TEXT: NAMEIA’S LABORATORY
  A 4-5 hour one-shot adventure for 4 to 6 sixth level 
  characters, for the greatest roleplaying game
  Written by Stratos Fotakis
  
  2
  INTRODUCTION
   Credits
  Lead Designer: Stratos Fotakis
  Cover Illustrator: Alexandros Balatsouras
  Interior Illustrator: Alexandros Balatsouras
  Playtesters: Alexandros Balatsouras, Fotis Sotiropoulos, Giorgos 
  Baklatzis, Iakovos Farkonas, Ioanna Benga, Panagiotis Oikonomou, 
  Spiros Bofilatos
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  Twitter: @StratosF8
  Twitter: @balatso
  ON THE COVER
  Alexandros Balatsouras illustrates Nameia, a powerful Blood Mage 
  Tiefling, who strives for ultimate power and immortality. May gods 
  protect any adventurer who stands in her way.
  Disclaimer: We are not responsible for the deaths of player characters that do 
  get crushed by the bloodhulk fighters or get eaten by the Nameia’s bloodhounds. 
  Nameia said that they are both totally harmless and just want to make new 
  friends.
  Contents
  Running the Module ........................................... 3
  Adventure Summary ........................................... 3
  Adventure Hooks ................................................. 3
  The Whispering Heights ..................................... 3
  A Factions Mission .............................................. 3
  Finding the Missing citizens .............................. 3
  Adventure Structure ............................................ 4
  The Crimson Order.............................................. 4
  Meet the Cult Officers ......................................... 4
  Starting the Adventure ........................................ 5
  General Hideout Features  ................................. 5
  A1. Entrance Corridor ........................................ 5
  A2. Entrance Hall ................................................ 6
  A3. Entrance to the Laboratory ......................... 6
  A4. Experiments Section .................................... 7
  A5. T-Cross Corridor .......................................... 7
  A6. Sleeping Quarter .......................................... 7
  A7. Storage Room ............................................... 8
  A8. The Throne Room Entrance ........................ 8
  A9. Throne Room ................................................ 8
  A10. Nameia’s Private Sanctum ......................... 8
  A11. Nameia’s Throne Section ........................... 9
  A12. Teleportation Room ................................... 9
  What’s Next? ......................................................... 9
  Appendix A: Magic Items ................................. 10
  Appendix B: NPCs & Monsters ........................ 12
  
  3
  INTRODUCTION
  Nameia’s Laboratory
  Nameia’s Laboratory is a one-shot adventure that can 
  fit in the world of Forgotten Realms, or your homebrew 
  campaign, designed for four to six fifth level characters. 
  By the end of the adventure characters should be level 
  7. If you are planning to run through the adventure as a 
  player, stop reading now!
   It is suggested for your players to make their own 
  characters, it is advised that they make their adventuring 
  party together and come up with reasons why their 
  characters are friends. This adventure module can link to 
  Waterdeep Dragon Heist (in the Mount Waterdeep) or you 
  can place it in your home campaign.
  Running the Module
  It’s recommended to read the adventure module in its 
  entirety before running it. The module refers to the 
  Dungeon Master’s Guide and Players Handbook.
     Creatures and NPCs written in Bold refer to the 
  corresponding entries in the Monster Manual or Appendix 
  A | Monster and NPCs.
     Magic items and spells written in Italic refer to the 
  corresponding entries in the Dungeon Master’s Guide, 
  Player’s Handbook or Appendix B | Magic Items.
  Adventure Summary
  In the adventure, the players will have to infiltrate the 
  hidden laboratory of the Crimson Order, under the 
  leadership of the Blood Mage Nameia. The adventuring 
  party, after they find their way inside the cave into the 
  cults hold will face Nameia’s horrific creations along with 
  her army of fanatics, in order to put a stop to her plans 
  and save the unfortunate captives, that are about to be 
  subdued to vile experiments. 
  Adventure Hooks
  As the DM you can choose the hook that fits your player’s 
  style better. These hooks depend on player curiosity, 
  heroism and sense of justice or vengeance. Pick the ones 
  that fit your players better.
  The Whispering Heights
  Heading back to town from their previous adventure the 
  characters come randomly across the entrance of the 
  Crimson Order’s hideout. Outside of the cave’s stands 
  a bloated horror, with distended veins sprawling across 
  its living skin. Why would a creature like that protect the 
  entrance of a cave?
  A Factions Mission
  Your adventuring party might be a part of a well-known 
  faction that has given you information about the location 
  of the hideout and wants you to delve inside to learn more 
  about it.
  The factions your players might belong are:
  • The Emerald Enclave: Protectors of nature and natural 
  order. Druids and rangers are especially welcome 
  to the organization. Enclave members could share 
  information with the party that they have learned 
  from magical conversations with animals, about an 
  abnormal creature that guards the entrance of the 
  cave.
  • The Harpers: Smart, non-evil characters can join the 
  Harpers. Bards and wizards are especially welcome. 
  The Harpers spy network could provide the party 
  with information about the rise of a secret cult, that 
  is practicing long forgotten forms of magic and has 
  possibly abducted several civilians. Their mission is 
  to infiltrate and bring back those who are missing.
  • The Lords Alliance: The Lords’ Alliance is a coalition of 
  rulers from cities and towns across Faerûn (primarily 
  in the North), who collectively agree that some 
  solidarity is needed to keep evil at bay. The agents 
  of the Alliance include sophisticated bards, zealous 
  paladins, talented mages, and grizzled warriors. A 
  possible cult would be a threat to the homeland of 
  Lord’s Alliance, so they task the adventurers to seek 
  out and destroy the possible threat.
  • The Order of the Gauntlet: Any non-evil character can 
  join the Order of the Gauntlet, especially Clerics, 
  Monks, and Paladins. Since the Order’s mission is 
  to seek out and destroy all evil before it gains any 
  foothold, the adventuring party would be tasked 
  to investigate the possible threat and confront the 
  cultists if they think they pose a threat.
  • Zhentarim (also known as the Black Network): Any 
  adventurer could join the faction. Tenacity and 
  loyalty are highly valued (but not essential) traits for 
  new members. Since the Black Network wants to 
  establish political influence they could have sent the 
  party to a mission to remove any possible threat to 
  them.
     Alternatively, if the party already belongs to another 
  faction or organization, you can stick with their goals and 
  a possible reason that would motivate the characters to 
  investigate the evil cult’s hideout.
  Finding the Missing Citizens
  Recently several citizens have gone missing. Rumors say 
  that those who are missing have something in common. 
  They were all magic casters, most of them capable of 
  casting spells innately. Maxwell Lockwood (NG male 
  human) a personal detective in Waterdeep (or a town in 
  your homebrew world) has tasked the characters to find 
  Illetalish, a rare kind of draconic bloodline sorcerer and 
  bring her safely back to town. His client would pay 150 
  gold pieces to each of the characters. Maxwell doesn’t 
  know the motives of his client, but he has managed to 
  collect the clues that lead that the missing magic users, 
  including Illetalish are located in the Mount Waterdeep 
  (or a place in your home campaign).
  
