TEXT: Blood Vaults of
    sister alkaVa
  A Side Trek for Four to Six PCs of Level 5–6
  Bill Slavicsek
  
  1
  1
  Kobold Press, Midgard, the Midgard logo, Southlands, Open Design, and their associated logos are trademarks of Open Design. 
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, 
  Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, place names, new deities, 
  etc.), dialogue, plots, story elements, locations, characters, artwork, sidebars, and trade dress. (Elements that have previously been 
  designated as Open Game Content are not included in this declaration.) 
  Open Game Content: The Open content in this book includes the monster statistics. No other portion of this work may be 
  reproduced in any form without permission. 
  ©2016 Open Design. All rights reserved.
  www.koboldpress.com
  Design: Bill Slavicsek
  Cover Artist: Marcel Mercado
  Editor: Michele Carter
  Interior Artist: Bruno Balixa, Micah Epstein, Marcel Mercado,  
  Florian Stitz
  Cartography: Michael Tumey
  Art Direction and Graphic Design: Marc Radle
  Publisher: Wolfgang Baur
  CREDITS
   Blood Vaults of
     sister alkaVa
  Marcus Mclendon - eliwoodtachi@gmail.com - 37695
  
  22
  Blood Vaults of Sister Alkava is an adventure for four 
  to six player characters of 5th to 6th level. Though 
  intended for the Midgard Campaign Setting, it can be 
  dropped into any 5th Edition campaign. See the 5th 
  Edition online System Reference Document (SRD) for 
  more information.
  Background
  Sister Alkava, one of the priestesses of the Red 
  Goddess, has been utilizing necromancy and blood 
  magic in an effort to impress her superiors in the 
  priesthood and to garner the attention of the Elders 
  of the Principality. To these ends, she created the 
  Blood Vaults. She developed not only a method for 
  prolonging the storage of fresh blood, but a way to 
  draw power from the sacred Blood Cauldrons she uses 
  in the storage process. That power motivated Sister 
  Alkava to postpone the unveiling of the Blood Vaults 
  and keep the news of her success to herself. She tasted 
  the power, tested it, drew it into herself. And she found 
  the power intoxicating.
  This year, as part of the Festival of the Verdant 
  Tower, Sister Alkava collected the requisite tribute 
  of blood from the people of the village of Karvolia. 
  Unlike in previous years, however, none of the blood 
  donors returned from the donation site. Moreover, the 
  village elders have just been informed that a second 
  tribute is required, and they have been commanded 
  by the priestess of the Red Goddess to send another 
  dozen young men and women to the edifice of stone 
  that looms on the cliffs overlooking the village—the 
  dreaded Blood Vaults of Sister Alkava.
  The village elders, afraid of the Red Goddess and 
  the vampiric Shroud-eaters but even more fearful of 
  losing more of their young people to the Blood Vaults, 
  quietly put out the word that they are willing to pay 
  adventurers handsomely to find a way to make this 
  second tribute pass them by. Unfortunately, by the time 
  the brave adventurers respond, the latest set of donors 
  has already entered the Blood Vaults and is being 
  prepared for the donation process.
  adVenture summary
  The player characters must infiltrate the Blood Vaults, 
  rescue the intended donors, and confront Sister 
  Alkava—finding a way to stop her before her power 
  grows too great to contain.
   The adventure begins with a meeting with the 
  village elders and the acceptance of a quest to save the 
  young men and women who were recently marched 
  into the Blood Vaults. Once inside the glorified 
  mausoleum, the player characters explore the Blood 
  Procession, the Blood-Letting Chamber, the Donor 
  Pens, the Storage Alcoves, and finally the Blood 
  Cauldron Sepulcher, the massive chamber that Sister 
  Alkava has turned into her seat of power.
  adVenture Hooks
  Beyond the usual desire for reward, adventure, and 
  experience, the player characters could have a variety 
  of other reasons for deciding to aid the village of 
  Karvolia. Here are a couple of examples.
  It’s All Relative: One or more of the PCs grew up in 
  Karvolia and has a beloved relative among the donors 
  sent to the Blood Vaults. For these PCs, the mission is 
  extremely personal.
  A Matter of Church and State: One or more of the 
  PCs has been sent to investigate Sister Alkava by either 
  the priesthood of the Red Goddess or the Elders of the 
  Principality. In the case of the former, Sister Alkava’s 
  superiors grow increasingly concerned that they haven’t 
  heard from their priestess in months. They worry that 
  Sister Alkava has gone rogue, and for good reason. 
  The priesthood wants to know what Sister Alkava is up 
  to, and they want her brought back to the Temple of 
  Aprostala to answer for her infuriating silence.
  In the case of the latter, the Elders of the Principality 
  know that Sister Alkava was close to a breakthrough 
  in necromantic techniques. When her regular reports 
  stopped arriving, they feared that she had stolen the 
  research for her own purposes. This cannot be allowed 
  to stand.
