D&D 5E (2014) Dungeons of Drakkenheim: a dark fantasy sandbox in a ruined city

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This unassuming town of about two hundred permanent residents was always a small community outside the capital city. Located five miles south of Drakkenheim, it was spared the worst of the meteor’s direct destruction, although its fall caused weaker buildings to collapse, the surrounding countryside to wither, and many residents went blind or deaf from the impact. Most of the original residents have since moved elsewhere, but Emberwood Village experienced an economic upturn as adventurers of all sorts began using it as a waypoint to the ruins. For this reason the villagers are more used to seeing strange people and magic, and it’s easy to find buyers for treasure. The book also provides us with where PCs can trade delerium and with who, as well as where they can procure magic items and spellcasting services. Generally speaking, the merchants at Emberwood Village can provide spells and material components of up to 3rd level spells, and Aldor the Immense (the major magic item merchant) sells uncommon and rare magic items. Anything more valuable than this requires aid from one of the five factions.

However, the tainted soil means that food and drink has to be imported, costing five times as much and water is as expensive as alcohol. Weapons, armor, and adventuring gear cost double the normal price. There is no city watch or patrolling militia to keep order, and thus villagers either take the law into their own hands or appeal to adventurers or the factions for problems they cannot deal with themselves. Each Lieutenant of the five factions can be found in Emberwood, and the text encourages the DM to provide opportunities for the PCs to meet them and leave impressions.

There’s several places of interest for PCs in Emberwood, such as the Bark and Buzzard inn, which has a rejuvenating piece of animated armor out back that adventurers take bets to see how well they can fight against it; the the Gilded Lily that hosts an “Open Mike Night” named after the missing master of ceremonies, where characters can put on talent shows and gain a good bit of gold in tips if they roll well enough on a proper skill check; Crowe and Sons Smithy, owned and managed by Tobias Crowe who can build and repair various kinds of equipment including plate armor;* the Chapel of Saint Ardenna and Shrine of the Olds Gods, whose respective religious caretakers can provide cleric and druid spellcasting services up to 3rd level, along with healing potions and the Purge Contamination spell which is pretty much what it sounds like; and the Caravan Court, an impromptu marketplace where merchants coming and going from the town set up to buy and sell all sorts of wares. The owners of all these aforementioned establishments aren’t faceless vendors, for they each have actual names and personalities with brief descriptions of their buildings. This helps make the settlement feel more “lived-in” and not just a place for PCs to drop in, sell their treasure and Long Rest, and then leave without any fanfare.

*In the Monsters of Drakkenheim supplement, Crowe’s facilities and services count as a higher-quality service for that book’s crafting sub-system.

The Caravan Court provides descriptions for four different vendors and their specialized goods, although Aldor the Immense is unique among them in being a djinni in disguise who buys and sells more valuable magic items and material components. As can be expected, Aldor is the most secure of the shops in town, where his draft animals are a pair of gorgons disguised as oxen and his bodyguards use Assassin stats. Interestingly, Aldor got a bit of a retcon in the Seeker’s Guide to Enchanting Emporiums, a non-Drakkenheim supplement that featured him as a cameo as one of the item vendors. In that one, he is not a djinni but a giant of unknown ancestry.

Thoughts: Emberwood Village might be meager in size and scope, but it has a good deal of variety and local flavor for its named locations. As a hub that PCs will be returning to often, I do appreciate how the chapter not only goes into detail on the services and economics but also the NPCs who adventuring parties will regularly meet. Even outside of Drakkenheim, there’s a sense of weirdness from the meteor, such as the mysterious suit of animated armor that emerged from the ruins and hangs out outside the inn, or how the master of ceremonies for the Gilded Lily’s variety show went missing after the meteor fell.

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This chapter doesn’t cover specific locations and encounters in the capital, instead providing detailed descriptions for random encounters, how long and arduous it takes to navigate through the crumbling ruins, as well as game mechanics for the omnipresent Haze.

Drakkenheim is a city that was once home to nearly a hundred thousand people, and all but a few hundred died when the meteor fell. It is split into three distinct regions: the Outer City which consists of neighborhoods surrounding the city walls; the Inner City, which lies behind the walls and through which passage is typically done through one of five gates; and Castle Drakken, which lies to the northeast atop the highest elevation. The Drann River cuts through the city, but it is heavily contaminated to the point that immersion risks a PC gaining 1 Contamination level per turn on a failed Constitution save.

The Haze covers the entirety of the city of Drakkenheim and extends for about two miles beyond its walls. It is akin to radiation, where it permeates even solid material and can’t be so easily cleaned away like a dirty surface. During daylight hours it looks like mist which obscures long-distance vision, and it dampens sunlight so that creatures who are weak to solar rays aren’t affected while within the Haze. During nighttime the Haze appears as coronas of octarine lights passing over the city in the form of motes and particles, and delerium crystals glow brightly during this time.

It is impossible to gain the benefits of a Long Rest within the Haze, and for every hour past 24 a creature remains inside they risk gaining one level of Contamination on a failed Constitution save. Most monsters encountered inside Drakkenheim ignore these effects. Food and drink spoils within 2d6 hours within the Haze, so adventurers need to bring their own rations from outside and can’t store them in safehouses in the ruins. Additionally, the Haze foils certain forms of magic, particularly divination, teleportation, and communication spells that would cross between the Haze/not-Haze threshold of Drakkenheim. Spells and abilities that would otherwise provide protection from the Haze, such as Tiny Hut or Rope Trick, fail, although the Magnificent Mansion allows inhabitants to safely rest within the Haze. Divination spells automatically fail to reveal useful information about delerium, the Haze, the meteor’s origins, or any events that occur within the Haze. In fact, attempting to cast such spells risks psychic damage and the Incapacitation condition until the next long rest due to overwhelming madness.

Certain areas of Drakkenheim have an even more potent concentration known as the Deep Haze. It's easily recognized as a thick prismatic fog, and people within it must make Constitution saves for each hour to avoid Contamination, and also take necrotic damage in the process.

While a map of Drakkenheim and labeled locations comes with the book, ruin-delving between locations is summarized in a manner akin to overland travel. PCs choose whether they go at a Fast, Normal, or Slow pace which determines whether or not they can use stealth and if they make Investigation and Perception checks at advantage or disadvantage. The book does cover alternative forms of travel, such as navigating by the sewers (dangerous given the copious amounts of tainted water and thus Constitution saves are made more frequently), the use of vehicles (ruined streets makes their use practical save for using boats to traverse the river), or even flying through the air (might catch the attention of gargoyles and harpies, and the walls of Castle Drakken are watched over by a contaminated dragon).

We also get a sub-system for scavenging the ruins for delerium deposits and similar valuables as a skill challenge. DCs are determined by whether they’re made in the Inner or Outer City (Inner is higher but yields more valuable results), and failing enough checks triggers a random encounter. But even then, the PCs might still find valuables if they also get enough successes. Delerium in particular gets its own tables of results, with higher numbers of successes finding more valuable crystals. Each scavenging attempt is done in a quarter-mile diameter and takes one hour to do, and scavenging close to the crater grants 1 automatic success given its proximity to the meteor. Delerium crystals come in six varieties, only the first 4 of which can be found via this sub-system: chips which are worth 10 gold apiece, fragments 100 gold, shards 500, crystals 1,000, geodes 5,000, and a massive cluster which is priceless beyond measure. The bigger the crystal, the more time it takes to extract, as deposits are securely embedded in the ground and foundations.

