TEXT: 203
  GM Guide
  Frog God 
  Games
  Richard Pett’s Crooked City
  Richard Pett’s Crooked City
  GM Guide
  GM Guide
  
  GM Guide
  Richard Pett’s Crooked City
  Richard Pett’s Crooked City
  Credits
  Author
  Richard Pett
  Additional Design
  Pete Pollard, Alistair Rigg, Jeffrey 
  Swank, and Greg A. Vaughan
  Lead Developer
  Greg A. Vaughan
  Developers
  Matthew J. Finch, Skeeter Green, 
  David Landry, John Ling, Alistair 
  Rigg, and Jeffrey Swank
  Producer
  Bill Webb
  Editors
  Skeeter Green, Jeff Harkness,  
  Jeffrey Swank, and Krista Webb
  Layout and Graphic Design
  Charles A. Wright
  Fifth Edition Adaptation/Conversion
   Matt Finch, Edwin Nagy,  
  Patrick N. Pilgrim, Michael G. Potter, 
  Anthony Pryor
  Front Cover Art
  Artem Shukaev
  Interior Art 
  Colin Chan, Mike Chaney, Carolus 
  Clusius, Steve Ellis, Peter Fairfax, 
  Felipe Gaona, R.P. Gauccius,  
  Brian LeBlanc, Eric Lofgren, Olaus 
  Magnus, Chris McFann,Terry Pavlet, 
  Richard Pett, Nate Pride, Richard 
  Thomas, Giovanni Andrea Vavassore, 
  Tyler Walpole, and Richard Yardly  
  and Peter Short
   
  Photography
  Richard Pett
  Cartography
  Robert Altbauer
  Special Thanks
  I’m indebted to the Paizo Community for their endless encouragement, feedback and suggestions over many 
  years. Their ideas, enthusiasm and involvement is more than just useful, it’s inspirational. I’m particularly grateful 
  to James Jacobs for adding his twisted spices to many of my adventures, to Erik Mona for laughing at the Devil 
  Box and being a fine fellow, to Wes, James, Jason and Rob and to Wolfgang Baur for being such a splendid man 
  to work for.
  This setting is dedicated to Geoff Tew, a damn fine thief whose spirit still graces our gaming table and whose 
  favourite character still walks these streets.
  “In order to know virtue, we must first acquaint ourselves with vice.”
  Quotations except as noted otherwise are from the Marquis de Sade (1740–1814)
  
  2
  The Blight: Richard Pett's Crooked City
  GENERAL RESOURCES 
  Swords & Wizardry Complete S&W 
  The Tome of Horrors Complete PF, S&W 
  Tome of Horrors 4 PF, S&W 
  Tome of Adventure Design
  Monstrosities S&W 
  Bill Webb’s Book of Dirty Tricks 
  Razor Coast: Fire as She Bears PF 
  Book of Lost Spells 5e, PF 
  Fifth Edition Foes 5e 
  The Tome of Blighted Horrors 5e, PF, S&W
  Book of Alchemy* 5e, PF, S&W 
  THE LOST LANDS 
  Rappan Athuk PF, S&W 
  Rappan Athuk Expansions Vol. I PF, S&W 
  The Slumbering Tsar Saga PF, S&W 
  The Black Monastery PF, S&W 
  Cyclopean Deeps Vol. I PF, S&W 
  Cyclopean Deeps Vol. II PF, S&W 
  Razor Coast PF, S&W 
  Razor Coast: Heart of the Razor PF, S&W 
  Razor Coast: Freebooter’s Guide to the Razor Coast PF, S&W 
  LL0: The Lost Lands Campaign Setting* 5e, PF, S&W
  LL1: Stoneheart Valley PF, S&W 
  LL2: The Lost City of Barakus PF, S&W 
  LL3: Sword of Air PF, S&W 
  LL4: Cults of the Sundered Kingdoms PF, S&W 
  LL5: Borderland Provinces 5e, PF, S&W
  LL6: The Northlands Saga Complete PF, S&W
  LL7: The Blight 5e, PF, S&W
  LL8: Bard’s Gate 5e, PF, S&W 
  LL9: Adventures in the Borderland Provinces 5e, PF, S&W
  QUESTS OF DOOM 
  Quests of Doom (Vol. 1) 5e 
  Quests of Doom (Vol. 2) 5e 
  Quests of Doom (includes the 5e Vol. 1 and 2, but for PF 
  and S&W only) PF, S&W 
  Quests of Doom 2 5e 
  Quests of Doom 3 5e, S&W
  Quests of Doom 4* 5e, PF, S&W
  PERILOUS VISTAS 
  Dead Man’s Chest PF 
  Dunes of Desolation PF 
  Fields of Blood PF 
  Mountains of Madness PF 
  Marshes of Malice PF
  Other Products from Frog God Games
  You can find these product lines and more at our website, froggodgames.com, and on the shelves of many retail game stores.  
  Superscripts indicate the available game systems: “PF” means the Pathfinder Roleplaying Game, “5e” means Fifth Edition,  
  and “S&W” means Swords & Wizardry. If there is no superscript it means that it is not specific to a single rule system.
  * (forthcoming from Frog God Games)
  CEO
  Bill Webb
  Creative Director:  
  Swords & Wizardry
  Matthew J. Finch
  Creative Director:  
  Pathfinder Roleplaying Game
  Greg A. Vaughan
  Frog V
  Patrick Pilgrim
  Art Director
  Charles A. Wright
  Developers
  John Ling and  
  Patrick N. Pilgrim
  Customer Service Manager
  Krista Webb
  Zach of All Trades
  Zach Glazar
  Espieglerie
  Skeeter Green
  FROG GOD GAMES IS
  Frog  
  God 
  Games
  Adventures 
  Worth  
  Winning
  ©2017 Frog God Games. All rights reserved. Reproduction without the written permission of the publisher is expressly 
  forbidden. Frog God Games and the Frog God Games logo is a trademark of Frog God Games. All characters, names, places, 
  items, art and text herein are copyrighted by Frog God Games, Inc. The mention of or reference to any company or product in 
  these pages is not a challenge to the trademark or copyright concerned.
  Product Identity: The following items are hereby identified as Frog God Games LLC’s Product Identity, as defined in the 
  Open Game License version 1.0a, Section 1(e), and are not Open Game Content: product and product line names, logos 
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  or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly 
  identified as Product Identity. Previously released Open Game Content is excluded from the above list.
  
  3
  GM Guide
  Table of Contents
  The Blight GM Guide ...........................................................................................................Pg. 8
   
  For the Players .............................................................................................................Pg. 9
   
  New Racial Traits .......................................................................................................Pg. 10
   
   
  Dwarves ...........................................................................................................Pg. 10
   
   
  Elves ................................................................................................................Pg. 10
   
   
  Gnomes ............................................................................................................Pg. 11
   
   
  Half-Elves ........................................................................................................Pg. 11
   
   
  Half-Orcs .........................................................................................................Pg. 11
   
   
  Halflings ...........................................................................................................Pg. 11
   
   
  Humans ............................................................................................................Pg. 12
   
  New Racial Subtypes .................................................................................................Pg. 12
   
   
  Dwarf, Street ....................................................................................................Pg. 12
   
   
  Elf, Primitive ....................................................................................................Pg. 13
   
   
  Gnome, Tradelord ............................................................................................Pg. 14
   
   
  Half-Orc, Shadowlamp ....................................................................................Pg. 15
   
   
  Halfling, Gypsy-Soul .......................................................................................Pg. 16
   
   
  Human, Blighted ..............................................................................................Pg. 17
   
  New Races  .................................................................................................................Pg. 18
   
   
  Briny ................................................................................................................Pg. 18
   
   
  Coprophagi (Roachfolk) ..................................................................................Pg. 19
   
   
  Night-Slug ........................................................................................................Pg. 20
   
   
  Swyne ..............................................................................................................Pg. 22
   
  Blight Backgrounds ....................................................................................................Pg. 22
   
  Optional Blight Character Quirks ..............................................................................Pg. 26
   
  New Equipment  ........................................................................................................Pg. 27
   
   
  Weapons of the Blight ......................................................................................Pg. 27
   
   
  Adventuring Gear ............................................................................................Pg. 30
   
   
  Tools and Skill Kits ..........................................................................................Pg. 30
   
   
  Animals, Mounts, and Related Gear ................................................................Pg. 31
   
   
  Transport ..........................................................................................................Pg. 31
   
   
  Clothing ...........................................................................................................Pg. 32
   
   
  Personal Grooming and Accessories................................................................Pg. 32
   
   
  Food and Drink ................................................................................................Pg. 33
   
   
  Drugs ................................................................................................................Pg. 33
   
   
  Insectum ...........................................................................................................Pg. 33
   
   
  Poisons .............................................................................................................Pg. 34
   
   
  Lifestyle Expenses ...........................................................................................Pg. 35
   
  For the GM .................................................................................................................Pg. 38
   
   
  Bringing the Blight to Life...............................................................................Pg. 39
   
   
  The Flavour of the Blight.................................................................................Pg. 40
  
  4
  The Blight: Richard Pett's Crooked City
   
   
  Castes ...............................................................................................................Pg. 42
   
   
  Duels ................................................................................................................Pg. 43
   
   
  Enemies ............................................................................................................Pg. 44
   
   
  Fads of the Blight .............................................................................................Pg. 44
   
   
  Clubs, Guilds, Cults and Gangs .......................................................................Pg. 45
   
   
   
  Clubs .......................................................................................................Pg. 45
   
   
   
  Guilds ......................................................................................................Pg. 47
   
   
   
  Cults and Gangs ......................................................................................Pg. 50
   
   
   
  The Four Great Families .........................................................................Pg. 51
   
   
  Magic ...............................................................................................................Pg. 52
   
   
  Personal Goals .................................................................................................Pg. 53
   
   
  Power ...............................................................................................................Pg. 54
   
   
  Relationships as Rewards ................................................................................Pg. 55
   
   
  Technology & Firearms ...................................................................................Pg. 55
   
   
  The Undead, the Broken, the Made, and the Unliving ....................................Pg. 56
   
   
  The Weight of the Law ....................................................................................Pg. 56
   
   
  True Gods of the Blight ...................................................................................Pg. 57
   
   
   
  Baphomet ................................................................................................Pg. 57
   
   
   
  Brine ........................................................................................................Pg. 58
   
   
   
  Father Canker ..........................................................................................Pg. 58
   
   
   
  Geryon .....................................................................................................Pg. 58
   
   
   
  Jubilex .....................................................................................................Pg. 59
   
   
   
  Lord Shingles ..........................................................................................Pg. 60
   
   
   
  Lucifer .....................................................................................................Pg. 60
   
   
   
  Mammon .................................................................................................Pg. 63
   
   
   
  Mithras ....................................................................................................Pg. 63
   
   
   
  Mother Grace ..........................................................................................Pg. 63
   
   
   
  Papyri ......................................................................................................Pg. 64
   
   
   
  Sister Shadows ........................................................................................Pg. 64
   
   
   
  The Ash Queen ........................................................................................Pg. 66
   
   
   
  The Horseman .........................................................................................Pg. 66
   
   
   
  The Gods of the Swyne ...........................................................................Pg. 66
   
   
  Twisted Campaigns ..........................................................................................Pg. 67
   
   
  Vermin of the Blight ........................................................................................Pg. 67
   
   
  Blight Adventures ............................................................................................Pg. 68
   
  Between ......................................................................................................................Pg. 70
   
   
  Of Curious Mirrors ..........................................................................................Pg. 71
   
   
  A Between Empire ...........................................................................................Pg. 71
   
   
  The Illuminati and Between Companies ..........................................................Pg. 72
   
   
   
  Outposts and Colonies .............................................................................Pg. 73
   
   
  Betweenlands ...................................................................................................Pg. 73
   
   
  The Unsea ........................................................................................................Pg. 78
   
   
  Sailing the Unsea .............................................................................................Pg. 80
   
   
   
  Tales of the Unsea ...................................................................................Pg. 81
   
   
   
  Unsea Weather .........................................................................................Pg. 81
  
  5
  GM Guide
   
   
   
  Navigating the Unsea ..............................................................................Pg. 82
   
   
   
  Unsea Equipment ....................................................................................Pg. 82
   
   
   
  Unsea Menagerie .....................................................................................Pg. 83
   
   
  Through the Glass Darkly: GMing Between ...................................................Pg. 85
   
   
   
  Travel By Magic ......................................................................................Pg. 85
   
   
   
  The Mirror Voyager: What Between is Like ...........................................Pg. 85
   
   
   
  Tragedies of Between ..............................................................................Pg. 86
   
  The Blight Bestiary ....................................................................................................Pg. 88
   
  Things: The Creatures of Castorhage .........................................................................Pg. 89
  Animals .................................. Pg. 89
  Dark Fey ................................. Pg. 89
  Inhabitants of the Lyme ......... Pg. 89
  Monsters Unique  
  to the Blight............................ Pg. 90
  Pestilences and Parasites ........ Pg. 90
  Scrimshaw Gargoyles ............ Pg. 90
  Shapechangers ........................ Pg. 90
  Spiders.................................... Pg. 90
  Stitched Things ...................... Pg. 90
  The Tome of Horrors  
  Complete Creatures ................ Pg. 90
  Unliving and Undying Alchymic 
  Creatures ................................ Pg. 91
  Alchymic Creature  
  (template) ............................... Pg. 91
  Abigail .................................... Pg. 92
  Algernon Alfonce Leptonia .... Pg. 93
  Annalise Grast ........................ Pg. 93
  Aranea .................................... Pg. 94
  Ashen Angler ......................... Pg. 94
  Beautiful, the .......................... Pg. 95
  Belabra (Tangler) ................... Pg. 96
  Beltane ................................... Pg. 96
  Between Creature (template) . Pg. 97
  Between-Cat ........................... Pg. 99
  Betwen Gargoyle.................... Pg. 99
  Between Peacock  
  (Nightmare Choir) ................ Pg. 100
  Bileborn ................................ Pg. 101
  Blight Ape ............................ Pg. 102
  Blight Cockerel .................... Pg. 102
  Blight Monkey ..................... Pg. 103
  Blinding Crow ...................... Pg. 104
  Body Snatcher ...................... Pg. 104
  Brain Rat .............................. Pg. 105
  Broken Creature (template) .. Pg. 106
  Broken Fey ........................... Pg. 106
  Canary .................................. Pg. 106
  Caryatid Column .................. Pg. 107
  Caul Cuckoo ......................... Pg. 107
  Caul Cuckoo Syre ................ Pg. 108
  Cave Fisher .......................... Pg. 108
  Chaos Beast .......................... Pg. 109
  Child of Folly ....................... Pg. 109
  Child of the Forest  
  (Verdigris Forest) ..................Pg. 110
  Coffer Corpse ........................Pg. 110
  Crathog ..................................Pg. 110
  Crirge ....................................Pg. 111
  Crown Prince Clovis .............Pg. 112
  Crown Prince  
  Justice Cornlord ....................Pg. 112
  Crown Prince Rorth ..............Pg. 113
  Dark Creeper .........................Pg. 113
  Dark Stalker ..........................Pg. 113
  Demoriel ...............................Pg. 114
  Denizens of Leng ..................Pg. 114
  Devil, Hellsoker ....................Pg. 115
  Devil, Lilin ............................Pg. 115
  Diseased Vampire ..................Pg. 116
  Dog, Fighting (Blight-Bull) ..Pg. 117
  Dog, Fighting (Pit-Mastiff) ...Pg. 117
  Dog, Riding ...........................Pg. 117
  Duke Malice ..........................Pg. 118
  Duke Taim .............................Pg. 118
  Eleanor Shank .......................Pg. 118
  Electric Eel ............................Pg. 119
  Elemental, Ragefire ...............Pg. 119
  Enoch Nettle ......................... Pg. 120
  Fanged Sea Serpent .............. Pg. 120
  Father Gromwell .................. Pg. 120
  Fleshgine .............................. Pg. 121
  Dungier’s Buggy .................. Pg. 121
  Hobbreth’s  
  Mighty Pump No. 87............ Pg. 123
  Macabre Lift ......................... Pg. 123
  Gable Hate-Owl ................... Pg. 124
  Gargoyles ............................. Pg. 124
  Gargoyle, Four-Armed ......... Pg. 124
  Gargoyle, Margoyle ............. Pg. 125
  Gargoyle, Scrimshaw ........... Pg. 125
  Ghoul Pig ............................. Pg. 126
  Giant Owlbear ...................... Pg. 126
  Girallodile ............................ Pg. 126
  Gloom Crawler ..................... Pg. 127
  Golem, Lesser Flesh ............. Pg. 127
  Golem, Wood ....................... Pg. 128
  Grand Justice Ashleia ........... Pg. 128
  Grand Justice Braken ........... Pg. 129
  Grand Justice Korsk ............. Pg. 129
  Gremlin ................................ Pg. 129
  Gryph ................................... Pg. 130
  Hazards ................................ Pg. 130
  Blight.................................... Pg. 131
  Derange ............................. Pg. 131
  Dislocating Larvae ............ Pg. 131
  Second-Head Fluke ........... Pg. 131
  Herald at the Threshold ........ Pg. 132
  Hyme .................................... Pg. 132
  Iron Cobra ............................ Pg. 133
  Ivor Grast ............................. Pg. 134
  Ivy ........................................ Pg. 134
  Jacob Moil ............................ Pg. 134
  Justice Alfor Quent .............. Pg. 135
  Justice Anisse Capprico ....... Pg. 135
  Justice Blackbriar ................. Pg. 136
  Justice Burr .......................... Pg. 136
  Justice Lucrezia  
  Elisabeth Sullage .................. Pg. 136
  Justice Mallam Fetter ........... Pg. 137
  Justice Scapegrace Wrye ...... Pg. 137
  Justice Shank ........................ Pg. 137
  Justice Skathen Skalpeen ..... Pg. 138
  Justice Spent Sullyce  ........... Pg. 138
  Justice The Eyes of Fate....... Pg. 138
  Justice Weld Shortstone I ..... Pg. 139
  Kraken Tentacle Segment .... Pg. 139
  Lady Elaine of Aldwark ....... Pg. 139
  Lady Grey ............................ Pg. 140
  Lesser Blight Vampire .......... Pg. 140
  Long Luct ............................. Pg. 141
  Lord Benedict Morel ............ Pg. 141
  Lord Justice Mordent Knap . Pg. 141
  Lord of Many Faces, the ...... Pg. 142
  
  6
  The Blight: Richard Pett's Crooked City
  Lord Paladin-Ocularis  
  Thornrage ............................. Pg. 142
  Lirker in Desolation, the ...... Pg. 142
  Luther ................................... Pg. 143
  Lyme Angler ......................... Pg. 143
  Lyme Walrus ........................ Pg. 144
  Malevolent Box Fish ............ Pg. 145
  Mantis-Thing from Between Pg. 145
  Mar-eel ................................. Pg. 146
  Marren Grast ........................ Pg. 146
  Marrow ................................. Pg. 147
  Master Luther Gable ............ Pg. 147
  Misery, the ............................ Pg. 148
  Mite ...................................... Pg. 148
  Mocking Gull ....................... Pg. 148
  Mongrelman ......................... Pg. 149
  Moon Angel ......................... Pg. 149
  Morlock ................................ Pg. 150
  N’gathau ............................... Pg. 150
  Naga, Blight ......................... Pg. 151
  Necrophidius ........................ Pg. 152
  Night-Slug ............................ Pg. 153
  Paradigm of Bondage, the .... Pg. 154
  Paradign of Mockery, the ..... Pg. 154
  Paradigm of Offal, the .......... Pg. 155
  Pit Pony ................................ Pg. 155
  Princess Alexandra,  
  the Unseen Princess ............. Pg. 155
  Princess Eleanor ................... Pg. 156
  Princess Genéve ................... Pg. 157
  Princess Lenora .................... Pg. 157
  Princess Lilly ....................... Pg. 157
  Princess Mercy ..................... Pg. 158
  Princess Rebecca  
  of Mourney ........................... Pg. 158
  Prophet Adam, the ................ Pg. 158
  Queen Alice .......................... Pg. 159
  Rachel Birch ......................... Pg. 159
  Sallow Ashenly .................... Pg. 159
  Scythe Tree........................... Pg. 160
  Skin Stitcher ......................... Pg. 160
  Skulk .................................... Pg. 160
  Skum .................................... Pg. 161
  Slithering Horror .................. Pg. 161
  Song of Sorrrows and  
  the Echoes of Suffering ........ Pg. 161
  Sough-Eel ............................. Pg. 162
  Spider, Chymic ..................... Pg. 163
  Spider, Gable ........................ Pg. 164
  Spite-Waif ............................ Pg. 166
  Sprat ..................................... Pg. 167
  Stricken Child, the ............... Pg. 167
  Thing in the Cellar, the ........ Pg. 167
  Thing That Was Once  
  Rachel Birch, the .................. Pg. 168
  Thorny .................................. Pg. 168
  Threnody .............................. Pg. 168
  Vargouille ............................. Pg. 169
  Wallow-Whale ..................... Pg. 170
  Watch Commander  
  Kevel Durmas ...................... Pg. 171
  Watchful Child, the .............. Pg. 171
  Wererat Leader ..................... Pg. 171
  Whale, Between ................... Pg. 172
  Wolf, Ghoul .......................... Pg. 173
  Woerm .................................. Pg. 173
  Zombie Horse ....................... Pg. 174
  Common NPCs .................... Pg. 174
  Agent of Good ...................... Pg. 174
  Apprentice Mage .................. Pg. 174
  Arcane Assassin ................... Pg. 175
  Ascetic .................................. Pg. 175
  Burglar ................................. Pg. 175
  Captain ................................. Pg. 176
  Deathmage ........................... Pg. 176
  Duellist ................................. Pg. 176
  Elder Witch .......................... Pg. 176
  Foulgard ............................... Pg. 177
  Frenzied Berserker ............... Pg. 177
  Grandmaster Spy .................. Pg. 177
  Hierophant ............................ Pg. 178
  High Priest ........................... Pg. 178
  Initiate Witch ........................ Pg. 178
  Inquisitor .............................. Pg. 179
  Inspector of the Watch ......... Pg. 179
  Knight of Renown ................ Pg. 179
  Master Assassin .................... Pg. 180
  Master Spy ........................... Pg. 180
  Minstrel ................................ Pg. 180
  Phantasmagist ...................... Pg. 181
  Seer ...................................... Pg. 181
  Sneakthief ............................ Pg. 181
  Summoner ............................ Pg. 181
  Talimancer ............................ Pg. 182
  Transmogrifier ...................... Pg. 182
  Vicar ..................................... Pg. 182
  Warden ................................. Pg. 183
  Witch .................................... Pg. 183
   
  Appendices ...............................................................................................................Pg. 184
   
   
  Appendix A: Useful Lists ..............................................................................Pg. 185
   
   
   
  100 Sights on the Street .........................................................................Pg. 185
   
   
   
  100 Echoes of Between .........................................................................Pg. 186
   
   
   
  100 Freakshow Exhibits ........................................................................Pg. 187
   
   
   
  100 Strange Shops and Markets ............................................................Pg. 188
   
   
   
  100 Street Traders .................................................................................Pg. 189
   
   
   
  20 Blight Locals ....................................................................................Pg. 190
   
   
  Appendix B: A Blight Lexicon ......................................................................Pg. 193
   
   
  Appendix C: Sample Encounters in the Blight ..............................................Pg. 194
   
   
  Appendix D: New Magic of the Blight ..........................................................Pg. 197
  Legal Appendix..................................................................................................................Pg. 200
  
  7
  GM Guide
  
  8
  The Blight: Richard Pett's Crooked City
  The Blight 
  GM Guide
  “… You’ve just entered the wrong side of town …”
  
  9
  GM Guide
  For the Players
  A stitched thing shambles through the night, the smog of the Canker 
  caressing it. Hooded and covered, the thing’s head is too large for its body, 
  and it has to lean frequently against the dirt-smeared brick embankments 
  of Sister Lyme and suck in air through broken lips. A stench like rotting 
  vegetables and sugar surrounds it. People move by in the smog, quietly and 
  nervously going about their business. Occasionally, a cockroach crunches 
  under their feet. Some travellers are rich enough to have linkboys, and a 
  ghastly yellow pallor surrounds the conspirators as they flit like will-o’-
  wisps through the poison air of the street.
  The silence is suddenly stabbed by the sound of a carriage clattering 
  along the cobbles — a child’s nightmare pulls the carriage yet no one 
  seems to notice; it gulps the air as it lurches by — a slick black thing 
  that hobbles spastically yet with great purpose. Unseen within, a naga 
  pulls at a hookah, her arcane limbs fidgeting nervous. She is reading an 
  ancient cabalistic work that details a ragefire elemental, a hateful thing 
  of such fury that it can consume cities. The naga smiles and blows out 
  a crimson smoke-ring as she puzzles this new weapon that has fallen, 
  or rather been dropped, into her presence. The naga bangs upon the 
  roof of the carriage for the driver to speed on, and within moments, the 
  streets are quiet again.
  The hooded thing staggers on, beneath towering walls and sloping gables 
  where great spiders crawl, the arachnids cowering from the spider-catchers 
  who ply their trade in the dark. Both avoid the rooftops where ancient 
  scrimshaw gargoyles call to each other in haunting song. No one climbs to 
  meet the scrimshaw; no one dares.
  The figure passes a burnt-out pawnshop and is ignored by a young 
  couple in a doorway; seeing only each other, one of the figures has two 
  mouths full of jutting yellow teeth. The other, possibly a man, is dead, 
  only alchemy keeps his wan body upright. He appears to be ignoring the 
  prostitute’s shortcomings, or perhaps is paying for them.
  At last the stitched thing reaches its destination, a crooked house lit 
  by the distant lights of the Great Fayre and the peculiar cutting beam of 
  Hobbington’s Lamp — the greatest of sea lanterns. Now hobbling down 
  the stairs, it gives a secret knock and is allowed into the alchymic opium 
  den. Entering, it sees something in the mirror opposite, but the thing it sees 
  is not its own reflection, and as it watches the shadow moves out of the 
  looking glass and into the room. The hooded figure bows, and hands over 
  a package to the mirror dweller, who smiles crookedly and moves into the 
  city night, drawing a shining meat-cleaver as it does so. Singing a nursery 
  rhyme under its breath, it breaks into a skip. 
  Outside, countless other stories are taking place; misery and joy, 
  and lust and sin abound here. This is their home; this is home to  
  many, many things …”
  
  10
  The Blight: Richard Pett's Crooked City
  The Blight is vast; it is mad and random and teeming with life. Each 
  doorway conceals a secret, every window a longing, every roof a hope and 
  fear. A million faces stare from its broken soul. Each face hides a story.
  In the appendices, you’ll find a printable player’s introduction to the 
  Blight, its characters, streets and horrors. In essence, the Blight is a dark 
  urban horror fantasy setting that can be used either on its own, or mingled 
  with other areas of your GM’s campaign world.
  Many different races can trace their lineage back centuries in the Blight, 
  and these Blight versions of standard races have developed their own 
  unique abilities, contacts, and skills. In such a vast city, no guide can ever 
  be considered entirely comprehensive, but here is a selection of new races 
  and racial subtypes of the more established races commonly encountered. 
  All the standard fantasy role-playing races may be met in the streets of 
  Castorhage, but their environment may change local characters, as a dwarf 
  living in the arctic or an elf living on a coral reef would change, but they 
  are still unmistakably elves and dwarves.
  Races presented hereafter represent Castorhage variations upon the 
  core races, as well as new potential character races — derro, briny, 
  coprophagi, night-slugs, and swyne. Racial subtypes of each of the core 
  races are also presented. These subtypes are those that exist in addition to 
  the standard core races; they have unique abilities due to their exposure 
  and background in relation to the Great City.
  Do not limit your choice to standard races; a party of ghoul characters 
  make an excellent change of pace. Skum and wererats also make interesting 
  variations upon character races and enable you to develop a whole new 
  skill set and viewpoint for your characters. Your GM will always point 
  you in the direction she wishes her campaign to go, but do not be afraid 
  to make suggestions. The Blight is, after all, a city of a million stories …
  New Racial Traits
  A curious aspect of life in the Blight is that it subtly, over generations, 
  moulds its inhabitants, exaggerating the effects on their physicalities and 
  mentalities of the ways in which they apply themselves within its confines. 
  For example, descendants of labourers are, on average, noticeably more 
  hulking and brutish than their forebears, and descendants of scholars have, 
  on average, wider eyes and larger craniums. 
  Frog God Games — as a champion of old-school games — has 
  taken for its cue on the use of racial subtypes the same approach as was 
  used in 3.0/3.5 and earlier iterations of the world’s most popular fantasy 
  roleplaying game with a more traditional method more akin to the concept 
  of “subraces” of old. This approach was held by Necromancer Games 
  during its years releasing 3.0/3.5 materials and has been carried through by 
  the Frogs as well, most recently with the release of LL8: Bard’s Gate and 
  its (re)introduction of the street dwarf racial subtypes. It appears again in 
  the shortly forthcoming Mountains of Madness with the mountain dwarf 
  racial subtype. The latest iteration of the world’s most popular fantasy 
  roleplaying game has returned to the more traditional use of “subrace”. 
  However, for consistency between past and future products, we have 
  opted to continue using racial subtype to represent a subrace. 
  Below you will find new, completely optional, racial traits and subtypes 
  that can be used to add flavour and a distinctly Blight-like feel to your 
  characters. Some of these are intended to replace existing racial traits 
  and others can be used independently of existing traits. And as with all 
  things Frog God Games provides, these rules are here for you to pick 
  and choose as you please and as best suit your game. If you prefer to use 
  the standard nomenclature regarding subraces, then drop the use of racial 
  subtypes and go with subraces. As always, make of it what you will.
  Dwarven Optional Racial Traits
  Dwarven characters that start in or near the Blight may not exhibit the same 
  traits that are traditionally associated with dwarves (as presented in the game 
  manual). Some of the new traits may list a specific trait that it is intended to 
  replace, while others do not. For those that do specify which trait it would 
  replace you should work with your GM to determine the best fit for the game.
  The following racial traits may be selected instead of the standard 
  dwarven racial traits:
  Blight Builder. Street dwarves in the Blight are especially talented 
  builders and crafters. You gain expertise with the artisan’s tools of your 
  choice. Pick one from: smith tool’s, brewer’s supplies, mason’s tools. This 
  replaces the Tool Proficiency trait.
  Blight Enmity. Street dwarves have redirected traditional dwarven 
  enmities against creatures that are specific to the Blight. Choose one type of 
  creature: Between creatures, constructs, lycanthropes, or undead (choose 
  a single type). When tracking this type of creature, you have advantage 
  on Wisdom (Survival) checks and on Intelligence checks to recall details 
  about the creature. If that creature speaks a specific language, you also 
  learn that language when declaring your enmity to the creature. 
  City Sharp. Some Blight dwarves have very strong ties to the city. You 
  have advantage on Blight-related Intelligence (History) checks and on 
  Charisma (Persuasion) checks to gather information within the Blight. 
  Trade Expert. Some Blight dwarves are descended from families 
  with a focus on a skilled trade. In matters of trade, you are considered an 
  expert, allowing you to add two times your proficiency bonus to Charisma 
  (Persuasion) checks when trading with others. 
  Elves
  Elven Optional Racial Traits
  Elven characters that start in or near the Blight may not exhibit the same 
  traits that are traditionally associated with elves (as presented in the game 
  manual). Some of the new traits may list a specific trait that it is intended 
  to replace, while others do not. For those that do specify which trait it 
  would replace you should work with your GM to determine the best fit 
  for the game.
  The following racial traits may be selected instead of the standard elven 
  racial traits:
  Artistic Devotion.  The Blight can transform elves of an artistic nature into 
  obsessive practitioners, forever seeking the perfect expression of their form. 
  You gain proficiency with one of the following: an instrument of your choice, 
  calligrapher’s supplies, cartographer’s tools, cook’s utensils, glassblower’s 
  tools, jeweller’s tools, painter’s supplies, or woodcarver’s tools. 
  Fey Talent. Some Blight elves find that a talent for music, song, 
  dance, or some other form of entertainment runs in their blood. You gain 
  proficiency in one of the following skills: Acrobatics, Performance, or 
  Sleight of Hand.
  Immersive Memory. Some Blight elves are easily immersed within the 
  memories of their ancient race and its history and experiences. You have 
  City Races
  The information given below could be useful in any urban 
  setting. Races in the game manual of the world’s most popular 
  roleplaying game are a good starting point for variations based 
  upon background, environment and attitude, and these are as 
  numerous as campaign worlds they live in. 
  Thinking about the environment that races come from can be a 
  fun addition to any gaming session — consider a race of dwarves 
  that has lived far below the city in an area of the Underneath that 
  has not been discovered until now. Perhaps greedy miners have 
  followed a vein of silver down into the vast caverns beneath 
  Castorhage, or maybe one of the pits has opened up somewhere in 
  the city and the dwarves see the sun for the first time. Do the blind 
  dwarves flee from the warmth or worship it? How do they react to 
  the noise of the city and how do the locals react to them? Are they 
  convenient monsters in the game of some local Streetclerk, or are 
  they taken as freaks to Festival to be displayed and mocked for the 
  delectation of the populace? Perhaps the dwarves are amazingly 
  skilled artisans who begin work in secret for some unprincipled 
  cad who kidnaps some of their number to ensure compliance. 
  Perhaps the characters come upon an escapee one night being 
  chased by constables who claim the blind dwarf is a killer …
  
  11
  GM Guide
  advantage on Intelligence (History) checks related to Castorhage and the Blight, 
  the history of your race and the major events that your ancestors experienced.
  Social Spirit. An inner radiance seems to shine bright in some Blight 
  elves, positively influencing those with whom they interact. You have 
  advantage on Charisma (Deception) checks for any lie you tell.
  Gnomes
  Blight Optional Racial Traits
  Gnomish characters that start in or near the Blight may not exhibit the same 
  traits that are traditionally associated with gnomes (as presented in the game 
  manual). Some of the new traits may list a specific trait that it is intended to 
  replace, while others do not. For those that do specify which trait it would 
  replace you should work with your GM to determine the best fit for the game.
  The following racial traits may be selected instead of the standard 
  gnome racial traits:
  Alchemy Fiend. The Blight elevates some gnomes’ obsession with 
  alchemy into incredible talent. You are proficient with alchemist’s 
  supplies. Crafting alchemical creations takes half the time and materials 
  cost 10% less than market value (crafting and downtime activities are 
  detailed in the game manual).
  Blight-Blooded. Some gnome families have formed strong ties to the 
  Blight through the latent action of their fey origins. This bond strengthens 
  your relations with other gnome families. You have advantage on 
  Charisma (Persuasion) and Wisdom (Insight) checks when dealing with 
  other gnomes from the Blight.
  Blight Enmity. Some Blight gnomes have redirected traditional 
  gnomish enmities. Choose one type of creature: Between creatures, 
  constructs, lycanthropes, or undead (choose a single type). When tracking 
  this type of creature, you have advantage on Wisdom (Survival) checks 
  and on Intelligence checks to recall details about the creature. If that 
  creature speaks a specific language, you also learn that language when 
  declaring your enmity to the creature.
  Uncanny Business Acumen. Some gnomes find that the Blight enhances 
  their naturally convoluted thought patterns into a talent for the abstract 
  intricacies of trade, finance, and law. Because of your reputation as a 
  businessperson, you receive a 10% discount on purchases within the Blight. 
  You also receive a 10% bonus when selling to merchants in the Blight.
  Truth Twister. A creative relationship with fact and fiction, especially 
  serving within the courts of the Blight, has led to some gnomes’ facilities 
  with deceit being enhanced.  You add twice your proficiency bonus 
  to Deception, Insight, and Persuasion checks when interacting with 
  authorities in the Blight.
  Urban Magic. The Blight has altered the inherently magical nature 
  of some gnomes. You know the thaumaturgy cantrip. Intelligence is the 
  spellcasting ability for this trait.
  Half-Elves
  There is magic in her eyes, and a slight fey look about her. Her 
  features are narrow, and her eyes purple. Her red hair is drawn into a 
  tight pigtail by a deep blue cheesecloth scarf. 
  Everyone loves Tamarind, her smile, her laugh, her singing — she 
  has broken a hundred hearts they say by refusing the advances of lesser 
  men, claiming she is looking for a wealthy fat lord to live with and spend 
  his money.
  Behind those eyes, however, works a brain of evil. A black heart beats 
  in her and Tamarind plots and weaves like a great, sick spider. She 
  knows she is beautiful and knows it well, using what the gods have given 
  her to bring her a better life.
  She kills those who come too close to her web.
  — Tamarind (Half-elf burglar)
  Blight Optional Racial Traits
  Half-elven characters that start in or near the Blight may not exhibit the 
  same traits that are traditionally associated with half-elves (as presented 
  in the game manual). Some of the new traits may list a specific trait that it 
  is intended to replace, while others do not. For those that do specify which 
  trait it would replace you should work with your GM to determine the best 
  fit for the game.
  The following racial traits may be selected instead of the standard half-
  elf racial traits:
  Emotionally Remote. Torn between two worlds, some Blight half-
  elves have grown emotionally distant to those around them. You have 
  advantage on saving throws against being compelled against your will 
  (such as the Command spell).
  Racial Ambiguity. The Blight suppresses the elven appearance of some 
  half-elves, allowing them to pass more easily as a different race while 
  emphasising a talent for assuming alternative identities. You are proficient 
  with a disguise kit and you have advantage on ability checks that would 
  expose your identity while you are disguised.
  Half-Orcs
  Blight Optional Racial Traits
  Half-orc characters that start in or near the Blight may not exhibit the 
  same traits that are traditionally associated with half-orcs (as presented in 
  the game manual). Some of the new traits may list a specific trait that it is 
  intended to replace, while others do not. For those that do specify which 
  trait it would replace you should work with your GM to determine the best 
  fit for the game.
  The following racial traits may be selected instead of the standard half-
  orc racial traits:
  Slum Survivor. Some Blight half-orcs are skilled at surviving in slums, 
  sewers, and underbellies. You have advantage on Dexterity (Stealth) and 
  Wisdom (Survival) checks within an urban environment. In addition, you 
  can use the Survival skill to find food and water in an urban environment. 
  A successful DC 10 Survival check results in enough sustenance for one 
  person for 1 day.
  Nightbred. The Blight moulds some half-orcs toward the darkness, 
  emphasising their subterranean heritage. Your eyes are attuned to dark 
  and dim conditions beyond that of others of your race granting you 
  superior darkvision but also shackling you with sunlight sensitivity. Your 
  darkvision has a radius of 120 feet. You have disadvantage on attack rolls 
  and Wisdom (Perception) checks that rely on sight when you or your 
  target are in direct sunlight.
  Halflings
  Blight Optional Racial Traits
  Halfling characters that start in or near the Blight may not exhibit the 
  same traits that are traditionally associated with halflings (as presented in 
  the game manual). Some of the new traits may list a specific trait that it is 
  intended to replace, while others do not. For those that do specify which 
  trait it would replace you should work with your GM to determine the best 
  fit for the game.
  The following racial traits may be selected instead of the standard 
  halfling racial traits:
  Deft Dancer. Some Blight halflings are infused with the rhythm 
  and beat of the city’s dark heart. Choose one of the following options: 
  a) proficiency in the Performance skill and with one type of musical instrument. 
  b) proficiency in the Acrobatics skill and advantage on Dexterity 
  (Acrobatics) checks when entertaining an audience.
  Rigging Rat. Some halflings have Blight-charged agility. You have 
  advantage on Strength (Athletics) checks when climbing. Climbing also 
  does not halve your speed.
  River Runner. Many Blight halflings are drawn to its waterways, 
  plying the Lyme with inborn expertise. You have advantage on Strength 
  (Athletics) checks when swimming. Furthermore, you are proficient with 
  Navigator’s tools and waterborne vehicles.
  
  12
  The Blight: Richard Pett's Crooked City
  Humans
  Blight Optional Racial Traits
  Human characters that start in or near the Blight may not exhibit the 
  same traits that are traditionally associated with humans (as presented in 
  the game manual). Some of the new traits may list a specific trait that it is 
  intended to replace, while others do not. For those that do specify which 
  trait it would replace you should work with your GM to determine the best 
  fit for the game.
  The following racial traits may be selected instead of the standard 
  human racial traits:
  Citysoul. Within the Blight, you add your proficiency bonus to Wisdom 
  (Perception), Wisdom (Insight), and Dexterity (Stealth) checks. In 
  addition, once per day, you can become lost in thought in a trance-like 
  state for 1 minute to subconsciously plumb their knowledge of the city. 
  At the end of the trance, you may make a Charisma (Persuasion) check 
  with advantage. You regain the ability to become lost in thought after a 
  long rest.
  Recall. You have advantage on Intelligence (History) checks in relation 
  to knowing the urban geography of the Blight, the fastest method to get 
  from one location to another, and for finding specific locations within the 
  city. In addition, you can spend at least 1 minute concentrating on your 
  surroundings to know which district you are in, even if you cannot see 
  your surroundings.
  Polluted. The city itself seems infected with choking gases and 
  corrosive chemicals, yet some humans seem to thrive in even the most 
  pollutant-rich environments. You have developed an innate resistance to 
  these conditions and have advantage on saving throws against inhaled 
  poisons and toxins.
  Twilight Sight. Touched by exotic blood or Between, some humans 
  can see better than their kin in dim light conditions. You have limited 
  darkvision in a radius of 30 feet.
  Water-Blooded. They say that blood is thicker than water, but for some 
  Blight humans, the waters of the Lyme seem to run through their veins. 
  You have the ability to hold your breath for twice as long as others (you 
  have advantage on Constitution saving throws when holding your breath 
  underwater) and have a base swim speed of 20 feet.
  New Racial Subtypes
  As mentioned above under Blight Racial Backgrounds, the use of racial 
  subtypes here is in the traditional “subrace” sense.
  The racial subtypes included here are all more or less unique to the 
  Blight (with the exception of gypsy-souls). Not that they can’t be found 
  anywhere else — though that is likely to be rare enough — but rather that 
  wherever they’re found, their existence can be traced back to their Blight 
  roots, proving that the Blight is so pervasive — so corrupting — that it 
  changes everything it touches and usually not for the better.
  Street Dwarf
  Street dwarves were originally of mountain dwarf stock, but all trace 
  their descent to a single band of exiles from the Great Mountain Clan 
  Targ in the Forlorn Mountains. Called Gilyo’s Brigade, the dwarves of 
  this band had been cast out of the Great Clan for any number of petty 
  crimes. The band relocated into the lowlands of the newly formed Domain 
  of Hawkmoon after leaving their mountain home and found solace in the 
  wild towns springing up across this new frontier. Their natural skills as 
  craftsmen soon made them wealthy and allowed them to establish shops, 
  inns, waystations, and merchant houses. In less than a century they had 
  largely abandoned their old dwarven culture and had begun to establish 
  their own rich traditions.
  Since their early days in Hawkmoon, street dwarves have spread far 
  and wide to many of the world’s major urban centres. Commerce is their 
  livelihood, and they simply follow the coin. They are savvy urbanites who 
  know the ins and outs of city life. Well aware of the dangers of the city 
  — pickpockets, footpads, thieves’ guilds, corrupt officials, and assorted 
  con artists — street dwarves have developed a characteristic wariness of 
  all strangers that borders on paranoia. They are shrewd and cunning and 
  are difficult to trick — especially when money is involved. It’s equally 
  difficult to intimidate or accost them because though they have distanced 
  themselves from their heritage as doughty giant and orc fighters, they still 
  remain a race of the stout folk and are notoriously hard of head and hard 
  of knuckle in any barroom brawl or alley robbery attempt.
  Physical Description. In appearance, street dwarves differ very little 
  from one city to the next, being all descended from a single clan. They have 
  the height of their mountain dwarf forebears, with most approaching 5 feet 
  in height, though they are thinner and less stocky of build. Consequently, 
  they tend to be more agile than their mountain cousins. Their beards are 
  the darker shades of the mountain dwarves with a smattering of silvery 
  white even among the younger folk, but they are usually kept trimmed 
  shorter and closer to the chin than is typical for a dwarf. Hair is likewise 
  usually kept at a shorter length, but hair and beards alike are always kept 
  well-groomed and fashionably styled. Some street dwarf women are 
  capable of growing beards as well, but they never do, preferring to go 
  clean shaven as is the norm of females of other races with whom they 
  interact. Street dwarf attire reflects the social caste and climate in which 
  they live, but often it is an expression of affluence that they have achieved 
  over the years.
  Society. The clan kinship so strongly felt among mountain dwarves and 
  even hill dwarves is largely absent among street dwarves. Though they 
  all descend from a single clan, upon their arrival in the lowlands they 
  spread out to settle and take on lowland ways. Now street dwarves relate 
  more closely to their immediate family groups, and though they feel a 
  
  13
  GM Guide
  kinship with fellow street dwarves it is no more than a vague sense of 
  camaraderie, no more binding than any other acquaintances they make. 
  Though street dwarves are mostly known for success in business, by no 
  means are all street dwarves wealthy merchants and business owners. 
  Most make a comfortable living in some trade that they have undertaken 
  while some have amassed great wealth in trade or investments and others 
  live in the gutter as homeless beggars, their fortunes fallen on hard times 
  or from families that either lost or never made the great leap to affluence 
  that some of their kin have. In all regards, street dwarves tend to reflect the 
  majority of the society in which they live.
  Relations. As mentioned, street dwarves lack the extreme kin-bonding 
  found among mountain and hill dwarves. In fact, they often find mountain 
  and hill dwarves that they meet to be discomfiting and uncomfortably 
  intense, if not outright uncouth. For their part other dwarves typically 
  look at street dwarves askance as if poor souls who have lost their way 
  among the baubles and fancies of the soft lowlanders. In any case, the 
  groups can maintain friendly relations with one another but rarely seek 
  out any more social contact than is absolutely necessary. Street dwarves 
  do not maintain the same prejudices towards other races that their kin do 
  and therefore have no more animosity towards goblins or orcs than they 
  would towards any other brigand. Likewise, they have no experience in 
  fighting giants most having never even seen one. Instead they hold their 
  ire towards those they that see as oppressing them, whether it be criminals 
  or corrupt officials for a wealthy merchant or street bullies and corrupt 
  city guards for a beggar. It is towards these that street dwarves devote their 
  legendary dwarven grudges.
  Religion. Of all types of dwarves, street dwarves are the most likely 
  to be agnostic or outright atheists. They are pragmatic and practically 
  minded, putting more faith in sound investments and a solid plan than 
  divine protection or tradition. Those that are of a religious bent usually 
  venerate the major gods of wherever they happen to live, though they 
  tend to shy away from elven deities as flighty and strange and traditional 
  dwarven deities as somehow familiar yet uncomfortably alien. Some 
  street dwarves, especially those that dwell in the Domain of Hawkmoon, 
  still worship the Hawkmoon deity for whom their ancestors took their 
  name. Gilyo, God of Travel and Caprice. Outside Hawkmoon, though, 
  such worship is little seen.
  Adventurers. Adventure may not call so powerfully to street dwarves 
  as it does to members of other races, as these folks usually prefer the 
  known dangers of city life to the unknown dangers of the open wilderness. 
  Nevertheless, they can sometimes be found among adventuring bands if 
  for no other reason than the irresistible lure of treasure. 
  Male Names. Bariom, Caedimus, Cassius, Filo, Luciliun, Tiberonus
  Female Names. Andromeda, Caliopa, Gratica, Koryola, Veran, Vesta
  Street Dwarf Racial Traits
  Ability Score Increase. Your Intelligence score increases by 1.
  Age. Dwarves mature at roughly the same pace as humans. They are 
  considered young until the age of 50 and can live between three and 
  four centuries.
  Alignment. Street dwarves tend towards lawful alignments as the most 
  reliable course to success among civilized folk but have no real leaning 
  towards good, neutrality, or evil beyond their own individual moral compass.
  Size. Street dwarves are among the tallest of the dwarves, their height 
  averaging almost 5 feet but never shorter than 4 feet. They are stocky and 
  broad and often weigh 150 pounds, sometimes more. Your size is Medium.
  Speed. Your base walking speed is 25 feet.
  Darkvision. Under dim conditions, you can see up to 60 feet as if the 
  area were brightly lit, and in darkness as if it were dim light. You see 
  shades of gray instead of color under darkness conditions.
  Greed. You have advantage on Intelligence checks made to determine 
  the price of nonmagical goods regardless of what they’re made of. 
  Grudge. Someone or something crossed you at some point in your 
  life and you will never forgive or forget that slight. Little did they know, 
  dwarves hold grudges like no other. Pick a person (NPC or character) 
  or creature that represents an injustice or harmful treatment you have 
  endured. Regardless of whether they actually wronged you, they are the 
  object of your violent obsession. When you score a critical hit against 
  your hated foe, you can roll one additional damage dice (based on weapon 
  type) and add it to the extra damage of the critical hit. Because of your 
  hatred of this foe you have disadvantage on Charisma-based skill checks 
  against them. 
  Streetwise. You have advantage on Wisdom (Perception) checks to 
  potentially notice hidden watchers, ambushes, or traps while on the streets 
  of a city.
  Urbanite. You can add your proficiency bonus to Charisma (Deception), 
  Wisdom (Insight), and Charisma (Persuasion) checks when used in urban 
  surroundings.
  Weapon Familiarity. You have proficiency with short swords, rapiers, 
  and whips. This replaces Dwarven Combat Training.
  Languages. You can speak, read, and write Common and Dwarvish.
  Elf, Primitive
  Primitives are elves who have found themselves drawn to the strange, 
  almost otherworldly allure that seems to shine just beneath the surface 
  of the Blight for those with the sensitivity to see it. The result of their 
  long exposure to this strange, intangible presence ever tickling at their 
  minds has led them to devote their lives to its expression in art. They are 
  fey — almost elemental — creatures inspired and tortured by wildly vivid 
  dreams to the point of obsession over an act of creation to bring their 
  dream visions to life. They may stand for hours immersed in the light 
  play of sun on the gables, entranced by the reactions of an admixture of 
  venoms, or crafting the perfect expression in musical movements about 
  the unique potpourri of odours produced by a particular alleyway.  
  Physical Description. Primitives tend to stand taller and are more 
  willowy than the typical elf, rarely with an ounce of fat on their bodies as 
  they devote every waking moment and all their energy to the perfection 
  of their art. Some with an epicurean bent lie at the opposite end of the 
  spectrum, representing the shockingly phenomenon of a morbidly obese 
  elf. They share the same almond-shaped eyes of other elves, but their wide 
  irises are always completely black, blending seamlessly with their pupils, 
  and creating the impression of looking into a vast, bottomless well. Their 
  clothing tends toward minimalist ideals and ranges in quality from a few 
  diaphanous veils or scarves to little more than a rough loincloth. They 
  see their bodies as another form of expression of their art and wish to 
  reveal their canvas to as many as can see, regardless of physique, injury, 
  or deformity. Exotic and extravagant tattoos, often covering much of their 
  bodies, are not uncommon. In the cold winters of the Blight, they bundle 
  up in rough, primitive garments of hide and thick fur, channeling the inner 
  nature they sense within the walls of the city. The hygiene of these elves 
  varies wildly, with some taking great pride in their physical aesthetic and 
  others seeing such concerns as mundanely gauche, preferring to revel in 
  a natural state of filth.
  Society. Primitives take their name from the fact that they see themselves 
  entirely outside society. In fact, to them society is an unnatural aberration that 
  separates them from the enlightened beauty that they forever seek to capture 
  and emulate in their art. As such, primitives with any political leaning at all 
  tend toward the Anarchist camp. Some may even believe the true expression 
  of their inner eye’s beauty lies in watching the entire city burn.
  Relations. Primitives have poor relations with virtually every other 
  race, including other elves. Only other primitives and the most avant-
  garde of art patrons within the city who share their bohemian outlook 
  find themselves in the social circles of the primitives, and even then, these 
  relationships tend to be short, self-absorbed, and one-sided, the primitive 
  moving on to some new companion in their eternal quest to capture their 
  inner eye in art.
  Religion. Primitives have all of the emotional capriciousness of 
  other elves but tend to lack much value for kindness or any concept of 
  beauty that lies outside their own personal obsessions. Most primitives 
  are chaotic, but very few of them are good. Primitives are never lawful. 
  Many primitives gravitate toward agnostic or atheistic beliefs as all other 
  matters are subordinated to their personal obsessions. Some do, however, 
  venerate deities that represent certain types of art, freedoms, or simply 
  hedonism in general. Among the primitives who venerate a deity, some of 
  the more common divine patrons are Dame Torren, Moccavallo, Bacchus-
  Dionysus, the Queen of Spiders, Pan, Lurz-Urcia, Pelora, Eliphaz, 
  Arialee, Sriasha, Gilyo, Demogorgon, Bast, Tiamat, Shupnikkurat, the 
  Church of Marwan, The Poppy’s Chorus, and one of the largest chapters 
  
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  The Blight: Richard Pett's Crooked City
  of the Cult of the Unspeakable in the Lost Lands. A few even call upon 
  the blessings of The Ash Queen or The Horseman. Above all, they fear 
  the demon lord Mathrigaunt the Mad, knowing full well even in their 
  indolence that to fully succumb to madness is to lose their vision entirely. 
  There are rumours, however, of some primitives who have done that very 
  thing and now secretly seek to propagate the spread of the insidious cult 
  among their peers.
  In addition, it is not unusual to see a new cult spring up among a group 
  of primitives dedicated to some wholly or partially fabricated deity drawn 
  from an exotic land or a prehistoric past viewed as somehow purer or 
  more visceral. Without the backing of a true deity to provide any sort 
  of evidence of divine inspiration whatsoever, these small cults usually 
  dissolve in a matter of days or months at the most. While they exist, 
  though, some of them can become quite dangerous or vicious in their 
  ideals of physical excess at any cost.
  Adventurers. While the harrowing and strenuous life of an adventurer 
  holds little appeal for most languid primitives, for those whose imagination 
  it does capture, little can hold them back. For them, something of the vision 
  they seek to actualize lies in the chaotic freedom and risk of adventuring, 
  and they jump into the life with both feet. There are few rigors they won’t 
  endure, dangers they won’t face, and risks they won’t take for the sake of 
  their passion.
  Male Names. Primitives eschew the names of their elven heritage 
  and those of the surrounding human culture alike. They prefer to take 
  on monosyllabic mononyms that they feel portray the underlying truth of 
  their being or poetic descriptions that seek to do the same. To most others, 
  their names seem pretentious, nonsensical, or both. 
  Male Names include Chak, Durst, Flower-Fire, Pum, Quell-The-Stone, 
  Ran-The-Side-Fall, Son-Of-Nos, Slay-Made-Blue, Tak-tak, Thorn, Tutho, 
  Uch, Willow, and Whole-Wind.
  Female Names. Females use a similar naming convention as the males, 
  but their names tend more toward the more poetic phrasing or individual 
  words that they feel represent their moment. Such names include 
  Abundance, Encounter-Upon-Green-Radiance-Of-Night, Light-In-Ever-
  Noise, Perfect, Pain-For-Promise, Rain, Sash, Two-Sides-Through, 
  Under-Lives-Peace, and Willow.
  Primitive Racial Traits
  Ability Score Increase. Your Charisma score increases by 1.
  Age. As with other elves, primitives are considered adults around the 
  age of 100 and have a lifespan of up to 750 years.
  Alignment. Primitives have all of the emotional capriciousness of 
  other elves but tend to lack much value for kindness or any concept of 
  beauty that lies outside their own personal obsessions. Most primitives 
  are chaotic, but very few of them are good. Primitives are never lawful.
  Size. Primitives are taller and thinner than other elves, averaging 5 and 
  a half to well over 6 feet tall. Your size is Medium.
  Speed. Your base walking speed is 30 feet.
  Darkvision. Under dim conditions, you can see up to 60 feet as if the 
  area were brightly lit, and in darkness as if it were dim light. You see 
  shades of gray instead of color under darkness conditions.
  City Knowledge. You have advantage on Intelligence (History) checks 
  related to a specific city district. You can add your proficiency bonus to 
  Intelligence (History) checks for one other city district of your choice.
  Artistic Devotion. Primitives are forever seeking the perfect expression 
  of their form. You gain proficiency with one of the following: an 
  instrument of your choice, calligrapher’s supplies, cartographer’s tools, 
  cook’s utensils, glassblower’s tools, jeweller’s tools, painter’s supplies, 
  or woodcarver’s tools.
  Fey Talent. Primitives quite often focus on their talent for music, song, 
  dance, or some other form of entertainment. You gain proficiency in one 
  of the following skills: Acrobatics, Performance, or Sleight of Hand.
  Dreamspeaker. Primitives have the ability to tap into the power of 
  sleep, dreams, and prescient reverie.  Once per day, you may cast the 
  dream spell. Charisma is your spellcasting ability for this spell. You regain 
  this ability after a long rest.
  Know Your Own. You have advantage on Charisma (Persuasion) and 
  Wisdom (Insight) checks involving your fellow primitives.
  Languages. You can speak, read, and write Common and Elvish.
  Gnome, Tradelord
  Tradelord gnomes are a common sight amongst the financial areas 
  of the city; they are cunning and astute, good judges of character and 
  risk, and their talents are in demand — by the legal, financial, and 
  speculative professions, as well as the less-legal arms of those groups. 
  In many ways, their reputation resembles that of the street dwarves in 
  other urban areas throughout Akados, but whereas the street dwarves are 
  known for being hard-working business owners and workers, tradelord 
  gnomes are specifically involved as financiers, bankers, commodity 
  speculators, investors, and trade factors at the highest echelons of local 
  and international trade. And while they are known for their business 
  acumen, they are not especially well-regarded for their scruples. A person 
  always feels more comfortable with a tradelord gnome on his side of a 
  negotiating table but much less comfortable with one on the opposite side. 
  Physical Description. Tradelord gnomes superficially resemble 
  ordinary gnomes in all ways, but all tradelord gnomes are descended from 
  a handful of Castorhage gnome families (no matter how distantly related), 
  and all tend to bear a certain family resemblance. Their hair tends toward 
  muted shades of brown, red, or sometimes green, though grey and silver 
  seem to predominate even at relatively young ages. In addition, there is 
  an unusually high incidence of balding among their numbers. Eyebrows 
  are almost always thick and bushy, with wide, hooked noses, and large, 
  protruding ears. Thick, brushy moustaches and sometimes sideburns are 
  extremely common, though beards are never worn. Their skin also tends 
  to be more pallid compared with their kin and is frequently extremely 
  thin, almost parchment-like, with a spider web of tiny veins visible on the 
  cheeks, chin, nose, and ears. Eyes tend to be bleary and slightly jaundiced, 
  and myopia is very common, with many tradelord gnomes wearing 
  spectacles before they reach adulthood.
  Society. Tradelord gnomes are extremely preoccupied with social class 
  and form. They are extremely proud of their Castorhage lineage from a few 
  well-placed families whose involvement in the politics and finances of the 
  city-state date back for centuries. With family names such as Bothelwaite, 
  
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  GM Guide
  Curringham, Evendon, and Shipwright, they feel that they are the true 
  cream of the crop within the city-state, with a name that should open doors 
  and get immediate recognition even among the unwashed Lowfolk. The 
  fact that none of their family names is even remotely as well-known as the 
  upstart parlor magician Shortstones and their seemingly endless progeny 
  irks the families of the tradelords to no end, though they will never let on 
  to being disturbed by a notion so far beneath them.
  Relations. Tradelord gnomes tend to get on well with most other races, 
  if at a comfortable and coolly indifferent arm’s length. They hold ordinary 
  gnomes in utter contempt, however. The city’s Lowfolk recognize them 
  as true “movers” within the Blight’s social strata, and the Upper Class 
  see them as formidable and respectable professionals, if not particularly 
  friendly or suitable for socializing. The tradelord gnomes’ natural 
  standoffishness actually serves them well in their relations with others 
  because it makes them seem stuffy and competent while at the same time 
  masking their inclination toward pompousness biting condescension. The 
  few that manage to get close to a tradelord gnome almost always find 
  them rude and unpleasant but worthwhile companions nonetheless for 
  their astute judgment and considerable skills at the bargaining table.
  Religion. Favored religions are Sefagreth, Thyr, Dre’uain, Archeillus, 
  and Iskardar, and no doubt more than a few who secretly revere Lord 
  Mammon. Noticeably absent among the worship of the tradelord gnomes 
  is the worship of their chaotic racial deity Hammer Mittelschmerz.
  Adventurers. Tradelord gnomes seldom become adventurers, but some 
  find the thrill of the discovery of new trade markets and the victory over 
  opposing forces as a great draw and become sea captains, caravan leaders, 
  or even trade negotiators in the most hostile of environments.
  Male Names. Bates, Cumberlin, Huffingham, Jomas, Myles, Perrington, 
  Tomorj, Trevor, Willin
  Female Names. Agathra, Agned, Delorys, Gertrand, Myllicent, 
  Myrtle, Pennifor
  Tradelord Gnome Racial Traits
  Ability Score Increase. Your Charisma score increases by 1.
  Age. Much the same as their kin, tradelord gnomes mature at the same 
  pace as humans. They reach adulthood in their 40s and regularly live 
  between 350 and 500 years of age.
  Alignment. Tradelords have a tendency toward law and neutrality, 
  being much more concerned with reaching the means to their ends 
  through skilful manipulation of the existing rules rather than with whether 
  or not the ends themselves might be in any way worthy or moral. Lawful 
  neutral and neutral are their most commonly taken alignments, with 
  some exceptional individual skewing toward lawful good or lawful evil. 
  Neutral good and neutral evil are extremely rare, and chaotic alignments 
  are unheard of among them. 
  Size. Tradelord gnomes are commonly between 3 and 4 feet tall and 
  weigh around 40 pounds. Your size is Small.
  Speed. Your base walking speed is 25 feet.
  Darkvision. Under dim conditions, you can see up to 60 feet as if the 
  area were brightly lit, and in darkness as if it were dim light. You see 
  shades of gray instead of color under darkness conditions.
  City Knowledge. You have advantage on Intelligence (History) checks 
  related to a specific city district. You can add your proficiency bonus to 
  Intelligence (History) checks for one other city district of your choice.
  Keen Senses. You have proficiency with the Perception skill.
  Know Your Own. You have advantage on Charisma (Persuasion) and 
  Wisdom (Insight) checks involving your fellow tradelords.
  Truth Twister. Quick wits and and even quicker tongue are your 
  trademark. You are exceptionally talented at negotiation, lying, and 
  discerning lies. You have advantage on Charisma (Deception) checks 
  when attempting to lie and have advantage on Wisdom (Insight) checks 
  when determining if you are a being lied to.
  Urban Magic. Like many other gnomes, the Blight has altered the 
  inherently magical nature of tradelord gnomes. This ability allows you to 
  cast each of the following spells, without components, once per day: floating 
  disk, knock, message, and unseen servant. You can cast these spells again after 
  completing a long rest. The spellcasting ability for these spells is Charisma.
  Weapon Familiarity. You have proficiency with short swords, rapiers, 
  and whips. 
  Languages. You can read, write, and speak Common and Gnomish and 
  either Semuric or Xaon.
  Half-Orc, Shadowlamp
  Shadowlampers, as they are typically called, are half-orcs in the Blight 
  born pale and sickly looking. The light still hurts the enlarged eyes of these 
  half-orcs. Sometimes referred to as vampires, ghouls, or undead by other 
  city folk, they prefer to do their business by night. To many, however, the 
  Shadowlamper is a boon; someone who prefers to work at night can come 
  in very handy, not only for the criminal underclasses, but also amongst 
  more legitimate professions. The Queen’s 4th Shadowlampers are a 
  renowned part of the City Watch, with a waiting list of seven years to join 
  and the toughest entry tests in the whole Watch. The Illuminati have made 
  great use of Shadowlampers, and these half-orcs are also ranked amongst 
  some of the most famous spider-hunters in the city’s history. 
  Physical Description. Shadowlamp half-orcs are tall like their more 
  common kin, easily exceeding 6 feet in height for both genders, but lack 
  the sheer muscle mass of their cousins. Their bodies are thin and corded 
  with wiry muscle that makes them look more like scarecrows — or 
  cadavers — than a typical half-orc, and their skins tend to run paler than 
  the dusky or greenish hues more frequently found. They have wide eyes 
  with large pupils that are frequently bloodshot and teary in bright lights. 
  Though their lower canines are less prominent than is normal for half-
  orcs, they are nevertheless somewhat elongated, and the fact that their 
  upper canines are likewise hypertrophied only adds to the comparisons to 
  some sort of blood-drinking undead beast.
  Society. As products of a wholly urban environment, shadowlampers 
  do not suffer the persecution and ostracization seen by the societies of 
  both of a typical half-orc’s parents. This is partially because shadowlamp 
  half-orcs are the offspring of mated shadowlamp half-orcs, the initial 
  orc/human crossing having occurred generations in the past. This is also 
  because with so many underclasses in the Blight held with equal disdain 
  by the upper crust of society, it is too much trouble for a lone segment 
  to be singled out for specific prejudice. They receive the hardships and 
  privations of a second-class citizen, but then so do most folk of the Blight, 
  so it seems like no unique burden to shadowlampers.
  Relations. With no special prejudice levelled against them in the city of 
  their birth and a generations-long dissociation from the separate cultures 
  of their progenitors, shadowlamp half-orcs get along with the other 
  races that inhabit the city just as would any other. No special grudges 
  are harboured, and no great blood feuds recognized. A shadowlamper on 
  the streets of the city would have the same possibility to like or dislike 
  an elf he met on the street as he would an orc. Though some folk are put 
  off by their cadaverous appearance and exhibit a prejudice along those 
  lines, the respect they command for the work they do and the myriad of 
  other racial prejudices that swell within the disparate folk of the Blight 
  causes shadowlampers to not feel singled out as a target of vitriol by any 
  particular group.
  Religion.  As creatures naturally suited for the dark of night, those few 
  shadowlampers who do observe a formal religion tend to gravitate toward 
  those that favour the shadows such as Mirkeer and Sister Shadow or other 
  aspects of the night such as Narrah or even relating to their occupation 
  such as Vanitthu. A shadowlamper worshipping Grotaag is unheard of, but 
  most pay no attention to any religion in particular.
  Adventurers. As individuals, skilled for a certain line of work, in 
  particular guarding, watching, or hunting at night or in the dark places of 
  the city, shadowlampers make excellent adventurers, and many are drawn 
  to such a life.
  Male Names. Borkil, Daga, Hurk, Kultak, Merrik, Tarik, Yasg
  Female Names. Borlea, Dresa, Morfuda, Shevzu, Tulik, Yada
  Shadowlamp Half-Orc Racial Traits
  Ability Score Increase. Your Strength score increases by 1, and your 
  Dexterity score increases by 2.
  Age. Shadowlamp half-orcs mature slightly faster than humans and are 
  considered adults by the age of 14. They rarely live longer than 75 years.
  Alignment. Shadowlamp half-orcs have no great propensity toward 
  evil nor toward chaos. Likewise, they hold no special fondness for good 
  
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  The Blight: Richard Pett's Crooked City
  or law. They are just as likely to be chaotic evil as chaotic good, though 
  only a very few could be considered lawful good. The largest portion of 
  their population falls firmly within the boundaries of neutrality. Most 
  work hard, do their job, support their families, and at the end of the day 
  enjoy a pint and a cigar. They usually hold no great loyalty to the city or 
  its institutions, but take great pride in their own work ethic and expertise 
  in those areas in which they excel.
  Size. Shadowlamp half-orcs are tall and lean, easily exceeding 6 feet in 
  height for both genders. Your size is Medium.
  Speed. Your base walking speed is 30 feet.
  Superior Darkvision. Your darkvision extends to a radius of 120 feet.
  Sunlight Sensitivity. You have disadvantage on attack rolls and sight-
  based Wisdom (Perception) checks that occur in direct sunlight.
  City Knowledge. You have advantage on Intelligence (History) checks 
  related to a specific city district. You can add your proficiency bonus to 
  Intelligence (History) checks for one other city district of your choice.
  Know Your Own. You have advantage on Charisma (Persuasion) and 
  Wisdom (Insight) checks involving your fellow shadowlamps.
  Keen Sight. You have advantage on sight-based Wisdom (Perception) 
  checks made in dim light or darker conditions.
  Weapon Familiarity. You have proficiency with the greataxe, 
  greatsword, and maul.
  Languages. You can speak, read, and write Common, Orc, and 
  Undercommon.
  Note. The shadowlamp half-orc is a variant of the half-orc described in 
  the game manual. It is not a subtype and will not possess the same traits 
  as non-variant half-orcs.
  Halfling, Gypsy-Soul
  Consummate traders and tricksters, gypsy-souls are halflings who feel a 
  deep and abiding kindred with the Viroeni gypsy-folk of Akados. Though 
  not related to these wandering tribes by blood, the gypsy-souls have 
  associated with them for so many generations that these halfling bloodlines 
  indeed seem more closely akin to the Viroeni than to their own kind. In fact, 
  the gypsy-souls speak the Rama language of the Viroeni and generally keep 
  to their own neighbourhoods, caravans, or encampments rather than mix 
  extensively with others. The exceptions to this are, of course, the Viroeni 
  themselves, who see the gypsy-souls as kindred little brothers and sisters 
  and the halfling boatfolk of Castorhage. Interaction in the city, however, 
  can draw some out of their insular natures, at least for a time. Gypsy-souls 
  support themselves as tinkers, traders, and in the performance of odd jobs 
  whenever possible. Some have small animal herds.
  Physical Description. Gypsy-souls in general conform to the physical 
  appearance of their halfling kin. They tend to be a little bit taller — some 
  reaching the outlandish height of 3 foot, 6 inches — and a bit leaner, rarely 
  having the paunch from a life of prosperity and good meals that tends to 
  find its way onto many halflings as they reach middle age. They almost 
  always go barefoot, which is not unusual for halflings in general, and their 
  ears are less pointed, in some cases being completely indistinguishable 
  from human ears in shape. Their thick curly hair tends toward dark brown 
  and black, with many wearing thick sideburns and even short beards, 
  though rarely moustaches, and they have a tendency to grey early, with 
  many having thick streaks of white running through their unruly mops 
  at even a relatively young age. Their eyes share dark shades similar to 
  their hair though occasionally a striking ice blue appears. Their skins are 
  a shade darker than the almond coloration of typical halflings, possibly 
  from greater exposure to the sun in their wandering lifestyle. They quickly 
  develop many fine lines and wrinkles from years in the sun and wind and 
  a tendency toward laughter, though this does not make them appear older 
  as much as it makes them seem jollier and more world wise.
  Society. Like the Viroeni wanderers that they have come to identify 
  with, gypsy-souls spend most of their life traveling upon the roads of 
  Akados in caravans of small wagons. These are frequently included as part 
  of a Viroeni caravan but not always so. When they are with Viroeni, they 
  are treated as one of their own and answer to the tribes reigning matriarch 
  just as do her human kinfolk. This arrangement is very egalitarian in that 
  on many occasions the Viroeni themselves answer to a halfling gypsy-soul 
  matriarch if she is the most senior member of the caravan. On the open 
  road or in an encampment, gypsy-souls are prone to music, dancing, and 
  the telling of elaborate jokes. They do not involve themselves in pranks 
  very frequently because they are accustomed to living on few resources 
  and among hostile peoples so that anything that might damage another’s 
  property or dignity is seen as detrimental to their survival. Rather, they 
  confine their internal rivalries to clever jests and barbs for the amusement 
  of all, and a gypsy-soul that knows he has been bested enjoys the roast as 
  much as any onlookers and begins planning his future rejoinder almost 
  immediately. Pranks upon non-gypsy-souls, however, is an entirely 
  different matter, and truly legendary members of their families are those 
  who can pull the most outlandish pranks upon other peoples.
  Relations. If folk look upon the Viroeni as roving skulks and thieves, 
  they look upon the gypsy-souls who associate with them as little better 
  than an infestation of vermin. Only in municipalities of established relation 
  with gypsy-souls do they find any real welcome. In Castorhage, there are 
  entire barrios occupied by gypsy-souls who have made a more permanent 
  abode for themselves, and here they have become enough of a fixture to 
  avoid constant persecution. It is true that the folk of the Blight look upon 
  all gypsy-souls as cutpurses and pickpockets, but then, most other groups 
  are suspected of the same, so the gypsy-souls find an easier acceptance 
  than in most other places. In places not as accustomed to the presence 
  of gypsy-souls, they are usually confined to isolated encampments away 
  from towns and cities, and allowed entry only on market days when their 
  wares and services might be of use. Gypsy-souls harbour some resentment 
  toward this inherent disregard for them, but their own habit of tricks and 
  pranks does not engender them to these communities.
  Religion. Their love of the freedom of the road and the irreverent ways 
  of halflings means a great many favour the halfling deity Mick O’Delving 
  with Pekko almost equal in popularity. Their inherent wanderlust and love 
  of the many hidden twists and turns of life leads many into reverence of 
  Belon the Wise, Moccavallo, Tykee, or Zors. Some of the older gypsy-
  souls are devoted to the traditional Viroeni deities of Mert, Vionir, or 
  Lurz-Urcia. Very rarely, an evil gypsy-soul might venerate Demogorgon 
  as the Lord of Fate.
  Adventurers. Their love of life on the road makes adventuring a natural 
  choice for gypsy-souls. Many would claim that adventuring is their only 
  occupation, whether they be an aged caravan matriarch, mischievous 
  street urchin, or established urban tinker. The draw of an adventurer’s life 
  is one of the reasons that many gypsy-souls who establish themselves in 
  cities such as Castorhage eventually abandon their sedentary life and take 
  to the roads once again.
  Male Names. Gypsy-souls have abandoned the typical naming 
  conventions among halflings in favour of those of the Viroeni. Common 
  male names include Alfonso, Andrej, Baldo, Hanzo, Luca, Marko, Stefan, 
  and Toman.
  Female Names. Esmara, Eva, Mirella, Nuri, Riva, Tabita, Violca
  Gypsy-Soul Racial Traits
  Ability Score Increase. Your Charisma score increases by 1.
  Age. Gypsy-soul halflings reach the age of majority at 20 and can often 
  live up to 150 years.
  Alignment. Gypsy-souls are chaotic by nature though rarely truly 
  evil. Many of them, in fact, have a heart of gold that is tempered by their 
  impish ways. Their love of freedom and disdain of rules and the shackles 
  of civilization means that they are never inclined toward lawfulness. Most 
  frequently, they are chaotic good or neutral with some neutral good and 
  chaotic neutral. Only on the rarest occasions are neutral evil or chaotic 
  evil gypsy-souls encountered.
  Size. Gypsy-souls in general conform to the physical appearance of 
  their halfling kin. They tend to be a little bit taller — some reaching the 
  outlandish height of 3 foot, 6 inches — and a bit leaner, rarely having the 
  paunch from a life of prosperity and good meals that tends to find its way 
  onto many halflings as they reach middle age. Your size is Small.
  Speed. Your base walking speed is 25 feet.
  City Knowledge. You have advantage on Intelligence (History) checks 
  related to a specific city district. You can add your proficiency bonus to 
  Intelligence (History) checks for one other city district of your choice.
  Keen Senses. You have proficiency with the Perception skill.
  Know Your Own. You have advantage on Charisma (Persuasion) and 
  Wisdom (Insight) checks involving your fellow gypsy-souls.
  
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  GM Guide
  Gypsy-Cant. You and your fellow gypsy-souls have a special cant 
  that allows you to pass secret messages in front of listeners who do not 
  speak Rama. Even those that speak Rama would find it near impossible to 
  decipher these exchanges.
  Shiftless. Gypsy-souls have a reputation for larceny and guile — and 
  sometimes it’s well deserved. You can add your proficiency bonus to 
  Charisma (Deception) and Dexterity (Sleight of Hand) checks.
  Weapon Familiarity. You have proficiency with short swords, rapiers, 
  and whips. 
  Languages. You can speak, read, and write Common, Halfling, Rama 
  and River Cant.
  Human, Blighted
  It is a peculiar facet of the Blight that those who dwell there notice 
  a subtle change over many generations, almost as though their deeds 
  truly become tattooed upon their bodies. This is true in general only for 
  those who have several generations of Castorhage in their kin; those who 
  manage to escape, who throw off the shackles even for a few years, or 
  who by good fortune are somehow immune to this effect are unaffected.
  Others are not so lucky, and this kinship manifests in subtle changes 
  within the bodies of those who come from such long lines of locals. 
  For example, those who use their bodies for brute force — the builders, 
  labourers and roofers — can be identified by their peculiarly large hands, 
  or shoulders, or backs. Miners develop wider eyes with larger pupils; 
  chimney sweeps, an unsettling ability to voluntarily dislocate their limbs; 
  nobility may be tainted by generations of envy or lust and have peculiarly 
  feral or angered expressions. In general, these changes are not monstrous 
  but are all the more unsettling for their subtlety.
  Physical Description. Blighted humans are typical of the human folk 
  of western Akados. Their skin tones are usually somewhat pale and range 
  from sallow to ivory to pinkish all the way to the almost pure white of 
  albinism. Whereas most of western Akados tends toward more aquiline 
  features, those of the blighted are usually coarser and somewhat broader. 
  Their hair runs to the same dark browns, auburns, and black of western 
  Akados, and their eyes are a range of blue, grey, blue-grey, bluish-black, 
  dark brown, and pale violet. As noted, their physical features do tend to 
  reflect the sort of occupation their family has held for many generations, 
  though these changes are subtle and fall well within the normal physical 
  morphology found within the population.
  Society. No single social stratum fits the blighted. They can be from 
  the lowest of the city’s gutters to the marbled galleries and halls of the 
  Capitol. In fact, a member of the blighted would not even identify himself 
  as such. Being one of the blighted is not a recognised classification; it 
  is simply a physical reality of those whose families have dwelt in the 
  city-state long enough for physical changes to occur. This is reflected in 
  that the one feature they all truly have in common is their ancestry’s long 
  residence within Castorhage.
  Relations. Like humans elsewhere, the relations of the blighted run 
  the gamut from open integration with other races and cultures to rampant 
  xenophobia and prejudice based on the individual’s upbringing and 
  circumstances.
  Religion. The blighted have a higher tendency to follow the religions 
  indigenous to the city of Castorhage as opposed to those of elsewhere 
  in Akados. There are many exceptions to this, however, as the folk of 
  Castorhage includes immigrants from across the world of Lloegyr who 
  have brought their native beliefs with them to their new homes. By far the 
  largest human congregation of any god in Castorhage is that of Mother 
  Grace, the city’s de facto patroness deity.
  Adventurers. The adventuring life among the blighted is more 
  dependent upon their occupation and circumstances than their race. An 
  indolent nobleman with money to burn and free time to spare might take 
  up adventuring as a pastime to relieve his boredom, whereas a Lowfolk 
  woman living in the gutter and begging or picking pockets to feed herself 
  might see it as an opportunity to increase her prosperity.
  Male Names. The blighted use the same styles and forms of names as 
  the rest of the citizenry of Castorhage. Their naming conventions do not 
  mark them in any way as different from anyone else.
  Female Names. Like the males, blighted females share the same 
  naming conventions as the folk of the city around them.
  
