soul Guiders to some, they can be a Punisher as well. Reapers know that creatures that disrespect the cycle of Life and Death without the blessing of Gods can be inherently evil such as undead, demons, devils and other supernatural threats, where they brings the full wrath of their weapons and spells to bear. With all being ended, the Reaper will send their tormented souls to the afterlife for possible peace under their god's judgement.

Tenets of the Soul

The tenets of the Oath of the Soul differs from other Paladin oaths as it emphasizes preserving the law of Life and Death, though their interpretation may vary.

Redemption. With your acts of kindness and mercy, give every soul a chance to be redeemed and send them to their respective plane of their deserved afterlife.

Peace or Chaos. By your actions, you alter the course of the soul's ultimate fate. Choose your actions wisely and guide them to their rightful places - whether good or evil.

Justice. Giving a fair judgement to the souls presented, never stepping out of bounds.

Oath Spell

Paladin Level Spell
3rd Detect Evil and Good, Searing Smite
5th Healing Spirit, Flaming Blade
9th Beacon of Hope, Speak with the Dead
13th Arcane Eye, Guardian of Faith
17th Greater Restoration, Immolation

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity option:

Spirit Burn. You can use your Channel Divinity to invoke a burning sensation within the soul of your target. Whenever you miss with a melee weapon attack, the attacked target must make a Constitution Saving throw, or takes necrotic damage equal to 2d8 + your Charisma Modifier, half damage if succeeded.

Soul Retribution. You can use your Channel Divinity to either speak a prayer or invoke ancient words which may provide peace or pain towards one's soul. As an action, you present your holy symbol, creatures of your choice within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, hostile creatures takes 3d8 necrotic damage and their maximum Hit Point reduced by the amount taken for 1 minute, while allies creatures restore 3d8 hit points.

The number of creature of your choice is equal to your Charisma Modifier.

Soul Tap

At 7th level, you can substitute your own life force in place of magical energy. When a feature or spell requires you to expend a spell slot, and you have no spell slots of the required level remaining, you can burn your soul to cast the spell. You take 2d10 necrotic damage per level of the spell, and can then use the feature or cast the spell without expending a spell slot. Spell slots regained this way is unable to used for the Smite ability.

Damage taken this way can't be reduced in any way and can't be healed until you complete a long rest.

You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you complete a long rest.

Soulfire Prison

At 15th level, you can lock a spirit onto this plane. Using an action, you can force one creature you can see within 60 feet of you to make a Charisma saving throw. On a failed save, a shadowy marker appears above its head, and a 15-foot radius ring of black fire appears around its position. The creature takes 3d8 necrotic damage at the start of its turns while within this ring.

If the creature moves out of the ring in any manner, including teleportation or plane-shift, the creature stays at the edge of the ring as it is interrupted by the fire and takes 5d8 necrotic damage and is stunned until the start of its next turn. The effect then ends.

The ring lasts for 1 minute, or until it is deactivated. If the ability ends with the target creature not having triggered the damage, you instead take 5d10 necrotic damage.

You can use this feature twice, and you regain all expended uses when you complete a long rest.

Oblivion

At 20th level, you can raise the damned spirits beneath your feet, invoking pain and anguish in your enemies and sending them into a deep sleep. As an action, you can cause oblivion in a 20-foot radius circle centred on a point within 60 feet on you that you can see. Muffled screams and roars sound, and a black void opens up under your targets.

Each creature in the area must make a Charisma saving throw against your spell save DC. On a failure, a creature takes 8d8 necrotic damage and is knocked unconscious, and on a success a creature takes half that damage and isn’t knocked unconscious.

An unconscious creature is awoken after 1 minute, or if it takes 10 or more damage in one instance. A creature under the Dispel Evil and Good Spell is immune to being knocked unconscious by this feature.

When you use this feature you receive one level of exhaustion. You can use this feature once, and must complete a long rest before you can use it again.

Sorcerer

bloodless

Your magic stems from the lingering power of a ghost-like being, whether your ancestor or a strong spirit; or perhaps you yourself were involved in a supernatural accident. Your blood is replaced with something much darker, and your magic revolves around violating tangibility.

Possession

You knew this was coming. At 1st level, you can attempt to possess another creature as an action. One humanoid with a CR equal to or lower than your level that you can see within 5 feet of you must make a Charisma saving throw against your spell save DC or be possessed by you; you disappear, and the target is incapacitated and loses control of its body. You now control the body but don’t deprive the target of its awareness. You can’t be targeted by any attack, spell, or other effect, and you retain your alignment, Intelligence, Wisdom and Charisma scores, and any advantage or immunity you may have against being charmed or frightened. You otherwise use the target’s statistics, but don’t gain access to the target’s knowledge, class features, spellcasting, or proficiencies.

While you possess a creature in this way, all the damage the target takes is halved, and you take the same amount of damage the target does. If you attempt to make the target’s body do something obviously harmful to itself, the possession immediately ends.

At the end of each of its turns, a possessed creature can make another Charisma saving throw, ending this effect on itself on a success. The possession otherwise lasts until you or the target drop to 0 hit points. When the possession ends, you reappear in an unoccupied space within 5 feet of the target. You can use this feature once, and you must complete a long rest to use it again.

Blood of Aether

At 6th level, ethereal power seeps into your spells, and you gain learn the following metamagic options:

Incorporeal Spell. When you cast a spell, you can expend 1 to 3 sorcery points to ignore the effects of one level of cover per sorcery point spent cover against creatures affected by the spell.

Blind Spell. When you cast a spell that targets a creature or point you can see, you can expend 2 sorcery points to target the spell at any valid target you know exists within range, regardless of sight.

Greater Possession

At 14th level, your possession bears greater control over your targets. You gain the ability to possess creatures of the Giant and Undead types, and you can use your Possession ability once every short or long rest instead.





Neither Here nor There

At 18th level, you gain resistance to force and necrotic damage, as well as non-magical damage. Additionally, you gain a magical flying speed of 60 feet. As an action while possessing a creature, you can give that creature a flying speed of 30 feet for 1 minute. Once you do this, you must complete a short or long rest before you can do it again.

Intro

Summary of Content












Using the Module

This adventure is designed to be an intermediate challenge for a party of 5th to 8th level characters; however, feel free to adjust the stats or quantity of the creatures in each encounter based on the competency of your players.

Use these as guidelines for your game, but don’t limit yourself to those points. Feel free to embellish. This adventure has a strong focus on combat and social encounters, along with some problem-solving so be sure to be as descriptive as you comfortably can when the player begins their journey through the undead-plagued lands of Wilem. The difficulty challenge will be decided by you within the game.

Background

The nearby mountain range that looks like the spine of a dragon, separates two kingdoms. At the only mountain pass accessible to merchants, lies a town, Wilem, that becomes the bridge and border to both countries. Blessed richly with nearby bountiful resources such as a river, gold mines, and excess of high-quality lumber from the forest, it has also become a hub for trade, especially between the two neighbouring kingdoms. In addition to that, with its amazing vistas of nature, it has become a tourist spot for those who would like to be amazed by the breathtaking views.

Synopsis

Chapter 1

The party was requested by the lord regent of a nearby settlement to investigate Wilem due to recent reports of abnormal activity. Although it is cold and wintry outside, the vibrant and joyful atmosphere still emanates and spreads across the town, where people are laughing and enjoying their day. The party is sent to the tavern master, Sha'wen Moonfir - a friend of the lord regent, who made the request for an investigation. When night arrives, eerie wails and the worrying sound of claws scratching on wood can be heard occasionally.