This section ends with 6 tables for random encounters and brief descriptions of each one. Random encounters have a chance to occur every hour the PCs explore the city, but can trigger more often at DM discretion or when the text in a location calls for it. Every player rolls 1d20, and if anyone gets a natural one then the DM rolls on a random encounter table commensurate with where they are in the city. A 20 can grant some bit of good fortune, and if every player rolls a natural 1 then the DM chooses the absolute worst result from the table. After a random encounter’s conclusion, the DM rolls 1d20 to see if the PCs come across any useful loot. Said loot is nice but nothing awe-inspiring, ranging from coins, small delerium fragments, art objects, and healing potions and low-level spell scrolls.

The specific random encounters include your motley assortment of monsters, such as oozes spilling out of a ruined alchemist’s shop to Haze-spawned horrors. But they can also involve running into rival adventurers, rank-and-file faction members, and city-based complications such as getting lost and aimlessly wandering as a result.

Thoughts: The Haze’s restrictions help reinforce the environmental dangers of Drakkenheim. It forces the PCs to plan out their trips, rather than staying overnight in the city and its dungeons. Additionally, it makes safe points all the more valuable, such as the Cosmological Clocktower that rises high enough that it isn’t affected by the Haze. The anti-divination measures make long-distance spells and telepathy difficult to do from outside the city, forcing PCs to venture within Drakkenheim or remain within 2 miles in order to deploy such spells. The rules for scavenging, ruins navigation, and random encounter generation look simple enough to use.

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This mini-adventure serves as a trial of sorts for PCs visiting the Outer City for the first time. If the PCs begin play at 1st level via escorting Eren Marlowe’s caravan, the DM is told to give them sufficient experience to reach 2nd level while they’re in Emberwood Village. The completion of Delerium Hunt should help them reach 3rd level.

The adventure begins with a simple hook, by encouraging the party to head to Drakkenheim’s Outer City on their own to scavenge for delerium and other valuables. Alternatively, they are hired by a villager or faction lieutenant to prove themselves by venturing into there and back again alive. The adventure opens with some mood-setting boxed text highlighting the ruined city’s most notable landmarks in the distance, as well as the weird mists and lights of the Haze. Random encounters don’t use the default table, instead pitting the PCs against predetermined low-level enemies such as delerium dregs or ratlings. For the latter, think skaven, or demented ratpeople for non-Warhammer fans reading this. Once the PCs get two successes on a scavenging check result, they come upon craters filled with delerium crystals, but 6 haze husks are nearby. Haze husks are undead reanimated by the Haze’s energies, using modified zombie statistics where instead of Undead Fortitude they explode in a burst of damaging energy that risks Contamination.

But the PCs aren’t out of the woods yet! Three rival adventurers (noble, scout, and hedge mage stats) arrive after the battle with the husks is done, claiming that they have the rights to the area. It’s possible that the adventurers will be there first if the PCs take too long to trigger the above encounter. Once that’s resolved, the DM will need to check for any random encounters for when the PCs decide to head back to Emberwood Village.

The chapter ends with a sidebar explaining that the campaign has now entered full sandbox mode, advising the DM to take note of how the PCs interacted with people back in Emberwood Village. Such as who they angered, who they seemed particularly fond of, and so on. The faction Lieutenant the PCs got on with the most will be the first to approach them with a sample mission. The book recommends some sample locations for missions, but otherwise it’s entirely up to the PCs where to go and who and what to prioritize.

Thoughts: There’s not much to say about this mini-adventure other than it being a tutorial session for the city navigation and scavenging sub-systems. Which works well IMO, as some gaming groups can be taken aback when a new set of rules are thrust onto them mid-session. Making it a short test run can help absolve this a bit.

Thoughts So Far: Along with the caravan escort mission, these chapters serve as a good “tutorial mode” and first impression for Drakkenheim and its dangers to a new party. I do note that it makes the PCs level up quite rapidly to 3rd, which isn’t necessarily a bad thing as it’s a common house rule for many campaigns to start at that level. In fact, I would much prefer to start a Dungeons of Drakkenheim campaign at 1st level with this method rather than the alternative at 3rd: it’s linear, but helps set expectations rather than throwing the PCs into the thick of things.

Join us next time as we venture through the eerie countryside in Chapter 6: Outside the Walls!
 

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Wow, I like the Haze effects... This is the kind of thing that gets me interested enough in a book to pick it up... Though I'm so jaded by PC power fantasy that I'm sort of expecting that there'll be something like "every PC can get a background or subclass that grants them features to ignore the Haze's deleterious effects.
 


Wow, I like the Haze effects... This is the kind of thing that gets me interested enough in a book to pick it up... Though I'm so jaded by PC power fantasy that I'm sort of expecting that there'll be something like "every PC can get a background or subclass that grants them features to ignore the Haze's deleterious effects.

You'll be happy to know that there's nothing like that in this book, as the Contamination is meant to be a universal danger. However, the Contamination rules in this book mention that only Humanoids turn into monsters when they die with any Contamination levels. Any creature can turn into a monster at Contamination Level 6.

Will you be doing the Sebastian Crowe supplement book after this one?

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Never say never, although I currently have other books lined up first for the rest of 2025. For November I plan on reviewing Heroes of Tara, an historical fantasy 5e setting that takes place in 1st Century Ireland. After that, I might review either Obojima: Tales from the Tall Grass or go back to reviewing more playable monster sourcebooks.
 



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This chapter details nine locations in the Outer City. Due to the sandbox nature of the campaign, there are no explicit recommended levels for each location beyond that they’re intended to be explored early, allowing for 3rd level characters to reach 6th level after exploring most of them. The Rat’s Nest and Chapel of Saint Brenna are likely places the PCs may explore early on, as they’re tied to missions for the five factions.

Black Ivory Inn is a short location-based encounter with a heavy focus on investigative mystery. A highly-regarded hotel and music hall before Drakkenheim’s destruction, the cosmic taint of the delerium trapped the building and its immediate environs in a time loop of the last 4 and a half hours before the meteor fell. The inn appears strangely pristine and undamaged to an outside viewer, with people laughing inside as music is played and the plants outside are flush with life.

The cause of the time loop is a woman named Miss Charlotte, who gained a wish from an extraplanar entity to be the best pianist of all time. Due to being the best already, the wish instead made her immortal and created a supernatural bond between her and her piano; as long as the piano remains unbroken, she will survive. When she was embedded by a delerium crystal falling from the sky, the Haze interacted with the wish spell’s magic to create a time loop. The only way to break the loop is to destroy Miss Charlotte and her piano, the woman now existing as a monster beneath the inn. We have a list of rules for what happens when characters get trapped; in short, they cannot perceive or interact with things outside the Inn, where the outside world appears like a pre-ruins version of Drakkenheim. While the loop prevents true death in that every cycle grants them a Long Rest benefit and restores broken items, each loop threatens a random form of insanity on a failed DC 5 Intelligence save. Quite a low DC if I do say so myself.

Miss Charlotte projects an illusory version of herself as a pianist, and she and her piano are immune to all damage as long as the monster lives. The Black Ivory Inn is filled with people who are mostly Commoners that are incapable of realizing that the world outside has changed, even if presented with proof. However, the inn is also home to a group of similarly-trapped smugglers who use a secret underground passage that can be a valuable asset into going into Drakkenheim beneath the walls.* There are more recently-trapped visitors who belong to each of the five factions, and the PCs may be sent to rescue them as part of a mission.

*Although it leads into a cistern beneath Slaughterstone Square, the latter of which itself is home to the Executioner. It’s an incredibly strong monster that is pretty much a telegraphed “some fights you should run away from” encounter for all but the highest-level PCs.

Miss Charlotte is a Protean Abomination, a CR 6 mutated aberration that can regain hit points by eating corpses and can engulf creatures it grapples. She takes the form of a mound of flesh spreading across the walls and surfaces around it. The Black Ivory Inn doesn’t have any significant valuables or treasure, but rescuing a faction member can see the party rewarded, such as a Falling Fire pilgrim giving them a Bag of Holding or Alchemy Jug along with arranging a personal meeting with Lucrecia Mathias.

