Blight Gmguide
Blight Gmguide
Blight Gmguide
GM Guide
Credits
Author Editors Interior Art
Richard Pett Skeeter Green, Jeff Harkness, Colin Chan, Mike Chaney, Carolus
Jeffrey Swank, and Krista Webb Clusius, Steve Ellis, Peter Fairfax,
Additional Design Layout and Graphic Design Felipe Gaona, R.P. Gauccius,
Pete Pollard, Alistair Rigg, Jeffrey Charles A. Wright Brian LeBlanc, Eric Lofgren, Olaus
Swank, and Greg A. Vaughan Magnus, Chris McFann,Terry Pavlet,
Fifth Edition Adaptation/Conversion Richard Pett, Nate Pride, Richard
Lead Developer Matt Finch, Edwin Nagy, Thomas, Giovanni Andrea Vavassore,
Greg A. Vaughan Patrick N. Pilgrim, Michael G. Potter, Tyler Walpole, and Richard Yardly
Anthony Pryor and Peter Short
Developers
Matthew J. Finch, Skeeter Green, Front Cover Art Photography
David Landry, John Ling, Alistair Artem Shukaev Richard Pett
Rigg, and Jeffrey Swank
Cartography
Producer Robert Altbauer
Bill Webb
Special Thanks
I’m indebted to the Paizo Community for their endless encouragement, feedback and suggestions over many
years. Their ideas, enthusiasm and involvement is more than just useful, it’s inspirational. I’m particularly grateful
to James Jacobs for adding his twisted spices to many of my adventures, to Erik Mona for laughing at the Devil
Box and being a fine fellow, to Wes, James, Jason and Rob and to Wolfgang Baur for being such a splendid man
to work for.
This setting is dedicated to Geoff Tew, a damn fine thief whose spirit still graces our gaming table and whose
favourite character still walks these streets.
“In order to know virtue, we must first acquaint ourselves with vice.”
Quotations except as noted otherwise are from the Marquis de Sade (1740–1814)
The Blight: Richard Pett's Crooked City
FROG GOD GAMES IS
CEO Creative Director: Art Director Customer Service Manager
Bill Webb Pathfinder Roleplaying Game Charles A. Wright Krista Webb
Greg A. Vaughan
Creative Director: Developers Zach of All Trades
Swords & Wizardry Frog V John Ling and Zach Glazar
Matthew J. Finch Patrick Pilgrim Patrick N. Pilgrim
Espieglerie
Skeeter Green
©2017 Frog God Games. All rights reserved. Reproduction without the written permission of the publisher is expressly
forbidden. Frog God Games and the Frog God Games logo is a trademark of Frog God Games. All characters, names, places,
items, art and text herein are copyrighted by Frog God Games, Inc. The mention of or reference to any company or product in
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Product Identity: The following items are hereby identified as Frog God Games LLC’s Product Identity, as defined in the
Open Game License version 1.0a, Section 1(e), and are not Open Game Content: product and product line names, logos
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Winning or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly
Frog identified as Product Identity. Previously released Open Game Content is excluded from the above list.
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2
GM Guide
Table of Contents
The Blight GM Guide............................................................................................................Pg. 8
For the Players..............................................................................................................Pg. 9
New Racial Traits........................................................................................................Pg. 10
Dwarves............................................................................................................Pg. 10
Elves.................................................................................................................Pg. 10
Gnomes.............................................................................................................Pg. 11
Half-Elves.........................................................................................................Pg. 11
Half-Orcs..........................................................................................................Pg. 11
Halflings............................................................................................................Pg. 11
Humans.............................................................................................................Pg. 12
New Racial Subtypes..................................................................................................Pg. 12
Dwarf, Street.....................................................................................................Pg. 12
Elf, Primitive.....................................................................................................Pg. 13
Gnome, Tradelord.............................................................................................Pg. 14
Half-Orc, Shadowlamp.....................................................................................Pg. 15
Halfling, Gypsy-Soul........................................................................................Pg. 16
Human, Blighted...............................................................................................Pg. 17
New Races ..................................................................................................................Pg. 18
Briny.................................................................................................................Pg. 18
Coprophagi (Roachfolk)...................................................................................Pg. 19
Night-Slug.........................................................................................................Pg. 20
Swyne...............................................................................................................Pg. 22
Blight Backgrounds.....................................................................................................Pg. 22
Optional Blight Character Quirks...............................................................................Pg. 26
New Equipment .........................................................................................................Pg. 27
Weapons of the Blight.......................................................................................Pg. 27
Adventuring Gear.............................................................................................Pg. 30
Tools and Skill Kits...........................................................................................Pg. 30
Animals, Mounts, and Related Gear.................................................................Pg. 31
Transport...........................................................................................................Pg. 31
Clothing............................................................................................................Pg. 32
Personal Grooming and Accessories................................................................Pg. 32
Food and Drink.................................................................................................Pg. 33
Drugs.................................................................................................................Pg. 33
Insectum............................................................................................................Pg. 33
Poisons..............................................................................................................Pg. 34
Lifestyle Expenses............................................................................................Pg. 35
For the GM..................................................................................................................Pg. 38
Bringing the Blight to Life...............................................................................Pg. 39
The Flavour of the Blight.................................................................................Pg. 40
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The Blight: Richard Pett's Crooked City
Castes................................................................................................................Pg. 42
Duels.................................................................................................................Pg. 43
Enemies.............................................................................................................Pg. 44
Fads of the Blight..............................................................................................Pg. 44
Clubs, Guilds, Cults and Gangs........................................................................Pg. 45
Clubs........................................................................................................Pg. 45
Guilds.......................................................................................................Pg. 47
Cults and Gangs.......................................................................................Pg. 50
The Four Great Families..........................................................................Pg. 51
Magic................................................................................................................Pg. 52
Personal Goals..................................................................................................Pg. 53
Power................................................................................................................Pg. 54
Relationships as Rewards.................................................................................Pg. 55
Technology & Firearms....................................................................................Pg. 55
The Undead, the Broken, the Made, and the Unliving.....................................Pg. 56
The Weight of the Law.....................................................................................Pg. 56
True Gods of the Blight....................................................................................Pg. 57
Baphomet.................................................................................................Pg. 57
Brine.........................................................................................................Pg. 58
Father Canker...........................................................................................Pg. 58
Geryon......................................................................................................Pg. 58
Jubilex......................................................................................................Pg. 59
Lord Shingles...........................................................................................Pg. 60
Lucifer......................................................................................................Pg. 60
Mammon..................................................................................................Pg. 63
Mithras.....................................................................................................Pg. 63
Mother Grace...........................................................................................Pg. 63
Papyri.......................................................................................................Pg. 64
Sister Shadows.........................................................................................Pg. 64
The Ash Queen.........................................................................................Pg. 66
The Horseman..........................................................................................Pg. 66
The Gods of the Swyne............................................................................Pg. 66
Twisted Campaigns...........................................................................................Pg. 67
Vermin of the Blight.........................................................................................Pg. 67
Blight Adventures.............................................................................................Pg. 68
Between.......................................................................................................................Pg. 70
Of Curious Mirrors...........................................................................................Pg. 71
A Between Empire............................................................................................Pg. 71
The Illuminati and Between Companies...........................................................Pg. 72
Outposts and Colonies..............................................................................Pg. 73
Betweenlands....................................................................................................Pg. 73
The Unsea.........................................................................................................Pg. 78
Sailing the Unsea..............................................................................................Pg. 80
Tales of the Unsea....................................................................................Pg. 81
Unsea Weather..........................................................................................Pg. 81
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GM Guide
Navigating the Unsea...............................................................................Pg. 82
Unsea Equipment.....................................................................................Pg. 82
Unsea Menagerie......................................................................................Pg. 83
Through the Glass Darkly: GMing Between....................................................Pg. 85
Travel By Magic.......................................................................................Pg. 85
The Mirror Voyager: What Between is Like............................................Pg. 85
Tragedies of Between...............................................................................Pg. 86
The Blight Bestiary.....................................................................................................Pg. 88
Things: The Creatures of Castorhage..........................................................................Pg. 89
Animals................................... Pg. 89 Cave Fisher........................... Pg. 108 Girallodile............................. Pg. 126
Dark Fey.................................. Pg. 89 Chaos Beast........................... Pg. 109 Gloom Crawler...................... Pg. 127
Inhabitants of the Lyme.......... Pg. 89 Child of Folly........................ Pg. 109 Golem, Lesser Flesh.............. Pg. 127
Monsters Unique Child of the Forest Golem, Wood........................ Pg. 128
to the Blight............................ Pg. 90 (Verdigris Forest)...................Pg. 110 Grand Justice Ashleia............ Pg. 128
Pestilences and Parasites......... Pg. 90 Coffer Corpse.........................Pg. 110 Grand Justice Braken............ Pg. 129
Scrimshaw Gargoyles............. Pg. 90 Crathog...................................Pg. 110 Grand Justice Korsk.............. Pg. 129
Shapechangers......................... Pg. 90 Crirge.....................................Pg. 111 Gremlin................................. Pg. 129
Spiders.................................... Pg. 90 Crown Prince Clovis..............Pg. 112 Gryph.................................... Pg. 130
Stitched Things....................... Pg. 90 Crown Prince Hazards................................. Pg. 130
The Tome of Horrors Justice Cornlord.....................Pg. 112 Blight.................................... Pg. 131
Complete Creatures................. Pg. 90 Crown Prince Rorth...............Pg. 113 Derange.............................. Pg. 131
Unliving and Undying Alchymic Dark Creeper..........................Pg. 113 Dislocating Larvae............. Pg. 131
Creatures................................. Pg. 91 Dark Stalker...........................Pg. 113 Second-Head Fluke............ Pg. 131
Alchymic Creature Demoriel................................Pg. 114 Herald at the Threshold......... Pg. 132
(template)................................ Pg. 91 Denizens of Leng...................Pg. 114 Hyme..................................... Pg. 132
Abigail..................................... Pg. 92 Devil, Hellsoker.....................Pg. 115 Iron Cobra............................. Pg. 133
Algernon Alfonce Leptonia..... Pg. 93 Devil, Lilin.............................Pg. 115 Ivor Grast.............................. Pg. 134
Annalise Grast......................... Pg. 93 Diseased Vampire...................Pg. 116 Ivy......................................... Pg. 134
Aranea..................................... Pg. 94 Dog, Fighting (Blight-Bull)...Pg. 117 Jacob Moil............................. Pg. 134
Ashen Angler.......................... Pg. 94 Dog, Fighting (Pit-Mastiff)....Pg. 117 Justice Alfor Quent............... Pg. 135
Beautiful, the........................... Pg. 95 Dog, Riding............................Pg. 117 Justice Anisse Capprico........ Pg. 135
Belabra (Tangler).................... Pg. 96 Duke Malice...........................Pg. 118 Justice Blackbriar.................. Pg. 136
Beltane.................................... Pg. 96 Duke Taim..............................Pg. 118 Justice Burr........................... Pg. 136
Between Creature (template).. Pg. 97 Eleanor Shank........................Pg. 118 Justice Lucrezia
Between-Cat............................ Pg. 99 Electric Eel.............................Pg. 119 Elisabeth Sullage................... Pg. 136
Betwen Gargoyle.................... Pg. 99 Elemental, Ragefire................Pg. 119 Justice Mallam Fetter............ Pg. 137
Between Peacock Enoch Nettle.......................... Pg. 120 Justice Scapegrace Wrye....... Pg. 137
(Nightmare Choir)................. Pg. 100 Fanged Sea Serpent............... Pg. 120 Justice Shank......................... Pg. 137
Bileborn................................. Pg. 101 Father Gromwell................... Pg. 120 Justice Skathen Skalpeen...... Pg. 138
Blight Ape............................. Pg. 102 Fleshgine............................... Pg. 121 Justice Spent Sullyce ............ Pg. 138
Blight Cockerel..................... Pg. 102 Dungier’s Buggy................... Pg. 121 Justice The Eyes of Fate....... Pg. 138
Blight Monkey...................... Pg. 103 Hobbreth’s Justice Weld Shortstone I...... Pg. 139
Blinding Crow....................... Pg. 104 Mighty Pump No. 87............ Pg. 123 Kraken Tentacle Segment..... Pg. 139
Body Snatcher....................... Pg. 104 Macabre Lift.......................... Pg. 123 Lady Elaine of Aldwark........ Pg. 139
Brain Rat............................... Pg. 105 Gable Hate-Owl.................... Pg. 124 Lady Grey............................. Pg. 140
Broken Creature (template)... Pg. 106 Gargoyles.............................. Pg. 124 Lesser Blight Vampire........... Pg. 140
Broken Fey............................ Pg. 106 Gargoyle, Four-Armed.......... Pg. 124 Long Luct.............................. Pg. 141
Canary................................... Pg. 106 Gargoyle, Margoyle.............. Pg. 125 Lord Benedict Morel............. Pg. 141
Caryatid Column................... Pg. 107 Gargoyle, Scrimshaw............ Pg. 125 Lord Justice Mordent Knap.. Pg. 141
Caul Cuckoo.......................... Pg. 107 Ghoul Pig.............................. Pg. 126 Lord of Many Faces, the....... Pg. 142
Caul Cuckoo Syre................. Pg. 108 Giant Owlbear....................... Pg. 126
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The Blight: Richard Pett's Crooked City
Lord Paladin-Ocularis Princess Rebecca Zombie Horse........................ Pg. 174
Thornrage.............................. Pg. 142 of Mourney............................ Pg. 158 Common NPCs..................... Pg. 174
Lirker in Desolation, the....... Pg. 142 Prophet Adam, the................. Pg. 158 Agent of Good....................... Pg. 174
Luther.................................... Pg. 143 Queen Alice........................... Pg. 159 Apprentice Mage................... Pg. 174
Lyme Angler.......................... Pg. 143 Rachel Birch.......................... Pg. 159 Arcane Assassin.................... Pg. 175
Lyme Walrus......................... Pg. 144 Sallow Ashenly..................... Pg. 159 Ascetic................................... Pg. 175
Malevolent Box Fish............. Pg. 145 Scythe Tree........................... Pg. 160 Burglar.................................. Pg. 175
Mantis-Thing from Between.Pg. 145 Skin Stitcher.......................... Pg. 160 Captain.................................. Pg. 176
Mar-eel.................................. Pg. 146 Skulk..................................... Pg. 160 Deathmage............................ Pg. 176
Marren Grast......................... Pg. 146 Skum..................................... Pg. 161 Duellist.................................. Pg. 176
Marrow.................................. Pg. 147 Slithering Horror................... Pg. 161 Elder Witch........................... Pg. 176
Master Luther Gable............. Pg. 147 Song of Sorrrows and Foulgard................................ Pg. 177
Misery, the............................. Pg. 148 the Echoes of Suffering......... Pg. 161 Frenzied Berserker................ Pg. 177
Mite....................................... Pg. 148 Sough-Eel.............................. Pg. 162 Grandmaster Spy................... Pg. 177
Mocking Gull........................ Pg. 148 Spider, Chymic...................... Pg. 163 Hierophant............................. Pg. 178
Mongrelman.......................... Pg. 149 Spider, Gable......................... Pg. 164 High Priest............................ Pg. 178
Moon Angel.......................... Pg. 149 Spite-Waif............................. Pg. 166 Initiate Witch......................... Pg. 178
Morlock................................. Pg. 150 Sprat...................................... Pg. 167 Inquisitor............................... Pg. 179
N’gathau................................ Pg. 150 Stricken Child, the................ Pg. 167 Inspector of the Watch.......... Pg. 179
Naga, Blight.......................... Pg. 151 Thing in the Cellar, the......... Pg. 167 Knight of Renown................. Pg. 179
Necrophidius......................... Pg. 152 Thing That Was Once Master Assassin..................... Pg. 180
Night-Slug............................. Pg. 153 Rachel Birch, the................... Pg. 168 Master Spy............................ Pg. 180
Paradigm of Bondage, the..... Pg. 154 Thorny................................... Pg. 168 Minstrel................................. Pg. 180
Paradign of Mockery, the...... Pg. 154 Threnody............................... Pg. 168 Phantasmagist....................... Pg. 181
Paradigm of Offal, the........... Pg. 155 Vargouille.............................. Pg. 169 Seer....................................... Pg. 181
Pit Pony................................. Pg. 155 Wallow-Whale...................... Pg. 170 Sneakthief............................. Pg. 181
Princess Alexandra, Watch Commander Summoner............................. Pg. 181
the Unseen Princess.............. Pg. 155 Kevel Durmas....................... Pg. 171 Talimancer............................. Pg. 182
Princess Eleanor.................... Pg. 156 Watchful Child, the............... Pg. 171 Transmogrifier....................... Pg. 182
Princess Genéve.................... Pg. 157 Wererat Leader...................... Pg. 171 Vicar...................................... Pg. 182
Princess Lenora..................... Pg. 157 Whale, Between.................... Pg. 172 Warden.................................. Pg. 183
Princess Lilly........................ Pg. 157 Wolf, Ghoul........................... Pg. 173 Witch..................................... Pg. 183
Princess Mercy...................... Pg. 158 Woerm................................... Pg. 173
Appendices................................................................................................................Pg. 184
Appendix A: Useful Lists...............................................................................Pg. 185
100 Sights on the Street..........................................................................Pg. 185
100 Echoes of Between..........................................................................Pg. 186
100 Freakshow Exhibits.........................................................................Pg. 187
100 Strange Shops and Markets.............................................................Pg. 188
100 Street Traders..................................................................................Pg. 189
20 Blight Locals.....................................................................................Pg. 190
Appendix B: A Blight Lexicon.......................................................................Pg. 193
Appendix C: Sample Encounters in the Blight...............................................Pg. 194
Appendix D: New Magic of the Blight...........................................................Pg. 197
Legal Appendix..................................................................................................................Pg. 200
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GM Guide
7
The Blight: Richard Pett's Crooked City
The Blight
GM Guide
8
GM Guide
9
The Blight: Richard Pett's Crooked City
The Blight is vast; it is mad and random and teeming with life. Each of “subraces” of old. This approach was held by Necromancer Games
doorway conceals a secret, every window a longing, every roof a hope and during its years releasing 3.0/3.5 materials and has been carried through by
fear. A million faces stare from its broken soul. Each face hides a story. the Frogs as well, most recently with the release of LL8: Bard’s Gate and
In the appendices, you’ll find a printable player’s introduction to the its (re)introduction of the street dwarf racial subtypes. It appears again in
Blight, its characters, streets and horrors. In essence, the Blight is a dark the shortly forthcoming Mountains of Madness with the mountain dwarf
urban horror fantasy setting that can be used either on its own, or mingled racial subtype. The latest iteration of the world’s most popular fantasy
with other areas of your GM’s campaign world. roleplaying game has returned to the more traditional use of “subrace”.
Many different races can trace their lineage back centuries in the Blight, However, for consistency between past and future products, we have
and these Blight versions of standard races have developed their own opted to continue using racial subtype to represent a subrace.
unique abilities, contacts, and skills. In such a vast city, no guide can ever Below you will find new, completely optional, racial traits and subtypes
be considered entirely comprehensive, but here is a selection of new races that can be used to add flavour and a distinctly Blight-like feel to your
and racial subtypes of the more established races commonly encountered. characters. Some of these are intended to replace existing racial traits
All the standard fantasy role-playing races may be met in the streets of and others can be used independently of existing traits. And as with all
Castorhage, but their environment may change local characters, as a dwarf things Frog God Games provides, these rules are here for you to pick
living in the arctic or an elf living on a coral reef would change, but they and choose as you please and as best suit your game. If you prefer to use
are still unmistakably elves and dwarves. the standard nomenclature regarding subraces, then drop the use of racial
Races presented hereafter represent Castorhage variations upon the subtypes and go with subraces. As always, make of it what you will.
core races, as well as new potential character races — derro, briny,
coprophagi, night-slugs, and swyne. Racial subtypes of each of the core
races are also presented. These subtypes are those that exist in addition to Dwarven Optional Racial Traits
the standard core races; they have unique abilities due to their exposure Dwarven characters that start in or near the Blight may not exhibit the same
and background in relation to the Great City. traits that are traditionally associated with dwarves (as presented in the game
Do not limit your choice to standard races; a party of ghoul characters manual). Some of the new traits may list a specific trait that it is intended to
make an excellent change of pace. Skum and wererats also make interesting replace, while others do not. For those that do specify which trait it would
variations upon character races and enable you to develop a whole new replace you should work with your GM to determine the best fit for the game.
skill set and viewpoint for your characters. Your GM will always point The following racial traits may be selected instead of the standard
you in the direction she wishes her campaign to go, but do not be afraid dwarven racial traits:
to make suggestions. The Blight is, after all, a city of a million stories … Blight Builder. Street dwarves in the Blight are especially talented
builders and crafters. You gain expertise with the artisan’s tools of your
choice. Pick one from: smith tool’s, brewer’s supplies, mason’s tools. This
replaces the Tool Proficiency trait.
City Races Blight Enmity. Street dwarves have redirected traditional dwarven
enmities against creatures that are specific to the Blight. Choose one type of
The information given below could be useful in any urban creature: Between creatures, constructs, lycanthropes, or undead (choose
setting. Races in the game manual of the world’s most popular a single type). When tracking this type of creature, you have advantage
roleplaying game are a good starting point for variations based on Wisdom (Survival) checks and on Intelligence checks to recall details
upon background, environment and attitude, and these are as about the creature. If that creature speaks a specific language, you also
numerous as campaign worlds they live in. learn that language when declaring your enmity to the creature.
Thinking about the environment that races come from can be a City Sharp. Some Blight dwarves have very strong ties to the city. You
fun addition to any gaming session — consider a race of dwarves have advantage on Blight-related Intelligence (History) checks and on
that has lived far below the city in an area of the Underneath that Charisma (Persuasion) checks to gather information within the Blight.
has not been discovered until now. Perhaps greedy miners have Trade Expert. Some Blight dwarves are descended from families
followed a vein of silver down into the vast caverns beneath with a focus on a skilled trade. In matters of trade, you are considered an
Castorhage, or maybe one of the pits has opened up somewhere in expert, allowing you to add two times your proficiency bonus to Charisma
the city and the dwarves see the sun for the first time. Do the blind (Persuasion) checks when trading with others.
dwarves flee from the warmth or worship it? How do they react to
the noise of the city and how do the locals react to them? Are they
convenient monsters in the game of some local Streetclerk, or are
they taken as freaks to Festival to be displayed and mocked for the
Elves
delectation of the populace? Perhaps the dwarves are amazingly
skilled artisans who begin work in secret for some unprincipled Elven Optional Racial Traits
cad who kidnaps some of their number to ensure compliance. Elven characters that start in or near the Blight may not exhibit the same
Perhaps the characters come upon an escapee one night being traits that are traditionally associated with elves (as presented in the game
chased by constables who claim the blind dwarf is a killer … manual). Some of the new traits may list a specific trait that it is intended
to replace, while others do not. For those that do specify which trait it
would replace you should work with your GM to determine the best fit
for the game.
New Racial Traits The following racial traits may be selected instead of the standard elven
racial traits:
Artistic Devotion. The Blight can transform elves of an artistic nature into
A curious aspect of life in the Blight is that it subtly, over generations, obsessive practitioners, forever seeking the perfect expression of their form.
moulds its inhabitants, exaggerating the effects on their physicalities and You gain proficiency with one of the following: an instrument of your choice,
mentalities of the ways in which they apply themselves within its confines. calligrapher’s supplies, cartographer’s tools, cook’s utensils, glassblower’s
For example, descendants of labourers are, on average, noticeably more tools, jeweller’s tools, painter’s supplies, or woodcarver’s tools.
hulking and brutish than their forebears, and descendants of scholars have, Fey Talent. Some Blight elves find that a talent for music, song,
on average, wider eyes and larger craniums. dance, or some other form of entertainment runs in their blood. You gain
Frog God Games — as a champion of old-school games — has proficiency in one of the following skills: Acrobatics, Performance, or
taken for its cue on the use of racial subtypes the same approach as was Sleight of Hand.
used in 3.0/3.5 and earlier iterations of the world’s most popular fantasy Immersive Memory. Some Blight elves are easily immersed within the
roleplaying game with a more traditional method more akin to the concept memories of their ancient race and its history and experiences. You have
10
GM Guide
advantage on Intelligence (History) checks related to Castorhage and the Blight, is intended to replace, while others do not. For those that do specify which
the history of your race and the major events that your ancestors experienced. trait it would replace you should work with your GM to determine the best
Social Spirit. An inner radiance seems to shine bright in some Blight fit for the game.
elves, positively influencing those with whom they interact. You have The following racial traits may be selected instead of the standard half-
advantage on Charisma (Deception) checks for any lie you tell. elf racial traits:
Emotionally Remote. Torn between two worlds, some Blight half-
elves have grown emotionally distant to those around them. You have
Gnomes advantage on saving throws against being compelled against your will
(such as the Command spell).
Racial Ambiguity. The Blight suppresses the elven appearance of some
Blight Optional Racial Traits half-elves, allowing them to pass more easily as a different race while
Gnomish characters that start in or near the Blight may not exhibit the same emphasising a talent for assuming alternative identities. You are proficient
traits that are traditionally associated with gnomes (as presented in the game with a disguise kit and you have advantage on ability checks that would
manual). Some of the new traits may list a specific trait that it is intended to expose your identity while you are disguised.
replace, while others do not. For those that do specify which trait it would
replace you should work with your GM to determine the best fit for the game.
The following racial traits may be selected instead of the standard
gnome racial traits:
Half-Orcs
Alchemy Fiend. The Blight elevates some gnomes’ obsession with
alchemy into incredible talent. You are proficient with alchemist’s Blight Optional Racial Traits
supplies. Crafting alchemical creations takes half the time and materials Half-orc characters that start in or near the Blight may not exhibit the
cost 10% less than market value (crafting and downtime activities are same traits that are traditionally associated with half-orcs (as presented in
detailed in the game manual). the game manual). Some of the new traits may list a specific trait that it is
Blight-Blooded. Some gnome families have formed strong ties to the intended to replace, while others do not. For those that do specify which
Blight through the latent action of their fey origins. This bond strengthens trait it would replace you should work with your GM to determine the best
your relations with other gnome families. You have advantage on fit for the game.
Charisma (Persuasion) and Wisdom (Insight) checks when dealing with The following racial traits may be selected instead of the standard half-
other gnomes from the Blight. orc racial traits:
Blight Enmity. Some Blight gnomes have redirected traditional Slum Survivor. Some Blight half-orcs are skilled at surviving in slums,
gnomish enmities. Choose one type of creature: Between creatures, sewers, and underbellies. You have advantage on Dexterity (Stealth) and
constructs, lycanthropes, or undead (choose a single type). When tracking Wisdom (Survival) checks within an urban environment. In addition, you
this type of creature, you have advantage on Wisdom (Survival) checks can use the Survival skill to find food and water in an urban environment.
and on Intelligence checks to recall details about the creature. If that A successful DC 10 Survival check results in enough sustenance for one
creature speaks a specific language, you also learn that language when person for 1 day.
declaring your enmity to the creature. Nightbred. The Blight moulds some half-orcs toward the darkness,
Uncanny Business Acumen. Some gnomes find that the Blight enhances emphasising their subterranean heritage. Your eyes are attuned to dark
their naturally convoluted thought patterns into a talent for the abstract and dim conditions beyond that of others of your race granting you
intricacies of trade, finance, and law. Because of your reputation as a superior darkvision but also shackling you with sunlight sensitivity. Your
businessperson, you receive a 10% discount on purchases within the Blight. darkvision has a radius of 120 feet. You have disadvantage on attack rolls
You also receive a 10% bonus when selling to merchants in the Blight. and Wisdom (Perception) checks that rely on sight when you or your
Truth Twister. A creative relationship with fact and fiction, especially target are in direct sunlight.
serving within the courts of the Blight, has led to some gnomes’ facilities
with deceit being enhanced. You add twice your proficiency bonus
to Deception, Insight, and Persuasion checks when interacting with Halflings
authorities in the Blight.
Urban Magic. The Blight has altered the inherently magical nature
of some gnomes. You know the thaumaturgy cantrip. Intelligence is the
Blight Optional Racial Traits
spellcasting ability for this trait. Halfling characters that start in or near the Blight may not exhibit the
same traits that are traditionally associated with halflings (as presented in
the game manual). Some of the new traits may list a specific trait that it is
Half-Elves intended to replace, while others do not. For those that do specify which
trait it would replace you should work with your GM to determine the best
There is magic in her eyes, and a slight fey look about her. Her fit for the game.
features are narrow, and her eyes purple. Her red hair is drawn into a The following racial traits may be selected instead of the standard
tight pigtail by a deep blue cheesecloth scarf. halfling racial traits:
Everyone loves Tamarind, her smile, her laugh, her singing — she Deft Dancer. Some Blight halflings are infused with the rhythm
has broken a hundred hearts they say by refusing the advances of lesser and beat of the city’s dark heart. Choose one of the following options:
men, claiming she is looking for a wealthy fat lord to live with and spend a) proficiency in the Performance skill and with one type of musical instrument.
his money. b) proficiency in the Acrobatics skill and advantage on Dexterity
Behind those eyes, however, works a brain of evil. A black heart beats (Acrobatics) checks when entertaining an audience.
in her and Tamarind plots and weaves like a great, sick spider. She Rigging Rat. Some halflings have Blight-charged agility. You have
knows she is beautiful and knows it well, using what the gods have given advantage on Strength (Athletics) checks when climbing. Climbing also
her to bring her a better life. does not halve your speed.
She kills those who come too close to her web. River Runner. Many Blight halflings are drawn to its waterways,
— Tamarind (Half-elf burglar) plying the Lyme with inborn expertise. You have advantage on Strength
(Athletics) checks when swimming. Furthermore, you are proficient with
Navigator’s tools and waterborne vehicles.
Blight Optional Racial Traits
Half-elven characters that start in or near the Blight may not exhibit the
same traits that are traditionally associated with half-elves (as presented
in the game manual). Some of the new traits may list a specific trait that it
11
The Blight: Richard Pett's Crooked City
these conditions and have advantage on saving throws against inhaled
Humans poisons and toxins.
Twilight Sight. Touched by exotic blood or Between, some humans
Blight Optional Racial Traits can see better than their kin in dim light conditions. You have limited
darkvision in a radius of 30 feet.
Human characters that start in or near the Blight may not exhibit the Water-Blooded. They say that blood is thicker than water, but for some
same traits that are traditionally associated with humans (as presented in Blight humans, the waters of the Lyme seem to run through their veins.
the game manual). Some of the new traits may list a specific trait that it is You have the ability to hold your breath for twice as long as others (you
intended to replace, while others do not. For those that do specify which have advantage on Constitution saving throws when holding your breath
trait it would replace you should work with your GM to determine the best underwater) and have a base swim speed of 20 feet.
fit for the game.
The following racial traits may be selected instead of the standard
12
GM Guide
kinship with fellow street dwarves it is no more than a vague sense of type) and add it to the extra damage of the critical hit. Because of your
camaraderie, no more binding than any other acquaintances they make. hatred of this foe you have disadvantage on Charisma-based skill checks
Though street dwarves are mostly known for success in business, by no against them.
means are all street dwarves wealthy merchants and business owners. Streetwise. You have advantage on Wisdom (Perception) checks to
Most make a comfortable living in some trade that they have undertaken potentially notice hidden watchers, ambushes, or traps while on the streets
while some have amassed great wealth in trade or investments and others of a city.
live in the gutter as homeless beggars, their fortunes fallen on hard times Urbanite. You can add your proficiency bonus to Charisma (Deception),
or from families that either lost or never made the great leap to affluence Wisdom (Insight), and Charisma (Persuasion) checks when used in urban
that some of their kin have. In all regards, street dwarves tend to reflect the surroundings.
majority of the society in which they live. Weapon Familiarity. You have proficiency with short swords, rapiers,
Relations. As mentioned, street dwarves lack the extreme kin-bonding and whips. This replaces Dwarven Combat Training.
found among mountain and hill dwarves. In fact, they often find mountain Languages. You can speak, read, and write Common and Dwarvish.
and hill dwarves that they meet to be discomfiting and uncomfortably
intense, if not outright uncouth. For their part other dwarves typically
look at street dwarves askance as if poor souls who have lost their way Elf, Primitive
among the baubles and fancies of the soft lowlanders. In any case, the
groups can maintain friendly relations with one another but rarely seek Primitives are elves who have found themselves drawn to the strange,
out any more social contact than is absolutely necessary. Street dwarves almost otherworldly allure that seems to shine just beneath the surface
do not maintain the same prejudices towards other races that their kin do of the Blight for those with the sensitivity to see it. The result of their
and therefore have no more animosity towards goblins or orcs than they long exposure to this strange, intangible presence ever tickling at their
would towards any other brigand. Likewise, they have no experience in minds has led them to devote their lives to its expression in art. They are
fighting giants most having never even seen one. Instead they hold their fey — almost elemental — creatures inspired and tortured by wildly vivid
ire towards those they that see as oppressing them, whether it be criminals dreams to the point of obsession over an act of creation to bring their
or corrupt officials for a wealthy merchant or street bullies and corrupt dream visions to life. They may stand for hours immersed in the light
city guards for a beggar. It is towards these that street dwarves devote their play of sun on the gables, entranced by the reactions of an admixture of
legendary dwarven grudges. venoms, or crafting the perfect expression in musical movements about
Religion. Of all types of dwarves, street dwarves are the most likely the unique potpourri of odours produced by a particular alleyway.
to be agnostic or outright atheists. They are pragmatic and practically Physical Description. Primitives tend to stand taller and are more
minded, putting more faith in sound investments and a solid plan than willowy than the typical elf, rarely with an ounce of fat on their bodies as
divine protection or tradition. Those that are of a religious bent usually they devote every waking moment and all their energy to the perfection
venerate the major gods of wherever they happen to live, though they of their art. Some with an epicurean bent lie at the opposite end of the
tend to shy away from elven deities as flighty and strange and traditional spectrum, representing the shockingly phenomenon of a morbidly obese
dwarven deities as somehow familiar yet uncomfortably alien. Some elf. They share the same almond-shaped eyes of other elves, but their wide
street dwarves, especially those that dwell in the Domain of Hawkmoon, irises are always completely black, blending seamlessly with their pupils,
still worship the Hawkmoon deity for whom their ancestors took their and creating the impression of looking into a vast, bottomless well. Their
name. Gilyo, God of Travel and Caprice. Outside Hawkmoon, though, clothing tends toward minimalist ideals and ranges in quality from a few
such worship is little seen. diaphanous veils or scarves to little more than a rough loincloth. They
Adventurers. Adventure may not call so powerfully to street dwarves see their bodies as another form of expression of their art and wish to
as it does to members of other races, as these folks usually prefer the reveal their canvas to as many as can see, regardless of physique, injury,
known dangers of city life to the unknown dangers of the open wilderness. or deformity. Exotic and extravagant tattoos, often covering much of their
Nevertheless, they can sometimes be found among adventuring bands if bodies, are not uncommon. In the cold winters of the Blight, they bundle
for no other reason than the irresistible lure of treasure. up in rough, primitive garments of hide and thick fur, channeling the inner
Male Names. Bariom, Caedimus, Cassius, Filo, Luciliun, Tiberonus nature they sense within the walls of the city. The hygiene of these elves
Female Names. Andromeda, Caliopa, Gratica, Koryola, Veran, Vesta varies wildly, with some taking great pride in their physical aesthetic and
others seeing such concerns as mundanely gauche, preferring to revel in
a natural state of filth.
Street Dwarf Racial Traits Society. Primitives take their name from the fact that they see themselves
Ability Score Increase. Your Intelligence score increases by 1. entirely outside society. In fact, to them society is an unnatural aberration that
Age. Dwarves mature at roughly the same pace as humans. They are separates them from the enlightened beauty that they forever seek to capture
considered young until the age of 50 and can live between three and and emulate in their art. As such, primitives with any political leaning at all
four centuries. tend toward the Anarchist camp. Some may even believe the true expression
Alignment. Street dwarves tend towards lawful alignments as the most of their inner eye’s beauty lies in watching the entire city burn.
reliable course to success among civilized folk but have no real leaning Relations. Primitives have poor relations with virtually every other
towards good, neutrality, or evil beyond their own individual moral compass. race, including other elves. Only other primitives and the most avant-
Size. Street dwarves are among the tallest of the dwarves, their height garde of art patrons within the city who share their bohemian outlook
averaging almost 5 feet but never shorter than 4 feet. They are stocky and find themselves in the social circles of the primitives, and even then, these
broad and often weigh 150 pounds, sometimes more. Your size is Medium. relationships tend to be short, self-absorbed, and one-sided, the primitive
Speed. Your base walking speed is 25 feet. moving on to some new companion in their eternal quest to capture their
Darkvision. Under dim conditions, you can see up to 60 feet as if the inner eye in art.
area were brightly lit, and in darkness as if it were dim light. You see Religion. Primitives have all of the emotional capriciousness of
shades of gray instead of color under darkness conditions. other elves but tend to lack much value for kindness or any concept of
Greed. You have advantage on Intelligence checks made to determine beauty that lies outside their own personal obsessions. Most primitives
the price of nonmagical goods regardless of what they’re made of. are chaotic, but very few of them are good. Primitives are never lawful.
Grudge. Someone or something crossed you at some point in your Many primitives gravitate toward agnostic or atheistic beliefs as all other
life and you will never forgive or forget that slight. Little did they know, matters are subordinated to their personal obsessions. Some do, however,
dwarves hold grudges like no other. Pick a person (NPC or character) venerate deities that represent certain types of art, freedoms, or simply
or creature that represents an injustice or harmful treatment you have hedonism in general. Among the primitives who venerate a deity, some of
endured. Regardless of whether they actually wronged you, they are the the more common divine patrons are Dame Torren, Moccavallo, Bacchus-
object of your violent obsession. When you score a critical hit against Dionysus, the Queen of Spiders, Pan, Lurz-Urcia, Pelora, Eliphaz,
your hated foe, you can roll one additional damage dice (based on weapon Arialee, Sriasha, Gilyo, Demogorgon, Bast, Tiamat, Shupnikkurat, the
Church of Marwan, The Poppy’s Chorus, and one of the largest chapters
13
The Blight: Richard Pett's Crooked City
of the Cult of the Unspeakable in the Lost Lands. A few even call upon
the blessings of The Ash Queen or The Horseman. Above all, they fear Gnome, Tradelord
the demon lord Mathrigaunt the Mad, knowing full well even in their
indolence that to fully succumb to madness is to lose their vision entirely. Tradelord gnomes are a common sight amongst the financial areas
There are rumours, however, of some primitives who have done that very of the city; they are cunning and astute, good judges of character and
thing and now secretly seek to propagate the spread of the insidious cult risk, and their talents are in demand — by the legal, financial, and
among their peers. speculative professions, as well as the less-legal arms of those groups.
In addition, it is not unusual to see a new cult spring up among a group In many ways, their reputation resembles that of the street dwarves in
of primitives dedicated to some wholly or partially fabricated deity drawn other urban areas throughout Akados, but whereas the street dwarves are
from an exotic land or a prehistoric past viewed as somehow purer or known for being hard-working business owners and workers, tradelord
more visceral. Without the backing of a true deity to provide any sort gnomes are specifically involved as financiers, bankers, commodity
of evidence of divine inspiration whatsoever, these small cults usually speculators, investors, and trade factors at the highest echelons of local
dissolve in a matter of days or months at the most. While they exist, and international trade. And while they are known for their business
though, some of them can become quite dangerous or vicious in their acumen, they are not especially well-regarded for their scruples. A person
ideals of physical excess at any cost. always feels more comfortable with a tradelord gnome on his side of a
Adventurers. While the harrowing and strenuous life of an adventurer negotiating table but much less comfortable with one on the opposite side.
holds little appeal for most languid primitives, for those whose imagination Physical Description. Tradelord gnomes superficially resemble
it does capture, little can hold them back. For them, something of the vision ordinary gnomes in all ways, but all tradelord gnomes are descended from
they seek to actualize lies in the chaotic freedom and risk of adventuring, a handful of Castorhage gnome families (no matter how distantly related),
and they jump into the life with both feet. There are few rigors they won’t and all tend to bear a certain family resemblance. Their hair tends toward
endure, dangers they won’t face, and risks they won’t take for the sake of muted shades of brown, red, or sometimes green, though grey and silver
their passion. seem to predominate even at relatively young ages. In addition, there is
Male Names. Primitives eschew the names of their elven heritage an unusually high incidence of balding among their numbers. Eyebrows
and those of the surrounding human culture alike. They prefer to take are almost always thick and bushy, with wide, hooked noses, and large,
on monosyllabic mononyms that they feel portray the underlying truth of protruding ears. Thick, brushy moustaches and sometimes sideburns are
their being or poetic descriptions that seek to do the same. To most others, extremely common, though beards are never worn. Their skin also tends
their names seem pretentious, nonsensical, or both. to be more pallid compared with their kin and is frequently extremely
Male Names include Chak, Durst, Flower-Fire, Pum, Quell-The-Stone, thin, almost parchment-like, with a spider web of tiny veins visible on the
Ran-The-Side-Fall, Son-Of-Nos, Slay-Made-Blue, Tak-tak, Thorn, Tutho, cheeks, chin, nose, and ears. Eyes tend to be bleary and slightly jaundiced,
Uch, Willow, and Whole-Wind. and myopia is very common, with many tradelord gnomes wearing
Female Names. Females use a similar naming convention as the males, spectacles before they reach adulthood.
but their names tend more toward the more poetic phrasing or individual Society. Tradelord gnomes are extremely preoccupied with social class
words that they feel represent their moment. Such names include and form. They are extremely proud of their Castorhage lineage from a few
Abundance, Encounter-Upon-Green-Radiance-Of-Night, Light-In-Ever- well-placed families whose involvement in the politics and finances of the
Noise, Perfect, Pain-For-Promise, Rain, Sash, Two-Sides-Through, city-state date back for centuries. With family names such as Bothelwaite,
Under-Lives-Peace, and Willow.
14
GM Guide
Curringham, Evendon, and Shipwright, they feel that they are the true Languages. You can read, write, and speak Common and Gnomish and
cream of the crop within the city-state, with a name that should open doors either Semuric or Xaon.
and get immediate recognition even among the unwashed Lowfolk. The
fact that none of their family names is even remotely as well-known as the
upstart parlor magician Shortstones and their seemingly endless progeny Half-Orc, Shadowlamp
irks the families of the tradelords to no end, though they will never let on
to being disturbed by a notion so far beneath them. Shadowlampers, as they are typically called, are half-orcs in the Blight
Relations. Tradelord gnomes tend to get on well with most other races, born pale and sickly looking. The light still hurts the enlarged eyes of these
if at a comfortable and coolly indifferent arm’s length. They hold ordinary half-orcs. Sometimes referred to as vampires, ghouls, or undead by other
gnomes in utter contempt, however. The city’s Lowfolk recognize them city folk, they prefer to do their business by night. To many, however, the
as true “movers” within the Blight’s social strata, and the Upper Class Shadowlamper is a boon; someone who prefers to work at night can come
see them as formidable and respectable professionals, if not particularly in very handy, not only for the criminal underclasses, but also amongst
friendly or suitable for socializing. The tradelord gnomes’ natural more legitimate professions. The Queen’s 4th Shadowlampers are a
standoffishness actually serves them well in their relations with others renowned part of the City Watch, with a waiting list of seven years to join
because it makes them seem stuffy and competent while at the same time and the toughest entry tests in the whole Watch. The Illuminati have made
masking their inclination toward pompousness biting condescension. The great use of Shadowlampers, and these half-orcs are also ranked amongst
few that manage to get close to a tradelord gnome almost always find some of the most famous spider-hunters in the city’s history.
them rude and unpleasant but worthwhile companions nonetheless for Physical Description. Shadowlamp half-orcs are tall like their more
their astute judgment and considerable skills at the bargaining table. common kin, easily exceeding 6 feet in height for both genders, but lack
Religion. Favored religions are Sefagreth, Thyr, Dre’uain, Archeillus, the sheer muscle mass of their cousins. Their bodies are thin and corded
and Iskardar, and no doubt more than a few who secretly revere Lord with wiry muscle that makes them look more like scarecrows — or
Mammon. Noticeably absent among the worship of the tradelord gnomes cadavers — than a typical half-orc, and their skins tend to run paler than
is the worship of their chaotic racial deity Hammer Mittelschmerz. the dusky or greenish hues more frequently found. They have wide eyes
Adventurers. Tradelord gnomes seldom become adventurers, but some with large pupils that are frequently bloodshot and teary in bright lights.
find the thrill of the discovery of new trade markets and the victory over Though their lower canines are less prominent than is normal for half-
opposing forces as a great draw and become sea captains, caravan leaders, orcs, they are nevertheless somewhat elongated, and the fact that their
or even trade negotiators in the most hostile of environments. upper canines are likewise hypertrophied only adds to the comparisons to
Male Names. Bates, Cumberlin, Huffingham, Jomas, Myles, Perrington, some sort of blood-drinking undead beast.
Tomorj, Trevor, Willin Society. As products of a wholly urban environment, shadowlampers
Female Names. Agathra, Agned, Delorys, Gertrand, Myllicent, do not suffer the persecution and ostracization seen by the societies of
Myrtle, Pennifor both of a typical half-orc’s parents. This is partially because shadowlamp
half-orcs are the offspring of mated shadowlamp half-orcs, the initial
orc/human crossing having occurred generations in the past. This is also
Tradelord Gnome Racial Traits because with so many underclasses in the Blight held with equal disdain
Ability Score Increase. Your Charisma score increases by 1. by the upper crust of society, it is too much trouble for a lone segment
Age. Much the same as their kin, tradelord gnomes mature at the same to be singled out for specific prejudice. They receive the hardships and
pace as humans. They reach adulthood in their 40s and regularly live privations of a second-class citizen, but then so do most folk of the Blight,
between 350 and 500 years of age. so it seems like no unique burden to shadowlampers.
Alignment. Tradelords have a tendency toward law and neutrality, Relations. With no special prejudice levelled against them in the city of
being much more concerned with reaching the means to their ends their birth and a generations-long dissociation from the separate cultures
through skilful manipulation of the existing rules rather than with whether of their progenitors, shadowlamp half-orcs get along with the other
or not the ends themselves might be in any way worthy or moral. Lawful races that inhabit the city just as would any other. No special grudges
neutral and neutral are their most commonly taken alignments, with are harboured, and no great blood feuds recognized. A shadowlamper on
some exceptional individual skewing toward lawful good or lawful evil. the streets of the city would have the same possibility to like or dislike
Neutral good and neutral evil are extremely rare, and chaotic alignments an elf he met on the street as he would an orc. Though some folk are put
are unheard of among them. off by their cadaverous appearance and exhibit a prejudice along those
Size. Tradelord gnomes are commonly between 3 and 4 feet tall and lines, the respect they command for the work they do and the myriad of
weigh around 40 pounds. Your size is Small. other racial prejudices that swell within the disparate folk of the Blight
Speed. Your base walking speed is 25 feet. causes shadowlampers to not feel singled out as a target of vitriol by any
Darkvision. Under dim conditions, you can see up to 60 feet as if the particular group.
area were brightly lit, and in darkness as if it were dim light. You see Religion. As creatures naturally suited for the dark of night, those few
shades of gray instead of color under darkness conditions. shadowlampers who do observe a formal religion tend to gravitate toward
City Knowledge. You have advantage on Intelligence (History) checks those that favour the shadows such as Mirkeer and Sister Shadow or other
related to a specific city district. You can add your proficiency bonus to aspects of the night such as Narrah or even relating to their occupation
Intelligence (History) checks for one other city district of your choice. such as Vanitthu. A shadowlamper worshipping Grotaag is unheard of, but
Keen Senses. You have proficiency with the Perception skill. most pay no attention to any religion in particular.
Know Your Own. You have advantage on Charisma (Persuasion) and Adventurers. As individuals, skilled for a certain line of work, in
Wisdom (Insight) checks involving your fellow tradelords. particular guarding, watching, or hunting at night or in the dark places of
Truth Twister. Quick wits and and even quicker tongue are your the city, shadowlampers make excellent adventurers, and many are drawn
trademark. You are exceptionally talented at negotiation, lying, and to such a life.
discerning lies. You have advantage on Charisma (Deception) checks Male Names. Borkil, Daga, Hurk, Kultak, Merrik, Tarik, Yasg
when attempting to lie and have advantage on Wisdom (Insight) checks Female Names. Borlea, Dresa, Morfuda, Shevzu, Tulik, Yada
when determining if you are a being lied to.
Urban Magic. Like many other gnomes, the Blight has altered the
inherently magical nature of tradelord gnomes. This ability allows you to
Shadowlamp Half-Orc Racial Traits
cast each of the following spells, without components, once per day: floating Ability Score Increase. Your Strength score increases by 1, and your
disk, knock, message, and unseen servant. You can cast these spells again after Dexterity score increases by 2.
completing a long rest. The spellcasting ability for these spells is Charisma. Age. Shadowlamp half-orcs mature slightly faster than humans and are
Weapon Familiarity. You have proficiency with short swords, rapiers, considered adults by the age of 14. They rarely live longer than 75 years.
and whips. Alignment. Shadowlamp half-orcs have no great propensity toward
evil nor toward chaos. Likewise, they hold no special fondness for good
15
The Blight: Richard Pett's Crooked City
or law. They are just as likely to be chaotic evil as chaotic good, though the telling of elaborate jokes. They do not involve themselves in pranks
only a very few could be considered lawful good. The largest portion of very frequently because they are accustomed to living on few resources
their population falls firmly within the boundaries of neutrality. Most and among hostile peoples so that anything that might damage another’s
work hard, do their job, support their families, and at the end of the day property or dignity is seen as detrimental to their survival. Rather, they
enjoy a pint and a cigar. They usually hold no great loyalty to the city or confine their internal rivalries to clever jests and barbs for the amusement
its institutions, but take great pride in their own work ethic and expertise of all, and a gypsy-soul that knows he has been bested enjoys the roast as
in those areas in which they excel. much as any onlookers and begins planning his future rejoinder almost
Size. Shadowlamp half-orcs are tall and lean, easily exceeding 6 feet in immediately. Pranks upon non-gypsy-souls, however, is an entirely
height for both genders. Your size is Medium. different matter, and truly legendary members of their families are those
Speed. Your base walking speed is 30 feet. who can pull the most outlandish pranks upon other peoples.
Superior Darkvision. Your darkvision extends to a radius of 120 feet. Relations. If folk look upon the Viroeni as roving skulks and thieves,
Sunlight Sensitivity. You have disadvantage on attack rolls and sight- they look upon the gypsy-souls who associate with them as little better
based Wisdom (Perception) checks that occur in direct sunlight. than an infestation of vermin. Only in municipalities of established relation
City Knowledge. You have advantage on Intelligence (History) checks with gypsy-souls do they find any real welcome. In Castorhage, there are
related to a specific city district. You can add your proficiency bonus to entire barrios occupied by gypsy-souls who have made a more permanent
Intelligence (History) checks for one other city district of your choice. abode for themselves, and here they have become enough of a fixture to
Know Your Own. You have advantage on Charisma (Persuasion) and avoid constant persecution. It is true that the folk of the Blight look upon
Wisdom (Insight) checks involving your fellow shadowlamps. all gypsy-souls as cutpurses and pickpockets, but then, most other groups
Keen Sight. You have advantage on sight-based Wisdom (Perception) are suspected of the same, so the gypsy-souls find an easier acceptance
checks made in dim light or darker conditions. than in most other places. In places not as accustomed to the presence
Weapon Familiarity. You have proficiency with the greataxe, of gypsy-souls, they are usually confined to isolated encampments away
greatsword, and maul. from towns and cities, and allowed entry only on market days when their
Languages. You can speak, read, and write Common, Orc, and wares and services might be of use. Gypsy-souls harbour some resentment
Undercommon. toward this inherent disregard for them, but their own habit of tricks and
Note. The shadowlamp half-orc is a variant of the half-orc described in pranks does not engender them to these communities.
the game manual. It is not a subtype and will not possess the same traits Religion. Their love of the freedom of the road and the irreverent ways
as non-variant half-orcs. of halflings means a great many favour the halfling deity Mick O’Delving
with Pekko almost equal in popularity. Their inherent wanderlust and love
of the many hidden twists and turns of life leads many into reverence of
Halfling, Gypsy-Soul Belon the Wise, Moccavallo, Tykee, or Zors. Some of the older gypsy-
souls are devoted to the traditional Viroeni deities of Mert, Vionir, or
Consummate traders and tricksters, gypsy-souls are halflings who feel a Lurz-Urcia. Very rarely, an evil gypsy-soul might venerate Demogorgon
deep and abiding kindred with the Viroeni gypsy-folk of Akados. Though as the Lord of Fate.
not related to these wandering tribes by blood, the gypsy-souls have Adventurers. Their love of life on the road makes adventuring a natural
associated with them for so many generations that these halfling bloodlines choice for gypsy-souls. Many would claim that adventuring is their only
indeed seem more closely akin to the Viroeni than to their own kind. In fact, occupation, whether they be an aged caravan matriarch, mischievous
the gypsy-souls speak the Rama language of the Viroeni and generally keep street urchin, or established urban tinker. The draw of an adventurer’s life
to their own neighbourhoods, caravans, or encampments rather than mix is one of the reasons that many gypsy-souls who establish themselves in
extensively with others. The exceptions to this are, of course, the Viroeni cities such as Castorhage eventually abandon their sedentary life and take
themselves, who see the gypsy-souls as kindred little brothers and sisters to the roads once again.
and the halfling boatfolk of Castorhage. Interaction in the city, however, Male Names. Gypsy-souls have abandoned the typical naming
can draw some out of their insular natures, at least for a time. Gypsy-souls conventions among halflings in favour of those of the Viroeni. Common
support themselves as tinkers, traders, and in the performance of odd jobs male names include Alfonso, Andrej, Baldo, Hanzo, Luca, Marko, Stefan,
whenever possible. Some have small animal herds. and Toman.
Physical Description. Gypsy-souls in general conform to the physical Female Names. Esmara, Eva, Mirella, Nuri, Riva, Tabita, Violca
appearance of their halfling kin. They tend to be a little bit taller — some
reaching the outlandish height of 3 foot, 6 inches — and a bit leaner, rarely
having the paunch from a life of prosperity and good meals that tends to Gypsy-Soul Racial Traits
find its way onto many halflings as they reach middle age. They almost Ability Score Increase. Your Charisma score increases by 1.
always go barefoot, which is not unusual for halflings in general, and their Age. Gypsy-soul halflings reach the age of majority at 20 and can often
ears are less pointed, in some cases being completely indistinguishable live up to 150 years.
from human ears in shape. Their thick curly hair tends toward dark brown Alignment. Gypsy-souls are chaotic by nature though rarely truly
and black, with many wearing thick sideburns and even short beards, evil. Many of them, in fact, have a heart of gold that is tempered by their
though rarely moustaches, and they have a tendency to grey early, with impish ways. Their love of freedom and disdain of rules and the shackles
many having thick streaks of white running through their unruly mops of civilization means that they are never inclined toward lawfulness. Most
at even a relatively young age. Their eyes share dark shades similar to frequently, they are chaotic good or neutral with some neutral good and
their hair though occasionally a striking ice blue appears. Their skins are chaotic neutral. Only on the rarest occasions are neutral evil or chaotic
a shade darker than the almond coloration of typical halflings, possibly evil gypsy-souls encountered.
from greater exposure to the sun in their wandering lifestyle. They quickly Size. Gypsy-souls in general conform to the physical appearance of
develop many fine lines and wrinkles from years in the sun and wind and their halfling kin. They tend to be a little bit taller — some reaching the
a tendency toward laughter, though this does not make them appear older outlandish height of 3 foot, 6 inches — and a bit leaner, rarely having the
as much as it makes them seem jollier and more world wise. paunch from a life of prosperity and good meals that tends to find its way
Society. Like the Viroeni wanderers that they have come to identify onto many halflings as they reach middle age. Your size is Small.
with, gypsy-souls spend most of their life traveling upon the roads of Speed. Your base walking speed is 25 feet.
Akados in caravans of small wagons. These are frequently included as part City Knowledge. You have advantage on Intelligence (History) checks
of a Viroeni caravan but not always so. When they are with Viroeni, they related to a specific city district. You can add your proficiency bonus to
are treated as one of their own and answer to the tribes reigning matriarch Intelligence (History) checks for one other city district of your choice.
just as do her human kinfolk. This arrangement is very egalitarian in that Keen Senses. You have proficiency with the Perception skill.
on many occasions the Viroeni themselves answer to a halfling gypsy-soul Know Your Own. You have advantage on Charisma (Persuasion) and
matriarch if she is the most senior member of the caravan. On the open Wisdom (Insight) checks involving your fellow gypsy-souls.
road or in an encampment, gypsy-souls are prone to music, dancing, and
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GM Guide
Gypsy-Cant. You and your fellow gypsy-souls have a special cant
that allows you to pass secret messages in front of listeners who do not
speak Rama. Even those that speak Rama would find it near impossible to
decipher these exchanges.
Shiftless. Gypsy-souls have a reputation for larceny and guile — and
sometimes it’s well deserved. You can add your proficiency bonus to
Charisma (Deception) and Dexterity (Sleight of Hand) checks.
Weapon Familiarity. You have proficiency with short swords, rapiers,
and whips.
Languages. You can speak, read, and write Common, Halfling, Rama
and River Cant.
Human, Blighted
It is a peculiar facet of the Blight that those who dwell there notice
a subtle change over many generations, almost as though their deeds
truly become tattooed upon their bodies. This is true in general only for
those who have several generations of Castorhage in their kin; those who
manage to escape, who throw off the shackles even for a few years, or
who by good fortune are somehow immune to this effect are unaffected.
Others are not so lucky, and this kinship manifests in subtle changes
within the bodies of those who come from such long lines of locals.
For example, those who use their bodies for brute force — the builders,
labourers and roofers — can be identified by their peculiarly large hands,
or shoulders, or backs. Miners develop wider eyes with larger pupils;
chimney sweeps, an unsettling ability to voluntarily dislocate their limbs;
nobility may be tainted by generations of envy or lust and have peculiarly
feral or angered expressions. In general, these changes are not monstrous
but are all the more unsettling for their subtlety.
Physical Description. Blighted humans are typical of the human folk
of western Akados. Their skin tones are usually somewhat pale and range
from sallow to ivory to pinkish all the way to the almost pure white of
albinism. Whereas most of western Akados tends toward more aquiline
features, those of the blighted are usually coarser and somewhat broader.
Their hair runs to the same dark browns, auburns, and black of western
Akados, and their eyes are a range of blue, grey, blue-grey, bluish-black,
dark brown, and pale violet. As noted, their physical features do tend to
reflect the sort of occupation their family has held for many generations,
though these changes are subtle and fall well within the normal physical
morphology found within the population.
Society. No single social stratum fits the blighted. They can be from
the lowest of the city’s gutters to the marbled galleries and halls of the
Capitol. In fact, a member of the blighted would not even identify himself
as such. Being one of the blighted is not a recognised classification; it
is simply a physical reality of those whose families have dwelt in the
city-state long enough for physical changes to occur. This is reflected in
that the one feature they all truly have in common is their ancestry’s long
residence within Castorhage.
Relations. Like humans elsewhere, the relations of the blighted run
the gamut from open integration with other races and cultures to rampant
xenophobia and prejudice based on the individual’s upbringing and
circumstances.
Religion. The blighted have a higher tendency to follow the religions
indigenous to the city of Castorhage as opposed to those of elsewhere
in Akados. There are many exceptions to this, however, as the folk of
Castorhage includes immigrants from across the world of Lloegyr who
have brought their native beliefs with them to their new homes. By far the
largest human congregation of any god in Castorhage is that of Mother
Grace, the city’s de facto patroness deity.
Adventurers. The adventuring life among the blighted is more
dependent upon their occupation and circumstances than their race. An
indolent nobleman with money to burn and free time to spare might take
up adventuring as a pastime to relieve his boredom, whereas a Lowfolk
woman living in the gutter and begging or picking pockets to feed herself
might see it as an opportunity to increase her prosperity.
Male Names. The blighted use the same styles and forms of names as
the rest of the citizenry of Castorhage. Their naming conventions do not
mark them in any way as different from anyone else.
Female Names. Like the males, blighted females share the same
naming conventions as the folk of the city around them.
17
The Blight: Richard Pett's Crooked City
Blighted Human Racial Traits
Ability Score Increase. Your ability scores each increase by 1.
Age. Humans reach the age of majority in their late teens. Their lifespan
is usually less than a century.
Alignment. The full range of alignment options are commonly found
among the blighted.
Size. Humans have a large degree of variation in their height and weight
and can range from 5 feet to 6 and a half feet. Your size is Medium despite
the large variance.
Speed. Your base walking speed is 30 feet.
City Knowledge. You have advantage on Intelligence (History) checks
related to a specific city district. You can add your proficiency bonus to
Intelligence (History) checks for one other city district of your choice.
Citysoul. Within the Blight, you add your proficiency bonus to Wisdom
(Perception), Wisdom (Insight), and Dexterity (Stealth) checks. In
addition, once per day, you can become lost in thought in a trance-like
state for 1 minute to subconsciously plumb their knowledge of the city.
At the end of the trance, you may make a Charisma (Persuasion) check
with advantage. You regain the ability to become lost in thought after a
long rest.
Know Your Own. You have advantage on Charisma (Persuasion) and
Wisdom (Insight) checks involving your fellow blighted.
Recall. You have advantage on Intelligence (History) checks in relation
to knowing the urban geography of the Blight, the fastest method to get
from one location to another, and for finding specific locations within the
city. In addition, you can spend at least 1 minute concentrating on your
surroundings to know which district you are in, even if you cannot see
your surroundings.
Languages. You can speak, read, and write Common and one additional
human language of your choice including Rama, River Cant, Thieves’
Cant, and Xaon
Note. The blighted human is a variant of the standard human described
in the game manual. It is not a subtype and will not possess the same traits
as non-variant humans.
New Races
The scourge of the Blight does more than simply twist the essence of
those unfortunate enough to live there for generation after generation fishermen that to kill the child means to also kill the wife, for many have
and create new traits and subtypes of existing races. The Blight also has tried. Many have killed the foul infant in the hope of freeing the wife, only
entirely new races … or has at least has attracted these otherwise rare to find her hanged a few days later — always by her own hand.
races in numbers unknown elsewhere. Physical Description. Some are more human than others, but each is
deformed in some way, and about a quarter of them slowly change as
they age, eventually undergoing a terrible transformation, and becoming a
Briny (Half-Skum) skum. However, for a character, this end can be a long way off, or perhaps
it never occurs. They always inherit some aquatic feature: bulging eyes,
Fishermen spit when they hear the name mentioned — briny, fish- shreds of wan, scaly skin between fingers or toes, or perhaps an unsettling
bred — born of a forced union between skum and the wives of men. The smell of brine and fish.
humans hate the children that flounder in the streets, children more at Society. Briny tend to stick with other briny — it’s safer that way,
home in the cold, dark waters than in the lands of the sun and air. They although the more human ones find it fairly easy to blend into society.
are children that, they say, have some purpose in being on land; children Some briny thrive on their appearance and make a living from it in the
that remind them of the foul act that created them; children that hate the freakshows and side-stalls of the city.
day, hate the sun, yet are attracted to it, like moths to a flame, their eyes Relations. Many locals are bigoted, and fishermen in particular despise
watering painfully as they stare into the glow of the summer orb, praying such creatures. This can harden the attitude of a briny, who may become
for someone to turn off the light. aggressive. They make excellent friends, however, since anyone who
They come from the deep and cold places below, watching the warmth overlooks their ancestry is unusual and to be prized. Some people pity the
of landmen’s wives with greedy eyes, eyes that want to steal. Skum lurk briny, and show them acts of great kindness; many religions in the city happily
everywhere in this city, and the local strain constantly seek a human mate accept converts to their cause. Briny can procreate with another briny, and do
to take and impregnate. If a skum is not born, the union is cast out — so willingly and regularly in the city, most notably on the Gyre. The resulting
along with the mother — by the skum, who are bound by an ancient ritual offspring is always a briny who does not further transform as it ages and is
not to kill them (some have conjectured that the aboleth expressly forbid considered, perhaps, the most blest of the briny by their small society.
such killings to allow their progeny to establish a foothold on land). The Religion. Some briny are unaware of the eventual end fate has in store
women (called “brine mothers” by most folk) often come back — poor, for them, while others seek to stop the awful transformation with devotion
silent creatures that they are, no matter what they were like before. They and prayer. Communities of briny develop their own religious practices
always bring back what they have been given, these poor taken wives, but based upon nature or sea, or adopt those of other races to better blend into
they never tell what they saw, or what happened to them. The given thing the societies of which they are a small part. Amongst these, the worship of
is called a briny, and hated although it is, it is well-known amongst the Brine is by far the most common.
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GM Guide
Adventurers. Tough lives make rogues or fighters of many briny, whilst
others take to religion and rise to high ranks. Amongst their own societies,
religion tends to be more druidic than clerical. Be sure to check with your
Dungeon Master to see if you can play a briny character.
Male Names. To blend in, briny often take human names, although
those with an inherent favouring of the Aquan language may take a darker
name more in keeping with their past.
Female Names. Like the males, the less common females also tend to
take names from societies in which they find themselves.
Blight Backgrounds
Where does your character’s story begin? Why does it begin there?
What experiences shaped your character and why? How did the
environment that your character has lived helped determine who he is
and why? These are some of the questions you might consider when you
create your character. Below you will find numerous Blight backgrounds
that can be used as a starting point when you are crafting your character
and their story.
As you read through the below backgrounds, you will notice that several
are tailored for specific races within the Blight. This was intentional and
provides additional, defining characteristics to those races. That doesn’t
22
GM Guide
mean that other races are not allowed to have these backgrounds. If a Languages: Two of your choice
specific background is good for your character then work with your GM Equipment: A random trinket, a small ball of twine soaked in waters of
to customize it for your game. As always, these are optional suggestions the Lyme, a sickle, and a pouch containing 7 gp
intended to immerse you and your character into the Blight.
For characteristics, ideals, bonds, and flaws, consult the game manual Feature: Prescience
and choose those that work best for your character concept.
You have a strange prescience that often warns you out of danger.
Your “gift” has you always looking over your shoulder, waiting for the
Alchymyst glimpses of events you see to happen. You’ve told very few about your
clairvoyance, fearing they will try to exploit you for their own gain.
Typically found surrounded by bubbling pipes and jars, frothing jugs
of vile-smelling ichor, and tubes connecting to tubes connecting to tubes,
you were once admired throughout the city for your nose for the task and Capitoler
cunning skills with all manner of exotic substances. But you grew ob-
The towering fist of the city, the Capitol, casts its intimidating shadow
sessed with perfecting your art and your reputation quickly became that
across the numerous districts, ghettos, and squalid sewers of Castorhage.
of dangerous and unpredictable, if not mad. You now ply your trade out
Born in the heart of this immense city-in-a-building, your speech, dress,
of the eye of the public, and only to customers that are looking for less
and demeanour reflect your privileged birth, compared to most born in the
traditional means of enhancement.
Blight, and you feel an air of superiority as you pass amongst the decrepit,
stinking, filthy rabble that is the bulk of the lower castes. The intrigue, the
Skill Proficiencies: Arcana, Medicine betrayal and deceit, truth and lies - the daily drama enacted in the name of
Tool Proficiencies: Alchemist’s tools politics is a driving force in your life.
Languages: One of your choice
Equipment: A quill, bottle of black ink, a small notebook with various Skill Proficiencies: History, Persuasion
arcane formulae inscribed within, a set of common clothes, a pouch con- Tool Proficiencies: One type of gaming set
taining 15 gp Languages: One of your choice
Equipment: A gaming set, one set of fine clothes, a pouch containing 20
Feature: Fleshwarp gold, a set of credentials, and a random trinket
Fleshwarping is gruesome but all too common in the Blight. You have Feature: Capitol Access
developed a knack for the practice of altering a creature’s physical form
through the use of alchemy. Much as life is extended through the use of You hail from the Capitol, where your parents mingled with minor
elixir of life†, you are able to enhance life with your alchemical potions gentry, scholars, guards, or any number of other civil servants or people
and goo to make it bigger, better, stronger, and faster. of some importance. Because of this you can come and go among the
countless clerks, servants, butlers, and other necessary personnel within
the labyrinthine halls that lie behind the Great Door. You know the inner
Boatfolk workings of the extensive bureaucracy within the Capitol and can gain
access to records that you normally would never be privy to. You can gain
The river barges where you were born, grew up, and have lived all your audience with minor functionaries if needed.
life are all you know. You and your people are fiercely insular and come
from tightknit families. You celebrate your own holidays and have your
own festivals, manners, and cant. Tradition is very important to you and Cultist
yours, and no one, not even the Queen, will make you all change. You’ve
seen the looks outsiders give you when you speak in River Cant, and you The “Gods” of Castorhage are not divine but rather legends and myths
are sure their suspicious glares hide their disdain for you and your people. that have risen to god-like prominence and developed cult-like followings.
These “Gods” - Beltane, the Crooked Promethean, the Aspect of the Green
Skill Proficiencies: History, Insight Man, and many others - wield immense authority, influence, and fear over
Tool Proficiencies: Navigator’s tools, vehicles (water) the people of the Blight. That influence extends to you.
Languages: River Cant You follow one of these “Gods” with slavish devotion, enacting
Equipment: A family heirloom, a clan symbol carved from lyme walrus their will and spread their influence across the Blight. Work with your
ivory, a cudgel, and a pouch containing 5 gp gamemaster to determine which of the “Gods” fits with your character
and the campaign.
Feature: Oral Tradition
Skill Proficiencies: Deception, Religion
You are responsible for the lore and history of your clan. You were Tool Proficiencies: Choose one: disguise kit, poisoner’s kit, or herbalism
chosen by your gran to carry the traditions and ways of your people. At kit
gatherings, children and adults alike seek you out to hear the stories, deeds Languages: One of your choice
and folklore of the boatfolk. One day, you too will pick someone to carry Equipment: A kit of your choosing, a book containing the testament and
on the tradition. teachings of your “God,” ritual accoutrements, and a pouch containing
5 gp
23
The Blight: Richard Pett's Crooked City
Charmwell Lyme-Blessed
Your features and mannerisms reflect your elven parentage and Ah Sister Lyme, she slithers — or perhaps more rightly oozes —
overshadow any human blood that runs through your veins. The fey blood through the city, her veins reaching upstream to taint and choke. None can
flows strong within you; you might even have the stuff of the Old Ones or escape her. She peculiarly affects humans; you’ve spent many generations
possibly the dark fey. You’ve taken advantage of your elven predominance on her back or in her womb, and it has seeped into your pores. You wear
and relish the role of the entertainer, hearing the cheer of the crowd, being this patina, this infestation, and she has a strong hold on you. You’ve never
at the centre of attention, with a commanding presence that holds rapt the been able to venture far from her banks for long, always returning to her
attention of all that watch you perform. bosom, relishing her caress, and drinking deeply from her waters.
Forsaken
You’ve come to the city to discover and learn, hoping that your lifetime of
Revolutionary
memories and experiences will reveal some greater meaning, but memories Vile politicians, twisted royalty, greedy thugs - the disease and decay
are fickle and what may have been your reality now seems like a dream. that rules Castorhage must be excised completely so that those that suffer
Your bitterness that your long life is slowly coming to an end is apparent under the yoke of tyranny and oppression can be free. You’ve seen the
and you have developed a grim reputation among the locals. You are one of malignancy first hand, after all, you were born to it as a child of the
those that have come to Castorhage in the twilight of your years, searching aristocracy. You grew to despise your station and those that perpetuate the
for meaning and understanding of what your life has truly meant. rot. But now, now you fight!
Hooligan Salt-o’-the-Earth
Coming from a respected family in the city, you can trace your local
You are one of the Invisibles, the Lowfolk, or the Lowest of the Low. ancestry back over several generations to the dwarven kingdom said
You were born and raised in the cesspit that passes for slums within the
to have first carved the Underneath. You are extremely proud of your
Blight. You know how dangerous the streets are but are able navigate them
heritage and will never let your clan name be besmirched. You are well
with ease. These are your streets, your people, and you have a reputation
among the underclass of Castorhage as someone not to be trifled with. known within your home territory and have a reputation as forthright,
Murder, blackmail, illegal insectum, extortion, racketeering - these are but stern, and wise.
a few of the things you and your crew traffic in. When something happens,
you know about it thanks to your network of informants. Skill Proficiencies: Athletics, Intimidation
Tool Proficiencies: One type of gaming set, one type of artisan’s tools
Skill Proficiencies: Deception, Stealth Equipment: A gaming set, a set of artisan’s tools, a set of common
Tool Proficiencies: One type of gaming set, thieves’ tools clothes, and a belt pouch containing 10 gp
Equipment: A gaming set, thieves’ tools, a set of dark, a set of common
clothes, a concealed dagger and cosh, a satchel containing a random Feature: Family Feud
type of insectum or other illicit good (work with your GM to determine You may choose an organization, a guild, a club, a cult, or a noted
the type), a small notebook with a list of those that owe you money
individual from the Blight with whom they have a longstanding grudge.
(encrypted with a cipher of your creation).
You have a network of informants that reports on the activities of your
hated foe. Additionally, you take any opportunity available to act on this
Feature: Friends in Low Places family grudge.
You have contacts in all parts of the underworld within Castorhage. Work with your GM to establish an acceptable grudge (and target for
Some owe you favors or money, some simply fear you, others respect the grudge) for your character.
you, but they all supply information that you can use to get ahead in this
Between-dog-eat-Between-dog world.
24
GM Guide
Savage Thanatologist
Your parents came to the city to seek their fortune; half-orcs themselves, Death is always present in Castorhage. The study of death, how bodies
they found life hard, and they joined a growing number of half-orcs who decay, the changes they go through the post-mortem period has always
live in dark, rusty ghettoes and hovels — grouped together for fear of been fascinating to you. You spend all your spare time studying death
attack. You are tough, independent, and smart and have learnt to survive and its processes. You are not concerned with the meaning of life and
alone in the city. You do what you must, the only way you know how – by death, just the physiological and forensic aspects of death and how that
any means necessary. knowledge can benefit those still living.
Toiler
Myriad dwarf families came to Castorhage seeking work, and the
Vigilante
reputation of their spirit of toil gained many of employment. A trade Life in the Blight is brutal. Injustice, murder, slavery, and worse plague
expert and successful merchant, you are always on the lookout for new the streets, subjecting the already hopeless residents to suffering unknown
ventures and investment opportunities. A rare spice from far off Khemit? in the majority of other cities. You cannot stand to see this continue. You
Mustalbhin sundries? Jade figurines from an ancient and forgotten see the inequality, the abuse, and the rotten corruption at the heart of the
civilization? Not a problem, you can find it, which is why you are sought Blight as cancers that must be excised. If the law won’t protect them, you
after by the most discerning clientele. will.
25
The Blight: Richard Pett's Crooked City
best hiding places but confined spaces are terrifying. (Optional. When you
Optional Blight are in a confined space, you must succeed at a DC 10 Wisdom save or
become frightened.)
Choir Child. You have an incredible singing voice but the brutal
Character Quirks training regimen you endured at the hands of your cruel choir teacher
has left you scarred and traumatized. (Optional. Pick a specific tune that
reminds you of your time in the choir. You must make a DC 10 Wisdom
Abandoned. Abandoned to live on the streets as a child, you grew up save or become frightened.)
tough. You have abandonment issues that hampers your ability to develop Circus Act. You ran away to join the circus. A colourful life of travelling
close relationships. When alone, you find it uncomfortable and try to seek through Festival and the Artists’ Quarter followed, punctuated by trips to
out company if possible. (Optional: When alone, you begin to panic and other parts of the city. You still have contacts within the myriad troupes
must succeed on a DC 10 Wisdom save or become frightened.) that perform in the city. Interestingly, your closest contacts can be found
Alleychild. The narrow defiles and ginnels were your childhood in the Great Fayre, possibly within the Family.
playground and home. Wide-open spaces are panic inducing and make Cruel Kin. Cruel parents or relatives raised you, and you left home
you extremely uncomfortable. (Optional: You must succeed on a DC 10 early. You are independent and misanthropic but have a cruel streak that
Wisdom saving throw or become frightened while in a wide-open space.) you try hard but often fail to control.
Almost Killed. You fell in the Lyme, were hit by a runaway broken or Devotee of Mother Grace. Very religious parents who found great solace
undead horse, or fell from a tall building. You have odd nightmares about in the order of things in the church of Mother Grace raised you. If someone
the event that somehow manifest themselves in the dreams of others, who blasphemes against Mother Grace within your hearing, you feel compelled
find it impossible to save you. to educate the blasphemer. (Optional. Succeed on a DC 12 Wisdom saving
Apprentice. Because you were raised by a tradesman, you have a keen throw or act in an overzealous manner against the blasphemer.)
understanding of tools and crafting. Consult your GM to determine what Distorted. Your anatomy has been altered by exposure to the toxins and
trade you might be adept at. pollutants of the Blight. You have a distinguishing anatomical feature caused
Artists’ Quarter Born. You were raised or spent some considerable by the environment of the Blight. This feature is something you could
time in the crazy and creative district of the Artists’ Quarter. You have have been born with or developed through years of exposure. (Optional.
done everything you can to stay out of the way of the three major factions Your distinguishing feature can have positive or negative effects on your
and were once invited to join the Cult of the Self-Blinded Angel. Charisma. Work with your GM to determine if this is the case).
Bastard Nobility. You bear the hallmarks of an aristocrat’s bastard. You Educated. You attended one of the minor schools in the city. Schools
can mingle easier than others with different castes, and can call upon an were vile, ordered places, and they have given you a healthy loathing for
aristocrat that is known to you for a favour. order and authority.
Between Marked. Whilst very young, a nightmare from Between Festival Born. You were raised or spent some considerable time in
somehow manifested itself and scarred you. You are deeply affected by Festival, but were not tainted by the place. You can move freely among
the experience and cannot abide being near mirrors. (Optional. If you the lyncanthropy-inflicted locals. At some point in your life, you caught
come within 20 feet of a mirror, you must succeed on a DC 10 Wisdom the attention of the Rat Queen. She still is interested in you.
save or become frightened.) Foundling. You were abandoned as a baby, but found. There is
Boatchild. You have grown up on the banks of Sister Lyme, and even something distinctly odd about you. This can be a physical thing such as a
swum her depths for dares. You are more comfortable on the water than minor deformity (an extra finger, mismatched eye colour and so forth), or
on land. simply an odd air about you.