Chapter 2

As the morning comes, the party finds Sha’wen Moonfir, shaking in fear because of yesterday’s phenomena. The guard captain, Captain Archibald Candler, arrives at the tavern to see if everyone is alright. He requests the party to assist in













investigating the abnormal situation in exchange for providing accommodation. He also informs the party of a location within the snow-covered woods nearby. His only lead is that there is a deep stench of death lingering within that area.

Chapter 3

Upon returning from the woods and resting, the party is requested to investigate one of the town's attractions, the 7th-Fall, due to an undead problem. During their investigation, the party finds some unusual encounters which are described within the chapter.

Chapter 4

With another investigation complete, the party returns to the town. An announcement is made by Lord Elijah Mason, explaining that the dead will be allowed to enter the city. This causes concern among the townsfolk. Captain Archibald once more makes a request to the party to investigate the lord due to his unexpected announcement. The party infiltrates the lord’s manor where they may find possible clues for the odd news.

Chapter 5

After searching the lord’s manor, the party will encounter Lord Elijah within the manor, where a choice must be made. The encounter will be discussed within the chapter.

Optional Chapter

Once the party has destroyed the lord of the town, The tavern owner, Sha’wen enters the building flamboyantly and congratulates the party. However, a few skeletons walk alongside her, revealing her hidden intentions to conquer the town.

Adventure Hook

Infiltration. The party was requested by the lord regent of a nearby domain to investigate the disappearances happening in the town of Wilem. The party can negotiate the rewards.

Passersby. It was rumoured that the waterfall near Wilem was famous due to its ever-changing colour.

Chapter 1

AN Inspection











Opening Scene:

This adventure begins with the party being requested by the lord regent of a nearby land to inspect Wilem, which is a few hours away by horse. As the party travels towards the town through the forest, they will encounter a small pack of undead, who later proceed to enter the town.

Treat this first read aloud as your introduction to the party.


Read Aloud :

You are traversing the serene forest nearby Wilem after receiving a request from the lord regent, to inspect and meet up with the Tavern Master: Sha’wen Moonfir of The Sleeping Cat in the town of Wilem. It is the winter season, where pure white layers of snow cover the dead leaves and the sprawling branches of the forest. The near-dead woodland continues on for another hour or so until you see chimney smoke that arises from Wilem, marking the end of your journey.

As you approach the town, you hear a dreadful sound slowly rusting out from the thick snow-covered forest floor around you, as skeletons arise from their cold, dead slumber and start to attack.

Party Option:

Does the party choose to destroy the undead or leave them be? If they fight, use the statistics provided at the end of the document. The skeletons will continue to attack until all are destroyed. If the party chooses to escape, the skeletons will make chase towards the party as fast as they possibly can until the party can’t be seen by them.

Reaching the gate

The guards on duty, holding spears and dressed with chain shirts stop the party from advancing. The captain of the guards requests the party to state their business in the town.

Captain of the town, Archibald Candler, explains that the recent skirmishes with the nonliving have kept the town guards a bit uneasy, though they have kept the situation a secret within the city to avoid panic. It’s highly unusual within these areas. Captain Archibald allows the party to enter Wilem and would like to meet them at The Sleeping Cat later.












Wilem

The town of Wilem is blessed with rich nearby resources as well as high quality lumbers that allows trading between the two neighbouring kingdoms. Located near the cliffside, it provides the townsfolk a good coverage from attacks and protection from the various wildlife within the forest. However, there will be some animals such as wolves that may enter the town for hunting.

When the party enters the town, the locals can be seen to have a normal, joyful and unfearful life, minding their personal businesses as the Winter Festival comes in the following week.

The Sleeping Cat

With a few inquiries, the party manage to find The Sleeping Cat, where they are greeted by Sha’wen Moonfir who welcomes them hurriedly while attending her customers. The inn and tavern is bursting with the sound of laughter and clunking of ale mugs as people enjoy the warmth within, heated by a hearty fire pit, where some meat is also roasted.

While the party is enjoying their night, Sha'wen went to the group, apologies for her rude welcome and explains the strange phenomenal she saw prior she made a report where a near-transparent figure emerges within the woods couple of weeks ago. Though she tried to explain to the guards, but the guards takes no heed, thus she requested her friend, the lord regent, to acquire someone to investigate the situation.

Captain Archibald Candler

Captain Archibald Candler is the captain of local guards in Wilem. He holds substantial power in the military force protecting the town despite not being its absolute ruler. He has good judgement and is kind towards people, which makes him which makes him popular amongst the townsfolk. He loves the town and all the people in it and would lay down his life to keep it safe.

Sha'wen Moonfir

Sha’wen Moonfir is the Tavern Master of The Sleeping Cat. She is a beautiful silver-coloured fur minx of the catfolk race, having sapphire coloured eyes, where she made this tavern as her base long ago. She is humble, and kind towards her paying customers, though she can be ferocious whenever there is a scuffle or other unwanted commotion within the tavern.

MAGIC ITEMS AND MONSTERS DESCRIPTIONS AT THE END OF THE ADVENTURE

Development

Day: The party may investigate the town and find a few clues under the DM's discretion:

  • Intelligence (Investigation) check. The party finds some animal carcasses that seem unusual as it has bite and claw marks on them. The blood trail leads into the forest. The townsfolk believe that some wolves have entered the premises and eaten it during the night.

  • Wisdom (Perception) Check. The party will find trails for blood and faint drag marks that lead into the woods.

Night. As night comes, a few incidents occur:

  • Scratches can be heard at the door, however, there is nothing there when the door is opened.

  • A wail can be heard throughout the town during the dead winter night.

  • A shrill scream can be heard down in the tavern area. When the party investigates, they find Sha’wen shaking. Words of a ghost sighting stumble out from her mouth. According to her, a spectre was at the window, staring at her for a while, before melting into the shadows.



































MAGIC ITEMS AND MONSTERS DESCRIPTIONS AT THE END OF THE ADVENTURE

Chapter 2

The Unusual Night









Scene: The unsettling town

The morning sun shines onto the town, providing much-needed warmth and light to the townsfolk. However, the unusual night haunts the denizens, becoming the main topic of the day. Sha’wen was very agitated and restless when the party arrived at the main hall of the tavern. She explains to the party where a group of incorporeal undead was scratching against the wall of some houses nearby while she was attending to some tavern chores.

Captain Archibald Candler walks into the tavern with a few guards behind him to ensure the safety of the inn. After checking with Sha’wen, he then walks toward the party to ensure the party’s safety. He explains that a ghostly figure can be seen floating within the deeper woods yesterday, as well as skeletons appearing within the confines of the town walls, which disappears when the guards arrive. Not to mention, several guards are missing.

Captain Archibald requests the party to assist to investigate the situation and in hope to search for the safe return of the missing guard. Sha'wen intervenes and will send a letter to lord regent in regards on the situation and increase their rewards when they return.


Read Aloud:

Captain Archibald Candler approaches the party with a worried look, as he explains to the party.

”Travellers, many apologies for the unusual night. According to Sha’wen, you were requested to aid her. I understand that this might be imposing on your original plans, but I would like to request your help.”

He explains the current situation seems dire as the appearance of skeletons, the ghostly figures, as well as disappearance of the guards yesterday. He request the party to locate and save the missing guards.












Party option:

The following are possibilities that the party might choose:

  • The party may investigate the town once more throughout the day. With a successful Intelligence (Investigation) check, the party discovers that there is an increasing amount of carcasses and signs of struggle and drag marks that lead into the forest.

  • The party may enter the woods in search of the ghostly figure as claimed by the guards. With a successful Wisdom (Perception) check, the party finds that the woodlands look more and more dreadful the deeper in they travel. In addition, the stench of death - rotting corpses - is stronger within the depths of the forest.

