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Bound by Blood

This adventure involves cleansing an cursed estate corrupted by an evil ritual. Players explore the manor and grounds to learn its dark history and ultimately face the lingering vestige of the lord who unleashed the curse. Along the way, players can complete optional goals to gain advantages against the horrors within.
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0% found this document useful (0 votes)
1K views23 pages

Bound by Blood

This adventure involves cleansing an cursed estate corrupted by an evil ritual. Players explore the manor and grounds to learn its dark history and ultimately face the lingering vestige of the lord who unleashed the curse. Along the way, players can complete optional goals to gain advantages against the horrors within.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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BOUND BY BLOOD

AN ADVENTURE FOR 7TH LEVEL PCS

5E 5E
Bound By Blood 1
TABLE OF CONTENTS
Credits.....................................................................................................2 Below the Estate..............................................................................11

Running This Adventure..............................................................3 Breaking the Curse.........................................................................13

Adventure Background...............................................................3 Epilogue:.................................................................................................13

Adventure Goals..............................................................................3 Friends and Foes..............................................................................14

Beginning the Adventure...........................................................4 Revenant Legionnaire..................................................................14

The Blighted Woods......................................................................5 Kendyr the Chained.......................................................................15

The Fallen Estate.............................................................................5 Brother Callahan Dumain..........................................................16

The Manor............................................................................................7 Beselle Mourne..................................................................................18

The Manor - Lower Level..........................................................8 Luria of Wheymarch......................................................................20

The Manor - Upper Level..........................................................9 Orren Tremenis.................................................................................22

CREDITS
Written by: James Rodehaver and Ben MartinMooney
Edited by: Ben MartinMooney
Layout Design: Andrew Stuber
Cover art: Elana Zakhariya via ShutterStock
Art Retoucher: Andrew Stuber
Miniature Renders by: Eldritch Foundry

© 2023 Eldritch Foundry. All rights reserved

E 5E ELDRITCH
FOUNDRY
RUNNING THIS ADVENTURE This catastrophic event is now referred to as “The
Fall.” Too late, some within the house learned of
Bound by Blood is a horror fantasy adventure Kendyr’s ritual and attempted to stop it. Their
designed for Dungeons and Dragons 5th Edition intervention, combined with Kendyr’s inability to
under the Open Gaming License. It explores contain the profane energies at his command,
intense themes of horror and suspense and DMs unleashed a terrible curse on the region. Death,
are encouraged to talk with players before running decay, and accursed undeath struck the land. Lord
this adventure to ensure everyone at the table is Wheymarch himself became something twisted, dark,
comfortable with such content. and not quite dead.

This game is meant to be run using 4 pre-generated Some survivors managed to flee, but the shame
PCs detailed on separate character sheets, though of Lord Wheymarch’s actions followed them. They
with modification you can adapt this adventure for were shunned by society and turned away as
any group. Many of the story elements in this module corrupt heretics. Only a clan of tieflings, themselves
depend on the character’s relationship to the NPCs outcasts, would shelter them. The remnants of House
and villains represented, so consider talking with Wheymarch were absorbed into House Mourne.
your players about how their character is connected
to the fate of House Wheymarch if they intend to use One of the survivors of The Fall was a mere child, Luria
their own PCs. Wheymarch, Kendyr’s heir-turned-refugee. Fierce and
resentful, she grew up determined that one day she
Creature names are bolded and their stats can would change to redeem her family’s tarnished honor
be found in the Bestiary section of this document. and bent her will to training for the day she would ride
to destroy her father’s dark legacy.

ADVENTURE BACKGROUND Now, the time to end the evil of House Wheymarch has
come. Only a few brave souls stand with her, knowing
A mere 30 years ago, House Wheymarch was a they fight against unbearable odds.
modest noble house of little reputation or import. The
people under their rule were as content as any. Life
was hard but not cruel, and no one had much interest ADVENTURE GOALS
in the wider politics and squabbles of the other
regional families. It was, in all respects, forgettable, The PCs will explore The Fallen Wheymarch estate,
unseen, and unnoticed. The perfect environment for seeking to cleanse it of the corrupting evil that
the ambitious Lord Kendyr Wheymarch to conduct lingers over the land. To do this, they must ultimately
grim research into forbidden arts. encounter and defeat the undead vestige of Kendyr
Wheymarch in an underground ruin beneath the
Kendyr Wheymarch sought the immortality of estate.
undeath, and through his research, discovered the
profane rituals necessary to become a lich. Though Along their journey, each PC has a separate, optional
interested in the dark art of necromancy, he was goal to complete that will aid in the overall mission.
never anything more than a middling practitioner. Success in these sub-goals opens new pathways and
However, a noble’s ego often clouds their judgment. offers bonuses, though failure does not preclude them
He conducted his experiments in secret with a small from winning the day.
cadre of zealous followers, and when he was ready he
underwent a ritual far beyond his ability.

Bound By Blood 3
BEGINNING THE ADVENTURE
The adventure begins with the PCs arriving at Activity: Tactical Research
the small hamlet, Vulsher, located at the Eastern
edge of the corrupted lands surrounding the Fallen You spend some time speaking with the people
Wheymarch estate. Life is grim here, the people are of Vulsher, listening to their accounts of the
too poor to leave their blighted plots of land. Many are creatures that roam the Wheymarch estate.
slowly dying of various ailments and mutations that You find records of encounters with these
have scarred their bodies in horrific ways. undead creatures, learning some of their
tactics and how to survive them.
You arrive at a small village on the far Eastern
edge of the Wheymarch’s ancestral lands. This Check Intelligence (Investigation),
place, Vulsher, is a wretched one, the air thick with Charisma (Persuasion)
a musky odor from the blighted fields. There are Granted Boon: Enemy Insights
remnants of a brighter past in the ruined husks
of decaying buildings that still stand as rotting The tales from survivors and accounts of the
monuments to a forgotten time. dead give you a better idea of how your enemies
fight and how best to overcome them. Undead
The town has little to offer but a run-down inn to rest creatures gain no benefit from their Ravenous
in but the PCs may take on one of several tasks to Horde special ability against you. This boon
prepare themselves for the coming horrors. Each PC ends if you are brought to 0 hit points by an
has enough time to take one preparation activity that undead creature.
grants a specific boon upon success before setting off
for the Wheymarch estate.
Activity: Hone the Blades
Each activity requires a relevant skill check. Multiple
The people of Vulsher have discovered a radiant
skills are listed for each activity to give the players
crystal the undead avoid. The people use it to
options in their approach, but they only need to
make charms and weapons. It’s difficult to work
choose one. In all activities, the DC is 15, and while
with, but with careful practice, you could hone
multiple PCs may engage in a single activity, success
some into a deadly blade. Though, perhaps,
or failure is determined individually.
it would be easier to “find one” that’s already
been crafted..
Activity: Forbidden Research
Check Wisdom (Survival), Dexterity (Stealth)
You find that some texts were taken and
preserved from the Wheymarch estate detailing Granted Boon: Blessed Crystal Knife
some of the grim rituals that began the curse
Add a blessed crystal knife to your inventory.
over this land. These foul secrets are clear heresy,
This acts in all ways like a regular dagger, but
yet perhaps by studying them, you can learn
the blessed crystal is especially deadly against
something of your enemy’s power.
the undead, dealing an additional 2d6 radiant
Check Religion or Arcana (Intelligence) damage to them. Each time this blade strikes an
enemy, roll a d6. On a 1, the blade shatters.
Granted Boon: Understanding Evil
After each PC has resolved their preparations they
Your newfound understanding of the foul rituals should set out for the Wheymarch estate which
used by Kendyr Wheymarch gives you greater requires them to travel through The Blighted Woods.
insight into how to defend against them. Success
grants you advantage on saving throws against
necromancy spells, and any effect caused by the
curse over the Wheymarch estate. This ends if you
fail a saving throw while affected by this boon.

Bound By Blood 4
THE BLIGHTED WOODS
Getting to the fallen estate requires the PCs to
navigate a cursed, overgrown stretch of forest. The
entire area is filled with mist and thus lightly obscured.

The woods surrounding the Wheymarch Estate


are choked with leafless, twisted trees and tough
stinging nettles. A thick fog fills gaps between
blighted flora, making it nearly impossible to
navigate. Just sticking together is difficult, as
sight is all but useless and sound seems to echo in
unnatural ways, making locating your companions
a harrowing affair.