Thoughts: This is a pretty creepy location, placing more emphasis on exploration and social interaction than outright combat. The Protean Abomination can be a deadly foe for low-level PCs, particularly in melee, but there’s a fair chance that they may have some NPCs aiding them which can really tip the scales in their favor. As such, it’s not a high-risk location, and even the Intelligence save is low enough to not be a significant hindrance.

Buckledown Row used to be an entertainment district for Drakkenheim’s working class. It still bears this role but for a new clientele: rotating members of the Queen’s Men use it as a neutral meeting point for rest, relaxation, and business. Violence between the outlaws is less frequent than elsewhere, as the Row is home to an underground fighting pit that serves as the primary means of settling disputes and blowing off steam. While outsiders aren’t exactly welcome, the Queen’s Men have a high turnover rate so people are used to strangers coming in as new recruits. Hooded Lantern and Silver Order members draw attention and harassment from locals. The Fighting Pits are the main attraction, where PCs can take bets and participate in fights against other contestants. Such fights are either 1-on-1 or 2-on-2. Doing well in the Pits can net the PCs an audience with the Queen of Thieves.

Thoughts: Buckledown Row makes for a seedier version of Emberwood Village, although more limited in scope and services. Besides the Fighting Pits, the other locations and people are outlaw groups, so PCs visiting the Row will likely be here for one major errand at most.

Chapel of Saint Brenna is a 10 room dungeon crawl spread across 3 floors. Dedicated to the Faith of the Sacred Flame, it is not the only one of its kind in Drakkenheim, but this particular Chapel is notable for holding the valuable Sceptre of Saint Vitruvio. This relic is sought out by the Falling Fire, Silver Order, and Queen’s Men. The former two groups want it for its religious value and don’t want it to fall into unworthy hands, while the Queen’s Men hope to sell it to the highest bidder. The Sceptre is a +2 quarterstaff with charges that can be used to cast Guiding Bolt, Flaming Sphere, or Flame Strike. It is one of several holy relics needed to revive the gold dragon hero Argonath beneath Saint Vitruvio’s Cathedral, which can affect how the campaign ends.

PCs might be hired by an appropriate Lieutenant to retrieve it, and the other two factions the party isn’t working with will send their own Strike Teams to the Chapel to get the Sceptre. Said teams will be located in one of the first two rooms, arriving at two different times: one can show up after the PCs take a Short Rest, and the other when the party is about to leave with the Sceptre.

There are no delerium-themed monsters in the Chapel, instead having more localized defenses such as mephits who will not allow intruders further into the chapel unless bribed, a winch-based puzzle involving an Immovable Rod (or similar blockage) to go further into the dungeon, various alchemical and divine-based treasures such as scrolls of healing magic, and a mummy which is the preserved corpse of a saint serving as the final monstrous combat encounter in the dungeon.

The book notes that even if violence breaks out with a strike team, then that shouldn’t lock them out of working with the faction. Future interactions will be soured, but the party is currently regarded as mercenaries; if they return the Sceptre to the Lieutenant, the rival factions will see the party’s actions as “business as usual” and direct most of their anger to their employers. But if the PCs killed one or more strike team members and chose to keep the Sceptre for themselves, then they’ll be branded as an enemy of said faction. Of course, this really only matters if the party left any witnesses from the strike team to report back.

Thoughts: In addition to being a thematic dungeon crawl with a nice treasure at the end, the Chapel highlights the adversarial relationship between the factions. The Sceptre’s granting of the powerful Flame Strike spell can be a tempting offer for the party to keep it for themselves, providing a risk-reward tradeoff.

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Eckerman Mill is a regular meeting point for adventurers as well as faction agents who wish to conduct meetings away from prying eyes and ears. The mill is riddled with graffiti of various adventuring parties, listing names of people (and crossed-out ones who were confirmed killed in action) and various messages, warnings, maps, questions, and riddles. We don’t get any specifics, instead filled in via DM discretion.

Thoughts: There’s nothing really here to drive adventures or plot hooks on its own, so there’s not much for me to say. I do like the idea of a graffiti-based bulletin board system shared among adventurers, though.

Rat’s Nest Tavern is our other big dungeon crawl-based location, consisting of 8 rooms spread across a single floor of sprawling tunnels. The name of this tavern achieved a sort of poetic irony, when a piece of the meteor that destroyed the building was taken underground by a nearby colony of ratlings. The meteorite contains an incredibly valuable delerium crystal worth 1,000 gold, and PCs might be hired by the Amethyst Academy to retrieve it at a net profit for 1,250 gold. Additionally, a patrol of Hooded Lanterns were ambushed by ratlings, and Petra Lang was taken down to their warrens, so that faction might hire the PCs for a rescue mission. Ansom Lang cannot come along to save his sibling as he’s recovering from Contamination.

The ratling burrow is made up of tight, twisting tunnels with a few larger caverns, and the residents make heavy use of traps such as mudslides that cause forced movement or a rat swarm at the bottom of a camouflaged spiked pit. In terms of stats, Ratlings are very much beginner-level fodder on par with goblins and kobolds, being Small CR ⅛ monsters that individually are weak in both damage and hit points. Their strong suits include being able to Hide as a bonus action, have the Pack Tactics trait, and have swimming and climbing speeds for additional mobility. Guttersnipes are more elite versions of ratlings, who use Spy stats but have various traits of the default ratling.

The two most prominent ratlings include Squeaks the Seer, a Warlock of the Rat God who focuses on trickery-based magic such as Invisibility and Misty Step; and the Rat Prince, who serves as the “boss” of this dungeon as a CR 3 Medium sized monster whose bite attack and a limited set of crossbow ammunition can potentially afflict levels of Contamination . Besides the meteorite, there is some treasure in a room containing an idol made of their patron deity, the Rat God, notably spell scrolls and shards of delerium.

Unlike many other monsters in Drakkenheim, ratlings are intelligent enough to be self-aware and are fluent in Common. The book notes that it's thus possible for PCs to reason with or broker an alliance with the Ratlings, referencing a scheme the PCs did in the original Actual Play campaign. There is an indirect warning, however, noting that the ratlings aren't good-intentioned, as they effectively view everyone else (and even each other if the situation permits) as food and don't really have a moral compass beyond "take what you want" and "might makes right." If the other monster groups such as the Garmyr (basically gnolls) are killed off, the ratlings will have no natural predators to keep their numbers in line.

Thoughts: I suppose it says something about my jaded ass that I find ratlings a bit too…generic fantasy in flavor for a cosmic horror adventure path. While I don’t expect every creature in this module to be a squirming aberration, anthropomorphic animals kind of lack that extra bit of unknown weirdness. And while I am not a Warhammer nerd, I do know enough about the Skaven that I would’ve liked to see the ratlings have a bit more of a niche like that monster has. For instance, some of the Skaven clans which have their own unique brands of magic and machinery. As they stand, ratlings are just furry goblins. They do get expanded on quite a bit in Monsters of Drakkenheim, but right now I’m reviewing them as they are in this book.

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Reed Manor is an abandoned mansion now repurposed as the home and research lab of Oscar Yoren, a mage studying the Haze and delerium. Most notably, he mastered the recipe for Aqua Expurgo, a potion capable of granting temporary protection against Contamination. Unwilling to share his research, Yoren is a very valuable individual in Drakkenheim, and he currently sells potions to the Hooded Lanterns. The faction Lieutenants might hire the PCs to either convince him to switch to them as an exclusive customer base (Queen’s Men) or to steal his research notes (Amethyst Academy). The Hooded Lanterns might hire the party after the last few potions sold turned out to be faulty. The Academy isn’t willing to buy Yoren’s services because he’s on bad terms with them.