  4
  CHAPTER 1 | THE ENTRANCE
  Adventure Structure
  Nameia’s Laboratory is a one-shot adventure designed to 
  familiarize the players with the concept of Blood Magic 
  and the threat of Crimson Order cult. 
  The characters arrive at the entrance of the cave that is 
  guarded by a Bloodhulk Fighter (see Appendix B), it’s a 
  very straightforward encounter, familiarizing the players 
  with a creature created by blood magic.
      The characters enter the first room of the laboratory 
  that is guarded by four cultists. An encounter is likely 
  to happen in this room as the guards are instructed to 
  incapacitate any possible threats for the laboratory. If the 
  guards find themselves in a disadvantageous position, at 
  least one of them will try to run and bring reinforcements 
  from the Sleeping Quarter (A6), where the rest of the Red 
  Blades sleep.
      The party can either continue towards the experiments 
  section where Nameia keeps the prisoners and her 
  ongoing experiments, decide to move towards the t-cross 
  corridor or proceed towards the sleeping quarter (if 
  they managed to take care of the guards without relative 
  stealth), the storage room or the entrance of the throne 
  room.
     Encountering the main body of the cult early would 
  prevent the characters from encountering both Nameia 
  and her forces together, resulting in a more than deadly 
  encounter.
     The entrance to the Throne Room (A9) requires a 
  puzzle to be completed in order for the party to continue. 
  The puzzle is trivial for the cult members but none of the 
  cult members would reveal the answer to the adventurers.
     In the main chamber, the party is greeted by Nameia’s 
  simulacrum (see Appendix B). She shares the memories 
  and personality of Nameia but has started to develop her 
  own personality. She is also accompanied by Cabahn 
  (see Appendix B), the Crimson Guard of Nameia (a rank 
  bestowed to great fighters of the Crimson Order).
    This can possibly be the final fight with the characters 
  fighting against Nameia’s simulacrum, her two 
  bloodhounds and Cabahn.
     Alternatively, if the characters, decide to go through 
  the Experiment Section (A4) and try to set free those 
  that have been captured, they would most likely trigger 
  Nameia’s alarm spell that has been placed on the cells, 
  resulting in an encounter with Nameia’s simulacrum and 
  Cabahn inside the laboratory.
  The Crimson Order
  The Crimson Order is a secret cult of Haemnathuun, 
  the Blood Lord, kept in the shadows, put together long 
  ago from nobles looking to extend their power and 
  influence. The Blood Lord (an elder-evil) was slain long 
  ago by Bahamut, Bane, and Ioun, but his 1000’ long-
  dead body remains as a mass of bloodstone in the Astral 
  Sea. The Blood Lord seeks to be revived once again, 
  giving knowledge and powers to his worshipers, in order 
  to perform the rituals needed for his resurrection. The 
  biggest promise Haemnathun has made to his worshipers 
  is that they will obtain eternal life. 
     The organization is unknown to all even to the places 
  they are based on, there are only whispers and rumors, 
  they are very careful with whom they approach and make 
  sure they stay unknown. Most members are members 
  of noble families,who from an early age they are put into 
  the ranks to climb their way up. Its highest authority 
  members are well disciplined and masters or the arcane, 
  demonologists, battle tacticians and deadly assassins.
  Meet the Cult Officers
  The two officers of the Crimson Order that are currently 
  in the hideout are Nameia’s simulacrum and Cabahn 
  are usually in different parts of the hideout and react 
  separately in the discovery of the characters in their 
  hideout.
  Nameia Hagar, Oracle of the Arcane
  Nameia is a NE female tiefling of Mephistopheles and 
  head of the arcane division of the cult. Herself a result of 
  her parent’s devilish dealings, now master of the arcane 
  arts and a powerful blood mage wizard. Through the 
  discovery of forgotten tomes of blood magic, she managed 
  to become a potent wizard, relatively soon. Her curiosity 
  about Haemnathuun led her to travel to the Astral Sea 
  searching for the Elder Evil’s dead body. She discovered 
  the Keening Delve, the stronghold of the dead primordial, 
  where she managed to get past the croaking slaads,the 
  crawling demons and the rampaging elementals that 
  inhabit the place, and managed to find a shard of the 
  primordial’s body that functions as a Philosopher’s Stone. 
  An item that allows her to create perfect simulacrums 
  of herself and grants her immortality while in her 
  possession. Next to no one knows about it, since she is 
  never in the same place as her simulacrum. In this way, 
  she is able to hasten the research and experiments, about 
  creating perfect servants that would allow her to remain 
  safe and would provide extra forces for the organization’s 
  hideouts.
  Few actually know that, but the symbol of the cult reveals a lot 
  about the cult’s structure. The two arcs represent the main body 
  of the cult. The central part of the symbol  depicts the position of 
  the oracles of arms and blood, that is bestowed to the most capable 
  combatants of the cult. The right and left parts of the symbol 
  represent the positions of the Oracle of the Arcane & the Oracle 
  of Coin and Relations. The arrow part of the symbol represents the 
  head  of the cult, the Blood Monarch the one chosen and blessed by 
  the Blood Lord.
  Nh
  
  5
  CHAPTER 1  | THE  ENTRANCE
  
  6
  CHAPTER 2 | LABORATORY AREA
     She is always wearing the finest of silk dresses and 
  her speech is arrogant but flowery. She is well prepared 
  for the scenario of someone finding out the hideout, 
  that’s why she always has her trusty bloodhounds and 
  her Crimson Guard, Cabahn by her side. Most of all, 
  Nameia fears the fact that she will be dead before she 
  could achieve her great goals. That’s why she strives 
  for immortality. Despite the fact that she has one of 
  the higher ranks in the Order, she never stops trying to 
  remain on top, with her continuous experiments.
     In the hideout the characters encounter Nameia’s 
  simulacrum, that has taken her post due to her being busy 
  with matters of higher importance. She has transferred 
  her duties of research to her simulacrum for the time 
  being, providing her with a Manual of Bloodhulk Creation. 
  Nameia’s simulacrum’s research has led to the conclusion 
  that the gold cost for the creation of blood hulks can 
  be substituted by sacrificing powerful spellcasters with 
  a rare bloodline. She has also developed emotions for 
  Cabahn.
     When she encounters the characters, she demands to 
  know their names and she calls Cabahn to chain them up 
  and throw them in the prison cells.
  Cabahn Garric, Crimson Guard
  Cabahn (LE male human) is an heir of a noble family. 
  Nameia was the one saved Cabahn after he died in a 
  battle protecting her simulacrum from an Oni. He was 
  resurrected by the original Nameia, since her simulacrum 
  has no such ability, but he doesn’t know of the existence 
  of Nameia’s simulacrum, he thinks that he serves the 
  original one. Cabahn is a proven fighter among the ranks 
  of the Crimson Order and he becomes the personal 
  bodyguard for Nameia. He believes that he has to 
  constantly prove himself in combat, in order to reach 
  higher recognition among the organization’s ranks. If the 
  characters try to harm Nameia in his presence he will 
  rush towards the attacker in order to protect his master. 
  Cabahn fears no man in battle, but the horrific creatures 
  that Nameia creates, scare him the most.
  Starting the Adventure
  The adventure starts once the party has made its way 
  outside of the cave entrance, they believe its the hideout 
  of the cult they’ve been searching.
  You can read or paraphrase the following:
     