Undead roam the woods and the PCs encounter


6 Revenant Legionnaires in the mists. Prior to the
encounter starting, have each PC make a DC 13
Perception or Survival check to navigate the woods
and stick close to their companions. On a failure, that
PC becomes lost and gets separated from the group.
Any PC who is alone rolls initiative with disadvantage Revenant Legionnaire
and encounters 2 Revenant Legionnaires. That
number of Revenant Legionnaires is subtracted from
the number facing the largest group of PCs. If every
PC fails the check and is alone, randomly choose one THE FALLEN ESTATE
PC who faces no undead.
The Wheymarch estate consists of 2 buildings, a
As a bonus action, a PC may make another DC 13 crumbling church and the manor. The surrounding
Wisdom Perception or Survival check to locate their land is blotted with decaying patches of rotting land
companions. Roll a d4. The result is the number of where nothing grows but twisted brambles and dry,
movement actions required to rejoin the group or brown weeds.
reach the lost member.
Resting on Accursed Grounds
GM TIP: Due to the chaotic and visually Any time the PCs take a Long Rest on the estate, the
confusing nature of this encounter it may dark energies suffusing the land may take root in their
work best to run it without a map and minds. Whenever they take a Long Rest, each PC must
miniatures and simply rely on theater make a DC 12 Wisdom saving throw. On a failure,
of the mind. However, if your group does they suffer terrible nightmares and are afflicted by the
wish to use those tools, any generic forest cursed energy. Afflicted PCs recover half the normal
map or terrain will suffice. hit points from rest. Furthermore, any time they enter
combat, they are affected by the Confusion spell
for the first round as the stress causes momentary,
After defeating the Revenant Legionnaires the PCs frightful hallucinations. This affliction remains until
face no further danger moving through the woods they complete a Long Rest without failing their saving
and soon emerge onto the fallen estate grounds. throw, though saving does not prevent them from
being afflicted again later.

Bound By Blood 5
Area A: The Church CLEANSING THE CHURCH: The statue in this area is
key to Callahan Dumain’s quest to cleanse the church.
This crumbling church was once tended by Brother To do so, he must succeed on a DC 14 Religion check
Callahan Dumain himself before The Fall. The to begin a prayer ritual to re-consecrate the area.
curse corrupting the area has nearly completed its When anyone attempts the consecrating ritual on the
destruction of the building, but the remnants of the statue the corruption in the area immediately reacts,
consecrated power still fights to keep the darkness at regardless of whether the check succeeded or failed.
bay. Read the following and begin an encounter.
The second building on the estate grounds, this You hear a low keening. A wall of inky darkness
crumbling stone building bears faded hallmarks of appears around the inner wall of the church,
a grand church. The southern face of the building blocking all sight of the world beyond. A moment
is almost entirely gone, and what what shattered later, you see several desiccated corpses emerge
ruins still remain are covered in a dark mold. from the black and advance with menacing intent.
PCs entering the church discover a statue in When the encounter begins, distribute 5 Revenant
remarkably good condition in the center, radiating a Legionnaires adjacent to the inner walls of the
faint holy energy that keeps it standing. church in any configuration. Additionally, the inner
wall of the church emits an aura of magical darkness
The shadowy interior of the chapel is littered with
impenetrable even by darkvision. The aura extends 5
broken pews and fallen stone. Trickles of thick,
feet toward the center of the church and is unbroken
black fluid ooze from the cracks in the walls,
for the building’s entire circumference. Every round, on
forming small puddles on the broken floor. This
initiative count 10, the aura grows an additional 5 feet
entire chapel is a story of ruin, yet in the center
inward, creating an ever smaller area of safety for the
stands a tall statue seemingly untouched by the
PCs to operate in. Any living creature who ends their
entropy surrounding it.
turn in the darkness takes 6 necrotic damage or half
CURSE MANIFESTATION: Any living creature who as much with a successful DC 12 Constitution saving
enters the church must make a DC 13 Charisma throw. Undead are completely unaffected by the aura
saving throw. On a failure, they are affected by the of darkness and can see normally inside it.
Bane spell for as long as they remain in the church and
Any time a Revenant Legionnaire is killed, roll 1d6. On
for 1 minute after leaving it. Creatures who succeed
1-4, a new Revenant Legionnaire appears adjacent
on the save are unaffected but are required to
to the church wall wherever you decide and may act
successfully pass the save any time they reenter the
in the following round. On a 5, or 6, two new Revenant
area. Completing the consecration ritual for Callahan
Legionnaires appear. The encounter does not end
Dumain’s personal quest immediately ends this effect
until the consecration ritual is completed.
and cleanses the area. Once the church has been
cleansed, the holy energy in the area surges, allowing
the PCs to take 1 long rest inside without the risk of See page 14 for Revenant Legionnaire
becoming afflicted by the curse. stat block

The altar on the north side of the church has a small


CONSECRATION RITUAL: Anyone adjacent to the
nook on the back side. In the nook are 2 vials of holy
statue in the church may attempt a DC 14 Religion
water and a skull covered in black fuzzy mold. The
check as an action on their turn. A success completes
skull rattles when shaken and contains a hexagonal
1 of 5 parts of the prayer ritual required to cleanse the
copper coin etched with a holy rune. This acts in all
church and has the effect described below. Multiple
respects as a scroll of Protection from Evil and Good
PCs may attempt the check but only 1 success counts
that any PC can activate as an action.
toward completing the ritual each round. Successes
do not have to be consecutive.

Bound By Blood 6
First Success: The statue emits a 5-foot aura The manor stands at an odd angle as if the
of divine light. The aura of darkness cannot whole structure rests on a slope and threatens
extend into the aura of divine light. Undead to slide into oblivion. The peeling paint, shattered
in the aura of divine light have disadvantage windows, and thick layer of cobwebs give clear
on all saving throws. indication that the house is long abandoned,
yet, you cannot shake the feeling that you are
Second Success: The aura of divine light grows to being watched.
10 feet.
As the PCs move through the accursed manor they
Third Success: Living creatures within the area of encounter many supernatural dangers that manifest
divine light are affected by the Shield of Faith spell as disturbing phantasms. You may determine when
for as long as they remain within it. these phantasms appear, though it is suggested they
Fourth Success: The aura of divine light grows to manifest in areas where the PCs do not encounter
15 feet. other dangers or in an area they believe they’ve
already cleared of danger. There is no specific order
Fifth Success: The aura of divine light grows until it in which the phantasms need to manifest, nor is there
reaches the inner wall of the church. All Revenant a requirement that you use all of them. Want to save a
Legionnaires are immediately destroyed and couple for a future encounter? Go for it!
no new ones appear. The wall of darkness is
dispelled. The Bane effect on any creature who Phantasms
failed their save when entering the church ends. 1. A pair of glowing eyes peer out of an area
of deep shadow. Upon further inspection,
the eyes disappear.
THE MANOR
2. A nearby wall emits a light scratching sound
Wheymarch Manor stands tall and brooding over
from within. After a short time, a small amount
its blighted surroundings. It sits at a rackish angle
of plaster begins to fall, as if something beyond
as the eastern side has begun to sink slowly into
the wall were digging itself free. Further
the earth while falling into greater disrepair
inspection reveals no source for the sound,
as each year passes.
which stops.

3. One of the PCs appears to rapidly rot before


the eyes of their companions. The targeted PC’s
flesh turns necrotic and peels away, revealing
first muscle, then bone. The targeted PC is
unharmed, returning to normal moments later.

4. All of the doors in the room the PCs occupy slam


shut and are completely impossible to open for
1 minute. During this time, pools of black liquid
bubble up from the floor. It is icy cold to the
touch and disappears when the doors fly open
at the end of 1 minute.