Oscar Yoren is very much your unethical mad scientist archetype, who believes that he’s the only one who knows what he’s doing and has no qualms against killing or torturing others for the furtherance of his studies. Even should PCs manage to gain his aid, if they attacked, deceived, or mistreated him then Yoren will plot revenge at a later time. He uses a Mage (2014) stat block, but with a heavier focus on “dark magic” style spells such as Animate Dead, Blight, and Cloudkill, and he has a spellbook filled with some valuable mid-level spells such as Dimension Door and Contact Other Plane.

Reed Manor is a 12-room dungeon crawl spread across 3 floors. Not every room is detailed, instead grouped by commonalities: outside grounds, the manor house itself, and the secret lab. The only other creatures here besides Yoren and his quasit familiar are human and ogre zombies and four of his apprentices which use Hedge Mage stats detailed in an appendix in this book. There’s a good deal of valuable treasure here, including delerium crystals, potions, spell scrolls, relevant brewing-based tool kits, and raw materials for crafting if the DM is using such a sub-system.

While it’s indeed possible that the PCs might enact violence on Oscar Yoren, the party can work for him to help with his research. Notably, he requires eldritch lilies to create the potions, a plant monster that can be found in the Queen’s Park in the Inner City. If the PCs return with samples from the monster, he is willing to hear out their representative factions. The book has a very lengthy sidebar that takes up most of a page, detailing in-character research notes by Oscar Yoren along with how PCs can make use of it to make Aqua Expurgo themselves. The book also explains what each of the factions will seek to do should they gain access to his research: the Amethyst Academy is best able to create more copies of the potion; the Hooded Lanterns will seek to use the research as a future bargaining chip with the Academy; the Queen of Thieves wants to ensure that she and she alone has access to the research and may hire the PCs to kidnap Yoren later to basically become her apothecary slave; the Silver Order is unwilling to produce it themselves due to its connection to delerium but will leave it up to the PCs want to do with it; the Followers of the Falling Fire already have a ritual to grant immunity to contamination and thus have no interest in the research.

Thoughts: Reed Manor is perhaps the most risky and difficult of locations in the Outer City should PCs seek a more violent approach. Not only is Oscar Yoren a capable spellcaster by himself, he has a good amount of backup as well. That being said, this manor also contains the most valuable loot in this chapter by volume. I like how there’s various means of resolving the associated quests regarding Yoren, his potions, and his research.

Shrine of Morrigan is a site holy to an ancient warlike god. An elven druid-priest known as Eoghan Ghostweaver can be found here, and he lives in a nearby mound with a trio of treants serving as camouflaged security. Several of the faction leaders know of Eoghan’s presence, and he’s not the most sociable of people. The main reason why someone would visit the shrine is for Eoghan to bring someone back from the dead, for he has access to the Resurrection spell along with a variety of other powerful druidic magic. The elf does not ask for mere money for his services: a diamond or delerium* of equivalent value must be given for the spell’s component, and a “blood for blood” living sacrifice of a humanoid with an equal or greater level or Challenge Rating than the resurrected character’s value. Finally, Eoghan asks for an open-ended gift that can range from a pleasant meal to merely providing him company. The book says “basically, give him a nice gift that would please a grandfather.”

*Using delerium in this manner afflicts the resurrected person with a random form of insanity.

Thoughts: While paying for resurrection magic would ordinarily feel out of place in a dark fantasy or horror setting, the addition of a “blood price” along with Eoghan’s creepy nature provides an appropriately thematic feel. It also helps answer a possible question over why the faction leaders and VIPs don’t have him on payroll for resurrection. Being the highest CR NPCs in this adventure path, to bring one of them back from the dead would require killing one of the others. Limiting the sacrifice’s creature type to Humanoid further helps prevent PCs from stockpiling monster corpses for payment, and adds in the moral dilemma that it requires the death of someone who is unequivocally a person.

Smithy on the Scar is an extensive mining operation by a clan of dwarves known as the Ironhelms. The meteor’s afteraffects left deep gashes in the nearby land filled with delerium, which is conveniently located near an intact Smithy that survived the onslaught from the sky. Numbering 24 in total, the Ironhelm dwarves run an efficient and lucrative business in the delerium trade. While originally paying the Queen of Thieves for protection, the dwarves grew confident and secure enough that they felt no more need of her services.

As can be expected, each of the five factions have quests tying into the Ironhelms. The Queen of Thieves wants the PCs to convince the dwarves to honor their deal and destroy only enough of their mining equipment to make a statement, but not enough to prevent them from mining entirely. The Amethyst Academy and Hooded Lanterns are willing to talk business with the dwarves, the former wanting in on the delerium trade and the latter for the dwarves to build and maintain weapons for them. The Silver Order and Falling Fire want to outright stop their delerium mining, although the Silver Order would prefer the PCs to do so with minimal casualties, such as destroying their equipment and fortifications to convince them to give up.

Twenty of the dwarves use either Thug and Veteran stats, but four of them are siblings who are named NPCs with individual writeups and personality traits. They use the Assassin, Gladiator, Mage, and Priest stat blocks, the classic fantasy RPG party!

PCs working for the Amethyst Academy or Hooded Lanterns need to prove that their faction is reliable enough to work for, and to do that the PCs must help manage the night watch. During this time, 4 different waves of monsters will attack the Smithy: haze husks, bigger and stronger haze hulks which are as they sound,* a chimera followed by more haze husks, and a swarm of ratlings. In addition to the dwarf NPCs, the fortifications have cannon siege weapons which can be used during the battle, although the dwarves won’t let PCs use them unless they convince them they’re capable enough in handling gunpowder and firearms.

*CR 4 monsters, their mutations include ripping off their own flesh to throw as an AoE attack, a trample attack, and tendrils that can grapple and reel targets towards them.

The mission to sabotage the mining operation is much more open-ended, instead providing a list of brief possibilities such as stealing or igniting their gunpowder, getting them exiled from Emberwood Village, or luring enough monsters to the area to exhaust their resources. The section ends with a broad sidebar detailing a list of possible rewards and consequences regarding the Smithy’s fate and which faction(s) got the upper hand.

Thoughts: While cool in concept, the “tower defense” style of resolution looks like it will be a headache to run. Not only does the DM need to juggle up to two dozen allied NPCs, they also have to manage their hit points and resources spread across four encounters. While the book notes that 6 dwarves accompany the PCs during a shift, there is the very real possibility of combat spilling over or reinforcements coming in based on PC actions.

While this is more of a 2014 problem, the lack of reprinted stats for firearms and cannons means that I’ve seen a FAQ of DMs asking for stats for this section of the module as a result. Now that guns are a core option in the 2024 Player’s Handbook this should be less of a problem, but siege weapons are still in the 2024 Dungeon Master’s Guide.

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Stick’s Ferry is our final entry for this chapter, detailing a convenient means of passage across the dangerous Drann River. In life, a ferryman known as Pixis Stick plied his trade via rowboat on Drakkenheim’s south side. He became a haze husk in death, but unlike others of his kind he has enough memories of his old life to continue performing his trade. Now known as the Ferryman to others, he can be paid to take passengers across the water, but he won’t sail into Drakkenheim proper. The Ferryman isn’t initially hostile, and his payment is one coin of any type per person. He will reform undamaged upon death unless Remove Curse is cast on his remains.

The Ferryman keeps the coins he collects in a duck-shaped buoy containing satchels with 2,374 gold pieces in total. PCs who discretely follow him from afar may spot him returning to the buoy to add the day’s payment to his loot.