BookTown Born. You were raised or spent some considerable time Freakshow Touched. You were raised in a freakshow and became
in BookTown. You are privy to secrets whispered among the stacks and close to many acts. You have developed a very meaningful relationship,
shelves of the cavernous libraries of BookTown. possibly romantic, with the “star” of one of the shows.
Body Harvest. You’re quite the entrepeneur and have established Gable Child. You spent your days up in the gables, where the air was
yourself as the go to source for highest quality cuts of meat. Your clearer and there was always more to see. You know the best perches to watch
customers are Cadaver-Surgeons, Homoncule-Wives, Golem-Stitches, the residents of the Blight and often see things not intended to be seen.
and others who are in the market for body parts, cadavers, and sometimes Gablemaester’s Child. Your father was one of the brave gablemaesters
even something alive... who kept the rooftops clean, safe, and free from spiders. You have utmost
Born in the Barn..acle. You were raised among nests and tunnels of the familiarity with the rooftops of the city, and can often find the quickest and
Barnacle. You know the tunnels and tight, winding streets better than most easiest path through the city using the rooftops.
and can move through the Great Docks unhindered. There is a chance you Guild Child. You were raised as part of a guild and have a benefactor
know some information about a shady deal or two. looking out for you. At some point, when you are most in need, there is a
Born to Beer Slops. You were raised in the gin houses and taverns chance your benefactor will aid you. (Optional. Roll percentile dice. On
of the city. You know the best dives in the Blight and just so happen to a roll of 96-100, your benefactor will come to your aid in some manner
have a legendary thirst that causes tavernkeepers to groan when you walk determined by the GM.)
through the door. Guild-Bound Family. Your family is blighted by an agreement they
Brine Touched. There is some briny in your family, a gift that your made to a guild before you were born. Because of this, you are constantly
mother and father tried to hide. Your fingers and toes are webbed and you fearful of being held accountable for your family’s mistakes. (Optional.
can hold your breath twice as long as average. Succeed on a DC 12 Wisdom check any time you encounter a member of
Brothel Waif. The child of a harlot from the Crimson Lantern, you have a guild. Failure results in an unpredictable outcome to be determined by
grown up hardened, independent, and tough. You have a soft spot for those you and the GM.)
in the “trade” and seek to aid them whenever possible. If you witness a Haunted by Between. Between seems somehow to follow you around.
prostitute being mistreated or abused, you will surely step in and aid them. Every so often, you hear noises no one else does, feel something move
Capitol Born. You were raised or spent some considerable time in behind you, or see a reflection in a corner of a mirror that cannot be there.
the Capitol. You have unique insight into the gossip and politics of this You are inherently Between touched. (Optional. Succeed on a DC 12
dangerous quarter. You might even know a secret way into the Capitol. Wisdom save or become frightened when hearing noises that others do not.)
Child of a Famous Beauty. Your mother or father was famous in the Hideling. For reasons known only to you, you have chosen to mask
city for their looks. However, you were often left alone when young and your mixed racial heritage. Forsaking one for the other, you emphasise the
suffered from nightmares. To this day, the night terrors persist. (Optional. ancestry that is most common, human, in the Blight and excel at hiding
You must succeed on a DC 10 Wisdom check before attempting to sleep.) in plain sight.
Chimney Sweep. When young, you were small and used for cleaning Hollow Hills Born. You were raised or spent some considerable time
chimneys of the wealthy or those of the Capitol. You can always find the in the hallowed and holy places of the Hollow and Broken Hills. You can
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GM Guide
move freely among the inhabitants of these areas and have explored every Strange Relations. Somewhere in your family line is an anomaly. the
inch of the Great Blight Cemetary. hint of an elf, the touch of a gnome, the flicker of a halfling. Exactly how
Jumble Born. You were raised or spent some considerable time in the and where this came from is a mystery. Your character is slightly odd in
Jumble. Because of this you are paranoid and untrusting, always lamenting a hard-to-define way. This is not a mechanic, but a story option; perhaps
that you are being watched. You are right. the PC has a luxuriant dwarvish beard, slightly pointed ears, or woolly
Kissed by Angels. Some people are born lucky, and you’re one of them. feet that indicate that somewhere, far back, something odd happened in
Cats sit in your lap, children stop crying and laugh when you enter a room, the family.
and frosty discussions thaw when you talk. Some petty people find such Streetwaif. You were raised on the hard streets of Castorhage and have
lucky folk annoying, and become jealous of them, of course. learned how to survive. You made an enemy, however, and that enemy
Link Child. When younger, you worked the dark streets of the city as a is looking for you. Work with your GM this develop this twist for you
link boy (or girl). Your night vision is excellent, and you have an almost accordingly, and weave it into your ongoing story.
sixth sense when operating in darkness. You find daylight unpleasant, and Thirteenth Child of a Thirteenth Child. There is something decidedly
prefer to wear tinted lens when the sun is at its highest. odd about you, and not all of it good. Strange effects follow your character.
Messenger. When younger, you were hired by one of the many These are only minor but decidedly strange. horses keel over and die in
messenger guilds in the city to pass messages in haste. You know the the street when you walk by; a pyre-beetle lamp goes out; you find two-
fastest routes through the city. headed silver coins; or a plummeting magpie crashes into a wall as you
Mill Child. You spent much of your childhood working in one of the walk past. Life, in short, continues to throw oddities about you.
many mills in the city. Worker safety was not a priority of the overseers Toiltown Born. You were raised or spent some considerable time in
in the mills. You bear the marks of having been involved in an industrial Toiltown. You know who to go to when you need the illicit services offered
accident of some kind. Consult with your GM on how to utilize this trait in Toiltown. Your fellow East Enders remain loyal and true to you, aiding
in game. you when you need it. (Optional. Whenever you encounter a slaver, you
One of Many. There were 10+1d6 other children in your family. You must succeed at a DC 12 Wisdom save or confront them, often violently.)
have a very high likelihood of encountering one of your siblings at any Touched by the Unsea. When young, you were taken to the Unsea, and
given time within the Blight. These encounters can be cordial or hostile, it had a profound and unsettling effect upon you. The Unsea calls you, and
the choice is yours. you find it oddly consoling to have objects from there or even odd things
Orphan. Raised by an overseer, your early life was incredibly tough. from the mundane sea about your home or person. There is something
You bear the physical and psychological scars of this experience. You oddly clammy and brackish about you.
have vowed to save as many orphans as you can. How you do this is up Town Bridge Born. You were raised or spent some considerable time in
to you. Town Bridge, and can consider yourself a Town Bridge local. You despise
Out from the Asylum. You don’t know how you escaped intact (mostly), Crown Prince Justice Cornlord and the ruthless landlords that act in his
but you did. You’ve been to the City of Golems and lived to tell about stead in Town Bridge. You have vowed to bring them all down.
it, albeit with a noticeable alteration to your body. You’ve undergone a Wicked Stepsisters. Wicked stepsisters who delighted in using you as
transformation at the hands of a Cadaver-Surgeon, Homoncule-Wife, or a little more than a slave raised you. This made you resilient, if sad, when
Golem-Stitcher. Work with your GM to determine something noticeable young. That sad resilience has shaped your personality into one that is
that has been altered about your character. hardened and serious. You have little tolerance of frivolity.
Riverchild. You were raised in a boat town along the river; you speak Wild Child. You were feral as a child. Your feral nature remains with
River-Cant as if it were your native language. You know the right folk to you and impacts your relations with “civilized” Blighters.
talk to in the boat towns that ever-present within the city and always seem to
have the best information about the goings on in these “neighbourhoods.”
Seminarian. You were born or raised (or created) in the Seminary. You
have seen the true horror of the ghastly experimentations that take place
in this academic bastion at the foot of the Capitol. You rarely make it
New Equipment
through the night without waking in a sweat, screaming at the horror you
cannot forget.
Seventh Child of a Seventh Child. There is something decidedly odd
Equipment and Things to
about you; odd things happen around you, and occasionally unpredictable
events occur — cats bristle and flee from you, plates fall on floors when
Part You From Your Lucre —
you enter the room, or a clock strikes thirteen. This does not have a
mechanical effect, and your GM should weave it into your character’s
Castorhage Goods
story from time to time. A short walk in the Blight avails one of the sheer volume of goods for
Sewer Brat. You spent a lot of time in Underneath, either as a runner sale, from Aarckle, Budge & Sons Gentlemen’s Outfitters, to Zyn, Ripple
for a guild, someone who ran away from home or the orphanage you were & Wade, Pipe Makers to the Aristocracy. The wares are advertised across
raised in, or some other story you deem appropriate. You have a sixth sense every available space; no wall is without a painted sign or hoarding,
that allows you to navigate the sewers of the Blight better than most others. sandwich boards are carried by down-at-their-heels men eager to earn a
Sideshow Touched. You were raised in a carnival sideshow and became tanner, and shop windows often show elaborate displays of wares. With so
close to many acts. You can move amongst the sideshow workers as if you many people in such a small space, competition is stiff, and beyond their
were still one of them. You have a special affinity with many of them and gaudy adverts, traders stop at nothing to be the best — and the richest —
are often given the best rumours and tales. in the city-state.
Sinks Born. You were raised or spent some considerable time in the
Sinks. When you were younger, curiosity got the best of you causing you
to venture down to the Grey Lake. You’ve seen things. Terrifying things.
And you know the stories to be true.
Weapons of the Blight
Sinister Theatrics. You were raise or spent considerable time in the Along with most other weapons, the following new weapons are used
Theatres’ Sinister. You’ll never admit it, but you very well could have the by the denizens of Castorhage.
ear of Aris Macwell or one of his Liars.
Sorrowful. You are of mixed heritage but struggle to understand why
you feel you are missing something crucial to your makeup. Your parent’s Weapon Qualities
differences were too much to overcome after the love and lust faded. You Misfire: The increased power or configuration of some crossbows can
favour the parent that raised you but are cursed with an unnaturally long result in a misfire. If the natural result of your attack roll is equal to or
life or a fleetingly short life in comparison to your parent. less than the weapon’s misfire value, that shot misses, even if you would
27
The Blight: Richard Pett's Crooked City
have otherwise hit the target, and the crossbow cannot be used again until concealable. It can be unfolded as a bonus action. The gentleman’s version
a person proficient in the use of the weapon spends a full-round action to — a handy weapon for the discerning person of quality to have in a tight
restore it to working order. Magical repeating crossbows will still misfire spot, or on the rugged streets of the Blight — is usually rimmed with
on a natural 1. Magical, non-repeating crossbows will not misfire, even metal, and is readily transportable in a handy leather holder.
on a natural 1. Crossbow, arbalest. Because of the size and weight of this heavy
crossbow, you attack at disadvantage with it if you are not wearing an
arbalist harness (see below).
Weapon Descriptions The increased power of the arbalest crossbow tends to make it misfire.
Bell-staff, coprophagi. This is a simple walking staff usually If the result of your attack roll with an arbalest crossbow is a natural
of hornbeam or some other hardwood capped with a curving arm 1, the shot misses even if you would have otherwise hit the target, and
from which dangles a small bell. When the staff is carried, the bell the crossbow cannot be used again until an action is used to restore it to
rings, resulting in disadvantage on Dexterity (Stealth) checks. The working order. A magical arbalest crossbow has no chance of misfiring.
coprophagi and sometimes lepers or other diseased individuals Crossbow, folding. This smaller, light crossbow can be folded down
typically use these staves to give warning of their approach to others to make it more easily concealable or disguisable. Unlike most other
so they can be well away before they reach them. In the hands of a weapons of its size, you may attempt to conceal a folding crossbow upon
coprophagi or other individual proficient in its use, though, the bell- your body. It can be assembled as a standard action. The gentleman’s
staff becomes a potent weapon. version — de rigueur at all fashionable or aristocratic shoots and hunts —
The proficient user of a coprophagi bell-staff can flip the bell up and is always of masterwork quality, usually inlaid with precious metals, and
against the arm it hangs from so that the clapper is held still, and the bell always comes collapsed in its own velvet-lined carry case.
no longer rings to cause disadvantage on Stealth checks. You can then The configuration of the folding crossbow tends to make it misfire.
flip it down again as well so that it returns to ringing as normal. A non- If the result of your attack roll with a folding crossbow is a natural 1,
proficient user can perform the same maneuvers (if he thinks of them) as the crossbow cannot be used again until an action is used to restore it to
move actions that provoke attacks of opportunity. working order. A magical folding crossbow has no chance of misfiring.
Broadsword. The broadsword has a heavier, shorter blade than the A folding crossbow is treated as if it were a light crossbow.
longsword. It is 2-1/2 to 3 feet in length. Crossbow, folding hand. This hand crossbow can be folded down to
Claymore. The claymore is a heavier, longer version of the greatsword. make it even more easily concealable or disguisable. It can be assembled
It is 4-1/2 to 5 feet in length. The heavier weight of this devastating as a standard action.
weapon contributes to it doing additional damage. The configuration of the folding hand crossbow tends to make it misfire.
Crop. A stout leather crop used to spur on a mount or punish a peasant. If the result of your attack roll with a folding hand crossbow is a natural
Crop, loaded. A loaded crop is a crop in which the shaft and head has 2 or lower, the crossbow cannot be used again until an action is used
been weighted with lead to provide some heft. to restore it to working order. A magical folding hand crossbow has no
Cosh. This small, flexible club, also known as a blackjack, consists of chance of misfiring.
a leather-wrapped lead weight attached to the end of a wooden shaft via a A folding hand crossbow is treated as if it were a hand crossbow.
leather-wrapped coil spring. Crossbow, recurve. A recurve crossbow is a light crossbow modified
Cosh, folding. This smaller, lighter cosh folds to make it easily with the power of a heavy crossbow at a shorter range. You draw a recurve
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GM Guide
Simple Melee Weapons
Name Cost Damage Weight Properties
Crop 10 gp 1d2 bludgeoning 1 lb nonlethal, bludgeoning
Crop, loaded 20 gp 1d3 bludgeoning 1 lb. nonlethal, bludgeoning
crossbow back by pulling a lever called a cranequin. A recurve crossbow You must be wearing an arbalist harness to use the repeating arbalest
fires crossbow bolts. crossbow. The increased power of the repeating arbalest crossbow tends
The increased power of the recurve crossbow tends to make it misfire. to make it misfire. If the result of your attack roll with a repeating arbalest
If the result of your attack roll with a recurve crossbow is a natural 1 or crossbow is a natural 3 or lower, the shot misses even if you would have
lower, the shot misses even if you would have otherwise hit the target, and otherwise hit the target, and the crossbow cannot be used again until an
the crossbow cannot be used again until an action is used to restore it to action is used to restore it to working order. A magical repeating arbalest
working order. A magical recurve crossbow has no chance of misfiring. crossbow only misfires on a natural 1.
Crossbow, repeating arbalest. This weapon functions identically to Crossbow, repeating recurve. This weapon functions identically to a
an arbalest crossbow, except that it does not need to be reloaded after repeating heavy crossbow, except that its damage and range values are
firing a single bolt. It has a magazine capacity of 6 bolts and a rate of fire equivalent to those of a recurve crossbow. It has a magazine capacity of
of two bolts per round.You must be wearing an arbalist harness to use 10 bolts and a rate of fire of two bolts per round.
the repeating arbalest crossbow. The increased power of the repeating The increased power of the repeating recurve crossbow tends to make
arbalest crossbow tends to make it misfire. If the result of your attack it misfire. If the result of your attack roll with a recurve crossbow is a
roll with a repeating arbalest crossbow is a natural 3 or lower, the shot natural 3 or lower, the shot misses even if you would have otherwise hit
misses even if you would have otherwise hit the target, and the crossbow the target, and the crossbow cannot be used again until an action is used
cannot be used again until an action is used to restore it to working order. to restore it to working order. A magical repeating recurve crossbow only
A magical repeating arbalest crossbow only misfires on a natural 1. misfires on a natural 1.
Crossbow, repeating heavy. This weapon functions identically to a Razor wheel, coprophagi. This weapon is made from a thin sheet of
heavy crossbow, except it does not need to be reloaded after firing a single scrap metal that has been fashioned into a circular shape and given a
bolt. It has a magazine capacity of 8 bolts and a rate of fire of two bolts serrated edge. A wooden handle is set in its centre at a perpendicular angle
per round. so that it can be gripped with the blade parallel to the wielder’s arm and
used in battle as a slashing weapon.
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The Blight: Richard Pett's Crooked City
can fire and reload the crossbow while it is mounted.
Blight Gear Ladder, clockwork. A collapsible ladder able to extend up to 20 feet in
length in a single round. Activating a clockwork ladder is equivalent to a
Adventuring Gear move action. A clockwork ladder collapses back to 4 feet in length and
weighs 10 lbs.
Item Cost Weight Lantern, pyrebeetle. This sturdy lantern comes equipped with a
Alchemical solvent 20 gp ½ lb. fireproof wire cage capable of holding a pound of pyrebeetles in its interior
as well as built-in reflectors to magnify its light to equal that of a torch.
Alchemist’s Glue (bag) 50gp 1 lb. Pyrebeetle, live. These cockroach-like beetles have an extremely hardy
Cage, pyrebeetle 5 gp 5 lb. carapace and produce a natural slow-burning oil from glands within their
bodies. They are not especially incendiary, but burn readily if exposed to
Everburning candle 25 gp — fire. Typically, they are set alight after being held within small fireproof
Everburning lamp 125 gp 1 lb. cages or bags of tough fibres. A pound of burning pyrebeetles emits light
in a 10-foot radius, but reflectors mounted on street lamps or within
Fishing tackle, basic 5 sp — lanterns doubles this area of illumination to an area equal to that of a
Fishing tackle, luxury torch. A pound of live pyrebeetles burns with a largely smokeless fire for
8 gp 2 lb. 12 hours. A single live pyrebeetle is insufficient to provide a light source,
(Tugg, Wilmott & Son)
quickly burning out and crumbling. Burning pyrebeetles are not suitable
Gable bridge, clockwork 200 gp 15 lb. to serve as flaming weapons because they do not burn particularly hot and
Harness, arbalist’s 40 gp 3 lb. readily crumble to ash if treated too roughly while burning.
Pyrebeetle carcass. As live pyrebeetles, the carcasses of pyrebeetles
Ladder, clockwork 300 gp 10 lb. can be lit for use as a light source. They give off the same illumination as
Lantern, pyrebeetle 20 gp 3 lb. live pyrebeetles, but the oil-producing glands of a pyrebeetle break down
soon after death. A pound of pyrebeetle carcasses burn for only 2 hours. A
Pyrebeetle, live 5 cp/pound —
single pyrebeetle carcass is insufficient to provide a light source, quickly
Pyrebeetle carcass 1 cp/pound — burning out and crumbling.
Siklight cockroach. These small, pale-grey roaches give off a soft,
Siklight cockroach 8 cp —
greyish light equal in illumination to candle when awake. They eat garbage
Siklight sconce 5 sp 1 lb. and if properly cared for, will live for a year or more. They also give off a
Siklight sconce, candelabra 5–10 gp 5–8 lb. distinctive unpleasant odour so that anyone carrying one or more of these
insects has disadvantage to Stealth checks when within olfactory range.
Vermin repellent 5 gp — Siklight cockroaches have a hard chitinous shell and 1 hit point. If their
shell is pierced, the cockroaches explode similar to alchemist’s fire, though
Alchemical solvent. This bubbling gel eats through adhesives. Each only dealing 1 point of fire damage in the square where the explosion occurs
vial contains enough solvent to cover a single 5-foot by 5-foot square. It and no splash damage to surrounding squares. However, they do burn for
destroys most normal adhesives such as glue, tar, sap). 1 round thereafter and deal 1 additional point of fire damage, so flammable
Alchemist’s Glue (bag). This bag of alchemical goo can be used to objects and structures can easily be set alight by such an explosion. The
restrain a target. The bag is small, about the size of a medium humanoid’s cockroaches are also prone to rupturing their carapace under certain weather
hand, and triggers upon impact when thrown. On a successful ranged conditions and are known to start many small fires in Toiltown and in the
attack roll, the target must make a DC 12 Dexterity saving throw or be hovels along the Great Lyme River (conditions for such a spontaneous
restrained for up to 1 minute as sticky glue foams out of the bag and explosion are at the GM’s discretion). Fortunately, cumulative exploding
quickly adheres to the nearest surface. A successful saving throw results siklight cockroaches do not cause additional damage or duration of burning.
in the target’s movement being halved until the end of their next turn. A However, if many of them explode in a single square, they still only deal a
failed save results in the target being completely restrained. A creature total of 1 point fire damage and another point fire damage on the following
restrained by the alchemical glue can use its action to make a Strength round before they burn out. For this reason, they have found no practical
check (escape DC 12) to end the effect. application as weapons, though they can make good detonators.
Flying creatures hit by alchemist’s glue must immediately land or take Siklight sconce. This is a small candle sconce of tin, brass or some other
falling damage on their next turn. non-flammable substance. The candleholder portion has a wire covering
The glue does not work underwater. An application of universal and allows space for a single siklight cockroach to be caged within. Beneath
solvent to a stuck creature dissolves the alchemical goo immediately. this is a small, connected repository that can hold a small amount of organic
Cage, Pyrebeetle. This is a small, portable cage capable of holding up garbage upon with the caged cockroach can feed. As long as the food
to 5 pounds of pyrebeetles. If properly cared for and fed, pyrebeetles can repository is kept stocked with garbage and the sconce is shielded from
survive in these cages for up to a week. extremes in temperature or violent handling, a siklight cockroach can live
Everburning candle. This otherwise normal candle has a continual in the sconce for up to a year or more. A siklight sconce can be set on a table
flame spell cast on its wick. Due to the small size of its wick, it sheds light or other surface as a candle stand or mounted to a wall.
only as an ordinary candle, but it does not emit heat or deal fire damage. If Siklight sconce, candelabra. This functions in all ways as a siklight
the candle is broken, its continual flame no longer functions. sconce but can have individual sconces for anywhere from 3 to 12 siklight
Everburning lamp. Everburning lamps are oil lamps bearing a cockroaches.
continual flame spell that function in all ways as an everburning torch. Vermin repellent. this vile-smelling paste can be spread on the skin
However, an everburning lamp is partially made of glass and is, therefore, to keep vermin at bay. It will repel most normal vermin such as rats,
more fragile than an everburning torch. If an everburning lamp is broken, centipedes, beetles, spiders, snakes, and wasps. It is not as potent against
its continual flame no longer functions. swarms (up to the discretion of the GM).
Gable bridge, clockwork. Similar to a clockwork ladder, a gable bridge
extends to 20 feet in length at the pull of a lever, enabling it to be used as Tools and Skill Kits
a bridge, provided support is available at both ends. These objects, which
weigh 15 lbs and are structurally stronger than the ladder, are frequently used Item Cost Weight
by Gablemaesters on their hunt for spiders and other horrors in the rooftops.
Harness, arbalist’s. This harness is worn over armour or normal Gablemaester’s kit 200 gp 8.5 lbs.
clothing and is used to provide support for the use of an arbalest crossbow Mortician’s kit 100 gp 10 lbs.
or repeating arbalest crossbow by allowing the stock to rest in a special
Rat-catcher’s kit 10 gp 40 lbs.
socket built into the harness. The wearer of an arbalist’s harness can
mount the crossbow in place or remove it from its mount as an action, and Second-story harness 55 gp 3 lbs.
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GM Guide
Gablemaester’s Kit. Specialized kits for the spider-hunting
gablemaesters that dare to venture across the spires and rooftops of
Castorhage, this kit includes the crampons, pitons, and other tools found in
a climber’s kit plus a second-story harness, alchemical solvent, antitoxin,
and vermin repellent.
Mortician’s Kit. This kit contains the vials, instruments, tubing, tools
and chemicals necessary to drain a corpse of all fluids, embalm a corpse,
and prepare a corpse for presentation at a funeral. Proficiency with this
kit lets you add your proficiency bonus to any ability checks you make to
embalm or prepare a corpse.
Rat-catcher’s Kit. For those brave enough to risk hunting dire rats and
wererats within the city, special gear is often required. Rat-catcher’s gear
comes in a hefty trunk and consists of bags of pepper (to mask scent), a
bag of silver dust, a hefty armoured leather shirt (equivalent of padded
armor), and an shortspear.
Second-story Harness. This series of straps, trusses and buckles can
be worn over clothing or armour and allows the wearer to secure herself
in place, using a move action, on a vertical surface so that both her hands
are free. The wearer can remain in this position without needing to make
additional Strength (Athletics) checks. While anchored in this way she
cannot move but does not need to make Strength (Athletics) checks to
avoid falling whenever she takes damage. The wearer can release herself
to start moving again using half of their total movement.
Surgeon’s Kit. This kit contains various sizes of scissors, needles,
forceps, clamps, scalpels, probes, and sutures necessary to perform most
common types of surgery. Proficiency with this kit lets you add your
proficiency bonus to any ability checks you when performing common
surgical procedures.
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GM Guide
Boiling Death Lice (Injury). A failed experiment in insectum
Item Cost Weight
development, the bites of these alchemically enhanced lice inject a potent
Umbrella, plain 5 sp 1 lb. toxin that boils the victim’s blood. Typically, they are kept in a flask that
Walking cane, fancy 2 gp 2 lbs. is thrown at the victim. If it hits, the flask breaks and the swarm of lice
emerges to bite the victim. A creature subjected to this poison must succeed
Insectum Container, Fancy. A richly decorated container in which to on a DC 13 Constitution saving throw or take 9 (2d8) poison damage and
keep live insectum. is poisoned for up to 1 minute. The creature can repeat the saving throw
Insectum Container, Armoured. As above, but made of steel. at the beginning of each of its turns. On each successive failed save, the
Scrip, Luxury Leather. A small decorative pouch or wallet for carrying creature takes 4 (1d8) poison damage. After three consecutive successful
small amounts of coinage and important papers or calling cards. saves, the poison ends.
Scrip, Plain. As above, but without decoration. Boiling Death Toxin (Ingested or Injury). Harvested from the
Tantalus Lock, Walnut. A tantalus lock for a liquor bottle encased in alchemically enhanced boiling death lice, this version of the toxin has
walnut. The lock can be picked by a creature proficient with thieves’ tools been concentrated into an ingestible or injury poison that can be applied to
with a successful DC 15 Dexterity check. weapons. A creature subjected to the boiling death lice toxin must succeed
on a DC 15 Constitution saving throw. On a failed save, it takes 18 (4d8)
Food and Drink poison damage and is poisoned for 24 hours. On a successful save, the
creature takes half damage and isn’t poisoned.
Item Cost Weight
Ale (Tolly’s Bottled Brown) 1 sp 1 lb. Insectum
Chocolate 10 gp/1b. 1 lb.
Insects are everywhere in the Blight, a peculiarity even the wisest find
Cabb’e (coffee) beans 2 sp/lb. 1 lb. difficult to explain. In summer, the night air boils with them, and even
Gin (pint) 2 sp–5 gp 1 lb. in the depths of winter, a hive of enormous elephant cockroaches may
be seen huddling behind a hearth, or a black batmoth fluttering around a
Tea & Accoutrements pyrelantern’s glow in the snow. The Blight, which is host to many unique
Tea, common, brick or loose leaf 5 cp/lb. 1 lb. species, seems to nuture them, and many grow to uncommon, even giant,
sizes. They have an alarming habit of forming swarms that — if not dealt
Sieve, bland 2 cp — with swiftly — may amass in quantities large enough to kill domestic
Sieve, fancy 1 sp — animals and even people.
The preponderance of large and unique insects, as well as other types
Sieve, silver 2 gp —
of vermin, in the city has led to a unique industry that combines alchemy,
Tea, Arrath Green Leaf 6 gp/lb. 1 lb. toxicology, and insect husbandry to produce a range of alchemically
Tea, Dazeel 1 sp/lb. 1 lb. enhanced drug-like insect venoms. The purpose-bred species that result
are known as insectum, and their use is tightly controlled by the corrupt
25 gp/ and ruthless Insectum Guild, which issues licenses to only a handful of
Tea, East Dominion Between Leaf 1 lb.
1/4 lb. official dealers to collude on supply, and who respond swiftly to spikes
Tea, Mugreebb Finest Quality in demand with commensurate price rises. A host of illegal street dealers
4 sp/lb. 1 lb. fill out the market for insectum, but most are unpredictable in quality,
(Gruss & Daughter)
with many of these disreputable dealers selling inferior, sick, or even
Teapot, earthen 1 sp 2 lbs. dangerous insectum. While guild members are not spotless, the value of
Teapot, silver 15 gp 1 lb. their official status and a fixed address tends to ensure that the effects of
their products can be relied upon.
Tea set, common 5 sp 5 lbs. An insectum is typically used by ingestion or injury: eating it, or
Tea set, luxury silver applying its bite or sting, sometimes to a particular body area, where it
50 gp 7 lbs.
(Hobbington & Daughter) may remain attached for the duration of its effects. Usually, the user must
willingly succumb to the effects of the toxin in order to also benefit from
Tippling stock, luxury 20 gp —
the alchemical boon it contains. Insectum are sold live and sterile, and die
Tonic within a week of purchase. An insectum must be alive when used, and
(Ad’s, “Guaranteed to lift your 4 sp — unless otherwise detailed, dies once it has been used. The price reflects a
spirits”) single dose of insectum.
33
The Blight: Richard Pett's Crooked City
Poisons
Poison Type Save DC Onset Frequency Effect Cure Price
Boiling death ingested/injury 20 — 1/rd. for 6 rds. 2d8 poison 2 saves 2,300 gp
Boiling death lice injury 18 — 1/rd. for 6 rds. 4d8 poison 2 saves 900 gp
34
GM Guide
saves versus emotion altering effects (calm emotions, mind blank, detect water breathing duration is still effect, the user can attempt another saving
thoughts, etc.) for 4 hours. However, for the duration, the user fights only throw to be able to breathe air again.
to defend herself. If the user is interacted with or questioned while under
the effects of this spell, she can only defend herself and may not attack,
though any advice or answers she gives may be disjointed due to her
euphoric state.
Jubb’s Nasal Lice. These lice must be snorted into the nasal passage
Lifestyle Expenses
where their bites grant the user advantage on Wisdom (Perception Live a life of luxury; eat well, drink the finest wines, and be seen in all
checks) that involve smell for 4 hours. For the duration, the user also the right places. In the Blight, how well you eat and how well connected
has disadvantage on saves versus effects that would be inhaled, such as you are can have a direct effect on the characters. Lifestyle expenses add
inhaled poisons and stench effects. detail to life in a filthy, crowded city such as the Blight. If you don’t want
Kothrington’s Swan Fleas. The bites of these fleas inject a toxin that deals to add the minutiae of expenses, feel free not to employ this section.
3 (1d6) points of poison damage but the user gains advantage on Strength Costs of living are associated with a specific standard of living:
checks and Strength saving throws for 1 minute. At the end of the duration, the destitute, poor, average, wealthy, extravagant, and decadent (detailed
user must succeed on a DC 15 Constitution saving throw or have disadvantage below). Give your players a general sense of the options, and let them
on Strength checks and saving throws for the following hour. decide how they’re going to spent their time and money. Generally, costs
Libidinosus Vermis. Ingesting this worm grants the user advantage on of living are subtracted at the start of each month, along with the effects
Charisma (Deception, Intimidation, Performance, and Persuasion) checks as indicated.
for 4 hours, but the user also has disadvantage on Wisdom checks and
Wisdom saving throws for the duration. Destitute (0 gp/month): Eating what you can beg.
Lobotomy Hornet. The sting of this hornet injects a venom that grants At the end of each month, make a base DC 10 Constitution saving
the user advantage on Strength checks and Strength saving throws for throw (add 1 to the DC for each consecutive month of destitute living)
4 hours, but the user also has disadvantage on Intelligence checks and or reduce your Constitution by 1 point. If your Constitution reaches 0,
Intelligence saving throws for the duration. you die. This reduction cannot be recovered except by magic healing
Lucius Spider. This fist-sized grey spider’s bite delivers a toxin that or by an improvement in living standards up to at least average for at
deals 11 (3d6) points of poison damage, but a user so affected gains least 1 week, during which it can heal as normal. You must also make a
advantage on Strength (Athletics) checks for the following 4 hours. base DC 12 Constitution saving throw at the end of each month of living
Misery Slug. Eating this slimy, black finger-long slug cures 1d8 points destitute or contract the filth fever disease. If you contract filth fever, there
of damage at the beginning of the user’s turn and at the beginning of their is a cumulative 1 in 10 chance* for each consecutive month of living in
following turn. At the end of the duration, the user must succeed on a DC destitution that you must make a Constitution saving throw or contract
12 Constitution saving throw or be blinded for 1 minute. one of the following additional diseases. Roll percentile dice to determine
Ochre Lice. Eating a handful of these fat lice grants advantage on which one. The cumulative chance stops and resets to 0 if you spend at
Dexterity (Stealth) checks for 2 hours, but the user has disadvantage on least 1 week at an average standard of living. Likewise, if one of these
Wisdom saving throws for the duration. comorbid diseases is contracted, there is no additional chance of catching
Porr’s Scarab. Consuming this crunchy, bitter black beetle grants another unless you are cured of the first one.
advantage on Dexterity and Strength checks for 1 hour if the user succeeds *Roll d10. At the the first month of destitute living, a roll of 1 indicates
on a DC 15 Constitution saving throw . Failure results in the user vomiting that you have contracted a disease and should roll on the Additional
up the remains of the beetle and being poisoned for 10 minutes. Diseases table. The second month, a roll of 1 or 2 o a d10 indicates that
Rictus Gnats. The bites of these gnats cause the muscle tone of the you contracted a disease. Repeat this process for each month, so month 3
user’s face to relax, making it hard to convey expressions or emotion. For would be a result of 1, 2, or 3, and so on.
1 hour, the user, if reduced to 0 hit points, drops to 1 hit point instead. For
the duration and for 24 hours thereafter, the user’s face remains devoid of Additional Diseases
expression, incurring disadvantage on Charisma (Persuasion, Deception,
Performance, and Intimidation) checks. d% Disease Save DC
Screaming Maggot. This writhing, bulbous maggot screams when
eaten, dealing 3 (1d6) points of thunder damage to the ingester, who must 01–03 Black Rot 19
also succeed on a DC 12 Constitution saving throw or be deafened for 10 04–15 Blinding Sickness 15
minutes. The user gains advantage on Intelligence checks for 1 hour.
16–31 Bloody Flux 15
Speed Weevil. The venomous bite of this white weevil is applied to the
chest near the heart, dealing 4 (1d8) points of poison damage and granting 32–39 Devil Chills 13
the user an extra 10 feet of movement to her base walking speed for 2 40–42 Festering Lung 16
hours.
Thistle Frenzy Bug. If this insect is attached to the user’s neck, its 43–58 Grey Ache 13
sharp claws inject toxins that deal 3 (1d6) points of poison damage but the 59–60 Leprosy 17
user adds 1 to their AC while the bug remains attached. The bug remains
attached for 3 hours before dropping off, but if it is forcibly removed 61–64 Mindfire 13
before this time, the user must succeed on a DC 15 Constitution saving 65–72 Red Ache 15
throw or take 11 (3d6) poison damage from a concentrated burst of venom.
Wart Lice. Ingesting these lice causes the user’s skin to become 73–80 Seizure 13
malleable and flexible, granting advantage on Charisma (Deception) 81–84 Slimy Doom 13
checks and checks involving a disguise kit for 4 hours. At the end of the
85–00 Sewer Plague 10
duration, the user’s skin forms ugly warts, imparting disadvantage on the
user’s Charisma (Persuasion) checks for 1d4 days before they disappear.
Treat Disease effects as per contagion, with this addition: “Saving
Water Crane. Eating this long-legged water insect grants the ability
throw can be repeated after each long rest. If the save is made, the creature
to breathe underwater (as the water breathing spell) for 1 hour. Once
is cured and the effects end.”
the user has breathed underwater, though, she must succeed on a DC 15
Black Rot. This highly infectious disease affects the skin and muscles
Constitution saving throw to be able to breathe air again so long as the
of the victim, creating an accelerated gangrenous process that turns the
water breathing duration is still in effect. If the user fails this saving throw,
affected tissue black and eats it away. If exposed to the disease, a creature
she is able to only able to breathe underwater for 10 minutes or until the
needs to make a DC 19 Constitution saving throw or contract the disease.
water breathing effect ends, whichever is sooner. After this time, if the
The effects of the disease take hold during the first 24 hours. For every
35
The Blight: Richard Pett's Crooked City
4 points of Constitution damage sustained by the victim, a random limb There is a 1 in 4 chance* that you must also succeed on a DC 13
is lost and can only be recovered by regeneration or similar magic. Once Constitution saving throw at the end of each full month of average living
contracted, the victim needs to make a new saving throw every 24 hours. to avoid contracting filth fever.
If two consecutive saves are made, the disease is cured and all effects *Roll d4. A result of 1 indicates the DC 13 Constitution saving throw
except for the loss of a limb are restored after a long rest. If the save fails, is required.
the victim suffers 1d6 Constitution damage, 1d6 Dexterity damage and Wealthy (100 gp/month): You visit taverns regularly, eat meat most
1d3 Charisma damage. If Constitution is reduced to zero, the victim dies. days, and drink wine.
Devil Chills. An infestation carried by various devils. It typically is After 3 consecutive months of this standard of living, you gain
not fatal. Potential victims must make a DC 13 Constitution saving throw a temporary +1 bonus to your Constitution. If the temporary bonus to
or contract the disease. It weakens the victim over time, but generally is Constitution changes your Constitution modifier, your hit point maximum
not fatal. Once contracted, the victim gains one level of exhaustion and will also change, and would be as though you had the new modifier from
cannot recover and exhaustion from non-magical means until the disease 1st level. This bonus is lost if your lifestyle drops below the wealthy tier
is cured. Repeat the saving throw every 24 hours. If the save is successful, for at least 1 month.
the victim is cured and can recover exhaustion normally. If the save fails, Because you are well connected, you are considered proficient in social
the victim gains an additional level of exhaustion but this disease cannot interaction skills (Deception, Persuasion and Intimidation) in your home
increase exhaustion over 3 levels of exhaustion. district. This bonus stacks with any other you have gained through feats
Festering Lung. Creatures exposed to this disease must make a DC 16 or traits. This bonus is lost if your lifestyle drops below the wealthy tier
Constitution saving throw or become infected. This infection gets into for at least 1 month.
the lungs of the affected creature and begins to break down the respiratory Extravagant (1,000 gp/month): Only the finest things in life for you.
system, producing choking and copious amounts of bloody phlegm. It You drink expensive wine as often as you wish, go out to expensive clubs
saps the strength from the victim due to poor oxygenation and renders and the theatre, and are seen and known by many.
him unable to speak or make any vocal noises two days after contraction. After 3 consecutive months of this standard of living, you gain
Creatures that do not breathe are immune to festering lung. While under a temporary +2 bonus to your Constitution. If the temporary bonus to
the effects of this disease, the victim cannot cast any spells requiring a Constitution changes your Constitution modifier, your hit point maximum
vocal component. In addition, the creature has disadvantage on Strength will also change, and would be as though you had the new modifier from
checks, Strength saving throws, and attack rolls that use Strength. The 1st level. This bonus is lost if your lifestyle drops below the extravagant
saving throw can be repeated after every long rest and if successful, the tier for at least 1 month.
creature is cured and the effects of the disease end. Because you are well connected, you have advantage on social
Grey Ache. Upon exposure to this disease, creatures must make a interaction skill checks (Deception, Persuasion and Intimidation) in
DC 13 Constitution saving throw or become infected. Once infected, the your home district. This bonus stacks with any other you have gained
creature’s bones begin to ache, and shortly following the onset of the ache, through feats or traits. This bonus is lost if your lifestyle drops below the
round or oval-shaped lesions begin to appear on the skin. The lesions are extravagant tier for at least 1 month.
grey and scaly and within 1d12 hours begin to crack and ooze blood Decadent (5,000 gp/month): You deny yourself nothing. You eat and
and pus. While infected, the creature has disadvantage on Dexterity and drink and partake in whatever catches your fancy as often and as much as
Charisma checks, saving throws, and any attacks that use Dexterity. This you like. You rarely go to clubs or the theatres because private showings
disease can only be cured through magical remedies, such as the lesser and debauches are prepared for you. Your hedonism is known to all,
restoration or heal spells. and you have acquired a sizable entourage or sycophants, devotees, and
Leprosy. This disease slowly rots the flesh and numbs and stiffens limbs. hangers-on who emulate your every move.
Creatures exposed to this disease must make a DC 17 Constitution saving After 3 consecutive months of this standard of living, you gain a
throw or become diseased. While diseased, creature has disadvantage on temporary +3 bonus to your Constitution. If the temporary bonus changes
Dexterity and Charisma checks, Dexterity and Charisma saving throws, your Constitution modifier, your hit point maximum will also change, and
and attack rolls that use Dexterity. This disease cannot be cured except would be as though you had the new modifier from 1st level. This bonus
for by magic. is lost if your lifestyle drops below the decadent tier for at least 1 month.
Red Ache. Living creatures must make a DC 15 Constitution saving While maintaining your lascivious lifestyle, there is a non-cumulative
throw or become infected. Their skin will become red and bloated and 5% chance that you contract one of the diseases on the Additional
warm to the touch. While infected, the creature has disadvantage on Diseases table at the start of this section. Roll a d20. If the result is 1, roll
Strength checks, Strength saving throws, and attack rolls that use Strength. on the table above.
The saving throw can be repeated after every long rest and if successful Sustaining a lifestyle of insectum abuse, alchemical enhancements,
in 2 consecutive tries (two long rests in a row), the creature is cured and and hard living takes its toll on your body and immune system. After an
the effects of the disease end. A greater restoration spell will also cure entire year of decadent living, you lose the temporary Constitution bonus
the disease. and begin taking 1 point of Constitution damage for every 6 months that
Poor (3 gp/month): Eating frugally, with little or no meat. you continue to maintain your hedonistic lifestyle. If your standard of
At the end of each month, make a base DC 5 Constitution saving throw living drops below decadent for at least 1 year, you can then recover the
(add 1 to the DC for each consecutive month of poor living) or take 1 Constitution damage after a long rest.
point of Constitution damage. This damage cannot be recovered except You have a reputation of largesse and are very well connected. Because
by magic healing or by an improvement in living standards for at least 1 of this, you have advantage on social interaction skill checks (Deception,
week, during which it will heal normally. Persuasion and Intimidation) in any district within the city. This bonus
You must also succeed on a DC 13 Constitution saving throw at the end stacks with any other you have gained through feats or traits. In addition,
of each full month of average living to avoid contracting filth fever. your reputation precedes you, allowing you once per day to add double your
Average (10 gp/month): You have meat and ale occasionally, the odd proficiency bonus to an interaction skill check in a non-hostile situation.
night in a tavern, and generally your dress is fair. If your standard of living drops below decadent for at least 1 week
You heal attribute damage at the normal rate (fully recover after a long these bonuses are lost completely, and your entourage and the crowds turn
rest) after maintaining an average standard of living for at least 1 week. on you, casting you as the object of their derision.
36
GM Guide
Common Names of
The Blight
These are examples of typical human names found within the Blight.
There are many more names to found within the city, but these can serve
as a guide for capturing the feel of the average names spoken on the streets
and in the gin houses of the city.
Male Names
Barbel Joshua Sorrel
Bathsedomil Kale Spurge
Bedomile Kotlin Sturgeon
Borage Loam Tanner
Breck Longhorn Toadflax
Carbuncle Luther Tog
Carder Natter Tomlin
Cleg Mab Turnip
Cole Mox Turnstone
Crig Oscar Tussock
Droll Padge Uriah
Ekrin Pleasant Weald
Flax Quarrel Weld
Gideon Qogg Welt
Grund Rudge Woad
Henbit Seth Wrack
Jacob Silas Wryneck
Female Names
Ancona Elisa Mercy
Bernice Elisabeth Murnifell
Blackberry Ettie Nan
Briney Fogou Nightscent
Broom Grace Poppy
Brudella Happiness Primrose
Bunting Hazel Rull
Buttercup Hemp Shanny
Catkin Hempy Shanny
Celeress Hope Sheepsbit
Chastity Hornet Tansy
Chen Humrineller Teasel
Constance Ivy Thenna
Curlew Juniper Uneria
Dandelion Katkin Vellia
Dulse Lettuce Weft
Ella Mallow Zydora
Surnames
Alderfly Grindylow Pumple
Bedstraw Gutter Rake
Blackfly Hartwill Rast
Blackhemp Hogweed Rowgate
Bladderwort Humpless Sedge
Botfly Kumblecramps Slyne
Brompton Kumblekumble Sough
Butterly Linton Stoat
Catchpenny Lucksikard Stotter
Cornuwell Mine Tangle
Cotter Mowthorpe Thornholme
Crump Mumblechump Tredge
Crush Mumpsy Troff
Dogerell Pedimine Turnkey
Flixton Podge Wodge
Frim Pollard Wold
Grindalythe Porter Zander
37
The Blight: Richard Pett's Crooked City
For the GM
“Happiness lies neither in vice nor in virtue”
38
GM Guide
The advice given herein is aimed specifically at the Blight and running answer. The Blight can literally exist in Between other places: a door
a rich, story-driven experience for you and your players. However, the in your city leads to the Blight, a shop front backs onto Between, or a
themes within and those outlined in The Blight Player’s Handbook — tramp wanders the streets of your city and the Blight. If using this more
complex relationships, family, power, and other ambiguous themes — magical approach, be careful how you choose to explain it; the Between
could fit well into any urban adventure path or indeed other campaigns. is in effect similar to a gate spell, allowing access between, but it is much
Rich relationships and family are at the centre of many adventures set in more fickle than that. You might not want such an explanation, however;
out-of-the-way places, betrayal can occur in the most remote spots, and gate spells are generally very rare, and having too many presents its own
complex groups can stretch across the countryside, not just streets. problems. Instead, you might wish for the simplest of explanations —
These rules and ideas won’t suit every group, so use only what you it’s a mystical place whose very nature is inexplicable: doors exist that
think you and your players will enjoy. connect to different places, but they simply are; occasionally the view
Finally, not everyone wants the complexity of followers, friends, powerful from an otherwise mundane window shows something completely
enemies, and shadowy sponsors. The Blight lends itself beautifully to the random; and a character falls down a seemingly endless tunnel and ends
more classic role-playing campaign too, with opportunities at every corner up in the Between and thence the Blight.
for adventuring. Whether it’s robbing a cruel merchant, exploring the
shifting jungles of the Between, or fighting in the bear pits and sweat vats of
the city’s underbelly, a city is a great place to adventure.
Using the Blight as a base for other adventures gives your players the
A City for Anywhere
opportunities to spend their hard-earned cash on magic, on pleasure, and The great thing about running a fantasy role-playing game is the
on the dubious goods for sale here. Each Blight adventure and District flexibility you have in determining detail. You can create vast volcanic
includes options to further develop stories as sidebars, but has at its core ranges, deep ocean trenches, and huge flood plains. In short, you determine
simple adventure. whole geographies. Once these ideas have been generated, you’re then
free to get into the details — how high, how deep, how wide? The same
goes for any fantasy city, and Castorhage is no different. I’ve presented
Bringing the
Castorhage as having a temperate climate with extremes of winter and
summer; however, it would be an easy task to adjust this — some sections
such as the Black Ice Fayre† of winter— would need to be reconsidered or
removed, but basic details could be altered quite simply.
Blight to Life Castorhage could be at the equator of your world — the heat and
squalor should therefore be emphasised. Litter the narrative with crushing
ivy growing up the sides of decaying buildings ravaged by the peculiar
The best campaigns and adventure paths are merely text without Castorhage stonemite (whose bite, of course, is painful and can kill
the input of a great GM and players to guide it and make it grow into babies). The river is sluggish and could become mudflats lasting many
something more. These groups often share their experiences on message- months in the dry seasons.
boards and get into character in a way actors might be proud of, immersing Flip the idea on its head and Castorhage becomes a sub-arctic hell, the
themselves in detail and complex handouts. On one occasion, I recall with black waters frozen for many months. Here the city dwells in a comatose
particular fondness, actual food was prepared for part of the adventure. frozen canker-shrouded blanket throughout the long, harsh winter.
An adventure is not unlike that food that served as part of our game. A Other ideas can easily be weaved into the mix, even the exotic such as
great adventure is not just about words but deeds, and a good GM adds Castorhage standing on the edges of a vast waterfall falling into nothing,
flavour to the words, spicing descriptions with sounds, sights, and smells or being the last point of call before the Burning Ocean. Use the text as a
to bring the whole to life in a satisfying and fulfilling way. canvas, not a script.
Castorhage pays serious attention to these senses, and each district of the
city has a “Sight, Sound and Smell” section as a part of it. Also, included
in each district is one additional section — what the place feels like. Is it
crowded or oppressive? Have an air of nervousness? Excitement? Some
Size Isn’t Everything
GMs may find this detail too much, and wish simply to play out events and One of the most important decisions you may wish to make is how
areas as written. However, I again include such detail because for many Castorhage fits into your world: Is it the basis for an ongoing campaign
GMs (myself included), this can transform a game into an experience. and thus the centre of everything?
Strong feelings leave an impression on the adventure, and as such may lead Castorhage is presented herein as a huge city, an impossibly massive
to a more satisfying experience. I can recall when simply the banging of my population at complete odds with a typical fantasy game setting. Its
hand on a radiator to define an echo from below suddenly created an air of population density as presented here is a little greater than that of the
menace, and when a tap on the underside of the playing table to define a borough of Manhattan at ~77,000 people per square mile. However,
sudden thump below the character’s feet pulled everyone’s gaze downward. despite its advanced technological state compared with much of the
Again, as with all of the Blight, the city is yours to do with as you world, Castorhage is by no means a “modern” city. It lacks the towering
please. Use as much or as little as you wish. skyscrapers, though it has a multitude of precariously tall tenement
buildings and a propensity to stack new construction haphazardly atop
old construction as in the Jumble and Festival. Though Festival and
The Blight: Mundane, TownBridge are not technically a part of the city in the legal definition, their
population numbers are included in the census here. In addition, though
Magic or Mythic Manhattan has a multitude of skyscrapers, a great portion of that real estate
is office space rather than residential space, of which Castorhage has only
The Blight is a place like no other; it bleeds into other realms, it a fraction by comparison. In fact, the typical apartment or residence of
bludgeons its way into narrow alleys, and it slithers its way beneath other Manhattan would be considered luxuriously roomy by better than 90%
cities. The insidious, twisted domain of Between has a peculiar effect upon of the population of Castorhage who settle for a single cramped room,
the place, and one you may wish to think about before you run anything garret, undercroft, stairwell, or door stoop that they call home. The Blight,
in and around the Blight: How does it work? As written, the Blight is a of course, has only a ghost of the infrastructure of a modern Manhattan
single place; a city made up of many parts to create a whole fantasy setting or London.
perched on the borders of reality with an extraordinary place — Between. However, even with the above considerations, the Blight’s size is
You might not want that, however. You might want a district, a shop, an still virtually unbelievable (always an interesting concept in a fantasy
NPC to come from here, and nothing else. These places and people might roleplaying game) in a contextual sense, like a swollen blood-gorged
be mundane parts of a whole, simple passers-by or districts that have tick always on the verge of rupture. This is greatly accounted for by
always existed in your city. You can, however, go for a more extraordinary Castorhage’s own unique quality hinted at in the “Between tessellation”
39
The Blight: Richard Pett's Crooked City
description in the sidebox. In short, the city’s proximity to Between
creates a sort of vortex of sentience (I would say humanity, but humanity
is only a majority representative of the beings found here).
This unique vortex of sorts consists of two principal features. Despite
How It All Began
the appalling mortality rates and constant threats of danger and disease, One of the most useful and inspiring RPG articles I’ve ever
Castorhage enjoys a subtle fecundity that ensures that the population can seen appeared in the pages of Imagine Magazine — TSR UK’s
renew itself and not only sustain its numbers but even grow despite the roleplaying periodical that was published during the decade of
plagues, pestilence, and famine that frequently afflicts the population on the ’80s. Imagine featured articles about a homegrown campaign
some scale. In addition, it seems to possess a strange form of unconscious called Pellinore and in some articles The City League — so called
mental. Those who are born in the Blight seldom leave — even those who because it was “a league across.” These city articles fascinated
travel far away to the city-state’s many colonies usually end up finding me in their level of detail. They would describe everything from
their way back home before all is said and done. This is no conscious entertainments in the city to obscure corners and plazas with an
compulsion; it just seems to work out that way more often than not. In incredible depth of character and interaction. To me, they were the
addition, foreigners who travel to Castorhage and remain for any extended consummate way to describe a city — down to every street corner,
period of time frequently stay permanently as well, start a family or raise every persona, and every obscure fact but always leaving space for
the one they brought with them and become a part of the city’s ever- development if the GM wished. This place lived. Yet always with
burgeoning populace. Again, this is not a conscious compulsion, and most such a place, there was room for expansion.
anyone asked about it as a motivation would outright deny such a thing, A long time ago I was lucky enough to have an adventure
but more often than not that is how things turn out. published called “The Styes” (Dungeon Magazine #121). I intended
It seems that the Blight is hungry and never sated. the place to be a simple one-off location for a single adventure, and
as such, the setting was fairly small, and provided scant details.
I’d read China Miéville’s incredible Perdido Street Station shortly
before writing it, and the amazing dark atmosphere Miéville created
soaked into me. Reaction to the adventure was good, and James
Jacobs suggested a sequel. I threw several ideas around, one of which
eventually became “The Weavers” in Dungeon #135. However, at
about this time I also began an adventure path with my own group,
based upon the Styes setting. This adventure path, loosely based
around The Maltese Falcon, greatly expanded upon that original
setting, and I soon realised that the Styes was not big enough for the
players to explore so other regions such as Festival Town and the
Spice Islands were incorporated. These in turn expanded into what
became a schizophrenic madness, an endless development that has
been fed and nurtured in a dark attic as it slowly became the City-
State of Castorhage.
That “The Styes” now languishes unused by its owners frustrates
me, but it has given birth to a new monster — The Blight — so in
many ways I’m grateful for its torpor.
Above all, the idea for this vast work owes itself to
If the population scale of Castorhage is simply too large for your campaign encouragement in my writing, both from message-board posters
use, however, simply drop the number by an order or magnitude or only adopt and especially from the wonderful people at Paizo and Frog God
the parts of the city that you really need. Just because the Blight is a growing, Games. For without that, and the kind words of many others, I
ravenous beast doesn’t mean that it has to be for your campaign world. would never have had the courage to undertake this project. It’s
also very important for me to thank people who have taken the
time to review my work, edit it, and suggest changes. I’ve looked
The Flavour at everything they’ve done, and I hope learnt from them. Your
suggestions and annoyances and likes have helped me to improve
in the past, and continue to improve in the future I hope.
of the Blight
This project is therefore yours, and I hope that I can repay you
by creating something to savour.
41
The Blight: Richard Pett's Crooked City
The Great Coven cares nothing about who gets in the way, and the
locals are suddenly frozen with terror as night visitors and other things
cavort across the rooftops. Unfortunately, the characters are caught
between the two factions, and whatever action they take is construed by
Real Places with
the other as treachery. As Demelza becomes more desperate, she dabbles
with darker and more powerful devils, and soon these too are at large in
Blight Flavour
the character’s patch. More powerful aspects of all the different groups are Though the Blight is a fiction, a sheer folly of the improbable, its
brought together for a final confrontation in the vast spaces below the city. roots run deep in the real world. I can’t help but picture those places
from which her inspiration has been drawn when I crack open the
pages or dust off the keyboard to revisit the old girl. The main places
The Characters as the Whole Story I always have at the back of my mind when delving into the Blight
Another option is to modify the character’s background to be something are Fes in Morocco — one of the few true medieval cities left in the
extraordinary. In this way, a group of characters may become the focus of world — and, of course, London. Venice, York and Cambridge all
the campaign. This option lends a very strong connection between the also lurk somewhere in the streets of the city-state as well.
characters and the setting. It may, however, require the GM to flesh out Fes is a meandering confusion of alleys and footpaths, steep
the adventures accordingly, or modify published adventures with his own narrow streets, and the resonance of human work. The call to
theme. In taking this approach, it is vital to raise questions at each turn, prayers is something to be experienced as they echo across the city.
justify why events are happening, and seek answers. It would be churlish to deny that there is a lot of London in the
Following are two sample quirks from The Blight Player’s Handbook Blight; many names and inspirations are from the city, twisted and
used as examples for this process: spat down on this setting for your amusement. Peter Ackroyd’s
Noble’s Bastard. Far from being just any noble, it is a highborn priest incredible London: The Biography is the best book I’ve ever read
who has fathered the character. The character is the bastard offspring of about the capital and is a goldmine of great ideas.
Justice, the Lord Alfor Quent, Master of Humours. The characters are
brought together for some collective reason, perhaps to aid the unwanted
father or to thwart him. How do events proceed from here? Does the The bottom line with this and many other fantasy settings is that power
Justice know of the characters and judge them irrelevant or crucial? Do rules. If the characters get caught in the Royal Palace and end up before
the Justice’s enemies know of the characters and consider them valuable Alicia — the little queen — and she yells, “Off with their heads!” then
tools for future plots? Does the character hate the Justice, having been unless the characters escape, and escape quickly, they’ve had it. That is
brought up as an orphan? not to say, however, that a lord ordering a serf to chop his hand off expects
Child of a Famous Beauty. Famous beauty the character’s parent may him to do so. Making an enemy of a sir or lord may bring the characters
be, but looks are only skin deep. The character is a child not of one beauty, trouble in a different way, however; he’s likely to have plenty of powerful
but many, a cult of witches that were each burned at the stake long ago. friends, plenty of money, and plenty of influence. Perhaps he’s friends
Now the characters have been brought together for some reason. In truth, with the local Watch Captain, and can ensure that the characters are
the witches’ child has already infected his friends — the other characters harassed or followed, or his house is better guarded.
— with his arcane sickness, and their fates are now intertwined.
The cult mothers sold the souls of their children to the Devil, whose The Caste Levels of Castorhage
cohorts come collecting on the first child’s name day. The first child is an
Royal
NPC who brings her kin together to fight back against the Devil. She tells
Upper Class
the characters that they must stick together or risk a fate worse than death,
Middle Class
but soon after the campaign begins she vanishes, and soon the Devil’s
Lowfolk
cohorts begin to appear.
Invisibles
You can modify these quirks to certain characters , or all of them as
Lowest of the Low
you wish, giving the characters a ready-made focus and enemy at the start
of things to hang your campaign on or to add to existing adventures to
give them a personal touch. characters of different races and ages present
different challenges, but having the group begin as friends or subjects of a Caste Characteristics
particular NPC is always a good starting point. For those who really wish to immerse their campaigns into the injustice
of caste and class, here are some characteristics you may wish to make
available to characters. Only one caste characteristic may be chosen per
42
GM Guide
Caste Locations
These are the general castes of parts of the city. Use them as a rule of
thumb but bear in mind that traders abound in the Capitol, and Royals are
sometimes seen in Toiltown.
Royal: Capitol
Upper Class: BookTown, Capitol, Hollow and Broken Hills, the Sinks
Middle Class: Artists’ Quarter, the Barnacles, Town Bridge
Lowfolk: Festival, Jumble, Toiltown, Underneath
Invisibles: Festival, Toiltown
Intimidation, and Persuasion checks within your caste, regardless if Lowest of the Low: Festival, Toiltown
proficient in the skill or not. You have exceptional Strength from working
as a labourer all your life. You are proficient in Strength Athletics.
Special: When operating outside your caste, the DC of Deception,
Intimidation and Persuasion checks increases by 2 for each level of caste
separation.
Duels
Duels are common in the Blight amongst all classes and castes, and
are a good way to settle matters without them getting messy. They are a
Gable Caste commonplace way to resolve issues that are likely to otherwise result in a
(Lowfolk or Invisibles)
You have long, clever fingers and slightly longer arms, and your head
has a slight upward tilt to its deportment.
The Honourable Guild of
Benefit: You can apply your proficiency bonus to all Deception,
Intimidation, and Persuasion checks within your caste, regardless if
Duelling Referees
proficient in the skill or not. You are incredibly dextrous and can gain This august body, of course, does not exist in the city. However,
proficiency in Sleight of Hand. a successful DC 20 Intelligence (Investigation) check always
Special: When operating outside your caste, the DC of Deception, Intimidation avails one of a local member of the unspoken guild. These Referees
and Persuasion checks increases by 2 for each level of caste separation. ensure fair play and that honour is satisfied and operate on a strictly
controlled hierarchical wage system. A Referee for a Duel to First
costs the participants 50 gp; a Duel to Second costs 100 gp; a Duel
Sailing Caste (Lowfolk) to Third costs 200 gp; and a Duel to Fourth costs 300 gp. Not using
a Referee may raise awkward questions afterward: If the duellists
You bear the tanned weatherworn skin of your caste and strong, broad hands. had nothing to hide, and if the winner was “so honourable” and
Benefit: You can apply your proficiency bonus to all Deception, didn’t need to cheat, why wasn’t there a Referee? It is considered
Intimidation, and Persuasion checks within your caste, regardless if gentlemanly, for the challenger to pay for the Referee, but this is
proficient in the skill or not. You have spent your life on the water and not always the case, and for those of lower castes, there are always
know the ins and outs of sailing. You are proficient in Vehicles (water). folk nearby who might act as an arbiter in a tight spot or, if not, a
Special: When operating outside your caste, the DC of Deception, Intimidation baying crowd who otherwise suffice.
and Persuasion checks increases by 2 for each level of caste separation.
43
The Blight: Richard Pett's Crooked City
protracted campaign and, ultimately, death. They can also be very exciting maybe what he stands for and whom he works for are abhorrent to an NPC
to role-play. who was once a friend.
Duels are illegal (but then, theoretically, so is murder) but follow a very You might occasionally wish for such an enemy to be incredibly
strict set of guidelines. Duels are to “First” (the first wound to a participant powerful, however. Starting off a campaign being hated by Duke Taim
ends the duel), “Second” (where the loss of 75% of hit points ends the makes for an interesting twist to any campaign. Taim is not omnipotent
duel), “Third” (where the fight goes on until one person is brought down but has tough friends, and an adventure starting with a group of constables
to 0 hit points), or “Fourth” (to the death, where the character that drops to kicking in the characters’ door to arrest them for heresy could provide
0 hit points is killed outright by the other duellist). Duels are always fought some lively play. However, it requires additional work on your part to
on neutral ground, and weapons are either melee or ranged. Sometimes either explain why Duke Taim doesn’t continually pursue the characters
magical duels are fought. once they escape or explain how the characters are repeatedly able to
Seconds are used to act as assistants to the duellists, and sometimes avoid his efforts.
(particularly in Third or Fourth duels) it may be agreed that seconds also Another, less front-heavy option is to never throw away a good villain.
participate. All duels require the services of a Referee. If the characters defeat a villain on an adventure but don’t make sure
Many Duels to First and Second are accompanied by a wager — often that he’s dead, it’s very easy to again use that same villain (now with a
a considerably large wager — that the loser hands over the sum without revenge motive against the characters). Likewise, even if they are more
complaint. Cheating, reneging on a wager, or other such despicable acts thorough in their administrations against said villain, perhaps she has
soon lead to an establishment of a reputation, and there are some duellist some well-connected friends of her own who might spring to have her
clubs and guilds — most notably the Royal Duellists — who seek out raised or perhaps saved at the very brink of death only to be transformed
cheats and duel them … or simply murder them. into an alchymic-undying†. In a place like the Blight, the options for a
Those who play fairly and honour the traditional rules of duelling are long-term villain reappearing from a past adventure are almost limitless.
respected, even by their enemies. And as the characters advance in level, power, and influence, a good
villain should do the same with the expansive resources and alliances to
be found in the city.
Enemies For instance, if during an adventure the characters kill Rammen the
wererat cultist, unless they take precautions to keep his death secret,
his sister Campion hears about it 1d4 days later. Campion (a.k.a. the
Great enemies make a great campaign. A recurring villain can generate Mistress of the Ashen Lantern) (NE female human wererat burglar) is
stronger feelings than the toughest monster, and having someone who can part of the Cult of the Elder One, and commands followers, most of whom
outsmart the characters from time to time is a good way of levelling the are wererat rogue/clerics. Campion loved her brother and immediately
playing field of your campaign. However, recurring villains come with becomes an enemy of everyone who took part in the raid that ended in
some warnings: Don’t overdo them, and don’t make them omnipotent, his death. Based in Festival, her lair is a festering vat of filth filled with
omniscient, or omnipresent. Base your villain on logic, bound by the same her victims. Campion begins her enmity by stalking individual characters,
rules your characters have, and they’ll work fine. A good recurring villain finding their homes and preparing to attack the ones who live alone.
should have a way out, but one based on sound game sense. A potion of And of course, all of this plays out as the backdrop to whatever new
gaseous form or a scroll of fly are both good methods to use, but hold your adventure the characters happen to be undertaking.
master villain to the same rules the characters have and be prepared for
your characters coming after her. The predictable garbage truck pulling
out of a side alley at the last minute to unintentionally block a pursuit
should be reserved for only your worst game sessions. Ergo, always be
prepared that the villain may be caught or killed.
Fads of the Blight
In the same way that a master villain makes a great addition to some “It is always by way of pain one arrives at pleasure.”
campaigns, so do more mundane enemies. Enemies great and small —
from individuals to guilds, cults and monsters — bring another dimension Fashions shift almost daily within the chic circles of the Blight, and one
to play. However, they come at a cost: more work for you as the GM. day’s fad is tomorrow’s cast off. The most current fads are listed below,
Enemies have actions, lives, lairs, and probably friends and enemies of although they can change as quickly as the wind.
their own, and you must decide early on how much work you’re prepared
to do. A simple basic villain such as a cult is an easy way to start. As the
characters kill the cultists other more powerful cult leaders hear about it Art as Cruelty/Cruelty as Art
and try to eradicate the characters. Eventually, clues lead to a showdown
and a good campaign ending. A more complex issue would be a group of The Surrealists Club delights in using pain as art, and whilst some of
Anarchists; the relationships within that group are complex, and perhaps these groups are little more than sadomasochists, others are much more
some allies are also partly enemies. The characters could even side with sinister. The use of flesh for art is unsettlingly common in the Blight, and
their enemies temporarily to attack a greater mutual foe, although can is fast attaining a cult following. The creation of art from broken, living
anyone be trusted in such a complex situation? flesh is something that has coincided with the rise of the Cult of N’gathau
within the city, who are able to keep victims alive whilst lacerating and
filleting them. A scattering of notable groups, including the revolting
Optional Rule: Panacea, have risen in recent times to indulge in this travesty.
Of course, there are always those who imitate art, and the rise in sadistic
Enemies as a Penalty serial killings involving the lacerating of flesh has soared recently.
Clubs, Guilds,
Cults and Gangs
Making a foe of an individual can be dangerous; cunning or powerful
individuals may stalk and attack characters when they are at their most
vulnerable or hire assassins and other killers to do so on their behalf. Far more
dangerous, however, are cults, groups, kinsmen, and gangs, for these are likely
to have deeper resources and can make multiple attacks upon their enemies.
On the other hand, membership in such groups can make for powerful
allies — or perhaps, not-so powerful allies that create more of a hassle
than a benefit. Most groups don’t necessarily advertise what weaknesses
and liabilities they possess while certainly overselling their strengths. In
any case, whether friend or foe, the myriad groups that the characters
could become associated with provide you with endless opportunities for
mayhem, mystery, and even some mirth.
Some cults may also operate as clubs and some guilds may operate as
gangs or — as in the case of The Guild — be composed of many, many
different gangs. You should typically determine whether a group stands
opposed to a character or as an organisation that a character could potentially
want to join and then handle the representation of that group accordingly
based on the information provided in this section. For general purposes
here, cults and gangs (and the Great Houses — see below) are presented
as adversarial groups and clubs and guilds as organisations that might be
something the characters would be interested in gaining membership.
Clubs
Unlike guilds, clubs are relatively easy to join, rise within, and leave.
These organizations all have a prerequisite to join, a membership benefit,
sometimes (but not always) a special feature, and with the addition of an
slower to learn but are no less comedic in the eyes of the elite as they make advancement protocol. Unless otherwise noted (or as in the case of some
their ineffectual attempts to resist or win their freedom. secret clubs), an individual may not be a member of more than one club
A good goblin pet or awakened animal able to perform tricks fetches at at a time. While a member in good standing, the character gains all the
least 200 gp; those who do more astounding things fetch even higher prices. benefits of club membership, but these are lost as soon as that membership
The Garbled Poet, a goblin that quotes poetry, was recently the subject of a dissolves. However, at that point the individual is free to begin membership
2,000 gp bid from a collector; a bid refused by its current owner. with a new club. Many clubs require an annual fee. If that fee is not paid,
The whispered idea that these goblins somehow steal out of their homes the member is placed on probation and no longer gains the benefits of the
at night and meet below the streets of the city has been roundly ridiculed club (though any special penalties still apply). The individual can come
by all parties, but it’s only a matter of time before the truth of the situation off probation simply by paying any overdue membership fees and become
comes to light in a most disagreeable spectacle. a member in good standing again with all the normal benefits.
There are thousands of different clubs within the City-State of
Castorhage — some enormous and influential, some small and virtually
Macabre Fashions unknown. A few sample clubs are provided below to use or to serve as a
template for other clubs that you may wish to introduce to your campaign.
Aristocrats get bored very quickly and require the very latest
indulgences and fashions, partaking in an almost frenzied desire to be seen
in the right places by the right people wearing the right clothes. A macabre
fashion has grown recently that is accentuated by the wearing of undead
Amateur Mendicants (Club)
objects as clothing or accessories. Animated insects are the usual choice, A group of deluded aristocrats, wealthy individuals, and the curious
but unliving stoles are also seen as de-rigour amongst the higher families. who wander the streets dressed as beggars.
A small selection of such objects follows. Prerequisite: Seeking out a member of the Mendicants is not easy,
unless assigned as a reward or occurring as an encounter, it requires a DC
Item Cost 20 Intelligence (Investigation) check with one attempt allowed per month.
On a successful check, a DC 23 Charisma (Deception or Persuasion) check
Earrings, unliving, undead moths set on silver is then required to convince members to allow another to join their group.
60 gp
hasps Other methods of entry are at your discretion. For example, someone who
Stole fox fur, composed of torpid, undead fox 400 gp spends months dressed as a beggar at a place known to be frequented by
members of the mendicants may impress them sufficiently to approach
Cape, ghoul-flesh 200 gp that individual.
Gown, wedding, egret feathers accented by Benefit: The Mendicants have an incredible network of spies and
400 gp
carved monkey-bone swans knowledge of the city. Twice per month, a member can ask a question
of her fellows and gain the ability to make an immediate Investigation
Scarf, human hair 5 gp
check with advantage and as if they have expertise in the skill (apply 2x
proficiency bonus).
Special: A member must spend at least one day out of each week
dressed as a beggar and living on the streets of the city. This is a risky
45
The Blight: Richard Pett's Crooked City
endeavour, however, and all members face one random encounter per Prerequisites: Various arms of the group are seen in the rowdier or
month (as determined by the GM) that starts out as hostile. more fashionable holes of gluttony and excess in the city. One needs
Advancement: Roll 1d20 once per month for an opening. On a 20, a simply appear at one, and spend money trying to impress would-be peers.
position of local Mendicant Clerk for a district opens up. This position Once per week a petitioner can spend 200 gp, and make an immediate
earns 100 gp per year and allows the Clerk to request information as above DC 20 Charisma (Deception or Persuasion) check to gain membership.
once per week rather than twice per month. In addition, while researching Swyne† can add their proficiency bonus to this check. Membership requires
her own district, she can make such checks daily. the spending of 100 gp per month minimum, but for each 50gp spent
in excess, the DC of the Investigation check mentioned in the Benefits
section is reduced by 1, to a maximum of 3.
Arcanum Infernus (Club) Benefits: Once per week a member can ask a fellow Hedonist to
spend the day making an Investigation check to gather information on
A small group of like-minded people who find death fascinating. their behalf. This check uses the requesting member’s Investigation skill
Prerequisites: Ability to cast necromancy spells. Initiation is by modifier but with their proficiency and any added reduction to the DC as
invitation only - a character can make one attempt per month at a cost of mentioned above. to the check. A Hedonist also has access to money since
100 gp to bribe and try to impress members. It requires a successful DC so many swyne loan sharks are members. Loans of up to 500 gp are always
17 Intelligence (Arcana) check to be invited. If invited, there is a one-time available, subject to a 7-day term of repayment at 10% interest. If not paid
fee of 250 gp for a lifetime membership. within the specified time, the weekly interest rate doubles. If a member
Benefit: A member can access the Infernus Library at will, which defaults on a loan for 4 weeks in a row, she is kicked out of the club and
contains all necromancy spells up to 4th level. Members using the hired thugs are likely to come knocking looking for the money (GM’s
library in relation to research of necromancy spells or magic items do so discretion). Only one loan may be taken out at a time.
advantage to their Arcana checks and as if they have expertise in the skill Special: Each month, a Hedonist faces a random, hostile city encounter.
(apply 2x proficiency bonus).. Advancement: Roll 1d20 once per month for an opening. On an
Special: Unpopular: Club members are often targeted by religious 18–20, the position of Honoured Glutton opens up after another member
orders determined to remove their stain from society. In encounters with dies. The position costs 100 gp per month, but allows access to a twice-
some good or lawful aligned religious orders or churches, members have weekly request of the Investigation check above and up to 2,500 gp can be
disadvantage on all Charisma-based checks. borrowed as a loan. Honoured Gluttons can make a check once a month to
Advancement: Members that show proficiency in Arcana, History, and see if the position of Hoglord becomes available. On a 20, the position is
Religion are offered access into the Inner Quorum. For a one-time fee of available; it costs 250 gp per month but grants legal access to the Capitol
1,000 gp they gain access to all necromancy spells up to 5th level. Those and the Sanctuary as an “honourary noble.” Loans of up to 10,000 gp are
who have proved themselves worthy (usually through a quest or a difficult available to Hoglords.
task) and who are part of the Inner Quorum are automatically appointed
to the Inner Council, where they have access to the whole library of all
known necromancy spells up to 7th level. Physiciana Insectum (Club)
The Physiciana experiment with compounds and breeding techniques
Brothers of the Gables (Club) for standard insectum† to try to enhance their effects.
Prerequisites: Proficiency in Medicine and Nature. Fees are 100 gp
Climbers, explorers, and daredevils, the Brothers of the Gables delight in per year.
finding the highest buildings to climb, and reaching the most remote parts Benefits: The member is able to purchase insectum at 80% of normal
of the rooftops of the city. Many gablemaesters are members of this club. price and once per week, can purchase a specially enhanced version of any
Prerequisites: A petitioner to join must climb a prominent building within insectum, at a 50% increase in cost that has either no associated penalty or
the city requiring a DC 15 Strength (Athletics) check of at least 150 feet double the duration (buyer’s choice).
without ropes or other aids. The petitioner’s Athletics check result is then Advancement: Members with a +5 or greater modifier to both the
removed from the Persuasion or Deception check required by the petitioner Medicine and Nature skills learn to enhance insectum themselves, enabling
after the successful climbing feat to impress the membership. This follow- her to produce the variant insectum above with only a 25% increase in
up check has a base DC 25, which is reduced as described above. cost. Members with a +8 or greater modifier in both skills always create
Benefits: Membership opens doors to other routes, methods, and ways up enhanced insectum when they breed it (limited to once per week).
famous buildings, as well as knowledge of those places. Intelligence checks
by members regarding any tall building or high part of the city such as the
Jumble or the Capitol are made with their proficiency bonus applied and
with advantage.Advancement: A member can attempt one qualifying climb
School of Hard Knocks (Club)
(whether successful or not) per month as under Prerequisites above but with A group of duellers who enjoy wrestling, a boxing match, baiting, and
a minimum height of 200 feet. If successful she can attempt to increase generally watching or participating in melees for pleasure. They are based
her standing in the brotherhood by making an immediate DC 20 Charisma within various establishments across the city and are profligate.
(Deception or Persuasion) check after making the attempt (not modified Prerequisites: Two levels in a martial class (barbarian, fighter, monk,
by the success of the Athletics check). Success on this check indicates paladin, ranger, rogue). Fees for carousing and instruction by experts and
acceptance into an inner circle where further techniques of climbing oddsmakers are 250 gp per year.
buildings are shared, allowing them to apply double their proficiency bonus Benefits: Once per month a member can place a wager on a match with
on Athletics checks when climbing.Fame or Infamy: There are those in the advance knowledge. Matches have odds of 20:1, 12:1, 10:1, 8:1, 6:1, or
club who seek out multiple climbs of astonishing danger. A member making 4:1 (member’s choice). Members can reduce the odds of this match by
a climb with a minimum of a DC 25 Strength (Athletics) check becomes one die category (20:1 becomes a d12, 12:1 becomes a d10, 10:1 becomes
famous as does anyone climbing a building that is particularly legendary at a d8, 8:1 becomes a d6, 6:1 becomes a d4, and 4:1 becomes a d3). On a
the GM’s discretion (such as the outside of the Great Royal Cathedral [C9]). roll of 1 on the appropriate die the member is a winner and the pay-out is
Such famous members make all Charisma (Persuasion or Deception) checks at the original odds (not the adjusted odds received by the member). The
with advantage anywhere in the city where they announce their fame. maximum bet a member can make on one of these matches is 50 gp.
Special: Because of their penchant for winning long odds and taking
other people’s money, club members face at least one random, hostile city
Hedonists (Club) encounter once per month.
Advancement: Roll 1d20 once per month for an opening. On a natural
Carousers and gluttons, the Hedonists are a loose affiliation of those 20, the position of Club Secretary opens up with a one-time cost of 1,000
who like the finer things in life and indulge in them heartily. gp in addition to the standard 250 gp per year club fees. Secretaries have
46
GM Guide
access to better tips and can wager once a month as above but either with they are Upper Class and therefore entitled). By gathering together,
a reduction in odds by two die categories (d3 minimum) or with a cap of and seeking to further their collective aims as scholars, the Castorhage
100 gp instead of 50 gp. In the latter option, the Secretary can split the bet Arcane Society has grown in strength and influence. Guild members are
over two bets of 50 gp if she so chooses. marked with a secret and permanent arcane tattoo (not unlike a typical
Club Secretaries can check each month to see if the post of District guild tattoo, but one infused with arcane energy), that shifts and changes,
Secretary turns up (also on a roll of 20), which has a one-time cost of including growing in size as new ranks are achieved within the guild. Any
2,500 gp on top of the 250 gp annual fees. District Secretaries get even other member of the guild automatically recognises the tattoo if she sees
better tips and each month can choose to either reduce the odds against it, and is better disposed to her fellow member, granting advantage to all
them by two die categories and have a 100-gp monthly cap (divisible into Charisma (Persuasion) checks made by her fellow scholar.