5. Corpses drop from the ceiling, hanging by ropes


from the rafters. There is a corpse for each PC
in the room. Upon closer inspection, the PCs see
that each corpse is a copy of one of them. If
anyone touches a corpse, it comes alive, opening
its mouth to scream before dissolving into a
puddle of black ooze.
Revenant Legionnaire

Bound By Blood 7
6. When a PC moves to manipulate an object they Everyone else continues to perceive the room
suddenly see that their hands are gone, their as described above
arms ending in bloody stumps. If they attempt
to speak, they discover they have no mouth. Area A3: The Reading Room
The phantasm lasts for only a moment before
everything appears normal once more. The reading room contains hundreds of books, most
of them destroyed and unreadable. Those books
that remain are tainted with dark magic, making it a
THE MANOR - LOWER LEVEL dangerous room to search through. Hidden among the
discarded books is one that reveals a magically sealed
Area A1: The Foyer door to a secret archive that is key to completing
Beselle Mourne’s quest.
Upon entering, the group finds themselves in the foyer
leading to several of lower level rooms and a staircase You find yourselves inwhat remains of a once
leading to the second floor. cozy reading room. Broken bookshelves line the
walls, their contents scattered across the floor.
The floorboards groan under the weight of your At a glance, many of the texts are rotting, torn,
steps. The air is tinged by an ancient stale odor. and stained, though the piles may yet contain
A wide curved staircase leads to the level above. some intact books.
The floor is covered in a thick layer of dust except
for a strange winding trail leading up the stairs. CURSE MANIFESTATION: The dark energies
corrupting the manor have sunk into the discarded
Anyone who succeeds on a DC 13 Nature or Survival texts littering the archive, and reading them is a
check identifies the trail as the winding movement of dangerous affair. Any time a PC searches through the
a very large serpent (Eshtoor the spirit naga, found in texts, roll a d10 on the chart below to determine which
Area B3). they find and what its cursed effect is. Each cursed
text can only affect the PCs once. If the same result is
Area A2: The Kitchen rolled again, treat it as a 1 - 4. If all cursed texts have
been discovered, treat the next result as a 10.
The kitchen is large enough that several chefs could
work comfortably at once. A door provides access to 1 - 4. A normal, destroyed, or unreadable book
a stairwell leading down to Area C1: The Wine Cellar. of no value or interest.

This room is warm and welcoming. The smell 5. The Phantom Army. The book unleashes a pulse
of freshly baked bread hangs in the air, and a of conjuration magic. 4 Revenant Legionnaires
bubbling cauldron of something savory sits on a appear adjacent to the reader and roll initiative.
crackly stove. A tray of fruit and cheese sits on a All PCs begin combat surprised. Each legionnaire
countertop nearby. has 1 hit point.

Anyone searching the room who succeeds on a 6. Molds, Fungi, and You. The book explodes
DC 14 Perception check finds a vial of Oil of Sharpness in a cloud of spores. All creatures in the room
hidden in a cupboard on the west wall of the room. are poisoned for 1 hour unless they succeed
on a DC 12 Constitution Saving Throw
CURSE MANIFESTATION: The food in this room is
a phantasm conjured by the curse. If anyone takes 7. Elementary Transmutations. The book releases
a bite, it rots immediately in their mouth and they a pulse of transmutation magic. The reader’s
must succeed on a DC 14 Constitution saving throw body morphs slightly. They permanently lose
or be poisoned for 1 hour. Whether they succeed or one point of Constitution and grow scales,
not, they immediately see that the remaining food gaining a +1 natural armor bonus to AC.
in the room is rotten. The pleasant smell in the room
turns sour, and the warmth fades to a clammy chill.

Bound By Blood 8
8. Medical Mysteries of Yore. The reader is THE MANOR - UPPER LEVEL
compelled to study a mysterious, unnamed
illness described in the text until they can
diagnose it. The reader must succeed on a Area B1: The Children’s Room
DC 13 Medicine check to do so. On a failure, This simple bedroom contains 2 beds, discarded toys,
they gain 1 level of exhaustion and must make and some broken furniture.
another attempt.
Two small beds and a nearly collapsed shelf full of
9. Court of Intrigue. This political thriller infects tattered dolls mark this as a children’s bedroom.
the mind with a deep paranoia for the next Against one wall is a standing mirror covered in a
24 hours. The reader considers no one an thick cloth.
ally for the purposes of spells or abilities that
affect allies. The reader must attempt a saving The mirror in this room is cursed and the key to
throw to resist any beneficial spells cast on completing Orren Tremenis’ personal quest.
them unless they trust the caster. Each other
To activate the mirror all a PC must do is uncover
PC who becomes aware of the curse’s effect
it, stand before it, and look into it. Whoever does
may attempt a DC 15 Persuasion check. On a
sees a crystal clear reflection of the room behind
success, they convince the reader they are an
them, and notices that every doll on the nearby shelf
ally. Each PC may only attempt one such check
turns its head to look at them. The dolls open their
per hour and must individually regain the trust of
mouths and shriek in unison. At that moment, the PC’s
the reader.
reflection becomes real, and steps out of the mirror.
10. Beyond the Pale. This text releases a pulse of The reflection is an exact copy of the PC in every
divination magic that reveals the outline of a way except that it only has half of their maximum hit
secret door in the north wall of the room leading points. The reflection attacks its originator, ignoring all
to Kendyr’s forbidden archive. other targets. When destroyed, the reflection dissolves
into mist and the mirror shatters. The mirror cannot be
Area A3s: The Forbidden Archive destroyed by any other means.

This secret library of forbidden texts was hidden away


by Kendyr Wheymarch. Its contents describe dark
rituals, demonic consultations, and heresies.

The air in this round chamber is cold and dry. The


walls are lined with books, scrolls, and pages of
text, bound in place by thick iron chains. The floor
looks to be made of black glass, and looking down
gives a powerful sense of vertigo as your eerily
perfect reflection stares back up at you.

Among the texts are the missing pages from Beselle


Mourne’s ancestral spellbook. Once the pages are
placed within the binding, they are immediately
and permanently re-attached to the book,
completing her quest.

In addition to the lost pages, PCs find a scroll of Plane


Shift, 2 potions of Greater Healing, and a silvered
dagger with a sapphire in the hilt worth 50gp.

Revenant Legionnaire

Bound By Blood 9
Area B2: The Master’s Quarters The labyrinth is divided into 3 zones, each one
closer to the final area at the center where the exit
Once an opulent bedchamber, the room is now a is located. Navigating the maze requires a successful
collections of mouldering linens and decayed furniture. DC 13 Perception or Survival check made as a
Sitting in one of the barely standing beds is the movement action. A success moves the PC into an
desiccated corpse of a woman. In her lap rests adjacent zone of their choice (1 is adjacent to 2, 2 is
a wide iron bowl etched with spiraling channels adjacent to 1 and 3, 3 is adjacent to 2). Time is of the
like a maze leading to the center. essence. Kendyr’s magic creates unique hazards that
overwhelm PCs who linger too long.
This large bedchamber holds a moldy, foul odor as
if the very air had gone rancid. A massive canopy A PC who wishes to locate another PC in their zone
bed stands against one wall, the frame pitted and may attempt a DC 14 Wisdom Perception check to
rotting with once fine linens now hanging in tatters. scan for signs of them. On a success, they may move
Sitting upright in the bed is a desiccated corpse to the PC they’ve located as their movement that
looking down into an iron bowl with eternally round. When PCs are together, they may navigate the
empty sockets. maze together, each of them making a skill check and
using the highest result between them
Anyone who studies the bowl and succeeds on a
DC 20 Arcana check identifies it as a rare artifact ZONE 1 - TOXIC GAS
known as a spirit maze. To enter the maze, one must
place a drop of their blood on the rim of the bowl. A noxious, yellow-green cloud of fog appears
Only the user’s spirit enters the maze, leaving their behind you and begins to expand, filling
physical body helpless until they escape. The only the corridors. A brief whiff sends you into
means of returning to their physical body is to reach a spasmodic fit of coughing, burning your
the portal in the center of the labyrinth. Eshtoor in lungs with a horrible stench.
Area B3 knows how to make use of the spirit maze if
Toxic gas begins to fill this zone posing a grave threat
the PCs do not identify it on their own.
for anyone who cannot find their way out quickly.
The woman on the bed is Ellena Wheymarch, At the end of the first round, the gas becomes thick
Luria’s mother. Ellena entered the maze and was enough to hinder sight. All navigation checks are
unable to solve it before her body died of starvation. made with disadvantage. At the end of the second
Her spirit is still trapped inside and freeing her is key to round, the gas becomes thick enough to be deadly.
completing Luria’s personal quest. Around her neck is Every creature in Zone 1 is affected by the Cloudkill
a silver locket inscribed with runes that serves spell continuously and all creatures must make a
as an amulet of health. DC 13 Constitution saving throw when they enter
or end their turn in the space
The Spirit Maze Zone 2 - The Living Corridors
When a PC enters the spirit maze they see themselves The iron walls and floor begin to sag and turn a
standing in a long corridor with massive iron walls and horrific fleshy pink. Pulsing like a heartbeat, the
floor. Kendyr Wheymarch senses the PCs’ presence labyrinth becomes a living mass of tissue. Eyes,
in the maze and works to interfere with their escape. teeth, and limbs sprout from the walls, hands
Each PC enters the labyrinth at a random point in the grasping for you in mindless fervor.
first zone and must navigate the maze individually.
Have each PC roll initiative and act in order through The Living Corridor attempts to grab anyone in the
the duration of their escape. second zone. Any creature that ends its turn in zone 2
is restrained by a grasping hand unless it succeeds on
You stand in a long corridor, with massive iron a DC 14 Dexterity saving throw. A creature that ends
walls on either side of you. The sky above is a its turn restrained by the living corridor is constricted
roiling sea of crimson clouds. In the distance, you by the fleshy mass that holds it, taking 2d6 points of
hear a wretched shriek. bludgeoning damage. A PC can attempt to escape

Bound By Blood 10
the hand as an action with a DC 14 Athletics or they can stand to help her. If the PCs attack her, her
Acrobatics check or by dealing 15 points of damage first action is to cast Dimension Door to escape. She
to it. The grasping hands have an AC of 12. does not return.