  The guard of the entrance of the cave is a Blood Hulk 
  Fighter (see Appendix B), a creature created from the 
  results of Nameia’s experiments. The creature is undead. 
  A successful DC 14 Intelligence (Religion) check, would 
  provide the characters that information.
     Nameia has ordered the creature to attack anyone 
  that does not carry the Crimson Order’s symbol. So the 
  Bloodhulk Fighter will be aggressive to the characters, 
  trying to knock them unconscious and then drag them 
  inside the cave.
     If the characters kill the creature without being noticed 
  (the sound of a thunderclap, thunder step or similar 
  spells would instantly let the guards inside the Entrance 
  Corridor know that someone is fighting the Blood Hulk 
  Fighter), they can proceed inside the cave without any 
  other visible threat.
  General Hideout Features 
  The following features are common throughout all areas 
  of the interior of the building: 
     Ceilings. Interior chambers have 15-foot-high ceilings, 
  with 10-foot-high passages and doorways connecting 
  them.
     Crimson Order’s Symbol. Across the entirety of the 
  hideout there are banners in the walls of the hideout that 
  carry the Crimson Order’s Symbol.
     Light. The inside of the hideout is well lit from several 
  brazier across several locations of the hideout, besides 
  the first 200 feet of the corridor that has no light source 
  and the  Laboratory that has dim light only on the 
  experiment section of the room.
     Odor. Inside the hideout beside the Storage Room and 
  Nameia’s Private Sanctum, there is a soft smell of blood.  
  A1. Entrance Corridor
  The corridor that leads to the first entrance hall is 250 
  feet long,15 feet high and 10 feet wide. The corridor 
  is mainly made of the raw and rough stone leaving the 
  impression of the interior of a cave. At the 200 feet mark, 
  Nameia has placed a Blood Spikes Trap.
  Blood Spikes Trap
  Simple trap (level 5-10, dangerous threat)
  The trap is there to punish any intruder that managed to 
  pass the guard of the main entrance. A rune inscribed 
  with blood on the floor of the corridor summons 
  translucent blood spikes that rebuke the intruders.
     Trigger. Anyone who steps on the blood rune trap 
  causes blood spikes to emerge and stab those on top of 
  it. Those who openly wear symbols of the Crimson Order 
  don’t trigger the trap. 
     Effect. A 10-foot cube of blood spikes emerges covering 
  the rune and the area around it. Each creature in the area 
  must make a  DC 15 Dexterity saving throw, taking 14 
  (4d6) necrotic damage on a failed save, or half as much 
  on a successful one. If the saving throw is failed by 5 or 
  less the creature also suffers a point of exhaustion as a 
  portion of its vitality gets absorbed by the blood spikes.
  “After a long journey on foot, you finally arrive outside 
  of the cave you heard about. Black clouds have 
  gathered and it seems that a thunderstorm is about to 
  begin. Outside the cave’s entrance,approximately 200 
  feet away from you, a hulking mass of blood and veins 
  stands 6 feet tall motionless outside the entrance.”
  
  7
  CHAPTER 2  | LABORATORY AREA
     Countermeasures. A successful DC 15 Wisdom 
  (Perception) check reveals the presence of marks made 
  of blood that create the rune trap. A successful DC 
  15 Intelligence (Arcana) check enables a creature to 
  destroy the trap, by carefully removing the blood runes 
  on the floor; failing this check causes the trap to activate. 
  A successful dispel magic (DC 15) cast on the runes 
  destroys the trap.
     If the trap has activated the cultists in the area A2 
  become aware of the presence of the characters and 
  get prepared from possible combat. If the characters 
  try to continue unnoticed they have to make a DC 14 
  Dexterity (Stealth) check, otherwise the Crimson Order 
  cultists hear the footsteps from the corridor and they get 
  prepared to encounter the intruders.
  A2. Entrance Hall
  As the characters approach the entrance hall, you can 
  read or paraphrase the following:
     Inside the room, there is a table with half-eaten food 
  and cups with ale on top. On the other hand side, there 
  is a  corner table with blades and shields left on top of 
  it. Three Red Blades and one Crimson Scholar (see 
  Appendix B), are also inside the room.
    If the characters get stealthily inside the room, the 
  cultists are considered surprised, if the characters decide 
  to attack them. If they have failed their Stealth check, the 
  cultists are armed and prepared for battle.
    If the cultists get overwhelmed by the characters, one 
  of them will run towards are A6 to notify the rest of the 
  forces that intruders have gotten inside the hideout, 
  asking for reinforcements.
  A3. Entrance to the Laboratory
  The entrance to the Laboratory is an iron door that 
  is locked. Nameia and Cabahn are the only ones that 
  have keys that can unlock the door. A successful DC 18 
  Dexterity check using thieves’ tools can unlock the door, 
  or the door can be forced open with a successful DC 23 
  Strength (Athletics) check would allow the characters to 
  continue towards the next room.
     Behind the door there’s a stone staircase that leads 
  down to the laboratory. The room lacks any kind of light 
  source.
     You can read and or paraphrase the following:
     With a successful DC 15 Intelligence (Insight) check, 
  the characters can notice that those who are imprisoned, 
  they have undergone abusement. The characters can also 
  notice that one of the prisoners has a tattoo on his arm 
  with the mark that the cultists, they have encountered, 
  were carrying. A successful DC 18 Dexterity check using 
  thieves’ tools can unlock the cage, or the cage can be 
  forced open with a successful DC 20 Strength (Athletics) 
  check.
     The person with the Crimson Order’s mark is Percival 
  Curnow (CN male human Blood Seeker Wizard), a 
  traitor of the Crimson Order, but Nameia’s simulacrum 
  keeps him alive so he can be later consumed by Nameia’s 
  Philosopher’s Stone. Percival is a member of the 
  Harpers, that have infiltrated inside the ranks of the 
  Crimson Order, but Nameia’s simulacrum found out he 
  is a traitor and chained him up. If the characters manage 
  to free him from his cage, he will willingly assist them in 
  battle, though he has not managed to recover any spell 
  slots due to the torture he has been through. Nameia 
  has taken his grimoire into her chambers (see Nameia’s 
  Private Sanctum) and he has been tortured so he 
  currently has 1 hit point and he is unconscious. 
     Inside the trap door cage Illetalish (NN female yuan-
  ti pureblood draconic sorcerer) is chained and muffled 
  so she won’t be able to cast spells. Illetalish is a scared 
  teenage yuan-ti, that is scared that people will try to harm 
  her, due to the tortures she has heard inside the chamber. 
  If the characters free her and show they can be trusted, 
  she will willingly follow them. She will aid the character’s 
  only if her assistance is necessary. Nameia’s simulacrum 
  keeps her in a special cage due to her rare ancestry with 
  a Bronze Dragon. Nameia keeps her alive, in order to 
  conduct experiments on her that would allow her to 
  create even more stronger blood servants. The cage door 
  is magically trapped. If the characters, try to open the lock 
  of the cage the Alarm spell, instantly notifies Nameia that 
  there are intruders in the laboratory, and she proceeds 
  with Cabahn and her Bloodhounds (see Appendix B) to 
  deal with intruders.
     Inside the rest of the cages there are nine more 
  prisoners  (two human males, two half- elf males, tree 
  human females and two tiefling females). All of the 
  prisoners are sorcerers but captured by the Crimson 
  Order due to their blood being very valuable when 
  creating the bloodhulk undead constructs.
  “As you venture through the cave, you notice that 
  suddenly the rocky rough terrain starts to meld 
  with a polished marble floor. In front of you can see 
  light coming through a room that seems to be of 
  human making. You can see, four dark red-cloaked 
  figures of humanoids inside the room. They all 
  have a red mark drawn on their clothes.”
  “After unlocking the door and climb down the stairs, the 
  smell of blood becomes more intense. Not far from the 
  end of the stair, stains of blood seem to cover the floor. 
  As you approach the main room you can see several 
  cages inside the room, you can notice humanoid figures 
  inside the cages, most of them seem to be beaten, 
  deprived and unconscious. Adjacent to two of the 
  cages, you can notice a large pile of corpses and bones, 
  completely stripped of their flesh and covered in blood. 
  There is a also a trap door cage and sounds of chains 
  cluttering originate from the cage. Dim flickering light 
  derive from the far end of the room.”
  
