𝓥 🧛🏼 Campaign: Interview with the Vampire Hunters - JulTob/DnD GitHub Wiki
Chapter 1: Dining with a $vampire$
Location:
Innistrad
Plot Hooks:
- The VIP:
Vigo Yevsky
- He is a Frankenstein-type Doctor
- He has a diary on himself. If looked at, nobody else understands the symbols, and not even close to understanding the language. One diagram seems to be of an electrical machine of some kind. If ever understood, it is filled with eldritch knowledge from his patron.
- He is a Warlock, pack of the Tome with a Great Old One patron. Emrakul, the Eldrazi corrupter.
- The Host:
Sorin Markov
- He is a vampire, obviously. Sorin, the planeswalker from MTG.
- The Assassin:
Aeron Wren
- Lycan: Wolven
- He has a dagger made of ivory with a symbol on it. It is a dagger of warning only if the team has a rogue.
- The Crypt
- The room keeps an altar to the Matren of Ravens, Goddess of Death
A cursed castle run by a (fairly) benevolent vampire hosts a VIP.
Your party has been invited to the castle and during dinner the host explains that his guest has been predicted to die tonight. But he is eager to prevent it by bringing a party of adventurers for protection.
At midnight, as the bells toll, lights go off and the VIP is dead in the middle of the floor.
A shadow crosses the room: the killer. You must follow and investigate into the catacombs.
In the catacombs, the assassin is there talking with a hooded figure. The figure shouts “Fool! You’ve been followed!” The assassin turns to you, to fall with a dagger in the back, only to raise again as a zombie. A Family of skeletons follows for combat as the hooded figure scapes in a shadowy smoke.
Skeleton
Medium undead, lawful evil
- Armor Class 13 (armor scraps)
- Hit Points 13 (2d8 + 4)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)
- Damage Vulnerabilities bludgeoning
- Damage Immunities poison
- Condition Immunities exhaustion, poisoned
- Senses darkvision 60 ft., passive Perception 9
- Languages understands all languages it spoke in life but can't speak
- Challenge 1/4 (50 XP)
- Proficiency Bonus +2
Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Each Skelleton for player. Each with a convenient artifact for player's Christmas.
- Paladin: Flame Tongue
- Monk: Moon touched sword
- Rogue: Dagger Of Warning (From the Assassin)
- Druid: Wand of Web
- Wizard: Enduring Spellbook
- Artificer: Clockwork Amulet
- Barbarian: Gauntlets of Ogre power
- Bard: Luckstone
- Bloodhunter: Rings of Shared Suffering
- Warlock: Dark shard amulet
- Cleric: Robe of Useful Items
- Fighter: Adamantine armor
- Ranger: Finder's Goggles
- Sorcerer: Ring of Mind Shielding (Occupied)
Zombie
Medium undead, neutral evil
- Armor Class 8
- Hit Points 22 (3d8 + 9)
- Speed 20 ft.
STR DEX CON INT WIS CHA 13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
- Saving Throws Wis +0
- Damage Immunities poison
- Condition Immunities poisoned
- Senses darkvision 60 ft., passive Perception 8
- Languages understands all languages it spoke in life but can't speak
- Challenge 1/4 (50 XP)
- Proficiency Bonus +2
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
After coming back to the diner for investigation the body is gone. The host is lying on the floor, and when awakens tells you that the VIP has risen again as a lycanthrope and flown away to the forest. You MUST find him and bring him back safely.
Chapter 2: Werewolves from outer space
Plot Hooks:
- Druid Werewolf:
Glyn Wren
(She)
- Sister of the Assassin
- The Infection
- Eldrazi infection, looks purple, grey, and white. Grows brushes with little tentacle-like growths.
The party goes to the forests around the castle, following the tracks of the Lycan VIP.
They hear the sounds of wolves under the full moon. They are agitated. Some attack the party.
Keep a balance by bringing three , then as the fight progresses more come out of the shadows, were they lurked.
Wolf
Medium beast, unaligned
- Armor Class 13 (natural armor)
- Hit Points 11 (2d8 + 2)
- Speed 40 ft.
STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)
- Skills Perception +3, Stealth +4
- Senses passive Perception 13
- Languages —
- Challenge 1/4 (50 XP)
- Proficiency Bonus +2
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
During or after the fight it is noticed that the wolves were infected, secreting a purple ooze from their wounds.
A single beautiful Direwolf with a long mane and silvery fur stands now in your way.
Dire Wolf
Large beast, unaligned
- Armor Class 14 (natural armor)
- Hit Points 37 (5d10 + 10)
- Speed 50 ft.
STR DEX CON INT WIS CHA 17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2)
- Skills Perception +3, Stealth +4
- Senses passive Perception 13
- Languages —
- Challenge 1 (200 XP)
- Proficiency Bonus +2
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
When defeated the Direwolf turns into a shamanic individual. She is in anger at the party for harming the wolves and asks what have they done to them. She is worried about the infection, that is highly resisten to magic, and seems to make the wolves crazy.
After clarifying what is happening, she concludes you are not the origin of the infection, but probably your target, the VIP, is. She is right.
After healing all of you, you proceed to search for the target. With her help, you soon find it.
The doctor has transformed, but not just into a werewolf. It has become a werewolf with tentacles and purple skin, hairless, and full of white and grey veins on the skin. His eyes are bright violet, and his tongue is as long as an arm. The Lycan curse has spread, but it has reacted with another curse, ancient and foreign to this world.
You are meant to capture it live, but the Druid wants to kill it to avoid the infection to spread onto other werewolves.
Space Werewolf (CR 1)
Medium humanoid (human, shapechanger), chaotic evil
- Armor Class 12 (natural armor) in hybrid form
- Hit Points 44 (8d8 + 8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 13 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
- Skills Perception +4
- Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
- Senses passive Perception 14
- Languages Common (can't speak in wolf form)
- Challenge 1 (200 XP)
- Proficiency Bonus +2
Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Antimagic Curse: Resistance on spells. Any spell on it has disadvantage, including healings.Actions
Multiattack. The werewolf makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.
Claws (Hybrid Form Only). Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 6 (2d4 + 1) slashing damage.
If a player gets infected with lycanthropy, it also spreads the Antimagic Curse until healed at a temple or druid circle. The effect of the Antimagic Curse is that any magic effect has resistance on them as if something is sucking away the magical energies around them.
If you kill the creature the Druid will consider you a friend from then on. Else, they will be hostile towards you.
If you kill the creature, The Host, Sorin, will get mad at you. The diary of the doctor will be in his corpse. You should get it and give it to him. If the doctor lives, you will be compensated. He will also be friendly in the future towards you.