ZONE 3 - THE FROZEN CORRIDORS She knows how to enter the spirit maze using the
bowl found in Area B2, and even knows a secret to
The temperature drops to unbearable levels, frost navigating it. She will part with this knowledge if the
sprouting along the walls and covering the floor in PCs bring her a scroll of Plane Shift found in Area A3s
a sheen of ice. The Forbidden Archive. If the PCs don’t have the scroll,
Every creature that starts its turn in the frozen she hints that there is a hidden section of the archives
corridors must succeed on a DC 10 Constitution where it is located but she has not been able to find or
saving throw or gain one level of exhaustion unless access it.
they have immunity or resistance to cold damage. The Once the PCs have given her the scroll and she tells
temperature continuously drops, increasing the DC of them how to use the spirit maze, she also offers them
the Constitution Save by 1 each round. Additionally, the a shortcut if they are willing to make a small sacrifice.
floor of this corridor is slick with ice. Creatures moving A spirit naga’s venom gives a traveler in the spirit
across it must succeed on a DC 14 Acrobatics check maze a distinct advantage. To accept this advantage,
or make no progress. A creature who fails by 4 or a PC must allow Eshtoor to bite them just prior to their
more falls prone. entry. The PC takes Eshtoor’s minimum bite damage
THE CENTER (5 piercing) and is subject to a mild dose of her
venom, PCs must make a DC 13 Constitution saving
The center of the labyrinth is an empty, circular throw, taking an additional 2d8 points of poison
space in the middle of which stands a doorway of damage, halved on a success. Anyone who enters the
shimmering energy. maze under these conditions enters zone 2 instead of
zone 1.
The doorway of energy serves as the exit to
the labyrinth and anyone who steps through is
immediately returned to their physical body. When
the PCs first arrive, they find the spirit of Ellena GM TIP: Each challenge describes the skill
Wheymarch bound to a spot near the exit by ghostly required to move past it, but if a player has
chains, close enough to the exit that she could almost an idea, ability, or consumable that could
reach out to touch it, but never able to reach it. The impact the results or allow an alternative
chains can be broken easily enough by striking them solution, encourage them to try it - though the
with any weapon the PCs possess. Freeing the spirit DC should remain the same. If the PC has an
meets the conditions of Luria’s personal quest. ability or consumable that makes the challenge
easier, you can offer advantage on their check.

Area B3: The Master’s Tower


This tower is the highest point in the manor and
BELOW THE ESTATE
was once where Kendyr Wheymarch practiced
his dark magic.
Area C1: The Wine Cellar
At the top of a short flight of stairs, you find a wide
circular chamber with a massive oak table in the This wine cellar is lined with massive casks
center. The walls are pitted with deep scores and of some long-forgotten vintage while the center
faded scorch marks as if this room once hosted of the room is littered with the dashed remains
vicious battles of which only the scars remain. of shattered wine bottles. The Western wall
of the room is broken open, leading into an inky
Recently, a spirit naga named Eshtoor has taken up black passage.
residence in the tower. Though evil, Eshtoor is not
interested in a fight. She even offers the PCs a deal if

Bound By Blood 11
Anyone who inspects the large casks of wine finds to continue requires 2 total successes. If the debris
they are leaking a thick, crimson fluid they quickly remains after each PC has attempted their Athletics
identify as blood. The broken wall leads into a series check, the PC suppressing the mouths may continue
of underground tunnels leading to Kendyr’s ritual their ritual with a new check but the DC increases by 2
chamber and the final encounter of this adventure. each time.

CHALLENGE 3 - FEAR MANIFEST. As the PCs


Area C2: The Tunnels Below approach the final stretch of the tunnel before they
The winding tunnels beneath the Wheymarch estate face Kendyr himself, they come to a shimmering
are an underground maze filled with Revenant barrier of necromancy. They can pass through it easily
Legionnaires wandering in eternal search of flesh enough, but doing so causes horrible visions of their
to consume. Moving through these tunnels without worst fears. Each PC must make a DC 12 Wisdom
alerting the horde is a challenge and PCs who aren’t saving throw. On a failure, they cry out in terror as
careful are quickly beset by a swarm of undead. To the visions take hold. If 3 of the 4 PCs succeed, they
proceed through the tunnels without engaging the succeed at the challenge.
horde, the PCs must succeed on 2 of the following 3 EVENT - THE DESPERATE STRUGGLE. The PCs have
challenges. As soon as the PCs fail 2 challenges, the made too much noise and alerted a nearly endless
horde is alerted. Proceed directly to The Desperate horde of undead soldiers wandering the tunnels who
Struggle. As soon as the PCs succeed on 2 challenges rush toward them. The PCs face a wave of undead
or complete The Desperate Struggle, proceed to Area Revenant Legionnaires in a cinematic struggle.
C3: The Ritual Chamber. Initiate a combat encounter. The horde acts as
CHALLENGE 1 - HANGING BONES. The first series a single creature using the Revenant Legionnaire’s
of tunnels contain humanoid bones strung on bits stat block, except that it has 200 hit points, and as its
of tendon and sinew hanging from the ceiling in action, it makes one bite or spear attack against
macabre clusters. The PCs must move through them each PC in melee each round.
without brushing against them and causing a clamor As PCs make their attacks, you can describe
with either a DC 13 Stealth or Acrobatics check. If 2 their damage as killing one or several Revenant
of the 4 PCs succeed, they succeed at the challenge Legionnaires as individual creatures are irrelevant.
and move quietly through the hanging bones. Until the PCs have dealt a total of 200 damage
the horde keeps coming. After taking 200 points of
damage, the swarm is destroyed and the PCs face no
GM TIP: This may be a great place to allow the further danger in the tunnels. They are free to move
PCs to add to the tension by describing their on to Area C3. The Ritual Chamber
character’s worst fear themselves as they each
cross the barrier.
Area C3: The Ritual Chamber
The winding tunnels end at the ritual chamber where
CHALLENGE 2 - SHRIEKING MOUTHS. Deeper in Kendyr Wheymarch turned himself into the twisted
the winding tunnels, the PCs come across corridors wraith he remains today. He is expecting the PCs
of worked stone. A section of the corridor ahead has when they enter, having sensed their presence on
collapsed and must be cleared. As the PCs approach, the estate since their first arrival. He addresses Luria
carved depictions of screaming mouths begin to stir Wheymarch when the PCs enter the room. He then
and scream. They can be suppressed with a ritual attacks the PCs and fights to the death.
by succeeding on a DC 12 Religion or Arcana check. Blood calls to blood and here you are. Jealous
On a failure, the shrieking mouths raise a cacophony. of my power. Come then, daughter. Taste it for
A success gives the other PCs enough time to each yourself. There is a place for you among my legion
attempt a DC 12 Athletics check to clear the rubble. when you have failed.
Clearing the wreckage enough to allow the party

Bound By Blood 12
Standing alongside Kendyr Wheymarch are 3 The Mournes, grateful for the heroes’ aid and their
Revenant Legionnaires. Whenever a Revenant newfound ally in Luria, establish their presence in
Legionnaire is destroyed, a new one claws itself the estate. Beselle Mourne, her ancestral spellbook
out of the floor or from the walls at a random point complete, shares her knowledge and resources,
in the room the GM determines at the start of the becoming an invaluable asset to the recovery effort.
next round and acts on the same initiative count as The estate, once steeped in darkness, is transformed
its fallen predecessor. When Kendyr is destroyed, all into a beacon of hope and knowledge. Under Luria’s
Revenant Legionnaires are immediately destroyed leadership, it becomes a sanctuary for those in need,
and no more appear. fostering unity among neighboring communities. Tales
of these heroes who faced darkness, bound by blood,
become legendary, serving as inspiration for a new
BREAKING THE CURSE beginning.