  8
  CHAPTER 2 | LABORATORY AREA
  A4. Experiments Section
  As the characters approach to the experiment section are 
  you can read or paraphrase the following:
     
  As the characters begin to investigate the room, one thing 
  that is obvious to them, is that the dead body placed on 
  top of the stone surface, resembles the creature that 
  they have encountered earlier. It’s a Bloodhulk Giant 
  (see Appendix B), a larger undead construct that Nameia 
  has in development. Nameia’s simulacrum can dismiss 
  her two bloodhounds in order to animate the Bloodhulk 
  Giant.
  A DC 16 Intelligence (Investigation) check, searching 
  the laboratory are, the characters will find two Animate 
  Dead scrolls. If the characters succeed with a 20 check or 
  higher they can also find a Manual of Bloodhulk Creation, 
  that Nameia is keeping in a secret compartment inside 
  the library. The stairs on the other end to the room lead 
  to a dead end (a part of the wall), that can be opened only 
  from the other side by Nameia. 
  A5. T-Cross Corridor
  This corridor connects areas A2, A6 and A9. The area is 
  also lit by a brazier placed in the middle of the corridor. 
  There is also a fountain with fresh water and two statues 
  of demonic figures outside of the entrance to area A8. 
  A6. Sleeping Quarter
  The door to the sleeping quarters is made of iron and 
  its unlocked. If the characters managed to confront the 
  cultists of area A2 without making a commotion, the 
  cultists inside will be surprised. There are four cultists 
  inside in total. Two Red Blades, and two Crimson 
  Scholars. The Red Blades are sleeping while the Crimson 
  Scholars are copying spells to their spellbooks from some 
  scrolls. 
  This chamber has these features:
  • Two chests, one near the beds is locked, requiring a DC 
  15 Dexterity check using thieves’ tools, once opened 
  it contains 300g, and two potions of greater healing, 
  belonging to Cabahn and the other one is unlocked 
  containing change clothes for the cultists. 
  • There are eight beds inside the room.
  • Two crates containing 120g worth of incense and herbs.
  • A desk with candles, a scroll of hold person and a scroll 
  of maximillian’s earthen grasp.
  “As you move past the first section of the Laboratory, 
  you reach a section of the Laboratory where on your 
  left hand you can see an altar with fresh blood on 
  top of it. On your left hand you can see another altar 
  with a deformed body placed on top of it. A large 
  library covers a large portion of the room, filled with 
  books. Next to the altar there are too large tables with 
  surgical equipment and books placed meticulously on 
  top of it. A large stone stair leads to a dead end.” 
  Map of Crimson Order’s Hideout
  
  9
  CHAPTER 2  | LABORATORY AREA
  A7. Storage Room
  An unlocked wooden door closes off this room filled with 
  food, water and ale supplies.
  A8. The Throne Room Entrance
  An iron door closes off the entrance to the room. The 
  symbol of the Crimson Order is engraved on the door 
  and two demonic flying figures guard the door. The two 
  statues are actually two gargoyles (see the Monster 
  Manual, page 140). The gargoyles serve Nameia and 
  respect her for her cunning and intelligence. They have 
  been tasked to attack those who try to get into the throne 
  room by force. If the characters try to break the door 
  by force, the gargoyles instantly awaken and attack the 
  players. The door has AC of 13 and 30 hit points, having 
  resistance to bludgeoning, piercing and slashing damage 
  from weapons that aren’t adamantine.
  Inscribed in the entrance of the throne room you can 
  read:
  The answer to the riddle is “blood” and saying the door 
  out loud will unlock the door, allowing the players to 
  proceed to the next chamber. Alternatively a character, 
  “While It’s bound life will often thrive.
  While It’s  free, death will often follow.”
  that puts its hand that is covered in blood on top of 
  the inscription in the door, would unlock the door and 
  allow the characters to proceed to the next chamber. A 
  character that is wearing a necklace with the symbol of 
  the Crimson Order could also automatically unlock the 
  door. 
  A9. Throne Room
  As the characters enter the throne room you can read or 
  paraphrase the following:
     “A big red carpet extends from the door till the feet 
  of a stone large chair. Sitting on the chair you can see 
  a purple skinned female tiefling figure with angled 
  large horns on her head, holding a crimson book and 
  a large wooden staff with a large red glowing orb 
  attached on top of it. Two large red semi translucent 
  hounds are standing still next to her feet. In front of 
  her stood a male human with long black hair and 
  a trimmed beard. His polished half plate armor is 
  covered with a red tabard and a long red cape, with 
  the familiar symbol you saw across the rest of the 
  cultists, sewn on it. The room is well lit, from the 
  fire of four braziers, one in each corner of the room. 
  Four stone pillars are located towards the center of 
  the room. On the wall, you can clearly notice four 
  banners, with the same symbol sewn on them.”
  
  10
  CHAPTER 3 | THE THRONE CHAMBER
  Nameia’s simulacrum and Cabahn seemingly disturbed 
  by the intruders, turn their attention toward the 
  characters. The two bloodhounds start to growl toward 
  the characters, as Nameia’s Simulacrum hits her staff on 
  the ground and they immediately halt. She stands from 
  her throne, activating mage armor on herself (a semi-
  translucent sanguine colored one). She then addresses to 
  the characters saying the following:
     
      When the encounter with the character’s begins, 
  the two bloodhounds immediately rush towards the 
  characters trying to focus one at a time, using pack tactics 
  to gain advantage. Cabahn cautiously approaches the 
  characters, taking the Dodge action if he can’t engage 
  directly in combat. He lacks the ability to fight at a 
  range, so he will try to engage to combat with a “worthy” 
  opponent to prove his superiority as a combatant. 
  Nameia’s simulacrum will support Cabahn, with ranged 
  spells that wouldn’t put him in direct danger, and will 
  only use area of effect spells if she is certain that her 
  subordinate is safe. If the characters manage to kill or 
  knock Cabahn unconscious, Nameia’s simulacrum, will 
  try to avenge what happened to her beloved partner. In 
  the scenario where the characters manage to overcome 
  all the challenges, Nameia’s simulacrum would try to 
  escape into the teleportation room in order to escape and 
  bring backups letting the two gargoyles inside the room 
  to take care of the characters.
  A10. Nameia’s Private Sanctum
  A locked iron door closes off the room. In order to open 
  the room the character’s are should have the keys of the 
  room that currently on Nameia’s Simulacrum possession. 
  A successful DC 20 Dexterity check using thieves’ tools 
  can unlock the door, or the door can be forced open with 
  a successful DC 25 Strength (Athletics) check.
  The chamber has the following characteristics:
  • A large double bed with silken red bed sheets 
  • A large wooden chest in front of the bed. A successful 
  DC 20 Dexterity check using thieves’ tools can unlock 
  the chest. Inside the chest, there are four potions of 
  healing and a wand of magic missiles. 
  • A fine walnut desk with several books and notes placed 
  on top of it.
  • A large library that covers two walls of the room, filled 
  with a large collection of books.
  • An iron chest located adjacent to the bed with a large 
  red rune on top of it. The chest is magically trapped. 
  A DC 26 Dexterity check using thieves’ tools can 
  unlock the chest without the rune triggering; failing 
  this check would result to the rune triggering, and 
  the character that tried to unlock the chest will be 
  immediately become the target of the blight spell. 
  A successful dispel magic (DC 18) cast on the rune 
  destroys the trap. 
  Inside the chest, there is the journal of Nameia’s 
  simulacrum containing information about her starting 
  developing her own personality, despite the nature of 
  the spell that created her. There are also information 
  about the real Nameia and some of the Crimson 
  Order’s goals as a cult. Inside the chest there is a also 
  a +1 rod of the pact keeper, that Nameia’s simulacrum 
  has taken from one of her victims. Percival’s grimoire 
  is also located inside the chest.
  • A large painting on top of the bed. The painting is a rare 
  piece of art that could be sold up to 800 gold pieces 
  to art collectors.
  A11. Nameia’s Throne Section 
  This chamber has these features:
  • A large stone throne (The throne doubles as a secret 
  door to area A12) 
  • There are two large stone altars where Nameia’s 
  Simulacrum has placed her most commonly used 
  books for rituals. On top of the altars there are three 
  books. Two of the three books contain information 
  about rare sorcerer bloodlines and how a wizard 
  could use blood magic could turn them into horrific 
  servants. The third book is a tome of understanding, 
  that Nameia’s simulacrum have not yet finished 
  reading.
  • Door to area A4, that can only be spotted from this side.
  • Two small braziers that provide light to the room 
  A12. Teleportation Room
  This secret chamber is known only to Nameia and her 
  Simulacrum, and it’s used in order to transfer special 
  hostages to Nameia, in order for them to be consumed by 
  her Philosopher’s Stone. A successful DC 20 Intelligence 
  (Investigation) check, would allow the players to notice 
  that there’s a pressure plate on the throne in the room, 
  and by pressing it the throne, moves and reveals the 
  teleportation room. Inside the room there two identical 
  stone statues of demonic figures, as those located 
  outside the Throne Room. The two statues are actually 
  two gargoyles (see the Monster Manual, page 140). The 
  gargoyles are tasked to protect the room from anyone 
  else that would try to use the teleportation circle, other 
  than Nameia and her simulacrum. In order for someone 
  to use the teleportation circle, they have to throw one of 
  the magical stones that Nameia and her simulacrum have 
  in their possession. Throwing the magic stone inside the 
  circle will activate the teleportation circle for one minute. 
  The teleportation circle, teleports the user to the heart 
  of the Witches’ Forest, a forest under the control of the 
  Witch’s Queen Ailana (in the word of Faerun you can 
  have the teleportation circle lead to the Misty Forest).
  “Cabahn, my dear you didn’t inform me we were 
  expecting guests!? You seem lost, excuse my 
  incapable subordinates. But good thing you are here 
  , we were running low on subjects! You know I can 
  forgive incompetence but I can’t really tolerate being 
  interrupted in the middle of a serious conversation on 
  top of getting in my chamber uninvited.”
  