  18
  The Blight: Richard Pett's Crooked City
  Blighted Human Racial Traits 
  Ability Score Increase. Your ability scores each increase by 1.
  Age. Humans reach the age of majority in their late teens. Their lifespan 
  is usually less than a century.
  Alignment.  The full range of alignment options are commonly found 
  among the blighted.
  Size. Humans have a large degree of variation in their height and weight 
  and can range from 5 feet to 6 and a half feet. Your size is Medium despite 
  the large variance.
  Speed. Your base walking speed is 30 feet.
  City Knowledge. You have advantage on Intelligence (History) checks 
  related to a specific city district. You can add your proficiency bonus to 
  Intelligence (History) checks for one other city district of your choice.
  Citysoul. Within the Blight, you add your proficiency bonus to Wisdom 
  (Perception), Wisdom (Insight), and Dexterity (Stealth) checks. In 
  addition, once per day, you can become lost in thought in a trance-like 
  state for 1 minute to subconsciously plumb their knowledge of the city. 
  At the end of the trance, you may make a Charisma (Persuasion) check 
  with advantage. You regain the ability to become lost in thought after a 
  long rest.
  Know Your Own. You have advantage on Charisma (Persuasion) and 
  Wisdom (Insight) checks involving your fellow blighted.
  Recall. You have advantage on Intelligence (History) checks in relation 
  to knowing the urban geography of the Blight, the fastest method to get 
  from one location to another, and for finding specific locations within the 
  city. In addition, you can spend at least 1 minute concentrating on your 
  surroundings to know which district you are in, even if you cannot see 
  your surroundings.
  Languages. You can speak, read, and write Common and one additional 
  human language of your choice including Rama, River Cant, Thieves’ 
  Cant, and Xaon
  Note. The blighted human is a variant of the standard human described 
  in the game manual. It is not a subtype and will not possess the same traits 
  as non-variant humans.
  New Races
  The scourge of the Blight does more than simply twist the essence of 
  those unfortunate enough to live there for generation after generation 
  and create new traits and subtypes of existing races. The Blight also has 
  entirely new races … or has at least has attracted these otherwise rare 
  races in numbers unknown elsewhere.
  Briny (Half-Skum)
  Fishermen spit when they hear the name mentioned — briny, fish-
  bred — born of a forced union between skum and the wives of men. The 
  humans hate the children that flounder in the streets, children more at 
  home in the cold, dark waters than in the lands of the sun and air. They 
  are children that, they say, have some purpose in being on land; children 
  that remind them of the foul act that created them; children that hate the 
  day, hate the sun, yet are attracted to it, like moths to a flame, their eyes 
  watering painfully as they stare into the glow of the summer orb, praying 
  for someone to turn off the light.
  They come from the deep and cold places below, watching the warmth 
  of landmen’s wives with greedy eyes, eyes that want to steal. Skum lurk 
  everywhere in this city, and the local strain constantly seek a human mate 
  to take and impregnate. If a skum is not born, the union is cast out — 
  along with the mother — by the skum, who are bound by an ancient ritual 
  not to kill them (some have conjectured that the aboleth expressly forbid 
  such killings to allow their progeny to establish a foothold on land). The 
  women (called “brine mothers” by most folk) often come back — poor, 
  silent creatures that they are, no matter what they were like before. They 
  always bring back what they have been given, these poor taken wives, but 
  they never tell what they saw, or what happened to them. The given thing 
  is called a briny, and hated although it is, it is well-known amongst the 
  fishermen that to kill the child means to also kill the wife, for many have 
  tried. Many have killed the foul infant in the hope of freeing the wife, only 
  to find her hanged a few days later — always by her own hand. 
  Physical Description. Some are more human than others, but each is 
  deformed in some way, and about a quarter of them slowly change as 
  they age, eventually undergoing a terrible transformation, and becoming a 
  skum. However, for a character, this end can be a long way off, or perhaps 
  it never occurs. They always inherit some aquatic feature: bulging eyes, 
  shreds of wan, scaly skin between fingers or toes, or perhaps an unsettling 
  smell of brine and fish.
  Society. Briny tend to stick with other briny — it’s safer that way, 
  although the more human ones find it fairly easy to blend into society. 
  Some briny thrive on their appearance and make a living from it in the 
  freakshows and side-stalls of the city.
  Relations. Many locals are bigoted, and fishermen in particular despise 
  such creatures. This can harden the attitude of a briny, who may become 
  aggressive. They make excellent friends, however, since anyone who 
  overlooks their ancestry is unusual and to be prized. Some people pity the 
  briny, and show them acts of great kindness; many religions in the city happily 
  accept converts to their cause. Briny can procreate with another briny, and do 
  so willingly and regularly in the city, most notably on the Gyre. The resulting 
  offspring is always a briny who does not further transform as it ages and is 
  considered, perhaps, the most blest of the briny by their small society.
  Religion. Some briny are unaware of the eventual end fate has in store 
  for them, while others seek to stop the awful transformation with devotion 
  and prayer. Communities of briny develop their own religious practices 
  based upon nature or sea, or adopt those of other races to better blend into 
  the societies of which they are a small part. Amongst these, the worship of 
  Brine is by far the most common.
  
  19
  GM Guide
  Adventurers. Tough lives make rogues or fighters of many briny, whilst 
  others take to religion and rise to high ranks. Amongst their own societies, 
  religion tends to be more druidic than clerical. Be sure to check with your 
  Dungeon Master to see if you can play a briny character.
  Male Names. To blend in, briny often take human names, although 
  those with an inherent favouring of the Aquan language may take a darker 
  name more in keeping with their past.
  Female Names. Like the males, the less common females also tend to 
  take names from societies in which they find themselves.
  Briny Racial Traits
  Ability Score Increase. Your Constitution score increases by 2, and 
  your Charisma score decreases by 2.
  Destined Devolution. Briny’s age at the same rate as a half-orc. Of 
  those that die of old age, 1 in 4 spontaneously slough off their skin to 
  reveal a living adult skum within. This transformation functions as 
  the reincarnate spell, with the newly formed skum. Your Strength and 
  Constitution scores each increase by 4, your Dexterity score increases by 
  2, and your Charisma score decreases by 2.
  Alignment.  Although they can have any alignment, briny tend to be 
  neutral, their upbringing making them more self-reliant and less biased 
  toward one school of thought or another.
  Size. Briny exhibit the same range of variance in height and build as 
  humans. Your size is Medium.
  Speed. Your base walking and swimming speeds are both 30 feet.
  Type. You are of the monstrosity type.
  Darkvision. Under dim conditions, you can see up to 60 feet as if the 
  area were brightly lit, and in darkness as if it were dim light. You see 
  shades of gray instead of color under darkness conditions.
  Amphibious. You can breathe air and water.
  Sunlight Sensitivity. You have disadvantage on attack rolls and sight-
  based Wisdom (Perception) checks that occur in direct sunlight.
  Aquatic Mastery. Intelligence (History), Wisdom (Perception), 
  Dexterity (Stealth), and Wisdom (Survival) checks are made with your 
  proficiency bonus added while in an aquatic environment (regardless of 
  whether you are above or below the surface).   Wisdom (Perception) and 
  Dexterity (Stealth) checks are instead made with advantage when you are 
  below the surface of the water.
  Damage Resistance. You are resistant to cold damage.
  Languages. You can speak, read, and write Common.
  Coprophagi (Roachfolk)
  In a city of social dregs, the coprophagi (or roachfolk as they are more 
  commonly known) are truly the scrapings from the bottom of the barrel. 
  Reviled by all, the roachfolk live almost invisibly within the City-State of 
  Castorhage, restricting their movements and habitats to areas where others 
  wouldn’t care to look or to the sheltering darkness of night that hides them 
  from the eyes who might take umbrage at their very existence.
  It is thought that roachfolk originally must have hailed from Between 
  or some other vile plane because no records speak of their existence 
  before the rise of the city-state, and they are largely unknown elsewhere 
  on the continent. The fact that they bear a vague resemblance to dwarves, 
  however, speaks of a far closer and more tragic origin, though none 
  amongst the stout folk speaks of such a thing, and they would violently 
  oppose anyone who attempted to lay such a claim. For their part, the 
  coprophagi keep to themselves and avoid contact with others whenever 
  possible for fear or instigating pogroms against their very existence — a 
  circumstance that has occurred more than once in the past. The fact that 
  they continue to survive within the Blight — and in significant numbers 
  — is a testimony to their ruggedness and adaptability.
  Physical Description. The coprophagi in all ways resemble a humanoid 
  cockroach. They stand erect on two, thick insectile lower legs with two 
  more sets of limbs extending from their torso, a pair of long insect-like 
  arms extending from their flanks midway between waist and shoulder, 
  and a second pair of smaller insectile appendages that extend from their 
  shoulders. Their hide is brown or black and like a carapace in texture and 
  durability, and a larger, thicker carapace extends down their backs from 
  neck to thigh to provide their own natural armour. Their heads are like 
  those of a large roach, with long antennae extending from the front, but 
  they do have an oddly and unexpectedly humanoid shape to them. Some 
  even have feeble beards growing down from their mandibled jaws, giving 
  rise to the rumour of some mysterious dwarven heritage.
  Society. Roachfolk keep to themselves, their society largely opaque to 
  outsiders. What most do know of them is that they have formed a sort 
  of fraternal order called the Festering Brethren. Of all the roachfolk 
  encountered by other races, it is these who are typically seen and are some 
  of the few who will even go about in the daytime in the view of others. 
  The Festering Brethren largely cover their bodies in rags and winding 
  clothes like lepers, though it does not disguise their insectoid shapes, and 
  many even carry a curved staff with a small bell on the end that rings as 
  they use it to walk. Also like that of a leper, these staves are intended to 
  give the other folk of Castorhage warning that a member of the Festering 
  Brethren approaches so they can relocate elsewhere if they wish to avoid 
  being in the presence of the roachfolk. 
  Relations. Roachfolk are tolerated at best and are unwelcome in most 
  establishments within the city. They lack the stigma of true vermin borne 
  by the night-slugs but nevertheless are treated little better. Outside the 
  city, they are likely to be viewed as a monster and a threat. No law in 
  Castorhage requires the coprophagi to use the bell-staves — though 
  some insist that it is only a matter of time — and the rampant pacifism 
  that the Festering Brethren tend to display certainly helps that situation. 
  Despite their peacefulness, though, the coprophagi are willing to defend 
  themselves, and the Festering Brethren in particular have proven on 
  many occasions to be capable combatants, further discouraging outright 
  acts of violence against their race. Of all races, the mongrelfolk are 
  most sympathetic of the coprophagi, and might perhaps even be distant 
  relations to the roachfolk.
  Religion. Roachfolk are survivors and have little use for religion. 
  The Festering Brethren in particular are an order dedicated to Zors, the 
  Hanged Man, albeit in a much more lawful aspect than that with which 
  that demigod is usually associated. The majority of coprophagi within the 
  city worship either Mother Grace or Sister Shadows. There is a secretive 
  
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  The Blight: Richard Pett's Crooked City
  minority, however, who cling to the prophecies of The Horseman as they 
  time when their race will rise above all others.
  Adventurers. The hardscrabble existence among the coprophagi makes 
  techniques for day-to-day survival their first priority. A part of that is to 
  avoid getting caught when they’re scrounging about the gutters of the 
  city. Be sure to check with your Dungeon Master to see if you can play a 
  coprophagi character.
  Male or Female Names. The names of the coprophagi are 
  unpronounceable to most humanoid tongues. They, therefore, habitually 
  take simple names borrowed from the predominant cultures around 
  them irrespective of gender or meaning. However, they hold no special 
  connection to these names and frequently take a new name whenever they 
  next must deal with folk who are not of their own kind. Some common 
  names include Abe, Ban, Bell, Bob, Cane, Cob, Dock, Duke, Guv, Jud, 
  Lob, Lord, Mab, Nob, Pod, Prince, Queen, Rose, and Tune.
  Coprophagi Racial Traits
  Ability Score Increase. Your Dexterity score increases by 2, your 
  Constitution score increases by 2, and your Intelligence and Charisma 
  scores decrease by 2 points each.
  Alignment. Coprophagi tend toward neutrality, and their actions are 
  typically those necessary to get by each day. That said, few roachfolk are 
  chaotic because they have learned that to provoke the populace of the 
  Blight with their actions is to invite their own extermination. 
  Size. Roachfolk are between 3 and 4 and a half feet tall and weigh 
  between 70 and 100 pounds. Your size is Small.
  Type. You are of the monstrosity type.
  Speed. Your base walking speed is 40 feet.
  Darkvision. Under dim conditions, you can see up to 60 feet as if the 
  area were brightly lit, and in darkness as if it were dim light. You see 
  shades of gray instead of color under darkness conditions.
  Spider Climb. You can climb difficult surfaces without needing to make 
  an ability check.
  Four-Armed. Roachfolk possess two middle limbs and two smaller 
  upper limbs. As a bonus action, when you make a successful melee attack 
  against a target, you can attempt to grapple your foe (see the game manual 
  for more information on grappling).
  Winged. You have undersized wings tucked beneath your back carapace. 
  You gain a fly speed of 40 feet but are not able to hover. You must land 
  at the end of any round in which you fly or fall, taking 1d6 bludgeoning 
  damage for every 10 feet you fall.
  Sure-footed. You are able to use your extra limbs to assist with balance. 
  You have advantage on Strength and Dexterity saving throws made 
  against effects that would knock you prone.
  Natural Weapons. Your claws are natural weapons which can be used 
  to make unarmed strikes. If you successfully hit with your claws, you deal 
  1d4 + your Strength modifier slashing damage.
  Natural Armor. Your thick carapace grants you an AC of 12 + your 
  Dexterity Modifier.
  Extreme Resilience. You are immune to all non-magical diseases and 
  have advantage on saving throws against poisons. Additionally, you are 
  not subject to the exhaustion effects of temperature extremes (see the game 
  manual for more information on temperature extremes and their effects).
  Languages. You can speak, read, and write Common and Mongrotic.
  Lantern Folk
  The lantern-folk are an offshoot from the species known as the derro, 
  who are fey-descended creatures of the dark realms below the earth. The 
  derro themselves are evil, and insane by any normal, surface-dweller’s 
  standpoint. The lantern-folk are less inclined to evil than their deeper-
  dwelling cousins, and also somewhat less insane.
  At home in the Underneath, the lantern-folk have lived long enough 
  in the shadow of the great city-state above to have taken on some of its 
  characteristics, much like the blighted humans (see below). 
  Physical Description. The lantern folk have skin ranging from pale 
  blue to stark white, and wild, bushy hair ranging from stark white to pale 
  blue (hair and skin tone are rarely the same). They wear moustaches and 
  sideburns with regularity, though beards are fairly uncommon. They have 
  bulging, pupil-less eyes like their cousins, the derro, and only four fingers 
  on each hand, though their feet have five toes. They are small and slight of 
  build, but extremely light on their feet and quick. 
  Society. Lantern folk dwell among the dwarves of the Underneath 
  and elect delve-chiefs to govern their neighbourhoods in an orderly and 
  peaceful fashion. They typically work as miners, craftsmen, traders, 
  tunnel maintenance workers, or gatherers of resources available only in 
  the Underneath or lower subterranean areas. When encountered on the 
  surface in the night markets or well-shaded establishments during the 
  day they sell their rare gems or negotiate contracts with surface firms for 
  the kinds of specialised work that they can provide. The derros’ racial 
  propensity for sadistic experiments and poisoning only rarely emerges 
  among lantern folk individuals.
  Relations. The lantern folk have now lived in the Underneath for 
  centuries without causing any (significant) problems. They are distrusted, 
  but not generally feared or hated.
  Religion. For the most part, the lantern folk have embraced the religion 
  of the dwarves of the Underneath who sponsored them and hold Vergrimm 
  Earthsblood or Crugas in high regard. Some revere Dwerfater or even 
  Grox, but these are much fewer and farther between.
  Adventurers. For folk interested in plumbing the maze of tunnels that 
  exists beneath the Underneath, few are more suited to this lifestyle than 
  the lantern folk. Their natural ability to navigate these low passages and 
  survive in the great darkness makes them most suitable. They also do well 
  aboveground in the many cellars of the city or even out on its winding 
  streets at night. Be sure to check with your GM to see if you can play a 
  lantern folk character.
  Male Names. Bariom, Caedimus, Cassius, Filo, Luciliun, Tiberonus
  Female Names. Andromeda, Caliopa, Gratica, Koryola, Veran, Vesta
  Lantern Folk Racial Traits
  Ability Score Increase. Your Constitution score increases by 2, and 
  your Charisma score increases by 2.
  
  21
  GM Guide
  Age. Lantern folk, like other derro, mature very quickly and are 
  considered to be full grown by the age of 9 or 10 and have a lifespan 
  similar to humans.
  Alignment. The lantern folk no longer embrace the evil ways of 
  their derro forebears. They have also shed much of the chaos inherent 
  to the madness of others of their kind. Lantern folk prefer to live and 
  let live, preferring a neutral approach to other races and to society. It is 
  not unheard of for the chaotic madness of their ancestors to manifest in 
  individual lantern folk.
  Size. Derro stand between 3 and 4 feet tall and weigh between 35 and 
  45 pounds. Your size is small.
  Speed. Your base walking speed is 25 feet.
  City Knowledge. You have advantage on Intelligence (History) 
  checks related to the Underneath. You can add your proficiency bonus 
  to Intelligence (History) checks for one other city district of your choice.
  Derro Magic. You know the light and thaumaturgy cantrips. When you 
  reach 3rd level you can use the color spray spell once per day. When 
  you reach 5th level you can cast the darkness spell once per day. You do 
  not need material components for these spells but you are unable to cast 
  these spells while in direct sunlight. You can cast these spells again with 
  this trait after you have finished a long rest. Charisma is your spellcasting 
  ability for these spells. 
  Darkvision. You are accustomed to dark and very dim conditions from 
  having spent your life mostly underground. Under dim light conditions, 
  you can see up to 60 feet as if the area were brightly lit. You see shades of 
  gray instead of color under darkness conditions.
  Sunlight Sensitivity. You have disadvantage on attack rolls and sight-
  based Wisdom (Perception) checks that occur in direct sunlight.
  Know Your Own. You have advantage on Charisma (Persuasion) and 
  Wisdom (Insight) checks involving your fellow lantern folk.
  Shadow Stealth. While in dim light or darkness, you can take the hide 
  action as a bonus action.
  Languages. You can speak, read, and write Common, Dwarvish, and 
  Undercommon.
  Night-Slug
  None is as naturally capable of the fine art of breaking and entering as 
  the night-slug. Fortunately for society, few are also as cowardly. Night-
  slugs maintain their existence simply by avoiding notice. Sometimes 
  called the Tunnel People by the few folks of Castorhage that run across 
  them in the endless sewer channels beneath the city, these elusive creatures 
  often reside in small crawlspaces or even the hollows between the outer 
  masonry and inner plaster and lathe of a house. They can maneuver their 
  bodies through seemingly impossible spaces. Those among their number 
  who are not lucky enough to acquire such grand accommodations typically 
  live in places that allow them to avoid notice — the city dump, a gable 
  hanging over a small alleyway, and so forth.
  Physical Description. Night-slugs have a humanoid structure with 
  blotch-grey skin bearing randomly arranged tufts of muddy-brown hair. 
  Their arms are thin and elongated, hanging limply at their sides, and 
  they seem to possess little if any muscle tone in general. Their ligaments 
  and tendons are exceptionally elastic, allowing a night-slug to elongate 
  its arms and legs, in the process pulling what muscle it has closer to its 
  frame. In addition, night-slugs have a “collapsible” skeleton; its bones 
  are composed primarily of cartilage, allowing the creature to squeeze into 
  incredibly small areas.
  Society. Night-slugs are true scavengers living on the fringes of the 
  societies of others. They usually prefer densely populated urban areas for 
  the increased number of hiding places and resources from which to scrounge 
  their needs. Most night-slugs are loners because of the limited resources 
  available to them, mated couples rarely staying together beyond the birth 
  of a brood of whimps (as their young are called), and mothers generally 
  abandoning their young as soon as they reach maturity after 3 years.
  Relations. While most humanoids despise night-slugs and find their 
  presence loathsome, few actually fear the creatures. More than one urban 
  goodwife has walked into a room of her house at night to find a night-slug 
  crouched in the corner chewing on a lace table runner and staining the 
  rug with its noxious skin secretions. While the typical reaction certainly 
  includes a scream, rather than flight it just as often concludes with her 
  grabbing a broom and chasing the creature until it manages to squeeze 
  back through a crack in the baseboards to the safety of the inner walls. 
  In some cities plagued by these creatures, there is an entire industry for 
  exterminators hired to enter homes and buildings to clear out night-slug 
  infestations. The only race that could truly be said to hold empathy for the 
  night-slugs are the wretched mongrelfolk on the rare occasions when the 
  two peoples cross paths.
  Religion.  In general night-slugs are not religious and devote little time 
  or energy in contemplation of the gods. As such, there is no religion that 
  could be said to be typical of night-slugs, and most follow no religion at all.
  Adventurers. Unlike their skulk cousins who possess a more violent 
  bent, night-slugs are inherently cowardly and rarely a threat to even those 
  who would otherwise find themselves at their mercy. Be sure to check 
  with your Dungeon Master to see if you can play a night-slug character.
  Names. As loners and outcasts, most night-slugs don’t bother with 
  names at all. Their lack of interaction with most others prevents any sort 
  of need for one. A night-slug identifies everyone as either “self” or “other/
  danger.” Of the few that do take names, they are usually a single word — 
  bereft of context — borrowed from another language or a monosyllabic 
  name that sounds pleasing to a particular night-slug’s ear. They make 
  no distinction between male or female names. Examples include Bloo, 
  Fancy, Glugh, Plop, Spoon, and Tater.
  Night-Slug Racial Traits
  Ability Score Increase. Your Dexterity score increases by 4, but your 
  Intelligence is reduced by 2 and your Charisma is reduced by 4. No score 
  can be raised above 20 or reduced below 3.
  Age. Night-slugs are able to survive on their own by age 3. By age 5, 
  they are considered adults. Night-slugs seldom live more than 30 years.
  Alignment. Most night-slugs have no strong ethical convictions of any 
  kind. They survive by stealing, so they tend toward Chaos and Neutrality.
  Size.  Night-slugs are Small creatures. Because they’re so flexible and 
  able to squeeze themselves into their surroundings, they make Stealth 
  checks with advantage.
  Type. You are of the monstrosity type.
  Speed. Your base walking speed is 20 feet.
  Darkvision. Under dim conditions, you can see up to 60 feet as if the 
  area were brightly lit, and in darkness as if it were dim light. You see 
  shades of gray in darkness, not colors.
  Sly Crawler. While prone, a night-slug has a Crawl speed of 20 feet, 
  and crawling doesn’t slow it down even in difficult terrain. A crawling 
  night-slug doesn’t trigger opportunity attacks when it crawls out of an 
  enemy’s reach.
  
  22
  The Blight: Richard Pett's Crooked City
  Slime Coat. The skin of a night-slug secretes a thin fluid resembling 
  slimy perspiration that has a musty odor and leaves a stain on most fabrics. 
  This coating protects the night-slug against grappling; other creatures 
  have disadvantage when trying to grapple a night-slug, and a night-slug 
  has advantage on its attempts to escape from grappling. It also makes 
  night-slugs easy to track; Survival checks to follow a night-slug’s trail 
  across any type of terrain are made with advantage.
  Compression. Night-slugs can move through spaces one size category 
  smaller than themselves without squeezing, and they can squeeze through 
  openings two size categories smaller.
  Languages. You read, write, and speak Common.
  Swyne
  “Lord, why can’t I get a decent tailor these days? Adjust my cravat, 
  idiot; can’t you see it’s crooked? How can I go to the lodge dressed like 
  a human? I hope they have those succulent kidneys tonight, the ones 
  that they serve just lightly toasted with sugar. They have fine food at the 
  lodge — not that you’d know about the finer things in life. We’ll drink 
  the finest Crava from crystal and eat our fill before talking business 
  over cabb’e and hookahs filled with the finest tobacco and insectum 
  money can buy. We’ll trade millions tonight, you know? Millions! Can 
  you imagine a million? I thought not. That’s the trouble with humans — 
  no imagination, and little appreciation for the finer things in life — little 
  appreciation of anything, in fact.”
  Pleasure, pleasure, and pleasure: the three “P’s” of swyne philosophy. A 
  swyne lives to enjoy, to eat the finest food, to romance the most beautiful 
  people, to plunder the greatest treasures. A swyne is a voyeur, a pleasure-
  seeker, a lothario. They do anything and everything to ensure that they get 
  the most out of life.
  In essence a humanoid pig, the swyne is usually fat, sallow-eyed, and 
  hungover from excess. Dressed in the best he can buy, a swyne gets what 
  he can out of life — as often and as plentifully as possible. Roughly human 
  in size and shape — and with all the foibles and interests that accompanies 
  — the swyne are often mistaken for fat humans from a distance, until their 
  snouts and piggy eyes come closer into view. Swyne tend to stick together, 
  and refer to each other as brother or sister hog.
  Physical Description. Some swyne can pass for human; so subtle are 
  their porcine features. Others resemble humanoid pigs, with hoggish 
  features, clumsy hands, and squealing laughter. They all tend to be fat (a 
  result of enjoying as much fine food as they can, as often as they can), and 
  prone to being clumsy; their porcine ancestry runs deep, and occasionally 
  shows itself in their eating habits.
  Society. Swyne stick together. A swyne almost always helps another 
  swyne in trouble, often with the benefit of a considerable lecture on the 
  error of their ways and how the suffering swyne in question should follow 
  the path of his benefactor, whatever that path may be. Swyne live for 
  excess, and have developed many guilds of their own to band together to 
  ensure mutual benefit — providing, of course, that the benefit is primarily 
  their own. The swyne have developed thousands of clubs related to 
  excess and pleasure, the most famous of which are the Hedonists, a group 
  perpetually related to dark rumours of excess, torture, and cruelty over 
  enormously excessive luncheons.
  Relations. Everyone has his uses, and a swyne judges life by the number 
  of associates he has. Their selfish natures tend to make true friendships rare 
  but incredibly close; a swyne friend is one for life, but a swyne associate 
  cannot be trusted. Swyne deeply admire the banking gnomes of the city, 
  and many close associations have and do take place across the city. They 
  consider elves to be flighty and unpredictable, dwarves miserable, and 
  half-orcs repulsive. They like a halfling’s appetite and admire the human 
  capacity for vice. They take great offence at being likened to pigs, and 
  often refer to other humanoid races as monkeys as a riposte if so insulted.
  Religion. Swyne religions are based around acquisition: be it monetary, 
  rare objects, land, property, or any other such avarice. Porfask, the Swyne 
  God of Wine-cellars is one; Hork, Goddess of Musk, another. Of course, 
  Mammon has the greatest share of worshippers among the race and has 
  been adopted into the swyne pantheon — whether he is aware of it or not. 
  To many races, the swyne gods seem trivial in their focus; to a swyne, they 
  are divine in their singular greed.
  Adventurers. The restless greed of the swyne makes them useful allies, 
  which, coupled with their brotherliness, makes them useful contacts.  Be sure 
  to check with your Dungeon Master to see if you can play a swyne character.
  Male Names. Boarbrand, Bogslob, Grund, Grork, Hobb, Hogwell, 
  Hoglard, Pikskin
  Female Names. Asparagus, Cauliflower, Cupling, Ladywell, Lettuce, 
  Pigmella, Porcinia, Porflower, Sugary, Winscent, Winseed
  Swyne Racial Traits
  Ability Score Increase. Your Constitution and Charisma scores each 
  increase by 2, but your Dexterity is reduced by 2.
  Age. Swyne mature at roughly the same rate as humans and typically 
  have the same lifespan as their human counterparts.
  Alignment. Swyne can be of any alignment. Most often, their gluttony 
  and greed are their motivators pushing them to follow their whims and do 
  whatever they are able to get away with. They tend to be chaotic neutral 
  or neutral evil.
  Size.  Swyne are generally as tall as humans but are almost all very 
  plump to morbidly obese. Your size is Medium.
  Speed. You have a base walking speed of 30 feet.
  Darkvision. Under dim conditions, you can see up to 60 feet as if the 
  area were brightly lit, and in darkness as if it were dim light. You see 
  shades of gray in darkness, not colors.
  Gut Feeling. Swyne are naturally gifted at judging people or sniffing 
  out a bargain. You have proficiency in Insight.
  Healthy. Swyne can — and often do — eat almost anything, and their 
  powerful fortitude makes them highly resistant to toxins and sickness. 
  You have advantage on all saving throws against poison and disease.
  Keen Smell. You have advantage on Wisdom (Perception) checks that 
  rely on smell.
  Stubborn. You have advantage on saving throws against being charmed 
  or compelled.
  Languages. You read, write, and speak Common and one additional 
  modern language of your choice.
  Blight Backgrounds
  Where does your character’s story begin? Why does it begin there? 
  What experiences shaped your character and why? How did the 
  environment that your character has lived helped determine who he is 
  and why? These are some of the questions you might consider when you 
  create your character. Below you will find numerous Blight backgrounds 
  that can be used as a starting point when you are crafting your character 
  and their story.  
  As you read through the below backgrounds, you will notice that several 
  are tailored for specific races within the Blight. This was intentional and 
  provides additional, defining characteristics to those races. That doesn’t 
  
  23
  GM Guide
  mean that other races are not allowed to have these backgrounds. If a 
  specific background is good for your character then work with your GM 
  to customize it for your game. As always, these are optional suggestions 
  intended to immerse you and your character into the Blight.
  For characteristics, ideals, bonds, and flaws, consult the game manual 
  and choose those that work best for your character concept.
  Alchymyst
  Typically found surrounded by bubbling pipes and jars, frothing jugs 
  of vile-smelling ichor, and tubes connecting to tubes connecting to tubes, 
  you were once admired throughout the city for your nose for the task and 
  cunning skills with all manner of exotic substances. But you grew ob-
  sessed with perfecting your art and your reputation quickly became that 
  of dangerous and unpredictable, if not mad. You now ply your trade out 
  of the eye of the public, and only to customers that are looking for less 
  traditional means of enhancement.
  Skill Proficiencies: Arcana, Medicine
  Tool Proficiencies: Alchemist’s tools 
  Languages: One of your choice 
  Equipment: A quill, bottle of black ink, a small notebook with various 
  arcane formulae inscribed within, a set of common clothes, a pouch con-
  taining 15 gp
  Feature: Fleshwarp
  Fleshwarping is gruesome but all too common in the Blight. You have 
  developed a knack for the practice of altering a creature’s physical form 
  through the use of alchemy. Much as life is extended through the use of 
  elixir of life†, you are able to enhance life with your alchemical potions 
  and goo to make it bigger, better, stronger, and faster.
  Boatfolk
  The river barges where you were born, grew up, and have lived all your 
  life are all you know. You and your people are fiercely insular and come 
  from tightknit families. You celebrate your own holidays and have your 
  own festivals, manners, and cant. Tradition is very important to you and 
  yours, and no one, not even the Queen, will make you all change. You’ve 
  seen the looks outsiders give you when you speak in River Cant, and you 
  are sure their suspicious glares hide their disdain for you and your people.
  Skill Proficiencies: History, Insight
  Tool Proficiencies: Navigator’s tools, vehicles (water) 
  Languages: River Cant 
  Equipment: A family heirloom, a clan symbol carved from lyme walrus 
  ivory, a cudgel, and a pouch containing 5 gp
  Feature: Oral Tradition
  You are responsible for the lore and history of your clan. You were 
  chosen by your gran to carry the traditions and ways of your people. At 
  gatherings, children and adults alike seek you out to hear the stories, deeds 
  and folklore of the boatfolk. One day, you too will pick someone to carry 
  on the tradition.
  Crooked
  You have been touched by Between and are not like others. You cannot 
  stand to look in the mirror for fear of seeing things from your worst 
  nightmares reaching out to pull you down, into the dark, to slowly devour 
  your as you unleash a scream that no one hears. Your peculiarity and 
  random outbursts draw looks and whispers that make you uncomfortable 
  and misanthropic.
  Skill Proficiencies: Intimidation, Perception
  Tool Proficiencies: None
  Languages: Two of your choice 
  Equipment: A random trinket, a small ball of twine soaked in waters of 
  the Lyme, a sickle, and a pouch containing 7 gp
  Feature: Prescience
  You have a strange prescience that often warns you out of danger. 
  Your “gift” has you always looking over your shoulder, waiting for the 
  glimpses of events you see to happen. You’ve told very few about your 
  clairvoyance, fearing they will try to exploit you for their own gain.
  Capitoler
  The towering fist of the city, the Capitol, casts its intimidating shadow 
  across the numerous districts, ghettos, and squalid sewers of Castorhage. 
  Born in the heart of this immense city-in-a-building, your speech, dress, 
  and demeanour reflect your privileged birth, compared to most born in the 
  Blight, and you feel an air of superiority as you pass amongst the decrepit, 
  stinking, filthy rabble that is the bulk of the lower castes. The intrigue, the 
  betrayal and deceit, truth and lies - the daily drama enacted in the name of 
  politics is a driving force in your life.
  Skill Proficiencies: History, Persuasion 
  Tool Proficiencies: One type of gaming set 
  Languages: One of your choice 
  Equipment: A gaming set, one set of fine clothes, a pouch containing 20 
  gold, a set of credentials, and a random trinket
  Feature: Capitol Access
  You hail from the Capitol, where your parents mingled with minor 
  gentry, scholars, guards, or any number of other civil servants or people 
  of some importance. Because of this you can come and go among the 
  countless clerks, servants, butlers, and other necessary personnel within 
  the labyrinthine halls that lie behind the Great Door. You know the inner 
  workings of the extensive bureaucracy within the Capitol and can gain 
  access to records that you normally would never be privy to.  You can gain 
  audience with minor functionaries if needed. 
  Cultist
  The “Gods” of Castorhage are not divine but rather legends and myths 
  that have risen to god-like prominence and developed cult-like followings. 
  These “Gods” - Beltane, the Crooked Promethean, the Aspect of the Green 
  Man, and many others - wield immense authority, influence, and fear over 
  the people of the Blight. That influence extends to you. 
  You follow one of these “Gods” with slavish devotion, enacting 
  their will and spread their influence across the Blight. Work with your 
  gamemaster to determine which of the “Gods” fits with your character 
  and the campaign.
  Skill Proficiencies: Deception, Religion 
  Tool Proficiencies: Choose one: disguise kit, poisoner’s kit, or herbalism 
  kit 
  Languages: One of your choice 
  Equipment: A kit of your choosing, a book containing the testament and 
  teachings of your “God,” ritual accoutrements, and a pouch containing 
  5 gp
  Feature: Bolt Hole
  You lead a normal life, moving among the populace as any other resident 
  might. Your affiliation with one of the cults of the “Gods” is secret but you 
  have taken precautions just in case that is ever compromised. You have 
  established a safe house where you and a few close associates can retreat 
  to lay low for a time. Work with your GM to establish a location where 
  you can hide out that fits with your character and the campaign.
  
  24
  The Blight: Richard Pett's Crooked City
  Charmwell
  Your features and mannerisms reflect your elven parentage and 
  overshadow any human blood that runs through your veins. The fey blood 
  flows strong within you; you might even have the stuff of the Old Ones or 
  possibly the dark fey. You’ve taken advantage of your elven predominance 
  and relish the role of the entertainer, hearing the cheer of the crowd, being 
  at the centre of attention, with a commanding presence that holds rapt the 
  attention of all that watch you perform.  
  Skill Proficiencies: Performance, Sleight of Hand 
  Tool Proficiencies: One type of musical instrument 
  Equipment: A musical instrument, a set of traveller’s clothes, a set of 
  juggling balls, a pouch containing 10 gp
  Feature: Headliner
  You have a steady gig at a local tavern or theater. Your show, whether 
  comedy, drama, or tragedy, or simply riotous shenanigans of the bawdiest 
  caliber, is always sold out days in advance. You might even have a 
  paramour that is rather famous within the city!
  Forsaken
  You’ve come to the city to discover and learn, hoping that your lifetime of 
  memories and experiences will reveal some greater meaning, but memories 
  are fickle and what may have been your reality now seems like a dream. 
  Your bitterness that your long life is slowly coming to an end is apparent 
  and you have developed a grim reputation among the locals. You are one of 
  those that have come to Castorhage in the twilight of your years, searching 
  for meaning and understanding of what your life has truly meant. 
  Skill Proficiencies: History, Arcana 
  Tool Proficiencies: One type of musical instrument 
  Equipment: A musical instrument, a set of traveller’s clothes, a small 
  notebook containing memoirs, a pouch containing 10 gp
  Feature: Lifetime of Learning
  You have acquired a lifetime of knowledge and training, and life in 
  the Blight evokes past experiences with the new. You can call upon 
  your lifetime of learning and research and are considered a source of 
  knowledge and lore for your peers. You are considered an expert in an 
  obscure subject. Work with your GM to determine what subject and how 
  it fits with your character.
  Hooligan
  You are one of the Invisibles, the Lowfolk, or the Lowest of the Low. 
  You were born and raised in the cesspit that passes for slums within the 
  Blight. You know how dangerous the streets are but are able navigate them 
  with ease. These are your streets, your people, and you have a reputation 
  among the underclass of Castorhage as someone not to be trifled with. 
  Murder, blackmail, illegal insectum, extortion, racketeering - these are but 
  a few of the things you and your crew traffic in. When something happens, 
  you know about it thanks to your network of informants.
  Skill Proficiencies: Deception, Stealth 
  Tool Proficiencies: One type of gaming set, thieves’ tools 
  Equipment: A gaming set, thieves’ tools, a set of dark, a set of common 
  clothes, a concealed dagger and cosh, a satchel containing a random 
  type of insectum or other illicit good (work with your GM to determine 
  the type), a small notebook with a list of those that owe you money 
  (encrypted with a cipher of your creation).
  Feature: Friends in Low Places
  You have contacts in all parts of the underworld within Castorhage. 
  Some owe you favors or money, some simply fear you, others respect 
  you, but they all supply information that you can use to get ahead in this 
  Between-dog-eat-Between-dog world.
  Lyme-Blessed
  Ah Sister Lyme, she slithers — or perhaps more rightly oozes — 
  through the city, her veins reaching upstream to taint and choke. None can 
  escape her. She peculiarly affects humans; you’ve spent many generations 
  on her back or in her womb, and it has seeped into your pores. You wear 
  this patina, this infestation, and she has a strong hold on you. You’ve never 
  been able to venture far from her banks for long, always returning to her 
  bosom, relishing her caress, and drinking deeply from her waters.
  Skill Proficiencies: Nature, Perception 
  Tool Proficiencies: One set of artisan’s tools 
  Equipment: A set of artisan’s tools, traveller’s clothes, spectacles with 
  rose-coloured lenses, a flask filled with water from Sister Lyme, a pouch 
  containing 10 gp
  Feature: Clear Sight
  Your eyes have subtly evolved to see better through water distortions 
  and obstructions. You can see twice as far as others through fog, mist, and 
  murky water. Work with your GM to determine how this will fit with your 
  character and in the game.
  Revolutionary
  Vile politicians, twisted royalty, greedy thugs - the disease and decay 
  that rules Castorhage must be excised completely so that those that suffer 
  under the yoke of tyranny and oppression can be free. You’ve seen the 
  malignancy first hand, after all, you were born to it as a child of the 
  aristocracy. You grew to despise your station and those that perpetuate the 
  rot. But now, now you fight! 
  Skill Proficiencies: Deception, Stealth 
  Tool Proficiencies: Disguise kit, thieves’ tools 
  Equipment: A disguise kit, thieves’ tools, a set of traveling clothes, a 
  pouch containing 20 gold
  Feature: Inside Man
  Because you were born to the aristocracy, you are privy to the plots 
  and schemes of the ruling class within Castorhage. You use this to your 
  advantage and gather intelligence that can help the Shadow of Freedom 
  or another underground revolutionary movement strike at the heart of the 
  corruption and expose them for what they are.
  Salt-o’-the-Earth
  Coming from a respected family in the city, you can trace your local 
  ancestry back over several generations to the dwarven kingdom said 
  to have first carved the Underneath. You are extremely proud of your 
  heritage and will never let your clan name be besmirched. You are well 
  known within your home territory and have a reputation as forthright, 
  stern, and wise.  
  Skill Proficiencies: Athletics, Intimidation
  Tool Proficiencies: One type of gaming set, one type of artisan’s tools 
  Equipment: A gaming set, a set of artisan’s tools, a set of common 
  clothes, and a belt pouch containing 10 gp
  Feature: Family Feud
  You may choose an organization, a guild, a club, a cult, or a noted 
  individual from the Blight with whom they have a longstanding grudge. 
  You have a network of informants that reports on the activities of your 
  hated foe. Additionally, you take any opportunity available to act on this 
  family grudge. 
  Work with your GM to establish an acceptable grudge (and target for 
  the grudge) for your character.
  
  25
  GM Guide
  Savage
  Your parents came to the city to seek their fortune; half-orcs themselves, 
  they found life hard, and they joined a growing number of half-orcs who 
  live in dark, rusty ghettoes and hovels — grouped together for fear of 
  attack. You are tough, independent, and smart and have learnt to survive 
  alone in the city. You do what you must, the only way you know how – by 
  any means necessary.
  Skill Proficiencies: Intimidation, Survival
  Tool Proficiencies: None
  Languages: Two of your choice
  Equipment: An improvised weapon of some type, and a backpack 
  containing a bed roll, a healer’s kit, flint and tinder, a mess kit, 3 days of 
  rations, and water skin
  Feature: Exit Strategy
  People look upon you with disdain and suspicion. You know you must 
  be wary when you are out of your home territory. The first thing you do 
  when you enter a building is identify the different means of egress. You 
  can handle your own but you are a survivor, and sometimes that means 
  making a quick getaway.
   
  Sprawl Mason
  Some dwarves have a particularly strong background in all things 
  connected to building. You have an extremely keen eye for quality 
  craftsmanship and can identify who the craftsman was. Furthermore, you 
  are an extremely well-respected craftsman in your district and are often 
  sought after for your skill and innovation. 
  Skill Proficiencies: Insight, Perception
  Tool Proficiencies: One type of artisan’s tools
  Languages: One of your choice
  Equipment: A set of artisan’s tools, a set of well-made work clothes, a 
  small sketch pad and pen and ink, a pouch containing 15 gp
  Feature: Professional Reputation
  You have earned the respect and admiration of others both in and out 
  of your trade. You are the first person that others in your craft come to for 
  advice and for permission to take commissions within your district. You 
  have prospective apprentices begging for your tutelage.
  Toiler
  Myriad dwarf families came to Castorhage seeking work, and the 
  reputation of their spirit of toil gained many of employment. A trade 
  expert and successful merchant, you are always on the lookout for new 
  ventures and investment opportunities. A rare spice from far off Khemit? 
  Mustalbhin sundries? Jade figurines from an ancient and forgotten 
  civilization?  Not a problem, you can find it, which is why you are sought 
  after by the most discerning clientele.
  Skill Proficiencies: Insight, Persuasion
  Tool Proficiencies: One type of artisan’s tools
  Languages: One of your choice
  Equipment: A set of artisan’s tools, a set of traveller’s clothes, a small 
  notebook containing business ideas and possible investments, a pouch 
  containing 15 gp
  Feature: Trade Network
  You have a well-established network of merchants and traders that 
  come to you first when they arrive in Castorhage so that you can have first 
  pick of any of their goods. You can find hard to locate goods, contraband, 
  and other sundries, through legal and illegal means.
  Thanatologist
  Death is always present in Castorhage. The study of death, how bodies 
  decay, the changes they go through the post-mortem period has always 
  been fascinating to you. You spend all your spare time studying death 
  and its processes. You are not concerned with the meaning of life and 
  death, just the physiological and forensic aspects of death and how that 
  knowledge can benefit those still living.
  Skill Proficiencies: Investigation, Perception 
  Tool Proficiencies: Choose one: a mortician’s kit or a surgeon’s kit 
  Languages: One of your choice 
  Equipment: A kit of your choosing, a hefty tome containing your notes 
  and observations, a magnifying glass, a lantern, pen and ink, and a 
  satchel with 15 gold.
  Feature: Body Farm
  You have established a body farm of sorts within the districts in 
  Castorhage. You have been able to place bodies in various stages of decay 
  in areas where they will not be disturbed. These locations are secluded 
  enough that you can visit them and record your observations and findings 
  without fear of interruption. You also have established contacts with 
  several body snatchers who are always willing to take your coin for the 
  freshest specimens.
  Traveller
  You are a brilliant performer that can dazzle, amaze, and entertain 
  crowds. Not only are you blessed with talent and stage presence, but you 
  have dashing good looks and are keenly aware of the effect you have on 
  others. You have a silver tongue to match your charm and can often talk 
  your way out of (or into) any situation.
  Skill Proficiencies: Persuasion, Sleight of Hand
  Tool Proficiency: One type of musical instrument or a forgery kit
  Languages: One of your choice
  Equipment: A musical instrument, a bright set of traveller’s clothes, a 
  flask of strong liquor, a pouch containing 10 gp
  Feature: Grift
  You can run the short or the long con, can spot the best marks, and 
  have associates you can call on a moment’s notice to run a scam. There 
  are those that are still talking about your last con as if it were legendary.
  Vigilante
  Life in the Blight is brutal. Injustice, murder, slavery, and worse plague 
  the streets, subjecting the already hopeless residents to suffering unknown 
  in the majority of other cities. You cannot stand to see this continue. You 
  see the inequality, the abuse, and the rotten corruption at the heart of the 
  Blight as cancers that must be excised. If the law won’t protect them, you 
  will.
  Skill Proficiencies: Investigation, Stealth
  Tool Proficiency: Poisoner’s kit
  Languages: One of your choice
  Equipment: A poisoner’s kit, a set of dark clothes with a cowled cloak, 
  a mask, a weapon of your choice, a climber’s kit, and a pouch with 10 gp
  Feature: Judge, Jury, and Executioner
  What gives you the right to cast judgement and sentence on those that 
  prey on the weak? The fact that the law will not protect them gives you 
  the right. You feel no remorse when you hunt down, cast judgement, and 
  carry out the sentence on these vermin. You are the law.
  
  26
  The Blight: Richard Pett's Crooked City
  Optional Blight 
  Character Quirks
  Abandoned. Abandoned to live on the streets as a child, you grew up 
  tough. You have abandonment issues that hampers your ability to develop 
  close relationships. When alone, you find it uncomfortable and try to seek 
  out company if possible. (Optional: When alone, you begin to panic and 
  must succeed on a DC 10 Wisdom save or become frightened.)
  Alleychild. The narrow defiles and ginnels were your childhood 
  playground and home. Wide-open spaces are panic inducing and make 
  you extremely uncomfortable. (Optional: You must succeed on a DC 10 
  Wisdom saving throw or become frightened while in a wide-open space.)
  Almost Killed. You fell in the Lyme, were hit by a runaway broken or 
  undead horse, or fell from a tall building. You have odd nightmares about 
  the event that somehow manifest themselves in the dreams of others, who 
  find it impossible to save you. 
  Apprentice. Because you were raised by a tradesman, you have a keen 
  understanding of tools and crafting. Consult your GM to determine what 
  trade you might be adept at.
  Artists’ Quarter Born. You were raised or spent some considerable 
  time in the crazy and creative district of the Artists’ Quarter. You have 
  done everything you can to stay out of the way of the three major factions 
  and were once invited to join the Cult of the Self-Blinded Angel.
  Bastard Nobility. You bear the hallmarks of an aristocrat’s bastard. You 
  can mingle easier than others with different castes, and can call upon an 
  aristocrat that is known to you for a favour.
  Between Marked. Whilst very young, a nightmare from Between 
  somehow manifested itself and scarred you. You are deeply affected by 
  the experience and cannot abide being near mirrors. (Optional. If you 
  come within 20 feet of a mirror, you must succeed on a DC 10 Wisdom 
  save or become frightened.)
  Boatchild. You have grown up on the banks of Sister Lyme, and even 
  swum her depths for dares. You are more comfortable on the water than 
  on land.
  BookTown Born. You were raised or spent some considerable time 
  in BookTown. You are privy to secrets whispered among the stacks and 
  shelves of the cavernous libraries of BookTown.
  Body Harvest. You’re quite the entrepeneur and have established 
  yourself as the go to source for highest quality cuts of meat. Your 
  customers are Cadaver-Surgeons, Homoncule-Wives, Golem-Stitches, 
  and others who are in the market for body parts, cadavers, and sometimes 
  even something alive...
  Born in the Barn..acle. You were raised among nests and tunnels of the 
  Barnacle. You know the tunnels and tight, winding streets better than most 
  and can move through the Great Docks unhindered. There is a chance you 
  know some information about a shady deal or two.
  Born to Beer Slops. You were raised in the gin houses and taverns 
  of the city. You know the best dives in the Blight and just so happen to 
  have a legendary thirst that causes tavernkeepers to groan when you walk 
  through the door.
  Brine Touched. There is some briny in your family, a gift that your 
  mother and father tried to hide. Your fingers and toes are webbed and you 
  can hold your breath twice as long as average.
  Brothel Waif. The child of a harlot from the Crimson Lantern, you have 
  grown up hardened, independent, and tough. You have a soft spot for those 
  in the “trade” and seek to aid them whenever possible. If you witness a 
  prostitute being mistreated or abused, you will surely step in and aid them.
  Capitol Born. You were raised or spent some considerable time in 
  the Capitol. You have unique insight into the gossip and politics of this 
  dangerous quarter. You might even know a secret way into the Capitol. 
  Child of a Famous Beauty. Your mother or father was famous in the 
  city for their looks. However, you were often left alone when young and 
  suffered from nightmares. To this day, the night terrors persist. (Optional. 
  You must succeed on a DC 10 Wisdom check before attempting to sleep.)
  Chimney Sweep. When young, you were small and used for cleaning 
  chimneys of the wealthy or those of the Capitol. You can always find the 
  best hiding places but confined spaces are terrifying. (Optional. When you 
  are in a confined space, you must succeed at a DC 10 Wisdom save or 
  become frightened.)
  Choir Child. You have an incredible singing voice but the brutal 
  training regimen you endured at the hands of your cruel choir teacher 
  has left you scarred and traumatized. (Optional. Pick a specific tune that 
  reminds you of your time in the choir. You must make a DC 10 Wisdom 
  save or become frightened.)
  Circus Act. You ran away to join the circus. A colourful life of travelling 
  through Festival and the Artists’ Quarter followed, punctuated by trips to 
  other parts of the city. You still have contacts within the myriad troupes 
  that perform in the city. Interestingly, your closest contacts can be found 
  in the Great Fayre, possibly within the Family.
  Cruel Kin. Cruel parents or relatives raised you, and you left home 
  early. You are independent and misanthropic but have a cruel streak that 
  you try hard but often fail to control.
  Devotee of Mother Grace. Very religious parents who found great solace 
  in the order of things in the church of Mother Grace raised you. If someone 
  blasphemes against Mother Grace within your hearing, you feel compelled 
  to educate the blasphemer. (Optional. Succeed on a DC 12 Wisdom saving 
  throw or act in an overzealous manner against the blasphemer.)
  Distorted. Your anatomy has been altered by exposure to the toxins and 
  pollutants of the Blight. You have a distinguishing anatomical feature caused 
  by the environment of the Blight. This feature is something you could 
  have been born with or developed through years of exposure. (Optional. 
  Your distinguishing feature can have positive or negative effects on your 
  Charisma. Work with your GM to determine if this is the case).
  Educated. You attended one of the minor schools in the city. Schools 
  were vile, ordered places, and they have given you a healthy loathing for 
  order and authority.
  Festival Born. You were raised or spent some considerable time in 
  Festival, but were not tainted by the place. You can move freely among 
  the lyncanthropy-inflicted locals. At some point in your life, you caught 
  the attention of the Rat Queen. She still is interested in you.
  Foundling. You were abandoned as a baby, but found. There is 
  something distinctly odd about you. This can be a physical thing such as a 
  minor deformity (an extra finger, mismatched eye colour and so forth), or 
  simply an odd air about you.
  Freakshow Touched. You were raised in a freakshow and became 
  close to many acts. You have developed a very meaningful relationship, 
  possibly romantic, with the “star” of one of the shows.
  Gable Child. You spent your days up in the gables, where the air was 
  clearer and there was always more to see. You know the best perches to watch 
  the residents of the Blight and often see things not intended to be seen.
  Gablemaester’s Child. Your father was one of the brave gablemaesters 
  who kept the rooftops clean, safe, and free from spiders. You have utmost 
  familiarity with the rooftops of the city, and can often find the quickest and 
  easiest path through the city using the rooftops.
  Guild Child. You were raised as part of a guild and have a benefactor 
  looking out for you. At some point, when you are most in need, there is a 
  chance your benefactor will aid you. (Optional. Roll percentile dice. On 
  a roll of 96-100, your benefactor will come to your aid in some manner 
  determined by the GM.)
  Guild-Bound Family. Your family is blighted by an agreement they 
  made to a guild before you were born. Because of this, you are constantly 
  fearful of being held accountable for your family’s mistakes. (Optional. 
  Succeed on a DC 12 Wisdom check any time you encounter a member of 
  a guild. Failure results in an unpredictable outcome to be determined by 
  you and the GM.)
  Haunted by Between. Between seems somehow to follow you around. 
  Every so often, you hear noises no one else does, feel something move 
  behind you, or see a reflection in a corner of a mirror that cannot be there. 
  You are inherently Between touched. (Optional. Succeed on a DC 12 
  Wisdom save or become frightened when hearing noises that others do not.)
  Hideling. For reasons known only to you, you have chosen to mask 
  your mixed racial heritage. Forsaking one for the other, you emphasise the 
  ancestry that is most common, human, in the Blight and excel at hiding 
  in plain sight.
  Hollow Hills Born. You were raised or spent some considerable time 
  in the hallowed and holy places of the Hollow and Broken Hills. You can 
  
  27
  GM Guide
  move freely among the inhabitants of these areas and have explored every 
  inch of the Great Blight Cemetary.
  Jumble Born. You were raised or spent some considerable time in the 
  Jumble. Because of this you are paranoid and untrusting, always lamenting 
  that you are being watched. You are right.
  Kissed by Angels. Some people are born lucky, and you’re one of them. 
  Cats sit in your lap, children stop crying and laugh when you enter a room, 
  and frosty discussions thaw when you talk. Some petty people find such 
  lucky folk annoying, and become jealous of them, of course. 
  Link Child. When younger, you worked the dark streets of the city as a 
  link boy (or girl). Your night vision is excellent, and you have an almost 
  sixth sense when operating in darkness. You find daylight unpleasant, and 
  prefer to wear tinted lens when the sun is at its highest.
  Messenger. When younger, you were hired by one of the many 
  messenger guilds in the city to pass messages in haste. You know the 
  fastest routes through the city.
  Mill Child. You spent much of your childhood working in one of the 
  many mills in the city. Worker safety was not a priority of the overseers 
  in the mills. You bear the marks of having been involved in an industrial 
  accident of some kind. Consult with your GM on how to utilize this trait 
  in game.
  One of Many. There were 10+1d6 other children in your family. You 
  have a very high likelihood of encountering one of your siblings at any 
  given time within the Blight. These encounters can be cordial or hostile, 
  the choice is yours.
  Orphan. Raised by an overseer, your early life was incredibly tough. 
  You bear the physical and psychological scars of this experience. You 
  have vowed to save as many orphans as you can. How you do this is up 
  to you.
  Out from the Asylum. You don’t know how you escaped intact (mostly), 
  but you did. You’ve been to the City of Golems and lived to tell about 
  it, albeit with a noticeable alteration to your body. You’ve undergone a 
  transformation at the hands of a Cadaver-Surgeon, Homoncule-Wife, or a 
  Golem-Stitcher. Work with your GM to determine something noticeable 
  that has been altered about your character.
  Riverchild. You were raised in a boat town along the river; you speak 
  River-Cant as if it were your native language. You know the right folk to 
  talk to in the boat towns that ever-present within the city and always seem to 
  have the best information about the goings on in these “neighbourhoods.”
  Seminarian. You were born or raised (or created) in the Seminary. You 
  have seen the true horror of the ghastly experimentations that take place 
  in this academic bastion at the foot of the Capitol. You rarely make it 
  through the night without waking in a sweat, screaming at the horror you 
  cannot forget.
  Seventh Child of a Seventh Child. There is something decidedly odd 
  about you; odd things happen around you, and occasionally unpredictable 
  events occur — cats bristle and flee from you, plates fall on floors when 
  you enter the room, or a clock strikes thirteen. This does not have a 
  mechanical effect, and your GM should weave it into your character’s 
  story from time to time.
  Sewer Brat. You spent a lot of time in Underneath, either as a runner 
  for a guild, someone who ran away from home or the orphanage you were 
  raised in, or some other story you deem appropriate. You have a sixth sense 
  that allows you to navigate the sewers of the Blight better than most others.
  Sideshow Touched. You were raised in a carnival sideshow and became 
  close to many acts. You can move amongst the sideshow workers as if you 
  were still one of them. You have a special affinity with many of them and 
  are often given the best rumours and tales.
  Sinks Born. You were raised or spent some considerable time in the 
  Sinks. When you were younger, curiosity got the best of you causing you 
  to venture down to the Grey Lake. You’ve seen things. Terrifying things. 
  And you know the stories to be true.
  Sinister Theatrics. You were raise or spent considerable time in the 
  Theatres’ Sinister. You’ll never admit it, but you very well could have the 
  ear of Aris Macwell or one of his Liars.
  Sorrowful. You are of mixed heritage but struggle to understand why 
  you feel you are missing something crucial to your makeup. Your parent’s 
  differences were too much to overcome after the love and lust faded. You 
  favour the parent that raised you but are cursed with an unnaturally long 
  life or a fleetingly short life in comparison to your parent.
  Strange Relations. Somewhere in your family line is an anomaly. the 
  hint of an elf, the touch of a gnome, the flicker of a halfling. Exactly how 
  and where this came from is a mystery. Your character is slightly odd in 
  a hard-to-define way. This is not a mechanic, but a story option; perhaps 
  the PC has a luxuriant dwarvish beard, slightly pointed ears, or woolly 
  feet that indicate that somewhere, far back, something odd happened in 
  the family. 
  Streetwaif. You were raised on the hard streets of Castorhage and have 
  learned how to survive. You made an enemy, however, and that enemy 
  is looking for you. Work with your GM this develop this twist for you 
  accordingly, and weave it into your ongoing story.
  Thirteenth Child of a Thirteenth Child. There is something decidedly 
  odd about you, and not all of it good. Strange effects follow your character. 
  These are only minor but decidedly strange. horses keel over and die in 
  the street when you walk by; a pyre-beetle lamp goes out; you find two-
  headed silver coins; or a plummeting magpie crashes into a wall as you 
  walk past. Life, in short, continues to throw oddities about you. 
  Toiltown Born. You were raised or spent some considerable time in 
  Toiltown. You know who to go to when you need the illicit services offered 
  in Toiltown. Your fellow East Enders remain loyal and true to you, aiding 
  you when you need it. (Optional. Whenever you encounter a slaver, you 
  must succeed at a DC 12 Wisdom save or confront them, often violently.)
  Touched by the Unsea. When young, you were taken to the Unsea, and 
  it had a profound and unsettling effect upon you. The Unsea calls you, and 
  you find it oddly consoling to have objects from there or even odd things 
  from the mundane sea about your home or person. There is something 
  oddly clammy and brackish about you.
  Town Bridge Born. You were raised or spent some considerable time in 
  Town Bridge, and can consider yourself a Town Bridge local. You despise 
  Crown Prince Justice Cornlord and the ruthless landlords that act in his 
  stead in Town Bridge. You have vowed to bring them all down.
  Wicked Stepsisters. Wicked stepsisters who delighted in using you as 
  little more than a slave raised you. This made you resilient, if sad, when 
  young. That sad resilience has shaped your personality into one that is 
  hardened and serious. You have little tolerance of frivolity.
  Wild Child. You were feral as a child. Your feral nature remains with 
  you and impacts your relations with “civilized” Blighters.
  New Equipment
  Equipment and Things to  
  Part You From Your Lucre — 
  Castorhage Goods
  A short walk in the Blight avails one of the sheer volume of goods for 
  sale, from Aarckle, Budge & Sons Gentlemen’s Outfitters, to Zyn, Ripple 
  & Wade, Pipe Makers to the Aristocracy. The wares are advertised across 
  every available space; no wall is without a painted sign or hoarding, 
  sandwich boards are carried by down-at-their-heels men eager to earn a 
  tanner, and shop windows often show elaborate displays of wares. With so 
  many people in such a small space, competition is stiff, and beyond their 
  gaudy adverts, traders stop at nothing to be the best — and the richest — 
  in the city-state.   
  Weapons of the Blight
  Along with most other weapons, the following new weapons are used 
  by the denizens of Castorhage.
  Weapon Qualities
  Misfire: The increased power or configuration of some crossbows can 
  result in a misfire. If the natural result of your attack roll is equal to or 
  less than the weapon’s misfire value, that shot misses, even if you would 
  
  28
  The Blight: Richard Pett's Crooked City
  have otherwise hit the target, and the crossbow cannot be used again until 
  a person proficient in the use of the weapon spends a full-round action to 
  restore it to working order. Magical repeating crossbows will still misfire 
  on a natural 1. Magical, non-repeating crossbows will not misfire, even 
  on a natural 1.
  Weapon Descriptions
  Bell-staff, coprophagi. This is a simple walking staff usually 
  of hornbeam or some other hardwood capped with a curving arm 
  from which dangles a small bell. When the staff is carried, the bell 
  rings, resulting in disadvantage on Dexterity (Stealth) checks. The 
  coprophagi and sometimes lepers or other diseased individuals 
  typically use these staves to give warning of their approach to others 
  so they can be well away before they reach them. In the hands of a 
  coprophagi or other individual proficient in its use, though, the bell-
  staff becomes a potent weapon.
  The proficient user of a coprophagi bell-staff can flip the bell up and 
  against the arm it hangs from so that the clapper is held still, and the bell 
  no longer rings to cause disadvantage on Stealth checks. You can then 
  flip it down again as well so that it returns to ringing as normal. A non-
  proficient user can perform the same maneuvers (if he thinks of them) as 
  move actions that provoke attacks of opportunity.
  Broadsword. The broadsword has a heavier, shorter blade than the 
  longsword. It is 2-1/2 to 3 feet in length.
  Claymore. The claymore is a heavier, longer version of the greatsword. 
  It is 4-1/2 to 5 feet in length. The heavier weight of this devastating 
  weapon contributes to it doing additional damage. 
  Crop. A stout leather crop used to spur on a mount or punish a peasant.
  Crop, loaded. A loaded crop is a crop in which the shaft and head has 
  been weighted with lead to provide some heft.
  Cosh. This small, flexible club, also known as a blackjack, consists of 
  a leather-wrapped lead weight attached to the end of a wooden shaft via a 
  leather-wrapped coil spring.
  Cosh, folding. This smaller, lighter cosh folds to make it easily 
  concealable. It can be unfolded as a bonus action. The gentleman’s version 
  — a handy weapon for the discerning person of quality to have in a tight 
  spot, or on the rugged streets of the Blight — is usually rimmed with 
  metal, and is readily transportable in a handy leather holder.
  Crossbow, arbalest. Because of the size and weight of this heavy 
  crossbow, you attack at disadvantage with it if you are not wearing an 
  arbalist harness (see below). 
  The increased power of the arbalest crossbow tends to make it misfire. 
  If the result of your attack roll with an arbalest crossbow is a natural 
  1, the shot misses even if you would have otherwise hit the target, and 
  the crossbow cannot be used again until an action is used to restore it to 
  working order. A magical arbalest crossbow has no chance of misfiring.
  Crossbow, folding. This smaller, light crossbow can be folded down 
  to make it more easily concealable or disguisable. Unlike most other 
  weapons of its size, you may attempt to conceal a folding crossbow upon 
  your body. It can be assembled as a standard action. The gentleman’s 
  version — de rigueur at all fashionable or aristocratic shoots and hunts — 
  is always of masterwork quality, usually inlaid with precious metals, and 
  always comes collapsed in its own velvet-lined carry case.
  The configuration of the folding crossbow tends to make it misfire. 
  If the result of your attack roll with a folding crossbow is a natural 1, 
  the crossbow cannot be used again until an action is used to restore it to 
  working order. A magical folding crossbow has no chance of misfiring.
  A folding crossbow is treated as if it were a light crossbow.
  Crossbow, folding hand. This hand crossbow can be folded down to 
  make it even more easily concealable or disguisable. It can be assembled 
  as a standard action.
  The configuration of the folding hand crossbow tends to make it misfire. 
  If the result of your attack roll with a folding hand crossbow is a natural 
  2 or lower, the crossbow cannot be used again until an action is used 
  to restore it to working order. A magical folding hand crossbow has no 
  chance of misfiring.
  A folding hand crossbow is treated as if it were a hand crossbow.
  Crossbow, recurve. A recurve crossbow is a light crossbow modified 
  with the power of a heavy crossbow at a shorter range. You draw a recurve 
  
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  GM Guide
  crossbow back by pulling a lever called a cranequin. A recurve crossbow 
  fires crossbow bolts.
  The increased power of the recurve crossbow tends to make it misfire. 
  If the result of your attack roll with a recurve crossbow is a natural 1 or 
  lower, the shot misses even if you would have otherwise hit the target, and 
  the crossbow cannot be used again until an action is used to restore it to 
  working order. A magical recurve crossbow has no chance of misfiring.
  Crossbow, repeating arbalest.  This weapon functions identically to 
  an arbalest crossbow, except that it does not need to be reloaded after 
  firing a single bolt. It has a magazine capacity of 6 bolts and a rate of fire 
  of two bolts per round.You must be wearing an arbalist harness to use 
  the repeating arbalest crossbow.  The increased power of the repeating 
  arbalest crossbow tends to make it misfire. If the result of your attack 
  roll with a repeating arbalest crossbow is a natural 3 or lower, the shot 
  misses even if you would have otherwise hit the target, and the crossbow 
  cannot be used again until an action is used to restore it to working order. 
  A magical repeating arbalest crossbow only misfires on a natural 1.
  Crossbow, repeating heavy. This weapon functions identically to a 
  heavy crossbow, except it does not need to be reloaded after firing a single 
  bolt. It has a magazine capacity of 8 bolts and a rate of fire of two bolts 
  per round.
  You must be wearing an arbalist harness to use the repeating arbalest 
  crossbow.  The increased power of the repeating arbalest crossbow tends 
  to make it misfire. If the result of your attack roll with a repeating arbalest 
  crossbow is a natural 3 or lower, the shot misses even if you would have 
  otherwise hit the target, and the crossbow cannot be used again until an 
  action is used to restore it to working order. A magical repeating arbalest 
  crossbow only misfires on a natural 1.
  Crossbow, repeating recurve. This weapon functions identically to a 
  repeating heavy crossbow, except that its damage and range values are 
  equivalent to those of a recurve crossbow. It has a magazine capacity of 
  10 bolts and a rate of fire of two bolts per round.
  The increased power of the repeating recurve crossbow tends to make 
  it misfire. If the result of your attack roll with a recurve crossbow is a 
  natural 3 or lower, the shot misses even if you would have otherwise hit 
  the target, and the crossbow cannot be used again until an action is used 
  to restore it to working order. A magical repeating recurve crossbow only 
  misfires on a natural 1.
  Razor wheel, coprophagi. This weapon is made from a thin sheet of 
  scrap metal that has been fashioned into a circular shape and given a 
  serrated edge. A wooden handle is set in its centre at a perpendicular angle 
  so that it can be gripped with the blade parallel to the wielder’s arm and 
  used in battle as a slashing weapon.
  Simple Melee Weapons
  Name
  Cost
  Damage
  Weight
  Properties
  Crop
  10 gp
  1d2 bludgeoning
  1 lb
  nonlethal, bludgeoning
  Crop, loaded
  20 gp
  1d3 bludgeoning
  1 lb.
  nonlethal, bludgeoning
  Simple Ranged Weapons
  Name
  Cost
  Damage
  Misfire
  Capacity
  Rate/Fire
  Weight
  Properties
  Crossbow, folding
  50 gp
  1d6 piercing
  —
  —
  1
  3 lb.
  Ammunition (range 30/120), 
  loading, two-handed
  Crossbow, recurve
  100 gp
  1d10 piercing
  —
  —
  1
  7 lb.
  Ammunition (range 80/320), 
  loading, two-handed
  Martial Melee Weapons
  Name
  Cost
  Damage
  Weight
  Properties
  Bell-staff, coprophagi
  5 sp
  1d6 bludgeoning
  5 lb.
  Versatile (1d8), disadvantage (Stealth)
  Cosh
  5 gp
  1d4 bludgeoning
  3 lb.
  Nonlethal, light
  Cosh, folding
  10 gp
  1d4 bludgeoning
  2 lb. 
  Nonlethal, light
  Broadsword
  12 gp
  1d8 slashing
  5 lb.
  Versatile (1d10)
  Claymore
  50 gp
  2d8 slashing
  10 lb.
  Heavy, two-handed
  Razor wheel, coprophagi
  5 sp
  1d6 slashing
  1 lb.
  Finesse, light
  Scythe
  15 gp
  1d10 slashing
  8 lb.
  heavy, two-handed
  Martial Ranged Weapons
  Name
  Cost
  Damage
  Misfire
  Capacity
  Rate/Fire
  Weight
  Properties
  Crossbow, arbalest
  125 gp
  2d6 piercing
  1
  —
  1
  22 lb.
  Ammunition (range 100/400), 
  heavy, loading, two-handed
  Crossbow,  
  folding hand
  125 gp
  1d6 piercing
  1
  —
  1
  2 lb.
  Ammunition (range 30/120), 
  light, loading
  Crossbow,  
  repeating arbalest
  825 gp
  2d6 piercing
  3
  6
  2
  30 lb.
  Ammunition (range 100/400), 
  heavy, two-handed
  Crossbow,  
  repeating heavy
  300 gp
  1d10 piercing
  3
  8
  2
  24 lb.
  Ammunition (range 100/400), 
  heavy, two-handed
  Crossbow, 
   repeating recurve
  600 gp
  1d10 piercing
  3
  10
  2
  10 lb.
  Ammunition (range 80/320), 
  heavy, two-handed
  
  30
  The Blight: Richard Pett's Crooked City
  Blight Gear
  Adventuring Gear
  Item
  Cost
  Weight
  Alchemical solvent
  20 gp
  ½ lb.
  Alchemist’s Glue (bag)
  50gp
  1 lb.
  Cage, pyrebeetle
  5 gp
  5 lb.
  Everburning candle
  25 gp
  —
  Everburning lamp
  125 gp
  1 lb.
  Fishing tackle, basic
  5 sp
  —
  Fishing tackle, luxury  
  (Tugg, Wilmott & Son)
  8 gp
  2 lb.
  Gable bridge, clockwork
  200 gp
  15 lb.
  Harness, arbalist’s
  40 gp
  3 lb.
  Ladder, clockwork
  300 gp
  10 lb.
  Lantern, pyrebeetle
  20 gp
  3 lb.
  Pyrebeetle, live
  5 cp/pound
  —
  Pyrebeetle carcass
  1 cp/pound
  —
  Siklight cockroach
  8 cp
  —
  Siklight sconce
  5 sp
  1 lb.
  Siklight sconce, candelabra
  5–10 gp
  5–8 lb.
  Vermin repellent
  5 gp
  —
  Alchemical solvent. This bubbling gel eats through adhesives. Each 
  vial contains enough solvent to cover a single 5-foot by 5-foot square. It 
  destroys most normal adhesives such as glue, tar, sap).
  Alchemist’s Glue (bag). This bag of alchemical goo can be used to 
  restrain a target. The bag is small, about the size of a medium humanoid’s 
  hand, and triggers upon impact when thrown. On a successful ranged 
  attack roll, the target must make a DC 12 Dexterity saving throw or be 
  restrained for up to 1 minute as sticky glue foams out of the bag and 
  quickly adheres to the nearest surface. A successful saving throw results 
  in the target’s movement being halved until the end of their next turn. A 
  failed save results in the target being completely restrained. A creature 
  restrained by the alchemical glue can use its action to make a Strength 
  check (escape DC 12) to end the effect.  
  Flying creatures hit by alchemist’s glue must immediately land or take 
  falling damage on their next turn. 
  The glue does not work underwater. An application of universal 
  solvent to a stuck creature dissolves the alchemical goo immediately.
  Cage, Pyrebeetle. This is a small, portable cage capable of holding up 
  to 5 pounds of pyrebeetles. If properly cared for and fed, pyrebeetles can 
  survive in these cages for up to a week.
  Everburning candle. This otherwise normal candle has a continual 
  flame spell cast on its wick. Due to the small size of its wick, it sheds light 
  only as an ordinary candle, but it does not emit heat or deal fire damage. If 
  the candle is broken, its continual flame no longer functions.
  Everburning lamp. Everburning lamps are oil lamps bearing a 
  continual flame spell that function in all ways as an everburning torch. 
  However, an everburning lamp is partially made of glass and is, therefore, 
  more fragile than an everburning torch. If an everburning lamp is broken, 
  its continual flame no longer functions.
  Gable bridge, clockwork. Similar to a clockwork ladder, a gable bridge 
  extends to 20 feet in length at the pull of a lever, enabling it to be used as 
  a bridge, provided support is available at both ends. These objects, which 
  weigh 15 lbs and are structurally stronger than the ladder, are frequently used 
  by Gablemaesters on their hunt for spiders and other horrors in the rooftops.
  Harness, arbalist’s. This harness is worn over armour or normal 
  clothing and is used to provide support for the use of an arbalest crossbow 
  or repeating arbalest crossbow by allowing the stock to rest in a special 
  socket built into the harness. The wearer of an arbalist’s harness can 
  mount the crossbow in place or remove it from its mount as an action, and 
  can fire and reload the crossbow while it is mounted. 
  Ladder, clockwork. A collapsible ladder able to extend up to 20 feet in 
  length in a single round. Activating a clockwork ladder is equivalent to a 
  move action. A clockwork ladder collapses back to 4 feet in length and 
  weighs 10 lbs.
  Lantern, pyrebeetle. This sturdy lantern comes equipped with a 
  fireproof wire cage capable of holding a pound of pyrebeetles in its interior 
  as well as built-in reflectors to magnify its light to equal that of a torch.
  Pyrebeetle, live. These cockroach-like beetles have an extremely hardy 
  carapace and produce a natural slow-burning oil from glands within their 
  bodies. They are not especially incendiary, but burn readily if exposed to 
  fire. Typically, they are set alight after being held within small fireproof 
  cages or bags of tough fibres. A pound of burning pyrebeetles emits light 
  in a 10-foot radius, but reflectors mounted on street lamps or within 
  lanterns doubles this area of illumination to an area equal to that of a 
  torch. A pound of live pyrebeetles burns with a largely smokeless fire for 
  12 hours. A single live pyrebeetle is insufficient to provide a light source, 
  quickly burning out and crumbling. Burning pyrebeetles are not suitable 
  to serve as flaming weapons because they do not burn particularly hot and 
  readily crumble to ash if treated too roughly while burning.
  Pyrebeetle carcass. As live pyrebeetles, the carcasses of pyrebeetles 
  can be lit for use as a light source. They give off the same illumination as 
  live pyrebeetles, but the oil-producing glands of a pyrebeetle break down 
  soon after death. A pound of pyrebeetle carcasses burn for only 2 hours. A 
  single pyrebeetle carcass is insufficient to provide a light source, quickly 
  burning out and crumbling.
  Siklight cockroach. These small, pale-grey roaches give off a soft, 
  greyish light equal in illumination to candle when awake. They eat garbage 
  and if properly cared for, will live for a year or more. They also give off a 
  distinctive unpleasant odour so that anyone carrying one or more of these 
  insects has disadvantage to Stealth checks when within olfactory range. 
  Siklight cockroaches have a hard chitinous shell and 1 hit point. If their 
  shell is pierced, the cockroaches explode similar to alchemist’s fire, though 
  only dealing 1 point of fire damage in the square where the explosion occurs 
  and no splash damage to surrounding squares. However, they do burn for 
  1 round thereafter and deal 1 additional point of fire damage, so flammable 
  objects and structures can easily be set alight by such an explosion. The 
  cockroaches are also prone to rupturing their carapace under certain weather 
  conditions and are known to start many small fires in Toiltown and in the 
  hovels along the Great Lyme River (conditions for such a spontaneous 
  explosion are at the GM’s discretion). Fortunately, cumulative exploding 
  siklight cockroaches do not cause additional damage or duration of burning. 
  However, if many of them explode in a single square, they still only deal a 
  total of 1 point fire damage and another point fire damage on the following 
  round before they burn out. For this reason, they have found no practical 
  application as weapons, though they can make good detonators.
  Siklight sconce. This is a small candle sconce of tin, brass or some other 
  non-flammable substance. The candleholder portion has a wire covering 
  and allows space for a single siklight cockroach to be caged within. Beneath 
  this is a small, connected repository that can hold a small amount of organic 
  garbage upon with the caged cockroach can feed. As long as the food 
  repository is kept stocked with garbage and the sconce is shielded from 
  extremes in temperature or violent handling, a siklight cockroach can live 
  in the sconce for up to a year or more. A siklight sconce can be set on a table 
  or other surface as a candle stand or mounted to a wall.
  Siklight sconce, candelabra. This functions in all ways as a siklight 
  sconce but can have individual sconces for anywhere from 3 to 12 siklight 
  cockroaches.
  Vermin repellent. this vile-smelling paste can be spread on the skin 
  to keep vermin at bay. It will repel most normal vermin such as rats, 
  centipedes, beetles, spiders, snakes, and wasps. It is not as potent against 
  swarms (up to the discretion of the GM).
  Tools and Skill Kits
  Item
  Cost
  Weight
  Gablemaester’s kit
  200 gp
  8.5 lbs.
  Mortician’s kit
  100 gp
  10 lbs.
  Rat-catcher’s kit
  10 gp
  40 lbs.
  Second-story harness
  55 gp
  3 lbs.
  