Once Kendyr Wheymarch is destroyed the curse over


the estate is finally broken.

The chains wrapped about Kendyr’s body shatter


under your final blow, and his wraithlike form
begins to crumble and dissolve into wisps of
shadow. His skull explodes in a brilliant shower
of golden sparks, sending a shockwave through
the chamber. A cascade of dust and pebbles
fall around you, but when it all settles, all trace of
Kendyr Wheymarch is gone.

As the PCs return to the surface, they come across


the inert corpses of Revenant Legionnaires,
the undead soldiers finally at peace. Any
manifestations of the curse are lifted, no
additional phantasms appear, and all
is returned to a peaceful state.

EPILOGUE:
With Kendyr Wheymarch’s malevolent presence
vanquished and the undead threat eradicated,
the Wheymarch estate and the nearby hamlet
of Vulsher begin to heal. The blighted land, once
cloaked in despair, shows signs of recovery
as the curse’s grip loosens. The mutations and
ailments plaguing the people slowly fade away,
and the forests, once lifeless, start to flourish
with new life. Vulsher’s residents, emboldened
by the heroes’ actions, unite to rebuild their
cherished hometown.

Kendyr the Chained

Bound By Blood 13
FRIENDS AND FOES

REVENANT LEGIONNAIRE Ravenous Horde. The revenant legionnaire is driven


Medium Undead, Neutral Evil into a frenzy when it senses blood in the air. When
a revenant legionnaire makes a successful attack
against a living creature it is adjacent to, it may
Armor Class 14
immediately make a bite attack against that same
Hit Points 36 (6d10+3)
creature with advantage as a reaction.
Speed 30 ft.

STR DEX CON INT WIS CHA Actions


14(+2) 12 (+1) 12 (+1) 6 (-2) 4 (-3) 5 (-3)

Frenzy. The revenant legionnaire makes a spear


Damage Immunities: Necrotic, Poison, attack and a bite attack
Damage Vulnerabilities Radiant Spear. Melee Attack: +4 to hit, reach 5 ft., one
Condition Immunities Poisoned creature. Hit: 6 (1d6+3) piercing damage
Senses darkvision, passive perception 7 Bite. Ranged Attack: +4 to hit, range 5 ft., one
Languages Common creature. Hit: 7 (1d6+4) piercing damage
Challenge 3 (700)

Bound By Blood 14
KENDYR THE CHAINED
Medium Undead, Chaotic Evil Lair Actions

Each round on initiative count 20, Kendyr the


Armor Class 16
Chained may take one of the following actions.
Hit Points 90 (12d8+36)
He must be in his lair to do so. His lair is defined
Speed 30 ft.
as the underground ritual chamber beneath the
Wheymarch Estate. Kendyr may not take the same
STR DEX CON INT WIS CHA lair action 2 rounds in a row.
11(+0) 14 (+2) 16 (+3) 17 (+3) 15 (+2) 10 (+0)
Grasping Dead Rotting limbs erupt in a 20-foot
radius centered on a point on the ground that
Damage Resistances Cold, Lightning Kendyr can see within 60 feet of it. That area
Damage Immunities Necrotic, Poison, Bludgeoning, becomes difficult terrain, and each target there
Piercing, and Slashing from Nonmagical Attacks must succeed on a DC 15 Strength saving
throw or be restrained by the roots and vines. A
Condition Immunities Charmed, Exhaustion,
target can be freed if it or another target takes
Frightened, Paralyzed, Poisoned
an action to make a DC 15 Strength check and
Senses darkvision, passive perception 15 succeeds. The rotting limbs disappear when the
Languages Common Kendyr uses this lair action again or when he dies.
Challenge 9 (5,000) Whispering Darkness Magical darkness spreads
from a point Kendyr chooses within 60 feet of
Spellcasting. Kendyr is a 9th-level spellcaster. His him, filling a 15-foot-radius sphere until Kendyr
spellcasting ability is Intelligence (spell save DC 15, dismisses it as an action, uses this lair action
+5 to hit with spell attacks). He has the following again, or dies. The darkness spreads around
wizard spells prepared: corners. A living creature with darkvision can’t
see through this darkness though undead can.
Cantrips (at will): mage hand, prestidigitation, Non-magical light can’t illuminate it. If any of
ray of frost the effect’s area overlaps with an area of light
1st level (4 slots): detect magic, magic missile, shield, created by a spell of 2nd level or lower, the spell
thunderwave that created the light is dispelled.
2nd level (3 slots): acid arrow, darkness, invisibility
3rd level (3 slots): animate dead, black tentacles, Drain Their Souls Darkness in Kendyr’s domain
lightning bolt becomes a conduit for his soul rending magic.
4th level (2 slots): blight, phantasmal killer Any living creature within an area of magical
5th level (1 slot) cone of cold darkness takes 6 (2d6) necrotic damage or half
as much with a successful DC 11 Constitution
saving throw. Kendyr regains hit points equal to
Actions half the total damage dealt by this action.

Chain. Melee Spell Attack: +7 to hit, reach 15 ft., one


creature. Hit: 12 (2d6 bludgeoning plus 2d6 necrotic).
Struck creatures are frightened unless they succeed
on a DC 11 Charisma Saving throw. Affected
creatures may make a new saving throw at the end
of their turn to end the effect.

Bound By Blood 15
BROTHER CALLAHAN DUMAIN
The Devout Cleric
Character description
A male Aasimar, Callahan’s celestial blood lends him
an imperious air that is often hidden beneath the
weight of his great shame. Long lived compared to
many of his human peers, even he is showing the gray
of age. He wears the black and blue vestments of his
faith over light ringmail. He carries a holy symbol in
one hand and a heavy flanged mace in the other.

Background
Brother Callahan Dumain joined the clergy early in
life, believing his celestial blood destined him for
divinity. He was a quick learner, a charming speaker,
and deeply compassionate, but there was something
missing. His faith was plagued by internal doubts and
unrest. The further his career progressed, the more
convinced he became that he was an imposter in and became another disgraced survivor of that
church raiments. Yet he could not bring himself to terrible night.
eschew the comforts and power allotted by his rising
status. He eventually earned a prestigious posting as When the church demanded to know how such
head priest for the noble House Wheymarch. festering wickedness could grow under Callahan’s
watch he could provide no answer. He was stripped
Early in his new position he became aware of tensions of official rank and position, branded by the same
in the house. Rumors that Lord Kendry Wheymarch disgrace that hung about the necks of all the surviving
had become fascinated with the occult reached his Wheymarches. Driven by that shame, he devoted
ears, and he dismissed them as the eccentricities of himself to protecting them, particularly the newborn
the powerful. After all, what good would it do to stir scion of the house, Luria of Wheymarch.
up trouble and threaten such a bountiful posting?
Rumors, however, became signs, signs became glaring When that same child grew into a fiery young woman
warnings, and still Brother Callahan would neither and declared her cause to return to the fallen house
confront the increasingly troubled Kendyr nor send and drive out the wickedness within, Brother Callahan
word to his church for advice. vowed to join her. This time, when faced with the
darkness unleashed by Kendyr Wheymarch, he would
That something dark was occuring within House stand firm or die fighting.
Wheymarch would seem impossible to ignore by
anyone looking in from the outside. Yet, Brother Personal Quest
Callahan dismissed the information his eyes and Brother Callahan failed not only the Wheymarch’s but
ears could plainly perceive, preferring to drown his his faith, and the weight of that shame hangs heavy to
doubts with another cup of fine wine from the cozy this day. Knowing that a wicked darkness still festers
confines of his lavish apartment. in the place of worship he was sworn to keep sacred,
Brother Callahan seeks to reconsecrate what remains
When The Fall came, Brother Callahan was of the church.
unprepared and unfit to protect the house and his
flock. In his greatest moment of need, attempting to Return to the church at the Wheymarch estate and
stand against the unholy darkness, Brother Callahan’s cleanse it with a prayer ritual to restore its tarnished
fragile faith shattered. Driven back by wicked magic glory and right the wrongs of your past.
and profane power, Callahan fled with all the others