Into the woods:

Even though it is the winter season, the stench of the dead gets stronger as the party gets closer to the sighting of the ghost. The party will slowly notice more and more carcasses that are spread throughout the snowy landscape. It is a horrible sighting, as there is evidence of bites and tear marks on the corpses. As the party investigates the carcasses, rustling sounds can be heard amongst the trees as Ghouls appear out of the woods surrounding the party.

After the ghouls are defeated, the party will hear a loud wail echoing from the inner woods. When a detect good and evil spell is used, the caster will feel an ominous aura emitting further into the woods.


Not Enough of A Challenge:

Frost Ghouls: The frost ghouls gain the icicle claw ability and resistance to cold damage

Icicle Claw: The frost ghouls add 1d6 cold damage to the claw damage.






MAGIC ITEMS AND MONSTERS DESCRIPTIONS AT THE END OF THE ADVENTURE

Deep Into the Woods

The winter forest offers nothing but silence aside from the occasional eerie howl in the distance as the party continues to travel towards its innards. The party may notice some shadowy figures watching them with a successful Wisdom (Perception) check, however, the shadowy figures don’t approach the party. And when approached, they will disappear.

The party soon finds a glade where an abandoned altar can be seen, attended by a hooded figure who is conjuring visible lines of magical energy into the altar. The abandoned altar is surrounded by frozen vines with a beautiful frost lily, which the party learns it is slowly decaying when they make a successful Wisdom (Perception) check.


DM Notes:


The party may notice Feline Skull symbol at the side of the cloak of the hooded figure when a higher difficulty challenge of Wisdom (Perception) check is reached.

The Hooded Figure

The figure has an approximate 5-foot stature with a fully covered robe, having the symbol of a feline skull at the side of their cloak. Currently, they are concentrating on conjuring their magic into the altar, causing the vines and the frost lilies to wither away. They won’t reply if the party talks to them. However, if the conjuring has been disturbed via dispel magic or the hooded figure is attacked, the figure disappears into ashes and the conjuring stops.


Trap Triggered!

As the party approaches the altar, the sounds of chains rattling can be heard, heralding the arrival of undead most accursed. The Demondead rise from the thick snow and attack the party. Use the stat block provided at the end of the document.

The Abandoned Altar

The 5 by 5 feet stone altar was once worshipped by the priests and priestesses of the God of Undeath. However, as the ages passed, the altar was slowly forgotten. However, there is a presence of magical essence that remains within the altar.

With a successful check, the party will gain information on the following:

  • The Altar was once dedicated to the God of Undeath but was long forgotten as time passes.
  • It was for ceremonial, as well as sacrifices purposes during ancient time to calm the God of Undeath.

Using the spell Detect Magic, the caster senses that the magical essence belongs to Necromancy.

End of the Day

The party may return to the town and discuss their findings with Captain Archibald and Sha’wen. Morever, the once cheerful atmosphere within Wilem became gloomy when the party returns.


Developments:

As the party returns to town:

  • The gate is slowly being reinforced using materials from within the town. The townsfolk feel anxious about what’s to come.

  • The mist starts to get thicker.

  • There are more sightings of a near-translucent corpses walking around within the town of Wilem, causing the townsfolk to hide in their own houses.






























MAGIC ITEMS AND MONSTERS DESCRIPTIONS AT THE END OF THE ADVENTURE

Chapter 3

The 7th-Fall












Another Crisis?

As the party returns to Wilem, the guards hurry to the party and request that they meet the captain immediately, though the guards are unsure of the reason.

Upon arrival to the captain's office, Captain Archibald is providing his men instructions on remaining vigilant to defend the town accordingly and with sharp precision. When he saw the party, he gave a sigh of relief and hurried to the party.


Read Aloud:

Captain Archibald let out a sigh upon the arrival of the party, however, he still wears a worried look on his face.

"Praise the Gods that you have returned, I have some dire news and I will need your help as soon as possible. There’s a sighting of the undead near the town’s attraction, The 7th-Fall. In addition to that, there were some bodies found around the area, with their flesh torn to pieces. I implore you, help us to find out the source of this and put an end to it."

Upon accepting the request, the party will be guided by a local guide, Ms Eisfiled Roythern to The 7th-Fall.

The 7th-Fall

The 7th-Fall is the tourist attraction of Wilem as it has 7 different falls that lead from one to another. Each fall has a height of 30 feet. Moreover, the 7th-Fall emits different colours depending on the season and time of day. It was said that the Gods of Old created this attraction to fulfil a promise between them, however, the details are lost to time.

The “Peaceful” Path

As the party travels towards the fall, the snow-covered path hinders the party but not for long, as Ms Eisfiled guides them with precise instructions. With a successful Wisdom (Perception or Survival) check, the party will find pieces of frozen corpses that were buried under the snowy floor.













DM’s option:

Within the corpses lie 4 Frostblighted Corpses, waiting to ambush the party.

The Frost Duo:

When the party arrives at the attraction, a soft crying and sobbing sound can be heard with a successful Intelligence (Investigation) or Wisdom (Perception) check, echoing from behind the frozen waterfall, as well as pieces of corpses scattered around the ground.

The Whimpering Child

The child was named Rayleid, once a 6 year-old human child with dark brown hair and deep dimples at the side of his cheek. Now, having his hair frozen and a near pale white complexion and draped by rugged clothes, he awaits his next victim to arrive. Rayelid’s statistics are detailed in Frigid Corpse.

Reaching the child may trigger the following options:

Skill Check Descrption
Charisma Rayleid may be silent for a brief period of time as the party obtains information about the situation from him.
Wisdom The party may find Rayleid to be extremely cold by touch and could not be warmed even if a bonfire was created. In addition, he always breathes out cold breaths. He will retreat into the forest once the party notices it.
Intelligence The party may find some small pieces of humanoid remains hiding under Rayleid’s feet, as he continues to cry softly.

As the party attends to the child, a creature charges out from the other side of the forest, preparing his weapon to fight, as the child shouts “Papa”.

MAGIC ITEMS AND MONSTERS DESCRIPTIONS AT THE END OF THE ADVENTURE








































The Icicle Champion

Clad in frozen armour, this once beautifully white-scaled Dragonborn was the champion of the town that had fallen long ago to protect the town. Now, he has become an accursed undead that only knows to obey his master, Rayleid.

The Fight

The following are the basic strategies for the Frost Duo:

Rayleid:

Rayleid stays within 10 ft of the Icicle Champion. He will attack whoever attacks the Icicle Champion, or whoever is near him. He will also heal the Icicle Champion when the champion is in critical condition.

At the beginning of the battle, Rayleid will cast Hypnotic Pattern to immobilize the party and attacks the party with Ray of Frost or Toll the Dead for damage, while casting Ray of Sickness or Vicious Mockery for inflicting various unwanted conditions. Whenever he is in close combat,








































he will use Misty Step to escape from melee combat and continue his assault or support during the battle. However, he will stay within 15-feet of The Icicle Champion, unless the Icicle Champion is eliminated.

The Icicle Champion:

The goal of the champion is to kill everyone. He will always try to stay within 10 feet of Rayleid to protect him. At the first chance, he will use his Unholy Smite against the closest creature. For range, he will use his Beam of Dark against the players. Occasionally, the champion may summon miniature black stars, causing mayhem on the battleground.







MAGIC ITEMS AND
MONSTERS DESCRIPTIONS
AT THE END OF THE
ADVENTURE

Not Challenging Enough?!

If you would like to increase the challenge, you may add Raise Dead (1/day) spell for Rayleid, causing the corpses around him to assist him.

The Frost Duo Defeat

Upon defeating the Frost Duo, the party may find a shining crystal embedded within the chest of the child, as well as the weapon of the fallen champion, the Black Basher.