2 bets if she chooses) or instead have a 200-gp monthly cap which is
divisible by up to 4 50-gp bets). District Secretaries oversee admission Leader
of new members.
Artemi Nightshade (LE male human archmage) serves as the Grand
Cabalist of the Castorhage Arcane Society. As a scion of that Great House
Warreners Club (Club) (see below), Artemi commands both a great deal of wealth and a great
deal of political influence. He has learned that to best serve the Society (as
The Warreners Club are amateur explorers of the Underneath. They well as to line his own pockets without interference) it is better to remain
meet up to talk and discuss and swap information about subterranean apolitical in the constant tug-of-war for power between these houses and
places and enthuse about all matters below. Many are also members of the the Royal Family. He is neither an ally nor an enemy of any, though he
Royal Underneath Society. certainly tends to favour Nightshade agendas if they are not at odds with
Prerequisites: Proficiency in Nature and Survival. One attempt may be his goals for the Society. His greatest fear is that Ticcia Borxia (CE female
made each week to locate a member of the club, and doing so requires a human archmage), the recent Master Cabalist (ranking member of the
successful DC 20 Intelligence (Investigation) check. Membership in the circle of 12 senior members, the Cabal, just below the Grand Cabalist),
club is free, but the member must pay 25 gp per year in social dues. is not so neutral toward her own family name as she claims and secretly
Benefits: Exposure to experts on the Underneath and Great Dark benefits plots to suborn the Society itself and eliminate Artemi in the process. His
members of the club by offering insight and important information about suspicion is not incorrect.
these areas. Because of this, members are considered proficient when
making Nature or Survival checks that are specific to the Underneath and Headquarters
the Great Dark and they are in the company of at least one other member The headquarters of the Castorhage Arcane Society is a secret known
of the Warreners. This limitation on accessibility can be modified at the only to its members. The Society meets in one of the Inner Libraries at the
GM’s discretion based on any means of remote communication by spell or Great Library of BookTown (B8). Master Temmil, the Curator, prepares
magic item that a member may possess. the necessary rooms at times when the Society is meeting and lets members
Special: Creatures whose environment includes underground terrain into the locked building when such meetings are held after hours. Temmil
instinctively know a Warrener when encountered. These creatures are is not a member of the Society, but he is a respected supporter of it.
usually hostile to the Warrener.
Advancement: Warreners with +5 or greater modifier to both the Nature Joining
and Survival skills are invited into the inner circle of select members
known as the Descent and can access the club library and museum. Membership of the guild is sponsored by an existing member in good
Members of the Descent using the museum and library as a research tool standing and largely dictated by character wealth. Individuals seeking the
related to subterranean matters have advantage on related skill checks. friendship (and sponsorship) of a member must first locate one with a
Descent members are expected to pay 100 gp per year in upkeep for the successful DC 10 Intelligence (Investigation) check. Once located, the
library, as well as the social dues, but can invite other members into the petitioner can attempt a DC 20 Charisma (Deception or Persuasion) check
club as they wish providing they meet the necessary prerequisites. once per month which, if successful, is followed by an immediate DC
15 Intelligence (Arcana) check. Failure of either check results in refusal,
although further attempts can be made in following months.
Guilds If a character is successful in these checks and wishes to join the
Society, she must demonstrate the ability to cast arcane spells of at least
While clubs can be difficult to enter but easy to leave, one is a member of 1st level and must then pay a one-time 100-gp membership fee. Once
a guild for life. They are an altogether more serious path, and while bound by this has been done, the individual receives the guild’s arcane mark and is
the one crucial rule — financial — they are in general a closer-knit group. Just inducted at the rank of Apprentice of the Society.
as there are thousands of clubs within the Blight, there are many hundreds Special Note: Because the Society is open to all arcane spellcasters
of guilds ranging in size from large and mighty to small and virtually with the financial means to join, it is one of the few groups that doesn’t
insignificant. Also, as with clubs, an individual can generally be a member of mind if its members are also members in other guilds as well.
only one guild (though leaving them tends to be much more difficult and, after
doing so, gaining membership to another virtually impossible). Gaining Renown with the Society
Because of the detailed nature of guilds and the sheer number of them Gaining renown in the Society is always a matter of buying it. It takes
throughout the city, only two sample guilds are given below (and even the form of increased fees paid to the Society to gain greater access to
they are related). A list of many of the guilds within the city is provided in rank and resources. Society rank is determined by Total Renown (TR)
The Blight Campaign Guide, but even it is not exhaustive. Rather than and the benefits of the Society are likewise defined by these ranks. The
list them all, this sample should serve to provide you with the means to various ranks of the Society and the one-time monetary cost to achieve
construct any sort of guild to suit your campaign. them is listed below. It is not possible to move up in the Society more
In addition to the normal means of gaining renown (within a guild or than one rank per month unless some extraordinary circumstance dictates
organization, you can also award renown to guild member characters as otherwise (as determined by the GM).
rewards or for characters who achieve personal goals related to matters
pertaining to the guild. More information on this can be found in the
Personal Goals section later in this chapter. TR Society Rank Cost
1 Apprentice of the Society 100 gp
The Castorhage Arcane Society 2 Minor Scholar 200 gp
Wizards and other arcane spellcasters who seek to advance within the 3 Lesser Scholar 400 gp
Blight often find that their somewhat despised craft brands them (unless
47
The Blight: Richard Pett's Crooked City
TR Society Rank Cost
4 Arcane Caster 600 gp
5 Arcane Scholar 800 gp
6 Maester 1,000 gp
7 Spellbinder 1,200 gp
8 Maester Scholar 1,500 gp
9 Arcane Maester 1,800 gp
10 Cabalist* 2,100 gp
Resources
In any hostile city encounter, a Society member who reveals herself
as such had advantage on Charisma checks to adjust the attitudes of the
belligerents. If the attitudes are adjusted to at least indifferent and the
Society member does nothing to further provoke the other parties, then
she will be allowed to leave the encounter unmolested.
It is known within the Society and without that some unscrupulous
casters when confronted with hostilities may claim to be members of the
Society even when that is not actually the case. The Society combats this by
actively policing those who make such claims to weed out the pretenders.
In any city encounter where membership in the society is claimed and it
succeeds in defusing the situation, there is a base 20% chance that another new spells (6th level and below) or magic items (common, uncommon
member of the Society or a thrall of a member is within earshot who will quality) by 20%.
cast detect magic to confirm the membership. Society members always 5 TR: Able to purchase arcane scrolls from the Society of up to caster
recognise the distinctive appearance of one of their tattoos using detect level 7 with no limit on the number available. The cost of obtaining magic
magic. If the person claiming membership proves to be false, the Society items and materials for creation of new magic items and spells is 20% less
member will immediately call them out on it and demand their surrender for when purchased through the guild procurement system.
Society judgment. Whether an actual fight ensues depends on the relative 6 TR: Your arcane assistant is now an advanced arcane research
strengths and confidence of the member making the accusation. In any case, assistant capable of doing research for you during downtime. Your
such a perpetrator is marked for further investigation by the Society. assistant also reduces the amount of time it requires to research and craft
The public is aware of the Society’s work in weeding out imposters and new spells (7th level and below) or magic items (common, uncommon,
is generally amiable if not exactly helpful to such endeavours. However, rare quality) by 30%.
if the claim of being a member of the Society does not diffuse the hostility 7 TR: Able to purchase arcane scrolls from the Society of up to caster
in a situation, any Society members nearby will not intervene, preferring level 8 with no limit on the number available. The cost of obtaining magic
to avoid notice themselves in such dangerous surroundings. items and materials for creation of new magic items and spells is 30% less
In addition to this general protective reputation provided by the Society, when purchased through the guild procurement system.
membership also provides other benefits based on the member’s Total 8 TR: Your arcane assistant is now an expert arcane research assistant
Renown (TR). capable of doing research for you during downtime. Your assistant also
1 TR: Able to purchase arcane scrolls from the Society of up to caster level reduces the amount of time it requires to research and craft new spells (8th
4 with no limit on the number available. Gain advantage on Arcana checks level and below) or magic items (common, uncommon, rare, very rare
related to one school of magic (your choice). Gain access to the network of quality) by up to 40% (GM discretion, especially with very rare).
procurement specialists employed by the Society. These specialists provide 9 TR: Able to purchase arcane scrolls from the Society of up to caster
access to magic items (common through rare quality), and materials that are level 9 with no limit on the number available. The cost of obtaining magic
not available through most other purveyors in the region. items and materials for creation of new magic items and spells is 40% less
2 TR: Gain a basic arcane research assistant capable of doing research when purchased through the guild procurement system.
for you during downtime. Your assistant also reduces the amount of time 10 TR: Your arcane assistant is now a master arcane research assistant
it requires to research and craft new spells (limited to 5th level spells and capable of doing research for you during downtime. Your assistant also
below) or magic items (of common quality) by 10%. reduces the amount of time it requires to research and craft new spells
3 TR: Able to purchase arcane scrolls from the Society of up to caster (9th level and below) or magic items (common, uncommon, rare, very
level 6 with no limit on the number available. The cost of obtaining magic rare quality) by up to 50% (GM discretion, especially with very rare and
items and materials for creation of new magic items and spells is 10% less legendary items). Charisma checks with other members of the Society
when purchased through the guild procurement system. are always made with advantage. The exception is that if a Deception
4 TR: Your arcane assistant is now an intermediate arcane research or Intimidation check is made against a higher-ranking member of the
assistant capable of doing research for you during downtime. Your Society, you lose 1 TR.
assistant also reduces the amount of time it requires to research and craft
48
GM Guide
Master Builders of the Edifice of Beliefs
Ever since the tragedy of 643 when a portion of the Capitol collapsed
Royal Engineers, a.k.a. The Royal from earthquake damage sustained more than a century earlier, it has
Arcane Engineers Guild been evident that some sort of order and oversight was necessary to
successfully achieve the architectural balancing act of maximizing
The secretive guild of Royal Arcane Engineers is the only group allowed upward expansion in the city’s limited area while maintaining the
on major building projects, especially those in the Capitol. Members have structural integrity of the older structures below. The Blight has long
access to new spells, a grand library of the city, and receive a royal stipend. been undertaking this in a haphazard, chaotic manner, but the Royal
The guild has developed specialised spells that are used to enable buildings Arcane Engineers’ Guild are who set about to make that a reality.
to be safely built atop buildings, and although many cannot afford their By strict adherence to carefully contrived standards of materials and
services, the guild pride themselves that all buildings lashed onto others methods (and no small amount of proprietary magical augmentation),
without their help collapse. Some say sabotage is at play, but guild members the guild has spent the last millennium achieving something that is
laugh at such suggestions, claiming their time is far too valuable to waste on all but unheard of in the Blight: Where they have been, the guild has
undermining the shoddy work of others. Their guild tattoo displays a plumb managed to create stability.
bob and trowel over a shield bearing the numbers II, VII, IX, and X.
Goals
The guild knows that the works of other builders in the city are
New Spells of the inferior; in fact, most of them are downright dangerous. The guild knows
that it lacks the resources and time to oversee all construction within the
Royal Arcane Engineers empire, but that doesn’t mean it thinks that it shouldn’t. With one project
at a time, the guild seeks to project its influence over the construction
Arcane Veins practices of the city-state. Most citizens who seek to build within the
city cannot afford the services of the guild, but the guild believes that
3rd-level transmutation they should therefore not build. They do not acknowledge the necessity
for building beyond what they are able to accomplish, which makes
Casting Time: 1 action them completely unrelatable to the common folk and has helped ensure
Range: Touch that even after more than a thousand years of presence within the city,
Components: V, S, M (a pinch of quicklime, a pebble, they are still no closer to achieving the standardization of architecture
and a splinter of wood) that they seek.
Duration: see descriptionVeins of arcane power
course throughout the touched structure, creating Leader
a magical strength and stability to it. The structure The Royal Arcane Engineers are ably managed under the stern eye
becomes sturdier and less susceptible to damage, of Grand Master Creator Permenya Tundlestoke (LN female dwarf
increasing its AC by 2, its hit points by 10%, and its archmage (specializing in transmutation)). Permenya, of the Underneath
damage threshold increased by 10%. Tundlestokes, followed in the footsteps of her grandfather Sheffer as
leader of the guild. She has an intimate knowledge of transmutation magic
This spell has no effect on magical structures or creatures such and its application in the unique building conditions of the Blight but
as constructs. received a very thorough business education as well in her youth. The
If cast on a structure, the spell initially effects an area 20 feet by fortunes of the guild have only improved during the three decades of her
20 feet in size. This area grows over the course of time, however, tenure so far.
at a rate of an additional 20-foot-by-20-foot area per year in the
direction as designated at the time of the casting, and continues for Headquarters
a total of 5 years. The effects of the spell can spread beyond the
structure it was initially cast upon to adjacent structures if they are The Edifice of Royal Engineers is said to lie somewhere in the
physically connected (such as by a wall or bridge). Capitol, though its exact location is unknown. Whether this is a
Additional castings of the spell on the same object or structure matter of security or because it is constantly being moved (some
have no additional effect, though if cast on a structure larger than rumours say due to instabilities in the Capitol’s foundations that they
the spells area of effect they can be combined for better coverage are continually forced to shore up to preserve the reputation of their
of that area. order). Whatever the reason, it is said that a system of secret knocks
At Higher Levels. When the spell is cast using a spell slot of and passwords at the Great Door (C1) results in being escorted to
4th level or higher, the structure’s hit points and damage threshold the proper location. Rumours also mention, however, that the wrong
increase by 10% for each slot level above 3rd. password or knocks result in being escorted to a secret oubliette for
a stay of indeterminate length.
Greater Arcane Veins
Joining
5th-level transmutation Joining the Royal Arcane Engineers requires that a candidate have
Casting Time: 1 action the ability to cast 3rd-level spells of the transmutation school. The
Range: Touch petitioner must then bribe a minor Capitol official with 2,500 gp and
Components: V, S, M (a pinch of quicklime, a pebble, then make a successful DC 15 Intelligence (Arcana) check during an
and a splinter of wood) interview to successfully identify the techniques for certain relevant
Duration: see description spells. Only one attempt at this process can be made per month.
Though arcane casters are by far the most common members of the
This spell functions like arcane veins, except the increase in guild, there are divine casters (limited to clerics of lawful religions)
AC is 4, hit points are increased 20%, and the damage threshold is that demonstrate sufficient mastery of the requisite transmutation
increased by 20%. Additionally, school (through multiclassing or other means allowing them to cast
At Higher Levels. When the spell is cast using a spell slot of arcane spells) to qualify as well.
6th level or higher, the structure’s hit points and damage threshold The spellcasting ability of the member determines her rank in the
increase by 20% for each slot level above 5th. organisation. The initial rank within the guild is Royal Arcane Engineer.
49
The Blight: Richard Pett's Crooked City
4 TR: When in the guild library, the DC on Intelligence (Arcana) and
Can Cast Society Rank Cost
Intelligence checks relating to engineering and construction is reduced by
1st-4th level Royal Arcane 3. The DC on Charisma (Persuasion and Deception) checks dealing with
2,500 gp
Transmutation Spells Engineer the Royal or Upper Class castes is reduced by 2.
5th level 5 TR: Gain access to study and learn the spell arcane veins (see
Arcane Contriver 5,000 gp sidebox).
Transmutation Spells
6 TR: All Intelligence (Arcana, History, Nature, Religion) checks
6th level related to the city of Castorhage and its holdings are made with advantage.
Master Creator 10,000 gp
Transmutation Spells The DC on Charisma (Persuasion and Deception) checks dealing with the
7th level Minor Grand Master Royal or Upper Class castes is reduced by 3.
15,000gp 7 TR: Gain access to study and learn the spell greater arcane veins (see
Transmutation Spells Creator
sidebox).
Gaining Renown Transcribe any common transmutation spell of 7th level or lower.
8 TR: Once per game week, when making any non-Intelligence check
Gaining renown with the Royal Arcane Engineers is usually related to the city of Castorhage and its holdings, substitute an Intelligence
accomplished by securing and completing a prestigious building check. Charisma (Persuasion and Deception) checks dealing with the
project. If a project that a member of the guild was involved with is Royal or Upper Class castes are made with advantage.9 TR: Transcribe
later destroyed through natural or unnatural means, that guild member any common transmutation spell of 9th level or lower.
loses a TR. Likewise, the discovery or development of new spells with
application in engineering and building gains renown for the discovering.
Finally, 1 TR is gained by a member each time she achieves a new rank
within the guild.
Cults and Gangs
In dealing with organisations that stand opposed to the characters
Resources (usually cults and gangs), the Blight uses an abstract system to measure
the relative strength of these groups. Such groups are assigned a level
The guild has a vast library of information on building and the building
(although some groups — such as the Illuminati — are off the scale as far
application of the arcane arts that it has amassed for over a thousand years.
as resources go because they are a core friend or enemy of the Blight and
Members are given access to these materials and other perks based on
as such are effectively ever-present). These groups may become friends or
their TR within the guild.
foes of the characters at some point through an adventure, reputation, or
1 TR: When in the guild library, the DC on Intelligence (Arcana) and
even accident and require a gauge of their power for you to work from.
Intelligence checks relating to engineering and construction is reduced by
The relative power of a gang or cult is represented by its level. The level
2. The DC on Charisma (Persuasion and Deception) checks dealing with
of a group gives an indication of the strength of the leaders, and the relative
the Royal or Upper Class castes is reduced by 1.2 TR: Transcribe any
strength in levels of their members. The level of a gang is usually the
common transmutation spell of 5th level or lower.
leader’s character level (though there are occasional exceptions to this),
3 TR: Purchase an arcane scroll of any common transmutation spell
and the level of the group is squared to approximate the total class levels
for half price.
50
GM Guide
of its membership. Gang levels in general range from 5 to 20, although bit over their baseline level at your discretion, varying their numbers and
higher- and lower-level gangs are out there. A group is also detailed by otherwise being dynamic, living organizations. Generally, lawful groups
a general alignment, its primary location, its leader(s), motivation(s), (who operate in a more orderly fashion) can recruit new members at a rate
friends and foes, tactics and morale. of 1 new class level for each level of the group per month. Chaotic groups
Many groups are not easy to defeat since, unlike organisations such as recruit at a rate of 1 new class level per group level per week but have a
the Watch or the Royal Army, they rarely operate in large groups or from 50% chance to lose a similar number of class levels instead, though never
a single location, but as a disparate mass spread over an area. Members for 2 weeks in a row. So the 9th level opium-dealing Irthren Gang (CE)
of a group, for example, could be brought together for an activity, and the under attack from characters of a holy order can regroup and recruit 9
leader may decide that several members are required. Some gangs, cults, class levels of new members in a week — through bullying, intimidation,
and groups do operate from a single base, and the choice ultimately is or other methods such as bribery. However, in any given week there’s a
yours — using the examples provided, do you want a covert adventure of chance that they lose that number of class levels instead.
hit-and-run tactics with the characters having to seek out various factions
of the coven, or do you prefer the idea of a fixed coven base?
A group, like any encounter, should have tactics that represents their Sample Gang: Hood Street Vandals (Level 7)
typical modus operandi, and morale. The morale gives the general Alignment: CN
likelihood of the gang retreating from any given combat encounter based Location: Artists’ Quarter
on the table below. The morale should also list under what circumstances Leader: Edwin Sedge (CN male blighted human veteran)
the group is entirely disbanded; these circumstances may not match the Motivations: Smash the mills
same qualifiers as given for encounter morale but usually follow along Friends: The Family (Festival), Anarchists (sometimes), low-
the same lines. For example, a mad group of cultists who seeks to eat er-caste workers
the moon may never give up until each one of them is slaughtered, every Enemies: Royalists, City Watch
member always seeking new members over time so that unless purged, the Tactics: Operate by night. Sedge can gather up to half the
threat is always there. A less-desperate group such as a smaller thieves’ group in 4 hours, or the entire group with a day’s notice.
guild may be disbanded if half or even a quarter of its number is destroyed, The group use hit-and-run tactics, attacking lone targets
capture or slain. and then vanishing into the night.
Unless otherwise noted, groups that are not defeated are able to recruit Morale: Hardy; the leader, all three of the Brothers, and half
new members by various means to replace lost members and even grow a the group must be slain or captured before the group
breaks and ceases as a viable entity.
The Hood Street Vandals are a group loosely allied to the Anarchists
Morale Levels and are based in the Artists’ Quarter. Their leader, Edwin Sedge, a former
workhouse orphan, was so badly abused during his youth that he grew up
Percentages indicate the chance that the group or individual will
with a hatred of all things “establishment.” The group is a covert gang that
retreat from an encounter. This check is made each time one of the
aims to smash mills, factories, and workhouses near the Artists’ Quarter.
listed criteria is fulfilled. If a group is outnumbered by 2-to-1 or more or
Membership is secret, and a matter of caste, with Lowfolk workers
face opponents with a clear tactical advantage or dire reputation (GM
forming the bulk of its membership. Instructions are spread through word
determines), its morale level is reduced by one for the purposes of that
of mouth, with lesser members being aware and following instructions
encounter. If a group is in its headquarters or some other location it
from a trio of brothers (called “the Brothers” by members of the gang),
considers to be a major stronghold, its morale is increased by one level
any one of which knows approximately 50% of the lesser members by
for that encounter. All numbers are in reference to the number of group
name. The Brothers in turn act under direct instruction from Sedge.
members present for the encounter rather than for the group as a whole.
Breaking: 50% when faced with the prospect of battle
regardless of group size. 100% if demoralized by a successful
Intimidate check or one of their number is killed or incapacitated. The Four Great Families
Low: 50% when faced with the prospect of battle while There are four great families in the City-State of Castorhage: the
outnumbered or if demoralized by a successful Intimidate check. Castorhage Family (the Royal Family), the Borxia Family, the Nightshade
75% each time a member is killed or incapacitated. 100% when Family and the Tredici Family. Below them are a swarming mass of other
reduced below half their numbers. houses, great and small, all wielding various levels of power and influence.
Cautious: 35% when faced with the prospect of battle while As a subsection of Gangs, the rules can be applied to these politically and/
outnumbered. 50% when the first member is killed or incapacitated. or nefariously connected houses as well to create a gauge of their power
75% when reduced below half their numbers. 100% when reduced and influence.
to one-quarter their numbers. Blood runs thicker than water, they say, and unlike gangs, ties of blood
Average: 20% when faced with the prospect of battle while are often intricately woven into others through marriage. The relative
outnumbered. 35% when the first member is killed or incapacitated. strength of each family is given in a simple stat block, designed to reflect
50% when reduced below half their numbers. 75% when reduced to not only their power, but their allies and enemies, as well as their elders.
one-quarter their numbers and each death or incapacitation thereafter.
Hardy: 10% when faced with the prospect of battle while
outnumbered. 25% when the first member is killed or incapacitated. Sample Family: House Wether (Level 9)
35% when reduced below half their numbers. 50% when reduced Alignment: N
to one-quarter their numbers and each death or incapacitation Location: Capitol
thereafter. Family Head: Lilly Wether (N female human spy)
Courageous: 10% when the first member is killed or Primary Motivation: Loyalty to the Royal Family
incapacitated. 25% when reduced below half their numbers. 35% Friends: Secret alliance with the Clan Sullage (BookTown)
when reduced to one-quarter their numbers and each death or aimed at bringing the Borxias down, their deals swinging
incapacitation thereafter. on property and business ventures; the Royal Family (Cap-
Very Strong: 10% when reduced below half their numbers. itol)
25% when reduced to one-quarter their numbers and each death or Enemies: Outrage and condemnation of House Shibboleth
incapacitation thereafter. over attempts to frame an (allegedly) innocent senior
Fearless: Fanatics who never retreat from an encounter and will family figure over a fair duel results in frequent duels be-
fight to the last. tween the sons of both families; hatred of the Borxia Family
51
The Blight: Richard Pett's Crooked City
over property disputes and unpaid loans as well as deaths such contacts rests with you as GM to install into adventures as friendly
of family diplomats at their hands contacts or perhaps power rewards. For example, the characters may save
Tactics: Spying, brokering information and secrets a member of a cabal who has powerful friends. The character’s reward is a
Morale: Very strong. Exiles flock to their banner, and the power award (see below) that enables them to purchase rare items of up to
family name is arrogantly bandied about throughout the 5,000-gp value, but each item must be commissioned with crafting times
city; the support of the Royal Family secures their future so as indicated in the game manual plus 1d6 weeks.
long as the Castorhages are in power. Spellcasters may also join an appropriate guild or club that allows them
access to spells and items. If you do not wish to go with specific clubs
Although giving a good indication of the family, these statistics are or do not have time, use the rule of thumb that a one-time fee enables
also slightly abstract on purpose. They do not go into great detail about the character to join such an association. Such cabals and clubs have
the family members or alliances but can be used to judge who is more an indicator to represent the rarity of items and spells they offer or can
powerful than whom, and are intended as a jumping off point that you create, with the fee being 250 gp per rarity or spell level. As an example,
can flesh out and develop for your campaign. Unlike gangs (see below), the Cabal of Shadowy Illusionists (uncommon, level 5) has the ability to
family runs deep and can count upon lesser families as allies. create all magic items up to uncommon rarity for a cost of 500gp and
has access to all associated spells up to 5th-level for a cost of 1,250 gp.
Purchase of spells and items is in addition to the fee, of course, and unless
Magic brings power, and power is something jealously guarded in the city.
Buying magic therefore is more difficult in such a closed society and, if you
use the optional rules outlined in the sidebox below, all magic is affected.
Where magic is sold, it commands the normal price as noted in the
guidelines for magic items in the game master’s section of the rules.
52
GM Guide
Death and Magic
Resurrection and raise dead are serious matters in the Blight and are
only generally available to the most important Royals, priests, and political
How Magic is
figures of great power, those lucky enough to personally know someone
capable of casting these spells, or belong to a cult where such actions occur.
Viewed in the Blight
They are certainly not available to the common man at any price. The idea This is very much a matter of personal taste, but the general
of (near) eternal life is considered blasphemous in many religions and some assumption in the city-state is that magic is power, and power
groups, notably the Knights of the Great Order (a LN order of knights should not fall into the wrong hands. How you run this is a matter
whose sole purpose is to hunt down and immolate those who have been for you and your players, but some increasing scales of control are
raised), who take a particularly dim — and violent — view of it. given below. Each requires you to decide — if you even wish to
— how to tweak the way magic is viewed in this campaign. This
is not for everyone; many people love high-magic campaigns, in
53
The Blight: Richard Pett's Crooked City
that someone she had previously killed was, in fact, a wererat and asks how
Sample Reward Sample Goals
this will apply to the life goal. In general, granting the reward with the
discovery of the knowledge retroactively is probably not an issue. But if the Amass a personal fortune of at least
Invest in lucrative
knowledge would be sufficient to reveal that the goal should have been met 100,000 gp (not including magic
venture
and the reward given at some prior point, it may not make for a satisfying items possessed).
game solution. It may require the GM to extend the goal slightly so that Join inquisitors or Build a cathedral.
the character can achieve it with an active effort rather than backing into it witchhunters
unknowingly and then suddenly reaping the benefits of its rewards. Back
to our cinematic example, it would be a singularly unsatisfying moment Defeat 75 of a personal enemy
50,000 gp
if during the assault on Blofeld’s stronghold Bond suddenly realized as he (at least CR 4).
finally reached Blofeld’s inner sanctum that the archvillain had been killed Choice of Bring down a major cult, become
by an errant piece of shrapnel during Bond’s opening volley. legendary a Justice, rule a district, establish a
The achievement of the personal goal and reward should feel like an magic item powerful club or guild.
achievement for the player as well as the character, so you should strive to
make it so even if that means a slight manipulation of matters at the end. Go on a quest to recover a holy
Made landed
artefact, marry into the upper
nobility
echelons of the Royal Family.
Sample Reward Sample Goals
Defeat 100 a specific personal
Choice of common Join a club or avenge a death by 75,000 gp
enemy (at least CR 5)
magic item slaying a petty official.
Marry a childhood sweetheart, have
Power
500 gp
children.
Defeat 5 of a specific personal
1,000 XP
enemy.
Power in role-playing games comes in many shapes and sizes but
Destroy a petty guild or club, or generally revolves around a statistical basis: What are the highest-level
Choice of
unmask an organisation of minor spells you can cast? How many hit points does the monster have? What
uncommon magic
repute by providing evidence to a feats can your character use?
item
holy order of wrongdoing. However, it is also true to say that it is not always what you know but
Slay a minor noble, purchase a who you know that defines power.
particular property that has been
taken by others illegally, raise
2,500 gp
enough money to free a relative Power as a Reward
from a terrible gaol or break them
As an alternative or addition to money, you may decide to reward
out of same.
your characters with power. Rewards can range from trivial, such that
Marry a famous beauty, perform to the characters earn the respect of locals in the parish of Dern Bridge and
Gain a special title
royalty. all Deception, Intimidation, and Persuasion checks are made with the
character’s proficiency bonus added for a year, to the profound resulting in
25 of a specific personal enemy
5,000 gp the character being invested with the title of Lord Under-Justice of Trade,
(At least CR 2).
a position of great import and that pays 25,000 gp per annum.
Destroy a moderately powerful guild Be careful when offering power as a reward, though, because as the
or club, avenge a childhood wrong saying goes, with it comes responsibility. If you wish to keep things
Choice of rare
against nobility by tracking down simple, reward the power as a simple bonus to income, skill checks, or as
magic item
the noble and either killing or ruining followers. More complex power rewards could involve interaction with
him. other powerful individuals, opportunities to influence important decisions
Rise to the rank of guild leader in a and possible trade and/or nefarious activities. An interesting campaign
10,000 gp major guild, track down and kill a could revolve around various powerful houses that vie for the illicit
serial killer of great repute. trade in contraband, with interaction at a political and covert level. The
characters build up power rewards by influencing aspects of these families
Advance to higher Build a church or purchase a manor and rise in power accordingly.
caste house.
Create a new 5th-level spell, explore
Awarded honorary Between or other exotic lands and
university degree have a significant geographical
feature named after you.
Example Power Reward:
Knighted by the
Amass a personal fortune of at least
50,000 gp (not including magic
Fetch Destruction
Queen If the characters rid a portion of the city of Fetch, they are
items possessed).
installed as parish undead hunters, positions that bring in 1,000
Defeat 50 of a specific personal gp per year. The parish installs six guards as underlings of the
25,000 gp
enemy (At least CR 3). characters and replace dead underlings at a rate of one per year.
Choice of very rare Unmask a devil, demonic or The character’s interactions (all Deception, Intimidation, and
magic item n’gathau cult and slay its leader. Persuasion checks) are made with advantage within the parish. If
they wish, once per month, the characters can push local traders
Bring down a major guild or club,
for extra tax, bringing in a further 200 gp if they make a DC 15
rule a parish, gain a 20th-level
Made titled (minor) Charisma (Intimidation) check. However, at the same time the use
friend, establish a dynasty, establish
nobility (or overuse) of this tax bullying should likewise have consequences
a powerful business garnering 20,000
for you as GM to decide.
gp per year.
54
GM Guide
Relationships its existence, the uninterrupted will of its government to seize and exploit
every possible technology available without the typical concerns of
political and moral restraint, as well as its unique position in relation to
as Rewards the otherworldly influence of Between upon the minds, bodies, and souls
of its populace. In short, Castorhage is a place that has been “touched” (or
“blighted” if you will) and has had the resources and unimpeded political
Consider that the characters’ actions always have some kind of effect: will to explore a myriad of lines of scientific query to their logical, illogical,
the characters can act selflessly, perhaps saving a hostage or commoner and often even catastrophic conclusions. The Blight is the mad scientist’s
from danger, perhaps they save a merchant’s daughter and gain her father’s lab where he never had to worry about a mob of villagers with torches
undying gratitude. Such actions could reap new relationships, which may and pitchforks coming to end his unnatural experiments. The sciences,
also increase their power (as detailed above). pseudo-sciences, and meta-sciences have benefited from this unbridled
For example, the characters unmask a plot by cadaver snatchers to excess, but the city has certainly suffered for it.
harvest parts from beautiful young people for local golem-stitchers. These But though the City-State of Castorhage has long had access to steam
people are all the offspring of commoners, and only the characters stand power and clockworks (the former was tinkered with on Earth as early
up for them. At the close of the adventure, you may decide that one of as the 1st Century AD by Heron of Alexandria and the latter startlingly
the young people is a potential partner for a character. You may decide to exhibited in the Antikythera mechanism believed to date as far back
grant this friendship as given, and hand the character the details, or you as 150 BC), the Blight is no steampunk campaign. Because where
may decide that if a character passes a certain action (a Persuasion check traditional steampunk settings harnessed the power of steam into all sorts
or other appropriate skill check), the character can develop a relationship of mechanical wonders, in Castorhage it never became more than an
with that individual. auxiliary source. For in Castorhage, the great experimenters discovered
the great possibility and cheap availability of necromancy, not simply in
the obvious sense of animating legions of zombie labourers, but rather in
Advancing Relationships its application through necrocraft and golem innovation. While the many
technological innovations that power Castorhage incorporate steam power
You can make the friendships as complex as you like, keeping track of or clockworks, at the core is their reliance preservation and animation
NPCs as individuals who sometimes accompany characters or who have of once-living flesh to supply their labour and energy needs. It is much
adventures of their own that are referred to in passing or which could lead cheaper and easier for the arcanists of the city to harvest the limbs of the
to other adventures. You may also decide that such NPCs are static, and dead or dying and craft them into an animated bucket brigade than forge
stay at the levels initially generated, happy with a quieter life. Or you and install an expensive and heavy steel pipe to carry water up a slope,
could decide to advance the NPCs at a rate relative with the characters and it is this philosophy that has driven the city’s innovation for centuries.
55
The Blight: Richard Pett's Crooked City
Of course, the important question, though, is how does the city’s seen at least monthly by locals. Many patrons have taken to dressing their
technology level impact your own campaign? And the answer, as with all skeletons in hooded livery to disguise their horrific appearance.
Lost Lands products from Frog God Games, is that its impact is as much And if the use of zombies and other lesser undead as menial labour
or as little as you prefer. Much of the technology is presented in a neutral goes on unchecked, then so does the creation of flesh golems, homunculi,
manner. It is described in the background without detailed explanations as fleshgines, necrocraft and other constructs incorporating the components
to which portions are magic versus which portions are technological. In of one or more individuals who once counted themselves among the
the Blight, there’s little distinction and little need for one. The technology living. Commonly known as the “Made,” any of these can be seen openly
need not play a significant role in your campaign unless you want it to. walking, slithering or flying the streets of the Blight, and many take the
Perhaps the biggest point of contention is the presence or absence of form of commonly employed services such as the undead-drawn coarse
firearms. Many GMs and players enjoy adding them as an augmentation cabs and fleshgine-animated Dungier’s buggies.
to their games to give them a more swashbuckling feel, but just as many Finally, there are the unliving, those who either through their own
despise them and want no part of them. Firearms have been presented as choosing or by the will of others who had the power of life and death over
a part of the Frog God Games/Necromancer Games campaign setting them partook of the magical philtre known as the elixir of life†. Those
since as early as 2005, so their appearance in the Blight is nothing new, who take the draught successfully find themselves with a new lease on
but will be handled in much the same way as every other instance. There life — or near-life to put it more accurately — released from the shackles
are firearms in the Blight as part of the base assumption of the setting, but of aging and finding the physical needs of the body much diminished
they are not integral to it, and you can absolutely ignore it entirely without all around. These are the alchymic-undying†, more commonly referred
ramifications or the need for substantial rewrites for your own running of to as “Reborn.” Of course, that the physical sensations of the body are
the campaign. diminished just as much if not more causes some to consider this form of
The standard firearms found in the game master’s manual can be found near-immortality as much more akin to near-Hell. Normally those who are
in the Blight and are as available or unavailable to the players as you exposed to the elixir of life are those who can afford it and have a morbid
want them to be. The City Watch, the Royal Army, and many criminal fear of death or those who possess some valued skill that their overseers
elements in the city undoubtedly have access to firearms, but magic is are not willing to let perish simply because the physical body might do so.
cheaper and easier to control access to, so their use has not spread broadly There are also those who take the elixir of life but whose bodies do
and may never even be noticed by your players if you don’t want them to. not react well to the unnatural infusion. Instead of shedding the shackles
In general, encounters and NPCs are not built around the use of firearms, of ordinary mortality as alchymic-undying, these unlucky souls instead
so it should be relatively easy to excise them altogether without a second find themselves cursed with a progressive form of undeath that not only
thought if you so wish. steals away their vitality and ability to experience sensation, but also their
It is assumed that the Capitol is undoubtedly bristling with mounted very reason and personality as well. These cursed folks are the alchymic-
cannon that overlook the river (and the surrounding city!), but they do not unliving†, and when their curse becomes advanced enough, they lose every
play a role in any of the published materials and need never be mentioned. shred of who they were and become simply one more zombie shuffling
The ships of the Royal Navy are black ironclad paddlewheel steamers mindlessly to its master’s commands.
that add their belching fumes to the smudged air above the city, but they
add only a pittance to that put off by the countless cook fires, trash fires,
funeral pyres, and general arson that occurs in the city daily. And while
these same navy dreadnoughts have shipboard cannon (side mounted, not
turret mounted as in modern warships), they are equally likely to use their
The Weight of the Law
cannon to fire secretly conducted experiments involving the enslavement “The law which attempts a man’s life is impractical, unjust,
and deployment of ragefire elementals through a Byzantine projector. In inadmissible. It has never repressed crime — for a second crime is every
any case, access to these vessels of the Royal Navy is highly restricted, day committed at the foot of the scaffold.”
and they need not play a part in your Blight campaign unless you wish
them to do so. The law is tough and well organised in the Blight. Making an enemy of
it is unwise but perhaps inevitable for some groups.
Having a viable law in a city is the only way to keep order, and as a GM
The Undead, you should not hesitate to call upon high CR officers and minions to see it
carried out. Third-level characters who wantonly burn down a Royal palace
should not be surprised soon to find a group of wardens tracking them.
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GM Guide
songs are unlikely to be seen again.
The Knockers (the Castorhage Secret Police) is also a force to be
feared. This group turns up at night and takes people with them without
warning or explanation. Those that go with them are rarely seen again.
There are many well trained individuals within the ranks of the Knockers,
but their numbers and membership are so secretive, and their activities are
so clandestine, that there is no such thing as a “standard” Knocker patrol.
As with all in this setting, judge the level of law the characters must
deal with however you wish. If you want a very strictly legal campaign,
have the City Watch be a constant issue for the characters, perhaps at the
core of some adventures where it’s not just about killing a powerful and
aristocratic enemy but covering up any evidence of their involvement as
well. Conversely, in some streets murder is commonplace, and with a city
of countless serial killers, the law is clearly failing somewhere.
Throwing an unexpected Watch patrol into an adventure is a great way
to test your player’s mettle, and if they happen to kill some constables, then
so much the better; everything, as has been said before, has a cause and
effect in a place so crowded. There are always so many eyes everywhere,
looking greedily to make a coin or use information to seize some power.
A party that takes down a few corrupt Queen’s Men, must simply learn to
play this game to survive.
In general, hanging or beheading is a punishment meted out for anything
from simple theft upward, rarely dependent upon the seriousness of the
crime — though deportation to one of the Between colonies is always
possible for those who might receive a commuted sentence. Crimes of a
lesser severity than theft usually warrant being tossed into the city gaols
or, worse, the sanatoriums for the mad. There are also still some prison
hulks floating in the Lyme, and these are terrible, diseased places without
hope where those whose betters may still wish to talk to them at some
future time are incarcerated for “safekeeping.”
True Gods
of the Blight
While the “gods” of the Blight are a constant presence in the minds
human veteran). However, this is only the standard Watch patrol. There are of many Castorhagers and even occasionally walk the street, there are
some places in the city where the Watch just dare not go, and some places still countless other older deities whose names are invoked on a daily —
(such as the Capitol) where patrols are two, three even four times larger. sometimes momentary — basis. These gods have their own local names,
The Watch has not only guards, veterans, captains, and scouts in its but as with any icons, scholars have surmised that many are only local
employ but sneakthieves and burglars, acolytes and priests, and mages aspects of more widely named or quoted gods. The more commonly
of all different specialities amongst their number that serve in special revered gods of the Blight are listed here, but in a city so large, it seems
capacities. Many Watch clerks are commoners, while most inspectors that whatever god, saint, or angel one worships, there is bound to be a
are highly trained and can ferret out most anything. Higher-level officers shrine to them somewhere.
quite frequently are nobles, being political appointments through family Many of the main deities presented below appear in other areas of the
influence. Far from a homogeneous organisation, the Watch represents Lost Lands as well. However, their complete description covering those
hundreds of points of view and scores of agendas. Nevertheless, the sheer other representations is not included. Rather, the list here details them in a
crush of its bureaucracy tends to keep it more or less on course in the shortened version based on their relevance to the Blight itself.
execution of its duties. The Office of the Watch oversees a city of millions
of people, however, and crime is rife.
What does or does not cause the Watch to become involved in a Baphomet
situation depends on the political capital at play. In general, a parish tiff
where a cult temple is burned to the ground by adventurers is not a cause The Rage Storm; Demon Lord of Anarchy,
for concern in the eyes of the Watch, whereas bumping off an aristocrat
most assuredly is. The more “respectable” (read: powerful) an individual Beasts, and Anger
is, the less likely he is to be troubled by the law, and certainly a bribe of Greater God (Demon Lord)
500 gp in the right hands can get the aristocrat criminal off all but the Alignment: Chaotic Evil
worst of charges. Domains: Animal, Chaos, Destruction, Evil, Fire, Water
How you adjudicate this is very much a matter of personal taste — the Symbol: A burning goat’s head
Watch is there for you to use as an ally or foil, but having it regularly Garb: Rich royal robes or filthy nakedness
swoop in to save characters in over their heads does not make for a very Favoured Weapon: Halberd
fulfilling game while it could also soon become very tedious having to deal Form of Worship and Holidays: Full moons for worshippers
with the tenth cultists’ body by dumping it in the river for fear of hanging. with lycanthropy who tend to engage in wanton slaugh-
Likely, a balance will need to be struck in your campaign between the ter. Non-lycanthropes hold secret rites with desecration of
usefulness and the antagonism of the Watch toward the characters. In any holy symbols and blood rituals.
case, the players should not be allowed to become entirely dismissive of Typical Worshippers: Minotaurs, lycanthropes, therian-
the Watch, and characters who march up to the Capitol singing Anarchist
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The Blight: Richard Pett's Crooked City
thropes*, chaaor demons, the Alcaldrich Order of Knights Favoured Weapon: Any poison or poisoned weapon
Templar in Exile Form of Worship and Holidays: Night vigils where rats or
other small animals are sacrificed as burnt offerings when
While revered in a more urbane and civilized manner in some other the Canker is especially thick. Burning of thick incense for
lands, in the Blight this demon lord is a god of fire, of the raging storm and Feast of Fools to hide presence from Father Canker. Griev-
the thunder and lightning who destroys. Even his more civilized followers ing mothers set cornhusk dolls alight and cast them into
who meet in secret cabals for their carefully hidden dark rituals revel in the Lyme as votive offerings.
the destruction he promises to bring to the world. Hymns to Baphomet Typical Worshippers: Beggars, grieving mothers and fathers,
speak of the End of Days, the coming Apocalypse, or the ruin of the world belkers, some undead and psychotic thieves/murderers
through anarchy. Of late, rumours among Baphomet’s faithful speak of a
new weapon wielded by the Royal Navy, a powerful new advancement He is at your window, he swallows the breath of your children as he
that has seen limited use only in the far colonial corners of the empire. chokes them, sobbing as he does. Father Canker seems to be a god wholly
When they whisper of this tantalizing new development, they use only of Casterhagi origin. He represents the ever-present danger to be found
one word: ragefire. in the noxious fumes of the Canker and the choking smog of the city.
Baphomet previously appeared in LL4: Cults of the Sundered Jack’s Candle is said to be his manifestation. Father Canker is not so much
Kingdoms by Frog God Games. revered as placated, and many beggars and those forced to live in the
*Therianthropes (sometimes called anthromorphs or weretherions) are lowest parts of the city along the banks of Sister Lyme where the mists rise
animals that can assume a human or hybrid form (the latter combining highest and the sea breezes are at their weakest live in constant fear of the
traits of both their human and animal forms). They are akin to lycanthropes choking miasma that can come without warning and leave all it encounters
(in that they are shapechangers), but therianthropes are not lycanthropes dead where they lay. Parents of young children who die of crib death, the
and do not carry or induce lycanthropy. All therianthropes in human form Canker’s suffocating fumes, or virtually any other cause often see Father
have slightly feral characteristics. Canker as the protector of their lost child’s soul and make votive offerings
into the Great Lyme River during their grieving period, a time that can
sometimes last years or decades. The authorities sometimes have to keep
Brine a careful watch for these activities on days when there is a high fire danger
on the river.
There is a local rumour — or fairy tale — that floats around Castorhage.
Ocean’s Anger; Fish-Brother; Some people say that Brother Choke has a weakness, that he is afraid of
God of Sea and Unsea birdsong. Whether there is any truth in that, many locals keep a canary in
their homes hopefully to ward him away. They have come to know that
Greater God when the bird stops singing, he is at hand, and it is time leave quickly.
Alignment: Neutral
Domains: Animal, Chaos, Destruction, Water, Weather
Symbol: A crashing tidal wave devouring the towers of a city
Garb: Salt-crusted fishing nets and seaweed drapings sym- Geryon
bolising tentacles
Favoured Weapon: Net The Liar; The Great Serpent; Lord of the
Form of Worship and Holidays: Full moon nights when the
high tide is highest, new moon nights that coincide with Fifth; Patron of Betrayal and Deceit
unknown aboleth rituals in the deeps. The Brine Sea cele- Arch-Devil
brated at midsummer with a flotilla of boats upon the sea Alignment: Lawful Evil
make offerings and feast on fish. Cradle-Song ceremony Domains: Charm, Evil, Law, Serpent (see below), Strength
when a human woman is returned to the surface world Symbol: A fanged serpent
with a briny infant in tow to welcome them into the briny Garb: Ordinary clothes, no special garb other than a gold
community. The Culling occurs when a briny undergoes serpentine crown and pectoral when conducting rituals
transformation into a skum and is caught by his briny kin Favoured Weapon: Glaive-guisarme
before he can escape into the sea and is euthanized in a Form of Worship and Holidays: True followers of Geryon seek
sacred bloody ritual upon the benighted waves. to attend the worship rituals of other deities under the
Typical Worshippers: Briny, brine mothers, fishermen, loca- pretence of being true believers and secretly desecrate
thahs, some sahuagin them. Actual services to Geryon take place in deep, hell-
ishly lit caverns and involve blood sacrifice, the summon-
One day, Brine’s worshippers say, the world will be swallowed by a vast ing of infernal snakes, and the ritual blowing of shofar.
tidal wave that will wipe it clean and create it anew as has happened many Typical Worshippers: Politicians, con artists, barristers, justices,
times before. Until such time, those who worship and work the sea give mongrelfolk, serpentfolk, lizardfolk, inphidians*
offerings to the god and the creatures that live from it seeking their favour.
To the briny race, Brine is held as patron and a sort of protective older The arch-devil Geryon is the Great Serpent and master of the Fifth
brother that sees to their needs and promises them a new life of justice and Circle of Hell where he rules from a great iron fortress. He commands
equality once the wicked world that they live in finally passes away. many followers in the city who seek his favour through lying in his
name and to further his cause. Many of Geryon’s faithful are casual
followers who seek his blessing only to cover their dishonest dealings
Father Canker and have determined that such efforts made to his glory are less likely to
be discovered for the falsehoods they are. For his part, Geryon does not
care whether his followers are formal worshippers or mortal fools who
Brother Choke; The Silent Assassin; inadvertently bring him power. The majority of his worshippers in the city
God of Poison, Silence and Smog are mongrelfolk (those with reptilian heritage are considered particularly
blessed) who seek to curry his favour and use their natural aptitude for
Lesser God deception and obfuscation to further his cause.
Alignment: Neutral Geryon’s formal worshippers revere serpents of all kinds, and lizardfolk
Domains: Air, Death, Trickery, Weather are found throughout the city who serve his cause. The inphidians of the
Symbol: A smoking brazier or a shard of opaque glass city who worship Hassith-Kaa seek out the reptilian peoples who venerate
Garb: None, usually beggar’s wrappings or mourning veils the Liar and seek to exterminate them at any cost. Geryon’s most devout
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GM Guide
Serpent Domain
Serpent Domain Spells
Cleric Level Spells
1st Animal Friendship*, Speak with Animals*
Animal Messenger*, Protection from
3rd
Poison
5th Conjure Animals*, Stinking Cloud
7th Compulsion, Dominate Beast*
9th Cloudkill, Dominate Person
Venomous Armor
At 1st level, your skin starts to secrete venom that is toxic. When
your bare skin comes into contact with another creature, they must
succeed on a DC 10 Constitution saving throw or be poisoned for
a number of minutes equal to your cleric level. Consequently, you
are immune to poison.
Jubilex At 8th level, you gain the ability to infuse your weapon strikes
with poison. Once on each of your turns when you hit a creature
with a weapon attack, you can cause the attack to deal 1d8 poison
The Faceless Lord; Lord of Corruption and damage to the target. When you reach 14th level, the extra damage
is increased to 2d8 damage.
Decay; Demon Lord of Slimes and Oozes
Demon Lord Improved Serpent’s Gaze
Alignment: Chaotic Evil At 17th level, you can charm up to 2 humanoids, instead of one,
Domains: Chaos, Evil, Slime (see below), Water when you use Serpent’s Gaze. While creatures are charmed by
Symbol: An amulet portraying an amorphous mass covered your Serpent’s Gaze, you can take a bonus action on your turn to
in eyes or a splatter of paint with an eye drawn in the verbally command what those creatures will do on their next turn.
centre
Garb: Filthy rags
Favored Weapon: Morningstar (called a “pulper” by the
faithful) es, ooze demons, spawn of Jubilex, slime nagas, some evil
Form of Worship and Holidays: Outbreaks of disease are dragons
considered to be signs of the Faceless Lord’s favour; oth-
erwise, there are no real holy days or organised worship The Faceless Lord is a powerful demon lord, sometimes worshipped
other than random sacrifices and eviscerations. as a deity, though it does not generally behave as such. It is considered
Typical Worshippers: Insane humans, lepers, intelligent ooz- by its worshippers to be chaos personified and a return to a simpler, purer
state of existence. Jubilex is said to sow chaos and discord throughout the
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The Blight: Richard Pett's Crooked City
planes, though it is possible these are simply the instinctive actions of a
mindless monstrosity rather than a calculated stratagem. It is doubtful that
Jubilex even recognizes that it has worshippers, or cares.
Disliked even by other demon lords, Jubilex is often depicted as an
Slime Domain
enormous amorphous blob with eyes in random locations that spews Slime Domain Spells
forth foul and deadly slimes of many varieties. During a dispute with the
dwarven god Dwerfater thousands of years ago, Jubilex was imprisoned Cleric Level Spells
in some hidden location rumoured to be on the Material Plane and the
1st Ooze Bolt*, Spider Climb
world of Lloegyr. His physical absence has not seemed to affect his few
deranged cultists over this time, and if his name has been forgotten to 3rd Mucus*, Slimeskin*
the point of being little more than a whispered rumour in the world, then 5th Muck*, Ooze Eruption*
it likely has only helped his cult to remain hidden from the powers that
would otherwise seek to destroy it. 7th Ooze Sphere*, Pseudopods*
The Faceless Lord is the ruler of slimes and oozes, things that slip 9th Conjure Ooze*, Gelatinous Wall*
beneath the streets of the Blight and find an ideal setting for birthing and
growing his kin and progeny. He is also the Lord of Decay and is said to New spells are described below.
slither the streets of the Blight at night by his mad faithful. His followers
are called Masters (or Mistresses) of the Ooze, and they often sacrifice a Bonus Proficiencies
limb to green slime to gain their lord’s favours. They are feared by even
the vilest things in the city for their cruelty. At 1st level, you gain proficiency with martial weapons and
heavy armour.
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GM Guide
Slime Domain
A thin, green ray springs from your pointing finger to a creature that
New Spells you can see within range.
CONJURE OOZE A creature targeted by this spell must make a Dexterity saving
4th-level conjuration throw. On a failed save, the target takes 10d6 + 40 acid damage. If this
Casting Time: 1 minute damage reduces the target to 0 hit points, it is liquefied and turned into
Range: 90 feet a puddle of ooze.
Components: V, S A liquified creature and everything it is wearing and carrying,
Duration: Concentration, up to 1 hour except magic items, are reduced to a disgusting puddle of melted,
bubbling ooze. The creature can be restored to life only by means of a
You summon oozes that appear in unoccupied spaces that you can true resurrection or a wish spell.
see within range. You choose one of the following options for what At Higher Levels. When you cast this spell using a spell slot of
• •
appears: 7th level or higher, the damage increases by 3d6 for each slot level
One ooze of challenge rating 2 or lower above 6th.
• •
Two oozes of challenge rating 1 or lower MUCK
Four oozes of challenge rating 1/2 or lower 3rd-level conjuration
Casting Time: 1 action
Eight oozes of challenge rating 1/4 or lower. Range: 150 feet
An ooze summoned by this spell disappears when it drops to 0 hit Components: V, S, M (a drop of glue, a small ball of
points or when the spell ends. gelatinous slime, and a drop of acid)
The summoned creatures are friendly to you and your companions. Duration: Concentration, up to 1 minute
Roll initiative for the summoned creatures as a group, which has its
own turns. They obey any verbal commands that you issue to them (no You transform a 20-foot-radius area into a pool of ooze and caustic
action required by you). If you don’t issue any commands to them, they slime, centred on a point with range and lasting for the duration.
defend themselves from hostile creatures, but otherwise take no actions. This area is filled with a bubbling mass of greenish-black and foul-
The GM has the creatures’ statistics. smelling liquid. Ooze, slime, and pus constantly form bubbles that
At Higher Levels. When you cast this spell using certain higher- burst, releasing splashes of corrosive droplets. Pseudopods writhe and
level slots, you choose one of the summoning options above, and reach for any creature in the area.
more creatures appear: twice as many with a 6th-level slot and three The area covered by the muck is difficult terrain. Any creature that
times as many with an 8th-level slot. starts its turn in the area takes 2d6 acid damage. Any creature that ends
its turn in the area must succeed on a Dexterity saving throw or take
GELATINOUS WALL 2d6 acid damage as slimy pseudopods grope and grasp it.
5th-level evocation
Casting Time: 1 action MUCUS
Range: 60 feet 2nd-level conjuration
Components: V, S, M (a small piece of gelatinous cube) Casting Time 1 action
Duration: Concentration, up to 10 minutes Range 60 feet
Components V, S, M (phlegm)
You create a transparent, stationary wall of gelatinous slime. The wall Duration Concentration, up to 1 hour
appears within range on a solid surface and lasts for the duration. You
choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick You conjure a gob of thick, phlegmy mucus at a point of your choice
or a circle that has a 20-foot diameter and is up to 20 feet high and 5 within range. The mucus fills a 20-foot cube from that point for the
feet thick. duration. The mucus is difficult terrain and lightly obscure their area.
When the wall appears, each creature within its area must make a If the mucus isn’t anchored between two solid masses (such as
Dexterity saving throw. On a failed save, a creature can choose to be walls or trees) or layered across a floor, wall, or ceiling, the conjured
pushed 5 feet back or to the side of the wall. A creature that chooses mucus collapses on itself, and the spell ends at the start of your next
not to be pushed suffers the consequences of a failed saving throw. turn. Mucus layered over a flat surface have a depth of 5 feet.
On a failed save, the wall engulfs the creature, and the creature takes Each creature that starts its turn in the mucus or that enters it during
3d6 acid damage. The engulfed creature can’t breathe, is restrained, its turn must make a Dexterity saving throw. On a failed save, the
and takes 6d6 acid damage at the start of each of the caster’s turns. creature is restrained as long as it remains in the mucus or until it
An engulfed creature can try to escape by taking an action to make a breaks free.
Strength check against your spell save DC. On a success, the creature A creature restrained by the mucus can use its action to make a
escapes and enters a space of its choice within 5 feet of the wall. Strength check against your spell save DC. If it succeeds, it is no
A creature can attempt to move through the wall, but suffers the longer restrained.
same effect as a failed save mentioned above.
At Higher Levels. When you cast this spell using a spell slot of OOZE BOLT
7th level or higher, the damage increases by 2d6 for each slot level 1st-level evocation
above 6th. Casting Time: 1 action
Range: 120 feet
LIQUIFY FLESH Components: V, S
6th-level transmutation Duration: 1 round
Casting Time 1 action
60 feet A bolt of grey ooze springs from your hand and streaks toward
Components V, S, M (a drop of acid and a drop of water) a creature of your choice within range. Make a ranged spell attack
Duration Instantaneous against the target. On a hit, the target takes 4d6 acid damage.
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The Blight: Richard Pett's Crooked City
Slime Domain
At Higher Levels. When you cast this spell using a spell slot of or starts its turn there, the creature must succeed on a Dexterity saving
2nd level or higher, the damage increases by 1d6 for each slot level throw or take 3d6 acid damage and be restrained by the pseudopods
above 1st. until the spell ends. A creature that starts its turn in the area and is
already restrained by the pseudopods takes 3d6 acid damage.
OOZE ERUPTION A creature restrained by the pseudopods can use its action to make
3rd-level transmutation a Strength or Dexterity check (its choice) against your spell save DC.
Casting Time: 1 action On a success, it frees itself.
Range: 120 feet
Components: V, S, M (a ball of gelatinous slime) SLIMESKIN
Duration: Instantaneous 2nd-level transmutation
Casting Time: 1 action
Choose a point you can see on the ground within range. A fountain of Range: Touch
slime and ooze erupts in a 20-foot radius centered on that point. Each Components: V, S, M (a handful of oak bark)
creature in that area must make a Dexterity saving throw. A creature Duration: Concentration, up to 1 hour
takes 3d12 acid damage on a failed save, or half as much damage You touch a willing creature. Until the spell ends, the target’s skin
on a successful one. Additionally, the ground in that area becomes has a slick, slime-like appearance, and the target’s AC can’t be less
difficult terrain until cleared away. Each 5-foot-square portion of the than 16, regardless of what kind of armor it is wearing.
area requires at least 1 minute to clear by hand.
At Higher Levels. When you cast this spell using a spell slot of VITRIOL OF JUBILEX
4th level or higher, the damage increases by 1d12 for each slot level 4th-level evocation
above 3rd. Casting Time: 1 action
Range: 150 feet
Pseudopods Components: V, S, M (a drop of giant slug bile)
4th-level conjuration Duration: Instantaneous
Casting Time: 1 action
Range: 90 feet You point at a place within range, and a glowing 1-foot globe of
Components: V, S, M (a piece of tentacle from a giant greenish-black ooze shoots forth from your hand, exploding in a 20-
octopus or a giant squid) foot radius. Each creature in that area must make a Dexterity saving
Duration: Concentration, up to 1 minute throw. On a failed save, a creature takes 6d8 acid damage and 3d8 acid
damage at the end of its next turn. On a successful save, a creature
Squirming, slimy pseudopods fill a 20-foot square on ground that takes half the initial damage and no damage at the end of its next turn
you can see within range. For the duration, these pseudopods turn the At Higher Levels. When you cast this spell using a spell slot of 5th
ground in the area into difficult terrain. level or higher, the initial damage increases by 1d8 for each slot level
When a creature enters the affected area for the first time on a turn above 4th.
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Symbol: Leviathan Cross (alchemic symbol for sulfur) Domains: Animal, Glory, Law, Repose, Strength, War
Garb: Red or black silken robes with tall pointed hoods that Symbol: A bull, warrior in a Phrygian cap, or a raven
either cover the face or with deep cowls and with white, Garb: Military dress uniform or battle armour with Phrygian
featureless masks cap
Favored Weapon: Trident Favored Weapon: Short sword, spear
Form of Worship and Holidays: Blood sacrifices at Samhain Form of Worship and Holidays: Worship services are held
(the last night of autumn) nights of the Dark Moon (when in caves and grottos on nights of sacred celestial
Sybil is full), and Walpurgis Night. alignments. The autumnal equinox (the Cusp of Mithras)
Typical Worshippers: Witches, corruptors, politicians, is his sacred day and involves public daylong ceremonies
revolutionaries, the disaffected from first light until moonset with sacrifice of bulls and
military parades. On the eve of great battles, secret
The Prince of Darkness is worshiped by countless in the city, and many underground ceremonies are held (frequently attended
good people have been tempted by lust or greed or hunger into serving by combatants from both sides of the coming battle) to
him. In fact, his worship is so insidious that there’s no way to determine ask for favour in battle, beseech Mithras to bring honour in
what their true numbers might be. However, the astute and very observant battle, celebrate past battles, and promote cult members
are aware that many symbols of other divinities (deities and arch-devils to higher grades of Mithraism; if a ceremony finds favour,
alike) are usurped and used in worship to the Prince of Lies, and doubtless a celestial bull may materialize for the cult leader to slay in
many prayers so intended for other powers fall pleasingly upon his ears in commemoration of Mithras’ deeds.
Infernus instead. Though not much is known about any organized cult of Typical Worshippers: Soldiers, generals, warriors, statesmen
Lucifer, his most devout followers, the Dark Cardinals, bear marks of the
touch of their master. Sometimes this mark may be a simple blemish, other The great Cult of Mithraism is one of the most widespread religions
times it is a change of body into something monstrous, bestial and lustful. in the world. The universal appeal as the god of all soldiers and roots
that predate even the Legions of Hyperborea when his worship was first
spread far and wide make Mithras perhaps the most commonly revered
Mammon god in the Lost Lands. He brings luck in battle, he is the parting mist, the
coming storm, the changing wind; he aids those who trust to him. That he
is principally a god of soldiers — and soldiers only — is probably all that
Lord of Avarice; Lord of the Third prevents the cult from becoming the dominant religion in the world.
Arch-Devil Founded in the early days of Hyperborea, the soldiery of Castorhage
Alignment: Lawful Evil is no exception to the god’s wide appeal. However, his cult takes on a
Domains: Artifice, Earth, Evil, Law, Trickery slightly different edge, perhaps, in the naturally blighted surrounds of the
Symbol: A coin with the arch-devil’s face upon it city-state. In Castorhage, Mithras is revered more as the unstoppable victor
Garb: Rich robes of the finest materials, bedecked with in battle as opposed to the honourable warrior. He is often referred to as
gems and thread of precious metals Old Iron Hand or Lord Storm among the Royal Army, and his worship
Favored Weapon: Shortspear within the city’s military is encouraged and in some cases compulsory.
Form of Worship and Holidays: Few formal rituals beyond the The Cult of Mithraism outside Castorhage has looked askance at that
accumulation of wealth and tithing to cult leaders who city’s branch for some time and often see it as a tainted form of worship.
maintain contacts for business deals and shady deals alike Every few years there is always talk of excommunicating the Castorhage
and organize smaller services where key figures can meet sect, though the Heliodromus of Mithras has quashed such talk on every
to strategize plans for profiteering occasion so far. However, troubling rumours coming out of the Libynosi
Typical Worshippers: Bankers, royalty, business owners, colonies of high-grade Casterhager cult members siding with followers
thieves, swyne†, many Castorhagers (covertly) of the barbaric war god Thursis in battle may at least be the straw that
breaks the back of the Soldier-Gods cult in the Blight. Whether this is true
Perhaps the most commonly invoked god of Castorhage, Mammon is or not remains to be seen, but many Paters and Coraces of Mithras across
said to be interested only in the spreading of his own name and that even Akados wait expectantly to see what sort of decree may come down from
his name is a lie. It is said Mammon’s name is pronounced in the clink of the Heliodromus.
every coin and the cry of every slave. If there is something that generates
income, directly or indirectly, Mammon has a hand in it at some level.
Mammon is invoked by those who wish for good luck and fortune, as well
as those in power or those who have nothing. His touch caresses priest
Mother Grace
and pauper, queen and whore alike and brings to all dreams of limitless
wealth and power. Worship of Mammon is somewhat unique in that there The Holy Mother; Mother of All;
are relatively few followers of Mammon who revere him as their primary Goddess of Family, Order, and Tradition
deity but a great many who invoke him on the side in order to achieve
success in some financial endeavour. Even the good-aligned followers of Greater God
gods of good are not immune to the temptation to beseech Mammon’s Alignment: Lawful Neutral
blessing from time to time. As a relatively shadowy figure, even in the Domains: Community, Law, Nobility, Repose
politics of Hell where he is lord of an entire Circle, Mammon seems to Symbol: A mother holding a child and a distaff
prefer this pseudo-anonymity. Garb: Black robes trimmed in silver with red collar and
accents, silver and red mitre and ceremonial distaff
Favoured Weapon: Light mace
Mithras Form of Worship and Holidays: Minor services in the form
of multiple times for prayer or meditation are daily in
cathedrals and churches throughout the city with longer,
Lord Storm; The Battle; The Soldier-God; formal services held every Sunday (all-day affairs) and
Wodesday (evening services). The High Holy Days are all
Mithrae Invicto; God of War, Battles, and considered sacred to Mother Grace and hold services
Soldiers accordingly, and seemingly every other day in the
calendar is designated as a feast day for one or more of
Greater God her saints.
Alignment: Lawful Neutral Typical Worshippers: Castorhagers
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The Blight: Richard Pett's Crooked City
Papyri
Three Aspects of One God
Mother Grace is a good example of the extremities of religion in
The Archivist; The Quiet One;
the Blight. Three aspects of her teachings are taken up and worshipped The Lost Apprentice; The Thoughtful
with equal fervour by groups with three very different philosophies.
The Beatific Quest: This aspect of the worship of Mother Grace Silence; Goddess of the Written Word
is lawful good in alignment. It follows her teaching that knowledge Demigod
is all, that mistakes of history cannot be repeated with proper study Alignment: Neutral
and prudent thought, and that only through awakening the desire Domains: Esoteric, Knowledge, Magic, Rune
to know will the world be pure and advance. Symbol: A quill superimposed on a shield
The Rule of Order: Lawful neutral in alignment, the Rule of Garb: Scholars robes, usually with ink-stained cuffs. There are
Order focusses on the words of the Mother of All when teaching many different collars, tassels, and hats worn with these
infants and the ignorant — that fairness is only good when robes to denote different roles, ranks, and specialties
firmness is behind it, a clenched fist in a velvet glove. Order and among followers of Papyri.
discipline are paramount. This aspect of the Mother’s worship Favoured Weapon: Spear (always with a shield)
is the most rigid; it follows set laws and ranks and patterns of Form of Worship and Holidays: Solemn periods of silent
worship established centuries ago and still clung to with dogged meditation, prescribed readings of holy books and
attention to detail. It is as inclined to use the weapons of the wicked approved literature. Public readings from Papyri’s
to destroy them and preaches that the only thing that truly matters Escutcheon Di Epistemos Primo are held every Thyrsday
in a chaotic world is the preservation of the status quo. evening.
The Fair Fist: Of lawful evil, this sect preaches that only order Typical Worshippers: Scholars, teachers, wizards, arcanists,
can bring the world out of the darkness of anarchy, and only those alchemists, nagas, liches
who worship the Mother Grace are the truly enlightened capable
of bringing about this order. This aspect of the goddess focusses The quiet Papyri is seldom depicted in religious art, but when she is, it is
entirely upon scare mongering of the teachings of the Holy Mother always as a studious, unassuming woman hunched over a scribe’s lectern.
— that unless properly educated as to the dangers of the present Her true name is unknown, and she is now named for the earliest medium
age, the world will fall into absolute chaos. Missionaries, bigots, and associated with her worship. The church of Papyri claims that Papyri was
fear-mongers, the Fair Fist (one of this sect’s many names) believes originally apprenticed to Yenomesh, the ancient God of Glyphs and Writing.
in worshipping Mother Grace and nothing else (all other religions Papyri doctrine states that she served Yenomesh since the beginning of his
being blasphemous) and historically is the group behind most of the creation of writing but either ran away or was banished by him for unknown
Mother’s crusading activities. They wish only to extend order in the reasons after discovering something among his writings. For their part, the
Mother’s name (whether the world wishes it or not). followers of Yenomesh deny any such association.
She is invoked by those who hunger for knowledge at any cost, and
the greatest tenets of her church is that all knowledge is neutral (no
The most widely worshipped god in the City-State of Castorhage, the matter how much harm could be caused by those who misuse it) and
shrines, churches and cathedrals outnumber those of other gods by a dozen that all knowledge should be preserved by the constant creation of
to one and are unequalled in their magnificence. Mother Grace is the new copies. Throughout history this has been accomplished by virtual
goddess of the Royal Family and the official religion of the State. Other armies of painstaking scribes, though with the modern innovation of
gods, saints, and religious figures are tolerated, and yet even this tolerance the printing press in Castorhage this tedious practice has been largely
is occasionally tested with persecutions launched by the religious leaders relegated to the typesetters who need only assemble a book’s words
of Mother Grace’s church with the backing of the Crown. Crusades on once. Despite her seemingly benign focus on scholarship and education,
foreign shores — especially in and around Castorhage’s many overseas Papyri’s support of unregulated knowledge acquisition can often lead
colonies — are regular and by no means driven by goodness, with many her adherents onto paths that culminate in exposure to dark truths and
similar activities occurring on a smaller scale locally. Pillaging Between in darker gods. For those with a greater understanding of the Quiet One,
her name, burning witches to her glory, and assorted murder and mayhem they know her consorts are gods of madness, things without names, and
under the auspices of divine authority are her all-too-regular consorts. fey gods of old that have been imprisoned and should never again see the
Throughout all of it, only one thing matters: order. light of sun. The liturgy of her faithful, however, is that the knowledge of
Outside of Castorhage and its colonial possessions, Mother Grace is Papyri is a shield for those who would use it, and those who would use
a very intriguing goddess. For despite her clear and present power as a the knowledge are likewise a shield for its preservation. It is whispered
major divinity and her near monopoly on religious influence throughout that many of the highest-placed members of the almost-mythological
Castorhage’s empire, she is virtually unknown beyond its boundaries. Fraternal Order of the Secret Flame.
Nowhere else can be found organized congregations or temples in the
name of Mother Grace, and no known culture or ethnicity lays claim to her
origins. Her religion seems to have appeared as if from nothing at some
point early in the creation of Castorhage, and went on to obtain and keep
Sister Shadows
a position of religious supremacy. Some learned scholars hypothesize that
her church in Castorhage may represent some organized remnant of the The Unseen; Goddess of Alleys, Streets,
prehistoric deity once revered almost universally among early humans and Piers, and Pathways
known usually as only The Goddess. But even that is base speculation
derived from little more than her apparent affinity for humans and a vague Demigod
resemblance between the shape of the head of her distaff in religious Alignment: Chaotic Neutral
depictions and the ancient imagery of the Tesseract long associated with Domains: Artifice, Darkness, Earth, Shadow (see below),
worship of The Goddess. What truth may lie in this connection has yet to Trickery
be definitively determined. Symbol: A twisting wynd (alleyway)
Garb: No special garb
Favoured Weapon: Dagger
Form of Worship and Holidays: No formal services or holidays;
most followers offer a simple prayer before going about
their daily chores and another before sleep
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GM Guide
Shadow Domain
Shadow Domain Spells New Spells
Cleric Level Spells HUNGERING SHADOWS
3rd-level conjuration
1st Umbral Armor*, Unseen Servant
Casting Time: 1 action
3rd Darkness, Invisibility Range: 150 feet
5th Fear, Hungering Shadows* Components: V, S, M (a drop of glue, a small ball of
gelatinous slime, and a drop of acid)
7th Greater Invisibility, Phantasmal Killer Duration: Concentration, up to 1 minute
9th Hallow**, Wall of Shadow
You open a gateway to the plane of shadows, a cold, colourless,
* New spells are described below. and darkened distortion of your world . A 20-foot-radius sphere
** Excludes the Daylight effect of the Hallow spell. of hungering, writhing shadow appears, centred on a point
with range and lasting for the duration. This void is filled with
Bonus Proficiencies a maddening whispers and cacophonous laughter that can be
heard up to 30 feet away. No light, magical or otherwise, can
At 1st level, you gain proficiency with martial weapons and heavy illuminate the area, and creatures fully within the area are blinded.
armour. The void creates a conduit between the planes, and the area is
difficult terrain. Any creature that starts its turn in the area takes 2d6
Shadow Mantle necrotic damage. Any creature that ends its turn in the area must
When you choose this domain at 1st level, you can use your action succeed on a Dexterity saving throw or take 2d6 cold damage as
to surround yourself with a swirling, shifting mantle of shadows. This otherworldly shadows slowly drain its warmth.
feature gives you advantage on Dexterity (Stealth) checks. This effect
lasts for 1 hour. UMBRAL ARMOR
1st-level abjuration
Channel Divinity: Shadow Self Casting Time: 1 action
Range: Self
Starting at 2nd level, you can use your Channel Divinity to create Components: V, S, M (a wisp of shadow)
three shadowy duplicates of yourself. These illusory duplicates appear Duration: 1 hour
in your space, move with you, and mimic your actions, shifting
position so it is impossible to determine which image is real. A swirl of shadow surrounds you, manifesting as an umbral shroud
Refer to the mirror image for how the duplicates behave. that covers you and your gear. You gain 5 temporary hit points for the
duration. If a creature hits you with a melee attack while you have
Channel Divinity: Shadow Step these hit points, the creature takes 5 necrotic damage.
Starting at 6th level, you can use your Channel Divinity to shadow At Higher Levels. When you cast this spell using a spell slot of 2nd
step (as misty step). As an action, you step into the shadows and level or higher, both the temporary hit points and the necrotic damage
reappear up to 30 feet away to an unoccupied space you can see. increase by 5 for each slot level above 1st.
WALL OF SHADOW
Divine Strike
5th-level evocation
At 8th level, you gain the ability to infuse your weapon strikes with Casting Time: 1 action
necrotic and cold energy. Once on each of your turns when you hit a Range: 120 feet
creature with a weapon attack, you can cause the attack to deal 1d4 Components: V, S, M (a pinch of powder made by crush-
necrotic and 1d4 cold damage to the target. When you reach 14th level, ing a shadowed gemstone)
the extra damage is increased to 2d4 cold and 2d4 necrotic damage. Duration: Concentration, up to 1 minute
Shadow Bulwark You create a writhing, roiling wall of shadow beginning from a point
At 17th level, your affinity to the shadow intensifies, granting you in range. You can make the wall up to 60 feet long, 20 feet high, and 1
resistance to necrotic and cold damage. foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and
1 foot thick. The wall is completely opaque and lasts for the duration.
When the wall appears, each creature within its area must make a
Dexterity saving throw. On a failed save, a creature takes 5d8 necrotic
damage, or half as much damage on a successful save. Attempting to
pass through the wall is equivalent to crossing difficult terrain.
At Higher Levels. When you cast this spell using a spell slot of
6th level or higher, the damage increases by 1d8 for each slot level
above 5th.
Typical Worshippers: Beggars, thieves, dock labourers, street with Sister Lyme,” an old Blight phrase meaning to fall into the Great
sweeps, commoners, ratfolk, mongrelfolk, skulks Lyme River, an act that is often a person’s last.
Largely unknown outside the Blight, some suppose Sister Shadow to
In a city contorted by countless pathways and alleys, this goddess’s be an aspect or divine servant of the shadow goddess Mirkeer. However,
name is said almost as widely as Mother Grace’s. Her name is uttered despite The Unseen’s similar affinity to the dark corners of the world, their
by those who walk the broadest streets to those who dwell beneath the similarity ends there. Sister Shadow is not a deity of the night and nefarious
rankest piers closest to the Kiss of the Lyme and who have to “dance daily dealings in shadow, she represents the endless shadows, nooks, and
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The Blight: Richard Pett's Crooked City
crannies and the endless possibilities they represent for survival, success,
and even satisfaction. She is a goddess of not only those innumerable
hordes that dwell within the corners of the city, but the potential that the
city represents for those same people she embraces. Many folk see her
simply as a goddess of thieves and street gangs, but those who truly revere
her see her as protector and inspiration for their lives and the chance —
however slight it may be — to better them.
The Queen of Whores and the eldest god, The Ash Queen’s name is
screamed by hunters as they take their prey and courtesans as they take there is death or imminent death, including battlefields,
their lovers. She is all things lust and like all hungers, can be a force of plague-stricken cities, regions of famine and social
good — of the creation of life — but also of evil — betrayal, lies, and upheaval
perversions. And sometimes there is less than a knife blade’s thickness of Typical Worshippers: Daemons, doomsayers, the insane,
difference between the two. The Ash Queen is savagery and the wanton plague carriers, ghouls, some wererats
celebration of Nature at its most brutal and unrestrained. Her rites are
usually performed at night under a new moon and starlit skies and involve “The end is nigh!” proclaim his followers. The End of Days is here,
orgiastic feasts accompanied by wild music and ecstatic dancing. The and soon the Horseman shall ride down upon the city to reap his harvest.
priests and priestesses, who are said to be unusually fanatical, are naked He will turn his four faces upon all, laying the city low with his disease,
but for smears of thick marsh mud, clotted blood, and the placental blood burning its ruins to ashes, and starving the handful that have the ill fortune
and tissues of recently birthed animals or even humanoids when available. to survive. His name is Death and his only promise is ruin and destruction.
For those who follow the Queen of Whores and are sane enough to realize Outside the city of Castorhage, The Horseman goes by his more commonly
it, her worship and religion are merely a thinly veiled front for the mad known name: the Oinodaemon. His ultimate goal is to bring ruin upon all
cult of the goddess and Outer God, Shupnikkurat mortals, and he is patient in his efforts. Though only the insane favour The
Horseman’s worship, all peoples fear his inevitable arrival.
