D&D 5E Adventurers Needed To Slay Vampire

Or maybe it is just a simple job to deliver a simple goblin to a simple fortress.

orc-vex-col web.png

This week on EN5ider the orc mercenary Glankrar tackles a big philosophical question: why slay a vampire when you can become one instead? Why not both? šŸ¤·ā€ā™‚ļø

Each week EN5ider gives you 5E supplements and adventures in your inbox for less than the cost of a cup of coffee! Join EN5ider and get instant access to the library of 575+ articles!

Not sure? Check out some of our free articles first, including a complete adventure, the smart-fighting savant class, a thrilling sidequest, the truth THEY don't want you to know, and an epic quest you might find familiā€”on second thought nevermind, itā€™s very silly.


Lately on EN5ider:
  • 580. Adventure: Shadows of Cwealmspire. The town of Whitehollow is one of the most quiet and prosperous settlements to be found in Endoraā€”though not so safe as of late. For many years its peoples endured the presence of a lord of undeath nearby until it finally became too great a burden, leading mayor Glendus Elm to take a stand by hiring the mercenary Glankrar to dispatch the vampire Elwin Var'gar. Although the orc was successful he had other plans, contracting vampirism himself and taking over the fortress as its new master. Now a newer, greater threat looms over Whitehollow and no single sword will solve it, so a band of adventurers are sought to deal with the matter. This adventure in Elissar for 4ā€“6 PCs of 6th level was dangerously designed by Thomas Pugh, featuring the cartography of Russ Morrissey and Francita Soto.
  • 579. Mini-Adventure: Looking For Love. Not every enchanting tune heard on the shore is a siren's song and the party finds themselves in melancholy after catching a curious melody echoing out of a seaside cove. What awaits them are a trio of statuesā€”hags one and allā€”and a host of creatures also drawn to the strange music. Domineeringly designed by Charlie Brooks for 4ā€“5 PCs of 5th level, illustrated by Ellis Goodson, and featuring the cartography of Dyson Logos.
  • 578. Intriguing Organizations: Light Catchers. Featuring the shiniest shrines in the land, the Light Catchers are solely focused on preserving fantastical, magical, or otherwise noteworthy arrays of light in their specially-made mirrorboxesā€”and sometimes they'll pay for adventurers to do the job for them. This entry in the Intriguing Organizations series includes quests for all tiers of play, the aforementioned light-catching magic item, archbeacon (CR 9), and glassburned (CR 5). Dazzlingly designed by Andrew Engelbrite, illustrated by Savage Mojo.
  • 577. Dangerous Scenarios: Addled Temple. In the wilderness the adventurers come across an ancient temple where they might find respite and recuperation, yet its only resident is a strange wild-eyed creature long of limb and peculiar in disposition. The temple beast (CR 5) fervently offers to heal the wounded and even offers its home to safely restā€”provided it can control its violent urges and be the helpful guardian it so desperately wishes to be. Disquietingly designed by Joseph McCleave, illustrated by Ali Parlagi, and featuring the cartography of Dyson Logos.
  • 576. Monstrous Menagerie: Figment Continuum. This entry in the Monstrous Menagerie series is everything you can dream it to be! Each creature within is a figment thatā€™s taken on a life of its own, sometimes to terrible effect (like with the CR 10 delusion), to fool adults (see the CR 2 humbug), borrow someoneā€™s body (such as the CR 1/4 whim), or drag a person down into the very depths of the soul (the purvey of the CR 7 worriment). Dynamically designed by Andrew Engelbrite, illustrated by Ellis Goodson.
 

log in or register to remove this ad

Mike Myler

Mike Myler

Vincent55

Adventurer
My biggest adventure started with a group trying to help a drunk gnome find a magical mushroom to brew a powerful potion to grant magical abilities. The gnome had stepped out of a magical portal near the group and said there you are are you ready to find the magical mushroom. The group at the time agreed and later members joined one asked what they were doing, to which the original group said finding a magical mushroom. Needless to say, he was a bit put off as the gnome was constantly passing out and never really helped with fighting. Little did they know he was a little-known gnomish god of beer and brewing and too the form of a brewer gnome to find the mushroom which was hidden from the gods and only a mortal could find it, because he did it and just forgot he had because he was drunk during that millennia.
 

Related Articles

Remove ads

Remove ads

Top