Using Detect Good and Evil or Detect Magic, shows that the gem has an evil aura as well as necromancy magic imbued within it.

The party may destroy the crystal via a Strength Check or Dispel Magic, where, upon destruction, a wave of necrotic magic bursts within a 5 feet radius, dealing 1d10 necrotic damage.

Rewards

  • The Icicle Champion holds a darkened hammer and it drops upon it's death.

Eisfiled Roythern

Eisfiled Roythern is a young female half-elf ranger who has become a local guide for the town. She has a cheerful personality that made her lovable as a guide. As protection, she carries a longbow during her stint as a guide to ensure the safety of herself and her travellers.


For Optional Chapter use

The party will find that the necklace has the shape of a cat, where the gem is placed on its head.
















MAGIC ITEMS AND MONSTERS DESCRIPTIONS AT THE END OF THE ADVENTURE

Chapter 4

The Lord's Manor












Return with a surprise!

As the party returns to town, the townsfolk gather in the central square, seemingly waiting for something or someone.


Read aloud:

As you return from your quest, you hear a disturbance at the town square as Lord Elijah announces with a weary voice, but he tries his best at being confident.

“My friends, I understand the current state of the town is slightly dire as the undead are rising around the outskirts. However, we should not fear them, instead, we should welcome them as they were once our ancestors who stayed with us long ago. They just would like a place to return home. I implore you to think about it before making any rash decisions.”

And with that, he slowly leaves the town square with his escorts, leaving his people in a state of confusion.

The townsfolk were confused, and some started to be violent. The town's guards acted quickly to stop the violence and urged the townsfolk to return home in a peaceful manner. Captain Archibald approaches the party with a look of confusion as well.

He explains to the party that person who gave the speech was Lord Elijah Mason, who governs Wilem with an even hand. Lately, he has not tend to his regular duties as the lord and with such proclamation, Captain Archibald worries about Lord Elijah and ask whether the party to investigate the situation as the lord the townsfolk know and love would never say such a thing.

Lord Elijah Mason

Lord Elijah Mason is a human in his mid-50s who rules the land with an even hand. He was sociable and a joyful person who was loved by his people. However, he shunned himself from the people after the loss of his beloved wife, Willemina, who died a tragic death nearly a year ago. There are rumours floating around that he has been practising forbidden magic in order to resurrect his beloved.












The Lord’s Manor

The magnificent mansion which lies at the back of the town is backed by woodlands. Within its compound, the once beautiful marble beams and sturdy wooden doors now lay waste with vines that curl around it. The surrounding walls are covered with frozen moss, some windows were shattered as well as the once-beautiful garden is now desolate, blanketed with a thick coat of snow.

By the time the party arrives at the mansion, a group of angry and confused townsfolk were demanding an explanation of the uncanny announcement made by the lord, but they were denied entry by the new presence of guards at the gates of the mansion. Captain Archibald arrives and persuades the mob to return to their homes and he will provide them a reasonable explanation when he meets Lord Elijah. Once in the mansion, the party finds that the house was empty.

Manor's Layout

The following descriptions are keyed to the map on page 20.

1. Garden

Grave. Stone-carved grave that is located at the north-eastern side of the garden, engraved with “My beloved Willemina”.

Once a beautiful garden attended by the servants of the lord, the ruined landscape now lays waste under the cold soft snow. A clear trail leads to the grave at the northeastern side of the garden.

2. Foyer

Mysterious Flora. A mysterious flower that is like no flower found in all the lands. The flower doesn’t seem to belong within the Material Plane.

A large 15 ft. high and 20 ft. by 15 ft. room, with broken furniture and shards of porcelain shattered on the floor.

The party will see a mysterious plant glowing a marine blue, gently shining in the foyer with its gleam. A successful Intelligence (Arcana) check will allow the party to gain knowledge that this mysterious plant is known as the Flower of Remembrance.



MAGIC ITEMS AND MONSTERS DESCRIPTIONS AT THE END OF THE ADVENTURE

3. Living Hall

Dreadfully rotted curtains hang along the window, allowing dim light to shine into the room. The room is 20 ft. by 20 ft. with a height of 10 ft., furnished with mouldy and dust-covered furniture.

4. Kitchen

Hidden in shadow. A Black Pudding hides in the stove, awaiting its prey to enter the room.




















































Furniture. Parts of the furniture seem to be partially dissolved.

As the party enters the room, they can spot that the furniture within the room was partially dissolved and a trace of black slime was laying around the kitchen, leaving a trace leading to the stove.

5.Dining Hall

A little Ghost. Smoke Mephits hides within cupboards of the room as it leaks some of its smoke to lure its prey.

A room of 35 by 20 foot,consisting of a 25 foot long table and cupboards containing tableware are placed within the room.

As the party continues exploring the mansion, the party may notice a trail of smoke that emits from some of the cupboards. Upon close inspection, Smoke Mephits appears and attacks the party.


DM NOTE:

Upon entering battle in the kitchen or the dining hall will trigger either side of the monster to enter the battle

6. Storage Room

Infestation. Zombie Rats can be found within the room, consuming what was left within the room.

The door opens and reveals a 10. ft by 10 ft. square room, possessing a range of broken cleaning equipment and some rotten food. High-pitched squeaking noises are heard within the room.

7. Library

Research papers. Pieces of research that lie on the table, state the possible resurrection spells that can be done by a normal person without a God’s Blessing.
Letters in drawer. Addressed to the beloved wife, Willemina, each letter states the loneliness, grief and suffering that the Lord has endured, which later possibly finds a way to bring her back to the realm of life.
Amethyst Pendant. A beautiful pendant that was made with amethyst that shines beautifully under the sun.
Sunken Piano. A broken piano that was sunken down and smashed by a blunt weapon.
Music box. A beautiful box with encryption with the title “My Beloved”.
Withered Flora. A pile of withered lily laying on the table.

The room was once filled with joy and laughter where music was constantly played by the lord and enjoyed by his beloved Willemina. However, the room was now left with sorrow and silence as the wife passed on to the afterlife. Music sheets can be found scattered on the floor, where some were smudged and some were torn to pieces.

Upon a successful Intelligence (Investigation) check, the party may find stashes of letters, and a pendant hidden away with the letters. In addition to that, the players will find many reports and papers in regards to a possible resurrection ritual.

A successful Intelligence (Investigation) check with a higher difficulty lets the party find a music box that was tossed into the bin near the piano.


For Optional Chapter:

Among the research and the letters, there are wax emblems that seem familiar to the party and with a successful Intelligence (History or Investigation) check, it will reveal that the emblem is similar to the tavern, The Sleeping Cat.

8. Room of Prayer

Altar. A small stone altar located under the Goddess of Life and Death statue.
Circle under the Carpet. An illuminating glow pulsing underneath the carpet.
Corpse. A humanoid corpse is placed on the altar covered with beautiful silk and two coins onto the eyes of the corpse.

A beautiful gleam shines onto the corpse, with a beautiful pattern glass window placed above the room. A small statue of the Goddess of Life and Death is placed at the end of the room,

A magic circle was drawn underneath the carpet, radiating a pulse of negative energy. A successful Intelligence (Arcana or Religion) check reveals that it is an incomplete magic circle for a resurrection spell.


DM Option:

A resurrection without the blessing of Gods will only end in disaster. With an incomplete resurrection spell, it may have a high price to pay.






