  Rebellion: One or more of the PCs belongs to a secret 
  group of freedom fighters working in the shadows to 
  topple the governments of the undead. In particular, 
  Marcus Mclendon - eliwoodtachi@gmail.com - 37695
  
  3
  3
  they seek to weaken or even end the rule of the vampires 
  of the Principality. When they receive word of Sister 
  Alkava’s experiments to extend the Shroud-eaters’ ability 
  to preserve and store fresh blood, they know they have 
  to destroy the process. And when they learn that the 
  blood can also be used to increase the power of the 
  vampires, they know that they must stop at nothing to 
  put an end to Sister Alkava and her necromantic plans.
  tHe Village elders: a request for aid
  The adventure begins as the player characters are 
  spirited away to a back room of the Bleeding Crow 
  Tavern to meet with Karvolia’s council of elders.
  The back room of the Bleeding Crow Tavern smells of 
  stale beer and old smoke. Lanterns hung at intervals 
  along the walls provide muddy illumination, as there 
  are no windows to let in either light or fresh air. Three 
  ancient villagers study you from across a large wooden 
  table—two men nursing tankards of ale and a woman 
  who occasionally sips from a goblet of wine.
  The elders present to meet with the PCs include the 
  angry Tanner Grimm, the nervous Olan Forn (who 
  owns the tavern), and the stern Lady Bestin (who is 
  neither noble nor courtly, but earned the honorific 
  by virtue of her age, her wealth, and the respect the 
  villagers heap upon her).
  The three take turns explaining the situation in 
  Karvolia, relating what they know about Sister Alkava 
  (which isn’t much), the Blood Vaults, the secret work 
  she’s been performing these past few months, and the 
  details of this year’s Festival of the Verdant Tower.
   “Our initial tribute was accepted,” Lady Bestin 
  explains, “but none of the donors returned from 
  the Blood Vaults. When Sister Alkava demanded a 
  second tribute, we knew drastic measures had become 
  necessary. Save our young men and women, and a 
  coffer of rare gems will be yours.”
  The elders offer a small coffer of gems worth 2,000 
  gp—a fortune as far as the villagers are concerned—if 
  the PCs can save the twelve young men and women 
  who were marched off to the Blood Vaults less than 
  twenty-four hours ago.
  Before the PCs make the trek out of the village and 
  up the hill to the looming Blood Vaults, they might 
  want to find out more information by talking to other 
  people in the village. In general, the villagers appear 
  nervous around the adventurers and suspicious of their 
  motives. They trust the village elders, though, and are 
  willing to discuss certain matters, at least to some small 
  degree. If the PCs approach the villagers politely and 
  do their best to put them at ease, they can learn the 
  following information:
  • Sister Alkava is a Red Sister, a priestess of Marena, 
  the Red Goddess.
  • The priestess came to the village a few months ago 
  and immediately began her work to renovate the old 
  Sanguine Shrine and turn it into the Blood Vaults.
  • Blood Vaults have been popping up throughout the 
  Principality as storehouses for the Shroud-eaters, 
  but the villagers have reason to believe that Sister 
  Alkava’s Blood Vaults are special.
  • The villagers suspect that Sister Alkava is a 
  necromancer, due to the supplies she has 
  commandeered from the village in the months 
  she’s been working in the old shrine.
  • The village has faithfully provided blood tributes in 
  the past, but this is the first time their loved ones 
  never returned after making their offerings.
  • A second tribute was ordered by Sister Alkava. 
  Another dozen young men and women have been 
  escorted to the Blood Vaults—perhaps also never 
  to return.
  • Sister Alkava has at least a few living assistants, 
  including a bugbear and a stony goblin.
  THE PATH TO THE BLOOD VAULTS
  1 Ogre Zombie (SRD)
  A well-traveled path leads from Karvolia up the hill 
  to the cliffs overlooking the village. There, a looming 
  edifice of stone that resembles a huge mausoleum 
  seems to watch the village like a malevolent gargoyle. 
  The final approach to the Blood Vaults, a cobblestone 
  trail that cuts through the trees and winds directly to 
  the massive stone doors, is protected by a hulking ogre 
  zombie that Sister Alkava called forth specifically to 
  guard the way.
   The ogre zombie has been ordered to keep the 
  villagers away while Sister Alkava finishes processing 
  the most recent tribute. It bellows and blusters, 
  deliberately swinging wildly to drive the PCs away as 
  they try to approach the doors to the Blood Vaults. If 
  the PCs attack the ogre zombie, however, it ignores its 
  orders to do no harm and tries its best to injure or even 
  kill the intruders.
  Marcus Mclendon - eliwoodtachi@gmail.com - 37695
  
  44
  entering tHe Blood Vaults
  The cobblestone path leads up to a massive set of stone 
  doors set into the walls of a massive stone structure. 
  Gothic flourishes decorate the walls, but the bas relief 
  of the Red Goddess carved into the doors strikes 
  anyone who views it as both impressive and disturbing 
  in its details.
  The locked doors require a successful DC 15 
  Dexterity check to pick the complicated lock. 