  11
  APPENDIX A | MAGIC ITEMS
  What’s Next?
  If the character’s manage to eliminate the threats inside 
  the Crimson Order’s hideout they can return the missing 
  magic casters back to town. With the information they 
  have gathered throughout the hideout, they can be 
  certain, that the Crimson Order is trying to bring the 
  Blood Lord back to life, and create abominations using 
  the long forgotten “Blood Magic”. If the character’s 
  manage to find out about the teleportation room and 
  figure out the way it works, they would have to choose 
  between returning the hostages back to town, or decide 
  to continue pursuing the Crimson Order in hopes to find 
  more about Nameia and her dark plans.
     The Crimson Order could be a returning threat, chasing 
  the characters for foiling their plans. 
  Appendix A: Magic Items
  This appendix describes new magic items that appear in 
  the adventure, and which are presented below in alpha-
  betical order.
     Several of these items are found in the possession of 
  specific NPCs: 
  • 
  Nameia has the blood orb staff & the philosopher’s 
  stone 
  • 
  Cabahn has the bloodthirsting blade 
  Blood Orb Staff
  Staff, rare (requires attunement by a spellcaster)
  This staff is made of twisted oak wood with a red bright  
  orb fixed on top of it.
     This staff can be wielded as a magic Quarterstaff that 
  grants a +1 bonus to Attack and Damage Rolls made with 
  it. While you hold it, you gain a +1 bonus to spell Attack 
  rolls.
     The blood orb staff has 8 charges. If you expend the last 
  charge roll a d20. On a 1, the blood orb staff crumbles 
  into ashes and is destroyed.  
     Spells. You may expand 1 or more charges to cast 
  the following spells, requiring no material components, 
  using your spell save DC and Spellcasting ability: inflict 
  wounds (2 charges), blight (6 charges).
     Absorb Life: When you reduce a creature to 0 hit points 
  while attuned to the blood orb staff, you can absorb their 
  life force of the creature, if it’s not an undead or construct, 
  and the blood orb staff regains one charge.
  Bloodthirsting Blade
  Weapon(longsword), rare (requires attunement)
  This black blade longsword is made of solid steel. A red 
  strip runs across the blade shedding dim light in a 15 foot 
  radius. 
     You have a +1 bonus to attack and damage rolls made 
  with this magic weapon. In addition, any attack made 
  with this weapon deals an additional 1d4 necrotic dam-
  age. 
     Blood Thirst. When you hit with a melee attack using 
  this magic longsword and reduce the target to 0 hit points 
  , you gain 2d8 temporary hit points.
  
  12
  APPENDIX A  | MAGIC  ITEMS
  it has the ability to learn, and it can regain hit points 
  and spell slots normally. The simulacrum has the same 
  personality as their creator, but there’s a thirty percent 
  chance that the simulacrum develops its own personality. 
     The simulacrum has the improved regeneration proper-
  ty and it’s immune to poison and disease. If it dies it turns 
  into a small pool of blood.
     Stone’s Empowerment. As an action you can force a 
  humanoid within 30 feet of you to make a DC 16 Consti-
  tution saving throw, or die and it’s life force is absorbed by 
  the stone, and the stone gains 10 charges. If the target is 
  a caster that is capable of casting spells of 5th level and 
  higher the stone regains 20 charges. Once this property is 
  used, it cannot be used again for 7 days.
  Manual of Bloodhulk Creation
  Wondrous item, very rare 
  This tome contains information and incantations neces-
  sary to make a particular type of bloodhulk. The GM 
  chooses the type or determines it randomly. To decipher 
  and use the manual, you must be a spellcaster with at 
  least two 5th-level Spell Slots. A creature that can’t use 
  the manual of bloodhulk creation and attempt to read it 
  takes 6d6 necrotic damage.
  d12
  Bloodhulk type
  Time
  Cost
  1-5
  Fighter
  30 days
  55,000 gp
  6-9
  Giant
  60 days
  65,000 gp
  10-12
  Crusher
  90 days
  85,000 gp
     To create a bloodhulk variation, you must spend the 
  time shown in table, working without interruption with 
  the manual at a hand and Resting no more than 8 hours 
  per day. You must also pay the specified cost to purchase 
  supplies. Alternatively you can replace every 10.000 gp 
  needed with the blood of a humanoid that has been dead 
  for no more than 8 hours. If the blood of the humanoid is 
  consumed in this way, the creature cannot be resurrected 
  with nothing sort of a Wish spell.
     Once you finish creating the bloodhulk, the book is 
  consumed in hellish flames. The bloodhulk becomes 
  animated when the ashes of the manual are sprinkled on 
  it. It is under your control, and it understands and obeys 
  your spoken commands.
  Percival’s Grimoire
  Wondrous item, uncommon (requires attunement by a 
  wizard)
  This spellbook, along with anything written on it’s pages, 
  can’t be damaged by fire or immersion in water. In addi-
  tion, the spellbook doesn’t deteriorate with age.
  The spellbook has the following spells written inside: chill 
  touch, fire bolt, mage hand, prestidigitation, alarm, detect magic, 
  identify, mage armor, shield, hold person, invisibility, misty step, 
  bestow curse, counterspell, dispel magic, fireball, confusion, greater 
  invisibility.
  Equivalent Exchange: Once per long rest, while attuned 
  to the grimoire, you cast a spell inscribed inside the book 
  of 3rd level or lower, without expanding a spell slot. You 
  then immediately suffer 1d6 necrotic damage multiplied 
  by the level of spell you casted (to a maximum of 3d6). 
  Philosopher’s Stone
  Wondrous item, artifact (requires attunement by a sorcerer, 
  warlock or wizard)
  The philosopher’s stone is a translucent red object, gener-
  ally in the form of either a crystal or a fluid with a very 
  high surface tension. It contains the souls of many people, 
  it absorbed through the use of blood magic.
     You can attune to the philosopher’s stone instanta-
  neously requiring no action. While attuned to the philoso-
  pher’s stone, you no longer age (neither through magical 
  means), and you become immune to poison and disease. 
     The philosopher’s stone has 40 charges, for the follow-
  ing properties. The philosopher’s stone regains 3d6 +4 
  expended charges when it absorbs the life force of a hu-
  manoid, that is incapacitated but not dead. If you expend 
  the last charge, roll a d20. On a 1, the philosopher’s stone 
  loses its magical properties. On a 20, the philosopher’s 
  stone regain 1d6 + 2 charges.
     Spells. You may expand 1 or more charges to cast the 
  following spells, requiring no material components, us-
  ing your spell save DC and Spellcasting ability: animate 
  objects (6 charges), bones of earth (7 charges), clone (20 
  charges), creation (7 charges), fabricate (5 charges), heal 
  (10 charges), simulacrum (15 charges), transmute rock 
  (6 charges), true resurrection (25 charges), wall of force 
  (6 charges).
     Nonequivelant Exchange. When you cast a spell that 
  requires material components, you may ignore that re-
  quirement, unless the material has a stated gold value.
     Improved Regeneration. While attuned to the philoso-
  pher’s stone, you regain 2d6 Hit Points every 10 minutes, 
  provided that you have at least 1 hit point. If you lose a 
  body part, the philosopher’s stone causes the missing part 
  to regrow and return to full functionality after 1d6 + 1 
  days if you have at least 1 hit point the whole time.
     Improved Simulacrum. When you cast simulacrum us-
  ing the philosopher’s stone, you may choose to make the 
  simulacrum a creature whose challenge rating is equal 
  to your level or lower. The creature is composed of blood, 
  