MAGIC ITEMS AND MONSTERS DESCRIPTIONS AT THE END OF THE ADVENTURE

9. Bedroom

Portrait. A beautiful hand-drawn (picture-size) picture of Willemina was placed on the side of the bed, with the title “My Sunflower”.
Hidden Letter. A beautiful handwritten letter addressed to the Lord that is hidden within one of the loose plank floors.
Dagger. A beautifully carved dagger having a miniature compass at the end of the hilt

The door opens and reveals a 20 ft. by 25 ft. room desecrated with a rotten stench, with many of the items destroyed including cupboards and ripped women's clothes lying on the floor. However, a lovely picture was left untouched laying on the side of the bed.

With a successful Intelligence (Investigation) or Wisdom (Perception) check, a loose plank can be found hiding a sealed letter that is addressed to Lord Elijah, detailing her words before her last days as well as a beautiful carved dagger. In addition, the party may find a black cloak, eerily similar to that of the hooded figure (in Chapter 2).

To my Beloved Elijah

If you are reading this letter, it means that my death has come before you, but do not be saddened, for I am now living in a painless place, where I will be waiting for you, so we can be together again.
Remember our vow, our love binds eternal that transcends death itself, so please do not blame yourself and continue to live on for the people of the town that you cherish the most. Please do not do anything rash that may anger the Gods that invoke their wrath.
I will be waiting for you my love eternally, I love you.
Your Forever,
Wilhelmina Mason

Development:
  • When searching the last room of the manor, Lord Elijah will return with his guards.

  • A small bag can be seen carried by the guards and was brought into the room of prayers.

  • The crowds outside the manor disperse and return to their business when the Lord returns.

Chapter 5

Persuade or Penance?













The following suggestions are for your convenience, but feel free to embellish or alter them to suit your setting.

As the lord returns, he will enter the Dining Hall to call his pets (Mephits) to his side to prepare the ceremony of revival. If the Mephits are killed, the Lord will be in a state of hurry and rush the guards for the ceremony.

Approaching the Lord

As you approach the lord in the prayer room, the guards will stop you from entering.

Time of Persuasion:

This is a skill test challenge for players who like social interaction within the D&D setting. The following table is a guide for DM to determine the skill required for each item found within the mansion.

Skill Check Item Found
Persuasion Hidden Letter of Willemina
Performance Playing the Music Box
Intimidation / Religion / Arcana Possibility of failure of the Resurrection ceremony

Upon winning 2 out of 3 of the skill challenge, Lord Elijah Mason will regain his senses and stop the ceremony and cry in grief for his loss. (You may skip to the conclusion A upon succeeding in the skill challenge).

However, failing the skill challenge will lead to a battle between the lord and the party.

The Fight

The following strategies are intended to be guidelines only. Feel free to change it to suit your style.

Guards

Under the lord’s commands, the guards will attack or protect the lord while he starts the ritual for the revival of Willemina. The guards will stay close to the lord and attack whoever gets close to within 10 feet of him. Their goal is to protect the lord, ensure the success of the ritual and kill everything else.

The guards will continue to protect the lord even at critical points of their life, thus, they gain the Reckless Attack ability to continue their duty as guards.













Reckless Attack: When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Lord Elijah Mason

Lord Elijah’s goal is to revive the love of his life, Willemina. He will be at the altar of the Prayer’s Room, starting the resurrection ritual. After 3 rounds, the ritual will continue without his presence.

Once the ritual is able to continue without the lord, he will start attacking the party without any restraint. He will use Hold Person at the first chance he gets to disable a party member, allowing the guards to kill the disabled party in quick succession. While one is paralysed, he will use offensive spells such as Lightning Bolt towards the party and use Shocking Grasp if there is melee combat.

As a mage, he can also protect himself using Shield or wide area magic such as Thunderwave in critical situations.


Not challenging enough?

This is the final battle encounter of the module. If the encounter seems to end quickly, you may change the guards to Wights or provide Lord Elijah to have more spell slots.

In addition, you may add a Hollowfrost Banshee (the corrupted soul of Willemina) to enter the battlefield after 5 rounds of the ritual, allowing the difficulty to increase.





MAGIC ITEMS AND MONSTERS DESCRIPTIONS AT THE END OF THE ADVENTURE
Post Combat

The lord will do anything to acquire the love of his life back to the living, thus he will fight to the death without any restrain and hesitation. Once the battle is over, the party gets the Scenario B conclusion.

Conclusion

The following are the possible conclusion that may occur within the story, though it is not a solid conclusion

Scenario A

The Lord regrets his decision in attempting the resurrection and requests the party to destroy the evidence as well as the ritual. In addition, he will properly explain to the town his fault and will help in repelling the undead army.

Once the ritual is destroyed, the undead army slowly dissipates into the mist and returns to being dead, allowing the townsfolk to rest and celebrate in peace.

Moreover, Captain Archibald thanks the party for their help during their stay and treats them to a meal to celebrate before the party leaves.

Scenario B

Upon ending the ritual and killing the Lord of the town, Captain Archibald will enter the building and will assess the situation by requesting the party cooperate for an interrogation. However, the party will not be found guilty as news of the undead army slowly dissipating means peace is returned to the town, and the captain understands that the party saved the town.

However, the townsfolk will make a memorial for their great leader and grieve for the loss of him. During the memorial, some of the townsfolk may despise the party for killing the good lord and demand the party to leave the town immediately.

Before leaving the village, Captain Archibald will provide some rations, gold, and thank the party for their bravery in protecting the town from an undead plague.


Special Scenario!

During the battle, Willelmina, the Hollowfrost Banshee may attempt to escape from the manor and roam into the world, causing chaos in other places. This will allow further development of the story if the DM decides to continue to the adventure further.



MAGIC ITEMS AND MONSTERS DESCRIPTIONS AT THE END OF THE ADVENTURE

Optional

The True Culprit










Warning!

If you were to use this optional chapter, you might be required to reduce the difficulty challenge in chapter 5. You may use this chapter if you think the role playing challenge is not challenging enough.

Unexpected Guest

Upon either convincing or defeating the lord, the owner of The Sleeping Cat, Sha’wen Moonfir, walks into the manor with a gentle applause to the party, expressing her gratitude towards the party on annihilating Lord Elijah.


Read Aloud

*"I thank you for getting rid of him. A useless pawn, he was. Always being stubborn about reviving his beloved yet failing each time, even though I have given him so much time and resources.

Now that he is gone, I can finally get back on track in inviting the dead into the town. You may leave now if you are not going to enjoy the show."* As Sha'wen walks into the room.

Fight or Flight?

If the party chooses to fight, please refer to the strategy section of the chapter.

If the player chooses to leave, Sha’wen may attack the party to silence them to tie up loose ends and ensure no interruptions to her plan will happen. (based on DM discretion).

Fight for the Town

These basic strategies are intended to be guidelines only. Look at Prophet of Doom for Sha’wen’s statistics.

Sha’wen Moonfir: Prophet of Doom

Sha’wen’s goal is to kill the players. At the first chance she gets, she will use Doom of the Dark God on the player that she thinks is most threatening to her. Then she will use Murderstroke to attack the party. In a critical situation, she will use Black Night to attempt an escape from the battle.














Not Challenging enough?

If the encounter looks simple, you may increase the difficulty by providing her additional magical items, such as a Ring of Protection.

In addition, being a prophet of death, she may gain the ability to raise dead (1/Day) to raise the dead guards.

Post Combat

When Sha’wen is killed, the guard captain arrives, you may review from the Conclusion in Scenario A in page 24.

Rewards

  • Sha'wen wears an armor is made with plates of bone gilded with bronze, and set into leather made from humanoid skin.
  • Sha'wen's Murderstroke disintegrates upon her defeat.





