  Moreover, Sister Alkava placed a trap upon the lock: 
  DC 15 Intelligence (Investigation) check to spot the 
  trap and DC 10 Dexterity check to disarm it. A PC 
  who attempts to unlock the doors without spotting or 
  disarming the trap triggers a poison needle that springs 
  out of the lock and deals 2 piercing damage and 11 
  poison damage. The injured PC must succeed on a DC 
  13 Constitution saving throw or suffer an additional 11 
  poison damage.
  Once the PCs deal with the trap and the lock, they 
  can enter the Blood Vaults.
  1: ENTRY CHAMBER
  4 Skeletons (SRD)
  A small vestibule leads up into the main portion of the 
  Entry Chamber, a 20-foot-tall room with three arched 
  openings that provide access into the facility.
  Tall statues on the right and left walls portray different 
  aspects of the Red Goddess. The statue on the right 
  depicts Marena as the goddess of sex and childbirth, 
  showing an alluring temptress clearly pregnant beneath 
  her filmy gown. The statue on the left represents the 
  goddess as the patron of the realm, a wicked dagger in 
  one hand and a decanter of blood in the other, firmly 
  in control of death and suffering. On the far wall, two 
  small archways stand to each side of a wider and taller 
  archway, revealing corridors that lead deeper into the 
  Blood Vaults. Piles of bones lie scattered between the 
  two aspects of Marena.
  If any of the PCs inspect the arches more closely, read:
  The central arch stands 15 feet high and 10 feet wide. 
  Carved droplets of blood decorate the arch, appearing 
  almost as crimson drops of rain that frame the 
  passageway. The arches to either side stand 10 feet high 
  and 5 feet wide. These smaller passages are unadorned.
  Any PC who succeeds on a DC 10 Intelligence 
  (History) check recognizes the central passage as the 
  Blood Procession of the Red Goddess, the traditional 
  path taken by supplicants and other donors intent 
  on making an offering of blood to Marena and the 
  Shroud-eaters.
  When the PCs begin to climb the stairs into the main 
  portion of the Entry Chamber, the bone piles animate 
  and form into four distinct skeletons, each prepared to 
  defend the Blood Vaults from intruders.
  Treasure: One skeleton wears a tattered pouch on a 
  threadbare belt that holds a transparent piece of pale 
  blue quartz. A second skeleton has a small, round chunk 
  of blackest obsidian stuck into its right eye socket. These 
  gemstones are worth 10 gp each.
  Marcus Mclendon - eliwoodtachi@gmail.com - 37695
  
  5
  5
  Marcus Mclendon - eliwoodtachi@gmail.com - 37695
  
  66
  2: THE BLOOD PROCESSION
  2 Specters (SRD)
  The central, 10-foot-wide corridor beneath the 
  15-foot-high arch leads to a set of double doors 
  made of stone. Smaller stone doors separate the wide 
  corridor from the eastern and western passages.
  Carvings on the double doors show the Red Goddess 
  at the head of a blood procession, arms outstretched, 
  welcoming supplicants and donors ripe with rich, 
  warm blood. Lifelike paintings of even more donors, 
  packed tightly together and marching toward the doors, 
  decorate every inch of the walls, floor, and arched 
  ceiling using perspectives that make everything seem to 
  flow to the north. 
   Without a sound, two undead forms rise out the walls 
  and slide toward you.
  This long hallway serves as the facility’s Blood 
  Procession, the path freely traveled by donors willing to 
  give their blood to support the Elders of the Principality.
  Two specters haunt the Blood Procession, remnants 
  of donors who died in the process of providing 
  sustenance to the Shroud-eaters in years past when this 
  was still a Sanguine Shrine. The specters, composed of 
  undying hatred fueled by their untimely deaths, strike 
  at any living creatures in the hallway that aren’t under 
  the protection of Sister Alkava—in this case, the player 
  characters.
  3: DONOR PENS
  1 Bugbear (SRD) 
  1 Domovoi (Tome of Beasts)
  The eastern and western passages leading away 
  from the Entry Chamber and the Blood Procession 
  provide access to the Donor Pens where Sister Alkava 
  keeps supplicants prior to sending them into the 
  Blood-Letting Chamber (area 5 on the map).
  Area 3a: Male Donor Pen. A dark, dank chamber 
  accessed through an iron gate in the western 
  passage contains the two male supplicants 
  who have not yet been sent to the Blood-
  Letting Chamber. Olak Forn, son of the 
  tavern owner and village elder, and 
  Bruf Gaeron, an apprentice at the 
  blacksmith’s forge, cower in 
  the cell as the domovoi 
  guard (a stony 
  goblin) watches 
  from the shadows of area 3c. The domovoi enjoys 
  taunting and terrorizing the supplicants.
  If the domovoi hears the sounds of battle (against 
  the skeletons or specters or both), it prepares for the 
  intruders by casting invisibility so that it can strike with 
  surprise if the PCs approach its location. It won’t leave 
  its post unless ordered to by either Sister Alkava or the 
  bugbear guarding area 3d.
  Area 3b: Female Donor Pen. A dark, dank chamber 
  accessed through an iron gate in the eastern passage 
  contains the two female supplicants waiting their 
  turn to enter the Blood-Letting Chamber. Ara Kellt, 
  daughter of the village brewer, and Jolla Rann, who 
  operates a small tailor shop, stand defiantly in the cell, 
  badgering the bugbear (in area 3d) and demanding to 
  be released immediately.