The Horseman
The Gods of the Swyne
End of Days; Lord of Disease; It is difficult to categorize the gods worshipped among the race known
Supreme of Daemons; The Oinodaemon as the swyne† as a true pantheon, just as it is difficult to categorize them
as even true gods. Nevertheless, these deities find veneration among the
Greater God (Daemon Lord) swyne population and seem to be capable of granting spells to clerics who
Alignment: Neutral Evil worship them, so they are included here in abbreviated format. In truth,
Domains: Death, Destruction, Evil, Madness, War they seem less like an actual pantheon and seem more like lesser godlings
Symbol: A skull and scythe or a diseased and rotten ram’s or powerful outsiders that managed to find a home for their extremely
head specific and limited areas of influence and simply latched onto whatever
Garb: Hooded black robes without footwear veneration they could.
Favoured Weapon: Scythe
Form of Worship and Holidays: Blood sacrifices anywhere
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GM Guide
69
The Blight: Richard Pett's Crooked City
Between
That first fateful day it had been raining, I recall, and I’d passed a miserable afternoon in the offices of
Cooper, Cooper, Cooper and MacThane where I had a commission. The office was plain and windowless,
but to give the illusion of size a huge mirror ran directly across opposite my desk. I spent many idle moments
gazing into that mirror, wishing only to be away from that dreadful office and back to my study of optics.
Then it happened — the fateful moment — the moment my own, and many others’ lives changed; some
say for good, but not as many as say for bad.
The figure in the mirror was so slender I barely noticed it move, yet move it did, behind my reflection.
So startled was I that I leapt from my desk, spilling ink over my day’s work in an effort to escape the thing
behind me. But I was utterly alone in the office, there was no “thing” behind me. The thing I saw was still in
the mirror.
And it stared at me …
First Recorded Contact with Between
Hetherington Quarrus Mabe
Lyme District Offices, Cooper Building
Toilsday 11th Grey, 1637
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GM Guide
The manner of the creation of these mirrors is jealously guarded to an
almost insane degree. The Royal Between Reflectory Society and Guild,
themselves in thrall to both the Illuminati and the Thieves’ Guild, hold
the key and materials to their creation — something any Between thief
would give his front teeth for. However, everything has its price, and
these mirrors have occasionally ended up in the hands of less scrupulous
characters (if that is possible) than the aristocrats and greedy merchants.
These mirror-portals are not in general created so much as found
and enhanced. Travel into Between is an incredibly risky process; the
thresholds are fickle. They also touch on the fact that mirror-portals
are not the only types of portals that exist. There are other types of
apertures between the mundane and the surreal. Sometimes they are a
tear or weakness in the fabric of reality, sometimes they are a passage
fashioned by means beyond the ken of the finest minds and most powerful
of Castorhage and sometimes they appear to simply be spontaneous
manifestations that allow unexpected (and often unwelcome) transport
from one side to the other. The general term gateway is usually used to
describe these different sorts of access points, so that all mirror-portals
would be considered gateways, but not all gateways are mirror-portals.
They do, nevertheless, seem to have at least some propensity to form in
mirrors or other reflective surfaces, though. Most importantly, though,
these fickle gateways, whether spontaneous or crafted mirror-portals have
so far appeared and/or functioned only in Castorhage proper. Whether this
is some property of the city or of Between or both has yet to be determined.
Of Curious Mirrors As the land yielded up its secrets and wealth, the rulers of Castorhage
realised that they had a cornucopia upon their doorstep and took extreme
precautions against its being exploited by others. They flooded the land
The first few incursions into Between were brought about by accident; with troops and colonies, the most infamous of which was Fort Toil on
a normal mirror or reflection in an extraordinary arcane place creating a the Greensward Hell border. The 5,000 souls of this settlement vanished
portal between two places, hence the name that has been applied to the lands in a single night in 1647 — food lay uneaten on tables, kettles boiled on
beyond the magic mirror. However, once properly understood, the art of stoves, all as though everyone went in a single instant. This event is still
fashioning magical mirrors — often called mirror-portals — sometimes big referred to as the Fort Toil Massacre by members of the Royal Between
enough for a person to slip through, was born. These mirrors are infamously Company, who set out upon a zealous quest of revenge and conquest.
fickle, and while certain brave (read: foolish) individuals see Between as a Unfortunately it led directly to the beginning of the Greensward Hell War
place they have a modicum of control over, in truth they have none. Master was followed in only a few short years by the Massacre of Ste. Anne’s
Between thieves can come and go into Between, but their entrances are like Field. Since then the powers-that-be have taken a slightly less obtuse
wounds, soon healing and potentially leaving the visitor stranded. approach to their colonisation efforts. They still reinforce and strengthen
71
The Blight: Richard Pett's Crooked City
their position in the strange nether realm of Between, but they do so with
the knowledge that they are not alone in that realm and not altogether
welcome. They have learned the hard way that to push too hard too fast
provokes an asymmetrical response that has proven to be beyond the
abilities of their brute application of force. Rather a slow but steady
colonisation and exploitation seems to have proven the better course and
is one of the primary reasons why vast military formations of Castorhagi
troops are not seen marching across the Betweenlands — Between simply
won’t tolerate it.
Despite this institutional paranoia, the only entrances to Between
discovered continue to remain only within Castorhage herself. Now
established as a “legitimate” component of the Empire of Castorhage,
Between is giving up more of its secrets on a daily basis, and yet with
each new discovery some new terror emerges, or some new thing staggers
from the dark corners and into the city itself. The alarming increase in
creatures from Between walking the city streets of Castorhage has been
kept mostly secret by the powers that be, though rumours are beginning to
circulate on the streets.
Between realms seem to be fractious, and whilst intelligent creatures
inhabit some, others are completely wild. However, even in those places
where intelligent creatures are found, they tend to hunt in packs and can
mock or imitate the invaders. Civilised creatures that are organised into a
true society have yet to be encountered. Rather, the most advanced Between
creatures seem to be mocking echoes or caricatures of men and other
humanoids — almost as if distorted reflections seen in a flawed mirror.
What traces of older civilisations have been found so far in Between
have been in the form of decayed monuments or disjointed tales so
fractured and superstition-driven as to pose no serious threat to Castorhagi
colonial ambitions.
More troubling to the city is that things that are coming out of Between
seem to be leaching the very thoughts and essences of the Blight and its
inhabitants into mocking manifestations of their animating spirit. This is
all the more disturbing as it seems to be only the dark side of humanity doubt the Illuminati secretly exercise partial or even total control
that is manifested. over these consortiums.
The Royal Between Company was the first entity to be licensed by the
Crown to investigate, explore, colonise and exploit any valuable resources
Between Companies that proved challenging and taxing on resources enough that it has calved
off the Castorhage East Dominion Company to oversee the so-called
Land of Saffron with a more personal eye. Though ostensibly a subsidiary
of the Royal Between Company and therefore under the jurisdiction of
Their tentacles and claws grip every part of the city, and Between Lord Nightshade, in truth Chief Factor Aldrege Butterknuckle (N male
beyond. The Illuminati have been quick to seize opportunities to set up tradelord gnome noble) wields almost absolute control over the activities
their own secret colonies in Between, and it is speculated by those few that of the East Dominion.
know that their unbirth magic known as The Staff of Life† and The Elixir† A mysterious group of zealots wield true power over the Royal Between
has its origins in the dark places of Between. In addition, the rise of a new Company, whose remit is to explore, exploit and enslave any aspects of
group of Between-specialised wizards called mirror mages is likely the Between that might prove profitable. In going on for a century of pillage,
result of the influence of the Illuminati, and it is thought that most, if not the company has swelled the Royal coffers beyond imagining, and whilst
all, mirror mages are in fact in the direct employ of the Illuminati. the cost in human life is high, it is considered a worthy risk by those
That the Illuminati has control of parts of Between is not in doubt; the whose only risk is financial. Company livery consists of a banner or
questions are which parts and why? Their efforts focus at the Barnacles and herald depicting an iron fist smashing a circular mirror, the uniform is
Great Docks, where the transient gateways come and go with incredible violet with gold trim and troops from the Royal Between Corps are tough.
and alarming regularity. Lurking behind its great levee wall, the Barnacles True power in the company is almost impossible to unravel; a clever ruse
is seething with industry and greed. by its members to achieve a level of anonymity, but dozens of high-level
The official Castorhage presence in Between is represented in nobility make up its ranks
two primary companies and their subsidiaries, though without a The Royal Unsea Whaling Company is an entirely separate entity
based out of the port of Scrimshaw. It was founded after the lucrative
discovery of the abundant whales of the Unsea that called for a more
specialised touch than simply another arm of the ponderous Royal
Mirror Mages Between. The history of the Royal Unsea Whaling Company is more
tumultuous in that the control of the company regularly slips between
Specialists in arcane exploration, mirror mages are a selective
certain powerful “families” of Town Bridge through political manoeuvre
and insular sect of arcane practitioners that devote themselves
and counter-manoeuvre, and more frequently downright skulduggery
to unravelling the mysteries of Between, and the ability of the
and thuggishness. It recently passed into the hands of the Darnell
land and its creatures to leach memories and manifest them in a
family of Town Bridge, but that oversight seems destined to be short-
physical form, an ability that they would like very much to be able
lived. Despite the constant change in family control, through it all the
to command.
company has been capably managed by the Governor of Scrimshaw, the
Lady Constance Thorn (N female human noble).
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Outposts and Colonies Azure
Whilst various groups — most notably the Illuminati — have established Beyond the eastern borders of the Castorhage East Dominion is a vast
a number of secret outposts, the following are the most notable Between unexplored mountainous jungle land full of active volcanoes and alien
locations that have seen the stamp of Castorhagi habitation. things that seek the destruction of any interlopers. To the knowledge
of the Castorhage East Dominion Company and the Crown it is wholly
Castorhage East Dominion (a.k.a. the Land of Saffron) uncharted. Unbeknownst to them His Holiness the Father of Castorhage
Castorhage Western Province and Slave State (a.k.a. Hope) has begun his own exploration of them from the far side by means of a
HrondHuss stable gateway recently discovered beneath a monastery in the Hollow and
Mallen and Between Mine No. 1 Broken Hills. This gateway gives ships access onto a sargasso sea called
Scrimshaw the Sea of Mists and Creeping Things after which a week’s voyage in any
The Myre-Between direction brings the vessel to the eastern shore of the Betweenlands at the
foot of the mountains where a small port and outpost called Providence
Each is detailed further under either Betweenlands or The Unsea below. has been established. The first administrator of this outpost, Friar Lyme,
disappeared only a few weeks after its establishment, though it is now
overseen by Prior Cleg (N male human summoner) when he is not busy
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The Blight: Richard Pett's Crooked City
and how he supplies it is a mystery to the few folk who come this far of such creatures have been found throughout the known world, but the
as is the lone guest who has resided here for the last 14 months, a thin, city-state of Castorhage produces the highest concentration of discoveries
pale stranger calling himself Etumo (CN male vampire), but most assume of anywhere. Part of the mystery as to why that is may be answered by the
that the Valesman must be running from something. Only the very astute sunken valley that lies along one oxbow of the jungle river here.
notice the lingering looks that occur between the wan guest and Yudr The fossilised remains of hundreds of the creatures known as Leviathans
young wife Ingred. can be found in the eroded embankments and gullies of this stretch of the
Yudr will keep any guest who can pay and abides by the rules of peace river and in forms more varied and sizes unequalled by any finds in the
within the Huss but has been known to bring in those in need who could mundane world. Whether the creatures came collectively to this spot to die
not pay at the time but were in dire straits. Though in these cases he always untold millions of years ago or were merely present at this location when
extracts a promise of a future service, none of which have been called in some catastrophic event occurred that caused their simultaneous deaths
to date. The Huss has rooms to accommodate 40 guests and a stable for is uncertain, but the few members of the Royal Underneath Society who
a score of mounts. The fare is simple but good with a plentiful supply of have braved the journey downriver to reach this site have located numerous
good Yolbiac beer. Etumo hires out as a guide for any who wish to explore examples of the honeycomb-clustered fossils so often associated with the
the nearby Wall of the forest at the rate of 20 gp per day, but few take the Leviathans. That only about half of those scholars and their parties have
intense man up on the offer. returned to tell the tale seems to have done little to diminish the appetite
for more discovery. That some of those who did not return were later found
on the site as little more than bags of rotting skin, their bones, organs, and
Land of Hateful Things musculature having been somehow meticulously removed with only a few
small incisions has had at best a modest effect on diminishing the scholars’
This place is said to be a dark fairyland, a place where the essences ardour. Perhaps most telling of all in reducing efforts of the savants of the
of children’s nightmares are taken and given flesh. The few who have society to obtain company permission to make the journey has been the
managed to glimpse it from afar report having seen a number of children faces of the victims whose remains have been found — faces that though
wandering within its sometimes-idyllic-sometimes-horrifying landscape. now nothing but hollow skin remain perfectly intact and recognizable and
Some of these children have been recognised as missing persons who forever etched into an expression of surprised joy.
disappeared from their homes in the night. The fact that some of these
children disappeared decades or more ago and yet seem to have not aged
at all when spotted again causes great concern and speculation among
those who have received these reports. None of the reports of the missing
Mallen and Between Mine No. 1
children’s whereabouts has yet been made public knowledge through This mine is miles deep, and 400 workers (mostly dwarves) work its
any official channels, though street rumours sometimes run rampant. In faces for Between gold. It is a strange place with an outpost town at its
addition, no attempt to make contact with these children has succeeded, head called Mallen. This settlement (originally simply named Settlement
and those who have tried have invariably disappeared. 34) is a rambunctious place where miners come to stake their claims
The truth of the matter is that the Land of Hateful Things is the demesne and face the things that slither in the mines beneath them. It is overseen
of the Harvester of Cribs who brings those that he does not immediately by Royal Between Company Foreman Boss Rath (LE male hill dwarf
devour to this place to dwell thereafter. Why he should do so or if he is veteran), a surly and cruel dwarf who astonishingly claims hobgoblin
even the actual ruler of this domain remain very much in question. ancestry and gets into many bloody brawls with those who dare mock
his claim or deny it. If anyone causes too much trouble, he directs his
company toughs to apprehend the troublemaker in the dead of night and
Land of Long Night introduce him forcefully to one of the mine’s deeper shafts.
The Between mine is a terrible place, a shifting series of faces that birth
This realm is a place perpetually shadowed where the dead walk under out stones and ores unpredictably, but has yet to end. Thousands of work
a black sun. It is a place haunted by ghosts and tragedy, where the land faces (many mined by workers suspended in space on harnesses), side-
itself is an undead spirit that aches for rest and longs for vengeance against corridors (some that grow ever lower and narrower regardless of whether
whom and for what it cannot even understand. the miner crawls forward or backward), and endless depths lie beneath the
precarious chain conveyor that lowers the workers half a mile and more to
the main worksites themselves.
Lands of the Echo Queen Even though Mallen appears to sit by itself among these broken hills
with only its own tailings for company and no road leading to or from it,
Travellers report that somewhere within Between there exists a kingdom it is only half of the settlement with the other half lying in the Underneath
that is a dual — yet mocking — version of Castorhage and its environs. below Castorhage and still known as Settlement 34. Mallen is usually
Herein, a grotesque queen rules her subjects with an iron fist, and has a reached by crossing over from this location, and anyone approaching from
fanatical group of loyal soldiers at her call. This land is occupied by a overland in Between is immediately considered a hostile threat and all
plethora of enlarged and awakened animals, trees, and other horrific steps necessary are taken to either eliminate the intruders or to exterminate
creatures. A great forest extends around the borders of this kingdom and the miners while Rath and his guards bunker down in their blockhouse
twisted creatures live therein, these creatures, despite their horrific and and await for reinforcements from Underneath. For more information on
multiple forms are also intelligent. Some wonder which is the image of Settlement 34, see Chapter 10 of The Blight Campaign Guide.
which, so dreadful is the royal court of the Blight. Regardless, this land
remains frustratingly elusive and has yet to be discovered by those who are
actually seeking it, rather than those who just happen to stumble upon it.
Mockery, The
This hidden place is a haven, a retreat for the vampires of the Fetch,
Leviathan Graveyard where undead can find peace and tranquillity can be for a time. Called
the Mockery, the place at first looks like a small ghost town abandoned
Little enough is known of the Leviathans, great indescribable beasts of in the depths of the forest, but that is before the visitor notices the talking
the mundane world’s distant past. Also sometimes known as Ancients, the flowers or the many vampires sleeping in the sunlight. In the Mockery,
role of these vast behemoths is unclear in the history of the world as they death and life are mingled, spirits rise and fall, and those cursed to walk
do not appear to appear to have been a type of dragons nor do they conform the night can for a time be freed from the limitations of their curse and
to the physiology and structure of the great “thunder lizards” still found live like the living, like the mortal lives they left behind to come into their
alive in some parts of the world today. They appear to have been a wholly inheritance of undeath — for a time. But even the Mockery cannot be
different type of creature, equally as primordial as both of those others but tolerated for long by a visiting vampire, for the longer one stays the more
much more alien with a greater diversity of form. The fossilised remains one is changed. The spirits of the place speak through the soil and the
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GM Guide
plants, making promises, stripping away their minds, their wills, and their it unexpectedly at nightfall fear the worst, for it is always most active
personalities. A vampire who stays too long in the Mockery “goes to root”, at night. Tales of vast tentacles, creeping monstrosities, or cannibal
they say. His flesh becomes grey and hard, his joints stiffen into gnarled humanoids skulking in the dark have all emerged from travellers braving
poses, and the light of awareness leaves his eyes. Some of the tangled the land road, and perhaps they are all true. None of braved the depths of
trees around the town have strangely humanoid forms, and the Fetch point the pit to know for certain what dwells within or how deep it goes, but
to these as examples of those “gone to root”. That some of these grow new all assume at the very least there waits an undead army whose marching
green shoots is a mystery to even those most well-versed in the place. The tread can still sometimes be herd echoing from the mouth of the shaft
ruler of the Mockery reigns from a courthouse overgrown with vines and — an army that should it ever find a way out will undoubtedly continue
old trees. She wears the robes and wig of a Crown Justice of Castorhage its march to the Western Province and bring sword and flame to a war a
and sometimes refers to herself as the Fourth Bench. She is Perdition, century over.
Dread Queen of UnBirth and she rules the Mockery in the name of her
master Beltane and guards the secret of the gateway that connects this
place to the Artists’ Quarter of the city-state. This ancient vampire has Queen Alice’s Maw
proven immune to the influence of this place and this is well known to the
Fetch and accounts for her position of authority. Secretly, and unknown to Flowing through the forest bordering the Castorhage East Dominion,
her or the Fetch, she has become a puppet vessel for the powerful animus a score of small, newly established villages follow the banks of this
spirit that infests this place. Only the strange dreams of dominion and gruesome green snake of a river almost a mile across. These colonists
sunlight that she sometimes experiences provide her any insight that all is are almost all forcibly settled here by Lord Thresh and have adopted a
not what it seems. dark fatalism as the river of the woodlands take them one by one through
Further detail on the Mockery can be found at AQ42 in Chapter 2 of unbelievable acts of horror or insanity. Only the newest of settlers still
The Blight Campaign Guide. share the original spark of adventure and dreams of striking it rich that
first drew them to trying their fortune in Between. For the rest, stuck as
they are between the nightmare reality of their present circumstances and
Myre-Between, The the assured death at the hands of Lord Thresh’s “paladin” order, most
simply hope that when the inevitable ends comes that it comes quickly
It’s almost passé to say this soggy marshland is alive. Certainly, the and as painlessly as possible. None of these villages is large enough or
standing stones within its green, fetid depths are known to speak as they lasts long enough to warrant an official name or map notation, but most of
sway in the colossal floating bog. Things live in the Myre-Between — bad the inhabitants enjoy sardonically giving them names as far from the true
things, although the present regional governor, Lord Henry Bragmye (CN nature of their reality as possible, names such as Joy, Beginner’s Luck,
male changeling† talimancer), laughs off such tales. His manor house sits Double-Or-Nothing, and Can’t Miss.
at the edge of the Myre-Between, its wooden siding gouged by the effects
of the damp air and frequent mists. Out in the Myre-Between beyond the
grounds of his estate are hidden tombs, tombs whose contents have made Sea of Mists and Creeping Things
men rich. Lord Bragmye charges a high price for his hospitality and guides
into the mire, but without them, successful entry is nigh impossible. Not truly a part of the Betweenlands but generally agreed to also not be
a part of the Unsea, this sargasso sea is perpetually cloaked in an obscuring
bank of fog that prevents vision beyond a few dozen yards. A waterborne
Pech Pit gateway from the Hollow and Broken Hills opens into this sea and is used
to access the small port of Azure on its western shore. Oddly, regardless
Like the Fort Toil Massacre and the Massacre of Ste. Anne’s Field, the of which direction a ship travels from this gateway, a voyage of roughly
Pech Pit is the sight of a tragic loss of life early in the exploration of a week always brings it to the shore near Providence. Why this is has yet
Between. Intrepid explorers managed to blaze a trail across the uncertain to be determined but further investigation has been stymied by both small
terrain between the Castorhage Western Province and Slave State and the numbers of the Brothers of Saint Jull who are undertaking this exploration
Castorhage East Dominion. When the rise of the first Greensward Tyrant, and the nagging habit of ships occasionally disappearing without a trace
the mad monk Eglund of Sanctuary arose and threatened the plantations in the seemingly endless mists. Sailors try to reach shore as quickly as
of the Western Province with annihilation, a lone rider managed to make possible through murky tangle of the sargassum and thank their lucky
it past the cordon of the monk’s skirmishers and the natural dangers of the stars when they see the fog break ahead and land on the horizon.
great Betweenlands plains. Bringing his urgent message or dire peril to
Fort Labour, Castorhage East Dominion Company assembled its levies,
slave militia auxiliaries, and Royal Between Corps companies and set out Spiral Fable
at a forced march to relieve its beleaguered parent company. Unlike the
Ste. Anne’s Field travesty of decades earlier, no Between horde rose to The Spiral Fable is a mystery site where reality seems fluid and can
meet them, and the very ground seemed to tremble beneath their tread. follow the imagination of the viewer, though usually in a way that distorts
The marching host was unstoppable — until the ground opened beneath and endangers viewer. It is known in the Artists’ Quarter of Castorhage as
their feet and swallowed them. a place where the storybooks come to life and allow their fanciful ideas
The great sinkhole opened too quickly for the mass of the army to escape, to manifest in reality. There has to be a gateway connecting somehow to
and only the vanguard and baggage train survived. Witness accounts the city, but no one has discovered it for certain. All they know is that
reported the vast pit’s depths being shrouded in unnatural darkness and sometimes stories come to life and run rampant among the living, and the
the sounds of inhuman bellows and all-too-human screams arising from it bloodier the story the more likely it is to happen. On the Between side it
for hours. By nightfall all was silent and all the remained was the sinkhole is little more than a nondescript valley among rugged hills with nothing
now known as the Pech Pit. Since that time, by contractual agreement, the to mark itself as such a place of chaos made real. There have been reports
too arms of the Royal Between Company do not send military assistance of an unusual concentration of chaos beasts inhabiting the region, but so
to one another. The result has proven far too costly. few folk have dared to try and explore that this could easily be a chicken-
The few travellers who make the journey today between the Castorhagi or-egg tale. More information on the Spiral Fable is given at AQ41 in
dominions attempt to avoid the pit, but somehow always end up finding Chapter 2 of The Blight Campaign Guide.
it. Even attempts to make a new road had failed as even the new course
found itself blocked by the pit and requiring travellers to skirt its dark
depths. Strangely reports on the size of the pit vary and those who travel Ste. Anne’s Field
overland without even following the road still come across it, almost as
if it seeks travellers out. Most folk are able to safely go around it, though The site of the second-greatest massacre after that of Fort Toil, Ste.
some parties have disappeared in its vicinity, and those who come upon Anne’s Field is a meadowland not far from the fringes of the Greensward
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The Blight: Richard Pett's Crooked City
Hell. Here a full regiment of more than 3,000 Royal Between Corps
regulars drew up their battle lines to face the brunt of the malignant forces
they were facing in the Greensward Hell War. What emerged from the
forest to engage them was like no army ever seen before or since. A vast,
disparate horde of creatures, humanoids, madmen, indescribable horrors
emerged and crashed into the carefully arranged ranks of the waiting
soldiers. It was over in minutes, the field nothing more than a litter of
broken bodies. It was as if Between flexed its muscles and showed what
the might of the Royal Between Company was up against. It changed the
course of Castorhagi policy from one of military conquest of Between to
one of careful expansion and localised exploitation rather than risk the ire
of the entire land like that again.
Today the field is still a pleasant green meadow. At its centre stands
a crooked marble statue of an angel with broken wings representing the
solar angel Saint Anne, Patroness Saint of Martyrs, erected in honour of
the many lives lost. One of the statues arms is broken off, and the other still
reaches beseechingly out towards the distant wood line in an expression
of contrition? A plea for mercy? No one alive knows. However, it known
that at night the statue weeps blood and the dead walk seeking vengeance
against any among the living who dare pass by. As a result, the field is this portion is perpetually blanketed in snow, though few snowfalls or
almost universally avoided. blizzards actually occur, and it is renowned for the iridescent bubbles that
frequently float gently upon a cool winter breeze. Voracious wolves (many
long since dead) haunt these woods along with spiders, and worse things,
Theatres Obscura, The and great flapping creatures are known to soar above the treetops in the
night sky. At least one gateway is known to open into this woodland from
A dark theatre district of shadows and crooked streets springs here in the Theatre District, but its Castorhage end is a closely held secret by the
a small vale among desolate hills. It seems to have a life of its own as city authorities who monitor it to see what kind of abominations it might
those who find entrance to it in the Artists’ Quarter come here to partake spawn and what might be learned from them.
of its otherworldly offerings. The dark fey hold sway here and control the
gateway to the mundane world, and the god known as the Leper King is
said to stalk its always-twilight streets. More information on the Theatres
Obscura can be found at AQ9 in Chapter 2 of The Blight Campaign Guide
(Festival) and in L6: The Susurrus Theatre in The Levee adventure.
The Unsea
A vast, uncharted ocean, the Unsea is a place of incredible storms and
nightmarish gales that has proven difficult to explore. It is always overcast
Tyrant Kingdoms and gloomy in the best of conditions, and often fogs are so thick that a
helmsman can’t see his own masthead. The outpost of Scrimshaw lies
A small number of tyrants have set up so-called kingdoms within the beneath a huge ragefire†-powered lighthouse that casts a beacon to draw
forest beyond the plantations of the Western Province and Slave State and shipping home. Whaling in the Unsea is the most plentiful, and is a draw
far away from any kind of laws of men. Characters such as King Flesh to the fleet of fishermen and whalers who now operate its dark waters.
(CE male human transmogrifier†) and an insane halfling missionary called Rumour has it that not all the catch is passed into the Castorhage markets,
Mistress Lydia Scathel (NE female halfling wererat), madly convinced that and that often things that talk are found in nets.
she is a new Rat Queen and must transform this place into a haven for the The Unsea has many unique and interesting features and locations of its
Family populated only by wererats, set up their short-lived fiefdoms beneath own, a selection of which are detailed below.
the jungles’ eaves. Loners, miners and hunters are inching across the place,
and although they seem to be taming it their efforts are doomed; this place
grows at an impossible rate, is brimming with lurking horrors and can even
get into the skin of those who live here — as an insect called the feasting
Brittle Ice, The
mite slowly eats its victims alive beneath the cover of their own hide. An endless ice field emerges here from the freezing waters of the
Unsea. It seems to stretch into eternity but offers tantalizing glimpses of
fanciful spires and dreamlike palaces upon the distant horizon or reflected
The Wall as mirages upon low-hanging clouds in certain weather. Rumours say
that the legendary Tu Chai Palace stands somewhere in that vast expanse,
Here stretches a howling mountainside at the foot of which rests the but exploration is limited because the ice field is rotten and brittle and
HrondHuss, the last inn before its massive expanse. Whether mountain collapses into sinkholes and hidden crevasses with alarming frequency.
range of virtually sheer cliffs or simply a vast wall across the Betweenlands, Only the enormous horned, six-legged polar bears that haunt its landscape
none knows for sure as none has ever reached the top to determine the seem to be immune to the effects of these hazards, and they are known for
truth. The Wall draws explorers to its upper reaches, but none has ever being extremely aggressive and always hungry.
succeeded, even those who try to fly in its wild gales. Those who return The eastern flank of the ice shelf abuts the sweating expanse of the
from attempts at its upper reaches tell of finding signs of civilisation, of Greensward Hell, where a massive ice cliff looms, apparently untouched by
maddening echoes in the wind, and gales that flay the skin off a man. The the sweltering heat, above the verdant jungle expanse, seemingly untouched
relics they return with sometimes fetch fortunes back in the city. And the by the cold. As elsewhere, the ice here is too brittle to support much in the
Ashurian manservant at the HrondHuss always listens to such tales with a way of exploration, so for now the Brittle Ice holds its secrets close.
keen ear, though he keeps his own counsel as to his interest.
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GM Guide
cliff. There are living things amongst the rot, and signs of habitation; in equal parts to the aboleths of Carrion and the long-missing Madness-
bones have been splintered and broken and lashed, and parts of ships of-the-MirrorStorm, the great Between kraken who once made her home
pulled and stitched into place to make a revolting floating town.” within the waters around the Cloven Sea but has been banished to the
—Last Known Journal Entry of Abriath Wayde, mundane world for many years now.
First Mate of the whaler Lyric
Carrion has been spotted upon the waters of the Unsea by many. It is a
mobile, floating town ruled by aboleths. The aboleth’s slave creatures tend
Corrun’s Labyrinth
the revolting carcass as they pay fealty to twisted sea gods who drive the Shorlty after the discovery of the Unsea was the discovery of the Brittle
settlement upon its way, taking it to the next holy place for its inhabitants Ice and the discovery of Corrun’s Labyrinth. It is called labyrinth because
to invade. that is the best description that sailors and cartographers can come up
Carrion is more than a floating island, it is a vessel, and when the with to describe it, but in reality it is simply a section of the northern
wind is up, great sails can be stretched to drive it onward at a ponderous Unsea much like the rest. If anything, the waters here are unusually gentle
pace. The aboleth of Carrion are served by an array of slaves taken from and very rarely lashed by storms and perhaps with a somewhat higher
their voyages — voyages that expand the aboleths’ minds and powers. frequency of crabs and other sea crustaceans, but not large or harmful
The aboleths have an incredibly sophisticated social structure, and are ones. It’s almost as if the sea is particularly safe and pleasant here by
governed by a rigid caste system. They are led by the One of the Carcass, design, an invitation for the lost, storm-tossed or wayward voyager to sail
The Great and Only (NE aboleth) who is attended by its 8 beloved kin The within and find a moment’s rest from the dangers of the Unsea.
Prime (NE aboleths). The aboleths have voyaged the Unsea for all time it Of course, once a vessel is piloted within the sea haze gradually increases
seems, and the immortal skum† that tend them can remember histories so so that eventually the ship sails through a nearly impenetrable fog, a fog
vast that mortal minds would struggle to comprehend their telling. that seems to give a suggestion of hiding actual walls water as if the ship
was actually sailing down hidden lanes into the deeps. Those who don’t
immediately come about when the mists first rise are lost in the endless
Cataclysm, The maze of fog-shrouded waters heading ever deeper into what, exactly, no
one knows. But all know that they are never seen again, as so famously
There is a place where the Unsea falls into the nothingness of night happened in 1639 to Commodore Grabe’s subordinate Captain Corrun and
and void, and that place extends its icy fingers to the seas for scores of his entire schooner the Wreath. Even ships that do immediately come about
miles around. Once in the grip of its current, there is no escape from its when the mists arise don’t always make it out, for sometimes the mists rise
inexorable grasp. Few people have ever glimpsed the Cataclysm, and no quickly and thickly and a ship that’s lost from view is rarely seen again.
one has voyaged close enough to significantly explore it in any way. A
few have tried and been drawn into whatever lies beyond; the odd, vain
wizards who have sought to fly or use other magical means to see what
lies below, they have all been drawn by great gales into the fury of the
Edge of Ruin
Cataclysm which likewise defies all attempts at scrying. Only stories exist The lightship Edge of Ruin remains anchored as a warning on the very
about the place, and they are all bad. border of the Edge of the World. Beyond is the vast area of Unsea that no
one has successfully explored. Though lightly crewed, she is a massive
vessel, wide-bodied for stability with a towering pinnacle constructed
Cloven Sea, The upon her superstructure atop which burns a fiercely blazing magical
beacon. Her captain, Ada Moathreer (N female human veteran), and
The Unsea in this region is torn, a huge slash between two great walls her small crew are frequently visited by the curious, the lost, or by those
of water creating a slowly shifting land exposed from beneath the waves. drawn by the astonishing harvest of whales and strange fish here.
The tear is a seething, moving mass of water usually a hundred yards The Edge of Ruin’s crew appreciates visitors as they bring supplies and
across and deep, but sometimes much wider or even narrower to the point cheer to Ada, who for some curious reason loves it here. The combination
that its watery walls almost seems to touch. Perched precariously upon of Ada’s lively spirit and broad smile combined with the desperate location
one of its upper walls is the skum city of Thry’ss where homage is paid bring a curious calm to this frightfully elemental place. It is likely — those
who have been here often say — that Ada has influenced the very nature of
Between and created her own calm on the very edge of the storm.
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The Blight: Richard Pett's Crooked City
the vast whale’s mouth, dwelling in safe havens they have fashioned
into crude fleshy dwellings that form air pockets whilst the whale is Frostrime
beneath the sea. They are not alone. So vast is the thing that lacedons The north lamp bears an almost-constant patina of ice from the blowing spray
— the undead remains of sailors who have lived and died here — also of the turbulent seas. The frigid post is manned by Keeper Dobbs (N male street
dwell within it. The sailors trapped in here have tried to escape the maw dwarf† 3commoner) who was exiled here for crimes in the Capitol and given
many times, but have so far always given up when confronted with the the choice of manning the lighthouse or being burned alive. Dobbs is slowly
vastness of the Unsea. They pray that the vast creature one day will going mad and is being courted by the cult of the Madness of the MirrorStorm.
swallow a rowboat or enough timbers to lash together a raft that they can One day soon, they intend to extinguish the light and destroy the place.
initiate plans to escape.
The Choir
Scrimshaw A small family occupies the western lamps. Uril Quod (N male human
commoner) and his wife Ela (N female human commoner) have 5
This maritime outpost sits upon (and within) a massive sea stack that children and are happy to bring them up away from the foul influences of
rises from the waves of the Unsea. It has many connections to the city civilisation. Loathe to see visitors, Quod does all he can to prevent contact
district of Town Bridge and serves as the headquarters of the Royal Unsea with the outside world.
Whaling Company administered by the Lady Constance Thorn, Governor
of Scrimshaw (N female human noble) under the authority of the Darnel
family of Town Bridge. In truth, Scrimshaw is considered a city district of The Penance
Castorhage in its own right. Scrimshaw is detailed further in Chapter 9 of
The largest lighthouse is manned by the Sorrowful Man (N sentient
The Blight Campaign Guide.
lesser flesh golem†), a creature of twisted appearance that, like Quod, is
happy in isolation. The Sorrowful Man does not loathe company, however;
Scrimshaw Lamps it loves it, but does not allow its sadness to consume it. Some captains love
the twisted creature, which shows glimpses of a soul and which loves to
The Scrimshaw lamps are lighthouses constructed of whale bones — read the books they bring.
one of the most readily available building materials in the Unsea. They
are four in number, and mark the edges of the thoroughly explored Hope
and relatively “safe” part of the Unsea. Each is lit by a bound ragefire
elemental and manned by a keeper. Hope is the most southerly lamp and has been bent into a strangely
curved shape by the storms that constantly pound its flanks. It seems like
only a matter of time before it finally gives out and collapses. Its keeper,
Dabrin Hodd (NE male arcane assassin†), is a lunatic and killer who preys
on lone travellers and castaways. Hodd kills anyone he gets a chance to,
seeking to add them to his Gift, which he is constructing in his cellar. The
Gift is a living statue made of animated portions of multiple bodies, and
which cries out and sobs for release or death.
Ships’ Necropolis
At this slowing drifting location, the sea is choked with ships, an
expansive, crushing mass of timbers and masts and prows making one
place that stretches and rises across the sea swells. Mangy gulls call from
its higher places, whilst its cliffs of wood are endlessly consumed by the sea
and repaired, somehow remaining a single tangible thing. A beast known
as The Brackish King (LE Between vampire†) rules the Ship’s Necropolis.
He is tended by his crew, some of whom are vampires, but many of which
are lacedons or brine zombies. Undead seagulls and vargouilles† stalk its
seaweed-throttled cliffs, and other more terrible undead lurk in its holds
and bilges. Skulking far below the decks, hiding from the sight of men,
is an aquatic corpse orgy. The Brackish King is able to draw ships from
the bottom of the Unsea at will, doing so when he needs fresh corpses
and new structures to twist and lash. His motives are otherwise unknown.
Turmoil, The
The greatest whirlpool in the Unsea, the Turmoil is more than just a
natural phenomenon; it is, like many whirlpools here, alive. A bound
swarm of dozens of elder Between water elementals, the Turmoil
occasionally drifts across the waters to hunt, only to return to its usual
place a year or so later.
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genuinely malevolent; waves do indeed deliberately try to swamp vessels,
and hurricanes pluck sailors from ships. St. Elmo’s fire dances off masts The Great Whale
and annihilates whalers, and vast whales swallow ships whole.
Do not make the mistake, however, that the Unsea is cohesive or “Nothing is as big as the Great Unsea Whale; like a storm
omnipotent. It is not, nor is it one single entity. The weather can slumber, it is, like a great dark cloud dancing with waterspouts and
its moods changing from fury to calm in an instant. The weather also tornadoes. They are her children, see. Those and the things of
sometimes works against enemies and monsters. The fractious nature teeth and decay that circle the nadir beneath her gown of fetid
of the Unsea gives you a complete guiding hand in events. If you want water. Her bridal train is poison, and her hunger insatiable.”
a whirlpool to open up beneath your characters’ ship and drag them to
gods know where, then do so. If you want a vast tidal wave to swallow
Scrimshaw at the end of your campaign, do it.
The Cataclysm
Tales of the Unsea “The Cataclysm, oh yes, it’s real, lass. There is a place where
the Unsea falls into the nothingness of night, and that place
There are always stories, but when the place is as wild and endless as extends its icy fingers to the seas for scores of miles around,
the Unsea, and when the place is Between — a land that soaks up thoughts once in its grip, there is no escape from the tides and storms.”
and fears and tales — it is always possible. That which is imagined
becomes truth, and what is given a life in a story is given breath. Dreaming
is dangerous here, almost as dangerous as imagining.
The stories below are the tip of the iceberg for such tales in the Unsea
and are further detailed above. The tales are read aloud or paraphrased
Unsea Weather
text that the characters may overhear in the Precarious†, learn about whilst Unpredictable in the extreme, Unsea weather can change in an instant.
visiting or sailing the Unsea, or even learn from the old songs of bards and One thing, however, is always consistent; the sun never glimpses through
storytellers in the city streets. the clouds. It goes dark - sometimes disturbingly dark, but the sun never
The Unsea is an elemental place that allows you to draw upon any folk, shines directly on the Unsea.
fairy or other tale you wish. A quick whisk through a group of legends of Storms of incredible fury whip out of nowhere, driving ships off course,
the sea could give you inspiration if it is needed. Here are a few ideas to not that most ships have a course — captains simply follow their instincts.
give you some options. Ship loss rates are incredibly high, and were it not for the ease of the
harvest here, the sea would be considered un-navigable.
Ships’ Necropolis In the Unsea, weather tends to follow fairly set types, ranging from
overcast skies where rain, hail, sleet, and snow are regularly encountered.
Powerful storms can occur at any time, and waterspouts are commonly
“It is said that ships that sink in the Unsea surface a year or seen. Fog is a constant problem on the Unsea, and banks of it can settle
so later with their crews still aboard, and sail toward the Ships’ on ships for weeks. Temperatures are always at least cold, and often much
Necropolis. Imagine a lichyard of broken ships that gather as lower, and occasionally the sea freezes or strange isles of ice race past, or
a vast, sick island reeking of undeath, brine and misery. The into, ships.
ships — so those unlucky enough to have seen the place say
— go on forever, slowly rotting in the grip of seaweed and
barnacles and blasted by brine.
“It has a king, but no ordinary ruler, his blood is as cold as
Unique Weather Encounters
his heart, and he sucks the marrow from sailors who cross him, A place driven by forces of nature and thriving upon moods gives you
taking their flesh, their souls, and even their memories to his another angle to approach adventures on the Unsea: the bizarre weather
table. The Brackish King, they call him, a Between vampire
king. The King sends the fronds of his terrible kingdom into
the Unsea, looking for other ships to swell its population. If
you come upon a cliff where there’s no land, or the stench of Where are the Random
brine and blood, or the call of lost sailors, set full sail and head
away, for it could be the Ships’ Necropolis.” Weather Tables?
Some people love to have charts of random weather effects, and
the charts within the game master’s guide are useful. However,
The Turmoil I’ve decided not to include random weather charts, nor chances
for things like capsizing or being crushed by tidal waves here. The
“Aye, the whirlpools in the Unsea are more than natural; simple reasoning behind this is that if you want the characters to
they don’t rise on high tides or anywhere you’d expect ’em. be capsized and end up washed onto some random ship full of
They appear where they want to, when the sea gets in a bad intrigue and cutthroats, or if you wish the players to be washed
mood or the storm spoils for trouble. There are no whirlpools under a tidal wave and thrown into gods know where, then do so.
like those in the Unsea, vast black chasms that roar so loud Randomly assigning chances at a gaming table for something that
that those who get too close go deaf or mad. has such a major effect seems counter-productive to me.
“The Turmoil, well that’s one of the worst ones. The Turmoil Never overplay your powers, however. Giving character’s a
is mad itself, you see, an insane spiralling madness of water a slim chance through skill to save NPCs, cargo or avoid encounters
mile deep. Those that look at it die of fright, they say, and those is good; driving characters in a direction you wish could quickly
that have heard it swear it calls out to them. He has his brides, become boring.
does the Turmoil, twisted sick things that dance in the walls of If you like the implied randomness of such charts, then plenty
water, screaming at those who can taste the clean air above.” are available out there, they just don’t form part of my thinking.
Don’t ignore the effects of weather, however. Battling a dragon
turtle in mountainous seas or in thick fog adds another dimension
to an otherwise potentially bland encounter.
—Rich
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event. A quick check of the internet brings up some inspiring video and
Item Cost Weight
photographic footage of some incredible things. Magnify them in the
Unsea. A couple of possibilities are presented below. Lantern, ship’s great 75 gp 20 lbs.
Lodeprow 10,000 gp 60 lbs.
Frozen Sea Shipskin, Unsea varies varies
The sea becomes progressively icier until it eventually freezes. Does Spermaceti 10 gp/gallon —
the ice herald the arrival of some creature come to hunt, or does the morale
of the crew, or any hidden NPC troublemakers (or monsters), suddenly Spyglass, greater 2,500 gp 1 lb.
take front stage, bringing a totally unexpected twist to an adventure that Waggoner, Unsea 500 gp 5 lbs.
could be about hunting, exploration, or curiosity?
Whaler’s longcoat, whale-wax 200 gp 8 lbs.
Eye of the Storm Ambergris: A waxy substance produced in the intestinal tract of
whales, ambergris is used in perfumery as a fixative and occasionally in
The storm goes on for days, but suddenly the ship enters the eye, a vast cooking.
calm region of sea. Something exists in this eye: either a floating ship Ambergris, memory: Some ambergris harvested from certain Unsea
town, a creature, or perhaps something stranger. whales somehow contains the memories of the beast it was taken from
and when properly distilled is similar in function to a Between vessel.
Navigating the Unsea Memory ambergris described in Appendix A of L3: Sea’s End of The
Levee adventure.
Most sailors know an old tale about the best way to navigate the Unsea, Bell, ship’s great: A great bell is mounted to the deck of a ship and
carrying a potato or fish head or cork for luck and then, if they get lost, when struck can be heard over a distance of 3 miles. It is heard over
tossing it into the sea and seeing which way it floats. That way is sure to greater distances with a successful DC 5 Wisdom (Perception) check per
be home. mile thereafter. Weather conditions affect the audibility.
The Between compass is a relatively new invention and has been of Compass, Between: Created as a pair of heavy brass and gold
limited success. Speak with animals (if animals can be found) is sometimes instruments, the compass and the lodestone. A Between compass does not
useful but often infuriating. Most wise captains rely on magic. Spells such show normal directional bearings but rather has a single indicator noting
as find the path used to chart a course are a lifesaver here, and those rare the direction of that compass’s paired lodestone. The lodestone is usually
spellcasters of high enough level to cast it are sometimes found amongst left at port to allow a course home to be charted. Beyond 100 miles, the
Unsea whaling crews and paid well for their services. Other spells or reliability of the compass diminishes with a 20% chance at any given time
combinations of spells have been used to assist in navigation, and the art of of a reading being incorrect by several degrees for 1d4 hours.
navigation on the Unsea (and anywhere in the Between for that matter) is Fishing tackle, Unsea: A bewildering array of rods, large nets and
the subject of magical research. Know direction tends to be useless in a place things with hooks that are used to catch fish in the Unsea. Such tools are
that just doesn’t have a north, whilst flying or teleporting have inherent risks for use in the Unsea only, and are in general too large to be used on more
of weather and the chance of ending up somewhere badly wrong. mundane seas.
Foul-weather gear: Heavy waxed clothing including an overcoat, hat
and waterproofed trousers that provide some water and wind resistance,
Land in the Unsea but protection from the cold equal to a cold-weather outfit as well.
Harpoon ballista: This is a standard ballista modified to fire harpoons
There are several tidal stacks rising from the Unsea to soar high over
with attached chains. The chains are usually 2 inches thick and 100 feet
the waves. Scrimshaw arguably occupies the most famous of these. Other
long. They are anchored to the ship’s deck by an iron hook.
examples of these rocks are often impossible to land on and are home to vast
Lantern, ship’s great: Usually mounted to a ship’s mast or deck, a
flocks of mangy gulls. Occasionally, strange and alien structures suffocate
ship’s great lantern projects a cone of light over a distance of a 120-foot
these isles. These structures are often surrounded or within great henges.
cone and provides dim light beyond that out to a 240-foot cone. A great
Sometimes an island rises from the sea and stays for a night, a day, a
ship’s lantern burns for 1 hour per pint of fuel oil and has a 1-gallon
season, a hundred years. The whaler’s call these places the “Land of the
reservoir.
Young.” Sometimes they are occupied by Between creatures, sometimes
Lodeprow: Storms of the Unsea are extremely violent and electrically
they are abandoned and empty of all life.
charged. To save their masts, Unsea captains travel with a lodeprow. A
lodeprow is a sheaf of lead and iron attached to the prow of a sailing ship
Unsea Equipment that draws lightning strikes to it and then harmlessly disperses them into
the surrounding sea by means of a series of conducting channels along
The unique and hostile nature of the Unsea calls for many types of the ship’s hull. Lightning bolt and other electricity spells are drawn to the
specialised equipment in order to successfully navigate its waters. Typical hefty lodeprow only if cast from in front of or above the ship.
types of equipment used by Unsea sailors as well as innovative devices Shipskin, Unsea: Shipskin is special outer attachments designed to
developed specifically for navigation are described below. These items prevent capsizing during the worst Unsea storms (see sidebox).
can be obtained in Scrimshaw and frequently in Town Bridge as well. Spermaceti: A waxy substance produced in a cranial organ of Unsea
whales and some other species as well. When harvested, spermaceti
is used in a variety of ways from clean-burning lamp oil to soothing
Item Cost Weight ointments and candle wax.
Ambergris 50–500 gp/lb — Spyglass, greater: Objects viewed through a greater spyglass are
magnified to four times their size. Characters using such a spyglass may
1,000– have a difficult time with some Perception checks involving sight (optional)..
Ambergris, memory —
1,500 gp/lb. Waggoner, Unsea: A collection of captain’s notes and nautical charts of
Bell, ship’s great 200 gp 100 lbs. the Unsea, an Unsea waggoner is indispensable to an Unsea ship. Created
by the Royal Unsea Whaling Company and sold only to those captains
Compass, Between 1,000 gp 4 lbs. licensed through their auspices, the waggoner is the most accurate means
Fishing tackle, Unsea 25 gp 10 lbs. of navigating the perilous geography of the Unsea. When using an Unsea
waggoner, the chance of being misled by a Between compass (see above)
Foul-weather gear 20 gp 8 lbs.
is reduced to 10% at the time of the check. With a waggoner alone, the
Harpoon ballista 800 gp 70 lbs. chance of plotting an accurate course in the Unsea is 75%.
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rotted with large areas of necrotic flesh on its hide — a creature that
should not and possibly cannot live.
Unsea Shipskin
The threat of being swamped with the Unsea’s violent waves Afancs
or tipped to such a degree that the deck is directly exposed to the Afancs are the sea monsters that sailors talk about when spinning tales
crashing surf are all too real when sailing upon the Unsea, and of the sea. They are the creatures responsible for entire fleets and crews
both hazards bring with them the danger of a ship foundering as its being lost or destroyed. They are thought by many to be the “kings” of the
decks fill with seawater. As such, no self-respecting Unsea captain sea as most other water-dwellers pale in comparison both in strength and
would venture onto the belligerent waves without the precaution size to the mighty afanc.
of an Unsea shipskin. It is theorized that Afancs are very likely the cause for some of the
This unique nautical construct is a cover of waxed tarpaulin lesser whirlpools in the Unsea, and bold Unsea captains have killed at
stretched on a durable frame of wood and iron that is custom least three afancs here. In other confrontations with the creatures, ships
crafted to cover much of the main deck of a ship. The cover is have been less lucky, and those afancs continue to roam the Unsea holding
specifically designed to close off exposed portholes, hatches, and a grudge against the harpoon-firing interlopers that sail above.
gangways without interfering with movement by sailors upon
the deck itself. Entry is achieved by crawling into one of the
covered points of entry. In rough seas, gaining access to one of Anglers
these entrances requires a DC 10 Dexterity check and half of the Lurking just below the surface of the water, anglers come in all shapes
character’s total movement. and sizes. From the tiny parasitic choking angler that seeks to enter the
The utility of the shipskins, though, is that they severely inhibit throats of its victims to feed and expand until it suffocates its prey, to the
the ability of large amounts of water rapidly to gain access through rumours of glimpsed horrors of the deep such as the wretched shadow
these points of ingress. In rough seas with waves that routinely angler that casts a black globe of pure darkness. Or the vile endemic
reach peaks of 20–30 feet or more, the chance of taking on too angler, whose light causes those who glimpse it to sicken, allowing the
much water and beginning to sink is 40% for an unprotected ship. fish to attack them, and even the vast goliath angler, said to be twice the
A ship with an Unsea shipskin reduces this chance to a mere 5%. size of the biggest whalers. Some are convinced that the various anglers
Even a ship capsized by weather or the attack of some large sea are the pawns of aboleths, and many believe that Castorhage’s own unique
creature has a 35% chance to right itself in the round following Lyme angler† is merely one more offshoot of this prolific genus.
the attack.
An Unsea shipskin is normally stowed in a locker on the main
deck and can be deployed reasonably fast. Gulls, mangy
The construction of an Unsea shipskin costs one-tenth of the The air on the Unsea is alive with vast flocks of ugly, mangy gulls who
price of the entire vessel when built, and takes 1 week per 1,000 appear to be half-starved and missing many of their feathers. They eat
gp to fit. Only a few noted shipwrights in Scrimshaw have the anything organic in nature, and if they get very hungry, have been known
knowledge to create these specialised covers to infest whaling vessels and attack their crew or even chew on the tough
wooden planks of their hulls if they can find a secluded spot within which
to nest. Gull hunts through the lower decks are something that every wise
Whaler’s longcoat, whale-wax: The finest quality seal fur treated with Unsea captain orders at least once a year to ensure that none of the pesky
an alchemically enhanced spermaceti, this bulky longcoat protects a sailor intruders have compromised the integrity of his ship’s hull.
from both the cold and the wet of a sea voyage. It provides protection
from cold equal to a cold-weather outfit, and items placed in its inside
pockets are protected from water exposure as long as the coat is not fully Merfolk
immersed. In addition, though it is not considered armour, it does provides Remains of mermaids occasionally wash up in and around the Unsea,
an armour bonus of 1 because of its thickness and rigidity. It can be worn so mermaids must exist somewhere although no one has encountered one.
over light armour, providing the unusual benefit that its armour bonus Merfolk do, conversely, appear in the Great Lyme River, though whether
will stack with that of any armour worn underneath (including bracers of they have entered it and ultimately the Unsea from the seas beyond
armour), though its armour check penalty stacks as well. Castorhage or vice versa has yet to be determined.
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Awakened Creatures
Bear in mind that spontaneously awakened† animals and plants
are common in the Between as an extension of the land’s (and
sea’s) own heightened awareness. All such creatures display an
extremely high cleverness and attendant cruelty.
Turtles
The largest turtles spill into the Unsea, and like everything in Between,
these creatures are expanded to almost ridiculous size and cunning. Dragon
turtles, giant bog turtles and turtle sharks have all been reported and, less
commonly, cooked. Such turtle meat commands a very high price back in
Castorhage. A curiously sad creature known as the mock turtle has also been
encountered in the Unsea. This creature has an almost human countenance
and is able to spread misery and despair with its mere presence.
Walrus, Fearsome
The rarely encountered but formidably large fearsome walrus has a vile
temper and has been known to even attack ships when provoked. These
creatures are believed to be a larger, aggressively atavistic version of the
equally rare Lyme walrus†.
Weird Fish
There seems to be no end to the shape, size, and hue of the different
species of Unsea fish. Things with several heads or bloated bodies like
balls, things without mouths, and things that are manic thrashing hordes of
tentacles are so regularly seen by Unsea whalers that they become inured
to the effects of seeing yet another thing that should not actually be able
Sharks to live. A favourite is the query that swims in schools in the vicinity of
the Edge of the World. Though they resemble a 2-foot-long fluke-tailed
Sharks of all sizes, but generally very large sharks and dire sharks, cricket with spiky, prehensile antennae and an external intestinal sac, the
are seen in the Unsea. The physiology of sharks is curiously altered by disgusting-looking fish are delicious and considered a rare delicacy in
Between and almost all have the Between creature† template. Scrimshaw and Castorhage alike (though customers are rarely allowed
to see them unfilleted and in their natural state for the sake of business).
Skum
Skum are common in the depths of the Unsea. They are the slaves of Whales
the aboleths who created them and regard the men who have arrived in Whales are the reason the Unsea is so busy with invaders from
the Unsea as invaders who must be destroyed. They regularly attack ships Castorhage. They are of great variety but generally conform in one
and occasionally land-bound outposts. Curiously, the Unsea skum almost common aspect: their size. Unsea whales are massive, and massive whales
never demonstrate the effects of the Between creature† template as if their are profitable to the ship captains that harvest them and the rendering
artificial creation at the hands of the aboleths has somehow resisted the plants that sell their constituent parts. Types of whales encountered
normal influence of Between. here include baleen whales, sperm whales, great white whales, killer
whales, blue whales, crimson whales, faceless whales, and the extremely
Squids dangerous wallow-whale†. There are even rumours of the extremely rare
and elusive deep singer whale, though these have yet to be confirmed. One
Squids are a regular sight in the Unsea, from the more commonly seen more commonality is that Between whales are intelligent, and proving to
smaller varieties to vast ship-crushers of impossible size and twisted be an increasingly elusive — and more often aggressive — prey.
bodies. Giant squids are common, and even larger creatures are regularly
reported by whalers. Squids show a worrying cohesion and sophistication
of tactics unusual for their species. Ordinary squids frequently swarm Wyverns
onto sailors who fall into the Unsea, tearing them to pieces in a frenzy. Despite the relative lack of land, wyverns are regularly seen and often
And sometimes they sacrifice themselves in huge numbers to fulfil some attack ships. They seem to have an innate ability to locate and colonise
unknown purpose or even to carry out some act of seemingly appalling the many sea stacks scattered across the sea and use them to nest and
cruelty on other sea creatures as if they bore a sentience and evil far hunt. Types of wyverns include the typical variety as well as fork-tailed
beyond that expected in a cephalopod. Unsurprisingly, the Unsea whaler wyverns, nocturnal wyverns, and even the thankfully rare barbtongued
is convinced that there is more to the local squid than meets the eye. wyverns. Almost all wyverns of the Unsea also have the Between creature†
template applied. Most wise whalers carry at least one ballista aboard
Sunfish, Terrible with normal ammunition rather than harpoons in order to deal with the
unwanted attentions of a wyvern or the dreaded flight of wyverns.
The terrible sunfish is always at least the size of a house and often much
bigger. These creatures are unlike their more mundane kin; they have
much larger mouths and more ferocious appetites. They are also as dark
as shadows, and attacks by them often occur without warning.
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Known affected spells included arcane gate, astral projection, dimension door,
Through the etherealness, gate, plane shift, teleport (all versions), transport via plants, tree
stride, and word of recall. Other spells are affected at your discretion.
Casting spells such as magnificent mansion and rope trick may also have
Glass Darkly: their inter-dimensional space affected by this quality, and where a mishap is
indicated, either have an unexpected occupant already in the space or have
the space become something twisted and useless, perhaps even dangerous.
GMing Between
Some areas of Between are subject to localised effects as well. For
example, some casters find it impossible to use wind walk in given areas
due to storms, while others find summoning monsters either brings twisted
dead things or ravenous killers that obey no one.
Travel By Magic The exception to these rules are Between thieves. These daring (some
would say foolhardy) rogues use Between as a way of travel and escape,
“But I don’t want to go among mad people,” Alice remarked. and their Between-related powers always work as indicated. However,
“Oh, you can’t help that,” said the Cat: “We’re all mad here. I’m even a Between thief with class levels as a spellcaster who attempts to cast
mad. You’re mad.” one of the above-mentioned spells is subject to the warping of its effects.
“How do you know I’m mad?” said Alice.
“You must be,” said the Cat, “or you wouldn’t have come here.”
—Lewis Carroll, Alice in Wonderland The Mirror Voyager:
Between is a curious thing, perhaps even a curious entity; despite What Between is Like
several attempts to tame the methods of travel to the place, access to this
netherworld remains annoyingly unpredictable. Between is as much a feeling as a place, and when emotions become the
Travel to Between using spells such as gate, plane shift, and astral fabric of a curious land the possibilities for danger are greatly enhanced.
projection fail to penetrate its heart, and even those mirrors that usually offer Sailors, anxious as they voyage the Unsea, report several curious
reliable access to Between can fail (sometimes with catastrophic results for phenomena: storms appearing from nowhere, dark shapes beneath the
the user). The simplest way to enter Between is to know a threshold, or to bow of a ship, or a sudden dreadful calm. Between is a place that changes
enhance it by use of special mirrors and techniques known only to a handful like a person’s mood, and it has been conjectured that even nightmares are
— and even those experts very often fail, with terrible results. able to breathe life from those explorers foolhardy enough to come there.
Travel within Between is similarly unpredictable, and use of spells such Although it has geography, that geography is fluid, and sometimes no
as dimension door and teleport have led to appalling tragedies. All spells of logic exists for the way the place changes, where a vast rainforest abuts
this nature cast to travel within Between operate with the same chances of a glacier, which in turn hides a warm ocean. The geography within these
failure as a teleport spell, with the caster assumed to be heading for a “false areas is also able to change to a limited degree, and some have suggested
destination.” Results on the percentile dice of 80% or below indicate the spell that Between is actually like a living dream or nightmare of itself, where
has functioned normally while those of 81% or more suffer the effects indicated. logic sometimes follows, but not always.
Between is like an adult fairyland, a place of nightmares and dreams
that has its own thoughts and wants. It is alive, and everything in it is alive,
constantly leaching thoughts and dreams and hungers and fears from
around it, becoming one consciousness broken by a thousand madnesses.
Here are a few other suggestions to bear in mind for GMing an
adventure here:
The Awakened Land: Think of Between not just as a place, but as an
extension of everything within it. A jungle, for example, in Between is not
just an ordinary jungle; it is a collage of all of its lifeforms: the hunger of
the predator, the fear of the prey, the boiling heat of the day, and the power
of the monsoon. It is like nature, but nature exploded.
Dreams and Nightmares Come True: Play upon a visitor’s fears; they
hear noises nearby, the night air boils with strange calls, a Between ruin
echoes with ghosts that whisper and cry in misery.
Everything Is Alive: Play this how you wish. Do the plants in Between
become dangerous? Are the trees thinking? Do awakened animals or
strange monsters plot against intruders?
Have Some Disturbed Internal Logic: Night should follow day, but
is the day unnaturally short? Does the night last a day, a week, a month?
Twisted Geography: Think of Between as a jumbled jigsaw, where
some pieces do not fit together. Some pieces do not link, so travel between
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them is impossible under normal circumstances. Think about how such
a place ends? Does a jungle simply end at cliffs that vanish into haze, or
does a sick mist settle upon the jungle, drawing characters back to where
they started? A rudimentary map of sorts of Between is provided in The
Between Disease: Boiling Pox
Blight Map Folio, but its layout is a best guess by the often-conflicting Boiling Pox
tales of various explorers. It serves as a suggestion of an “averaging” of Type diseaseInfection inhaled, contact, ingested
the geography of the realms of Between and is by no means intended as an Save DC 18 Constitution to prevent infection
accurate depiction of the exact topography. Incubation Speed Fast, pustules begin to form within
24 hours of infection; eruption follows within 4 hours
Effect 1d4 Charisma and/or 1d4 Dexterity drain
Tragedies of Between Cure 3 consecutive successful saving throws (see
below); greater restoration or wish spell
In addition to the many dangerous encounters to be had in Between,
the strange realm brings its own inherent dangers that simply seem to Victims of this painful, highly virulent infection develop
manifest merely by extended (or sometimes not-so-extended) contact with red angry sores over their whole body, intense cramping of the
its strangeness muscles, and a very high fever. When touched, these sores cause
intense, agonising pain and make every movement painful. As
’Tween Blight the disease progresses, the angry red pustules begin to erupt,
showering anyone within 10 feet with infectious blood and pus
The most terrible of ailments can be drawn through the tiny threads of (DC 10 Dexterity saving throw to avoid being hit with fluid).
mirror-portals and into the city, terrible diseases that permanently bend the Additionally, the victim’s bones start to soften and bend, often
human form into a twisted caricature, much like the nature of Between itself. leaving a distorted remnant of what was once a humanoid creature.
The whispered names of diseases such as strickenback, slynesplinters, The damage to the victim isn’t only physical, however. The
or madlands regularly make the rounds of gossip, but none of them has victim’s psyche can be harshly impacted by the agonising pain
yet been isolated by the physikers of Castorhage and proven to be truly and very high fever caused by the disease.
a preternatural illness from beyond. It is supposed by many that such Each day the victim suffers from the boiling pox, they must
known maladies as derange, dislocating larva, and second-head fluke make a Constitution saving throw. When a successful saving
must surely have originated in the twisted womb of beyond. Even the throw is made, the DC of the saving throw is reduced by 1d4 for
eponymous blight seems highly suspect to be of something other than the next attempt, indicating that the victim’s immune system is
mundane terrestrial origin. One ailment that is known to have originally starting to fight back against the infection. For example, Zhern
been introduced to Castorhage from Between is the boiling pox. Though makes his saving throw on DC 18 on day 1. The next day he would
rare, its manifestation is distinct and always tragic. Remove disease does need to make a saving throw with a DC of (18 – 1d4), which would
not work upon it, and it is so infectious that the merest hint of its taint is be a DC range of 14-17. If he rolled a 3 on a d4, he would need to
likely to draw a group of Mirror Knights to isolate or even — if the victim make a DC 15 Constitution saving throw on day 2. This repeats
is lucky — despatch the afflicted poor soul. for every day a successful save is made until there have been 3
successes in a row, or the DC reaches 0 and the infection abates. A
failed saving throw does not increase the DC.
Long-Term Effects of Between Exposure Each day the victim fails their saving throw, they lose 1d4
A final note is warranted regarding the hazards of braving the perils of Charisma points from the physical damage the pox does to their
Between. Sometimes its long-term repercussions are a bit more insidious, body. There is also a 25% chance (a roll of 1 on a d4) they will incur
though no less dangerous. Some frequent Between travellers have reported 1d4 Dexterity damage from the softening of their bones (commonly
catching a glimpse of doppelgangers of themselves, of being stalked by a called osteomalacia) as the infection slowly begins to spread beyond
sinister twin or of waking up with a shadowy figure at the foot of their bed. the soft tissue. The victim dies if they are reduced to 0 Charisma or
In fact, some more learned on matters Between have suggested that Sir Dexterity. The reduction lasts until the victim finishes a short or
Donnan Grabe confessed on his deathbed to being a Between impostor. long rest and no longer suffers from the boiling pox.
If the victim suffers from the boiling pox for more than 3 days,
there will be a 50% chance (a result of 3 or lower on a d6) that
they suffer some form of madness from the intense pain they
The Spiteful experience and from the very high fever induced by the infection.
Consult the rules on madness in the game manual to determine
The Spiteful is a conspiracy of Between fey and foul how the ordeal affects the victim.
shapechangers who wish to invade and conquer Castorhage Unfortunately, boiling pox has proven to be completely resistant
right under the noses of its people. They seek to do this through to lesser restoration and heal, and only seems to be cleansed by
subversion by means of introducing changeling spite-waifs into greater restoration or wish.
the cribs of certain of the city’s new parents as a means to breed
a generation of Between doppelgangers (doppleganger with
the Between creature† template applied) who control the reins
of power within the city. It is entirely possible that The Spiteful
play some role in the mysterious motives of the Lands of the Echo
Queen (q.v.) but no substantive connection has yet been found.
Coincidentally, one of the only groups within the city that is
aware of this secret group and its motives are doppelganger spies
of The Veil. They have reported the machinations of this group
to their master, Grand Justice Braken†, but he has yet to move
overtly against their incursion. It should be noted that certain other
individuals of Castorhage have become aware of The Spiteful
menace at times in the past and have seen fit to declare their own
crusades against its corrupting influence upon the city. More
information on The Spiteful and their activities in Castorhage can
be found TB3: Bloody Jack by Frog God Games
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GM Guide
Animals Strangely, apes of all types are seen in the city — no doubt due to its
long and extensive history of trade with and colonisation of Libynos —
As the city teems with life — both human and unhuman — so too it and so many have escaped from collectors that monkeys and apes are now
teems with animals, be they beast for fodder or companionship, watch, common. The Blight apes† and Blight monkeys† are uncannily alert, and
or pest. Birds soar above gables, from the great black Blight albatross† many are able to perform incredible feats of intelligence. In addition, no
and the gable hate-owl† to the hooded ravens† and blindingcrows† to the self-respecting organ grinder is without his monkey, or vice-versa.
smaller birds, particularly the ever-present canaries† with their singing Stock animals are plentiful — cattle, sheep and goats — as well as
voices, which warn of death, the Lyme thrush, the gable-sparrow and chickens, geese and dodos, which are often seen in city knackers-yards
the tiny moth-wren. Dogs are a common pet, particularly in the rougher awaiting slaughter. Dodo is very much an acquired taste, either being
areas of the city. Among the most prized are the terriers, which come in a loved or loathed, and some eating-houses specialise in preparing the bird
hundred shapes and breeds and are much prized for killing rats and other with a whole raff of available recipes. The awkward birds are also raised
vermin. Every gentleman or crook these days seems to have a fighting dog for their large eggs. And there are pigs, a vast number of pigs, some of
on a leash — from the Blight-bull† to the huge pit-mastiff†. which, like the Great Fayre pig racers, are said to be able to talk and
Cats are seen less, and certain fanciful dim-witted individuals have even reason among men.
gone so far as to say that all the normal cats were killed in a single night The popularity of private menageries in the latter 17th and early 18th-
by an army of cats from Between. These Between-Cats† are, allegedly, century R.C. assured that escapees were common, and a whole host of
ruled by an emperor who has some alien plot in mind for the city. Clearly, bizarre creatures still hunts in the night. Some of these have developed
this is so much hokum. Despite the many cats, rats are everywhere, and local legends: the BookTown Panther†, the Great Canal Python†, and
come in all shapes and sizes as well, from the vile Festering Lyme rat† the Hollow and Broken Hills Crocodile† are but a few of the hundreds of
with its mangy body covered in lice to the much feared (almost legendary) beasts that stalk the city.
Giant Rat of Shabbis, a mercifully rare foreign visitor to the shores of
Castorhage who brings plague in its wake.
Dark Fey
Though not a part of the natural world, Between is certainly a reflection
of it. This includes a propensity toward attracting the sylvan creatures
of the natural world and the presence of many fey within its strange
borders. Whether these fey are unnatural manifestations of Between
itself, examples of the darker types of fey in the natural world that are just
attracted to Between’s presence, or simply fey who have become trapped
in Between and warped by its dark presence is unclear. Perhaps it is all
of the above. In any case, the presence of these dark fey is indisputable
and they exist in a relatively large concentration in and around the city of
Castorhage as a result.
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GM Guide
her but is willing to make a one-for-one swap. Peg-Leg Jabe often has
some Between creature or other riding in his hand cart from his frequent
trips beyond.
These monsters, of course, are merely the tip on the diabolic iceberg of
horrors that lurk in the Blight.
• •
the base creature’s stat block, with the following differences: and the skill of the artist, but these vile surgeons are growing in
Challenge increases by 1. number and infamy. More advanced artists and experimenters use
complex crucibles and procedures to bind the pieces together.
•
Constitution declines by 2; adjust hit points accordingly.
These crucibles are made with necromantic magic, and these artists
Always has proficiency on Strength and Dexterity saving throws, claim to be using techniques discovered by the creators of the
and on saves against disease (including ongoing effects of diseaases), first owlbears and gorilla-bear hybrids, as well as those who first
• •
paralysis, and poison. brought abominations into being. The latest, great visionaries of
Is immune to exhaustion and unconsciousness this sort of rebirth extol the (so far) secret and unseen experiments
of the great surgeon-artists whom they claim have succeeded in
Never ages or sleeps, and needs only 1/10 as much food, drink, and air forging new life from Between creatures and mortal flesh.
as a normal creature of its kind.
91
• •
The Blight: Richard Pett's Crooked City
Gains darkvision 60 feet.
Legendary Fortitude (3/day): When the creature makes an
unsuccessful Constitution saving throw, it can choose to succeed
•
instead.
Curse of Undeath: The creature must make a successful DC 15
Wisdom saving throw every 30 days or its Intelligence is permanently
reduced by 1. If its Intelligence declines to 3, it transforms into a
•
zombie.
Regeneration: An alchymic-unliving creature heals 1 hit point per 2
HD at the start of its turn, unless it took radiant damage since its last
turn.
Copyright Notice
Author Alistair Rigg, based on material by Richard Pett.
Monsters, Monster
Templates, and
Named NPCs
Abigail
Abigail is a striking woman who has deep red hair set in fetching
cascading curls. She wears a long, black wool coat over a crimson shirt
and breeches, all topped off with a broad-brimmed leather hat and a light
scarf over the lower half of her face. She carries a variety of tools for
hunting and killing vampires.
Abigail
• Negative Energy Affinity: An alchymic-undying creature never has its Medium female human, neutral good
Armor Class 14 (chain shirt)
•
maximum hit points reduced by attacks from undead creatures.
Hit Points 33 (6d8 + 6)
Regeneration: An alchymic-undying creature heals 1 hit point per 2
Speed 30 ft.
HD at the start of its turn, unless it took acid or fire damage since its
last turn.
STR DEX CON INT WIS CHA
Copyright Notice 11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2)
Author Alistair Rigg, based on material by Richard Pett.
The alchymic-unliving are creatures tainted by the curse of Skills Deception +4, Persuasion +4, Religion +2
undeath through exposure to elixir of life. Those who partake in Senses passive Perception 11
the forbidden fruits of such alchymic experimentation face a dismal Languages Common
future. It is true that death, or at least mortal death by aging, is no Challenge 2 (450 XP)
longer a concern, but the life left is bleak and bereft of any of the
joys of the living. Holy Devotion. Abigail has advantage on saving throws
Any living creature can be transformed into an alchymic-unliving against being charmed or frightened.
creature that is exposed to elixir of life (see The Blight: Richard Spellcasting. Abigail is a 4th-level spellcaster. Her spellcast-
Pett’s Crooked City by Frog God Games). An alchymic-unliving ing ability is Wisdom (spell save DC 11, +3 to hit with spell
creature uses the base creature’s stat block, with the following attacks), and she has the following cleric spells prepared:
• •
differences: Cantrips (at will): light, sacred flame, thaumaturgy
Challenge increases by 1. 1st level (4 slots): command, cure wounds, shield of faith
2nd level (3 slots): hold person, spiritual weapon
• •
Strength increases by 2, Intelligence declines by 2.
Type becomes undead. ACTIONS
Multiattack. Abigail makes two melee attacks, one with the
•
AC increases by 2.
rapier and one with the dagger.
Uses Charisma rather than Constitution to determine bonus hit points Silvered Dagger. Melee or Ranged Weapon Attack: +4 to
•
per hit die; recalculate hit points accordingly. hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 +
Immune to disease, exhaustion, paralysis, poison, stun, and 2) piercing damage.
+1 Silvered Rapier. Melee Weapon Attack: +5 to hit, reach 5
•
unconsciousness.
ft., one creature. Hit: 4 (1d8 + 3) piercing damage.
Immune to effects that reduce ability scores or maximum hit points. +1 Heavy Crossbow. Ranged Weapon Attack: +5 to hit,
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range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing (escape DC 13) in order to bite.
damage. The bolts are silvered. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing
creature, or a creature that is grappled by the vampire,
• •
She carries the following vampire-killing equipment: incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing
potion of cure wounds (at 4th level), damage plus 7 (2d6) necrotic damage. The target’s hit
point maximum is reduced by an amount equal to the
• •
potion of invisibility (3 doses) necrotic damage taken, and Alphonse regains hit points
6 vials of holy water equal to that amount. The reduction lasts until the target
finishes a long rest. The target dies if this effect reduces its
• •
+1 heavy crossbow with 24 silver bolts hit point maximum to 0.
+1 rapier engraved with the name “Luther”
Treasure: potion of invisibility, heavy winter coat with buttons made
• •
Silvered dagger from doll’s fingers, heavy winter muffler inlaid with obsidian worth 200
2 silver mirrors gp, longsword decorated with designs of wolves chasing sheep (100gp),
pendant made from a mummified wren set with tiny diamonds in its eyes
•
3 wooden stakes with mallet worth 250 gp, fancy human-skin bag containing 23 gp and ten 5-guinea
Silver holy symbol of Mother Grace notes (worth 50 pp total), keys to all locks in the Club Crimsón, a folded
piece of paper with the “Hymn of the Panacea” written on it, and a pocket-
Treasure: gold wedding ring (100gp), silver hatpin depicting a unicorn
sized angel fetish made of raven feathers.
(75 gp)
Saving Throws Dex +6, Wis +3 STR DEX CON INT WIS CHA
Damage Resistances necrotic; bludgeoning, piercing, and
slashing from nonmagical weapons 14 (+2) 18 (+4) 16 (+3) 8 (-1) 12 (+1) 6 (-2)
Senses darkvision 60 ft., passive Perception 13
Languages Common
Challenge 5 (1,800 XP) Saving Throws Str +5, Dex +7, Con +6
Skills Acrobatics +7, Perception +4, Stealth +7
Regeneration. Algernon regains 10 hit points at the start of its Damage Resistances bludgeoning, piercing, and slashing
turn if it has at least 1 hit point and isn’t in sunlight or running from nonmagical attacks not made with silvered weapons
water. If he takes radiant damage or damage from holy Senses passive Perception 14
water, this trait doesn’t function at the start of his next turn. Languages Common, Halfling, River Cant, Thieves Cant
Spider Climb. Algernon can climb difficult surfaces, including Challenge 6 (2,300 XP)
upside down on ceilings, without needing to make an
ability check. Cunning Action. On each turn, Annalise may take the Dash,
Vampire Weaknesses. Algernon has the following flaws: Disengage, or Hide action as a bonus action.
Forbiddance: He can’t enter a residence without an Filth Fever. A creature with filth fever becomes sick within 1d4
invitation from one of the occupants. days of being infected. At that time, the creature gains 1 level
Harmed by Running Water: He takes 20 acid damage when of exhaustion. It also regains only half the usual number of hit
he ends his turn in running water. points from spending Hit Dice and 0 hit points from resting.
Stake to the Heart: Algernon is destroyed if a piercing Once symptoms appear, the infected creature must make a
weapon made of wood is driven into his heart while he is DC 15 Constitution saving throw after every long rest. If it fails,
incapacitated in his resting place. the creature gains 1 level of exhaustion, but if it succeeds, the
Sunlight Hypersensitivity: Algernon takes 20 radiant damage creature loses 1 level of exhaustion. The disease is cured when
when he starts his turn in sunlight. While in sunlight, he has the creature has no levels of exhaustion left.
disadvantage on attack rolls and ability checks.
Keen Smell. Annalise has advantage on Wisdom
(Perception) checks that rely on smell.
ACTIONS
Multiattack. Alphonse makes two attacks, only one of which Shortsword of Wounding. Once per turn, when she hits her
can be a bite attack. target with her shortsword of wounding, she can wound
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one the target. At the start of each of the wounded creature’s
creature. Hit: 8 (2d4 + 3) slashing damage. Instead of turns, it takes 1d4 necrotic damage for each time it has
dealing damage, Alphonse can grapple the target been hit by Annalise’s shortsword of wounding, and it can
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The Blight: Richard Pett's Crooked City
then make a DC 15 Constitution saving throw, ending the get. Hit: 7 (1d8 + 3) piercing damage, and the target
effect of all such wounds on itself on a success. Alternatively, must make a DC 11 Constitution saving throw, taking 9
the wounded creature, or a creature within 5 feet of it can (2d8) poison damage on a failed save, or half as much
use an action to make a DC 15 Wisdom (Medicine) check, damage on a successful one. If the poison damage
ending the effect of such wounds on it on a success. reduces the target to 0 hit points, the target is stable but
Sneak Attack (1/turn). Annalise’s attack deals an extra 13 poisoned for 1 hour, even after regaining hit points, and is
(4d6) damage when she hits with a weapon attack, if she paralyzed while poisoned in this way.
has advantage on the attack roll, or there is an ally who is Web (Recharge 5-6): +5 to hit, range 30/60 ft., one target.
not incapacitated within 5 feet of the target, and as long Hit: The target is restrained by webbing. As an action, the
as Annalise does not have disadvantage on the attack roll. restrained target can make a DC 12 Strength check, burst-
ing the webbing on a success. The webbing can also be
ACTIONS attacked and destroyed (AC 10; hit points 5; vulnerability
Multiattack. Annalise makes two melee attacks with her to fire damage; immunity to bludgeoning, poison, and
shortsword of wounding, or one shortsword of wounding psychic damage).
attack and one bite attack. If attacking from range,
Annalise can make two attacks with her repeating
recurve crossbow +2. Ashen Angler
Shortsword of Wounding. Melee Weapon Attack: +7 to hit,
reach 5 ft., one creature. Hit: 8 (1d6 + 4) piercing damage. A vast whale of the Between
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 4) piercing damage. If the target is a
humanoid, it must succeed on a DC 15 Constitution saving
Ashen Angler
throw or be cursed with wererat lycanthropy. Gargantuan beast (elder Between), unaligned
Repeating Recurve Crossbow +2. Ranged Weapon Attack: Armor Class 14
+7 to hit, range 80/320 ft., one target. Hit: 9 (1d10 + 4) Hit Points 315 (18d20 + 126)
piercing damage. Speed swim 40 ft.