  31
  GM Guide
  Gablemaester’s Kit. Specialized kits for the spider-hunting 
  gablemaesters that dare to venture across the spires and rooftops of 
  Castorhage, this kit includes the crampons, pitons, and other tools found in 
  a climber’s kit plus a second-story harness, alchemical solvent, antitoxin, 
  and vermin repellent.
  Mortician’s Kit. This kit contains the vials, instruments, tubing, tools 
  and chemicals necessary to drain a corpse of all fluids, embalm a corpse, 
  and prepare a corpse for presentation at a funeral. Proficiency with this 
  kit lets you add your proficiency bonus to any ability checks you make to 
  embalm or prepare a corpse.
  Rat-catcher’s Kit. For those brave enough to risk hunting dire rats and 
  wererats within the city, special gear is often required. Rat-catcher’s gear 
  comes in a hefty trunk and consists of bags of pepper (to mask scent), a 
  bag of silver dust, a hefty armoured leather shirt (equivalent of padded 
  armor), and an shortspear. 
  Second-story Harness. This series of straps, trusses and buckles can 
  be worn over clothing or armour and allows the wearer to secure herself 
  in place, using a move action, on a vertical surface so that both her hands 
  are free. The wearer can remain in this position without needing to make 
  additional Strength (Athletics) checks. While anchored in this way she 
  cannot move but does not need to make Strength (Athletics) checks to 
  avoid falling whenever she takes damage. The wearer can release herself 
  to start moving again using half of their total movement. 
  Surgeon’s Kit. This kit contains various sizes of scissors, needles, 
  forceps, clamps, scalpels, probes, and sutures necessary to perform most 
  common types of surgery. Proficiency with this kit lets you add your 
  proficiency bonus to any ability checks you when performing common 
  surgical procedures.
  Animals, Mounts, and Related Gear
  Item
  Cost
  Speed
  Carrying 
  Capacity
  Animal Sentinel  
  (canary)
  1 sp
  40 ft.
  —
  Broken animal
  varies*
  —
  —
  Broken creature,  
  intelligent*
  varies*
  —
  —
  Cage, canary
  2 gp
  5 lbs.
  —
  Camel
  50 gp
  50 ft. 
  480 lb.
  Camel  
  (combat trained)
  110 gp
  50 ft. 
  480 lb.
  Canary
  2 gp
  40 ft.
  —
  Dog, fighting  
  (blight-bull)
  40 gp
  40 ft. 
  150 lb.
  Dog, fighting ( 
  pit-mastiff)
  210 gp
  40 ft.
  195 lb.
  Dog, terrier
  2 gp
  40 ft.
  100 lb.
  Elephant
  450 gp
  40 ft.
  1,320 lb.
  Elephant  
  (combat-trained)
  530 gp
  40 ft.
  1,320 lb.
  Hyme
  6,500 gp
  —
  —
  Animal Sentinel (Canary). An animal sentinel is a normal animal 
  used (normally by humanoids) to detect hazards before they can affect 
  the animal’s owner. Many types of animal sentinels exist, but the type 
  most commonly encountered are the caged canaries used by miners. The 
  caged canaries are carried into new or deep tunnels to detect the presence 
  of carbon monoxide or coal gas or methane. The use of a canary animal 
  sentinel gives advantage to the Survival check to detect the presence 
  of the invisible, odorless gasses before larger creatures are affected or 
  before exposed flames can ignite volatile pockets. When a canary sentinel 
  is exposed to these types of bad air, the bird becomes poisoned for 1d4 
  rounds before its owner becomes affected. When the owner is exposed 
  to the levels of gas that would cause negative effects to him, the canary 
  becomes unconscious and dies in 1d4 rounds. After an exposure to such 
  a hazard, there is a 50% chance that the bird dies regardless of whether it 
  was removed from the hazard in time or not. 
  Broken Animal. These sell for 10 times their standard value, so a broken 
  heavy horse costs 2,000 gp. Animals come with a focus (a command word 
  or command item, such as a rod or badge or tabard). The most common 
  broken animals are performing monkeys (often dressed in human clothes 
  to entertain) that sell for 500 gp. Broken Creature, Intelligent. These sell 
  for 300 gp x Int x HD. A broken troll, therefore, would cost 10,800gp (300 
  x 6 x 6 gp). Camel. This camel is trained as a mount or pack animal. A 
  combat-trained camel can be ridden into combat without danger. Refer to 
  the game manual for details on mounted combat and for more information 
  on camels.
  Dog, Fighting. See Part 6: The Blight Bestiary
  Dog, Terrier. See The Tome of Blighted Horrors by Frog God Games
  Elephant. An elephant trained as a mount or pack animal. A combat-
  trained elephant can be ridden into combat without danger. Refer to the 
  game manual for details on mounted combat and for more information on 
  elephants.
  Hyme. A hyme is an unpleasant but loyal draft animal detailed further 
  in Part 6: The Blight Bestiary.
  Transport
  Item
  Cost
  Speed
  Boat, Bilges narrowboat
  1,000 gp
  2 mph
  Caravan, gypsy
  150 gp
  5 mph
  Carriage, fancy
  500 gp
  5 mph
  
  32
  The Blight: Richard Pett's Crooked City
  Item
  Cost
  Speed
  Fare, coarse cab
  1 gp/mile
  5 mph
  Fare, elephant-wallah
  2 sp/mile
  4 mph
  Fare, gable palanquin
  10 gp/mile
  4 mph
  Fare, sedan chair
  1 sp/mile
  2 mph
  Fare, treadmill ferry
  2 sp
  2 mph
  Bilges Narrowboat. A horse or other dray animal pulls this 30- to 
  100-foot-long ship. It is 10 feet wide and has a living space. Sometimes 
  the whole boat is given over to a living area, but costs are tripled for such 
  vessels. In general, they travel at 1 mph along the city’s lock-laden canal 
  ways and 2 mph on rivers.
  Caravan, Gypsy. A richly decorated and enclosed wagon used for living 
  and travel. A family of 4 can easily live in a gypsy caravan. They are 
  almost always drawn by a single horse.
  Carriage, Fancy. A four-wheeled luxurious transport able to carry as many 
  as four passengers in leather-clad luxury. Often, details are added to the carriage 
  such as potion stores, armoured doors, and magical accessories. Installing 
  these in the carriage costs one and a half times as much as a normal object. For 
  example, installing a chest into a carriage would cost 2 gp and 2 sp.
  Clothing
  Item
  Cost
  Weight
  Cummerbund, silk
  4 sp
  1/2 lb.
  Boots, farmer’s heavy duty
  1 sp
  3 lbs.
  Boots, gentleman’s luxurious, (Forbes 
  Winter; Grugg & Sons)
  3 gp
  2 lbs.
  Boots, ladies’ calfskin and crocodile 
  hide, luxurious
  8 gp
  1-1/2 lbs.
  Boots, ladies’ dire wolverine and er-
  mine, luxurious
  75 gp
  2 lbs.
  Boots, wading, leather
  5 sp
  5 lbs.
  Boots, workman’s heavy
  5 sp
  3 lbs.
  Fisherman’s coat, heavy waxed
  3 gp
  6 lbs.
  Gauntlets, black leather
  3 gp
  1 lb.
  Gauntlets, owlbear hide
  16 gp
  1 lb.
  Gloves, winter, gentleman’s luxury 
  (Forbes Winter; Grugg & Sons)
  2 gp
  —
  Hat, stovepipe
  15 sp
  1 lb.
  Hat, tophat, basic
  1 gp
  1/2 lb.
  Hat, tophat, fancy ermine-lined 
  (Forbes Winter; Grugg & Sons)
  25 gp
  2 lbs.
  Hatpin, basic
  1 sp
  —
  Hatpin, jewelled
  5+ gp
  —
  Jacket, insectum, luxurious (Aarkle, 
  Budge & Sons)
  14 gp
  3 lbs.
  Jacket, smoking, luxurious (Forbes 
  Winter; Grugg & Sons)
  10 gp
  4 lbs.
  Keff
  5 cp
  1/2 lb.
  Muff, basic
  5 sp
  1 lb.
  Muff, ermine or beaver
  1 lb.
  100 gp
  Overcoat, basic
  5 sp
  5 lbs.
  Overcoat, luxurious, fur and silk lined 
  (Maxim’s)
  40 gp
  6 lbs.
  Overcoat, waxed (Aarkle, Budge & 
  Sons)
  1 gp
  5 lbs.
  Item
  Cost
  Weight
  Tailcoat, luxurious (Forbes Winter; 
  Grugg & Sons)
  8 gp
  4 lbs.
  Veil, mourning
  2 sp
  —
  Veil, white
  3 sp
  —
  Wrap, ladies winter
  4 sp
  4 lbs.
  Fisherman’s Coat, Heavy Waxed. This heavy long coat is made of 
  canvas and carefully waxed to seal it against moisture. Because of its 
  excellent insulating qualities, it grants advantage on Constitution saves 
  against exposure to cold weather. It can be worn over light armour.
  Keff. This is a thin, black full-face scarf. It is light enough with a loose 
  enough weave to be worn in the summer months without being stifling or 
  limited vision, but provides some protection against biting flies.
  Personal Grooming and Accessories
  Item
  Cost
  Weight
  Dubbing (Mompeson’s Finest)
  3 cp
  1/2 lb.
  Flask, hunter’s, plain
  7 sp
  1-1/2 lbs.
  Flask, hunter’s, silver
  25 gp
  1-1/2 lbs.
  Grooming case, gentleman’s  
  (Watt, Simpin & Dodd)
  6 gp
  2 lbs.
  Hair oil, gentleman’s (Forbes & Son)
  1 sp
  —
  Hair oil, musked (Forbes & Son)
  3 sp
  —
  Hipflask, fancy
  15 gp
  1/2 lb.
  Hipflask, plain
  1 gp
  1/2 lb.
  Hookah, fancy
  15 gp
  10 lbs.
  Insectum container, fancy
  10 gp
  —
  Insectum container, armoured
  20 gp
  1/2 lb.
  Lucky rabbit’s foot
  1 gp
  —
  Monkey’s paw, mounted on silver 
  chain
  2 gp
  —
  Moustache oil, basic
  2 sp
  —
  Moustache wax, luxury (Hobb &  
  Darkler, Gentleman’s Groomers)
  7 sp
  —
  Muscle balm  
  (Colcott’s, “Eases stiffness”)
  2 sp
  —
  Pipe, smoking, briar
  2 sp
  —
  Pipe, smoking, clay
  1 cp
  —
  Pipe, luxury smoking, calabash
  5 gp
  1/2 lb.
  Polish, boot (Mompeson’s Finest Tan)
  5 cp
  1/2 lb.
  Razor, cut-throat (Hoppin & Sons)
  1 gp
  —
  Razor, cut-throat, superior  
  (Forbes & Son)
  4 gp
  —
  Scrip, luxury leather
  1 gp
  1/2 lb.
  Scrip, plain
  2 sp
  1/2 lb.
  Shaving stick, military
  2 cp
  —
  Shaving stick, perfumed
  1 sp
  —
  Snuffbox, gentleman’s
  3 gp
  —
  Tantalus lock, walnut; average
  50 gp
  1/2 lb.
  Travelbag, gentleman’s
  5 gp
  3 lbs.
  Travelbag, lady’s
  5 gp
  3 lbs.
  Umbrella, fancy
  1 gp
  1 lb.
  
  33
  GM Guide
  Item
  Cost
  Weight
  Umbrella, plain
  5 sp
  1 lb.
  Walking cane, fancy
  2 gp
  2 lbs.
  Insectum Container, Fancy. A richly decorated container in which to 
  keep live insectum.
  Insectum Container, Armoured. As above, but made of steel.
  Scrip, Luxury Leather. A small decorative pouch or wallet for carrying 
  small amounts of coinage and important papers or calling cards.
  Scrip, Plain. As above, but without decoration.
  Tantalus Lock, Walnut. A tantalus lock for a liquor bottle encased in 
  walnut. The lock can be picked by a creature proficient with thieves’ tools 
  with a successful DC 15 Dexterity check.
  Food and Drink
  Item
  Cost
  Weight
  Ale (Tolly’s Bottled Brown) 
  1 sp
  1 lb.
  Chocolate
  10 gp/1b.
  1 lb.
  Cabb’e (coffee) beans
  2 sp/lb.
  1 lb.
  Gin (pint)
  2 sp–5 gp
  1 lb.
  Tea & Accoutrements
        Tea, common, brick or loose leaf
  5 cp/lb.
  1 lb.
        Sieve, bland
  2 cp
  —
        Sieve, fancy
  1 sp
  —
        Sieve, silver
  2 gp
  —
        Tea, Arrath Green Leaf
  6 gp/lb.
  1 lb.
        Tea, Dazeel
  1 sp/lb.
  1 lb.
        Tea, East Dominion Between Leaf
  25 gp/ 
  1/4 lb.
  1 lb. 
        Tea, Mugreebb Finest Quality 
        (Gruss & Daughter)
  4 sp/lb.
  1 lb.
        Teapot, earthen
  1 sp
  2 lbs.
        Teapot, silver
  15 gp
  1 lb.
        Tea set, common
  5 sp
  5 lbs.
        Tea set, luxury silver 
        (Hobbington & Daughter)
  50 gp
  7 lbs.
  Tippling stock, luxury
  20 gp
  —
  Tonic  
  (Ad’s, “Guaranteed to lift your  
  spirits”)
  4 sp
  —
  Drugs
  Item
  Cost
  Weight
  Opium tincture
  25 gp
  —
  Snuff, tobacco (1 pinch)
  1 sp
  —
  Tobacco, rough shag
  5 sp/lb.
  1 lb.
  Tobacco, Turkad
  8 gp/lb.
  1 lb.
  Tobacco, personal mix  
  (Tott & Grimwell, Royal Tobacconists)
  2 gp/lb.
  1 lb.
  Opium Tincture. This small vial of liquid contains a single dose of 
  ingestible opium.
  Snuff, Tobacco. Typically carried in decorative silver boxes, snuff is 
  a form of tobacco that does not require chewing or smoking. Instead, 
  it is snorted into the nostrils with the effects experienced as swiftly as 
  inhalation.
  Boiling Death Lice (Injury). A failed experiment in insectum 
  development, the bites of these alchemically enhanced lice inject a potent 
  toxin that boils the victim’s blood. Typically, they are kept in a flask that 
  is thrown at the victim. If it hits, the flask breaks and the swarm of lice 
  emerges to bite the victim. A creature subjected to this poison must succeed 
  on a DC 13 Constitution saving throw or take 9 (2d8) poison damage and 
  is poisoned for up to 1 minute. The creature can repeat the saving throw 
  at the beginning of each of its turns. On each successive failed save, the 
  creature takes 4 (1d8) poison damage. After three consecutive successful 
  saves, the poison ends.
  Boiling Death Toxin (Ingested or Injury). Harvested from the 
  alchemically enhanced boiling death lice, this version of the toxin has 
  been concentrated into an ingestible or injury poison that can be applied to 
  weapons. A creature subjected to the boiling death lice toxin must succeed 
  on a DC 15 Constitution saving throw. On a failed save, it takes 18 (4d8) 
  poison damage and is poisoned for 24 hours. On a successful save, the 
  creature takes half damage and isn’t poisoned.
  Insectum
  Insects are everywhere in the Blight, a peculiarity even the wisest find 
  difficult to explain. In summer, the night air boils with them, and even 
  in the depths of winter, a hive of enormous elephant cockroaches may 
  be seen huddling behind a hearth, or a black batmoth fluttering around a 
  pyrelantern’s glow in the snow. The Blight, which is host to many unique 
  species, seems to nuture them, and many grow to uncommon, even giant, 
  sizes. They have an alarming habit of forming swarms that — if not dealt 
  with swiftly — may amass in quantities large enough to kill domestic 
  animals and even people.
  The preponderance of large and unique insects, as well as other types 
  of vermin, in the city has led to a unique industry that combines alchemy, 
  toxicology, and insect husbandry to produce a range of alchemically 
  enhanced drug-like insect venoms. The purpose-bred species that result 
  are known as insectum, and their use is tightly controlled by the corrupt 
  and ruthless Insectum Guild, which issues licenses to only a handful of 
  official dealers to collude on supply, and who respond swiftly to spikes 
  in demand with commensurate price rises. A host of illegal street dealers 
  fill out the market for insectum, but most are unpredictable in quality, 
  with many of these disreputable dealers selling inferior, sick, or even 
  dangerous insectum. While guild members are not spotless, the value of 
  their official status and a fixed address tends to ensure that the effects of 
  their products can be relied upon.
  An insectum is typically used by ingestion or injury: eating it, or 
  applying its bite or sting, sometimes to a particular body area, where it 
  may remain attached for the duration of its effects. Usually, the user must 
  willingly succumb to the effects of the toxin in order to also benefit from 
  the alchemical boon it contains. Insectum are sold live and sterile, and die 
  within a week of purchase. An insectum must be alive when used, and 
  unless otherwise detailed, dies once it has been used. The price reflects a 
  single dose of insectum.
  Insectum
  Type
  Price
  Angry weevil
  injury
  75 gp 
  Auceps scarabaeus 
  injury
  40 gp
  Bite spider 
  injury
  100 gp
  Blake’s sanguisuga 
  contact
  350 gp
  Bloatfly 
  ingested
  2 gp
  Callus fleas 
  injury
  50 gp
  Cockerel spider 
  ingested
  40 gp
  Darkwasp 
  injury
  175 gp
  Dolor crabrao 
  injury
  275 gp
  Eyeleech 
  contact
  125 gp
  Festerfew 
  ingested
  75 gp
  
  34
  The Blight: Richard Pett's Crooked City
  Insectum
  Type
  Price
  Fingerlice 
  injury
  35 gp
  Fire bite lice 
  injury
  40 gp
  Gadfly ambrosia 
  ingested
  3 gp
  Great snakefly
  injury
  40 gp
  Howling nightshade grub 
  ingested
  40 gp
  Hungering wasp grub
  ingested
  250 gp
  Joy scarab
   injury
  10 gp
  Jubb’s nasal lice
   injury
  140 gp
  Kothrington’s swan fleas 
  injury
  150 gp
  Libidinosus vermis 
  ingested
  40 gp
  Lobotomy hornet 
  injury
  950 gp
  Lucius spider
  injury
  40 gp
  Misery slug 
  ingested
  30 gp
  Ochre lice 
  ingested
  100 gp
  Porr’s scarab
  ingested
  275 gp
  Rictus gnats
  injury
  150 gp
  Screaming maggot 
  ingested
  125 gp
  Speed weevil 
  injury
  40 gp
  Thistle frenzy bug 
  injury
  40 gp
  Wart lice
  ingested
  175 gp
  Water crane
  ingested
  110 gp
   
   
  Angry Weevil. This black-and-red giant weevil injects a toxin that deals 
  1d4 points of damage and causes the user to fly into a uncontrollable 
  fury for 1 minute, increasing their damage by 1 points, but taking a –2 
  penalty to AC. This does not stack with barbarian rage effects. When 
  the user reduces a creature to 0 or fewer hit points, she must attempt a 
  DC 12 Wisdom saving throw or become confused. For the remainder of 
  the duration, she attacks the nearest creature other than herself. On the 
  following round, refer to the confusion spell to determine her actions. At 
  the end of this round, and each round thereafter, she can attempt a new 
  saving throw to end the confusion effect. The user cannot end her fury 
  voluntarily. 
  Auceps Scarabaeus. The bite of this golden scarab contains a poison 
  that causes 3 (1d6) points of poison damage plus disadvantage on any 
  Charisma-based checks (a DC 13 Constitution saving throw negates the 
  effects on Charisma checks). If affected by the poison, the user gains 
  advantage on initiative rolls and on Perception and Insight checks for 2 
  hours.
  Bite Spider. The bite of this spider injects a toxin that causes the user to 
  have disadvantage on Charisma-based checks and causes the user’s skin 
  to gradually harden over the course of 1 minute, at which point the user 
  cannot have an AC less than 14 for 1 hour. When the effect ends, angry 
  boils and warts cover the user’s skin for the following 1d6 days, imparting 
  disadvantage on Persuasion checks.
  Blake’s Sanguisuga. When this mottled brown leech is first attached, 
  the user must succeed on a DC 14 Constitution saving throw or be 
  incapacitated for 1 minute. The leech remains attached for 1d3 hours 
  in which time the user has improved resistance to the effects of certain 
  types of damage. The user gains resistance to bludgeoning, piercing, and 
  slashing damage for the duration but becomes vulnerable to acid, fire, and 
  poison during this time.
  Bloatfly. Consuming this 2-inch-long fly provides a Medium or smaller 
  creature sufficient nutrition for 1 day. The user must succeed on a DC 13 
  Constitution saving throw or be poisoned for 1 hour.
  Callus Fleas. The bites of these fleas cause the user’s skin to gradually 
  harden over the course of 1 minute. This effect deals 3 (1d6) points of 
  poison damage but provides a +2 bonus to AC for 1 hour.
  Cockerel Spider. Ingesting this spider causes the user’s voice to deepen 
  and become more threatening. The user has advantage on Intimidation 
  checks for 1 hour but must also succeed on a DC 13 Constitution saving 
  throw or be poisoned for 24 hours.
  Darkwasp. The sting of this wasp injects a venom that deals 4 (1d8) 
  points of poison damage and improves the user’s ability to resist the 
  effects of certain types of damage. If affected by the poison, the user 
  gains resistance to acid, fire, and poison for 1 hour. The user becomes 
  vulnerable to bludgeoning, piercing, and slashing damage while under the 
  effects of the wasp venom.
  Dolor Crabrao. The sting of this wasp injects a venom that deals 4 (1d8) 
  points of damage to the user and forces the user into an uncontrollable 
  fury for 1 minute. While in a rage, the user gains a +2 bonus to hit and 
  damage on melee and thrown weapon attack and damage rolls, and 
  advantage on Wisdom saving throws. In addition, she takes a –4 penalty 
  to AC. She also gains 2d6 temporary hit points. These temporary hit 
  points are lost when the effect ends. This does not stack with barbarian 
  rage effects. While under the effects of the venom, the user cannot use 
  any Charisma-, Dexterity-, or Intelligence-based skills or any ability that 
  requires concentration (such as spellcasting). The user cannot end her fury 
  voluntarily, and gains 1 level of exhaustion after the effect ends. If the user 
  falls unconscious, her fury immediately ends.
  Eyeleech. When this black leech is attached to the eyelid, it injects a 
  toxin that deals 3 (1d6) points of poison damage but the user’s night vision 
  is enhanced. The user gains darkvision 60 ft., and advantage on all sight-
  based Wisdom (Perception) checks, for 1d3 hours.
  Festerfew. A user who eats a handful of these live lice gains advantage 
  on all saves versus disease and poison for 1d4 hours but must also succeed 
  on a DC 15 Constitution save or be stunned for 1 hour.
  Fingerlice. A user whose hands are bitten by these lice gains exceptional 
  manual dexterity but tiny maggots writhe under their skin. The user gains 
  advantage on Dexterity (Sleight of Hand) checks for 2 hours, but has 
  disadvantage on Strength (Athletics) checks that require use of the hands 
  (climbing, swimming, and other similar activities).
  Firebite Lice. A user bitten by these lice gains exceptional agility but 
  the toxins cause the user to feel like they are on fire. The user takes 5 (2d4) 
  points of fire damage, but gains advantage on Dexterity (Acrobatics) checks.
  Gadfly Ambrosia. Consuming a paste made from the crushed remains 
  of this fly provides a Medium or smaller creature with sufficient water for 
  1 day. The user must succeed on a DC 15 Constitution saving throw or be 
  poisoned for 1 hour.
  Great Snakefly. The bite of this fly is applied behind the user’s ear, 
  whereupon she has advantage on Acrobatics checks for 2 hours. At the end 
  of the duration, the user is deafened for 2 hours unless they succeed on a 
  DC 16 Constitution saving throw .
  Howling Nightshade Grub. This sausage-sized grub tastes disgusting 
  and howls when eaten. For the following day, the user has advantage 
  on skill checks and Constitution saving throws made to resist nonlethal 
  damage from exhaustion, starvation, thirst, a forced march, or hot or cold 
  environments, but becomes sluggish and has disadvantage on initiative 
  rolls for the duration.
  Hungering Wasp Grub. When eaten, this orange-and-black-striped 
  grub provides the user with advantage on saves versus poison for 24 hours. 
  At the end of the duration, the user must succeed on a DC 16 Constitution 
  saving throw or fall unconscious for 24 hours.
  Joy Scarab. The bite of this green scarab beetle injects a toxin that 
  instils intense feelings of elation and joy. The user gains advantage on 
  Poisons
  Poison
  Type
  Save DC
  Onset
  Frequency
  Effect
  Cure
  Price
  Boiling death
  ingested/injury
  20
  —
  1/rd. for 6 rds.
  2d8 poison
  2 saves
  2,300 gp
  Boiling death lice
  injury
  18
  —
  1/rd. for 6 rds.
  4d8 poison
  2 saves
  900 gp
  
  35
  GM Guide
  saves versus emotion altering effects (calm emotions, mind blank, detect 
  thoughts, etc.) for 4 hours. However, for the duration, the user fights only 
  to defend herself. If the user is interacted with or questioned while under 
  the effects of this spell, she can only defend herself and may not attack, 
  though any advice or answers she gives may be disjointed due to her 
  euphoric state.
  Jubb’s Nasal Lice. These lice must be snorted into the nasal passage 
  where their bites grant the user advantage on Wisdom (Perception 
  checks) that involve smell for 4 hours. For the duration, the user also 
  has disadvantage on saves versus effects that would be inhaled, such as 
  inhaled poisons and stench effects.
  Kothrington’s Swan Fleas. The bites of these fleas inject a toxin that deals 
  3 (1d6) points of poison damage but the user gains advantage on Strength 
  checks and Strength saving throws for 1 minute. At the end of the duration, the 
  user must succeed on a DC 15 Constitution saving throw or have disadvantage 
  on Strength checks and saving throws for the following hour.
  Libidinosus Vermis. Ingesting this worm grants the user advantage on 
  Charisma (Deception, Intimidation, Performance, and Persuasion) checks 
  for 4 hours, but the user also has disadvantage on Wisdom checks and 
  Wisdom saving throws for the duration. 
  Lobotomy Hornet. The sting of this hornet injects a venom that grants 
  the user advantage on Strength checks and Strength saving throws for 
  4 hours, but the user also has disadvantage on Intelligence checks and 
  Intelligence saving throws for the duration.
  Lucius Spider. This fist-sized grey spider’s bite delivers a toxin that 
  deals 11 (3d6) points of poison damage, but a user so affected gains 
  advantage on Strength (Athletics) checks for the following 4 hours.
  Misery Slug. Eating this slimy, black finger-long slug cures 1d8 points 
  of damage at the beginning of the user’s turn and at the beginning of their 
  following turn. At the end of the duration, the user must succeed on a DC 
  12 Constitution saving throw or be blinded for 1 minute.
  Ochre Lice. Eating a handful of these fat lice grants advantage on 
  Dexterity (Stealth) checks for 2 hours, but the user has disadvantage on 
  Wisdom saving throws for the duration.
  Porr’s Scarab. Consuming this crunchy, bitter black beetle grants 
  advantage on Dexterity and Strength checks for 1 hour if the user succeeds 
  on a DC 15 Constitution saving throw . Failure results in the user vomiting 
  up the remains of the beetle and being poisoned for 10 minutes.
  Rictus Gnats. The bites of these gnats cause the muscle tone of the 
  user’s face to relax, making it hard to convey expressions or emotion. For 
  1 hour, the user, if reduced to 0 hit points, drops to 1 hit point instead. For 
  the duration and for 24 hours thereafter, the user’s face remains devoid of 
  expression, incurring disadvantage on Charisma (Persuasion, Deception, 
  Performance, and Intimidation) checks.
  Screaming Maggot. This writhing, bulbous maggot screams when 
  eaten, dealing 3 (1d6) points of thunder damage to the ingester, who must 
  also succeed on a DC 12 Constitution saving throw or be deafened for 10 
  minutes. The user gains advantage on Intelligence checks for 1 hour.
  Speed Weevil. The venomous bite of this white weevil is applied to the 
  chest near the heart, dealing 4 (1d8) points of poison damage and granting 
  the user an extra 10 feet of movement to her base walking speed for 2 
  hours.
  Thistle Frenzy Bug. If this insect is attached to the user’s neck, its 
  sharp claws inject toxins that deal 3 (1d6) points of poison damage but the 
  user adds 1 to their AC while the bug remains attached. The bug remains 
  attached for 3 hours before dropping off, but if it is forcibly removed 
  before this time, the user must succeed on a DC 15 Constitution saving 
  throw or take 11 (3d6) poison damage from a concentrated burst of venom.
  Wart Lice. Ingesting these lice causes the user’s skin to become 
  malleable and flexible, granting advantage on Charisma (Deception) 
  checks and checks involving a disguise kit for 4 hours. At the end of the 
  duration, the user’s skin forms ugly warts, imparting disadvantage on the 
  user’s Charisma (Persuasion) checks for 1d4 days before they disappear.
  Water Crane. Eating this long-legged water insect grants the ability 
  to breathe underwater (as the water breathing spell) for 1 hour. Once 
  the user has breathed underwater, though, she must succeed on a DC 15 
  Constitution saving throw to be able to breathe air again so long as the 
  water breathing duration is still in effect. If the user fails this saving throw, 
  she is able to only able to breathe underwater for 10 minutes or until the 
  water breathing effect ends, whichever is sooner. After this time, if the 
  water breathing duration is still effect, the user can attempt another saving 
  throw to be able to breathe air again.
  Lifestyle Expenses
  Live a life of luxury; eat well, drink the finest wines, and be seen in all 
  the right places. In the Blight, how well you eat and how well connected 
  you are can have a direct effect on the characters. Lifestyle expenses add 
  detail to life in a filthy, crowded city such as the Blight. If you don’t want 
  to add the minutiae of expenses, feel free not to employ this section. 
  Costs of living are associated with a specific standard of living: 
  destitute, poor, average, wealthy, extravagant, and decadent (detailed 
  below). Give your players a general sense of the options, and let them 
  decide how they’re going to spent their time and money. Generally, costs 
  of living are subtracted at the start of each month, along with the effects 
  as indicated. 
   
  Destitute (0 gp/month): Eating what you can beg.
  At the end of each month, make a base DC 10 Constitution saving 
  throw (add 1 to the DC for each consecutive month of destitute living) 
  or reduce your Constitution by 1 point. If your Constitution reaches 0, 
  you die. This reduction cannot be recovered except by magic healing 
  or by an improvement in living standards up to at least average for at 
  least 1 week, during which it can heal as normal. You must also make a 
  base DC 12 Constitution saving throw at the end of each month of living 
  destitute or contract the filth fever disease. If you contract filth fever, there 
  is a cumulative 1 in 10 chance* for each consecutive month of living in 
  destitution that you must make a Constitution saving throw or contract 
  one of the following additional diseases. Roll percentile dice to determine 
  which one. The cumulative chance stops and resets to 0 if you spend at 
  least 1 week at an average standard of living. Likewise, if one of these 
  comorbid diseases is contracted, there is no additional chance of catching 
  another unless you are cured of the first one.
   *Roll d10. At the the first month of destitute living, a roll of 1 indicates 
  that you have contracted a disease and should roll on the Additional 
  Diseases table. The second month, a roll of 1 or 2 o a d10 indicates that 
  you contracted a disease. Repeat this process for each month, so month 3 
  would be a result of 1, 2, or 3, and so on.
  Additional Diseases
   d%
  Disease
  Save DC
  01–03
  Black Rot
  19
  04–15
  Blinding Sickness
  15
  16–31
  Bloody Flux
  15
  32–39
  Devil Chills
  13
  40–42
  Festering Lung 
  16
  43–58
  Grey Ache
  13
  59–60
  Leprosy
  17
  61–64
  Mindfire
  13
  65–72
  Red Ache
  15
  73–80
  Seizure
  13
  81–84
  Slimy Doom
  13
  85–00
  Sewer Plague
  10
  Treat Disease effects as per contagion, with this addition: “Saving 
  throw can be repeated after each long rest. If the save is made, the creature 
  is cured and the effects end.”
  Black Rot. This highly infectious disease affects the skin and muscles 
  of the victim, creating an accelerated gangrenous process that turns the 
  affected tissue black and eats it away. If exposed to the disease, a creature 
  needs to make a DC 19 Constitution saving throw or contract the disease. 
  The effects of the disease take hold during the first 24 hours. For every 
  
  36
  The Blight: Richard Pett's Crooked City
  4 points of Constitution damage sustained by the victim, a random limb 
  is lost and can only be recovered by regeneration or similar magic. Once 
  contracted, the victim needs to make a new saving throw every 24 hours. 
  If two consecutive saves are made, the disease is cured and all effects 
  except for the loss of a limb are restored after a long rest. If the save fails, 
  the victim suffers 1d6 Constitution damage, 1d6 Dexterity damage and 
  1d3 Charisma damage. If Constitution is reduced to zero, the victim dies.
  Devil Chills. An infestation carried by various devils. It typically is 
  not fatal. Potential victims must make a DC 13 Constitution saving throw 
  or contract the disease. It weakens the victim over time, but generally is 
  not fatal. Once contracted, the victim gains one level of exhaustion and 
  cannot recover and exhaustion from non-magical means until the disease 
  is cured. Repeat the saving throw every 24 hours. If the save is successful, 
  the victim is cured and can recover exhaustion normally. If the save fails, 
  the victim gains an additional level of exhaustion but this disease cannot 
  increase exhaustion over 3 levels of exhaustion.
  Festering Lung. Creatures exposed to this disease must make a DC 16 
  Constitution saving throw or become infected.  This infection gets into 
  the lungs of the affected creature and begins to break down the respiratory 
  system, producing choking and copious amounts of bloody phlegm. It 
  saps the strength from the victim due to poor oxygenation and renders 
  him unable to speak or make any vocal noises two days after contraction. 
  Creatures that do not breathe are immune to festering lung. While under 
  the effects of this disease, the victim cannot cast any spells requiring a 
  vocal component. In addition, the creature has disadvantage on Strength 
  checks, Strength saving throws, and attack rolls that use Strength. The 
  saving throw can be repeated after every long rest and if successful, the 
  creature is cured and the effects of the disease end.
  Grey Ache.  Upon exposure to this disease, creatures must make a 
  DC 13 Constitution saving throw or become infected. Once infected, the 
  creature’s bones begin to ache, and shortly following the onset of the ache, 
  round or oval-shaped lesions begin to appear on the skin. The lesions are 
  grey and scaly and within 1d12 hours begin to crack and ooze blood 
  and pus. While infected, the creature has disadvantage on Dexterity and 
  Charisma checks, saving throws, and any attacks that use Dexterity. This 
  disease can only be cured through magical remedies, such as the lesser 
  restoration or heal spells.
  Leprosy. This disease slowly rots the flesh and numbs and stiffens limbs. 
  Creatures exposed to this disease must make a DC 17 Constitution saving 
  throw or become diseased. While diseased, creature has disadvantage on 
  Dexterity and Charisma checks, Dexterity and Charisma saving throws, 
  and attack rolls that use Dexterity. This disease cannot be cured except 
  for by magic.
  Red Ache. Living creatures must make a DC 15 Constitution saving 
  throw or become infected. Their skin will become red and bloated and 
  warm to the touch. While infected, the creature has disadvantage on 
  Strength checks, Strength saving throws, and attack rolls that use Strength. 
  The saving throw can be repeated after every long rest and if successful 
  in 2 consecutive tries (two long rests in a row), the creature is cured and 
  the effects of the disease end. A greater restoration spell will also cure 
  the disease.
  Poor (3 gp/month): Eating frugally, with little or no meat.
  At the end of each month, make a base DC 5 Constitution saving throw 
  (add 1 to the DC for each consecutive month of poor living) or take 1 
  point of Constitution damage. This damage cannot be recovered except 
  by magic healing or by an improvement in living standards for at least 1 
  week, during which it will heal normally.
  You must also succeed on a DC 13 Constitution saving throw at the end 
  of each full month of average living to avoid contracting filth fever.
  Average (10 gp/month): You have meat and ale occasionally, the odd 
  night in a tavern, and generally your dress is fair.
  You heal attribute damage at the normal rate (fully recover after a long 
  rest) after maintaining an average standard of living for at least 1 week.
  There is a 1 in 4 chance* that you must also succeed on a DC 13 
  Constitution saving throw at the end of each full month of average living 
  to avoid contracting filth fever.
   *Roll d4. A result of 1 indicates the DC 13 Constitution saving throw 
  is required.
  Wealthy (100 gp/month): You visit taverns regularly, eat meat most 
  days, and drink wine.
  After 3 consecutive months of this standard of living, you gain 
  a temporary +1 bonus to your Constitution. If the temporary bonus to 
  Constitution changes your Constitution modifier, your hit point maximum 
  will also change, and would be as though you had the new modifier from 
  1st level. This bonus is lost if your lifestyle drops below the wealthy tier 
  for at least 1 month.
  Because you are well connected, you are considered proficient in social 
  interaction skills (Deception, Persuasion and Intimidation) in your home 
  district. This bonus stacks with any other you have gained through feats 
  or traits. This bonus is lost if your lifestyle drops below the wealthy tier 
  for at least 1 month.
  Extravagant (1,000 gp/month): Only the finest things in life for you. 
  You drink expensive wine as often as you wish, go out to expensive clubs 
  and the theatre, and are seen and known by many.
  After 3 consecutive months of this standard of living, you gain 
  a temporary +2 bonus to your Constitution. If the temporary bonus to 
  Constitution changes your Constitution modifier, your hit point maximum 
  will also change, and would be as though you had the new modifier from 
  1st level. This bonus is lost if your lifestyle drops below the extravagant 
  tier for at least 1 month.
  Because you are well connected, you have advantage on social 
  interaction skill checks (Deception, Persuasion and Intimidation) in 
  your home district. This bonus stacks with any other you have gained 
  through feats or traits. This bonus is lost if your lifestyle drops below the 
  extravagant tier for at least 1 month.
  Decadent (5,000 gp/month): You deny yourself nothing. You eat and 
  drink and partake in whatever catches your fancy as often and as much as 
  you like. You rarely go to clubs or the theatres because private showings 
  and debauches are prepared for you. Your hedonism is known to all, 
  and you have acquired a sizable entourage or sycophants, devotees, and 
  hangers-on who emulate your every move.
  After 3 consecutive months of this standard of living, you gain a 
  temporary +3 bonus to your Constitution. If the temporary bonus changes 
  your Constitution modifier, your hit point maximum will also change, and 
  would be as though you had the new modifier from 1st level.  This bonus 
  is lost if your lifestyle drops below the decadent tier for at least 1 month. 
  While maintaining your lascivious lifestyle, there is a non-cumulative 
  5% chance that you contract one of the diseases on the Additional 
  Diseases table at the start of this section. Roll a d20. If the result is 1, roll 
  on the table above.
  Sustaining a lifestyle of insectum abuse, alchemical enhancements, 
  and hard living takes its toll on your body and immune system. After an 
  entire year of decadent living, you lose the temporary Constitution bonus 
  and begin taking 1 point of Constitution damage for every 6 months that 
  you continue to maintain your hedonistic lifestyle. If your standard of 
  living drops below decadent for at least 1 year, you can then recover the 
  Constitution damage after a long rest.
  You have a reputation of largesse and are very well connected. Because 
  of this, you have advantage on social interaction skill checks (Deception, 
  Persuasion and Intimidation) in any district within the city. This bonus 
  stacks with any other you have gained through feats or traits. In addition, 
  your reputation precedes you, allowing you once per day to add double your 
  proficiency bonus to an interaction skill check in a non-hostile situation. 
  If your standard of living drops below decadent for at least 1 week 
  these bonuses are lost completely, and your entourage and the crowds turn 
  on you, casting you as the object of their derision.
  
  37
  GM Guide
  Common Names of 
  The Blight
  These are examples of typical human names found within the Blight. 
  There are many more names to found within the city, but these can serve 
  as a guide for capturing the feel of the average names spoken on the streets 
  and in the gin houses of the city.
  Male Names
  Female Names
  Surnames
  Barbel
  Bathsedomil
  Bedomile
  Borage
  Breck
  Carbuncle
  Carder
  Cleg
  Cole
  Crig
  Droll
  Ekrin
  Flax
  Gideon
  Grund
  Henbit
  Jacob
  Joshua
  Kale
  Kotlin
  Loam 
  Longhorn
  Luther
  Natter
  Mab
  Mox
  Oscar
  Padge
  Pleasant
  Quarrel
  Qogg
  Rudge
  Seth
  Silas
  Sorrel
  Spurge
  Sturgeon
  Tanner
  Toadflax
  Tog
  Tomlin
  Turnip
  Turnstone
  Tussock
  Uriah 
  Weald
  Weld
  Welt
  Woad
  Wrack
  Wryneck
  Ancona
  Bernice
  Blackberry
  Briney
  Broom
  Brudella
  Bunting
  Buttercup
  Catkin
  Celeress
  Chastity
  Chen
  Constance
  Curlew
  Dandelion
  Dulse
  Ella
  Elisa
  Elisabeth
  Ettie
  Fogou
  Grace
  Happiness
  Hazel
  Hemp
  Hempy
  Hope
  Hornet
  Humrineller
  Ivy
  Juniper
  Katkin
  Lettuce
  Mallow
  Mercy
  Murnifell
  Nan
  Nightscent
  Poppy
  Primrose
  Rull
  Shanny
  Shanny
  Sheepsbit
  Tansy
  Teasel
  Thenna
  Uneria
  Vellia
  Weft
  Zydora
  Alderfly
  Bedstraw
  Blackfly
  Blackhemp
  Bladderwort
  Botfly
  Brompton
  Butterly
  Catchpenny
  Cornuwell
  Cotter
  Crump
  Crush
  Dogerell
  Flixton
  Frim
  Grindalythe
  Grindylow
  Gutter
  Hartwill
  Hogweed
  Humpless
  Kumblecramps
  Kumblekumble
  Linton
  Lucksikard
  Mine
  Mowthorpe
  Mumblechump
  Mumpsy
  Pedimine
  Podge
  Pollard
  Porter
  Pumple
  Rake
  Rast
  Rowgate
  Sedge
  Slyne
  Sough
  Stoat
  Stotter
  Tangle
  Thornholme
  Tredge
  Troff
  Turnkey
  Wodge
  Wold
  Zander
  
  38
  The Blight: Richard Pett's Crooked City
  “Happiness lies neither in vice nor in virtue”
  For the GM
  
  39
  GM Guide
  The advice given herein is aimed specifically at the Blight and running 
  a rich, story-driven experience for you and your players. However, the 
  themes within and those outlined in The Blight Player’s Handbook — 
  complex relationships, family, power, and other ambiguous themes — 
  could fit well into any urban adventure path or indeed other campaigns. 
  Rich relationships and family are at the centre of many adventures set in 
  out-of-the-way places, betrayal can occur in the most remote spots, and 
  complex groups can stretch across the countryside, not just streets. 
  These rules and ideas won’t suit every group, so use only what you 
  think you and your players will enjoy.
  Finally, not everyone wants the complexity of followers, friends, powerful 
  enemies, and shadowy sponsors. The Blight lends itself beautifully to the 
  more classic role-playing campaign too, with opportunities at every corner 
  for adventuring. Whether it’s robbing a cruel merchant, exploring the 
  shifting jungles of the Between, or fighting in the bear pits and sweat vats of 
  the city’s underbelly, a city is a great place to adventure.
  Using the Blight as a base for other adventures gives your players the 
  opportunities to spend their hard-earned cash on magic, on pleasure, and 
  on the dubious goods for sale here. Each Blight adventure and District 
  includes options to further develop stories as sidebars, but has at its core 
  simple adventure.
  Bringing the  
  Blight to Life
  The best campaigns and adventure paths are merely text without 
  the input of a great GM and players to guide it and make it grow into 
  something more. These groups often share their experiences on message-
  boards and get into character in a way actors might be proud of, immersing 
  themselves in detail and complex handouts. On one occasion, I recall with 
  particular fondness, actual food was prepared for part of the adventure.
  An adventure is not unlike that food that served as part of our game. A 
  great adventure is not just about words but deeds, and a good GM adds 
  flavour to the words, spicing descriptions with sounds, sights, and smells 
  to bring the whole to life in a satisfying and fulfilling way.
  Castorhage pays serious attention to these senses, and each district of the 
  city has a “Sight, Sound and Smell” section as a part of it. Also, included 
  in each district is one additional section — what the place feels like. Is it 
  crowded or oppressive? Have an air of nervousness? Excitement? Some 
  GMs may find this detail too much, and wish simply to play out events and 
  areas as written. However, I again include such detail because for many 
  GMs (myself included), this can transform a game into an experience. 
  Strong feelings leave an impression on the adventure, and as such may lead 
  to a more satisfying experience. I can recall when simply the banging of my 
  hand on a radiator to define an echo from below suddenly created an air of 
  menace, and when a tap on the underside of the playing table to define a 
  sudden thump below the character’s feet pulled everyone’s gaze downward.
  Again, as with all of the Blight, the city is yours to do with as you 
  please. Use as much or as little as you wish.
  The Blight: Mundane,  
  Magic or Mythic
  The Blight is a place like no other; it bleeds into other realms, it 
  bludgeons its way into narrow alleys, and it slithers its way beneath other 
  cities. The insidious, twisted domain of Between has a peculiar effect upon 
  the place, and one you may wish to think about before you run anything 
  in and around the Blight: How does it work? As written, the Blight is a 
  single place; a city made up of many parts to create a whole fantasy setting 
  perched on the borders of reality with an extraordinary place — Between.
  You might not want that, however. You might want a district, a shop, an 
  NPC to come from here, and nothing else. These places and people might 
  be mundane parts of a whole, simple passers-by or districts that have 
  always existed in your city. You can, however, go for a more extraordinary 
  answer. The Blight can literally exist in Between other places: a door 
  in your city leads to the Blight, a shop front backs onto Between, or a 
  tramp wanders the streets of your city and the Blight. If using this more 
  magical approach, be careful how you choose to explain it; the Between 
  is in effect similar to a gate spell, allowing access between, but it is much 
  more fickle than that. You might not want such an explanation, however; 
  gate spells are generally very rare, and having too many presents its own 
  problems. Instead, you might wish for the simplest of explanations — 
  it’s a mystical place whose very nature is inexplicable: doors exist that 
  connect to different places, but they simply are; occasionally the view 
  from an otherwise mundane window shows something completely 
  random; and a character falls down a seemingly endless tunnel and ends 
  up in the Between and thence the Blight.
  A City for Anywhere
  The great thing about running a fantasy role-playing game is the 
  flexibility you have in determining detail. You can create vast volcanic 
  ranges, deep ocean trenches, and huge flood plains. In short, you determine 
  whole geographies. Once these ideas have been generated, you’re then 
  free to get into the details — how high, how deep, how wide? The same 
  goes for any fantasy city, and Castorhage is no different. I’ve presented 
  Castorhage as having a temperate climate with extremes of winter and 
  summer; however, it would be an easy task to adjust this — some sections 
  such as the Black Ice Fayre† of winter— would need to be reconsidered or 
  removed, but basic details could be altered quite simply. 
  Castorhage could be at the equator of your world — the heat and 
  squalor should therefore be emphasised. Litter the narrative with crushing 
  ivy growing up the sides of decaying buildings ravaged by the peculiar 
  Castorhage stonemite (whose bite, of course, is painful and can kill 
  babies). The river is sluggish and could become mudflats lasting many 
  months in the dry seasons. 
  Flip the idea on its head and Castorhage becomes a sub-arctic hell, the 
  black waters frozen for many months. Here the city dwells in a comatose 
  frozen canker-shrouded blanket throughout the long, harsh winter. 
  Other ideas can easily be weaved into the mix, even the exotic such as 
  Castorhage standing on the edges of a vast waterfall falling into nothing, 
  or being the last point of call before the Burning Ocean. Use the text as a 
  canvas, not a script. 
  Size Isn’t Everything
  One of the most important decisions you may wish to make is how 
  Castorhage fits into your world: Is it the basis for an ongoing campaign 
  and thus the centre of everything?
   Castorhage is presented herein as a huge city, an impossibly massive 
  population at complete odds with a typical fantasy game setting. Its 
  population density as presented here is a little greater than that of the 
  borough of Manhattan at ~77,000 people per square mile. However, 
  despite its advanced technological state compared with much of the 
  world, Castorhage is by no means a “modern” city. It lacks the towering 
  skyscrapers, though it has a multitude of precariously tall tenement 
  buildings and a propensity to stack new construction haphazardly atop 
  old construction as in the Jumble and Festival. Though Festival and 
  TownBridge are not technically a part of the city in the legal definition, their 
  population numbers are included in the census here. In addition, though 
  Manhattan has a multitude of skyscrapers, a great portion of that real estate 
  is office space rather than residential space, of which Castorhage has only 
  a fraction by comparison. In fact, the typical apartment or residence of 
  Manhattan would be considered luxuriously roomy by better than 90% 
  of the population of Castorhage who settle for a single cramped room, 
  garret, undercroft, stairwell, or door stoop that they call home. The Blight, 
  of course, has only a ghost of the infrastructure of a modern Manhattan 
  or London. 
  However, even with the above considerations, the Blight’s size is 
  still virtually unbelievable (always an interesting concept in a fantasy 
  roleplaying game) in a contextual sense, like a swollen blood-gorged 
  tick always on the verge of rupture. This is greatly accounted for by 
  Castorhage’s own unique quality hinted at in the “Between tessellation” 
  
  40
  The Blight: Richard Pett's Crooked City
  description in the sidebox. In short, the city’s proximity to Between 
  creates a sort of vortex of sentience (I would say humanity, but humanity 
  is only a majority representative of the beings found here). 
  This unique vortex of sorts consists of two principal features. Despite 
  the appalling mortality rates and constant threats of danger and disease, 
  Castorhage enjoys a subtle fecundity that ensures that the population can 
  renew itself and not only sustain its numbers but even grow despite the 
  plagues, pestilence, and famine that frequently afflicts the population on 
  some scale. In addition, it seems to possess a strange form of unconscious 
  mental. Those who are born in the Blight seldom leave — even those who 
  travel far away to the city-state’s many colonies usually end up finding 
  their way back home before all is said and done. This is no conscious 
  compulsion; it just seems to work out that way more often than not. In 
  addition, foreigners who travel to Castorhage and remain for any extended 
  period of time frequently stay permanently as well, start a family or raise 
  the one they brought with them and become a part of the city’s ever-
  burgeoning populace. Again, this is not a conscious compulsion, and most 
  anyone asked about it as a motivation would outright deny such a thing, 
  but more often than not that is how things turn out.
  It seems that the Blight is hungry and never sated.
  If the population scale of Castorhage is simply too large for your campaign 
  use, however, simply drop the number by an order or magnitude or only adopt 
  the parts of the city that you really need. Just because the Blight is a growing, 
  ravenous beast doesn’t mean that it has to be for your campaign world.
  The Flavour  
  of the Blight
  “The imagination is the spur of delights ...”
  The descriptions of people and places gives you an overview of the 
  city, its decaying parts, and its twisted alleyways, which are merely the 
  main components to the dish. The true essence of the Blight lies also in its 
  flavour, its smells, its atmosphere, and its spice.
  Appendix Aincludes a number of random lists included to give you 
  some inspiration if you need any for the strange locales and locals found 
  in the city but also to give you a taste of what is lurking there. It is hoped 
  these lists inspire you to set up adventures, encounters, or even perhaps 
  simple conversations in your own game. In addition, Appendix B includes 
  a lexicon of terms common to the folk of the Blight so you can sprinkle it 
  liberally throughout your campaign and create that living-city feel.
  Bear in mind also that the Blight is of course more than the sum of its 
  parts and that any twisted dark fantasy setting could have these elements. 
  Over and above these flavours, here are a few more ideas to give you a 
  taste of the city.
  I started titling this next section “Mature Campaign Themes,” but I’m not 
  sure if that’s the exact phrase I wanted. Mature can mean many things, but 
  initially comes across as sex, violence, drugs, and other morally ambiguous 
  themes. Those issues certainly have their place in the Blight, as it’s a dark 
  fantasy setting, but it’s not all it’s about. The optional rules and ideas that 
  follow are for you to judge. Do they suit your style, are they unacceptable to 
  your group or would they have a place with a slight alteration?
  Campaign Themes and Styles
  Some groups play an incredibly deep and absorbing campaign; others 
  like to relieve the stress of their daily lives by beating up orcs. Most 
  games (ours included) prefer a balance of both; unmasking a politician 
  one week, and slaughtering a group of goblins without dialogue the next. 
  Linking adventures into themes through the characters is one way to bring 
  your characters realistically together under a common bond. It’s not for 
  everyone; some groups like to start and roll characters with total freedom 
  — an elf monk here, a dwarf barbarian there — but sometimes a change of 
  pace is good. It may not always be appropriate to do so, but occasionally, 
  ideas like the two below can offer a welcome change of pace.  
  How It All Began
  One of the most useful and inspiring RPG articles I’ve ever 
  seen appeared in the pages of Imagine Magazine — TSR UK’s 
  roleplaying periodical that was published during the decade of 
  the ’80s. Imagine featured articles about a homegrown campaign 
  called Pellinore and in some articles The City League — so called 
  because it was “a league across.” These city articles fascinated 
  me in their level of detail. They would describe everything from 
  entertainments in the city to obscure corners and plazas with an 
  incredible depth of character and interaction. To me, they were the 
  consummate way to describe a city — down to every street corner, 
  every persona, and every obscure fact but always leaving space for 
  development if the GM wished. This place lived. Yet always with 
  such a place, there was room for expansion.
  A long time ago I was lucky enough to have an adventure 
  published called “The Styes” (Dungeon Magazine #121). I intended 
  the place to be a simple one-off location for a single adventure, and 
  as such, the setting was fairly small, and provided scant details. 
  I’d read China Miéville’s incredible Perdido Street Station shortly 
  before writing it, and the amazing dark atmosphere Miéville created 
  soaked into me. Reaction to the adventure was good, and James 
  Jacobs suggested a sequel. I threw several ideas around, one of which 
  eventually became “The Weavers” in Dungeon #135. However, at 
  about this time I also began an adventure path with my own group, 
  based upon the Styes setting. This adventure path, loosely based 
  around The Maltese Falcon, greatly expanded upon that original 
  setting, and I soon realised that the Styes was not big enough for the 
  players to explore so other regions such as Festival Town and the 
  Spice Islands were incorporated. These in turn expanded into what 
  became a schizophrenic madness, an endless development that has 
  been fed and nurtured in a dark attic as it slowly became the City-
  State of Castorhage.
  That “The Styes” now languishes unused by its owners frustrates 
  me, but it has given birth to a new monster — The Blight — so in 
  many ways I’m grateful for its torpor.
  Above all, the idea for this vast work owes itself to 
  encouragement in my writing, both from message-board posters 
  and especially from the wonderful people at Paizo and Frog God 
  Games. For without that, and the kind words of many others, I 
  would never have had the courage to undertake this project. It’s 
  also very important for me to thank people who have taken the 
  time to review my work, edit it, and suggest changes. I’ve looked 
  at everything they’ve done, and I hope learnt from them. Your 
  suggestions and annoyances and likes have helped me to improve 
  in the past, and continue to improve in the future I hope.
  This project is therefore yours, and I hope that I can repay you 
  by creating something to savour. 
  
  41
  GM Guide
  The Player Characters as Part of the Story
  Having a theme to a group of characters can be a great way to 
  commence and find a thread through a campaign. Are the characters all 
  associated with a thieves’ guild? Are they all pirates or members of the 
  same holy order?
  While theming a group is a powerful way to start a campaign, restrictive 
  themes can soon become tiresome, so whilst using these themes, try to 
  vary them. Perhaps one group of characters is indeed part of a holy order, 
  but even such an order has its more dubious associates. Isn’t it true that 
  even the best and most spotless law enforcers must associate with and 
  occasionally (or perhaps often) deal with more dubious characters? Such a 
  party could easily be made up of clerics of the order, supported by fighters 
  who though initially allied to the order could be disillusioned with it or 
  have a more selfish, profit-driven motivation for their alliance with a 
  powerful religion. A rogue could easily be “persuaded” to join the order 
  to assist in the more dubious of activities when nimble hands and a head 
  for heights is crucial.
  Having limitations of race is occasionally interesting, and an all-gnome 
  or dwarf party can make for an interesting campaign, but players often 
  play their characters for a long time — sometimes many years — so be 
  sure all your players are happy with this option before you consider it.
  Below are two potential options for themed character groups and how 
  they may be involved and evolve in your campaign.
  The Shadow of Freedom
  Vile politicians, twisted royalty, and greedy thugs rule the city. Against 
  this backdrop there is a movement taking form — the Shadow of Freedom. 
  Word spreads amongst the underclasses, and charismatic locals are sought 
  to further the group’s ends. This group doesn’t want anarchy - they want 
  freedom. Working-class heroes, any class could feasibly be represented 
  here, and rogues, fighters, and rangers could join forces with clerics, 
  wizards, and a multitude of races. The binding arc for this party is to strike 
  at the ruling classes in their corruption and unmask them. Adventures in 
  this theme focus upon unmasking cruel overseers who use slaves and 
  undead to work mills, revealing secret cults hidden within the aristocracy, 
  and stopping the filthy trade of golem-making.  
  The characters face the entire weight of the law in this campaign, which 
  sees them as fugitives operating in the underclasses, and yet they are 
  glorified as heroes by the working folk who do all they can to help the 
  legendary Shadows.
  The Guild and Demelza
  This party is more ambiguous and operates from a thieves’ guild. 
  This guild could be a group of swarthy but kind-hearted Dickensian 
  rogues or a bunch of street thugs who use brutality to achieve their ends: 
  wealth and power. The power they seek is an object, a mask that grants 
  incredible charisma and arcane power to whoever wears it. Sadly, the 
  wrong person has it, a young witch by the name of Demelza (CN female 
  high elf witch). As the campaign arc begins, her actions within the Great 
  Coven, which is threatening to burst apart, are but small ripples in the 
  great pool of the city. 
  The binding theme here is greed and power; the characters face the 
  wrath of the law and rival gangs as they seek to establish their own patch 
  of the city — perhaps even their own guild eventually. Adventures focus 
  on daring heists, dashing rooftop chases from sadistic guards, and working 
  in a city district to establish a base of operations. As the campaign begins 
  to take on more of a structure, the characters learn that Demelza’s cohorts 
  are thriving right under their own feet in the Underneath. She has fled 
  from her own kind and has entered the bowels of the city to regroup.
  The City-State of Castorhage
  CITY-STATE OF CASTORHAGE
  Size:  Metropolis 
  Population: 3,285,000 (67% human, 5% mongrelfolk, 5% 
  ratfolk, 4% gnomish, 4% dwarven, 3% half-elven, 2% 
  goblinoid, 1.5% half-orc, 1.3% briny, 1.2% orcish, 1% el-
  vish, 5% other, including halfling, swyne, tengu, inphidi-
  ans, tabaxi, grippli, ghazaks, dhampir, an vishkanyas) 
  : Castorhage, for all appearances, is a hereditary mon-
  archy supported by a very a powerful, yet insular, bu-
  reaucracy. Queen Alice is the ruler in name and title, 
  but the Crown Justices, three powerful bureaucrats, 
  control the vital areas of trade, defence, and colonisa-
  tion. Behind the scenes, the puppet strings are pulled 
  by a shadow syndicate, the Illuminati, who control the 
  Crown Justices. But true supremacy rests with Demoriel, 
  the Twice-Exiled Seductress, a manipulative arch-dev-
  il who secretly rules from the shadows, plotting the 
  course she wishes Castorhage to take.
  Defence: Castorhage is protected by the City Watch 
  and the Royal Armies under the command of Duke 
  Malice, a cousin of Queen Alice. There is also a secret 
  police force, the “Knockers,” that rounds up Anar-
  chists, dissidents, political enemies, and anyone seen 
  as a threat to the status quo of the ruling elite. 
  Commerce: There is no limit to the goods and services – 
  licit or illicit -  available in Castorhage.
  Qualities: academic, colonial power, holy site, magically 
  attuned, notorious, prosperous, racially intolerant 
  (lowest caste), strategic location
   
  UNIQUE CHARACTERISTICS
  Between Tessellation: The area of the city of Castorhage 
  has the unique property of being exceptionally “close” 
  to a physical “other reality” called Between. This cre-
  ates all manner of unpredictable and dangerous man-
  ifestations within the city and its inhabitants. 
  Colonial Power: Castorhage possesses a vast network of 
  global colonies from which it can draw economic and 
  labour resources.
  Overpopulation: Castorhage has a massive population 
  for the area it encompasses unparalleled elsewhere in 
  the world. Its massive economic, colonial, and magical 
  resources are the only things that stave off massive 
  starvation. However, it also creates an unprecedented 
  diversity, innovation and labour base causing a 
  contradictory dichotomy of prosperity and poverty. 
   
  Notable NPCs
   Demoriel the Twice-Exiled Seductress, Hidden Despo-
  trix of Castorhage 
   
  Her Royal Highness Queen Alice, Monarch of Castor-
  hage 
   Her Royal Highness Princess Alicia, Heir Apparent 
  Clovis, Crown Prince of the Capitol 
  Elaine of Aldwark, Queen’s Lady-in-Waiting 
   
  His Resplendent Grand Justice Braken, Crown Justice, 
  Master of Courts 
   
  His Resplendent Grand Justice Korsk, Crown Justice,  
  Master of Trade 
   
  Her Resplendent Grand Justice Ashleia, Crown Justice, 
  Mistress of Commons  
  His Grace Duke Malice, Captain-General of the City 
  Watch and the Royal Armies 
   
  His Grace Duke Taim, Master of the Capitol 
  Kevel Durmast, Watch Commander 
  Prester Haft, General of the Royal Army 
  His Holiness Umbertine IX, Father of the Church of 
  Mother Grace
  
  42
  The Blight: Richard Pett's Crooked City
  The Great Coven cares nothing about who gets in the way, and the 
  locals are suddenly frozen with terror as night visitors and other things 
  cavort across the rooftops. Unfortunately, the characters are caught 
  between the two factions, and whatever action they take is construed by 
  the other as treachery. As Demelza becomes more desperate, she dabbles 
  with darker and more powerful devils, and soon these too are at large in 
  the character’s patch. More powerful aspects of all the different groups are 
  brought together for a final confrontation in the vast spaces below the city. 
  The Characters as the Whole Story
  Another option is to modify the character’s background to be something 
  extraordinary. In this way, a group of characters may become the focus of 
  the campaign. This option lends a very strong connection between the 
  characters and the setting. It may, however, require the GM to flesh out 
  the adventures accordingly, or modify published adventures with his own 
  theme. In taking this approach, it is vital to raise questions at each turn, 
  justify why events are happening, and seek answers. 
  Following are two sample quirks from The Blight Player’s Handbook 
  used as examples for this process:
  Noble’s Bastard. Far from being just any noble, it is a highborn priest 
  who has fathered the character. The character is the bastard offspring of 
  Justice, the Lord Alfor Quent, Master of Humours. The characters are 
  brought together for some collective reason, perhaps to aid the unwanted 
  father or to thwart him. How do events proceed from here? Does the 
  Justice know of the characters and judge them irrelevant or crucial? Do 
  the Justice’s enemies know of the characters and consider them valuable 
  tools for future plots? Does the character hate the Justice, having been 
  brought up as an orphan?
  Child of a Famous Beauty. Famous beauty the character’s parent may 
  be, but looks are only skin deep. The character is a child not of one beauty, 
  but many, a cult of witches that were each burned at the stake long ago. 
  Now the characters have been brought together for some reason. In truth, 
  the witches’ child has already infected his friends — the other characters 
  — with his arcane sickness, and their fates are now intertwined.
  The cult mothers sold the souls of their children to the Devil, whose 
  cohorts come collecting on the first child’s name day. The first child is an 
  NPC who brings her kin together to fight back against the Devil. She tells 
  the characters that they must stick together or risk a fate worse than death, 
  but soon after the campaign begins she vanishes, and soon the Devil’s 
  cohorts begin to appear.
  You can modify these quirks to certain characters , or all of them as 
  you wish, giving the characters a ready-made focus and enemy at the start 
  of things to hang your campaign on or to add to existing adventures to 
  give them a personal touch. characters of different races and ages present 
  different challenges, but having the group begin as friends or subjects of a 
  particular NPC is always a good starting point.
  Castes
  Caste is about birth and breeding, and it’s something that a clever person 
  can easily use to her advantage. How you play this option depends on how 
  much you wish to make of caste issues. Some find them abhorrent, and 
  prefer to play with them out of the way. That’s fine. Just have it playing 
  along in the background: royalty looks down on upper caste, who look 
  down on middle caste, who frown on low caste.
  If you wish to make a simple rule, then the gap between each caste 
  is reflected in a penalty for social interaction — that is Deception, 
  Intimidation, and Persuasion checks. The penalty for each separation of 
  caste is 2, so a common man trying to persuade an upper-class banker does 
  so at DC +4, simply because the banker mistrusts him, and vice versa. 
  A character can fake higher caste simply by use of Deception, the check 
  is made at DC +2 for the first separation, and DC +4 for the next. A member 
  of the royal family covertly trying to join the lower caste anarchist group 
  does so at DC +4. As GM, you may wish to play up stressful situations: 
  for example, a character trying to talk round a princess at a dinner party.
  Caste may be a good way to enhance role-playing situations, but it may 
  also not be your cup of tea. As ever, use it or not as you wish.
  The bottom line with this and many other fantasy settings is that power 
  rules. If the characters get caught in the Royal Palace and end up before 
  Alicia — the little queen — and she yells, “Off with their heads!” then 
  unless the characters escape, and escape quickly, they’ve had it. That is 
  not to say, however, that a lord ordering a serf to chop his hand off expects 
  him to do so. Making an enemy of a sir or lord may bring the characters 
  trouble in a different way, however; he’s likely to have plenty of powerful 
  friends, plenty of money, and plenty of influence. Perhaps he’s friends 
  with the local Watch Captain, and can ensure that the characters are 
  harassed or followed, or his house is better guarded.
  The Caste Levels of Castorhage
  Royal
  Upper Class
  Middle Class
  Lowfolk
  Invisibles
  Lowest of the Low
  Caste Characteristics
  For those who really wish to immerse their campaigns into the injustice 
  of caste and class, here are some characteristics you may wish to make 
  available to characters. Only one caste characteristic may be chosen per 
  characters, and that choice is made when a character is created. 
  Each caste characteristic is associated with one or two specific castes 
  and can be taken only by those of the proper caste. The feat is physically 
  manifested in the body of the individual as much as in his actions, so 
  presence of the characteristic is obvious to any native Castorhager unless 
  hidden by Deception checks as detailed above. As etiquette is so richly 
  bound with grace and breeding in the Blight, so caste is also accent, 
  education, and demeanour. Therefore, simple spells such as alter self 
  still require a Charisma (Deception) check to pull off the charade when 
  speaking as one from a different caste.
  Note to the GM: These are intended for immersion. If they do not fit 
  with your game then definitely ignore them, tweak them, or alter them 
  however works best for you and your players. 
  Labouring Caste  
  (Lowfolk or Invisibles)
  You have broad shoulders and a harsh, coarse appearance.
  Benefit: You can apply your proficiency bonus to all Deception, 
  Real Places with  
  Blight Flavour
  Though the Blight is a fiction, a sheer folly of the improbable, its 
  roots run deep in the real world. I can’t help but picture those places 
  from which her inspiration has been drawn when I crack open the 
  pages or dust off the keyboard to revisit the old girl. The main places 
  I always have at the back of my mind when delving into the Blight 
  are Fes in Morocco — one of the few true medieval cities left in the 
  world — and, of course, London. Venice, York and Cambridge all 
  also lurk somewhere in the streets of the city-state as well.
  Fes is a meandering confusion of alleys and footpaths, steep 
  narrow streets, and the resonance of human work. The call to 
  prayers is something to be experienced as they echo across the city.  
  It would be churlish to deny that there is a lot of London in the 
  Blight; many names and inspirations are from the city, twisted and 
  spat down on this setting for your amusement. Peter Ackroyd’s 
  incredible London: The Biography is the best book I’ve ever read 
  about the capital and is a goldmine of great ideas.
  
  43
  GM Guide
  Intimidation, and Persuasion checks within your caste, regardless if 
  proficient in the skill or not. You have exceptional Strength from working 
  as a labourer all your life. You are proficient in Strength Athletics.
  Special: When operating outside your caste, the DC of Deception, 
  Intimidation and Persuasion checks increases by 2 for each level of caste 
  separation.
   
  Gable Caste  
  (Lowfolk or Invisibles)
  You have long, clever fingers and slightly longer arms, and your head 
  has a slight upward tilt to its deportment.
  Benefit: You can apply your proficiency bonus to all Deception, 
  Intimidation, and Persuasion checks within your caste, regardless if 
  proficient in the skill or not. You are incredibly dextrous and can gain 
  proficiency in Sleight of Hand. 
  Special: When operating outside your caste, the DC of Deception, Intimidation 
  and Persuasion checks increases by 2 for each level of caste separation.
  Sailing Caste (Lowfolk)
  You bear the tanned weatherworn skin of your caste and strong, broad hands. 
  Benefit: You can apply your proficiency bonus to all Deception, 
  Intimidation, and Persuasion checks within your caste, regardless if 
  proficient in the skill or not.  You have spent your life on the water and 
  know the ins and outs of sailing. You are proficient in Vehicles (water).
  Special: When operating outside your caste, the DC of Deception, Intimidation 
  and Persuasion checks increases by 2 for each level of caste separation.
  Expert Caste (Middle Class)
  You have the quick wits and intense concentration of the Middle Class 
  but bear the worry lines and bags under your eyes of one always beset by 
  the worries and weight of an unforgiving world.
  Benefit: You can apply your proficiency bonus to all Deception, 
  Intimidation, and Persuasion checks within your caste, regardless if 
  proficient in the skill or not. You are always alert and aware of your 
  surroundings, taking notice of anything out of the ordinary. You are 
  proficient in Perception. 
  Special: When operating outside your caste, the DC of Deception, Intimidation 
  and Persuasion checks increases by 2 for each level of caste separation.
  Educated Caste (Royal,  
  Upper Class, or Middle Class)
  You have the highbrow and piercing stare of an educated person.
  Benefit: You can apply your proficiency bonus to all Deception, 
  Intimidation, and Persuasion checks within your caste, regardless if 
  proficient in the skill or not. You are proficient in either History or 
  Religion (pick one).Special: When operating outside your caste, the DC 
  of Deception, Intimidation and Persuasion checks increases by 2 for each 
  level of caste separation.
  Caste Locations
  These are the general castes of parts of the city. Use them as a rule of 
  thumb but bear in mind that traders abound in the Capitol, and Royals are 
  sometimes seen in Toiltown.
  Royal: Capitol
  Upper Class: BookTown, Capitol, Hollow and Broken Hills, the Sinks
  Middle Class: Artists’ Quarter, the Barnacles, Town Bridge
  Lowfolk: Festival, Jumble, Toiltown, Underneath
  Invisibles: Festival, Toiltown
  Lowest of the Low: Festival, Toiltown
  Duels
  Duels are common in the Blight amongst all classes and castes, and 
  are a good way to settle matters without them getting messy. They are a 
  commonplace way to resolve issues that are likely to otherwise result in a 
  The Honourable Guild of 
  Duelling Referees
  This august body, of course, does not exist in the city. However, 
  a successful DC 20 Intelligence (Investigation) check always 
  avails one of a local member of the unspoken guild. These Referees 
  ensure fair play and that honour is satisfied and operate on a strictly 
  controlled hierarchical wage system. A Referee for a Duel to First 
  costs the participants 50 gp; a Duel to Second costs 100 gp; a Duel 
  to Third costs 200 gp; and a Duel to Fourth costs 300 gp. Not using 
  a Referee may raise awkward questions afterward: If the duellists 
  had nothing to hide, and if the winner was “so honourable” and 
  didn’t need to cheat, why wasn’t there a Referee? It is considered 
  gentlemanly, for the challenger to pay for the Referee, but this is 
  not always the case, and for those of lower castes, there are always 
  folk nearby who might act as an arbiter in a tight spot or, if not, a 
  baying crowd who otherwise suffice.
  
  44
  The Blight: Richard Pett's Crooked City
  protracted campaign and, ultimately, death. They can also be very exciting 
  to role-play.
  Duels are illegal (but then, theoretically, so is murder) but follow a very 
  strict set of guidelines. Duels are to “First” (the first wound to a participant 
  ends the duel), “Second” (where the loss of 75% of hit points ends the 
  duel), “Third” (where the fight goes on until one person is brought down 
  to 0 hit points), or “Fourth” (to the death, where the character that drops to 
  0 hit points is killed outright by the other duellist). Duels are always fought 
  on neutral ground, and weapons are either melee or ranged. Sometimes 
  magical duels are fought.
  Seconds are used to act as assistants to the duellists, and sometimes 
  (particularly in Third or Fourth duels) it may be agreed that seconds also 
  participate. All duels require the services of a Referee.
  Many Duels to First and Second are accompanied by a wager — often 
  a considerably large wager — that the loser hands over the sum without 
  complaint. Cheating, reneging on a wager, or other such despicable acts 
  soon lead to an establishment of a reputation, and there are some duellist 
  clubs and guilds — most notably the Royal Duellists — who seek out 
  cheats and duel them … or simply murder them. 
  Those who play fairly and honour the traditional rules of duelling are 
  respected, even by their enemies.
  Enemies
  Great enemies make a great campaign. A recurring villain can generate 
  stronger feelings than the toughest monster, and having someone who can 
  outsmart the characters from time to time is a good way of levelling the 
  playing field of your campaign. However, recurring villains come with 
  some warnings: Don’t overdo them, and don’t make them omnipotent, 
  omniscient, or omnipresent. Base your villain on logic, bound by the same 
  rules your characters have, and they’ll work fine. A good recurring villain 
  should have a way out, but one based on sound game sense. A potion of 
  gaseous form or a scroll of fly are both good methods to use, but hold your 
  master villain to the same rules the characters have and be prepared for 
  your characters coming after her. The predictable garbage truck pulling 
  out of a side alley at the last minute to unintentionally block a pursuit 
  should be reserved for only your worst game sessions. Ergo, always be 
  prepared that the villain may be caught or killed.
  In the same way that a master villain makes a great addition to some 
  campaigns, so do more mundane enemies. Enemies great and small — 
  from individuals to guilds, cults and monsters — bring another dimension 
  to play. However, they come at a cost: more work for you as the GM.
  Enemies have actions, lives, lairs, and probably friends and enemies of 
  their own, and you must decide early on how much work you’re prepared 
  to do. A simple basic villain such as a cult is an easy way to start. As the 
  characters kill the cultists other more powerful cult leaders hear about it 
  and try to eradicate the characters. Eventually, clues lead to a showdown 
  and a good campaign ending. A more complex issue would be a group of 
  Anarchists; the relationships within that group are complex, and perhaps 
  some allies are also partly enemies. The characters could even side with 
  their enemies temporarily to attack a greater mutual foe, although can 
  anyone be trusted in such a complex situation?
  Optional Rule:  
  Enemies as a Penalty
  Just as Part 3 introduced the idea of friends of the characters as part of 
  their creation process, the Blight also offers the possibility of introducing 
  enemies into their lives and the idea of enemies as a penalty. In a thriving 
  vibrant place like a city, there is generally no cause without effect: You 
  almost always reap what you sow. 
  You may wish to allocate enemies to characters at the start of their 
  careers, in the same way that they come into the story with friends. Bear 
  in mind the relative strengths and importance of starting-level characters 
  when deciding their enemies, and again don’t just think of individuals 
  alone. Perhaps the character is part of a family that wronged an NPC, or 
  maybe what he stands for and whom he works for are abhorrent to an NPC 
  who was once a friend.
  You might occasionally wish for such an enemy to be incredibly 
  powerful, however. Starting off a campaign being hated by Duke Taim 
  makes for an interesting twist to any campaign. Taim is not omnipotent 
  but has tough friends, and an adventure starting with a group of constables 
  kicking in the characters’ door to arrest them for heresy could provide 
  some lively play. However, it requires additional work on your part to 
  either explain why Duke Taim doesn’t continually pursue the characters 
  once they escape or explain how the characters are repeatedly able to 
  avoid his efforts.
  Another, less front-heavy option is to never throw away a good villain. 
  If the characters defeat a villain on an adventure but don’t make sure 
  that he’s dead, it’s very easy to again use that same villain (now with a 
  revenge motive against the characters). Likewise, even if they are more 
  thorough in their administrations against said villain, perhaps she has 
  some well-connected friends of her own who might spring to have her 
  raised or perhaps saved at the very brink of death only to be transformed 
  into an alchymic-undying†. In a place like the Blight, the options for a 
  long-term villain reappearing from a past adventure are almost limitless. 
  And as the characters advance in level, power, and influence, a good 
  villain should do the same with the expansive resources and alliances to 
  be found in the city.
  For instance, if during an adventure the characters kill Rammen the 
  wererat cultist, unless they take precautions to keep his death secret, 
  his sister Campion hears about it 1d4 days later. Campion (a.k.a. the 
  Mistress of the Ashen Lantern) (NE female human wererat burglar) is 
  part of the Cult of the Elder One, and commands followers, most of whom 
  are wererat rogue/clerics. Campion loved her brother and immediately 
  becomes an enemy of everyone who took part in the raid that ended in 
  his death. Based in Festival, her lair is a festering vat of filth filled with 
  her victims. Campion begins her enmity by stalking individual characters, 
  finding their homes and preparing to attack the ones who live alone. 
  And of course, all of this plays out as the backdrop to whatever new 
  adventure the characters happen to be undertaking.
  Fads of the Blight
  “It is always by way of pain one arrives at pleasure.”
  Fashions shift almost daily within the chic circles of the Blight, and one 
  day’s fad is tomorrow’s cast off. The most current fads are listed below, 
  although they can change as quickly as the wind.
  Art as Cruelty/Cruelty as Art
  The Surrealists Club delights in using pain as art, and whilst some of 
  these groups are little more than sadomasochists, others are much more 
  sinister. The use of flesh for art is unsettlingly common in the Blight, and 
  is fast attaining a cult following. The creation of art from broken, living 
  flesh is something that has coincided with the rise of the Cult of N’gathau 
  within the city, who are able to keep victims alive whilst lacerating and 
  filleting them. A scattering of notable groups, including the revolting 
  Panacea, have risen in recent times to indulge in this travesty.
  Of course, there are always those who imitate art, and the rise in sadistic 
  serial killings involving the lacerating of flesh has soared recently.
  Goblin Pets and  
  Awakened Animals
  The latest fashionable accessories to be seen with — goblin pets and 
  awakened animals (almost always dressed in imitation of humans) — are 
  seen frequently in the Blight and command a high price. Kept on a chain and 
  regarded with some amusement, the creature has learnt that if it behaves to 
  amuse, it is not hurt. Awakened animals learn very quickly, and some have 
  surmised that every single cat in the Blight is awakened. Goblins tend to be 
  
  45
  GM Guide
  slower to learn but are no less comedic in the eyes of the elite as they make 
  their ineffectual attempts to resist or win their freedom.
  A good goblin pet or awakened animal able to perform tricks fetches at 
  least 200 gp; those who do more astounding things fetch even higher prices. 
  The Garbled Poet, a goblin that quotes poetry, was recently the subject of a 
  2,000 gp bid from a collector; a bid refused by its current owner.
  The whispered idea that these goblins somehow steal out of their homes 
  at night and meet below the streets of the city has been roundly ridiculed 
  by all parties, but it’s only a matter of time before the truth of the situation 
  comes to light in a most disagreeable spectacle.
  Macabre Fashions
  Aristocrats get bored very quickly and require the very latest 
  indulgences and fashions, partaking in an almost frenzied desire to be seen 
  in the right places by the right people wearing the right clothes. A macabre 
  fashion has grown recently that is accentuated by the wearing of undead 
  objects as clothing or accessories. Animated insects are the usual choice, 
  but unliving stoles are also seen as de-rigour amongst the higher families. 
  A small selection of such objects follows. 
  Item
  Cost
  Earrings, unliving, undead moths set on silver 
  hasps
  60 gp
  Stole fox fur, composed of torpid, undead fox
  400 gp
  Cape, ghoul-flesh
  200 gp
  Gown, wedding, egret feathers accented by 
  carved monkey-bone swans
  400 gp
  Scarf, human hair
  5 gp
  Clubs, Guilds,  
  Cults and Gangs
  Making a foe of an individual can be dangerous; cunning or powerful 
  individuals may stalk and attack characters when they are at their most 
  vulnerable or hire assassins and other killers to do so on their behalf. Far more 
  dangerous, however, are cults, groups, kinsmen, and gangs, for these are likely 
  to have deeper resources and can make multiple attacks upon their enemies. 
  On the other hand, membership in such groups can make for powerful 
  allies — or perhaps, not-so powerful allies that create more of a hassle 
  than a benefit. Most groups don’t necessarily advertise what weaknesses 
  and liabilities they possess while certainly overselling their strengths. In 
  any case, whether friend or foe, the myriad groups that the characters 
  could become associated with provide you with endless opportunities for 
  mayhem, mystery, and even some mirth.
  Some cults may also operate as clubs and some guilds may operate as 
  gangs or — as in the case of The Guild — be composed of many, many 
  different gangs. You should typically determine whether a group stands 
  opposed to a character or as an organisation that a character could potentially 
  want to join and then handle the representation of that group accordingly 
  based on the information provided in this section. For general purposes 
  here, cults and gangs (and the Great Houses — see below) are presented 
  as adversarial groups and clubs and guilds as organisations that might be 
  something the characters would be interested in gaining membership.
  Clubs
  Unlike guilds, clubs are relatively easy to join, rise within, and leave. 
  These organizations all have a  prerequisite to join, a membership benefit, 
  sometimes (but not always) a special feature, and with the addition of an 
  advancement protocol. Unless otherwise noted (or as in the case of some 
  secret clubs), an individual may not be a member of more than one club 
  at a time. While a member in good standing, the character gains all the 
  benefits of club membership, but these are lost as soon as that membership 
  dissolves. However, at that point the individual is free to begin membership 
  with a new club. Many clubs require an annual fee. If that fee is not paid, 
  the member is placed on probation and no longer gains the benefits of the 
  club (though any special penalties still apply). The individual can come 
  off probation simply by paying any overdue membership fees and become 
  a member in good standing again with all the normal benefits.
  There are thousands of different clubs within the City-State of 
  Castorhage — some enormous and influential, some small and virtually 
  unknown. A few sample clubs are provided below to use or to serve as a 
  template for other clubs that you may wish to introduce to your campaign.
  Amateur Mendicants (Club)
  A group of deluded aristocrats, wealthy individuals, and the curious 
  who wander the streets dressed as beggars.
  Prerequisite: Seeking out a member of the Mendicants is not easy, 
  unless assigned as a reward or occurring as an encounter, it requires a DC 
  20 Intelligence (Investigation) check with one attempt allowed per month. 
  On a successful check, a DC 23 Charisma (Deception or Persuasion) check 
  is then required to convince members to allow another to join their group. 
  Other methods of entry are at your discretion. For example, someone who 
  spends months dressed as a beggar at a place known to be frequented by 
  members of the mendicants may impress them sufficiently to approach 
  that individual.  
  Benefit: The Mendicants have an incredible network of spies and 
  knowledge of the city. Twice per month, a member can ask a question 
  of her fellows and gain the ability to make an immediate Investigation 
  check with advantage and as if they have expertise in the skill (apply 2x 
  proficiency bonus). 
  Special: A member must spend at least one day out of each week 
  dressed as a beggar and living on the streets of the city. This is a risky 
  