  The young women’s constant demands make the 
  bugbear increasingly angrier, almost to the point where 
  it’s ready to swing open the gate and throttle the two 
  supplicants. If it becomes aware of the PCs, it calls 
  for the domovoi and rushes to attack. (The bugbear 
  is slightly smarter than the tougher domovoi and has 
  become the de facto leader of the pair.)
  Secret Doors: Secret doors set in the north walls of 
  areas 3c and 3d open onto hidden passages that lead 
  deeper into the Blood Vaults. The domovoi and the 
  bugbear don’t know about these secret doors, since 
  they date back to when the place was a Sanguine 
  Shrine. A PC can spot a secret door with a DC 15 
  Intelligence (Investigation) check while searching the 
  chambers where the bugbear and domovoi spend the 
  bulk of their time.
  Marcus Mclendon - eliwoodtachi@gmail.com - 37695
  
  7
  7
  Treasure: The domovoi confiscated the pouches 
  that belong to the two male prisoners. They contain 
  gemstones and coins totaling 120 gp. The bugbear 
  keeps a potion of healing hidden in an old boot resting 
  in the east corner of area 3d.
  4: STORAGE ALCOVES
  2 Blood Puddings 
  1 Blood Zombie
  Alcoves in the eastern and western passages contain 
  huge stone urns that stand about 4 feet high and almost 
  5 feet wide. These urns hold much of the precious blood 
  that Sister Alkava collected during this season’s festival. 
  Strange arcane symbols decorate each urn and its heavy 
  stone lid. A successful DC 15 Intelligence (Arcana) 
  check lets a PC determine that the markings aid the 
  magic that somehow keeps the blood fresh and pure. 
  A DC 20 Intelligence (Arcana) check also allows a PC 
  to determine that the magic links each of the urns to 
  some other vessel of power elsewhere within the Blood 
  Vaults. When the PCs enter one of these areas, read:
  Alcoves line the passage ahead. All but one of these 
  recessed spaces contains a large stone urn, its top 
  covered by a heavy stone lid. Strange symbols decorate 
  each urn, unreadable runes that seem to vibrate if you 
  look at them too long. A faint metallic tinge hangs in 
  the air.
  Area 4a: Western Alcoves. Every alcove except for the 
  one containing the secret door holds one of the massive 
  urns. A DC 20 Strength (Athletics) check is required 
  to lift one of the heavy stone lids so the PCs can peer 
  inside an urn. Thick, rich blood, magically fresh and as 
  viscous as when it spilled from a supplicant’s veins, fills 
  each urn.
  If the PCs examine the empty alcove, they have 
  a chance of finding the secret door with a DC 15 
  Intelligence (Investigation) check.
  One of the storage urns (marked with an “x”) 
  contains a blood pudding, a creation of Sister Alkava’s 
  necromancy that has been growing within the 
  enchanted blood. It dislodges the heavy lid and flows 
  out to attack while the PCs search the empty alcove or 
  when they pass by the blood pudding’s urn.
  Area 4b: Eastern Alcoves. The urns are the same as the 
  ones described in area 4a, and the secret door can be 
  found as described above.
  The storage urn marked with an “x” in this hall 
  contains a blood pudding. It dislodges the lid of its urn 
  and flows out to attack while the PCs search the empty 
  alcove or when they head toward the northern passage.
  This hall has one additional guardian. A blood 
  zombie stalks the corridor, patrolling from the top of 
  the northern passage to the beginning of the eastern 
  alcoves and back again. Anyone who succeeds on a 
  DC 10 Wisdom (Perception) check notices the blood-
  covered but obviously fancy scabbard attached to a belt 
  around the zombie’s waist. (See Treasure, below, for 
  more information.)
  If the blood zombie spots intruders, it immediately 
  attacks.
  Areas 4c and 4d: Hidden Passages. The secret doors 
  here can each be found with a successful DC 15 
  Intelligence (Investigation) check.
  Blood Pudding
  A blood pudding resembles a heavy mound of sticky, 
  crimson sludge. In dim passageways, it appears to be 
  little more than a pool of tainted water or a slick of 
  spilled blood. Like a vampire, a blood pudding craves 
  hot, fresh blood. It draws the blood out of its victims, 
  leaving nothing behind but a dry and withered husk.
  Blood Pudding
  Large ooze, unaligned
  Armor Class 9
  Hit Points 68 (8d10 + 20)
  Speed 20 ft., climb 20 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  16 (+3) 
  6 (–2) 
  18 (+4) 
  1 (–5) 
  8 (–1) 
  2 (–4)
  Damage Immunities acid, fire, necrotic, slashing
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, prone
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 9
  Languages —
  Challenge 5 (1,800 XP)
  Amorphous. The blood pudding can move through a space 
  as narrow as 1 inch wide without squeezing.