  13
  APPENDIX B | NPCs & MONsTERs
  Appendix B: NPCs & Monsters
  This appendix describes various non player characters 
  and monsters that have roles to play in the adventure. 
  These creatures are presented in alphabetical order. 
  Bloodhulk
  Corpses animated through the blood of the innocent 
  through horrible rituals. These bloated undead are filled 
  with gore and unholy liquids. Bloodhulks are bloated bags 
  of undead goodness that can withstand a tremendous 
  amount of punishment. The Bloodhulks are created 
  by vile priest and necromancers. They are the ultimate 
  mindless zombie.
  The Bloodhulks come in three varieties: Bloodhulk 
  Fighter, Bloodhulk Giant, and Bloodhulk Crusher. They 
  are used by evil spellcasters as bodyguards and servants. 
  They are much stronger then your typical zombie. They 
  have inflated hit points but are fragile to piercing and 
  slashing weapons due to their bloated bodies being filled 
  with fluids.
  Bloodhulk Fighter
  Medium undead, neutral evil
  Armor Class 11  
  Hit Points 110 (10d12 + 40)
  Speed 30 ft.
  Damage Immunities poison
  Damage Vulnerabilities piercing, slashing
  Condition Immunities poisoned
  Senses darkvision 60ft., passive Perception 10
  Languages understands the language of its creator, but can’t 
  speak
  Challenge 4 (1,100 XP)
  Reckless. At the start of its turn, the bloodhulk can gain 
  advantage on all melee weapon attack rolls during that turn, 
  but attack rolls against it have advantage until the start of its 
  next turn.
  Aggressive. As a bonus action, the bloodhulk fighter can 
  move up to its speed toward a hostile creature that it can 
  see.
   
  Actions
  Multiattack. The bloodhulk fighter makes two slam attacks.
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) bludgeoning damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  9 (-1)
  18 (+4)
  3 (-4)
  10 (+0)
  5 (-3)
  Bloodhound
  Medium undead, neutral evil
  Armor Class 14 (natural armor)
  Hit Points 43 (5d10 + 15)
  Speed 50 ft.
  Skills Perception +3, Stealth +4
  Damage Resistances necrotic
  Damage Immunities poison
  Condition Immunities poisoned
  Senses passive perception 11
  Challenge 2 (450 XP)
  Pack Tactics. The blood hound has advantage on an attack roll, 
  against a creature if at least one the blood hound’s allies is within 
  5 ft. of the creature and the ally isn’t incapacitated.
  Actions
  Multiattack. The bloodhound makes two attacks one with its bite 
  and one with its claws.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  8 (1d8 + 3) necrotic damage. If the target is a creature, it must 
  succeed on a DC 13 Constitution saving throw or be poisoned 
  for 1 minute.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  7 (1d6 + 3) necrotic damage.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17(+3)
  15 (+1)
  17 (+3)
  3(-4)
  12 (+1)
  3 (-4)
  
  14
  APPENDIX B  | NPCs & MONsTERs
  Bloodhulk Giant
  Large undead, neutral evil
  Armor Class 13  
  Hit Points 171 (15d12 + 40)
  Speed 30 ft.
  Damage Immunities poison
  Damage Vulnerabilities piercing, slashing
  Condition Immunities poisoned
  Senses darkvision 60ft., passive Perception 10
  Languages understands the language of its creator, but can’t 
  speak
  Challenge 6 (2,300 XP)
  Reckless. At the start of its turn, the bloodhulk can gain 
  advantage on all melee weapon attack rolls during that turn, 
  but attack rolls against it have advantage until the start of its 
  next turn.
  Aggressive. As a bonus action, the bloodhulk  giant can move 
  up to its speed toward a hostile creature that it can see.
  Undead Fortitude. If damage reduces the bloodhulk fighter 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 bloodhulk giant drops to 
  1 hit point instead.
  Actions
  Multiattack. The bloodhulk fighter makes two slam attacks.
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 13 (2d6 + 6) bludgeoning damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  6 (-2)
  20 (+5)
  3 (-4)
  10 (+0)
  5 (-3)
  Bloodhulk Crusher
  Huge undead, neutral evil
  Armor Class 14  
  Hit Points 286 (20d12 + 160)
  Speed 30 ft.
  Damage Immunities poison
  Damage Vulnerabilities piercing, slashing
  Condition Immunities poisoned
  Senses darkvision 60ft., passive Perception 10
  Languages  understands the language of its creator, but can’t 
  speak
  Challenge 9 (5,000 XP)
  Reckless. At the start of its turn, the bloodhulk can gain 
  advantage on all melee weapon attack rolls during that turn, 
  but attack rolls against it have advantage until the start of its 
  next turn.
  Aggressive. As a bonus action, the bloodhulk giant can move 
  up to its speed toward a hostile creature that it can see.
  Undead Fortitude. If damage reduces the bloodhulk crusher 
  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 bloodhulk 
  fighter drops to 1 hit point instead.
  Siege Monster. The bloodhulk crusher deals double damage 
  to objects and structures.
  Actions
  Multiattack. The bloodhulk fighter makes two slam attacks.
  Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one 
  target. Hit: 19 (3d8 + 7) bludgeoning damage. 
  Crushing Slam (Recharge 5-6). Each creature within 10 feet of 
  the bloodhulk crusher must make a DC 17 Dexterity saving 
  throw, taking 33 (6d10) bludgeoning damage on a failed 
  save, or half as much damage on a successful one.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  25 (+7)
  6 (-2)
  27 (+8)
  3 (-4)
  10 (+0)
  5 (-3)
  