Treasure: shortsword of wounding, repeating recurve crossbow +2 STR DEX CON INT WIS CHA
30 (+10) 14 (+2) 25 (+7) 14 (+2) 18 (+4) 10 (+0)
Aranea
As the monstrosity approaches across its web, you notice that unlike Skills Perception +4
other giant spiders, this one has a pair of diminutive arms and hands, and Saving Throws Str +13, Con +13, Wis +8
an oddly brain shaped hump on its back. Senses blindsight 120 ft., darkvision 120 ft. passive Perception
18
Languages --
Aranea Challenge 17 (18,000 XP)
Large monstrosity, chaotic evil
Armor Class 14 Echolocation. The Ashen Angler cannot use its blindsight if
Hit Points 39 (6d10+6) deafened.
Speed 30 ft., climb 30 ft. Freedom of Movement. The Ashen Angler ignores difficult
terrain, and magical effects can’t reduce its speed
STR DEX CON INT WIS CHA or cause it to be restrained. It can spend 5 feet of
movement to escape from nonmagical restraints or
14 (+2) 16 (+3) 12 (+1) 16 (+3) 12 (+1) 6 (-2) being grappled.
Hold Breath. The Ashen Angler can hold its breath for 30
minutes.
Skills Stealth +5 Keen Scent. This Ashen Angler can notice creatures by scent
Senses blindsight 10ft, darkvision 60ft, passive Perception 11 in a 180-foot radius underwater and can detect blood in
Languages Common, Deep Speech the water at a range of up to a mile.
Challenge 3 (700 XP) Siege Monster. The Ashen Angler deals double damage to
objects and structures
Shapechanger. The aranea can use its action to polymorph
into a Medium creature (humanoid or beast), or back into ACTIONS
its true form, which is humanoid. Its statistics, other than its Multiattack. The Ashen Angler makes two attacks: one with
AC, are the same in each form. Any equipment it is wear- its bite and one with its tail slap.
ing or carrying isn’t transformed. It reverts to its true form if Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one
it dies. target. Hit: 54 (8d10 + 10) piercing damage. If the hit
Innate Spellcasting. An aranea’s spellcasting ability is Intel- is a critical hit or exceeds the number needed by 5 or
ligence, and requires no material components for the fol- more, the target is also swallowed. While swallowed,
lowing spells (spell save DC 13): the creature is blinded and restrained, it has total cover
At will: dancing lights, poison cloud, shocking grasp; against attacks and other effects outside the Ashen
3/day each: charm person, sleep; Angler, and it takes 35 (10d6) acid damage at the start of
1/day each: invisibility, mirror image; each of the Ashen Angler’s turns.
Spider Climb. The aranea can climb difficult surfaces, If the Ashen Angler takes 50 damage or more on a
including upside down on ceilings, without needing to single turn from a creature inside it, the it must make a
make an ability check. DC 19 Constitution saving throw at the end of that turn or
regurgitate all swallowed creatures, which fall prone in
ACTIONS a space within 10 feet of the Ashen Angler. If the Ashen
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one tar- Angler dies, a swallowed creature is no longer restrained
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GM Guide
by it and can escape from the corpse using half of its Size Outcome
movement, exiting prone.
Ram. Melee Weapon Attack, +16 to hit, reach 5 ft., one The craft must make a generic DC 12
object. Hit: 65 (10d10 + 10) bludgeoning damage. saving throw with advantage to avoid
Tail Slap. Melee Weapon Attack: +16 to hit, reach 10 ft., being capsized. If it fails the save by 5
one target. Hit: 54 (8d10 + 10) bludgeoning damage and or more, the ship capsizes. All on board
the target must succeed on a DC 19 Constitution saving Gargantuan must make a DC 11 Dexterity saving to
throw or be stunned until the end of the Between whale’s (e.g. warship, avoid being pulled under with the ship.
next turn. galley) If the save is successful, the ship takes
Sickening Light. The Ashen Angler sheds a peculiar, wan 10d10 + 10 damage and those on board
light that creatures not from Between find unsettling. make a DC 10 Dexterity saving throw to
Creatures within 120 feet of the Ashen Angler must avoid being knocked prone (or over-
make a DC 19 Wisdom saving throw or be overcome board if they are near the ship’s edge).
by nausea and fever (as the poisoned effect). A
poisoned creature can repeat the saving throw at the
end of each of its turns, ending the effect on itself on Beautiful, the
a success. If any of these saves is successful, the effect
ends immediately, and the creature is immune to the The Beautiful is the central figure in the Levee Adventure. Her
effect for 24 hours. appearance varies in the course of the adventure, and you should refer
Capsize. If the Ashen Angler moves at least 30 feet straight to the text for this.
toward a watercraft (boat, ship, ferry, etc.) and then hits
it with a ram attack on the same turn, there is a chance The Beautiful
that it will capsize. All occupants of the watercraft must
make Dexterity saving throw when the craft is rammed Medium celestial (fallen deva), chaotic neutral
(see below). To determine if the watercraft capsizes, Armor Class 19
consult the following: Hit Points 110 (13d8+52)
Speed 30 ft., fly 120ft.
Size Outcome
STR DEX CON INT WIS CHA
The craft is destroyed, all on board must
make a successful DC 19 Dexterity saving 18 (+4) 20 (+5) 18 (+4) 19 (+4) 18 (+4) 22 (+6)
Small throw to avoid being stunned. Regardless
(e.g. rowboat) of the outcome of the save, passengers
each take 36 (5d10 + 9) damage and Saving Throws Int +8, Wis +8, Cha +10
are thrown from the wreckage. Skills Arcana +8, Deception +10, Intimidation +10,
Perception +8, Stealth +9
The craft must make a generic DC 17 Senses darkvision 120 ft., passive Perception 19
saving throw to avoid being destroyed. Damage Resistances acid, necrotic, poison; bludgeoning,
If successful, the craft takes half of the piercing, and slashing from nonmagical attacks
10d10 + 10 damage. All on board must Condition Immunities charmed, exhaustion, frightened,
Medium
make a save DC 19 Dexterity saving poisoned
(e.g. keelboat)
throw to avoid being knocked prone. If Languages all, telepathy 120 ft.
the craft fails the saving throw, it takes Challenge 12 (8,400 XP)
full damage and begins taking on
water. It will sink in 1d4 rounds. Between Weapons. The Beautiful’s weapon attacks are
The craft must make a generic DC magical and deal an extra 17 (4d8) psychic damage on a
15 saving throw to avoid being hit (included in the attacks).
capsized. If it fails the save by 5 or Between Awareness. The Beautiful knows if she hears a lie.
more, the ship capsizes. All on board Create Between-Gate. Using her action, the Beautiful can
must make a DC 13 Dexterity saving create a gateway between any unoccupied point
Large that she can see. The gateway is large enough to allow
throw to avoid being pulled under
(e.g. sailing passage of a creature up to Huge size and remains open
with the ship. If the save is successful,
ship) up to 1 minute as long as the Beautiful maintains her
the ship takes 10d10 + 10 damage
and those on board make a DC 12 concentration on the gateway (as a concentration spell).
Dexterity saving throw to avoid being Create Paradise. User her action, the Beautiful can weave
knocked prone (or overboard if they a paradise personalized to the tastes and desires of one
are near the ship’s edge). mortal being who has felt the touch of her presence. This
paradise is effectively infinite for the individual for which it
The craft must make a generic DC was created and can accommodate
13 saving throw to avoid being cap- Dislocated. Attacks against the Beautiful are made with
sized. If it fails the save by 5 or more, disadvantage unless the attacker has blindsight or
the ship capsizes. All on board must truesight.
make a DC 12 Dexterity saving to Innate Spellcasting. The Beautiful’s spellcasting ability is
Huge avoid being pulled under with the Charisma (spell save DC 17). The Beautiful can innately
(e.g. longship) ship. If the save is successful, the ship cast following spells, requiring only verbal components.
takes 10d10 + 10 damage and those At will: bestow curse, create between-gate, crown of
on board make a DC 11 Dexterity madness, detect evil and good, invisibility (self only), shield
saving throw to avoid being knocked 3/day each: darkness, dominate person, mirror image,
prone (or overboard if they are near spider climb
the ship’s edge). 2/day each: create paradise
1/day each: antimagic field, blink, dimension door
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The Blight: Richard Pett's Crooked City
Magic Resistance. The Beautiful has advantage on saving
throws against spells and other magical effects. Beltane
ACTIONS Beltane is the god-king of the major undead faction in the city, the
Multiattack. The Beautiful makes two attacks. Fetch. He is not encountered in the course of the Levee Adventure, but he
Flaming Scythe. Melee Weapon Attack: +9 to hit, reach 5 is a major figure in the background weave of the entire city.
ft., one target. Hit: 10 (1d10 + 5) slashing damage and 17
(4d8) psychic damage.
Cloak of Despair (Recharge 6). Once per turn, The
Beltane
Beautiful’s can touch a creature of her choice and Medium undead, lawful evil
overwhelm them with hopeless feelings of despair. The Armor Class 16 (natural armor)
creature must make a DC 17 Charisma saving throw. On Hit Points 144 (17d8 + 68)
a failed save, the target is overwhelmed with despair for Speed 30 ft.
1 minute. During this time, the creature can’t attack or
target any creature with harmful abilities, spells, or other STR DEX CON INT WIS CHA
magical effects.
18 (+4) 18 (+4 18 (+4) 20 (+5) 15 (+2) 18 (+4)
Unusual Equipment: Scythe of Speed
Scythe of Speed
Weapon (scythe), very rare (requires attunement) Saving Throws Dex +9, Wis +7, Cha +9
Skills Arcana +10, History +10, Perception +9, Stealth +9
You gain a +2 bonus to attack and damage rolls made with this magic Damage Resistances necrotic; bludgeoning, piercing, and
weapon. In addition, you can use a bonus action to make one attack with slashing from nonmagical attacks
it as a bonus action on each of your turns. Senses darkvision 120 ft., passive Perception 19
Languages Common, Elvish, Gnome, Infermal
Challenge 17 (18,000 XP)
Belabra (Tangler) Shapechanger. If Beltane isn’t in sunlight or running water,
This creature resembles a man-sized flying jellyfish with twelve long he can use its action to polymorph into a Tiny bat or a
tentacles. Four thin eyestalks protrude from its cap. Its cap is blackish gray Medium cloud of mist, or back into his true form. While
and its eyestalks are dark gray. in bat form, Beltane can’t speak, his walking speed is 5
feet, and he has a flying speed of 30 feet. His statistics,
other than his size and speed, are unchanged. Anything
Belabra (Tangler) he is wearing transforms with him, but nothing he is
Medium aberration, neutral carrying does. He reverts to his true form if he dies. While
Armor Class 13 in mist form, Beltane can’t take any actions, speak, or
Hit Points 39 (6d8+12) manipulate objects. He is weightless, has a flying speed
Speed 5 ft., fly 20 ft. of 20 feet, can hover, and can enter a hostile creature’s
space and stop there. In addition, if air can pass through a
space, the mist can do so without squeezing, and it can’t
STR DEX CON INT WIS CHA pass through water. It has advantage on Strength, and
14 (+2) 15 (+2) 14 (+2) 7 (-2) 12 (+1) 11 (+0) Dexterity saving throws, and it is immune to all nonmagical
damage, except the damage it takes from sunlight.
Misty Escape. When he drops to 0 hit points outside his
Skills Perception +5, Stealth +4 resting place, Beltane transforms into a cloud of mist (as
Senses darkvision 60 ft., passive Perception 15 in the Shapechanger trait) instead of falling unconscious,
Languages none provided that he isn’t in sunlight or running water. If
Challenge 2 (450 XP) he can’t transform, he is destroyed. While he has 0 hit
points in mist form, he can’t revert to his vampire form,
Acidic Blood. Each time the belabra is hit with an attack and he must reach his resting place within 2 hours or be
that does piercing or slashing damage, all creatures within destroyed. Once in his resting place, he reverts to his
10 ft. must make a DC 12 Dexterity saving throw or be vampire form. He is then paralyzed until he regains at least
sprayed with the belabra’s blood. Any creature that fails 1 hit point. After spending 1 hour in his resting place with 0
their saving throw takes 4 (1d6+1) acid damage and has hit points, he regains 1 hit point.
disadvantage on attacks, saving throws or ability checks Regeneration. Beltane regains 20 hit points at the start of
due to sneezing and partial blindness until the end of the his turn if he has at least 1 hit point and isn’t in sunlight
belabra’s next turn. or running water. If Beltane takes radiant damage or
damage from holy water, this trait doesn’t function at the
ACTIONS start of his next turn.
Multiattack. The belabra makes up to 3 attacks. One slam, Rust Metal. Any nonmagical weapon made of metal
two with its tentacles, or one bite if a target is grappled. that hits Beltane corrodes. After dealing damage, the
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one weapon takes a permanent and cumulative −1 penalty
target. Hit: 9 (3d4 + 2) piercing damage to damage rolls. If its penalty drops to −5, the weapon is
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.; one destroyed. Nonmagical ammunition made of metal that
target. Hit: 9 (3d4 + 2) bludgeoning damage. hits the rust monster is destroyed after dealing damage.
Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., Spellcasting. Beltane is a 9th-level spellcaster. His
one target. Hit: grappled and target is restrained (escape spellcasting ability is Intelligence (spell save DC 15, +7 to
DC 12, if successful take 3 (1d4=1) piercing damage from hit with spell attacks). Beltane has the following wizard
barbs). spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost
1st level (4 slots): comprehend languages, fog cloud, sleep
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GM Guide
2nd level (3 slots): detect thoughts, gust of wind, mirror 1d4 rounds, acting as allies of the vampire and obeying
image its spoken commands. The beasts remain for 1 hour, until
3rd level (3 slots): animate dead, bestow curse, Beltane dies, or until he dismisses them as a bonus action.
nondetection
4th level (3 slots): blight, greater invisibility LEGENDARY ACTIONS
5th level (1 slot): dominate person Beltane can take 3 legendary actions, described below.
Spider Climb. Beltane can climb difficult surfaces, including Only one legendary action option can be used at a time
upside down on ceilings, without needing to make an and only at the end of another creature’s turn. Beltane
ability check. regains spent legendary actions the start of its turn.
Vampire Weaknesses. Beltane has the following flaws: Move: Beltane moves up to its speed without provoking
Forbiddance: Beltane can’t enter a residence without an opportunity attacks.
invitation from one of the occupants. Unarmed Strike. Beltane makes one unarmed strike.
Harmed by Running Water: Beltane takes 20 acid damage if Bite (Costs 2 Actions). Beltane makes one bite attack.
he ends his turn in running water.
Stake to the Heart: If a piercing weapon made of wood
is driven into Beltane’s heart while he is incapacitated Between Creature Template
in his resting place, Beltane is paralyzed until the stake is
removed. A Between creature is infused with the weirdness of Between and is
Sunlight Hypersensitivity: Beltane takes 20 radiant damage shaped and changed by its environment and experiences. Some Between
when he starts his turn in sunlight. While in sunlight, he has creatures are bizarre versions of existing creatures (such as gargoyles and
disadvantage on attack rolls and ability checks. wyverns), while others are new creatures that don’t have a non-Between
equivalent (such as caul cuckoos and hymes).
ACTIONS If you need (or just want) more Between creatures beyond those presented
Multiattack (Vampire Form Only): Beltane makes two in this book and Blight adventures, you can create them three ways.
attacks, only one of which can be a bite attack. 1. Apply a Between simple template to an existing monster stat block.
Unarmed Strike (Vampire Form Only): Melee Weapon This is quick and simple, and is perfectly adequate for most encounters.
Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 2. Convert an existing creature to the Between subtype using the
4) bludgeoning damage. Instead of dealing damage, guidelines presented here. This involves more effort and is better suited
Beltane can grapple the target (escape DC 18). to major foes, such as creatures that command groups of lesser, Between
Blighted Corrosion (Recharge 5-6). As an action, Beltane minions (which can be converted quickly with the simple templates).
can corrode a nonmagical ferrous metal object he can 3. Create a wholly new Between creature from scratch, following the
see within 5 feet of it. If the object isn’t being worn or guidelines below. This is ideal for a powerful villain or recurring foe.
carried, Beltane’s destroys a 1-foot cube of it. If the object
is being worn or carried by a creature, the creature can
make a DC 13 Dexterity saving throw to avoid Beltane’s Between Creature Simple Templates
touch. Although all life in Between is unique, some creatures (wolves, for
If the object touched is either metal armor or a metal example) are common to the normal world and Between. The following
shield being worn or carried, its takes a permanent and simple templates can be used to turn any creature that does not have the
cumulative −1 penalty to the AC it offers. Armor reduced
Between subtype into a Between creature. A creature given one of these
to an AC of 10 or a shield that drops to a +0 bonus is
templates counts as a Between creature for the purposes of spells, abilities,
destroyed. If the object touched is a held metal weapon,
it rusts as described in the Rust Metal trait. and magical items but it does not gain the Between subtype or the many
Bite (Bat or Vampire Form Only): Melee Weapon Attack: +8
to hit, reach 5 ft., one willing creature, or a creature that
is grappled by Beltane, incapacitated, or restrained.
Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic
damage. The target’s hit point maximum is reduced by
an amount equal to the necrotic damage taken, and
Beltane regains hit points equal to that amount. The
reduction of maximum hit points 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 Beltane’s control.
Charm: Beltane targets one humanoid it can see within 30
feet of it. If the target can see Beltane, the target must
succeed on a DC 17 Wisdom saving throw against this
magic or be charmed by Beltane. The charmed target
regards Beltane as a trusted friend to be heeded and
protected. Although the target isn’t under his control, it
takes Beltane’s requests or actions in the most favourable
way it can, and it is a willing target for Beltane’s bite
attack. Each time Beltane or Beltane’s companions do
anything harmful to the target, it can repeat the saving
throw, ending the effect on itself on a success. Otherwise,
the effect lasts 24 hours or until Beltane is destroyed, is on
a different plane of existence than the target, or takes a
bonus action to end the effect.
Children of the Night (1/Day): Beltane magically calls 2d4
swarms of blindingcrows or festering lyme rats, provided
that the sun isn’t up. While outdoors, Beltane can call 3d6
small gable spiders instead. The called creatures arrive in
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The Blight: Richard Pett's Crooked City
benefits of having the Between subtype — it gains only those benefits 8. Gains Magic Resistance (2/day, when it fails a saving throw, it can
specifically described in the simple template. succeed instead).
9. Increase speed by +20 feet.
Larval Between 10. Increase CR by +5.
1. Increase Strength and Dexterity by +1.
2. Increase hit points by 1 Hit Die + Constitution modifier. Converting an Existing Creature
3. Gains darkvision 30 feet if it doesn’t already have darkvision.
Most Between creatures have the following abilities. (These are already
4. Gains resistance to damage from monmagical weapons.
included in the Between creature stat blocks presented in this book).
5. Gains Dislocated trait (attacks against it have disadvantage unless the Between creatures are highly varied, however, so it’s not a hard-and-fast
attacker has blindsight, truesight, or their equivalent). rule that every Between creature must have these traits or can’t have others.
6. Increase CR by +1. Between Age (BA). Many of a creature’s statistics improve with the length of
its exposure to Between. Because a Between creature can’t die of old age, even
Naiadic Between normally short-lived creatures can become quite powerful through centuries of
1. Increase Strength and Constitution by +1, Dexterity by +2. exposure. These increases are divided into five age categories, according to how
2. Increase hit points by 2 Hit Dice + (Constitution modifier ×2). long the creature has been exposed to Between: larval, naiadic (15+ years), adult
3. Gains darkvision 60 feet if it doesn’t already have darkvision. (50+ years), elder (150+ years), and ancient (600+ years). At each age category,
• •
4. Gains resistance to damage from nonmagical weapons. a Between creature gains the following cumulative benefits:
5. Gains Dislocated trait (attacks against it have disadvantage unless the +1 to its Dexterity score;
• •
attacker has blindsight, truesight, or their equivalent). +1 to one other ability score besides Dexterity;
6. Gains proficiency in Dexterity saving throws.
+1 Hit Die (added to its hit points, + its Constitution modifier, as usual)
7. Increase speed by +10 feet.
8. Increase CR by +2. one feat (if feats are being used in your campaign) or proficiency in
one type of saving throw.
Adult Between Senses. A larval creature gains darkvision (30 feet) if it doesn’t already
have darkvision. The range increases to 60 feet at naiadic age and to 120
1. Increase Dexterity by +3; increase Strength, Constitution, and
feet at adult. An elder creature gains blindsense (30 feet), and an ancient
Intelligence by +1 each.
Between creature has blindsight (60 feet).
2. Increase hit points by 3 Hit Dice + (Constitution modifier ×3).
Damage Resistance. A naiadic creature gains resistance to damage
3. Gains superior darkvision.
from nonmagical weapons. An adult creature gains resistance to cold,
4. Gains resistance to cold, force, and poison damage, and to damage from
force, and poison damage. An elder creature gains resistance to acid, fire,
nonmagical weapons.
and lightning damage. An ancient creature gains resistance to necrotic,
5. Gains Dislocated trait (attacks against it have disadvantage unless the
psychic, and thunder damage. All of these gains are cumulative, so an
attacker has blindsight, truesight, or their equivalent).
ancient Between creature has resistance to all but radiant damage and
6. Gains proficiency in Dexterity and Constitution saving throws.
bludgeoning, piercing, and slashing damage from magical weapons.
7. Gains Innate Spellcasting (save DC 15): 1/day each—invisibility (self
Magic Resistance. An adult Between creature has Magic Resistance
only, duration 1 minute), spider climb.
(1/day, when it fails a saving throw, it can choose to succeed instead). This
8. Gains Magic Resistance (1/day, when it fails a saving throw, it can
increases to 2/day for ancient creatures.
succeed instead).
Intelligence. If an animal’s Intelligence score is increased above 2, it
9. Increase speed by +10 feet.
gains the ability to understand and speak Deep Speech.
10. Increase CR by +3.
Additional Abilities. Between creatures can have abilities that reflect
their habitat, history, environment, and supernatural nature. Adding one
Elder Between such ability per age category is a good benchmark, but it’s not a hard-
1. Increase Dexterity by +4; increase Intelligence by +2; increase Strength and-fast rule. These abilities can be adapted from other monsters, drawn
and Constitution by 1 each. from spell-like abilities, or can be new abilities you create. These abilities
2. Increase hit points by 4 Hit Dice + (Constitution modifier ×4). should be thematically appropriate to the Between and to the creature’s
3. Gains superior darkvision and blindsight 30 feet. origin. Two new abilities that are especially suited to Between creatures
•
4. Gains resistance to acid, cold, fire, force, lightning, and poison damage, are Dislocated and Distorted.
and to damage from nonmagical weapons. Dislocated. The creature’s form is made up of its memories, which
5. Gains Dislocated trait (attacks against it have disadvantage unless the shift and change. The creature is continually under the effect of a blur
attacker has blindsight, truesight, or their equivalent). spell (attacks against it are made with disadvantage unless the attacker
6. Gains proficiency in Dexterity, Constitution, and Wisdom saving throws. has blindsight, truesight, or an equivalent). The creature can suppress
•
7. Gains Innate Spellcasting (save DC 16): 3/day each—invisibility (self or reactivate this ability at will as a bonus action.
only, duration 1 minute), spider climb; 1/day each—blink, mirror image.
Distorted. A distorted creature’s internal anatomy varies from
8. Gains Magic Resistance (1/day, when it fails a saving throw, it can
individual to individual and seldom makes any biological sense.
succeed instead).
Critical hits against the creature do a flat +1 damage but don’t roll
9. Increase speed by +20 feet.
damage dice twice.
10. Increase CR by +4.
Challenge. After making all these changes, the creature’s CR should
be reevaluated from scratch. As a simpler alternative, just increase the
Ancient Between
creature’s CR by +1 per Between age category. This will be close enough
1. Increase Dexterity by +5; increase Intelligence by +3; increase Strength in most cases, unless the creature gained especially powerful attacks.
and Constitution by 1 each.
2. Increase hit points by 5 Hit Dice + (Constitution modifier ×5).
3. Gains superior darkvision and blindsight 60 feet. Create a New Creature
4. Gains resistance to all damage except radiant and bludgeoning, piercing, Creating a new Between creature is no different from creating any other
and slashing damage from nonmagical weapons. creature, as described in the GM’s rulebook. It’s easiest if you start by
5. Gains Dislocated trait (attacks against it have disadvantage unless the choosing its age category and proceed from there, but do what you’re
attacker has blindsight, truesight, or their equivalent). most comfortable with.
6. Gains proficiency in all saving throws.
7. Gains Innate Spellcasting (save DC 17): 3/day each—invisibility (self Copyright Notice
only, duration 1 minute), spider climb; 1/day each—blink, dimension door. Author Alistair Rigg, based on material by Richard Pett.
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GM Guide
Cats have often enjoyed a vaguely mysterious and sinister reputation
Between-Cat throughout many cultures, and the Between-cat may be the most
deserving of this reputation. Catlike in name only due to its vaguely
Vaguely feline, this hairless, pale creature has wrinkled, flaccid skin, feline appearance, some scholars question whether Between-cats began as
a pair of stunted vestigial limbs extending from its flanks, and a ring normal cats and were changed through exposure to the Between. Others
of small tentacles around its neck. Its clawed forepaws each bear one think they are actual creatures of the Between that managed to gain a
wickedly hooked claw much larger than the others. Its eyes are dark catlike appearance through their intimate contact with the mundane world,
voids, and a long, prehensile tongue extends from its mouth. while some believe they are some entirely unrelated species that simply
evolved concurrently to resemble the more mundane varieties of cats.
Between-Cat Whatever the case, it seems that Between-cats hold no special affinity for
true felines, and yet are able to move among them completely unnoticed
Tiny aberration (larval Between), neutral by other cats without raising any alarm when in their mundane cat forms.
Whatever the reason for their existence and their relationship to mundane
Armor Class 15 (natural armor) felines, Between-cats are one of the few creatures that enjoys seemingly
Hit Points 15 (6d4) complete freedom in moving between the natural world and Between.
Speed 30 ft., climb 20 ft. Feline Scholars. While their full agenda is not known, two facts about
Between-cats are recognized among the most learned of scholars. First,
STR DEX CON INT WIS CHA they ceaselessly search through venerable tomes, petroglyphs, and other
ancient writings in search of some unknown secret or secrets that they
3 (-4) 15 (+2) 10 (+0) 20 (+5) 14 (+2) 16 (+3) have revealed to no one. Second — whether related to the first item or not
— Between-cats seek to completely unmake reality for their own hidden
reasons. Nulltropic damage from their claws, amplified by the presence
Saving Throws Dex +5, Con +3, Int +7, Wis +4, Cha +5 of other Between-cats, induces a loss of order and energy in the target
Skills Arcana +7, History +7, Perception +4, Stealth +4 and produces an overall breakdown of substance toward nothingness.
Damage Resistances cold, lightning, thunder; bludgeoning, More than mere entropy, which simply describes the loss of order and
piercing, and slashing from nonmagical weapons cohesion, the nulltropy of the Between-cat brings about a complete loss of
Damage Immunities poison
existence in any form, albeit on a tiny scale. Armed with their nulltropic
Condition Immunities disease; charmed, poisoned
attack, Between-cats can accomplish their goal of unmaking reality one
Senses darkvision 60 ft., passive Perception 14
Languages Abyssal, Celestial, Common, Deep Speech, tiny piece at a time.
Infernal; telepathy 60 ft. Terrifying in Groups. Fortunately for the sake of reality and all
Challenge 3 (700 XP) who live in it, the nulltropic damage caused by a single Between-cat is
minuscule, and they are loathe to use it indiscriminately. They instead save
Dislocated. The Between-cat’s form is made up of memories, it for enemies in battle or for certain artifacts and writings they have found
which shift and change. The creature is continually under over the years, as well as for aboleths, whom they consider bitter enemies.
the effect of a blur spell (attacks against it are made with However, when more Between-cats get together, their nulltropic attack
disadvantage unless the attacker has blindsight, truesight, becomes terrifying. Thankfully, no one has ever reported encountering
or an equivalent). The Between-cat can suppress or more than 56 Between-cats in one place. There is speculation, however,
reactivate this ability at will as a bonus action. that if more did gather, then the nulltropic damage they could cause would
Dual Existence (recharge 4-6). The Between-cat can pass easily continue to scale to an ever-accelerating degree. Most sober-minded
back and forth between the Between and the mundane theoreticians refuse to think too long on the dreadful implications of this
world at will (no action required). This allows it to teleport up to line of thought.
60 feet to a space it can see, or to escape into the Between
until it chooses to return to the mundane world. Copyright Notice
Innate Spellcasting. The Between-cat can use the following Author Greg A. Vaughan, based on material by Richard Pett.
spell-like abilities, using Intelligence as its casting ability
(DC 15). The cadaver doesn’t need material components
to use these abilities.
At will: comprehend languages, tongues
Between Gargoyle
1/day: detect magic, glyph of warding A gargoyle, but with blurry, indistinct outlines, as if it doesn’t entirely
Nulltropy. A creature slain by a nulltropic claws attack can belong to its own substance.
return to life only through a wish or true resurrection spell.
Shapechanger. In the Between, the Between-cat always
assumes its natural shape. In other worlds, it appears as a Between Gargoyle
normal cat unless it uses an action to adopt its natural shape,
Medium between-creature (monstrosity), chaotic evil
which it must maintain through concentration, like a spell.
Armor Class 18
ACTIONS Hit Points 70 (10d8 +30)
Multiattack. The Between-cat claws once and strikes once Speed 40 ft., fly 60ft
with its tongue.
Nulltropic Claws. Melee Weapon Attack: +5 to hit (reach STR DEX CON INT WIS CHA
5 ft.; one creature). Hit: 2d4 + 2 slashing damage plus 1
force damage for every additional Between-cat within 60 16 (+3) 14 (+2) 17 (+3) 7 (–2) 11 (+0) 7 (–2)
feet of the target. Force damage can’t be reduced by
resistance, immunity, magic, or any other means.
Tongue. Melee Weapon Attack: +5 to hit (reach 5 ft.; one Damage Resistances bludgeoning, piercing, and slashing
creature). Hit: 1d6 + 2 piercing damage plus 2d8 poison from nonmagical weapons that aren’t adamantine, cold,
damage. force.
Damage Immunities poison
ECOLOGY Condition Immunities exhaustion, petrified, poisoned
Environment any land (Between) Senses darkvision 120 ft., passive Perception 10
Organization solitary, pair, pack (3–6), hunt (7–10), brood Languages Common, Terran
(11–15), coven (16–30), or council (31–56) Challenge 5 (1,800 XP)
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The Blight: Richard Pett's Crooked City
False Appearance. While the between gargoyle remains
motionless, it is indistinguishable from an inanimate statue.
Dislocated. Attacks against the between gargoyle are
made with disadvantage unless the attacker has
blindsight or truesight.
Innate Spellcasting. The between gargoyle’s innate
spellcasting ability is Charisma (spell save DC 12). The
between gargoyle can innately cast the following spells,
requiring no material components:
1/day each: invisibility (self only, duration 1 minute), spider
climb.
ACTIONS
Multiattack. The between gargoyle makes two attacks: one
with its bite and one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) slashing damage.
Betweeen Peacock
A fleshy sack, discolored with veins, sits amid and beneath a trio of
gangling legs that bend in all the wrong places. A head is thrust back
that looks part bird, part cockroach; its beak more akin to a stinger.
Its peacocklike plume is littered with wretched-looking scraps of flesh
topped by a grisly collection of severed harpy heads, the eyes of which
watch you with tortured expressions.
Between Peacock (Nightmare Choir) turns. Only one Medium creature or two Small creatures
Large aberration (adult Between), unaligned can be inside the nightmare choir at one time. A
swallowed creature is unaffected by anything happening
Armor Class 15 outside the nightmare choir or by attacks from outside it.
Hit Points 152 (16d10 + 64) A swallowed creature can get out of the choir by using
Speed 15 ft., fly 30 ft. 5 feet of movement, but only after the monster is dead.
When the nightmare choir inverts or reverts to normal,
swallowed creatures are ejected prone into adjacent,
STR DEX CON INT WIS CHA
empty spaces.
15 (+2) 21 (+5) 18 (+4) 2 (-4) 12 (+1) 19 (+4)
ACTIONS
Multiattack. The nightmare choir makes one tongue attack
Saving Throws Con +9, Int +1, Wis +6 and three claw attacks.
Skills Perception +6 Claw. Melee Weapon Attack: +10 to hit (reach 10 ft.; one
Damage Resistances cold, force, poison damage; creature). Hit: 2d8 + 5 slashing damage.
bludgeoning, piercing, and slashing from nonmagical Tongue. Melee Weapon Attack: +10 to hit (reach 15 ft.; one
weapons creature). Hit: the target is grappled (escape DC 15) and
Condition Immunities disease; charmed, frightened pulled to within 5 feet of the nightmare choir, which then
Senses darkvision 120 ft., passive Perception 16 makes a bite attack against it as part of the same action.
Languages Deep Speech Bite. Melee Weapon Attack: +10 to hit (reach 5 ft.; one
Challenge 13 (10,000 XP) grappled creature). Hit: 4d6 + 5 piercing damage plus
2d10 necrotic damage.
Death Throes. When it drops to 0 hit points, a nightmare Captivating Hymn (1/day). The nightmare choir raises its
choir explodes in a mass of thorny, fleshy limbs riddled harpy plumes, which begin singing. They continue singing
with teeth and hundreds of tiny filaments that hook into as a bonus action for 1 minute. Creatures within 100 feet
clothing, skin, and flesh. Creatures within 20 feet of the of the nightmare choir and able to hear it must make a
nightmare choir take 6d6 piercing damage and are successful DC 17 Wisdom saving throw or be charmed by
restrained; a successful DC 15 Dexterity saving throw the nightmare choir for as long as the singing continues.
halves the damage and prevents being restrained. A A charmed creature must move toward the nightmare
restrained creature frees itself by using an action to make choir along the most direct path, even if that takes them
a successful DC 16 Strength (Athletics) check. The area through dangerous terrain. A charmed creature that’s
becomes difficult terrain for 10 minutes, and a creature within 5 feet of the nightmare choir is stunned. A charmed
that ends its turn in the difficult terrain takes 1d6 slashing creature repeats the saving throw when it takes damage,
damage. ending the effect on itself with a success. Success on the
Magic Resistance (1/day). When it fails a saving throw, the saving throw leaves a creature immune to Captivating
nightmare choir can choose to succeed instead. Hymn for 24 hours.
Swallow. A creature that ends its turn grappled by the Horrific Inversion (recharge 6). The nightmare choir inverts
nightmare choir is swallowed whole. A swallowed creature itself, becoming a huge maw filled with hundreds of
is blinded and restrained. It takes 3d8 necrotic damage quivering, needlelike teeth. The choir makes a bite attack
automatically at the start of each of the nightmare choir’s against every creature within 5 feet of it, regardless
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GM Guide
of grappling. Creatures within 30 feet that witness this
transformation must make a successful DC 17 Wisdom
saving throw or be afflicted with madness. If the result of
the saving throw is 12-16, the creature suffers a short-term
madness; 7-11 results in long-term madness; 6 or less results
in indefinite madness. An inverted nightmare choir cannot
fly or use Captivating Hymn. It can revert to its normal form
as a bonus action. When it inverts or reverts to normal,
swallowed creatures are ejected prone into adjacent,
empty spaces.
ECOLOGY
Environment any land (Between)
Organization solitary
ACTIONS
Beak. Melee Weapon Attack: +3 to hit (reach 5 ft.; one
creature). Hit: 1 piercing damage, and the creature must
make a successful DC 9 Constitution saving throw or take
1 necrotic damage and contract blinding sickness (see
above).
ECOLOGY
Environment non-arctic land
Organization solitary, pair, flock (3–12), or murder (13–100)
Sorcery Points. The Broken Fey has 5 sorcery points and can
use them on either an Extended Spell or a Subtle Spell.
Points can also be exchanged for spell slots using the
following exchange:
Slot Points
1st 2
2nd 3
3rd 5
• •
the base creature’s stat blocks, with the following differences:
Trident. Melee Weapon Attack: +7 to hit (reach 5 ft. or range
Constitution increases by 2, Wisdom declines by 2.
20/60; one creature). Hit: 7 (1d6 + 4) piercing damage.
•
Has proficiency and advantage on Constitution saving throws.
Dominated: A broken creature responds to its controller as if under the
effect of a dominate monster spell that can’t be dispelled or broken. Canary
There is no telepathic link; commands must be issued verbally, visually This tiny songbird has feathers of pale yellow with a slight greenish
(hand signals), or aurally (whistle, drums, etc.). The creature never tinge and is streaked with gray and brown on its back and wings.
makes a saving throw to end the effect, even when it takes damage or
is given a self-destructive command.
Canary
Copyright Notice Tiny beast, unaligned
Author Alistair Rigg, based on material by Richard Pett.
Armor Class 11
Hit Points 1 (1d4 – 1)
Broken Fey Speed 5 ft., fly 40 ft.
These are horrific creatures, individuals with different possible appearances.
STR DEX CON INT WIS CHA
Broken Fey 1 (-5) 12 (+1) 8 (-1) 2 (-4) 12 (+1) 8 (-1)
Large aberration, lawful evil
Armor Class 15 (natural armor) Skills Perception +4
Hit Points 136 (16d10 + 48) Languages none
Speed 30 ft., swim 30 ft. Challenge 0 (XP 10)
STR DEX CON INT WIS CHA Gas Vulnerability. Canaries are particularly vulnerable to
the effects of inhaled poisons and fouled air. They have
18 (+4) 10 (+0) 17 (+3) 16 (+3) 12 (+1) 18 (+4) disadvantage on saving throws against any effect caused
by an inhaled gas or substance.
Skills Perception +7, Stealth +3 (+6 in water), Insight +4 ACTIONS
Damage Resistances acid, fire Bite. Melee Weapon Attack: +3 to hit (reach 0 ft.; one
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GM Guide
creature). Hit: 1 piercing damage.
ECOLOGY
Environment forest (any land in captivity)
Organization solitary, pair, or flock (3–12)
These tiny birds were originally discovered among the subtropical islands
of the south and were brought to the mainland to be bred as songbirds. Their
numbers have flourished in captivity over the years, and it was eventually
determined that they were useful in detecting dangerous gases in mines
and caverns. Since that time, they have been widely employed by miners
as sentinel animals to detect the presence of otherwise undetectable gas
hazards before the miners are overcome by them.
Copyright Notice
Author Greg A. Vaughan, based on material by Richard Pett and Tom
Knauss.
Caryatid Column
An exquisitely sculpted and finished statue of a beautiful female warrior,
longsword in her hand.
Caryatid Column
Medium construct, unaligned
Armor Class 14 (natural armor)
Hit Points 30 (4d10 + 8)
Speed 20 ft. Caul Cuckoo and Caul Cuckoo Syre
This is no ordinary human child, but an infection, something that
STR DEX CON INT WIS CHA leeched upon a living babe whilst in the womb and smothered it,
becoming something partly human and partly from Between. Its form
14 (+2) 9 (–1) 14 (+2) 10 (+0) 11 (+0) 1 (–5)
is fluid, oily almost, and the disturbing mixture of human and slug is
revolting to behold.
Damage Resistances Bludgeoning, piercing, and slashing
damage from nonmagical weapons Caul Cuckoo
Damage Immunities Necrotic, poison, psychic
Small aberration (larval Between), neutral
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Armor Class 13
Senses darkvision 60 ft., passive Perception 10
Hit Points 63 (14d6 + 14)
Languages None
Speed 10 ft., burrow 5 ft., climb 10 ft., swim 10 ft.
Challenge 1 (200 XP)
Immunity to Magic. A caryatid column automatically STR DEX CON INT WIS CHA
succeeds on all saving throws against spells and spell-like 8 (-1) 16 (+3) 12 (+1) 9 (-1) 12 (+1) 18 (+4)
effects. If a successful saving throw reduces damage by
half, the caryatid column takes no damage instead. In
addition, certain spells and effects function differently Saving Throws Dex +6, Con +4, Wis +4
against the creature, as noted below (these effects Skills Perception +4, Stealth +6
override its immunity). A stone shape spell cancels the Damage Resistances bludgeoning, piercing, and slashing
caryatid column’s immunity to magic for 1d4 rounds. from nonmagical weapons
Shatter Weapons. Whenever a character strikes a caryatid Damage Immunities acid
column with a melee weapon and the attack roll is a Condition Immunities prone
natural 1, 2, or 3, the character must make a Strength Senses darkvision 60 ft., passive Perception 14
check. The character’s Strength bonus is added to the roll, Languages Common, Deep Speech, Sylvan, telepathy 30 ft.
but the character’s proficiency bonus and the weapon’s Challenge 5 (1,800 XP)
magical bonus (if any) are subtracted from the roll. If the
result is 15 or less, there is no effect. If the result is 16 or Change Shape. A caul cuckoo has two forms. Its natural
higher, the weapon shatters and becomes useless. form is that of a sluglike thing with a distorted humanoid
head, but it can also take a humanoid form based on its
ACTIONS mother. A caul cuckoo can shift between its forms as a
Longsword. Melee Weapon Attack: +4 to hit (reach 5 ft.; one bonus action. Equipment worn or carried on its humanoid
creature). Hit: 1d10 + 2 slashing damage. form melds into its natural form.
Distorted. The caul cuckoo’s internal anatomy is radically
The caryatid column is more fully described in First Edition Foes, different from a normal humanoid’s. Critical hits against
published by Frog God Games the creature do a flat +1 damage but don’t roll damage
dice twice.
Horrific Appearance. Creatures that start their turn within 30
107
The Blight: Richard Pett's Crooked City
feet of a caul cuckoo in its natural form and who can see Languages Deep Speech, telepathy 30 ft.
it see must make a successful DC 15 Wisdom saving throw Challenge 1/8 (25 XP)
or be poisoned. This is a psychological effect, not actual
poison, so immunity to poison offers no protection. A poi- Salt Vulnerability. A handful of salt burns a caul cuckoo syre
soned creature repeats the saving throw at the end of its as though it was alchemist’s fire, doing 1d4 fire damage at
turn to end the effect. A successful saving throw makes the start of the caul cuckoo’s turn until it’s extinguished by
the creature immune to the horrific appearance of caul spending an action to make a successful DC 10 Dexterity
cuckoos for 24 hours. check.
Salt Vulnerability. A handful of salt burns a caul cuckoo as
though it was alchemist’s fire, doing 1d4 fire damage at ACTIONS
the start of the caul cuckoo’s turn until it’s extinguished by Lullaby. When a caul cuckoo syre wails its lullaby, it targets
spending an action to make a successful DC 10 Dexterity one creature within 30 feet which must succeed on a DC
check. 13 Wisdom saving throw or fall unconscious. Creatures
with 5 or more HD are immune. A creature that saves
ACTIONS successfully is immune to all caul cuckoo syre lullabies
Multiattack. The caul cuckoo makes three tongue attacks or for 24 hours. An unconscious creature wakes up after 1
sings its lullaby. minute, when it takes damage, or when another creature
Tongue. Melee Weapon Attack: +5 to hit (reach 5 ft.; one uses an action to awaken it.
creature). Hit: 1d4 + 3 piercing damage plus 1d6 acid
damage. ECOLOGY
Lullaby. When a caul cuckoo wails its lullaby, it has the same Environment any land (Between)
effect as a confusion spell that affects all creatures within Organization solitary
300 feet of the caul cuckoo who can hear the song. All
potential targets must make successful DC 15 Wisdom Caul cuckoo syres are the progenitors of caul cuckoos. They spend the
saving throws or become confused. The confusion lasts majority of their lives stealthily searching out pregnant humanoid females
for 1 minute or until the caul cuckoo stops singing or loses to infest, so they can corrupt their unborn children into caul cuckoos.
concentration on its lullaby. The creature can repeat the Drawn to Mothers. A caul cuckoo syre can detect pregnant humanoids
saving throw at the end of its turn, with a success ending within 60 feet by smell. Strangely, caul cuckoo syres are also attracted
the effect. by the odor of some ghouls, which consider caul cuckoo syres to be quite
the delicacy. When a caul cuckoo syre locates a pregnant potential host,
ECOLOGY it crawls into the woman’s womb while she’s asleep. Over the course
Environment any land (Between) of the next five days, it slowly dissolves into the developing embryo,
Organization solitary, pair, gang (3–8), or cult (9–20) bathing it in unnatural hormones. The woman experiences severe
morning sickness during those five days; a successful DC 13 Wisdom
Caul cuckoos are the tragic result of an unborn child corrupted by a caul (Medicine) check made by a character with proficiency in Medicine
cuckoo syre while still in its mother’s womb. When birthed by its human spots the difference between this sickness and typical morning sickness.
parent, a caul cuckoo is Tiny, but otherwise has all of its normal abilities. By the end of the five days, the syre is completely gone and the fetus is
A caul cuckoo has a 50% chance of being in either of its two forms at transformed into a caul cuckoo.
birth. If in its human form, it usually waits until after nightfall to either Dangerous Surgery. If the syre’s presence is detected or even
escape into the night or murder its sleeping parents and then escape. If suspected, it can be removed with a successful DC 15 Wisdom (Medicine)
born in its sluglike form, it immediately attacks its mother and any others check. The check can be repeated as many times as necessary, but if it fails
present in an attempt to escape. by 5 or more, the host takes 1d6 slashing damage (which can easily kill a
Though the birth of these creatures is a rare occurrence, there is a reason commoner with 4 or fewer hit points). Lesser restoration or comparable
that many old midwives carry a bag of salt with them whenever they magic destroys a caul cuckoo syre automatically and restores the fetus to
attend a new delivery. normal health.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (-5) 12 (+1) 8 (-1) 6 (-2) 10 (+0) 16 (+3) 17 (+3) 12 (+1) 17 (+3) 1 (–5) 10 (+0) 4 (–3)
ACTIONS
Multiattack. The chaos beast makes two attacks with its
claws.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one tar-
get. Hit: 10 (2d6 + 3) slashing damage plus 10 (3d6) necrot-
ic damage. The creature must make a DC 15 Constitution
saving throw or be affected by the destabilize effect.
109
The Blight: Richard Pett's Crooked City
Child of the Forest (Verdigris Forest) Coffer Corpse
These fey creatures look like children at a distance, but when seen more This creature appears as a desiccated humanoid shrouded in rotting,
closely they have goat-like legs, wild, flowing hair, and their faces resemble tattered funerary clothes. Its hands end in sharpened claws with slightly
a variety of different beasts: here a pig, there a wolf, and there a bull elongated fingernails.
Child of the Verdigris Forest Coffer Corpse
Small fey, chaotic neutral Medium undead, neutral
Armor Class 13 (natural armor) Armor Class 12 (natural armor)
Hit Points 27 (6d6 + 6) Hit Points 27 (5d8+5)
Speed 30 ft. Speed 20 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 12 (+1) 12 (+1) 12 (+1) 14 (+2) 16 (+3) 12 (+1) 13 (+1) 6 (-2) 13 (+1) 10 (+0)
Skills Stealth +4, Sleight of Hand +4 Damage Resistances piercing and slashing attacks that are
Damage Resistances bludgeoning, piercing, and slashing non-magical
from nonmagical weapons Damage Immunities poison
Condition Immunities charmed, stunned, unconscious Condition Immunities exhausted, poisoned
Senses darkvision 60 ft., passive Perception 11 Senses darkvision 60 ft., passive Perception 13
Languages Common, Sylvan Languages Common
Challenge 2 (450 XP) Challenge 2 (450 XP)
Animated Hair. A Child of the Verdigris Forest carries cuttings Magic Weapons. A coffer corpse’s attacks are magical.
of its own hair, braided into ropes, in its leather pouch. It Deceiving Death. In the first round in which a coffer corpse is
can quickly splice these short hair ropes into a longer rope struck for 6 or more points of damage, the creature slumps
and magically animate it to entangle foes, which requires to the ground, seemingly destroyed. If it has fastened its
2 rounds to complete. A Child of the Verdigris Forest’s death grip on a victim, it releases its hold when it falls. A
animated hair rope has AC 14, 8 hit points, is immune to DC 15 Intelligence (Investigation) check sees through the
all but slashing damage, and flies with a speed of 30 feet. ruse (necromancers apply their proficiency bonus on this
When it attacks a target, the target creature must make check). On its next turn, the coffer corpse rises again as if
a successful DC 12 Strength saving throw or be restrained reanimated, triggering its fear ability.
(escape DC 13). A restrained creature can repeat the Fear. A creature viewing a coffer corpse rise after it uses its
saving throw at the end of each of its turns. The hair rope deceiving death ability must make a DC 12 Wisdom save
is destroyed by a successful Strength saving throw, but a or become frightened for 1 minute.
successful Dexterity save leaves it unaffected and it con-
tinues attacking. ACTIONS
Mobility. An opponent has disadvantage on opportunity at- Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
tack rolls against the Children. creature. Hit: 14 (2d8+5) slashing damage and the target
Innate Spellcasting. The Child of the Verdigris Forest’s innate is grappled (escape DC 13). Until this grapple ends, the
spellcasting ability is Charisma (spell save DC 12). The coffer corpse can automatically hit the target with its claw
Child can innate cast the following spells, requiring no ma- and any target grappled cannot speak or cast spells with
terial components: a verbal component. No more than one target can be
At Will: animate objects (stones only), shatter, speak with grappled by a coffer corpse at the same time.
stone (functions identically to speak with plants, but with Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
stones instead), stone shape one creature. Hit: 9 (1d8+5) slashing damage.
Stone Stride. The Child can step into a stone and emerge
from any other stone within 30 feet as part of normal
movement. The stones must be at least as large as they Crathog
are. The Child can’t end its turn inside a stone.
This creature draws its leech-like body along by great barbed spindly
ACTIONS tentacles that glisten with fluid. Somewhere inside its cluster of spines
Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one crea- and sharp bones lurks a great maw that distends itself outward.
ture. Hit: 5 (1d6 + 2) bludgeoning damage.
Shears. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 6 (1d8 + 2) slashing damage. A Child of the
Crathog
Verdigris Forest scores a critical hit with shears if its attack Huge aberration, neutral evil
roll is a natural 18, 19, or 20.
Stone. Ranged Attack: +4 to hit, range 20 ft./60 ft.; one crea- Armor Class 16 (natural armor)
ture). Hit: 1d4 + 2 bludgeoning damage. Hit Points 123 (13d12 + 39)
Laugh. Area Attack (recharge 5, 6): automatic hit (range 60 Speed 30 ft., swim 30 ft.
ft.; all creatures in range). Hit: creatures in range that can
hear the laugh must make a successful DC 12 Wisdom STR DEX CON INT WIS CHA
saving throw or be stunned for 1d3 rounds.
20 (+5) 13 (+1) 17 (+3) 10 (+0) 13 (+1) 9 (-1)
110
GM Guide
The crathog are octopod horrors that had their origins in the exits of
large cities’ sewers emptying into the sea. The mixture of alchemical fluids,
waste products, and other toxins caused mutations within the sea life that
grew in the area until a new species spawned and bred true. The crathog
began to gain an incessant drive to reproduce, a deeper understanding of
their surroundings, and a greater intelligence.
A crathog seeps a corrosive acid from its porous flesh. Its tentacles
move with eerie quickness to grasp its prey and pull it toward its distended
jaw. These jaws are hinged on a flexible tendon that allows the crathog to
contract a coiled muscle and launch this set of jaws outward to burst from
its clustered mouth. The creature is able to blend into its surroundings
like a chameleon. It moves almost totally silently, but leaves a slimy trail
which in itself is acidic and dangerous. A crathog is incredibly strong
and stealthy, known to climb onto ships to feed on unsuspecting sailors,
dissolving their flesh with its acid.
Their intelligence allows them the insight to use their special abilities as
ambush hunters. They tend to hide in crooks of old harbors and lie in wait
until a fisherman ventures past. Crathog are not only cunning, they are
incredibly cruel; they delight in mutilating or tormenting prey, and disfiguring
their opponents with their acids. Why they do this is open to conjecture, but
many scholars believe that crathog are somehow spawned by the influence of
Between and that they seethe with the inherent injustice of those who have
died in the river, particularly those who have suffered from its acidic toxins.
Copyright Notice
Author Jeffrey Swank, based on material by Richard Pett.
Crirge
A magically-mixed hybrid of a crow and a stirge, having the head of a
Saving Throws Dex +4, Wis +4, Cha +3 crow with the proboscis of a stirge.
Skills Perception +4, Stealth +4
Damage Immunities acid
Condition Immunities prone Crirge
Senses darkvision 60 ft., tremorsense 30 ft., passive
Tiny monstrosity, unaligned
Perception 14
Armor Class 12
Languages Aquan, Deep Speech
Hit Points 3 (1d4+1)
Challenge 8 (3,900 XP)
Speed 10 ft., fly 50 ft.
Acidic Trail. The crathog’s skin exudes a layer of acid. This
coating leaves a slimy trail behind the crathog similar to a STR DEX CON INT WIS CHA
slug’s trail. All spaces that the crathog occupied since its 3 (–4) 14 (+2) 12 (+1) 2 (–4) 12 (+1) 6 (–2)
last turn retain this acidic coating; any creature that enters
or starts its turn in such a space takes 1d6 acid damage.
At the start of the crathog’s turn, all previously acidic Skills Perception +3
spaces become safe. Senses passive Perception 13
Blending Skin. When at rest, a crathog shifts the color of its Languages none
flesh to blend perfectly with the surrounding terrain. While Challenge 1/8 (25 XP)
motionless, the crathog is invisible.
ACTIONS
ACTIONS Blood Drain: Melee Weapon Attack: +4 to hit, reach 5 ft.,
Multiattack. The crathog attacks twice with tentacles, then one creature. Hit: 5 (1d4+3) piercing damage, and the
either bites twice or uses distended bite once. crirge attaches to the target. While attached, the crirge
Tentacle. Melee Weapon Attack: +8 to hit (reach 10 ft.; doesn’t attack. Instead, at the start of each of the crirge’s
one creature). Hit: 2d8 + 5 bludgeoning damage plus turns, the target loses 5 (1d4 + 3) hit points due to blood
1d10 acid damage. If both tentacle attacks hit the same loss. The crirge can detach itself by spending 5 feet of its
creature on the crathog’s turn, the creature is grappled movement. It does so after it drains 10 hit points of blood
(escape DC 15). The crathog can have up to two from the target or the target dies. A creature, including
creatures grappled and still use tentacle attacks. the target, can use its action to detach the crirge.
Bite. Melee Weapon Attack: +8 to hit (reach 10 ft.; one
creature). Hit: 1d8 + 5 piercing damage plus 1d10 acid
damage.
Distended Bite. Melee Weapon Attack: +8 to hit (reach 20
ft.; one creature); Hit: 1d12 + 5 piercing damage plus 1d10
acid damage.
ECOLOGY
Environment coast
Organization solitary
111
The Blight: Richard Pett's Crooked City
Crown Prince Clovis Crown Prince Justice Cornlord
Ancient Clovis, the husband of Princess Genève, has designs upon the Cornlord is the Town Bridge ruler who uses poisons and spiders to
throne, and uses his sorcery to aid his efforts. He makes pacts with devils aid his advancement.
to further his ends, and it is rumoured that he has sold his soul to the
Devil. Clovis is a member of the Great Coven.
Crown Prince Justice Cornlord,
Prince Clovis, Crown Prince of the Capitol Lord of the Bridge
Medium aranea (Human Form), neutral evil Medium aranea (human form), neutral evil
Armor Class 12 (15 with mage armor) Armor Class 15 (studded leather)
Hit Points 49 (9d8+9) Hit Points 78 (12d8+24)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 13 (+1) 17 (+3) 12 (+1) 11 (+0) 11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 (+0)
Saving Throws Int +6, Wis +4 Saving Throws Dex +7, Int +5
Skills Arcana +6, History +6 Skills Acrobatics +7, Deception +4, Perception + 4, Stealth +11
Senses passive Perception 11 Damage Resistances poison
Languages any four languages Senses passive Perception 14
Challenge 9 (5,000 XP) Languages Common, Dwarvish, Thieves’ Cant
Challenge 8 (3,900 XP)
Shapechanger. Clovis can use his action to polymorph into
a rat-humanoid hybrid or into a giant rat, or back into Assassinate. On Cornlord’s first turn he has advantage on
his true form, which is humanoid. His statistics, other than attack rolls, as long as the target has not taken a turn. Any
his size, are the same in each form. Any equipment he is hit against a surprised target is considered a critical hit.
wearing or carrying isn’t transformed. He reverts to his true Evasion. If Cornlord is required to make a Dexterity saving
form if he dies. throw to take half damage, he takes no damage on a
Spider Climb. Clovis can climb difficult surfaces and ceilings successful save, and half damage on a failed save.
without requiring an ability check. Shapechanger. Cornlord can use his action to polymorph
Spellcasting. Clovis is a 9th-level spellcaster. Intelligence is into a spider-humanoid hybrid or into a giant spider, or
his spellcasting ability (spell save DC 14, +6 to hit with spell back into his true form, which is humanoid. His statistics,
attacks). He has the prepared the following spells from the other than his size, are the same in each form. Any equip-
wizard spell list: ment he is wearing or carrying isn’t transformed. He reverts
Spells (slots): to his true form if he dies.
Cantrips (at will): fire bolt, light, mage hand, prestidigitation; Sneak Attack (1/turn). Cornlord’s attack deals an extra 13
1st (4 slots): detect magic, mage armor, magic missile, (4d6) damage when he hits with a weapon attack, if he
shield; has advantage on the attack roll, or there is an ally who is
2nd (3 slots): misty step, suggestion; not incapacitated within 5 feet of the target, and as long
3rd (3 slots): counterspell, fireball, fly; as Cornlord does not have disadvantage on the attack roll.
4th (3 slots): greater invisibility, ice storm; Spider Climb. Cornlord is able to climb difficult surfaces and
5th (1 slots): cone of cold; ceilings without requiring an ability check.
Innate Spellcasting. Cornlord’s spellcasting ability is Intelli-
ACTIONS gence, and requires no material components for the fol-
Multiattack. Clovis makes two attacks on his turn. lowing spells (spell save DC 15):
Bite (Spider Form Only). Melee weapon attack: +5 to hit, At will: dancing lights, poison cloud, shocking grasp;
range 5 ft., one target. Hit: 7 (1d8 + 2) piercing damage, 3/day each: charm person, sleep;
and the target must make a successful DC 13 Constitution 1/day each: invisibility, mirror image;
saving throw, taking 9 (2d8) poison damage on a failed
save, or half as much damage on a successful save. If the ACTIONS
poison reduces the target to 0 hit points, the target is sta- Multiattack. Cornlord makes two attacks on his turn.
ble but poisoned for 1 hour, even after regaining hit points, Bite (Spider Form Only). Melee weapon attack: +5 to hit,
and is paralyzed while poisoned this way. reach 5 ft., one target. Hit: 7 (1d8+2) piercing damage,
Dagger. Melee or ranged attack: +5 to hit, reach 5 ft. or and the target must make a successful DC 13 Constitution
range 20/60 ft., one target. Hit: 4 (1d4+2) piercing dam- saving throw, taking 9 (2d8) poison damage on a failed
age. save, or half as much damage on a successful save. If the
Web (Spider Form Only, Recharge 5-6). Ranged weapon at- poison reduces the target to 0 hit points, the target is sta-
tack: +5 to hit, range 30/60 ft., and the target is restrained ble but poisoned for 1 hour, even after regaining hit points,
by webbing, requiring a DC 12 Strength check to escape. and is paralyzed while poisoned this way.
Shortsword. Melee weapon attack: +7 to hit, reach 5 ft., one
target. Hit: 6 (1d6+3) piercing damage, and the target
must make a DC 15 Constitution saving throw, taking 24
(7d6) poison damage on a failed save, or half as much
damage on a successful one.
Light Crossbow. Ranged weapon attack: +7 to hit, range
80/320 ft., one target. Hit: 7 (1d8+3) piercing damage, and
the target must make a DC 15 Constitution saving throw,
112
GM Guide
taking 24 (7d6) poison damage on a failed save, or half as within 10 ft. of this flash are automatically blinded for 1d6
much damage on a successful one. rounds. The creeper’s gear and treasure remain lying in a
Web (Spider Form Only, Recharge 5-6). Ranged weapon at- heap where the creeper died.
tack: +5 to hit, range 30/60 ft., and the target is restrained Martial Advantage. A dark creeper’s dagger attack does
by webbing, requiring a DC 12 Strength check to escape. an extra 1d6 piercing damage if the dark creeper has
advantage on the attack, or if another dark stalker or dark
creeper is within 5 feet of the target.
Crown Prince Rorth ACTIONS
Princess Eleanor’s husband is the dashing face of the family. In truth, Dagger. Melee Weapon Attack: +5 to hit (reach 5 ft.; one
Rorth is only interested in sexual conquest and horseracing, in that order. creature). Hit: 1d4 + 3 piercing damage and the target
An absinthe fiend, he frequently goes to the Artists’ Quarter in disguise to must make a successful DC 12 Constitution saving throw or
search for some new vice. suffer 1d4 poison damage and be poisoned for 1 hour. Af-
ter being poisoned, the victim must make a saving throw
each round until succeeding. Each failure causes an addi-
Crown Prince Rorth tional 1d4 points of poison damage.
Medium human, neutral
Armor Class 16 (studded leather)
Hit Points 75 (10d8+30)
Speed 30 ft.
Dark Stalker
This creature resembles a small humanoid with a light, thin frame. It
has gray skin and stark-white eyes with gray pupils. It dresses in filthy,
STR DEX CON INT WIS CHA
brownish-black clothing. The smell of dung and rotted meat hangs in the
11 (+0) 18 (+4) 16 (+3) 11 (+0) 13 (+1) 10 (+0) air around it.
Copyright Notice
Author Alistair Rigg, based on material by Richard Pett.
Dog, Riding
This burly dog is fitted with a small saddle. A low, menacing growl
rumbles up from its chest.
Riding Dog
Medium beast, unaligned
Armor Class 14 (natural armour)
Hit Points 13 (2d8+4)
Speed 30 ft.
ACTIONS
STR DEX CON INT WIS CHA
Multiattack. Duke Malice makes two attacks on his turn.
Claymore. Melee weapon attack: +5 to hit, reach 5 ft., one 13 (+1) 18 (+4) 15 (+2) 12 (+1) 14 (+2) 10 (+0)
target. Hit: 10 (2d6+3) slashing damage.
Recurve Crossbow. Ranged weapon attack: +3 to hit, range
80/320 ft., one target. Hit: 6 (1d10) piercing damage. Saving Throws Dex +7, Int +4
Skills Acrobatics +7, Athletics +4, Perception +5, Sleight of
Hand +7, Stealth +7
Duke Taim Senses passive Perception 15
Languages Thieves’ cant, Common
The queen’s only nephew, Taim believes in order and the sanctity of Challenge 5 (1,800 XP)
the Royal Family. He is totally loyal to the queen and her name and,
like Malice, capable of extreme violence and cruelty if need be. Taim, Cunning Action. On each of her turns, Eleanor can use a bo-
however, is more controlled in his fury, and is more likely to see good nus action to take the Dash, Disengage, or Hide action.
in people if they give him cause to do so. Taim is madly in love with Evasion. When Eleanor is subjected to an effect that allows
Princess Rebecca of Mourney, and has proposed no fewer than eleven her to make a Dexterity saving throw to take only half
times. The Master of the Capitol, he is responsible for the security and damage, she instead takes no damage if the save is suc-
well-being of the Royal Family and all residents in the Capitol. Taim cessful, and only half damage if the roll is a failure.
works covertly against any evil he finds therein, a position that grows Sneak Attack. Once per turn, Eleanor can deal an extra
more desperate by the day. 4d6 damage to one creature she hits with an attack if she
has advantage on the attack roll. The attack must use
a finesse or a ranged weapon. Eleanor doesn’t need ad-
Duke Taim vantage on the attack roll if another enemy of the target
Medium human, neutral is within 5 feet of it, that enemy isn’t Incapacitated, and
Armor Class 18 (plate) Eleanor doesn’t have disadvantage on the attack roll.
118
GM Guide
ACTIONS
Multiattack. Eleanor can make three attacks with either her
shortsword or her light crossbow per turn.
Shortsword. Melee Weapon Attack: +7 to hit (reach 5 ft.; one
creature). Hit: 8 (1d8 + 4) bludgeoning damage.
Light Crossbow. Ranged Weapon Attack: +5 to hit, range
80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Electric Eel
The serpentine creature moves sinuously through the water, the tip of its
tail sparking with an electrical discharge.
Electric Eel
Large beast, unaligned
Armor Class 15 (natural armor)
Hit Points 26 (4d10 + 4)
Speed 5 ft. Swim 40 ft.
Damage Immunities lightning
Senses darkvision 60 ft., passive Perception 11
Languages —
Challenge 1/2 (100 XP)
ACTIONS
Electric Shock (recharge 6). The electric eel produces a jolt
of electricity in a 10-ft. radius centered on itself. Creatures
within 5 ft. take 13 (3d8) points of lightning damage.
Those further away but within 10 ft. take 4 (1d8) points.
Creatures making a successful DC 13 Constitution save
reduce the damage by half. it killed within the last minute and whose space the elemental occupies.
A newly-created ragefire spawn (a Tiny ragefire elemental) appears in an
empty space within 5 feet of the spawning elemental.
Elemental, Ragefire Ragefire elementals embody the chaos and evil of their Abyssal
heritage, manifesting in demonic forms of living flame, smoke, ash, and
The rage and hatred that emanate with the white-hot heat from this cinders. They exist to incinerate life and, in so doing, grow stronger and
demonic fire are palpable. more destructive.
A ragefire elemental cannot enter water or any other nonflammable
liquid. A body of water is an impassible barrier unless the ragefire
Ragefire Elemental elemental can step or jump over it or the water is covered with a layer of
The rage and hatred that emanate with the white-hot heat from this something flammable, such as oil.
demonic fire are palpable.
Copyright Notice
The ragefire elemental is a type of fire elemental that grows as it Author Alistair Rigg, based on material by Richard Pett.
consumes fuel. All ragefire elementals start out as Tiny sparks, called
ragefire spawn. As they burn their way through their surroundings, they Ragefire Elemental
steadily increase in size until they become gargantuan infernos.
Every size of ragefire elemental has stats identical to a standard fire Size HP Attack Damage Burn CR
elemental, except as noted on the table below. The table lists the hit points, Tiny 33 +3 1d4+3 1d4 1
melee attack bonus, melee damage, ongoing damage to flammable objects
(“Burn”), and challenge rating of every size of ragefire elemental. Burn Small 52 +4 1d6+3 1d6 2
damage also applies as the damage done by the elemental’s Fire Form ability. Medium 75 +5 1d10+3 1d8 3
Besides the differences noted above, Tiny through Large ragefire
Large 102 +6 2d6+3 1d10 5
elementals also have the trait Intensify: As an action, a Tiny, Small,
Medium, or Large ragefire elemental incinerates the corpse of a humanoid Huge 124 +7 3d10+3 1d12 8
it killed within the last minute and whose space the elemental occupies. Gargantuan 189 +8 4d10+3 1d20 11
The elemental heals 5 hit points and, if it is Tiny, it becomes a Small
ragefire elemental with full hit points minus its current amount of damage.
Likewise, a Small, Medium, or Large ragefire elemental grows to the next
size after incinerating a number of humanoid corpses equal to its current
challenge rating.
Huge and Gargantuan ragefire elementals don’t have the Intensify trait.
Instead, they have the trait Spawn Ragefire: As an action, a Huge or
Gargantuan ragefire elemental incinerates the corpse of a humanoid that
119
The Blight: Richard Pett's Crooked City
ally isn’t incapacitated.
Enoch Nettle Water Breathing. The fanged sea serpent can breathe only
underwater.
A minor spellcaster, Enoch plays a role in the Levee Adventure.
ACTIONS
Enoch Nettle, Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) piercing damage, and the target must
Acolyte of Mother Grace, Poacher succeed on a DC 13 Constitution saving throw or become
poisoned for 1 hour.
Medium human, lawful neutral
Armor Class 15 (chain shirt, buckler)
Hit Points 20 (3d8 + 3)
Speed 30 ft. Father Gromwell
Father Gromwell is a major figure in the Levee Adventure.
STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 12 (+1) 10 (+0) 13 (+2) 11 (+0) Father Gromwell
Medium human, lawful neutral (Mother Grace)
Saving Throws Int +2, Wis +4 Armor Class 19 (Between-based powers)
Skills Medicine +4, Religion +2, Survival +4 Hit Points 78 (12d8+24)
Senses passive Perception 12 Speed 30 ft.
Languages Common
Challenge 2 (450 XP) STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 14 (+2) 11 (+0) 17 (+3) 13 (+1)
Spellcasting. Enoch Nettle is a 2nd-level spellcaster. His spell-
casting ability is Wisdom (spell save DC 12, +4 to hit with
spell attacks). He has the following cleric spells prepared:
Saving Throws Con +6, Wis +4
Cantrips (at will): light, sacred flame, thaumaturgy
Skills Insight +5, Religion +4
1st level (3 slots): bless, cure wounds, sanctuary
Senses passive Perception 13
Languages common
ACTIONS
Challenge 9 (5,000 XP)
Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 6 (1d8 + 2) piercing damage.
Spellcasting. Father Gromwell is a 9th-level spellcaster. Wis-
Light Crossbow. Ranged Weapon Attack: +2 to hit, reach
dom is his spellcasting ability (spell save DC 15, +7 to hit
80/320 ft., one target. Hit: 4 (1d8) piercing damage.
with spell attacks). He knows the following spells from the
cleric spell list:
Treasure: Poacher’s coat (heavily waxed long coat with many interior
Spells (slots):
hooks for game), 6 snares, Morningstar, light crossbow, 20 bolts, chain
Cantrips (at will): light, mending, sacred flame, spare the
shirt, buckler, wooden symbol of Mother Grace, small pyrebeetle bullseye
dying;
lantern, 11 silver pieces.
1st (4 slots): divine favor, guiding bolt, healing word, shield
of faith;
Fanged Sea Serpent 2nd (3 slots): lesser restoration, magic weapon, prayer of
healing, silence, spiritual weapon;
This serpent is 12 to 15 feet long and 5 feet thick. Its body scales are 3rd (3 slots): beacon of hope, crusader’s mantle, dispel
thickened and hardened, which slows it somewhat in water but provides magic, revivify, spirit guardians, water walk;
good protection. The serpent’s most outstanding features, however, are the 4th (3 slots): banishment, freedom of movement, guardian
rows of long, sharp teeth that fill its mouth. It has large, lidless red eyes of faith, stoneskin;
with white pupils. 5th (1 slot): flamestrike, mass cure wounds, hold monster;
Staff of Withering. Father Gromwell has a staff of withering
with 3 charges that regains 1d3 expended charges
Fanged Sea Serpent at dawn. He will use charges on his first two hits if he is
engaged in melee combat, but will reserve the third
Large dragon, neutral
charge.
Armor Class 17 (natural armor)
Hit Points 85 (10d10 + 30)
ACTIONS
Speed swim 30 ft.
Multiattack. Father Gromwell makes two attacks on his turn.
Staff of Withering. Melee Weapon Attack: +7 to hit, reach 5
STR DEX CON INT WIS CHA ft., one target. Hit: 7 (1d8+3) bludgeoning damage. If Fa-
18 (+4) 13 (+1) 16 (+3) 5 (-3) 10 (+0) 6 (-2) ther Gromwell expends 1 charge on the staff, it inflicts an
additional 2d10 points of necrotic damage and requires a
DC 15 Constitution saving throw or the target also is at dis-
Skills Perception +4, Stealth +3 advantage on all ability checks and saving throws based
Senses darkvision 60 ft., passive Perception 14 on Strength and Constitution for a period of 1 hour.
Languages -
Challenge 3 (700 XP)
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GM Guide
point, the fleshgine hides the victim in some convenient location around
Fleshgine or within its body. The victim remains unconscious until it dies or it’s
rescued.
Casual observers notice the hidden victim if their passive Perception
Fleshgines are constructs of flesh combined with other materials exceeds (10 + the fleshgine’s Stealth bonus). Anyone specifically looking
designed for a specific purpose. They might pump water from a city’s for a victim taken by the fleshgine must win a contest of their Perception
reservoirs into rooftop cisterns to supply the inhabitants with running against the fleshgine’s Stealth or Deception (fleshgine’s choice). A taken
water, or they may lift or pull — anything a humanoid body can do. victim is found automatically if the fleshgine is destroyed, but also might
But fleshgines are built to improve upon a humanoid’s ability through be injured, depending on the type of attacks used against the fleshgine and
modification and vast strength. While they are not uncommon in the size difference between them; GMs can apply their own judgment in
Castorhage, they often operate out of sight; their disturbing appearance these cases.
being something the civilized locals choose not to acknowledge. They can If a victim escapes the fleshgine’s grapple, the fleshgine might attack or
be heard though — their steady stormy breathing, the asthmatic wheeze flee, depending on the situation.
behind a grate, the slithering of flaccid limbs between floors. They also A taken victim takes damage equal to any one of the fleshgine’s melee
have a strong odor — a sort of organic sweatiness that can smell of the attacks after every 24 hours. The taken victims are used to vent the
many other odors from the things they work in and around, which they leeched needs of the fleshgine — whether they be simple hunger, torment,
absorb and amplify. or sexual — before their dead and broken remains are cast away.
Fleshgines come in all shapes and sizes, and while no two are ever A sentient fleshgine is always torn between its urges to seize a victim
alike, they often fall into a set pattern. Each is very strong, and many — and the knowledge that discovery means certain punishment and death. It
an uncannily large number — are weakly sentient creatures in their own therefore carefully watches its chosen victim, often for weeks or months
right. Different fleshgines tend to have different abilities; some are simple before striking.
brutes that occasionally go mad, some are more cunning, lurking and The following entries describe three sample types of fleshgines. Many
growing behind plaster and wainscoting and brooding their dark, strange more are possible.
dreams and wants.
All fleshgines have the trait Berserk: Every time a fleshgine is injured Copyright Notice
in combat, roll d100. If the result is less than or equal to the total number Author Richard Pett.
of hit points the fleshgine has lost so far in this combat, its elemental spirit
breaks free and the fleshgine goes berserk. The berserk fleshgine attacks
the nearest living creature; if no creature is close enough for the fleshgine
to attack with a single move, it attacks an object instead. The fleshgine’s
Dungier’s Buggy
controller can try to reestablish control, provided the fleshgine is within 60 The rumble of a coach’s wheels upon the cobbles comes out of the
feet. The controller must use an action to speak firmly and authoritatively misty night, but it is not accompanied by the clip-clop of hooves. Rather,
to the construct and make a successful DC 15 Charisma check. A damaged there is a soft slapping of skin upon the hard stones. Emerging from the
fleshgine that spends at least 1 minute outside combat has its chance to go fog is a hansom cab drawn not by a team of horses but rather by the
berserk reset to 0 percent. upper torso of an ogre melded to the front of the conveyance. It walks on
Sentient Fleshgines: While most fleshgines are simple, mindless its massive hands, and its head stares forward, the eyes alert but vacant.
servitors made of flesh stitched and grown to inorganic parts and
contraptions, some grow into something altogether different. Sentient
fleshgines take on aspects of their humanoid neighbors that seep in from Dungier’s Buggy (Fleshgine)
their close proximity on a daily basis. These aspects include tics, habits, Huge construct, unaligned
language, and even some of their vices. These creatures are often bloated
by the desires and madness of Between and become enraptured by it, Armor Class 10
seeking new directions and becoming fixated in disturbing ways. These Hit Points 51 (6d10 + 18)
constructs often form complex alliances with those who dwell behind the Speed 40 ft.
veneer of the Blight, particularly with the ghouls of the Fetch (who have
enough inert humanity to understand and fear the construct). Some say
STR DEX CON INT WIS CHA
the thoughts of the Crooked Promethean violate their dreams and awaken
them; others say that it is a simple accident of nature. These sentient 19 (+4) 10 (+0) 16 (+3) 2 (-4) 7 (-2) 3 (-4)
constructs lurk in plain sight and are driven by whatever twisted needs or
goals have grown within their warped consciousness.
As more complex fleshgines are grafted from darker sources of flesh Damage Resistances cold; bludgeoning, piercing, and slash-
and bone, so too the risk of disaster becomes greater. Philosophers within ing from nonmagical, nonadamantine weapons
the city-state already worry what fleshgines might do if they rebelled en Damage Immunities necrotic, poison, psychic
masse. They point to the curious whale-song that occasionally haunts Condition Immunities disease; charmed, frightened, para-
certain nights, and which seems to come from the fleshgines calling to lyzed, poisoned, prone, stunned, unconscious
each other across the city. What are they saying or planning, they wonder? Senses darkvision 60 ft., passive Perception 8
The golem-stitchers and homuncule wives laugh at such suggestions; Languages understands Common and Giant but speaks
their creations are simple flesh-and-blood machines after all. What only programmed phrases
maliciousness could possibly lurk within this humble framework? Challenge 3 (700 XP)
All sentient fleshgines that have gone berserk at least once in the past
develop an urge toward murderous abduction called “take” or “taking.” Berserk. Every time the fleshgine is injured in combat, roll
Occasionally the fleshgine’s habits and needs drive it to seize a victim at d100. If the result is less than or equal to the total number
least one size category smaller than the fleshgine. The fleshgine is always of hit points the fleshgine has lost so far in this combat, its
cunning in this action and manipulates its manifold parts and surroundings elemental spirit breaks free and the fleshgine goes berserk.
to camouflage its action. If the fleshgine’s Stealth check beats the victim’s The berserk fleshgine attacks the nearest living creature; if
passive Perception, the victim doesn’t see the attack coming and the no creature is close enough to attack with a single move,
fleshgine gets to make a grappling attack with advantage. If the victim it attacks an object instead. The fleshgine’s controller can
notices the attack coming, then it’s just a normal attack by the fleshgine. try to reestablish control, provided the fleshgine is within 60
While the victim is grappled by the fleshgine, it’s also restrained, muffled feet. The controller must use an action to speak firmly and
(unable to cry out or speak), and suffocating. After a number of rounds authoritatively to the construct and make a successful DC
equal to its Con modifier (minimum of 1), it becomes unconscious. At that 15 Charisma check. A damaged fleshgine that spends at
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The Blight: Richard Pett's Crooked City
least 1 minute outside combat has its chance to go ber- number of creatures during its move, but it can’t trample
serk reset to 0 percent. the same creature more than once per round.