  Blood Drain. A creature that touches the pudding or hits it 
  with a melee attack while within 5 feet of it takes 5 damage 
  and the pudding gains 5 temporary hit points as it drains 
  blood from the victim. If the pudding takes radiant damage 
  or damage from a magic weapon, this trait doesn’t function 
  at the start of the pudding’s next turn, although it retains 
  any temporary hit points it previously gained.
  Spider Climb. The pudding can climb difficult surfaces, 
  including upside down on ceilings, without making an 
  ability check.
  Actions
  Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  Marcus Mclendon - eliwoodtachi@gmail.com - 37695
  
  88
  one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 15 
  (3d10) blood drain. The pudding gains 15 temporary hit 
  points from the blood it drained from its victim.
  ReActions
  Overflow. When a pudding is hit with a melee attack, it 
  immediately flows over the creature that hit it to drain 
  as much blood as it can. The victim must make a DC 
  15 Constitution saving throw. On a successful save, the 
  creature takes 15 damage from the blood drain. On a 
  failure, the damage is 30. The pudding gains temporary 
  hit points equal to the damage caused by the overflow.
  Blood ZomBie
  A blood zombie has been infused with necromantic 
  magic that gives it a semblance of life. A thin coating of 
  flowing blood covers the zombie, making it appear as 
  though a shower of crimson constantly pours down its 
  head and body.
  Blood Zombie
  Medium undead, neutral evil
  Armor Class 10
  Hit Points 45 (6d8 + 15)
  Speed 20 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  16 (+3) 
  6 (–2) 
  18 (+4) 
  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 the languages it knew in life  
  but can’t speak
  Challenge 3 (700 XP)
  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.
  Blood Drain. A creature that touches the zombie 
  or hits it with a melee attack while within 5 feet 
  of it takes 4 damage and the zombie gains 4 
  temporary hit points as it drains blood from 
  the victim. If the zombie takes radiant damage 
  or damage from a magic weapon, this trait 
  doesn’t function at the start of the zombie’s next 
  turn, although it retains any temporary hit points it 
  previously gained.
  Actions
  Slam. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 8 (1d10 + 2) bludgeoning damage plus 
  4 blood drain. The zombie gains 4 temporary hit points 
  from the blood it drained from its victim.
  Treasure: If the PCs examine the urn in the western 
  alcoves that released the blood pudding, they find an 
  opaque yellow pearl worth 100 gp resting at the bottom 
  of the blood-filled urn. The urns in the eastern alcoves 
  contain only blood.
  The blood zombie wears a +1 short sword in a 
  scabbard at its side. Though the blade was a favored 
  weapon in life, the zombie appears to have forgotten all 
  about it and never uses it to attack.
  5: BLOOD-LETTING CHAMBER
  1 Fellforged (Tome of Beasts) 
  1 Vampire Spawn (SRD)
  Doors depicting the Red Goddess at the head of an 
  elaborate blood procession open to reveal the large, 
  domed Blood-Letting Chamber. Here, Sister Alkava and 
  her servants collect blood for use in her necromantic 
  experiments, instead of for the Elders of the Principality 
  Marcus Mclendon - eliwoodtachi@gmail.com - 37695
  
  9
  9
  Defenders: A fellforged, a clockwork construct 
  given sentience by a captured wraith, tends to the 
  exsanguination cylinders for Sister Alkava. It ignores 
  the PCs until they either attack the fellforged or try to 
  free one of the donors from a cylinder. When either of 
  these conditions is met, the fellforged attacks.
  At the beginning of the next round after combat 
  begins, a vampire spawn loyal to Sister Alkava rushes 
  into the chamber through the northern doors to help 
  defend the exsanguination cylinders. It doesn’t care 
  what happens to the fellforged. It only wants to protect 
  the blood donors until every drop of blood has been 
  fed to the Blood Cauldrons in the next chamber.
  Rescuing Blood Donors: For every blood donor that 
  the PCs save, including those kept in the donor pens, 
  the PCs gain 100 XP. No extra experience is awarded 
  for donors who die, either from exsanguination or by 
  some other means.
  6: BLOOD CAULDRON SEPULCHER
  4 Blood Zombies 
  8 Skeletons (SRD) 
  Sister Alkava
  The massive chamber in the northern section of the 
  Blood Vaults is the Blood Cauldron Sepulcher. When 
  the PCs approach the doors to the sepulcher, read:
  The carved stone doors show an image of Marena the 
  Red Goddess in all her power and glory, providing 
  the blood that sustains the undead and keeps the 
  realm safe. She stands amid huge stone cauldrons that 
  overflow with precious blood.
  When the PCs open the stone doors, or when they 
  approach the sepulcher from the passages to the east or 
  west, read:
  The massive chamber is divided into three distinct 
  areas. A grim entryway fills the southern portion of the 
  chamber. Bas reliefs of skeletal forms jut from the walls 
  and reach down from the ceiling, while the floor itself 
  appears to be made of a carpet of bones. Stairs rise out 
  of the bones to the central area. 
   The central area contains four large stone blood 
  cauldrons. Blood bubbles and undulates in the cauldrons 
  as magical energy sparks along the rune‑carved floor. 
