D&D 5E EN5ider #392 - To Stake A Vampire: Part 3

EN5ider is cracking into some truly ancient evil today with the juicy end of the epic horror adventure To Stake A Vampire!

en5ider 392 snapshot.JPG

⚔️ Free Articles including a complete adventure, a sidequest adventure, and the smart-fighting savant character class!
🐉 Join EN5ider for Immediate Archival Access: Pay as little as $3 each month to become a member and get instant access to the library of 390+ articles at no extra charge!

Lately on EN5ider:
  • 392. To Stake A Vampire: Part 3. The hunt for the ancient evil threatening to overwhelm Holdenshire reaches its end! With the Order of Light's weaponry in hand the adventurers finally come into confrontation with Lord Pemberton and learn his dark secret, then travel beneath Brockendale Castle where they once more butt heads with their adventuring competition—though this time Old Jovan and his crew are quite different than in their last encounter! Afterwards the party must avoid or best victims of the primordial vampire and his powerful pets before they can forge through the Dark River, then test their mettle against Gortag the Mad's maze. More horrors await the PCs in the abattoir that contains Nemirtvi's Vein, and at the end of the unnaturally dark and dangerous stairwell beneath it finally the adventurers come face to face with their foe in a duplicitous battle that your players will be talking about for years to come. Can the party bring an end to the primordial vampire once and for all, or are they doomed the moment they set foot into Nemirtvi's Lair? Includes the memory crystal hazard, five new traps (False Path, Forgotten Route, Maddening Gas, Unholy Blight, Unholy Ice Javelins), two maps, and 8 creatures: Corrupted Bluestone (CR 5), Corrupted Mossad (CR 5), Corrupted Jovan (CR 6), Corrupted Andrew Nemeth (CR 6), Mongrelwarrior (CR 1), Mongrelmage (CR 3), Lord Pemberton (CR 6), and Nemirtvi the Vampire Lord (CR 14).
  • 391. Dangerous Scenarios: Alchemist's Lodge. Whether sent to the recent ruins or stumbling upon it on their way to their next adventure, the party will quickly learn that the former site of the alchemist Torrin's lodge is a very dangerous place. The gnome's leftover experiments and discard chemicals have been wantonly consumed by the ogres Agon, Katyazog, and Zurg, as well as their pet death dog Chomp-and-Gnaw—each of them permanently transformed by the elemental essence they've so greedily drunk! Includes a new very rare potion and the CR 3 modified death dog. Dangerously designed by William Fischer, illustrated by Indi Martin, using cartography by Dyson Logos.
  • 390. Enchanted Trinkets: The Temple's Wares. There's a good chance your gaming world has at least a few churches, shrines, or temples, and when the adventurers visit these holy places after completing a quest of paramount importance or fulfilling a divine prophecy—or if they've got a bit of coin in their pockets—some less sacred relics might be waiting for them. Maybe the party's bard is keen to a book of forgotten songs, the thief eager to get their mitts on a hidden glove or luck ruled dice, or a fearful fighter in need of the courage offered by valorous ashes. Whatever the case, turn to this cache of 15 religious-themed enchanted trinkets and give the PCs a bit of glory. Devoutly designed by Marc Kenobi, illustrated by Phil Stone.
  • 389. Spells: Arishat's Booklet of Mixed Elemental Spells. Why do mages and workers of holy spells restrict themselves to grasping upon the powers of just a single element when performing their magic? Why not two? The archmage Arishat took it as her mission to create hybrid elemental magic, spreading the knowledge of the spells she's created to the world at large. Shock and chill an enemy with a galvanice bomb, summon small geothunder turrets to assail your foes, suck opponents into a pyroclastic vacuum, and impress everyone with your primordial mastery with the rest of the 10 spells in this article. Direly designed by Andrea Ferrini, illustrated by Xanditz.
  • 388. To Stake A Vampire: Part 2. Continuing from the end of Act 1, the adventurers go about Holdenshire seeking the tombs and relics of the Order of Light in this crunchy 35 pages of dungeon delving! Adding to the potent amulet of the spectral grove, the PCs find the swift silver quickbow, hard hitting Noltsledge, deft kylian knives, and the miraculous leilan artifice—after overcoming the traps laid to protect these sacred items and the monsters that prowl nearby! In addition to these and the token of revival, inside of this supplement GMs will find 4 dungeon maps, 8 new traps (flame strike, frost fangs, wyvern bolt, hail of arrows, shocking floor, chamber of blades, corrosive gas, conjured conduit), the coagulopathy disease, a variety of light-based hazards, and plenty of new monsters: feyblind goblin (CR 6), vampire spawn ogres (CR 6), crypt thing (CR 5), feral giant (CR 10), mohrg (CR 11), crazed troll (CR 7), grave guardian (CR 2), ashen mage (CR 5), ashen warrior (CR 4), and the specter of Tamas Agrens (CR 7).

log in or register to remove this ad

Mike Myler

Mike Myler

Visit Our Sponsor

An Advertisement