Cover. The coach portion of a Dungier’s buggy provides
three-quarters cover to occupants. The coach is built from ACTIONS
iron and wood. It has AC 8, 80 hit points, and is immune Multiattack. The Dungier’s buggy slams once and bites
to necrotic, poison, psychic, and radiant damage. If the once.
coach is destroyed, the fleshgine becomes a Large crea- Slam. Melee Weapon Attack: +6 to hit (reach 5 ft.; one crea-
ture and loses its Cover, Facing, and Trample traits. ture). Hit: 2d6 + 4 bludgeoning damage.
Facing. Because the legless ogre is permanently melded Bite. Melee Weapon Attack: +6 to hit (reach 5 ft.; one
to a wagon, it can only move forward and backward, creature). Hit: 2d4 + 4 piercing damage.
or turn. Its speed is halved when it moves backward. Its
slam and bite attacks can be made only against targets ECOLOGY
in front of it. It can trample while moving forward or back- Environment urban (the Blight)
ward. behind it as normal. Once a Dungier’s buggy’s front Organization solitary
side has been determined, it requires a move action to
turn its facing greater than 90 degrees. A Dungier’s bug- Perhaps the most successful of Castorhage’s many fleshgines are
gy is aware of attackers behind it but cannot see them, the hired coaches of the golem-stitcher Dunaven Dungier. His method
though it can accurately estimate what space they are in of crafting a hansom cab with the animated upper torso of an ogre
if within 20 feet. (occasionally a hill giant) fused to its front in place of a team of horses
Narrow. Though a Dungier’s buggy is Huge, it can move proved both practical and popular in a city as vast and populous as
through areas only 10 feet wide without penalty. It can’t, the Blight. Soon Dungier’s buggies were traveling throughout the city
however, squeeze through spaces narrower than 10 feet. providing swift, reliable transportation for the noble and common alike
Trample. As the Dungier’s buggy moves, it can enter spaces and for only a modest fare. Dungier’s popularity with the other cab
occupied by enemies but can’t stop there. Creatures in drivers and owners of hacks proved to be less than stellar, though, and
spaces the Dungier’s buggy enters can attempt DC 13 only three years after the introduction of his ingenious cab, portions
Dexterity saving throws. On a failed save, the creature of his body were found floating in the Great Canal. It is assumed that
takes 2d10 + 4 bludgeoning damage and is knocked sough eels or some other denizen devoured the rest. Fortunately for
prone; on a successful save, the creature moves 5 feet out his legacy, Dungier’s methods were fairly easy to reproduce, and now
of the buggy’s path and can make an opportunity attack hundreds of these coaches — still known colloquially as Dungier’s
if it’s allowed to react. A Dungier’s buggy can trample any buggies — travel the streets of the city.
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GM Guide
her sweaty groin below that pointless mouth — she must have a mouth, of
Hobbreth’s Mighty Pump No. 87 course. Her flesh engorges above, like some vast flaccid organ that could
fill a great hall, bloated, booming, pumping. Veins cross her every inch —
The stench of sweat and the distant sounds of heavy breathing engulf you can see the swelling blood pumping as she draws her harvest upward
you — whatever it is, you are catching the merest glimpse of the whole. through her cathedral mass far, far above.
In the oily dark you can see sickly appendages gulping, a horrible sense She rises then, reaching high into the city, her pumping limbs extending
of brooding vastness, and a glowering cluster of eyes filled with misery endlessly upward with surprising — some have said alarming — strength to
just below a vast, idiot, crooked mouth. the digits that grasp her farthest reach. Some have likened the digits to fleshy
spiders, but I think that’s simple scare-mongering to frighten children; they
Hobbreth’s Mighty Pump No. 87 (Fleshgine) simply grip the vessel they spend her harvest into. And here her harvest is
drawn, the life-giving water that sustains those in the streets high above pumped
Gargantuan construct, unaligned from sphincter mouths between each cluster of thin many-jointed hands.
It may taste a little of her sweat — her feral porcine nature — but it is water,
Armor Class 10 saving the lower city from drowning and keeping the upper city drinking.
Hit Points 205 (10d20 + 100) How many have I made? Oh, hundreds, no two quite alike. The stories
Speed 20 ft., climb 20 ft. about them going berserk? Rubbish put about by those with a grievance —
anarchists would say anything to cause discontent amongst the ignorant.
STR DEX CON INT WIS CHA I do sometimes wonder if they have a soul, though, my fleshy babies
lurking between walls and dreaming. What do they dream of, I wonder?”
30 (+10) 10 (+0) 30 (+10) 4 (-3) 4 (-3) 1 (-5)
— Emilia Hobbreth, Homuncule Wife
Damage Resistances cold; bludgeoning, piercing, and slash-
ing from nonmagical, nonadamantine weapons
Damage Immunities necrotic, poison, psychic
Macabre Lift
Condition Immunities disease; charmed, frightened, para- The dark shaft of the vertical tunnel appears to be empty until its
lyzed, poisoned, prone, stunned, unconscious wooden floor suddenly lurches and rises from where it rested. Beneath
Senses blindsense 60 ft., passive Perception 7 the planking of the floor, you can see that a great fleshy organism has
Languages understands Common but can’t speak grown like a distended bladder that covers the entirety of its underside.
Challenge 12 (8,400 XP) From this sweaty, rugose sac extend four muscular limbs that grasp
the walls of the shaft with their multi-fingered appendages and begin to
Berserk. Every time the fleshgine is injured in combat, roll climb, carrying the cargo of its wooden flooring smoothly up the shaft.
d100. If the result is less than or equal to the total number
of hit points the fleshgine has lost so far in this combat, its
elemental spirit breaks free and the fleshgine goes berserk. Macabre Lift (Fleshgine)
The berserk fleshgine attacks the nearest living creature; if Large construct, unaligned
no creature is close enough to attack with a single move,
it attacks an object instead. The fleshgine’s controller can Armor Class 7 (15 from above)
try to reestablish control, provided the fleshgine is within 60 Hit Points 90 (12d10 + 24)
feet. The controller must use an action to speak firmly and Speed 10 ft., climb 30 ft.
authoritatively to the construct and make a successful DC
15 Charisma check. A damaged fleshgine that spends
at least 1 minute outside combat has its chance to go STR DEX CON INT WIS CHA
berserk reset to 0 percent. 22 (+6) 5 (-3) 14 (+2) 1 (-5) 4 (-3) 1 (-5)
ACTIONS
Multiattack. The fleshgine bites once and makes three tenta- Skills Athletics +8
cle attacks in any combination. Damage Resistances cold; bludgeoning, piercing, and slash-
Bite. Melee Weapon Attack: +14 to hit (reach 5 ft.; one crea- ing from nonmagical, nonadamantine weapons
ture). Hit: 1d10 + 10 piercing damage. Damage Immunities necrotic, poison, psychic
Tentacle Slam. Melee Weapon Attack: +14 to hit (reach 20 Condition Immunities disease; charmed, frightened, para-
ft.; one creature). Hit: 4d6 + 10 bludgeoning damage. lyzed, poisoned, prone, stunned, unconscious
Tentacle Grab. Melee Weapon Attack: +14 to hit (reach 15 Senses darkvision 30 ft., passive Perception 7
ft.; one creature). Hit: creature is grappled (escape DC Languages none
20). Challenge 3 (700 XP)
Tentacle Crush. Melee Weapon Attack: automatic hit (one
creature already grappled by the fleshgine). Hit: 4d10 + 10 Berserk. Every time the fleshgine is injured in combat, roll
bludgeoning damage, and the creature is restrained. d100. If the result is less than or equal to the total number
of hit points the fleshgine has lost so far in this combat, its
ECOLOGY elemental spirit breaks free and the fleshgine goes berserk.
Environment urban (the Blight) The berserk fleshgine attacks the nearest living creature; if
Organization solitary no creature is close enough to attack with a single move,
it attacks an object instead. The fleshgine’s controller can
“You can’t see her all, of course, even I never did when I was stitching try to reestablish control, provided the fleshgine is within 60
her and moulding her, making her flesh and breathing life into my baby. feet. The controller must use an action to speak firmly and
I recall her formation though, her crisp newness — the endless flesh, and authoritatively to the construct and make a successful DC
the stench of pigs — for it was pig-flesh I grew and nurtured, and spread 15 Charisma check. A damaged fleshgine that spends
across her carcass like a great sail on a vast living sailing vessel. at least 1 minute outside combat has its chance to go
In her base she is all purpose — her many sucking mouths, which in berserk reset to 0 percent.
truth I suppose you’d call tentacles (if such a crude word could be used Crush. A macabre lift can fall on foes beneath it as its move.
for such grace), with so many eyes clustered together so she can see from Every creature under the lift takes 1d8 bludgeoning dam-
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The Blight: Richard Pett's Crooked City
age per 10 feet the lift fell, or half damage with a suc- Skills Perception +4, Stealth +4
cessful DC 13 Dexterity saving throw. Creatures that fail Senses darkvision 60 ft., passive Perception 14
the saving throw are restrained under the lift; a restrained Languages none
creature can escape by using an action and making a Challenge 1/2 (100 XP)
successful DC 16 Strength (Athletics) check. Restrained
creatures take 2d8 bludgeoning damage at the start of Flurry of Wings. If the hate-owl’s bite and claws attacks both
the lift’s turn. hit the same target on the hate-owl’s turn, the target takes
Heavy Floor. The floor of a macabre lift is built from heavy an additional 1d8 + 2 bludgeoning damage.
wooden planks. Attacks against the macabre lift from
creatures above it (such as passengers that were being ACTIONS
raised or lowered in the lift) are made against AC 15, not Multiattack. The hate-owl bites once and attacks once with
AC 7. its claws.
Bite. Melee Weapon Attack: +4 to hit (reach 5 ft.; one crea-
ACTIONS ture). Hit: 1d4 + 2 piercing damage.
Multiattack. The fleshgine slams twice. Claws. Melee Weapon Attack: +4 to hit (reach 5 ft.; one
Slam. Melee Weapon Attack: +8 to hit (reach 5 ft.; one creature). Hit: 2d6 + 2 slashing damage.
creature). Hit: 2d8 + 6 bludgeoning damage. Spiteful Glare. A creature within 60 feet that can see the
gable hate-owl’s eyes must make a DC 13 Charisma
ECOLOGY saving throw. If it fails, the creature drops one item it’s
Environment urban (the Blight) holding (roll randomly if more than one item is held) and
Organization solitary has disadvantage on attacks, ability checks, and saving
throws until the end of its next turn, and the hate-owl can
One of the first fleshgines envisioned by the golem-stitchers of immediately move up to 60 feet (if it hasn’t moved yet)
Castorhage, the macabre lift has found widespread usage among and use Multiattack against the creature.
government buildings and other large, multilevel structures with the
budget to install such amenities. These constructs are rather simple ECOLOGY
in design, with a fleshy, leathery hide grown on the underside of a Environment urban (the Blight)
10-foot-by-10-foot deck of heavy wooden planks. Four stocky limbs Organization solitary
extend from the underside of the creature at its four corners and end
with club-like pseudopods surrounded by a fringe of grasping fingers The gable hate-owl is a shadow among the homes and buildings in the
with thick, coarse nails. The entire fleshgine is no more than 2 feet Blight. Viewed as a thing of ill omen, the presence of the owl roosting is
thick but weighs 1,500 pounds or more (3,500 pounds if constructed feared by the common man. Spiteful, petty birds, the gable hate-owl got
with an iron deck). its name from the hateful scowl its natural plumage creates. They have
Macabre lifts are designed to be placed in vertical shafts whose been known to kill or torture for sport, attacking dogs and other small
dimensions match those of the fleshgine. The fleshgine then lies flat at the animals as they flense off flesh and fur and then leave the poor victims to
base of the shaft and allows passengers to step upon its decking. Upon a limp away.
signal —usually the ringing of a small bell set into the side of the shaft These great owls are large, although most of their bulk comes from
— the macabre lift begins to climb the shaft while keeping its deck level fluffy feathers and large heads, with plumage that gives that appearance of
and stable. Handholds are often built into the walls of the shaft to make wearing a high-collared cloak. Great horned owls have wingspans of up to
the climb easier for the fleshgine, but its climbing pseudopods are so adept 5 feet and weigh up to 4 pounds. Gable hate-owls primarily hunt at night,
that it rarely needs any sort of assistance. The number of times that the bell locating prey through their excellent hearing and sight. Their diet consists
is rung indicates to what floor the lift is supposed to carry its passengers. of rodents supplemented by smaller birds and rabbits.
Likewise, bells set into the shaft at floors above summon it from below Their gaze particularly unsettles the folk of the Blight, as the piercing
to pick up passengers. The rise and fall of the climbing fleshgine is so black eyes that seem dead peer out from under the sharp contrasting pale
smooth that most passengers easily forget that they are riding upon the facial feathers. This sinister-looking visage creates ill fate to any that the
back of an animated construct. owl wishes, typically casting its hateful look upon those that startle or
If a macabre lift goes berserk, its usual tactic is to tip itself over to try interrupt the bird. A gable hate-owl’s wickedly sharp beak lets it easily rip
to dump any passengers to the floor of the shaft below. Anyone riding the open hard shells or strip the flesh from its meals.
lift when it does this must make a successful DC 13 Dex saving throw to
grab hold of the fleshgine’s deck and not fall. Copyright Notice
Author Jeffrey Swank, based on material by Richard Pett.
Gable Hate-Owl
This sinister-looking owl has pitch-black plumage and a pallid face
with yellow eyes. The V-shaped pattern of feathers on its brow gives the
Gargoyles
appearance of a perpetual scowl of utter scorn. Castorhage teems with gargoyles of various kinds, detailed below. See
also “Between gargoyle.”
Gable Hate-Owl
Small monstrosity, neutral evil Gargoyle, Four-Armed
Armor Class 12 A powerful gargoyle similar to its kin, but having four arms rather than
Hit Points 14 (4d6) two.
Speed 10 ft., fly 60 ft.
Four-Armed Gargoyle
STR DEX CON INT WIS CHA
Medium monstrosity, chaotic evil
5 (-3) 15 (+2) 10 (+0) 3 (-4) 15 (+2) 16 (+3) Armor Class 15 (natural armor)
Hit Points 55 (10d8 + 10)
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GM Guide
Speed 30 ft., fly 60 ft.
Gargoyle, Scrimshaw
STR DEX CON INT WIS CHA The eerie humanoid-shaped creature is perched precariously on the
15 (+2) 14 (+2) 12 (+1) 6 (-2) 11 (+0) 7 (–2) edge of the building. The light from the full moon glints off its alabaster-
colored body, revealing intricate etchings along the surface. As it surveys
the land, the creature throws back its head and emits a piercing howl
Damage Resistances bludgeoning, piercing, and slashing into the night.
from nonmagical weapons or not made of adamantine
Damage Immunities poison
Condition Immunities exhaustion, petrifaction, poisoned
Scrimshaw Gargoyle
Senses darkvision 60 ft., passive Perception 10 Medium construct, chaotic evil
Languages Terran
Challenge 4 (1,100 XP) Armor Class 13
Hit Points 58 (9d8 + 18)
False Appearance. While the gargoyle remains motionless, it Speed 30 ft., fly 60 ft.
is indistinguishable from an inanimate statue.
STR DEX CON INT WIS CHA
ACTIONS
Multiattack: The gargoyle makes four attacks: one with its 12 (+1) 16 (+3) 14 (+2) 6 (-2) 11 (+0) 7 (-2)
bite, two with its claws, and one with its horn.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) piercing damage. Skills Stealth +5
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one Damage Resistances bludgeoning, piercing, and slashing
target. Hit: 10 (2d8 + 2) slashing damage. from nonmagical weapons
Horn. Melee Weapon Attack: +4 to hit, reach 5 ft., one Damage Immunities thunder
target. Hit: 6 (1d8 + 2) piercing damage. Condition Immunities paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Common, Terran
Gargoyle, Margoyle Challenge 3 (700 XP)
This creature looks like a hideously ugly humanoid chiselled from Stony Appearance. The gargoyle is indistinguishable from
brown stone. Two large horns protrude from its head, just above its eyes. a statue and can’t be detected as alive by any means
Four large, stony spikes jut from its shoulder blades. Its hands and feet while it remains motionless.
end in sharpened claws.
Gargoyle, Margoyle
Medium monstrosity, chaotic evil
Armor Class 15
Hit Points 68 (8d8 + 32)
Speed 30 ft., fly 60 ft.
Skills Stealth +5
Damage Resistances bludgeoning, piercing, and slashing
damage from nonmagical attacks that aren’t adamantine
Damage Immunities poison
Condition Immunities exhausted, petrified, poisoned
Senses darkvision 60ft., passive Perception 10
Languages Terran
Challenge 4 (700 XP)
Actions
Multiattack. Margoyles can make three attacks. Twice with
its claws, once with its bite, or it can gore once with its
horns instead of using its bite.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.; one
target. Hit: 7 (1d8 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one tar-
get. Hit: 10 (2d6 + 3) slashing damage.
Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one tar-
get. Hit: 7 (1d8 + 3) piercing damage.
125
The Blight: Richard Pett's Crooked City
ACTIONS Speed 30 ft.
Multiattack. The scrimshaw gargoyle bites once and attacks
once with its claws.
STR DEX CON INT WIS CHA
Bite. Melee Weapon Attack: +5 to hit (reach 5 ft.; one crea-
ture). Hit: 1d4 + 2 piercing damage. 13 (+1) 15 (+2) 10 (+0) 3 (-4) 10 (+0) 6 (–2)
Claws. Melee Weapon Attack: +5 to hit (reach 5 ft.; one
creature). Hit: 2d6 + 2 slashing damage.
Shrieking Howl. By tilting its head up and forcing air through Damage Immunities poison
its weathered bones, a scrimshaw gargoyle emits a high- Condition Immunities charmed, exhaustion, poisoned
pitched shriek. Creatures within 150 feet who hear the Senses darkvision 60 ft., passive Perception 10
shriek must make a successful DC 12 Wisdom saving throw Languages None
or become frightened for up to 1 minute. An affected Challenge 1/2 (100 XP)
target can make another saving throw at the end of
their turn. A successful save results in the target not being ACTIONS
affected by the effect of the Shrieking Howl for 24 hours. Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
creature. Hit: 9 (2d6 + 2) piercing damage. If the target is
ECOLOGY a creature other than an elf or another undead, it must
Environment urban (the Blight) succeed on a DC 10 Constitution save or be paralyzed for 1
Organization solitary, pair, or wing (3–12) minute. The target van repeat the saving throw at the end of
each of its turns, ending the paralysis with a successful save.
The origin of these strangely carven sculptures in the city of Castorhage
is shrouded in the mystery of the past, but their existence is now well
known through its entirety. Originally created as mere constructs lacking Giant Owlbear
the status of truly living creatures, their exposure to eddies and currents of
malevolent energy among the city’s high places, over the years somehow Much larger than the already large hybrid of owl and bear, the giant
granted the missing spark of life. owlbear is a fearsome predator with a piercing screech, a shaggy, thick
A scrimshaw gargoyle is meticulously crafted from painstakingly hide of fur covered by feathers, and the eyes of an owl.
carved whale bones joined together at the joint articulations. However,
these craftings were all completed centuries ago, and no new ones have
been constructed in the long years since. The existing scrimshaw gargoyles
Giant Owlbear
are, therefore, all old, their whale bones weathered and discolored by time Huge monstrosity, unaligned
and climate. Though it is thought that thousands of these creatures existed Armor Class 15 (natural armour)
upon the city’s rooftops in the distant past, it has been estimated that fewer Hit Points 80 (7d12 + 35)
than 50 of them are now in existence, each of them recognizably distinct Speed 40 ft.
with their individual unique markings. However, the thinking on this is
beginning to change as in recent months several new specimens have been STR DEX CON INT WIS CHA
spotted upon the rooftops. These new gargoyles are clearly composed of
parts cannibalized from previously destroyed gargoyles. Most believe 20 (+5) 10 (+0) 20 (+5) 3 (-4) 12 (+1) 7 (–2)
the scrimshaw gargoyles, taken as a whole, are too dimwitted to produce
new members of the species. Some contemplate a secret cabal of magical
practitioners as responsible for this change; others theorize that certain Skills Perception +3
scrimshaw gargoyles have advanced much farther in their power and Senses darkvision 60 ft., passive Perception 13
understanding of magic and are somehow responsible. Whatever the Languages None
cause, it appears that the scrimshaw gargoyle population is on the rise for Challenge 6 (2,300 XP)
the first time in living memory.
It is thought that the scrimshaw gargoyles’ original progenitors built Keen Sight and Smell. The owlbear has advantage on
the creatures to serve as guardians. To this end, the horrific shriek the Wisdom (Perception) checks that rely on sight or smell.
gargoyle emits probably originally served as an alarm. The gargoyle
generates the sound through careful fluting of the bones around its mouth, ACTIONS
and a supernatural means of passing air — even on still nights — through Multiattack. The owlbear makes three attacks: one with its
the narrow structure. As the gargoyle evolved from a simple guardian to a beak and two with its claws.
menace, however, its shriek also evolved. No longer a loud noise to alert Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one crea-
those nearby, now the shrieking howl is capable of striking fear into the ture. Hit: 16 (2d10 + 5) piercing damage.
heart of the bravest man. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one tar-
A scrimshaw gargoyle stands just over 5 feet tall and weighs a mere 80 get. Hit: 18 (3d8 + 5) slashing damage.
pounds.
ACTIONS
The girallodile makes two attacks: one with its bite and one
with its tail.
Golem, Lesser Flesh
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. A creature staggers into view, a construct that is pieces of flesh carved
Hit: 12 (2d8 + 3) piercing damage. If the target is a crea- and assembled into a vaguely humanoid whole.
ture, it must succeed on a DC 15 Constitution saving throw
or be affected by a shaking palsy for 1d4+4 rounds, giving
disadvantage on all attacks and ability checks. Lesser Flesh Golem
Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one Medium construct, neutral
target. Hit: 7 (1d8 + 3) bludgeoning damage. If the target
is Medium or smaller, it is grappled (escape DC 13) and Armor Class 9
restrained until the grapple ends. Hit Points 60 (8d8 + 24)
Saw-tail. If a creature is grappled in the girallodile’s tail at Damage Immunities Lightning, poison; nonmagical, nonad-
the beginning of the girallodile’s turn, the girallodile will amantine weapons; charm, exhaustion, fright, paralysis,
lash it around in the tail, causing damage from the sharp petrification, poison
scales. The creature automatically takes 10 (2d6 + 3) Speed 30 ft.
slashing damage and must make a DC 14 Constitution
saving throw or be stunned until the end of the girallodile’s
STR DEX CON INT WIS CHA
next turn. The girallodile may then release the creature
and make a normal tail attack, or may hold onto the 17 (+3) 9 (-1) 16 (+3) 4 (-3) 10 (+0) 5 (-3)
creature to continue causing damage in the next round.
ACTIONS
Skills Perception +3, Stealth +3 Multiattack. The golem slams twice.
Damage Vulnerability Radiant Slam. Melee Weapon Attack: +5 to hit (reach 5 ft.; one
Condition Immunities Prone creature). Hit: 2d6 + 3 bludgeoning damage.
Senses darkvision 60 ft., passive Perception 14
Languages None ECOLOGY
Challenge 10 (5,900 XP) Environment any land
Organization solitary or pair
All-Around Vision. A gloomcrawler’s many eyes allow it
to scan quickly in all directions. Attackers never gain A lesser flesh golem is constructed from a whole cadaver or a number
advantage or bonus damage against it from the of humanoid body parts stitched together into a single composite form.
presence of nearby allies. It moves with a stiff-jointed gait as if not in complete control of its body.
A lesser flesh golem typically stands 6 feet tall and weighs 300 pounds.
Actions While most lesser flesh golems are mindless, some reanimate with a sliver
Multiattack. A gloom crawler attacks ten times with ten- of sentience, and with that spark comes memories of a previous life. The head
tacles and bites once. Each tentacle can either slam or and brain of such a lesser flesh golem must be just the right combination of
constrict. fresh enough and (in its previous life) strong-willed, and even then luck and
127
The Blight: Richard Pett's Crooked City
chance during the lesser flesh golem’s creation seem just as important in
retaining the creature’s mind. These sentient flesh golems have the same stats Grand Justice Ashleia
as other lesser flesh golems, but can have Intelligence 6‒16.
Lesser flesh golems cannot normally speak, but sentient lesser flesh Ashleia believes that all life is a riddle, and its form imperfect. She is
golems retain the knowledge of one language they knew in life (usually driven by the desire to create new lives and new forms; her tower is a
Common). They have a difficult time expressing themselves in anything butchery of filleted flesh and stitches and knives where she works her foul
more than simple terms, but, in most cases, a sense of horror at their art aided — they say — by magic she found in the ancient libraries of
newfound state is easy to discern. With patient reeducation, they might be Between. Beyond her veiled form of aristocracy and beauty, her true form
able to regain much of their former intellect. has been demented by her work; her teats drip the acidic milk that is her
lifeblood (her mortal blood long since replaced during an obscene ritual
Copyright Notice to achieve immortality). Her lust is fury, and she takes lovers simply to
Author Pete Pollard, based on material by Richard Pett. suck dry, leaving nothing but dust from her excesses.
Actions ACTIONS
Multiattack. The wood golem makes two slam attacks. Multiattack. Ashleia makes two attacks on her turn.
Slam. Melee Weapon Attack: +8 to hit (reach 5 ft.; one crea- Claws. Melee weapon attack: +8 to hit, reach 5 ft., one
ture). Hit: 15 (2d6 + 8) bludgeoning damage. target. Hit: 13 (2d8+4) slashing damage.
Splintering. As a free action, a wood golem can launch a
barrage of razor-sharp wooden splinters from its body in a LEGENDARY ACTIONS
20-foot-radius burst. All creatures caught within this area Ashleia has access to three legendary actions. She may
take 6d6 points of slashing damage (DC 12 Dexterity save choose from the options listed below. Only one legendary
halves). Recharge 5–6. action may be used at a time, and may only be used at
the end of another creature’s turn. At the start of her turn,
she regains the use of any spent legendary actions.
Cast a Spell (3 actions). Ashleia casts a spell from her list of
prepared spells.
Claw Attack. Ashleia makes a melee attack with her claws.
Teleport (2 actions). Ashleia magically teleports up to 120 ft.
to an unoccupied space, along with any equipment she is
carrying or wearing.
128
GM Guide
Hit Points 40 (9d8)
Grand Justice Braken Speed 30 ft.
The dreadful Braken is the Master of Courts responsible for all
matters of law within the city. His fingers grope unseen in the dark as his STR DEX CON INT WIS CHA
followers seek to advance the Illuminati in influence and terror. Braken 9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)
wants nothing less than utter conquest — the conquest of Heaven and
Hell. This need to rule paradise and enslave the Devil drives everything
Braken carries out. Saving Throws Int +6, Wis +4
Skills Arcana +6, History +6
Senses passive Perception 11
Grand Scribe of Castorhage, His Resplendent Languages any four languages
Grand Justice Braken Challenge 5 (1,800 XP)
Medium doppelganger, lawful evil
Magic Resistance. Korsk has resistance on saving throws
Armor Class 18 (plate)
against spells and other magical effects.
Hit Points 112 (15d8+45)
Spellcasting. Korsk is a 9th level spellcaster. Intelligence is
Speed 30 ft.
his spellcasting ability (spell save DC 14, +6 to hit with spell
attacks). Korsk has the prepared the following spells from
STR DEX CON INT WIS CHA the wizard spell list:
Cantrips (at will): friends, mage hand, mending, message;
18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2)
1st (4 slots): charm person, mage armor, magic missile;
2nd (3 slots): hold person, invisibility, suggestion;
3rd (3 slots): fireball, haste, tongues;
Saving Throws Str +7, Dex +5, Con +6
4th (3 slots): dominate beast, stoneskin;
Skills Athletics +10, Intimidation +5
5th (2 slots): hold monster;
Senses darkvision 60 ft., passive Perception 11
Languages any one language (usually common)
ACTIONS
Challenge 5 (1,800 XP)
Dagger. Melee or ranged attack: +2 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 3(1d6-1) piercing damage.
Ambusher/ Surprise Attack. In the first round of combat, Brak-
en has advantage on attack rolls against a creature he has
surprised and deals an extra 10 (3d6) damage on a suc-
cessful hit. Any hit against a surprised creature is a critical. Gremlin
Brutality. Braken deals one extra damage die when This creature resembles a goblin with long floppy ears, a
successful in hitting with a melee weapon (included in the pinched wrinkled face, nasty claws, a mouth full of sharp teeth and
attack). a wicked glint to its eyes.
Read Thoughts. While concentrating, Braken can read
thoughts within a 60-foot radius. He has advantage on
Wisdom (Insight) and Charisma (Deception, Intimidation, Gremlin
Persuasion) checks vs his target while reading its thoughts.
Small fey, chaotic evil
Shapechanger. Braken can use his action to polymorph into
Armor Class 14 (natural armor)
a Small or Medium humanoid he has seen, or back into
Hit Points 7 (2d6)
his true form, which is humanoid. His statistics, other than
Speed 20 ft.
his size, are the same in each form. Any equipment he is
wearing or carrying isn’t transformed. He reverts to his true
form if he dies. STR DEX CON INT WIS CHA
7 (-2) 14 (+2) 10 (+0) 14 (+2) 14 (+2) 11 (+0)
ACTIONS
Multiattack. Braken makes two attacks on his turn.
Broadsword. Melee weapon attack: +7 to hit, reach 5 ft., Skills Sleight of Hand +5, Stealth +4
one target. Hit: 7 (1d8+4) slashing damage. Senses passive Perception 16
Shield Bash. Melee weapon attack: +7 to hit, reach 5 ft., one Languages Common, Goblin, Sylvan
target. Hit: 9 (2d4+4) bludgeoning damage. A medium or Challenge 1/2 (100 XP)
smaller creature is required to make a DC 15 Strength save
or be knocked prone. Knot Expert. Anyone attempting a skill check to undo a knot
that has been tied by a gremlin does so with disadvan-
tage.
Grand Justice Korsk Sneak Attack (1/turn). The gremlin deals and extra 3
(1d6) damage when it hits a target with a weapon
Like all swyne, Korsk lives only for excess — in all forms. He wallows
attack and has advantage on the attack roll, or when
in the feculence of his own corpulence, and his followers, who include
the target is within 5 feet of an ally of the gremlin that
beasts and humanoids and devils, scour the hellholes of the city for new
isn’t incapacitated and the gremlin doesn’t have
vices to ensure that his Grand Justice does not get bored. He is terrible
disadvantage on the attack roll.
when he grows bored.
ACTIONS
His Resplendent Grand Justice Korsk, Multiattack. The gremlin makes two melee attacks, either
with its shortsword and bite or with its claws and bite.
Master of the Sinks Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Medium swyne†, chaotic evil target. Hit: 5 (1d4 + 3) piercing damage
Armor Class 12 (15 with mage armor) Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.; one
129
The Blight: Richard Pett's Crooked City
target. Hit: 5 (1d4 + 3) slashing damage.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage.
Gryph
This small jet-black avian is about the size of an eagle. It has multiple
legs with wicked talons and a needle-like beak.
Gryph
Small monstrosity, neutral evil
Armor Class 12 (natural armor)
Hit Points 16 (3d6 + 6)
Speed 30 ft., fly 50 ft.
Skills Stealth +3
Senses darkvision 60 ft., passive Perception 11
Languages none
Challenge 1/2 (100 XP)
ACTIONS
Multiattack. The gryphh makes two attacks: one with
Blight grows slowly except in total darkness, where it grows so rapidly
its beak and one with its legs.
it can cover hundreds of feet in only a few hours. Infestations of the lichen
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one tar-
tend to pop up in the darkest of alleys or on heavily overcast or moonless
get. Hit: 5 (1d6 + 2) piercing damage.
nights. The dwarves of the Underneath warn of caverns where the stuff
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one tar-
grows unchecked, forming drifts dozens of feet deep. Blight grows no
get. Hit: 5 (1d6 +2) slashing damage, and be subjected to
more rapidly in bright light than normal lichen, but it isn’t harmed by
the Adhesive trait.
bright light.
Implant eggs. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Furthermore, some scholars speculate that the lichen might possess
one target. Hit: 1 piercing damage and 1d4 eggs implant-
some form of intelligence. They base this on the fact that when options for
ed and target must make a DC 12 Constitution saving
growth exist toward and away from some living victim that the blight can
throw or be poisoned. If the save is made, the target’s
grow on, it always grows toward the living victim.
body rejects the eggs. Otherwise, the eggs hatch in 1d4
Each 5-foot-square of blight has AC 5 and 16 (3d8) hit points. It is
minutes and each hatched egg results in 1 (1d3) piercing
resistant to nonmagical bludgeoning and slashing damage, immune to
damage as the baby gryph burrows out. The hatching
piercing and psychic damage, and vulnerable to fire damage.
can be prevented by a restoration (lesser or greater) spell
Blight is generally harmless to creatures that are aware of it, but its
or a successful DC 12 Wisdom (Medicine) check. Once
dense, rapid growth in darkness makes it very dangerous to a helpless
the eggs hatch or are prevented from hatching, the poi-
creature. If a helpless creature (asleep, drunk, paralyzed, etc.) is in an area
soned condition ends.
of total darkness that blight has access to, a thick, impervious layer of
lichen can grow completely over the creature in 1d6 rounds. This causes
no physical injury, but the creature is restrained and cut off from air;
Hazards when its breath runs out, it begins suffocating. The creature can break
free by using an action to make a successful DC 15 Strength (Athletics)
or Dexterity (Acrobatics) check. An adjacent ally can free the trapped
This appendix lists hazards that can be encountered in The Blight. character with a Strength (Athletics) check, or by inflicting 15 slashing
Some of these can also be found in other areas, especially those with damage to the blight.
overflowing filth, rampant disease, or insidious Between influence. If a victim is slain by blight or if it grows over the corpse of a living
creature, a truly remarkable quality of the growth is revealed. Whereas
most surfaces that the lichen uses as a substrate are unharmed by its
Blight growth, the corpse of a living creature is absorbed in short order and will
be completely gone within hours, leaving nothing behind but inorganic
This peculiar lichen is ubiquitous to the city of Castorhage. Reports
remnants such as belt buckles, swords and armor, gold fillings, etc. A Tiny
of large infestations of it occur in the earliest city records, and it is from
or smaller creature is totally obliterated in 15 minutes; a Small creature
this constant presence that the city has obtained its nickname. It is a leafy
disappears in 30 minutes, and a Medium creature in 1 hour. Large creatures
foliose lichen with a dull gray coloring that is darker on the underside. Its
will be completely absorbed in 4 hours, and Huge creatures in 9 hours.
drab coloration makes it difficult to see from distances greater than 10 feet
Gargantuan and Colossal creatures will be absorbed only if the blight is
in any conditions other than bright light; it’s noticed with a successful DC
able to completely cover it. If so, the corpses are absorbed in 16 and 36
12 Wisdom (Perception) check.
130
GM Guide
hours, respectively. A creature absorbed by blight cannot be returned from The victim of a dislocating larvae infestation loses 1d4 points from
the dead by anything less powerful than true resurrection. Constitution every day. When the victim’s Constitution has dropped to
half or less of its starting value, the victim is stunned by pain, unable to do
Copyright Notice anything but writhe spasmodically. When the victim’s Constitution drops
Author Greg A. Vaughan, based on material by Richard Pett. to 4 or lower, the victim is incapacitated instead of stunned, and it feels an
overpowering need to seek out a body of stagnant water and drown in it (so
the larvae colony in the body can survive instead of dying with the host).
Derange Any magic that cures diseases, kills all the larvae and eggs in the victim. Lost
Constitution points don’t recover normally but can be restored with magic.
Derange is blamed for much of the unsavory behavior to be found in
The Blight, or at least folk find it convenient to believe it to be the source. Copyright Notice
Derange is a condition brought on when the tiny earwig spider lays Author Greg A. Vaughan, based on material by Richard Pett.
its egg in the ear of a sleeping victim. The warmth of the victim’s body
causes the egg to hatch and the tiny earwig larva to burrow through the
eardrum and inner ear into motor control centers in the victim’s brain.
Once the larva has nested in this area, it creates a small cyst and begins
Second-Head Fluke
to draw nourishment from the hormones and chemical interactions within This dreaded microscopic parasite is relatively common in the Lyme
while bathing these centers with chemicals of its own. The result is that River, and many fishermen have caught the sickness after accidentally
the victim’s personality changes, his alignment randomly shifting each swallowing Lyme water. It can also be spread by physical contact with
morning when he awakes (see table). The victim is still in control of his those already afflicted.
actions, but these actions reflect the priorities and methods subscribed to This foul sickness manifests as a large, swollen tumor on the victim’s
by this new alignment. At night, the victim often awakes in the midst shoulder that, over a period of 4–6 days, grows into a second, cankerous
of sleep with a return to his original alignment and a full and sickening head. This head is most horrible to look upon, consisting of disfigured and
awareness of the things he has been doing. distorted features, random tufts of hair, misplaced teeth, and dark patches
This condition can be removed with lesser restoration or comparable of melanoma. Despite its obvious disease origin, this head-like growth
magic. Likewise, each morning upon awakening, the victim makes a uncannily resembles the victim, even in its distorted and horrifying state.
DC 13 Wisdom saving throw to resist the alignment-altering effect and Once a case of second-head fluke is contracted, madness and physical
to function with normal alignment. After 1–3 weeks, the derange larva decline are sure to follow. After the second head fully manifests, the
matures into an earwig spider and exits the victim to begin the next stage of victim must make a successful DC 13 Wisdom saving throw each day or
its lifecycle. When this occurs, the victim must make a DC 8 Constitution lose 1d3 points of Wisdom. In addition, each day there is a 10% chance
saving throw. If it succeeds, the victim recovers fully (though there may be that the victim loses 1 point of Constitution from the cancerous disease.
lasting repercussions from deeds done under different alignments; being When the victim’s Wisdom drops to half or less of its starting value, the
under the influence of derange is not recognized as a legal defense before second-head fluke begins having more pronounced effects. The pseudo-
the Courts of Castorhage). If the saving throw fails, then the departing head utters nonsensical vocal sounds as if trying to talk, and the head flops
earwig spider ruptures an artery in the victim’s skull as it crawls out of the about spasmodically at random times. In close quarters, the head tends to
victim’s head; the victim bleeds to death internally in 2d4 rounds unless flop toward nearby creatures, and anyone who comes in contact with it
magical healing halts the bleeding before then. or the host must make a successful DC 13 Constitution saving throw or
contract a second-head fluke infestation of their own.
•
Second-head fluke is notoriously difficult to cure.
1d10 Alignment Shifts To
Stage 1: Before the pseudo-head has grown, lesser restoration
1 Lawful good or comparable magic reverses the growth and cures the victim
•
2 Neutral good completely.
3 Chaotic good Stage 2: Once the pseudo-head has fully formed, the disease can be
cured by removing the head surgically, then casting lesser restoration.
4 Lawful neutral The patient takes 2d6 slashing damage, and the surgeon must make
5 Neutral a DC 15 Wisdom (Medicine) check; only someone with proficiency
in Medicine can even attempt the procedure. Whether the operation
6 Chaotic neutral
succeeded won’t be known until six days later; if a new, cancerous
7
•
Lawful evil head doesn’t grow, then the surgery succeeded.
8 Neutral evil Stage 3: Once the victim’s Wisdom score is reduced to half or less of
9 Chaotic evil its starting value, the disease can be cured only with surgery (as above)
and greater restoration or comparable magic. This casting of greater
10 Same as previous day restoration doesn’t restore lost Wisdom points, but a subsequent
casting does. The target dies if this reduces its Intelligence or Wisdom
Copyright Notice to 0. Otherwise, the reduction lasts until the target finishes a short or
Author Greg A. Vaughan, based on material by Richard Pett. long rest.
Lost Wisdom and Constitution points don’t recover normally but can
Dislocating Larvae be restored with magic.
Copyright Notice
These tiny green larvae resemble tadpoles no larger than a pinhead, but
Author Greg A. Vaughan, based on material by Richard Pett.
they can spawn in sufficient numbers in small pools of stagnant water to
give it a greenish tint. A full-grown dislocating larva resembles a green
hair 2 or 3 inches long.
When ingested, the larvae colonize the stomach of the victim, where
they begin reproducing within 1d6 hours in the digestive tract. As they
reach maturity, they feed on the surrounding tissue and migrate on
to nearby organs as they lay thousands of eggs. These hatch into even
more larvae, which continue the colonization. The pain causes terrible
convulsions in the victim that can be forceful enough to dislocate joints.
131
The Blight: Richard Pett's Crooked City
Overwhelming Mind (recharge 5-6). The herald projects
Herald at the Threshold a telepathic assault in a 30-foot cone. Creatures in the
cone must make a successful DC 17 Wisdom saving
A thing of sublime chaos, this creature seems to have no set form yet throw or be paralyzed for 1 minute. A paralyzed creature
is composed of flaccid skin and a trio of grasping, tentacle-like limbs. repeats the saving throw at the end of its turn, ending the
Its form is partially made of boiling emotions that clothe the thing in effect on itself with a success. In addition, creatures that
waxy flesh. Its great limbs grip at its surroundings, lacerating stone in its attempt to make mental contact with a herald, whether
grasp, while some sort of fetid opening surrounded by moist bones rises telepathically or through spells such as detect thoughts or
to a set of horns like demented curved instruments through which an dominate monster, are immediately subject to this attack.
agonizing, grating scream tears. Preternatural Horror (1/day). The herald reveals the full horror
of itself to the minds of nearby creatures. All creatures
Herald at the Threshold within 60 feet of the herald must make a successful DC 17
Wisdom saving throw or be afflicted with madness. If the
Large aberration (adult Between), neutral result of the saving throw is 12-16, the creature suffers a
short-term madness; 7-11 results in long-term madness; 6
Armor Class 17 (natural armor) or less results in indefinite madness. No line of sight or visual
Hit Points 102 (12d10 + 36) contact is needed for this attack to work.
Speed 30 ft., climb 30 ft. Screaming Pipes (1/day). The herald emits a psyche-blasting
shriek through its hornlike appendages. All creatures within
STR DEX CON INT WIS CHA 30 feet of the herald and capable of hearing it must make
a DC 16 Wisdom saving throw. If the saving throw fails,
20 (+5) 18 (+4) 16 (+3) 8 (-1) 13 (+1) 18 (+4) the creature is stunned for 1d4 rounds and permanently
deafened; if it succeeds, the creature is deafened for 1d4
rounds and incapacitated until the end of its next turn.
Saving Throws Dex +9, Con +8, Wis +6
Skills Perception +4 LEGENDARY ACTIONS
Damage Resistances cold, fire, force, lightning, poison; The herald at the threshold can take up to three legendary
bludgeoning, piercing, and slashing from nonmagical actions per round. Legendary actions are taken at the
weapons end of another creature’s turn, and only one can be
Condition Immunities charmed, frightened taken after each turn.
Senses blindsight 90 ft., passive Perception 14 Cast Spell. The herald casts an at-will spell.
Languages understands Deep Speech but can’t speak Claw. The herald makes a claw attack.
Challenge 15 (13,000 XP) Multiattack (costs 2 actions). The herald makes three claw
attacks.
Absorb. If a creature with 0 hit points fails a death saving
throw while a herald at the threshold is in the same ECOLOGY
space with it, that creature dies and its body is entirely Environment any (Between)
absorbed into the herald’s. The herald gains temporary Organization solitary
hit points equal to the creature’s Constitution score.
If the herald is subsequently killed, enough of an Born by the Beautiful to serve her needs as keepers of her thresholds
absorbed creature’s corpse can be recovered for a from Between, the heralds are creatures that defy mortal and mundane
spell such as resurrection to work, but not revivify or raise reference.
dead.
Dimensional Mastery. A herald at the threshold can cast Copyright Notice
dimension door as a bonus action. Author Alistair Rigg, based on material by Richard Pett.
Dislocated. The herald at the threshold’s form is made up
of its memories, which shift and change. The creature is
continually under the effect of a blur spell (attacks against
it are made with disadvantage unless the attacker has
Hyme
blindsight, truesight, or an equivalent). The herald can Superficially it could be a horse — certainly there is some horse in
suppress or reactivate this ability at will as a bonus action. it — but the resemblance is unnatural. It’s a dark thing, a thing the eye
Immune to Transformation. A herald at the threshold is finds difficult to rest upon, with the anger and musk of a horse, but the
immune to any effect that would alter its form.. shape is wrong. Its head is dark and long, and slaver drools from it onto
Magic Resistance (1/day). When the herald fails a saving the ground. And though it tosses its head like a horse, it has barbed teeth
throw, it can choose to succeed instead. in its jaw.
Innate Spellcasting. The herald at the threshold can use
the following spell-like abilities, using Charisma as its
casting ability (DC 16). The herald doesn’t need material Hyme
components to use these abilities. Large aberration (larval Between), unaligned
At will: dimension door, freedom of movement
3/day each: blink, counterspell Armor Class 13 (natural armor)
1/day each: invisibility (self only, duration 1 minute), Hit Points 30 (4d10 + 8)
resilient sphere Speed 60 ft.
ACTIONS
Multiattack. The herald attacks three times with its claws. STR DEX CON INT WIS CHA
Claw. Melee Weapon Attack: +10 to hit (reach 5 ft.; one 18 (+4) 13 (+1) 14 (+2) 2 (-4) 11 (+0) 7 (-2)
creature). Hit: 2d6 + 5 slashing damage. If two claw
attacks hit the same target on the herald’s turn, that
target takes an additional 3d6 slashing damage and gains Senses darkvision 30 ft., passive Perception 10
1 level of exhaustion. Languages none
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GM Guide
sought to sell their prize to those who collect such creatures in peculiar
menageries, something terrible happened, and when the hunters returned
they simply found the creature gone and the horses within mad with terror.
Cursing their bad luck, the hunters looked for new prey. A few months
later, each mare in the stable birthed a horrible dark thing that resembled
a foal but was certainly not of this world. The hunters went back to their
original purchaser with their new creatures and sold them. These were the
first hymes.
Between-Horses. A bastard union of the Between and the horse, the
hyme combines the qualities of a horse with the aggression of a Between
creature. They are hard to tame, but not impossible, and broken ones now
regularly pull coarse cabs around the city. Initially, such terrible dray were
the exclusive property of those aristocrats who could afford them, but
their prodigious appetites created more hymes from unions with mares
(hymes are born to both hyme-hyme and hyme-horse parents). They are
now seen regularly, but most often on dark nights.
Rare Commodities. Hymes command very high prices, and are
extremely rare to find for sale. Occasionally, one becomes available, but
generally only particular dealers — such as Groppit, Swift & Humb: Hyme
Dealers by Royal Appointment — sell them. A hyme sells for 6,500 gp.
Copyright Notice
Author Alistair Rigg, based on material by Richard Pett.
Iron Cobra
Challenge 2 (450 XP) The iron cobra is a construct that resembles a small, 3-foot long cobra. Its
eyes give it an evil and determined—and almost intelligent—look. The iron
Dislocated. The hyme’s form is made up of memories, which cobra is most often used to guard a treasure or to act as a bodyguard for its
shift and change. The creature is continually under the creator, though on some occasions it can be ordered to track down and slay
effect of a blur spell (attacks against it are made with any creature who is within 1 mile and whose name is known by the maker.
disadvantage unless the attacker has blindsight, truesight,
or an equivalent). The hyme can suppress or reactivate
this ability at will as a bonus action.
Iron Cobra
Distorted. A hyme’s internal anatomy varies from individual Small construct, unaligned
to individual and seldom makes any biological sense. Armor Class 20
Critical hits against a hyme do a flat +1 damage but don’t Hit Points 25 (5d6 + 10)
roll damage dice twice.<RULE> Speed 30 ft.
Musk of Fear (1/day). As a bonus action, a hyme emits an
unpleasant musk. All breathing creatures within 30 feet STR DEX CON INT WIS CHA
must succeed on a DC 12 Constitution saving throw or be
poisoned while within 30 feet of the hyme. The effect lasts 14 (+2) 16 (+3) 15 (+2) 6 (–2) 10 (+0) 2 (–4)
1 minute. A creature that spends its entire turn more than
30 feet from the hyme repeats the saving throw, ending
the effect on itself with a success. Other hymes and their Skills Perception +3
masters are immune. Beasts have a -2 modifier on the Damage Resistances fire, thunder
saving throw; horses save with disadvantage. Damage Immunities poison
Condition Immunities exhaustion, frightened, poisoned,
ACTIONS prone, stunned, unconscious
Multiattack. The hyme bites once and attacks once with its Senses darkvision 60 ft., passive Perception 15
hooves. Languages None
Bite. Melee Weapon Attack: +6 to hit (reach 5 ft.; one Challenge 1 (200 XP)
creature). Hit: 1d4 + 4 piercing damage.
Hooves. Melee Weapon Attack: +6 to hit (reach 5 ft.; one Find Target. Once per day, an iron cobra’s creator can
creature). Hit: 2d6 + 4 bludgeoning damage. order it to find and kill a specific creature within 1 mile,
Bray of Terror (recharge 5-6). All creatures within 60 of the which it finds unerringly. The creator must have seen, or be
hyme and that can hear it must make a successful DC holding, an item from the specified target.
12 Wisdom saving throw or be frightened of the hyme for Poison Reservoir (Recharge 5-6). An iron cobra’s bite injects
1d4 rounds. Other hymes and their masters are immune. poison from a hidden reservoir within its body, which
Beasts have a -2 modifier on the saving throw; horses save produces the poison. The cobra’s poison does not need
with disadvantage. A creature that saves successfully is to recharge until it has successfully bitten three times. The
immune to Bray of Terror for 24 hours. mechanism does not function if it is removed from the
mechanism.
ECOLOGY
Environment plains, swamp (Between) ACTIONS
Organization solitary, pair, or herd (3–12) Bite. Melee Weapon Attack: +4 to hit (reach 5 ft.; one crea-
ture). Hit: 8 (1d6 + 2) piercing damage. If the bite injects
The first hyme came about one terrible night when a creature from poison, the target suffers an additional 1d6 points of poi-
Between was captured and held in a stable. Whilst the greedy captors son damage and must make a DC 15 saving throw or be
poisoned for 2 hours.
133
The Blight: Richard Pett's Crooked City
oid, it must succeed on a DC 15 Constitution saving throw
Ivor Grast or be cursed with wererat lycanthropy.
Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320
Like his twin sister, Ivor Grast was touched by Between while still in ft., one target. Hit: 7 (1d6 + 3) piercing damage.
the womb and is trapped in hybrid form. He is strong, but his musculature
is misshapen, and it looks as though he has been racked until his limbs Unusual Equipment: Shatterspike
popped from their sockets and then twisted in different directions. Shatterspike
His terrible, physical deformities are partially concealed beneath a Weapon (longsword), very rare (requires attunement)
ludicrously foppish outfit of silks, satins, and lace assembled around a
breastplate of black-enamelled metal. His head is similarly elongated and You gain a +1 bonus to attack and damage rolls made with this magic
twisted. A misshapen jaw forces his drooling mouth to the right side of his weapon. When you successfully hit with this weapon, the target must
face, and both beady, red, rat-like eyes to the left. He slurps and gulps as make a DC 12 Constitution saving throw or begin to bleed profusely. The
spools of ropey saliva drip down his side, an Adam’s apple the size of a fist target loses 5 (1d10) hit points from bleeding at the start of each of its
distending the stretched skin of his long neck. Yet for all this malformation, turns for 1 minute, unless a DC 12 Wisdom (Medicine) check is made to
he moves with unsettling agility and power, his outsized hands hefting a staunch the bleeding or until the target receives magical healing.
serrated sword that bears cruel hooks and barbs along its blade. Treasure: Shatterspike, potion of greater healing, shortbow with 20
arrows, courtiers outfit, mithral breastplate, 47 gp, 10 pp
Ivor Grast
Small male halfling shapechanger (wererat), chaotic evil
Armor Class 16 (mithral breastplate)
Ivy
Hit Points 110 (15d6 + 45) Ivy plays a role in the Levee Adventure.
Speed 30 ft.
Ivy
STR DEX CON INT WIS CHA
Medium construct, neutral
18 (+4) 17 (+3) 16 (+3) 8 (-1) 14 (+2) 10 (+0) Armor Class 13 (natural armor)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
Saving Throws Str +7, Dex +6, Con +6
Skills Athletics +7, Intimidation +3, Perception +5
STR DEX CON INT WIS CHA
Damage Resistances bludgeoning, piercing, and slashing
from nonmagical attacks not made with silvered weapons 18 (+4) 11 (+0) 15 (+2) 8 (-1) 11 (+0) 4 (-3)
Senses passive Perception 15
Languages Common, Halfling, River Cant, Thieves Cant
Challenge 6 (2,300 XP) Damage Resistances lightning, poison; bludgeoning, pierc-
ing, and slashing from nonmagical attacks not made with
Filth Fever. A creature with filth fever becomes sick within adamantine weapons
1d4 days of being infected. At that time, the creature Senses darkvision 60 ft., passive Perception 10
gains 1 level of exhaustion. It also regains only half the usu- Languages Common
al number of hit points from spending Hit Dice and no-hit Challenge 5 (1,800 XP)
points from resting. Once symptoms appear, the infected
Fear of Fire. If Ivy takes fire damage, she has disadvantage
creature must make a DC 16 Constitution saving throw
on attack rolls and ability checks until the end of her next
after every long rest. If it fails, the creature gains 1 level of
turn.
exhaustion, but if it succeeds, the creature loses 1 level of Lightning Absorption. For each point of lightning damage
exhaustion. The disease is cured when the creature has no taken, Ivy heals 1 hit point.
levels of exhaustion left. Magic Resistance. Ivy has advantage on saving throws
Keen Smell. Ivor has advantage on Wisdom (Perception) against spells and other magical effects.
checks that rely on smell. Immutable Form. Ivy is immune to any spell or effect that
Shapechanger. Ivor can use his action to polymorph into would alter its form.
a rat-humanoid hybrid or into a giant rat, or back into Reckless. At the start of her turn, Ivy can gain advantage on
his true form, which is humanoid. His statistics, other than all melee weapon attack rolls during that turn, but attack
his size, are the same in each form. Any equipment he is rolls against her have advantage until the start of her next
wearing or carrying isn’t transformed. He reverts to his true turn.
form if he dies.
Martial Advantage. Once per turn, Ivor can deal an extra 7 ACTIONS
(2d6) damage to a creature he hits with a weapon attack Multiattack. Ivy makes two slam attacks.
if that creature is within 5 feet of one of Ivor’s allies that Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one
isn’t incapacitated. creature. Hit: 11 (2d6 + 4) bludgeoning damage.
ACTIONS
Multiattack. Ivor makes two melee attacks with Shatterspike, Jacob Moil
or one attack with Shatterspike and one bite attack. If
attacking from range, Ivor can make two attacks with his Handsome, clever, and fair, Jacob Moil is an anarchist leader met
shortbow. in L8: Apotheosis.
Shatterspike. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one creature. Hit: 9 (1d8 + 4) slashing damage, and they Jacob Moil
must make a DC 12 Constitution saving throw or also suffer
5 (1d10) points of damage from bleeding. Medium human, chaotic neutral
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Armor Class 16 (leather armour)
Hit: 4 (1d4 + 4) piercing damage. If the target is a human- Hit Points 52 (8d8+16)
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GM Guide
Speed 30 ft. Cantrips (at will): light, mending, sacred flame, spare the
dying;
1st (4 slots): divine favor, guiding bolt, healing word, shield
STR DEX CON INT WIS CHA
of faith;
13 (+1) 18 (+4) 15 (+2) 12 (+1) 14 (+2) 10 (+0) 2nd (3 slots): lesser restoration, magic weapon, prayer of
healing, silence, spiritual weapon;
3rd (3 slots): beacon of hope, clairvoyance, dispel magic,
Saving Throws Dex +7, Int +4 revivify, spirit guardians, water walk;
Skills Acrobatics +7, Athletics +4, Perception +5, Sleight of 4th (3 slots): banishment, freedom of movement, guardian
Hand +7, Stealth +7 of faith, stoneskin;
Senses passive Perception 15 5th (1 slot): flamestrike, mass cure wounds, hold monster;
Languages Common, Thieves’ cant
Challenge 5 (1,800 XP) ACTIONS
Multiattack. Alfor makes two attacks on his turn.
Cunning Action. On each of his turns, Jacob can use a Maul. Melee weapon attack: +7 to hit, reach 5 ft., one tar-
bonus action to take the Dash, Disengage, or Hide action. get. Hit: 10 (2d6+3) bludgeoning damage.
Evasion. When Jacob is subjected to an effect that allows
him to make a Dexterity saving throw to take only half
damage, he instead takes no damage if the save is
successful, and only half damage if the roll is a failure.
Justice Anisse Capprico
Sneak Attack. Once per turn, Jacob can deal an extra Anisse is the senior witch in the Great Coven. She is noted for her
4d6 damage to one creature he hits with an attack if peacock-feather gowns.
he has advantage on the attack roll. The attack must
use a finesse or a ranged weapon. Jacob doesn’t need
advantage on the attack roll if one of his allies is within 5 Her Resplendent Justice Anisse Capprico,
feet of the target, that ally isn’t Incapacitated, and Jacob Lady of Beverages
doesn’t have disadvantage on the attack roll.
Medium human, lawful evil
ACTIONS Armor Class 12 (15 with mage armor)
Multiattack. Jacob can make three attacks with either his Hit Points 78 (12d8+24)
shortsword or his light crossbow per turn. Speed 30 ft.
Shortsword +2. Melee Weapon Attack: +9 to hit (reach 5 ft.;
one creature). Hit: 8 (1d8 + 4) bludgeoning damage. STR DEX CON INT WIS CHA
Light Crossbow. Ranged Weapon Attack: +5 to hit, range
10 (+0) 14 (+2) 15 (+2) 12 (+1) 12 (+1) 18 (+4)
80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
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The Blight: Richard Pett's Crooked City
Senses passive Perception 13
Justice Blackbriar Languages Common, Thieves’ Cant
Challenge 5 (1,800 XP)
Blackbriar is an obsessive explorer of the Between and collector of
Between animals who dwells high in the Capitol. Cunning Action. On each turn, Burr may take the Dash, Dis-
engage, or Hide action as a bonus action.
His Grace, the Master of Lanterns, Evasion. If Burr is required to make a Dexterity saving throw
to take half damage, he takes no damage on a success-
Justice Blackbriar ful save, and half damage on a failed save.
Sneak Attack (1/turn). Burr’s attack deals an extra 14(4d6)
Medium human, neutral good
damage when he hits with a weapon attack, as long as
Armor Class 14 (studded leather)
he has advantage on the attack roll, or there is an ally
Hit Points 52 (8d8+ 16)
who is not incapacitated within 5 feet of the target, and
Speed 30 ft.
as long as Burr does not have disadvantage on the attack
roll.
STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 14 (+2) 12 (+1) 17 (+3) 11 (+0) ACTIONS
Multiattack. Burr makes two attacks on his turn.
Shortsword. Melee weapon attack: +7 to hit, reach 5 ft., one
Saving Throws Dex +5, Wis +6 target. Hit: 7 (1d6+4) piercing damage.
Skills Perception +4, Nature +6 Light Crossbow. Ranged weapon attack: +7 to hit, range
Senses passive Perception 13 80/320 ft., one target. Hit: 8 (1d8+4) piercing damage.
Languages any two languages
Challenge 6 (2,300 XP) REACTIONS
Uncanny Dodge. As a reaction, Burr can halve the damage
Spellcasting. Blackbriar is a 6th-level spellcaster. Wisdom is of an attack that hits him, as long as he can see his
his spellcasting ability (spell save DC 14, +6 to hit with spell attacker.
attacks). He has the prepared the following spells from the
druid spell list:
Spells (slots): Justice Lucrezia Elisabeth Sullage
Cantrips (at will): druidcraft, poison spray, produce flame,
Her paper-skin is faded, unlike her wits, which are as sharp as a dagger.
shillelagh;
She has created a dynasty of art adoration, and her home is flung open to
1st (4 slots): charm person, entangle, spider climb,
genius, the lost, and the insane. One wing of her mansion is set aside as
thunderwave, web;
a prison and surgery, within which her children help her create living art
2nd (3 slots): barkskin, flame blade, spike growth;
through homunculi-stitching and golem-wifery.
3rd (3 slots): call lightning, dispel magic, gaseous form,
stinking cloud, wind wall;
Justice Lady Lucrezia Elisabeth Sullage,
Wildshape. Blackbriar can assume a wild shape in the same
manner as a druid of 6th level. a.k.a. the Grand Seamstress
Medium alchymic-undying human, neutral evil
ACTIONS Armor Class 12 (15 with mage armor)
Multiattack. Weld makes two attacks on his turn. Hit Points 78 (12d8+ 24)
Scimitar. Melee weapon attack: +4 to hit, reach 5 ft., one Speed 30 ft.
target. Hit: 5 (1d6+2) slashing damage.
Sling. Ranged weapon attack: +4 to hit, range 30/120 ft.,
one target. Hit: 6 (1d4+4) bludgeoning damage. STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 14 (+2) 17 (+3) 14 (+2) 11 (+0)
Justice Burr
Saving Throws Int +7, Wis +5
Burr is a hoarder of curios and magic who sponsors exploration, Skills Arcana +7, History +7
protection, and theft across the city. He is presently charged as chief jurist Senses passive Perception 12
of the Barnacles and Great Docks. Languages any four languages
Challenge 9 (5,000 XP)
Justice Burr, Lord Protector of the City, Spellcasting. Lucrezia is a 12th-level spellcaster. Intelligence
a.k.a. the Collector is her spellcasting ability (spell save DC 15, +7 to hit with
spell attacks). She has the prepared the following spells
Medium alchymic-undying human, neutral evil
from the wizard spell list:
Armor Class 16 (studded leather)
Cantrips (at will): chill touch, dancing lights, mage hand,
Hit Points 84 (13d8+26)
mending;
Speed 30 ft.
1st (4 slots): false life, mage armor, ray of sickness;
2nd (3 slots): blindness/deafness, ray of enfeeblement,
STR DEX CON INT WIS CHA web;
11 (+0) 18 (+4) 14 (+2) 11 (+0) 11 (+0) 12 (+1) 3rd (3 slots): animate dead, bestow curse, vampiric touch;
4th (3 slots): blight, dimension door, stoneskin;
5th (2 slots): Bgy’s hand, cloudkill;
Skills Acrobatics +7, Athletics +3, Perception + 3, Sleight of 6th (1 slot): circle of death;
Hand +7, Stealth +7
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GM Guide
ACTIONS Challenge 1 (200 XP)
Dagger. Melee or ranged attack: +2 to hit, reach 5 ft.
or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing Cunning Action. On each turn, Scapegrace may take the
damage. Dash, Disengage, or Hide action as a bonus action.
Withering Touch. Melee spell attack: +7 to hit, one target. Sneak Attack (1/turn). Scapegrace’s attack deals an extra
Hit: 14 (4d6) necrotic damage. 7(2d6) damage when he hits with a weapon attack, as
long as he has advantage on the attack roll, or there is an
ally who is not incapacitated within 5 feet of the target,
Justice Mallam Fetter and as long as Scapegrace does not have disadvantage
on the attack roll.
Judge Lord Justice Mallam rules the Asylum with an iron fist.
ACTIONS
Multiattack. Scapegrace makes two attacks on his turn.
Judge Lord Justice Mallam Fetter Shortsword. Melee weapon attack: +4 to hit, reach 5 ft., one
Medium human, lawful evil target. Hit: 5 (1d6+2) piercing damage.
Armor Class 15 (chain shirt) Hand Crossbow. Ranged weapon attack: +4 to hit, range
Hit Points 52 (8d8+ 16) 30/120 ft., one target. Hit: 5 (1d8+2) piercing damage.
Speed 30 ft.
137
The Blight: Richard Pett's Crooked City
his AC as a reaction against one melee attack that would STR DEX CON INT WIS CHA
otherwise hit. He must be wielding a melee weapon and
be able to see the attacker. 16 (+3) 10 (+0) 14 (+2) 11 (+0) 17 (+3) 13 (+1)
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GM Guide
Sneak Attack (1/turn). The Eyes of Fate’s attack deals an
extra 13 (4d6) damage when it hits with a weapon attack, Kraken Tentacle Segment
if it has advantage on the attack roll, or there is an ally
who is not incapacitated within 5 feet of the target, and The ten-foot section of severed tentacle is obviously coated in the substance
as long as the Eyes of Fate does not have disadvantage of some other plane of existence, and lashes out with brutal power.
on the attack roll.
Innate Spellcasting. The Eyes of Fate’s innate spellcasting Kraken Tentacle Segment
ability is Charisma (spell save DC 13, +5 to hit with spell
attacks). It can innately cast the following spells, requiring Large monstrosity (Between), chaotic evil
no material components: Armor Class 14 (natural armour)
At will: chill touch, dancing lights; Hit Points 136 (13d10 + 65)
3/day each: blindness/deafness, bestow curse; Speed 5 ft.
1/day each: dimension door;
STR DEX CON INT WIS CHA
ACTIONS
Multiattack. The Eyes of Fate makes two attacks on its turn. 25 (+7) 13 (+2) 20 (+5) 2 (-4) 10 (+0) 5 (-3)
Bite. Melee weapon attack: +7 to hit, reach 5 ft., one target.
Hit: 6 (1d6+3) piercing damage, and the target must make
a DC 15 Constitution saving throw, taking 24 (7d6) poison Saving Throws Dex +6, Con +9
damage on a failed save, or half as much damage on a Damage Immunities lightning; bludgeoning, piercing, and
successful one. slashing from nonmagical attacks
Claws. Melee weapon attack: +7 to hit, reach 5 ft., one Condition Immunities frightened, paralyzed
target. Hit: 6 (1d6+3) slashing damage, and the target Senses blindsight 30 ft., tremorsense 30 ft., passive
must make a DC 15 Constitution saving throw, taking 24 Perception 10
(7d6) poison damage on a failed save, or half as much Languages --
damage on a successful one. Challenge 9 (5,000 XP)
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The Blight: Richard Pett's Crooked City
Saving Throws Int +7, Wis +5 Grey makes three melee attacks with her dagger, or two
Skills Deception +9, Insight +5, Perception +5, Persuasion +9, attacks with her hand crossbow.
Stealth +7 Silver Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Senses darkvision 60 ft., passive Perception 15 one target. Hit: 1d6+4 piercing damage.
Languages any four languages Hand Crossbow. Ranged Weapon Attack: +4 to hit, range
Challenge 9 (5,000 XP) 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage
plus mild poison: DC 10 Constitution save or take an addi-
Charm. One humanoid Elaine can see within 30 ft. must tional 1d6 points of poison damage.
make a DC 15 Wisdom save or be charmed for 1 day.
Draining Kiss. Elaine can kiss a charmed or willing creature, Treasure: potion of barkskin, silver dagger (25gp), copy of the hymn to
who must make a DC 15 Constitution save, taking 32 the Beautiful (see Handout 3 in L2: Pound of Flesh).
(5d10+5) psychic damage on a failed save, or half that
on successful one. The target’s hp max is reduced by an
equal amount. Lesser Blight Vampire
Etherealness. Elaine can magically enter the Ethereal Plane
from Material Plane, and vice versa. A form of lesser vampire occasionally found in the city.
Grim Harvest (1/turn). When a creature (other than a con-
struct or undead) is killed by Elaine using a spell of 1st level
or higher, she regains an amount of hit points equal to
Lesser Blight Vampire
twice the spell’s level, or up to three times if the spell is Medium blight vampire, lawful evil
from the necromancy school. Armor Class 15
Spellcasting. Elaine is a 12th-level spellcaster. Intelligence is Hit Points 45 (6d8+18)
her spellcasting ability (spell save DC 15, +7 to hit with spell Speed 30 ft.
attacks). She has the prepared the following spells from
the wizard spell list: STR DEX CON INT WIS CHA
Cantrips (at will): acid splash, chill touch, dancing lights,
mending; 16 (+3) 16 (+3) 16 (+3) 11 (+0) 10 (+0) 12 (+1)
1st (4 slots): false life*, mage armor, ray of sickness*;
2nd (3 slots): blindness/deafness*, ray of enfeeblement*,
suggestion; Skills Perception +3, Stealth +6
3rd (3 slots): animate dead*, bestow curse*, vampiric Damage Resistances necrotic, bludgeoning, piercing, and
touch*; slashing from nonmagical attacks
4th (3 slots): blight*, E’s black tentacles, stoneskin; Senses darkvision 60 ft., passive Perception 13
5th (2 slots): dominate person, cloudkill; Languages any two languages
6th (1 slot): circle of death* Challenge 3 (700 XP)
*necromancy spells for use with Grim Harvest
Regeneration. A lesser blight vampire regains 5 hit points
ACTIONS at start of its turn if it has at least 1 hit point and isn’t in
Withering Touch. Melee spell attack: +7 to hit, one target. Hit: sunlight or running water. If the lesser blight vampire takes
5 (2d4) necrotic damage. radiant damage or damage from holy water, this trait
doesn’t function at the start of the lesser blight vampire’s
next turn.
Lady Grey Spider Climb. Can climb difficult surfaces and ceilings
without requiring an ability check.
Lady Grey is obviously affected by alchymic potions, for her skin is Vampire Weaknesses. A lesser blight vampire has the
drawn and parchment-like. following flaws:
Forbiddance. Lilly cannot enter a residence without
receiving an invitation.
Lady Grey Harmed by Running Water. Takes 20 acid damage if it ends
Medium alchymic-undying (human), chaotic evil its turn in running water.
Armor Class 15 Stake to the Heart. Can be destroyed by taking a wooden
Hit Points 72 (8d8 +40) piercing weapon to the heart.
Speed 30 ft. Sunlight Hypersensitivity. Takes 20 radiant damage when
starting its turn in sunlight, and has disadvantage on
attacks and ability checks when in sunlight.
STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 20 (+5) 18 (+4) 13 (+1) 10 (+0) ACTIONS
Multiattack. A lesser blight vampire makes two attacks on its
turn, one rapier and one bite.
Skills Perception +3 Rapier. Melee weapon attack: +5 to hit, reach 5 ft., one
Senses darkvision 60 ft., passive Perception 14 target. Hit: 7 (1d8 + 3) piercing damage.
Languages Common Bite. Melee weapon attack: +5 to hit, targeting one willing,
Challenge 4 (1,100 XP) grappled, incapacitated or restrained creature. Hit: 6
(1d6+3) piercing damage plus 7 (2d6) necrotic damage,
Regeneration: Lady Grey regains 5 hit points at the start of and the target’s hit point maximum is reduced by an
her turn. If she takes acid or fire damage, this trait doesn’t amount equal to the necrotic damage taken, and
function at the start of her next turn. She dies only if she the lesser blight vampire regains hit points equal to the
starts her turn with 0 hit points and doesn’t regenerate. amount. The reduction lasts until the target finishes a
long rest. The target dies if this effect reduces its hit point
ACTIONS maximum to 0.
Multiattack. Due to her preternatural, alchymic speed, Lady Spellcasting. The lesser blight vampire is a 4th-level
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GM Guide
spellcaster. Its spellcasting ability is Intelligence (spell save STR DEX CON INT WIS CHA
DC 14, +4 to hit with spell attacks). It has the following
wizard spells prepared: 12 (+1) 18 (+4) 14 (+2) 14 (+2) 15 (+2) 16 (+3)
Cantrips (at will): light, mending, prestidigitation, ray of frost
1st level (4 slots): chromatic orb, expeditious retreat, mage
armour Saving Throws Dexterity +7, Intelligence +5, Wisdom +5
2nd level (3 slots): alter self, hold person, knock Skills Acrobatics +7, Perception +5, Sleight of Hand +7,
Stealth +7
ACTIONS Senses passive Perception 15
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach Languages Common
5 ft. or range 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing Challenge 8 (3,900 XP)
damage.
Elusive. No attack on Morel has advantage if he is not inca-
pacitated.
Long Lucy Evasion. If Morel is subjected to an effect that allows him to
make a Dexterity saving throw to take only half damage,
Lucy is a halfling with dwarfism, and is barely a foot tall. She is a major he instead takes no damage if it succeeds on the saving
figure in the Levee Adventure. By L9, when she is wealthy, she has certain throw, and only half damage if it fails.
additional treasure items, including magic items she can use in combat. Sneak Attack (1/Turn). Lord Morel deals an extra 31 (9d6)
damage when he hits a target with a weapon attack and
has advantage on the attack roll, or when the target is
Long Lucy within 5 feet of an ally that isn›t incapacitated and Morel
Tiny halfling, neutral doesn›t have disadvantage on the attack roll.
Armor Class 12 (15 with mage armor) Stealthy. Lord Morel has advantage on Dexterity (Stealth)
Hit Points 18 (4d8) checks.
Speed 30 ft.
ACTIONS
Multiattack. Lord Morel makes three attacks per turn: two
STR DEX CON INT WIS CHA
with his rapier and one with his shortsword.
9 (–1) 14 (+2) 10 (+0) 16 (+2) 12 (+1) 11 (+0) Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one tar-
get. Hit: 9 (1d8 + 5) piercing damage.
Short Sword. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Saving Throws Int +4, Wis +3 one target. Hit: 6 (1d6 + 4) piercing damage.
Skills Arcana +4, History +4 Light Crossbow. Ranged Weapon Attack: +7 to hit, range
Senses passive Perception 11 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Languages Common, Dwarven, Gnome, Halfling, Rama,
Xaon Treasure: Rapier +1, studded leather +1, ring of free action, potion of
Challenge 2 (450 XP) gaseous form, ring of mind shielding, pouch with 15 5-guinea notes (75
pp), shortsword, light crossbow with 20 bolts, 6 pickled homunculi (see
Spellcasting. Spellcasting. Long Lucy is a 4th-level spellcast- L1: Hereafter)
er. Her spellcasting ability is Intelligence (spell save DC 14,
+4 to hit with spell attacks). She has the following wizard
spells prepared:
Cantrips (at will): light, mending, prestidigitation, ray of frost
Lord Justice Mordent Knap
1st level (4 slots): chromatic orb, expeditious retreat, mage Knap is Cartographer of the Underneath, Master of the Royal Mint,
armour* dazzling artist, and Steward of the Capitol. Unsurprisingly, Knap is one
2nd level (3 slots): alter self, hold person, knock of the most influential people in the city and seen as a logical next Crown
Justice. Sadly, he wishes to see true justice return and, although he has
ACTIONS considerable influence with bankers and merchants, he also has many
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach enemies. Knap has an obsessive desire to see the Underneath tamed and
5 ft. or range 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing restored as a dwarven kingdom. Many of his peers wish he would lead
damage. such an attempt and never be seen again.
*Long Lucy casts this spell on herself before combat.
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The Blight: Richard Pett's Crooked City
Eagle Eye (3/day). On a successful hit with a longbow or if it is a Large or smaller creature and the Lord of Many
shortbow, Mordent can roll an additional damage die Faces doesn’t have two other creatures grappled.
and add it to the total damage of the hit. Tentacles. One creature grappled by the Lord of Many
Keen Senses. Wisdom (Perception) checks that rely on Faces must succeed on a DC 15 Constitution saving
hearing or sight are made at advantage. throw or be poisoned for 1 minute. Until this poison ends,
Ambusher/ Surprise Attack. In the first round of combat, the target is paralyzed. The target can repeat the saving
Mordent has advantage on attack rolls against a throw at the end of each of its turns, ending the effect on
creature he has surprised, and does an extra 14 (4d6) on itself on a success.
a successful hit. Any hit against a surprised creature is a Psychic Crush (Recharge 5-6). The Lord of Many Faces
critical. targets one creature that it can sense within 60 feet of it.
The target must make a DC 15 Intelligence saving throw,
ACTIONS taking 14 (4d6) psychic damage on a failed save, or half
Multiattack. Mordent makes two attacks on his turn. as much damage on a successful save.
Shortsword. Melee weapon attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d6+4) piercing damage.
Longbow. Ranged weapon attack: +6 to hit, range 150/600 ft., Lord Paladin-Occularis Thornrage
one target. Hit: 8 (1d8+4) piercing damage.
Thornrage is immaculately dressed and groomed. He is tall, muscled,
and extremely handsome in a cruel, soulless sort of way. The man’s thick
Lord of Many Faces, the black hair falls in rich curls to his shoulders.
The Lord of Many Faces was once a lobster-like chuul with a thick
armored shell and a mouth full of writhing tentacles. Being in Between Lord Paladin-Occularis Thornrage
has corrupted the Lord of Many Faces and mutated its body and mind. It Medium human, lawful evil
now resembles a strange mingling of an ochre jelly with odd pseudopod Armor Class 18 (plate armour)
pinchers and writhing tentacles sprouting from the gelatinous and viscid Hit Points 153 (18d8 + 72)
surface of its blob-like form. Speed 30 ft.