   A cross‑shaped dais in the center of the northern 
  wall features a magnificent and terrifying statue of the 
  Red Goddess. And kneeling before the statue, her head 
  as was originally intended. When the PCs push open the 
  doors or enter via the secret passage from the west, read:
  The domed chamber features a concave floor with 
  rivulets carved into the stone that lead to a central 
  drain. Eight tall metal cylinders, about the height and 
  circumference of a large man, hang on chains suspended 
  from the domed ceiling. Space remains between the 
  bottom of each cylinder and the highest point of the 
  curved floor, where the carved channels begin. Blood 
  drips from holes in each cylinder’s base, pooling beneath 
  it before flowing down the rivulets and into the central 
  drain. A clockwork automaton moves from one cylinder 
  to the next, prodding each with a long wooden pole so 
  that it swings upon its chain.
  In order to extract every drop of blood from the 
  donors, Sister Alkava constructed these exsanguination 
  cylinders. The eight cylinders each contain one of the 
  young men and women who came to the Blood Vaults 
  as part of the second call for a tribute of blood donors. 
  The clockwork fellforged prods and swings the cylinders 
  to ensure every drop of blood falls into the collection 
  rivulets in the floor. A DC 15 Wisdom (Perception) 
  check lets a PC hear the muffled, fearful whimpers of 
  pain emanating out of a swinging cylinder.
  When the PCs arrive, three of the donors have already 
  succumbed to the blood-letting and have died, but if 
  the PCs hurry they can still save the remaining five.
  To rescue a donor, a PC must move next to a cylinder 
  and use an action to open the hinged door and set the 
  victim free. By the time the PCs reach them, rescued 
  donors are unconscious from the loss of a lot of blood. 
  Once freed, a donor must be stabilized or healed within 
  3 rounds or he or she succumbs to the wounds caused 
  by the exsanguination cylinder.
  Any donors still inside the cylinders 3 rounds after 
  the PCs entered the chamber must make a death saving 
  throw at the start of every subsequent round. They 
  have each already failed one save so far. On a third 
  failed save, a trapped donor dies.
  When a metal cylinder is opened, a PC can see that 
  the interior features hundreds of short, razor-sharp 
  spikes designed to pierce the surface of the flesh and 
  allow blood to freely flow. Holes in the floor of the 
  cylinder give the blood a way to escape and drip into the 
  collection rivulets carved into the floor of the chamber.
  Necromantic spells cast upon the drain sends the 
  collected blood directly to the Blood Cauldrons in area 
  6. If characters spend a moment to watch the blood 
  flow into the drain, they see the blood swirl, fill the 
  drain, and simply disappear.
  Marcus Mclendon - eliwoodtachi@gmail.com - 37695
  
  10
  10
  bowed in prayer, is a priestess in blood‑stained robes—
  Sister Alkava.
  The climactic battle in the sepulcher can be complex 
  due to everything happening in this chamber. The 
  action is divided between the three key threats here: 
  skeletons, blood zombies, and Sister Alkava.
  Skeletons: When the PCs step onto the bone-covered 
  lower level of the sepulcher, Sister Alkava’s first layer 
  of defense springs into action. (The skeletons don’t 
  activate if the PCs arrive at area 6 by way of the east or 
  west passages.) Read:
  The bone covered floor shifts and rumbles. Suddenly 
  bones rise up and fly together, assembling to form eight 
  distinct skeletons. The skeletons turn empty eye sockets 
  toward you and rush to attack.
  The skeletons attack the intruders as Sister Alkava 
  continues to pray at the statue of the Red Goddess. If 
  the PCs remain in the lower level, they can deal with 
  the skeletons without any other interference. But if 
  any of the PCs step into the central portion of the 
  sepulcher, the next layer of defense is activated.
  Blood Zombies: When any of the PCs enter the central 
  region of the sepulcher, read:
  The churning blood in the nearest stone cauldron 
  bubbles over and a head rises out of the crimson 
  depths. Blood flows down its face and neck as dead 
  eyes open wide. The rest of the body emerges as blood 
  continues to run down its arms and chest. Then the 
  blood zombie opens its mouth and screams.
  The first round in which any of the PCs enter the 
  sepulcher’s center region, the blood zombie inside 
  the nearest cauldron emerges. It screams a terrible, 
  mournful wail, an indication that it realizes the fate 
  that has befallen it. These four blood zombies were 
  created from the bodies of some of the villagers who 
  arrived as part of the first tribute, used to power the 
  Blood Cauldrons and prepared in case Sister Alkava 
  needed undead defenders. It shambles toward the 
  nearest PC and attacks.
   In subsequent rounds, Sister Alkava uses a bonus 
  action each round to call forth another blood zombie. 
  She does this each round until all four blood zombies 
  have come into play. She can alternatively use a bonus 
  action to activate the skeletons (two at a time) if the 
  PCs didn’t step into the lower level.