Bound By Blood 16
RACE Aasimar BACKGROUND ACOLYTE
BROTHER CALLAHAN DUMAIN CLASS Cleric (Life) LEVEL 7

SAVING THROWS
PROFICIENCY +3 PASSIVE
PERCEPIION 17 +2 STRENGTH -1 INTELLIGENCE 1ST
SPELL SLOTS
3RD

+0 DEXTERITY +7 WISDOM 2ND 4TH


INSPIRATION PASSIVE
INSIGHT 17 +1 CONSTITUTION +5 CHARISMA
SPELL MOD SPELL ATK SPELL SAVE

STRENGTH
AC INITIATIVE SPEED
WIS +7 15
+2 SAVING THROWS
14 / +2 +2 ATHLETICS 16 +0 30 You can cast prepared cleric spells using WIS
as your spellcasting modifier (Spell DC 15, Spell
Attack +7) and prepared cleric spells as rituals
if they have the ritual tag. You can use a holy
45 HIT POINT MAXIMUM TEMP HP symbol as a spellcasting focus.
DEXTERITY

+0 SAVING THROWS CANTRIPS KNOWN


10 / +0 +0 ACROBATICS
Guidance, Sacred Flame, Resistance, and Spare the Dying

+0 SLIGHT OF HAND HIT DICE DEATH SAVES CELESTIAL LEGACY


Cantrip Light
USED
+0 STEALTH TOTAL
SUCCESSES 2nd lesser restoration [once per long rest]

CONSTITUTION 7D8 FAILURES 3rd daylight [once per long rest] CHA is your
spellcasting ability.

+1 SAVING THROWS
11 / +1 ACTIONS
PREPARED SPELLS
LVL SPELL NAME
NAME HIT DAMAGE/TYPE
INTELLIGENCE
Unarmed +5 3 Bludgeoning
-1 SAVING THROWS
8 / -1
Mace, +1 +6 1d6 + 3 Bludgeoning
-1 ARCANA
+2 HISTORY
-1 INVESTIGATION
-1 NATURE OTHER ACTIONS
HEALING HANDS: 1 / LONG REST
+2 RELIGION
Once per long rest as an action, touch a creature and
restore 7 hit points.
WISDOM
FEATURES
+7 SAVING THROWS
18 / +4 +4 ANIMAL HANDLING
CHANNEL DIVINITY: 2 / SHORT REST
You can channel divine energy to fuel magical effects
a number of times per short rest.
+7 INSIGHT
+4 MEDICINE As an action, you can restore 35 HP. Choose any creatures
within 30 ft. of you, and divide those hit points among them.
+7 PERCEPTION This feature can restore a creature to no more than half
of its hit point maximum. You can’t use this feature on an
+4 SURVIVAL
undead or a construct.

DESTROY UNDEAD:
CHARISMA At 5th level, when an undead fails its saving throw against
your Turn Undead feature, it is instantly destroyed if it is of
+5 SAVING THROWS
14 / +2 +2 DECEPTION
CR ½ or lower.

BLESSED HEALER:
+2 INTIMIDATION When you cast a spell of 1st level or higher that restores
HP to a creature other than you, you regain HP equal
+2 PERFORMANCE to 2 + the spell’s level.
+2 PERSUASION
QUEST ABILITY
The following ability is locked and unavailable until you satisfy
TRAITS AND FEATURES the conditions of your personal quest.
Senses Darkvision
Languages  Abyssal, Celestial, Common, SACRIFICE OF THE REDEEMED
Draconic Having cleansed the shame of your past failure you are
Resistances Necrotic, Radiant blessed with the power to protect your allies. When an ally
within 30 feet of you fails a saving throw, you may use your
PROFICIENCIES reaction to make a new saving throw of the same type in
their stead using your stats. You transfer all consequences of
Armor Heavy Armor, Light Armor, the new result to yourself.
Medium Armor, Shields
Weapons Simple Weapons

ITEMS
Chain mail, alms box, explorers kit, holy symbol
BESELLE MOURNE
Fighter/Wizard
Character description
Silver eyes, pale blue skin, and curled horns mark this
scholarly figure for a tiefling. Her thick black hair is
often held in a messy bun and her disheveled robes
show neglect from hours poured into arcane study.
Unlike many wizards, she carries a longsword at her
side and a longbow on her back. On her other hip,
she always carries her great grandmother’s book of
pyromancies.

Background
After The Fall of House Wheymarch, the survivors
were considered persona non grata, outcasts from
polite society by all except for one clan of allies. The
Mourne clan accepted the refugees from House
Wheymarch with open arms, giving them shelter and
aid in their time of most dire need. A clan of tieflings, When Luria Wheymarch announced her intent to
the Mourne’s were no strangers to ostracization and return to the fallen house and cleanse the estate of
mistrust. The disapproval from polite society meant her uncle’s curse, Beselle was the first to step up and
nothing to them. take up the cause. While she has every intention of
helping her friend, she has another motive for taking
The Mourne’s had a young daughter, Beselle, and
on such a dangerous task. It is no secret that Kendyr
being of approximate age she became childhood
Wheymarch was dabbling in forbidden, profane
friends with Luria Wheymarch. The pair grew up
magic leading to his house’s downfall. This is Beselle’s
together, forming an intense bond that held long into
chance to get hold of knowledge more powerful
adulthood even though their goals led them along
than anything even her great grandmother had ever
very different paths.
conceived of. While Kendyr Wheymarch was too weak
Beselle began her career in the military, receiving and foolish to control such magic, Beselle had every
training at arms, but she quickly found this life was confidence that such power is well within her grasp.
not for her. Her interests were academic, her passion,
Personal Quest
the arcane. Her great grandmother had been an
Beselle has her own motive accompanying Luria.
accomplished scholar and wizard, and with dreams
In Kendyr’s quest to acquire forbidden knowledge
of following in her footsteps, Beselle abandoned her
needed to become a lich, he stole pages from her
military career and took up the study of her ancestor’s
grandmother’s infernal spellbook. Convinced that the
own magical repertoire.
pages must still be hidden somewhere in the fallen
As an apprentice wizard, life finally made sense. Wheymarch Manor, Beselle has made it her mission to
She was naturally skilled and quick to learn. The recover them
more she absorbed, the more she wanted. As she
Find the missing pages and place them within the
studied, she began to understand the spells in her
binding of your spellbook to unlock the true power of
great grandmother’s book, unlocking destructive
your infernal ancestry.
power that seemed to come as much from within
as from her study.

Bound By Blood 18
RACE Tiefling BACKGROUND SOLDIER
BESELLE MOURNE CLASS Fighter/Wizard (Evocation) LEVEL 7

SAVING THROWS
PROFICIENCY +3 PASSIVE
PERCEPIION 10 +2 STRENGTH -1 INTELLIGENCE 1ST
SPELL SLOTS
3RD

+0 DEXTERITY +7 WISDOM 2ND 4TH


INSPIRATION PASSIVE
INSIGHT 14 +1 CONSTITUTION +5 CHARISMA
SPELL MOD SPELL ATK SPELL SAVE

STRENGTH
AC INITIATIVE SPEED
INT +7 15
+2 SAVING THROWS
8 / -1 +3 ATHLETICS 13 +2 30 You can cast prepared wizard spells using INT
as your spellcasting modifier (Spell DC 15, Spell
Attack +7) and wizard spells in your spellbook
as rituals if they have the ritual tag. You can use
34 HIT POINT MAXIMUM TEMP HP an arcane focus as a spellcasting focus.
DEXTERITY

+2 SAVING THROWS CANTRIPS KNOWN


15 / +2 +5 ACROBATICS
Guidance, Sacred Flame, Resistance, and Spare the Dying

+2 SLIGHT OF HAND HIT DICE DEATH SAVES HELLFIRE


Cantrip thaumaturgy
USED
+2 STEALTH TOTAL
SUCCESSES 1st burning hands [2nd] [once per long rest]
1 - D10
6 - D6 FAILURES 2nd darkness [once per long rest] [CHA is your
CONSTITUTION spellcasting ability.]