Thoughts: Not really much to say. The lack of bridges outside Drakkenheim will surely necessitate using the Ferryman’s services at least once during the campaign. The gold pieces can make for a nice treasure for more inquisitive characters.

Thoughts So Far: Of the nine locations, my favorites are the Black Ivory Inn for the atmosphere, the Chapel of Saint Brenna for being a thematic dungeon crawl and highlighting the faction interplay, and Reed Manor for an interesting antagonist that can be dealt with in a variety of ways. Buckledown Row feels rather empty for possible events and services, although I imagine that the authors didn’t want to detract too much from Emberwood Village or cram an unequal amount of content for primarily one faction, so this is understandable.

One thing I really like is that every location that has multiple faction hooks has detailed post-adventure writeups for rewards and developments. Said rewards include Boons, but also some unique ones that help differentiate the factions’ strong points. One example is the Silver Order giving some free mounts to the PCs, should Theodor Marshal take a liking to the party after resolving the Chapel quest.

Join us next time for Chapter 7, where we take a few swigs of Aqua Expurgo and venture Inside the Walls of Drakkenheim!
 
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Ya know, I always thought that if you combine this with Dark Souls 5E+Kobold Press's Souls like supplement, and swap a few terms out...ya pretty much have Demon's Souls 5E.
Or move all the factions inside the walls. Create a safe haven in the walls. Alter the haze slightly and run it as a Bloodborne’s Old Yarnham. You could even move the whole city to Ravenloft and give it even more horror element. How did the scholars of the Amethyst Order summon the meteor and the cosmic forces that travelled within it.
 

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The ruins within the walls are even more dangerous than outside, with the book recommending that PCs be 5th or 6th level before they try tackling this region. While it is possible to climb over the walls, Wall Gargoyles will animate to attack climbing and flying characters who get too close, while a pair of Tower Dragons keeps watch over the Drann River passing through the Inner City. Wall Gargoyles largely have the same stats as their regular kind, save that they have better senses such as truesight and can track the distance and direction of a target it designates as its quarry. Tower Dragons use Young Bronze Dragon stats but have truesight, a bunch of resistances and immunities, and golem-like magic resistance. Both kinds of monsters will rejuvenate unless disintegrated, meaning that even should PCs overcome them this will make wall-crawling impractical. However, a person attuned to one of the Seals of Drakkenheim will not be attacked by the monsters, and the Seal can be presented to them much like one would rebuke undead.

The safer way around these monsters is by using one of the five Gates. Champions Gate is covered in Deep Haze and the Falling Fire has a rotating shift of guards there; Shepherd's Gate is defended by the Hooded Lanterns, who reinforced the area with ditches, stakes, and barricades; College Gate, which lies unclaimed but phase spiders run rampant here and whose webs present maddening alternate timelines and realities that force those looking upon the Gate within 60 feet to risk madness; and King's Gate, which is claimed by Zaffod the Troll King and eleven other trolls, who demand a Troll Toll of an arm and a leg from a living person. They refuse to accept the limbs of animals, claiming that they're "civilized folk" and "see fit only to dine on other civilized folk!"

The fifth gate, Temple Gate, is a bit special. It is guarded by an army of about 100 garmyr with a smaller number of worgs and hell hounds. Garmyr are anthropomorphic canines who are like the ratlings in being intelligent, capable of speech, and tool manipulation, but have a predatory desire to hunt and torture other beings. Garmyr are usually fractured into warring groups and prone to infighting, but a particularly large and powerful specimen known as the Lord of the Feast united them together. Garmyr use gnoll stats but are monstrosities instead of humanoids.

The trolls are distasteful folk, but they are willing to let people through who give them what they want; the garmyr are hostile to everyone. The Hooded Lanterns and Silver Order are eager to drive off the garmyr and claim Temple Gate for themselves, but the monsters are too numerous and dug into the defenses for them to do it alone. At some point in the campaign, ideally after the PCs explored two other Inner City locations plus the Cosmological Clocktower or met the faction Leaders, the Hooded Lanterns and Silver Order will seek a joint operation to take the Gate. Once that is done, Temple Gate will be used by the Silver Order as part of a step to retaking the Cathedral of Saint Vitruvio, where the Lord of the Feast and various holy relics of the Sacred Flame can be found.

If the PCs are on positive terms with either of the above two factions, the Leader of that faction will hire the party to act as envoys. The Hooded Lanterns want an assurance that the Silver Order isn't here as part of a greater campaign conquest due to their status as Elyria's unofficial military arm, while the Order is worried about the other factions sabotaging their retaking of the Gate and wants to ensure that the Lanterns are genuine in their aid.

The Queen's Men are actually fine with the Gate being taken, for they hope that the Silver Order will have their resources stretched too thin from manning it, while the Amethyst Academy wants to observe this faction's martial capabilities on a larger scale to see how much of a threat they actually pose when it comes to destroying all the delerium in Drakkenheim. The Followers of the Falling Fire are the only faction outright opposed to Temple Gate being taken, for they don't want the Silver Order to gain more ground in the city and thus get closer to them.

Besides sample maps for gatehouses and the overview of numbers, the specifics for the large-scale battle is very brief. The PCs will need to get into the towers and open the gates via two winches. Once that's done, the battle will be won in 1d6 rounds as the garmyr are overwhelmed. If the PCs do not intervene in the Battle of Temple Gate, the book suggests choosing whatever resolution will make the most complications for them.

Thoughts: The Battle for Temple Gate was an action-packed moment in the Dungeons of Drakkenheim Actual Play, and ideally it should be so in one's home campaigns. Taking the Gate is only one step of a greater plan, for to break the garmyr entirely the Lord of the Feast must be defeated. That monster won't show up during the Battle here unless lured out, which is a possibility offered by Lucrecia Mathias should the PCs be working for the Followers of the Falling Fire. My main concern is that large-scale battles aren't 5e's forte. Unless the DM uses house rules or divides up the garmyr's forces into set-piece encounters for seizing the winches, an actual combat played straight will be a slog. I would've liked to see more guidance on encounter design for this event.

Cosmological Clocktower is another site of strategic importance for further exploration of Drakkenheim. It sits in the relative center of the city, and its attic juts out above the Haze and thus is a safe place for a Long Rest. Those well aware of the Haze's dangers (including every faction Leader) know the Clocktower's value, so unless the party's already set on doing it themselves any of the five factions could hire the PCs to clear the place out of monsters.

The Clocktower is home to a clan of harpies plus a few manticores, with their leader a particularly powerful harpy known as the Crimson Countess. The Clocktower's construction is a work of architectural and magical art: confused automatons shaped like polyhedrons* are failing to repair it, while a large granite obelisk is missing its power source. Appropriate divination spells reveal that it draws upon the foundations of time and space. The Steward's Seal, one of the seals of Drakkenheim,** can be found in the Crimson Countess' nest along with a Javelin of Lightning. The Seal is an attunable item that grants several cantrips and low-level utility spells at will, along with some more powerful spells once per day such as Dispel Magic and Animate Objects. Among the spells it can cast are Create Food and Water 1/day and Purify Food and Drink at will, which can help the party cut down on rations while exploring. Not to mention avoid paying out the nose for food in Emberwood Village!

*These were modrons in the Actual Play, but use Animated Armor stats in the sourcebook.

**The Seals of Drakkenheim all require attunement, but one person can only attune to one such Seal at a time. This makes gaining full use of all six Seals a team-based effort, likely beyond the numbers of the PCs themselves.

As for the Crimson Countess, she is a CR 8 monster who is a fast-moving aerial melee attacker. Instead of the typical mesmering harpy song, she can elicit a screech that can impose the Frightened condition on multiple targets, and has a rechargeable AoE shout that deals thunder damage and can push targets away and knock them prone.