The Lord of Many Faces STR DEX CON INT WIS CHA
Large aberration, unaligned 18 (+4) 11 (+0) 18 (+4) 11 (+0) 14 (+2) 15 (+2)
Armor Class 14 (natural armor)
Hit Points 142 (15d10 + 60)
Speed 20 ft., swim 20 ft. Saving Throws Wis +5, Cha +5
Skills Athletics +7, Deception +5, Intimidation +5;
Senses passive Perception 12
STR DEX CON INT WIS CHA
Languages Common
17 (+3) 10 (+0) 18 (+4) 10 (+0) 11 (+0) 5 (-3) Challenge 8 (3,900 XP)
Spellcasting. Thornrage is a 10th-level spellcaster. His
Damage Resistances acid spellcasting ability is Charisma (spell save DC 13, +5 to hit
Damage Immunities lightning, poison, slashing with spell attacks). He has the following paladin-list spells
Condition Immunities blinded, charmed, deafened, prepared:
exhaustion, frightened, poisoned, prone 1st level (4 slots): command, heroism, protection from evil
Senses darkvision 60 ft., passive Perception 10 and good
Languages Common 2nd level (3 slots): aid, branding smite
Challenge 7 (2,900 XP) 3rd level (2 slots): dispel magic, magic circle
Corrosive Form. A creature that touches the Lord of Many ACTIONS
Faces or hits it with a melee attack while within 5 ft. of it Multiattack. Thornrage makes three attacks with his glaive
takes 9 (2d8) acid damage. Any non-magical weapon or shortbow.
made of metal or wood that hits the Lord of Many Faces Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one
corrodes. After dealing damage, the weapon takes target. Hit: 9 (1d10 + 4) slashing damage.
a permanent and cumulative -1 penalty to damage Shortbow Ranged Weapon Attack: +3 to hit, range 80/320
rolls. If its penalty drops to -5, the weapon is destroyed. ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Nonmagical ammunition made of metal or wood that Aura of Dread (Recharges after short or long
hits The Lord of Many Faces is destroyed after dealing rest). Thornrage exudes magical menace. Each enemy
damage. The Lord of Many Faces can eat through 2-inch within 30 feet of the caitiff must succeed on a DC 13
thick, nonmagical wood or metal in one round. Wisdom saving throw or be frightened for 1 minute. If a
Amorphous. The Lord of Many Faces can move through a frightened target ends its turn more than 30 feet away
space as narrow as 1 inch wide without squeezing. from Thornrage, the target can repeat the saving throw,
Spider Climb. The Lord of Many Faces can climb difficult ending the effect on itself with a success.
surfaces, including upside down on ceilings, without
needing to make an ability check.
Lurker in Desolation, the
ACTIONS
Multiattack. The Lord of Many Faces makes two attacks with The Lurker has a roughly insect-like shape but is seemingly made up of
its pseudopod pinchers. faces, anguished faces that bloat out its revolting form like a sack of skin
Pseudopod Pinchers. Melee Weapon Attack: +6 to hit, reach and give the thing a pregnant look. The thing’s skin is translucent, and
5 ft.; one target. Hit: 13 (2d6 + 3) bludgeoning damage the gory contents visible in its stomachs merely increase its girth and add
plus 9 (2d8) acid. The target is grappled (escape DC 14) to the illusion of pregnancy. Its back crawls with slender fleshy tendrils
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GM Guide
that whip about apparently tasting the air, suffocating around a vast open
STR DEX CON INT WIS CHA
mouth. It doesn’t have any true legs but seems to drag itself about with
graceless haste upon its many stumpy tendrils. 10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)
The Lurker in Desolation Skills Medicine +7, Persuasion +3, Religion +4
Huge aberration, neutral evil Senses passive Perception 13
Armor Class 16 (natural armor) Languages Common
Hit Points 143 (15d12 + 45) Challenge 2 (450 XP)
Speed 30 ft., swim 30 ft.
Divine Eminence. As a bonus action, Luther can expend a
spell slot to cause his mace attacks to magically deal an
STR DEX CON INT WIS CHA extra 10 (3d6) radiant damage to a target on a hit. This
20 (+5) 13 (+1) 17 (+3) 10 (+0) 13 (+1) 9 (–1) benefit lasts until the end of the turn. If he expends a spell
slot of 2nd level or higher, the extra damage increases by
1d6 for each level above 1st.
Skills Perception +4, Stealth +4 Spellcasting. Luther is a 5th-level spellcaster in the service of
Damage Resistances nonmagical weapons Mother Grace. His spellcasting ability is Wisdom (spell save
Damage Immunities Acid DC 13, +5 to hit with spell attacks). He has the following
Condition Immunities Prone cleric spells prepared:
Senses darkvision 60 ft., passive Perception 13 Cantrips (at will): light, sacred flame, thaumaturgy
Languages Aquan, Deep Speech 1st level (4 slots): cure wounds, guiding bolt, sanctuary
Challenge 5,000 (CR 9) 2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit guardians
Acidic Trail. The Lurker’s skin exudes a layer of acid. This
coating leaves a slimy trail behind the Lurker similar to a ACTIONS
slug’s trail. All spaces that the Lurker occupied since its last Silvered Mace. Melee Weapon Attack: +2 to hit, reach 5 ft.,
turn retain one target. Hit: 3 (1d6) bludgeoning damage.
this acidic coating; any creature that enters or starts its turn Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range
in such a space takes 1d6 acid 100/400 ft., one target. Hit: 5 (1d10) piercing damage. The
damage. At the start of the Lurker’s turn, all previously acidic bolts are silvered.
spaces become safe. He carries the following vampire-killing equipment:
Blending Skin. When at rest, a Lurker shifts the color of its • 3 vials of holy water
flesh to blend perfectly with • Silvered mace
the surrounding terrain. While motionless, the Lurker is • Silver mirror
invisible. • Silver holy symbol of Mother Grace
Dislocated. Attacks against the Lurker are made with • 3 wooden stakes
disadvantage unless the attacker has blindsight or
truesight.
Lyme Angler
Actions
Multiattack. The Lurker attacks twice with tentacles, then This ugly, bloated fish has a glowing, fleshy protrusion that extends
either bites twice or uses its distended bite once. from the top of its skull and dangles in front of its wide-mouth, which is
Tentacle. Melee Weapon Attack: Tentacle: +8 to hit (reach filled with needle-like fangs.
10 ft.; one creature). Hit: 2d8 + 5 bludgeoning damage
plus 1d10 acid damage. If both tentacle attacks hit Lyme Angler
the same creature on the Lurker’s turn, the creature is
grappled (escape DC 15). The Lurker can have up to two Large beast (aquatic), unaligned
creatures grappled and still use tentacle attacks.
Bite. Melee Weapon Attack: Bite: +8 to hit (reach 10 ft.; one Armor Class 12 (natural armor)
creature). Hit: 1d8 + 5 piercing damage plus 1d10 acid Hit Points 51 (6d10 + 18)
damage. Speed 0 ft., swim 30 ft.
Distended Bite. Melee Weapon Attack: +8 to hit (reach 20
ft.; one creature); Hit: 1d12 + 5 piercing damage plus 1d10 STR DEX CON INT WIS CHA
acid damage.
18 (+4) 13 (+1) 16 (+3) 1 (-5) 10 (+0) 2 (-5)
Lyme Walrus
Large humanoid, chaotic neutral
ACTIONS
Bite. Melee Weapon Attack: +6 to hit (reach 5 ft.; one
creature). Hit: 2d4 + 4 piercing damage and the creature
must make a successful DC 13 Constitution saving throw or
contract brine misery (see above).
ECOLOGY
Environment sea
Organization school (1-100)
Also known as a slop-shark to those along the River Lyme, the Lyme
angler is among the most ferocious of predatory fish in and around that
waterway. Lyme anglers have a luminescent organ called a lantern lure
at the tip of a modified dorsal ray (or fishing rod). The organ serves not
only the purpose of luring prey in the warm, shallow, polluted water of the
Lyme, but also serves to call males’ attention to the females to facilitate
mating. The source of luminescence in this organ is a symbiotic species
of brine shrimp that lives in and along the Lyme and has an affinity for
the lantern lure organ of the Lyme angler. Through a complex chemical
reaction, the Lyme angler is able to agitate these brine shrimp and cause
them to illuminate its lure at will.
These diseased things of corruption and toxin are common in the Lyme.
They have fanged-filled mouths, and their bodies are riddled with sores,
infestations, and chemical burns — proof that there are places even they
cannot swim safely. One of the most notorious man-eaters of the river, the
biggest Lyme anglers can reach lengths of more than 20 feet and weigh
up to 5,000 pounds.
Copyright Notice
Author Jeffrey Swank, based on material by Richard Pett.
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GM Guide
severe distractions prevent the ability from working. A Skills Perception +4, Stealth +5
creature that saves successfully is immune to Fascinating Senses darkvision 60 ft., passive Perception 14
Story for 24 hours. Any potential threat allows a charmed Languages -
creature to repeat the saving throw, ending the effect Challenge 6 (2,300 XP)
on itself with a success. Taking damage breaks the effect
automatically on the injured creature. A creature need Underwater Camouflage. The malevolent box fish has
not understand Common for this ability to work; the power advantage on Dexterity (Stealth) checks made while
is in how the Lyme walrus modulates the sound of its voice, underwater.
not in the words it speaks. Water Breathing. The malevolent box fish can breathe only
Innate Spellcasting. The Lyme walrus can use the following underwater.
spell-like abilities, using Charisma as its casting ability (DC
13). The Lyme walrus needs only vocal components to use ACTIONS
these abilities. Multiattack. The malevolent box fish makes two slam
At will: minor illusion attacks.
3/day each: disguise self, major image Tentacles. Melee Weapon Attack: +8 to hit, reach 15 ft., one
target. Hit: 15 (3d6 + 5) bludgeoning damage, and the
ACTIONS target must succeed on a DC 15 Constitution saving throw
Multiattack. The lyme walrus bites twice. or become poisoned for 1 hour.
Bite. Melee Weapon Attack: +6 to hit (reach 5 ft.; one Horrific Appearance. Any humanoid that starts its turn
creature). Hit: t within 30 feet of the malevolent box fish and can see
the malevolent box fish must make a DC 15 Wisdom
ECOLOGY saving throw. On a failed save, the creature is frightened
Environment coast for 1 minute. A creature can repeat the saving throw
Organization solitary or team (1 Lyme walrus with 1–6 scouts, at the end of each of its turns, with disadvantage if the
spies, or master thieves) malevolent box fish is within line of sight, ending the
effect on itself on a success. If a creature’s saving throw is
A child of Between that has lived so long in the mundane lands that it successful or the effect ends for it, the creature is immune
has literally shed its Between skin, a Lyme walrus is disturbingly human. to the malevolent box fish’s Horrific Appearance for the
The human aspects have been absorbed by mingling with men in its own next 24 hours. Unless the target is surprised, the target can
lands. The walrus delights in the manners and appetites of men and feels avert its eyes and avoid making the initial saving throw.
itself to be at least partly human. Until the start of its next turn, a creature that averts its eyes
Named for Sister Lyme where these creatures were first encountered has disadvantage on attack rolls against the malevolent
by the humanoid races of the mundane world, Lyme walruses can be box fish.
found in other locales though they prefer to remain near a body of water Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-
to which they can retreat and move with the most freedom if necessary. radius cloud of ink extends all around the malevolent box
The Lyme walrus often seeks out the company of people to learn tales fish if it is underwater. The area is heavily obscured for 1
and stories from them and to indulge in their appetites — particularly minute, although a significant current can disperse the ink.
those of feasting. A Lyme walrus often wants only to hide itself in human After releasing the ink, the malevolent box fish can use the
lands, and eat. In this regard, it is generally harmless. However, they are Dash action as a bonus action.
possessed with a strong acquisitiveness and insatiable appetites, and often
find themselves in the company of those who use their fascinating story
ability as a distraction in order to perform darker acts undetected. The Mantis-Thing from Between
Lyme walrus is usually an innocent in this regard, and sees all such acts as
simply the ways of the humanoids of the mundane world. It is fleshy, but in a revoltingly waxy, insectoid way. It staggers on
The Lyme walrus’s thick layer of blubber serves as protection from several insect legs and drags itself along on two long limbs, making
both predators and cold. A typical Lyme walrus weighs 1 to 2 tons and the thing look like it is obsequiously praying to some demented god
measures 10 feet in length with tusks up to 3 feet long. as it moves. It has a vast, bloated head riddled with teeth, but moves
with appalling speed despite its large size. As it moves, sinews, faces,
Copyright Notice and limbs of people bloat its flesh, and horribly distorted hands grope
Author Jeffrey Swank, based on material by Richard Pett. outward from this vile host. Wreathed about its sickening flesh are
palpable manifestations of misery, regret, and bitter, dashed hope.
ACTIONS
Multiattack. Marren makes three melee attacks: one with his Master Luther Gable
assassin’s dagger, one with his rapier or hand crossbow,
and one with his bite. A member of the Renders street gang, who owns a homunculus named
Assassin’s Dagger. Melee Weapon Attack: +7 to hit, reach 5 Lickspittle, Master Luther Gable is a human male with tightly-stretched,
ft., one creature. Hit: 6 (1d4 + 4) piercing damage. parchment-like skin from some sort of childhood disease. He has a long
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one nose, and an old scar parts his greasy hair across his entire scalp.
creature. Hit: 8 (1d8 + 4) piercing damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) piercing damage. If the target is a
Master Luther Gable
humanoid, it must succeed on a DC 16 Constitution saving Medium human, Neutral
throw or be cursed with wererat lycanthropy. Armor Class 18 (studded leather armour)
Hand Crossbow. Ranged Weapon Attack: +7 to hit, range Hit Points 117 (18d8 + 36)
30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Speed 30 ft.
Unusual Equipment: Assassin’s Dagger STR DEX CON INT WIS CHA
Assassin’s Dagger
Weapon (dagger), very rare (requires attunement) 12 (+1) 18 (+4) 14 (+2) 14 (+2) 15 (+2) 16 (+3)
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GM Guide
with disadvantage unless the attacker has blindsight or
truesight.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) piercing damage, and the target
must succeed on a DC 10 Constitution saving throw or be
paralyzed for 1 minute. The target can repeat the saving
throw at the end of each of its turns, ending the effect on
itself on a success.
Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one paralyzed creature. Hit: 7 (1d8 + 3) piercing damage,
and the mocking gull attaches to the target. While
attached, the mocking gull doesn’t attack. Instead, at the
start of each of the mocking gull’s turns, the target loses 7
(1d8 + 3) hit points due to blood loss.
The mocking gull can detach itself by spending 5 feet of its
movement. It does so after it drains 14 hit points of blood
from the target or the target dies. A creature, including
the target, can use its action to detach the mocking gull.
Mongrelman
The hideous creature approaching from the shadows looks to be pieced
together from parts of other monsters as some sort of vile joke or blight
on nature.
149
The Blight: Richard Pett's Crooked City
from drowning. A drowning creature makes a DC 13 Damage Immunities poison
Constitution saving throw at the end of its turn, coughing up Condition Immunities poisoned
the water and ending the effect with a success. Senses darkvision 120 ft., passive Perception 14
Languages Common
ECOLOGY Challenge 1 (200 XP)
Environment sea
Organization solitary or school (2-5) Keen Smell. The morlock has advantage on Wisdom
(Perception) checks that rely on smell.
Oftentimes folk who fall into the river, even in the relative shallows, are Light Sensitivity. While in bright light, the morlock has
never seen again even if help was close at hand. At such times, folk who disadvantage on attack rolls and Wisdom (Perception)
dwell near the riverside make the sign against the evil eye and blame the checks that rely on sight.
disappearance on hidden currents carrying the victim into the depths or the Pounce. If the morlock moves at least 15 feet straight toward
normal fauna that makes the Great Lyme a graveyard for hundreds of citizens a creature and then hits it with a bite attack on the same
of Castorhage every year. However, sometimes the cause of the disappearance turn, that target must succeed on a DC 14 Strength saving
is more sinister than either of those. Sometimes it is the work of a moon angel. throw or be knocked prone. If the target is prone, the
The moon angel is a rare creature that lurks in the deepest, coldest morlock can make another bite attack against it as a
waters of the Lyme, fond of rising to the surface and quietly watching the bonus action.
goings-on ashore, waiting for the unfortunate soul who loses his footing or Martial Advantage. Once per turn, the morlock can deal an
is more drunk than careful and falls into the dark waters of the river. When extra 7 (2d6) damage to a creature it hits with a weapon
it locates such a victim, it quickly moves to hypnotize him and draw him attack if that creature is within 5 feet of an ally of the
deeper into the waters where it can feed at its leisure. morlock that isn’t incapacitated.
A creature of the coldest fathoms of the river where depth and pollution
block the sun, a moon angel cannot stay long near the warm surface while ACTIONS
it waits for prey. It becomes uncomfortable from the heat and light, and Multiattack. The morlock makes two melee attacks, one bite
can even develop severe sunburns on its pale skin when remaining too and one club.
close to the surface for long. For this reason, the depredations of the moon Bite. Melee Weapon Attack: +4 to hit (reach 5 ft.; one
angels remain relatively rare. The occurrences do increase in the winter creature). Hit: 5 (1d6 + 2) piercing damage.
months when a thin sheet of ice often covers the river’s edges, though they Club. Melee Weapon Attack: +4 to hit (reach 5 ft.; one
still love the daylight no better then than they do in summer. creature). Hit: 4 (1d4 + 2) bludgeoning damage.
Occasionally on moonless nights, a moon angel may leave the river under
the cover of darkness to hunt additional victims on land. At these times,
such a creature tends to clamber along the rooftops to find open windows N’gathau
to take meat from within, with any household survivors the next morning
describing only dreams of a strange crooning song echoing through their The n’gathau are a sadistic and cruel race of extraplanar creatures that
sleep. As with those who disappear into the river when a moon angel pays a journey the planes in search of living flesh to further their craft and trade.
visit, the unfortunate soul that has garnered its attention is never seen again. The n’gathau collect the flesh of their enemies, flay and destroy it, and
It for these incidences that the twisted fey known as moon angels gain reconstruct the tortured in blasphemous likenesses of their former selves.
their name, though few if any folk have made a connection between these Additionally, they sometimes capture the essence of a slain outsider and
nighttime disappearances and those that occur more frequently in the river. bring it to their native plane where it remains in eternal torture.
Extremely tall and awkwardly gangly, the moon angel stands eight feet Most horrifying of all, the n’gathau were once humanoids themselves:
in height but weighs barely 250 lbs. taken by beings known as the Twelve and transformed via disfiguring
tortures. Living creatures are the n’gathau’s desire, for the dead serve no
Copyright Notice purpose; the n’gathau cannot enjoy the suffering of one that cannot scream.
Author Jeffrey Swank, based on material by Richard Pett. The average n’gathau is a walking collection of bizarre tortures,
piercings, chains, flayed skin, and hooks. No two n’gathau are identical in
their suffering; the pain endured by each is unique.
Morlock The Pain Trade
Degenerate humans long lost from the world of light, morlocks have
The n’gathau engage in a bizarre trade with other extraplanar races. In
regressed through years of subterranean dwelling into ravenous, barely
exchange for living creatures, the n’gathau offer reliquaries that contain
thinking beasts of the endless night. They no longer remember the civilized
the power that mortal pain and suffering offers. These reliquaries are most
lives their ancestors led, although many morlock tribes still dwell in the
often used as spell components, used to craft constructs, or used in the
shattered ruins of their ancient homes. Ironically, in many cases morlocks
creation of magic items.
worship the statues left behind by these ancestors as their gods.
When a living creature is tortured and mutilated, its screams and
Morlocks move about on two legs at times, but often drop down to a
suffering are captured by machines of alien construction and fabricated
creepy four-limbed shuffle when speed or stealth is necessary. Their wiry,
into small reliquaries. These items are in turn traded to those who offer the
often emaciated frames mask the strength of their limbs and their swift
n’gathau what they desire in return — flesh.
reactions.
Torturers
N’gathau are monstrously sadistic, and engage in the torture of captive
Morlock beings for the simple pleasure of it. Any creature subjected to torture by a
n’gathau loses 1d2 points of Constitution per day. A n’gathau will not let
Medium humanoid, chaotic evil its plaything die as a result of the torture. When the captive’s Constitution
Armor Class 16 drops to 1 the n’gathau grants it a reprieve from the torture until it is back
Hit Points 21 (4d8 + 6) to full health.
Speed 30 ft.
Rulers of the Plane of Agony
STR DEX CON INT WIS CHA
The n’gathau are ruled by an enigmatic sect of frighteningly powerful
14 (+2) 18 (+4) 15 (+2) 5 (–3) 14 (+2) 6 (–2) beings called the Twelve. Very little is known about them except for their
names and appearances; their history and true origins are locked away in
the minds of the Twelve themselves and the catacomb of vaults lining the
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GM Guide
Challenge 5 (1,800 XP)
ACTIONS
Multiattack. The n’gathau pain-trader makes two melee
attacks.
Razor Fingers. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one creature. Hit: 7 (1d6 + 4) slashing damage, and if
the target is a Medium or smaller creature, it is grappled
(escape DC 16) and restrained until the grapple ends.
Delicious Agony. Melee Weapon Attack: +7 to hit, reach 5
ft., one creature that is grappled by the n’gathau pain-
trader. Hit: 7 (1d6 + 4) slashing damage, and the target
must make a DC 15 Wisdom saving throw. If the target
fails the saving throw, its hit point maximum is reduced
by 5 (1d10) and the n’gathau 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.
The n’gathau pain-trader can maintain the grapple on the
creature after subjecting it to this effect, but it can only
Plane of Agony. Though reclusive and secretive, it is known (supposedly use Delicious Agony on the same target once every 24
by one who has seen the Plane of Agony and lived to tell about it) that the hours.
Twelve, as mighty as they are, are but servitors of a greater being called Exquisite Suffering (Recharge 6). When the n’gathau pain-
the Quorum. The n’gathau known as Agasin is pictured here. trader makes a successful attack against a creature, the it
can force its target to feel the sensation of the n’gathau’s
own agony, overloading the senses of the target. The
N’gathau Pain-Trader target must make a successful DC 15 Wisdom saving
throw or be stunned for 1 minute. The target can repeat
N’gathau are all individual and distinct, but in terms of their relative the saving throw at the end of each of its turns, ending the
strengths, the lowest group of them can be characterized as shown for effect with a successful save and the creature is immune
the Pain-Trader. Individual pain-traders may certainly have different to the Exquisite Suffering of the pain-trader for the next 24
characteristics from the “typical” one detailed here. hours.
The n’gathau pain-trader’s lower right arm is encased in a latticework
of wires and cables leading down to razor claws that replaced its original
fingers. Its chest is pierced with rows of small, upward-curving hooks, and Naga, Blight
its head has been seared, burning off the ears and hair, leaving a mass of
scar tissue. Its right leg is scarified in intricate designs and patterns. An exotically featured woman’s head tops this snakelike creature.
Its scales range in color from deep purple to black, with the creature’s
underside colored a lighter shade of violet. Ten arms protrude from the
N’gathau Pain-Trader snake body’s flanks, though they are spindly and frail in their musculature.
Medium fiend, neutral evil
Armor Class 18 (natural armor) Blight Naga
Hit Points 75 (10d8 + 30)
Speed 40 ft. Large aberration, chaotic neutral
Necrophidius
Large construct, neutral
Armor Class 16 (natural armor)
Hit Points 52 (7d10 + 14)
Speed 30 ft.
Skills Stealth +5
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, par-
alyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Understands the languages of its creator but
cannot speak.
Challenge 2 (450 XP)
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 12 (2d8 +3) piercing damage. If the target is a
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GM Guide
creature, it must succeed on a DC 12 Constitution saving
or be paralyzed for 1 minute. The target can repeat the
saving throw at the end of each of its turns, ending the
effect on itself on a success.
Night Slug
The creature is roughly the size of a halfling. Its skin is a blotchy
gray color with a few sporadic tufts of muddy-brown hair. The scraps
of ragged clothes it wears are covered in filth, clearly not having been
washed in weeks — if ever. Its arms are thin and elongated, hanging
almost limp.
None are as naturally capable of the fine art of breaking and entering
as the night-slug. Fortunately for society, few are also as cowardly.
Night-slugs maintain their existence simply by avoiding notice. They
often reside in small crawlspaces or even the hollows between the outer
masonry and inner plaster and lathe of a house. Those who are not lucky
enough to acquire such grand accommodations typically live in places that
allow them to avoid notice — the city dump, a gable hanging over a small
alleyway, and so forth.
Night-slugs are capable of maneuvering their bodies through seemingly
impossible spaces. Their ligaments and tendons are exceptionally elastic,
allowing a night-slug to elongate its arms and legs, and in the process
pulling what muscle it has closer to its frame. In addition, night-slugs have
Slime Coat: The skin of a night-slug secretes a thin fluid resembling
a “collapsible” skeleton; its bones are composed primarily of cartilage,
slimy perspiration that has a musty odor and leaves a stain on most fabrics.
allowing the creature to squeeze into incredibly small areas.
This coating protects the night-slug against grappling; other creatures
A typical night-slug stands around 3-1/2 feet tall and weighs 40 pounds.
have disadvantage when trying to grapple a night-slug, and a night-slug
has advantage on its attempts to escape from grappling. It also makes
Night-Slug Society night-slugs easy to track; Survival checks to follow a night-slug’s trail
Night-slugs are scavengers living on the fringes of other societies. across any type of terrain are made with advantage.
They prefer densely populated urban areas for the increased number of Compression: Night-slugs can move through spaces one size category
hiding places and resources from which to scrounge their needs. Most smaller than themselves without squeezing, and they can squeeze through
night-slugs are loners because of the limited resources available to them; openings two size categories smaller.
mated couples rarely stay together beyond the birth of a brood of whimps Languages: Night-slugs begin play speaking Common.
(as their young are called), and mothers generally abandon their young as
soon as they reach maturity after 3 years.
While most humanoids despise night-slugs and find their presence Night-Slug Burglar
loathsome, few actually fear the creatures. More than one urban goodwife Small humanoid, neutral
has walked into a room of her house at night to find a night-slug crouched
in the corner chewing on a lace table runner and staining the rug with its Armor Class 14
noxious skin secretions. While the typical reaction certainly includes a Hit Points 11 (2d6 + 4)
scream, rather than flight it just as often concludes with her grabbing a Speed 25 ft., crawl 20 ft.
broom and chasing the creature until it manages to squeeze back through
a crack in the baseboards to the safety of the inner walls. In some cities
Str Dex Con Int Wis Cha
plagued by these creatures, there is an entire industry for exterminators
hired to enter homes and buildings to clear out night-slug infestations. 10 (+0) 19 (+4) 14 (+2) 8 (-1) 13 (+1) 6 (-2)
Unlike their skulk cousins, who possess a more violent bent, night-
slugs are inherently cowardly and rarely a threat to even those who would
otherwise find themselves at their mercy. There are examples, however, Skills Sleight-of-hand +6, Stealth +6
of individuals who have overcome this innate fearfulness and gone on to Senses darkvision 60 ft., passive Perception 11
become highly proficient thieves and even assassins, in some cases. Languages Common
Challenge 1/2 (100 XP)
Night-Slug Characters
Compression. The night-slug can move through spaces one
Night-slug player characters have the following racial traits.
size category smaller than itself without squeezing, and it
Ability Score Increase. Your Dexterity score increases by 4, but your
can squeeze through openings two size categories small-
Intelligence is reduced by 2 and your Charisma is reduced by 4. No score
er.
can be raised above 20 or reduced below 3.
Slime Coat. Other creatures have disadvantage when trying
Age. Night-slugs are able to survive on their own by age 3. By age 5,
to grapple a night-slug, and the night-slug has advantage
they’re considered adults, and they seldom live more than 30 years.
on attempts to escape from grapples. Survival checks
Alignment. Most night-slugs have no strong ethical convictions of any
to follow a night-slug’s trail across any type of terrain are
kind. They survive by stealing, so they tend toward Chaos and Neutrality.
made with advantage.
Size: Night-slugs are Small creatures. Because they’re so flexible and
Sly Crawler. Crawling doesn’t slow down a night-slug, even
able to squeeze themselves into their surroundings, they make Stealth
in difficult terrain. A crawling night-slug doesn’t trigger op-
checks with =advantage.
portunity attacks for movement.
Darkision: Night-slugs have darkvision (60 feet).
Sneak Atttack. A night-slug burglar’s dagger attack does an
Sly Crawler: While prone, a night-slug has a Crawl speed of 20 feet,
extra 1d6 piercing damage if the night-slug has advan-
and crawling doesn’t slow it down even in difficult terrain. A crawling
tage on the attack or if another night-slug is within 5 feet
night-slug doesn’t trigger opportunity attacks for movement.
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The Blight: Richard Pett's Crooked City
of the target and able to attack. ACTIONS
Thief. The night-slug burglar has proficiency with thief’s tools Multiattack. The Paradigm of Bondage makes two attacks
and is never without them. with its spike chains.
Spiked Chain. Melee Weapon Attack: +9 to hit, reach 10
ACTIONS ft., one target. Hit: 18 (4d6 + 5) slashing damage and the
Dagger. Melee Weapon Attack: +6 to hit (reach 5 ft.; one target is grappled (escape DC 16) if the Paradigm isn’t
creature). Hit: 1d4 + 4 piercing damage. already grappling a creature. Until this grapple ends, the
Dagger. Ranged Weapon Attack: +6 to hit (range target is restrained and takes 10 (3d6) piercing damage at
20 ft./60 ft.; one creature). Hit: 1d4 + 4 piercing damage. the start of each of its turns.
Between Scream. (Recharge 6) The Paradigm of Bondage
ECOLOGY unleashes a cacophony of soul-shaking howls from
Environment urban Between in a 30-foot radius. All creatures within the area
Organization solitary, pair, or gang (3–6) must succeed on a DC 16 Wisdom saving throw or be
stunned until the end of their next turn. On a successful
Copyright Notice saving throw, the creature is immune to the Paradigm’s
Author John Ling, based on material by Richard Pett. Between Scream for 24 hours.
REACTIONS
Nightmare Choir Unnerving Mask. When a creature the Paradigm of
Bondage can see starts its turn within 30 feet of the
See Between Peacock Paradigm, the Paradigm can create the illusion that it
looks like one of the creature’s departed loved ones or
bitter enemies. If the creature can see the Paradigm, it
Paradigm of Bondage, the must succeed on a DC 15 Wisdom saving throw or be
frightened until the end of its turn.
The Paradigm of Bondage is a thing weighed down by countless chains
and fetters dragging along behind her. She is definitely female, but there
the resemblance to anything mortal ends. Her mouth is filled with jagged
teeth and broken lengths of chain.
Paradigm of Mockery, the
It has a great many snake-like limbs that emerge from beneath its red-
and-white checked tunic, and apparently no legs. It wears a fool’s cap with
The Paradigm of Bondage a burlap veil over its face upon which a clownish face with a wide, leering
Medium aberration (Between), lawful evil idiot grin has been crudely painted beneath two black beady eyes. The
Armor Class 17 (natural armor) way that the veil undulates, though, tells you that something other than a
Hit Points 123 (13d8 + 65) true face lies beneath. The orange robe beneath its tunic has a repeating
Speed 30 ft. pattern of screaming smiles and laughing frowns stitched into it. Two
great leathery wings unfold from its back as it launches itself into the air.
STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 20 (+5) 13 (+1) 14 (+2) 15 (+2) The Paradigm of Mockery
Medium aberration, neutral evil
Armor Class 19 (natural armor)
Saving Throws Con +8, Wis +5 Hit Points 119 (14d8 + 56)
Damage Resistances cold, poison; bludgeoning, piercing, Speed 30 ft., fly 60 ft.
and slashing from nonmagical weapons
Condition Immunities exhaustion, frightened, restrained, par-
alyzed, poisoned STR DEX CON INT WIS CHA
Senses darkvision 120 ft., passive Perception 9 18 (+4) 11 (+0) 18 (+4) 12 (+1) 10 (+0) 17 (+3)
Languages all, telepathy 120 ft.
Challenge 9 (5,000 XP)
Skills Intimidation +7, Perception +4, Stealth +4
Between Sight. Magical darkness doesn’t impede the Damage Resistances cold, fire, lightning; bludgeoning,
darkvision of the Paradigm of Bondage. piercing, and slashing from nonmagical weapons
Dislocated. Attacks against the Paradigm of Bondage Damage Immunities acid, poison
are made with disadvantage unless the attacker has Condition Immunities poisoned
blindsight or truesight. Senses blindsight 60 ft., darkvision 60 ft., passive Perception 14
Innate Spellcasting. The Paradigm of Bondage’s spellcasting Languages Abyssal, Infernal, telepathy 60 ft.
ability is Charisma (spell save DC 16). The Paradigm Challenge 9 (5,000 XP)
can innately cast following spells, requiring only verbal
components. Flyby. The Paradigm of Mockery doesn’t provoke attacks of
At will: vicious mockery (as an 11th level caster) opportunity when it flies out of an enemy’s reach.
3/day each: fear
1/day each: eyebite ACTIONS
Magic Resistance. The Paradigm of Bondage has Multiattack. The Paradigm of Mockery makes two melee at-
advantage on saving throws against spells and other tacks with its claws.
magical effects. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Ooze through Bars. The Paradigm is able to move target. Hit: 23 (4d8 + 5) slashing damage and the target is
freely through iron bars within this or any other prison. grappled (escape DC 15). Until the grapple ends, the tar-
Additionally, difficult terrain doesn’t cost her extra get is restrained.
movement and magic can neither reduce her speed or Writhing Snakes. The serpents of the Paradigm of Mockery’s
cause her to be paralyzed or restrained. body twist and writhe around a grappled creature, biting
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GM Guide
repeatedly. At the start of its turn, the grappled creature armor would also gain another -1 penalty for each turn it
takes 8 (2d8) piercing damage and must make a DC 10 remains in contact with the Paradigm.
Constitution saving throw or be poisoned for 1 hour. The Paradigm can grapple two creatures of Large size or
Laughter of Mockery. (Recharge 6) The Paradigm of smaller simultaneously. It can continue to use its slam
Mockery can make its robe bellow out laughter mocking attack while grappling two creatures.
all the souls that it has consumed from Festival over the Splatter (Recharge 5-6). Ranged Weapon Attack: +3 to hit,
centuries. All creatures within 60 feet of the Paradigm range 30 ft., one target. Hit: 36 (8d8) acid damage.
must make a DC 15 Wisdom saving throw or fall into fits of
laughter and fall prone (as the hideous laughter spell) for
1 minute. At the end of each of its turns, and each time Pit Pony
it takes damage, the target can make another Wisdom
saving throw. The target has advantage on the Wisdom This shaggy pony looks exceptionally strong, and it walks confidently
saving throw if it is triggered by damage. On a successful along the rocky ground despite the near total darkness.
saving throw, the spell ends and the creature is immune to
the Paradigm’s Laughter of Mockery for 24 hours.
Pit Pony
Medium beast, unaligned
Paradigm of Offal, the Armor Class 13
Hit Points 17 (2d8 + 8)
Masses of carrion and debris break the inky surface of this enormous, Speed 40 ft.
undulating sludge.
STR DEX CON INT WIS CHA
The Paradigm of Offal 17 (+3) 17 (+3) 18 (+4) 2 (–4) 15 (+2) 7 (–2)
Huge ooze, unaligned
Armor Class 8 (natural armor)
Hit Points 237 (19d12 + 114) Skills Athletics +5, Perception +4
Speed 20 ft., climb 20 ft. Senses blindsight 30 ft., passive Perception 14
Languages —
Challenge 1/4 (50 XP)
STR DEX CON INT WIS CHA
23 (+6) 9 (-1) 23 (+6) 1 (-5) 6 (-2) 1 (-5) Over-sized Rider. A pit pony can carry a Medium or Small
creature as a rider. However, any Medium creature taller
than 5 feet finds that his feet drag the ground if he doesn’t
Damage Resistances cold, lightning; bludgeoning, piercing, bend his knees uncomfortably in the stirrups. These riders
and slashing from nonmagical weapons take a –2 penalty to all Ride checks while on a pit pony.
Damage Immunities acid, poison
Condition Immunities blinded, charmed, deafened, ACTIONS
exhaustion, frightened, poisoned, prone Hooves. Melee Weapon Attack: +4 to hit (reach 5 ft.; one
Senses blindsight 60 ft., passive Perception 9 creature). Hit: 7 (2d4 + 2) bludgeoning damage.
Languages -
Challenge 9 (5,000 XP) Pit ponies are a breed of shaggy-haired pony that descends from the
husbandry of the Durahchûk dwarves of millennia ago. The dwarves
Amorphous. The Paradigm of Offal can move through a bred these sturdy ponies as animals that were surefooted, not afraid of
space as narrow as 1 inch wide without squeezing. the dark, and able to haul heavy loads over rough terrain. They were bred
Corrosive Form. A creature that touches the Paradigm to be large enough for a full-armoured dwarven warrior to ride upon into
of Offal or hits it with a melee attack while within 5 battle (if the more popular dire pigs were not available), yet short enough
feet of it takes 9 (2d8) acid damage. Any nonmagical that they could still easily traverse the rocky corridors and low tunnels of
weapon made of metal or wood that hits the Paradigm the underneath. Though barrel-chested, these ponies have legs that are
corrodes. After dealing damage, the weapon takes unusually short for their stature. This allows Medium creatures to ride
a permanent and cumulative -1 penalty to damage them, though any creature with longer legs than the average dwarf finds
rolls. If its penalty drops to -5, the weapon is destroyed. his feet dragging the ground.
Nonmagical ammunition made of metal or wood that
hits the Paradigm is destroyed after dealing damage. The
Paradigm can eat through 2inch-thick, nonmagical wood Princess Alexandra,
or metal in 1 round.
Spider Climb. The Paradigm of Offal can climb difficult
surfaces, including upside down on ceilings, without
the Unseen Princess
needing to make an ability check. The rumours of a grotesque abhorrence that was the Queen’s first
daughter refuse to go away, and tales of a locked room in the highest
ACTIONS steeples of the Capitol containing the princess are strangely persistent.
Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one That the staff who attend it are blind and deaf is also regarded by almost
target. Hit: 20 (4d6 + 6) bludgeoning damage and 18 (4d8) all as just a rumour.
acid damage, and if the target is wearing nonmagical The princess is a horrid mixture of shape: half-spider, half-rat, with a
metal armor, its armor is partly corroded and takes a human face.
permanent and cumulative -1 penalty to the AC it offers.
The armor is destroyed if the penalty reduces its AC to 10.
If the target is Large or smaller, it is grappled (escape DC 16) Princess Alexandra
and restrained until the grapple ends. A grappled creature Medium monstrosity, neutral
takes an additional 14 (4d6) acid damage for each turn it Armor Class 15
remains embraced by the Paradigm. Nonmagical metal Hit Points 36 (8d8)
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The Blight: Richard Pett's Crooked City
Speed 30 ft. Hit Points 9 (2d8)
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3)
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2)
ACTIONS
Princess Alicia, “The Little Queen” Withering Touch. Melee spell attack: +7 to hit, one target. Hit:
Medium Between-sired tiefling*, neutral evil 5 (2d4) necrotic damage.
* Alicia is not the only child sired by something from Be-
tween, but the long-term effects of this rare coupling are
presently unknown.
Armor Class 10
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GM Guide
Spellcasting. Lenora is a 9th-level spellcaster. Intelligence is
Princess Genève her spellcasting ability (spell save DC 14, +6 to hit with spell
attacks). She has the prepared the following spells from
The grotesquely fat Genève takes countless lovers and has birthed a the wizard spell list:
dozen (known) heirs. Born a matter of seconds after her twin sister Eleanor, Cantrips (at will): fire bolt, light, mage hand, prestidigitation;
she hates her crooked sister(s) with every ounce of her being. Her second 1st (4 slots): detect magic, mage armor, magic missile,
passion is poison; her first is manipulating suitors with her poisons. shield;
2nd (3 slots): misty step, suggestion;
Princess Genève 3rd (3 slots): counterspell, fireball, fly;
4th (3 slots): greater invisibility, ice storm;
Medium human, neutral evil 5th (1 slots): cone of cold;
Armor Class 15 (studded leather)
Hit Points 46 (7d8+14) ACTIONS
Speed 30 ft. Multiattack. Lenora makes two attacks on her turn.
Dagger. Melee or ranged attack: +5 to hit, reach 5 ft.
STR DEX CON INT WIS CHA or range 20/60 ft., one target. Hit: 4 (1d4+5) piercing
damage.
11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 (+0)
ACTIONS
Multiattack. Genève makes two attacks on her turn. Skills Perception +3, Stealth +6
Shortsword. Melee weapon attack: +6 to hit, reach 5 ft., one Damage Resistances necrotic, nonmagical weapons
target. Hit: 6 (1d6 + 3) piercing damage. Senses darkvision 60 ft., passive Perception 13
Light Crossbow. Ranged weapon attack: +6 to hit, range Languages Common
80/230 ft., one target. Hit: 7 (1d8+3) piercing damage, and Challenge 5 (1,800 XP)
the target must make a DC 15 Constitution saving throw,
taking 24 (7d6) poison damage on a failed save, or half as Regeneration. Lilly regains 10 hp at start of turn if she is not
much damage on a successful one. currently in sunlight or running water, and hasn’t taken ra-
diant or holy water damage.
Spider Climb. Lilly is able to climb difficult surfaces and ceil-
Princess Lenora ings without requiring an ability check.
Vampire Weaknesses. Lilly has the following flaws:
The youngest surviving mortal daughter of the queen, Lenora regards Forbiddance. Lilly cannot enter a residence without receiv-
herself as the most stable. Her lovers are wizards and those who know ing an invitation.
secrets, and she is often found in a carriage rattling along the cobbles of Harmed by Running Water. Lilly takes 20 acid damage if she
BookTown on some mission. ends her turn in running water.
Stake to the Heart. Lilly can be destroyed by taking a wood-
Princess Lenora en piercing weapon to the heart.
Sunlight Hypersensitivity. Lilly takes 20 radiant damage when
Medium human, lawful evil starting her turn in sunlight, and she has disadvantage on
Armor Class 12 (15 with mage armor) attacks and ability checks when in sunlight.
Hit Points 40 (9d8)
Speed 30 ft. ACTIONS
Multiattack. Lilly makes two attacks on her turn, one with her
STR DEX CON INT WIS CHA rapier and one with her bite.
Rapier. Melee weapon attack: +6 to hit, reach 5 ft., one tar-
9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0) get. Hit: 7 (1d8 + 3) piercing damage.
Bite. Melee weapon attack: +6 to hit, targeting one willing,
grappled, incapacitated or restrained creature. Hit: 6
Skills Arcana +6, History +6 (1d6+3) piercing damage plus 7 (2d6) necrotic damage,
Senses passive Perception 11 and the target’s hp max is reduced by an amount equal
Languages any four languages to the necrotic damage taken.
Challenge 6 (2,300 XP)
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The Blight: Richard Pett's Crooked City
Skills Deception +5, Insight +4, Investigation +5, Perception +6,
Princess Mercy Sleight of Hand + 4, Stealth +4
Senses passive Perception 16
If ever a child was wrongly named, it’s the violent Mercy. Mercy is no Languages Common languages
sedate Royal who takes a back seat to anyone; she is a figure of action Challenge 1 (200 XP)
— murderous action. Mercy courts the lords and masters of the army,
whispers to them, brags to them. Mercy considers a coup to be an excellent Cunning Action. On each turn, Rebecca may take the
option for her aspirations of making the city-state a military force to be Dash, Disengage, or Hide action as a bonus action.
reckoned with across the world. She hates her sisters, although she has Sneak Attack (1/turn). Rebecca’s attack deals an extra
taken a lover in Elaine of Aldwark recently. Her attachment presently is 7 (2d6) damage when she hits with a weapon attack,
purely lustful, but the succubus’s charms are considerable and could draw as long as she has advantage on the attack roll, or
the princess into a deeper, more malleable bond. there is an ally who is not incapacitated within 5 feet
of the target, and as long as Rebecca does not have
Princess Mercy disadvantage on the attack roll.
ACTIONS
Princess Rebecca of Mourney Multiattack. Adam makes two melee attacks with his
Medium human, chaotic good halberd.
Armor Class 12 Halberd +1. Melee Weapon Attack: +7 to hit, reach 10 ft.,
Hit Points 27 (6d8) one target. Hit: 10 (1d10 + 5) slashing damage.
Speed 30 ft.
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GM Guide
If she expends a spell slot of 2nd level or higher, the extra
Queen Alice damage increases by ld6 for each level above 1st.
Spellcasting. Rachel Birch is a 14th-level spellcaster. Her
“The figure staggered into the room spastically, taking great strides spellcasting ability is Wisdom (spell save DC 15, +7 to hit
with the aid of two sticks, making her look like some four-legged spider in with spell attacks). She ordinarily has the following cleric
a crooked web. Her face was veiled ‘to protect us,’ they had said. spells prepared:
Her breaths came in sharp rasps, and her voice was like breaking glass, Cantrips (at will): guidance, light, resistance, sacred flame,
often calling for the beheading of her subjects. But for now, she was happy thaumaturgy
just to look at us, it seemed. I could not help thinking of the spider once 1st level (4 slots): bless, cure wounds, healing word, shield of
more: Was she watching us and waiting to strike, or was she waiting for faith
us to walk openly into her web?” 2nd level (3 slots): aid, continual flame, lesser restoration
3rd level (3 slots): beacon of hope, magic circle, speak with
Queen Alice, Her Royal Highness dead
4th level (3 slots): death ward, freedom of movement,
Medium alchymic-undying† human, chaotic neutral guardian of faith
Armor Class 15 5th level (2 slots): mass cure wounds, raise dead
Hit Points 36 (8d8) 6th level (2 slots): blade barrier, true seeing
Speed 30 ft. 7th level (1 slot): resurrection
This twisted tree has many branches but few leaves. In the center of its
trunk is a long, deep scar. Its roots are twisted and blackened as if by fire. Damage Immunities poison
Condition Immunities frightened, poisoned
Senses darkvision 60 ft., passive Perception 13 (with
Scythe Tree advantage in most cases)
Huge plant, chaotic evil Languages Common
Armor Class 14 (natural armour) Challenge 5 (1,800 XP)
Hit Points 76 (8d12 + 24)
Speed 20 ft. Gown of Faces. The gown of faces worn by the skin stitcher
gives it an additional 20 hit points. It does not have this
STR DEX CON INT WIS CHA effect for anyone other than the skin stitcher who created
it. The gown “recovers” lost hit points every 24 hours.
20 (+5) 8 (–1) 17 (+3) 10 (+0) 13 (+1) 12 (+1) Skin Scent. The skin stitcher can smell skin, and gains
advantage on all Wisdom (Perception) checks relying
on smell, provided the creature has skin rather than a
Damage Resistances bludgeoning, piercing, and slashing carapace, chitin, or similar external surface. Armor does
from nonmagical weapons not negate this ability.
Damage Vulnerabilities: fire
Damage Immunities psychic ACTIONS
Condition Immunities charmed, frightened, prone, stunned, Multiattack. The skin stitcher makes two melee attacks with
unconscious its flaying-chains.
Senses darkvision 60 ft., passive Perception 13 Flaying-chains. Melee Weapon Attack: +6 to hit (reach 5 ft.;
Languages Sylvan one creature). Hit: 8 (1d8 + 3) slashing damage. If the first
Challenge 5 (1,800 XP) attack is a hit, the attack with the second flaying-chain is
made with advantage.
ACTIONS
Multiattack. A scythe tree attacks three times with its
branches.
Branches. Melee Weapon Attack: +8 to hit (reach 10 ft.;
Skulk
one creature). Hit: 2d6 + 5 slashing damage. A scythe tree This creature appears to be human, but entirely hairless and with
scores a critical hit if the attack roll is a natural 19 or 20. slender, graceful limbs. Their skin, however, can change color like that
of a chameleon.
Limited Amphibiousness. The skum can breathe air and Song of Sorrows and
water, but the skum needs to be submerged at least once
every 4 hours to avoid suffocating. Echoes of Suffering, the
ACTIONS A wyvern, but strangely blurred in appearance and with strangely
Multiattack. The skum makes 3 melee attacks with one each wrong-looking proportions.
of trident, bite, and claws.
Trident. Melee or Ranged Weapon Attack: +4 to hit (reach 5 The Song of Sorrows and Echoes of Suffering
ft. or range 20/60/ft., one creature). Hit: 6 (1d8 + 2) pierc-
ing damage. Large dragon (Between), neutral evil
Bite. Melee Weapon Attack: +4 to hit (reach 5 ft.; one crea- Armor Class 15 (natural armor)
ture). Hit: 4 (1d6 + 2) piercing damage. Hit Points 152 (16d10 + 64)
Claws. Melee Weapon Attack: +4 to hit (reach 5 ft.; one Speed 30 ft., fly 90 ft.
creature). Hit: 6 (1d8 + 2) slashing damage.
STR DEX CON INT WIS CHA
20 (+5) 13 (+2) 17 (+4) 6 (-2) 12 (+1) 15 (+3)
161
The Blight: Richard Pett's Crooked City
Damage Resistances cold, force, poison; bludgeoning,
piercing, and slashing from nonmagical attacks
Senses darkvision 120 ft., passive Perception 14
Languages --
Challenge 9 (5,000 XP)
ACTIONS
Multiattack. The Song makes two attacks: one with its bite
and one with its stinger. While flying, it can use its claws in
place of one other attack.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one
creature. Hit: 11 (2d6 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) slashing damage.
Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one
creature. Hit: 11 (2d6 + 4) piercing damage. The target
must make a DC 15 Constitution saving throw, taking 24
(7d6) poison damage on a failed save, or half as much
damage on a successful one. eel can’t bite a different target while it has a creature
grappled.
Gnaw. Melee Weapon Attack: +9 to hit (one creature
Sough-Eel already grappled at the start of the sough-eel’s turn). Hit:
1d8 + 6 piercing damage. The sough-eel makes this attack
This massive eel, nearly 20 feet long, has pale hide almost translucent as a bonus action at the start of its turn. A creature that’s
like a fish’s belly that is marred by great areas of sloughing flesh that hit on 2 consecutive rounds by the sough-eel’s gnaw
hang loose in rotten folds. It is eyeless, with a row of small black nodules attack may be swallowed (see below).
extending back from its snout, and has several small vestigial fins Swallow. The sough-eel makes its bite attack against a
growing sporadically along the length of its body. Its mouth however, is Medium or smaller creature it is grappling and that it’s hit
the most noticeable feature, occupying nearly a quarter of its length and with 2 consecutive gnaw attacks. If the bite attack hits,
splayed wide with a crowd of jagged fangs. the creature takes the bite damage and is swallowed.
A swallowed creature is blinded and restrained, and it’s
Sough-Eel unaffected by anything happening outside the sough-eel
or by attacks from outside it. It takes 4d6 acid damage
Huge beast (aquatic), unaligned at the start of each of the sough-eel’s turns. Up to two
Medium or smaller creatures can be inside the sough-eel
Armor Class 15 (natural armor) at one time. If the sough-eel takes 30 or more damage
Hit Points 126 (12d12 + 48) on a single turn from a creature inside it, the sough-eel
Speed 10 ft., swim 30 ft. must succeed on a DC 14 Constitution save at the end
of that turn or regurgitate all swallowed creatures, which
STR DEX CON INT WIS CHA fall prone in a space within 10 feet of the slough-eel. A
swallowed creature can get out of the sough-eel by using
22 (+6) 10 (+0) 18 (+4) 1 (-5) 12 (+1) 8 (-1) 15 feet of movement, but only after the sough-eel is dead.
ECOLOGY
Skills Perception +3, Stealth +3 Environment sea
Damage Resistances piercing Organization solitary or school (4-8)
Damage Immunities poison
Condition Immunities blinded, poisoned, prone These vile predators are found exclusively in the dark, filthy waters of
Senses blindsight 30 ft., passive Perception 13 the Great Lyme River and Fetid Sea in the vicinity of the City-State of
Languages none Castorhage. Some have speculated that they were once a temperate water
Challenge 5 (1,800 XP) variety of moray eel that was indigenous to the area until the Lyme was
tainted by the noxious effluvia from the metropolis known colloquially
ACTIONS as the Blight. Unlike most aquatic species that were unable to survive the
Bite. Melee Weapon Attack: +9 to hit (reach 10 ft.; one poisoning of the waters, the sough-eel population managed to endure the
creature). Hit: 2d10 + 6 piercing damage, and a creature deadly influx but was changed in the process. Immune to most disease and
must make a successful DC 15 Constitution saving throw poison, the sough-eels — carriers of their own endemic pathogen — are
or contract sight rot. A Medium or smaller target is also now affected by it chronically so that their hide is in a constant state of
grappled (escape DC 16) and restrained. The sough-
162
GM Guide
dying and sloughing off in large swaths and layers. This has not seemed to 13 Wisdom saving throw or be paralyzed for as long as the
affect their ability to survive in their harsh environment, and every native chymic spider maintains telepathic contact (it can be lost
of the Blight knows better to enter the water of the Lyme for fear of the as concentration).
voracious attacks of the ever-present sough-eels. Egg Implantation. A chymic spider can implant eggs in a
helpless or paralyzed creature. The eggs hatch 24 hours
Copyright Notice later. Once the eggs hatch, at the start of each of the
Author Greg A. Vaughan, based on material by Richard Pett. host’s turns, it takes 1d6 necrotic damage and must
make a successful DC 12 Constitution saving throw or be
paralyzed by pain and spiderling poison until the start of its
Spider, Chymic next turn. This continues until the spiderlings are destroyed
or removed. Spiderlings can be removed by inflicting 4d6
The body of this spiderlike creature is a mass of humanoid faces slashing damage on the host (halved with a successful
caught in drawn-out, hideous screams. Ten spindly legs rise unevenly DC 13 Wisdom (Medicine) check by the creature doing
from the bulbous mass. Between tufts of bristly hair hang needle-sharp the damage) or destroyed with a greater restoration spell
fangs that drip with a bitter-smelling, thick red liquid. or comparable magic. If the host dies, a swarm of spiders
bursts from the body.
Chymic Spider ACTIONS
Small aberration, neutral evil Bite. Melee Weapon Attack: +5 to hit (reach 5 ft.; one
creature). Hit: 1d4 + 2 piercing damage plus 2d8 poison
Armor Class 15 (natural armor) damage, and a creature must make a successful DC 12
Hit Points 52 (8d6 + 16) Constitution saving throw or be paralyzed for 1 minute. A
Speed 30 ft., climb 30 ft. paralyzed creature repeats the saving throw at the end of
its turn, ending the effect with a success.
STR DEX CON INT WIS CHA Chyme Spray (recharge 6). The chymic spider expels
the chymic juices from its stomach in a 15-foot cone.
7 (-2) 15 (+2) 15 (+2) 9 (-1) 16 (+3) 10 (+0) Creatures in the cone take 6d6 acid damage, or half
damage with a successful DC 11 Dexterity saving throw.
The juice sticks to creatures that failed their saving throws,
Saving Throws Dex +4, Con +4, Wis +5 and they take 3d6 acid damage at the ends of their next
Skills Perception +6, Stealth +5 2 turns unless the acid is removed by using an action to
Damage Immunities psychic make a successful DC 13 Wisdom (Medicine) check, or is
Condition Immunities charmed, frightened neutralized with vinegar, alcohol, or a similar substance.
Senses darkvision 60 ft., passive Perception 16
Languages understands Common but can’t speak, ECOLOGY
telepathy 100 ft. (dreams only) Environment urban (the Blight)
Challenge 3 (700 XP) Organization solitary
Arachnophobia Aura. A chymic spider exudes a fear of Chymic spiders are not true spiders, but rather born from the fear that
arachnids that seeps into the psyche of all creatures spiders instill within many intelligent humanoids and inherently linked
within 1 mile of the chymic spider’s lair. Creatures with to the fabric of fear. These cunning aberrations sneak through the city
Intelligence 3 or higher have disadvantage on saving rooftops and await their prey for days on end. Anyone who wanders into
throws against fright in this area. the chymic spider’s 1-mile radius that might be the least bit fearful of
Dream Telepathy. The chymic spider’s telepathy allows it spiders is quickly identified, and the chymic spider begins methodically
to communicate only with creatures that are asleep and stalking the victim, waiting for its chance to make dream contact.
dreaming. Most creatures interpret these exchanges as Urban Predators. These rare creatures lurk along the edges of Sister
normal dreams, but characters are free to reach their own Lyme, hiding in gables, chimneys, and under eaves and seemingly found
conclusions. The chymic spider can also choose to create nowhere else in the world. Composed from the latent fears of arachnids
nightmares in the sleeper, who must make a successful DC somehow given life, the creature is able to project these primal fears into
any living creature. It simply prefers to stalk and prey on those who fear
it most. It is able to project these nightmares and can cause victims to
be paralyzed while it enters their lairs, and lays its eggs within them.
The baby spiders within whisper to their new host, wanting to be fed,
obsessing about food, and within 24 hours they erupt to feed on their
host before separating to make their own lairs. After a chymic spider
successfully reproduces, it quickly withers and dies, leaving behind only
a spiderlike husk that the crows and vermin of the city quickly consume.
Newborn chymic spiders don’t begin their own reproduction hunts for 1d3
years after birth.
Copyright Notice
Author Jeffrey Swank, based on material by Richard Pett.
163
The Blight: Richard Pett's Crooked City
has AC 8 and 5 hit points. A gable spider can move across
Spider, Gable any web construct without hindrance.
A spider the size of an alley cat scampers up the side of a tenement ACTIONS
building. In its mandibles, it drags what appears to be a clothesline, with Bite. Melee Weapon Attack: +5 to hit (reach 0 ft.; one
many of the garments still dangling limply behind. creature). Hit: 2d4 poison damage, or half damage with a
successful DC 10 Constitution saving throw.
Sticky Globule (recharge 4-6). Ranged Weapon Attack: +5
Tiny Gable Spider to hit (range 10 ft.; one creature). Hit: the creature must
Tiny beast, unaligned make a successful DC 10 Strength saving throw or be
restrained. A restrained creature repeats the saving throw
Armor Class 13 at the end of its turn, ending the effect on itself with a
Hit Points 2 (1d4) success.
Speed 15 ft., climb 15 ft.
ECOLOGY
Environment urban (the Blight)
STR DEX CON INT WIS CHA Organization solitary, pair, or colony (3-10)
1 (-5) 16 (+3) 10 (+0) 1 (-5) 6 (-2) 2 (-4)
Small Gable Spider
Skills Perception +0, Stealth +5 Small beast, unaligned
Damage Immunities psychic
Condition Immunities charmed Armor Class 13
Senses darkvision 30 ft., tremorsense in web, passive Hit Points 18 (4d6 + 4)
Perception 10 Speed 20 ft., climb 20 ft.
Languages none
Challenge 1/4 (50 XP) STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 12 (+1) 1 (-5) 6 (-2) 2 (-4)
Web Construct. A creature that falls prone, is restrained, or
is pushed into a gable spider web construct becomes
restrained by the sticky material and can escape by using Skills Perception +0, Stealth +5
an action to make a successful DC 10 Strength saving Damage Immunities psychic
throw. A web construct is no more flammable than the Condition Immunities charmed
material it’s made from, but each 5-foot-square section Senses darkvision 30 ft., tremorsense in web, passive
164
GM Guide
Perception 10
Languages none Large Gable Spider
Challenge 1/2 (100 XP) Large beast, unaligned
ECOLOGY
Environment urban (the Blight)
Organization solitary, pair, or colony (3-10)
165
The Blight: Richard Pett's Crooked City
Spite-Waif
The figure is childlike, but any sense of innocence is immediately
overshadowed by the aura of malevolence that exudes almost palpably
from it. Its flesh is gray and pasty, seemingly too loose for its body. Its
head is hairless with a wide mouth and distended jaw full of needle-
sharp teeth, and, though humanoid in shape, when it moves it scuttles
about on all fours like some kind of insect with too many joints.
Spite-Waif
Small aberration (larval Between), neutral evil
Armor Class 13
Hit Points 36 (8d6 + 8)
Speed 20 ft.
166
GM Guide
Horrific Appearance. The Stricken Child has such a distress-
Sprat ing shape that all creatures within 30 feet with an Intelli-
gence of 3 or higher who gaze upon it must succeed on
An anaemic, stick-thin man who seems almost to bend in the wind, he a DC 15 Constitution save or become sickened for 1d4+1
is dressed in the latest fashions and has a magnificent top hat and cane. rounds. In addition to affecting creatures passively, the
Sprat is a wererat ghoul, unusual in that he retained his shapechanging Stricken Child can use its horrific appearance actively by
ability after his transformation into an undead creature. presenting itself as a standard action. A creature that suc-
ceeds at its saving throw becomes immune to the Stricken
Sprat Child’s horrific appearance for 24 hours.
Howl. The Stricken Child can issue a sickening howl (re-
Medium undead (humanoid shapechanger), neutral evil charge 5–6). All creatures within 30 foot that hear the
Armor Class 12 howl must succeed on a DC 17 Constitution save or be
Hit Points 22 (5d8) frightened for 1d4+1 rounds. A creature that succeeds at
Speed 30 ft. its saving throw becomes immune to the Stricken Child’s
howl for 24 hours.
STR DEX CON INT WIS CHA Preternatural Knowledge. The Stricken Child can see and
19 (+1) 10 (+2) 17 (+0) 6 (–2) 10 (+0) 10 (–2) hear things beyond this world and knows what should not
be known. The gift is erratic and imprecise.
ACTIONS
Bite. Melee Weapon Attack: +2 to hit (reach 5 ft.; one crea-
Thing in the Cellar, the
ture). Hit: 2d6 + 2 piercing damage. This creature is an anathema to natural law. It is a thing of memories,
Claws. Melee Weapon Attack: +4 to hit (reach 5 ft.; one of hatreds and of chaos. It changes physically in some ways, but there the
creature). Hit: 2d4 + 2 slashing damage plus DC 10 Consti- link to anything mortally understood ends.
tution save or be paralyzed for 1 minute.
Blowgun. Ranged Weapon Attack: +4 to hit, range 25/100,
1 target. Hit: 1 piercing damage and the target must suc- The Thing in the Cellar
ceed at a DC 10 Constitution saving throw or be poisoned Large aberration (Between), neutral
for 1 hour. If the saving throw fails by 5 or more, the victim Armor Class 17 (natural armor)
is also unconscious while poisoned. Hit Points 125 (10d10 + 70)
Speed 40 ft., swim 20 ft.
Wallow Whale
Something stirs in the sludge beneath, swimming through the arsenic
poison that passes for water. It is vast, a seething globe of flesh, a
mountain of rotting skin that hangs like a bridal train behind its back. It
has at least a dozen eyes oddly spaced on its foul body, and a vast maw
capable of swallowing a ship.
Wallow-Whale
Gargantuan aberration, neutral
Skills Perception +4
Damage Resistances bludgeoning, piercing, and slashing
from nonmagical weapons
Damage Immunities thunder
Condition Immunities prone
Senses darkvision 60 ft., passive Perception 14
Languages none
Challenge 12 (8,400 XP) type. The vessel sinks when it has failed the indicated
number of saving throws. The proficiency bonus of the
Swallow. A swallowed creature is blinded and restrained. ship’s captain can be added to the saving throw.
It takes 1d10 + 6 bludgeoning damage plus 1d8 acid
damage automatically at the start of each of the wallow-
whale’s turns. Any number of creatures can be inside Ship Type Hull DC Sinks after
the wallow-whale at one time. A swallowed creature is Rowboat 20 1 failed save
unaffected by anything happening outside the wallow-
Barge 19 1 failed save
whale or by attacks from outside it. A swallowed creature
can get out of the wallow-whale by using 5 feet of Oared Galley, small 18 2 failed saves
movement, but only after the wallow-whale is dead. Oared Galley, large 16 2 failed saves
When a creature gets out of the wallow-whale, it must
make a successful DC 17 Constitution saving throw or Sailing Merchant, small 17 2 failed saves
contract filth fever. Sailing Merchant, large 15 3 failed saves
Filth Fever. A creature with filth fever becomes sick 1d4 days
after being infected. At that time, the creature gains Sailing Warship 13 3 failed saves
1 level of exhaustion. It also regains only half the usual
number of hit points from spending Hit Dice and no hit
points from resting. Once symptoms appear, the infected ECOLOGY
creature must make a DC 11 Constitution saving throw Environment sea (Between)
after every long rest. If it fails, the creature gains 1 level Organization solitary or mated pair
of exhaustion; if it succeeds, the creature loses 1 level of
exhaustion. The disease is cured when the creature has no Originally found only in the Unsea of Between before some of
exhaustion. these great cetaceans somehow escaped and began reproducing in
the mundane world’s oceans, wallow-whales are now the terror of the
ACTIONS Fetid Sea and one of the primary threats for which the Castorhage
Multiattack. The wallow-whale bites once and makes one Navy diligently patrols those waters. Wallow-whales are offal, carrion,
tail slap attack. husks, leavings, and scum given life. Stirges are frequently seen circling
Bite. Melee Weapon Attack: +10 to hit (reach 5 ft.; one them when they surface to launch a spume of oily brine, purulence, and
creature). Hit: 4d10 + 6 piercing damage plus 3d6 acid clotted fluids from their blowholes, and oozes capable of surviving
damage, and the creature must make a successful DC 17 in the acidic environment can sometimes be found infesting their
Strength saving throw or be swallowed (see above). cathedral-like stomachs. Wallow-whales aren’t afraid to venture close
Tail Slap. Melee Weapon Attack: +10 to hit (reach 15 ft.; to the city to feed upon the excrement, rot, and flotsam that seethes like
one creature). Hit: 4d8 + 6 bludgeoning damage and the a gyre around its foundations. Yet despite their foul body habitus, the
target is knocked prone. ambergris of a wallow-whale is a thing both rare and highly valuable,
Melee Atttack—Ram (recharge 6). automatic hit (one ship). selling for as much as 100 gp/pound. Daring or foolhardy whalers
Hit: the vessel makes a hull saving throw using the most armed with cold-iron harpoons hunt these beasts upon the oceans, and
appropriate DC from the table below, based on the ship’s in some cases upon the Unsea, with typical Gargantuan specimens
170
GM Guide
typically yielding 1d6 x 10 pounds of the substance, and a Colossal
beast yielding 3d6 x 10 pounds. Watchful Child, the
Copyright Notice Most certainly some type of a gargoyle, this creature appears to be badly
Author Alistair Rigg, based on material by Richard Pett. made. Its face is almost child-like but broad and stretched, while behind
its grey body hang two angelic wings. From its skeletal frame erupt metal
plates and nodules that grow upon it like tumours. Four arms extend from
Watch Commander Kevel Durmast its torso, but a stunted and shriveled fifth arm hangs from the thing’s neck.
172
GM Guide
Size Outcome Hit Points 38 (7d8 + 7)
Speed 40 ft., burrow 10 ft., climb 30 ft.
The craft must make a generic DC 12
saving throw with advantage to avoid
being capsized. If it fails the save by 5 STR DEX CON INT WIS CHA
or more, the ship capsizes. All on board 16 (+3) 13 (+1) 13 (+1) 10 (+0) 12 (+1) 8 (-1)
Gargantuan must make a DC 11 Dexterity saving to
(e.g. warship, avoid being pulled under with the ship.
galley) If the save is successful, the ship takes Skills Acrobatics +3, Athletics +5, Stealth +3
10d10 + 10 damage and those on board Senses blindsense 30 ft. (blind beyond 30 ft.), passive
make a DC 10 Dexterity saving throw to Perception 11
avoid being knocked prone (or over- Languages Undercommon
board if they are near the ship’s edge). Challenge 1 (200 XP)
ACTIONS
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
creature. Hit: 10 (2d6 + 3) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 8 (2d4 + 3) slashing damage. If the target is a
creature other than an elf or undead, it must succeed
on a DC 12 Constitution saving throw or be paralyzed for
1 minute. The target can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a
success.
Woerm
This wormlike monster’s eyeless head has a hooked jaw and large,
pointed ears. Its scaly hide is dull gray with a crest on its head and
along its back to its tail, along which its shrunken, vestigial legs hang
limply. Its long, multi-jointed arms are like slimy spider legs tipped
with elongated, clawed hands.
Woerm
Medium aberration, chaotic evil
Armor Class 11
173
The Blight: Richard Pett's Crooked City
successful DC 11 Constitution saving throw or be poisoned Languages understands trained words
until the start of its next turn. A creature that saves Challenge 1/4 (50 XP)
successfully is immune to woem Stench for 24 hours.
Undead Fortitude: If damage reduces the zombie horse
ACTIONS to 0 hit points, it must make a Constitution saving throw
Multiattack. The woerm bites once and claws once. with a DC of 5 + the damage taken, unless the damage
Bite. Melee Weapon Attack: +5 to hit (reach 5 ft.; one crea- is radiant or from a critical hit. On a success, the zombie
ture). Hit: 1d4 + 3 piercing damage, and the creature must horse drops to 1 hit point instead.
make a successful DC 11 Constitution saving throw or be
infected with filth fever (see above). Actions
Claws. Melee Weapon Attack: +5 to hit (reach 5 ft.; one Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature). Hit: 2d6 + 3 slashing damage. target. Hit: 8 (1d8 + 3) bludgeoning damage.
Disorientating Scream. Woerms communicate with their
own kind via high-pitched screams. Creatures other
than woerms within 15 feet of a screaming woerm
must succeed at a DC 11 Wisdom saving throw or be
incapacitated for 1 round. A character who makes
Common NPCs
this saving throw successfully is immune to woerms’
Disorientating Screams for 24 hours. Agent of Good
ECOLOGY These individuals may be vampire-hunters, witch-hunters, or serve
Environment underground as contacts for good-aligned organizations such as religious orders or
Organization solitary, pair, gang (3–12), or cult (13+) orders of knighthood.
Woerms are an aggressive, insular race who constantly hunger for
flesh and who have become adept at survival in the crippling and stifling
confines of the Underneath. Originally spawned of cursed unions between Agent of Good
morlocks and troglodytes, they are rarely encountered and never above Medium humanoid (any race), any good alignment
ground, as sunlight repels them. Armor Class 13 (leather armor)
Careful Hunters. Woerms are cautious when hunting, striking prey as Hit Points 33 (6d8 + 6)
they rush forth from hidden holes and disappear into others. This tactic Speed 30 ft.
has led to an impression that they enjoy playing with their prey — earning
them the name “Welcomers Below” — but woerms delight only in eating.
STR DEX CON INT WIS CHA
Social Horrors. Woerms are surprisingly sophisticated and intelligent
— or at least, more sophisticated and intelligent than they look — and 11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2)
have complex and powerful clans and groups; two opposing groups of
woerms never work together, but occasionally a great leader forges a
larger kingdom of the creatures. These clans can last for decades or even Skills Deception +4, Persuasion +4, Religion +2
centuries, and the feasting halls that rarely have been discovered have Senses passive Perception 11
shown their appetites and successes. Occasionally, the insular woerms Languages any one language (usually Common)
form an alliance with, or more often enslave, a race of subterranean Challenge 2 (450 XP)
dwellers, typically their morlock or troglodyte forebears.
Holy Devotion. The agent of good has advantage on saving
Copyright Notice throws against being charmed or frightened.
Author Alistair Rigg, based on material by Richard Pett. Spellcasting. The agent is a 4th-level spellcaster. Their spell-
casting ability is Wisdom (spell save DC 11, +3 to hit with
spell attacks). Agents of good usually have the following
Zombie Horse cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
Zombie horses are a staple of Castorhage’s necromantic industry. They 1st level (4 slots): command, cure wounds, shield of faith
are so unintelligent that they are only used as workhorses: commanding 2nd level (3 slots): hold person, spiritual weapon
a zombie horse to attack requires a DC 10 Intelligence check on the
part of the horse to understand and obey (with a –5 on the roll due to ACTIONS
its Intelligence modifier). Otherwise, the zombie horse looks on placidly Multiattack. An agent of good makes two melee attacks,
without taking any actions at all. one with the rapier and one with the dagger.
Silvered Dagger. Melee or Ranged Weapon Attack: +4 to
hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 +
Zombie Horse 2) piercing damage.
Medium undead, unaligned Silvered Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Armor Class 8 one creature. Hit: 4 (1d8 + 2) piercing damage.
Hit Points 22 (3d8 + 9) Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range
Speed 20 ft. 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
The bolts are silvered.
STR DEX CON INT WIS CHA
16 (+3) 6 (-2) 16 (+3) 1 (–5) 6 (-2) 5 (-3) Apprentice Mage
Medium humanoid (any), any alignment
Saving Throws Wisdom +0 Armor Class 10
Damage Immunities poison Hit Points 9 (2d8)
Condition Immunities poisoned Speed 30 ft.
Senses darkvision 60 ft., passive Perception 8
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GM Guide
STR DEX CON INT WIS CHA must make a DC 15 Constitution saving throw, taking 24
(7d6) poison damage on a failed save, or half as much
10 (+0) 10 (+0) 10 (+0) 14 (+2) 10 (+0) 11 (+0) damage on a successful one.
Light Crossbow. Ranged Weapon Attack: +7 to hit, range
80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage,
Skills Arcana +4, History +4 and the target must make a DC 15 Constitution saving
Senses passive Perception 10 throw, taking 24 (7d6) poison damage on a failed save, or
Languages any one language (usually Common) half as much damage on a successful one.
Challenge 1/4 (50 XP)
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The Blight: Richard Pett's Crooked City
Senses passive Perception 15 Senses passive Perception 11
Languages Thieves’ cant plus any two languages Languages Any four languages
Challenge 5 (1,800 XP) Challenge 9 (5,000 XP)
Cunning Action. On each of its turns, the burglar can use a Grim Harvest (1/turn). When the deathmage kills a creature
bonus action to take the Dash, Disengage, or Hide action. that is neither a construct nor undead with a spell of 1st level
Evasion. When the burglar is subjected to an effect that or higher, the deathmage regains hit points equal to twice
allows it to make a Dexterity saving throw to take only half the spell’s level, or three times if it is a necromancy spell.
damage, the it instead takes no damage if the save is Spellcasting. The deathmage is a 12th-level spellcaster. Its
successful, and only half damage if the roll is a failure. spellcasting ability is Intelligence (spell save DC 15, +7
Sneak Attack. Once per turn, the burglar can deal an to hit with spell attacks). It has the following wizard spells
extra 14 (4d6) damage to one creature it hits with prepared:
an attack if it has advantage on the attack roll. Cantrips (at will): chill touch, dancing lights, mage hand,
The attack must use a finesse or a ranged weapon. The mending
burglar doesn’t need advantage on the attack roll if 1st level (4 slots): false life*, mage armour, ray of sickness*
another enemy of the target is within 5 feet of it, that 2nd level (3 slots): blindness/deafness*, ray of
enemy isn’t Incapacitated, and the burglar doesn’t have enfeeblement*, web
disadvantage on the attack roll. 3rd level (3 slots): animate dead*, bestow curse*, vampiric
touch*
ACTIONS 4th level (3 slots): blight*, dimension door, stoneskin
Multiattack. The burglar can make two attacks with either its 5th level (2 slots): contagion, cloudkill;
shortsword or its light crossbow per turn. 6th level (1 slots): circle of death*
Shortsword. Melee Weapon Attack: +7 to hit (reach 5 ft.; one *Necromancy Spell of 1st level or higher.
creature). Hit: 8 (1d8 + 4) slashing damage.
Light Crossbow. Ranged Weapon Attack: +5 to hit, range ACTIONS
80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Grim Harvest. When deathmage kills a creature that is
neither a construct nor undead with a spell of 1st level
or higher, the mage regains hit points equal to twice the
Captain spell’s level, or three times if it is a necromancy spell.
Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft.,
Medium humanoid (any), any alignment one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-
Armor Class 18 (plate) 1) bludgeoning damage if used with two hands.
Hit Points 75 (10d8+20)
Speed 30 ft.
Duellist
STR DEX CON INT WIS CHA
Medium humanoid (any), any alignment
18 (+4) 10 (+0) 15 (+2) 12 (+1) 12 (+1) 16 (+3) Armor Class 17 (leather armour)
Hit Points 66 (12d8 + 12)
Speed 30 ft.
Saving Throws Str +6, Con +6
Skills Perception +5, Persuasion +7, Intimidation +7
STR DEX CON INT WIS CHA
Senses passive Perception 13
Languages Any two languages 12 (+1) 18 (+4) 12 (+1) 14 (+2) 11 (+0) 15 (+2)
Challenge 3 (700 XP)
Brave. The captain has advantage on all saving throws Skills Acrobatics +9, Athletics +5, Persuasion +6
against fear. Senses passive Perception 10
Leadership (1/day, 1 minute). Allies within 30ft who can hear Languages Any two languages
and understand the Captain add 1d4 to their attack rolls Challenge 3 (700)
and saving throws.
Light-footed. The duellist can take the Dash or Disengage
ACTIONS action as a bonus action on each of its turns.
Greatsword. Melee Weapon Attack: +6 to hit (reach 5 ft.; Suave Défense. While the duellist is wearing light or no armour
one creature). Hit: 10 (2d6 + 3) slashing damage. and wielding no shield, its AC includes its Charisma modifier.
ACTIONS
Deathmage Multiattack. The duellist makes three attacks: one with a
dagger and two with a rapier.
Medium humanoid (any), any alignment Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach
Armor Class 12 (15 with mage armour) 5 ft. or range 20/60 ft., one target. Hit: 6 (ld4 + 4) piercing
Hit Points 66 (12d8+12) damage.
Speed 30 ft. Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 8 (ld8 + 4) piercing damage.
STR DEX CON INT WIS CHA
9 (–1) 14 (+2) 12 (+1) 17 (+3) 12 (+1) 11 (+0) Elder Witch
Medium humanoid (any), any alignment
Saving Throws Int +7, Wis +5 Armor Class 12 (15 with mage armour)
Skills Arcana +7, History +7 Hit Points 91 (14d8 + 28)
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GM Guide
Speed 30 ft. ACTIONS
Multiattack. The foulguard makes three attacks with its
glaive or shortbow.
STR DEX CON INT WIS CHA
Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one
9 (–1) 14 (+2) 15 (+2) 12 (+1) 12 (+1) 18 (+4) target. Hit: 9 (1d10 + 4) slashing damage.
Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320
ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Saving Throws Wis +4, Cha +7 Aura of Dread (Recharges after short or long rest). The
Skills Arcana +4, History +4 foulguard exudes magical menace. Each enemy within 30
Senses passive Perception 11 feet of the foulguard must succeed on a DC 13 Wisdom
Languages Any two languages, telepathy 30 ft. saving throw or be frightened for 1 minute. If a frightened
Challenge 6 (2,300) target ends its turn more than 30 feet away from the
foulguard, the target can repeat the saving throw, ending
Innate Spellcasting. The elder witch’s innate spellcasting the effect on itself with a success.
ability is Charisma. It can innately cast the following spells
(spell save DC 15), requiring no material components: Foulguards are likely to have a special steed.