MAGIC ITEMS AND MONSTERS DESCRIPTIONS AT THE END OF THE ADVENTURE

Bestiary

Frostblighted Corpse

Formed from an unholy union of magical frost and necrotic energies, these undead - the Frostblighted Corpseed Corpses - are powerful, aggressive creatures. They don’t shamble like zombies nor are they fragile like skeletons. Instead, they are faster, stronger, and more durable than what most necromancers can create. Their skin appears frosty and frostbitten, and they are sometimes covered in ice. If they see a torchbearer, they will prioritize them as they scorn flames.

Cold virulence. The Frostblighted Corpses are infested with a magical cursed disease - Frostblighted Corpse - that causes them to constantly emit freezing spores that sap the heat from the world. However, these spores don’t spread the disease, only more misery. It requires the touch of a necromancer combined with the Frostblighted Corpse’s essence to raise one of them from the dead. However, this reliance on cold will weaken them when faced with fire, their hated foe.

Even in death, the body obeys. The magical energies that are infused within these creatures grant them the ability to use their muscles even in a state of undeath. Whereas most undead are powered only by malign energy, the Frostblighted Corpses retain their strength and hardiness, with even a slight increase. This also applies to their minds, although at a much more diminished capacity for thought. Still, as reanimated undead, they are cold-blooded killers, with feelings of hate and hunger for the living.


Frostblighted Corpse

Medium Undead, Neutral Evil


  • Armor Class 12
  • Hit Points 38 (7d8+7)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 4 (-3) 4 (-3) 4 (-3)

  • Damage Vulnerabilities Fire
  • Damage Immunities Cold
  • Condition Immunities Poisoned
  • Senses darkvision 60 ft., passive perception 7
  • Languages understand Common but cannot speak
  • Challenge 2 (450 xp)

Overwhelm. The Frostblighted Corpse has advantage on an attack roll against a creature if at least one of the Frostblighted Corpse's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Frostbite Spores. Creatures within 5 ft. of the Frostblighted Corpse receive 1d4 cold damage at the start of the Frostblighted Corpse’s turns if the creatures fail a DC 14 Constitution saving throw. This ability continues even after the Frostblighted Corpse is incapacitated or dead, and the only way to stop it is to dispose of the body, typically by cremation.


Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 2) bludgeoning damage. Any creature hit by the Frostblighted Corpse's slam attack must make a DC 14 Strength saving throw. On a failed save, the creature is shoved 5 feet away from the Frostblighted Corpse. The Frostblighted Corpse can then move up to 5 feet onto where the creature was before.

Rage against the warmth. Frostblighted Corpses go into a frenzy when they see fires, or the living, rushing forward - typically in large packs - towards anything that pulses with life and heat. They attack with reckless abandon, often throwing themselves at the living with ferocity that even zombies cannot compete with. They will claw, slam, and otherwise attack with all their might. If they lose an arm or a leg, so be it. If they get stabbed, so be it. It’s almost as if they want to die, perhaps to finally rest…


Demondead

Medium Fiend, Chaotic evil


  • Armor Class 12
  • Hit Points 38 (7d8+7)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws Str +6, Cha +4
  • Skills Perception +4
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances fire, necrotic
  • Condition Immunities poisoned, charmed
  • Senses darkvision 60 ft., passive perception 14
  • Languages Abyssal
  • Challenge 4 (1,100 XP)

Bloodscent. The Demondead has advantage on Wisdom (Perception) checks that rely on smell against creatures who have less than their maximum hit points.

Bloodrage. At the start of its turn, the Possessed Corpse can gain advantage on all melee weapon attack rolls it makes during that turn and deal 2 additional damage on each attack, but attack rolls against it have advantage until the start of its next turn.

Actions

Multiattack. The Possessed Corpse makes two attacks, one with its Abyssal Claw and one with its Necrotic Claw.

Abyssal Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Creatures struck by this attack must make a DC 14 Constitution saving throw. On a failure, the creature starts bleeding, losing 1d6 hit points at the start of their turns every turn. The creature can repeat this Constitution saving throw at the start of their turns on every turn. On a success, the condition ends. A creature can only have one instance of this condition at a time.

Necrotic Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. The Possessed Corpse heals half the damage dealt using this weapon, up to half its hit points. This ability does not have any effect if the Possessed Corpse has more than half its hit points.




DEMONDEAD

Demondeads - as their name implies - are a horrible amalgamation of a walking corpse and a demon from a different realm. Its body twisted and malformed from the unholy fusion, and its dual mind forever cursed with thoughts of senseless violence and suffering. Horns, eyes, and patches of chitinous armour are among the myriad mutations a Demondead may receive upon binding and as it kills and devours across its hopefully short, but unfortunately, likely brutal life.

Cruel and unusual. A Demondead’s original soul is trapped within the body, feeling constant pain as they are tortured by the demon without end in their own body. They see, smell, hear, and feel all that their vessel endures - whether that be torturous binding, wounds received from battle, or the distinct feeling of tearing apart an innocent person and eating their insides raw.

Thirst for blood. As half violent demon and half ravenous undead, the Demondead behaves like the worst of both. It aims to do nothing other than torturing, killing, and eating (not necessarily in that order) anything that has a beating heart. Not to mention, they like carving up foes in combat in the most painful way possible…

Necrotic fire. A Demondead is powered by a blood-red flame that compels it to do evil out of senseless violence and hate for everything. They even resent working with each other, but when binded by a powerful summoner, they have no choice but to comply. For now.


Frigid Corpse

Medium Undead, neutral evil


  • Armor Class 12
  • Hit Points 60 (8d8+24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
7 (-2) 12 (+!) 16 (+3) 10 (+0) 11 (+0) 20 (+5)

  • Saving Throws Con +6, Cha +8
  • Damage Resistances Poison
  • Condition Immunities Poisoned
  • Senses darkvision 60ft. passive perception 13
  • Languages Common
  • Challenge 5 (1,800 xp)

Legendary Resistance (3/day). If the Frigid Corpse fails a saving throw, it can choose to succeed instead.

Spellcasting. The Frigid Corpse is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The Frigid Corpse has teh following spells prepared:

Cantrips (at will): Chill Touch, Frostbite, Ray of Sickness, Ray of Frost, Toll the Dead, Vicious Mockery
1st level (4 slots): Healing Word, Inflict Wound, Ice Knife
2nd level (3 slots): Shatter, Misty Step
3rd level (2 slots) hunger of Hadar, Hypnotic Pattern, Vampiric Touch

Actions

Scratch Melee Weapon Attack: +4 to hit, Reach 5ft, one target. Hit: 3 (1d4+1) slashing damage

FRIGID CORPSE

Born from a poor soul who froze to death in a cold, unrelenting supernatural blizzard and infused with large amounts of necrotic energy as a sick experiment, the Frigid Corpses are a very unfortunate breed of undead. They can still think normally, yet crave for the flesh of the living, trapped within their own soul-prison.

Clever trappers. Having a semblance of intelligence from before they died, the Frigid Corpses lure in prey by posing as a sick, lost, and cold individual. When approached, they do not converse, as they lack the will necessary to utter words,but they can cry, wail, or mimic a cry for help.



Most unfortunate. The Frigid Corpses have their consciousness trapped within a constantly hungering, wicked, and evil body that defies their will. They can only look on in horror as their body rends their prey limb from limb and are forced to savour the taste of their flesh, yet eating gives them no respite from their undying hunger.

Lord Elijah Mason

Lord Elijah was the lord for the town, Wilem, for many years and was living with his wonderful wife, Willemina with happiness and joy. However, he changed after the death of his wife and became obsessed with revival magic.