Thoughts: The Clocktower is a great location to take advantage of the enemy's aerial nature. The harpies' and Crimson Countess' special attacks can be used to knock characters off the building, adding to the danger. Additionally, the dungeon itself and the Steward's Seal are great boons for PCs in making their exploration of Drakkenheim easier, making this location quite the high-priority.

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The Crater is ground zero of Drakkenheim's delerium and Haze outbreak. Beyond being filled with Deep Haze which is even more opaque than usual (blind beyond 30 feet), crackling arcs of magical lightning threaten to strike teleporting and flying targets who try to enter/exit the basin via such methods. The Chapel of Saint Gresha is on the edge of the crater, serving as the final destination for the Falling Fire pilgrimage. The place is guarded by good-aligned undead summoned by Lucria Mathias to look over the area, where she or Saint Gresha (the earlier-mentioned good-aligned wraith) can perform the Sacrament.

Beyond being a destination for PCs joining the Falling Fire, the factions other than the Queen's Men are interested in finding out what lies in the crater. This mission won't be offered unless the PCs find a powerful means of guarding against Contamination, such as the Hazewalker Plate armor or the Neutralizing Field spell. Nobody besides Lucrecia Mathas has been down there, and what she saw she isn't telling other than it has to be seen for oneself.

So, just what is down there? Besides encounters with particularly powerful Haze-warped monsters, there's a king's ransom in delerium that can be mined here plus a special Pristine Delerium Geode, but the greatest of them all is the Delerium Heart. The core of what's left of the meteor, this crystal is geometrically impossible and those who fail a DC 20 Intelligence save upon looking at it are affected as if by Feeblemind. It also radiates a dangerous amount of Haze, causing necrotic damage and Contamination even on a successful saving throw albeit at a lesser scale. Anyone who gets close enough can see a bio-organic mass growing within the Heart, with various individual organs connected by veins. Anyone who touches the Heart will see a vision of a delerium meteor crashing into a world, spreading delerium and Haze before all survivors become warped and insane. Then, the world explodes, sending even more meteors that sail through the cosmos, one of which is headed for the PC's world.

The Delerium Heart can be destroyed, but it is immune to a majority of damage types and only takes normal damage from acid, force, radiant, and bludgeoning from magical attacks, and is vulnerable to thunder. It has AC 25, 500 hit points, and regains 50 hit points per round if it has at least 1 hit point. Each turn it takes damage it produces an Arcane Anomaly (d20 table of random supernatural effects) and attracts creatures as if by a random encounter. And even should that be done, the Heart will explode, dealing 50d6 total damage of 5 different damage types to everything within 500 feet, and 13 geodes will be sent flying to land elsewhere in the city which will turn into other Delerium Hearts if they're not destroyed in 1 year. And to add insult to injury, biological remnants inside the meteor will pull a Lavos and turn into a towering Tarrasque!

In Monsters of Drakkenheim, the Tarrasque was replaced with an original but even deadlier monster appropriately called the World Ender.

The discovery of the Delerium Heart will cause strong reactions among the five factions. The Hooded Lanterns will come to the realization that saving Drakkenheim is beyond their ability and they need the aid of another faction to even succeed. Mutiny and desertion will tear the organization apart unless the PCs can win them a morale-boosting victory soon. The Silver Order's mission will remain largely the same, only reinforcing their belief that Drakkenheim must be burned to the ground. Theodore Marshal will tell the PCs about the gold dragon Argonath, and how he needs to be resurrected in order to help destroy the Delerium Heart.

As for the Amethyst Academy, this will reinforce Runeweaver's desire to set up a magical containment field, which requires obtaining a Pristine Delerium Geode which can be found near the Heart if not already claimed. As for the Falling Fire, Lucrecia Mathias will reveal her ultimate plan: to store enough mortal souls in delerium fragments in the belief that they can be used to channel the power of the Sacred Flame. When the world inevitably ends, this will theoretically cause the cosmic cycle of destruction to be altered to instead spread holy energies across reality. The book notes that there's no way in-universe to prove if this will be successful or not until it actually happens, which will be a long time past the end of this campaign.

The Queen of Thieves reacts with glee to the Delerium Heart's existence. Much like how an oil baron doesn't care about climate catastrophes, she doesn't care about the world's destruction and thus only cares about taking advantage of it in the here and now. She will spread knowledge of the Delerium Heart to cause doubt and infighting among the other factions.

Thoughts: It makes sense that the crater itself will be a likely final area or climax of the campaign. As Dungeons of Drakkenheim tops out at 13th level, fighting the Tarrasque (or World Ender) will be much beyond a party's capabilities. Even if they have a golden dragon on their side, that will still be a difficult fight, and then there's the 13 geodes that will need to be destroyed afterward. The most surefire way to save the world is the hardest option, so PCs who want a happy ending (or something close to it) have their work cut out for them.

Kleinberg Estate is an old noble manor that's been reclaimed by a mage known as the Pale Man. Much like Oscar Yoren, he seeks to research the Haze. His unethical experiments involved Contaminating unwitting human test subjects, resulting in him being ejected from the Amethyst Academy and becoming hunted by the Silver Order. But unlike Oscar Yoren, the Pale Man genuinely believes that the Haze can be used for good and that his experiments can help improve people. Thus, he deliberately spreads rumors of his nature as a supposed healer. The Pale Man is capable of causing delerium dregs in his care to gain more self-awareness and thus a lucid state, but even then it's with the selfish goal of using them as minions and he never actually delivers on the promise of outright curing people.

Others only know of rumors surrounding the Estate, that a figure within is believed to know of a cure for contamination. The Amethyst Academy may hire the PCs to take back his research notes and samples (whether the Pale Man lives or dies doesn't matter to them), while the Silver Order would hire the party to kill the Pale Man and destroy his research notes.

Most of the monsters in the Estate are delerium dregs, with 3 named haze hulks plus a grotesque gargant (stone giant stats but has a damage-dealing Contamination Beam attack) who are his most favored and powerful subjects. As for the Pale Man himself, he's a CR 13 neutral-aligned Aberration who can cast up to 8th level wizard spells. He knows many of the new spells in this book, and his magic veer heavily on the offensive side with a touch of debuffs and defense. He also has access to Legendary Actions and Resistance, and his regular attacks can impose necrotic damage and Contamination. Much like a vampire, he will turn into a swarm of insects upon death and retreat to his "nest" in his underground lair in order to rejuvenate.

The Pale Man's research can be obtained via his notes or volunteered by him. He has a spellbook containing 6 unique spells from this book revolving around Contamination. His notes can be used to discover the Siphon Contamination spell, which basically transfers levels of Contamination from one creature to another.

Thoughts: The Pale Man makes for a challenging opponent, but one with some very valuable rewards for PCs to obtain his research. While the whole "creepy scientist" vibe seems quite close to Oscar Yoren in theme, I do believe he has enough unique aspects going for him. Partly in how I can see the DM playing up his supposedly-benevolent nature of a "healer" and his more lucid than normal dregs be used to present a sense of false hope. And partly because he seems to actually believe the lies he's selling. Yoren in comparison comes off as someone who is more self-aware of the harm he's causing but doesn't care. I like this contrast between the two mad scientists.

Old Town Cistern is part of Drakkenheim's greater subterranean network. Being located directly beneath Slaughterstone Square, the water is chock-full of corpses thrown down by the Executioner. The place is home to a creature known as the Duchess, an aboleth that is forming an underground court of dregs and aberrations. The Duchess views the Haze as an unstoppable force and decides that it's better to side with the winning team, but she is also aware that a powerful monster lives in Castle Drakken and is capable of opening a dimensional portal.* She seeks to seize its power for herself, although the campaign doesn't go into detail how she plans on doing this or if she's able. None of the five factions knows about the Duchess' existence, so it's a place the PCs will most likely either stumble on their own. Or via a hook, such as her dreg and chuul servants peacefully introducing themselves to the party elsewhere in the sewers. Alternatively, a faction can encourage the PCs to go corpse-looking in the cistern, mentioning that many adventurers who died at the hands of the Executioner likely bear a multitude of valuables.