  Sister Alkava: The entire sepulcher has been designed 
  to augment and enhance Sister Alkava’s power. She 
  continues to pray before the statue of the Red Goddess 
  until one or more of the PCs enters the central portion 
  of the sepulcher. Then she rises and turns to face 
  them. She never addresses the PCs directly. Instead, 
  she carries on a conversation with the Red Goddess, 
  a one-sided monologue in which she comments on 
  the actions of the PCs, describes her own role in the 
  events, and otherwise prays for guidance and support. 
  Here are some samples of what she might say:
  “Look how they storm about our holy sepulcher, Red 
  Goddess.”
  “Red Goddess, grant me your blood and your power!”
  “That one insults you, Holy Mother. Let me smite 
  him for you.”
  “I think that one would be perfect as a meal for my 
  blood pudding.”
  “Their blood isn’t worthy to fill these cauldrons, 
  Crimson Mother.”
  The Blood Cauldrons have been necromantically 
  enchanted to increase Sister Alkava’s power. Each 
  Blood Cauldron provides Sister Alkava with the 
  following benefits: +1 AC bonus, 25 temporary hit 
  points, and 1 extra action each round. So, while all four 
  cauldrons are active, Sister Alkava has a +4 bonus to 
  AC, 100 temporary hit points, and 4 extra actions every 
  round. (Damage always targets temporary hit points 
  first, if they are available.)
  Sister Alkava acts normally on an initiative count of 
  13. She can use her extra actions on initiative counts 
  20, 15, 10, and 5.
  When the Red Sister uses an extra action, crimson 
  energy rises out of one of the cauldrons and flows into 
  her. She then releases that energy as either an extra 
  move or attack action.
  Destroying the Blood Cauldrons: If the PCs realize 
  that the priestess draws power from the Blood 
  Cauldrons, they can deny her some of that power by 
  destroying the enchanted vessels.
  Each Blood Cauldron has AC 10 and 20 hit points. 
  When a cauldron is destroyed, Sister Alkava loses one 
  point of bonus AC, 25 temporary hit points, and 1 extra 
  action (starting with initiative count 20, then 15, then 
  10, and finally 5). If all the cauldrons are destroyed, she 
  loses all the associated bonuses and benefits.
  sister alkaVa
  Sister Alkava is a priestess of the Red Goddess and a 
  necromancer of skill and power. She wears scale mail 
  beneath her blood-stained robes and wields a +2 mace 
  of destruction. Once completely loyal to the Elders of 
  the Principality, her experiments with preserving and 
  Marcus Mclendon - eliwoodtachi@gmail.com - 37695
  
  11
  11
  empowering blood have made her hungry for even 
  more power and glory. She hopes to achieve a level of 
  power that will either make the Elders offer her a place 
  of prestige in the Principality or force them to leave 
  her alone. Regardless, there’s no way she’s going to let a 
  group of foolish adventures interfere with her plans.
  Sister Alkava
  Medium humanoid (human), lawful evil
  Armor Class 16 (scale mail)/+1 for each active cauldron
  Hit Points 60 (10d8 + 10)/+25 temporary hit points for 
  each active cauldron
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  12 (+1) 
  16 (+3) 
  12 (+1) 
  13 (+1) 
  18 (+4) 
  12 (+1)
  Skills Insight +10, Medicine +10, Religion +7
  Senses passive Perception 14
  Languages Common, Elven
  Challenge 7 (2,900 XP)
  Channel Divinity: Touch of Death. When Sister Alkava hits a 
  creature with a melee attack, she can use Channel Divinity 
  to deal an extra 19 necrotic damage to the target.
  Inescapable Destruction. Sister Alkava’s ability to channel 
  negative energy is extremely potent. Necrotic damage 
  dealt by her spells and Channel Divinity options ignores 
  resistance to necrotic damage.
  Spellcasting. Sister Alkava is a 7th-level spellcaster. Her 
  spellcasting ability is Wisdom (spell save DC 15, +7 to hit 
  with spell attacks). Sister Alkava has the following cleric/
  necromancer spells prepared:
  Cantrips (at will): chill touch, guidance, resistance, shocking 
  grasp
  1st level (4 slots): bane, false life, ray of sickness, shield of 
  faith
  2nd level (3 slots): blindness/deafness, hold person, silence
  3rd level (3 slots): animate dead, dispel magic, ray of 
  enfeeblement
  4th level (1 slot): blight
  Reaper. When Sister Alkava casts a necromancy cantrip that 
  normally only targets one creature, the spell can instead 
  target two creatures within range and within 5 feet of each 
  other.
  Actions
  Mace of Destruction. Melee Weapon Attack: +6 to hit, reach 
  5 ft., one target. Hit: 7 (1d6 + 3) bludgeoning damage, plus 
  an extra 7 (2d6) necrotic damage to living creatures. The 
  mace deals necrotic damage to any wielder who doesn’t 
  have an evil alignment.
  Marcus Mclendon - eliwoodtachi@gmail.com - 37695
  
  12
  12
  7: CONCLUSION
  After defeating Sister Alkava and her minions, the PCs 
  should return to the village and claim their reward. The 
  village elders remain true to their word. They hand over 
  the coffer filled with gems totaling 2,000 gp if the PCs 
  bring back proof that Sister Alkava has been defeated, 
  news regarding the fate of the village’s young men and 
  women, or if they return any of the rescued donors 
  safely back to the village. The more victims from the 
  second tribute they were able to save, the more grateful 
  the elders are toward the PCs. In addition, the PCs 
  receive 100 bonus XP for each villager rescued from the 
  Blood Vaults.