+3 SAVING THROWS
10 / +0 ACTIONS
PREPARED SPELLS

LVL SPELL NAME


NAME HIT DAMAGE/TYPE
INTELLIGENCE
Longbow +5 1d8+2 Piercing
+4 SAVING THROWS
19 / +4
Longsword, +1 +3 1d8+2 Slashing
+7 ARCANA Fire Bolt +7 2d10 Fire
Unarmed Strike +2 0 Bludgeoning
+7 HISTORY
+4 INVESTIGATION
+4 NATURE BONUS ACTION
SECOND WIND: 1 / SHORT REST
+4 RELIGION
Once per short rest, you can use a bonus action to regain
1d10 + 1 HP.
WISDOM
CLASS FEATURES
+0 SAVING THROWS
10 / +0 +0 ANIMAL HANDLING
ARCANE RECOVERY: 1 / LONG REST
Once per day when you finish a short rest, you can choose
expended spell slots to recover - up to a combined level of 3,
+0 INSIGHT and none of the slots can be 6th level or higher.
+0 MEDICINE EVOCATION SAVANT:
+0 PERCEPTION The gold and time you must spend to copy an evocation
spell into your spellbook is halved.
+0 SURVIVAL
SCULPT SPELLS:
When you cast an evocation spell that affects other
CHARISMA creatures that you can see, you can choose a number of
them equal to 1 + the spell’s level. The chosen creatures
+2 SAVING THROWS automatically succeed on their saving throws against the
15 / +2 +2 DECEPTION
spell, and they take no damage if they would normally take
half damage on a successful save.
+5 INTIMIDATION POTENT CANTRIP:
+2 PERFORMANCE When a creature succeeds on a saving throw against your
cantrip, the creature takes half the cantrip’s damage (if any)
+2 PERSUASION but suffers no additional effect from the cantrip.

QUEST ABILITY
TRAITS AND FEATURES
The following ability is locked and unavailable until you satisfy
Senses Darkvision the conditions of your personal quest.
Languages Common, Infernal
Resistance Fire
FELL FLAMES
The ancestral speelbook has been made whole, unlocking
PROFICIENCIES it’s true power. Increase the Save DC of any spell you cast
that deals fire damage by 1. Any creature that takes fire
Armor Heavy Armor, Light Armor, damage from a spell cast by Beselle catches flame and
Medium Armor, Shields takes 1d6 points of persistent fire damage at the end of each
Weapons Martial Weapons, Simple Weapons round, until the creature is dead or the fire is put out. This
effect does not stack existing instances of the Fell Flames
ITEMS ability. Each time they take this damage they may make a
Leather armor, explorers kit DEX saving throw against your Spell DC. On a success the
persistent damage ends.
LURIA OF WHEYMARCH
Fighter
Character description
A human woman in her late 20’s with short black
hair and a stern warrior’s gaze. She is muscular and
tough from years dedicated to training. She moves
easily in her gleaming half-plate, with a longsword at
her hip and the tattered standard of her disgraced
house on her back. Her shield bears the same family
crest, carried in bold defiance of those who would
stigmatize her lineage.

Background
Luria of Wheymarch was just a babe when her
uncle, Lord Kendyr of Wheymarch, committed the
unforgivable sin that bound him to undeath. Though
she has no memory of the day her family fell into
disgrace, she bears the scars of that heavy sin with
shame and determination. way possible for the crusade against the wickedness
plaguing House Wheymarch. She held no illusions
The scion of a ruined estate, Luria has had to make
about her chances of success in banishing that grim
her own way in the world. She apprenticed to a
darkness, knowing that even if she were to destroy
blacksmith in her teens with a particular interest in
the twisted creature her uncle had become, the mere
learning to forge arms and armor. Though skilled in
act of facing it might destroy her and anyone who
the work, Luria was discontent and haunted by her
stood beside her.
family’s past. She met the glares and gibes of those
who knew her past with bristling defiance, and her She has no army to call on, no great treasury to
adolescence was marked by many a scrap with drain, only her skill at arms and a small cadre
anyone disrespecting her name. At the deepest core of allies willing to descend into madness to banish
of her bitterness was her lord uncle who had tarnished a great evil. Resolute in her purpose to restore her
her family’s legacy with his twisted, depraved magic. family’s name, Luria is willing to give everything
to restore House Wheymarch.
Luria’s reputation as a belligerent and unworthy child
grew, and for all her anger she was wise enough to Personal Quest
recognize that path would never make people respect What happened to Luria’s mother during The Fall has
her or her family again. She knew she would have never been clear. Some say she joined Kendyr in his
to channel that furious energy into a new purpose, a mad quest. Others claim she was a casualty of some
crusade against the evil festering beneath the ruined terrible curse alongside Kendry’s many other victims.
estate she would have called home in a different Luria’s search using occult divinations indicates her
life. Convinced she could restore her family’s honor mother perished, but remains trapped somewhere in
by banishing the wicked curse of her home. She the estate, unable to rest.
abandoned the forge and took up the blade. She
learned discipline and tactics, taking her raw anger Find some sign of your mother and free her
and turning it into a potent battlefield tool. from whatever unearthly bonds prevent her
from seeking peace.
Luria’s studies were not limited to warfare. She sought
knowledge of necromancy, her uncle’s history, the
ruined estate. She sought to prepare herself in every

Bound By Blood 20
RACE Human BACKGROUND NOBLE
LURIA OF WHEYMARCH CLASS Fighter LEVEL 7

SAVING THROWS MANEUVERS


PROFICIENCY +3 PASSIVE
PERCEPIION 11 +7 STRENGTH +2 INTELLIGENCE
COMMANDER’S STRIKE:
When you take the Attack action on your turn, you can forgo
one of your attacks and use a bonus action to direct an ally
+1 DEXTERITY +1 WISDOM
INSPIRATION PASSIVE
INSIGHT 11 +6 CONSTITUTION +1 CHARISMA
that can see or hear you to strike using its reaction, adding
the superiority die to the damage roll.

FEINTING ATTACK:
You can expend one superiority die and use a bonus action
on your turn to add the total to the damage roll and to
STRENGTH
gain advantage on your next attack roll against a chosen
AC INITIATIVE SPEED
creature within 5 ft. this turn.
+7 SAVING THROWS
18 / +4 +7 ATHLETICS 18 +1 30 BAIT AND SWITCH:
When you’re within 5 ft. of a creature on your turn, you can
expend one superiority die and switch places with that
67 HIT POINT MAXIMUM TEMP HP creature, provided you spend at least 5 ft. of movement and
DEXTERITY the creature is willing and isn’t incapacitated. This movement
doesn’t provoke opportunity attacks.
+1 SAVING THROWS
12 / +1 +4 ACROBATICS
Roll the superiority die. Until the start of your next turn, you or
the other creature (your choice) gains a bonus to AC equal
+4 SLIGHT OF HAND HIT DICE DEATH SAVES to the number rolled.
USED COMMANDER’S STRIKE:
+4 STEALTH TOTAL
SUCCESSES
When you take the Attack action on your turn, you can forgo

CONSTITUTION 7D10 FAILURES


one of your attacks and use a bonus action to direct an ally
that can see or hear you to strike using its reaction, adding
the superiority die to the damage roll.
+6 SAVING THROWS
16 / +3 ACTIONS
DISTRACTING STRIKE:
When you hit with a weapon attack, you can expend one
superiority die to add the total to the damage roll and the
next attack roll against the target by an attacker other than
NAME HIT DAMAGE/TYPE you has advantage if the attack is made before the start of
INTELLIGENCE your next turn.
Longsword, +1 +8 1d8+5 Slashing
+2 SAVING THROWS
14 / +2
Unarmed Strike +7 5 Bludgeoning
NOTES
+2 ARCANA Handaxe +8 1d6+4 Slashing

+5 HISTORY
+5 INVESTIGATION
+2 NATURE OTHER ACTIONS
SUPERIORITY DICE: 5 / LONG REST
+5 RELIGION
You learn maneuvers that are fueled by superiority dice.
Maneuvers enhance an attack in some way. You have 5d8
WISDOM superiority dice per short rest.

SECOND WIND: 1 / SHORT REST


+1 SAVING THROWS
12 / +1 +1 ANIMAL HANDLING
Once per short rest, you can use a bonus action to regain
1d10 + 7 HP.

+1 INSIGHT CLASS FEATURES


+1 MEDICINE ACTION SURGE: 1 / LONG REST
+1 PERCEPTION You can take one additional action on your turn. This can be
used 1 times per short rest.
+1 SURVIVAL
STUDENT OF WAR:
You gain proficiency with one type of artisan’s tools.
CHARISMA
TWO-WEAPON FIGHTING:
When you engage in two-weapon fighting, you can add your
+1 SAVING THROWS
13 / +1 +1 DECEPTION
ability modifier to the damage of the second attack.