Lord Elijah Mason

*Medium Huan, neutral *


  • Armor Class 12 (15 with Mage Armor)
  • Hit Points 60 (11d8+11)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (0) 14 (+2) 12 (+1) 18 (+4) 12 (+1) 12 (+1)

  • Saving Throws Int +7, Wis +4
  • Skills Arcane +7, History +7
  • Senses passive perception 11
  • Languages Common, Abyssal, Infernal
  • Challenge 7 (2,900 xp)

Spellcasting. Lord Elijah Mason is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). Lord Elijah has the following spells prepared:

Cantrips (at will): shocking grasp, Light, Mage Hand, Prestidigitation
1st level (4 slots): *Detect Magic, Mage Armor, Thunderwave, Shield
2nd level (3 slots): Misty Step, Hold Person
3rd level (3 slots): Counterspell, Fireball, Lightning Bolt
4th level (3 slots): Greater Invisibility, Ice Storm
5th level (1 slot): Cone of Cold

Actions

Dagger Melee or Ranged Weapon Attack: +5 to hit, Reach 5ft, or range 20/60 ft. one target. Hit: 4 (1d4+2) piercing damage



THE ICICLE CHAMPION

Medium undead, neutral evil


  • Armor Class 16
  • Hit Points 78 (12d8+24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 5 (-3) 16 (+3) 16 (+3)

  • Saving Throws Wis +6, Cha +6
  • Damage Resistances poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive perception 13
  • Languages understands Common and Draconic
  • Challenge 5 (1,800 XP)

Unholy Smite. As a bonus action, the Icicle Champion can cause its melee weapon attacks to magically deal an extra 14 (4d6) necrotic damage to a target on a hit. The Icicle Champion can use this ability 4 times. The uses replenish after a short or long rest.

ACTIONS

Multiattack. The Icicle Champion makes two Black Basher attacks or uses the Beam of Dark ability.

Beam of Dark. Ranged Spell Attack: The Icicle Champion fires 4 beams of darkness at one target or at several targets within 120 ft. The Icicle Champion makes a spell attack roll for each one, dealing 8 (3d6) necrotic damage for each beam. The Icicle Champion can use this ability 4 times. The uses replenish after a long rest.

Summon Miniature Blackstars. The Icicle Champion can spend an action to summon 2 miniature suns of pure necrotic energy. They last for 1 minute and they act after the Icicle Champion in the turn order. On their turn, they can make a Beam of Dark attack as detailed in the Icicle Champion's statistics, but can only fire 1 beam. The blackstars have an AC of 20 and 10 hit points. Upon death, they disappear. The Icicle Champion can use this ability twice. The uses replenish after a short or long rest.

Black Basher. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands. The Black Basher grants a +2 bonus to attack and damage rolls against the Undead. Undead creatures struck by this weapon must make a DC12 Wisdom saving throw or be stunned until the beginning of the wielder's next turn.

THE FALLEN GUARDIAN

This unfortunate Dragonborn was once the local defender of the town, a good friend, and a charitable and dedicated cleric. After the undead barged in, he did all he could to save the town, but ended up falling to the undead tide. Now he is reanimated by dark powers, forced to terrorize the place he called home for his new masters. No more is the bringer of light, now he is the herald of darkness.

Divinely attuned. The Icicle Champion was quite a powerful cleric during his days of life, specialising in spells of scorching heat and brilliant radiance to erase any undead from existence and free their souls to pass to the afterlife. Now, however, he is a mockery of what he once was. His beams of light are now beams of darkness, cold, and necrotic energy.

Miniature suns. One of the cleric’s signature abilities was to summon two small motes of light that fired beams of scorching heat towards his enemies. With his miniature suns and his divine spellcasting, he could devastate hordes of enemies, effectively making him a one-dragonborn army. Sadly, with his death and subsequent reanimation, the miniature suns now reflect his new dark form, and let out rays of malign energy instead of bright lights.


Black Basher. The Icicle Champion found this weapon during a campaign against an evil paladin who did not see herself as such. She harboured a great hatred for undead and tyranny, but engaged in brutal tyranny herself, all in the name of ‘protecting the innocent’. Regardless, the Icicle Champion used the tyrant paladin’s warhammer, the Black Basher, - a warhammer specifically made to kill undead - to slay the waves of undead attacking the town before he himself was felled. Now, he uses the Black Basher to murder the living, blinded by necrotic hate and scorn.



Hollowfrost Banshee

Medium Undead, Neutral Evil


  • Armor Class 16
  • Hit Points 105 (14d8+42)
  • Speed 0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 20 (+5)

  • Damage Resistances acid, lightning, thunder; bludgeoning, piercing, and slashing unless she is within sunlight
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 12
  • Languages the languages she knew in life
  • Challenge 7 (2,900 XP)

Incorporeal Movement. The Hollowfrost Banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends its turn inside an object.

Legendary Resistance (3/day). If the Hollowfrost Banshee fails a saving throw, she can choose to succeed instead.

Actions

Multiattack. The Hollowfrost Banshee makes two Heat Drain attacks.

Heat Drain. Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 9 (2d8) cold damage and 9 (2d8) necrotic damage. The target must succeed on a DC 16 Constitution saving throw or its hit point maximum is reduced by an amount equal to the half damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Wail of Icy Sorrow. The Hollowfrost Banshee can emit a gnawing pulse of coldness and sorrow that eats away at the lifeforce of nearby living creatures. Creatures within 30 ft. of the Hollowfrost Banshee must succeed on a DC 16 Wisdom saving throw or receive 5 (1d10) cold damage and 5 (1d10) necrotic damage, and gain one level of exhaustion. Succeeding on the saving throw halves the cold and necrotic damage and negates the exhaustion gain. If a creature dies within 1 day after failing this save, they are reanimated as a Frostblighted Corpseed Corpse.

Legendary Action

The Hollowfrost Banshee can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. She regains spent legendary actions at the start of her turn.

Teleport. The Hollowfrost Banshee magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.

Attack. The Hollowfrost Banshee makes a Heat Drain or a Wail of Icy Sorrow attack.

HOLLOWFROST BANSHEE

From winter tempests, a sorrowful heart, and the accursed magics from a dark god, an undead of great magnitude is formed: The Hollowfrost Banshee. Intoxicated by great attachment to the material world - dejection, vengeance, and hatred -, she spreads ruin and suffering like a virulent plague wherever she goes, consuming the souls of the living, freezing the land, and spreading a blight of frost. With all her evil goals compounding, she becomes the embodiment of malice, a ghost of pure evil high in the hierarchy of undead.

Shackled. The Hollowfrost Banshee eternally hungers for retribution and death, yet cannot leave the site of her attachment. Instead, she conducts her spiteful desires through vessels. Because of her great necromantic power, she can create undead forces to do her bidding - typically Frostblighted Corpses, but whenever the opportunity presents itself, she will bind demons from the madness of the lower planes onto an undead, creating dangerous Demondead.

Ghost of pure evil. Ethereal forces make up the Hollowfrost Banshee’s incorporeal form, allowing her to phase through creatures, walls, and objects alike effortlessly. And, as a specter, she can drain the very soul from any unfortunate fools that cross her path, making their strength her own.

Cold-blooded killer. As she is partly made from the biting cold, unnatural blizzards, the Hollowfrost Banshee indeed likes to use the elements of necrotic and cold to slay everything that isn’t already dead.

PROPHET OF DOOM

In the dark of the night, a lone Catfolk, hungering for power and strength, pledges her soul to a dark god orchestrating all this madness. By the Dark God’s will, she consumes souls and sows the seeds of an undead plague across the lands, all in the name of more power.

Murderer’s Blade. The Prophet of Doom’s signature longsword, the Murderstroke is a jet black, keen, murder weapon that tears open vicious wounds. The Dark God’s power courses through the weapon, causing it to strike true and with unholy potency.