  What happens next depends on the relationship the 
  PCs have with either the Red Goddess or the Elders 
  of the Principality. Do they destroy the Blood Vaults? 
  Do they try to restore the site to gain favor with the 
  priesthood? Or do they report Sister Alkava’s activities 
  to the Shroud-eaters in hopes of earning an additional 
  reward from the ruling class of vampires?
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and 
  is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights 
  Reserved. 
  1. Definitions: (a)”Contributors” means the copyright and/or 
  trademark owners who have contributed Open Game Content; 
  (b)”Derivative Material” means copyrighted material including 
  derivative works and translations (including into other computer 
  languages), potation, modification, correction, addition, extension, 
  upgrade, improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or adapted; (c) 
  “Distribute” means to reproduce, license, rent, lease, sell, broadcast, 
  publicly display, transmit or otherwise distribute; (d)”Open Game 
  Content” means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content does 
  not embody the Product Identity and is an enhancement over the 
  prior art and any additional content clearly identified as Open Game 
  Content by the Contributor, and means any work covered by this 
  License, including translations and derivative works under copyright 
  law, but specifically excludes Product Identity. (e) “Product Identity” 
  means product and product line names, logos and identifying 
  marks including trade dress; artifacts; creatures characters; stories, 
  storylines, plots, thematic elements, dialogue, incidents, language, 
  artwork, symbols, designs, depictions, likenesses, formats, poses, 
  concepts, themes and graphic, photographic and other visual or 
  audio representations; names and descriptions of characters, spells, 
  enchantments, personalities, teams, personas, likenesses and special 
  abilities; places, locations, environments, creatures, equipment, 
  magical or supernatural abilities or effects, logos, symbols, or 
  graphic designs; and any other trademark or registered trademark 
  clearly identified as Product identity by the owner of the Product 
  Identity, and which specifically excludes the Open Game Content; 
  (f) “Trademark” means the logos, names, mark, sign, motto, designs 
  that are used by a Contributor to identify itself or its products or the 
  associated products contributed to the Open Game License by the 
  Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, 
  copy, edit, format, modify, translate and otherwise create Derivative 
  Material of Open Game Content. (h) “You” Not for resale. Permission 
  granted to print or photocopy this document for personal use only. 
  System Reference Document 5.1 2 or “Your” means the licensee in 
  terms of this agreement. 
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be 
  Used under and in terms of this License. You must affix such a notice 
  to any Open Game Content that you Use. No terms may be added to 
  or subtracted from this License except as described by the License 
  itself. No other terms or conditions may be applied to any Open Game 
  Content distributed using this License. 
  3.Offer and Acceptance: By Using the Open Game Content You 
  indicate Your acceptance of the terms of this License.
   4. Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-
  free, nonexclusive license with the exact terms of this License to Use, 
  the Open Game Content.
   5.Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient 
  rights to grant the rights conveyed by this License. 
  6.Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright 
  date, and the copyright holder’s name to the COPYRIGHT NOTICE of 
  any original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly 
  licensed in another, independent Agreement with the owner of 
  each element of that Product Identity. You agree not to indicate 
  compatibility or co-adaptability with any Trademark or Registered 
  Trademark in conjunction with a work containing Open Game Content 
  except as expressly licensed in another, independent Agreement with 
  the owner of such Trademark or Registered Trademark. The use of 
  any Product Identity in Open Game Content does not constitute a 
  challenge to the ownership of that Product Identity. The owner of any 
  Product Identity used in Open Game Content shall retain all rights, 
  title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must 
  clearly indicate which portions of the work that you are distributing 
  are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version 
  of this License to copy, modify and distribute any Open Game Content 
  originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with 
  every copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the 
  Open Game Content using the name of any Contributor unless You 
  have written permission from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with 
  any of the terms of this License with respect to some or all of the 
  Open Game Content due to statute, judicial order, or governmental 
  regulation then You may not Use any Open Game Material so 
  affected. 
  13. Termination: This License will terminate automatically if You fail 
  to comply with all terms herein and fail to cure such breach within 30 
  days of becoming aware of the breach. All sublicenses shall survive 
  the termination of this License. 
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable. 
  15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000,  
  Wizards of the Coast, LLC. 
  System Reference Document 5.1 Copyright 2016, Wizards of the 
  Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, 
  Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, 
  Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original 
  material by E. Gary Gygax and Dave Arneson.
  Tome of Beasts. Copyright 2016, Open Design; Authors Chris Harris, 
  Dan Dillon, Rodrigo Garcia Carmona, and Wolfgang Baur. 
  Blood Vaults of Sister Alkava. © 2016 Open Design. Author: Bill 
  Slavicsek.
  Marcus Mclendon - eliwoodtachi@gmail.com - 37695
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Kobold Press/Blood-Vaults-5E.pdf