EXTRA ATTACK:
+1 INTIMIDATION You can attack twice whenever you take the Attack action
on your turn.
+1 PERFORMANCE
KNOW YOUR ENEMY:
+1 PERSUASION If you spend at least 1 minute observing or interacting with
another creature outside combat, you can learn information
TRAITS AND FEATURES about its capabilities compared to your own: Strength score,
Dexterity score, Constitution score, Armor Class, current HP,
Senses Darkvision total class levels (if any), fighter class levels (if any)
Languages 
Abyssal, Deep Speech, Common
QUEST ABILITY
PROFICIENCIES The following ability is locked and unavailable until you satisfy
Armor Heavy Armor, Light Armor, the conditions of your personal quest.
Medium Armor, Shields
Weapons Martial Weapons, Simple Weapons
RIGHTEOUS VENGEANCE
Tools Dice
Gain a +1 bonus to Armor Class, all saving throws, and deal
an additional 1d4 points of radiant damage with all attacks.
ITEMS The next time you are brought to 0 hit points, you may
Chain mail, shield, explorers kit permanently dismiss this ability as a reaction to immediately
heal 3d10 hit points
ORREN TREMENIS
Rogue
Character description
A wispy elf who carries himself with an eerie, silent
grace, it is as if he is half a shadow himself. His gray
leather armor is studded with pouches and hooks for
the many esoteric tools of his trade and grim trophies
collected from the monsters he’s hunted. He keeps
his head clean shaven and his flesh is marked by a
myriad of scars from claws, burns, and toxins. Despite
his grim work, he wears an easy smile and cocksure
swagger, certain that he is the greater monster in any
fight.

Background
Orren Tremenis is a bounty hunter who specializes in
inhuman targets. A consummate hunter, he studies his
target before launching a single, decisive strike to end
a fight before it ever really begins. When Orren Tremenis learned that Luria of
Wheymarch meant to delve into the ruins of her
He was not always a killer. He began his career as a
family’s cursed estate, he was instantly intrigued.
woodsman, a scout, a guide for those trekking across
Where any sensible mercenary knew the job was far
dangerous lands. His turn to the shadows was born
too dangerous to risk, Orren saw an opportunity for his
of no great tragedy, but of a sudden thrilling brush
greatest hunt. No one fully understood what the fallen
with death. Having lived nearly two centuries and with
lord Kendyr Wheymarch had become all those years
many more ahead of him, his mortality had always
ago during The Fall. He was a monster with no profile,
been a vague and distant concept. When he was
a unique creature so dangerous that none dared enter
ambushed by a roc, carried to its great nest to serve
its domain. He was Orren’s perfect target.
as the first meal for a clutch of hatchlings, he came
face to face with death for the first time in nearly two He sought out Luria and pledged his blade to her
hundred years and he was exhilarated. Locked in a cause. He cares nothing for the fallen house’s honor,
mortal, primal struggle for his life he was filled with an defeating evil, or recovering some esoteric forbidden
almost exultant glee. He came out the victor, and has knowledge from the depths of the ruined estate. He is
been chasing that high ever since. here for one simple purpose, the thrill of the hunt.
He became obsessed with fighting ever more Personal Quest
dangerous and exotic beasts. In a world full of Fueled by nothing more than personal glory, Orren
monsters, there was always another creature to seeks only to hunt ever more dangerous creatures. In
hunt. That his work aided human communities meant his hubris, he considers nothing more dangerous than
he could draw a living from it, but the money was himself. Having learned of a cursed mirror that forces
incidental. He joined with adventuring companies and one to kill their own reflection somewhere on the
mercenary outfits, but his reckless nature created Wheymarch Estate, Orren is determined to see how
tension with more cautious companions who didn’t like he fares against himself
the unnecessary risks he was all too eager to take. He
was never long with any one group. Find the cursed mirror somewhere on the Wheymarch
estate and activate it. Destroy the manifested
reflection of yourself to complete your quest.

Bound By Blood 22
RACE Wood Elf BACKGROUND FAR TRAVELER
ORREN TREMENIS CLASS Rogue LEVEL 7

SAVING THROWS RACIAL TRAITS


PROFICIENCY +3 PASSIVE
PERCEPIION 11 +1 STRENGTH +3 INTELLIGENCE
DARKVISION:
You can see in darkness (shades of gray) up to 60 ft.

+8 DEXTERITY +0 WISDOM KEEN SENSES:


INSPIRATION PASSIVE
INSIGHT 11 +1 CONSTITUTION +2 CHARISMA
You have proficiency in the Perception skill.

FEY ANCESTRY:
You have advantage on saves against being charmed,
and magic can’t put you to sleep.
STRENGTH
AC INITIATIVE SPEED TRANCE:
+1 SAVING THROWS You don’t need to sleep, but meditate semiconsciously for

12 / +1 +1 ATHLETICS 17 +5 35 4 hours a day. While meditating, you can dream after a


fashion; such dreams are actually mental exercises that have
become reflexive through years of practice. After resting in
this way, you gain the same benefit that a human does from
45 HIT POINT MAXIMUM TEMP HP 8 hours of sleep.
DEXTERITY
ELF WEAPON TRAINING:
+8 SAVING THROWS You have proficiency with the longsword, shortsword,
20 / +5 +5 ACROBATICS
shortbow, and longbow.

+11 SLIGHT OF HAND HIT DICE DEATH SAVES FLEET OF FOOT:


Your base walking speed increases to 35 feet.
USED
+11 STEALTH TOTAL
SUCCESSES MASK OF THE WILD:

CONSTITUTION 7D8 FAILURES


You can attempt to hide even when you are only
lightly obscured.

+1 SAVING THROWS QUEST ABILITY


12 / +1 ACTIONS
The following ability is locked and unavailable until you satisfy
the conditions of your personal quest.

NAME HIT DAMAGE/TYPE CHAIN KILL


INTELLIGENCE When you land the killing blow against any creature you may
Dagger (x2) +8 1d4+5 Piercing use your bonus action to make a second attack. You may apply
+3 SAVING THROWS sneak attack damage to this attack even if you have already
10 / +0
Rapier, +1 +9 1d8+6 Piercing
Unarmed Strike +4 2 Bludgeoning dealt sneak attack damage this turn, provided you otherwise
+0 ARCANA qualify for it.
+0 HISTORY
+0 INVESTIGATION NOTES
+3 NATURE BONUS ACTIONS
CUNNING ACTION:
+0 RELIGION
You can take a bonus action on each of your turns to take
the Dash, Disengage, or Hide action.
WISDOM
REACTIONS
+0 SAVING THROWS
11 / +0 +0 ANIMAL HANDLING
UNCANNY DODGE:
When an attacker that you can see hits you with an attack,
you can use your reaction to halve the attack’s damage
+3 INSIGHT against you.
+0 MEDICINE
SPECIAL
+6 PERCEPTION
SNEAK ATTACK:
+1 SURVIVAL Once per turn, you can deal an extra 4d6 damage to one
creature you hit with an attack with a finesse or ranged
weapon if you have advantage on the attack roll. You don’t
CHARISMA need advantage on the attack roll if another enemy of the
target is within 5 ft. of it, that enemy isn’t incapacitated, and
+2 SAVING THROWS
14 / +2 +2 DECEPTION
you don’t have disadvantage on the attack roll.

TWO-WEAPON FIGHTING:
+2 INTIMIDATION When you engage in two-weapon fighting, you can add your
ability modifier to the damage of the second attack.
+2 PERFORMANCE
ASSASSINATE:
+5 PERSUASION You have advantage on attack rolls against any creature
that hasn’t taken a turn in the combat yet, and any hit you
score against a creature that is surprised is a critical hit.
TRAITS AND FEATURES
UNCANNY DODGE:
Senses Darkvision When an attacker that you can see hits you with an attack,
Languages Common, Elvish, Abyssal, you can use your reaction to halve the attack’s damage
Thieves’ Cant against you.
Immunities Magical Sleep
EVASION:
PROFICIENCIES When you are subjected to an effect that allows you to make
Armor Light Armor a DEX saving throw to take only half damage, you instead
Weapons Martial Weapons, Simple Weapons take no damage if you succeed on the saving throw, and
Tools Dice only half damage if you fail.

ITEMS
Studded Leather, explorers kit, Disguise Kit, Ball
bearings (1000), Bell, Thieves’ Tools

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