Shroud of Bones. With her masterfully-crafted armor made from countless corpses, the Prophet of Doom strides into battle as if she’s invincible. And to some extent, she is. With her baleful toughness and the armor itself, she shrugs off blows from weapons like they’re mere wooden toys. Some say it was the armor that changed her, sparking her wicked transformation.

Emissary of the Dark God. The Prophet of Doom has fallen far, committing crimes against nature and the sanctity of life just to experience the rush she gets when she overpowers others. And the Dark God rewards such behavior. She slaughters everything in her way when she isn’t in her disguise, and pledges each kill to her patron deity.



Prophet of doom

Medium Humanoid (Catfolk), Neutral Evil


  • Armor Class 18
  • Hit Points 142 (15d8 +75)
  • Speed 30 ft., fly spd. 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 20 (+5) 14 (+2) 12 (+1) 18 (+4)

  • Saving Throws Wis +5, Cha +7
  • Skills Intimidation +7, Perception +5, Persuasion +7
  • Damage Resistances bludgeoning; piercing and slashing damage from nonmagical weapons
  • Condition Immunities charmed, frightened
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Common, Deep Speech, Abyssal
  • Challenge 6 (2,300 XP)

Shroud of Bones. Whenever a critical hit is made against a creature attuned to this suit of armor, it becomes a normal hit. In addition, the suit of armor grants resistance against bludgeoning damage and a +1 bonus to AC.

Legendary Resistance (3/day). If the Prophet fails a saving throw, she can choose to succeed instead.

Actions

Multiattack. The Prophet makes two Murderstroke attacks.

Murderstroke. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage, or 16 (2d10 + 5) slashing damage if used with two hands. Any creature hit by the Prophet's Murderstroke Sword cannot receive any healing until the start of the Prophet's next turn.

Doom of the Dark God. The Prophet can curse a foe within 20 ft., causing them to make all ability checks and attack rolls with a disadvantage and receive 1d10 necrotic damage at the start of their turns if they fail a DC 14 Wisdom saving throw. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

If a creature’s saving throw is successful or the effect ended for it, the creature is immune to Doom of the Dark God for the next 24 hours.

Black Night (Recharge 5-6). The Prophet creates an aura of shadowy desolation around her. An area of 15 ft. around her is obscured by magical darkness even from the outside. All creatures except her are considered to be blinded when attacking anything within the dark area.

LEGENDARY ACTIONS

The Prophet of Doom can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Prophet of Doom regains spent legendary actions at the start of its turn.

Murderstroke Attack. The Prophet makes a Murderstroke attack.

Shadow Wing Attack (Costs 2 Actions). The Prophet beats her wings of malformed shadows. Each creature within 5 ft. of the Prophet must succeed on a DC 16 Dexterity saving throw or take 15 (3d6 + 5) necrotic damage and be knocked prone. The Prophet can then fly up to half her flying speed.

Magic Items


Amethyst Pendant

Cursed Item, Wondrous Item, very rare (requires attunement by a Wizard)


This pendant has it's shaped in the form of a glowing amethyst skull and has 10 charges. While attuned to the pendant, you are resistant to necrotic damage. Also, you can use an action to cast any of the following spells using your spell save DC, with no material components required: Cause Fear (1 charge), Animate Dead (3 charges), Danse Macabre (4 charges) or Create Undead (6 charges).

Every time you use the crystal to cast a spell, make a DC13 Intelligence Saving Throw. On a success, nothing happens. On a failure, you take 1d6 psychic damage and the skull regains half of the damage taken (rounded down) in charges to a maximum of 10 charges. You may choose to automatically fail this roll, however the damage taken is then doubled but the amount of charges regained remains unchanged. If your hit points are reduced to 0 inflicted by this item, you immediately die and return as an Allip after 1d4 rounds.

The skull radiates an aura of unsettling cold. Creatures within a 30 foot radius of the skull sense shadows moving at the very edge of their senses, but find nothing upon closer inspection. Any creature that spends more than 24 hours in the presence of the skull has a 5% chance of shifting their alignment to Neutral Evil and gaining the following flaw: "I believe that the undead will conquer the world, and I must make it happen."


Black Basher

Weapon (warhammer), rare


This warhammer appears to be made out of a single block of metal. Crafted from a material so dark that it seems to drink in light, this magical weapon provides a +2 bonus to attack and damage rolls against the Undead.

Undead creatures struck by this weapon must make a DC12 Wisdom saving throw or be stunned until the beginning of the wielder's next turn.

Proficiency with a warhammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.


Ghostly Green Locket

Wondrous Item, uncommon (requires attunement)


This locket hangs from a golden chain and appears to be somewhat insubstantial. It shines an eldritch green light, and occasionally becomes cold to the touch. While attuned to this locket, undead creatures receive a disadvantage to Perception checks made to detect you. Once per long rest, you may use this locket to cast Blink on yourself.


Shroud of Bones

Cursed Item, Heavy Armor (Splint), very rare (requires attunement)


This suit of armor is made with plates of bone gilded with bronze, and set into leather made from humanoid skin. The armor seems almost alive, shifting and rattling under its own power.

Whenever a critical hit is made against a creature attuned to this suit of armor, it becomes a normal hit. In addition, the suit of armor grants resistance against bludgeoning damage and a +1 bonus to AC.

Cursed Item. The Shroud of Bones is cursed. When attuned by a creature with an alignment other than evil, the creature wearing the armor is assailed by numerous cries of pain by the victims who died to make the Shroud of Bones. The creature receives disadvantage to all attack rolls and skill checks. A remove curse spell ends the attunement and the curse on the creature. After 1d4 days of attunement to the armor, the creature's alignment permanently shifts to Neutral Evil, and it gains an Indefinite Madness as found in the DMG. The armor may then be removed as normal.

Only a greater restoration or wish spell can restore the creature's alignment back to its original state, and remove the Madness.


Veil of Broken Flesh

Wondrous Item (Cloak), rare


This cloak is made of unidentified skin and flesh, and stitched together in haphazard patches. Despite its gruesome appearance, it gives off a faint floral smell reminiscent of flowers commonly laid on graves.

While wearing this cloak, you have disadvantage on all Charisma skill checks made to living beings.

This cloak has 10 patches of flesh that magically adhere to serious wounds. When your hitpoints are reduced to zero while wearing this cloak, you instantly stabilize, and regain 1d8 hit points at the start of your next turn. This consumes 1 patch of flesh. Once this ability has been used, it cannot be used again until the next dusk.

Once all the patches of flesh have been used in this manner, the cloak falls apart and is destroyed.


Dagger of Ombar

Weapon (dagger), uncommon


You have a +1 bonus to attack and damage rolls made with this magic weapon.

In the hilt of this weapon, there is a small compass. Using an action to activate it, you may immediately determine which direction is north. In addition, a small vial of red liquid is stored here and magically refills once per day at dawn. This functions as a potion of healing and may be consumed as normal.

Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.


Flower of Remembrance


A plant that shows the most joyful moment of a person's past stored within the flower. When the flower is touched by a creature, the memory will flow into the person. The flower can only show memories to one creature at a time.

Frozen Lost

The nearby mountain range that looks like the spine of a dragon, separates two kingdoms. At the only mountain pass accessible to merchants, lies a town, Wilem, that becomes the bridge and border to both countries. Blessed richly with nearby bountiful resources such as a river, gold mines, and excess of high-quality lumber from the forest, it has also become a hub for trade, especially between the two neighbouring kingdoms. In addition to that, with its amazing vistas of nature, it has become a tourist spot for those who would like to be amazed by the breathtaking views. However, the wails and clawing nights tell a different story.