  46
  The Blight: Richard Pett's Crooked City
  endeavour, however, and all members face one random encounter per 
  month (as determined by the GM) that starts out as hostile.
  Advancement: Roll 1d20 once per month for an opening. On a 20, a 
  position of local Mendicant Clerk for a district opens up. This position 
  earns 100 gp per year and allows the Clerk to request information as above 
  once per week rather than twice per month. In addition, while researching 
  her own district, she can make such checks daily.
  Arcanum Infernus (Club)
  A small group of like-minded people who find death fascinating.
  Prerequisites: Ability to cast necromancy spells. Initiation is by 
  invitation only - a character can make one attempt per month at a cost of 
  100 gp to bribe and try to impress members. It requires a successful DC 
  17 Intelligence (Arcana) check to be invited. If invited, there is a one-time 
  fee of 250 gp for a lifetime membership.
  Benefit: A member can access the Infernus Library at will, which 
  contains all necromancy spells up to 4th level. Members using the 
  library in relation to research of necromancy spells or magic items do so 
  advantage to their Arcana checks and as if they have expertise in the skill 
  (apply 2x proficiency bonus)..
  Special: Unpopular: Club members are often targeted by religious 
  orders determined to remove their stain from society. In encounters with 
  some good or lawful aligned religious orders or churches, members have 
  disadvantage on all Charisma-based checks.
  Advancement: Members that show proficiency in Arcana, History, and 
  Religion are offered access into the Inner Quorum. For a one-time fee of 
  1,000 gp they gain access to all necromancy spells up to 5th level. Those 
  who have proved themselves worthy (usually through a quest or a difficult 
  task) and who are part of the Inner Quorum are automatically appointed 
  to the Inner Council, where they have access to the whole library of all 
  known necromancy spells up to 7th level. 
  Brothers of the Gables (Club)
  Climbers, explorers, and daredevils, the Brothers of the Gables delight in 
  finding the highest buildings to climb, and reaching the most remote parts 
  of the rooftops of the city. Many gablemaesters are members of this club.
  Prerequisites: A petitioner to join must climb a prominent building within 
  the city requiring a DC 15 Strength (Athletics) check of at least 150 feet 
  without ropes or other aids. The petitioner’s Athletics check result is then 
  removed from the Persuasion or Deception check required by the petitioner 
  after the successful climbing feat to impress the membership. This follow-
  up check has a base DC 25, which is reduced as described above. 
  Benefits: Membership opens doors to other routes, methods, and ways up 
  famous buildings, as well as knowledge of those places. Intelligence checks 
  by members regarding any tall building or high part of the city such as the 
  Jumble or the Capitol are made with their proficiency bonus applied and 
  with advantage.Advancement: A member can attempt one qualifying climb 
  (whether successful or not) per month as under Prerequisites above but with 
  a minimum height of 200 feet. If successful she can attempt to increase 
  her standing in the brotherhood by making an immediate DC 20 Charisma 
  (Deception or Persuasion) check after making the attempt (not modified 
  by the success of the Athletics check). Success on this check indicates 
  acceptance into an inner circle where further techniques of climbing 
  buildings are shared, allowing them to apply double their proficiency bonus 
  on Athletics checks when climbing.Fame or Infamy: There are those in the 
  club who seek out multiple climbs of astonishing danger. A member making 
  a climb with a minimum of a DC 25 Strength (Athletics) check becomes 
  famous as does anyone climbing a building that is particularly legendary at 
  the GM’s discretion (such as the outside of the Great Royal Cathedral [C9]). 
  Such famous members make all Charisma (Persuasion or Deception) checks 
  with advantage anywhere in the city where they announce their fame. 
  Hedonists (Club)
  Carousers and gluttons, the Hedonists are a loose affiliation of those 
  who like the finer things in life and indulge in them heartily.
  Prerequisites: Various arms of the group are seen in the rowdier or 
  more fashionable holes of gluttony and excess in the city. One needs 
  simply appear at one, and spend money trying to impress would-be peers. 
  Once per week a petitioner can spend 200 gp, and make an immediate 
  DC 20 Charisma (Deception or Persuasion) check to gain membership. 
  Swyne† can add their proficiency bonus to this check. Membership requires 
  the spending of 100 gp per month minimum, but for each 50gp spent 
  in excess, the DC of the Investigation check mentioned in the Benefits 
  section is reduced by 1, to a maximum of 3.
  Benefits: Once per week a member can ask a fellow Hedonist to 
  spend the day making an Investigation check to gather information on 
  their behalf. This check uses the requesting member’s Investigation skill 
  modifier but with their proficiency and any added reduction to the DC as 
  mentioned above. to the check. A Hedonist also has access to money since 
  so many swyne loan sharks are members. Loans of up to 500 gp are always 
  available, subject to a 7-day term of repayment at 10% interest. If not paid 
  within the specified time, the weekly interest rate doubles. If a member 
  defaults on a loan for 4 weeks in a row, she is kicked out of the club and 
  hired thugs are likely to come knocking looking for the money (GM’s 
  discretion). Only one loan may be taken out at a time.
  Special: Each month, a Hedonist faces a random, hostile city encounter.
  Advancement: Roll 1d20 once per month for an opening. On an 
  18–20, the position of Honoured Glutton opens up after another member 
  dies. The position costs 100 gp per month, but allows access to a twice-
  weekly request of the Investigation check above and up to 2,500 gp can be 
  borrowed as a loan. Honoured Gluttons can make a check once a month to 
  see if the position of Hoglord becomes available. On a 20, the position is 
  available; it costs 250 gp per month but grants legal access to the Capitol 
  and the Sanctuary as an “honourary noble.” Loans of up to 10,000 gp are 
  available to Hoglords.
  Physiciana Insectum (Club)
  The Physiciana experiment with compounds and breeding techniques 
  for standard insectum† to try to enhance their effects. 
  Prerequisites: Proficiency in Medicine and Nature. Fees are 100 gp 
  per year.
  Benefits: The member is able to purchase insectum at 80% of normal 
  price and once per week, can purchase a specially enhanced version of any 
  insectum, at a 50% increase in cost that has either no associated penalty or 
  double the duration (buyer’s choice). 
  Advancement: Members with a +5 or greater modifier to both the 
  Medicine and Nature skills learn to enhance insectum themselves, enabling 
  her to produce the variant insectum above with only a 25% increase in 
  cost. Members with a +8 or greater modifier in both skills always create 
  enhanced insectum when they breed it (limited to once per week). 
  School of Hard Knocks (Club)
  A group of duellers who enjoy wrestling, a boxing match, baiting, and 
  generally watching or participating in melees for pleasure. They are based 
  within various establishments across the city and are profligate.
  Prerequisites: Two levels in a martial class (barbarian, fighter, monk, 
  paladin, ranger, rogue). Fees for carousing and instruction by experts and 
  oddsmakers are 250 gp per year.
  Benefits: Once per month a member can place a wager on a match with 
  advance knowledge. Matches have odds of 20:1, 12:1, 10:1, 8:1, 6:1, or 
  4:1 (member’s choice). Members can reduce the odds of this match by 
  one die category (20:1 becomes a d12, 12:1 becomes a d10, 10:1 becomes 
  a d8, 8:1 becomes a d6, 6:1 becomes a d4, and 4:1 becomes a d3). On a 
  roll of 1 on the appropriate die the member is a winner and the pay-out is 
  at the original odds (not the adjusted odds received by the member). The 
  maximum bet a member can make on one of these matches is 50 gp.  
  Special: Because of their penchant for winning long odds and taking 
  other people’s money, club members face at least one random, hostile city 
  encounter once per month.
  Advancement: Roll 1d20 once per month for an opening. On a natural 
  20, the position of Club Secretary opens up with a one-time cost of 1,000 
  gp in addition to the standard 250 gp per year club fees. Secretaries have 
  
  47
  GM Guide
  access to better tips and can wager once a month as above but either with 
  a reduction in odds by two die categories (d3 minimum) or with a cap of 
  100 gp instead of 50 gp. In the latter option, the Secretary can split the bet 
  over two bets of 50 gp if she so chooses.
  Club Secretaries can check each month to see if the post of District 
  Secretary turns up (also on a roll of 20), which has a one-time cost of 
  2,500 gp on top of the 250 gp annual fees. District Secretaries get even 
  better tips and each month can choose to either reduce the odds against 
  them by two die categories and have a 100-gp monthly cap (divisible into 
  2 bets if she chooses) or instead have a 200-gp monthly cap which is 
  divisible by up to 4 50-gp bets).  District Secretaries oversee admission 
  of new members.
  Warreners Club (Club)
  The Warreners Club are amateur explorers of the Underneath. They 
  meet up to talk and discuss and swap information about subterranean 
  places and enthuse about all matters below. Many are also members of the 
  Royal Underneath Society.
  Prerequisites: Proficiency in Nature and Survival. One attempt may be 
  made each week to locate a member of the club, and doing so requires a 
  successful DC 20 Intelligence (Investigation) check. Membership in the 
  club is free, but the member must pay 25 gp per year in social dues.
  Benefits: Exposure to experts on the Underneath and Great Dark benefits 
  members of the club by offering insight and important information about 
  these areas. Because of this, members are considered proficient when 
  making Nature or Survival checks that are specific to the Underneath and 
  the Great Dark and they are in the company of at least one other member 
  of the Warreners. This limitation on accessibility can be modified at the 
  GM’s discretion based on any means of remote communication by spell or 
  magic item that a member may possess.
  Special: Creatures whose environment includes underground terrain 
  instinctively know a Warrener when encountered. These creatures are 
  usually hostile to the Warrener. 
  Advancement: Warreners with +5 or greater modifier to both the Nature 
  and Survival skills are invited into the inner circle of select members 
  known as the Descent and can access the club library and museum. 
  Members of the Descent using the museum and library as a research tool 
  related to subterranean matters have advantage on related skill checks. 
  Descent members are expected to pay 100 gp per year in upkeep for the 
  library, as well as the social dues, but can invite other members into the 
  club as they wish providing they meet the necessary prerequisites.
  Guilds
  While clubs can be difficult to enter but easy to leave, one is a member of 
  a guild for life. They are an altogether more serious path, and while bound by 
  the one crucial rule — financial — they are in general a closer-knit group. Just 
  as there are thousands of clubs within the Blight, there are many hundreds 
  of guilds ranging in size from large and mighty to small and virtually 
  insignificant. Also, as with clubs, an individual can generally be a member of 
  only one guild (though leaving them tends to be much more difficult and, after 
  doing so, gaining membership to another virtually impossible).
  Because of the detailed nature of guilds and the sheer number of them 
  throughout the city, only two sample guilds are given below (and even 
  they are related). A list of many of the guilds within the city is provided in 
  The Blight Campaign Guide, but even it is not exhaustive. Rather than 
  list them all, this sample should serve to provide you with the means to 
  construct any sort of guild to suit your campaign. 
  In addition to the normal means of gaining renown (within a guild or 
  organization, you can also award renown to guild member characters as 
  rewards or for characters who achieve personal goals related to matters 
  pertaining to the guild. More information on this can be found in the 
  Personal Goals section later in this chapter.
  The Castorhage Arcane Society
  Wizards and other arcane spellcasters who seek to advance within the 
  Blight often find that their somewhat despised craft brands them (unless 
  they are Upper Class and therefore entitled). By gathering together, 
  and seeking to further their collective aims as scholars, the Castorhage 
  Arcane Society has grown in strength and influence. Guild members are 
  marked with a secret and permanent arcane tattoo (not unlike a typical 
  guild tattoo, but one infused with arcane energy), that shifts and changes, 
  including growing in size as new ranks are achieved within the guild. Any 
  other member of the guild automatically recognises the tattoo if she sees 
  it, and is better disposed to her fellow member, granting advantage to all 
  Charisma (Persuasion) checks made by her fellow scholar.    
  Leader
  Artemi Nightshade (LE male human archmage) serves as the Grand 
  Cabalist of the Castorhage Arcane Society. As a scion of that Great House 
  (see below), Artemi commands both a great deal of wealth and a great 
  deal of political influence. He has learned that to best serve the Society (as 
  well as to line his own pockets without interference) it is better to remain 
  apolitical in the constant tug-of-war for power between these houses and 
  the Royal Family. He is neither an ally nor an enemy of any, though he 
  certainly tends to favour Nightshade agendas if they are not at odds with 
  his goals for the Society. His greatest fear is that Ticcia Borxia (CE female 
  human archmage), the recent Master Cabalist (ranking member of the 
  circle of 12 senior members, the Cabal, just below the Grand Cabalist), 
  is not so neutral toward her own family name as she claims and secretly 
  plots to suborn the Society itself and eliminate Artemi in the process. His 
  suspicion is not incorrect.
  Headquarters
  The headquarters of the Castorhage Arcane Society is a secret known 
  only to its members. The Society meets in one of the Inner Libraries at the 
  Great Library of BookTown (B8). Master Temmil, the Curator, prepares 
  the necessary rooms at times when the Society is meeting and lets members 
  into the locked building when such meetings are held after hours. Temmil 
  is not a member of the Society, but he is a respected supporter of it.
  Joining
  Membership of the guild is sponsored by an existing member in good 
  standing and largely dictated by character wealth. Individuals seeking the 
  friendship (and sponsorship) of a member must first locate one with a 
  successful DC 10 Intelligence (Investigation) check. Once located, the 
  petitioner can attempt a DC 20 Charisma (Deception or Persuasion) check 
  once per month which, if successful, is followed by an immediate DC 
  15 Intelligence (Arcana) check. Failure of either check results in refusal, 
  although further attempts can be made in following months. 
  If a character is successful in these checks and wishes to join the 
  Society, she must demonstrate the ability to cast arcane spells of at least 
  1st level and must then pay a one-time 100-gp membership fee. Once 
  this has been done, the individual receives the guild’s arcane mark and is 
  inducted at the rank of Apprentice of the Society.
  Special Note: Because the Society is open to all arcane spellcasters 
  with the financial means to join, it is one of the few groups that doesn’t 
  mind if its members are also members in other guilds as well.
  Gaining Renown with the Society
  Gaining renown in the Society is always a matter of buying it. It takes 
  the form of increased fees paid to the Society to gain greater access to 
  rank and resources. Society rank is determined by Total Renown (TR) 
  and the benefits of the Society are likewise defined by these ranks. The 
  various ranks of the Society and the one-time monetary cost to achieve 
  them is listed below. It is not possible to move up in the Society more 
  than one rank per month unless some extraordinary circumstance dictates 
  otherwise (as determined by the GM).
  TR
  Society Rank
  Cost
  1
  Apprentice of the Society
  100 gp
  2
  Minor Scholar
  200 gp
  3
  Lesser Scholar
  400 gp
  
  48
  The Blight: Richard Pett's Crooked City
  TR
  Society Rank
  Cost
  4
  Arcane Caster
  600 gp
  5
  Arcane Scholar
  800 gp
  6
  Maester
  1,000 gp
  7
  Spellbinder
  1,200 gp
  8
  Maester Scholar
  1,500 gp
  9
  Arcane Maester
  1,800 gp
  10
  Cabalist*
  2,100 gp
  * After achieving the rank of Cabalist, every additional payment of 
  3,000 gp earns 1 additional TR, but does not provide an increase in rank. 
  The TR above 10 can be used as “good will” when it is time to select a 
  new Grand Cabalist.
  If a member’s TR is ever reduced to 0, they are no longer a member 
  in good standing and no longer gain any benefits of membership. All 
  encounters with Society members are with disadvantage on Charisma-
  based skill checks. It is up to the GM whether a member can buy her way 
  back into good standing or not, depending on what caused it to be lost in 
  the first place.
  Resources
  In any hostile city encounter, a Society member who reveals herself 
  as such had advantage on Charisma checks to adjust the attitudes of the 
  belligerents. If the attitudes are adjusted to at least indifferent and the 
  Society member does nothing to further provoke the other parties, then 
  she will be allowed to leave the encounter unmolested. 
  It is known within the Society and without that some unscrupulous 
  casters when confronted with hostilities may claim to be members of the 
  Society even when that is not actually the case. The Society combats this by 
  actively policing those who make such claims to weed out the pretenders. 
  In any city encounter where membership in the society is claimed and it 
  succeeds in defusing the situation, there is a base 20% chance that another 
  member of the Society or a thrall of a member is within earshot who will 
  cast detect magic to confirm the membership. Society members always 
  recognise the distinctive appearance of one of their tattoos using detect 
  magic. If the person claiming membership proves to be false, the Society 
  member will immediately call them out on it and demand their surrender for 
  Society judgment. Whether an actual fight ensues depends on the relative 
  strengths and confidence of the member making the accusation. In any case, 
  such a perpetrator is marked for further investigation by the Society.
  The public is aware of the Society’s work in weeding out imposters and 
  is generally amiable if not exactly helpful to such endeavours. However, 
  if the claim of being a member of the Society does not diffuse the hostility 
  in a situation, any Society members nearby will not intervene, preferring 
  to avoid notice themselves in such dangerous surroundings.
  In addition to this general protective reputation provided by the Society, 
  membership also provides other benefits based on the member’s Total 
  Renown (TR).
  1 TR: Able to purchase arcane scrolls from the Society of up to caster level 
  4 with no limit on the number available. Gain advantage on Arcana checks 
  related to one school of magic (your choice). Gain access to the network of 
  procurement specialists employed by the Society. These specialists provide 
  access to magic items (common through rare quality), and materials that are 
  not available through most other purveyors in the region.
  2 TR: Gain a basic arcane research assistant capable of doing research 
  for you during downtime. Your assistant also reduces the amount of time 
  it requires to research and craft new spells (limited to 5th level spells and 
  below) or magic items (of common quality) by 10%. 
  3 TR: Able to purchase arcane scrolls from the Society of up to caster 
  level 6 with no limit on the number available. The cost of obtaining magic 
  items and materials for creation of new magic items and spells is 10% less 
  when purchased through the guild procurement system.
  4 TR: Your arcane assistant is now an intermediate arcane research 
  assistant capable of doing research for you during downtime. Your 
  assistant also reduces the amount of time it requires to research and craft 
  new spells (6th level and below) or magic items (common, uncommon 
  quality) by 20%. 
  5 TR: Able to purchase arcane scrolls from the Society of up to caster 
  level 7 with no limit on the number available. The cost of obtaining magic 
  items and materials for creation of new magic items and spells is 20% less 
  when purchased through the guild procurement system.
  6 TR: Your arcane assistant is now an advanced arcane research 
  assistant capable of doing research for you during downtime. Your 
  assistant also reduces the amount of time it requires to research and craft 
  new spells (7th level and below) or magic items (common, uncommon, 
  rare quality) by 30%. 
  7 TR: Able to purchase arcane scrolls from the Society of up to caster 
  level 8 with no limit on the number available. The cost of obtaining magic 
  items and materials for creation of new magic items and spells is 30% less 
  when purchased through the guild procurement system.
  8 TR: Your arcane assistant is now an expert arcane research assistant 
  capable of doing research for you during downtime. Your assistant also 
  reduces the amount of time it requires to research and craft new spells (8th 
  level and below) or magic items (common, uncommon, rare, very rare 
  quality) by up to 40% (GM discretion, especially with very rare). 
  9 TR: Able to purchase arcane scrolls from the Society of up to caster 
  level 9 with no limit on the number available. The cost of obtaining magic 
  items and materials for creation of new magic items and spells is 40% less 
  when purchased through the guild procurement system.
  10 TR: Your arcane assistant is now a master arcane research assistant 
  capable of doing research for you during downtime. Your assistant also 
  reduces the amount of time it requires to research and craft new spells 
  (9th level and below) or magic items (common, uncommon, rare, very 
  rare quality) by up to 50% (GM discretion, especially with very rare and 
  legendary items). Charisma checks with other members of the Society 
  are always made with advantage. The exception is that if a Deception 
  or Intimidation check is made against a higher-ranking member of the 
  Society, you lose 1 TR.
  
  49
  GM Guide
  Master Builders of the Edifice of  
  Royal Engineers, a.k.a. The Royal  
  Arcane Engineers Guild
  The secretive guild of Royal Arcane Engineers is the only group allowed 
  on major building projects, especially those in the Capitol. Members have 
  access to new spells, a grand library of the city, and receive a royal stipend. 
  The guild has developed specialised spells that are used to enable buildings 
  to be safely built atop buildings, and although many cannot afford their 
  services, the guild pride themselves that all buildings lashed onto others 
  without their help collapse. Some say sabotage is at play, but guild members 
  laugh at such suggestions, claiming their time is far too valuable to waste on 
  undermining the shoddy work of others. Their guild tattoo displays a plumb 
  bob and trowel over a shield bearing the numbers II, VII, IX, and X.
  Beliefs
  Ever since the tragedy of 643 when a portion of the Capitol collapsed 
  from earthquake damage sustained more than a century earlier, it has 
  been evident that some sort of order and oversight was necessary to 
  successfully achieve the architectural balancing act of maximizing 
  upward expansion in the city’s limited area while maintaining the 
  structural integrity of the older structures below. The Blight has long 
  been undertaking this in a haphazard, chaotic manner, but the Royal 
  Arcane Engineers’ Guild are who set about to make that a reality. 
  By strict adherence to carefully contrived standards of materials and 
  methods (and no small amount of proprietary magical augmentation), 
  the guild has spent the last millennium achieving something that is 
  all but unheard of in the Blight: Where they have been, the guild has 
  managed to create stability.
  Goals
  The guild knows that the works of other builders in the city are 
  inferior; in fact, most of them are downright dangerous. The guild knows 
  that it lacks the resources and time to oversee all construction within the 
  empire, but that doesn’t mean it thinks that it shouldn’t. With one project 
  at a time, the guild seeks to project its influence over the construction 
  practices of the city-state. Most citizens who seek to build within the 
  city cannot afford the services of the guild, but the guild believes that 
  they should therefore not build. They do not acknowledge the necessity 
  for building beyond what they are able to accomplish, which makes 
  them completely unrelatable to the common folk and has helped ensure 
  that even after more than a thousand years of presence within the city, 
  they are still no closer to achieving the standardization of architecture 
  that they seek.
  Leader
  The Royal Arcane Engineers are ably managed under the stern eye 
  of Grand Master Creator Permenya Tundlestoke (LN female dwarf 
  archmage (specializing in transmutation)). Permenya, of the Underneath 
  Tundlestokes, followed in the footsteps of her grandfather Sheffer as 
  leader of the guild. She has an intimate knowledge of transmutation magic 
  and its application in the unique building conditions of the Blight but 
  received a very thorough business education as well in her youth. The 
  fortunes of the guild have only improved during the three decades of her 
  tenure so far.
  Headquarters
  The Edifice of Royal Engineers is said to lie somewhere in the 
  Capitol, though its exact location is unknown. Whether this is a 
  matter of security or because it is constantly being moved (some 
  rumours say due to instabilities in the Capitol’s foundations that they 
  are continually forced to shore up to preserve the reputation of their 
  order). Whatever the reason, it is said that a system of secret knocks 
  and passwords at the Great Door (C1) results in being escorted to 
  the proper location. Rumours also mention, however, that the wrong 
  password or knocks result in being escorted to a secret oubliette for 
  a stay of indeterminate length.
  Joining
  Joining the Royal Arcane Engineers requires that a candidate have 
  the ability to cast 3rd-level spells of the transmutation school. The 
  petitioner must then bribe a minor Capitol official with 2,500 gp and 
  then make a successful DC 15 Intelligence (Arcana) check during an 
  interview to successfully identify the techniques for certain relevant 
  spells. Only one attempt at this process can be made per month. 
  Though arcane casters are by far the most common members of the 
  guild, there are divine casters (limited to clerics of lawful religions) 
  that demonstrate sufficient mastery of the requisite transmutation 
  school (through multiclassing or other means allowing them to cast 
  arcane spells) to qualify as well.
  The spellcasting ability of the member determines her rank in the 
  organisation. The initial rank within the guild is Royal Arcane Engineer. 
  New Spells of the  
  Royal Arcane Engineers
  Arcane Veins
   
  3rd-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a pinch of quicklime, a pebble, 
  and a splinter of wood)
  Duration: see descriptionVeins of arcane power 
  course throughout the touched structure, creating 
  a magical strength and stability to it. The structure 
  becomes sturdier and less susceptible to damage, 
  increasing its AC by 2, its hit points by 10%, and its 
  damage threshold increased by 10%. 
  This spell has no effect on magical structures or creatures such 
  as constructs.
  If cast on a structure, the spell initially effects an area 20 feet by 
  20 feet in size. This area grows over the course of time, however, 
  at a rate of an additional 20-foot-by-20-foot area per year in the 
  direction as designated at the time of the casting, and continues for 
  a total of 5 years. The effects of the spell can spread beyond the 
  structure it was initially cast upon to adjacent structures if they are 
  physically connected (such as by a wall or bridge).
  Additional castings of the spell on the same object or structure 
  have no additional effect, though if cast on a structure larger than 
  the spells area of effect they can be combined for better coverage 
  of that area.
  At Higher Levels. When the spell is cast using a spell slot of 
  4th level or higher, the structure’s hit points and damage threshold 
  increase by 10% for each slot level above 3rd.
  Greater Arcane Veins
   
  5th-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a pinch of quicklime, a pebble, 
  and a splinter of wood)
  Duration: see description
  This spell functions like arcane veins, except the increase in 
  AC is 4, hit points are increased 20%, and the damage threshold is 
  increased by 20%. Additionally,
  At Higher Levels. When the spell is cast using a spell slot of 
  6th level or higher, the structure’s hit points and damage threshold 
  increase by 20% for each slot level above 5th.
  
  50
  The Blight: Richard Pett's Crooked City
  Can Cast
  Society Rank
  Cost
  1st-4th level  
  Transmutation Spells
  Royal Arcane  
  Engineer
  2,500 gp
  5th level  
  Transmutation Spells
  Arcane Contriver
  5,000 gp
  6th level 
   Transmutation Spells
  Master Creator
  10,000 gp
  7th level  
  Transmutation Spells
  Minor Grand Master 
  Creator
  15,000gp
  Gaining Renown
  Gaining renown with the Royal Arcane Engineers is usually 
  accomplished by securing and completing a prestigious building 
  project. If a project that a member of the guild was involved with is 
  later destroyed through natural or unnatural means, that guild member 
  loses a TR. Likewise, the discovery or development of new spells with 
  application in engineering and building gains renown for the discovering. 
  Finally, 1 TR is gained by a member each time she achieves a new rank 
  within the guild.
  Resources
  The guild has a vast library of information on building and the building 
  application of the arcane arts that it has amassed for over a thousand years. 
  Members are given access to these materials and other perks based on 
  their TR within the guild.
  1 TR: When in the guild library, the DC on Intelligence (Arcana) and 
  Intelligence checks relating to engineering and construction is reduced by 
  2. The DC on Charisma (Persuasion and Deception) checks dealing with 
  the Royal or Upper Class castes is reduced by 1.2 TR: Transcribe any 
  common transmutation spell of 5th level or lower.
  3 TR: Purchase an arcane scroll of any common transmutation spell 
  for half price.
  4 TR: When in the guild library, the DC on Intelligence (Arcana) and 
  Intelligence checks relating to engineering and construction is reduced by 
  3. The DC on Charisma (Persuasion and Deception) checks dealing with 
  the Royal or Upper Class castes is reduced by 2.
  5 TR: Gain access to study and learn the spell arcane veins (see 
  sidebox).
  6 TR: All Intelligence (Arcana, History, Nature, Religion) checks 
  related to the city of Castorhage and its holdings are made with advantage. 
  The DC on Charisma (Persuasion and Deception) checks dealing with the 
  Royal or Upper Class castes is reduced by 3.
  7 TR: Gain access to study and learn the spell greater arcane veins (see 
  sidebox).
   Transcribe any common transmutation spell of 7th level or lower.
  8 TR: Once per game week, when making any non-Intelligence check 
  related to the city of Castorhage and its holdings, substitute an Intelligence 
  check. Charisma (Persuasion and Deception) checks dealing with the 
  Royal or Upper Class castes are made with advantage.9 TR: Transcribe 
  any common transmutation spell of 9th level or lower.
  Cults and Gangs
  In dealing with organisations that stand opposed to the characters 
  (usually cults and gangs), the Blight uses an abstract system to measure 
  the relative strength of these groups. Such groups are assigned a level 
  (although some groups — such as the Illuminati — are off the scale as far 
  as resources go because they are a core friend or enemy of the Blight and 
  as such are effectively ever-present). These groups may become friends or 
  foes of the characters at some point through an adventure, reputation, or 
  even accident and require a gauge of their power for you to work from.
  The relative power of a gang or cult is represented by its level. The level 
  of a group gives an indication of the strength of the leaders, and the relative 
  strength in levels of their members. The level of a gang is usually the 
  leader’s character level (though there are occasional exceptions to this), 
  and the level of the group is squared to approximate the total class levels 
  
  51
  GM Guide
  of its membership. Gang levels in general range from 5 to 20, although 
  higher- and lower-level gangs are out there. A group is also detailed by 
  a general alignment, its primary location, its leader(s), motivation(s), 
  friends and foes, tactics and morale. 
  Many groups are not easy to defeat since, unlike organisations such as 
  the Watch or the Royal Army, they rarely operate in large groups or from 
  a single location, but as a disparate mass spread over an area. Members 
  of a group, for example, could be brought together for an activity, and the 
  leader may decide that several members are required. Some gangs, cults, 
  and groups do operate from a single base, and the choice ultimately is 
  yours — using the examples provided, do you want a covert adventure of 
  hit-and-run tactics with the characters having to seek out various factions 
  of the coven, or do you prefer the idea of a fixed coven base? 
  A group, like any encounter, should have tactics that represents their 
  typical modus operandi, and morale. The morale gives the general 
  likelihood of the gang retreating from any given combat encounter based 
  on the table below. The morale should also list under what circumstances 
  the group is entirely disbanded; these circumstances may not match the 
  same qualifiers as given for encounter morale but usually follow along 
  the same lines. For example, a mad group of cultists who seeks to eat 
  the moon may never give up until each one of them is slaughtered, every 
  member always seeking new members over time so that unless purged, the 
  threat is always there. A less-desperate group such as a smaller thieves’ 
  guild may be disbanded if half or even a quarter of its number is destroyed, 
  capture or slain.
  Unless otherwise noted, groups that are not defeated are able to recruit 
  new members by various means to replace lost members and even grow a 
  bit over their baseline level at your discretion, varying their numbers and 
  otherwise being dynamic, living organizations. Generally, lawful groups 
  (who operate in a more orderly fashion) can recruit new members at a rate 
  of 1 new class level for each level of the group per month. Chaotic groups 
  recruit at a rate of 1 new class level per group level per week but have a 
  50% chance to lose a similar number of class levels instead, though never 
  for 2 weeks in a row. So the 9th level opium-dealing Irthren Gang (CE) 
  under attack from characters of a holy order can regroup and recruit 9 
  class levels of new members in a week — through bullying, intimidation, 
  or other methods such as bribery. However, in any given week there’s a 
  chance that they lose that number of class levels instead.
  Sample Gang: Hood Street Vandals (Level 7)
  Alignment: CN
  Location: Artists’ Quarter
  Leader: Edwin Sedge (CN male blighted human veteran)
  Motivations: Smash the mills
  Friends: The Family (Festival), Anarchists (sometimes), low-
  er-caste workers
  Enemies: Royalists, City Watch
  Tactics: Operate by night. Sedge can gather up to half the 
  group in 4 hours, or the entire group with a day’s notice. 
  The group use hit-and-run tactics, attacking lone targets 
  and then vanishing into the night.
  Morale: Hardy; the leader, all three of the Brothers, and half 
  the group must be slain or captured before the group 
  breaks and ceases as a viable entity.
  The Hood Street Vandals are a group loosely allied to the Anarchists 
  and are based in the Artists’ Quarter. Their leader, Edwin Sedge, a former 
  workhouse orphan, was so badly abused during his youth that he grew up 
  with a hatred of all things “establishment.” The group is a covert gang that 
  aims to smash mills, factories, and workhouses near the Artists’ Quarter. 
  Membership is secret, and a matter of caste, with Lowfolk workers 
  forming the bulk of its membership. Instructions are spread through word 
  of mouth, with lesser members being aware and following instructions 
  from a trio of brothers (called “the Brothers” by members of the gang), 
  any one of which knows approximately 50% of the lesser members by 
  name. The Brothers in turn act under direct instruction from Sedge.
  The Four Great Families
  There are four great families in the City-State of Castorhage: the 
  Castorhage Family (the Royal Family), the Borxia Family, the Nightshade 
  Family and the Tredici Family. Below them are a swarming mass of other 
  houses, great and small, all wielding various levels of power and influence. 
  As a subsection of Gangs, the rules can be applied to these politically and/
  or nefariously connected houses as well to create a gauge of their power 
  and influence.
  Blood runs thicker than water, they say, and unlike gangs, ties of blood 
  are often intricately woven into others through marriage. The relative 
  strength of each family is given in a simple stat block, designed to reflect 
  not only their power, but their allies and enemies, as well as their elders.
  Sample Family: House Wether (Level 9)
  Alignment: N 
  Location: Capitol
  Family Head: 
  Lilly Wether (N female human spy) 
  Primary Motivation: Loyalty to the Royal Family
  Friends: Secret alliance with the Clan Sullage (BookTown) 
  aimed at bringing the Borxias down, their deals swinging 
  on property and business ventures; the Royal Family (Cap-
  itol)
  Enemies: Outrage and condemnation of House Shibboleth 
  over attempts to frame an (allegedly) innocent senior 
  family figure over a fair duel results in frequent duels be-
  tween the sons of both families; hatred of the Borxia Family 
  Morale Levels
  Percentages indicate the chance that the group or individual will 
  retreat from an encounter. This check is made each time one of the 
  listed criteria is fulfilled. If a group is outnumbered by 2-to-1 or more or 
  face opponents with a clear tactical advantage or dire reputation (GM 
  determines), its morale level is reduced by one for the purposes of that 
  encounter. If a group is in its headquarters or some other location it 
  considers to be a major stronghold, its morale is increased by one level 
  for that encounter. All numbers are in reference to the number of group 
  members present for the encounter rather than for the group as a whole.
  Breaking: 50% when faced with the prospect of battle 
  regardless of group size. 100% if demoralized by a successful 
  Intimidate check or one of their number is killed or incapacitated.
  Low: 50% when faced with the prospect of battle while 
  outnumbered or if demoralized by a successful Intimidate check. 
  75% each time a member is killed or incapacitated. 100% when 
  reduced below half their numbers.
  Cautious: 35% when faced with the prospect of battle while 
  outnumbered. 50% when the first member is killed or incapacitated. 
  75% when reduced below half their numbers. 100% when reduced 
  to one-quarter their numbers.
  Average: 20% when faced with the prospect of battle while 
  outnumbered. 35% when the first member is killed or incapacitated. 
  50% when reduced below half their numbers. 75% when reduced to 
  one-quarter their numbers and each death or incapacitation thereafter.
  Hardy: 10% when faced with the prospect of battle while 
  outnumbered. 25% when the first member is killed or incapacitated. 
  35% when reduced below half their numbers. 50% when reduced 
  to one-quarter their numbers and each death or incapacitation 
  thereafter.
  Courageous: 10% when the first member is killed or 
  incapacitated. 25% when reduced below half their numbers. 35% 
  when reduced to one-quarter their numbers and each death or 
  incapacitation thereafter.
  Very Strong: 10% when reduced below half their numbers. 
  25% when reduced to one-quarter their numbers and each death or 
  incapacitation thereafter.
  Fearless: Fanatics who never retreat from an encounter and will 
  fight to the last.
  
  52
  The Blight: Richard Pett's Crooked City
  over property disputes and unpaid loans as well as deaths 
  of family diplomats at their hands
  Tactics: Spying, brokering information and secrets 
  Morale: Very strong. Exiles flock to their banner, and the 
  family name is arrogantly bandied about throughout the 
  city; the support of the Royal Family secures their future so 
  long as the Castorhages are in power.  
  Although giving a good indication of the family, these statistics are 
  also slightly abstract on purpose. They do not go into great detail about 
  the family members or alliances but can be used to judge who is more 
  powerful than whom, and are intended as a jumping off point that you 
  can flesh out and develop for your campaign. Unlike gangs (see below), 
  family runs deep and can count upon lesser families as allies.
  Magic
  There are thousands of independent wizards and sorcerers operating 
  in the city, but in general access to the higher-level spells (6th-level and 
  above) are controlled by guilds, who guard them jealously — even going 
  to so far as to burn copies of spells in their libraries if they discover them.
  Higher-level divine spells are even more strictly controlled, and 
  generally only deemed suitable for Royals or those of great importance. 
  As such, spells such as raise dead, resurrection, and true resurrection are 
  not generally for sale to the ordinary character unless they have powerful 
  connections. If you wish, you can ignore this rule. However, its basis is in 
  the logic of the city: The nobles wish to keep such miracles for their own 
  use. “Dish them out to the Lowfolk,” they say, “and everyone will want 
  them.” This does not rule out high-ranking clergy or those who serve them 
  being given access to such spells as rewards, for example.
  The Illuminati are rumoured to be the depository of hundreds of 
  unknown spells, taken by their spies, unearthed by their explorers, and 
  ripped from alien hands by their adventurer-agents. Tales of countless 
  new forms of magicks and twisted domains of spells are speculated upon 
  by conspiracy theorists. Of the few known to truly exist, the foul birth 
  magic, that targets the unborn with vile eldritch and arcane power while 
  still in the womb, has evidence walking and staggering across the city. 
  Tales of spells that can unmake a person’s biology, of arcane powers that 
  can control parts of the Between, and those that are able to break and bend 
  the will of men to unspeakable acts continue to be whispered. 
  Miracles and Magus: Optional 
  Rules for Buying Spells and 
  Magic in the Blight
  “Only the wise know how to use the dangerous curse of magic, and 
  only a fool would tamper with it.”
  — One of the Seven Prayers of Castorhage
  Magic brings power, and power is something jealously guarded in the city. 
  Buying magic therefore is more difficult in such a closed society and, if you 
  use the optional rules outlined in the sidebox below, all magic is affected.
  Where magic is sold, it commands the normal price as noted in the 
  guidelines for magic items in the game master’s section of the rules. 
  Magic Items and Spells
  Magic brings power, and power is everything in the Blight. Magic items 
  therefore rarely come up for sale, and even potions and scrolls are guarded 
  lest they fall into the wrong hands. Some locations do trade magic, but the 
  profession is considered a very dangerous one; gifted crafters are often 
  taken by jealous individuals and groups and put to work on their whims. 
  In general, such items cannot be purchased save at specifically noted 
  locations within the city-state, but groups, friends, and masters may be 
  located to make such objects easier to commission. The determination of 
  such contacts rests with you as GM to install into adventures as friendly 
  contacts or perhaps power rewards. For example, the characters may save 
  a member of a cabal who has powerful friends. The character’s reward is a 
  power award (see below) that enables them to purchase rare items of up to 
  5,000-gp value, but each item must be commissioned with crafting times 
  as indicated in the game manual plus 1d6 weeks.
  Spellcasters may also join an appropriate guild or club that allows them 
  access to spells and items. If you do not wish to go with specific clubs 
  or do not have time, use the rule of thumb that a one-time fee enables 
  the character to join such an association. Such cabals and clubs have 
  an indicator to represent the rarity of items and spells they offer or can 
  create, with the fee being 250 gp per rarity or spell level. As an example, 
  the Cabal of Shadowy Illusionists (uncommon, level 5) has the ability to 
  create all magic items up to uncommon rarity for a cost of 500gp and 
  has access to all associated spells up to 5th-level for a cost of 1,250 gp. 
  Purchase of spells and items is in addition to the fee, of course, and unless 
  the fees are paid in full, membership is refused.
  This association also works for divine spellcasters. They pay a one-time 
  tithe to their church at the appropriate level and thereafter have access to 
  items and spells of up to that level. 
  At your discretion, clubs may bar entrants from higher-level clubs than 
  their own character level, so a 1st-level spellcaster could not pay 1,250 gp 
  to join a higher-level guild or club. 
  Spellbooks outside of cults and cabals are scarce, but it is always 
  possible to obtain such items on the black market (at a premium, of course) 
  if more honest means are not available. The markets in some sections of 
  the city — notably BookTown — heave with tomes and books that can be 
  purchased or modified by additional pages.
  Be wary, however, about treating spellcasters fairly. The standard here 
  is that magic is rare and its users are people to either be feared or admired, 
  possibly in equal measure. This trade-off can be mechanic (adding say a 
  fear factor for those not used to being exposed to magic) or a role-playing 
  one (spellcasters are popular).
  Consider the sidebar options, but if none of them suit, either go with 
  your own or ignore the magic aspect presented here.
  
  53
  GM Guide
  Death and Magic
  Resurrection and raise dead are serious matters in the Blight and are 
  only generally available to the most important Royals, priests, and political 
  figures of great power, those lucky enough to personally know someone 
  capable of casting these spells, or belong to a cult where such actions occur. 
  They are certainly not available to the common man at any price. The idea 
  of (near) eternal life is considered blasphemous in many religions and some 
  groups, notably the Knights of the Great Order (a LN order of knights 
  whose sole purpose is to hunt down and immolate those who have been 
  raised), who take a particularly dim — and violent — view of it.
  Personal Goals
  Personal goals are life aims that are given an XP reward when achieved 
  by a player character. These goals can be identified when the character 
  is generated, or acquired like power and friendships as the character 
  progresses through a campaign. 
  Personal goals are usually selected by the player with the GM’s 
  agreement, but occasionally a GM may wish to add one. For example, 
  if the GM wishes a character to begin his career already hating wererats, 
  he can work with the player to devise a modified background where, as 
  a child, one of the character’s parents was killed by wererats, but more 
  than simply murdered, they were eaten alive by the wererats’ pack. The 
  character witnessed the event and only escaped through sheer luck. The 
  character’s personal goal is to kill 50 wererats, and she receives a specific 
  reward, commensurate with the estimated difficulty of the goal, when it 
  is complete.
  Be imaginative with the goals you choose, and if you don’t want one, 
  that’s fine, not everyone has such motivations in life.
  Personal goals are judged by challenge rating just as standard encounters, 
  and rewards should be similar when the goal is achieved. If the reward is 
  experience points, then they should go directly to that character and that 
  character alone, although constituent aspects of the goal inevitably lead 
  to other experience on the way for her friends (the actual slaying of the 
  wererats, for instance). It should be noted that the character does not need 
  to be directly responsible for the achievement of the goal (i.e. the character 
  does not have to personally slay all 50 wererats), but the character must 
  be involved as at least a motivating force behind the achievement of the 
  goal, if not an actual participant. Therefore, the character can be a member 
  of a wererat hunting party, the character can be a lone wererat stalker, 
  or the character can hire a group of mercenaries to carry out his wererat 
  extermination. In all cases, when the 50 wererats have been killed, the 
  character receives the personal goal’s achievement reward. 
  You can see how individuals (especially villainous NPCs) might 
  achieve level advancement without actually dirtying their hands, which 
  fits in well with the concept of conspirators and secret movers-and-shakers 
  behind the scenes that is so prevalent in the Blight. It also gives credible 
  explanation how someone with clearly limited direct combat capabilities 
  such as an Ernst Stavro Blofeld (a supervillain created by Ian Fleming 
  for his James Bond series) type of character can lead an organization of 
  henchman of its calibre and be a suitable match for a high-level character 
  such as Bond. This mechanic works especially well in a campaign that is 
  more than simple blood-and-muscle combat encounters.
  A list of possible goals and their potential levels are assigned below. 
  The GM must be careful to ensure that rewards are not too high for the 
  goal assigned or chosen, and that the story can have an end: a personal 
  goal of bringing down the monarchy, for example, is unrealistic, however, 
  a personal goal to join the anarchists is not.
  Characters in general only have one life goal at a time, although as 
  GM you may allow as many as you wish. Where a personal enemy is 
  designated, the character must only play a role in their demise, so a 
  character group attacking the Cult of the Rusted Henge would be enough 
  to fulfil a specific goal on behalf of a character hating or opposing them. 
  As a final caveat for the use of personal goals in your game, the players 
  should be aware that if the character unwittingly fulfils some major aspect 
  of her life story, she does not receive the reward. In the example above, if 
  the character kills 50 wererats, only the enemies that she knew (or at least 
  had good reason to strongly suspect) were wererats contribute to the goal. 
  Killing the henchmen of the wererats, who were not themselves wererats, 
  does not count toward this goal, and if the character kills some thug on the 
  street who also happens to be a wererat without the character being aware of 
  it, it also does not contribute to this goal. This could lead to some need for 
  reasonable adjudication on the part of the GM if the character later discovers 
  How Magic is  
  Viewed in the Blight
  This is very much a matter of personal taste, but the general 
  assumption in the city-state is that magic is power, and power 
  should not fall into the wrong hands. How you run this is a matter 
  for you and your players, but some increasing scales of control are 
  given below. Each requires you to decide — if you even wish to 
  — how to tweak the way magic is viewed in this campaign. This 
  is not for everyone; many people love high-magic campaigns, in 
  which case simply ignore these rules.
  1. Magic is Not Generally for Sale
  This is the mildest of the aspects and the one suggested to be 
  used when running this campaign. Magic is simply so rare that it 
  has fallen into powerful hands and only appears when an obscure 
  item turns up at an auction, is stolen, or a treasure trove is found. 
  Potions and scrolls do not generally fall into this category since 
  they are relatively weak, but casters who make a habit of supplying 
  scrolls to revolutionaries may not last long.
  When spellcasters are seen in the street who do not clearly 
  represent a recognised god, their presence creates a spectacle. 
  Any members of the Watch report such matters or may even try to 
  capture such casters for a reward. It should generally only affect 
  the game when such characters are captured by the Watch, in 
  which case they are hastily tried for witchcraft (usually when an 
  under-justice can be called in 1d4 days), and executed by pyre. 
  Consequently, many arcane spellcasters take to donning 
  ecclesiastic attire to disguise their abilities from the ignorant 
  masses, playing their magical abilities off as divine in nature. How 
  the various NPCs in your campaign react to this is left to you.
  2. Magic is Dangerous
  Not only is magic not for sale, but those who command it are to 
  be feared. When magic is used, it has that effect upon the ignorant, 
  who fear it accordingly. This isn’t necessarily a mechanical game 
  effect. A wizard sending a fireball across a street at some foes 
  would be held in awe and terror. Perhaps ignorant City Watch 
  officers flee or become frenzied in their wish to kill or to escape. 
  In this version, magic is something to try to keep secret, and 
  when discovered being used, should have an ongoing campaign 
  effect. Perhaps a subtle effect, such as NPCs fearing certain 
  spellcasters or treating them with undue respect, or perhaps the 
  characters pick up a few pursuing witchhunters. 
  3. Magic is Evil 
  In this final version, magic is viewed as being positively 
  wicked, and all spellcasters that are not clerics are clearly 
  witches, unless they belong to the right guild and can prove their 
  aristocracy. Arcane spellcasters may be discriminated against and 
  feared. In game mechanics, all known arcane spellcasters make 
  Charisma (Intimidation) checks with advantage but commence 
  any encounter with a NPC who does not know them beyond their 
  ability to cast spells as hostile (so a character who is indifferent 
  to the other characters commences the encounter with a hostile 
  attitude toward the spellcaster).
  Do not use this version to belittle or isolate arcane spellcasters, 
  but to add an aspect to them that is both good and bad. They are 
  feared for their gifts. If they repeatedly use them boastfully or in 
  prominent places, there should be consequences. Perhaps a Guild 
  member seeks them out for a task, or a witch-hating peasant or 
  priest comes hunting them.
  
  54
  The Blight: Richard Pett's Crooked City
  that someone she had previously killed was, in fact, a wererat and asks how 
  this will apply to the life goal. In general, granting the reward with the 
  discovery of the knowledge retroactively is probably not an issue. But if the 
  knowledge would be sufficient to reveal that the goal should have been met 
  and the reward given at some prior point, it may not make for a satisfying 
  game solution. It may require the GM to extend the goal slightly so that 
  the character can achieve it with an active effort rather than backing into it 
  unknowingly and then suddenly reaping the benefits of its rewards. Back 
  to our cinematic example, it would be a singularly unsatisfying moment 
  if during the assault on Blofeld’s stronghold Bond suddenly realized as he 
  finally reached Blofeld’s inner sanctum that the archvillain had been killed 
  by an errant piece of shrapnel during Bond’s opening volley. 
  The achievement of the personal goal and reward should feel like an 
  achievement for the player as well as the character, so you should strive to 
  make it so even if that means a slight manipulation of matters at the end.
  Sample Reward
  Sample Goals
  Choice of common 
  magic item
  Join a club or avenge a death by 
  slaying a petty official.
  500 gp
  Marry a childhood sweetheart, have 
  children. 
  1,000 XP
  Defeat 5 of a specific personal  
  enemy.
  Choice of  
  uncommon magic 
  item
  Destroy a petty guild or club, or 
  unmask an organisation of minor 
  repute by providing evidence to a 
  holy order of wrongdoing. 
  2,500 gp
  Slay a minor noble, purchase a  
  particular property that has been 
  taken by others illegally, raise 
  enough money to free a relative 
  from a terrible gaol or break them 
  out of same.
  Gain a special title
  Marry a famous beauty, perform to 
  royalty. 
  5,000 gp 
   25 of a specific personal enemy  
  (At least CR 2).
  Choice of rare 
  magic item
  Destroy a moderately powerful guild 
  or club, avenge a childhood wrong 
  against nobility by tracking down 
  the noble and either killing or ruining 
  him. 
  10,000 gp
  Rise to the rank of guild leader in a 
  major guild, track down and kill a 
  serial killer of great repute. 
  Advance to higher 
  caste
  Build a church or purchase a manor 
  house.
  Awarded honorary 
  university degree
  Create a new 5th-level spell, explore 
  Between or other exotic lands and 
  have a significant geographical 
  feature named after you.
  Knighted by the 
  Queen
  Amass a personal fortune of at least 
  50,000 gp (not including magic 
  items possessed).
  25,000 gp
  Defeat 50 of a specific personal  
  enemy (At least CR 3).
  Choice of very rare 
  magic item
  Unmask a devil, demonic or  
  n’gathau cult and slay its leader. 
  Made titled (minor) 
  nobility
  Bring down a major guild or club, 
  rule a parish, gain a 20th-level 
  friend, establish a dynasty, establish 
  a powerful business garnering 20,000 
  gp per year.
  Sample Reward
  Sample Goals
  Invest in lucrative 
  venture
  Amass a personal fortune of at least 
  100,000 gp (not including magic 
  items possessed).
  Join inquisitors or 
  witchhunters
  Build a cathedral.
  50,000 gp
  Defeat 75 of a personal enemy  
  (at least CR 4).
  Choice of  
  legendary  
  magic item
  Bring down a major cult, become 
  a Justice, rule a district, establish a 
  powerful club or guild.
  Made landed  
  nobility
  Go on a quest to recover a holy  
  artefact, marry into the upper  
  echelons of the Royal Family.
  75,000 gp
  Defeat 100 a specific personal  
  enemy (at least CR 5)
  Power
  Power in role-playing games comes in many shapes and sizes but 
  generally revolves around a statistical basis: What are the highest-level 
  spells you can cast? How many hit points does the monster have? What 
  feats can your character use?
  However, it is also true to say that it is not always what you know but 
  who you know that defines power.
  Power as a Reward
  As an alternative or addition to money, you may decide to reward 
  your characters with power. Rewards can range from trivial, such that 
  the characters earn the respect of locals in the parish of Dern Bridge and 
  all Deception, Intimidation, and Persuasion checks are made with the 
  character’s proficiency bonus added for a year, to the profound resulting in 
  the character being invested with the title of Lord Under-Justice of Trade, 
  a position of great import and that pays 25,000 gp per annum.
  Be careful when offering power as a reward, though, because as the 
  saying goes, with it comes responsibility. If you wish to keep things 
  simple, reward the power as a simple bonus to income, skill checks, or as 
  followers. More complex power rewards could involve interaction with 
  other powerful individuals, opportunities to influence important decisions 
  and possible trade and/or nefarious activities. An interesting campaign 
  could revolve around various powerful houses that vie for the illicit 
  trade in contraband, with interaction at a political and covert level. The 
  characters build up power rewards by influencing aspects of these families 
  and rise in power accordingly.
  Example Power Reward: 
  Fetch Destruction
  If the characters rid a portion of the city of Fetch, they are 
  installed as parish undead hunters, positions that bring in 1,000 
  gp per year. The parish installs six guards as underlings of the 
  characters and replace dead underlings at a rate of one per year.
  The character’s interactions (all Deception, Intimidation, and 
  Persuasion checks) are made with advantage within the parish. If 
  they wish, once per month, the characters can push local traders 
  for extra tax, bringing in a further 200 gp if they make a DC 15 
  Charisma (Intimidation) check. However, at the same time the use 
  (or overuse) of this tax bullying should likewise have consequences 
  for you as GM to decide.  
  
  55
  GM Guide
  Power as a Goal
  The Blight is rotten to the core, and power is something almost everyone 
  strives for. The characters can take part in this corruption or perhaps seek to 
  better things by working toward obtaining their own power. As discussed 
  in the Personal Goals section, some characters may seek an entry into the 
  ranks of power in the city as part of their background aspirations. As such, 
  power, as presented here, can be used as a part of a character’s personal 
  goals as described above.
  The guilds offer one avenue into the establishment. Generally, to obtain 
  such power the characters must remove the incumbent (who is invariably 
  corrupt anyway) by bribing his immediate superior to remove him or by 
  securing the position in some other way (perhaps as a reward, or perhaps 
  by carrying out a duty for a guild, aristocrat or other influential person).  
  Relationships  
  as Rewards
  Consider that the characters’ actions always have some kind of effect: 
  the characters can act selflessly, perhaps saving a hostage or commoner 
  from danger, perhaps they save a merchant’s daughter and gain her father’s 
  undying gratitude. Such actions could reap new relationships, which may 
  also increase their power (as detailed above).
  For example, the characters unmask a plot by cadaver snatchers to 
  harvest parts from beautiful young people for local golem-stitchers. These 
  people are all the offspring of commoners, and only the characters stand 
  up for them. At the close of the adventure, you may decide that one of 
  the young people is a potential partner for a character. You may decide to 
  grant this friendship as given, and hand the character the details, or you 
  may decide that if a character passes a certain action (a Persuasion check 
  or other appropriate skill check), the character can develop a relationship 
  with that individual. 
  Advancing Relationships
  You can make the friendships as complex as you like, keeping track of 
  NPCs as individuals who sometimes accompany characters or who have 
  adventures of their own that are referred to in passing or which could lead 
  to other adventures. You may also decide that such NPCs are static, and 
  stay at the levels initially generated, happy with a quieter life. Or you 
  could decide to advance the NPCs at a rate relative with the characters 
  — either half, one-quarter or one-eighth for example, depending on how 
  useful you wish these friends to be and how powerful your campaign is in 
  terms of levelled characters.
  Technology & Firearms
  Technology levels of the Lost Lands are defined in Chapter 1 of The 
  Blight Campaign Guide, but a short discussion of technology as it applies 
  to the Blight is warranted here in The Blight GM Guide. The technology 
  level for Castorhage as given in Chapter 1 is “Industrial Revolution,” 
  which in the Lost Lands means the folk of the Blight have access to or 
  are at least exposed to steam power, clockworks, and manufactories on 
  a regular basis. In fact, Castorhage is the most technologically advanced 
  society in the entirety of the Lost Lands campaign setting. Even dominant 
  global powers such as the Empire of Oceanus that rose from its simple 
  island roots and brought the entire Foerdewaith empire to bay can only 
  claim an “Age of Sail” technology level, while cosmopolitan Bard’s Gate 
  barely makes it to the level of a Renaissance technology.
  Why Castorhage possesses this unique technological advantage is 
  wrapped in a combination of its relative seclusion while still maintaining 
  the full innovative support of the great empires of the world throughout 
  its existence, the uninterrupted will of its government to seize and exploit 
  every possible technology available without the typical concerns of 
  political and moral restraint, as well as its unique position in relation to 
  the otherworldly influence of Between upon the minds, bodies, and souls 
  of its populace. In short, Castorhage is a place that has been “touched” (or 
  “blighted” if you will) and has had the resources and unimpeded political 
  will to explore a myriad of lines of scientific query to their logical, illogical, 
  and often even catastrophic conclusions. The Blight is the mad scientist’s 
  lab where he never had to worry about a mob of villagers with torches 
  and pitchforks coming to end his unnatural experiments. The sciences, 
  pseudo-sciences, and meta-sciences have benefited from this unbridled 
  excess, but the city has certainly suffered for it.
  But though the City-State of Castorhage has long had access to steam 
  power and clockworks (the former was tinkered with on Earth as early 
  as the 1st Century AD by Heron of Alexandria and the latter startlingly 
  exhibited in the Antikythera mechanism believed to date as far back 
  as 150 BC), the Blight is no steampunk campaign. Because where 
  traditional steampunk settings harnessed the power of steam into all sorts 
  of mechanical wonders, in Castorhage it never became more than an 
  auxiliary source. For in Castorhage, the great experimenters discovered 
  the great possibility and cheap availability of necromancy, not simply in 
  the obvious sense of animating legions of zombie labourers, but rather in 
  its application through necrocraft and golem innovation. While the many 
  technological innovations that power Castorhage incorporate steam power 
  or clockworks, at the core is their reliance preservation and animation 
  of once-living flesh to supply their labour and energy needs. It is much 
  cheaper and easier for the arcanists of the city to harvest the limbs of the 
  dead or dying and craft them into an animated bucket brigade than forge 
  and install an expensive and heavy steel pipe to carry water up a slope, 
  and it is this philosophy that has driven the city’s innovation for centuries.
  Example Power Goal
  To achieve this goal, the character must bribe the commander 
  of the local Watch Station, Hamandus Quade (NE female gnome 
  burglar), with a bribe of at least 1,000 gp and make a DC 15 Charisma 
  (Persuasion) check. Only one check is allowed per bribe, and only one 
  bribe attempt is allowed every month (the bribe is still taken whether the 
  check is successful or not). The first character to succeed in the check is 
  offered the position of UnderMaester of the South Street Docks.
  The position of UnderMaester of the South Street Docks allows 
  the character access to all imported goods coming into the city. 
  These docks are notorious for illicit goods, and each month the 
  character brings 1d6+4 x 15 gp into his own purse from his take of 
  the taxes. With a DC 20 Charisma (Intimidation) check (one check 
  made at the time the income is taken), this amount is doubled.
  Cutthroats, pirates and smugglers are at tough lot, and it is up 
  to you as GM to decide if and when the character’s Intimidation 
  attempts result in a tiff or other, perhaps more serious, discussion 
  involving cutlasses and dirks. 
  Example Relationship Reward
  Characters successfully completing the adventure and saving 
  at least 75% of the captured NPCs receive a relationship reward:
  Hamtren, the grateful parish constable (N male human veteran), 
  is considered a friend of the character who, in the GM’s opinion, 
  acted the most heroically or who performed the single-most heroic 
  act in the adventure in Hamtren’s presence. The GM should also 
  allow every other character present a chance to befriend the 
  constable. Those succeeding on a DC 10 Charisma (Persuasion) 
  check also benefit from his friendship. All other characters who 
  took part in the adventure find that Hamtren is friendly in attitude 
  to them from its conclusion. 
  
  56
  The Blight: Richard Pett's Crooked City
  Of course, the important question, though, is how does the city’s 
  technology level impact your own campaign? And the answer, as with all 
  Lost Lands products from Frog God Games, is that its impact is as much 
  or as little as you prefer. Much of the technology is presented in a neutral 
  manner. It is described in the background without detailed explanations as 
  to which portions are magic versus which portions are technological. In 
  the Blight, there’s little distinction and little need for one. The technology 
  need not play a significant role in your campaign unless you want it to.
  Perhaps the biggest point of contention is the presence or absence of 
  firearms. Many GMs and players enjoy adding them as an augmentation 
  to their games to give them a more swashbuckling feel, but just as many 
  despise them and want no part of them. Firearms have been presented as 
  a part of the Frog God Games/Necromancer Games campaign setting 
  since as early as 2005, so their appearance in the Blight is nothing new, 
  but will be handled in much the same way as every other instance. There 
  are firearms in the Blight as part of the base assumption of the setting, but 
  they are not integral to it, and you can absolutely ignore it entirely without 
  ramifications or the need for substantial rewrites for your own running of 
  the campaign.
  The standard firearms found in the game master’s manual can be found 
  in the Blight and are as available or unavailable to the players as you 
  want them to be. The City Watch, the Royal Army, and many criminal 
  elements in the city undoubtedly have access to firearms, but magic is 
  cheaper and easier to control access to, so their use has not spread broadly 
  and may never even be noticed by your players if you don’t want them to. 
  In general, encounters and NPCs are not built around the use of firearms, 
  so it should be relatively easy to excise them altogether without a second 
  thought if you so wish.
  It is assumed that the Capitol is undoubtedly bristling with mounted 
  cannon that overlook the river (and the surrounding city!), but they do not 
  play a role in any of the published materials and need never be mentioned. 
  The ships of the Royal Navy are black ironclad paddlewheel steamers 
  that add their belching fumes to the smudged air above the city, but they 
  add only a pittance to that put off by the countless cook fires, trash fires, 
  funeral pyres, and general arson that occurs in the city daily. And while 
  these same navy dreadnoughts have shipboard cannon (side mounted, not 
  turret mounted as in modern warships), they are equally likely to use their 
  cannon to fire secretly conducted experiments involving the enslavement 
  and deployment of ragefire elementals through a Byzantine projector. In 
  any case, access to these vessels of the Royal Navy is highly restricted, 
  and they need not play a part in your Blight campaign unless you wish 
  them to do so.
  The Undead,  
  the Broken, the Made, 
  and the Unliving 
  One curious sight that surprises many visitors is the presence of 
  broken creatures and the many forms of undead, nearly dead, or unloving 
  creatures that walk the streets of the city. In an amoral city-state built upon 
  the backs of cheap labour, it is perhaps not surprising that they find a way 
  to work their lower classes even beyond the bounds of life.
  Broken creatures+ are the most frequently encountered example, and 
  seeing a pair of broken trolls carrying great baskets of stones or other 
  unbelievable loads is, while not commonplace, not altogether unusual.
  Similarly, skeletons or zombies are used by the wealthy or particularly 
  insensitive to fetch and carry, obeying simple instructions, and doing menial 
  tasks. Although not as common as broken creatures, they are generally 
  seen at least monthly by locals. Many patrons have taken to dressing their 
  skeletons in hooded livery to disguise their horrific appearance.
  And if the use of zombies and other lesser undead as menial labour 
  goes on unchecked, then so does the creation of flesh golems, homunculi, 
  fleshgines, necrocraft and other constructs incorporating the components 
  of one or more individuals who once counted themselves among the 
  living. Commonly known as the “Made,” any of these can be seen openly 
  walking, slithering or flying the streets of the Blight, and many take the 
  form of commonly employed services such as the undead-drawn coarse 
  cabs and fleshgine-animated Dungier’s buggies.
  Finally, there are the unliving, those who either through their own 
  choosing or by the will of others who had the power of life and death over 
  them partook of the magical philtre known as the elixir of life†. Those 
  who take the draught successfully find themselves with a new lease on 
  life — or near-life to put it more accurately — released from the shackles 
  of aging and finding the physical needs of the body much diminished 
  all around. These are the alchymic-undying†, more commonly referred 
  to as “Reborn.” Of course, that the physical sensations of the body are 
  diminished just as much if not more causes some to consider this form of 
  near-immortality as much more akin to near-Hell. Normally those who are 
  exposed to the elixir of life are those who can afford it and have a morbid 
  fear of death or those who possess some valued skill that their overseers 
  are not willing to let perish simply because the physical body might do so.
  There are also those who take the elixir of life but whose bodies do 
  not react well to the unnatural infusion. Instead of shedding the shackles 
  of ordinary mortality as alchymic-undying, these unlucky souls instead 
  find themselves cursed with a progressive form of undeath that not only 
  steals away their vitality and ability to experience sensation, but also their 
  very reason and personality as well. These cursed folks are the alchymic-
  unliving†, and when their curse becomes advanced enough, they lose every 
  shred of who they were and become simply one more zombie shuffling 
  mindlessly to its master’s commands. 
  The Weight of the Law
  “The law which attempts a man’s life is impractical, unjust, 
  inadmissible. It has never repressed crime — for a second crime is every 
  day committed at the foot of the scaffold.”
  The law is tough and well organised in the Blight. Making an enemy of 
  it is unwise but perhaps inevitable for some groups.
  Having a viable law in a city is the only way to keep order, and as a GM 
  you should not hesitate to call upon high CR officers and minions to see it 
  carried out. Third-level characters who wantonly burn down a Royal palace 
  should not be surprised soon to find a group of wardens tracking them.
  Law in the city-state of Castorhage is maintained by its venerable, 
  respected and feared Office of the Watch — Queen’s Men as they are often 
  referred to colloquially. From parish Watch Stations, these thousands 
  of constables, inspectors, and other officers oversee the safety and the 
  orderliness of the streets — well, the orderliness at least. The Watch, 
  as an official instrument of the government, is much more interested 
  in maintaining order; it is order that allows the workings of the city to 
  continue and the trade, taxes, and bribes to continue to fill the Royal 
  coffers. Therefore, maintaining an orderliness to facilitate that trade is of 
  utmost importance. That a modicum of safety arises for the benefit of the 
  citizens is merely a secondary gain that is of little concern to those at the 
  highest levels of the City Watch. 
  This attitude is not necessarily reflected at the street level of the Watch 
  — folk who, after all, have to live on those same streets — but while it 
  is not guaranteed that a constable walking his beat is corrupt and/or blind 
  to the plight of the commoners around him, there is still no shortage of 
  corruption even in the lower ranks. Regardless of whatever indirect benefits 
  to the commoners of Castorhage may arise through the ministrations of 
  the City Watch, no one would make the mistake of declaring the streets of 
  the city safe by a long shot. Still the presence of the Watch and its patrols 
  undoubtedly make them at least safer for the most part.
  The standard City Watch patrol is made up of 5 Constables of the Watch 
  (N male or female human guards) and a Sergeant of the Watch (N male 
  
  57
  GM Guide
  human veteran). However, this is only the standard Watch patrol. There are 
  some places in the city where the Watch just dare not go, and some places 
  (such as the Capitol) where patrols are two, three even four times larger.
  The Watch has not only guards, veterans, captains, and scouts in its 
  employ but sneakthieves and burglars, acolytes and priests, and mages 
  of all different specialities amongst their number that serve in special 
  capacities. Many Watch clerks are commoners, while most inspectors 
  are highly trained and can ferret out most anything. Higher-level officers 
  quite frequently are nobles, being political appointments through family 
  influence. Far from a homogeneous organisation, the Watch represents 
  hundreds of points of view and scores of agendas. Nevertheless, the sheer 
  crush of its bureaucracy tends to keep it more or less on course in the 
  execution of its duties. The Office of the Watch oversees a city of millions 
  of people, however, and crime is rife. 
  What does or does not cause the Watch to become involved in a 
  situation depends on the political capital at play. In general, a parish tiff 
  where a cult temple is burned to the ground by adventurers is not a cause 
  for concern in the eyes of the Watch, whereas bumping off an aristocrat 
  most assuredly is. The more “respectable” (read: powerful) an individual 
  is, the less likely he is to be troubled by the law, and certainly a bribe of 
  500 gp in the right hands can get the aristocrat criminal off all but the 
  worst of charges. 
  How you adjudicate this is very much a matter of personal taste — the 
  Watch is there for you to use as an ally or foil, but having it regularly 
  swoop in to save characters in over their heads does not make for a very 
  fulfilling game while it could also soon become very tedious having to deal 
  with the tenth cultists’ body by dumping it in the river for fear of hanging. 
  Likely, a balance will need to be struck in your campaign between the 
  usefulness and the antagonism of the Watch toward the characters. In any 
  case, the players should not be allowed to become entirely dismissive of 
  the Watch, and characters who march up to the Capitol singing Anarchist 
  songs are unlikely to be seen again.
  The Knockers (the Castorhage Secret Police) is also a force to be 
  feared. This group turns up at night and takes people with them without 
  warning or explanation. Those that go with them are rarely seen again. 
  There are many well trained individuals within the ranks of the Knockers, 
  but their numbers and membership are so secretive, and their activities are 
  so clandestine, that there is no such thing as a “standard” Knocker patrol.
  As with all in this setting, judge the level of law the characters must 
  deal with however you wish. If you want a very strictly legal campaign, 
  have the City Watch be a constant issue for the characters, perhaps at the 
  core of some adventures where it’s not just about killing a powerful and 
  aristocratic enemy but covering up any evidence of their involvement as 
  well. Conversely, in some streets murder is commonplace, and with a city 
  of countless serial killers, the law is clearly failing somewhere.
  Throwing an unexpected Watch patrol into an adventure is a great way 
  to test your player’s mettle, and if they happen to kill some constables, then 
  so much the better; everything, as has been said before, has a cause and 
  effect in a place so crowded. There are always so many eyes everywhere, 
  looking greedily to make a coin or use information to seize some power. 
  A party that takes down a few corrupt Queen’s Men, must simply learn to 
  play this game to survive.
  In general, hanging or beheading is a punishment meted out for anything 
  from simple theft upward, rarely dependent upon the seriousness of the 
  crime — though deportation to one of the Between colonies is always 
  possible for those who might receive a commuted sentence. Crimes of a 
  lesser severity than theft usually warrant being tossed into the city gaols 
  or, worse, the sanatoriums for the mad. There are also still some prison 
  hulks floating in the Lyme, and these are terrible, diseased places without 
  hope where those whose betters may still wish to talk to them at some 
  future time are incarcerated for “safekeeping.”
  True Gods  
  of the Blight
  While the “gods” of the Blight are a constant presence in the minds 
  of many Castorhagers and even occasionally walk the street, there are 
  still countless other older deities whose names are invoked on a daily — 
  sometimes momentary — basis. These gods have their own local names, 
  but as with any icons, scholars have surmised that many are only local 
  aspects of more widely named or quoted gods. The more commonly 
  revered gods of the Blight are listed here, but in a city so large, it seems 
  that whatever god, saint, or angel one worships, there is bound to be a 
  shrine to them somewhere.
  Many of the main deities presented below appear in other areas of the 
  Lost Lands as well. However, their complete description covering those 
  other representations is not included. Rather, the list here details them in a 
  shortened version based on their relevance to the Blight itself.
  Baphomet
  The Rage Storm; Demon Lord of Anarchy, 
  Beasts, and Anger
  Greater God (Demon Lord)
  Alignment: Chaotic Evil
  Domains: Animal, Chaos, Destruction, Evil, Fire, Water
  Symbol: A burning goat’s head
  Garb: Rich royal robes or filthy nakedness
  Favoured Weapon: Halberd
  Form of Worship and Holidays: Full moons for worshippers 
  with lycanthropy who tend to engage in wanton slaugh-
  ter. Non-lycanthropes hold secret rites with desecration of 
  holy symbols and blood rituals.
  Typical Worshippers: Minotaurs, lycanthropes, therian-
  
  58
  The Blight: Richard Pett's Crooked City
  thropes*, chaaor demons, the Alcaldrich Order of Knights 
  Templar in Exile
  While revered in a more urbane and civilized manner in some other 
  lands, in the Blight this demon lord is a god of fire, of the raging storm and 
  the thunder and lightning who destroys. Even his more civilized followers 
  who meet in secret cabals for their carefully hidden dark rituals revel in 
  the destruction he promises to bring to the world. Hymns to Baphomet 
  speak of the End of Days, the coming Apocalypse, or the ruin of the world 
  through anarchy. Of late, rumours among Baphomet’s faithful speak of a 
  new weapon wielded by the Royal Navy, a powerful new advancement 
  that has seen limited use only in the far colonial corners of the empire. 
  When they whisper of this tantalizing new development, they use only 
  one word: ragefire.
  Baphomet previously appeared in LL4: Cults of the Sundered 
  Kingdoms by Frog God Games.
  *Therianthropes (sometimes called anthromorphs or weretherions) are 
  animals that can assume a human or hybrid form (the latter combining 
  traits of both their human and animal forms). They are akin to lycanthropes 
  (in that they are shapechangers), but therianthropes are not lycanthropes 
  and do not carry or induce lycanthropy. All therianthropes in human form 
  have slightly feral characteristics.
  Brine
  Ocean’s Anger; Fish-Brother;  
  God of Sea and Unsea
  Greater God
  Alignment: Neutral
  Domains: Animal, Chaos, Destruction, Water, Weather
  Symbol: A crashing tidal wave devouring the towers of a city
  Garb: Salt-crusted fishing nets and seaweed drapings sym-
  bolising tentacles
  Favoured Weapon: Net
  Form of Worship and Holidays: Full moon nights when the 
  high tide is highest, new moon nights that coincide with 
  unknown aboleth rituals in the deeps. The Brine Sea cele-
  brated at midsummer with a flotilla of boats upon the sea 
  make offerings and feast on fish. Cradle-Song ceremony 
  when a human woman is returned to the surface world 
  with a briny infant in tow to welcome them into the briny 
  community. The Culling occurs when a briny undergoes 
  transformation into a skum and is caught by his briny kin 
  before he can escape into the sea and is euthanized in a 
  sacred bloody ritual upon the benighted waves.
  Typical Worshippers: Briny, brine mothers, fishermen, loca-
  thahs, some sahuagin
  One day, Brine’s worshippers say, the world will be swallowed by a vast 
  tidal wave that will wipe it clean and create it anew as has happened many 
  times before. Until such time, those who worship and work the sea give 
  offerings to the god and the creatures that live from it seeking their favour. 
  To the briny race, Brine is held as patron and a sort of protective older 
  brother that sees to their needs and promises them a new life of justice and 
  equality once the wicked world that they live in finally passes away.
  Father Canker
  Brother Choke; The Silent Assassin;  
  God of Poison, Silence and Smog
  Lesser God
  Alignment: Neutral
  Domains: Air, Death, Trickery, Weather
  Symbol: A smoking brazier or a shard of opaque glass
  Garb: None, usually beggar’s wrappings or mourning veils
  Favoured Weapon: Any poison or poisoned weapon
  Form of Worship and Holidays: Night vigils where rats or 
  other small animals are sacrificed as burnt offerings when 
  the Canker is especially thick. Burning of thick incense for 
  Feast of Fools to hide presence from Father Canker. Griev-
  ing mothers set cornhusk dolls alight and cast them into 
  the Lyme as votive offerings.
  Typical Worshippers: Beggars, grieving mothers and fathers, 
  belkers, some undead and psychotic thieves/murderers
  He is at your window, he swallows the breath of your children as he 
  chokes them, sobbing as he does. Father Canker seems to be a god wholly 
  of Casterhagi origin. He represents the ever-present danger to be found 
  in the noxious fumes of the Canker and the choking smog of the city. 
  Jack’s Candle is said to be his manifestation. Father Canker is not so much 
  revered as placated, and many beggars and those forced to live in the 
  lowest parts of the city along the banks of Sister Lyme where the mists rise 
  highest and the sea breezes are at their weakest live in constant fear of the 
  choking miasma that can come without warning and leave all it encounters 
  dead where they lay. Parents of young children who die of crib death, the 
  Canker’s suffocating fumes, or virtually any other cause often see Father 
  Canker as the protector of their lost child’s soul and make votive offerings 
  into the Great Lyme River during their grieving period, a time that can 
  sometimes last years or decades. The authorities sometimes have to keep 
  a careful watch for these activities on days when there is a high fire danger 
  on the river.
  There is a local rumour — or fairy tale — that floats around Castorhage. 
  Some people say that Brother Choke has a weakness, that he is afraid of 
  birdsong. Whether there is any truth in that, many locals keep a canary in 
  their homes hopefully to ward him away. They have come to know that 
  when the bird stops singing, he is at hand, and it is time leave quickly.
  Geryon
  The Liar; The Great Serpent; Lord of the 
  Fifth; Patron of Betrayal and Deceit
  Arch-Devil
  Alignment: Lawful Evil
  Domains: Charm, Evil, Law, Serpent (see below), Strength
  Symbol: A fanged serpent
  Garb: Ordinary clothes, no special garb other than a gold 
  serpentine crown and pectoral when conducting rituals
  Favoured Weapon: Glaive-guisarme
  Form of Worship and Holidays: True followers of Geryon seek 
  to attend the worship rituals of other deities under the 
  pretence of being true believers and secretly desecrate 
  them. Actual services to Geryon take place in deep, hell-
  ishly lit caverns and involve blood sacrifice, the summon-
  ing of infernal snakes, and the ritual blowing of shofar.
  Typical Worshippers: Politicians, con artists, barristers, justices, 
  mongrelfolk, serpentfolk, lizardfolk, inphidians*
  The arch-devil Geryon is the Great Serpent and master of the Fifth 
  Circle of Hell where he rules from a great iron fortress. He commands 
  many followers in the city who seek his favour through lying in his 
  name and to further his cause. Many of Geryon’s faithful are casual 
  followers who seek his blessing only to cover their dishonest dealings 
  and have determined that such efforts made to his glory are less likely to 
  be discovered for the falsehoods they are. For his part, Geryon does not 
  care whether his followers are formal worshippers or mortal fools who 
  inadvertently bring him power. The majority of his worshippers in the city 
  are mongrelfolk (those with reptilian heritage are considered particularly 
  blessed) who seek to curry his favour and use their natural aptitude for 
  deception and obfuscation to further his cause.
  Geryon’s formal worshippers revere serpents of all kinds, and lizardfolk 
  are found throughout the city who serve his cause. The inphidians of the 
  city who worship Hassith-Kaa seek out the reptilian peoples who venerate 
  the Liar and seek to exterminate them at any cost. Geryon’s most devout 
  
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  GM Guide
  followers are called Serpent Masters and must sign a pact of evil with him 
  to obtain greater power.
  *Somewhere in humanities lost aeons a race of malformed serpentine 
  humanoids rose, now known as inphidians. While the truth of their origins 
  has been long forgotten, most sages subscribe to one of two theories. 
  The first states the creatures are the failed results of horrific experiments 
  performed by the dark and nameless sorcerers of an ancient snakecult in 
  their attempts to ensorcel their followers. The second theory contends the 
  inphidians were once a cult of snakeworshippers cursed by an ancient 
  snake-god for some transgression against the ethos. Whatever the truth, 
  it appears as of late that the inphidians have evolved into true race, 
  beyond the machinations of arcane experiments or curses. While there 
  exist several known species, recent reports describe encounters with yet 
  unidentified inphidians and others are sure to surface as encounters with 
  the race grow more frequent.
  Jubilex
  The Faceless Lord; Lord of Corruption and 
  Decay; Demon Lord of Slimes and Oozes
  Demon Lord
  Alignment: Chaotic Evil
  Domains: Chaos, Evil, Slime (see below), Water
  Symbol: An amulet portraying an amorphous mass covered 
  in eyes or a splatter of paint with an eye drawn in the 
  centre
  Garb: Filthy rags
  Favored Weapon: Morningstar (called a “pulper” by the 
  faithful)
  Form of Worship and Holidays: Outbreaks of disease are 
  considered to be signs of the Faceless Lord’s favour; oth-
  erwise, there are no real holy days or organised worship 
  other than random sacrifices and eviscerations.
  Typical Worshippers: Insane humans, lepers, intelligent ooz-
  es, ooze demons, spawn of Jubilex, slime nagas, some evil 
  dragons
  The Faceless Lord is a powerful demon lord, sometimes worshipped 
  as a deity, though it does not generally behave as such. It is considered 
  by its worshippers to be chaos personified and a return to a simpler, purer 
  state of existence. Jubilex is said to sow chaos and discord throughout the 
  Serpent Domain
  Serpent Domain Spells
  Cleric Level
  Spells
  1st
  Animal Friendship*, Speak with Animals*
  3rd
  Animal Messenger*, Protection from 
  Poison 
  5th
  Conjure Animals*, Stinking Cloud
  7th
  Compulsion, Dominate Beast*
  9th
  Cloudkill, Dominate Person
  *limited to serpents only
  Bonus Proficiencies and Cantrip
  At 1st level, you gain proficiency with a poisoner’s kit and 
  heavy armour. You gain the poison spray cantrip if you do not 
  already know it. 
  Venomous Armor
  At 1st level, your skin starts to secrete venom that is toxic. When 
  your bare skin comes into contact with another creature, they must 
  succeed on a DC 10 Constitution saving throw or be poisoned for 
  a number of minutes equal to your cleric level. Consequently, you 
  are immune to poison.
  Channel Divinity: Serpent’s Gaze
  Starting at 2nd level, you can use your Channel Divinity to 
  charm a humanoid within 30 feet of you that you can see.
     As an action, you attempt to charm a humanoid you see within 
  range. It must make a Wisdom saving throw, and does so with 
  advantage if you or your companions are fighting it. If it fails the 
  saving throw, it is charmed by you until the spell ends or until 
  you or your companions do anything harmful to it. The charmed 
  creature regards you as a friendly acquaintance. When the spell 
  ends, the creature knows it was charmed by you.
  Potent Venom
  Starting at 6th level, the potency of your poison damage 
  increases. When you deal poison damage, the potency is increased 
  by 1d6 points of damage.
  Venomous Strike
  At 8th level, you gain the ability to infuse your weapon strikes 
  with poison. Once on each of your turns when you hit a creature 
  with a weapon attack, you can cause the attack to deal 1d8 poison 
  damage to the target. When you reach 14th level, the extra damage 
  is increased to 2d8 damage.  
  Improved Serpent’s Gaze
  At 17th level, you can charm up to 2 humanoids, instead of one, 
  when you use Serpent’s Gaze. While creatures are charmed by 
  your Serpent’s Gaze, you can take a bonus action on your turn to 
  verbally command what those creatures will do on their next turn.
  