*This monster is an Amalgamation, and thus serves as a "final boss" for a Dungeons of Drakkenheim campaign…unless one attempts to go for the Delerium Heart!

One of the Duchess' servants is the former Chancellor of Castle Drakken, and he still bears the Chancellor's Crest upon his person. It is one of the six Seals of Drakkenheim, and the Duchess' lake contains various other treasures such as delerium crystals and a rare magic item and spell scroll of the DM's choosing. The Crest allows an attuned person to understand and speak any language, and lets them cast Detect Thoughts, Sending, and Telepathic Bond once per day each.

Although the Duchess' "court" will be initially non-hostile, they offer the PCs to drink the water and touch the delerium geode present, basically attempting to get them to turn into monsters. So actually working with the Duchess is not something that will go in the PCs' favor.

Much like the Tarrasque's replacement with the World-Ender, the Duchess got her own unique stat block in Monsters of Drakkenheim. Notably, she gets a massive boost in power, becoming a CR 18 monster and is relocated elsewhere in the world of Drakkenheim despite having her origins in that city.

Thoughts: I personally feel that the sample hooks are a bit weak; the book acknowledges that PCs are likely to attack or refuse the meeting by her envoys and not to "force" the hook upon them. This more or less reduces the PCs' meeting to a chance one, which given it holds one of the Six Seals of Drakkenheim could use a stronger method to find. I also would be reluctant to use the CR 18 souped-up version, as it will be very hard to get the Seal non-violently. Maybe tricking the Chancellor or performing a "snatch and grab" at best.

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Queen's Park was built to honor the many Queens of Westemär and their consorts, and the garden was open to the public across all social classes. It is covered entirely in the Deep Haze, and ironically is the current location of Queen Lenore von Kessel. Queen's Park doesn't have an all-encompassing map, being a confusing network of floral roads and groves. Locating eldritch lilies and certain areas is done as a skill challenge, with the Royal Grotto containing the Queen the one requiring the highest number of successes at 4. As these skill checks take time, staying too long in the Garden risks Contamination from the Deep Haze.

Lenore's royal guard sought to take her to safety when the meteor fell by using a secret passage, but they failed to escape the Haze and turned into monsters. Lenore herself uses medusa stats, but her gaze attack is radiant lasers and her hair is a mass of biting tentacles that deal necrotic damage, with both attacks able to cause Contamination. She is unaware of her monstrous nature and perceives reality as a living daydream. Even in life Queen Lenore was a textbook narcissist, and believes that everything else in the world exists for her to use as she wishes. She will fly into a rage upon seeing her monstrous visage or upon hearing the names of family members who are now dead. Any PC proficient in History recognizes Lenore as the former Queen, and it is possible for characters to nonviolently parley with her. The Hooded Lanterns will prioritize bringing her to safety, even if they know she's a monster, as she is technically Westemär's only surviving legitimate ruler. Bringing her to them will net the PCs a Boon, but holding her elsewhere will earn their retribution as "royal kidnappers." Killing Lenore will fill Commander Drexel with sorrow: while he understands the PCs' choice as understandable, going forward he will not trust them in having the kingdom's best interests.

The book goes into possibilities for curing Queen Lenore, as well as how other factions will react to her existence: the Silver Order views her as beyond saving and will only accept a mercy-killing; the Amethyst Academy will promise to research a cure if the PCs help retake the Inscrutable Tower, namedroping the Pale Man as being the most likely candidate to have the research necessary for this; Lucrecias Mathias can use her spells to transform Lenore back to being a human, but will only do this if all of the senior Hooded Lanterns undertake the Sacrament and join their religion; the Queen of Thieves will attempt to kidnap Lenore for ransom.

Should Queen Lenore be appointed Westemär's ruler via the Crown of Westemär and Seals of Drakkenheim, she will prove a poor authority. She only cares for using her status for personal enrichment and will abdicate responsibility whenever possible.

The other big find in the Queen's Park are eldritch lilies, which can be used to brew potions of Aqua Expurgo, along with how much gold pieces, plant samples, and time crafting are required per dose. The book also details ways characters can grow their own eldritch lilly garden, requiring two dozen complete plants and the proper facilities, the last of which are possessed by several of the factions.

Thoughts: While Queen Lenore is a terrible choice long-term for Westemär's stability, on a short-term practical level it is a useful means of currying favor with the Hooded Lanterns. Much like the Cosmological Clocktower, the Park provides an "easier exploration reward" in the form of plants to create potions to help deal with Contamination.

Rose Theatre is a briefly-detailed location, revolving around an archmage by the name of Ryan Greymere (she/her) who possesses a custom suit of magic armor that can protect the wearer against Contamination. She turned the Theatre into her long-term residence, covered by a massive Wall of Force hemisphere powered by a delerium geode, with elementals forced into service via Planar Binding for added security. Once again, she's a mage that is wanted by the law, but instead of for the dark arts it's for overstepping the Edicts of Lumen by advocating that the Amethyst Academy use her magical innovations to take over the city of Drakkenheim. The Amethyst Academy might hire the PCs to find out what Ryan is up to and if her research has borne any fruit, while the Silver Order will want her arrest or execution.

While Ryan Greymore is upset about the Amethyst Academy turning on her and has no love for the setting's feudal order, she doesn't hold a grudge against individual mages such as Eldrick Runeweaver and instead views them as cogs in the Edicts of Lumen machine. She keeps her research notes in a Secret Chest, so killing her will be fruitless in obtaining it. As for her goals, she wishes to continue her research in peace and hopefully gain access to the Inscrutable Tower. PCs might be able to talk her into building suits of Hazewalker Plate for them, and they can do this themselves if they have access to the blueprints and materials. The latter of which are explicitly spelled out in text and have quite the high price to pay. Greymere can craft a suit of it "for free" if PCs bring her a delerium geode and get her access to the Tower. It's even possible to talk Ryan into rejoining the Amethyst Academy, at which point she becomes a valuable asset. But her political views will make it more difficult for the Academy to secure alliances with other factions.

Hazewalker Plate is a very rare suit of plate armor that is hermetically sealed and thus grants the wearer their own breathable atmosphere. It grants immunity to diseases, the poisoned condition, advantage on savings against Contamination, and resistance to poison and necrotic damage. Due to being heavy armor, unproficient PCs will be quite disadvantaged if forced to wear it.

Thoughts: Once again, a potentially valuable ally but with views and a personality that can make them a potential social hindrance! But then again, if people in Drakkenheim were rational, well-adjusted individuals, it would be a lot less fun.

While combat in Drakkenheim carries a greater element of risk than other 5e campaigns, it is particularly impractical here, as killing Greymere will cause her Secret Chest to be lost forever and deprive the PCs of a valuable resource. While they can get a boon from the Silver Order, a Hazewalker Plate is the kind of thing that will be hard to top off as a reward.

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Saint Vitruvio's Cathedral is named after a paladin of the Sacred Flame who fought alongside the gold dragon Argonath. In times long past they saved the city of Drakkenheim from an army led by chromatic dragons, and both of them were buried beneath the cathedral. Saint Vitruvio's bones and gear became relics, while a prophecy was uttered that Argonath will be resurrected "should Drakkenheim ever fall to darkness."