  15
  APPENDIX B | NPCs & MONsTERs
  Illetalish 
  Medium humanoid (yuan-ti), lawful neutral
  Armor Class 15 (natural armor)
  Hit Points 33 (6d6 + 12)
  Speed 30 ft.
  Saving Throws Con +4, Cha +6
  Skills Persuasion +8, History +6
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60ft. passive Perception 13
  Languages Abyssal, Common, Dragonic
  Challenge 3 (1,100 XP)
  Magic Resistance. Illetalish has advantage on saving throws 
  against spells and other magical effects.
  Spellcasting. Illetalish is a 6th-level spellcaster. Her spellcasting 
  ability is Charisma (spell save DC 15, +6 to hit with spell attacks). 
  Illetalish has the following spells prepared:
  Cantrips (at will): acid splash, friends, poison spray, shocking grasp, 
  thunderclap
  1st level (4 slots): mage armor, magic missile, shield, sleep 
  2nd level (3 slots): enhance ability, mirror image, see invisibility
  3rd level (3 slots): lightning bolt
  Actions
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 +2) piercing damage.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8(-1)
  14 (+2)
  14 (+2)
  14(+2)
  12 (+1)
  16 (+3)
  Cabahn Garrick
  Medium humanoid (human), lawful evil
  Armor Class 18 (with shield)
  Hit Points 96 (12d10 + 36)
  Speed 30 ft.
  Saving Throws Str +9, Con +7
  Skills Athletics +9, Intimidation +5, Perception +6
  Condition Immunities frightened
  Senses passive perception 13
  Languages Common, Infernal, Abyssal 
  Challenge 8 (3,900 XP)
  Fatal Wounds (3/Short Rest). Cabahn can do an additional 1d8 
  slashing damage when hitting with a melee attack.
  Shield Master. Cabahn gains the following benefits when holding 
  a shield:
  • 
  If he takes the Attack action on his turn, he can use a bonus 
  action to try to shove a creature within 5 feet of him with 
  his shield.
  • 
  If he isn’t incapacitated, he can add his shield’s AC bonus 
  to any Dexterity saving throw made against a spell or other 
  harmful effects that target only him. 
  Second Wind (Recharges after a Short or Long Rest). As a bonus ac-
  tion, Cabahn can regain 15 hit points.
  Blood Thirst. When Cabahn hits with a melee attack using this 
  magic longsword and reduces the target to 0 hit points , he gains 
  2d8 temporary hit points.
  Fanatical Presence (Recharges after a Short or Long Rest). As a 
  bonus action Cabahn can unleash a battle  cry infused with your 
  fanatic focus. Cabahn chooses a friendly creature, he can see 
  and hear him, that creature can immediately use its reaction and 
  make a melee weapon attack against a creature within its reach  
  with advantage. 
  Actions
  Multiattack. Cabahn makes two attacks with his bloodthirsting 
  longsword.
  Bloodthirsting Longsword. Melee Weapon Attack: +8 to hit, reach 
  5 ft., one target. Hit: 12 (1d8 + 5) slashing damage, plus 2 (1d4) 
  necrotic damage. 
  ReActions
  Parry. Cabahn adds 2 to his AC against one melee attack that 
  would hit him. To do so, Cabahn must see the attacker and be 
  wielding a melee weapon.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  14 (+2)
  16 (+3)
  12 (+1)
  14 (+2)
  15 (+2)
  
  16
  APPENDIX B  | NPCs & MONsTERs
  Percival Curnow
  Medium humanoid (human), lawful evil
  Armor Class 12 (15 with mage armor)
  Hit Points 37 (7d6 + 14)
  Speed 30 ft.
  Saving Throws Int +6, Wis +4
  Skills Arcana +9, History +7
  Senses passive perception 14
  Languages Abyssal, Common, Dragonic, Elvish, Infernal
  Challenge 3 (1,100 XP)
  Spellcasting. Percival Curnow is a 6th-level spellcaster. His 
  spellcasting ability is Intelligence (spell save DC 15, +7 to hit with 
  spell attacks). Percival Curnow has the following spells prepared:
  Cantrips (at will): chill touch, fire bolt, mage hand, prestidigitation
  1st level (4 slots): detect magic, identify, mage armor, shield 
  2nd level (3 slots): hold person, invisibility, misty step
  3rd level (3 slots): bestow curse, counterspell, dispel magic
  4th level (1 slot): greater invisibility
  Actions
  Blood Beam. Ranged Spell Attack: +6 to hit, reach 120 ft., one 
  target. Hit: 13 (2d12) necrotic damage and the Sanguine Scholar  
  immediately suffers 2 necrotic damage.
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 +2) piercing damage.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8(-1)
  14 (+2)
  14 (+2)
  16(+3)
  12 (+1)
  10 (+0)
  Nameia Hagar
  Medium humanoid (tiefling), neutral evil
  Armor Class 14 (17 with mage armor)
  Hit Points 148 (18d8 + 76)
  Speed 30 ft.
  Saving Throws Int +12, Wis +9
  Skills Arcana +19, History +19, Perception +9, Medicine +15
  Damage Resistances fire and ice  
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 19
  Languages Abyssal, Celestial, Common, Dragonic, Dwarvish, Elv-
  ish, Infernal, Undercommon  
  Challenge 23 (50,000 XP)
  Legendary Resistance (2/Day): If Nameia fails a saving throw she 
  can choose to succeed instead. 
  Ring of Free Action. While Nameia wears this ring, difficult terrain 
  doesn’t cost her extra movement. In addition, magic can neither 
  reduce her speed nor cause her to be paralysed or restrained.
  Cloak of Displacement. Attack rolls have disadvantage against 
  Nameia. If she takes damage, the property ceases to function 
  until the start of her next turn.
  Philosopher’s Stone: The stone has 40 charges, and any of its 
  properties that require a saving throw have a save DC of 20. 
  While attuned to it, Nameia can expand 1 or more charges to 
  cast the following spells, requiring no material components: 
  animate objects (6 charges), bones of earth (7 charges), clone (20 
  charges), creation (7 charges), fabricate (5 charges), heal (10 
  charges), simulacrum (15 charges), transmute rock (6 charges), true 
  resurrection (25 charges), wall of force (6 charges). 
  She also gets the following benefits:
   Nonequivelant Exchange. When Nameia casts a spell that re-
  quires material components, she may ignore that requirement, 
  unless the material has a stated gold value.
  Improved Regeneration. While attuned to the philosopher’s stone, 
  Nameia regains 2d6 Hit Points every 10 minutes, provided that 
  she has at least 1 hit point. If she loses a body part, the philoso-
  pher’s stone causes the missing part to regrow and return to full 
  functionality after 1d6 + 1 days if you have at least 1 hit point 
  the whole time.
  Blood Casting (18 Hit Dice/Half Restored every Long Rest): When 
  the Nameia casts a spell with a spell slot, she can expend two Hit 
  Dice to augment its effects for this casting. She can choose one 
  of the options detailed below:
  •  Amplification. If she rolls damage for the spell when she casts 
  it, she increases the damage against every target by 2d8 necrotic 
  damage. If the spell can deal damage on more than one turn, it 
  deals this extra necrotic damage only on the turn it casts the 
  spell.
  •  Elongation. If the spell’s range is at least 30 feet, it becomes 
  400 feet.
  •  Hinderance. If the spell requires the target to make a saving 
  throw, increase the spell’s save DC by 2, for the initial saving 
  throw.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  18 (+4)
  18 (+4)
  22 (+6)
  16 (+3)
  18 (+4)
  