  60
  The Blight: Richard Pett's Crooked City
  planes, though it is possible these are simply the instinctive actions of a 
  mindless monstrosity rather than a calculated stratagem. It is doubtful that 
  Jubilex even recognizes that it has worshippers, or cares. 
  Disliked even by other demon lords, Jubilex is often depicted as an 
  enormous amorphous blob with eyes in random locations that spews 
  forth foul and deadly slimes of many varieties. During a dispute with the 
  dwarven god Dwerfater thousands of years ago, Jubilex was imprisoned 
  in some hidden location rumoured to be on the Material Plane and the 
  world of Lloegyr. His physical absence has not seemed to affect his few 
  deranged cultists over this time, and if his name has been forgotten to 
  the point of being little more than a whispered rumour in the world, then 
  it likely has only helped his cult to remain hidden from the powers that 
  would otherwise seek to destroy it.
  The Faceless Lord is the ruler of slimes and oozes, things that slip 
  beneath the streets of the Blight and find an ideal setting for birthing and 
  growing his kin and progeny. He is also the Lord of Decay and is said to 
  slither the streets of the Blight at night by his mad faithful. His followers 
  are called Masters (or Mistresses) of the Ooze, and they often sacrifice a 
  limb to green slime to gain their lord’s favours. They are feared by even 
  the vilest things in the city for their cruelty.
  Lord Shingles
  The Shadow on the Rooftop; Sovereign 
  of the Heights; God of Builders, Gables, 
  Rooftops, and the Sky
  Lesser God
  Alignment: Lawful Neutral
  Domains: Air, Artifice, Community, Knowledge
  Symbol: A spire
  Garb: Ceremonial work apron and headdress with a 
  ceremonial trowel and hammer
  Favored Weapon: Light hammer
  Form of Worship and Holidays: Formal ceremonies held at 
  dawn on the four High Holy Days and at sundown of the 
  solstices and equinoxes. Ceremonies include ritual chants, 
  bonfires, and oaths.
  Typical Worshippers: Architects, builders, gablemaesters, 
  sprawlmasons, spider-hunters, daredevils, some burglars 
  and vigilantes
  No city has a skyline like Castorhage, so it is no surprise that the city’s 
  unique rooftop culture with its ubiquitous features and threats should spawn an 
  awe in the people who live and work upon it. It is possible that Lord Shingles 
  was originally just an obscure sky deity or perhaps some lesser builder deity 
  associated with Dre’uain the Lame, but whatever the case, something about 
  the Blight’s urban sprawl and ever-more precarious skyward expansion called 
  out for a God of the Heights, and one appeared. He is sometimes glimpsed 
  at dusk and dawn, and there are many gablemaesters and spider-hunters who 
  have claimed to have spent time with the god, though none can remember any 
  details with which to describe him, other than that he feared no precipice or 
  drop and somehow made them feel strangely calm and safe as well. Oddly, 
  many thieves pay him heed and make offerings on rooftops for luck in their 
  second-story endeavours, flowers, coins, and personal possessions, and the 
  gables and spires of the Blight are festooned with his shrines. 
  Lucifer
  Prince of Darkness; Prince of Lies; The 
  Adversary; The Prince of Light; Lord of 
  Infernus; The Falling Tower; Satan
  Greater God (Arch-Devil)
  Alignment: Lawful Evil
  Domains: Charm, Evil, Law, Strength, War
  Slime Domain
  Slime Domain Spells
  Cleric Level
  Spells
  1st
  Ooze Bolt*, Spider Climb
  3rd
  Mucus*, Slimeskin* 
  5th
  Muck*, Ooze Eruption*
  7th
  Ooze Sphere*, Pseudopods*
  9th
  Conjure Ooze*, Gelatinous Wall*
  New spells are described below.
  Bonus Proficiencies
  At 1st level, you gain proficiency with martial weapons and 
  heavy armour.
  Touch of Jubilex
  Starting at 1st level, you have resistance to acid and poison damage.
  Channel Divinity: Spew Slime
  Starting at 2nd level, you can use your Channel Divinity to 
  spew caustic slime from your mouth.
  As an action, you vomit forth a 30-foot line of acidic slime. 
  Make a ranged spell attack against the target. On a hit, the target 
  takes 4d4 acid damage immediately and 2d4 acid damage at the 
  end of its next turn. On a miss, the slime splashes the target with 
  acid for half as much of the initial damage and no damage at the 
  end of its next turn.
  Channel Divinity: Command Ooze
  Starting at 6th level, you can use your Channel Divinity to 
  command an ooze that you can see.
  As an action, choose one ooze that you can see within 60 feet of 
  you. That ooze must make a Wisdom saving throw. If the creature 
  succeeds on the saving throw, you cannot use this feature on it 
  again until you finish a long rest.
  If the creature fails its save, it is under your command for the 
  next 24 hours, until it drops to 0 hit points, or until you use this 
  feature again.
  On each of your turns, you can use a bonus action to mentally 
  command the ooze if it is within 60 feet of you. You decide what 
  action the creature will take and where it will move during its next 
  turn, or you can issue a general command, such as guard. If you 
  issue no commands, the ooze only defends itself against hostile 
  creatures. Once given an order, the ooze continues to follow it 
  until the task is complete.
  Divine Strike
  At 8th level, you gain the ability to infuse your weapon strikes 
  with corrosive acid. Once on each of your turns when you hit a 
  creature with a weapon attack, you can cause the attack to deal 1d8 
  acid damage to the target. When you reach 14th level, the extra 
  damage is increased to 2d8 damage.  
  Form of the Faceless
  At 17th level, you can use your action to transform into an ooze. 
  This feature works like the polymorph spell, and allows you to 
  transform into a black pudding, gelatinous cube, grey ooze, or 
  ochre jelly. 
  Once you use this feature, you cannot use it again until you 
  finish a short or long rest. 
  
  61
  GM Guide
  New Spells
  CONJURE OOZE 
  4th-level conjuration
  Casting Time: 1 minute
  Range: 90 feet
  Components: V, S
  Duration: Concentration, up to 1 hour
  You summon oozes that appear in unoccupied spaces that you can 
  see within range. You choose one of the following options for what 
  appears:
  • One ooze of challenge rating 2 or lower
  • Two oozes of challenge rating 1 or lower
  • Four oozes of challenge rating 1/2 or lower
  • Eight oozes of challenge rating 1/4 or lower.
  An ooze summoned by this spell disappears when it drops to 0 hit 
  points or when the spell ends.
  The summoned creatures are friendly to you and your companions. 
  Roll initiative for the summoned creatures as a group, which has its 
  own turns. They obey any verbal commands that you issue to them (no 
  action required by you). If you don’t issue any commands to them, they 
  defend themselves from hostile creatures, but otherwise take no actions.
  The GM has the creatures’ statistics.
  At Higher Levels. When you cast this spell using certain higher-
  level slots, you choose one of the summoning options above, and 
  more creatures appear: twice as many with a 6th-level slot and three 
  times as many with an 8th-level slot.
  GELATINOUS WALL
  5th-level evocation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a small piece of gelatinous cube)
  Duration: Concentration, up to 10 minutes
  You create a transparent, stationary wall of gelatinous slime. The wall 
  appears within range on a solid surface and lasts for the duration. You 
  choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick 
  or a circle that has a 20-foot diameter and is up to 20 feet high and 5 
  feet thick.
  When the wall appears, each creature within its area must make a 
  Dexterity saving throw. On a failed save, a creature can choose to be 
  pushed 5 feet back or to the side of the wall. A creature that chooses 
  not to be pushed suffers the consequences of a failed saving throw.
  On a failed save, the wall engulfs the creature, and the creature takes 
  3d6 acid damage. The engulfed creature can’t breathe, is restrained, 
  and takes 6d6 acid damage at the start of each of the caster’s turns.
  An engulfed creature can try to escape by taking an action to make a 
  Strength check against your spell save DC. On a success, the creature 
  escapes and enters a space of its choice within 5 feet of the wall.
  A creature can attempt to move through the wall, but suffers the 
  same effect as a failed save mentioned above. 
  At Higher Levels. When you cast this spell using a spell slot of 
  7th level or higher, the damage increases by 2d6 for each slot level 
  above 6th.
  LIQUIFY FLESH
  6th-level transmutation
  Casting Time 1 action
  60 feet
  Components V, S, M (a drop of acid and a drop of water)
  Duration Instantaneous
  A thin, green ray springs from your pointing finger to a creature that 
  you can see within range. 
  A creature targeted by this spell must make a Dexterity saving 
  throw. On a failed save, the target takes 10d6 + 40 acid damage. If this 
  damage reduces the target to 0 hit points, it is liquefied and turned into 
  a puddle of ooze. 
  A liquified creature and everything it is wearing and carrying, 
  except magic items, are reduced to a disgusting puddle of melted, 
  bubbling ooze. The creature can be restored to life only by means of a 
  true resurrection or a wish spell. 
  At Higher Levels. When you cast this spell using a spell slot of 
  7th level or higher, the damage increases by 3d6 for each slot level 
  above 6th.
  MUCK
  3rd-level conjuration
  Casting Time: 1 action
  Range: 150 feet
  Components: V, S, M (a drop of glue, a small ball of 
  gelatinous slime, and a drop of acid)
  Duration: Concentration, up to 1 minute
  You transform a 20-foot-radius area into a pool of ooze and caustic 
  slime, centred on a point with range and lasting for the duration. 
  This area is filled with a bubbling mass of greenish-black and foul-
  smelling liquid. Ooze, slime, and pus constantly form bubbles that 
  burst, releasing splashes of corrosive droplets. Pseudopods writhe and 
  reach for any creature in the area.
  The area covered by the muck is difficult terrain. Any creature that 
  starts its turn in the area takes 2d6 acid damage. Any creature that ends 
  its turn in the area must succeed on a Dexterity saving throw or take 
  2d6 acid damage as slimy pseudopods grope and grasp it.
  MUCUS
  2nd-level conjuration
  Casting Time 1 action
  Range 60 feet
  Components V, S, M (phlegm)
  Duration Concentration, up to 1 hour
  You conjure a gob of thick, phlegmy mucus at a point of your choice 
  within range. The mucus fills a 20-foot cube from that point for the 
  duration. The mucus is difficult terrain and lightly obscure their area. 
  If the mucus isn’t anchored between two solid masses (such as 
  walls or trees) or layered across a floor, wall, or ceiling, the conjured 
  mucus collapses on itself, and the spell ends at the start of your next 
  turn. Mucus layered over a flat surface have a depth of 5 feet. 
  Each creature that starts its turn in the mucus or that enters it during 
  its turn must make a Dexterity saving throw. On a failed save, the 
  creature is restrained as long as it remains in the mucus or until it 
  breaks free. 
  A creature restrained by the mucus can use its action to make a 
  Strength check against your spell save DC. If it succeeds, it is no 
  longer restrained.
  OOZE BOLT
  1st-level evocation
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: 1 round
  A bolt of grey ooze springs from your hand and streaks toward 
  a creature of your choice within range. Make a ranged spell attack 
  against the target. On a hit, the target takes 4d6 acid damage.
  Slime Domain
  
  62
  The Blight: Richard Pett's Crooked City
  At Higher Levels. When you cast this spell using a spell slot of 
  2nd level or higher, the damage increases by 1d6 for each slot level 
  above 1st.
  OOZE ERUPTION
  3rd-level transmutation
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a ball of gelatinous slime)
  Duration: Instantaneous
  Choose a point you can see on the ground within range. A fountain of 
  slime and ooze erupts in a 20-foot radius centered on that point. Each 
  creature in that area must make a Dexterity saving throw. A creature 
  takes 3d12 acid damage on a failed save, or half as much damage 
  on a successful one. Additionally, the ground in that area becomes 
  difficult terrain until cleared away. Each 5-foot-square portion of the 
  area requires at least 1 minute to clear by hand.
  At Higher Levels. When you cast this spell using a spell slot of 
  4th level or higher, the damage increases by 1d12 for each slot level 
  above 3rd.
  Pseudopods
  4th-level conjuration
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S, M (a piece of tentacle from a giant 
  octopus or a giant squid)
  Duration: Concentration, up to 1 minute
  Squirming, slimy pseudopods fill a 20-foot square on ground that 
  you can see within range. For the duration, these pseudopods turn the 
  ground in the area into difficult terrain.
  When a creature enters the affected area for the first time on a turn 
  or starts its turn there, the creature must succeed on a Dexterity saving 
  throw or take 3d6 acid damage and be restrained by the pseudopods 
  until the spell ends. A creature that starts its turn in the area and is 
  already restrained by the pseudopods takes 3d6 acid damage.
  A creature restrained by the pseudopods can use its action to make 
  a Strength or Dexterity check (its choice) against your spell save DC. 
  On a success, it frees itself.
  SLIMESKIN
  2nd-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a handful of oak bark)
  Duration: Concentration, up to 1 hour
  You touch a willing creature. Until the spell ends, the target’s skin 
  has a slick, slime-like appearance, and the target’s AC can’t be less 
  than 16, regardless of what kind of armor it is wearing.
  VITRIOL OF JUBILEX 
  4th-level evocation
  Casting Time: 1 action
  Range: 150 feet
  Components: V, S, M (a drop of giant slug bile)
  Duration: Instantaneous
  You point at a place within range, and a glowing 1-foot globe of 
  greenish-black ooze shoots forth from your hand, exploding in a 20-
  foot radius. Each creature in that area must make a Dexterity saving 
  throw. On a failed save, a creature takes 6d8 acid damage and 3d8 acid 
  damage at the end of its next turn. On a successful save, a creature 
  takes half the initial damage and no damage at the end of its next turn
  At Higher Levels. When you cast this spell using a spell slot of 5th 
  level or higher, the initial damage increases by 1d8 for each slot level 
  above 4th.
  Slime Domain
  
  63
  GM Guide
  Symbol: Leviathan Cross (alchemic symbol for sulfur)
  Garb: Red or black silken robes with tall pointed hoods that 
  either cover the face or with deep cowls and with white, 
  featureless masks
  Favored Weapon: Trident
  Form of Worship and Holidays: Blood sacrifices at Samhain 
  (the last night of autumn) nights of the Dark Moon (when 
  Sybil is full), and Walpurgis Night.
  Typical Worshippers: Witches, corruptors, politicians, 
  revolutionaries, the disaffected
  The Prince of Darkness is worshiped by countless in the city, and many 
  good people have been tempted by lust or greed or hunger into serving 
  him. In fact, his worship is so insidious that there’s no way to determine 
  what their true numbers might be. However, the astute and very observant 
  are aware that many symbols of other divinities (deities and arch-devils 
  alike) are usurped and used in worship to the Prince of Lies, and doubtless 
  many prayers so intended for other powers fall pleasingly upon his ears in 
  Infernus instead. Though not much is known about any organized cult of 
  Lucifer, his most devout followers, the Dark Cardinals, bear marks of the 
  touch of their master. Sometimes this mark may be a simple blemish, other 
  times it is a change of body into something monstrous, bestial and lustful.
  Mammon
  Lord of Avarice; Lord of the Third
  Arch-Devil
  Alignment: Lawful Evil
  Domains: Artifice, Earth, Evil, Law, Trickery
  Symbol: A coin with the arch-devil’s face upon it
  Garb: Rich robes of the finest materials, bedecked with 
  gems and thread of precious metals
  Favored Weapon: Shortspear
  Form of Worship and Holidays: Few formal rituals beyond the 
  accumulation of wealth and tithing to cult leaders who 
  maintain contacts for business deals and shady deals alike 
  and organize smaller services where key figures can meet 
  to strategize plans for profiteering
  Typical Worshippers: Bankers, royalty, business owners, 
  thieves, swyne†, many Castorhagers (covertly)
  Perhaps the most commonly invoked god of Castorhage, Mammon is 
  said to be interested only in the spreading of his own name and that even 
  his name is a lie. It is said Mammon’s name is pronounced in the clink of 
  every coin and the cry of every slave. If there is something that generates 
  income, directly or indirectly, Mammon has a hand in it at some level. 
  Mammon is invoked by those who wish for good luck and fortune, as well 
  as those in power or those who have nothing. His touch caresses priest 
  and pauper, queen and whore alike and brings to all dreams of limitless 
  wealth and power. Worship of Mammon is somewhat unique in that there 
  are relatively few followers of Mammon who revere him as their primary 
  deity but a great many who invoke him on the side in order to achieve 
  success in some financial endeavour. Even the good-aligned followers of 
  gods of good are not immune to the temptation to beseech Mammon’s 
  blessing from time to time. As a relatively shadowy figure, even in the 
  politics of Hell where he is lord of an entire Circle, Mammon seems to 
  prefer this pseudo-anonymity. 
  Mithras
  Lord Storm; The Battle; The Soldier-God; 
  Mithrae Invicto; God of War, Battles, and 
  Soldiers
  Greater God
  Alignment: Lawful Neutral
  Domains: Animal, Glory, Law, Repose, Strength, War
  Symbol: A bull, warrior in a Phrygian cap, or a raven
  Garb: Military dress uniform or battle armour with Phrygian 
  cap
  Favored Weapon: Short sword, spear
  Form of Worship and Holidays: Worship services are held 
  in caves and grottos on nights of sacred celestial 
  alignments. The autumnal equinox (the Cusp of Mithras) 
  is his sacred day and involves public daylong ceremonies 
  from first light until moonset with sacrifice of bulls and 
  military parades. On the eve of great battles, secret 
  underground ceremonies are held (frequently attended 
  by combatants from both sides of the coming battle) to 
  ask for favour in battle, beseech Mithras to bring honour in 
  battle, celebrate past battles, and promote cult members 
  to higher grades of Mithraism; if a ceremony finds favour, 
  a celestial bull may materialize for the cult leader to slay in 
  commemoration of Mithras’ deeds.
  Typical Worshippers: Soldiers, generals, warriors, statesmen
  The great Cult of Mithraism is one of the most widespread religions 
  in the world. The universal appeal as the god of all soldiers and roots 
  that predate even the Legions of Hyperborea when his worship was first 
  spread far and wide make Mithras perhaps the most commonly revered 
  god in the Lost Lands. He brings luck in battle, he is the parting mist, the 
  coming storm, the changing wind; he aids those who trust to him. That he 
  is principally a god of soldiers — and soldiers only — is probably all that 
  prevents the cult from becoming the dominant religion in the world.
  Founded in the early days of Hyperborea, the soldiery of Castorhage 
  is no exception to the god’s wide appeal. However, his cult takes on a 
  slightly different edge, perhaps, in the naturally blighted surrounds of the 
  city-state. In Castorhage, Mithras is revered more as the unstoppable victor 
  in battle as opposed to the honourable warrior. He is often referred to as 
  Old Iron Hand or Lord Storm among the Royal Army, and his worship 
  within the city’s military is encouraged and in some cases compulsory. 
  The Cult of Mithraism outside Castorhage has looked askance at that 
  city’s branch for some time and often see it as a tainted form of worship. 
  Every few years there is always talk of excommunicating the Castorhage 
  sect, though the Heliodromus of Mithras has quashed such talk on every 
  occasion so far. However, troubling rumours coming out of the Libynosi 
  colonies of high-grade Casterhager cult members siding with followers 
  of the barbaric war god Thursis in battle may at least be the straw that 
  breaks the back of the Soldier-Gods cult in the Blight. Whether this is true 
  or not remains to be seen, but many Paters and Coraces of Mithras across 
  Akados wait expectantly to see what sort of decree may come down from 
  the Heliodromus.
  Mother Grace
  The Holy Mother; Mother of All;  
  Goddess of Family, Order, and Tradition
  Greater God
  Alignment: Lawful Neutral
  Domains: Community, Law, Nobility, Repose
  Symbol: A mother holding a child and a distaff
  Garb: Black robes trimmed in silver with red collar and 
  accents, silver and red mitre and ceremonial distaff
  Favoured Weapon: Light mace
  Form of Worship and Holidays: Minor services in the form 
  of multiple times for prayer or meditation are daily in 
  cathedrals and churches throughout the city with longer, 
  formal services held every Sunday (all-day affairs) and 
  Wodesday (evening services). The High Holy Days are all 
  considered sacred to Mother Grace and hold services 
  accordingly, and seemingly every other day in the 
  calendar is designated as a feast day for one or more of 
  her saints.
  Typical Worshippers: Castorhagers
  
  64
  The Blight: Richard Pett's Crooked City
  The most widely worshipped god in the City-State of Castorhage, the 
  shrines, churches and cathedrals outnumber those of other gods by a dozen 
  to one and are unequalled in their magnificence. Mother Grace is the 
  goddess of the Royal Family and the official religion of the State. Other 
  gods, saints, and religious figures are tolerated, and yet even this tolerance 
  is occasionally tested with persecutions launched by the religious leaders 
  of Mother Grace’s church with the backing of the Crown. Crusades on 
  foreign shores — especially in and around Castorhage’s many overseas 
  colonies — are regular and by no means driven by goodness, with many 
  similar activities occurring on a smaller scale locally. Pillaging Between in 
  her name, burning witches to her glory, and assorted murder and mayhem 
  under the auspices of divine authority are her all-too-regular consorts. 
  Throughout all of it, only one thing matters: order. 
  Outside of Castorhage and its colonial possessions, Mother Grace is 
  a very intriguing goddess. For despite her clear and present power as a 
  major divinity and her near monopoly on religious influence throughout 
  Castorhage’s empire, she is virtually unknown beyond its boundaries. 
  Nowhere else can be found organized congregations or temples in the 
  name of Mother Grace, and no known culture or ethnicity lays claim to her 
  origins. Her religion seems to have appeared as if from nothing at some 
  point early in the creation of Castorhage, and went on to obtain and keep 
  a position of religious supremacy. Some learned scholars hypothesize that 
  her church in Castorhage may represent some organized remnant of the 
  prehistoric deity once revered almost universally among early humans and 
  known usually as only The Goddess. But even that is base speculation 
  derived from little more than her apparent affinity for humans and a vague 
  resemblance between the shape of the head of her distaff in religious 
  depictions and the ancient imagery of the Tesseract long associated with 
  worship of The Goddess. What truth may lie in this connection has yet to 
  be definitively determined.
  Papyri
  The Archivist; The Quiet One;  
  The Lost Apprentice; The Thoughtful 
  Silence; Goddess of the Written Word
  Demigod
  Alignment: Neutral
  Domains: Esoteric, Knowledge, Magic, Rune
  Symbol: A quill superimposed on a shield
  Garb: Scholars robes, usually with ink-stained cuffs. There are 
  many different collars, tassels, and hats worn with these 
  robes to denote different roles, ranks, and specialties 
  among followers of Papyri.
  Favoured Weapon: Spear (always with a shield)
  Form of Worship and Holidays: Solemn periods of silent 
  meditation, prescribed readings of holy books and 
  approved literature. Public readings from Papyri’s 
  Escutcheon Di Epistemos Primo are held every Thyrsday 
  evening.
  Typical Worshippers: Scholars, teachers, wizards, arcanists, 
  alchemists, nagas, liches
  The quiet Papyri is seldom depicted in religious art, but when she is, it is 
  always as a studious, unassuming woman hunched over a scribe’s lectern. 
  Her true name is unknown, and she is now named for the earliest medium 
  associated with her worship. The church of Papyri claims that Papyri was 
  originally apprenticed to Yenomesh, the ancient God of Glyphs and Writing. 
  Papyri doctrine states that she served Yenomesh since the beginning of his 
  creation of writing but either ran away or was banished by him for unknown 
  reasons after discovering something among his writings. For their part, the 
  followers of Yenomesh deny any such association.
  She is invoked by those who hunger for knowledge at any cost, and 
  the greatest tenets of her church is that all knowledge is neutral (no 
  matter how much harm could be caused by those who misuse it) and 
  that all knowledge should be preserved by the constant creation of 
  new copies. Throughout history this has been accomplished by virtual 
  armies of painstaking scribes, though with the modern innovation of 
  the printing press in Castorhage this tedious practice has been largely 
  relegated to the typesetters who need only assemble a book’s words 
  once. Despite her seemingly benign focus on scholarship and education, 
  Papyri’s support of unregulated knowledge acquisition can often lead 
  her adherents onto paths that culminate in exposure to dark truths and 
  darker gods. For those with a greater understanding of the Quiet One, 
  they know her consorts are gods of madness, things without names, and 
  fey gods of old that have been imprisoned and should never again see the 
  light of sun. The liturgy of her faithful, however, is that the knowledge of 
  Papyri is a shield for those who would use it, and those who would use 
  the knowledge are likewise a shield for its preservation. It is whispered 
  that many of the highest-placed members of the almost-mythological 
  Fraternal Order of the Secret Flame.
  Sister Shadows
  The Unseen; Goddess of Alleys, Streets, 
  Piers, and Pathways
  Demigod
  Alignment: Chaotic Neutral
  Domains: Artifice, Darkness, Earth, Shadow (see below), 
  Trickery
  Symbol: A twisting wynd (alleyway)
  Garb: No special garb
  Favoured Weapon: Dagger
  Form of Worship and Holidays: No formal services or holidays; 
  most followers offer a simple prayer before going about 
  their daily chores and another before sleep
  Three Aspects of One God
  Mother Grace is a good example of the extremities of religion in 
  the Blight. Three aspects of her teachings are taken up and worshipped 
  with equal fervour by groups with three very different philosophies.
  The Beatific Quest: This aspect of the worship of Mother Grace 
  is lawful good in alignment. It follows her teaching that knowledge 
  is all, that mistakes of history cannot be repeated with proper study 
  and prudent thought, and that only through awakening the desire 
  to know will the world be pure and advance.
  The Rule of Order: Lawful neutral in alignment, the Rule of 
  Order focusses on the words of the Mother of All when teaching 
  infants and the ignorant — that fairness is only good when 
  firmness is behind it, a clenched fist in a velvet glove. Order and 
  discipline are paramount. This aspect of the Mother’s worship 
  is the most rigid; it follows set laws and ranks and patterns of 
  worship established centuries ago and still clung to with dogged 
  attention to detail. It is as inclined to use the weapons of the wicked 
  to destroy them and preaches that the only thing that truly matters 
  in a chaotic world is the preservation of the status quo.
  The Fair Fist: Of lawful evil, this sect preaches that only order 
  can bring the world out of the darkness of anarchy, and only those 
  who worship the Mother Grace are the truly enlightened capable 
  of bringing about this order. This aspect of the goddess focusses 
  entirely upon scare mongering of the teachings of the Holy Mother 
  — that unless properly educated as to the dangers of the present 
  age, the world will fall into absolute chaos. Missionaries, bigots, and 
  fear-mongers, the Fair Fist (one of this sect’s many names) believes 
  in worshipping Mother Grace and nothing else (all other religions 
  being blasphemous) and historically is the group behind most of the 
  Mother’s crusading activities. They wish only to extend order in the 
  Mother’s name (whether the world wishes it or not).
  
  65
  GM Guide
  Typical Worshippers: Beggars, thieves, dock labourers, street 
  sweeps, commoners, ratfolk, mongrelfolk, skulks
  In a city contorted by countless pathways and alleys, this goddess’s 
  name is said almost as widely as Mother Grace’s. Her name is uttered 
  by those who walk the broadest streets to those who dwell beneath the 
  rankest piers closest to the Kiss of the Lyme and who have to “dance daily 
  with Sister Lyme,” an old Blight phrase meaning to fall into the Great 
  Lyme River, an act that is often a person’s last.
  Largely unknown outside the Blight, some suppose Sister Shadow to 
  be an aspect or divine servant of the shadow goddess Mirkeer. However, 
  despite The Unseen’s similar affinity to the dark corners of the world, their 
  similarity ends there. Sister Shadow is not a deity of the night and nefarious 
  dealings in shadow, she represents the endless shadows, nooks, and 
  Shadow Domain Spells
  Cleric Level
  Spells
  1st
  Umbral Armor*, Unseen Servant 
  3rd
  Darkness, Invisibility 
  5th
  Fear, Hungering Shadows*
  7th
  Greater Invisibility, Phantasmal Killer
  9th
  Hallow**, Wall of Shadow
      * New spells are described below.
      ** Excludes the Daylight effect of the Hallow spell. 
  Bonus Proficiencies
  At 1st level, you gain proficiency with martial weapons and heavy 
  armour.
  Shadow Mantle
  When you choose this domain at 1st level, you can use your action 
  to surround yourself with a swirling, shifting mantle of shadows. This 
  feature gives you advantage on Dexterity (Stealth) checks. This effect 
  lasts for 1 hour.
  Channel Divinity: Shadow Self
  Starting at 2nd level, you can use your Channel Divinity to create 
  three shadowy duplicates of yourself. These illusory duplicates appear 
  in your space, move with you, and mimic your actions, shifting 
  position so it is impossible to determine which image is real.
  Refer to the mirror image for how the duplicates behave.
  Channel Divinity: Shadow Step
  Starting at 6th level, you can use your Channel Divinity to shadow 
  step (as misty step). As an action, you step into the shadows and 
  reappear up to 30 feet away to an unoccupied space you can see.
  Divine Strike
  At 8th level, you gain the ability to infuse your weapon strikes with 
  necrotic and cold energy. Once on each of your turns when you hit a 
  creature with a weapon attack, you can cause the attack to deal 1d4 
  necrotic and 1d4 cold damage to the target. When you reach 14th level, 
  the extra damage is increased to 2d4 cold and 2d4 necrotic damage.  
  Shadow Bulwark
  At 17th level, your affinity to the shadow intensifies, granting you 
  resistance to necrotic and cold damage.
  New Spells
  HUNGERING SHADOWS
  3rd-level conjuration
  Casting Time: 1 action
  Range: 150 feet
  Components: V, S, M (a drop of glue, a small ball of 
  gelatinous slime, and a drop of acid)
  Duration: Concentration, up to 1 minute
  You open a gateway to the plane of shadows, a cold, colourless, 
  and darkened distortion of your world . A 20-foot-radius sphere 
  of hungering, writhing shadow appears, centred on a point 
  with range and lasting for the duration. This void is filled with 
  a maddening whispers and cacophonous laughter that can be 
  heard up to 30 feet away. No light, magical or otherwise, can 
  illuminate the area, and creatures fully within the area are blinded. 
       The void creates a conduit between the planes, and the area is 
  difficult terrain. Any creature that starts its turn in the area takes 2d6 
  necrotic damage. Any creature that ends its turn in the area must 
  succeed on a Dexterity saving throw or take 2d6 cold damage as 
  otherworldly shadows slowly drain its warmth.
  UMBRAL ARMOR
  1st-level abjuration
   Casting Time: 1 action
  Range: Self
  Components: V, S, M (a wisp of shadow)
  Duration: 1 hour
  A swirl of shadow surrounds you, manifesting as an umbral shroud 
  that covers you and your gear. You gain 5 temporary hit points for the 
  duration. If a creature hits you with a melee attack while you have 
  these hit points, the creature takes 5 necrotic damage.
  At Higher Levels. When you cast this spell using a spell slot of 2nd 
  level or higher, both the temporary hit points and the necrotic damage 
  increase by 5 for each slot level above 1st.
  WALL OF SHADOW
  5th-level evocation
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a pinch of powder made by crush-
  ing a shadowed gemstone)
  Duration: Concentration, up to 1 minute
  You create a writhing, roiling wall of shadow beginning from a point 
  in range. You can make the wall up to 60 feet long, 20 feet high, and 1 
  foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 
  1 foot thick. The wall is completely opaque and lasts for the duration. 
       When the wall appears, each creature within its area must make a 
  Dexterity saving throw. On a failed save, a creature takes 5d8 necrotic 
  damage, or half as much damage on a successful save. Attempting to 
  pass through the wall is equivalent to crossing difficult terrain. 
  At Higher Levels. When you cast this spell using a spell slot of 
  6th level or higher, the damage increases by 1d8 for each slot level 
  above 5th.
  Shadow Domain
  
  66
  The Blight: Richard Pett's Crooked City
  crannies and the endless possibilities they represent for survival, success, 
  and even satisfaction. She is a goddess of not only those innumerable 
  hordes that dwell within the corners of the city, but the potential that the 
  city represents for those same people she embraces. Many folk see her 
  simply as a goddess of thieves and street gangs, but those who truly revere 
  her see her as protector and inspiration for their lives and the chance — 
  however slight it may be — to better them.
  The Ash Queen
  Queen of Whores; The Hunger;  
  Goddess of Lust, Nature, and Witchcraft
  Greater God (Outer God)
  Alignment: Chaotic Neutral
  Domains: Animal, Beast (see below), Chaos, Earth, Plant
  Symbol: A naked woman silhouetted before a full moon
  Garb: Nudity smeared with mud, blood, and placental tissue 
  (usually animal but humanoid when available)
  Favoured Weapon: Sickle
  Form of Worship and Holidays: Blood sacrifices and rituals 
  held on every new moon with special fertility rites held 
  every Modraniht and on the eve of Beltane
  Typical Worshippers: Druids, mothers, fertility cults, satyrs, 
  witches, hags, atavistic serpentfolk, nocturnals, intelligent 
  plant creatures, rorkouns, gorynychs, bholes, dark young, 
  living monoliths, some mongrelfolk
  The Queen of Whores and the eldest god, The Ash Queen’s name is 
  screamed by hunters as they take their prey and courtesans as they take 
  their lovers. She is all things lust and like all hungers, can be a force of 
  good — of the creation of life — but also of evil — betrayal, lies, and 
  perversions. And sometimes there is less than a knife blade’s thickness of 
  difference between the two. The Ash Queen is savagery and the wanton 
  celebration of Nature at its most brutal and unrestrained. Her rites are 
  usually performed at night under a new moon and starlit skies and involve 
  orgiastic feasts accompanied by wild music and ecstatic dancing. The 
  priests and priestesses, who are said to be unusually fanatical, are naked 
  but for smears of thick marsh mud, clotted blood, and the placental blood 
  and tissues of recently birthed animals or even humanoids when available. 
  For those who follow the Queen of Whores and are sane enough to realize 
  it, her worship and religion are merely a thinly veiled front for the mad 
  cult of the goddess and Outer God, Shupnikkurat
  The Horseman
  End of Days; Lord of Disease;  
  Supreme of Daemons; The Oinodaemon
  Greater God (Daemon Lord)
  Alignment: Neutral Evil
  Domains: Death, Destruction, Evil, Madness, War
  Symbol: A skull and scythe or a diseased and rotten ram’s 
  head
  Garb: Hooded black robes without footwear
  Favoured Weapon: Scythe
  Form of Worship and Holidays: Blood sacrifices anywhere 
  there is death or imminent death, including battlefields, 
  plague-stricken cities, regions of famine and social 
  upheaval
  Typical Worshippers: Daemons, doomsayers, the insane, 
  plague carriers, ghouls, some wererats
  “The end is nigh!” proclaim his followers. The End of Days is here, 
  and soon the Horseman shall ride down upon the city to reap his harvest. 
  He will turn his four faces upon all, laying the city low with his disease, 
  burning its ruins to ashes, and starving the handful that have the ill fortune 
  to survive. His name is Death and his only promise is ruin and destruction. 
  Outside the city of Castorhage, The Horseman goes by his more commonly 
  known name: the Oinodaemon. His ultimate goal is to bring ruin upon all 
  mortals, and he is patient in his efforts. Though only the insane favour The 
  Horseman’s worship, all peoples fear his inevitable arrival.
  The Gods of the Swyne
  It is difficult to categorize the gods worshipped among the race known 
  as the swyne† as a true pantheon, just as it is difficult to categorize them 
  as even true gods. Nevertheless, these deities find veneration among the 
  swyne population and seem to be capable of granting spells to clerics who 
  worship them, so they are included here in abbreviated format. In truth, 
  they seem less like an actual pantheon and seem more like lesser godlings 
  or powerful outsiders that managed to find a home for their extremely 
  specific and limited areas of influence and simply latched onto whatever 
  veneration they could.
  Deity
  AL
  Area of Concern
  Domains
  Favored Weapon
  Hork
  NE
  Goddess of Musk
  Amoral, Animal, Charm, Trickery
  Dagger
  Porfask
  CN
   God of Wine Cellars
  Amoral, Chaos, Glory, Intrigue
  Club
  * See Part 3, New Races
  DD See Dunes of Desolation by Frog God Games
  The Gods of the Swyne
  
  67
  GM Guide
  Twisted Campaigns
  To some classes, alignment is at the core of their nature — whether you are 
  a righteous paladin, a despicable rogue, or a neutral druid, your alignment 
  guides you. Not everyone, however, is so clearly morally righteous or 
  despicable. A festering hotbed of backstabbing, liars, political greed, and 
  hunger for power offers you a useful backdrop to events for your adventures. 
  These themes can be developed into powerful campaign threads. 
  Twisted campaigns thrive upon darker subject matter: prostitution, 
  slavery, addiction, suffering, and misery, but this does not mean your 
  players have to be part of them. They may, in fact, be abhorrent to the 
  characters and act as a catalyst to their adventures. Two samples of the 
  same campaign are given below, but one is given the features of a twisted 
  Blight campaign.
  The Price of Flesh  
  — Standard Campaign
  This campaign is set in Festival, the island of pleasure in the Great 
  Lyme River. Cother’s Pleasure Palace caters to all sins, they say, although 
  it is difficult to become a member of this exclusive club — membership 
  is strictly by invitation. 
  The characters are sponsored — be it by a religious group, cult, or 
  guild — to investigate the disappearance of Lady Heather McCall, a 
  disowned noble and lover of Horace Grove, a well-to-do snuff merchant. 
  Grove arranges for the characters to enter the palace incognito and learn 
  what is happening. The characters discover that Cother is a member of 
  the Family†, and the wererat has been abducting speciality victims for 
  his more discerning customers to infect with lycanthropy. He has used 
  the services of a notorious ogrekin abductor known only as the Stalker to 
  snatch his victims. The characters unmask the plot, free Heather, and all 
  seems well.
  However, the Family are extremely angry about the event. Cother was 
  a promising young businessman who was a favoured cousin of one of 
  the organization’s more senior members. An attempt is made upon the 
  character’s lives, and clues point back to Festival. Furthermore, threats 
  are made to the character’s sponsor, and the matter quickly swells into 
  a ground war between the Family and the character’s sponsoring group. 
  This escalates, and the characters become involved in hit-and-run tactics 
  against the Family, which culminates in a pitched battle under the piers 
  between the characters, their sponsors, and the Family. 
  In the meantime, Heather has been infected with lycanthropy, and the 
  aspect of her character and her misery at the event is laid bare; attempts at 
  cures fail and she ends up in the Asylum. Her lover Horace offers a fortune 
  for the characters to embark upon a crusade against the rats.
  The Price of Flesh  
  — Twisted Campaign
  In this version, events follow along as before, but the characters have 
  a more ambiguous background. The sponsor, it transpires, is the covert 
  ally of a rival wererat family from foreign shores (the Nettles) intent 
  upon establishing their own pitch on Festival. These sponsors know that 
  Cother is the favoured cousin of one of the senior Family members. The 
  adventure runs as written above, but this time if the characters do not kill 
  Cother, he is killed immediately after the adventure by the rival wererats.
  The characters are then caught in the middle of this pitched battle — 
  with the two rival wererat groups both after their blood — the Family 
  blame them for the death of Cother, the Nettles intent upon burying 
  any evidence. The characters must overcome both groups, or find a 
  way of playing one off against the other, clearing themselves, and 
  securing their future.
  Vermin of the Blight
  It has been said before that the crawling, creeping, and flying vermin 
  that infest the Blight are virtually ubiquitous — especially in its summer 
  months. And though the Blight gains its nickname from the lichen-like 
  fungus of that name that proliferates in the darkened corners of the city, 
  most folk assume that it comes from the blight of these vermin that are to 
  be found virtually everywhere and welcomed nowhere.
  Swarming insects are a constant problem at certain times of the year 
  when weather conditions are just right, but there are some particular types 
  of insects that seem to be unique to the city of Castorhage or at least never 
  recorded in other locations.
  Most people think of the spiders when the subject of Blight vermin is 
  discussed. The rooftops and gable, soffits and spires are overrun with them 
  — and many of monstrous sizes. Two varieties of spiders are exclusive to the 
  environs of the city. These are the gable spiders, who don’t spin webs but 
  rather construct their elaborate lairs and hunting grounds from the garbage 
  and debris produced by the city itself; and the chymic spiders, acid-spewing 
  dreamstalkers that seem to physically embody the fear of spiders shared by 
  most folk of the city. The fact that the city is not a web-shrouded mausoleum 
  of humanoid carcasses can largely be attributed to the neverending efforts of 
  the gablemaesters, a guild of rooftop spider hunters dedicated to battling the 
  ever-growing scourge that creeps above the heads of the citizens.
  Insectum are another example of myriad species of vermin that appear 
  to exist solely in and around the Blight. They are covered in considerable 
  detail in The Blight Player’s Handbook.
  In addition to insectum, other less-monstrous bugs that seem unique to the 
  city are the midden-angels, great black biting flies that make their home in the 
  Bilges and require the workers there to don special protective scarves in order 
  to avoid having their faces disfigured by the painful bites, and the stonemites, 
  large, red, termite-like insects that gnaw on the stone and mortar of masonry 
  for their sustenance rather than wood and paper like their lesser cousins.
  Lighting the streets and many of the homes and businesses in the Blight is 
  also done thanks to vermin. Thought there is some usage of gas lamps around 
  the city, as with many areas of technological advancement the necessary 
  infrastructure was largely deemed too costly and difficult to install and 
  maintain with other cheaper, easier options available. To this end, the discovery 
  of the burning properties of pyrebeetles revolutionized the old torches and 
  expensive oil lamps that had previously been used. Pyrebeetles are a type 
  of small beetle indigenous to the swamplands surrounding the city that have 
  peculiar flammable properties and make for excellent torches and lanterns. 
  Pyrebeetles are detailed more fully in The Blight Player’s Handbook.
  Siklight cockroaches are the smaller, more nauseating cousins of the 
  pyrebeetle. These creatures feed on waste and give off an insipid, pallid light 
  when they are awake, though they also extrude an unpleasant odour at all times. 
  Many folk ascribe the unhealthy vapours given off by these insects as the cause 
  of many illnesses among the poor. Siklight cockroaches are a common sight in 
  poorer parts of the Blight where, if properly cared for, they can live for up to 
  a year. Unfortunately, they have the alarming habit of exploding if their hard 
  carapace is pierced or sometimes even from just sudden changes in temperature 
  and certain conditions of the Canker. For this reason, small explosions and fires 
  are commonplace in areas lit by them in the poorer areas of the city, and has 
  earned them several nicknames among the populace including Devil’s Spark, 
  Trust-Me-Not, Tricklight, Mother’s Misery, Beltane’s Fart, and a host of other, 
  less-polite curses and cant-words. Siklight cockroaches are also covered in 
  more detail in The Blight Player’s Handbook.
  Finally, no discussion of Blight vermin would be complete without 
  mention of the coprophagi† and night-slugs. The coprophagi are roachfolk 
  endemic to the dumping sites of the Bilges and other out-of-the-way 
  corners of the city’s slums. They are little understood by the citizens 
  of Castorhage and largely ignored, though their presence is far from 
  welcome. On the other side of the coin are the night-slugs†, a race of 
  wormlike humanoids that makes its home between the walls and in the 
  crawlspaces of buildings and houses all over the city. Night-slugs, when 
  discovered, are treated like any other vermin, and attempts are made to 
  exterminate them while they attempt to retreat and hide in the nooks and 
  crannies from whence they came. The constant battle against night-slug 
  infestation would be horrifying were it not so disgusting and frequently 
  unintentionally comical.
  
  68
  The Blight: Richard Pett's Crooked City
  Blight Adventures
  Although specifically focused on this setting, many elements of the 
  adventures proposed below fit into any dark urban campaign. The themes 
  of betrayal, paranoia, political intrigue, and high dark magic could easily 
  be adapted to your own setting, of course, or to your own corner of the 
  Blight, however large or small that may be. Of course, you’ll have your 
  own ideas as to the type of adventures you wish to play, whether that be 
  your own work or bought adventures, and these ideas are offered simply 
  as suggestions to the type of adventures that could work particularly well 
  in the Blight. 
  Anarchist Adventures
  Placing the characters in a position of peril at some stage in a campaign 
  is a good trick to use to add a sense of menace. There can be few more 
  menacing situations than being a fugitive, and while the characters may 
  spend their whole careers as anonymous enemies of the state, they may 
  suddenly find themselves unmasked, discovered, or worse, betrayed at 
  any moment.
  Between-Heavy Campaigns
  One drawback a city setting has is that it can sometimes be difficult to 
  introduce a wilderness element. Castorhage has the surrounding Lych Fens 
  and even the rest of the island of Lymossus, but the focus is very clearly on 
  the events and places within the confines of the city itself. Between gives 
  you an ideal link to a wilderness adventure on the very doorstep — or 
  threshold. One minute the characters can be exchanging pleasantries at the 
  Throttled Bull Gin House, the next they are sailing down a hellish jungle 
  river aboard an Illuminati-sponsored barge.
  Between also gives you a good starting point for a feeling of unknown 
  menace: Do the characters become aware that things from beyond the 
  mirrors are slowly leaching into the city? Are these creatures led by an 
  intelligence that is a harbinger of an invading force? 
  You can also use Between to introduce any aspect of the surreal into 
  your adventure. For example, you could create a nightmare Twilight Zone-
  type situation by having Between draw characters unknowingly through 
  reflections in mirrors, puddles, or even shop windows. You could even use 
  Between to introduce a whole series of events based when the characters 
  sleep in a very Lovecraftian/Dreamlands kind of campaign.
  Between, as we shall soon see, is your canvas to paint any kind of 
  surreal adventure upon.
  Conversely, you may wish Between to be a magical place of great 
  menace, a place that sheds no light or shadows, but is within touching 
  distance. Are the voices in the characters’ minds real or imagined? Is that 
  shiver down the spine a simple chill or is it something reaching out to 
  touch, to covet, to hunger?
  Destroy-or-be-Destroyed Adventures
  Having so many people about — and using the links of enemies, friends, 
  and power — gives you another option to stretch the destroy-or-be-destroyed 
  adventure. Perhaps the characters begin with a simple attack upon a local 
  gang, only to find that the gang is actually a training ground for some of the 
  most promising talent the Guild has to offer, and the characters have just 
  slaughtered a relative of one of the bosses of that Guild. 
  The characters may spend their careers at odds with the Guild until 
  a final showdown takes place. Perhaps a character’s personal goal (see 
  above) is to finally be rid of the endless, unsleeping menace?
  Cults and the Fetch make two more possible foes for such adventures, 
  but in a place of great size and diversity such as the Blight, you have a 
  choice of almost endless enemies at your fingertips.
  Good vs. Evil
  A n’gathau cult, a devil-worshipping arm of the Illuminati, a festering 
  boiling mass of rats that hungers constantly, the city is a bad place, and bad 
  things invariably need destroying or they become too strong to overcome. 
  The holy orders and churches of the city are constantly vigilant against 
  such evil but hunt it out whenever they can. The characters could spend 
  an entire campaign pursuing a particular cult or demon on the loose in the 
  city and using human flesh to hide itself. The good vs. evil theme makes 
  for a particularly simple but powerful and iconic campaign or focus for 
  adventure. 
  Guild- and Club-Based Adventures 
  and Political Campaigns
  Politics is nasty: One minute the characters’ sponsor is sweetness and 
  light, delighting in their exploits, the next she is seething with jealousy or 
  is revealed to have always been using the characters as dupes. Political 
  adventures are challenging because the enemy and her home may be 
  known to the characters, and the temptation is to wade in regardless of 
  the consequences. Get such a story right, however, and the results can be 
  extremely satisfying from a campaign perspective. 
  A powerful NPC swarming with guards and distributing orders makes for 
  a good ally and a dangerous enemy. Perhaps the characters are sponsored 
  by someone else to infiltrate such a group, maybe initially getting their 
  hands bloody in the name of a greater justice. Adventures such as this may 
  lead to destroy-or-be-destroyed campaigns as discussed above, with the 
  characters operating furtively or perhaps under the protection of a holy 
  order or some other patron — who may be using the same kind of twisted 
  political double dealings.  
  Royalist and Loyalty Adventures
  The use of background, relationships, and enemies gives you scope to 
  expand upon the characters’ loyalties and make them more personal than 
  say simply a hatred of a particular cult. Perhaps the characters’ friends are 
  struggling against a ruthless Justice who delights in hurting or otherwise 
  persecuting them for some reason. Alternatively, the character could be 
  neutral or evil characters working for the Royal Family as loyal guards, 
  retainers, or spies. Maybe good characters operate covertly in the Capitol 
  or other places of power. These characters receive knighthoods, power, or 
  loyal followers as rewards but tread a dangerous path against their many 
  enemies and “friends” alike. These characters can become beacons of 
  hope and pride, living a truly heroic life of idolisation and envy, held up as 
  icons for the people. And of course, few things make for a more tempting 
  target …
  Standard Fantasy Adventures
  A city is a great location for a host of adventures, and the Blight, with 
  its seething underbelly of rot and vice, gives you endless potential. Are 
  the characters dashing thieves and duellists out to rob the rich? Are they 
  driven by a desire to hunt the Fetch or humiliate the corrupt and villainous 
  local Justice? Or are they simply adventurers, hiring their services out 
  for the most excitement and coin? Never underestimate the fun of stress-
  free adventuring and the fun that a good swordfight, discovery, or simple 
  heroism can be.
  
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  GM Guide
  
  70
  The Blight: Richard Pett's Crooked City
  That first fateful day it had been raining, I recall, and I’d passed a miserable afternoon in the offices of 
  Cooper, Cooper, Cooper and MacThane where I had a commission. The office was plain and windowless, 
  but to give the illusion of size a huge mirror ran directly across opposite my desk. I spent many idle moments 
  gazing into that mirror, wishing only to be away from that dreadful office and back to my study of optics.
  Then it happened — the fateful moment — the moment my own, and many others’ lives changed; some 
  say for good, but not as many as say for bad.
  The figure in the mirror was so slender I barely noticed it move, yet move it did, behind my reflection. 
  So startled was I that I leapt from my desk, spilling ink over my day’s work in an effort to escape the thing 
  behind me. But I was utterly alone in the office, there was no “thing” behind me. The thing I saw was still in 
  the mirror.
  And it stared at me …
  Between
  First Recorded Contact with Between 
  Hetherington Quarrus Mabe
  Lyme District Offices, Cooper Building 
  Toilsday 11th Grey, 1637
  
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  GM Guide
  What is Between Like?
  It is as much a feeling as place, this strange echo-land; it is a place 
  where emotions and surroundings leech into the creatures that live there 
  so that both may become one. It is a land of incredible extremes, where 
  snow falls into jungles, where places loop and coil back upon themselves 
  to create an endless nightmare, and where eyes watch from living walls. 
  This place has an inner logic, and travellers speak in hushed terms of 
  Fowler’s Endless Stair, Corrun’s Labyrinth, and Pech Pit. These are places 
  of legend in Between, places few have seen and escape.
  Some say it is the land of the fey, others that it is Heaven, or Hell.
  It is none of those things, and yet all of them.
  For you, Between can be the setting for any surreal, mad or twisted 
  adventure you wish, an adventure of dreams, an adventure of twisting 
  endless corridors that slope away at impossible angles, a place where 
  creatures that cannot walk do so, and are always hungry. Hints on GMing 
  Between are given later in this section.
  Of Curious Mirrors
  The first few incursions into Between were brought about by accident; 
  a normal mirror or reflection in an extraordinary arcane place creating a 
  portal between two places, hence the name that has been applied to the lands 
  beyond the magic mirror. However, once properly understood, the art of 
  fashioning magical mirrors — often called mirror-portals — sometimes big 
  enough for a person to slip through, was born. These mirrors are infamously 
  fickle, and while certain brave (read: foolish) individuals see Between as a 
  place they have a modicum of control over, in truth they have none. Master 
  Between thieves can come and go into Between, but their entrances are like 
  wounds, soon healing and potentially leaving the visitor stranded.
  The manner of the creation of these mirrors is jealously guarded to an 
  almost insane degree. The Royal Between Reflectory Society and Guild, 
  themselves in thrall to both the Illuminati and the Thieves’ Guild, hold 
  the key and materials to their creation — something any Between thief 
  would give his front teeth for. However, everything has its price, and 
  these mirrors have occasionally ended up in the hands of less scrupulous 
  characters (if that is possible) than the aristocrats and greedy merchants.
  These mirror-portals are not in general created so much as found 
  and enhanced. Travel into Between is an incredibly risky process; the 
  thresholds are fickle. They also touch on the fact that mirror-portals 
  are not the only types of portals that exist. There are other types of 
  apertures between the mundane and the surreal. Sometimes they are a 
  tear or weakness in the fabric of reality, sometimes they are a passage 
  fashioned by means beyond the ken of the finest minds and most powerful 
  of Castorhage and sometimes they appear to simply be spontaneous 
  manifestations that allow unexpected (and often unwelcome) transport 
  from one side to the other. The general term gateway is usually used to 
  describe these different sorts of access points, so that all mirror-portals 
  would be considered gateways, but not all gateways are mirror-portals. 
  They do, nevertheless, seem to have at least some propensity to form in 
  mirrors or other reflective surfaces, though. Most importantly, though, 
  these fickle gateways, whether spontaneous or crafted mirror-portals have 
  so far appeared and/or functioned only in Castorhage proper. Whether this 
  is some property of the city or of Between or both has yet to be determined.
  A Between Empire
  Hot on the heels of the discovery of Between came the explorers — 
  people eager to make a fortune by harnessing this new land as a Royal 
  empire. The Royal Between Company was formed in 1638.
  Sir Donnan Grabe is the most (in)famous explorer of Between, making 
  frequent voyages of discovery, firstly by foot, then with pack animals, and 
  finally by boat after discovering the Unsea in 1639, an occasion marked 
  by Grabe’s loss of a troop of men led by Captain Corrun in the frightful 
  so-called Corrun’s Labyrinth.
  As the land yielded up its secrets and wealth, the rulers of Castorhage 
  realised that they had a cornucopia upon their doorstep and took extreme 
  precautions against its being exploited by others. They flooded the land 
  with troops and colonies, the most infamous of which was Fort Toil on 
  the Greensward Hell border. The 5,000 souls of this settlement vanished 
  in a single night in 1647 — food lay uneaten on tables, kettles boiled on 
  stoves, all as though everyone went in a single instant. This event is still 
  referred to as the Fort Toil Massacre by members of the Royal Between 
  Company, who set out upon a zealous quest of revenge and conquest. 
  Unfortunately it led directly to the beginning of the Greensward Hell War 
  was followed in only a few short years by the Massacre of Ste. Anne’s 
  Field. Since then the powers-that-be have taken a slightly less obtuse 
  approach to their colonisation efforts. They still reinforce and strengthen 
  There was an old lady who swallowed a cow, 
  I don’t know how she swallowed a cow; 
  She swallowed the cow to catch the dog, 
  She swallowed the dog to catch the cat, 
  She swallowed the cat to catch the bird, 
  She swallowed the bird to catch the spider, 
  She swallowed the spider to catch the fly; 
  I don’t know why she swallowed a fly — perhaps she’ll die! 
  There was an old lady who swallowed a horse... 
  She’s dead, of course.
  — Nursery Rhyme allegedly inspired by an encounter with
  the Hag of Many Voices and Hungers from Between,
  thought to still be at large in the city slums
  
  72
  The Blight: Richard Pett's Crooked City
  their position in the strange nether realm of Between, but they do so with 
  the knowledge that they are not alone in that realm and not altogether 
  welcome. They have learned the hard way that to push too hard too fast 
  provokes an asymmetrical response that has proven to be beyond the 
  abilities of their brute application of force. Rather a slow but steady 
  colonisation and exploitation seems to have proven the better course and 
  is one of the primary reasons why vast military formations of Castorhagi 
  troops are not seen marching across the Betweenlands — Between simply 
  won’t tolerate it.
  Despite this institutional paranoia, the only entrances to Between 
  discovered continue to remain only within Castorhage herself. Now 
  established as a “legitimate” component of the Empire of Castorhage, 
  Between is giving up more of its secrets on a daily basis, and yet with 
  each new discovery some new terror emerges, or some new thing staggers 
  from the dark corners and into the city itself. The alarming increase in 
  creatures from Between walking the city streets of Castorhage has been 
  kept mostly secret by the powers that be, though rumours are beginning to 
  circulate on the streets.
  Between realms seem to be fractious, and whilst intelligent creatures 
  inhabit some, others are completely wild. However, even in those places 
  where intelligent creatures are found, they tend to hunt in packs and can 
  mock or imitate the invaders. Civilised creatures that are organised into a 
  true society have yet to be encountered. Rather, the most advanced Between 
  creatures seem to be mocking echoes or caricatures of men and other 
  humanoids — almost as if distorted reflections seen in a flawed mirror. 
  What traces of older civilisations have been found so far in Between 
  have been in the form of decayed monuments or disjointed tales so 
  fractured and superstition-driven as to pose no serious threat to Castorhagi 
  colonial ambitions.
  More troubling to the city is that things that are coming out of Between 
  seem to be leaching the very thoughts and essences of the Blight and its 
  inhabitants into mocking manifestations of their animating spirit. This is 
  all the more disturbing as it seems to be only the dark side of humanity 
  that is manifested.
  The Illuminati and 
  Between Companies
  Their tentacles and claws grip every part of the city, and Between 
  beyond. The Illuminati have been quick to seize opportunities to set up 
  their own secret colonies in Between, and it is speculated by those few that 
  know that their unbirth magic known as The Staff of Life† and The Elixir† 
  has its origins in the dark places of Between. In addition, the rise of a new 
  group of Between-specialised wizards called mirror mages is likely the 
  result of the influence of the Illuminati, and it is thought that most, if not 
  all, mirror mages are in fact in the direct employ of the Illuminati.
  That the Illuminati has control of parts of Between is not in doubt; the 
  questions are which parts and why? Their efforts focus at the Barnacles and 
  Great Docks, where the transient gateways come and go with incredible 
  and alarming regularity. Lurking behind its great levee wall, the Barnacles 
  is seething with industry and greed.
  The official Castorhage presence in Between is represented in  
  two primary companies and their subsidiaries, though without a 
  doubt the Illuminati secretly exercise partial or even total control 
  over these consortiums. 
  The Royal Between Company was the first entity to be licensed by the 
  Crown to investigate, explore, colonise and exploit any valuable resources 
  of Between. The Royal Between Company is headquartered out of the 
  Capitol and chaired by Lucas Nathaniel Nightshade (LN male human 
  noble) under license from Queen Alice. The Royal Between Company 
  directly administers the Castorhage Western Province and Slave State, but 
  that proved challenging and taxing on resources enough that it has calved 
  off the Castorhage East Dominion Company to oversee the so-called 
  Land of Saffron with a more personal eye. Though ostensibly a subsidiary 
  of the Royal Between Company and therefore under the jurisdiction of 
  Lord Nightshade, in truth Chief Factor Aldrege Butterknuckle (N male 
  tradelord gnome noble) wields almost absolute control over the activities 
  of the East Dominion.
  A mysterious group of zealots wield true power over the Royal Between 
  Company, whose remit is to explore, exploit and enslave any aspects of 
  Between that might prove profitable. In going on for a century of pillage, 
  the company has swelled the Royal coffers beyond imagining, and whilst 
  the cost in human life is high, it is considered a worthy risk by those 
  whose only risk is financial. Company livery consists of a banner or 
  herald depicting an iron fist smashing a circular mirror, the uniform is 
  violet with gold trim and troops from the Royal Between Corps are tough. 
  True power in the company is almost impossible to unravel; a clever ruse 
  by its members to achieve a level of anonymity, but dozens of high-level 
  nobility make up its ranks
  The Royal Unsea Whaling Company is an entirely separate entity 
  based out of the port of Scrimshaw. It was founded after the lucrative 
  discovery of the abundant whales of the Unsea that called for a more 
  specialised touch than simply another arm of the ponderous Royal 
  Between. The history of the Royal Unsea Whaling Company is more 
  tumultuous in that the control of the company regularly slips between 
  certain powerful “families” of Town Bridge through political manoeuvre 
  and counter-manoeuvre, and more frequently downright skulduggery 
  and thuggishness. It recently passed into the hands of the Darnell 
  family of Town Bridge, but that oversight seems destined to be short-
  lived. Despite the constant change in family control, through it all the 
  company has been capably managed by the Governor of Scrimshaw, the 
  Lady Constance Thorn (N female human noble).
  Mirror Mages
  Specialists in arcane exploration, mirror mages are a selective 
  and insular sect of arcane practitioners that devote themselves 
  to unravelling the mysteries of Between, and the ability of the 
  land and its creatures to leach memories and manifest them in a 
  physical form, an ability that they would like very much to be able 
  to command.
  
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  GM Guide
  Outposts and Colonies 
  Whilst various groups — most notably the Illuminati — have established 
  a number of secret outposts, the following are the most notable Between 
  locations that have seen the stamp of Castorhagi habitation.
  Castorhage East Dominion (a.k.a. the Land of Saffron)
  Castorhage Western Province and Slave State (a.k.a. Hope)
  HrondHuss
  Mallen and Between Mine No. 1
  Scrimshaw
  The Myre-Between
  Each is detailed further under either Betweenlands or The Unsea below.
  Betweenlands
  “My first glimpse of the Betweenlands almost left me insensible; here 
  indeed was Cornucopia — the Land of Plenty, the Place of Milk and 
  Honey. The far side of the mirror was like a place of impossible life and 
  noise and scents; my senses were assaulted from all sides. I first entered 
  a mirror of the room I set forth from; this was an ordinary looking 
  replica of the room from which I departed, save that it was aware …  I 
  cannot describe it even now; it seemed as though it was watching me, as 
  though everything was watching me. I found a door that, in the chamber 
  I had left, led into a hallway and thence my own small walled garden. 
  Grasping the doorknob, which if my senses hadn’t betrayed me I could 
  have sworn complained at being moved, I stepped into the next room. It 
  was not my garden; rather it was a garden room such as the Royals have 
  — a glass chamber full of light and flowers. And such flowers! Colours 
  and blooms that I had scarcely even dreamt of were there, and the air 
  was alive with buzzing of bees. An open doorway led onto a green lawn 
  by the side of a tumbling brook.
  “Little did I know then, what was out there watching me enter this 
  garden …”
  —The Chronicles of Hetherington Quarrus Mabe
      Volume 1, Chapter 11
  Between realms do not seem to obey standard geography. While some 
  domains seem endless, others are very small. There seems to be no logic 
  where one ends and another begins, although inevitable bleeding of the two 
  places occurs; an icy land freezing jungle trees for example. Attempts have 
  been made to map Between, but the results have been imperfect at best and 
  sometimes dangerously inaccurate. In addition, there are no true directions. 
  North, east, south, and west are all given arbitrary values by the explorers 
  who have come to Between, but none holds any true relevance and oft-times 
  the designations of direction for different explorers has differed.
  Broken Land, The
  “If the Devil could create a beast and give it breath and anger, the 
  creatures I glimpsed would be his masterpieces. The things lurched about 
  on three legs, but not with any great speed, almost as though they were 
  injured in their movements; they were things of thorns and iron and 
  might, each taller than a cathedral and each with hateful fire in their 
  bellies. I saw these dragons lay waste to the lands they ruled — great lines 
  of white fire belching from their mouths and destroying men, almost as 
  though for amusement. This land was red with weed and sickness and 
  resignation, and the dragons ruled here in this Broken Land.”
  —Pramus Quith, Expeditionary Captain
      Royal Between Company 
  A large stretch of dragon- and worm-infested wasteland extending 
  along one of the borders of the known areas of Between, this blasted and 
  dangerous region seems to defy all attempts at exploration. Most who 
  enter don’t return alive, and none has been able to discover the far side 
  where its desolate expanse ends — if indeed it has an end.
  Azure
  Beyond the eastern borders of the Castorhage East Dominion is a vast 
  unexplored mountainous jungle land full of active volcanoes and alien 
  things that seek the destruction of any interlopers. To the knowledge 
  of the Castorhage East Dominion Company and the Crown it is wholly 
  uncharted. Unbeknownst to them His Holiness the Father of Castorhage 
  has begun his own exploration of them from the far side by means of a 
  stable gateway recently discovered beneath a monastery in the Hollow and 
  Broken Hills. This gateway gives ships access onto a sargasso sea called 
  the Sea of Mists and Creeping Things after which a week’s voyage in any 
  direction brings the vessel to the eastern shore of the Betweenlands at the 
  foot of the mountains where a small port and outpost called Providence 
  has been established. The first administrator of this outpost, Friar Lyme, 
  disappeared only a few weeks after its establishment, though it is now 
  overseen by Prior Cleg (N male human summoner) when he is not busy 
  with his duties at the monastery.
  His Holiness is calling this land Azure in hopes that if word of it leaks, 
  such a moniker will lend confusion about what it is referring to, but of 
  course the Illuminati are already well aware of its existence and include 
  Prior Cleg among their top agents. From the tiny settlement of Providence, 
  the investigation of these largely unknown heights and the warm sea below 
  is being conducted on a small scale by the Brothers of Saint Jull, the small 
  monastic order of the Hollow and Broken Hills that unexpectedly found a 
  Between gateway beneath their priory.
  Castorhage East Dominion,  
  a.k.a. The Land of Saffron
  Administered from the bastion of Fort Labour on the banks of Queen 
  Alice’s Maw, the place boils with insects, its humidity making the air like 
  water as the Eastern Jungle rises towards distant mountains. All around is 
  the noise of insects, and the anger of the land itself. Volcanoes growl in 
  the night, their deep roots pulling at the very earth itself. Here and there, 
  a hastily constructed stockade fort clings to the place, its presence like a 
  scab on a wound. Folk of Castorhage dwell and work here, afraid of the 
  very place they live. Tales of flash floods the size of mountains that sweep 
  down the river, of volcanic eruptions, of distended creatures lurking on 
  the edges of the jungle, and of the Fort Toil Massacre are keenly known. 
  Yet the spices here are the purest ever seen, and boats groaning with 
  unnaturally heady saffron, of cinnamon and of cumin, regularly wallow 
  through the Between gateway canal to reach home. Some, of course, never 
  make it back. They all hope to see a new day, hope that they will never 
  witness a massacre, or a great flood, or the boiling anger of the volcanoes. 
  The infamous Land of Saffron is run by the Royal Between company 
  via its Castorhage East Dominion Company arm. This place has a terrible 
  reputation for brutality, and the masters cannot get enough labour to run 
  their spice plantations. Presently, criminals are being deported to this land 
  and being proffered freedom (which, of course, never transpires). It is 
  a concern of those who truly know the place that it is on the brink of 
  revolution, and could, if things went badly, see the establishment of an 
  independent Between state, something no one in authority in Castorhage 
  wishes to ever see.
  Castorhage Western Province and 
  Slave State, a.k.a. Hope
  A disgusting industry blights this place, a land where man has lashed 
  the land into some sort of temporary submission. Cotton plantations, 
  rampant growths of white as far as the eye can see, are being harvested by 
  bands of sickly looking people. Their hands and eyes and frames tell that 
  they were once from Castorhage, but their tale is all too common: a harsh 
  sentence for a petty crime mandated years of labour; predatory lenders 
  have gripped them in an impossible fist of indentured servitude, and they 
  work to repay debts they and their descendants can never hope to cast off; 
  they ran afoul of a press gang and had not the family or influence to see 
  
  74
  The Blight: Richard Pett's Crooked City
  them freed before being transported. These are the stories of those who 
  labour in Hope.
  They call it Hope in cruel jest or irony, the Western Province and Slave 
  State is basically a large prison without walls, a place cast-offs are given 
  the hope of redemption and sanctuary by Under-Justices and judicares 
  — no matter how trivial their crime. If they happen to be caught when a 
  ship is ready at the Great Docks, chances are they will be on it — or face 
  the gallows. Settlements scatter away from Point Hope, the bay where 
  new ships arrive and disembark their passengers from the fickle gateway 
  beneath an overhanging tor of rock bearing the ill-named township of 
  Port Welcome, itself the home of a great lantern to welcome shipping by 
  night. Hope is a den of thieves and slavers and greed and wallowing sin. 
  The imposing walls of Fort Industry overlook the town and sprawling 
  plantations of the surrounds, keeping a grim eye over its charges.
  The Queen has a personal fetish for this place, having once visited it in 
  her younger years, and has decreed that it will succeed and be an example 
  to heathens across the lands that Castorhage and Mother Grace are the 
  only true faiths worth aspiring to. The main outer colony, Grace, lies a 
  few days sailing 
  The Western Province and Slave State is less explorer-centric than its 
  sister settlement of the Castorhage East Dominion and far more ordered. 
  Visitors are not welcome, and intruders (called “stowaways” by Duke 
  Mandrake who rules from his seat at Fort Industry) are hunted. Thirteen 
  overseers rule the outer plantations here under the authority of Duke 
  Mandrake, and these plantations are separated by perhaps fifty miles apiece. 
  Beyond that is nightmare of the Greensward Hell. However, between 
  these great cotton plantations the land is not much more forgiving. Here is 
  found miles of green sawgrasses as tall as a man, high wild corn and gods 
  know what. Often labourers disappear from the edges of the plantations, 
  and some overseers — particularly the perverse Overseer Lucas Clover 
  (NE male human noble) — delight in exiling wrong-doers to the vast 
  wild fields between these outposts of civilisation. Clover is barely able to 
  conceal his perverse delight when he sends a slave out into corn beyond 
  the plantations, and garners a sick glee in their imagined sufferings.    
  Rough roads link the outlying settlements to Grace, the high wild corn 
  encroaches constantly, and small armies of men toil to keep the wild 
  undergrowth at bay. Their task focusses solely on the few pathways, what 
  lurks beyond is left alone. While clearing the pathways is relatively easy 
  work, there are those who are snatched while they toil and never seen 
  again. There are all kinds of tall tales about what lurks in the cornfields. 
  People mention long knives, scythes, hoods, things made of sack and 
  voices that sing sad songs of homes lost and travellers who go missing.
  Eastern Jungle
  Little enough is known of the vast rainforest that is known simply as the 
  Eastern Jungle. It is beneath the dense green canopy of this expanse that 
  the Castorhage East Dominion Company harvests its wealth in spices and 
  rare woods. Small plantations manned by convict labourers and indentured 
  slaves work under the eaves of this jungle, and if turnover of the work 
  force is high due to the back-breaking labour, incessant mosquito-borne 
  disease, and shadowy, cannibalistic things with too-long limbs and sharp-
  filed teeth that lurk beneath the heavy green boughs, then it is a small 
  price to pay in the name of profit. The Under-Justices and Judiciaries send 
  a constant stream of convicts sentenced to transport to work the Land of 
  Saffron, cheap resources to feed the ever-hungry jungle.
  Many villages and work settlements spring up along the languid flow of 
  the Queen Alice’s Maw river, though they disappear almost as quickly and 
  are soon buried beneath the unnaturally fecund plant growth that typifies this 
  forested land. Also hidden beneath this green shroud are many stone temples 
  and pyramids of seemingly great age. Who or what built them remains a 
  mystery, but the oft-repeated motif of hexagonal honeycomb structures among 
  their artwork and architecture leads many to point to the Leviathan Graveyard 
  also said to be buried within the jungle’s depths. The jungle’s eastern border 
  climbs the lower slopes of a chain of sharp-edged mountains, many of which 
  have peaks that emit a constant stream of smoke and a hellish glow from their 
  rumbling interior. Earthquakes are not infrequent and sometimes devastating 
  to the communities along the river and mountain slopes as flash floods and 
  rockslides quickly do what the denizens of the jungle tend to handle in a 
  slower fashion — the eradication of interlopers.
  Fort Industry
  More commonly referred to as “Old Blood, Sweat and Tears,” Fort 
  Industry serves as the hub for administration of the township of Hope 
  and the plantations of the Castorhage Western Province and Slave State. 
  It is the hastily constructed replacement for the ill-fated and abandoned 
  Fort Toil, ruled by Duke Mandrake (LE male human knight), the Queen’s 
  third cousin once removed. He is a vile, religious madman, who adheres 
  to the harshest doctrine of Mother Grace — order, honour, country and 
  goddess.  His clan (a group of vicious murderers, zealots and clerics) 
  follow his calling — to create a new Heaven in the world here in the 
  Western Province and Slave State. Worship, work and obedience are all 
  he asks for, and expects, of his followers and subjects. The duke sets a 
  high standard.  He punishes the most trivial acts with brutal breakings on 
  the wheel and for the most wicked acts — fornication outside wedlock, 
  lewdness and whore-mongering — and his punishments are the most 
  heinous. Burnings are his favourite way of cleansing his sinful flock, but 
  he realises the power of acts of even greater brutality, pulling sinners apart 
  with wild horses for example.
  Fort Labour
  A monstrous tyrant and close relative of Duke Taim, Lord Thresh 
  (NE male blighted† human veteran) has recently taken over the running 
  of the East Dominion under authority of Chief Factor Butterknuckle. 
  His Paladins of Order, a grotesque bunch of rapists and murderers, 
  are gripping the dominion in a vice and throttling anyone who dares 
  disagree. The group operate out of Fort Labour, little more than a timber 
  torture chamber in constant need of repair, aimed solely at ensuring the 
  efforts of those here to toil and profit and explore in order to further 
  the fortunes of their betters. Independent explorers are welcomed here, 
  simply because of the death rate, and while most are never seen again, 
  some return with wild tales of temples and mountain passes and cities 
  built upon mountaintops. Thresh is a serial madman, his black moods are 
  almost as legendary as those of Duke Taim, and in a fit of rage he has 
  been known to send dozens of men, women and children to their deaths 
  on some wild goose chase. Yet Thresh knows he will be judged on one 
  thing and one thing alone — profit. Thresh is a zealot on colonisation 
  and a steady stream of settlers are sent on their way, looking bleakly at 
  the mountains crushing the sky ahead and wondering at the chances of 
  their survival.
  Fort Toil
  The first outpost of Castorhage in Between, Fort Toil long held the 
  record for being one of the shortest lived until the settlements along 
  the eastern river began to spring up and disappear with regularity. 
  Constructed in 1644 at a point midway between the gateway at Point 
  Hope and the Greensward Hell, Fort Toil was a reinforced stockade 
  burgeoning frontier town that eventually boasted a population of 
  5,000 souls. It was intended to serve as a bulwark of defence for the 
  newly forming Port Welcome and as the spear tip for expansion into 
  the resource-rich environs of the nearby forest. That is until its entire 
  population vanished in a single night in 1647. Not a soul was left after 
  travellers discovered the disappearance the following morning…with 
  no signs of struggle or clues as to where everyone went. The incident 
  became dubbed the “Fort Toil Massacre” in a move to inflame the Royal 
  Family and other prominent movers and shakers of Castorhage and 
  resulted in the creation of the Royal Between Corps and a programme of 
  military build-up in Between. It also ultimately led to the Massacre of 
  Ste. Anne’s Field and a reversal of that hawkish policy.
  Today, Fort Toil stands largely as it was. It has long since been looted 
  of any valuables or useful equipment, but the log blockhouses and 
  stockade still stand, largely untouched by the weather and environment, 
  in mute testament to the folly of greed and colonialism in Between — 
  a lesson that if not exactly learned has been duly noted in the current 
  policy of Between colonisation.
  