The Cathedral is the residence of the Lord of the Feast and is crawling with garmyr and hell hound security. Some of the garmyr use NPC stat blocks to reflect more specialized roles. One of the garmyr, in fact, farries one of Saint Vitruvio's relics, the Phylactery of the namesake Saint. Much like Temple Gate, the sheer number of enemies plus the Lord of the Feast all but requires the PCs to gain the aid of a faction for reclaiming the Cathedral. The book mentions that it's one of the few times in the campaign where all five factions might be willing to put their differences aside and work with people they hate. In order to attain this, the PCs need to meet a rather demanding list of requirements: gain the trust of one faction, have at least one Seal of Drakkenheim, help secure the Clocktower and Temple Gate, and form an alliance between two or more factions.

The Lord of the Feast is a CR 15 enemy, possessing melee natural weapons but makes ranged attacks with a longbow with specialized ammunition: arrows that can Contaminate, restrain via snare, or pull in via a harpoon. The Lord also has Legendary Resistance and Actions, as well as being able to pinpoint invisible creatures within 120 feet and a climb speed to get favorable elevation. This may sound like a tall order, but Captain Elias Drexel and Knight-Commander Theodore Marshal are both willing to personally fight such a monster alongside the PCs.

The real meat of the dungeon is in the Cathedral Catacombs, a 10 room crawl spread over 2 floors. There are tombs all over the place, filled with mummies who will most likely rise and attack if anyone steals valuable objects, but a few have been driven insane and will attack automatically. There's some particularly valuable loot to be had in the Vault rooms, which are opened via angling beams of light across mirrored shields spread out among the rooms. One vault holds Ignacious, the Sword of Burning Truth, and a PC must prove their worth by battling a summoned deva. The blade is a unique legendary +3 longsword that can alight with holy flames dealing +4d6 bonus radiant damage. However, Ignacio is an intelligent lawful good item that can speak out loud and communicate telepathically. It is a devout worshiper of the Sacred Flame and doesn't care whether one is part of the orthodoxy or Falling Fire, but it has no tolerance for lies of any sort and casts Zone of Truth centered on itself whenever it's drawn.

The other Vault is also opened in a similar manner via mirror shields, and holds the lineage records of the von Kessels, the King's will, and 6 Blood Phylacteries holding the blood of the royal family. These last items store the blood of someone inside, preserving it indefinitely, and if a direct blood relative of the donor holds the vial then celestial runes spell out their relation to the donor. The contents of the King's will is up to the Dungeon Master.

Lastly, Argonath's skeletal remains are held at the bottommost level directly beneath Saint Vitruvio's tomb. A Forbiddance spell prevents people from teleporting into the chamber, and the dragon can be restored to life via casting Resurrection and using either the Pristine Delerium Geode or Diamond of Mount Kadath (obtained from Castle Drakken) as a material component. Even if resurrected, the dragon will remain asleep indefinitely until someone gathers all the relics of Saint Vitruvio and commands him to awaken. We already covered Ignacio, the Phylactery, and the Sceptre, but the two remaining ones are the Shield of the Sacred Flame which is located in Castle Drakken, and the Helm of Patron Saints which is held in the Falling Fire's stronghold.

The Cathedral's aftermath can go a variety of ways based on which faction holds it. If either the Silver Order or Falling Fire hold it, they can reconsecrate the Cathedral via its unique brazier, creating the effects of a Hallow and Forbiddence spell that not only keep out monsters, but also the Haze! If multiple factions had a hand in retaking the Cathedral, they will hold a tense meeting, where several questions are raised. They range from who should control the Cathedral to what should be done about the royal documents to the fate of delerium. One or more faction Leaders will directly ask the PCs on this and other questions. Eldrick Runeweaver and the Queen of Thieves will not come in person: the former will send his Simulacrum in his place, while the latter will send a dominated person disguised as her, and will attempt to assassinate one of the other faction Leaders or a PCs if they're on her bad side.

The book suggests an optional Brutal Betrayal, where if the PCs earned a particularly grand enmity with a faction, then that organization's agents will have subtly planted explosives around the Cathedral and threaten to denote it unless they give in to an "impossible demand" such as giving up all the Seals of Drakkenheim or something in line with their goals. The explosion has the mechanics of a Meteor Swarm spell, and will destroy the magical Brazier.

Thoughts: This feels like a stronger version of the Battle of Template Gate. It is more explicitly detailed in terms of how each faction will not only approach retaking it, but also their goals for doing so and discussing the long-term consequences. There's a variety of personal loot and treasure along with less tangible rewards such as a safe haven in the Haze, being part of a quest for resurrecting a powerful draconic ally, and the possible resolution of a royal heir-based Personal Quest via the von Kessel archives.

I am not as fond of the Brutal Betrayal. Not only is it something the PCs cannot find out on their own ahead of time (or at least no guidelines are provided), the damage alone the Meteor Swarm can seriously injure or even kill a few of the faction Leaders. It's the kind of thing that is the most safe for Runeweaver or the Queen of Thieves to do, as the others come in person.

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Slaughterstone Square is the shortest entry in this chapter. Once a valuable nexus for travel between city districts, it gained its dark namesake when the government of Westemär deployed a massive construct known as the Executioner to carry out public executions. The machine survived the meteor, but the Haze made it go berserk and it now kills anyone it finds crossing through the plaza. It will not pursue people who flee beyond it or into the Cistern, and there are no quest hooks or rewards here. The book explicitly mentions that the Executioner exists to be an obstacle to be avoided and outrun, not overcome through skill at arms and spellpower. In fact, one of the random Inner City encounters involves the PCs accidentally stumbling into the area!

The Executioner is a CR 20 Huge construct with Legendary Resistance and Actions. Its primary method of attack is a Guillotine Blade that can be used in melee or at range, and can reduce a target's maximum hit points if they fail a Constitution save. It can also vent gas dealing necrotic damage as a rechargeable AoE, and one of its Legendary Actions lets it summon up to six shadows drawn from humanoid corpses it has slain, which are aplenty in the Square. Already quite tough, the Executioner got an upgrade in Monsters of Drakkenheim to a CR 25 monster!

Thoughts: While it makes thematic sense for there to be wildly difficult fights meant to be avoided in a cosmic horror adventure, the Executioner is still subject to character optimization cheese. Namely, it lacks a personal means of three-dimensional movement to get to characters in the air or who manage to scale up nearby buildings. Its Guillotine Blade can reach up to 120 feet, but with a close range of 30 it will be taking disadvantage on attacks. But even with +15 to hit, that's going to hit most PCs anyway. A character armed with a longbow or 2014-era Eldritch Spear can theoretically plink at the Executioner's defenses from a safe distance, but with 405 hit points and amazing saving throws, such a battle will be a chore. While the shadows it summons can help counterattack long-range attackers given that said undead can fly, those are much less threatening so it's likely that mid-level and more powerful PCs might be able to hold them off.

I could be overanalyzing this, but whenever I see a monster or scenario explicitly made to be "unwinnable," I have to ask how the most common forms of CharOps cheese will be accounted for in the module. Then again, I'm pretty sure that the authors would suggest sending some Wall Gargoyles or a Tower Dragon to menace these long-ranged wonders, which is what I would do as DM.

Thoughts So Far: I like how the Inner City locations represent the mid to semi-late game nature of Dungeons of Drakkenheim. Not only are the threats and monsters increasing in power, so too are there more tangible and long-ranging consequences for the fate of Drakkenheim and possibly Westemär and the world at large. From carving out more safe zones in the Haze-filled city, determining the kingdom's next ruler, and even finding a means of destroying delerium at its source, there's so many directions a campaign can go in, which I really love!

Join us next time as we take a tour of the Faction Strongholds and discuss the stat blocks and tactics of their Leaders!
 

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