At will: detect magic, jump, levitate, mage armour (self
only), speak with dead
l /day each: arcane gate, true seeing Frenzied Berserker
Spellcasting. The elder witch is a 14th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 15, +7 to hit Medium humanoid (any), any alignment
with spell attacks). It regains its expended spell slots when Armor Class 14 (chain shirt)
it finishes a short or long rest. It knows the following witch Hit Points 105 (10d12+30)
spells: Speed 40 ft.
Cantrips (at will): chill touch, eldritch blast, guidance, mage
hand, minor illusion, prestidigitation, shocking grasp STR DEX CON INT WIS CHA
1st-5th level (3 5th-level slots): crown of madness,
20 (+5) 12 (+1) 17 (+3) 9 (–1) 16 (+3) 10 (+0)
clairvoyance, contact other plane, detect thoughts,
dimension door, dissonant whispers, dominate beast,
hellish rebuke, protection from good and evil, telekinesis, Saving Throws Str +9, Con +7
vampiric touch Skills Acrobatics +5, Athletics +9, Performance +4, Survival +7
Whispering Aura. At the start of each of the elder witch’s Senses passive Perception 13
turns, each creature of its choice within 5 feet of it must Languages Any one language
succeed on a DC 15 Wisdom saving throw or take 10 Challenge 5 (1,800 XP)
(3d6) psychic damage, provided that the witch isn’t
incapacitated. Brutal Critical. The frenzied berserker can roll one additional
weapon damage when determining the extra damage
ACTIONS for a critical hit with a melee attack.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach Reckless. At the start of its turn, the frenzied berserker can
5 ft. or range 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing gain advantage on all melee weapon attack rolls that
damage. turn but attack rolls against it have advantage until the
start of its next turn.
Foulguard ACTIONS
Multiattack. A frenzied berserker makes two greataxe
Medium humanoid (any), any non-good alignment attacks per turn.
Armor Class 18 (plate armour) Greataxe. Melee Weapon Attack: +9 to hit (reach 5 ft.; one
Hit Points 153 (18d8 + 72) creature). Hit: 11 (1d12 + 5) slashing damage.
Speed 30 ft.
177
The Blight: Richard Pett's Crooked City
Evasion. If the grandmaster spy is subjected to an effect that While in a new form, the hierophant retains its game statistics
allows it to make a Dexterity saving throw to take only half and ability to speak, but its AC, movement modes, Strength,
damage, the grandmaster spy instead takes no damage if it and Dexterity are replaced by those of the new form, and
succeeds on the saving throw, and only half damage if it fails. it gains any special senses, proficiencies, traits, actions, and
Sneak Attack (1/Turn). The grandmaster spy deals an extra reactions (except class features, legendary actions, and lair
31 (9d6) damage when it hits a target with a weapon at- actions) that the new form has but that it lacks. It can cast
tack and has advantage on the attack roll, or when the its spells with verbal or somatic components in its new form.
target is within 5 feet of an ally of the grandmaster spy The new form’s attacks count as magical for the purpose of
that isn’t incapacitated and the grandmaster spy doesn’t overcoming resistances and immunity to nonmagical attacks.
have disadvantage on the attack roll.
Stealthy. The grandmaster spy has advantage on Dexterity
(Stealth) checks. High Priest
ACTIONS Medium humanoid (any), any alignment
Multiattack. The grandmaster spy makes three rapier attacks Armor Class 17 (half plate)
per turn. Hit Points 77 (14d8 + 14)
Short Sword. Melee Weapon Attack: +10 to hit, reach 5 ft., Speed 30 ft.
one target. Hit: 6 (1d6 + 4) piercing damage.
Light Crossbow. Ranged Weapon Attack: +10 to hit, range
80/320 ft., one target. Hit: 9 (1d8 + 4) piercing damage. STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 13 (+1) 18 (+4) 13 (+1)
Hierophant
Skills History +5, Religion +5
Medium humanoid (any), any alignment Senses passive Perception 14
Armor Class 16 (hide armour, shield) Languages Any four languages
Hit Points 132 (24d8 + 24) Challenge 7 (2,900 XP)
Speed 30 ft.
Divine Eminence. As a bonus action, the high priest can
STR DEX CON INT WIS CHA expend a 1st level spell slot to cause its melee weapon
attacks to magically deal an extra 10 (3d6) radiant damage
10 (+4) 14 (+2) 12 (+1) 12 (+1) 20 (+5) 11 (+0) to a target on a hit. This benefit lasts until the end of the turn.
If the high priest expends a spell slot of 2nd level or higher,
the extra damage increases by ld6 for each level above 1st.
Saving Throws Int +5, Wis +9 Spellcasting. The high priest is a 14th-level spellcaster. Its
Skills Medicine +9, Nature +5, Perception +9 spellcasting ability is Wisdom (spell save DC 15, +7 to hit
Senses passive Perception 19 with spell attacks). The high priest has the following cleric
Languages Druidic plus any two languages spells prepared:
Challenge 12 (8,400 XP) Cantrips (at will): guidance, light, resistance, sacred flame,
thaumaturgy
Spellcasting. The hierophant is an 18th-level spellcaster. Its 1st level (4 slots): bless, cure wounds, healing word, shield of
spellcasting ability is Wisdom (spell save DC 17, +9 to hit faith
with spell attacks). It has the following druid spells pre- 2nd level (3 slots): aid, continual flame, lesser restoration
pared: 3rd level (3 slots): beacon of hope, magic circle, speak with
Cantrips (at will): druidcraft, mending, poison spray, pro- dead
duce flame 4th level (3 slots): death ward, freedom of movement,
1st level (4 slots): cure wounds, entangle. faerie fire, speak guardian of faith
with animals 5th level (2 slots): mass cure wounds, raise dead
2nd level (3 slots): animal messenger, beast sense, hold per- 6th level (2 slots): blade barrier, true seeing
son 7th level (1 slot): resurrection
3rd level (3 slots): conjure animals, meld into stone, water
breathing ACTIONS
4th level (3 slots): dominate beast, locate creature, stone- Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft.,
skin, wall of fire one target. Hit: 4 (1d6+1) bludgeoning damage, or 5
5th level (3 slots): commune with nature, mass cure wounds, (1d8+1) bludgeoning damage if used with two hands.
tree stride
6th level (1 slot): heal, heroes’ feast, sunbeam
7th level (1 slot): fire storm
8th level (1 slot): animal shapes
Initiate Witch
Medium humanoid (any), any alignment
ACTIONS Armor Class 11 (14 with mage armour)
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one Hit Points 22 (5d8)
target. Hit: 5 (ld6 + 2) slasping damage. Speed 30 ft.
Change Shape (2/Day). The hierophant magically
polymorphs into a beast or elemental with a challenge
rating of 6 or less, and can remain in this form for up to 9 STR DEX CON INT WIS CHA
hours. The hierophant can choose whether its equipment 9 (–1) 13 (+1) 11 (+0) 11 (+0) 12 (+1) 16 (+3)
falls to the ground, melds with its new form, or is worn by the
new form. The hierophant reverts to its true form if it dies or
falls unconscious. The hierophant can revert to its true form Saving Throws Wis +3, Cha +5
using a bonus action on its turn. Skills Arcana +2, Deception +5, Nature +2, Persuasion +5
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GM Guide
Senses passive Perception 11
Languages Any two languages Inspector of the Watch
Challenge 2 (450)
Medium humanoid (any), any alignment (usually lawful)
Innate Spellcasting. The initiate witch’s innate spellcasting Armor Class 17
ability is Charisma. It can innately cast the following spells Hit Points 60 (8d8 + 24)
(spell save DC 14), requiring no material components: Speed 30 ft.
At will: disguise self, mage armour (self only), silent image,
speak with animals
STR DEX CON INT WIS CHA
l /day: conjure fey
Spellcasting. The initiate witch is a 5th-level spellcaster. Its 16 (+3) 14 (+2) 15 (+2) 17 (+3) 12 (+1) 16 (+3)
spellcasting ability is Charisma (spell save DC 14, +6 to hit
with spell attacks). It regains its expended spell slots when
it finishes a short or long rest. It knows the following warlock Skills Deception +6, Insight +6, Intimidation +6, Investigation
spells: +8, Perception +4, Perform +6, Persuasion +8, Stealth +5
Cantrips (at will): eldritch blast, mage hand, minor illusion Senses passive Perception 14
1st-3rd level (2 3rd-level slots): blink, charm person, faerie fire, Languages Common, Gnome, River Cant, Xaon
hold person, phantasmal force, sleep Challenge 4 (1,100 XP)
ACTIONS Cunning Action. As a bonus action on his turn, the inspector
Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., can Disengage, Dash or Hide.
one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8- Jack of All Trades. Inspectors of the watch receive a +1 bo-
1) bludgeoning damage if used with two hands. nus on all skills not listed above.
Sneak Attack. An inspector of the watch can make a sneak
Inquisitor attack as a rogue for 1d6 points of damage on a target
upon which he has advantage.
These individuals are chosen agents of their faith, charged with Spellcasting. These high-ranking officials are 4th level spell-
enforcing their gods’ dictates and rooting out the unfaithful. Even those of casters. Charisma is their spellcasting ability (spell save DC
good alignment are fanatical in their devotion to their faith. 14, +6 to hit with spell attacks). They have the following
spells from the bard spell list:
Spells (slots):
Inquisitor Cantrips (at will)—friends, light, mage hand;
1st (4 slots)—charm person, comprehend languages,
Medium humanoid (any race), any alignment
Armor Class 13 (leather armor) detect magic, disguise self;
Hit Points 33 (6d8 + 6) 2nd (3 slots)— detect thoughts, locate object, zone of
Speed 30 ft. truth;
ACTIONS
STR DEX CON INT WIS CHA Flail. Melee Weapon Attack: +6 to hit (reach 5 ft.; one crea-
11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2) ture). Hit: 7 (1d8 + 3) bludgeoning damage.
179
The Blight: Richard Pett's Crooked City
slashing damage if the knight of renown has more than Saving Throws Dex +7, Int +5
half of its total hit points remaining. Skills Insight +4, Investigation +5, Perception +4, Stealth +7
Light Crossbow. Ranged Weapon Attack: +6 to hit, range Senses passive Perception 14
80/320 ft., one target. Hit: 6 (ld8 + 2) piercing damage, Languages Common
plus 7 (2d6) piercing damage if the knight of renown has Challenge 8 (3,900 XP)
more than half of its total hit points remaining.
Cunning Action. On each of its turns, the master spy can
use a bonus action to take the Dash, Disengage, or Hide
Master Assassin action.
Evasion. When the master spy is subjected to an effect that
Medium humanoid (any), any alignment allows it to make a Dexterity saving throw to take only half
Armor Class 18 (studded leather armour) damage, the it instead takes no damage if the save is
Hit Points 117 (18d8 + 36) successful, and only half damage if the roll is a failure.
Speed 30 ft. Martial Advantage. Once per turn, the master spy can deal
an extra 10 (3d6) damage to a creature it hits with a
STR DEX CON INT WIS CHA weapon attack if that creature is within 5 feet of an ally of
the master spy that isn’t incapacitated.
12 (+1) 20 (+5) 14 (+2) 16 (+3) 15 (+2) 11 (+0)
ACTIONS
Multiattack. The master spy can make three attacks with ei-
Saving Throws Dexterity +11, Intelligence +9, Wisdom +8 ther its rapier or its hand crossbow per turn.
Skills Acrobatics +11, Perception +8, Sleight of Hand +11, Rapier. Melee Weapon Attack: +7 to hit (reach 5 ft.; one
Stealth +15 creature). Hit: 8 (1d8 + 4) piercing damage.
Senses passive Perception 18 Light Crossbow. Ranged Weapon Attack: +7 to hit, range
Languages Thieves’ cant plus any two languages 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Challenge 8 (3,900 XP)
REACTIONS
Assassinate. During its first turn, the master assassin has ad- Parry. The master spy adds 3 to its AC against one melee
vantage on attack rolls against any creature that hasn’t attack that would hit it. To do so, the master spy must see
taken a turn. Any hit the assassin scores against a surprised the attacker and be wielding a melee weapon.
creature is a critical hit.
Elusive. No attack on the master assassin has advantage if
the master assassin is not incapacitated.
Evasion. If the master assassin is subjected to an effect that
Minstrel
allows it to make a Dexterity saving throw to take only half Medium humanoid (any), any alignment
damage, it instead takes no damage if it succeeds on the Armor Class 15
saving throw, and only half damage if it fails. Hit Points 44 (8d8 + 8)
Sneak Attack (1/Turn). The master assassin deals an extra 31 Speed 30 ft.
(9d6) damage when it hits a target with a weapon attack
and has advantage on the attack roll, or when the target
STR DEX CON INT WIS CHA
is within 5 feet of an ally of the master assassin that isn’t
incapacitated and the master assassin doesn’t have dis- 11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2)
advantage on the attack roll.
ACTIONS
Talimancer Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach
5 ft. or range 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing
Medium humanoid (any), any alignment damage.
Armor Class 12 (15 with mage armour)
Hit Points 66 (12d8+12)
Speed 30 ft. Vicar
Medium humanoid (any), any alignment
STR DEX CON INT WIS CHA Armor Class 14 (chain shirt)
9 (–1) 14 (+2) 12 (+1) 17 (+3) 12 (+1) 11 (+0) Hit Points 55 (10d8 + 10)
Speed 30 ft.
Saving Throws Int +7, Wis +5 STR DEX CON INT WIS CHA
Skills Arcana +7, History +7
12 (+1) 14 (+2) 12 (+1) 13 (+1) 17 (+3) 13 (+1)
Senses passive Perception 11
Languages Any four languages
Challenge 9 (5,000 XP) Skills History +5, Religion +5
Senses passive Perception 13
Sculpt Spells. When the talimancer casts an evocation spell Languages Any four languages
that forces other creatures it can see, it can choose a Challenge 6 (2,300 XP)
number of them equal to 1 + the spell’s level. These crea-
tures automatically succeed on their saving throws against Divine Eminence. As a bonus action, the vicar can expend
the spell. If a successful save means a chosen creature a 1st level spell slot to cause its melee weapon attacks to
would take half damage from the spell, it instead takes no magically deal an extra 10 (3d6) radiant damage to a tar-
damage from it. get on a hit. This benefit lasts until the end of the turn. If the
Spellcasting. The talimancer is a 12th-level spellcaster. Its vicar expends a spell slot of 2nd level or higher, the extra
spellcasting ability is Intelligence (spell save DC 15, +7 to damage increases by ld6 for each level above 1st.
hit with spell attacks). It has the following wizard spells pre- Spellcasting. The vicar is a 10th-level spellcaster. Its spellcast-
pared: ing ability is Wisdom (spell save DC 14, +6 to hit with spell
Cantrips (at will): fire bolt*, light*, prestidigitation, ray of frost* attacks). The vicar has the following cleric spells prepared:
1st level (4 slots): burning hands*, mage armour, magic mis- Cantrips (at will): guidance, light, resistance, sacred flame,
sile* thaumaturgy
2nd level (3 slots): mirror image, misty step, shatter* 1st level (4 slots): bless, cure wounds, healing word, shield of faith
3rd level (3 slots): counterspell, fireball*, lightning bolt* 2nd level (3 slots): aid, continual flame, lesser restoration
4th level (3 slots): ice storm*, stoneskin 3rd level (3 slots): beacon of hope, magic circle, speak with
5th level (2 slots): wall of force*, cone of cold*; dead
6th level (1 slots): chain lightning*, wall of ice* 4th level (3 slots): death ward, freedom of move-
ment, guardian of faith
*Evocation spell
5th level (2 slots): mass cure wounds, raise dead
ACTIONS ACTIONS
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft.,
5 ft. or range 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing one target. Hit: 4 (1d6+1) bludgeoning damage, or 5
damage. (1d8+1) bludgeoning damage if used with two hands.
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GM Guide
Warden Witch
Medium humanoid (any), any alignment Medium humanoid (any), any alignment
Armor Class 17 (studded leather armour) Armor Class 11 (14 with mage armour)
Hit Points 100 (12d10 + 24) Hit Points 49 (11d8)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 15 (+2) 14 (+2) 16 (+3) 12 (+1) 9 (–1) 13 (+1) 11 (+0) 11 (+0) 12 (+1) 18 (+4)
Saving Throws Str +6, Dex +9 Saving Throws Wis +3, Cha +6
Skills Nature +6, Perception +7, Stealth +9, Survival +7 Skills Arcana +2, Deception +6, Nature +2, Persuasion +6
Senses passive Perception 17 Senses passive Perception 11
Languages Any two languages Languages Any two languages
Challenge 6 (2,300 XP) Challenge 4 (1,100)
Favored Enemy. The warden has two groups of favored en- Innate Spellcasting. The witch’s innate spellcasting ability
emies. It gains advantage on Wisdom (Survival) checks to is Charisma. It can innately cast the following spells (spell
track its favored enemies as well as on Intelligence checks save DC 15), requiring no material components:
to recall information about them. At will: disguise self, mage armour (self only), silent image,
Keen Hearing and Sight. The warden has advantage on speak with animals
Wisdom (Perception) checks related to hearing or sight. l /day: conjure fey
Spellcasting. The witch is a 11th-level spellcaster. Its spell-
ACTIONS casting ability is Charisma (spell save DC 14, +6 to hit with
Multiattack. The warden can make two attacks each round spell attacks). It regains its expended spell slots when it
with either longbow or longsword. finishes a short or long rest. It knows the following warlock
Longsword. Melee Weapon Attack: +6 to hit (reach 5 ft.; one spells:
creature). Hit: 6 (1d8 + 2) slashing damage or 7 (1d10 + 2) Cantrips (at will): dancing lights, eldritch blast, friends, mage
slashing damage if used with two hands. hand, minor illusion, prestidigitation, vicious mockery
Longbow. Ranged Weapon Attack: +13 to hit, range 1st-5th level (3 5th-level slots): blink, charm person, dimension
150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage. door, dominate beast, faerie fire, fear, hold
ACTIONS
Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft.,
one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-
1) bludgeoning damage if used with two hands.
183
The Blight: Richard Pett's Crooked City
Appendices
184
GM Guide
24. An empty hearse passes by, her undertakers smiling and joking at the
Useful Lists 26. A butcher guts a pig, splashing blood on some passers-by who take
no notice.
27. A man sells kittens out of an old great helm.
Lists can be useful in a number of ways. They can add dressing to a 28. A gnome in a jester’s outfit cries hysterically.
scene, give a taste of the mood of a place, or they can be used as inspiration 29. The dwarf sits grumbling and swearing loudly to himself.
for adventures. 30. A huge crowd gathers around a bull-baiting.
31. A cat dashes by in the alleyway, chased by something with too many
• •
Below you will find lists that detail: legs to see clearly.
100 Sights on the Street 32. An old man in a pillory snores away obliviously while a blindingcrow
pecks at his ear.
• •
100 Echoes of Between 33. A lion in a cage paces warily, watching everyone. There is no sign of
100 Freakshows its keeper.
34. A dancing bear performs to a crowd of children screaming in glee.
• •
100 Strange Shops and Markets 35. A vicar atop an apple crate screams that you are sinners.
100 Street Traders 36. A squealing pig dashes down a side street, an article of underclothing
caught on its ear.
20 Locals
37. A gnome covered in white grease paint and wearing all-white clothes
screams that the angels are coming to punish the city.
These will allow you to use easily add a sense of depth to your campaign 38. Somewhere high above, a scrimshaw gargoyle call echoes.
with minimal effort on your part. In and of themselves they provide only 39. A child walks past clutching a repulsive reptilian doll without eyes.
a barebones description or idea, but you can flesh them out as you see fit 40. A pile of coffins lies by an open door. A night-slug picks at the broken
into a full-fledged encounter, event, or character. They can even be used to end of one.
provide hooks to other adventures. 41. The smell of burning fat comes from a nearby alley.
42. The footpath ahead has a deep hole filled with collected sewage.
43. A Crackling and Salt puppet show begins on a nearby corner.
100 Sights on the Street 44. A dog runs by growling, an unidentifiable bone of great size held in
its mouth.
With streets that never sleep, an astonishing array of people pass by in
45. A man dressed as a vampire urges you eagerly to visit the Theatres
any given day. Most are mundane encounters — people on their way to
Grotesque tonight.
work, goodwives on their way to market, or traders plying their wares.
46. A crimson skull-faced clown eats fire for crowd of onlookers.
This list is designed to give you an idea of the types of encounters that
47. A trader with a cart sells leather animal masks.
may be had in the twisted streets of the Blight, as well as to add colour into
48. A woman chalks magnificent pictures of angels on the pavement.
your adventures as encounters, informants or even enemies.
49. Piles of rubbish lie at the side of the road where rats wander about in
broad daylight.
1. A man wearing a top hat is having a furious argument with himself.
50. “Everyone who lives in this city is a wererat!” screams a hysterical
2. A passing dog’s back is dancing with lice.
washerwoman.
3. The man in the sedan chair has a wig on that is so big that it flows out
51. Temple bells across the city begin to call people to prayer.
of the windows.
52. A completely naked sadhu strides past you purposefully.
4. A line of mourners passes by, laughing hysterically.
53. A fight starts nearby between three men; one transforms into a
5. “The End is Near!” exclaims the corner prophet.
doppelganger and runs.
6. The crawling nuns are sobbing as they toss flowers to the ground around them.
54. Two carts block the road, each owner refusing to back up.
7. The two men hustle past carrying a harpsichord between them.
55. The house nearby has four fresh heads mounted on iron spikes above
8. A trio of monkeys runs past, one after the other, each wearing a fez.
its gables.
9. The priests are wearing black gowns that cover their whole bodies as
56. A harried-looking dwarf rushes past pushing a handcart filled with
they march past chanting solemnly.
breastplates still smoking from the forge.
10. Three harlots pass by singing loudly and off key.
57. The smell of burnt hair and peppermint wafts in your nostrils.
11. The sweating, red-faced dwarf is stripped down to his kilt, and blows
58. Drying laundry hangs from the windows above, blocking out the
furiously into his bagpipes that make no sound whatsoever.
sunlight in this alley.
12. The sadhu sits cross-legged on a straw mat and smiles as he prays; his
59. A trio of thick-shouldered workmen leaning on their shovels sits
hair must be 12 feet long and coils in huge lengths about him.
around a smouldering brazier.
13. He wears a pirate’s coat and a stirge perches on his shoulder.
60. A burnt-out shell of a building stands nearby. Somebody has scribbled
14. He struggles by carrying a bundle of a dozen pikes in his arms.
“that’s wot u git” on it with a piece of charcoal.
15. She wears a mask designed to look like a swan and makes a strange
61. A sobbing man stares into the sky.
cooing sound as she walks.
62. An old sewer tunnel has collapsed here, narrowing the street to less
16. Three dark clowns tumble by, each dressed as a raven. Behind them
than a yard.
stalks a tengu in greasepaint.
63. A church clock clangs its cracked bell pathetically nearby.
17. A man on stilts walks past juggling cheerfully yapping puppies.
64. The caustic odour of alchemy and decomposition nips at the back of
18. An old lady is knitting as she rides by in a coarse cab.
your throat.
19. Four small children sit on a camel’s back as a turbaned merchant leads
65. A dirty-feathered albatross sits on a windowsill swallowing a most
them through the streets.
peculiar-looking fish. Was that a hand?
20. He has six sheep on leather leads; a mangy sheepdog slinks behind in
66. Shouting traders and their carts pack the streets today.
disgrace.
67. A girl walks past selling sweet-smelling roses. Both of her eyes are
21. The colourfully dressed woman has a glove-puppet crocodile on one
nothing more than old burn scars.
hand, and a glove-puppet black pudding on the other.
68. A man’s wooden false teeth have fallen into an open sewer nearby.
22. The man in black screams out words of a tortured poem about death
69. A long line of sombre pilgrims clad in burlap robes walks by singing hymns.
and pacifism.
70. Six drunken sailors stumble along singing obscene sea-chanties.
23. A small troupe of actors is performing a morality play about saintly goats.
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71. A hideous corner-doxy propositions you with a wink and a leer.
72. A group of children walks by marching in step. They are following a 100 Echoes of Between
rotund little boy beating a drum.
73. The stench of rotting vegetation is getting worse by the minute. With the city on so dangerous a frontier, the horrific Between
74. Three hanged men twist slowly in the breeze from an impromptu occasionally bleeds into the more mundane city. Effects listed below are
gallows. trivial and may last little more than the blinking of an eye, or could be a
75. A gibbet containing a rotting corpse swings beneath a tall pole bearing precursor to a longer and more dangerous encounter. Not everything is
the seal of the Crown Justices. as it seems, however, and some of these encounters are more flesh and
76. A sad-looking night soil collector pushes his cart along the street. He blood than the stuff of Between. Do not use such effects too often. If you
has forgotten his shovel. do they become expected and might become mundane. Use them instead
77. A street crier walks by ringing his bell and announcing the daily news. to spice up the occasional boring rest day, to remind characters dashing
78. A man is baiting a chained owlbear with a trio of pit-mastiffs. A crowd through the city that all is not quite right, or to be a genuine precursor to
places wagers on the outcome. an adventure in Between.
79. Old men smoke long pipes and complain about the street noise as they
yell at each other to be heard. 1. A shadow falls the wrong way in an alley.
80. A woman wearing the black veil of a mourning widow announces 2. A puddle at your feet reflects a grinning face with tusks.
she’s going to the river. 3. A starling on a gable stares at you disturbingly before flying away.
81. A group of pallbearers is taking a rest while sitting on the coffin. 4. You’re sure the cat that leapt over the fence said something.
82. Nuns dressed in the grey habits of some obscure order walk past 5. Somewhere in the city, a clock strikes fifteen.
blessing passers-by. 6. Your shadow is momentarily monstrous but then returns to normal
83. A group of sweating dwarf sprawlmasons walk by lugging buckets of stones. 7. Your hands begin to shake uncontrollable and feel intensely cold; then
84. From scaffolding high above, someone shouts abuse at you about you suddenly return to normal.
something you can’t quite make out. 8. A horrific face forms in the clouds high above and then drifts away.
85. Slops hit the street not far from you from an overhead window. 9. You keep seeing something out of the corner of your eye, some sort of
86. A rooftop chase clatters by far above you. Someone is shouting, “Halt!” insect scuttling about the gables, but every time you look, it’s gone.
87. A pox-ridden beggar throws himself at your feet and pleads for alms. 10. The smell of burning sugar is strong here.
88. The wind is coming from the river today, unfortunately. 11. You’re sure someone called out your name, but there’s no one around.
89. Two Shortstone gnomes walk past grinning broadly. They carry a 12. You’re apparently the only one that hears the terrible scream.
stuffed crocodile between them. 13. Your reflection in the shop window is of something terrible; then when
90. A camel train slowly plods past on its way to market; a mysterious you glance again, it’s back to normal.
robed man in turban and veil guides them. 14. You keep hearing the same word in your ear all day: “Soon.”
91. A sign has broken loose from its mounting above and fallen on a 15. The same man in a top hat keeps waving to you from the distant
passer-by, killing him. The crowd is stepping around his still-twitching rooftops
corpse as they continue on their way. 16. An enormous cobweb entirely covers a doorway
92. A man leads an elephant with a large hooked goad. He nods his head 17. What is that strange flute music from the sewer grate?
sagely at everyone he passes. 18. You pass the third window in a row and see the same sobbing woman
93. An armoured knight rides a huge Shire horse through the streets. inside.
94. The odour of rotting fish sitting too long in the sun suddenly envelops you. 19. The buzzing continues in your head — sometimes louder, sometimes
95. Two drunken brothers argue over a woman who smiles at another softer, but always menacing.
man nearby. 20. The ground beneath your feet suddenly jolts, but no one else seems
96. A wedding party walk past smiling and laughing. The groom is to notice.
hollow-eyed with fright. 21. The man that just walked past you just had no face.
97. A renderer walks down the street beneath a cloud of flies. His apron 22. Suddenly, the street performer’s song goes eerily off key and picks up
and work leathers are slick with blood and smeared fat. an unearthly cadence, but only you seem to notice.
98. An old woman kneels and loudly prays in the middle of the street. The 23. You feel something trickle down the back of your throat and then
crowds and carts maneuver around her without a glance. crawl downward and disappear.
99. A street vendor rushes by with a handcart full of delicious-smelling pies. 24. For no reason, in broad daylight in the middle of the street, the hairs on
100. The street ahead is being prepared for a witch burning. the back of your neck raise as if you’d just seen a ghost.
25. An overwhelming feeling of déjà vu washes over you, followed
immediately by a dreadful anticipation.
26. Your nose suddenly starts dripping blood.
27. The crying baby behind the curtained window stops abruptly …
almost unnaturally.
28. Just behind the susurrus of everyday street noises, you can hear soft
whispers.
29. Why does all of the laughter in the street seemed aimed at you?
30. You just saw flies come out of that man’s mouth.
31. The distant noise sounds like nails being scraped over a blackboard.
32. Momentarily, none of the street signs have any meaning.
33. When you glanced in the mirror, something tall and dark stood behind
you, but when you turned around, it wasn’t there.
34. It’s as though everyone keeps staring at you and looking quickly away.
35. There it is again, the feeling that this is all a dream.
36. The steps up the side of the house vanish back on themselves somehow
37. The same hooded raven keeps following you.
38. You see a speeding carriage hit a baby’s crib in the street, and then
both are gone
39. The fruit on the stall is momentarily rotten and alive with flies and
maggots.
40. The line of mourners are all smiling as they follow the casket.
41. In amongst the cart full of pigs being taken to slaughter you can hear
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a baby crying. 92. The puppet show features grotesque characters with inhuman faces
42. You get the feeling something bad is about to happen. and animal claws. They seem somehow familiar to you.
43. A babe in swaddling clothes falls from a high window, but as it drops, 93. The children eat rotten fruit and look at you gleefully.
it becomes falling leaves that drift away on the breeze. 94. The man has fallen from the roof directly onto the spiked railings of
44. In a window, moths are being burnt alive by the lantern flame. the balcony below. His body twitches a few times as people pass by below.
45. From the corner of your eye, you see a long-dead dog chasing a cat. 95. The graffiti claims that a “Thing” stalks the night in this ward.
46. The front of the building swells pregnantly. 96. The graffiti says the Queen is a ghoul.
47. The smoke from a stove drifts down in a gust and momentarily you 97. The graffiti says that everyone in the city is a wererat.
think you hear something screaming on the fire. 98. The old statue in the square is gone, and a ring of bloody palm prints
48. The colour of the ivy on the wall is wrong somehow. is all that remains in its place.
49. A gravestone lies in the cobbled street claiming this is the spot where 99. From the clock face above, a gable hate-owl emerges, beats a drum,
Ferris Harm the Awakened Cow died. and stares at you as if waiting for something … or someone.
50. Something big runs up behind you, but when you turn, nothing is 100. The rooftops here are lined with pumpkin-faced scarecrows, but all
there. have their heads put on upside down.
51. The shutters on one window nearby bang in the still air.
52. Through the closed shop window, you swear you see something with
huge, gossamer wings vanish up the chimney. 100 Freakshow Exhibits
53. The smell of brimstone pervades this part of town.
54. The beggar looks just like your father. It seems that every street corner in the Blight has its resident freakshow.
55. A thick smog suddenly settles over the street. Sometimes these shows are run by cruel owners who treat their exhibits
56. A window in a nearby shop suddenly shatters from no apparent source. abominably; some are run by the exhibits themselves. Often, groups of
57. The mouse clearly screams “help” as the cat devours it. special people get together to form travelling troupes, special shows,
58. The lobster thrashes in the pot for much too long as it’s boiled alive. or they may settle in a particular location and work from there. The
59. The snakes are skinned alive before they are roasted by the street Strangers’ Fayre runs the 1st week of every spring. This special show is
vendor. a gathering of all the unusual people of the city and takes place in Festival.
60. The woman in the pillory is long dead, but no one seems to care. Some exhibits at these shows are so famous that people come to their
61. On the gables above, you see a heron being eaten by a great spider. homes and meet them; such special persons can make good livings at
62. The man is so fat it takes twelve men to bear him along in his sedan their trade and become the darlings of the aristocracy. Unscrupulous types
chair. stop at nothing to attain the services of the physically unusual and whole
63. The scars on the mangy cat’s back resemble a necromantic rune. adventuring companies devote themselves to pursuing and capturing
64. Fungus grows abundantly down the alleyway. interesting specimens for the shows.
65. The smell of perfume is overpowering. Provided below is a list of 100 of these special persons. Bear in mind
66. Something monstrous howls from below the streets. that each person or creature below has a story. Some of them are fakes,
67. Someone kisses you, but there is no one in sight. some are not. It is up to you to decide who is or who isn’t, but generally
68. A man runs down the street claiming everyone is a demon in human a DC 15 Wisdom (Perception) check is required to unmask them, and
skin. such exhibits will try not to allow themselves to come under such close
69. The blood runs from the abattoir into the gutter, the sound of laughter scrutiny.
and distraught animals causing you to retch.
70. Water drips skyward from a puddle but stops the second you stare at it. 1. Meet the Revolting Starling-Boy and Listen to him Lament his Dead
71. A deep, fuming hole has opened up in the street. People stare down Mother
into its depths nervously. 2. Join the Incredible Salmon-Nun in Prayer
72. A whole block of buildings has collapsed. 3. Zond, Crown Prince of the Hirsute, Awaits
73. The sound of following birds continues but every time you glance over 4. Rose and Elizabeth — the Twins of One Body
your shoulder, there is nothing. 5. Crarv the Ape King of Libynos
74. In a basket, a chick hatches that looks like a grotesque human child 6. Meet the Astonishing Snake-Child
before the hen settles back down on its brood. 7. Ephinar — the Elf with Two Heads
75. A dust devil tears down a wynd. 8. Misfortune’s Mistress
76. The passing woman stares at you, and she momentarily has eight eyes. 9. Fear the Festering Basilisk Dwarf
77. In the distance, a priest sets fire to himself. 10. Meet Tom, the World’s Smallest Sailor, who Sailed a Hat around the
78. She scratches at herself madly, claiming the Between spiders are World
eating her alive. 11. Corpulent Caress, the Princess of Girth, who Weighs a Tonne
79. The silhouette in the window resembles a clawed man wielding a meat 12. The Queen of Three Faces
cleaver. 13. Turbot Thorran the Living Merman
80. The eyes of the portraits in the window display stare at you knowingly. 14. The Amazing and Revolting Lord Otyugh, Crown Prince of Flotsam
81. There wasn’t an alley there yesterday. 15. The Incredible Headless Gnome Thadius Shortstone
82. That door wasn’t there yesterday. 16. The Terrible Two-Headed Amphisbaena Boy
83. That shop wasn’t there yesterday. 17. Faceless Quade
84. That distant church spire wasn’t there yesterday. 18. Edran Mand, the Bat Gnome of the Malagro Jungle
85. Whatever is in the sealec crate, it’s angry and not human. 19. Missela the Weeping Mermaid
86. Beneath those heavy robes, it’s a walking skeleton. 20. Hagun and Grorft, the Half-Orc Conjoined Twins: One is Orc; One
87. The tribal masks in the souk stall momentarily chant at you in an is Man
unknown language. 21. The Howling Worg-Boy
88. You can smell the fear of the dying animals as the butcher sells his 22. Tobus the Obscene Colossus
meat. 23. Murg the Dwarf with a Giant’s Head
89. Someone died in that wynd. You don’t know how you know, but you 24. The Dreadful Kraken Baby
know. 25. The Boil Boy
90. The door is covered in gouges from being repeatedly stabbed with a 26. See the Remarkable Half Dwarf-Half Tree
sharp instrument. 27. The Ettin Wife
91. The shutters on every house on this street are thick and set with iron 28. Behold! The Three-Headed Wolf
spikes facing outward. 29. The Goblin Scholar
30. Mercy, the Princess of the Seelie Court
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31. Joshua Cole the World’s Tallest Man
32. The Slug Wife 100 Strange Shops and Markets
33. Uriah Mabe, the Man with Two Mouths
34. Maxwell, the Incredible Flat Man They say that everything has a price in the Blight, and conversely,
35. Torris the Rhino-Child everything seems to have a seller: from the child selling bootlaces
36. Garrett the Cloaker Man to the renowned antiquarians of BookTown. Here is a list of 100 such
37. The Impossible Head entrepreneurs to add into your adventures to provide a little background or
38. The Lord of Seven Hands to include as a location for further adventure. Some may be collections of
39. The Astonishing Pig-Gnome shops where competition will literally be fierce; some are little more than
40. Karg the Singing Bear junk shops peddling rubbish.
41. The Quill Man
42. The Blood-Drinking Savage of the Razor Coast 1. Kennington Smythe’s Snuffery
43. The Albino Ostrich 2. Tarquin Splain’s Hatpin Emporium
44. The Lonely Centaur 3. Aled’s Taxidermy — The Bigger the Better!
45. Jacob Quane’s Singing Stirges 4. All Things Russet
46. The Green Man 5. Cloaks of Monstrous Furs
47. Marius, the Man who has One Giant Leg 6. P. Quibble Luxury Coach Fitters
48. Genevieve the Mongrel Mistress 7. The Boneyard
49. The Poetic Lizard Man 8. Jessabel’s Hooks
50. The Appalling Zar 9. The Butterfly Collector
51. The Performing Kobold Twins Mang and Mant 10. Drums of Strange Flesh
52. Chimera Girl 11. Lugg’s — The Gentleman’s Tailors
53. The Hydra Boy 12. Mancom’s Minute Flea Market
54. The Angel of the Slums 13. Rooftop Bridges
55. The Black Harpy 14. The World’s Rarest Seeds
56. Lady Two-Skins 15. Jacob’s Chain Ferries
57. The Choir of Deformed Puppies 16. Door Guardians
58. Grache: Half Orc-Half Goblin 17. Paintings of Between by Thrade
59. The Troll’s Daughter 18. The Luxury Helm Padding Mart
60. Jephtha the Incredible Boneless Man 19. L. Pudd, Travelling Set Makers by Royal Appointment
61. Sad Eudora 20. Tremer’s Grotesquery and Strange Statues
62. The Spider Queen 21. The Ink and Paint Quarter
63. Jebbington the Rat Boy 22. Marcus Foll Canvas Stretcher
64. Laura the Frog’s Daughter 23. The Scrimshaw Quarter
65. Bessie Vast-Flesh 24. The Unwanted Auctionroom
66. The Rotting Man 25. Great Candles
67. Dare you visit the Cockatrice Spinster? 26. The Gentleman’s Syringe Shop
68. Karl the Man-ticore 27. Exotic Perfumes and Unguents
69. Long Widow Charlotte, the Tallest Woman in the Blight 28. The Coriander Shop
70. Horace Habe the Mouse Man 29. T. Webb Land Agent and Property Purchaser
71. The Crocodile Man 30. Only Black Cats
72. Three-Legged Enoch 31. Rhino Horn, Tiger Eye and Salmon Bladder
73. Murmond the Halfling Goat-Boy 32. The Rookery Copper Coin Mart
74. Madrigal the Dismaying 33. H. G. Rutred Mandolin Makers by Royal Appointment
75. Burg the Bald Bugbear 34. J. Reds Tobacconists
76. The Terror of the North 35. Pavilions and Tents
77. Gooseflesh Gideon 36. The Halfling Pie Shop
78. The Mock Man 37. Hobb Quiffwell — Luxury Feather Bed Makers by Royal Appointment
79. Marlwell the Moth Man 38. Harper, Torb, and Stiff: Plaguemask Makers to the Aristocracy
80. Bloody Bones 39. Unusual Skins
81. The Broken Satyr 40. The Scorpion Market
82. The Doppelganger 41. Oils of Pleasure
83. The Screaming Ogre 42. Potion Bottles of All Sizes — Leaded Glass Guaranteed Unbreakable
84. Mother Pig-Wife 43. The Rare Dog Market
85. Sister Morlock 44. Hair Oils and Wigs
86. The Gargoyle Baby 45. The Codpiece Mart
87. Octavia the Leech Girl 46. Buckles and Dog’s Paws
88. Minitar the Mite-Child 47. Trendtam’s Ship Hire Company
89. The Three-Faced Hag 48. The Cabb’e Courtyards
90. The Ugly Mermaid 49. The People Breakers — Torture Implement Makers by Royal Appointment
91. Dare you meet the Howling Dog-Boy? 50. The Junk Yard
92. Lydia the Octopus Mother 51. The Clockery
93. The Eight-Legged Spider Piglet 52. The Crockery
94. The River’s Daughter 53. J. Poultryman Organ Maker by Royal Appointment
95. The Coiling Worm Whore 54. Marl Feather — Luxury Narrowboat Fitters
96. Pagg the Kobold Man 55. The Chitin Museum and Workshop
97. The Double-Cockerel 56. Ambergris
98. Scaly Jabe 57. Spectacles, Monocles and Tinted Eyeware
99. The Five Sisters of Misery 58. Rufftall’s Familiaral Suppliers
100. Slithering Habb the Lamprey Man 59. The Absinthe Quarter
60. The Rarest Bibliophiles
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61. The Clothing Flea Market Quarter 12. A man selling lucky horseshoes
62. Golden Eggs 13. A kettle seller
63. The Harpsichord Warehouse 14. A man selling large wooden badgers
64. Strange Leather 15. A woman selling lucky rabbit’s feet
65. The Renders 16. Dried apples
66. Elizabeth Pegg — Tapestry Weaver 17. A charcoal seller
67. Silk Underthings 18. Pork pies
68. The Secret Scroll Case Workshop 19. A basket weaver
69. Bubble Pipes and Hookahs 20. Apple fritters
70. Astronomical Spyglasses 21. A beautiful woman selling perfumed oils
71. J. Harris Towd’s Leechery and Physikers 22. Eel pies
72. Y. Collic’s Barbers and Surgeons 23. A foreign sock seller
73. The Thrall Obedience Shop 24. Plum pudding
74. Carved Doors and Portals 25. A rope splicer
75. The Lych Gate Maker 26. Spiced ale
76. Screens and Lacquer Panels 27. A very fat man sells pickled lemons
77. Gargoyle Chandeliers 28. A betel nut seller has his wares on a carpet at his feet
78. Strange Woodwinds 29. Fresh turnips
79. The Handcart Market 30. A goodwife selling feather pillows and quilts
80. Hutt’s Armour Enamelers 31. A bucket maker
81. The Alchymic Supply District 32. A fortune teller and her tarot cards
82. Materials and Other Magik Components 33. A fishwife sells fish from a basket
83. The Down-at-Heel Sword Mart 34. A dwarf sells ropes of onions
84. Kaptwell Wine Importers 35. Jellied eels
85. The Leaded Window Workshop 36. A young woman sells hot codlings (baked apples)
86. Sebb’s Writing Boxes by Royal Appointment 37. Mulled small beer
87. Jobb’s Alchymic Snuff 38. A fishmonger
88. Gerin’s Talking Mynah Birds 39. An old woman sells elderberry hair dye
89. Rooftop Scarecrows 40. Two children sell cotton bootlaces
90. Urched’s Masterwork Crossbow Craftsmen 41. A woman with a cow sells fresh milk
91. J. Chard — Peacock and Rare Poultry Importers 42. A young chimney sweep looking for work
92. G. Rubb — Goblin Pet Trainers 43. A dwarf sells coal from a barrow
93. N. Pearsly Undertakers and Stone Monument Makers 44. A tikka seller, his colourful wares spread out in jars before him
94. Antiquities 45. Charcoal cooked corn
95. Strong Nome Grog 46. Candied Fruit
96. The Toby Jug Quarter 47. A man cooks noodles in a giant wok
97. The Old Shop Auctionhouse 48. A trio of goodwives take in laundry
98. Quadd and Ruptuk — Masterwork Topiarists 49. Fried chaap (potato) with onions and beet slices
99. Gnome Thrones and Luxury Chairs 50. An old woman sells garlic
100. The Lightning Rod Highrooms 51. A line of seamstresses repair clothing
52. Baskets of wool are sold by goodwives
53. Wurst sausage and sauerkraut
100 Street Traders 54. Garlic snails
55. A gnomish chandler (wax, soap and candle goods)
As well as those lucky enough to have shops, windows to sell goods at or 56. Spiced scrumpy
alleyways to work from, there are a countless host of traders who work out 57. A young girl selling mint, parsley and other herbs
of carts, carry their wares in wheelbarrows, or lay them out on cloth mats 58. A failed apothecary
on the streets. These people are variously referred to as costermongers, 59. A snuff seller
hawkers, or, more rudely, screechers because their ceaseless cries to tout 60. A barber
their goods. Several streets echo to the sound of running battles between 61. Cockles and mussels
traders — who is loudest, who has the sweetest singing voice, who is the 62. A salt seller
funniest — and often-successful traders can gather huge crowds. 63. Incense trader
Often, traders are more concerned with their Perform checks than their 64. Goosefat seller
professional skills. 65. Horse meat for sale
By far the most successful of street traders are those who sell food; 66. Clay pipes
people in the city are always hungry, and having food close at hand makes 67. Tool repairs
that hunger more during the day. All the objects on this list are intended to 68. Hare soup
be available to the general populace. They should almost all cost a copper 69. Quill seller
piece or thereabouts. Foods generally are cooked in big pots on site. 70. Hot cross buns
71. Corkscrew maker
1. Boiled beef and cabbage 72. Neatsfoot oil
2. A crow seller 73. A knife sharpener
3. Pickled cabbages and meat pie 74. A man selling puppies
4. Fish and fry 75. A cobbler repairs shoes
5. An armour polisher 76. Cold mutton
6. Toffee apples 77. Spice cakes
7. Hot chestnuts 78. Lark pie
8. A faith healer 79. Wreaths and garlands
9. Rice balls 80. A thimble seller
10. A young lad selling saddle soap 81. A man sells calvados
11. A hawker selling goat meat
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of a sphinx — for a rich client of necromantic abilities and questionable
motives. Given 1d6 days, Jack can usually arrange for the delivery (often
from a theft) of items up to a value of 1,250 gp. For this service, he charges
a 20% commission.
You could use Jack as a way to get characters rare and unusual
components, as a link to adventures, or as a fence for more dubious items
they wish to sell.
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where, having thwarted one of Rodwell’s smuggling operations in their
6. Hassibelius Joppi Shortstone IV: first adventure, the characters spend the rest of the campaign being
The Would-Be Merchant occasionally harassed by the obsessive doppelganger.
Joppi Shortstone (CG male gnome commoner) is ugly, but you cannot
truly hold that against him. He wears ridiculously flamboyant attire, which 10. Tammin the Shopkeep
is probably easier to hold against him, especially the hat, which is nearly Tammin (NE female gnome commoner) is very petite and quiet. She
4 feet tall and has all the colours of the rainbow in an eye-searing pattern. dresses plainly and tries not to attract attention. Her shop sells all manner
Trade and commerce, commerce and trade, one day Joppi knows he’ll of interesting bric-a-brac, and occasionally something rare or of great
be rich — one day. He has a different trade each week; this week it’s value appears inexplicable among her wares. Tammin doesn’t seem to
tortoises — the buying, selling and cooking thereof. Next week it could be know the value of her goods, and her slight frame and easy nature make
scarves or mittens, or maritime insurance, and so on. One of life’s eternal her a prime target for villains.
optimists, Joppi is annoyingly cheerful but has great contacts in trade. He Tammin has something in her cellar, something that needs feeding
also has an unrivalled knowledge of the local markets, and one day he’ll regularly. She acts the innocent feeble woman, but in truth, she is nothing
cotton to the fact that guiding is much more profitable than selling. Until of the sort. She uses her innocent nature to lure lone visitors into her cellar
then, he’ll undoubtedly be a fixture in the various markets and souks of to “see something new that’s just come in.” Down in the cellar is her lover,
the city. a drider named Sakkarriss. He makes sure to clean up any scraps left over
With such a fantastic knowledge of the city, Joppi would be useful as a from the victim.
guide, leading the characters to places they never knew existed below or You could use Tammin as an adventure seed. Perhaps the characters
above them. learn that several people have gone missing near her shop and the finger
of guilt points at her. Maybe Sakkarriss grows hungrier - his corpulent
7. Maid Muggwood: The Insane Elf frame needs endlessly feeding, and his hunger could become unbearable
from the infrequent scraps he’s fed. Tammin cannot bring enough food
The Maid Muggwood (CN female high elf berserker armed with a to him, and he starts to stalk the city at night to look for prey — likely
longsword and shortsword instead of greataxe, uses the two-weapon inadvertently leaving a trail of clues back to his abode beneath the shop.
fighting style, and has indefinite madness) is a sad case. This elven lady
has gone to seed. She looks as though she’s slept rough forever, and her
hefty blanket is wrapped about her shoulders, covering her painfully thin 11. Vros Harbstorl: The Gablemaester
clothing and body. Maid Muggwood has seen something that unhinged Vros Harbstorl (NG male human master thief†) has a scythe on his back
her - she talks in strange rhymes, and sobs uncontrollably at the sight of and dresses in a heavy waxed coat. Under this coat are an array of magic
a bird eating a worm or a character staring at her. She has lucid moments, knives and daggers. Vros is grim, a man of few words — unfriendly, some
and occasional bouts of incredible violence. She is often taken for an easy would say — but he has a heart of gold, just no words to match. Few
victim, something many an attacker soon regrets. professions are more dangerous than gablemaester, the people that take to
What has she seen that has unhinged her so? Maid Muggwood could be the gables above the city to keep them free from gable spiders and worse.
one of many elves who lose their way in the city that have been exposed to Vros could lead the characters into many adventures, as a guide across
something terrible or is stalked by something impossible. Has she been affected rooftop paths and ropeways, a henchman to help root out evil, or as a
by Between and may happen to know a way to reach that strange land? hunter of the scrimshaw gargoyles and beasts that haunt the upper spires
of the city.
8. Bok: The Bouncer
Bok (N male half-orc frenzied berserker† with proficiency musical
instruments (mandolin)) is one of the most massive half-orcs the PCs have
12. Saluk: The Foreigner
ever set eyes on. He favours his human side, and it’s only his claw-like She dresses strangely, with veils and silks and furs, gold drips from her
nails that give him away — that and his eyebrows which meet on his fingers and bells ring from her toes. Hidden beneath her veil, Saluk (CN
prominent forehead. He seemingly has more tattoos than skin. Bok has female human Ashurian† summoner†) has no lower jaw, and she has come
little to say, but when he does say something, it’s best to listen. Bok is to the city to try to find a magical cure for this hideous injury obtained
surprisingly gentle, unless pushed, in which case he’s downright sadistic. during a fight with a demon she accidentally summoned. Saluk cannot talk
He’s been in too many fights, however, to enjoy them, and just gets on but is a master at pantomime, and uses her foreign looks to her advantage
with his job, acting as a bouncer or security guard at various city events. in communication. Some of the more bigoted locals often hurl abuse at her
Bok prefers to talk music these days, and is a first-rate mandolin player. out of either anger or fear.
Bok could make a useful friend, assuming characters don’t judge him Perhaps Saluk hires the characters to help her, or maybe the demon that
by his cover as everyone else does. Once he is befriended, he is unlikely injured her torments her still.
to give up on the friendship.
14. Mother Witchram: The Landlady 18. Ollman: The Jaded Fisherman
Bedridden Mother Witchram (CE female human alchymic-undying † Looking older than the sea, Ollman (LG male briny† warden†) hauls
commoner) is a tyrant who runs her lodgings with an iron fist. She is at his nets, his hands calloused to leather. His face is unmistakably and
vast and hasn’t left her bed in 17 years, preferring to feast on sweetmeats disturbingly fish-like, his wide eyes seemingly lidless. Ollman has plenty
and cakes and just-cooked meat. Her tongue is the foulest in this area of to say - he’s a source of the best fishermen’s tales and stories of beasts on
the city, and her temper is legendary. Her screaming insults can often be the high seas. Ollman is a good man, although half-skum have a hard time
heard from several streets away. There seems to be no end to the number in many parts of the city and tend to keep to their own. He’s an expert on
of brutish sons she has at her disposal nor the various cousins and family the seas hereabouts, and knows what lies above and below the seas within
at their call. Crossing Witchram is dangerous indeed. a month’s journey from the city.
Perhaps the characters rent rooms or a building from her and accidentally Ollman could serve a potential ferryman or as an expert on the river. He
earn her ire with her confusing and endlessly increasing prices, or maybe is distrustful, however, and getting information out of him won’t be easy.
they kill one of her tenants or damage her property in an unrelated fight. He lives and eats and drinks in the briny taverns and markets by the Lyme,
She can become a good foil for the characters, who may be deterred from places where being anything other than half-skum can make life difficult.
physically attacking her due to her disabilities or the threat of endless sons
and friends in high places. 19. Rudd Ruddwell: The Master Smith
The sweat glistens on Rudd Ruddwell’s (CG female hill dwarf veteran)
15. Slender Somwell: The Tragic Innkeeper brow and drips down her goatee. She wears very little beyond sturdy
He looks dead, he does. His name is Caspice Somwell, or Slender shoes and a leather smith’s apron, and her cinder-scarred musculature is
(N male halfling berserker with an Intelligence of 3) to any friends he absolutely frightening. Rudd is a colourful character - she can swear, spit,
still has. His eyes are hollow and rheumy, his mouth slack. He stares at and belch with the best. When she drinks, she doesn’t stop until she falls
nothing, simply stares. Somwell ventured into Between 7 years ago to find over. Full of tall tales, most of which are embellished, Rudd remembers
a friend’s daughter who had vanished and came back changed. His wife, when adventuring was proper adventuring, when owlbears were 20 feet
Patty Somwell (NG female halfling commoner), who loves him dearly, tall, and girallons hunted in packs of 40 minimum.
runs the tavern they own, The Distressed Lamb, and helps him as much as Rudd could make a useful ally, as a henchman or as a masterwork
she can. Left feebleminded by the experience, Somwell is beyond mortal weaponsmith. She may drink in the same tavern as the characterss, where
cures. Occasionally, however, he fixates upon customers, sitting with them her loud jokes and belches bring her to everyone’s attention.
and attempting to play cards (which he frankly can’t manage).
Use Somwell as a warning of the dangers of Between and as an unusual
and slightly sinister NPC presence. 20. Number Six: The Dead Messenger
No matter how much padding the hefty coat has, it’s still obviously a
16. Capid Munsange: skeleton underneath. Number Six (N female human skeleton) obviously
has nothing to say and merely acts as a messenger, operating between two
The Treacherous Street Juggler points in the city. Her owner, the Merchant Gernwell (LE male human
Dressed in peculiarly bright clothing, this jester-juggler is seen at many noble), uses animated skeletons, as many aristocrats do, to fetch and carry
street corners. He says little but smiles often. Capid Munsange is a quasit and deliver. Some strangers find this use of the undead abhorrent and
• •
with the following changes: destroy them — something that carries a fine for destruction of property
Capid Munsange is size Medium. in Castorhage. In general, sensitive owners send out their undead servitors
by night or heavily disguised.
•
It has a Constitution of 15 and 52 (8d8+16) hit points Are the characters approached by a skeleton bearing a message to begin
It has an enhanced shapechanger ability that allows it to assume an adventure? Do skeletons operate in other more mundane jobs or does
the destruction of one undead cause problems for the characters? All are
•
humanoid forms
ways that Number Six can figure into a Blight campaign.
It is disguised as a male human minstrel†
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GM Guide
Insectum – addictive insect-based drugs used by many in
Appendix B: Castorhage
Jack’s Candle – a rumoured part of the Canker thought to be
intelligent and responsible for burking many of its victims
193
The Blight: Richard Pett's Crooked City
a burly man next to it. Almost immediately, 28 goblins erupt seemingly
in the Blight
overcoats, each bearing two dark valises. Hideous, Murk, and Snurg
(CE male human thugs) are small-time thugs and couriers for some of
Castorhage’s seedier groups. The brutes could not appear more different:
The types of encounters that can occur in a city such as Castorhage Hideous is tall and lean with sallow eyes and a vapid expression; Murk is
— sitting as it does on the edge of Between — are virtually limitless. of medium height and build but appears almost insubstantial; and Snurg is
However, some are more unique to the city than others. Below are short and squat, nearly as wide as he is tall, with a vicious look about him.
provided a bare-bones sampling of some of the types of encounters to be What the men carry in their satchels is up to the GM. It can be anything
had in the Blight so they can be lifted whole cloth or simply to serve as the from sensitive stolen trade agreements to body parts heading for disposal
basis for other encounters of your own devising. or delivery as warnings.
Note: The sample encounters include those that appear in the Blight
Maladies Card Deck as 13 Unwanted Attentions and Deviancies. We Jack’s Candle
included them here for those who did not purchase that supplement, but
also because we had more than 13 such encounters that we wanted to A fog bank of the Canker roils down the street. Wispy tendrils seem to
provide for GMs to use in bringing their Blight campaigns to life. snatch and grab at buildings as it moves quickly down the lane at a speed
of 40 feet. Anyone enveloped by the cloud finds all sound muffled as if
under a silence spell. In addition, the fog gives concealment to anything
Magic Fingers within 5 feet and total concealment beyond 5 feet. Shapes seem to move
Lucinda Farenthol, an attractive masseuse with nimble fingers, strong within the fog and reveal themselves to be 1d3 spectres (with the Naiadic
hands, and an aura of sensuality, offers invigorating massages for weary Between† template applied). These spectres never leave the greater
travellers and uptight adventurers. She insinuates that she can offer more cloudbank but attack anything that comes within its vaporous confines.
than her healing hands and attentive ear for the right price. If someone The cloud passes on after 1d6 rounds, taking the spectres with it.
takes her up on offer, Lucinda leads that person to her private quarters
for an intimate session. She barters almost anything, most notably The Cat
information from previous clients. When she gains her mark’s trust, she
drops all pretences and assumes her true form as a green hag, using her A mangy tabby sits in the middle of the alleyway ahead. It does not
magical touch to sap her quarry’s strength. appear afraid or intimidated in any way by the party. If the cat is treated
kindly, it meanders its way through the entire party, rubbing against legs
and walking between feet and generally making a nuisance of itself. This
The Ripper creature is actually a Between-cat†. Any PCs treating it well or feeding it
A blood-curdling scream from an adjacent alleyway momentarily
drowns out the cacophony of voices in the claustrophobic streets. A
quick peek into the dank alley confirms the worst suspicions. Torrents of
blood pour from a young woman’s throat torn asunder. A gentleman with
a black wool overcoat, ebony cane, black shoes, and vicious, unnatural
claws stained wetly crimson hurriedly races from the scene and then
inexplicably vanishes into thin air. Dissatisfied by the unwelcome
intrusion, the serial killer known as The Bogeyman (NE night hag with
the Adult Between template applied; capable of shapeshifting into any
gendered humanoid form) stalking Castorhage’s streets resumes his
search for another victim.
Market Mayhem
The market bustles with activity as vendors look to sell all manner
of items — clothing, baskets, fruit of questionable quality, and more —
and shoppers look for the best deals. A clamour of voices, each person
shouting over the next, makes normal conversation all but impossible. In
one of those bizarre moments where everybody seems to stop speaking
at once, a pain-filled scream rises. A crudely made iron sword protrudes
outward from the side of a large covered basket and pierces the thigh of
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GM Guide
Cold Case
A heavy rainstorm has eroded the soil from the weed-choked yard of a
small house. In the yard is a small, overgrown vegetable garden. Within the
garden, an exposed skeletal human hand pokes through where the soil has
washed away. Examination reveals a full, buried skeleton dressed in the
rotting remains of a once-fine dress. The skeleton still wears a small silver
ring (2 gp) and a set of garnet earrings are caught in the folds of its collar
(200 gp). A despicable nobleman buried this woman here after murdering
her more than a year ago. The house owner is entirely innocent of any crime
but may have witnessed something. Specifics are left to the GM.
Drunken Sailor
In a dockside tavern, a drunken mariner, Urthgar (CN male human
[Heldring] berserker), challenges the largest character to a fight for some
imagined slight. He offers the option of fighting with fists or (nonmagical)
clubs. If he is refused, he attacks with his club anyway. Urthgar has the
poisoned condition due to his intoxication. If Urthgar is defeated but
survives, he offers to serve as a henchman to the character for 1 month. If
victorious, he passes out shortly thereafter.
Riddle Me This
A large sedan chair comes to a stop next to the party, and the curtain
is pulled back by one of its 8 burly chairmen (LN male human thugs) to
reveal an androsphinx reclining inside. The sphinx informs that party that
a sidereal oracle has determined that they must pass a test of wisdom. She
asks them, “What makes the crooked right?” If they answer “90 degrees,”
she commends them and provides them with some valuable clue to an
adventure or a monetary reward of 1,000 gp. If they fail to answer correctly,
she orders her guards to attack and beat them into unconsciousness for
their lack of perspicacious.
Seafood Special
gains a luck point. Within the next 24 hours, you can apply this luck point A weathered old man wearing the waxed overcoat of a fisherman lurches
to a single attack, saving throw, or ability check and add 1d6 to that roll. unsteadily down the street singing a sea chanty between swigs from a
You must declare you are using it prior to the roll. Should any character bottle. Upon sighting the characters, he stops and proclaims that they have
mistreat or attempt to frighten the cat away, it hisses loudly, turns its head the smell of the sea about them before transforming into a weretiger and
and walks around a corner, completely vanishing if searched for. Any attacking. If he is killed, inside his coat can be found the jawbones of 7
such character who frightens or attacks the cat has disadvantage to all fishermen he has killed and collected trophies from. Among these are a
Charisma-related checks for 24 hours. total of 15 teeth with gold crowns worth 5 gp each.
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The Blight: Richard Pett's Crooked City
Hellish Hack Dark Dealings
A coarse cab being drawn by a hyme† pulls up next to the Two dark stalkers approach the party and try to hire them for 100
party. The driver, a bearded devil, offers the characters gp per person to destroy a pack of floating balls of light that has
a ride to anywhere they want — at a steep discount. Of recently invaded their Underneath domicile and hurt their eyes with
course, anyone foolish enough to get into the the constant radiance. Their description sounds a great deal like
cab is soon beset by the devil and the pack of will-o’-wisps, though they don’t know what they’re called. In
6 hell hounds that lurk in hiding nearby. If the truth, a squad of 9 sprites masquerading as will-o’-wisps has
devil is defeated but the hyme survives, the taken up residence in the dark stalkers’ home and arrogantly
characters can take possession of the foul- comport themselves as if they own the place. They don’t
tempered beast and its cab for their own use. take kindly to intrusive characters and tell them to shove
off in no uncertain terms. If the characters refuse to
fight the sprites, they have to contend with
On the Rooftops the stalkers and 11 dark creepers angry
A gablemaester falls from above and at their betrayal. The sprites will not
lands, dead, at the characters’ feet. Looking assist the characters.
up, they catch a glimpse of the arachnoid
forms he was apparently fighting and can hear
screams of terror. A nearby scaffold provides A Growing Blight
access to the rooftop 70 feet above where the As night falls, the characters spot a drunk
characters find a drider and 2 phase spiders lying asleep in a darkened alley. Barely visible
that have captured a pair of gnome children beyond him is a growing expanse of spreading
in their webs. The characters have just blight that overtakes the insensate wino at any moment.
enough time to step in to save them If the characters attempt to save the man or destroy the
from a horrible fate. If searched, the blight, they come under attack from 6 violet fungus
gablemaester’s corpse has a gablemaester’s allied with the spreading fungal growth. If saved, the
kit† that the characters can claim if they like. drunk (N male human noble) proves to be connected to one of the noble
houses of the city and can provide the characters with valuable contacts
and adventure hooks.
Fire in the Hole
As the last rays of the sun touch the city’s rooftops, a group of city
workers picks through the smouldering remains of a building that has Between Standoff
recently burned down. One of them causes a pile of rubble to shift and The party comes upon a standoff between 5 constables (N male
exposes a formerly hidden subbasement. Pouring from the exposed cellar human guards) and 9 Between-cats. The constables seem to be intent
are the Tunnel People who had set the fire from below the previous night. on rounding up the cats and placing them in a number of small cages
These 7 morlocks† attack for 3 rounds and try to drag as many people as they have piled nearby, and the Between-cats seem equally determined to
possible with them back into the uncovered tunnel. avoid being captured. Both sides are intent on standing their ground, and
neither retreats. Unless the characters depart immediately, they can choose
to side with one group or the other but will be drawn into the combat that
Lovers’ Lane starts immediately. If the characters linger but do not join a side, each side
A well-to-do couple sits together on an ornate iron bench overlooking attacks them, assuming that they are in league with the other.
the river below as the moon reflects off its dark surface. However, even
a cursory inspection reveals that they are entirely unmoving — they
don’t even breathe. Examination reveals that they appear to have recently Agent Provocateur
drowned, though their clothes and hair are completely dry. A moon angel A shopkeeper or some other local NPC the party knows approaches and
lurks at the edge of the river not far away and recently killed this couple. tells them that he just saw a monster transform into a man in a nearby alley
It uses its hypnotic song to try to entrance the characters as well. and start spying on the nearby market. He points out a nearby Xi’en man
who does look rather suspicious. If approached, the man proves to be a
Triad collector (CN male human Xi’en burglar†) out collecting protection
Gamecocks money from local merchants and immediately attacks the characters,
The characters arrive at a tavern where cockfights are being held. They assuming they are from a rival gang. He is joined by 3 Triad thugs who
have the opportunity to wager on these fights if they want. Eventually, join him from the nearby crowds. The shopkeeper who sent the characters
someone accidentally overturns a table lamp and starts a small fire. In the is actually a doppelganger of the Veil who wanted to send a warning to
panicked confusion that follows, the characters find themselves facing 3 the local Triad.
Blight cockerels still wearing their fighting spurs that have escaped from
their handlers. If the characters kill the cockerels, they must still contend
with Mot Porkchop (CN male half-orc berserker), the owner of the The Walrus and the Carpenter
establishment and the birds. He demands 200 gp for each cockerel slain Behind a pile of lumber at a construction site near the river, the party
or injured and attacks with his 2 bouncers (CN male human veterans) if stumbles upon a Lyme walrus† devouring the corpse of a construction
his demands aren’t met. worker he just killed. It immediately tries to spin a tale to explain itself
and uses its fascinating story ability. If successful, it attempts to lead one
or more character into the river where it can slay them at its leisure. If it
is unable to subdue the characters in this way, it whistles and alerts the 3
cutpurses (CE male human characters) it has been working with. They
arrive to help in 1d3 rounds.
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GM Guide
heart (takes 1 round to reach), killing him instantly. How-
Appendix D: New ever, in the following round it then bursts through into the
oesophagus and unleashes swarm of insects (or other set-
ting-appropriate swarm) that pours forth from the victim’s
You have a bonus of +1 to attack and damage rolls made You drink this potion, your skin has a rough, bark‑like ap-
with this magical dart. A creature struck by it must make pearance, and your AC can’t be less than 16, regardless
a successful DC 12 Dexterity saving throw or be entangled of what kind of armor you are wearing. The effects of the
as if it were hit with an alchemist’s bag†. potion lasts 1 hour.
You gain a +2 bonus to attack and damage rolls made with When you drink this potion your body becomes blurred, shift-
this magic weapon. This weapon scores a critical hit on a ing and wavering to all who can see you. For the duration,
roll of 18-20. any creature has disadvantage on attack rolls against
you. An attacker is immune to the effect if it doesn’t rely
BETWEEN RING on sight, as with blindsight, or can see through illusions, as
Ring, rare with truesight.
This plain, unadorned ring is typically made of iron or some POTION OF ENHANCE ABILITY
other common metal and bears signs of tarnish, rust, or Potion, rare
some flaw that cannot be polished away or repaired.
It also includes something of the tainted essence of Be- When you drink this potion, you are bestowed with a mag-
tween in its composition, giving it a slightly greasy feel to ical enhancement. Each potion is brewed to provide
the touch. enhancement to a specific ability and lasts one hour. The
A wearer of a Between ring gains a +2 bonus to AC against following potion types are available:
any creature with the Between subtype or Between Crea- Bear’s Endurance. The target has advantage on Constitution
ture template. In addition, the wearer can make an un- checks. It also gains 2d6 temporary hit points, which are
armed attack against such a creature with the hand that lost when the spell ends.
is wearing the ring as if he had the Stunning Strike ability Bull’s Strength. The target has advantage on Strength
(DC 12 Constitution saving throw) three times per day. If checks, and his or her carrying capacity doubles.
the wearer already has the Stunning Strike ability (e.g. the Cat’s Grace. The target has advantage on Dexterity checks.
character is a monk), then they gain a +2 bonus to the It also doesn’t take damage from falling 20 feet or less if it
attack and damage rolls and the Stunning Strike uses the isn’t incapacitated.
Ki save DC for that character. Eagle’s Splendor. The target has advantage on Charisma
Curse. When a Between ring is worn, the wearer must make checks.
a DC 12 Wisdom saving throw or be unable to voluntarily Fox’s Cunning. The target has advantage on Intelligence
remove it. It never fits well: sometimes it feels too loose checks.
(though it never falls off), and sometimes it squeezes much Owl’s Wisdom. The target has advantage on Wisdom
too tightly, causing pain and a discolouration in the finger. checks.
Each day there is a 1-in-20 chance that it tightens, caus-
ing 1 point of damage from the constriction. If a Between These potions function as if cast using a 2nd level spell slot. The
ring ever constricts for 5 days in a row without the wearer price for these varies, but are usually in excess of 1,000 gp.
receiving any magical healing, the finger it is worn on
dies and becomes necrotic, eventually falling off in 1d4+4 POTION OF SPEAK WITH DEAD
days. The loss of this finger deals 2d4 points of damage but Potion, very rare
is one way for a wearer who has failed his Wisdom saving
throw to remove the ring. A remove curse spell or similar When you drink this potion and then touch a corpse of your
magic will also allow the wearer to remove the ring. choice within range, you grant that corpse the semblance
of life and intelligence, allowing it to answer questions you
PLAGUE SCARAB pose. The corpse must still have a mouth and can’t be
Wondrous item, uncommon undead. This cannot be used on a corpse that was the
target of a speak with dead spell or potion within the last
Used primarily to prevent information being tortured out of 10 days. The potion effects last for 10 minutes.
them by a clandestine group calling themselves the Hid- Until the effect of the potion ends, you can ask the corpse
den Knights of the Capitol, this small item appears much up to five questions. The corpse knows only what it knew
like a typical, if tiny, scarab medallion or brooch. However, in life, including the languages it knew. Answers are usu-
when swallowed, it lodges in the individual’s stomach and ally brief, cryptic, or repetitive, and the corpse is under no
remains in place. Thereafter, the swallower can activate compulsion to offer a truthful answer if you are hostile to
the scarab with a thought. Once activated, the plague it or it recognizes you as an enemy. This effect doesn’t re-
scarab burrows from its resting place to the swallower’s turn the creature’s soul to its body, only its animating spirit.
197
The Blight: Richard Pett's Crooked City
Thus, the corpse can’t learn new information, doesn’t SPYING PANE
comprehend anything that has happened since it died, Wonderous Item, very rare
and can’t speculate about future events.
This polished mithral mirror with an ornate copper frame is
REAVER 4 feet long and 2 feet wide. It can be hung or placed on
Weapon (any sword), legendary (requires attunement by a a surface and then activated or deactivated by speak-
creature of evil alignment) ing a command word. The spying pane forms a link with
any mirror or framed art object such as a painting that
Reaver is Demoriel’s finely crafted unholy longsword. Those it touches while activated, up to a maximum of 20 such
that wield it gain a +2 bonus to attack and damage rolls objects. Each such link permits the user to look through the
made with this weapon, which deals psychic damage in- linked object’s frame as though it was a window. Touch-
stead of slashing damage. When a celestial creature takes ing the object to the spying pane a second time cancels
damage from Reaver, it suffers an extra 1d8 psychic dam- the link, and if the maximum number of links has been
age. The sword emits a dim purple light in a 15-foot radius. reached, linking a new object to the speculum breaks the
Demoriel was once a powerful angel that made her home oldest existing link. A link is also broken if the distance be-
in the heavens among the other angels. In the Celestial tween the spying pane and the object exceeds 600 feet.
Hierarchy, she was a member of the Cherubim and served When activated, the surface of the spying pane displays
alongside Gabriel, Raphael, and Ophaniel. During the Un- a grid of the currently linked views; touching one of the
holy Schism, she sided with Lucifer and aided him by se- views enlarges the window to its actual size or the size of
ducing another Cherub wherein Lucifer caught the angel the mirror, whichever is the smallest. Touching it again re-
unaware and murdered him on the spot. stores the grid. A spying pane can be used for as long as
When Lucifer was thrown down from the good-aligned 10 minutes a day, in increments of 1 minute. These incre-
planes, Demoriel was beside him; cast out for the sin of ments do not need to be consecutive.
slaying another angel and spilling the blood of an angel in
the outer planes. When Lucifer envisioned Hell, Demoriel VOICE MASK
envisioned herself on the throne next to him, serving as Wondrous item, very rare (requires attunement)
Hell’s Queen. Unfortunately for her, she became one of his
many concubines but never his bride, for the Great Upris- This mask has 4 charges. While wearing this apparently nor-
ing occurred in Hell and the other arch-devils moved to mal black facemask, you can use an action and expend
destroy Lucifer and his court. When Lucifer was removed 1 charge to alter your voice. The wearer can decide what
from Hell’s Throne and took up residence in a pocket their voice sounds like (similar to the alter self spell). The
plane called Infernus, Demoriel followed. Once again, she effect lasts for 1 hour or until the user removes the mask,
was denied her place on the throne next to Lucifer as he ends the effect with a bonus action, or uses another
took a devil named Shabiri as his consort. Though Demo- charge. The mask regains 1d4 expended charges daily at
riel remains ever loyal to Lucifer, she does not trust nor like dawn.
Shabiri. For now, she waits until her time comes when she
can discredit or destroy Shabiri and replace her as Luci- WAND OF COLOR SPRAY
fer’s consort. Wand, uncommon (requires attunement by a spellcaster)
Though Lucifer no longer rules Hell, Demoriel still serves him
unswervingly. She follows no other, though she is more This wand has 7 charges. While holding it you can expend 1
than willing to lead other creatures to their demise by charge as an action to cast the color spray spell from it.
feigning loyalty to them. She has a particularly vile hatred The wand regains 1d6+1 expended charges daily at dawn.
for celestials (more than other devils do it seems) and en- If you expend the wand’s last charge, roll a d20. On a 1,
joys corrupting and destroying them. the wand erupts in a pile of glitter and is destroyed.
Demoriel attacks with her spell-like abilities, attempting to
charm the strongest opponents she faces. If forced into WAND OF DAYLIGHT
melee, she attacks with her spell-like abilities and long- Wand, uncommon (requires attunement by a spellcaster)
sword, Reaver, or summons other devils to fight for her
while she maintains a position away from the immediate This wand has 7 charges. While holding it, you can use an
fight. action to expend 1 of its charges to cast the daylight spell
(save DC 15) from it.
SCYTHE OF SPEED The wand regains 1d6 + 1 expended charges daily at dawn.
Weapon (scythe), very rare (requires attunement) If you expend the wand’s last charge, roll a d20. On a 1,
the wand crumbles into ashes and is destroyed.
You gain a +2 bonus to attack and damage rolls made with
this magic weapon. In addition, you can use a bonus ac- WAND OF ENLARGE AND REDUCE
tion to make one attack with it as a bonus action on each Wand, uncommon (requires attunement by a spellcaster)
of your turns.
This wand has 7 charges. While holding it, you can use an
SHATTERSPIKE action to expend 1 of its charges to cast the enlarge/re-
Weapon (any sword), very rare (requires attunement) duce spell (save DC 15) from it.
The wand regains 1d6 + 1 expended charges daily at dawn.
You gain a +1 bonus to attack and damage rolls made If you expend the wand’s last charge, roll a d20. On a 1,
with this magic weapon. When you successfully hit with the wand crumbles into ashes and is destroyed.
this weapon, the target must make a DC 12 Constitution
saving throw or begin to bleed profusely. The target loses THE WEATHER VANE MORTOMATA
5 (1d10) hit points from bleeding at the start of each of Wondrous item, uncommon
its turns for 1 minute, unless a DC 12 Wisdom (Medicine)
check is made to staunch the bleeding or until the target Popular in the city, mortomata are a combination of ani-
receives magical healing. mated object and animated dead. The weather vane is a
198
GM Guide
sphere with a circular opening, and within there is a series more common by the day, as are the poor wretches who drag their rotting
of depictions of weather types in a circle, from fair to foul. and failing carcasses into the dark places away from sight and seems
The undead, featherless crow that sits inside the mortoma- likely only to expand with the recent Corpse Act of 1770.
ta points at the type of weather it expects. The weather The latest great visionaries of such rebirth extol the (so far) secret and
vane is 75% accurate but vague. The only weather incre- unseen experiments of the great surgeon-artists who, they claim, have
ments are “fair,” “changeable,” “stormy,” and “dry.” succeeded in forging new life from Between creatures and mortal flesh.
ELIXIR OF LIFE
The Staff of Life (a.k.a. The Elixir) Potion, very rare
Elixir of Life
Reborn Creature New-Made Creature
Elixir Quality Price (per dose) CL Cost (Per Dose)
Save DC (per dose) Save DC (per dose)
True Elixir 20,000 gp 9th 5 5 10,000 gp
Medium-Grade Elixir 5,000 gp 7th 15 10 5,000 gp
Low-Grade Elixir 1,000 gp 5th 25 15 500 gp
Pig-Grade Elixir** 500 gp 3rd — 20 250 gp
Street-Grade Elixir 100 gp — — 25 50 gp
* Made from actual pig blood and flesh rather than humanoid.
199
The Blight: Richard Pett's Crooked City
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200
The Blight: Richard Pett's Crooked City
GM Guide
A deluxe easy reference guide to The Blight, this book is intended for the GM’s use only.
Included within are the new races, classes, skills, feats, and abilities of the The Blight
Player’s Handbook along with the GM information, details of Between, and new monsters
included in the Cylcopædia Infestarum section of The Blight: Richard Pett’s Crooked
City campaign book, all combined together into a single easily referenced resource for
GMs to use without having to carry the entire campaign book with them. It is also an
excellent tool to have at the game table when running adventures out of the campaign book
to prevent the need for flipping back and forth between pages of that book in order to
access the rules information in the Cyclopædia Infestarum in its beginning chapters.
A valuable addition to any Blight campaign, doon’t get caught unprepared without
The Blight GM Guide because you’ve such entered the wrong side of town . . .
Warning!
This product contains materials that may not be suitable for all audiences.
It is recommended for use by individuals age 13 and older.
ISBN 978-1-62283-331-3
Frog God
Games
202