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  Fowler’s Endless Stair
  Believed to be one of the first landmarks discovered in Between after 
  Mabe’s initial discovery in 1637 (largely because of a diary found some 
  50 years later that spoke of it), Fowler’s endless stair gains its name from 
  the early explore Desteryn Fowler, a famed Libynosi big-game hunter and 
  traveller. Taking a commission from the newly forming Royal Between 
  Company, Fowler and his troop of 27 hunters, porters, trackers, and 
  soldiers entered through the Mabe mirror-portal of BookTown and were 
  never seen again. Only a few short weeks later that mirror-portal had shut 
  as well. The diary of one member of the Fowler expedition was found 
  some five decades later by a Royal Between Company expedition to the 
  Great Between Forest and brought back what little news of Fowler’s fate 
  that is known. The diary described visions of a miraculous stair that had 
  occurred sporadically and that Fowler himself had apparently become 
  obsessed with finding.
  The actual location of Fowler’s Endless Stair is unknown, if indeed 
  it is not altogether transient to begin with. It is usually associated with 
  The Wall both as a convenient geographical context and because the diary 
  was discovered in the not-too-distant Great Between Forest, but nowhere 
  in the description of the stair was The Wall mentioned. Some scholars 
  speculate that it was actually a free-standing stair that ascended to the 
  sky to destinations unknown like some kind of heat mirage, and this 
  actually matches the diary’s furtive descriptions better. But even that is 
  truly speculation as well, as is what caused the explorer to obsess so over 
  it or his traveling companions to so willingly go along. That the stair is 
  “endless” is simply derived from the fact that if they found it, the exploring 
  party never left it and some contend that they climb it still in a vain effort 
  to find what glorious reward or secret it holds at its undiscovered summit. 
  Other than occasional claimed sightings of the vision, there have been no 
  confirmed reports of anyone ever actually finding it.
  Great and Secret House, The
  A few travellers have reported a house somewhere deep in the 
  Betweenlands. They say it is of endless size and seemingly infinite 
  chambers. Some travellers have reported being unable to enter it, either 
  finding no doors or accessible windows or finding that doors and windows 
  are completely impervious to penetration. Others have reported being 
  able to easily enter it and explore some of its vast interior, though these 
  report doors within appearing or disappearing in its confusion of halls and 
  chambers and causing their parties to inevitably split up. In each of these 
  cases, one or more members of those groups never emerged again. No one 
  has been able to determine why some groups are able to enter and why 
  other cannot, but speculation runs toward the subsequent disappearances 
  having a strong connection — as if the house sought to claim certain 
  individuals and allowed them the means to enter. Ultimately who is master 
  of this house and what its purpose is remains just one of many mysteries 
  of Between.
  Great Between Forest,  
  a.k.a. The Unquiet
  The Great Between Forest, or the Unquiet as it is known to those who 
  have had the misfortune to spend a night encamped within is a vast swath 
  of woodland that covers what is often approximated southern extent of 
  the Betweenlands. The forest’s depths are unplumbed and unknown 
  and are rumoured to hold all manner of creatures and horrors from 
  wolves that talk to dead that hunt. And anyone who has experienced the 
  forest at night has made mention of the susurrus of the trees, a constant 
  whispering sibilance as if each trunk was awake and watchful, sharing 
  its secrets and murderous desires with its companions. That many kinds 
  of intelligent plant life including treants and scythe trees, have been 
  encountered within only adds to this feeling of the forest as a single 
  waking entity only biding its time until it turns against all who would 
  dare encroach upon its borders.
  Greensward Hell
  This jungle is said to be alive in a singular sense, a fact possibly borne 
  out by the tragedy of Fort Toil, the original outpost linking Between and 
  the Blight. Explorers head off weekly into the green depths to seek wealth, 
  to search for fabled cities of secrets, and to hunt. Many never return, and 
  those that do are sometimes broken men who swear to never venture into 
  the Green again. Yet still more go, for every expedition is driven by the 
  tales of wealth.
  Formally claimed as territory by Castorhage, the fringes of the jungle 
  now has several cotton plantations established, and these in turn are 
  manned by slaves under the protection of the Illuminati via the Royal 
  Between Company and the Castorhage Western Province and Slave State. 
  If the insects and the sickness do not get you, if the strange creatures that 
  plague the lands don’t take you and consume you, and if the greedy does 
  not stab you in the dark for your shoes or the want of a waterskin, you 
  might live another day here. And each day can be worth a fortune.
  HrondHuss
  The HrondHuss is considered the last mark of civilisation upon the 
  Betweenlands beyond which lies only endless wilderness and madness. 
  This inn is constructed in the elaborate alpine style of the Yolbiac Vale 
  and is owned and operated by the ex-patriot Valesman Yudr György (N 
  male human warden†) who has managed to live in the shadow of the 
  Wall largely unmolested for nearly 20 years. The Huss is staffed solely 
  by Yudr’s wife and 3 children and one Ashurian slave named Khelmut 
  (a Denizen of Leng† with the following changes: alignment is neutral, 
  disguised as a male human) How he managed to build this establishment 
  
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  and how he supplies it is a mystery to the few folk who come this far 
  as is the lone guest who has resided here for the last 14 months, a thin, 
  pale stranger calling himself Etumo (CN male vampire), but most assume 
  that the Valesman must be running from something. Only the very astute 
  notice the lingering looks that occur between the wan guest and Yudr 
  young wife Ingred.
  Yudr will keep any guest who can pay and abides by the rules of peace 
  within the Huss but has been known to bring in those in need who could 
  not pay at the time but were in dire straits. Though in these cases he always 
  extracts a promise of a future service, none of which have been called in 
  to date. The Huss has rooms to accommodate 40 guests and a stable for 
  a score of mounts. The fare is simple but good with a plentiful supply of 
  good Yolbiac beer. Etumo hires out as a guide for any who wish to explore 
  the nearby Wall of the forest at the rate of 20 gp per day, but few take the 
  intense man up on the offer.
  Land of Hateful Things 
  This place is said to be a dark fairyland, a place where the essences 
  of children’s nightmares are taken and given flesh. The few who have 
  managed to glimpse it from afar report having seen a number of children 
  wandering within its sometimes-idyllic-sometimes-horrifying landscape. 
  Some of these children have been recognised as missing persons who 
  disappeared from their homes in the night. The fact that some of these 
  children disappeared decades or more ago and yet seem to have not aged 
  at all when spotted again causes great concern and speculation among 
  those who have received these reports. None of the reports of the missing 
  children’s whereabouts has yet been made public knowledge through 
  any official channels, though street rumours sometimes run rampant. In 
  addition, no attempt to make contact with these children has succeeded, 
  and those who have tried have invariably disappeared.
  The truth of the matter is that the Land of Hateful Things is the demesne 
  of the Harvester of Cribs who brings those that he does not immediately 
  devour to this place to dwell thereafter. Why he should do so or if he is 
  even the actual ruler of this domain remain very much in question.
  Land of Long Night
  This realm is a place perpetually shadowed where the dead walk under 
  a black sun. It is a place haunted by ghosts and tragedy, where the land 
  itself is an undead spirit that aches for rest and longs for vengeance against 
  whom and for what it cannot even understand. 
  Lands of the Echo Queen
  Travellers report that somewhere within Between there exists a kingdom 
  that is a dual — yet mocking — version of Castorhage and its environs. 
  Herein, a grotesque queen rules her subjects with an iron fist, and has a 
  fanatical group of loyal soldiers at her call. This land is occupied by a 
  plethora of enlarged and awakened animals, trees, and other horrific 
  creatures. A great forest extends around the borders of this kingdom and 
  twisted creatures live therein, these creatures, despite their horrific and 
  multiple forms are also intelligent. Some wonder which is the image of 
  which, so dreadful is the royal court of the Blight. Regardless, this land 
  remains frustratingly elusive and has yet to be discovered by those who are 
  actually seeking it, rather than those who just happen to stumble upon it.
  Leviathan Graveyard
  Little enough is known of the Leviathans, great indescribable beasts of 
  the mundane world’s distant past. Also sometimes known as Ancients, the 
  role of these vast behemoths is unclear in the history of the world as they 
  do not appear to appear to have been a type of dragons nor do they conform 
  to the physiology and structure of the great “thunder lizards” still found 
  alive in some parts of the world today. They appear to have been a wholly 
  different type of creature, equally as primordial as both of those others but 
  much more alien with a greater diversity of form. The fossilised remains 
  of such creatures have been found throughout the known world, but the 
  city-state of Castorhage produces the highest concentration of discoveries 
  of anywhere. Part of the mystery as to why that is may be answered by the 
  sunken valley that lies along one oxbow of the jungle river here.
  The fossilised remains of hundreds of the creatures known as Leviathans 
  can be found in the eroded embankments and gullies of this stretch of the 
  river and in forms more varied and sizes unequalled by any finds in the 
  mundane world. Whether the creatures came collectively to this spot to die 
  untold millions of years ago or were merely present at this location when 
  some catastrophic event occurred that caused their simultaneous deaths 
  is uncertain, but the few members of the Royal Underneath Society who 
  have braved the journey downriver to reach this site have located numerous 
  examples of the honeycomb-clustered fossils so often associated with the 
  Leviathans. That only about half of those scholars and their parties have 
  returned to tell the tale seems to have done little to diminish the appetite 
  for more discovery. That some of those who did not return were later found 
  on the site as little more than bags of rotting skin, their bones, organs, and 
  musculature having been somehow meticulously removed with only a few 
  small incisions has had at best a modest effect on diminishing the scholars’ 
  ardour. Perhaps most telling of all in reducing efforts of the savants of the 
  society to obtain company permission to make the journey has been the 
  faces of the victims whose remains have been found — faces that though 
  now nothing but hollow skin remain perfectly intact and recognizable and 
  forever etched into an expression of surprised joy.
  Mallen and Between Mine No. 1
  This mine is miles deep, and 400 workers (mostly dwarves) work its 
  faces for Between gold. It is a strange place with an outpost town at its 
  head called Mallen. This settlement (originally simply named Settlement 
  34) is a rambunctious place where miners come to stake their claims 
  and face the things that slither in the mines beneath them. It is overseen 
  by Royal Between Company Foreman Boss Rath (LE male hill dwarf 
  veteran), a surly and cruel dwarf who astonishingly claims hobgoblin 
  ancestry and gets into many bloody brawls with those who dare mock 
  his claim or deny it. If anyone causes too much trouble, he directs his 
  company toughs to apprehend the troublemaker in the dead of night and 
  introduce him forcefully to one of the mine’s deeper shafts.
  The Between mine is a terrible place, a shifting series of faces that birth 
  out stones and ores unpredictably, but has yet to end. Thousands of work 
  faces (many mined by workers suspended in space on harnesses), side-
  corridors (some that grow ever lower and narrower regardless of whether 
  the miner crawls forward or backward), and endless depths lie beneath the 
  precarious chain conveyor that lowers the workers half a mile and more to 
  the main worksites themselves. 
  Even though Mallen appears to sit by itself among these broken hills 
  with only its own tailings for company and no road leading to or from it, 
  it is only half of the settlement with the other half lying in the Underneath 
  below Castorhage and still known as Settlement 34. Mallen is usually 
  reached by crossing over from this location, and anyone approaching from 
  overland in Between is immediately considered a hostile threat and all 
  steps necessary are taken to either eliminate the intruders or to exterminate 
  the miners while Rath and his guards bunker down in their blockhouse 
  and await for reinforcements from Underneath. For more information on 
  Settlement 34, see Chapter 10 of The Blight Campaign Guide.
  Mockery, The
  This hidden place is a haven, a retreat for the vampires of the Fetch, 
  where undead can find peace and tranquillity can be for a time. Called 
  the Mockery, the place at first looks like a small ghost town abandoned 
  in the depths of the forest, but that is before the visitor notices the talking 
  flowers or the many vampires sleeping in the sunlight. In the Mockery, 
  death and life are mingled, spirits rise and fall, and those cursed to walk 
  the night can for a time be freed from the limitations of their curse and 
  live like the living, like the mortal lives they left behind to come into their 
  inheritance of undeath — for a time. But even the Mockery cannot be 
  tolerated for long by a visiting vampire, for the longer one stays the more 
  one is changed. The spirits of the place speak through the soil and the 
  
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  plants, making promises, stripping away their minds, their wills, and their 
  personalities. A vampire who stays too long in the Mockery “goes to root”, 
  they say. His flesh becomes grey and hard, his joints stiffen into gnarled 
  poses, and the light of awareness leaves his eyes. Some of the tangled 
  trees around the town have strangely humanoid forms, and the Fetch point 
  to these as examples of those “gone to root”. That some of these grow new 
  green shoots is a mystery to even those most well-versed in the place. The 
  ruler of the Mockery reigns from a courthouse overgrown with vines and 
  old trees. She wears the robes and wig of a Crown Justice of Castorhage 
  and sometimes refers to herself as the Fourth Bench. She is Perdition, 
  Dread Queen of UnBirth and she rules the Mockery in the name of her 
  master Beltane and guards the secret of the gateway that connects this 
  place to the Artists’ Quarter of the city-state. This ancient vampire has 
  proven immune to the influence of this place and this is well known to the 
  Fetch and accounts for her position of authority. Secretly, and unknown to 
  her or the Fetch, she has become a puppet vessel for the powerful animus 
  spirit that infests this place. Only the strange dreams of dominion and 
  sunlight that she sometimes experiences provide her any insight that all is 
  not what it seems.
  Further detail on the Mockery can be found at AQ42 in Chapter 2 of 
  The Blight Campaign Guide.
  Myre-Between, The
  It’s almost passé to say this soggy marshland is alive. Certainly, the 
  standing stones within its green, fetid depths are known to speak as they 
  sway in the colossal floating bog. Things live in the Myre-Between — bad 
  things, although the present regional governor, Lord Henry Bragmye (CN 
  male changeling† talimancer), laughs off such tales. His manor house sits 
  at the edge of the Myre-Between, its wooden siding gouged by the effects 
  of the damp air and frequent mists. Out in the Myre-Between beyond the 
  grounds of his estate are hidden tombs, tombs whose contents have made 
  men rich. Lord Bragmye charges a high price for his hospitality and guides 
  into the mire, but without them, successful entry is nigh impossible.
  Pech Pit
  Like the Fort Toil Massacre and the Massacre of Ste. Anne’s Field, the 
  Pech Pit is the sight of a tragic loss of life early in the exploration of 
  Between. Intrepid explorers managed to blaze a trail across the uncertain 
  terrain between the Castorhage Western Province and Slave State and the 
  Castorhage East Dominion. When the rise of the first Greensward Tyrant, 
  the mad monk Eglund of Sanctuary arose and threatened the plantations 
  of the Western Province with annihilation, a lone rider managed to make 
  it past the cordon of the monk’s skirmishers and the natural dangers of the 
  great Betweenlands plains. Bringing his urgent message or dire peril to 
  Fort Labour, Castorhage East Dominion Company assembled its levies, 
  slave militia auxiliaries, and Royal Between Corps companies and set out 
  at a forced march to relieve its beleaguered parent company. Unlike the 
  Ste. Anne’s Field travesty of decades earlier, no Between horde rose to 
  meet them, and the very ground seemed to tremble beneath their tread. 
  The marching host was unstoppable — until the ground opened beneath 
  their feet and swallowed them.
  The great sinkhole opened too quickly for the mass of the army to escape, 
  and only the vanguard and baggage train survived. Witness accounts 
  reported the vast pit’s depths being shrouded in unnatural darkness and 
  the sounds of inhuman bellows and all-too-human screams arising from it 
  for hours. By nightfall all was silent and all the remained was the sinkhole 
  now known as the Pech Pit. Since that time, by contractual agreement, the 
  too arms of the Royal Between Company do not send military assistance 
  to one another. The result has proven far too costly.
  The few travellers who make the journey today between the Castorhagi 
  dominions attempt to avoid the pit, but somehow always end up finding 
  it. Even attempts to make a new road had failed as even the new course 
  found itself blocked by the pit and requiring travellers to skirt its dark 
  depths. Strangely reports on the size of the pit vary and those who travel 
  overland without even following the road still come across it, almost as 
  if it seeks travellers out. Most folk are able to safely go around it, though 
  some parties have disappeared in its vicinity, and those who come upon 
  it unexpectedly at nightfall fear the worst, for it is always most active 
  at night. Tales of vast tentacles, creeping monstrosities, or cannibal 
  humanoids skulking in the dark have all emerged from travellers braving 
  the land road, and perhaps they are all true. None of braved the depths of 
  the pit to know for certain what dwells within or how deep it goes, but 
  all assume at the very least there waits an undead army whose marching 
  tread can still sometimes be herd echoing from the mouth of the shaft 
  — an army that should it ever find a way out will undoubtedly continue 
  its march to the Western Province and bring sword and flame to a war a 
  century over.
  Queen Alice’s Maw
  Flowing through the forest bordering the Castorhage East Dominion, 
  a score of small, newly established villages follow the banks of this 
  gruesome green snake of a river almost a mile across. These colonists 
  are almost all forcibly settled here by Lord Thresh and have adopted a 
  dark fatalism as the river of the woodlands take them one by one through 
  unbelievable acts of horror or insanity. Only the newest of settlers still 
  share the original spark of adventure and dreams of striking it rich that 
  first drew them to trying their fortune in Between. For the rest, stuck as 
  they are between the nightmare reality of their present circumstances and 
  the assured death at the hands of Lord Thresh’s “paladin” order, most 
  simply hope that when the inevitable ends comes that it comes quickly 
  and as painlessly as possible. None of these villages is large enough or 
  lasts long enough to warrant an official name or map notation, but most of 
  the inhabitants enjoy sardonically giving them names as far from the true 
  nature of their reality as possible, names such as Joy, Beginner’s Luck, 
  Double-Or-Nothing, and Can’t Miss.
  Sea of Mists and Creeping Things
  Not truly a part of the Betweenlands but generally agreed to also not be 
  a part of the Unsea, this sargasso sea is perpetually cloaked in an obscuring 
  bank of fog that prevents vision beyond a few dozen yards. A waterborne 
  gateway from the Hollow and Broken Hills opens into this sea and is used 
  to access the small port of Azure on its western shore. Oddly, regardless 
  of which direction a ship travels from this gateway, a voyage of roughly 
  a week always brings it to the shore near Providence. Why this is has yet 
  to be determined but further investigation has been stymied by both small 
  numbers of the Brothers of Saint Jull who are undertaking this exploration 
  and the nagging habit of ships occasionally disappearing without a trace 
  in the seemingly endless mists. Sailors try to reach shore as quickly as 
  possible through murky tangle of the sargassum and thank their lucky 
  stars when they see the fog break ahead and land on the horizon.
  Spiral Fable
  The Spiral Fable is a mystery site where reality seems fluid and can 
  follow the imagination of the viewer, though usually in a way that distorts 
  and endangers viewer. It is known in the Artists’ Quarter of Castorhage as 
  a place where the storybooks come to life and allow their fanciful ideas 
  to manifest in reality. There has to be a gateway connecting somehow to 
  the city, but no one has discovered it for certain. All they know is that 
  sometimes stories come to life and run rampant among the living, and the 
  bloodier the story the more likely it is to happen. On the Between side it 
  is little more than a nondescript valley among rugged hills with nothing 
  to mark itself as such a place of chaos made real. There have been reports 
  of an unusual concentration of chaos beasts inhabiting the region, but so 
  few folk have dared to try and explore that this could easily be a chicken-
  or-egg tale. More information on the Spiral Fable is given at AQ41 in 
  Chapter 2 of The Blight Campaign Guide.
  Ste. Anne’s Field
  The site of the second-greatest massacre after that of Fort Toil, Ste. 
  Anne’s Field is a meadowland not far from the fringes of the Greensward 
  
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  Hell. Here a full regiment of more than 3,000 Royal Between Corps 
  regulars drew up their battle lines to face the brunt of the malignant forces 
  they were facing in the Greensward Hell War. What emerged from the 
  forest to engage them was like no army ever seen before or since. A vast, 
  disparate horde of creatures, humanoids, madmen, indescribable horrors 
  emerged and crashed into the carefully arranged ranks of the waiting 
  soldiers. It was over in minutes, the field nothing more than a litter of 
  broken bodies. It was as if Between flexed its muscles and showed what 
  the might of the Royal Between Company was up against. It changed the 
  course of Castorhagi policy from one of military conquest of Between to 
  one of careful expansion and localised exploitation rather than risk the ire 
  of the entire land like that again.
  Today the field is still a pleasant green meadow. At its centre stands 
  a crooked marble statue of an angel with broken wings representing the 
  solar angel Saint Anne, Patroness Saint of Martyrs, erected in honour of 
  the many lives lost. One of the statues arms is broken off, and the other still 
  reaches beseechingly out towards the distant wood line in an expression 
  of contrition? A plea for mercy? No one alive knows. However, it known 
  that at night the statue weeps blood and the dead walk seeking vengeance 
  against any among the living who dare pass by. As a result, the field is 
  almost universally avoided.
  Theatres Obscura, The
  A dark theatre district of shadows and crooked streets springs here in 
  a small vale among desolate hills. It seems to have a life of its own as 
  those who find entrance to it in the Artists’ Quarter come here to partake 
  of its otherworldly offerings. The dark fey hold sway here and control the 
  gateway to the mundane world, and the god known as the Leper King is 
  said to stalk its always-twilight streets. More information on the Theatres 
  Obscura can be found at AQ9 in Chapter 2 of The Blight Campaign Guide 
  (Festival) and in L6: The Susurrus Theatre in The Levee adventure.
  Tyrant Kingdoms
  A small number of tyrants have set up so-called kingdoms within the 
  forest beyond the plantations of the Western Province and Slave State and 
  far away from any kind of laws of men. Characters such as King Flesh 
  (CE male human transmogrifier†) and an insane halfling missionary called 
  Mistress Lydia Scathel (NE female halfling wererat), madly convinced that 
  she is a new Rat Queen and must transform this place into a haven for the 
  Family populated only by wererats, set up their short-lived fiefdoms beneath 
  the jungles’ eaves. Loners, miners and hunters are inching across the place, 
  and although they seem to be taming it their efforts are doomed; this place 
  grows at an impossible rate, is brimming with lurking horrors and can even 
  get into the skin of those who live here — as an insect called the feasting 
  mite slowly eats its victims alive beneath the cover of their own hide.
  The Wall
  Here stretches a howling mountainside at the foot of which rests the 
  HrondHuss, the last inn before its massive expanse. Whether mountain 
  range of virtually sheer cliffs or simply a vast wall across the Betweenlands, 
  none knows for sure as none has ever reached the top to determine the 
  truth. The Wall draws explorers to its upper reaches, but none has ever 
  succeeded, even those who try to fly in its wild gales. Those who return 
  from attempts at its upper reaches tell of finding signs of civilisation, of 
  maddening echoes in the wind, and gales that flay the skin off a man. The 
  relics they return with sometimes fetch fortunes back in the city. And the 
  Ashurian manservant at the HrondHuss always listens to such tales with a 
  keen ear, though he keeps his own counsel as to his interest.
  Winter Wood
  A portion of the Great Between Forest that grows thickly with 
  evergreens, the Winter Wood is known to lie relatively close to the 
  HrondHuss but far from anywhere else. Unlike the rest of the great forest, 
  this portion is perpetually blanketed in snow, though few snowfalls or 
  blizzards actually occur, and it is renowned for the iridescent bubbles that 
  frequently float gently upon a cool winter breeze. Voracious wolves (many 
  long since dead) haunt these woods along with spiders, and worse things, 
  and great flapping creatures are known to soar above the treetops in the 
  night sky. At least one gateway is known to open into this woodland from 
  the Theatre District, but its Castorhage end is a closely held secret by the 
  city authorities who monitor it to see what kind of abominations it might 
  spawn and what might be learned from them.
  The Unsea
  A vast, uncharted ocean, the Unsea is a place of incredible storms and 
  nightmarish gales that has proven difficult to explore. It is always overcast 
  and gloomy in the best of conditions, and often fogs are so thick that a 
  helmsman can’t see his own masthead. The outpost of Scrimshaw lies 
  beneath a huge ragefire†-powered lighthouse that casts a beacon to draw 
  shipping home. Whaling in the Unsea is the most plentiful, and is a draw 
  to the fleet of fishermen and whalers who now operate its dark waters. 
  Rumour has it that not all the catch is passed into the Castorhage markets, 
  and that often things that talk are found in nets.
  The Unsea has many unique and interesting features and locations of its 
  own, a selection of which are detailed below.
  Brittle Ice, The
  An endless ice field emerges here from the freezing waters of the 
  Unsea. It seems to stretch into eternity but offers tantalizing glimpses of 
  fanciful spires and dreamlike palaces upon the distant horizon or reflected 
  as mirages upon low-hanging clouds in certain weather. Rumours say 
  that the legendary Tu Chai Palace stands somewhere in that vast expanse, 
  but exploration is limited because the ice field is rotten and brittle and 
  collapses into sinkholes and hidden crevasses with alarming frequency. 
  Only the enormous horned, six-legged polar bears that haunt its landscape 
  seem to be immune to the effects of these hazards, and they are known for 
  being extremely aggressive and always hungry.
  The eastern flank of the ice shelf abuts the sweating expanse of the 
  Greensward Hell, where a massive ice cliff looms, apparently untouched by 
  the sweltering heat, above the verdant jungle expanse, seemingly untouched 
  by the cold. As elsewhere, the ice here is too brittle to support much in the 
  way of exploration, so for now the Brittle Ice holds its secrets close.
  Carrion
  “The reason for the stench besetting our deck finally became 
  apparent; the dogged nidorous odour that has been plaguing us for days 
  has revealed a source. It is the floating carcass of a whale, a vast creature 
  whose mouth is pulled back in a permanent dreadful grin the size of a 
  
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  cliff. There are living things amongst the rot, and signs of habitation; 
  bones have been splintered and broken and lashed, and parts of ships 
  pulled and stitched into place to make a revolting floating town.”
  —Last Known Journal Entry of Abriath Wayde,
  First Mate of the whaler Lyric
  Carrion has been spotted upon the waters of the Unsea by many. It is a 
  mobile, floating town ruled by aboleths. The aboleth’s slave creatures tend 
  the revolting carcass as they pay fealty to twisted sea gods who drive the 
  settlement upon its way, taking it to the next holy place for its inhabitants 
  to invade.
  Carrion is more than a floating island, it is a vessel, and when the 
  wind is up, great sails can be stretched to drive it onward at a ponderous 
  pace. The aboleth of Carrion are served by an array of slaves taken from 
  their voyages — voyages that expand the aboleths’ minds and powers. 
  The aboleths have an incredibly sophisticated social structure, and are 
  governed by a rigid caste system. They are led by the One of the Carcass, 
  The Great and Only (NE aboleth) who is attended by its 8 beloved kin The 
  Prime (NE aboleths). The aboleths have voyaged the Unsea for all time it 
  seems, and the immortal skum† that tend them can remember histories so 
  vast that mortal minds would struggle to comprehend their telling.
  Cataclysm, The
  There is a place where the Unsea falls into the nothingness of night 
  and void, and that place extends its icy fingers to the seas for scores of 
  miles around. Once in the grip of its current, there is no escape from its 
  inexorable grasp. Few people have ever glimpsed the Cataclysm, and no 
  one has voyaged close enough to significantly explore it in any way. A 
  few have tried and been drawn into whatever lies beyond; the odd, vain 
  wizards who have sought to fly or use other magical means to see what 
  lies below, they have all been drawn by great gales into the fury of the 
  Cataclysm which likewise defies all attempts at scrying. Only stories exist 
  about the place, and they are all bad.
  Cloven Sea, The
  The Unsea in this region is torn, a huge slash between two great walls 
  of water creating a slowly shifting land exposed from beneath the waves. 
  The tear is a seething, moving mass of water usually a hundred yards 
  across and deep, but sometimes much wider or even narrower to the point 
  that its watery walls almost seems to touch. Perched precariously upon 
  one of its upper walls is the skum city of Thry’ss where homage is paid 
  in equal parts to the aboleths of Carrion and the long-missing Madness-
  of-the-MirrorStorm, the great Between kraken who once made her home 
  within the waters around the Cloven Sea but has been banished to the 
  mundane world for many years now.
  Corrun’s Labyrinth
  Shorlty after the discovery of the Unsea was the discovery of the Brittle 
  Ice and the discovery of Corrun’s Labyrinth. It is called labyrinth because 
  that is the best description that sailors and cartographers can come up 
  with to describe it, but in reality it is simply a section of the northern 
  Unsea much like the rest. If anything, the waters here are unusually gentle 
  and very rarely lashed by storms and perhaps with a somewhat higher 
  frequency of crabs and other sea crustaceans, but not large or harmful 
  ones. It’s almost as if the sea is particularly safe and pleasant here by 
  design, an invitation for the lost, storm-tossed or wayward voyager to sail 
  within and find a moment’s rest from the dangers of the Unsea.
  Of course, once a vessel is piloted within the sea haze gradually increases 
  so that eventually the ship sails through a nearly impenetrable fog, a fog 
  that seems to give a suggestion of hiding actual walls water as if the ship 
  was actually sailing down hidden lanes into the deeps. Those who don’t 
  immediately come about when the mists first rise are lost in the endless 
  maze of fog-shrouded waters heading ever deeper into what, exactly, no 
  one knows. But all know that they are never seen again, as so famously 
  happened in 1639 to Commodore Grabe’s subordinate Captain Corrun and 
  his entire schooner the Wreath. Even ships that do immediately come about 
  when the mists arise don’t always make it out, for sometimes the mists rise 
  quickly and thickly and a ship that’s lost from view is rarely seen again.
  Edge of Ruin
  The lightship Edge of Ruin remains anchored as a warning on the very 
  border of the Edge of the World. Beyond is the vast area of Unsea that no 
  one has successfully explored. Though lightly crewed, she is a massive 
  vessel, wide-bodied for stability with a towering pinnacle constructed 
  upon her superstructure atop which burns a fiercely blazing magical 
  beacon. Her captain, Ada Moathreer (N female human veteran), and 
  her small crew are frequently visited by the curious, the lost, or by those 
  drawn by the astonishing harvest of whales and strange fish here. 
  The Edge of Ruin’s crew appreciates visitors as they bring supplies and 
  cheer to Ada, who for some curious reason loves it here. The combination 
  of Ada’s lively spirit and broad smile combined with the desperate location 
  bring a curious calm to this frightfully elemental place. It is likely — those 
  who have been here often say — that Ada has influenced the very nature of 
  Between and created her own calm on the very edge of the storm.
  Edge of the World, The
  There is a point in the Unsea where the sea angers — a place that simply 
  cannot be navigated. At its edge, a battered lightship of great size called 
  Edge of Ruin heaves with an angry beacon at its top. The sea beyond the 
  ship boils, a churning seething mass of whirlpools, tearing and grappling 
  the ocean. It has been compared by many mariners with the great Tempest 
  Meridians that separate the oceans of Lloegyr in two. A type of Between 
  fish called query is a delicacy that is rarely caught but often seen here. Its 
  presence draws many sailors who come for many miles to lay their nets 
  out here on the verge of these destructive waters.
  Great Whale, The
  Not so much a place as a thing that is the size of a place, there is a thing 
  of corrupt flesh that swallows ships and in whose belly sailors rot. Its gut 
  is said to be larger than a town, and sailors are said to call out from within 
  its colossal gullet as they slowly die or strive to live on the scraps of flesh 
  and food devoured by the endless consumption of the Great Whale.
  The Great Whale is indeed big enough to accommodate people living 
  inside it, and these unwelcome squatters live within the rear parts of 
  
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  the vast whale’s mouth, dwelling in safe havens they have fashioned 
  into crude fleshy dwellings that form air pockets whilst the whale is 
  beneath the sea. They are not alone. So vast is the thing that lacedons 
  — the undead remains of sailors who have lived and died here — also 
  dwell within it. The sailors trapped in here have tried to escape the maw 
  many times, but have so far always given up when confronted with the 
  vastness of the Unsea. They pray that the vast creature one day will 
  swallow a rowboat or enough timbers to lash together a raft that they can 
  initiate plans to escape.
  Scrimshaw
  This maritime outpost sits upon (and within) a massive sea stack that 
  rises from the waves of the Unsea. It has many connections to the city 
  district of Town Bridge and serves as the headquarters of the Royal Unsea 
  Whaling Company administered by the Lady Constance Thorn, Governor 
  of Scrimshaw (N female human noble) under the authority of the Darnel 
  family of Town Bridge. In truth, Scrimshaw is considered a city district of 
  Castorhage in its own right. Scrimshaw is detailed further in Chapter 9 of 
  The Blight Campaign Guide.
  Scrimshaw Lamps
  The Scrimshaw lamps are lighthouses constructed of whale bones — 
  one of the most readily available building materials in the Unsea. They 
  are four in number, and mark the edges of the thoroughly explored 
  and relatively “safe” part of the Unsea. Each is lit by a bound ragefire 
  elemental and manned by a keeper. 
  Frostrime
  The north lamp bears an almost-constant patina of ice from the blowing spray 
  of the turbulent seas. The frigid post is manned by Keeper Dobbs (N male street 
  dwarf† 3commoner) who was exiled here for crimes in the Capitol and given 
  the choice of manning the lighthouse or being burned alive. Dobbs is slowly 
  going mad and is being courted by the cult of the Madness of the MirrorStorm. 
  One day soon, they intend to extinguish the light and destroy the place.
  The Choir
  A small family occupies the western lamps. Uril Quod (N male human 
  commoner) and his wife Ela (N female human commoner) have 5 
  children and are happy to bring them up away from the foul influences of 
  civilisation. Loathe to see visitors, Quod does all he can to prevent contact 
  with the outside world.
  The Penance
  The largest lighthouse is manned by the Sorrowful Man (N sentient 
  lesser flesh golem†), a creature of twisted appearance that, like Quod, is 
  happy in isolation. The Sorrowful Man does not loathe company, however; 
  it loves it, but does not allow its sadness to consume it. Some captains love 
  the twisted creature, which shows glimpses of a soul and which loves to 
  read the books they bring.
  Hope
  Hope is the most southerly lamp and has been bent into a strangely 
  curved shape by the storms that constantly pound its flanks. It seems like 
  only a matter of time before it finally gives out and collapses. Its keeper, 
  Dabrin Hodd (NE male arcane assassin†), is a lunatic and killer who preys 
  on lone travellers and castaways. Hodd kills anyone he gets a chance to, 
  seeking to add them to his Gift, which he is constructing in his cellar. The 
  Gift is a living statue made of animated portions of multiple bodies, and 
  which cries out and sobs for release or death. 
  Ships’ Necropolis
  At this slowing drifting location, the sea is choked with ships, an 
  expansive, crushing mass of timbers and masts and prows making one 
  place that stretches and rises across the sea swells. Mangy gulls call from 
  its higher places, whilst its cliffs of wood are endlessly consumed by the sea 
  and repaired, somehow remaining a single tangible thing. A beast known 
  as The Brackish King (LE Between vampire†) rules the Ship’s Necropolis. 
  He is tended by his crew, some of whom are vampires, but many of which 
  are lacedons or brine zombies. Undead seagulls and vargouilles† stalk its 
  seaweed-throttled cliffs, and other more terrible undead lurk in its holds 
  and bilges. Skulking far below the decks, hiding from the sight of men, 
  is an aquatic corpse orgy. The Brackish King is able to draw ships from 
  the bottom of the Unsea at will, doing so when he needs fresh corpses 
  and new structures to twist and lash. His motives are otherwise unknown. 
  Turmoil, The 
  The greatest whirlpool in the Unsea, the Turmoil is more than just a 
  natural phenomenon; it is, like many whirlpools here, alive. A bound 
  swarm of dozens of elder Between water elementals, the Turmoil 
  occasionally drifts across the waters to hunt, only to return to its usual 
  place a year or so later.
  Sailing the Unsea
  The Unsea is a seething mass of storms, whirlpools, waterspouts and 
  natural (and unnatural) terror. The weather itself here is an aspect of the 
  Between; in other words, in places it is a living, thinking thing. Storms are 
  
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  genuinely malevolent; waves do indeed deliberately try to swamp vessels, 
  and hurricanes pluck sailors from ships. St. Elmo’s fire dances off masts 
  and annihilates whalers, and vast whales swallow ships whole.
  Do not make the mistake, however, that the Unsea is cohesive or 
  omnipotent. It is not, nor is it one single entity. The weather can slumber, 
  its moods changing from fury to calm in an instant. The weather also 
  sometimes works against enemies and monsters. The fractious nature 
  of the Unsea gives you a complete guiding hand in events. If you want 
  a whirlpool to open up beneath your characters’ ship and drag them to 
  gods know where, then do so. If you want a vast tidal wave to swallow 
  Scrimshaw at the end of your campaign, do it. 
  Tales of the Unsea
  There are always stories, but when the place is as wild and endless as 
  the Unsea, and when the place is Between — a land that soaks up thoughts 
  and fears and tales — it is always possible. That which is imagined 
  becomes truth, and what is given a life in a story is given breath. Dreaming 
  is dangerous here, almost as dangerous as imagining.
  The stories below are the tip of the iceberg for such tales in the Unsea 
  and are further detailed above. The tales are read aloud or paraphrased 
  text that the characters may overhear in the Precarious†, learn about whilst 
  visiting or sailing the Unsea, or even learn from the old songs of bards and 
  storytellers in the city streets.
  The Unsea is an elemental place that allows you to draw upon any folk, 
  fairy or other tale you wish. A quick whisk through a group of legends of 
  the sea could give you inspiration if it is needed. Here are a few ideas to 
  give you some options.
  Ships’ Necropolis
  “It is said that ships that sink in the Unsea surface a year or 
  so later with their crews still aboard, and sail toward the Ships’ 
  Necropolis. Imagine a lichyard of broken ships that gather as 
  a vast, sick island reeking of undeath, brine and misery. The 
  ships — so those unlucky enough to have seen the place say 
  — go on forever, slowly rotting in the grip of seaweed and 
  barnacles and blasted by brine.
  “It has a king, but no ordinary ruler, his blood is as cold as 
  his heart, and he sucks the marrow from sailors who cross him, 
  taking their flesh, their souls, and even their memories to his 
  table. The Brackish King, they call him, a Between vampire 
  king. The King sends the fronds of his terrible kingdom into 
  the Unsea, looking for other ships to swell its population. If 
  you come upon a cliff where there’s no land, or the stench of 
  brine and blood, or the call of lost sailors, set full sail and head 
  away, for it could be the Ships’ Necropolis.”
  The Turmoil
  “Aye, the whirlpools in the Unsea are more than natural; 
  they don’t rise on high tides or anywhere you’d expect ’em. 
  They appear where they want to, when the sea gets in a bad 
  mood or the storm spoils for trouble. There are no whirlpools 
  like those in the Unsea, vast black chasms that roar so loud 
  that those who get too close go deaf or mad.
  “The Turmoil, well that’s one of the worst ones. The Turmoil 
  is mad itself, you see, an insane spiralling madness of water a 
  mile deep. Those that look at it die of fright, they say, and those 
  that have heard it swear it calls out to them. He has his brides, 
  does the Turmoil, twisted sick things that dance in the walls of 
  water, screaming at those who can taste the clean air above.”
  The Great Whale
  “Nothing is as big as the Great Unsea Whale; like a storm 
  it is, like a great dark cloud dancing with waterspouts and 
  tornadoes. They are her children, see. Those and the things of 
  teeth and decay that circle the nadir beneath her gown of fetid 
  water. Her bridal train is poison, and her hunger insatiable.”
  The Cataclysm 
  “The Cataclysm, oh yes, it’s real, lass. There is a place where 
  the Unsea falls into the nothingness of night, and that place 
  extends its icy fingers to the seas for scores of miles around, 
  once in its grip, there is no escape from the tides and storms.”
  Unsea Weather
  Unpredictable in the extreme, Unsea weather can change in an instant. 
  One thing, however, is always consistent; the sun never glimpses through 
  the clouds. It goes dark - sometimes disturbingly dark, but the sun never 
  shines directly on the Unsea.
  Storms of incredible fury whip out of nowhere, driving ships off course, 
  not that most ships have a course — captains simply follow their instincts. 
  Ship loss rates are incredibly high, and were it not for the ease of the 
  harvest here, the sea would be considered un-navigable. 
  In the Unsea, weather tends to follow fairly set types, ranging from 
  overcast skies where rain, hail, sleet, and snow are regularly encountered. 
  Powerful storms can occur at any time, and waterspouts are commonly 
  seen. Fog is a constant problem on the Unsea, and banks of it can settle 
  on ships for weeks. Temperatures are always at least cold, and often much 
  lower, and occasionally the sea freezes or strange isles of ice race past, or 
  into, ships.
  Unique Weather Encounters
  A place driven by forces of nature and thriving upon moods gives you 
  another angle to approach adventures on the Unsea: the bizarre weather 
  Where are the Random 
  Weather Tables?
  Some people love to have charts of random weather effects, and 
  the charts within the game master’s guide are useful. However, 
  I’ve decided not to include random weather charts, nor chances 
  for things like capsizing or being crushed by tidal waves here. The 
  simple reasoning behind this is that if you want the characters to 
  be capsized and end up washed onto some random ship full of 
  intrigue and cutthroats, or if you wish the players to be washed 
  under a tidal wave and thrown into gods know where, then do so. 
  Randomly assigning chances at a gaming table for something that 
  has such a major effect seems counter-productive to me.
  Never overplay your powers, however. Giving character’s a 
  slim chance through skill to save NPCs, cargo or avoid encounters 
  is good; driving characters in a direction you wish could quickly 
  become boring. 
  If you like the implied randomness of such charts, then plenty 
  are available out there, they just don’t form part of my thinking. 
  Don’t ignore the effects of weather, however. Battling a dragon 
  turtle in mountainous seas or in thick fog adds another dimension 
  to an otherwise potentially bland encounter.
  —Rich
  
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  event. A quick check of the internet brings up some inspiring video and 
  photographic footage of some incredible things. Magnify them in the 
  Unsea. A couple of possibilities are presented below.
  Frozen Sea
  The sea becomes progressively icier until it eventually freezes. Does 
  the ice herald the arrival of some creature come to hunt, or does the morale 
  of the crew, or any hidden NPC troublemakers (or monsters), suddenly 
  take front stage, bringing a totally unexpected twist to an adventure that 
  could be about hunting, exploration, or curiosity? 
  Eye of the Storm
  The storm goes on for days, but suddenly the ship enters the eye, a vast 
  calm region of sea. Something exists in this eye: either a floating ship 
  town, a creature, or perhaps something stranger.
  Navigating the Unsea
  Most sailors know an old tale about the best way to navigate the Unsea, 
  carrying a potato or fish head or cork for luck and then, if they get lost, 
  tossing it into the sea and seeing which way it floats. That way is sure to 
  be home. 
  The Between compass is a relatively new invention and has been of 
  limited success. Speak with animals (if animals can be found) is sometimes 
  useful but often infuriating. Most wise captains rely on magic. Spells such 
  as find the path used to chart a course are a lifesaver here, and those rare 
  spellcasters of high enough level to cast it are sometimes found amongst 
  Unsea whaling crews and paid well for their services. Other spells or 
  combinations of spells have been used to assist in navigation, and the art of 
  navigation on the Unsea (and anywhere in the Between for that matter) is 
  the subject of magical research. Know direction tends to be useless in a place 
  that just doesn’t have a north, whilst flying or teleporting have inherent risks 
  of weather and the chance of ending up somewhere badly wrong. 
  Land in the Unsea
  There are several tidal stacks rising from the Unsea to soar high over 
  the waves. Scrimshaw arguably occupies the most famous of these. Other 
  examples of these rocks are often impossible to land on and are home to vast 
  flocks of mangy gulls. Occasionally, strange and alien structures suffocate 
  these isles. These structures are often surrounded or within great henges.
  Sometimes an island rises from the sea and stays for a night, a day, a 
  season, a hundred years. The whaler’s call these places the “Land of the 
  Young.” Sometimes they are occupied by Between creatures, sometimes 
  they are abandoned and empty of all life.
  Unsea Equipment
  The unique and hostile nature of the Unsea calls for many types of 
  specialised equipment in order to successfully navigate its waters. Typical 
  types of equipment used by Unsea sailors as well as innovative devices 
  developed specifically for navigation are described below. These items 
  can be obtained in Scrimshaw and frequently in Town Bridge as well.
  Item
  Cost
  Weight
  Ambergris
  50–500 gp/lb
  —
  Ambergris, memory
  1,000– 
  1,500 gp/lb.
  —
  Bell, ship’s great
  200 gp
  100 lbs.
  Compass, Between
  1,000 gp
  4 lbs.
  Fishing tackle, Unsea
  25 gp
  10 lbs.
  Foul-weather gear
  20 gp
  8 lbs.
  Harpoon ballista
  800 gp
  70 lbs.
  Item
  Cost
  Weight
  Lantern, ship’s great
  75 gp
  20 lbs.
  Lodeprow 
  10,000 gp
  60 lbs.
  Shipskin, Unsea
  varies
  varies
  Spermaceti
  10 gp/gallon
  —
  Spyglass, greater
  2,500 gp
  1 lb.
  Waggoner, Unsea
  500 gp
  5 lbs.
  Whaler’s longcoat, whale-wax
  200 gp
  8 lbs.
  Ambergris: A waxy substance produced in the intestinal tract of 
  whales, ambergris is used in perfumery as a fixative and occasionally in 
  cooking.  
  Ambergris, memory: Some ambergris harvested from certain Unsea 
  whales somehow contains the memories of the beast it was taken from 
  and when properly distilled is similar in function to a Between vessel. 
  Memory ambergris described in Appendix A of L3: Sea’s End of The 
  Levee adventure.
  Bell, ship’s great: A great bell is mounted to the deck of a ship and 
  when struck can be heard over a distance of 3 miles. It is heard over 
  greater distances with a successful DC 5 Wisdom (Perception) check per 
  mile thereafter. Weather conditions affect the audibility.
  Compass, Between: Created as a pair of heavy brass and gold 
  instruments, the compass and the lodestone. A Between compass does not 
  show normal directional bearings but rather has a single indicator noting 
  the direction of that compass’s paired lodestone. The lodestone is usually 
  left at port to allow a course home to be charted. Beyond 100 miles, the 
  reliability of the compass diminishes with a 20% chance at any given time 
  of a reading being incorrect by several degrees for 1d4 hours.
  Fishing tackle, Unsea: A bewildering array of rods, large nets and 
  things with hooks that are used to catch fish in the Unsea. Such tools are 
  for use in the Unsea only, and are in general too large to be used on more 
  mundane seas. 
  Foul-weather gear: Heavy waxed clothing including an overcoat, hat 
  and waterproofed trousers that provide some water and wind resistance, 
  but protection from the cold equal to a cold-weather outfit as well.
  Harpoon ballista: This is a standard ballista modified to fire harpoons 
  with attached chains. The chains are usually 2 inches thick and 100 feet 
  long. They are anchored to the ship’s deck by an iron hook.
  Lantern, ship’s great: Usually mounted to a ship’s mast or deck, a 
  ship’s great lantern projects a cone of light over a distance of a 120-foot 
  cone and provides dim light beyond that out to a 240-foot cone. A great 
  ship’s lantern burns for 1 hour per pint of fuel oil and has a 1-gallon 
  reservoir. 
  Lodeprow: Storms of the Unsea are extremely violent and electrically 
  charged. To save their masts, Unsea captains travel with a lodeprow. A 
  lodeprow is a sheaf of lead and iron attached to the prow of a sailing ship 
  that draws lightning strikes to it and then harmlessly disperses them into 
  the surrounding sea by means of a series of conducting channels along 
  the ship’s hull. Lightning bolt and other electricity spells are drawn to the 
  hefty lodeprow only if cast from in front of or above the ship.
  Shipskin, Unsea: Shipskin is special outer attachments designed to 
  prevent capsizing during the worst Unsea storms (see sidebox).
  Spermaceti: A waxy substance produced in a cranial organ of Unsea 
  whales and some other species as well. When harvested, spermaceti 
  is used in a variety of ways from clean-burning lamp oil to soothing 
  ointments and candle wax.
  Spyglass, greater: Objects viewed through a greater spyglass are 
  magnified to four times their size. Characters using such a spyglass may 
  have a difficult time with some Perception checks involving sight (optional)..
  Waggoner, Unsea: A collection of captain’s notes and nautical charts of 
  the Unsea, an Unsea waggoner is indispensable to an Unsea ship. Created 
  by the Royal Unsea Whaling Company and sold only to those captains 
  licensed through their auspices, the waggoner is the most accurate means 
  of navigating the perilous geography of the Unsea. When using an Unsea 
  waggoner, the chance of being misled by a Between compass (see above) 
  is reduced to 10% at the time of the check. With a waggoner alone, the 
  chance of plotting an accurate course in the Unsea is 75%.
  
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  Whaler’s longcoat, whale-wax: The finest quality seal fur treated with 
  an alchemically enhanced spermaceti, this bulky longcoat protects a sailor 
  from both the cold and the wet of a sea voyage. It provides protection 
  from cold equal to a cold-weather outfit, and items placed in its inside 
  pockets are protected from water exposure as long as the coat is not fully 
  immersed. In addition, though it is not considered armour, it does provides 
  an armour bonus of 1 because of its thickness and rigidity. It can be worn 
  over light armour, providing the unusual benefit that its armour bonus 
  will stack with that of any armour worn underneath (including bracers of 
  armour), though its armour check penalty stacks as well. 
  Unsea Menagerie
  The Unsea teems with life — very strange life. The Between twists the 
  form of those things within it, and the environment around the creature 
  affects it in a greatly accelerated way. Part 6 contains a number of creature 
  stat blocks, while below some Unsea inhabitants are given a more general 
  treatment. In general, the creatures below conform to their standard stats 
  in the game manual and other source materials, many with the Between 
  creature† template as described in Part 6. It is all too true that the variety 
  of creatures encountered in the Between is uncountable, and the Unsea is 
  no exception.
  Aboleths
  Aboleths are, unfortunately, commonly found throughout the Unsea. 
  They almost always have a Between Creature template or subtype. The 
  aboleths come in a variety of types and sizes, and their growth in the 
  Unsea does not seem to be something that ends. The spiboleth† is one 
  horrific example of their variety that has its origins in the Unsea. As 
  an aboleth’s intellect increases, so does its size and the effects that its 
  specialised knowledge has upon its physiology. An aboleth from the 
  Unsea that studied necromancy, for example, would likely be partially 
  rotted with large areas of necrotic flesh on its hide — a creature that 
  should not and possibly cannot live.
  Afancs
  Afancs are the sea monsters that sailors talk about when spinning tales 
  of the sea. They are the creatures responsible for entire fleets and crews 
  being lost or destroyed. They are thought by many to be the “kings” of the 
  sea as most other water-dwellers pale in comparison both in strength and 
  size to the mighty afanc.
  It is theorized that Afancs are very likely the cause for some of the 
  lesser whirlpools in the Unsea, and bold Unsea captains have killed at 
  least three afancs here. In other confrontations with the creatures, ships 
  have been less lucky, and those afancs continue to roam the Unsea holding 
  a grudge against the harpoon-firing interlopers that sail above.
  Anglers
  Lurking just below the surface of the water, anglers come in all shapes 
  and sizes. From the tiny parasitic choking angler that seeks to enter the 
  throats of its victims to feed and expand until it suffocates its prey, to the 
  rumours of glimpsed horrors of the deep such as the wretched shadow 
  angler that casts a black globe of pure darkness. Or the vile endemic 
  angler, whose light causes those who glimpse it to sicken, allowing the 
  fish to attack them, and even the vast goliath angler, said to be twice the 
  size of the biggest whalers. Some are convinced that the various anglers 
  are the pawns of aboleths, and many believe that Castorhage’s own unique 
  Lyme angler† is merely one more offshoot of this prolific genus.
  Gulls, mangy
  The air on the Unsea is alive with vast flocks of ugly, mangy gulls who 
  appear to be half-starved and missing many of their feathers. They eat 
  anything organic in nature, and if they get very hungry, have been known 
  to infest whaling vessels and attack their crew or even chew on the tough 
  wooden planks of their hulls if they can find a secluded spot within which 
  to nest. Gull hunts through the lower decks are something that every wise 
  Unsea captain orders at least once a year to ensure that none of the pesky 
  intruders have compromised the integrity of his ship’s hull. 
  Merfolk
  Remains of mermaids occasionally wash up in and around the Unsea, 
  so mermaids must exist somewhere although no one has encountered one. 
  Merfolk do, conversely, appear in the Great Lyme River, though whether 
  they have entered it and ultimately the Unsea from the seas beyond 
  Castorhage or vice versa has yet to be determined.
  Sahuagin
  The sahuagin of the Unsea are reticent about contact. Evidence of their 
  presence has been seen by experts and explorers, but so far they have 
  not been encountered in any significant numbers. On the few occasions 
  that they have been encountered, it has been seen that the incidence of 
  mutation within their population is high. Whether this propensity for 
  mutation extends to a higher incidence of malenti is unknown, but so far, 
  aquatic elves have yet to be encountered in the Unsea. If there is a malenti-
  like mutation for the Unsea sahuagin, it’s possible that it takes some other 
  humanoid form.
  Sea Serpents
  Vast sea serpents are often seen on the Unsea and come in all shapes 
  and sizes. Brine sea serpents are regularly spotted, and fanged sea 
  serpent† has been on the menu at the Precarious. Deep hunter sea 
  serpents and shipbreaker sea serpents have so far, mercifully, been 
  the subject of sailors’ stories rather than verified encounters — unless 
  those encounters have all ended with the complete loss of the ship and 
  its crew, which of course is always a possibility when dealing with 
  these monstrosities.
  Unsea Shipskin
  The threat of being swamped with the Unsea’s violent waves 
  or tipped to such a degree that the deck is directly exposed to the 
  crashing surf are all too real when sailing upon the Unsea, and 
  both hazards bring with them the danger of a ship foundering as its 
  decks fill with seawater. As such, no self-respecting Unsea captain 
  would venture onto the belligerent waves without the precaution 
  of an Unsea shipskin.
  This unique nautical construct is a cover of waxed tarpaulin 
  stretched on a durable frame of wood and iron that is custom 
  crafted to cover much of the main deck of a ship. The cover is 
  specifically designed to close off exposed portholes, hatches, and 
  gangways without interfering with movement by sailors upon 
  the deck itself. Entry is achieved by crawling into one of the 
  covered points of entry. In rough seas, gaining access to one of 
  these entrances requires a DC 10 Dexterity check and half of the 
  character’s total movement. 
  The utility of the shipskins, though, is that they severely inhibit 
  the ability of large amounts of water rapidly to gain access through 
  these points of ingress. In rough seas with waves that routinely 
  reach peaks of 20–30 feet or more, the chance of taking on too 
  much water and beginning to sink is 40% for an unprotected ship. 
  A ship with an Unsea shipskin reduces this chance to a mere 5%. 
  Even a ship capsized by weather or the attack of some large sea 
  creature has a 35% chance to right itself in the round following 
  the attack.
  An Unsea shipskin is normally stowed in a locker on the main 
  deck and can be deployed reasonably fast. 
  The construction of an Unsea shipskin costs one-tenth of the 
  price of the entire vessel when built, and takes 1 week per 1,000 
  gp to fit. Only a few noted shipwrights in Scrimshaw have the 
  knowledge to create these specialised covers
  
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  The Blight: Richard Pett's Crooked City
  Sharks
  Sharks of all sizes, but generally very large sharks and dire sharks, 
  are seen in the Unsea. The physiology of sharks is curiously altered by 
  Between and almost all have the Between creature† template.
  Skum
  Skum are common in the depths of the Unsea. They are the slaves of 
  the aboleths who created them and regard the men who have arrived in 
  the Unsea as invaders who must be destroyed. They regularly attack ships 
  and occasionally land-bound outposts. Curiously, the Unsea skum almost 
  never demonstrate the effects of the Between creature† template as if their 
  artificial creation at the hands of the aboleths has somehow resisted the 
  normal influence of Between.
  Squids
  Squids are a regular sight in the Unsea, from the more commonly seen 
  smaller varieties to vast ship-crushers of impossible size and twisted 
  bodies. Giant squids are common, and even larger creatures are regularly 
  reported by whalers. Squids show a worrying cohesion and sophistication 
  of tactics unusual for their species. Ordinary squids frequently swarm 
  onto sailors who fall into the Unsea, tearing them to pieces in a frenzy. 
  And sometimes they sacrifice themselves in huge numbers to fulfil some 
  unknown purpose or even to carry out some act of seemingly appalling 
  cruelty on other sea creatures as if they bore a sentience and evil far 
  beyond that expected in a cephalopod. Unsurprisingly, the Unsea whaler 
  is convinced that there is more to the local squid than meets the eye.
  Sunfish, Terrible
  The terrible sunfish is always at least the size of a house and often much 
  bigger. These creatures are unlike their more mundane kin; they have 
  much larger mouths and more ferocious appetites. They are also as dark 
  as shadows, and attacks by them often occur without warning. 
  Turtles
  The largest turtles spill into the Unsea, and like everything in Between, 
  these creatures are expanded to almost ridiculous size and cunning. Dragon 
  turtles, giant bog turtles and turtle sharks have all been reported and, less 
  commonly, cooked. Such turtle meat commands a very high price back in 
  Castorhage. A curiously sad creature known as the mock turtle has also been 
  encountered in the Unsea. This creature has an almost human countenance 
  and is able to spread misery and despair with its mere presence.
  Walrus, Fearsome
  The rarely encountered but formidably large fearsome walrus has a vile 
  temper and has been known to even attack ships when provoked. These 
  creatures are believed to be a larger, aggressively atavistic version of the 
  equally rare Lyme walrus†. 
  Weird Fish
  There seems to be no end to the shape, size, and hue of the different 
  species of Unsea fish. Things with several heads or bloated bodies like 
  balls, things without mouths, and things that are manic thrashing hordes of 
  tentacles are so regularly seen by Unsea whalers that they become inured 
  to the effects of seeing yet another thing that should not actually be able 
  to live. A favourite is the query that swims in schools in the vicinity of 
  the Edge of the World. Though they resemble a 2-foot-long fluke-tailed 
  cricket with spiky, prehensile antennae and an external intestinal sac, the 
  disgusting-looking fish are delicious and considered a rare delicacy in 
  Scrimshaw and Castorhage alike (though customers are rarely allowed 
  to see them unfilleted and in their natural state for the sake of business).
  Whales
  Whales are the reason the Unsea is so busy with invaders from 
  Castorhage. They are of great variety but generally conform in one 
  common aspect: their size. Unsea whales are massive, and massive whales 
  are profitable to the ship captains that harvest them and the rendering 
  plants that sell their constituent parts. Types of whales encountered 
  here include baleen whales, sperm whales, great white whales, killer 
  whales, blue whales, crimson whales, faceless whales, and the extremely 
  dangerous wallow-whale†. There are even rumours of the extremely rare 
  and elusive deep singer whale, though these have yet to be confirmed. One 
  more commonality is that Between whales are intelligent, and proving to 
  be an increasingly elusive — and more often aggressive — prey. 
  Wyverns
  Despite the relative lack of land, wyverns are regularly seen and often 
  attack ships. They seem to have an innate ability to locate and colonise 
  the many sea stacks scattered across the sea and use them to nest and 
  hunt. Types of wyverns include the typical variety as well as fork-tailed 
  wyverns, nocturnal wyverns, and even the thankfully rare barbtongued 
  wyverns. Almost all wyverns of the Unsea also have the Between creature† 
  template applied. Most wise whalers carry at least one ballista aboard 
  with normal ammunition rather than harpoons in order to deal with the 
  unwanted attentions of a wyvern or the dreaded flight of wyverns.
  Awakened Creatures
  Bear in mind that spontaneously awakened† animals and plants 
  are common in the Between as an extension of the land’s (and 
  sea’s) own heightened awareness. All such creatures display an 
  extremely high cleverness and attendant cruelty. 
  
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  GM Guide
  Through the  
  Glass Darkly: 
  GMing Between
  Travel By Magic
  “But I don’t want to go among mad people,” Alice remarked.
  “Oh, you can’t help that,” said the Cat: “We’re all mad here. I’m 
  mad. You’re mad.”
  “How do you know I’m mad?” said Alice. 
  “You must be,” said the Cat, “or you wouldn’t have come here.”
  —Lewis Carroll, Alice in Wonderland
  Between is a curious thing, perhaps even a curious entity; despite 
  several attempts to tame the methods of travel to the place, access to this 
  netherworld remains annoyingly unpredictable.
  Travel to Between using spells such as gate, plane shift, and astral 
  projection fail to penetrate its heart, and even those mirrors that usually offer 
  reliable access to Between can fail (sometimes with catastrophic results for 
  the user). The simplest way to enter Between is to know a threshold, or to 
  enhance it by use of special mirrors and techniques known only to a handful 
  — and even those experts very often fail, with terrible results.
  Travel within Between is similarly unpredictable, and use of spells such 
  as dimension door and teleport have led to appalling tragedies. All spells of 
  this nature cast to travel within Between operate with the same chances of 
  failure as a teleport spell, with the caster assumed to be heading for a “false 
  destination.” Results on the percentile dice of 80% or below indicate the spell 
  has functioned normally while those of 81% or more suffer the effects indicated. 
  Known affected spells included arcane gate, astral projection, dimension door, 
  etherealness, gate, plane shift, teleport (all versions), transport via plants, tree 
  stride, and word of recall. Other spells are affected at your discretion.  
  Casting spells such as magnificent mansion and rope trick may also have 
  their inter-dimensional space affected by this quality, and where a mishap is 
  indicated, either have an unexpected occupant already in the space or have 
  the space become something twisted and useless, perhaps even dangerous.
  Some areas of Between are subject to localised effects as well. For 
  example, some casters find it impossible to use wind walk in given areas 
  due to storms, while others find summoning monsters either brings twisted 
  dead things or ravenous killers that obey no one.
  The exception to these rules are Between thieves. These daring (some 
  would say foolhardy) rogues use Between as a way of travel and escape, 
  and their Between-related powers always work as indicated. However, 
  even a Between thief with class levels as a spellcaster who attempts to cast 
  one of the above-mentioned spells is subject to the warping of its effects. 
  The Mirror Voyager:  
  What Between is Like
  Between is as much a feeling as a place, and when emotions become the 
  fabric of a curious land the possibilities for danger are greatly enhanced. 
  Sailors, anxious as they voyage the Unsea, report several curious 
  phenomena: storms appearing from nowhere, dark shapes beneath the 
  bow of a ship, or a sudden dreadful calm. Between is a place that changes 
  like a person’s mood, and it has been conjectured that even nightmares are 
  able to breathe life from those explorers foolhardy enough to come there.
  Although it has geography, that geography is fluid, and sometimes no 
  logic exists for the way the place changes, where a vast rainforest abuts 
  a glacier, which in turn hides a warm ocean. The geography within these 
  areas is also able to change to a limited degree, and some have suggested 
  that Between is actually like a living dream or nightmare of itself, where 
  logic sometimes follows, but not always.
  Between is like an adult fairyland, a place of nightmares and dreams 
  that has its own thoughts and wants. It is alive, and everything in it is alive, 
  constantly leaching thoughts and dreams and hungers and fears from 
  around it, becoming one consciousness broken by a thousand madnesses.
  Here are a few other suggestions to bear in mind for GMing an 
  adventure here:
  The Awakened Land: Think of Between not just as a place, but as an 
  extension of everything within it. A jungle, for example, in Between is not 
  just an ordinary jungle; it is a collage of all of its lifeforms: the hunger of 
  the predator, the fear of the prey, the boiling heat of the day, and the power 
  of the monsoon. It is like nature, but nature exploded.
  Dreams and Nightmares Come True: Play upon a visitor’s fears; they 
  hear noises nearby, the night air boils with strange calls, a Between ruin 
  echoes with ghosts that whisper and cry in misery.
  Everything Is Alive: Play this how you wish. Do the plants in Between 
  become dangerous? Are the trees thinking? Do awakened animals or 
  strange monsters plot against intruders? 
  Have Some Disturbed Internal Logic: Night should follow day, but 
  is the day unnaturally short? Does the night last a day, a week, a month?
  Twisted Geography: Think of Between as a jumbled jigsaw, where 
  some pieces do not fit together. Some pieces do not link, so travel between 
  The Mirror Knights
  Sworn to protect Castorhage from horrors of Between, several 
  groups of valiant, and perhaps not-so-valiant but sufficiently 
  greedy knights, warriors and duellists have come together to 
  form societies aiming to protect the people of the city-state from 
  supernatural invasion. The most famous of these groups, the Mirror 
  Knights, is made up of hunters who fearlessly track creatures that 
  come from Between. Aided by Between thieves, these warriors 
  track and kill the creatures mercilessly using a variety of hunting 
  methods, from subtle stalking to packs of bloodthirsty mastiffs.
  
  86
  The Blight: Richard Pett's Crooked City
  them is impossible under normal circumstances. Think about how such 
  a place ends? Does a jungle simply end at cliffs that vanish into haze, or 
  does a sick mist settle upon the jungle, drawing characters back to where 
  they started? A rudimentary map of sorts of Between is provided in The 
  Blight Map Folio, but its layout is a best guess by the often-conflicting 
  tales of various explorers. It serves as a suggestion of an “averaging” of 
  the geography of the realms of Between and is by no means intended as an 
  accurate depiction of the exact topography.
  Tragedies of Between
  In addition to the many dangerous encounters to be had in Between, 
  the strange realm brings its own inherent dangers that simply seem to 
  manifest merely by extended (or sometimes not-so-extended) contact with 
  its strangeness
  ’Tween Blight
  The most terrible of ailments can be drawn through the tiny threads of 
  mirror-portals and into the city, terrible diseases that permanently bend the 
  human form into a twisted caricature, much like the nature of Between itself.
  The whispered names of diseases such as strickenback, slynesplinters, 
  or madlands regularly make the rounds of gossip, but none of them has 
  yet been isolated by the physikers of Castorhage and proven to be truly 
  a preternatural illness from beyond. It is supposed by many that such 
  known maladies as derange, dislocating larva, and second-head fluke 
  must surely have originated in the twisted womb of beyond. Even the 
  eponymous blight seems highly suspect to be of something other than 
  mundane terrestrial origin. One ailment that is known to have originally 
  been introduced to Castorhage from Between is the boiling pox. Though 
  rare, its manifestation is distinct and always tragic. Remove disease does 
  not work upon it, and it is so infectious that the merest hint of its taint is 
  likely to draw a group of Mirror Knights to isolate or even — if the victim 
  is lucky — despatch the afflicted poor soul.  
  Long-Term Effects of Between Exposure
  A final note is warranted regarding the hazards of braving the perils of 
  Between. Sometimes its long-term repercussions are a bit more insidious, 
  though no less dangerous. Some frequent Between travellers have reported 
  catching a glimpse of doppelgangers of themselves, of being stalked by a 
  sinister twin or of waking up with a shadowy figure at the foot of their bed. 
  In fact, some more learned on matters Between have suggested that Sir 
  Donnan Grabe confessed on his deathbed to being a Between impostor.
  Between Disease: Boiling Pox
  Boiling Pox
  Type diseaseInfection inhaled, contact, ingested
  Save DC 18 Constitution to prevent infection
  Incubation Speed Fast, pustules begin to form within 
  24 hours of infection; eruption follows within 4 hours
  Effect 1d4 Charisma and/or 1d4 Dexterity drain
  Cure 3 consecutive successful saving throws (see 
  below); greater restoration or wish spell
  Victims of this painful, highly virulent infection develop 
  red angry sores over their whole body, intense cramping of the 
  muscles, and a very high fever. When touched, these sores cause 
  intense, agonising pain and make every movement painful. As 
  the disease progresses, the angry red pustules begin to erupt, 
  showering anyone within 10 feet with infectious blood and pus 
  (DC 10 Dexterity saving throw to avoid being hit with fluid). 
  Additionally, the victim’s bones start to soften and bend, often 
  leaving a distorted remnant of what was once a humanoid creature. 
  The damage to the victim isn’t only physical, however. The 
  victim’s psyche can be harshly impacted by the agonising pain 
  and very high fever caused by the disease. 
  Each day the victim suffers from the boiling pox, they must 
  make a Constitution saving throw. When a successful saving 
  throw is made, the DC of the saving throw is reduced by 1d4 for 
  the next attempt, indicating that the victim’s immune system is 
  starting to fight back against the infection. For example, Zhern 
  makes his saving throw on DC 18 on day 1. The next day he would 
  need to make a saving throw with a DC of (18 – 1d4), which would 
  be a DC range of 14-17. If he rolled a 3 on a d4, he would need to 
  make a DC 15 Constitution saving throw on day 2. This repeats 
  for every day a successful save is made until there have been 3 
  successes in a row, or the DC reaches 0 and the infection abates. A 
  failed saving throw does not increase the DC.
  Each day the victim fails their saving throw, they lose 1d4 
  Charisma points from the physical damage the pox does to their 
  body. There is also a 25% chance (a roll of 1 on a d4) they will incur 
  1d4 Dexterity damage from the softening of their bones (commonly 
  called osteomalacia) as the infection slowly begins to spread beyond 
  the soft tissue. The victim dies if they are reduced to 0 Charisma or 
  Dexterity.  The reduction lasts until the victim finishes a short or 
  long rest and no longer suffers from the boiling pox.
  If the victim suffers from the boiling pox for more than 3 days, 
  there will be a 50% chance (a result of 3 or lower on a d6) that 
  they suffer some form of madness from the intense pain they 
  experience and from the very high fever induced by the infection. 
  Consult the rules on madness in the game manual to determine 
  how the ordeal affects the victim.
  Unfortunately, boiling pox has proven to be completely resistant 
  to lesser restoration and heal, and only seems to be cleansed by 
  greater restoration or wish.
  The Spiteful
  The Spiteful is a conspiracy of Between fey and foul 
  shapechangers who wish to invade and conquer Castorhage 
  right under the noses of its people. They seek to do this through 
  subversion by means of introducing changeling spite-waifs into 
  the cribs of certain of the city’s new parents as a means to breed 
  a generation of Between doppelgangers (doppleganger with 
  the Between creature† template applied) who control the reins 
  of power within the city. It is entirely possible that The Spiteful 
  play some role in the mysterious motives of the Lands of the Echo 
  Queen (q.v.) but no substantive connection has yet been found.
  Coincidentally, one of the only groups within the city that is 
  aware of this secret group and its motives are doppelganger spies 
  of The Veil. They have reported the machinations of this group 
  to their master, Grand Justice Braken†, but he has yet to move 
  overtly against their incursion. It should be noted that certain other 
  individuals of Castorhage have become aware of The Spiteful 
  menace at times in the past and have seen fit to declare their own 
  crusades against its corrupting influence upon the city. More 
  information on The Spiteful and their activities in Castorhage can 
  be found TB3: Bloody Jack by Frog God Games
  
  87
  GM Guide
  
  88
  The Blight: Richard Pett's Crooked City
  The Blight Bestiary
  
  89
  GM Guide
  Things: The Creatures 
  of Castorhage
  Many “common” monsters are to be found cowering in the gloom of 
  the city — sea devils and wererats are some of the most common — but 
  here one may encounter nagas and rakshasas, sphinxes, hags, bugbears, 
  golems, ghouls, chaos beasts and demons as well as many others. Some 
  creatures walk the streets wearing human form, others skulk beneath piers 
  and in the Underneath waiting for the sun to set before walking the streets, 
  and some are seen as little more than nuisances or even valuable servants 
  or pets.
  Animals
  As the city teems with life — both human and unhuman — so too it 
  teems with animals, be they beast for fodder or companionship, watch, 
  or pest. Birds soar above gables, from the great black Blight albatross† 
  and the gable hate-owl† to the hooded ravens† and blindingcrows† to the 
  smaller birds, particularly the ever-present canaries† with their singing 
  voices, which warn of death, the Lyme thrush, the gable-sparrow and 
  the tiny moth-wren. Dogs are a common pet, particularly in the rougher 
  areas of the city. Among the most prized are the terriers, which come in a 
  hundred shapes and breeds and are much prized for killing rats and other 
  vermin. Every gentleman or crook these days seems to have a fighting dog 
  on a leash — from the Blight-bull† to the huge pit-mastiff†.
  Cats are seen less, and certain fanciful dim-witted individuals have even 
  gone so far as to say that all the normal cats were killed in a single night 
  by an army of cats from Between. These Between-Cats† are, allegedly, 
  ruled by an emperor who has some alien plot in mind for the city. Clearly, 
  this is so much hokum. Despite the many cats, rats are everywhere, and 
  come in all shapes and sizes as well, from the vile Festering Lyme rat† 
  with its mangy body covered in lice to the much feared (almost legendary) 
  Giant Rat of Shabbis, a mercifully rare foreign visitor to the shores of 
  Castorhage who brings plague in its wake.
  Strangely, apes of all types are seen in the city — no doubt due to its 
  long and extensive history of trade with and colonisation of Libynos — 
  and so many have escaped from collectors that monkeys and apes are now 
  common. The Blight apes† and Blight monkeys† are uncannily alert, and 
  many are able to perform incredible feats of intelligence. In addition, no 
  self-respecting organ grinder is without his monkey, or vice-versa.
  Stock animals are plentiful — cattle, sheep and goats — as well as 
  chickens, geese and dodos, which are often seen in city knackers-yards 
  awaiting slaughter. Dodo is very much an acquired taste, either being 
  loved or loathed, and some eating-houses specialise in preparing the bird 
  with a whole raff of available recipes. The awkward birds are also raised 
  for their large eggs. And there are pigs, a vast number of pigs, some of 
  which, like the Great Fayre pig racers, are said to be able to talk and 
  reason among men.
  The popularity of private menageries in the latter 17th and early 18th-
  century R.C. assured that escapees were common, and a whole host of 
  bizarre creatures still hunts in the night. Some of these have developed 
  local legends: the BookTown Panther†, the Great Canal Python†, and 
  the Hollow and Broken Hills Crocodile† are but a few of the hundreds of 
  beasts that stalk the city.
  Dark Fey
  Though not a part of the natural world, Between is certainly a reflection 
  of it. This includes a propensity toward attracting the sylvan creatures 
  of the natural world and the presence of many fey within its strange 
  borders. Whether these fey are unnatural manifestations of Between 
  itself, examples of the darker types of fey in the natural world that are just 
  attracted to Between’s presence, or simply fey who have become trapped 
  in Between and warped by its dark presence is unclear. Perhaps it is all 
  of the above. In any case, the presence of these dark fey is indisputable 
  and they exist in a relatively large concentration in and around the city of 
  Castorhage as a result. 
  Inhabitants of the Lyme
  That anything lives in the black dead, alchemically seething waters of 
  the polluted heart of the city is remarkable in itself. However, the river 
  teems with aggressive predators that feed upon the slops and flotsam, 
  peelings, and corpses of cats, rats, dogs, and people that fall into the Lyme 
  daily. Sough-eels† with their slick white bodies and gnawing secondary 
  jaws are frequently seen, Lyme anglers† — more commonly known as 
  slop-sharks — with their terrible diseased bites and bodies like sacks of 
  flesh waiting to burst hide in the shallows. Wallow-whales† swim the 
  deepest areas, their cathedral-like wan bodies searching for prey, their 
  throats lined with ragged bone beyond which lies the Church of Jobe — 
  the stomach maw of the whale allegedly once home to a sea devil. Bog 
  lanterns† wriggle in the gloom, their luminescent bodies like the lamps of 
  the Lyme anglers. The seldom seen Lyme walrus†, with its barbed tusks 
  and sinful lies, a creature that sheds its skin and becomes human when it 
  attempts to secure a bride, is just one more predator that watches the shore 
  from the river’s depths.
  The City of Thinking Animals
  One of the many anomalies given to the city of Castorhage 
  is a proportionally huge populace of awakened animals. Some 
  have conjectured that the awakening has some connection to the 
  Between, and that the frequent violations into that domain by locals 
  have led to a bleeding of the essence of this land into the city. This 
  has also been blamed for the rise in sentient animated objects — 
  clocks that refuse to chime, mortomata† that kill the children they 
  are supposed to entertain, and fleshgines† that mysteriously crush 
  their masters or pull all their limbs off. Others attribute the unusual 
  manifestation of intelligence to centuries of breeding and training, 
  stating that some great evolutionary advance in animal intellect 
  may one day take place because of this.
  
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  The Blight: Richard Pett's Crooked City
  Monsters Unique to the Blight
  The fungi of Castorhage is more alive than it ought to be. The bestial 
  polypore, a malevolent symbiosis of beast and plant, grow in the evening 
  and spend the night looking for people to infest. More terrible is blight 
  itself, a peculiar intelligent lichen able to take over whole streets in a 
  single night and suffocate them, and only kept at bay by the constant 
  vigilance of brave Blight Knights — hunters who walk the streets at night 
  armed with alchemic fire bellows. Some say blight originally inhabited 
  the city but was driven deep below; some believe that the blight will rise 
  again en masse and absorb the entire population. One thing is sure, the city 
  gained its nickname for it, whether she likes it or not. It is also the more 
  common name of a creature known simply as the Body Snatcher, a hive 
  thing that dwarves say lurks in the Between roots at the very bottom of 
  the Underneath.
  The most uncommon dray is a hyme†, which the cab companies find to 
  be fast, tireless, and above all obedient. And whilst occasionally hymes go 
  on the rampage and eat a few people, mostly these matters are hushed up 
  by the guilds and masonic groups. A hyme resembles a child’s nightmare: 
  it is only passingly equestrian, a slick creature of blackness that walks in 
  a lopping stride but which is capable of great speeds when needs be. More 
  importantly, everything gets out of its way.
  There are many, many creatures unique to the Blight, from the foul 
  Blight naga† to the night-slug†, humanoids that dwell between walls. Not 
  all things have a name and it is sure that many, many things are yet to be 
  discovered and catalogued.
  Pestilences and Parasites
  The most common monsters are the smallest in the city — the lice and 
  infestations, sicknesses, and disease. In so crowded and twisted and filthy 
  a city, naturally they thrive. Couple that with the abnormal proximity of 
  Between and illness becomes something even worse than those usually 
  encountered. A few of the better known and understood of these hazards are 
  derange, dislocating larvae, and the alarmingly grotesque second-head fluke.
  Scrimshaw Gargoyles
  In its heyday, Castorhage was famed for many things, and the 
  scrimshaw gargoyles† were one of them. These delicate figures are 
  thought to have been created centuries ago as watchers to aid the local 
  constabulary — spies and guards — whispering in their eyries. Time has 
  taken its toll on the whalebone constructs, and now they number fewer 
  than 50, having been taken, destroyed, or worn to nothing by the constant 
  wind high above the city. Each scrimshaw gargoyle is different, both 
  in size and design, but they share some features: They are carved from 
  delicate whalebone covered in strange sigils, many of the writings have 
  faded, and now lichens and grime cling to their once statuesque bodies. 
  They are also very much aware.
  Shapechangers
  There is a wererat plague within the city, and in places, the predominant 
  population is these lycanthropes and their rat allies, which come in a 
  dizzying array of varieties and sizes. The rats are by far the most prodigious 
  of shapechangers, but there are many, many others lurking unseen in the 
  glare of the city streets.
  Spiders
  Many types of arachnids call the sprawl of the city home. Gable 
  spiders† are common, as are the more mundane breeds of monstrous 
  spiders, with the much rarer chymic spiders† and phase spiders being 
  reported only occasionally. Regardless of breed, all the spiders of the city 
  tend to have two things in common: They are almost always invariably 
  big and fast, and they generally live among the city’s gables and rooftops. 
  Occasionally, great webs or skeins of cords, rags, and less pleasant things 
  spring up between buildings, and steeplejacks and roofers, or more usually 
  gablemaesters, are paid great sums in comparison to other labourers 
  because of the nature of their jobs and the danger the spiders pose.
  Stitched Things
  Easily the most common type of “thing” seen in the city are the stitched 
  and remade creatures: golems, homunculi, fleshgines, necrocrafts* and 
  other created creatures. They are a daily sight, lifting, carrying, and 
  guarding.
  *A necrocraft is a medley of undead body parts and corpses grafted 
  together with dark magic to create a single animated undead creature with 
  abilities based on its component pieces and the surgical and necromantic 
  talents of its creator. Necrocrafts are better suited for brute force than 
  delicate manipulation, and most creators build larger hulks rather than 
  smaller, more agile (and fragile) necrocrafts. Though necrocrafts can be 
  of virtually any size and can be made up of undead bodies or parts of any 
  size, a typical specimen is 7 feet tall and weighs 250 pounds.
  The Tome of Horrors  
  Complete Creatures
  Eneerg the Keeper’s seminal work — the Infernal Tome, or The Tome of 
  Horrors Complete — lists many terrible creatures that can be found above, 
  below or upon the streets of Castorhage. A few of the more commonly 
  known are listed here.
  Bone cobblers are said to make up an entire caste of the Fetch, and 
  their many lairs have inspired some of the more perverted and wicked 
  artists in the city. Some speculate that these artists actually encourage the 
  cobblers in their collecting.
  Dark creepers and dark stalkers seethe in the Underneath and are 
  sometimes found living in the city, wearing tinted lenses and heavy 
  clothing to disguise their nature. Rumours of a Stalker King refuse to go 
  away. The King Without Shadow plays his doleful songs, they say, whilst 
  his guillotine beheads those who set eyes upon his kingdom.
  Countless gargoyles festoon the gables of the city, and amongst these 
  are continuing sightings and encounters with four-armed gargoyles, 
  fungus gargoyles (who are credited with spreading a particularly vile 
  blight that rots hands and feet), green guardian gargoyles, and margoyles.
  Golems and constructs are common, of course, with flagstone golems 
  and furnace golems being somewhat rarer. However, even such strange 
  constructs as iron maiden, mummy, ooze, rope, stone guardian, tallow and 
  wood golems can be encountered. The foul witch-doll golem is often used 
  by the Great Coven.
  The superstitiously dreaded midnight peddlers make up some of the 
  Fetch. Some are so infamous for their deeds that they have well-known 
  nicknames: Rickety Rose collects heads in her cart, whilst the Slithering 
  Peddler collects hands. Blind Bethen collects eyes, said to be removed 
  from living victims and will trade one to an unlucky soul who encounters 
  Double-Headed Dran
  Second-head fluke is a horrible thing to look upon, with a 
  cankerous second pseudo-head sprouting next to the victim’s 
  own head, and urban myth states that some of these pseudo-heads 
  develop their own minds and learn to talk. The most famous of 
  these legendary second-head fluke cases is said to be Double-
  Headed Dran (1672–1699). This poor sailor developed a pseudo-
  head which was so vile and vicious that it would attempt to attack 
  anyone who came within reach, even spitefully gnawing upon 
  the side Dran’s own head from time to time. In an attempt to rid 
  himself of the foul growth, Dran cut off the head with a knife, 
  only to bleed to death shortly thereafter. Dran’s pseudo-head is 
  preserved in the Royal University of Surgeons in the Seminary.
  
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  GM Guide
  her but is willing to make a one-for-one swap. Peg-Leg Jabe often has 
  some Between creature or other riding in his hand cart from his frequent 
  trips beyond.
  These monsters, of course, are merely the tip on the diabolic iceberg of 
  horrors that lurk in the Blight.
  Unliving and Undying Alchymic
  Those who wish to live forever sometimes take this dark path through 
  use of the proprietary means available with the elixir of life†. Those who 
  take this draught by choice hope to join the alchymic-undying†; those 
  who fail in this endeavour are cursed to become the alchymic-unliving†. 
  Those who are forced to take the elixir by cruel masters or terms of 
  indenture almost invariably end up among the alchymic-unliving.
  Alchymic Creature Template
  More commonly referred to as the “reborn,” alchymic-undying 
  creatures are living creatures infused with the gifts of undeath through 
  exposure to the mysterious elixir of life.
  Any living creature can be transformed into an alchymic-undying 
  creature when exposed to elixir of life (see The Blight: Richard Pett’s 
  Crooked City by Frog God Games). An alchymic-undying creature uses 
  the base creature’s stat block, with the following differences:
  • Challenge increases by 1.
  • Constitution declines by 2; adjust hit points accordingly.
  • Always has proficiency on Strength and Dexterity saving throws, 
  and on saves against disease (including ongoing effects of diseaases), 
  paralysis, and poison.
  • Is immune to exhaustion and unconsciousness
  • Never ages or sleeps, and needs only 1/10 as much food, drink, and air 
  as a normal creature of its kind.
  Unliving as Art
  There is a revolting trade that is growing in the Castorhage: 
  the use of lower-grade elixirs to bind different components of 
  certain creatures together to form a new thing, a thing in many 
  cases totally unique. For some, the methods used are crude: the 
  scalpel, the stitch, the saw. Subjects are injected with low-grade 
  elixir of life† and then the pieces are removed and subsequently 
  sewn together. More often than not, the resulting creature is either 
  horribly disabled or physically unstable and decays quickly. It 
  does not always then die, however. 
  The quality of the work depends upon the grade of the elixir 
  and the skill of the artist, but these vile surgeons are growing in 
  number and infamy. More advanced artists and experimenters use 
  complex crucibles and procedures to bind the pieces together. 
  These crucibles are made with necromantic magic, and these artists 
  claim to be using techniques discovered by the creators of the 
  first owlbears and gorilla-bear hybrids, as well as those who first 
  brought abominations into being. The latest, great visionaries of 
  this sort of rebirth extol the (so far) secret and unseen experiments 
  of the great surgeon-artists whom they claim have succeeded in 
  forging new life from Between creatures and mortal flesh.
  
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  The Blight: Richard Pett's Crooked City
  • Negative Energy Affinity: An alchymic-undying creature never has its 
  maximum hit points reduced by attacks from undead creatures.
  • Regeneration: An alchymic-undying creature heals 1 hit point per 2 
  HD at the start of its turn, unless it took acid or fire damage since its 
  last turn.
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  The alchymic-unliving are creatures tainted by the curse of 
  undeath through exposure to elixir of life. Those who partake in 
  the forbidden fruits of such alchymic experimentation face a dismal 
  future. It is true that death, or at least mortal death by aging, is no 
  longer a concern, but the life left is bleak and bereft of any of the 
  joys of the living.
  Any living creature can be transformed into an alchymic-unliving 
  creature that is exposed to elixir of life (see The Blight: Richard 
  Pett’s Crooked City by Frog God Games). An alchymic-unliving 
  creature uses the base creature’s stat block, with the following 
  differences:
  • Challenge increases by 1.
  • Strength increases by 2, Intelligence declines by 2.
  • Type becomes undead.
  • AC increases by 2.
  • Uses Charisma rather than Constitution to determine bonus hit points 
  per hit die; recalculate hit points accordingly.
  • Immune to disease, exhaustion, paralysis, poison, stun, and 
  unconsciousness.
  • Immune to effects that reduce ability scores or maximum hit points.
  • Gains darkvision 60 feet.
  • Legendary Fortitude (3/day): When the creature makes an 
  unsuccessful Constitution saving throw, it can choose to succeed 
  instead.
  • Curse of Undeath: The creature must make a successful DC 15 
  Wisdom saving throw every 30 days or its Intelligence is permanently 
  reduced by 1. If its Intelligence declines to 3, it transforms into a 
  zombie.
  • Regeneration: An alchymic-unliving creature heals 1 hit point per 2 
  HD at the start of its turn, unless it took radiant damage since its last 
  turn.
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  Monsters, Monster 
  Templates, and 
  Named NPCs
  Abigail
  Abigail is a striking woman who has deep red hair set in fetching 
  cascading curls. She wears a long, black wool coat over a crimson shirt 
  and breeches, all topped off with a broad-brimmed leather hat and a light 
  scarf over the lower half of her face. She carries a variety of tools for 
  hunting and killing vampires.
  Abigail
  Medium female human, neutral good
  Armor Class 14 (chain shirt) 
  Hit Points 33 (6d8 + 6) 
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  14 (+2)
  12 (+1)
  10 (+0)
  13 (+1)
  14 (+2)
   
  Skills Deception +4, Persuasion +4, Religion +2 
  Senses passive Perception 11 
  Languages  Common 
  Challenge 2 (450 XP)
  Holy Devotion. Abigail has advantage on saving throws 
  against being charmed or frightened.
  Spellcasting. Abigail is a 4th-level spellcaster. Her spellcast-
  ing ability is Wisdom (spell save DC 11, +3 to hit with spell 
  attacks), and she has the following cleric spells prepared:
  Cantrips (at will): light, sacred flame, thaumaturgy
  1st level (4 slots): command, cure wounds, shield of faith
  2nd level (3 slots): hold person, spiritual weapon
  ACTIONS
  Multiattack. Abigail makes two melee attacks, one with the 
  rapier and one with the dagger.
  Silvered Dagger. Melee or Ranged Weapon Attack: +4 to 
  hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 
  2) piercing damage.
  +1 Silvered Rapier. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one creature. Hit: 4 (1d8 + 3) piercing damage.
  +1 Heavy Crossbow. Ranged Weapon Attack: +5 to hit, 
  
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  GM Guide
  range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing 
  damage. The bolts are silvered.
  She carries the following vampire-killing equipment:
  • potion of cure wounds (at 4th level), 
  • potion of invisibility (3 doses)
  • 6 vials of holy water
  • +1 heavy crossbow with 24 silver bolts
  • +1 rapier engraved with the name “Luther”
  • Silvered dagger
  • 2 silver mirrors
  • 3 wooden stakes with mallet
  • Silver holy symbol of Mother Grace
  Treasure: gold wedding ring (100gp), silver hatpin depicting a unicorn 
  (75 gp)
  Algernon Alfonce Leptonia
  When the characters first spy this fellow, they see a sickly-looking man 
  dressed in the latest outré fashions. Effected, rouged, and effeminate, he 
  is the picture of decadent aristocracy from his outrageous wig to his curl-
  toed boots. He is a vampire spawn.
  Algernon Alfonce Leptonia
  Medium undead, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 82 (11d8 + 33)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  16 (+3)
  16 (+3)
  11 (+0)
  10 (+0)
  12 (+1)
   
  Saving Throws Dex +6, Wis +3
  Damage Resistances necrotic; bludgeoning, piercing, and 
  slashing from nonmagical weapons
  Senses darkvision 60 ft., passive Perception 13
  Languages Common
  Challenge 5 (1,800 XP)
  Regeneration. Algernon regains 10 hit points at the start of its 
  turn if it has at least 1 hit point and isn’t in sunlight or running 
  water. If he takes radiant damage or damage from holy 
  water, this trait doesn’t function at the start of his next turn.
  Spider Climb. Algernon can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an 
  ability check.
  Vampire Weaknesses. Algernon has the following flaws:
  Forbiddance: He can’t enter a residence without an 
  invitation from one of the occupants.
  Harmed by Running Water: He takes 20 acid damage when 
  he ends his turn in running water.
  Stake to the Heart: Algernon is destroyed if a piercing 
  weapon made of wood is driven into his heart while he is 
  incapacitated in his resting place.
  Sunlight Hypersensitivity: Algernon takes 20 radiant damage 
  when he starts his turn in sunlight. While in sunlight, he has 
  disadvantage on attack rolls and ability checks.
  ACTIONS
  Multiattack. Alphonse makes two attacks, only one of which 
  can be a bite attack.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 8 (2d4 + 3) slashing damage. Instead of 
  dealing damage, Alphonse can grapple the target 
  (escape DC 13) in order to bite.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing 
  creature, or a creature that is grappled by the vampire, 
  incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing 
  damage plus 7 (2d6) necrotic damage. The target’s hit 
  point maximum is reduced by an amount equal to the 
  necrotic damage taken, and Alphonse regains hit points 
  equal to that amount. The reduction lasts until the target 
  finishes a long rest. The target dies if this effect reduces its 
  hit point maximum to 0.
    