  17
  APPENDIX B | NPCs & MONsTERs
  Nameia’s Simulacrum  
  Medium humanoid (tiefling), neutral evil
  Armor Class 14 (17 with mage armor)
  Hit Points 100 (12d8 + 48)
  Speed 30 ft.
  Saving Throws Int +9, Wis +7
  Skills Arcana +13, History +13, Perception +9, Medicine +9
  Damage Resistances fire, ice  
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 19
  Languages Abyssal, Celestial, Common, Dragonic, Dwarvish, Elv-
  ish, Infernal, Undercommon  
  Challenge 9 (5,000 XP)
  Special Equipment. Nameia’s simulacrum carries a Blood Orb Staff 
  (see appendix A). The staff has 8 charges. Nameia’s simulacrum 
  may expand 1 or more charges to cast the following spells, 
  requiring no material components, using her spell save DC and 
  Spellcasting ability: inflict wounds (2 charges), blight (6 charges). 
  The staff regains one charge when Nameia’s simulacrum reduces 
  a creature to 0 hit points.
  Blood Casting (12 hit dice/half restored every long rest): When 
  Nameia casts a spell with a spell slot, she can expend a number 
  of Hit Dice to augment its effects for this casting. The effect 
  depends on the number of Hit Dice she expands. 
  • 
  2 Hit Dice can increase the spell’s damage potency. If she 
  rolls damage for the spell when she casts it,she increases 
  the damage against every target by 2d8 necrotic damage. 
  If the spell can deal damage on more than one turn, it deals 
  this extra necrotic damage only on the turn she casts the 
  spell.
  • 
  3 Hit Dice increases the spell’s save DC by 1.
  • 
  4 Hit Dice increases the spells range. If the spell’s range is at 
  least 30 feet, it becomes 400 feet.
  Spellcasting. Nameia’s simulacrum is a 12th-level spellcaster. Her 
  spellcasting ability  is Intelligence (spell save DC 18, +10 to hit 
  with spell attacks). Nameia’s simulacrum has the following spells 
  prepared:
  Cantrips (at will): chill touch, fire bolt, mage hand, prestidigitation
  1st level (4 slots): absorb elements, mage armor, magic missile, shield 
  2nd level (3 slots): hold person,invisibility, misty step, see invisibility
  3rd level (3 slots): counterspell, dispel magic, haste
  4th level (3 slots): confusion, greater invisibility, polymorph
  5th level (2 slots): Bigby’s hand, wall of force
  6th level (1 slot): chain lightning
  Actions
  Blood Beam. Ranged Spell Attack: +10 to hit, reach 120 ft., one 
  target. Hit: 19 (3d12) necrotic damage and Nameia’s simulacrum  
  immediately suffers 3 necrotic damage.
  ReActions
  Blood Shield (12 hit dice/half restored every long rest): Nameia’s 
  simulacrum can spend hit dice and reduce damage by 6 for every 
  hit die spend (maximum of 6 hit die at a time)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  18 (+4)
  18 (+4)
  22 (+6)
  16 (+3)
  18 (+4)
  Life Absorption (2/Short Rest). If the Nameia reduces a creature to 
  0 hit points, she gains 10 temporary hit points.
  Spellcasting. Nameia is a 18th-level spellcaster. Her spellcasting
  ability is Intelligence (spell save DC 20, +13 to hit with spell at-
  tacks). She can cast disguise self and invisibility at will. Nameia 
  has the following spells prepared:
  Cantrips (at will): chill touch, fire bolt, mage hand, prestidigitation, ray 
  of frost
  1st level (4 slots): mage armor, magic missile, shield, silent image
  2nd level (3 slots): hold person,invisibility, misty step, see invisibility
  3rd level (3 slots): counterspell, dispel magic, fireball
  4th level (3 slots): confusion, greater invisibility, polymorph
  5th level (3 slots): Bigby’s hand, geas, wall of force
  6th level (1 slot): chain lightning, globe of invulnerability
  7th level (1 slot): finger of death, teleport
  8th level (1 slot): maze, mind blank
  9th level (1 slot): foresight
     
  Actions
  Blood Beam. Ranged Spell Attack: +13 to hit, reach 120 ft., one 
  target. Hit: 26 (4d12) necrotic damage and Nameia immediately 
  suffers 4 necrotic damage.
  Sigil of Blood (1/Day). Nameia can cast Fire Shield as an action, 
  once without expanding a spell slot.
  Stone’s Empowerment. As an action Nameia can force a human-
  oid within 30 feet of her to make a DC 16 Constitution saving 
  throw, or die and it’s life force is absorbed by the philosopher’s 
  stone, and the stone gains 10 charges. If the target is a caster 
  that is capable of casting spells of 5th level and higher the stone 
  regains 20 charges. Once this property is used, it cannot be used 
  again for 7 days.
  ReActions
  Blood Shield (18 Hit Dice/Half restored every Long Rest): Nameia 
  can spend hit dice and reduce damage by 6 for every hit die 
  spend (maximum of 6 hit die at a time)
   
  LegendARy Actions
  Nameia can take 2 legendary actions, choosing from the options 
  below. Only one legendary action option can be used at a time 
  and only at the end of another creature’s turn. Nameia regains 
  spent legendary actions at the start of her turns.
  At-Will Spell. Nameia casts one of her at-will spells.
  Cast Spell (2 actions). Nameia casts one the spells she has pre-
  pared but not higher than 5th level.
  LAiR Actions
  When fighting Nameia inside her lair, Nameia can use lair ac-
  tions. On initiative count 20 (losing initiative ties) Nameia takes 
  a lair action to cause one of the following effects; Nameia can’t 
  use the same lair action two rounds in a row:
     • Nameia casts three spells from the list of prepared spells, 
  using spell slots as normal. The spells should be of level 5th or 
  lower. 
     • Nameia casts flesh to stone on all enemies within 60 feet of 
  her. This lair action does not use a spell slot.
     • Nameia casts fire shield on herself. Enemies who strike the 
  shield take 4d8 damage instead of 2d8.
  
  18
  APPENDIX B  | NPCs & MONsTERs
  Red Blade
  Medium humanoid (any race), lawful evil
  Armor Class 16 (chain mail)
  Hit Points 45 (6d8 + 18)
  Speed 30 ft.
  Saving Throws Str +7, Con +5
  Skills Athletics +7, Perception +5
  Condition Immunities frightened
  Senses passive perception 10
  Languages Common
  Challenge 3 (1,100 XP)
  Fatal Wounds(2/Day). The red blade can do an additional 1d6 
  slashing damage when hitting with a melee attack. 
   
  Actions
  Multiattack. The red blade makes two attacks with its longsword.
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 3) slashing damage or 10 ( 1d10 +3) slashing dam-
  age when used with two hands.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  12 (+1)
  16 (+3)
  10 (+0)
  10 (+0)
  10 (+0)
  Sanguine Scholar
  Medium humanoid (any race), lawful evil
  Armor Class 12 (14 with mage armor)
  Hit Points 33 (6d6 + 12)
  Speed 30 ft.
  Saving Throws Int +6, Wis +4
  Skills Arcana +8, History +6
  Senses passive perception 11
  Languages Abyssal, Common, Dragonic, Elvish, Infernal
  Challenge 3 (1,100 XP)
  Spellcasting. Sanguine Scholar is a 6th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 15, +6 to hit with 
  spell attacks). Sanguine Scholar has the following spells prepared:
  Cantrips (at will): chill touch, fire bolt, mage hand, prestidigitation
  1st level (4 slots): detect magic, identify, mage armor, shield 
  2nd level (3 slots): hold person, invisibility, misty step
  3rd level (3 slots): bestow curse, counterspell, dispel magic
  Actions
  Blood Beam. Ranged Spell Attack: +6 to hit, reach 120 ft., one 
  target. Hit: 13 (2d12) necrotic damage and the Sanguine Scholar  
  immediately suffers 2 necrotic damage.
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 +1) piercing damage.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8(-1)
  12 (+1)
  14 (+2)
  16(+3)
  12 (+1)
  10 (+0)
  Red Blades
  This rank is placed upon members of the Crimson Order 
  when they first join. Some red blades are usually tasked 
  with the transport and organization of the armory and the 
  supplies, while others serve as the main body of the cult 
  or as scouts and assassins. 
  Sanguine Scholars
  This rank is given to a newly recruited member of the 
  Order that actively seeks knowledge regarding blood 
  magic. Members with this rank are usually paper 
  pushers of the Crimson Order, that want to expand their 
  knowledge about blood magic and its capabilities. They 
  are usually arcane magic users that had some prior 
  experience as scholars. 
  
  Looking for blood-themed subclasses, spells, items, 
  monsters and more? 
  Click the pdf image and get your copy of nameia’s crimson 
  tome at a discounted price today!
  
  Crimson Horrors 
  Await
  A DUNGEONS & DRAGONS adventure for 
  chacters of sixth level
  Searching for the missing citizens leads 
  you to the hideout of  the Crimson 
  Order. Defeat the creations of Blood Mage 
  Nameia, as you uncover her villainous plot.
  For use with fifth edition
  Player’s Handbook , Monster Manual ,
  and Dungeons Master’s Guide
  Learn everything you need to know about 
  blood, in the upcoming supplement 
  Nameia’s Crimson Tome.
  Written by Stratos Fotakis
  Art by Alexandros Balatsouras
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Stratos Fotakis/Stratos Fotakis - Nameias Laboratory.pdf