  Treasure:  potion of invisibility, heavy winter coat with buttons made 
  from doll’s fingers, heavy winter muffler inlaid with obsidian worth 200 
  gp, longsword decorated with designs of wolves chasing sheep (100gp), 
  pendant made from a mummified wren set with tiny diamonds in its eyes 
  worth 250 gp, fancy human-skin bag containing 23 gp and ten 5-guinea 
  notes (worth 50 pp total), keys to all locks in the Club Crimsón, a folded 
  piece of paper with the “Hymn of the Panacea” written on it, and a pocket-
  sized angel fetish made of raven feathers.
  Annalise Grast
  Annalise Grast has suffered a mutation in her lycanthropy and has 
  been stuck in a hideous hybrid form of rat and halfling. Her features 
  are distorted, even considering their animalistic pairing, and appear 
  to largely be the result of extensive inbreeding. Her curly, blonde hair, 
  delicate cheekbones, and ample bosom are repellent incongruities in 
  combination with her pronounced snout and twisted, fanged and slavering 
  mouth, and her hideously mismatched eyes — one lazy and the other 
  spaced almost to the side of her head like a fish. Beneath her dark armour, 
  her skin is covered in light-brown fur.
  Annalise Grast
  Small female halfling shapechanger (wererat), chaotic evil
  Armor Class 16 (studded leather)
  Hit Points 97 (15d6 + 45)
  Speed 30 ft.
   
  STR
  DEX
  CON
   INT
   WIS
  CHA
  14 (+2)
  18 (+4)
  16 (+3)
  8 (-1)
  12 (+1)
   6 (-2)
   
  Saving Throws Str +5, Dex +7, Con +6
  Skills Acrobatics +7, Perception +4, Stealth +7
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks not made with silvered weapons
  Senses passive Perception 14
  Languages Common, Halfling, River Cant, Thieves Cant
  Challenge 6 (2,300 XP)
  Cunning Action. On each turn, Annalise may take the Dash, 
  Disengage, or Hide action as a bonus action.
  Filth Fever. A creature with filth fever becomes sick within 1d4 
  days of being infected. At that time, the creature gains 1 level 
  of exhaustion. It also regains only half the usual number of hit 
  points from spending Hit Dice and 0 hit points from resting. 
  Once symptoms appear, the infected creature must make a 
  DC 15 Constitution saving throw after every long rest. If it fails, 
  the creature gains 1 level of exhaustion, but if it succeeds, the 
  creature loses 1 level of exhaustion. The disease is cured when 
  the creature has no levels of exhaustion left.
  Keen Smell. Annalise has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Shortsword of Wounding. Once per turn, when she hits her 
  target with her shortsword of wounding, she can wound 
  the target. At the start of each of the wounded creature’s 
  turns, it takes 1d4 necrotic damage for each time it has 
  been hit by Annalise’s shortsword of wounding, and it can 
  
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  The Blight: Richard Pett's Crooked City
  then make a DC 15 Constitution saving throw, ending the 
  effect of all such wounds on itself on a success. Alternatively, 
  the wounded creature, or a creature within 5 feet of it can 
  use an action to make a DC 15 Wisdom (Medicine) check, 
  ending the effect of such wounds on it on a success.
  Sneak Attack (1/turn). Annalise’s attack deals an extra 13 
  (4d6) damage when she hits with a weapon attack, if she 
  has advantage on the attack roll, or there is an ally who is 
  not incapacitated within 5 feet of the target, and as long 
  as Annalise does not have disadvantage on the attack roll.
  ACTIONS
   Multiattack. Annalise makes two melee attacks with her 
  shortsword of wounding, or one shortsword of wounding 
  attack and one bite attack. If attacking from range, 
  Annalise can make two attacks with her repeating 
  recurve crossbow +2.
  Shortsword of Wounding. Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one creature. Hit: 8 (1d6 + 4) piercing damage. 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 4) piercing damage. If the target is a 
  humanoid, it must succeed on a DC 15 Constitution saving 
  throw or be cursed with wererat lycanthropy.
   Repeating Recurve Crossbow +2. Ranged Weapon Attack: 
  +7 to hit, range 80/320 ft., one target. Hit: 9 (1d10 + 4) 
  piercing damage.
   
  Treasure:  shortsword of wounding, repeating recurve crossbow +2
  Aranea
  As the monstrosity approaches across its web, you notice that unlike 
  other giant spiders, this one has a pair of diminutive arms and hands, and 
  an oddly brain shaped hump on its back.
   Aranea
  Large monstrosity, chaotic evil   
  Armor Class 14   
  Hit Points 39 (6d10+6)
  Speed 30 ft., climb 30 ft.
   
  STR
   DEX
  CON
  INT
  WIS
  CHA   
  14 (+2)
  16 (+3)
  12 (+1)
  16 (+3)
  12 (+1)
  6 (-2)    
   
  Skills Stealth +5
  Senses blindsight 10ft, darkvision 60ft, passive Perception 11
  Languages Common, Deep Speech
  Challenge 3 (700 XP)
  Shapechanger. The aranea can use its action to polymorph 
  into a Medium creature (humanoid or beast), or back into 
  its true form, which is humanoid. Its statistics, other than its 
  AC, are the same in each form. Any equipment it is wear-
  ing or carrying isn’t transformed. It reverts to its true form if 
  it dies.
  Innate Spellcasting. An aranea’s spellcasting ability is Intel-
  ligence, and requires no material components for the fol-
  lowing spells (spell save DC 13):
  At will: dancing lights, poison cloud, shocking grasp;
  3/day each: charm person, sleep;
  1/day each: invisibility, mirror image;
  Spider Climb. The aranea can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check.
  ACTIONS 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one tar-
  get. Hit: 7 (1d8 + 3) piercing damage, and the target 
  must make a DC 11 Constitution saving throw, taking 9 
  (2d8) poison damage on a failed save, or half as much 
  damage on a successful one. If the poison damage 
  reduces the target to 0 hit points, the target is stable but 
  poisoned for 1 hour, even after regaining hit points, and is 
  paralyzed while poisoned in this way.
  Web (Recharge 5-6): +5 to hit, range 30/60 ft., one target. 
  Hit: The target is restrained by webbing. As an action, the 
  restrained target can make a DC 12 Strength check, burst-
  ing the webbing on a success. The webbing can also be 
  attacked and destroyed (AC 10; hit points 5; vulnerability 
  to fire damage; immunity to bludgeoning, poison, and 
  psychic damage).
  Ashen Angler
  A vast whale of the Between
  Ashen Angler
  Gargantuan beast (elder Between), unaligned   
  Armor Class 14   
  Hit Points 315 (18d20 + 126)
  Speed swim 40 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  30 (+10)
  14 (+2)
  25 (+7)
  14 (+2)
  18 (+4)
  10 (+0)    
   
  Skills Perception +4
  Saving Throws Str +13, Con +13, Wis +8
  Senses blindsight 120 ft., darkvision 120 ft. passive Perception 
  18
  Languages --
  Challenge 17 (18,000 XP)
  Echolocation. The Ashen Angler cannot use its blindsight if 
  deafened.
  Freedom of Movement. The Ashen Angler ignores difficult 
  terrain, and magical effects can’t reduce its speed 
  or cause it to be restrained. It can spend 5 feet of 
  movement to escape from nonmagical restraints or 
  being grappled.
  Hold Breath. The Ashen Angler can hold its breath for 30 
  minutes.
  Keen Scent. This Ashen Angler can notice creatures by scent 
  in a 180-foot radius underwater and can detect blood in 
  the water at a range of up to a mile.
  Siege Monster. The Ashen Angler deals double damage to 
  objects and structures
  ACTIONS 
  Multiattack. The Ashen Angler makes two attacks: one with 
  its bite and one with its tail slap.
  Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one 
  target. Hit: 54 (8d10 + 10) piercing damage. If the hit 
  is a critical hit or exceeds the number needed by 5 or 
  more, the target is also swallowed. While swallowed, 
  the creature is blinded and restrained, it has total cover 
  against attacks and other effects outside the Ashen 
  Angler, and it takes 35 (10d6) acid damage at the start of 
  each of the Ashen Angler’s turns.
       If the Ashen Angler takes 50 damage or more on a 
  single turn from a creature inside it, the it must make a 
  DC 19 Constitution saving throw at the end of that turn or 
  regurgitate all swallowed creatures, which fall prone in 
  a space within 10 feet of the Ashen Angler. If the Ashen 
  Angler dies, a swallowed creature is no longer restrained 
  
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  GM Guide
  by it and can escape from the corpse using half of its 
  movement, exiting prone.
  Ram. Melee Weapon Attack, +16 to hit, reach 5 ft., one 
  object. Hit: 65 (10d10 + 10) bludgeoning damage.
  Tail Slap. Melee Weapon Attack: +16 to hit, reach 10 ft., 
  one target. Hit: 54 (8d10 + 10) bludgeoning damage and 
  the target must succeed on a DC 19 Constitution saving 
  throw or be stunned until the end of the Between whale’s 
  next turn.
  Sickening Light. The Ashen Angler sheds a peculiar, wan 
  light that creatures not from Between find unsettling. 
  Creatures within 120 feet of the Ashen Angler must 
  make a DC 19 Wisdom saving throw or be overcome 
  by nausea and fever (as the poisoned effect). A 
  poisoned creature can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on 
  a success. If any of these saves is successful, the effect 
  ends immediately, and the creature is immune to the 
  effect for 24 hours.
  Capsize. If the Ashen Angler moves at least 30 feet straight 
  toward a watercraft (boat, ship, ferry, etc.) and then hits 
  it with a ram attack on the same turn, there is a chance 
  that it will capsize. All occupants of the watercraft must 
  make Dexterity saving throw when the craft is rammed 
  (see below). To determine if the watercraft capsizes, 
  consult the following:
  Size
  Outcome
  Small  
  (e.g. rowboat)
  The craft is destroyed, all on board must 
  make a successful DC 19 Dexterity saving 
  throw to avoid being stunned. Regardless 
  of the outcome of the save, passengers 
  each take 36 (5d10 + 9) damage and 
  are thrown from the wreckage.
  Medium  
  (e.g. keelboat)
  The craft must make a generic DC 17 
  saving throw to avoid being destroyed. 
  If successful, the craft takes half of the 
  10d10 + 10 damage. All on board must 
  make a save DC 19 Dexterity saving 
  throw to avoid being knocked prone. If 
  the craft fails the saving throw, it takes 
  full damage and begins taking on 
  water. It will sink in 1d4 rounds.
  Large  
  (e.g. sailing 
  ship)
  The craft must make a generic DC 
  15 saving throw to avoid being 
  capsized. If it fails the save by 5 or 
  more, the ship capsizes. All on board 
  must make a DC 13 Dexterity saving 
  throw to avoid being pulled under 
  with the ship. If the save is successful, 
  the ship takes 10d10 + 10 damage 
  and those on board make a DC 12 
  Dexterity saving throw to avoid being 
  knocked prone (or overboard if they 
  are near the ship’s edge).
  Huge  
  (e.g. longship)
  The craft must make a generic DC 
  13 saving throw to avoid being cap-
  sized. If it fails the save by 5 or more, 
  the ship capsizes. All on board must 
  make a DC 12 Dexterity saving to 
  avoid being pulled under with the 
  ship. If the save is successful, the ship 
  takes 10d10 + 10 damage and those 
  on board make a DC 11 Dexterity 
  saving throw to avoid being knocked 
  prone (or overboard if they are near 
  the ship’s edge).
  Size
  Outcome
  Gargantuan 
  (e.g. warship, 
  galley)
  The craft must make a generic DC 12 
  saving throw with advantage to avoid 
  being capsized. If it fails the save by 5 
  or more, the ship capsizes. All on board 
  must make a DC 11 Dexterity saving to 
  avoid being pulled under with the ship. 
  If the save is successful, the ship takes 
  10d10 + 10 damage and those on board 
  make a DC 10 Dexterity saving throw to 
  avoid being knocked prone (or over-
  board if they are near the ship’s edge).
  Beautiful, the
  The Beautiful is the central figure in the Levee Adventure. Her 
  appearance varies in the course of the adventure, and you should refer 
  to the text for this.
  The Beautiful
  Medium celestial (fallen deva), chaotic neutral   
  Armor Class 19   
  Hit Points 110 (13d8+52)
  Speed 30 ft., fly 120ft.
   
  STR
   DEX
  CON
  INT
  WIS
  CHA   
  18 (+4)
  20 (+5)
  18 (+4)
  19 (+4)
  18 (+4)
  22 (+6)
   
  Saving Throws Int +8, Wis +8, Cha +10
  Skills Arcana +8, Deception +10, Intimidation +10, 
  Perception +8, Stealth +9
  Senses darkvision 120 ft., passive Perception 19
  Damage Resistances acid, necrotic, poison; bludgeoning, 
  piercing, and slashing from nonmagical attacks
  Condition Immunities charmed, exhaustion, frightened, 
  poisoned
  Languages all, telepathy 120 ft.
  Challenge 12 (8,400 XP)
  Between Weapons. The Beautiful’s weapon attacks are 
  magical and deal an extra 17 (4d8) psychic damage on a 
  hit (included in the attacks).
  Between Awareness. The Beautiful knows if she hears a lie.
  Create Between-Gate. Using her action, the Beautiful can 
  create a gateway between any unoccupied point 
  that she can see. The gateway is large enough to allow 
  passage of a creature up to Huge size and remains open 
  up to 1 minute as long as the Beautiful maintains her 
  concentration on the gateway (as a concentration spell). 
  Create Paradise. User her action, the Beautiful can weave 
  a paradise personalized to the tastes and desires of one 
  mortal being who has felt the touch of her presence. This 
  paradise is effectively infinite for the individual for which it 
  was created and can accommodate 
  Dislocated. Attacks against the Beautiful are made with 
  disadvantage unless the attacker has blindsight or 
  truesight.
  Innate Spellcasting. The Beautiful’s spellcasting ability is 
  Charisma (spell save DC 17). The Beautiful can innately 
  cast following spells, requiring only verbal components.
        At will: bestow curse, create between-gate, crown of 
  madness, detect evil and good, invisibility (self only), shield
        3/day each: darkness, dominate person, mirror image, 
  spider climb
   2/day each: create paradise
   1/day each: antimagic field, blink, dimension door 
  
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  The Blight: Richard Pett's Crooked City
  Magic Resistance. The Beautiful has advantage on saving 
  throws against spells and other magical effects.
  ACTIONS 
  Multiattack. The Beautiful makes two attacks.
  Flaming Scythe. Melee Weapon Attack: +9 to hit, reach 5 
  ft., one target. Hit: 10 (1d10 + 5) slashing damage and 17 
  (4d8) psychic damage.
  Cloak of Despair (Recharge 6). Once per turn, The 
  Beautiful’s can touch a creature of her choice and 
  overwhelm them with hopeless feelings of despair. The 
  creature must make a DC 17 Charisma saving throw. On 
  a failed save, the target is overwhelmed with despair for 
  1 minute. During this time, the creature can’t attack or 
  target any creature with harmful abilities, spells, or other 
  magical effects.
  Unusual Equipment: Scythe of Speed
  Scythe of Speed
  Weapon (scythe), very rare (requires attunement)
  You gain a +2 bonus to attack and damage rolls made with this magic 
  weapon. In addition, you can use a bonus action to make one attack with 
  it as a bonus action on each of your turns.
  Belabra (Tangler)
  This creature resembles a man-sized flying jellyfish with twelve long 
  tentacles. Four thin eyestalks protrude from its cap. Its cap is blackish gray 
  and its eyestalks are dark gray.   
  Belabra (Tangler)
  Medium aberration, neutral   
  Armor Class 13   
  Hit Points 39 (6d8+12)
  Speed 5 ft., fly 20 ft.
   
  STR
  DEX
  CON
   INT
  WIS
  CHA   
  14 (+2)
  15 (+2)
  14 (+2)
  7 (-2)
  12 (+1)
  11 (+0)
   
  Skills Perception +5, Stealth +4
  Senses darkvision 60 ft., passive Perception 15
  Languages none
  Challenge 2 (450 XP)
  Acidic Blood. Each time the belabra is hit with an attack 
  that does piercing or slashing damage, all creatures within 
  10 ft. must make a DC 12 Dexterity saving throw or be 
  sprayed with the belabra’s blood. Any creature that fails 
  their saving throw takes 4 (1d6+1) acid damage and has 
  disadvantage on attacks, saving throws or ability checks 
  due to sneezing and partial blindness until the end of the 
  belabra’s next turn.
  ACTIONS 
  Multiattack. The belabra makes up to 3 attacks. One slam, 
  two with its tentacles, or one bite if a target is grappled.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 9 (3d4 + 2) piercing damage
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.; one 
  target. Hit: 9 (3d4 + 2) bludgeoning damage.
  Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft.,  
  one target. Hit: grappled and target is restrained (escape 
  DC 12, if successful take 3 (1d4=1) piercing damage from 
  barbs).
  Beltane
  Beltane is the god-king of the major undead faction in the city, the 
  Fetch. He is not encountered in the course of the Levee Adventure, but he 
  is a major figure in the background weave of the entire city.
  Beltane
  Medium undead, lawful evil
  Armor Class 16 (natural armor)
  Hit Points 144 (17d8 + 68)
  Speed 30 ft.
   
  STR 
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  18 (+4
  18 (+4)
  20 (+5)
  15 (+2)
  18 (+4)
   
  Saving Throws Dex +9, Wis +7, Cha +9
  Skills Arcana +10, History +10, Perception +9, Stealth +9
  Damage Resistances necrotic; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Senses darkvision 120 ft., passive Perception 19
  Languages Common, Elvish, Gnome, Infermal
  Challenge 17 (18,000 XP)
  Shapechanger. If Beltane isn’t in sunlight or running water, 
  he can use its action to polymorph into a Tiny bat or a 
  Medium cloud of mist, or back into his true form. While 
  in bat form, Beltane can’t speak, his walking speed is 5 
  feet, and he has a flying speed of 30 feet. His statistics, 
  other than his size and speed, are unchanged. Anything 
  he is wearing transforms with him, but nothing he is 
  carrying does. He reverts to his true form if he dies. While 
  in mist form, Beltane can’t take any actions, speak, or 
  manipulate objects. He is weightless, has a flying speed 
  of 20 feet, can hover, and can enter a hostile creature’s 
  space and stop there. In addition, if air can pass through a 
  space, the mist can do so without squeezing, and it can’t 
  pass through water. It has advantage on Strength, and 
  Dexterity saving throws, and it is immune to all nonmagical 
  damage, except the damage it takes from sunlight.
  Misty Escape. When he drops to 0 hit points outside his 
  resting place, Beltane transforms into a cloud of mist (as 
  in the Shapechanger trait) instead of falling unconscious, 
  provided that he isn’t in sunlight or running water. If 
  he can’t transform, he is destroyed. While he has 0 hit 
  points in mist form, he can’t revert to his vampire form, 
  and he must reach his resting place within 2 hours or be 
  destroyed. Once in his resting place, he reverts to his 
  vampire form. He is then paralyzed until he regains at least 
  1 hit point. After spending 1 hour in his resting place with 0 
  hit points, he regains 1 hit point.
  Regeneration. Beltane regains 20 hit points at the start of 
  his turn if he has at least 1 hit point and isn’t in sunlight 
  or running water. If Beltane takes radiant damage or 
  damage from holy water, this trait doesn’t function at the 
  start of his next turn.
  Rust Metal. Any nonmagical weapon made of metal 
  that hits Beltane corrodes. After dealing damage, the 
  weapon takes a permanent and cumulative −1 penalty 
  to damage rolls. If its penalty drops to −5, the weapon is 
  destroyed. Nonmagical ammunition made of metal that 
  hits the rust monster is destroyed after dealing damage.
  Spellcasting. Beltane is a 9th-level spellcaster. His 
  spellcasting ability is Intelligence (spell save DC 15, +7 to 
  hit with spell attacks). Beltane has the following wizard 
  spells prepared:
   Cantrips (at will):  mage hand, prestidigitation, ray of frost
   1st level (4 slots): comprehend languages, fog cloud, sleep
  
  97
  GM Guide
   2nd level (3 slots): detect thoughts, gust of wind, mirror 
  image
   3rd level (3 slots): animate dead, bestow curse, 
  nondetection
   4th level (3 slots): blight, greater invisibility
   5th level (1 slot): dominate person
  Spider Climb. Beltane can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an 
  ability check.
  Vampire Weaknesses. Beltane has the following flaws:
  Forbiddance: Beltane can’t enter a residence without an 
  invitation from one of the occupants.
  Harmed by Running Water: Beltane takes 20 acid damage if 
  he ends his turn in running water.
  Stake to the Heart: If a piercing weapon made of wood 
  is driven into Beltane’s heart while he is incapacitated 
  in his resting place, Beltane is paralyzed until the stake is 
  removed.
  Sunlight Hypersensitivity: Beltane takes 20 radiant damage 
  when he starts his turn in sunlight. While in sunlight, he has 
  disadvantage on attack rolls and ability checks.
  ACTIONS
  Multiattack (Vampire Form Only): Beltane makes two 
  attacks, only one of which can be a bite attack.
  Unarmed Strike (Vampire Form Only): Melee Weapon 
  Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 
  4) bludgeoning damage. Instead of dealing damage, 
  Beltane can grapple the target (escape DC 18).
  Blighted Corrosion (Recharge 5-6). As an action, Beltane 
  can corrode a nonmagical ferrous metal object he can 
  see within 5 feet of it. If the object isn’t being worn or 
  carried, Beltane’s destroys a 1-foot cube of it. If the object 
  is being worn or carried by a creature, the creature can 
  make a DC 13 Dexterity saving throw to avoid Beltane’s 
  touch. 
  If the object touched is either metal armor or a metal 
  shield being worn or carried, its takes a permanent and 
  cumulative −1 penalty to the AC it offers. Armor reduced 
  to an AC of 10 or a shield that drops to a +0 bonus is 
  destroyed. If the object touched is a held metal weapon, 
  it rusts as described in the Rust Metal trait.
  Bite (Bat or Vampire Form Only): Melee Weapon Attack: +8 
  to hit, reach 5 ft., one willing creature, or a creature that 
  is grappled by Beltane, incapacitated, or restrained. 
  Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic 
  damage. The target’s hit point maximum is reduced by 
  an amount equal to the necrotic damage taken, and 
  Beltane regains hit points equal to that amount. The 
  reduction of maximum hit points lasts until the target 
  finishes a long rest. The target dies if this effect reduces its 
  hit point maximum to 0. A humanoid slain in this way and 
  then buried in the ground rises the following night as a 
  vampire spawn under the Beltane’s control.
  Charm: Beltane targets one humanoid it can see within 30 
  feet of it. If the target can see Beltane, the target must 
  succeed on a DC 17 Wisdom saving throw against this 
  magic or be charmed by Beltane. The charmed target 
  regards Beltane as a trusted friend to be heeded and 
  protected. Although the target isn’t under his control, it 
  takes Beltane’s requests or actions in the most favourable 
  way it can, and it is a willing target for Beltane’s bite 
  attack. Each time Beltane or Beltane’s companions do 
  anything harmful to the target, it can repeat the saving 
  throw, ending the effect on itself on a success. Otherwise, 
  the effect lasts 24 hours or until Beltane is destroyed, is on 
  a different plane of existence than the target, or takes a 
  bonus action to end the effect.
  Children of the Night (1/Day): Beltane magically calls 2d4 
  swarms of blindingcrows or festering lyme rats, provided 
  that the sun isn’t up. While outdoors, Beltane can call 3d6 
  small gable spiders instead. The called creatures arrive in 
  1d4 rounds, acting as allies of the vampire and obeying 
  its spoken commands. The beasts remain for 1 hour, until 
  Beltane dies, or until he dismisses them as a bonus action.
  LEGENDARY ACTIONS
  Beltane can take 3 legendary actions, described below. 
  Only one legendary action option can be used at a time 
  and only at the end of another creature’s turn. Beltane 
  regains spent legendary actions the start of its turn.
   Move: Beltane moves up to its speed without provoking 
  opportunity attacks.
  Unarmed Strike. Beltane makes one unarmed strike.
  Bite (Costs 2 Actions). Beltane makes one bite attack.
  Between Creature Template
  A Between creature is infused with the weirdness of Between and is 
  shaped and changed by its environment and experiences. Some Between 
  creatures are bizarre versions of existing creatures (such as gargoyles and 
  wyverns), while others are new creatures that don’t have a non-Between 
  equivalent (such as caul cuckoos and hymes). 
  If you need (or just want) more Between creatures beyond those presented 
  in this book and Blight adventures, you can create them three ways. 
  1. Apply a Between simple template to an existing monster stat block. 
  This is quick and simple, and is perfectly adequate for most encounters.
  2. Convert an existing creature to the Between subtype using the 
  guidelines presented here. This involves more effort and is better suited 
  to major foes, such as creatures that command groups of lesser, Between 
  minions (which can be converted quickly with the simple templates). 
  3. Create a wholly new Between creature from scratch, following the 
  guidelines below. This is ideal for a powerful villain or recurring foe.
  Between Creature Simple Templates
  Although all life in Between is unique, some creatures (wolves, for 
  example) are common to the normal world and Between. The following 
  simple templates can be used to turn any creature that does not have the 
  Between subtype into a Between creature. A creature given one of these 
  templates counts as a Between creature for the purposes of spells, abilities, 
  and magical items but it does not gain the Between subtype or the many 
  
  98
  The Blight: Richard Pett's Crooked City
  benefits of having the Between subtype — it gains only those benefits 
  specifically described in the simple template. 
  Larval Between
  1. Increase Strength and Dexterity by +1.
  2. Increase hit points by 1 Hit Die + Constitution modifier.
  3. Gains darkvision 30 feet if it doesn’t already have darkvision.
  4. Gains resistance to damage from monmagical weapons.
  5. Gains Dislocated trait (attacks against it have disadvantage unless the 
  attacker has blindsight, truesight, or their equivalent).
  6. Increase CR by +1.
  Naiadic Between
  1. Increase Strength and Constitution by +1, Dexterity by +2.
  2. Increase hit points by 2 Hit Dice + (Constitution modifier ×2).
  3. Gains darkvision 60 feet if it doesn’t already have darkvision.
  4. Gains resistance to damage from nonmagical weapons.
  5. Gains Dislocated trait (attacks against it have disadvantage unless the 
  attacker has blindsight, truesight, or their equivalent).
  6. Gains proficiency in Dexterity saving throws.
  7. Increase speed by +10 feet.
  8. Increase CR by +2.
  Adult Between
  1. Increase Dexterity by +3; increase Strength, Constitution, and 
  Intelligence by +1 each. 
  2. Increase hit points by 3 Hit Dice + (Constitution modifier ×3).
  3. Gains superior darkvision.
  4. Gains resistance to cold, force, and poison damage, and to damage from 
  nonmagical weapons.
  5. Gains Dislocated trait (attacks against it have disadvantage unless the 
  attacker has blindsight, truesight, or their equivalent).
  6. Gains proficiency in Dexterity and Constitution saving throws.
  7. Gains Innate Spellcasting (save DC 15): 1/day each—invisibility (self 
  only, duration 1 minute), spider climb.
  8. Gains Magic Resistance (1/day, when it fails a saving throw, it can 
  succeed instead). 
  9. Increase speed by +10 feet.
  10. Increase CR by +3.
  Elder Between
  1. Increase Dexterity by +4; increase Intelligence by +2; increase Strength 
  and Constitution by 1 each.
  2. Increase hit points by 4 Hit Dice + (Constitution modifier ×4).
  3. Gains superior darkvision and blindsight 30 feet.
  4. Gains resistance to acid, cold, fire, force, lightning, and poison damage, 
  and to damage from nonmagical weapons.
  5. Gains Dislocated trait (attacks against it have disadvantage unless the 
  attacker has blindsight, truesight, or their equivalent).
  6. Gains proficiency in Dexterity, Constitution, and Wisdom saving throws.
  7. Gains Innate Spellcasting (save DC 16): 3/day each—invisibility (self 
  only, duration 1 minute), spider climb; 1/day each—blink, mirror image.
  8. Gains Magic Resistance (1/day, when it fails a saving throw, it can 
  succeed instead). 
  9. Increase speed by +20 feet.
  10. Increase CR by +4.
  Ancient Between
  1. Increase Dexterity by +5; increase Intelligence by +3; increase Strength 
  and Constitution by 1 each.
  2. Increase hit points by 5 Hit Dice + (Constitution modifier ×5).
  3. Gains superior darkvision and blindsight 60 feet.
  4. Gains resistance to all damage except radiant and bludgeoning, piercing, 
  and slashing damage from nonmagical weapons.
  5. Gains Dislocated trait (attacks against it have disadvantage unless the 
  attacker has blindsight, truesight, or their equivalent).
  6. Gains proficiency in all saving throws.
  7. Gains Innate Spellcasting (save DC 17): 3/day each—invisibility (self 
  only, duration 1 minute), spider climb; 1/day each—blink, dimension door.
  8. Gains Magic Resistance (2/day, when it fails a saving throw, it can 
  succeed instead). 
  9. Increase speed by +20 feet.
  10. Increase CR by +5.
  Converting an Existing Creature
  Most Between creatures have the following abilities. (These are already 
  included in the Between creature stat blocks presented in this book). 
  Between creatures are highly varied, however, so it’s not a hard-and-fast 
  rule that every Between creature must have these traits or can’t have others.
  Between Age (BA). Many of a creature’s statistics improve with the length of 
  its exposure to Between. Because a Between creature can’t die of old age, even 
  normally short-lived creatures can become quite powerful through centuries of 
  exposure. These increases are divided into five age categories, according to how 
  long the creature has been exposed to Between: larval, naiadic (15+ years), adult 
  (50+ years), elder (150+ years), and ancient (600+ years). At each age category, 
  a Between creature gains the following cumulative benefits:
  • +1 to its Dexterity score;
  • +1 to one other ability score besides Dexterity;
  • +1 Hit Die (added to its hit points, + its Constitution modifier, as usual)
  • one feat (if feats are being used in your campaign) or proficiency in 
  one type of saving throw.
  Senses. A larval creature gains darkvision (30 feet) if it doesn’t already 
  have darkvision. The range increases to 60 feet at naiadic age and to 120 
  feet at adult. An elder creature gains blindsense (30 feet), and an ancient 
  Between creature has blindsight (60 feet).
  Damage Resistance. A naiadic creature gains resistance to damage 
  from nonmagical weapons. An adult creature gains resistance to cold, 
  force, and poison damage. An elder creature gains resistance to acid, fire, 
  and lightning damage. An ancient creature gains resistance to necrotic, 
  psychic, and thunder damage. All of these gains are cumulative, so an 
  ancient Between creature has resistance to all but radiant damage and 
  bludgeoning, piercing, and slashing damage from magical weapons.
  Magic Resistance. An adult Between creature has Magic Resistance 
  (1/day, when it fails a saving throw, it can choose to succeed instead). This 
  increases to 2/day for ancient creatures. 
  Intelligence. If an animal’s Intelligence score is increased above 2, it 
  gains the ability to understand and speak Deep Speech.
  Additional Abilities. Between creatures can have abilities that reflect 
  their habitat, history, environment, and supernatural nature. Adding one 
  such ability per age category is a good benchmark, but it’s not a hard-
  and-fast rule. These abilities can be adapted from other monsters, drawn 
  from spell-like abilities, or can be new abilities you create. These abilities 
  should be thematically appropriate to the Between and to the creature’s 
  origin. Two new abilities that are especially suited to Between creatures 
  are Dislocated and Distorted.
  • Dislocated. The creature’s form is made up of its memories, which 
  shift and change. The creature is continually under the effect of a blur 
  spell (attacks against it are made with disadvantage unless the attacker 
  has blindsight, truesight, or an equivalent). The creature can suppress 
  or reactivate this ability at will as a bonus action.
  • Distorted. A distorted creature’s internal anatomy varies from 
  individual to individual and seldom makes any biological sense. 
  Critical hits against the creature do a flat +1 damage but don’t roll 
  damage dice twice.
  Challenge. After making all these changes, the creature’s CR should 
  be reevaluated from scratch. As a simpler alternative, just increase the 
  creature’s CR by +1 per Between age category. This will be close enough 
  in most cases, unless the creature gained especially powerful attacks.
  Create a New Creature
  Creating a new Between creature is no different from creating any other 
  creature, as described in the GM’s rulebook. It’s easiest if you start by 
  choosing its age category and proceed from there, but do what you’re 
  most comfortable with. 
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  
  99
  GM Guide
  Between-Cat
  Vaguely feline, this hairless, pale creature has wrinkled, flaccid skin, 
  a pair of stunted vestigial limbs extending from its flanks, and a ring 
  of small tentacles around its neck. Its clawed forepaws each bear one 
  wickedly hooked claw much larger than the others. Its eyes are dark 
  voids, and a long, prehensile tongue extends from its mouth.
  Between-Cat
  Tiny aberration (larval Between), neutral
   
  Armor Class 15 (natural armor)
  Hit Points 15 (6d4)
  Speed 30 ft., climb 20 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  3 (-4)
  15 (+2)
  10 (+0)
  20 (+5)
  14 (+2)
  16 (+3)
   
  Saving Throws Dex +5, Con +3, Int +7, Wis +4, Cha +5
  Skills Arcana +7, History +7, Perception +4, Stealth +4
  Damage Resistances cold, lightning, thunder; bludgeoning, 
  piercing, and slashing from nonmagical weapons
  Damage Immunities poison
  Condition Immunities disease; charmed, poisoned
  Senses darkvision 60 ft., passive Perception 14
  Languages Abyssal, Celestial, Common, Deep Speech, 
  Infernal; telepathy 60 ft.
  Challenge 3 (700 XP)
   
  Dislocated. The Between-cat’s form is made up of memories, 
  which shift and change. The creature is continually under 
  the effect of a blur spell (attacks against it are made with 
  disadvantage unless the attacker has blindsight, truesight, 
  or an equivalent). The Between-cat can suppress or 
  reactivate this ability at will as a bonus action.
  Dual Existence (recharge 4-6). The Between-cat can pass easily 
  back and forth between the Between and the mundane 
  world at will (no action required). This allows it to teleport up to 
  60 feet to a space it can see, or to escape into the Between 
  until it chooses to return to the mundane world.
  Innate Spellcasting. The Between-cat can use the following 
  spell-like abilities, using Intelligence as its casting ability 
  (DC 15). The cadaver doesn’t need material components 
  to use these abilities. 
  At will: comprehend languages, tongues
  1/day: detect magic, glyph of warding
  Nulltropy. A creature slain by a nulltropic claws attack can 
  return to life only through a wish or true resurrection spell.
  Shapechanger. In the Between, the Between-cat always 
  assumes its natural shape. In other worlds, it appears as a 
  normal cat unless it uses an action to adopt its natural shape, 
  which it must maintain through concentration, like a spell. 
   
  ACTIONS
  Multiattack. The Between-cat claws once and strikes once 
  with its tongue.
  Nulltropic Claws. Melee Weapon Attack: +5 to hit (reach 
  5 ft.; one creature). Hit: 2d4 + 2 slashing damage plus 1 
  force damage for every additional Between-cat within 60 
  feet of the target. Force damage can’t be reduced by 
  resistance, immunity, magic, or any other means.
  Tongue. Melee Weapon Attack: +5 to hit (reach 5 ft.; one 
  creature). Hit: 1d6 + 2 piercing damage plus 2d8 poison 
  damage.
   
  ECOLOGY
  Environment any land (Between)
  Organization solitary, pair, pack (3–6), hunt (7–10), brood 
  (11–15), coven (16–30), or council (31–56)
  Cats have often enjoyed a vaguely mysterious and sinister reputation 
  throughout many cultures, and the Between-cat may be the most 
  deserving of this reputation. Catlike in name only due to its vaguely 
  feline appearance, some scholars question whether Between-cats began as 
  normal cats and were changed through exposure to the Between. Others 
  think they are actual creatures of the Between that managed to gain a 
  catlike appearance through their intimate contact with the mundane world, 
  while some believe they are some entirely unrelated species that simply 
  evolved concurrently to resemble the more mundane varieties of cats. 
  Whatever the case, it seems that Between-cats hold no special affinity for 
  true felines, and yet are able to move among them completely unnoticed 
  by other cats without raising any alarm when in their mundane cat forms. 
  Whatever the reason for their existence and their relationship to mundane 
  felines, Between-cats are one of the few creatures that enjoys seemingly 
  complete freedom in moving between the natural world and Between.
  Feline Scholars. While their full agenda is not known, two facts about 
  Between-cats are recognized among the most learned of scholars. First, 
  they ceaselessly search through venerable tomes, petroglyphs, and other 
  ancient writings in search of some unknown secret or secrets that they 
  have revealed to no one. Second — whether related to the first item or not 
  — Between-cats seek to completely unmake reality for their own hidden 
  reasons. Nulltropic damage from their claws, amplified by the presence 
  of other Between-cats, induces a loss of order and energy in the target 
  and produces an overall breakdown of substance toward nothingness. 
  More than mere entropy, which simply describes the loss of order and 
  cohesion, the nulltropy of the Between-cat brings about a complete loss of 
  existence in any form, albeit on a tiny scale. Armed with their nulltropic 
  attack, Between-cats can accomplish their goal of unmaking reality one 
  tiny piece at a time. 
  Terrifying in Groups. Fortunately for the sake of reality and all 
  who live in it, the nulltropic damage caused by a single Between-cat is 
  minuscule, and they are loathe to use it indiscriminately. They instead save 
  it for enemies in battle or for certain artifacts and writings they have found 
  over the years, as well as for aboleths, whom they consider bitter enemies. 
  However, when more Between-cats get together, their nulltropic attack 
  becomes terrifying. Thankfully, no one has ever reported encountering 
  more than 56 Between-cats in one place. There is speculation, however, 
  that if more did gather, then the nulltropic damage they could cause would 
  continue to scale to an ever-accelerating degree. Most sober-minded 
  theoreticians refuse to think too long on the dreadful implications of this 
  line of thought.
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett.
  Between Gargoyle
  A gargoyle, but with blurry, indistinct outlines, as if it doesn’t entirely 
  belong to its own substance.
  Between Gargoyle
  Medium between-creature (monstrosity), chaotic evil
  Armor Class 18
  Hit Points 70 (10d8 +30)
  Speed 40 ft., fly 60ft
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  14 (+2)
  17 (+3)
  7 (–2)
  11 (+0)
  7 (–2)
   
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical weapons that aren’t adamantine, cold, 
  force.
  Damage Immunities poison
  Condition Immunities exhaustion, petrified, poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages Common, Terran
  Challenge 5 (1,800 XP)
  
  100
  The Blight: Richard Pett's Crooked City
  False Appearance. While the between gargoyle remains 
  motionless, it is indistinguishable from an inanimate statue.
  Dislocated. Attacks against the between gargoyle are 
  made with disadvantage unless the attacker has 
  blindsight or truesight.
  Innate Spellcasting. The between gargoyle’s innate 
  spellcasting ability is Charisma (spell save DC 12). The 
  between gargoyle can innately cast the following spells, 
  requiring no material components:
  1/day each: invisibility (self only, duration 1 minute), spider 
  climb.
  ACTIONS
   Multiattack. The between gargoyle 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: 6 (1d6 + 3) piercing damage.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) slashing damage.
  Betweeen Peacock
  A fleshy sack, discolored with veins, sits amid and beneath a trio of 
  gangling legs that bend in all the wrong places. A head is thrust back 
  that looks part bird, part cockroach; its beak more akin to a stinger. 
  Its peacocklike plume is littered with wretched-looking scraps of flesh 
  topped by a grisly collection of severed harpy heads, the eyes of which 
  watch you with tortured expressions.
  Between Peacock (Nightmare Choir)
  Large aberration (adult Between), unaligned
   
  Armor Class 15
  Hit Points 152 (16d10 + 64)
  Speed 15 ft., fly 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  21 (+5)
  18 (+4)
  2 (-4)
  12 (+1)
  19 (+4)
   
  Saving Throws Con +9, Int +1, Wis +6
  Skills Perception +6
  Damage Resistances cold, force, poison damage; 
  bludgeoning, piercing, and slashing from nonmagical 
  weapons
  Condition Immunities disease; charmed, frightened
  Senses darkvision 120 ft., passive Perception 16
  Languages Deep Speech
  Challenge 13 (10,000 XP)
   
  Death Throes. When it drops to 0 hit points, a nightmare 
  choir explodes in a mass of thorny, fleshy limbs riddled 
  with teeth and hundreds of tiny filaments that hook into 
  clothing, skin, and flesh. Creatures within 20 feet of the 
  nightmare choir take 6d6 piercing damage and are 
  restrained; a successful DC 15 Dexterity saving throw 
  halves the damage and prevents being restrained. A 
  restrained creature frees itself by using an action to make 
  a successful DC 16 Strength (Athletics) check. The area 
  becomes difficult terrain for 10 minutes, and a creature 
  that ends its turn in the difficult terrain takes 1d6 slashing 
  damage.
  Magic Resistance (1/day). When it fails a saving throw, the 
  nightmare choir can choose to succeed instead.
  Swallow. A creature that ends its turn grappled by the 
  nightmare choir is swallowed whole. A swallowed creature 
  is blinded and restrained. It takes 3d8 necrotic damage 
  automatically at the start of each of the nightmare choir’s 
  turns. Only one Medium creature or two Small creatures 
  can be inside the nightmare choir at one time. A 
  swallowed creature is unaffected by anything happening 
  outside the nightmare choir or by attacks from outside it. 
  A swallowed creature can get out of the choir by using 
  5 feet of movement, but only after the monster is dead. 
  When the nightmare choir inverts or reverts to normal, 
  swallowed creatures are ejected prone into adjacent, 
  empty spaces. 
   
  ACTIONS
  Multiattack. The nightmare choir makes one tongue attack 
  and three claw attacks.
  Claw. Melee Weapon Attack: +10 to hit (reach 10 ft.; one 
  creature). Hit: 2d8 + 5 slashing damage.
  Tongue. Melee Weapon Attack: +10 to hit (reach 15 ft.; one 
  creature). Hit: the target is grappled (escape DC 15) and 
  pulled to within 5 feet of the nightmare choir, which then 
  makes a bite attack against it as part of the same action.
  Bite. Melee Weapon Attack: +10 to hit (reach 5 ft.; one 
  grappled creature). Hit: 4d6 + 5 piercing damage plus 
  2d10 necrotic damage.
  Captivating Hymn (1/day). The nightmare choir raises its 
  harpy plumes, which begin singing. They continue singing 
  as a bonus action for 1 minute. Creatures within 100 feet 
  of the nightmare choir and able to hear it must make a 
  successful DC 17 Wisdom saving throw or be charmed by 
  the nightmare choir for as long as the singing continues. 
  A charmed creature must move toward the nightmare 
  choir along the most direct path, even if that takes them 
  through dangerous terrain. A charmed creature that’s 
  within 5 feet of the nightmare choir is stunned. A charmed 
  creature repeats the saving throw when it takes damage, 
  ending the effect on itself with a success. Success on the 
  saving throw leaves a creature immune to Captivating 
  Hymn for 24 hours.
  Horrific Inversion (recharge 6). The nightmare choir inverts 
  itself, becoming a huge maw filled with hundreds of 
  quivering, needlelike teeth. The choir makes a bite attack 
  against every creature within 5 feet of it, regardless 
  
  101
  GM Guide
  of grappling. Creatures within 30 feet that witness this 
  transformation must make a successful DC 17 Wisdom 
  saving throw or be afflicted with madness. If the result of 
  the saving throw is 12-16, the creature suffers a short-term 
  madness; 7-11 results in long-term madness; 6 or less results 
  in indefinite madness. An inverted nightmare choir cannot 
  fly or use Captivating Hymn. It can revert to its normal form 
  as a bonus action. When it inverts or reverts to normal, 
  swallowed creatures are ejected prone into adjacent, 
  empty spaces. 
   
  ECOLOGY
  Environment any land (Between)
  Organization solitary
  A nightmare choir is an animalistic predator that uses the mesmerizing 
  songs of harpies to lure prey to its side. When prey is near — and prey 
  is anything that the nightmare choir can drain blood from — the monster 
  suddenly inverts its body to make a surprising attack. In its usual form, 
  it appears as a veiny sack of rubbery, feather-flecked skin, with bony, 
  feathered wings, a swan’s neck tipped with a beaklike stinger, three skinny, 
  multi-jointed legs tipped with talons, and long, peacocklike plumes tipped 
  with the severed heads of harpies. When the monster inverts, it suddenly 
  bloats into a balloon of flesh that rips apart to allow a great maw of hooked 
  teeth to burst forward, and a long, sticky tongue to shoot out to draw its 
  prey in. The collapsed flesh sack envelops its stinger, wings, and plume, 
  which become unusable in this alternate form.
  Arcane Feathers. The thirteen eye-feathers of the nightmare choir’s 
  plume are worth 100 gp each. If an eye-feather is used as an additional 
  material component for a divination spell, the spell either takes effect as if 
  cast with a spell slot 2 levels higher, or the saving throw against it is made 
  with disadvantage (caster’s choice).
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  Bileborn
  This revolting creature appears to be formed of a tangle of limbs and 
  pieces of rotting corpses that splay in all directions like some kind of 
  demented sea urchin. The many appendages flail spastically as it moves 
  with a disturbing, rolling motion. Barely discernible amid this tangle are 
  a number of severed, rotting heads, their eyes open and watching, their 
  lips wordlessly mouthing unheard imprecations.
  Bileborn
  Large undead, chaotic evil
   
  Armor Class 14 (natural armor)
  Hit Points 110 (13d10 + 39)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  19 (+4)
  10 (+0)
  17 (+3)
  6 (-2)
  10 (+0)
  10 (+0)
   
  Skills Perception +3
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical weapons
  Damage Immunities poison
  Condition Immunities exhaustion, frightened, poisoned, 
  prone, unconscious
  Senses darkvision 60 ft., passive Perception 13
  Languages Common
  Challenge 6 (2,300 XP)
   
  Coordinated Burst (1/day). As a bonus action, the bileborn 
  synchronizes its flailing motion. Its speed increases to 60 
  feet, and it can make 8 slam attacks on its turn. This effect 
  lasts until the  end of the bileborn’s current turn.
  Many Arms. Creatures have disadvantage on attempts to 
  escape from the bileborn’s grapple.
   
  ACTIONS
  Multiattack. The bileborn makes four melee attacks, using 
  any combination of Slam and Absorb. It can use its Bab-
  bling Scream in place of two melee attacks.
  Slam. Melee Weapon Attack: +7 to hit (reach 5 ft.; one crea-
  ture). Hit: 1d8 + 4 bludgeoning damage. If two or more 
  slam attacks hit the same creature in the bileborn’s turn, 
  the creature is grappled (escape DC 14).
  Absorb. Melee Weapon Attack: +7 to hit (reach 5 ft.; one 
  creature already grappled by the bileborn). Hit: 2d6 + 
  4 piercing damage, and the creature is pulled into the 
  bileborn’s space and absorbed into the monster’s body. An 
  absorbed creature is blinded and restrained, and it takes 2d6 
  + 4 piercing damage at the start of the bileborn’s turn. One 
  Medium creature or two Small creatures can be inside the 
  bileborn at one time. An absorbed creature is unaffected 
  by anything happening outside the bileborn or by attacks 
  from outside it. An absorbed creature can escape from the 
  bileborn’s body by using an action to make a successful 
  DC 14 Strength (Athletics) check, or it can get out after the 
  bileborn’s death by using 5 feet of movement.
  Babbling Scream (recharge 5-6). The bileborn screams 
  in incoherent babbles. All creatures within 60 feet that 
  hear it must make a successful DC 13 Wisdom saving 
  throw or be confused (as the confusion spell) for 1 
  minute. At the end of each of its turns, an affected 
  target can make a Wisdom saving throw. If it succeeds, 
  this effect ends for that target. 
   
  ECOLOGY
  Environment any land
  Organization solitary
  The bileborn is an undead creature born of alchemical and necromantic 
  experimentation. Its purpose and the identity of its creator are unknown, 
  but the mistakes of this master have long since been paid for, as the 
  
  102
  The Blight: Richard Pett's Crooked City
  original bileborn ultimately escaped and slew its creator, incorporating his 
  body among the rest.
  A bileborn seeks to increase its mass by absorbing creatures into 
  its body. This does not increase the creature’s size or change it in any 
  fundamental way, but the crowd of body parts grows denser at its center. 
  Then at some indeterminate point, the creature reproduces by fission. The 
  fused conglomeration of rotten body parts splits down the middle, forming 
  two bileborns of equal size and power. These instinctively avoid each 
  other as they go their own ways in search of victims to absorb.
  These creatures are little more than horrid masses of dismembered 
  and absorbed victims that somehow work in necromantic coordination 
  and demonstrate considerable stealth and surprising speed for their size 
  and composition. Despite their chaotic and jumbled appearances, their 
  fleshy mass is physically tough, quickly using the dismembered parts of 
  its interior to switch out damaged limbs on it exterior. The bulk of its 
  absorbed brain tissue resides within the severed heads of the central mass 
  of the creature, allowing it to function in a rational manner, though its 
  purpose and goals are likely to be inscrutable to living, sane creatures.
  Copyright Notice
  Author Jeffrey Swank, based on material by Richard Pett.
  Blight Ape
  This creature looks like a strange caricature of a gorilla. Standing 
  barely 4 feet tall, it superficially resembles a tawny-colored version of 
  that animal save for its height. However, the resemblances end there. 
  Rather than the look and posture of an animal, the creature carries itself 
  with a sense of dignity. It stands straight (or as straight as possible for a 
  creature whose knuckles drag the ground), and it wears a formal black 
  vest. Its simian face is carefully composed, with its eyes bearing the look 
  of long-suffering patience of a professional manservant. 
  Blight Ape
  Small monstrosity, lawful neutral
   
  Armor Class 13
  Hit Points 26 (4d6 + 12)
  Speed 20 ft., climb 20 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  17 (+3)
  12 (+1)
  6 (-2)
  14 (+2)
  10 (+0)
   
  Saving Throws Int +0, Wis +4, Cha +4
  Skills Insight +4, Perception +4
  Condition Immunities charmed, frightened
  Senses darkvision 60 ft., passive Perception 14
  Languages understands Common but can’t speak
  Challenge 1/8 (25 XP)
   
  Blight Monkey Mange Vulnerability. Blight apes are 
  especially susceptible to the mange carried by Blight 
  monkeys. A Blight ape makes saving throws against the 
  disease with disadvantage. If a Blight ape contracts 
  Blight monkey mange, it loses great patches of its fur as 
  the disease’s characteristic rash spreads across its body, 
  eventually infiltrating the ape’s respiratory system. If a 
  Blight ape’s Dexterity or Constitution score is driven down 
  to 0 as a result of the disease, it dies from suffocation.
   
  ACTIONS
  Slam. Melee Weapon Attack: +5 to hit (reach 5 ft.; one 
  creature). Hit: 1d4 + 3 bludgeoning damage. 
   
  ECOLOGY
  Environment urban (the Blight)
  Organization solitary
  It is speculated that Blight apes probably originated as some species 
  of Libynosi ape transported en masse over the years to Castorhage to 
  serve in assorted menageries of the well-to-do, circuses for the common 
  folk, and as game animals in the hunting preserves of the truly decadent. 
  Whatever type of ape they are descended from is unknown because no 
  further specimens have been found in recent centuries, and they are 
  presumed to be extinct in their natural habitat due to hunting as well as the 
  wholesale capture and exportation of them. Over the years, their numbers 
  proliferated in the city of Castorhage, and they took readily to the ways of 
  their captors, literally aping their mannerisms and habits. At some point in 
  the last century, bored nobles who had long ago taken to dressing them in 
  finery in mockery of their near-human appearance realized that the Blight 
  apes were no longer simply mimicking their human masters, they were in 
  fact carrying out their own activities in the same manner as the humans 
  around them. They had evolved into an entirely new species, no longer 
  truly animals.
  Loyal and Smart. With the realization of the evolution of the Blight 
  ape came the discovery that they were both intelligent (if not truly smart) 
  but also of an extremely lawful and peaceful nature. Likewise, though they 
  can understand the Common tongue well enough, they never developed 
  the ability to use language of their own beyond a few simple grunts and 
  hand motions. It soon became in vogue to keep the creatures as scullions 
  and servants, which developed over time into actually hiring them into 
  trusted positions as butlers and governesses with a known penchant for 
  keeping their mouths shut about any internal secrets they might learn. By 
  whim of Castorhage law, Blight apes receive the same wage as any other 
  hireling in their position and are now often seen as actual family members 
  by some of the more benevolent folk of the city. However, there are far 
  more Blight apes than there are staff positions in well-to-do households, 
  so most Blight apes find themselves relegated to menial jobs and poor 
  treatment. Most are actually employed by the city, since few businesses 
  choose to hire a Blight ape over a human or other humanoid race if they’re 
  going to have to pay the same rate anyway, but there are some exceptions 
  — particularly for jobs where a combination of extreme loyalty and 
  extreme discretion are desirable.
  Despised Cousins. Blight apes despise Blight monkeys with a passion, 
  and the little cretins are one of the few things that can truly rouse a 
  Blight ape to anger. Some of the Blight apes hired by the city are actually 
  armed for the purpose of hunting down and exterminating nests of Blight 
  monkeys among the city rooftops, an occupation which they pursue with 
  relish. For their part, Blight monkeys enjoy humiliating and even killing a 
  Blight ape whenever possible.
  Blight Cockerel
  Lanky and bedraggled, with thin feathers other than a wide tuft 
  around the neck, this rooster is particularly ugly for its kind. Its wattle 
  and comb are both shredded and torn from past battles, and razor-sharp 
  spurs have been tied to the backs of its legs.
  Blight Cockerel
  Small beast, unaligned
   
  Armor Class 11
  Hit Points 2 (1d6 - 1)
  Speed 10 ft., fly 50 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  2 (-4)
  13 (+1)
  8 (-1)
  2 (-4)
  11 (+0)
  6 (-2)
   
  Skills Perception +2
  Languages none
  Challenge 0 (10 XP)
   
  Ferocity. When the Blight cockerel drops to 0 hit points, it 
  immediately makes one attack against a creature within 5 
  feet as a reaction before dying.
  
  103
  GM Guide
  Fighting Fury. When a Blight cockerel sees another member 
  of its species or other similar-sized bird (other than a 
  chicken), it instinctively triggers its fight response. It spends 
  1 round attempting to intimidate its opponent, then 
  attacks, gaining a +1 bonus to attacks and damage. 
  A Blight cockerel in a fighting fury fights until it or its 
  opponent is dead.
   
  ACTIONS
  Beak. Melee Weapon Attack: +3 to hit (reach 5 ft.; one 
  creature). Hit: 1 piercing damage.
   
  ECOLOGY
  Environment any land (the Blight)
  Organization solitary
  Cockfighting is a common pastime among the coarser citizens of the 
  Blight (and secretly many of the upper crust as well) and the gamecocks 
  have been bred for centuries in the city just for these contests. The 
  resulting breed of Blight cockerel is a distempered gamecock known 
  for its viciousness in fights and its instinct to continue fighting even 
  after having taken a mortal wound. Many runners of cockfights no 
  longer allow Blight cockerels in their venues because of the likelihood 
  that neither bird will survive and their investment in training a prized 
  gamecock will be lost even in victory. Blight cockerels are bred with 
  normal chickens and always attack another Blight cockerel on sight 
  unless restrained.
  Before fighting matches that involve betting, some Blight cockerels are 
  outfitted with fighting spurs: razor-sharp blades tied to their legs. Fighting 
  spurs replace the bird’s beak attack with a spur attack, which has the same 
  attack bonus and reach but does 1d4 slashing damage.
  A Blight cockerel stands 2 feet tall and weighs 10–15 pounds.
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett.
  Blight Monkey
  This dark-furred monkey has slightly lighter fur around its face and 
  chest, but all of it is matted with reeking filth. It hangs by its prehensile 
  tail as it prepares to throw a handful of the filth that it wears so 
  copiously.
  Blight Monkey
  Tiny monstrosity, chaotic neutral
   
  Armor Class 14
  Hit Points 5 (2d4)
  Speed 20 ft., climb 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  18 (+4)
  10 (+0)
  3 (-4)
  10 (+0)
  6 (-2)
   
  Skills Perception +2, Stealth +6
  Condition Immunities frightened
  Senses darkvision 60 ft., passive Perception 12
  Languages none
  Challenge 1/8 (25 XP)
   
  Blight Monkey Mange. A creature infected with this 
  disease must make a successful DC 10 Constitution 
  saving throw every time it completes a long rest. On 
  a failure, the creature’s Dexterity score is reduced by 
  1d2 and its Constitution score is reduced by 1. The 
  disease ends when the creature’s Constitution saving 
  throw succeeds two days in a row or when it receives 
  a lesser restoration or comparable magic. Once the 
  disease ends, the creature’s ability scores recover at 
  a similar rate. 
   
  ACTIONS
  Bite. Melee Weapon Attack: +6 to hit (reach 5 ft.; one 
  creature). Hit: 1d3 + 4 piercing damage, and the creature 
  must make a successful DC 10 Constitution saving throw or 
  contract Blight monkey mange (see above).
  Excrement. Ranged Weapon Attack: +6 to hit (range 10 
  ft./30 ft.; one creature). Hit: the creature must make a 
  successful DC 10 Constitution saving throw or contract 
  Blight monkey mange (see above).
  Enraged Screech. The Blight monkey emits a harsh screech. 
  Creatures within 30 feet that hear the screech must make 
  a successful DC 10 Wisdom saving throw or be frightened 
  until the end of its next turn. Once a creature makes a 
  successful saving throw, it’s immune to the screeching of 
  Blight monkeys for 24 hours. 
   
  ECOLOGY
  Environment urban (the Blight)
  Organization solitary, pair, band (3–9), or troop (10–40)
  Like Blight apes, these little beasts are believed to have originated 
  in distant Libynos and were originally brought to Casterhage as part of 
  menageries, but unlike the apes no one wanted to continue importing 
  the creatures after their nasty disposition was discovered. Somehow, it 
  seems, they just kept creeping unseen onto ships in Libynosi ports and 
  disembarking upon reaching the city. There was a time when seeing 
  dozens of the things scampering across yardarms and hawser lines to reach 
  the docks from ships newly arrived from the East was a common sight. 
  When the true extent of their colonization of Castorhage was realized and 
  their disease-ridden nature fully grasped, the city took steps to curtail this 
  mass immigration. However, despite its best efforts the city’s efforts were 
  far too late, and now thousands, if not tens of thousands, of the creatures 
  clamber unseen — though certainly not unheard — across the city’s maze 
  of rooftops.
  Twisted by Blight. Something about the city’s influence appears to have 
  corrupted the creatures and changed them from previously mischievous 
  and unruly animals to actual beasts with just enough intelligence to have a 
  taste for cruelty and a strong penchant for chaos. Despite their nimbleness 
  and glimmerings of intelligence, all attempts by folk to domesticate them 
  and spellcasters to take them as familiars have failed as they invariably 
  turn against their would-be masters at the first chance. They routinely 
  destroy books and valuables, and attack family pets. Their habit of biting 
  off the fingers and toes of humanoid infants sleeping in their cribs has 
  earned them the eternal ire of Blight apes everywhere who always attack 
  them on sight. Blight monkeys share this animosity, going out of their 
  way to ambush or abuse Blight apes at every opportunity even flinging 
  themselves into suicidal attacks in their attempts to bring harm to the apes. 
  They are truly fearless in their stupefying anarchy and attack a creature 
  much larger than themselves, using their grating screech to summon more 
  of their kind to join in the attack. It is fortunate for the city that Blight 
  monkeys appear to be a favored prey of gable spiders and festering Lyme 
  rats, because otherwise the fecund beasts would likely plague the city to 
  an even greater degree.
  Blight Monkey Mange. All Blight monkeys are a carrier of a disease 
  that is transmitted through their bite and through contact with their 
  excrement. This disease causes the disgusting monkeys to lose patches 
  of fur in clumps, but otherwise appears to cause them no harm. To others 
  infected with Blight monkey mange, it causes a red, scaly rash in the 
  crooks of elbows and knees and in the armpits. The rash is itchy and raw, 
  causing pain and limiting movement until it clears up. Blight apes are 
  known to be particularly susceptible to the ravages of this disease (see 
  Blight ape).
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett.
  
  104
  The Blight: Richard Pett's Crooked City
  Blindingcrow
  This glossy black crow has fleshy pustules and sores growing out from 
  under its plumage. This bird is has a thick, heavy bill and even more 
  surprisingly has a central third leg that ends in an array of sharpened 
  talons.
  Blindingcrow
  Tiny monstrosity, unaligned
   
  Armor Class 12
  Hit Points 1 (1d4 - 1)
  Speed 10 ft., fly 50 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  2 (-4)
  14 (+2)
  8 (-1)
  2 (-4)
  12 (+1)
  6 (-2)
   
  Condition Immunities Blindness
  Skills Perception +3
  Languages none
  Senses darkvision 30 ft., passive Perception 13
  Challenge 1/8 (25 XP)
   
  Blinding Sickness. A creature infected with blinding sickness 
  must make a DC 9 Constitution saving throw after 
  completing each long rest. On a failure, the infected 
  creature gains 1 level of exhaustion; on a success, it loses 1 
  level of exhaustion. The disease is cured when the creature 
  has 0 levels of exhaustion, or through lesser restoration or 
  comparable magic. The real danger from the disease, 
  however, is blindness. When a creature reaches 3 levels 
  of exhaustion caused by blinding sickness, or when it has 
  taken 3 or more necrotic damage in less than 10 minutes 
  from blindingcrows that carry the disease, the creature is 
  permanently blinded. Greater restoration or comparable 
  magic is needed to cure this blindness.
   
  ACTIONS
  Beak. Melee Weapon Attack: +3 to hit (reach 5 ft.; one 
  creature). Hit: 1 piercing damage, and the creature must 
  make a successful DC 9 Constitution saving throw or take 
  1 necrotic damage and contract blinding sickness (see 
  above).
   
  ECOLOGY
  Environment non-arctic land
  Organization solitary, pair, flock (3–12), or murder (13–100)
  Blindingcrows are fairly intelligent carrion birds known for their 
  problem-solving skills and ability to adapt within the city environment. 
  Despite past attempts to exterminate them, blindingcrows are more 
  common than ever in the city’s trash dumps and are known for their 
  distinctive screeching caw. Sociable, especially when not nesting, 
  blindingcrows may gather in communal roosts on winter nights, sometimes 
  with thousands or even tens of thousands roosting at one location.
  When large groups of these bird gather, they sometimes form a huge 
  swarming flock and chase predators in a behavior called mobbing. Loud 
  noises are the most common cause for a murder of blindingcrows to attack 
  an individual.
  As foragers, these birds also clean up dead animals and garbage. In fact, 
  blindingcrows are often blamed for overturning garbage cans when the 
  real culprits are usually raccoons or dogs. From prolonged exposure to the 
  toxins and wastes in their urban environments where the blindingcrows live 
  and feed, they have developed an ironic affinity for a particular disease. 
  Blinding sickness has festered within these birds, and they pass it from one 
  to another during mating and while feeding. The feathers of these birds, 
  although a glossy black, are marred by oozing, sores that drain diseased 
  fluid and that dry and become encrusted. When the birds preen themselves, 
  this diseased fluid transfers to their beaks where it infects their bite attacks. 
  Despite their third claw and sinister reputation, blindingcrows are no more 
  effective with claw attacks than a normal crow. Only when blindingcrows 
  swarm do their claw attacks really present a threat and live up to their name.
  Copyright Notice
  Author Jeffrey Swank, based on material by Richard Pett.
  Body Snatcher
  A massive lump of shadow, like a gargantuan hillock, shifts in the 
  darkness and reveals itself to be a living creature. Its body is mostly 
  torso and is roughly barrel shaped, with four elephantine legs and two 
  long arms ending in three-fingered hands. A massive mouthlike opening 
  dominates the top of its frame, from which extends a long, prehensile 
  tongue studded with spiky growths at its tip. The entire beast appears to 
  be covered in — or perhaps made of — a lumpy, lichenlike substance of 
  tiny, leafy growths.
  Body Snatcher
  Gargantuan plant (fungus), neutral evil
   
  Armor Class 19 (natural armor)
  Hit Points 264 (16d20 + 96)
  Speed 40 ft., climb 30 ft., swim 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  24 (+7)
  12 (+1)
  22 (+6)
  13 (+1)
  10 (+0)
  10 (+0)
   
  Saving Throws Dex +6, Wis +5, Cha +5
  Skills Perception +5
  
  105
  GM Guide
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing from nonmagical weapons
  Damage Immunities psychic
  Condition Immunities charmed, frightened, prone, stunned, 
  unconscious
  Senses blindsight 60 ft., passive Perception 15
  Languages understands all spoken languages, but can’t speak
  Challenge 15 (13,000 XP)
   
  Absorb Cadaver. A creature slain by the body snatcher is 
  immediately absorbed into its body as a bonus action. If 
  the body snatcher is still alive at the end of its next turn, 
  the cadaver is irrevocably destroyed. If the slain creature 
  was Large, then its body takes 2 rounds to destroy, and a 
  Huge creature takes 3 rounds. Creatures larger than Huge 
  can’t be absorbed. If the body snatcher is killed before 
  an absorbed cadaver is fully destroyed, then the body (or 
  parts of it) it can be recovered from among the mounds 
  of blight lichen.
  Hive Mind. The body snatcher can’t be surprised. In addition, 
  the body snatcher is aware of all growths of blight within 
  50 miles. It can see everything within visual range of these 
  patches at all times. It can direct the direction and speed of 
  a patch’s growth (no action required) as long as that patch 
  is in darkness, but it can control only one patch per round. 
  A patch of blight that’s in complete darkness and under a 
  body snatcher’s control can increase its size by 100 square 
  feet per round.
  Light Somnolence. When exposed to bright light, the body 
  snatcher becomes slow and lethargic; the effect is equivalent 
  to a slow spell, and it lasts for as long as at least half of the 
  body snatcher is in bright light.
  Regeneration. The body snatcher heals 10 hit points at the 
  start of its turn. This ability doesn’t function if any part of it 
  was exposed to bright or dim light since its previous turn. 
  Swallow. A swallowed creature is blinded and restrained. It 
  must hold its breath or begin suffocating. Two Large, four 
  Medium, or eight Small creatures can be inside the body 
  snatcher at one time. A swallowed creature is unaffected 
  by anything happening outside the body snatcher or by 
  attacks from outside it. A swallowed creature can get out 
  of the body snatcher by using 5 feet of movement, but 
  only after the monster is dead.
   
  ACTIONS
  Multiattack. The body snatcher spits out a spore globule, 
  slams twice, and makes either a tongue attack or a bite 
  attack.
  Slam. Melee Weapon Attack: +12 to hit (reach 5 ft.; one 
  creature). Hit: 4d8 + 7 bludgeoning damage.
  Tongue. Melee Weapon Attack: +12 to hit (reach 10 ft.; one 
  creature). Hit: 3d6 + 7 slashing damage, and the creature 
  must make a successful DC 20 Strength saving throw or 
  be grappled (escape DC 17). The body snatcher can 
  grapple one creature at a time and can’t use its tongue 
  attack while it has a creature grappled.
  Bite. Melee Weapon Attack: +12 to hit (reach 10 ft; one 
  creature already grappled by the body snatcher’s 
  tongue). Hit: the creature is pulled into the body 
  snatcher’s space and swallowed (see above). 
  Spore Globule. Ranged Weapon Attack: +6 to hit (range 40 
  ft.; one creature). Hit: 6d6 + 1 bludgeoning damage.
  Create Blight. The body snatcher exudes a 10-foot-by-10-
  foot patch of blight (see Appendix C) in an area adjacent 
  to itself. This patch is immediately eligible to be grown and 
  directed as part of the body snatcher’s Hive Mind ability.
  ECOLOGY
  Environment underground (the Blight)
  Organization solitary
  Known only as the Body Snatcher by the dwarves of the Underneath, 
  this massive overgrowth of ambulatory blight lichen lurks in the deepest 
  caverns where the boundaries between the mundane world and Between 
  are thinnest. The creature somehow possesses sentience — likely from 
  its long exposure to the strange influence of that other-realm — and 
  shares some traits of Between creatures. The conglomeration of lichen 
  growths has taken on the form of a massive quadruped, but it shares 
  no special affinity with that form and, in truth, its body possesses no 
  internal organs or structures other than the undifferentiated blight of 
  which is it composed.
  The Body Snatcher, like the blight that makes up its body, is at its strongest 
  in absolute darkness and is debilitated by the presence of bright light. Its 
  hive mind gives it a mental connection to and the ability to see through 
  all growths of blight within 50 miles, and it is with this ability that it has 
  managed to maintain observation of the lands above and its inhabitants since 
  before the city existed. Through this observation, it has learned much of the 
  ways of humanoids and has come to understand many of their languages. 
  And it desires nothing more than to consume their bodies upon their deaths, 
  directing its remote blight growths to do that whenever possible. The 
  nutrients obtained from the consumed corpses help feed the growth of these 
  blight patches, but something about these feedings is somehow transmitted 
  telepathically back through the hive mind and serves some mysterious 
  purpose for the Body Snatcher. It is for this reason that the dwarves gave 
  the Body Snatcher its name, though none understand the full significance of 
  the creature’s impulse to consume these corpses. Whatever the reason, most 
  speculate it has something to do with the creature’s proximity to Between 
  and that it is unlikely to have any benign purpose.
  The Body Snatcher stands 25 feet tall. Even though it is made only 
  of tiny lichen growths, these conglomerate quite densely so the creature 
  weighs more than 30,000 pounds. It is well over a thousand years old and 
  is probably much older, and it may well be immortal.
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett.
  Brain Rat
  Brain rats are indistinguishable from normal rats, but they are highly 
  intelligent, with strange mental powers. 
  Brain Rat
  Tiny monstrosity, chaotic evil
  Armor Class 13
  Hit Points 3 (1d4+1)
  Speed 20 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  2 (–4)
  16 (+3)
  12 (+1)
  14 (+2)
  10 (+0)
  4 (–3)
   
  Senses darkvision 30 ft., passive Perception 10
  Languages Common
  Challenge 1/2 (100 XP)
  Innate Psionic Spellcasting.
  At will: detect thoughts, as per the spell.
  1/day: confusion (DC 13 Intelligence Save). 
  Keen Smell: The rats have advantage on Wisdom 
  (Perception) checks that rely on smell.
  ACTIONS
  Bite: Melee Weapon Attack: +0 to hit, reach 5 ft, one target. 
  Hit: 1 piercing damage.
  Mental Attack (3/day). The brain rat targets an opponent with 
  lower Intelligence than itself, and projects a mental attack 
  causing 1d6 points of psychic damage (DC 10 Intelligence 
  saving throw for half damage). Those with Intelligence higher 
  than the rat’s are immune to the mental attack.
  
  106
  The Blight: Richard Pett's Crooked City
  Broken Creature
  A broken creature is not born. Instead, cruel techniques of coercive 
  persuasion applied over time systematically strip away its will until it 
  unquestioningly accepts the instruction of a master. These techniques are 
  taught only to high-ranking members of one of the guilds that specialize 
  in breaking creatures, such as the Grand Society of Obedience and the 
  Sisters of Bestial Discipline. These groups have created a considerable 
  industry of breaking creatures and selling broken creatures as reliable-yet-
  docile servitors within the City-State of Castorhage.
  Any living creature with Intelligence 1 or higher can be broken, with 
  the exception of familiars and animal companions. A broken creature uses 
  the base creature’s stat blocks, with the following differences:
  • Constitution increases by 2, Wisdom declines by 2.
  • Has proficiency and advantage on Constitution saving throws.
  • Dominated: A broken creature responds to its controller as if under the 
  effect of a dominate monster spell that can’t be dispelled or broken. 
  There is no telepathic link; commands must be issued verbally, visually 
  (hand signals), or aurally (whistle, drums, etc.). The creature never 
  makes a saving throw to end the effect, even when it takes damage or 
  is given a self-destructive command.
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  Broken Fey
  These are horrific creatures, individuals with different possible appearances.
  Broken Fey
  Large aberration, lawful evil
  Armor Class 15 (natural armor)
  Hit Points 136 (16d10 + 48)
  Speed 30 ft., swim 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  18 (+4)
  10 (+0)
  17 (+3)
  16 (+3)
  12 (+1)
  18 (+4)
   
  Skills Perception +7, Stealth +3 (+6 in water), Insight +4
  Damage Resistances acid, fire
  Damage Immunities poison, bludgeoning, piercing, and slash-
  ing damage from nonmagical weapons that aren’t silvered
  Condition Immunities poisoned, paralyzed, petrified
  Senses darkvision 60 ft., passive Perception 24
  Languages Common
  Challenge 5 (1,800 XP)
   
  Sorcery Points. The Broken Fey has 5 sorcery points and can 
  use them on either an Extended Spell or a Subtle Spell.  
  Points can also be exchanged for spell slots using the 
  following exchange:
  Slot
  Points
  1st 
  2
  2nd
  3
  3rd
  5
  Spellcasting. The Broken Fey is a 5th-level spellcaster. Charis-
  ma is its spellcasting ability (spell save DC 15, +7 to hit with 
  spell attacks). It knows the following spells from the sorcer-
  er spell list:
  Cantrips (at will): Acid Splash, Chill Touch, Friends, Minor 
  Illusion, Poison Spray
  1st (4 slots): Charm Person, Comprehend Languages
  2nd (3 slots): Detect Thoughts, Suggestion
  3rd (2 slots): Gaseous Form, Fear
  Amphibious. The Broken Fey can breathe air and water. 
  Freeze. If the Broken Fey takes cold damage, it partially 
  freezes; its speed is reduced by 20 feet until the end of its 
  next turn.
   
  ACTIONS
  Multiattack. The Broken Fey makes two bite and one trident 
  attack.
  Bite. Melee Weapon Attack: +7 to hit (reach 10 ft.; one 
  creature). Hit: 9 (2d8 + 5) piercing damage and 5 (1d10) 
  poison damage. 
  Trident. Melee Weapon Attack: +7 to hit (reach 5 ft. or range 
  20/60; one creature). Hit: 7 (1d6 + 4) piercing damage. 
  Canary
  This tiny songbird has feathers of pale yellow with a slight greenish 
  tinge and is streaked with gray and brown on its back and wings.
  Canary
  Tiny beast, unaligned
   
  Armor Class 11
  Hit Points 1 (1d4 – 1)
  Speed 5 ft., fly 40 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5)
  12 (+1)
  8 (-1)
  2 (-4)
  12 (+1)
  8 (-1)
   
  Skills Perception +4
  Languages none
  Challenge 0 (XP 10)
   
  Gas Vulnerability. Canaries are particularly vulnerable to 
  the effects of inhaled poisons and fouled air. They have 
  disadvantage on saving throws against any effect caused 
  by an inhaled gas or substance.
   
  ACTIONS
  Bite. Melee Weapon Attack: +3 to hit (reach 0 ft.; one 
  
  107
  GM Guide
  creature). Hit: 1 piercing damage.
   
  ECOLOGY
  Environment forest (any land in captivity)
  Organization solitary, pair, or flock (3–12)
  These tiny birds were originally discovered among the subtropical islands 
  of the south and were brought to the mainland to be bred as songbirds. Their 
  numbers have flourished in captivity over the years, and it was eventually 
  determined that they were useful in detecting dangerous gases in mines 
  and caverns. Since that time, they have been widely employed by miners 
  as sentinel animals to detect the presence of otherwise undetectable gas 
  hazards before the miners are overcome by them.
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett and Tom 
  Knauss.
  Caryatid Column
  An exquisitely sculpted and finished statue of a beautiful female warrior, 
  longsword in her hand.
  Caryatid Column
  Medium construct, unaligned
  Armor Class 14 (natural armor)
  Hit Points 30 (4d10 + 8)
  Speed 20 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA
  14 (+2)
  9 (–1)
  14 (+2)
  10 (+0)
  11 (+0)
  1 (–5)
   
  Damage Resistances Bludgeoning, piercing, and slashing 
  damage from nonmagical weapons
  Damage Immunities Necrotic, poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages None
  Challenge 1 (200 XP)
  Immunity to Magic. A caryatid column automatically 
  succeeds on all saving throws against spells and spell-like 
  effects. If a successful saving throw reduces damage by 
  half, the caryatid column takes no damage instead. In 
  addition, certain spells and effects function differently 
  against the creature, as noted below (these effects 
  override its immunity). A stone shape spell cancels the 
  caryatid column’s immunity to magic for 1d4 rounds.
  Shatter Weapons. Whenever a character strikes a caryatid 
  column with a melee weapon and the attack roll is a 
  natural 1, 2, or 3, the character must make a Strength 
  check. The character’s Strength bonus is added to the roll, 
  but the character’s proficiency bonus and the weapon’s 
  magical bonus (if any) are subtracted from the roll. If the 
  result is 15 or less, there is no effect. If the result is 16 or 
  higher, the weapon shatters and becomes useless.
  ACTIONS
  Longsword. Melee Weapon Attack: +4 to hit (reach 5 ft.; one 
  creature). Hit: 1d10 + 2 slashing damage.
  The caryatid column is more fully described in First Edition Foes, 
  published by Frog God Games
  Caul Cuckoo and Caul Cuckoo Syre
  This is no ordinary human child, but an infection, something that 
  leeched upon a living babe whilst in the womb and smothered it, 
  becoming something partly human and partly from Between. Its form 
  is fluid, oily almost, and the disturbing mixture of human and slug is 
  revolting to behold.
  Caul Cuckoo
  Small aberration (larval Between), neutral
   
  Armor Class 13
  Hit Points 63 (14d6 + 14)
  Speed 10 ft., burrow 5 ft., climb 10 ft., swim 10 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  16 (+3)
  12 (+1)
  9 (-1)
  12 (+1)
  18 (+4)
   
  Saving Throws Dex +6, Con +4, Wis +4
  Skills Perception +4, Stealth +6
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical weapons
  Damage Immunities acid
  Condition Immunities prone
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Deep Speech, Sylvan, telepathy 30 ft.
  Challenge 5 (1,800 XP)
   
  Change Shape. A caul cuckoo has two forms. Its natural 
  form is that of a sluglike thing with a distorted humanoid 
  head, but it can also take a humanoid form based on its 
  mother. A caul cuckoo can shift between its forms as a 
  bonus action. Equipment worn or carried on its humanoid 
  form melds into its natural form.
  Distorted. The caul cuckoo’s internal anatomy is radically 
  different from a normal humanoid’s. Critical hits against 
  the creature do a flat +1 damage but don’t roll damage 
  dice twice.
  Horrific Appearance. Creatures that start their turn within 30 
  
  108
  The Blight: Richard Pett's Crooked City
  feet of a caul cuckoo in its natural form and who can see 
  it see must make a successful DC 15 Wisdom saving throw 
  or be poisoned. This is a psychological effect, not actual 
  poison, so immunity to poison offers no protection. A poi-
  soned creature repeats the saving throw at the end of its 
  turn to end the effect. A successful saving throw makes 
  the creature immune to the horrific appearance of caul 
  cuckoos for 24 hours. 
  Salt Vulnerability. A handful of salt burns a caul cuckoo as 
  though it was alchemist’s fire, doing  1d4 fire damage at 
  the start of the caul cuckoo’s turn until it’s extinguished by 
  spending an action to make a successful DC 10 Dexterity 
  check.
   
  ACTIONS
  Multiattack. The caul cuckoo makes three tongue attacks or 
  sings its lullaby.
  Tongue. Melee Weapon Attack: +5 to hit (reach 5 ft.; one 
  creature). Hit: 1d4 + 3 piercing damage plus 1d6 acid 
  damage.
  Lullaby. When a caul cuckoo wails its lullaby, it has the same 
  effect as a confusion spell that affects all creatures within 
  300 feet of the caul cuckoo who can hear the song. All 
  potential targets must make successful DC 15 Wisdom 
  saving throws or become confused. The confusion lasts 
  for 1 minute or until the caul cuckoo stops singing or loses 
  concentration on its lullaby. The creature can repeat the 
  saving throw at the end of its turn, with a success ending 
  the effect.
   
  ECOLOGY
  Environment any land (Between)
  Organization solitary, pair, gang (3–8), or cult (9–20)
  Caul cuckoos are the tragic result of an unborn child corrupted by a caul 
  cuckoo syre while still in its mother’s womb. When birthed by its human 
  parent, a caul cuckoo is Tiny, but otherwise has all of its normal abilities. 
  A caul cuckoo has a 50% chance of being in either of its two forms at 
  birth. If in its human form, it usually waits until after nightfall to either 
  escape into the night or murder its sleeping parents and then escape. If 
  born in its sluglike form, it immediately attacks its mother and any others 
  present in an attempt to escape.
  Though the birth of these creatures is a rare occurrence, there is a reason 
  that many old midwives carry a bag of salt with them whenever they 
  attend a new delivery.
  Caul Cuckoo Syre
  This creature is a pallid pupa, no larger than a finger, with a tiny, twist-
  ed humanoid face.
  Caul Cuckoo Syre
  Tiny aberration (larval Between), neutral
   
  Armor Class 11
  Hit Points 1 (1d4 - 1)
  Speed 5 ft., burrow 5 ft., climb 5 ft., swim 5 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5)
  12 (+1)
  8 (-1)
  6 (-2)
  10 (+0)
  16 (+3)
   
  Skills Stealth +5
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical weapons
  Damage Immunities acid
  Condition Immunities prone
  Senses darkvision 60 ft., passive Perception 10
  Languages Deep Speech, telepathy 30 ft.
  Challenge 1/8 (25 XP)
   
  Salt Vulnerability. A handful of salt burns a caul cuckoo syre 
  as though it was alchemist’s fire, doing 1d4 fire damage at 
  the start of the caul cuckoo’s turn until it’s extinguished by 
  spending an action to make a successful DC 10 Dexterity 
  check.
   
  ACTIONS
  Lullaby. When a caul cuckoo syre wails its lullaby, it targets 
  one creature within 30 feet which must succeed on a DC 
  13 Wisdom saving throw or fall unconscious. Creatures 
  with 5 or more HD are immune. A creature that saves 
  successfully is immune to all caul cuckoo syre lullabies 
  for 24 hours. An unconscious creature wakes up after 1 
  minute, when it takes damage, or when another creature 
  uses an action to awaken it.
   
  ECOLOGY
  Environment any land (Between)
  Organization solitary
  Caul cuckoo syres are the progenitors of caul cuckoos. They spend the 
  majority of their lives stealthily searching out pregnant humanoid females 
  to infest, so they can corrupt their unborn children into caul cuckoos.
  Drawn to Mothers. A caul cuckoo syre can detect pregnant humanoids 
  within 60 feet by smell. Strangely, caul cuckoo syres are also attracted 
  by the odor of some ghouls, which consider caul cuckoo syres to be quite 
  the delicacy. When a caul cuckoo syre locates a pregnant potential host, 
  it crawls into the woman’s womb while she’s asleep. Over the course 
  of the next five days, it slowly dissolves into the developing embryo, 
  bathing it in unnatural hormones. The woman experiences severe 
  morning sickness during those five days; a successful DC 13 Wisdom 
  (Medicine) check made by a character with proficiency in Medicine 
  spots the difference between this sickness and typical morning sickness. 
  By the end of the five days, the syre is completely gone and the fetus is 
  transformed into a caul cuckoo.
  Dangerous Surgery. If the syre’s presence is detected or even 
  suspected, it can be removed with a successful DC 15 Wisdom (Medicine) 
  check. The check can be repeated as many times as necessary, but if it fails 
  by 5 or more, the host takes 1d6 slashing damage (which can easily kill a 
  commoner with 4 or fewer hit points). Lesser restoration or comparable 
  magic destroys a caul cuckoo syre automatically and restores the fetus to 
  normal health.  
  Cave Fisher
  This man-sized creature resembles a cross between a lobster and a 
  spider. It has eight legs, two of which end in serrated pincers. Its snout is 
  long and pointed.
  Cave Fisher
  Large monstrosity, unaligned
  Armor Class 12 (natural armour)
  Hit Points 51 (6d10 + 18)
  Speed 20 ft., climb 20 ft.
   
    STR
  DEX
  CON 
     INT  
      WIS
  CHA
  17 (+3)
  12 (+1)
  17 (+3)
  1 (–5)
  10 (+0)
  4 (–3)
   
  Skills Perception +2
  Senses darkvision 60 ft., passive Perception 14
  Languages None
  Challenge 2 (450 XP)
  Filament. A creature struck by a cave fisher’s filament 
  
  109
  GM Guide
  becomes grappled by the sticky thread and is pulled 20 
  feet closer to the cave fisher. A grappled creature can 
  use its action to rip the filament free with a DC 13 Strength 
  check, or can attack the filament directly (AC 12, 5 hit 
  points, resistant to all but slashing damage). Alcohol or 
  universal solvent dissolves the adhesive and releases the 
  creature caught by the filament. A cave fisher can have 
  only one creature grappled at a time.
  ACTIONS
  Multiattack. The cave fisher attacks once with its filament or 
  twice with claws.
  Claws. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 6 
  (1d6 + 3) slashing damage.
  Filament. Ranged Attack: +3 to hit, range 60 ft., one tar-
  get. Hit: the target is grappled and pulled 20 feet closer to 
  the cave fisher (details above).
  Chaos Beast
  A horrid mass of glaring eyes, gnashing teeth, and barbed tentacles, the 
  chaos beast’s twisting form is constantly reshaping itself.
  Chaos Beast
  Medium aberration, chaotic neutral
  Armor Class 16 (natural armour)
  Hit Points 120 (16d8 + 48)
  Speed 30 ft.
   
   STR
  DEX
  CON
   INT 
    WIS
  CHA
  17 (+3)
  15 (+2)
  16 (+3)
  10 (+0)
  12 (+1)
  7 (–2)
  Saving Throws Dex +5, Con +6
  Skills Perception +5
  Damage Resistances acid, necrotic, slashing
  Condition Immunities blinded, charmed, deafened, exhaus-
  tion, frightened, prone
  Senses darkvision 60 ft., passive Perception 15
  Languages None
  Challenge 6 (2,800 XP)
  Amorphous. The chaos beast can move through a space as 
  narrow as 1 inch wide without squeezing. 
  Destabilize. Whenever a chaos beast touches a creature, 
  as an attack or other form of contact, the creature must 
  make a DC 15 Constitution saving throw or be assaulted 
  by chaotic energy. On a successful save, the creature is 
  pushed in a random direction away from the chaos beast. 
  On a failed save, the creature becomes destabilized and 
  immediately begins to choke and cannot draw breath, 
  is restrained, and begins to lose form and shape as pure 
  chaotic energy begins to break down and reform its 
  physical body. At the start of each of the chaos beast’s 
  turns, the destabilized creature takes 21 (6d6) necrotic 
  damage. The destabilized effect continues until the 
  creature dies or a remove curse spell negates the effect.
  ACTIONS
  Multiattack. The chaos beast makes two attacks with its 
  claws.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one tar-
  get. Hit: 10 (2d6 + 3) slashing damage plus 10 (3d6) necrot-
  ic damage. The creature must make a DC 15 Constitution 
  saving throw or be affected by the destabilize effect.
  Child of Folly, the
  The Child of Folly is a massive undead ooze containing zombies, 
  detailed in Adventure Chapter L5.
  Child of Folly
  Gargantuan ooze (undead), unaligned
  Armor Class 10
  Hit Points 162 (12d20 + 36)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA 
  19 (+4)
  10 (+0)
  17 (+3)
  1 (–5)
  10 (+0)
  1 (–5)
   
  Skills Perception +3
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks
  Damage Immunities acid, necrotic, poison
  Condition Immunities blinded, charmed, deafened, exhaus-
  tion, frightened, prone
  Senses darkvision 60 ft., passive Perception 13
  Languages None
  Challenge 7 (2,900 XP)
  Release the Zombies (recharge 5-6, up to 3 times per 
  encounter). The Child of Folly can spit out a zombie as a 
  bonus action in its turn.
  ACTIONS
  Multiattack. The Child of Folly makes up to four slam attacks.
  Slam. Melee Weapon Attack: +7 to hit (reach 5 ft.; one crea-
  ture). Hit: 8 (1d8 + 4) bludgeoning damage. If two or more 
  slam attacks hit the same creature in the Child of Folly’s 
  turn, the victim may be engulfed.
  Engulf: If The Child of Folly makes two successful slam attacks 
  on the same victim in one turn, the victim of the attack 
  must make a DC 13 Dexterity saving throw. On a success-
  ful save, the creature can choose to be pushed 5 feet 
  back or to the side of the Child of Folly. A creature that 
  chooses not to be pushed suffers the consequences of 
  a failed saving throw. On a failed save, the Child of Folly 
  enters the creature’s space, and the creature takes 10 
  (3d6) points of necrotic damage and is engulfed. The en-
  gulfed creature can’t breathe, is restrained, and takes 21 
  (6d6) necrotic damage at the start of each of the Child of 
  Folly’s turns. When the Child of Folly moves, the engulfed 
  creature moves with it. An engulfed creature can try to 
  escape by taking an action to make a DC 13 Strength 
  check. On a success, the creature escapes and enters a 
  space of its choice within 5 feet of the cube.
  
  110
  The Blight: Richard Pett's Crooked City
  Child of the Forest (Verdigris Forest)
  These  fey creatures look like children at a distance, but when seen more 
  closely they have goat-like legs, wild, flowing hair, and their faces resemble 
  a variety of different beasts: here a pig, there a wolf, and there a bull
  Child of the Verdigris Forest
  Small fey, chaotic neutral
  Armor Class 13 (natural armor)
  Hit Points 27 (6d6 + 6)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA 
  15 (+2)
  15 (+2)
  12 (+1)
  12 (+1)
  12 (+1)
  14 (+2)
   
  Skills Stealth +4, Sleight of Hand +4
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical weapons
  Condition Immunities charmed, stunned, unconscious
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Sylvan
  Challenge 2 (450 XP)
  Animated Hair. A Child of the Verdigris Forest carries cuttings 
  of its own hair, braided into ropes, in its leather pouch. It 
  can quickly splice these short hair ropes into a longer rope 
  and magically animate it to entangle foes, which requires 
  2 rounds to complete. A Child of the Verdigris Forest’s 
  animated hair rope has AC 14, 8 hit points, is immune to 
  all but slashing damage, and flies with a speed of 30 feet. 
  When it attacks a target, the target creature must make 
  a successful DC 12 Strength saving throw or be restrained 
  (escape DC 13). A restrained creature can repeat the 
  saving throw at the end of each of its turns. The hair rope 
  is destroyed by a successful Strength saving throw, but a 
  successful Dexterity save leaves it unaffected and it con-
  tinues attacking.
  Mobility. An opponent has disadvantage on opportunity at-
  tack rolls against the Children. 
  Innate Spellcasting. The Child of the Verdigris Forest’s innate 
  spellcasting ability is Charisma (spell save DC 12). The 
  Child can innate cast the following spells, requiring no ma-
  terial components:
  At Will: animate objects (stones only), shatter, speak with 
  stone (functions identically to speak with plants, but with 
  stones instead), stone shape 
  Stone Stride. The Child can step into a stone and emerge 
  from any other stone within 30 feet as part of normal 
  movement. The stones must be at least as large as they 
  are. The Child can’t end its turn inside a stone.
  ACTIONS
  Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one crea-
  ture. Hit: 5 (1d6 + 2) bludgeoning damage. 
  Shears. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 6 (1d8 + 2) slashing damage. A Child of the 
  Verdigris Forest scores a critical hit with shears if its attack 
  roll is a natural 18, 19, or 20. 
  Stone. Ranged Attack: +4 to hit, range 20 ft./60 ft.; one crea-
  ture). Hit: 1d4 + 2 bludgeoning damage. 
  Laugh. Area Attack (recharge 5, 6): automatic hit (range 60 
  ft.; all creatures in range). Hit: creatures in range that can 
  hear the laugh must make a successful DC 12 Wisdom 
  saving throw or be stunned for 1d3 rounds.
  Coffer Corpse
  This creature appears as a desiccated humanoid shrouded in rotting, 
  tattered funerary clothes. Its hands end in sharpened claws with slightly 
  elongated fingernails.
   
  Coffer Corpse
   Medium undead, neutral
  Armor Class 12 (natural armor)
  Hit Points 27 (5d8+5)
  Speed 20 ft.
   STR
  DEX
  CON
  INT 
  WIS
  CHA
  16 (+3)
  12 (+1)
  13 (+1)
  6 (-2)
  13 (+1)
  10 (+0)
  Damage Resistances piercing and slashing attacks that are 
  non-magical
  Damage Immunities poison
  Condition Immunities exhausted, poisoned
  Senses darkvision 60 ft., passive Perception 13
  Languages Common
  Challenge 2 (450 XP)
  Magic Weapons. A coffer corpse’s attacks are magical.
  Deceiving Death. In the first round in which a coffer corpse is 
  struck for 6 or more points of damage, the creature slumps 
  to the ground, seemingly destroyed. If it has fastened its 
  death grip on a victim, it releases its hold when it falls. A 
  DC 15 Intelligence (Investigation) check sees through the 
  ruse (necromancers apply their proficiency bonus on this 
  check). On its next turn, the coffer corpse rises again as if 
  reanimated, triggering its fear ability.
  Fear. A creature viewing a coffer corpse rise after it uses its 
  deceiving death ability must make a DC 12 Wisdom save 
  or become frightened for 1 minute.
  ACTIONS
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 14 (2d8+5) slashing damage and the target 
  is grappled (escape DC 13). Until this grapple ends, the 
  coffer corpse can automatically hit the target with its claw 
  and any target grappled cannot speak or cast spells with 
  a verbal component. No more than one target can be 
  grappled by a coffer corpse at the same time.
   Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one creature. Hit: 9 (1d8+5) slashing damage.
  Crathog
  This creature draws its leech-like body along by great barbed spindly 
  tentacles that glisten with fluid. Somewhere inside its cluster of spines 
  and sharp bones lurks a great maw that distends itself outward.
  Crathog
  Huge aberration, neutral evil
   
  Armor Class 16 (natural armor)
  Hit Points 123 (13d12 + 39)
  Speed 30 ft., swim 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  20 (+5)
  13 (+1)
  17 (+3)
  10 (+0)
  13 (+1)
  9 (-1)
   
  
  111
  GM Guide
  Saving Throws Dex +4, Wis +4, Cha +3
  Skills Perception +4, Stealth +4
  Damage Immunities acid
  Condition Immunities prone
  Senses darkvision 60 ft., tremorsense 30 ft., passive 
  Perception 14
  Languages Aquan, Deep Speech
  Challenge 8 (3,900 XP)
   
  Acidic Trail. The crathog’s skin exudes a layer of acid. This 
  coating leaves a slimy trail behind the crathog similar to a 
  slug’s trail. All spaces that the crathog occupied since its 
  last turn retain this acidic coating; any creature that enters 
  or starts its turn in such a space takes 1d6 acid damage. 
  At the start of the crathog’s turn, all previously acidic 
  spaces become safe.
  Blending Skin. When at rest, a crathog shifts the color of its 
  flesh to blend perfectly with the surrounding terrain. While 
  motionless, the crathog is invisible.
   
  ACTIONS
  Multiattack. The crathog attacks twice with tentacles, then 
  either bites twice or uses distended bite once.
  Tentacle. Melee Weapon Attack: +8 to hit (reach 10 ft.; 
  one creature). Hit: 2d8 + 5 bludgeoning damage plus 
  1d10 acid damage. If both tentacle attacks hit the same 
  creature on the crathog’s turn, the creature is grappled 
  (escape DC 15). The crathog can have up to two 
  creatures grappled and still use tentacle attacks.
  Bite. Melee Weapon Attack: +8 to hit (reach 10 ft.; one 
  creature). Hit: 1d8 + 5 piercing damage plus 1d10 acid 
  damage. 
  Distended Bite. Melee Weapon Attack: +8 to hit (reach 20 
  ft.; one creature); Hit: 1d12 + 5 piercing damage plus 1d10 
  acid damage.
   
  ECOLOGY
  Environment coast
  Organization solitary
  The crathog are octopod horrors that had their origins in the exits of 
  large cities’ sewers emptying into the sea. The mixture of alchemical fluids, 
  waste products, and other toxins caused mutations within the sea life that 
  grew in the area until a new species spawned and bred true. The crathog 
  began to gain an incessant drive to reproduce, a deeper understanding of 
  their surroundings, and a greater intelligence.
  A crathog seeps a corrosive acid from its porous flesh. Its tentacles 
  move with eerie quickness to grasp its prey and pull it toward its distended 
  jaw. These jaws are hinged on a flexible tendon that allows the crathog to 
  contract a coiled muscle and launch this set of jaws outward to burst from 
  its clustered mouth. The creature is able to blend into its surroundings 
  like a chameleon. It moves almost totally silently, but leaves a slimy trail 
  which in itself is acidic and dangerous. A crathog is incredibly strong 
  and stealthy, known to climb onto ships to feed on unsuspecting sailors, 
  dissolving their flesh with its acid. 
  Their intelligence allows them the insight to use their special abilities as 
  ambush hunters. They tend to hide in crooks of old harbors and lie in wait 
  until a fisherman ventures past. Crathog are not only cunning, they are 
  incredibly cruel; they delight in mutilating or tormenting prey, and disfiguring 
  their opponents with their acids. Why they do this is open to conjecture, but 
  many scholars believe that crathog are somehow spawned by the influence of 
  Between and that they seethe with the inherent injustice of those who have 
  died in the river, particularly those who have suffered from its acidic toxins.
  Copyright Notice
  Author Jeffrey Swank, based on material by Richard Pett.
  Crirge
  A magically-mixed hybrid of a crow and a stirge, having the head of a 
  crow with the proboscis of a stirge.
  Crirge
  Tiny monstrosity, unaligned
  Armor Class 12
  Hit Points 3 (1d4+1)
  Speed 10 ft., fly 50 ft. 
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA
  3 (–4)
  14 (+2)
  12 (+1)
  2 (–4)
  12 (+1)
  6 (–2)
   
  Skills Perception +3
  Senses passive Perception 13
  Languages none
  Challenge 1/8 (25 XP)
  ACTIONS
  Blood Drain: Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one creature. Hit: 5 (1d4+3) piercing damage, and the 
  crirge attaches to the target. While attached, the crirge 
  doesn’t attack. Instead, at the start of each of the crirge’s 
  turns, the target loses 5 (1d4 + 3) hit points due to blood 
  loss. The crirge can detach itself by spending 5 feet of its 
  movement. It does so after it drains 10 hit points of blood 
  from the target or the target dies. A creature, including 
  the target, can use its action to detach the crirge.
  
  112
  The Blight: Richard Pett's Crooked City
  Crown Prince Clovis
  Ancient Clovis, the husband of Princess Genève, has designs upon the 
  throne, and uses his sorcery to aid his efforts. He makes pacts with devils 
  to further his ends, and it is rumoured that he has sold his soul to the 
  Devil. Clovis is a member of the Great Coven. 
  Prince Clovis, Crown Prince of the Capitol
  Medium aranea (Human Form), neutral evil
  Armor Class 12 (15 with mage armor)
  Hit Points 49 (9d8+9)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  9 (-1)
  14 (+2)
  13 (+1)
  17 (+3)
  12 (+1)
  11 (+0)
   
  Saving Throws Int +6, Wis +4
  Skills Arcana +6, History +6
  Senses passive Perception 11
  Languages any four languages
  Challenge 9 (5,000 XP)
  Shapechanger. Clovis can use his action to polymorph into 
  a rat-humanoid hybrid or into a giant rat, or back into 
  his true form, which is humanoid. His statistics, other than 
  his size, are the same in each form. Any equipment he is 
  wearing or carrying isn’t transformed. He reverts to his true 
  form if he dies.
  Spider Climb. Clovis can climb difficult surfaces and ceilings 
  without requiring an ability check.
  Spellcasting. Clovis is a 9th-level spellcaster. Intelligence is 
  his spellcasting ability (spell save DC 14, +6 to hit with spell 
  attacks). He has the prepared the following spells from the 
  wizard spell list:
  Spells (slots): 
  Cantrips (at will): fire bolt, light, mage hand, prestidigitation; 
  1st (4 slots): detect magic, mage armor, magic missile, 
  shield; 
  2nd (3 slots): misty step, suggestion; 
  3rd (3 slots): counterspell, fireball, fly; 
  4th (3 slots): greater invisibility, ice storm; 
  5th (1 slots): cone of cold;
  ACTIONS
  Multiattack. Clovis makes two attacks on his turn.
  Bite (Spider Form Only). Melee weapon attack: +5 to hit, 
  range 5 ft., one target. Hit: 7 (1d8 + 2) piercing damage, 
  and the target must make a successful DC 13 Constitution 
  saving throw, taking 9 (2d8) poison damage on a failed 
  save, or half as much damage on a successful save. If the 
  poison reduces the target to 0 hit points, the target is sta-
  ble but poisoned for 1 hour, even after regaining hit points, 
  and is paralyzed while poisoned this way.
  Dagger. Melee or ranged attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4+2) piercing dam-
  age.
  Web (Spider Form Only, Recharge 5-6). Ranged weapon at-
  tack: +5 to hit, range 30/60 ft., and the target is restrained 
  by webbing, requiring a DC 12 Strength check to escape.
  Crown Prince Justice Cornlord
  Cornlord is the Town Bridge ruler who uses poisons and spiders to 
  aid his advancement.
  Crown Prince Justice Cornlord,  
  Lord of the Bridge
  Medium aranea (human form), neutral evil
  Armor Class 15 (studded leather)
  Hit Points 78 (12d8+24)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  11 (+0)
  16 (+3)
  14 (+2)
  13 (+1)
  11 (+0)
  10 (+0)
   
  Saving Throws Dex +7, Int +5
  Skills Acrobatics +7, Deception +4, Perception + 4, Stealth +11
  Damage Resistances poison
  Senses passive Perception 14
  Languages Common, Dwarvish, Thieves’ Cant
  Challenge 8 (3,900 XP)
  Assassinate. On Cornlord’s first turn he has advantage on 
  attack rolls, as long as the target has not taken a turn. Any 
  hit against a surprised target is considered a critical hit.
  Evasion. If Cornlord is required to make a Dexterity saving 
  throw to take half damage, he takes no damage on a 
  successful save, and half damage on a failed save.
  Shapechanger. Cornlord can use his action to polymorph 
  into a spider-humanoid hybrid or into a giant spider, or 
  back into his true form, which is humanoid. His statistics, 
  other than his size, are the same in each form. Any equip-
  ment he is wearing or carrying isn’t transformed. He reverts 
  to his true form if he dies.
  Sneak Attack (1/turn). Cornlord’s attack deals an extra 13 
  (4d6) damage when he hits with a weapon attack, if he 
  has advantage on the attack roll, or there is an ally who is 
  not incapacitated within 5 feet of the target, and as long 
  as Cornlord does not have disadvantage on the attack roll.
  Spider Climb. Cornlord is able to climb difficult surfaces and 
  ceilings without requiring an ability check.
  Innate Spellcasting. Cornlord’s spellcasting ability is Intelli-
  gence, and requires no material components for the fol-
  lowing spells (spell save DC 15):
  At will: dancing lights, poison cloud, shocking grasp;
  3/day each: charm person, sleep;
  1/day each: invisibility, mirror image;
  ACTIONS
  Multiattack. Cornlord makes two attacks on his turn.
  Bite (Spider Form Only). Melee weapon attack: +5 to hit, 
  reach 5 ft., one target. Hit: 7 (1d8+2) piercing damage, 
  and the target must make a successful DC 13 Constitution 
  saving throw, taking 9 (2d8) poison damage on a failed 
  save, or half as much damage on a successful save. If the 
  poison reduces the target to 0 hit points, the target is sta-
  ble but poisoned for 1 hour, even after regaining hit points, 
  and is paralyzed while poisoned this way.
  Shortsword. Melee weapon attack: +7 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6+3) piercing damage, and the target 
  must make a DC 15 Constitution saving throw, taking 24 
  (7d6) poison damage on a failed save, or half as much 
  damage on a successful one.
  Light Crossbow. Ranged weapon attack: +7 to hit, range 
  80/320 ft., one target. Hit: 7 (1d8+3) piercing damage, and 
  the target must make a DC 15 Constitution saving throw, 
  
  113
  GM Guide
  taking 24 (7d6) poison damage on a failed save, or half as 
  much damage on a successful one.
  Web (Spider Form Only, Recharge 5-6). Ranged weapon at-
  tack: +5 to hit, range 30/60 ft., and the target is restrained 
  by webbing, requiring a DC 12 Strength check to escape.
  Crown Prince Rorth
  Princess Eleanor’s husband is the dashing face of the family. In truth, 
  Rorth is only interested in sexual conquest and horseracing, in that order. 
  An absinthe fiend, he frequently goes to the Artists’ Quarter in disguise to 
  search for some new vice. 
  Crown Prince Rorth
  Medium human, neutral
  Armor Class 16 (studded leather)
  Hit Points 75 (10d8+30)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  11 (+0)
  18 (+4)
  16 (+3)
  11 (+0)
  13 (+1)
  10 (+0)
   
  Skills Acrobatics +6, Perception +5, Survival +4
  Senses passive Perception 15
  Languages any one language (usually common)
  Challenge 3 (700 XP)
  Eagle Eye (3/day). On a successful hit with a longbow or 
  shortbow, Rorth can roll an additional damage die and 
  add it to the total damage of the hit.
  ACTIONS
  Multiattack. Rorth makes two attacks on his turn.
  Rapier. Melee weapon attack: +6 to hit, reach 5 ft., one tar-
  get. Hit: 8 (1d8+4) piercing damage.
  Longbow. Ranged weapon attack: +6 to hit, range 150/600 ft., 
  one target. Hit: 8 (1d8+4) piercing damage.
  Dark Creeper
  This creature resembles a small humanoid with a light, thin frame. It 
  has gray skin and stark-white eyes with gray pupils. It dresses in filthy, 
  brownish-black clothing. The smell of dung and rotted meat hangs in the 
  air around it.
  Dark Creeper
  Small humanoid, chaotic neutral
  Armor Class 15
  Hit Points 16 (3d6 + 6)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA
  11 (+0)
  17 (+3)
  14 (+2)
  9 (–1)
  10 (+0)
  8 (–1)
   
  Skills Perception +3, Stealth +5
  Senses darkvision 120 ft., passive Perception 13
  Languages Deep speech, Undercommon
  Challenge 1/4 (50 XP)
  Death Throes. When a dark creeper is slain, its body com-
  busts in a flash of bright light. All creatures within 20 feet of 
  the slain creeper must make a successful DC 12 Constitu-
  tion save or be blinded for 1d6 rounds. Any other creeper 
  within 10 ft. of this flash are automatically blinded for 1d6 
  rounds. The creeper’s gear and treasure remain lying in a 
  heap where the creeper died.
  Martial Advantage. A dark creeper’s dagger attack does 
  an extra 1d6 piercing damage if the dark creeper has 
  advantage on the attack, or if another dark stalker or dark 
  creeper is within 5 feet of the target.
  ACTIONS
  Dagger. Melee Weapon Attack: +5 to hit (reach 5 ft.; one 
  creature). Hit: 1d4 + 3 piercing damage and the target 
  must make a successful DC 12 Constitution saving throw or 
  suffer 1d4 poison damage and be poisoned for 1 hour. Af-
  ter being poisoned, the victim must make a saving throw 
  each round until succeeding. Each failure causes an addi-
  tional 1d4 points of poison damage.
  Dark Stalker
  This creature resembles a small humanoid with a light, thin frame. It 
  has gray skin and stark-white eyes with gray pupils. It dresses in filthy, 
  brownish-black clothing. The smell of dung and rotted meat hangs in the 
  air around it.
  Dark Stalker
  Medium humanoid, chaotic neutral
  Armor Class 15
  Hit Points 48 (6d8 + 12)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA
  14 (+2)
  18 (+4)
  14 (+2)
  9 (-1)
  11 (+0)
  13 (+1)
   
  Skills Sleight of Hand +5, Stealth +7
  Senses darkvision 120 ft., passive Perception 13
  Languages Common, Undercommon
  Challenge 2 (450 XP)
  Death Throes. When a dark stalker is slain, its body combusts 
  in a flash of flame. All creatures within 20 feet of the slain 
  stalker take 3d6 fire damage, or half damage with a suc-
  cessful DC 12 Dexterity save. The stalker’s combustible 
  gear is burned to ash, but other items (shortswords, poison 
  vials, coins, gems) survive the burst of fire.
  Martial Advantage. A dark stalker’s shortsword attack does 
  an extra 2d6 piercing damage if the dark stalker has 
  advantage on the attack, or if another dark stalker or dark 
  creeper is within 5 feet of the target.
  Innate Spellcasting. The dark stalker’s innate spellcasting 
  ability is Charisma (spell save DC 11). It can innately cast 
  the following spells, requiring no material components:
   At will: darkness, detect magic, fog cloud
  ACTIONS
  Multiattack. The dark stalker attacks twice with its 
  shortswords.
  Shortsword. Melee Weapon Attack: +5 to hit (reach 5 ft.; one 
  creature). Hit: 1d6 + 4 piercing damage and the target 
  must make a successful DC 12 Con saving throw or suffer 
  1d4 poison damage and be poisoned for 1 hour. After be-
  ing poisoned, the victim must make a saving throw each 
  round until succeeding. Each failure causes an additional 
  1d4 points of poison damage.
  
  114
  The Blight: Richard Pett's Crooked City
  Demoriel
  This creature is a very attractive female with raven black hair, coal 
  black eyes, amber skin, and a shapely form. Small bat wings protrude 
  from her shoulders, and tiny horns jut from her forehead, just above 
  her eyes.
  Demoriel, the Twice-Exiled Seductress, 
  Shadow Ruler of Castorhage
  Large fiend (devil), lawful evil
  Armor Class 18 (natural armor)
  Hit Points 231 (22d10+110)
  Speed 30 ft., fly 60 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  22 (+6)
  20 (+5)
  20 (+5)
  22 (+6)
  22 (+6)
  24 (+7)
   
  Skills Persuasion +13, Deception +13
  Damage Resistances cold damage, nonmagical weapon 
  attacks
  Damage Immunities fire, poison damage
  Condition Immunities charmed, exhaustion, frightened, 
  poisoned
  Senses truesight 120 ft., passive Perception 16
  Languages Infernal, telepathy 120 ft.
  Challenge 18 (20,000 XP)
  Enrapture. Any creature hostile to Demoriel that starts its turn 
  within 20 feet of Demoriel must make a DC 20 Wisdom 
  saving throw, unless Demoriel is incapacitated. On a failed 
  save, the creature is paralyzed until the start of its next 
  turn. If a creature’s saving throw is successful, the creature 
  is immune to Demoriel’s Enrapture for the next 24 hours.
  Hellish Weapons. Demoriel’s weapon attacks are magical 
  and deal an extra 13 (3d8) acid damage on a hit (includ-
  ed in attacks).
  Legendary Resistance (3/day). If Demoriel fails a saving 
  throw, she can choose to succeed instead.
  Magic Resistance. Demoriel has advantage on saving 
  throws against spells and other magical effects.
  Innate Spellcasting. Demoriel’s spellcasting ability is Charisma 
  (spell save DC 21, +13 to hit with spell attacks). She can innately 
  cast the following spells, requiring no material components: 
   At will: charm person, darkness, detect magic, dispel 
  magic, dissonant whispers, hideous laughter 
  3/day each: counterspell, dominate person, telekinesis 
  1/day each: greater invisibility, mass suggestion;
  ACTIONS
  Multiattack. Demoriel makes two attacks with her longsword.
  Reaver (Longsword). Melee weapon attack: +12 to hit, 
  reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage, 
  or 17 (2d10+6) slashing damage if used two-handed, plus 
  13 (3d8) acid damage.
  LEGENDARY ACTIONS
  Demoriel has access to three legendary actions. She may 
  choose from the options listed below. Only one legendary 
  action may be used at a time, and may only be used at 
  the end of another creature’s turn. At the start of her turn, 
  she regains the use of any spent legendary actions.
  Die Laughing (3 actions).  Demoriel casts hideous laughter.
  Reaver Attack. Demoriel makes a melee attack with Reaver.
  Teleport (2 actions). Demoriel magically teleports up to 120 
  ft. to an unoccupied space, along with any equipment 
  she is carrying or wearing.
  Unusual Equipment: Reaver
  Reaver
  Weapon (any sword), legendary (requires attunement by a creature of 
  evil alignment)
  Reaver is Demoriel’s finely crafted unholy longsword. Those that wield 
  it gain a +2 bonus to attack and damage rolls made with this weapon, 
  which deals psychic damage instead of slashing damage. When a celestial 
  creature takes damage from Reaver, it suffers an extra 1d8 psychic 
  damage. The sword emits a dim purple light in a 15-foot radius.
  Demoriel was once a powerful angel that made her home in the heavens 
  among the other angels. In the Celestial Hierarchy, she was a member 
  of the Cherubim and served alongside Gabriel, Raphael, and Ophaniel. 
  During the Unholy Schism, she sided with Lucifer and aided him by 
  seducing another Cherub wherein Lucifer caught the angel unaware and 
  murdered him on the spot.
  When Lucifer was thrown down from the good-aligned planes, Demoriel 
  was beside him; cast out for the sin of slaying another angel and spilling 
  the blood of an angel in the outer planes. When Lucifer envisioned Hell, 
  Demoriel envisioned herself on the throne next to him, serving as Hell’s 
  Queen. Unfortunately for her, she became one of his many concubines 
  but never his bride, for the Great Uprising occurred in Hell and the other 
  arch-devils moved to destroy Lucifer and his court. When Lucifer was 
  removed from Hell’s Throne and took up residence in a pocket plane 
  called Infernus, Demoriel followed. Once again, she was denied her place 
  on the throne next to Lucifer as he took a devil named Shabiri as his 
  consort. Though Demoriel remains ever loyal to Lucifer, she does not trust 
  nor like Shabiri. For now, she waits until her time comes when she can 
  discredit or destroy Shabiri and replace her as Lucifer’s consort.
  Though Lucifer no longer rules Hell, Demoriel still serves him 
  unswervingly. She follows no other, though she is more than willing to 
  lead other creatures to their demise by feigning loyalty to them. She has a 
  particularly vile hatred for celestials (more than other devils do it seems) 
  and enjoys corrupting and destroying them.
  Demoriel attacks with her spell-like abilities, attempting to charm the 
  strongest opponents she faces. If forced into melee, she attacks with her 
  spell-like abilities and longsword, Reaver, or summons other devils to 
  fight for her while she maintains a position away from the immediate fight.
  Denizen of Leng (the “men of Leng”)
  Wrapped from head to toe in tattered leather robes, this creature 
  appears almost human at first glance. The longer one looks, however, the 
  more one becomes aware of strange and terrifying realities beneath the 
  façade.
  Denizens of Leng are more fully detailed in Fifth Edition Foes, by 
  Frog God Games.
  Denizen of Leng
  Medium Aberration, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 85 (10d8 + 40)
  Speed 40 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA 
  14 (+2)
  18 (+4)
  19 (+4)
  18 (+4)
  17 (+3)
  21 (+5)
   
  Skills Deception +9
  Damage Resistances cold, lightning
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 16
  Languages Common, Abyssal, Infernal
  Challenge 5 (1,800 XP)
   
  Regeneration. At the start of its turn, a denizen of Leng 
  recovers 5 lost hit points. This ability fails to function only if 
  
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  GM Guide
  the creature is utterly cut off from Leng; e.g., if its ability to 
  plane shift is negated. If a denizen of Leng is reduced to 
  0 hit points while it is still capable of regenerating, its body 
  dissipates into vapor in 1d4 rounds, leaving only its clothing 
  and equipment behind, and it returns to life on Leng. 
  Sneak Attack. Once per turn, a denizen of Leng can do an 
  extra 4d6 damage with a claw or bite attack if the
  denizen has advantage on the attack or if one of its allies is 
  within 5 feet of the target. 
  Spell-like Abilities. A denizen of Leng can use the following 
  spell-like abilities, using Charisma as its casting ability (DC 
  16, attack +8). A denizen of Leng doesn’t need material 
  components to use these abilities. 
  Constant: tongues 
  3/day: detect thoughts, hypnotic pattern, levitate, minor 
  image 1/day: locate object, plane shift (self only)
   
  ACTIONS
  Multiattack. A denizen of Leng bites once and attacks once 
  with claws. 
  Bite. Melee Weapon Attack: +7 to hit (reach 5 ft.; one 
  creature). Hit: 1d8 + 4 piercing damage and the target 
  must make a successful DC 15 Con saving throw or 
  immediately gain one level of exhaustion. 
  Claws. Melee Weapon Attack: +7 to hit (reach 5 ft.; one 
  creature). Hit: 1d8 + 4 slashing damage.
  Devil, Hellstoker
  This man-sized creature has loosely hanging, rubbery flesh, 
  grayishblack in color, and its entire body is smeared with a yellowish-
  brown mucus. Its head is ovoid, devoid of hair, and sports upward curving 
  horns. A hardened ridge of bone runs from its brow, across the top of 
  its head, and disappears into its spine. Its long, serpentine tail is dark 
  grayish-red.
   
  Devil, Hellstoker
  Medium fiend (devil), lawful evil  
  Armor Class 15 (natural armor)   
  Hit Points 91 (14d8+28)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA   
  15 (+2)
  13 (+1)
  15 (+2)
  6 (-2)
  10 (+0)
  10 (+0) 
     
   
  Skills Athletics +5, Intimidation +5, Perception +5, Survival +5
  Damage Resistances acid, cold
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 60ft., passive Perception 15
  Languages Infernal, Telepathy 120 ft.
  Challenge 4 (XP 1,100)
   
  Innate spellcasting. The Hellstoker Devil’s innate spellcasting 
  ability is Charisma (spell save DC 10). It can innately cast 
  the following spells, requiring no material components:
  At will: protection from evil and good, teleport (self and  
  50 lbs.)
  1/day: burning hands
  Fiery Body. Hellstoker devils are covered in flammable oil. Any 
  fire damage that hits them will cause them to burst into 
  flame for 1 minute. While on fire, a creature that touches 
  the hellstalker devil or hits it with a melee attack within 5 
  feet of it takes 3 (1d6) fire damage and catches on fire. 
  Until a creature takes an action to douse the flames, it 
  takes 3 (1d6) fire damage at the start of each of its turns.
  Oily Skin. Hellstoker devils have advantage on any attempts 
  to escape a grapple.
   
  ACTIONS
  Multiattack. Hellstoker Devils can make up to two attacks, 
  either with their claw or longspear.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one tar-
  get. Hit: 4 (1d4 + 2) slashing damage. If the hellstoker devil 
  is on fire, a claw attack does an additional 3 (1d6) fire 
  damage and the target catches on fire. Until the target 
  takes an action to douse the flames, it takes 3 (1d6) fire 
  damage at the start of each of its turns.
  Longspear. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 10 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) 
  piercing damage when used one-handed or Hit: 6 (1d8=2) 
  piercing damage when used 2-handed or Hit: 5 (1d6+2) 
  when thrown.
  Bellows. Ranged Weapon Attack: +3 to hit, range 30 ft., one 
  target. Hit: 4 (1d8) fire damage and the target must make 
  a DC 12 Dexterity saving throw or catch on fire. Until the 
  target takes an action to douse the flames, it takes 4 (1d8) 
  fire damage at the start of each of its turns. The hellstoker 
  devil must be on fire itself or use its burning hands to ignite 
  the bellows before it can be used.
  Summon Devil (1/day). The hellstoker devil chooses one 
  of these options and has a 50% chance of success: 2d8 
  lemures or 35% chance of success: 1 hellstoker devil. Any 
  devil summoned acts as an ally of the hellstoker devil, 
  remains for up to one minute and cannot summon any 
  more devils.
  Devil, Lilin 
  A beautiful well-proportioned woman with crimson skin stands before 
  you. Her eyes are dark, almost black as is her hair. A pair of small bat-like 
  wings protrudes from her shoulders. She wields a gleaming longsword in 
  her hand.   
  Devil, Lilin
  Medium fiend (devil), lawful evil    
  Armor Class 16   
  Hit Points 76 (8d8+40)
  Speed 30 ft., fly 50 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA   
  16 (+3)
  16 (+3)
  20 (+5)
  15 (+2)
  16 (+3)
  19 (+4)
  Saving Throws Str + 6, Dex +6, Cha +7
  Skills Deception +5, Perception +6, Persuasion +5
  Damage Resistances cold; bludgeoning, piercing and slash-
  ing from non-magical attacks that aren’t silvered
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 16
  Languages Infernal, telepathy 120 ft.
  Challenge 5 (1,800 XP)
  Innate Spellcasting: The lilin’s spellcasting ability is Charisma 
  (spell save DC 15). The lilin can innately cast the following 
  spells, requiring no material components: 
  At will: charm person, misty step 
  3/day each: animate dead
  ACTIONS 
  Multiattack. The lilin devil can make two attacks with either 
  claws or longsword or a combination of both.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.; one tar-
  
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  The Blight: Richard Pett's Crooked City
  get. Hit: 10 (2d8 + 3) slashing damage.
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 12 (1d8 + 3) slashing damage.
  Summon Devil (1/day). The lilin devil has a 30% chance 
  of summoning one barbed devil. If successful, the sum-
  moned devil appears in an unoccupied space within 60 
  feet of the lilin, and acts as an ally of the lilin. It remains 
  summoned for 1 minute, until it or the lilin dies, or until it is 
  dismissed by the lilin. It cannot summon other devils.
  Diseased Vampire  
  (e.g., Lord Hemlock, Wither)
  Virtually no diseases affect the undead, but as with everything in the 
  City of Castorhage, diseases can take unusual forms and abnormal 
  virulence. The Nosferiadra is a magical curse rather than a disease, but 
  it has a physical presence, a drifting cloud that winds its way through the 
  blight along streets and into shadows, down gutters and over rooftops. It 
  is neither extensive nor particularly contagious, but the vampire Hemlock 
  has been unlucky enough to be infected by its influence. The effect of the 
  curse is much like a disease that might affect a living being; Hemlock is 
  not as powerful or as capable as a vampire in the prime of death.
  Diseased Vampire
  Medium undead, lawful evil
  Armor Class 16 (natural armor)
  Hit Points 68 (17d8 + 0)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA
  18 (+4)
  18 (+4)
  10 (+0)
  17 (+3)
  15 (+2)
  18 (+4)
   
  Saving Throws Dex +8, Wis +6, Cha +8
  Skills Perception +6, Stealth +7
  Damage Resistances necrotic; bludgeoning, piercing, and 
  slashing from nonmagical weapons
  Senses darkvision 120 ft., passive Perception 16
  Languages As known in life
  Challenge 6 (2,300 XP)
  Shapechanger. If the diseased vampire isn’t in sunlight or 
  running water, it can use its action to polymorph into a 
  Tiny bat or a Medium cloud of mist, or back into its true 
  form. While in bat form, the vampire can’t speak, its walk-
  ing speed is 5 feet, and it has a flying speed of 30 feet. Its 
  statistics, other than its size and speed, are unchanged. 
  Anything it is wearing transforms with it, but nothing it is 
  carrying does. It reverts to its true form if it dies. While in 
  mist form, the vampire can’t take any actions, speak, or 
  manipulate objects. It is weightless, has a flying speed 
  of 20 feet, can hover, and can enter a hostile creature’s 
  space and stop there. In addition, if air can pass through a 
  space, the mist can do so without squeezing, and it can’t 
  pass through water. It has advantage on Strength, and 
  Dexterity saving throws, and it is immune to all nonmagical 
  damage, except the damage it takes from sunlight.
  Misty Escape. When it drops to 0 hit points outside its resting 
  place, the diseased vampire transforms into a cloud 
  of mist (as in the Shapechanger trait) instead of falling 
  unconscious, provided that it isn’t in sunlight or running 
  water. If it can’t transform, it is destroyed. While it has 0 hit 
  points in mist form, it can’t revert to its vampire form, and it 
  must reach its resting place within 2 hours or be destroyed. 
  Once in its resting place, it reverts to its vampire form. It 
  is then paralyzed until it regains at least 1 hit point. After 
  spending 1 hour in its resting place with 0 hit points, it re-
  gains 1 hit point.
  Regeneration. The vampire regains 10 hit points at the start 
  of its turn if it has at least 1 hit point and isn’t in sunlight or 
  running water. If the vampire takes radiant damage or 
  damage from holy water, this trait doesn’t function at the 
  start of the vampire’s next turn.
  Spider Climb. The vampire can climb difficult surfaces, in-
  cluding upside down on ceilings, without needing to make 
  an ability check.
  Vampire Weaknesses. The vampire has the following flaws:
  Forbiddance: The vampire can’t enter a residence without 
  an invitation from one of the occupants.
  Harmed by Running Water: The vampire takes 20 acid 
  damage if it ends its turn in running water.
  Stake to the Heart: If a piercing weapon made of wood 
  is driven into the vampire’s heart while the vampire is 
  incapacitated in its resting place, the vampire is paralyzed 
  until the stake is removed.
  Sunlight Hypersensitivity: The vampire takes 20 radiant 
  damage when it starts its turn in sunlight. While in sunlight, 
  it has disadvantage on attack rolls and ability checks.
  ACTIONS
  Multiattack (Vampire Form Only): The diseased vampire 
  makes two attacks, only one of which can be a bite 
  attack.
  Unarmed Strike (Vampire Form Only): Melee Weapon 
  Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) 
  bludgeoning damage. Instead of dealing damage, the 
  vampire can grapple the target (escape DC 18).
  Bite (Bat or Vampire Form Only): Melee Weapon Attack: +8 
  to hit, reach 5 ft., one willing creature, or a creature that 
  is grappled by the vampire, incapacitated, or restrained. 
  Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic 
  damage. The target’s hit point maximum is reduced by an 
  amount equal to the necrotic damage taken. A diseased 
  vampire regains only 1 hit point from biting, rather than 
  the full amount of damage inflicted. The reduction of 
  maximum hit points lasts until the target finishes a long rest. 
  The target dies if this effect reduces its hit point maximum 
  to 0. A humanoid slain in this way and then buried in the 
  ground rises the following night as a vampire spawn under 
  the vampire’s control.
  Charm: The vampire targets one humanoid it can see within 
  30 feet of it. If the target can see the vampire, the target 
  must succeed on a DC 16 Wisdom saving throw against 
  this magic or be charmed by the vampire. The charmed 
  target regards the vampire as a trusted friend to be 
  heeded and protected. Although the target isn’t under 
  the vampire’s control, it takes the vampire’s requests 
  or actions in the most favorable way it can, and it is a 
  willing target for the vampire’s bite attack. Each time 
  the vampire or the vampire’s companions do anything 
  harmful to the target, it can repeat the saving throw, 
  ending the effect on itself on a success. Otherwise, the 
  effect lasts 24 hours or until the vampire is destroyed, is on 
  a different plane of existence than the target, or takes a 
  bonus action to end the effect.
  Children of the Night (1/Day): The vampire magically calls 
  2d4 swarms of bats or rats, provided that the sun isn’t up. 
  While outdoors, the vampire can call 3d6 wolves instead. 
  The called creatures arrive in 1d4 rounds, acting as allies 
  of the vampire and obeying its spoken commands. The 
  beasts remain for 1 hour, until the vampire dies, or until the 
  vampire dismisses them as a bonus action.
  LEGENDARY ACTIONS
  The vampire can take 2 legendary actions, described be-
  low. Only one legendary action option can be used at a 
  time and only at the end of another creature’s turn. The 
  
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  GM Guide
  vampire regains spent legendary actions only at the end 
  of a long rest.
   Move: The vampire moves up to its speed without provoking 
  opportunity attacks.
  Blight-Bull (Light Fighting Dog)
  This small but nasty-looking dog is scarred from many battles.
  Blight-Bull
  Small beast, unaligned
   
  Armor Class 14 (studded leather)
  Hit Points 9 (2d6 + 2)
  Speed 40 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  9 (-1)
  15 (+2)
  10 (+1)
  3 (-4)
  12 (+1)
  6 (-2)
   
  Skills Perception +3, Stealth +4
  Senses darkvision 60 ft., passive Perception 13
  Languages none
  Challenge 1/8 (25 XP)
   
  Ferocity. When the Blight-bull drops to 0 hit points, it 
  immediately makes one attack against a creature within 5 
  feet as a reaction before dying.
   
  ACTIONS
  Bite. Melee Weapon Attack: +4 to hit (reach 5 ft.; one creature). 
  Hit: 1d4 + 2 piercing damage, and a Small or smaller creature 
  is grappled (escape DC 9). A grappled creature takes 1d4 + 2 
  piercing damage at the end of its turn.
   
  ECOLOGY
  Environment urban
  Organization solitary, pair, or pack (3-12)
  Pit Mastiff  
  (Heavy Fighting Dog)
  This vicious-looking dog is heavily muscled and glares threateningly 
  at everyone who gets near.
  Pit Mastiff
  Medium beast, unaligned
   
  Armor Class 14 (studded leather)
  Hit Points 22 (4d8 + 4)
  Speed 40 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  14 (+2)
  14 (+2)
  13 (+1)
  3 (-4)
  12 (+1)
  7 (-2)
   
  Skills Perception +3, Stealth +4
  Senses darkvision 60 ft., passive Perception 13
  Languages none
  Challenge 1/2 (100 XP)
   
  Ferocity. When the pit mastiff drops to 0 hit points, it 
  immediately makes one attack against a creature within 5 
  feet as a reaction before dying.
   
  ACTIONS
  Bite. Melee Weapon Attack: +4 to hit (reach 5 ft.; one 
  creature). Hit: 1d8 + 2 piercing damage, and a Medium or 
  smaller creature is grappled (escape DC 12). A grappled 
  creature takes 1d8 + 2 piercing damage at the end of its 
  turn.
   
  ECOLOGY
  Environment urban
  Organization solitary, pair, or pack (3–12)
  Dogs bred and trained specifically to fight are tougher than normal 
  breeds. They are typically garbed in light barding and have been taught 
  to lock their jaws to bring opponents down. Their training has suppressed 
  some of their natural instincts and rendered them quite specialized; 
  consequently, they aren’t of much use for other activities, such as tracking, 
  but continue to fight past the point when other dogs would no longer be 
  able to continue.
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  Dog, Riding
  This burly dog is fitted with a small saddle. A low, menacing growl 
  rumbles up from its chest.
  Riding Dog
  Medium beast, unaligned
  Armor Class 14 (natural armour)
  Hit Points 13 (2d8+4)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA
  15 (+2)
  15 (+2)
  14 (+2)
  3 (-4)  
  10 (+0)
  10 (+0)
   
  Skills Advantage on Wisdom (Survival) checks to track by smell.
  
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  The Blight: Richard Pett's Crooked City
  Senses passive Perception 10
  Languages —
  Challenge 1/4 (50 XP)
  ACTIONS
  Bite. Melee Weapon Attack: +3 to hit (reach 5 ft.; one 
  creature). Hit: 5 (1d6 + 2) slashing damage.
  Duke Malice
  Ostensibly in charge of the Royal Armies and the City Watch, Malice is 
  an appallingly cruel taskmaster infamous for his use of personal wizards to 
  dominate officers and captains in his force. Capable of outrageous acts of 
  cruelty, the stories of Malice are frequently told in taverns and gin houses 
  up and down the city. It was Malice who first used Royal manticorae to 
  pull apart prisoners; he who used live prisoners as catapult ammunition; 
  and he who was responsible for the great Road of Impalements, a tale that 
  still blights the Capitol and Royal Family. Despite the rancour held for 
  him in the city, the Queen’s 80-year-old cousin has aged remarkably well. 
  He retains a full head of long, thick black hair (carefully oiled and held 
  in place), and the trim, well-muscled physique of a much younger man. 
  Remarkably, he is not of the alchymic-undying.
  Duke Malice
  Medium human, neutral evil
  Armor Class 18 (plate)
  Hit Points 90 (12d8+36)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  16 (+3)
  10 (+0)
  16 (+3)
  10 (+0)
  14 (+2)
  10 (+0)
   
  Saving Throws Str +6, Con +6
  Skills Athletics +5, Perception +5
  Senses passive Perception 15
  Languages any one language (usually common)
  Challenge 5 (1,800 XP)
  Cruelty. When he scores a critical hit with his claymore, Duke 
  Malice can roll an additional 1d6 and add it to the extra 
  damage of the critical hit.
  ACTIONS
  Multiattack. Duke Malice makes two attacks on his turn.
  Claymore. Melee weapon attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6+3) slashing damage.
  Recurve Crossbow. Ranged weapon attack: +3 to hit, range 
  80/320 ft., one target. Hit: 6 (1d10) piercing damage.
  Duke Taim
  The queen’s only nephew, Taim believes in order and the sanctity of 
  the Royal Family. He is totally loyal to the queen and her name and, 
  like Malice, capable of extreme violence and cruelty if need be. Taim, 
  however, is more controlled in his fury, and is more likely to see good 
  in people if they give him cause to do so. Taim is madly in love with 
  Princess Rebecca of Mourney, and has proposed no fewer than eleven 
  times. The Master of the Capitol, he is responsible for the security and 
  well-being of the Royal Family and all residents in the Capitol. Taim 
  works covertly against any evil he finds therein, a position that grows 
  more desperate by the day.
  Duke Taim
  Medium human, neutral
  Armor Class 18 (plate)
  Hit Points 52 (8d8+16)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  16 (+3)
  11 (+0)
  14 (+2)
  11 (+0)
  10 (+0)
  17 (+3)
   
  Saving Throws Con +4, Wis +2
  Senses passive Perception 10
  Languages any one language (usually common)
  Challenge 4 (1,100 XP)
  Spellcasting. Duke Taim is a 6th-level spellcaster. His spell-
  casting ability is Charisma (spell save DC 14, +5 to hit with 
  spell attacks). He has the following paladin spells pre-
  pared:
  1st level (4 slots) — bless, divine favor, heroism, wrathful smite 
  2nd level (2 slots) — aid, branding smite;
  ACTIONS
  Multiattack. Duke Taim makes two attacks on his turn.
  Greatsword. Melee weapon attack: +5 to hit, reach 5 ft., 
  one target. Hit: 10 (2d6+3) slashing damage.
  Heavy Crossbow. Ranged weapon attack: +5 to hit, range 
  100/400 ft., one target. Hit: 5 (1d10) piercing damage.
  REACTIONS
  Parry. When wielding a melee weapon, Taim can add 2 to 
  his AC as a reaction against one melee attack that would 
  otherwise hit. He must be wielding a melee weapon and 
  be able to see the attacker.
  Eleanor Shank
  Eleanor Shank is a member of the Thieves Guild, and a pivotal figure 
  in the Levee Adventure.
  Eleanor Shank
  Medium human, neutral good
  Armor Class 16 (leather armour)
  Hit Points 52 (8d8+16)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA 
  13 (+1)
  18 (+4)
  15 (+2)
  12 (+1)
  14 (+2)
  10 (+0)
  Saving Throws Dex +7, Int +4
  Skills Acrobatics +7, Athletics +4, Perception +5, Sleight of 
  Hand +7, Stealth +7
  Senses passive Perception 15
  Languages Thieves’ cant, Common
  Challenge 5 (1,800 XP)
   
  Cunning Action. On each of her turns, Eleanor can use a bo-
  nus action to take the Dash, Disengage, or Hide action. 
  Evasion. When Eleanor is subjected to an effect that allows 
  her to make a Dexterity saving throw to take only half 
  damage, she instead takes no damage if the save is suc-
  cessful, and only half damage if the roll is a failure.
  Sneak Attack. Once per turn, Eleanor can deal an extra 
  4d6 damage to one creature she hits with an attack if she 
  has advantage on the attack roll. The attack must use 
  a finesse or a ranged weapon. Eleanor doesn’t need ad-
  vantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t Incapacitated, and 
  Eleanor doesn’t have disadvantage on the attack roll.
  
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  GM Guide
  ACTIONS
  Multiattack. Eleanor can make three attacks with either her 
  shortsword or her light crossbow per turn.
  Shortsword. Melee Weapon Attack: +7 to hit (reach 5 ft.; one 
  creature). Hit: 8 (1d8 + 4) bludgeoning damage. 
  Light Crossbow. Ranged Weapon Attack: +5 to hit, range 
  80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
  Electric Eel
  The serpentine creature moves sinuously through the water, the tip of its 
  tail sparking with an electrical discharge.
  Electric Eel
  Large beast, unaligned
  Armor Class 15 (natural armor)
  Hit Points 26 (4d10 + 4)
  Speed 5 ft. Swim 40 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA
  10 (+0)
  18 (+4)
  12 (+1)
  1 -5)  
  12 (+1)
  2 (-5)
   
  Damage Immunities lightning
  Senses darkvision 60 ft., passive Perception 11
  Languages —
  Challenge 1/2 (100 XP)
  ACTIONS
  Electric Shock (recharge 6). The electric eel produces a jolt 
  of electricity in a 10-ft. radius centered on itself.  Creatures 
  within 5 ft. take 13 (3d8) points of lightning damage.  
  Those further away but within 10 ft. take 4 (1d8) points.  
  Creatures making a successful DC 13 Constitution save 
  reduce the damage by half.
  Elemental, Ragefire
  The rage and hatred that emanate with the white-hot heat from this 
  demonic fire are palpable.
  Ragefire Elemental
  The rage and hatred that emanate with the white-hot heat from this 
  demonic fire are palpable.
  The ragefire elemental is a type of fire elemental that grows as it 
  consumes fuel. All ragefire elementals start out as Tiny sparks, called 
  ragefire spawn. As they burn their way through their surroundings, they 
  steadily increase in size until they become gargantuan infernos. 
  Every size of ragefire elemental has stats identical to a standard fire 
  elemental, except as noted on the table below. The table lists the hit points, 
  melee attack bonus, melee damage, ongoing damage to flammable objects 
  (“Burn”), and challenge rating of every size of ragefire elemental. Burn 
  damage also applies as the damage done by the elemental’s Fire Form ability. 
  Besides the differences noted above, Tiny through Large ragefire 
  elementals also have the trait Intensify: As an action, a Tiny, Small, 
  Medium, or Large ragefire elemental incinerates the corpse of a humanoid 
  it killed within the last minute and whose space the elemental occupies. 
  The elemental heals 5 hit points and, if it is Tiny, it becomes a Small 
  ragefire elemental with full hit points minus its current amount of damage. 
  Likewise, a Small, Medium, or Large ragefire elemental grows to the next 
  size after incinerating a number of humanoid corpses equal to its current 
  challenge rating.
  Huge and Gargantuan ragefire elementals don’t have the Intensify trait. 
  Instead, they have the trait Spawn Ragefire: As an action, a Huge or 
  Gargantuan ragefire elemental incinerates the corpse of a humanoid that 
  it killed within the last minute and whose space the elemental occupies. 
  A newly-created ragefire spawn (a Tiny ragefire elemental) appears in an 
  empty space within 5 feet of the spawning elemental.
  Ragefire elementals embody the chaos and evil of their Abyssal 
  heritage, manifesting in demonic forms of living flame, smoke, ash, and 
  cinders. They exist to incinerate life and, in so doing, grow stronger and 
  more destructive.
  A ragefire elemental cannot enter water or any other nonflammable 
  liquid. A body of water is an impassible barrier unless the ragefire 
  elemental can step or jump over it or the water is covered with a layer of 
  something flammable, such as oil.
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  Ragefire Elemental
  Size
  HP
  Attack
  Damage
  Burn
  CR
  Tiny
  33
  +3
  1d4+3
  1d4
  1
  Small
  52
  +4
  1d6+3
  1d6
  2
  Medium
  75
  +5
  1d10+3
  1d8
  3
  Large
  102
  +6
  2d6+3
  1d10
  5
  Huge
  124
  +7
  3d10+3
  1d12
  8
  Gargantuan
  189
  +8
  4d10+3
  1d20
  11
  
  120
  The Blight: Richard Pett's Crooked City
  Enoch Nettle
  A minor spellcaster, Enoch plays a role in the Levee Adventure.
  Enoch Nettle,  
  Acolyte of Mother Grace, Poacher
  Medium human, lawful neutral
  Armor Class 15 (chain shirt, buckler)
  Hit Points 20 (3d8 + 3)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT
  WIS    
  CHA
  14 (+2)
  10 (+0)
  12 (+1)
  10 (+0)
  13 (+2)
  11 (+0)
   
  Saving Throws Int +2, Wis +4
  Skills Medicine +4, Religion +2, Survival +4
  Senses passive Perception 12
  Languages Common
  Challenge 2 (450 XP)
  Spellcasting. Enoch Nettle is a 2nd-level spellcaster. His spell-
  casting ability is Wisdom (spell save DC 12, +4 to hit with 
  spell attacks). He has the following cleric spells prepared:
  Cantrips (at will): light, sacred flame, thaumaturgy
  1st level (3 slots): bless, cure wounds, sanctuary
  ACTIONS
  Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 6 (1d8 + 2) piercing damage.
  Light Crossbow. Ranged Weapon Attack: +2 to hit, reach 
  80/320 ft., one target. Hit: 4 (1d8) piercing damage.
  Treasure: Poacher’s coat (heavily waxed long coat with many interior 
  hooks for game), 6 snares, Morningstar, light crossbow, 20 bolts, chain 
  shirt, buckler, wooden symbol of Mother Grace, small pyrebeetle bullseye 
  lantern, 11 silver pieces.
  Fanged Sea Serpent
  This serpent is 12 to 15 feet long and 5 feet thick. Its body scales are 
  thickened and hardened, which slows it somewhat in water but provides 
  good protection. The serpent’s most outstanding features, however, are the 
  rows of long, sharp teeth that fill its mouth. It has large, lidless red eyes 
  with white pupils.
  Fanged Sea Serpent
  Large dragon, neutral
  Armor Class 17 (natural armor)
  Hit Points 85 (10d10 + 30)
  Speed swim 30 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA
  18 (+4)
  13 (+1)
  16 (+3)
  5 (-3)
  10 (+0)
  6 (-2)
   
  Skills Perception +4, Stealth +3
  Senses darkvision 60 ft., passive Perception 14
  Languages -
  Challenge 3 (700 XP)
  Pack Tactics. The fanged sea serpent has advantage on an 
  attack roll against a creature if at least one of the fanged 
  sea serpent’s allies is within 5 feet of the creature and the 
  ally isn’t incapacitated.
  Water Breathing. The fanged sea serpent can breathe only 
  underwater.
  ACTIONS
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) piercing damage, and the target must 
  succeed on a DC 13 Constitution saving throw or become 
  poisoned for 1 hour.
  Father Gromwell
  Father Gromwell is a major figure in the Levee Adventure.
  Father Gromwell
  Medium human, lawful neutral (Mother Grace)
  Armor Class 19 (Between-based powers)
  Hit Points 78 (12d8+24)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  16 (+3)
  10 (+0)
  14 (+2)
  11 (+0)
  17 (+3)
  13 (+1)
   
  Saving Throws Con +6, Wis +4
  Skills Insight +5, Religion +4
  Senses passive Perception 13
  Languages common
  Challenge 9 (5,000 XP)
  Spellcasting. Father Gromwell is a 9th-level spellcaster. Wis-
  dom is his spellcasting ability (spell save DC 15, +7 to hit 
  with spell attacks). He knows the following spells from the 
  cleric spell list:
  Spells (slots):  
  Cantrips (at will): light, mending, sacred flame, spare the 
  dying;  
  1st (4 slots): divine favor, guiding bolt, healing word, shield 
  of faith;  
  2nd (3 slots): lesser restoration, magic weapon, prayer of 
  healing, silence, spiritual weapon;  
  3rd (3 slots): beacon of hope, crusader’s mantle, dispel 
  magic, revivify, spirit guardians, water walk;  
  4th (3 slots): banishment, freedom of movement, guardian 
  of faith, stoneskin;
  5th (1 slot): flamestrike, mass cure wounds, hold monster;
  Staff of Withering. Father Gromwell has a staff of withering 
  with 3 charges that regains 1d3 expended charges 
  at dawn. He will use charges on his first two hits if he is 
  engaged in melee combat, but will reserve the third 
  charge.
  ACTIONS
  Multiattack. Father Gromwell makes two attacks on his turn.
  Staff of Withering. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 7 (1d8+3) bludgeoning damage. If Fa-
  ther Gromwell expends 1 charge on the staff, it inflicts an 
  additional 2d10 points of necrotic damage and requires a 
  DC 15 Constitution saving throw or the target also is at dis-
  advantage on all ability checks and saving throws based 
  on Strength and Constitution for a period of 1 hour.
  
  121
  GM Guide
  Fleshgine
  Fleshgines are constructs of flesh combined with other materials 
  designed for a specific purpose. They might pump water from a city’s 
  reservoirs into rooftop cisterns to supply the inhabitants with running 
  water, or they may lift or pull — anything a humanoid body can do. 
  But fleshgines are built to improve upon a humanoid’s ability through 
  modification and vast strength. While they are not uncommon in 
  Castorhage, they often operate out of sight; their disturbing appearance 
  being something the civilized locals choose not to acknowledge. They can 
  be heard though — their steady stormy breathing, the asthmatic wheeze 
  behind a grate, the slithering of flaccid limbs between floors. They also 
  have a strong odor — a sort of organic sweatiness that can smell of the 
  many other odors from the things they work in and around, which they 
  absorb and amplify. 
  Fleshgines come in all shapes and sizes, and while no two are ever 
  alike, they often fall into a set pattern. Each is very strong, and many — 
  an uncannily large number — are weakly sentient creatures in their own 
  right. Different fleshgines tend to have different abilities; some are simple 
  brutes that occasionally go mad, some are more cunning, lurking and 
  growing behind plaster and wainscoting and brooding their dark, strange 
  dreams and wants.
  All fleshgines have the trait Berserk: Every time a fleshgine is injured 
  in combat, roll d100. If the result is less than or equal to the total number 
  of hit points the fleshgine has lost so far in this combat, its elemental spirit 
  breaks free and the fleshgine goes berserk. The berserk fleshgine attacks 
  the nearest living creature; if no creature is close enough for the fleshgine 
  to attack with a single move, it attacks an object instead. The fleshgine’s 
  controller can try to reestablish control, provided the fleshgine is within 60 
  feet. The controller must use an action to speak firmly and authoritatively 
  to the construct and make a successful DC 15 Charisma check. A damaged 
  fleshgine that spends at least 1 minute outside combat has its chance to go 
  berserk reset to 0 percent.
  Sentient Fleshgines: While most fleshgines are simple, mindless 
  servitors made of flesh stitched and grown to inorganic parts and 
  contraptions, some grow into something altogether different. Sentient 
  fleshgines take on aspects of their humanoid neighbors that seep in from 
  their close proximity on a daily basis. These aspects include tics, habits, 
  language, and even some of their vices. These creatures are often bloated 
  by the desires and madness of Between and become enraptured by it, 
  seeking new directions and becoming fixated in disturbing ways. These 
  constructs often form complex alliances with those who dwell behind the 
  veneer of the Blight, particularly with the ghouls of the Fetch (who have 
  enough inert humanity to understand and fear the construct). Some say 
  the thoughts of the Crooked Promethean violate their dreams and awaken 
  them; others say that it is a simple accident of nature. These sentient 
  constructs lurk in plain sight and are driven by whatever twisted needs or 
  goals have grown within their warped consciousness.
  As more complex fleshgines are grafted from darker sources of flesh 
  and bone, so too the risk of disaster becomes greater. Philosophers within 
  the city-state already worry what fleshgines might do if they rebelled en 
  masse. They point to the curious whale-song that occasionally haunts 
  certain nights, and which seems to come from the fleshgines calling to 
  each other across the city. What are they saying or planning, they wonder? 
  The golem-stitchers and homuncule wives laugh at such suggestions; 
  their creations are simple flesh-and-blood machines after all. What 
  maliciousness could possibly lurk within this humble framework?
  All sentient fleshgines that have gone berserk at least once in the past 
  develop an urge toward murderous abduction called “take” or “taking.” 
  Occasionally the fleshgine’s habits and needs drive it to seize a victim at 
  least one size category smaller than the fleshgine. The fleshgine is always 
  cunning in this action and manipulates its manifold parts and surroundings 
  to camouflage its action. If the fleshgine’s Stealth check beats the victim’s 
  passive Perception, the victim doesn’t see the attack coming and the 
  fleshgine gets to make a grappling attack with advantage. If the victim 
  notices the attack coming, then it’s just a normal attack by the fleshgine. 
  While the victim is grappled by the fleshgine, it’s also restrained, muffled 
  (unable to cry out or speak), and suffocating. After a number of rounds 
  equal to its Con modifier (minimum of 1), it becomes unconscious. At that 
  point, the fleshgine hides the victim in some convenient location around 
  or within its body. The victim remains unconscious until it dies or it’s 
  rescued. 
  Casual observers notice the hidden victim if their passive Perception 
  exceeds (10 + the fleshgine’s Stealth bonus). Anyone specifically looking 
  for a victim taken by the fleshgine must win a contest of their Perception 
  against the fleshgine’s Stealth or Deception (fleshgine’s choice). A taken 
  victim is found automatically if the fleshgine is destroyed, but also might 
  be injured, depending on the type of attacks used against the fleshgine and 
  the size difference between them; GMs can apply their own judgment in 
  these cases.
  If a victim escapes the fleshgine’s grapple, the fleshgine might attack or 
  flee, depending on the situation. 
  A taken victim takes damage equal to any one of the fleshgine’s melee 
  attacks after every 24 hours. The taken victims are used to vent the 
  leeched needs of the fleshgine — whether they be simple hunger, torment, 
  or sexual — before their dead and broken remains are cast away.
  A sentient fleshgine is always torn between its urges to seize a victim 
  and the knowledge that discovery means certain punishment and death. It 
  therefore carefully watches its chosen victim, often for weeks or months 
  before striking.
  The following entries describe three sample types of fleshgines. Many 
  more are possible.
  Copyright Notice
  Author Richard Pett.
  Dungier’s Buggy
  The rumble of a coach’s wheels upon the cobbles comes out of the 
  misty night, but it is not accompanied by the clip-clop of hooves. Rather, 
  there is a soft slapping of skin upon the hard stones. Emerging from the 
  fog is a hansom cab drawn not by a team of horses but rather by the 
  upper torso of an ogre melded to the front of the conveyance. It walks on 
  its massive hands, and its head stares forward, the eyes alert but vacant.
  Dungier’s Buggy (Fleshgine)
  Huge construct, unaligned
   
  Armor Class 10
  Hit Points 51 (6d10 + 18)
  Speed 40 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  10 (+0)
  16 (+3)
  2 (-4)
  7 (-2)
  3 (-4)
   
  Damage Resistances cold; bludgeoning, piercing, and slash-
  ing from nonmagical, nonadamantine weapons
  Damage Immunities necrotic, poison, psychic
  Condition Immunities disease; charmed, frightened, para-
  lyzed, poisoned, prone, stunned, unconscious
  Senses darkvision 60 ft., passive Perception 8
  Languages understands Common and Giant but speaks 
  only programmed phrases
  Challenge 3 (700 XP)
   
  Berserk. Every time the fleshgine is injured in combat, roll 
  d100. If the result is less than or equal to the total number 
  of hit points the fleshgine has lost so far in this combat, its 
  elemental spirit breaks free and the fleshgine goes berserk. 
  The berserk fleshgine attacks the nearest living creature; if 
  no creature is close enough to attack with a single move, 
  it attacks an object instead. The fleshgine’s controller can 
  try to reestablish control, provided the fleshgine is within 60 
  feet. The controller must use an action to speak firmly and 
  authoritatively to the construct and make a successful DC 
  15 Charisma check. A damaged fleshgine that spends at 
  
  122
  The Blight: Richard Pett's Crooked City
  least 1 minute outside combat has its chance to go ber-
  serk reset to 0 percent.
  Cover. The coach portion of a Dungier’s buggy provides 
  three-quarters cover to occupants. The coach is built from 
  iron and wood. It has AC 8, 80 hit points, and is immune 
  to necrotic, poison, psychic, and radiant damage. If the 
  coach is destroyed, the fleshgine becomes a Large crea-
  ture and loses its Cover, Facing, and Trample traits.
  Facing. Because the legless ogre is permanently melded 
  to a wagon, it can only move forward and backward, 
  or turn. Its speed is halved when it moves backward. Its 
  slam and bite attacks can be made only against targets 
  in front of it. It can trample while moving forward or back-
  ward. behind it as normal. Once a Dungier’s buggy’s front 
  side has been determined, it requires a move action to 
  turn its facing greater than 90 degrees. A Dungier’s bug-
  gy is aware of attackers behind it but cannot see them, 
  though it can accurately estimate what space they are in 
  if within 20 feet.
  Narrow. Though a Dungier’s buggy is Huge, it can move 
  through areas only 10 feet wide without penalty. It can’t, 
  however, squeeze through spaces narrower than 10 feet.
  Trample. As the Dungier’s buggy moves, it can enter spaces 
  occupied by enemies but can’t stop there. Creatures in 
  spaces the Dungier’s buggy enters can attempt DC 13 
  Dexterity saving throws. On a failed save, the creature 
  takes 2d10 + 4 bludgeoning damage and is knocked 
  prone; on a successful save, the creature moves 5 feet out 
  of the buggy’s path and can make an opportunity attack 
  if it’s allowed to react. A Dungier’s buggy can trample any 
  number of creatures during its move, but it can’t trample 
  the same creature more than once per round.
   
  ACTIONS
  Multiattack. The Dungier’s buggy slams once and bites 
  once.
  Slam. Melee Weapon Attack: +6 to hit (reach 5 ft.; one crea-
  ture). Hit: 2d6 + 4 bludgeoning damage. 
  Bite. Melee Weapon Attack: +6 to hit (reach 5 ft.; one 
  creature). Hit: 2d4 + 4 piercing damage.
   
  ECOLOGY
  Environment urban (the Blight)
  Organization solitary
  Perhaps the most successful of Castorhage’s many fleshgines are 
  the hired coaches of the golem-stitcher Dunaven Dungier. His method 
  of crafting a hansom cab with the animated upper torso of an ogre 
  (occasionally a hill giant) fused to its front in place of a team of horses 
  proved both practical and popular in a city as vast and populous as 
  the Blight. Soon Dungier’s buggies were traveling throughout the city 
  providing swift, reliable transportation for the noble and common alike 
  and for only a modest fare. Dungier’s popularity with the other cab 
  drivers and owners of hacks proved to be less than stellar, though, and 
  only three years after the introduction of his ingenious cab, portions 
  of his body were found floating in the Great Canal. It is assumed that 
  sough eels or some other denizen devoured the rest. Fortunately for 
  his legacy, Dungier’s methods were fairly easy to reproduce, and now 
  hundreds of these coaches — still known colloquially as Dungier’s 
  buggies — travel the streets of the city.
  
  123
  GM Guide
  Hobbreth’s Mighty Pump No. 87
  The stench of sweat and the distant sounds of heavy breathing engulf 
  you — whatever it is, you are catching the merest glimpse of the whole. 
  In the oily dark you can see sickly appendages gulping, a horrible sense 
  of brooding vastness, and a glowering cluster of eyes filled with misery 
  just below a vast, idiot, crooked mouth.
  Hobbreth’s Mighty Pump No. 87 (Fleshgine)
  Gargantuan construct, unaligned
   
  Armor Class 10
  Hit Points 205 (10d20 + 100)
  Speed 20 ft., climb 20 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  30 (+10)
  10 (+0)
  30 (+10)
  4 (-3)
  4 (-3)
  1 (-5)
   
  Damage Resistances cold; bludgeoning, piercing, and slash-
  ing from nonmagical, nonadamantine weapons
  Damage Immunities necrotic, poison, psychic
  Condition Immunities disease; charmed, frightened, para-
  lyzed, poisoned, prone, stunned, unconscious
  Senses blindsense 60 ft., passive Perception 7
  Languages understands Common but can’t speak
  Challenge 12 (8,400 XP)
   
  Berserk. Every time the fleshgine is injured in combat, roll 
  d100. If the result is less than or equal to the total number 
  of hit points the fleshgine has lost so far in this combat, its 
  elemental spirit breaks free and the fleshgine goes berserk. 
  The berserk fleshgine attacks the nearest living creature; if 
  no creature is close enough to attack with a single move, 
  it attacks an object instead. The fleshgine’s controller can 
  try to reestablish control, provided the fleshgine is within 60 
  feet. The controller must use an action to speak firmly and 
  authoritatively to the construct and make a successful DC 
  15 Charisma check. A damaged fleshgine that spends 
  at least 1 minute outside combat has its chance to go 
  berserk reset to 0 percent.
   
  ACTIONS
  Multiattack. The fleshgine bites once and makes three tenta-
  cle attacks in any combination.
  Bite. Melee Weapon Attack: +14 to hit (reach 5 ft.; one crea-
  ture). Hit: 1d10 + 10 piercing damage. 
  Tentacle Slam. Melee Weapon Attack: +14 to hit (reach 20 
  ft.; one creature). Hit: 4d6 + 10 bludgeoning damage.
  Tentacle Grab. Melee Weapon Attack: +14 to hit (reach 15 
  ft.; one creature). Hit: creature is grappled (escape DC 
  20).
  Tentacle Crush. Melee Weapon Attack: automatic hit (one 
  creature already grappled by the fleshgine). Hit: 4d10 + 10 
  bludgeoning damage, and the creature is restrained.
   
  ECOLOGY
  Environment urban (the Blight)
  Organization solitary
  “You can’t see her all, of course, even I never did when I was stitching 
  her and moulding her, making her flesh and breathing life into my baby. 
  I recall her formation though, her crisp newness — the endless flesh, and 
  the stench of pigs — for it was pig-flesh I grew and nurtured, and spread 
  across her carcass like a great sail on a vast living sailing vessel.
  In her base she is all purpose — her many sucking mouths, which in 
  truth I suppose you’d call tentacles (if such a crude word could be used 
  for such grace), with so many eyes clustered together so she can see from 
  her sweaty groin below that pointless mouth — she must have a mouth, of 
  course. Her flesh engorges above, like some vast flaccid organ that could 
  fill a great hall, bloated, booming, pumping. Veins cross her every inch — 
  you can see the swelling blood pumping as she draws her harvest upward 
  through her cathedral mass far, far above.
  She rises then, reaching high into the city, her pumping limbs extending 
  endlessly upward with surprising — some have said alarming — strength to 
  the digits that grasp her farthest reach. Some have likened the digits to fleshy 
  spiders, but I think that’s simple scare-mongering to frighten children; they 
  simply grip the vessel they spend her harvest into. And here her harvest is 
  drawn, the life-giving water that sustains those in the streets high above pumped 
  from sphincter mouths between each cluster of thin many-jointed hands.
   It may taste a little of her sweat — her feral porcine nature — but it is water, 
  saving the lower city from drowning and keeping the upper city drinking.
   How many have I made? Oh, hundreds, no two quite alike. The stories 
  about them going berserk? Rubbish put about by those with a grievance — 
  anarchists would say anything to cause discontent amongst the ignorant. 
  I do sometimes wonder if they have a soul, though, my fleshy babies 
  lurking between walls and dreaming. What do they dream of, I wonder?”
  — Emilia Hobbreth, Homuncule Wife
  Macabre Lift
  The dark shaft of the vertical tunnel appears to be empty until its 
  wooden floor suddenly lurches and rises from where it rested. Beneath 
  the planking of the floor, you can see that a great fleshy organism has 
  grown like a distended bladder that covers the entirety of its underside. 
  From this sweaty, rugose sac extend four muscular limbs that grasp 
  the walls of the shaft with their multi-fingered appendages and begin to 
  climb, carrying the cargo of its wooden flooring smoothly up the shaft. 
  Macabre Lift (Fleshgine)
  Large construct, unaligned
   
  Armor Class 7 (15 from above)
  Hit Points 90 (12d10 + 24)
  Speed 10 ft., climb 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  5 (-3)
  14 (+2)
  1 (-5)
  4 (-3)
  1 (-5)
   
  Skills Athletics +8
  Damage Resistances cold; bludgeoning, piercing, and slash-
  ing from nonmagical, nonadamantine weapons
  Damage Immunities necrotic, poison, psychic
  Condition Immunities disease; charmed, frightened, para-
  lyzed, poisoned, prone, stunned, unconscious
  Senses darkvision 30 ft., passive Perception 7
  Languages none
  Challenge 3 (700 XP)
   
  Berserk. Every time the fleshgine is injured in combat, roll 
  d100. If the result is less than or equal to the total number 
  of hit points the fleshgine has lost so far in this combat, its 
  elemental spirit breaks free and the fleshgine goes berserk. 
  The berserk fleshgine attacks the nearest living creature; if 
  no creature is close enough to attack with a single move, 
  it attacks an object instead. The fleshgine’s controller can 
  try to reestablish control, provided the fleshgine is within 60 
  feet. The controller must use an action to speak firmly and 
  authoritatively to the construct and make a successful DC 
  15 Charisma check. A damaged fleshgine that spends 
  at least 1 minute outside combat has its chance to go 
  berserk reset to 0 percent.
  Crush. A macabre lift can fall on foes beneath it as its move. 
  Every creature under the lift takes 1d8 bludgeoning dam-
  
  124
  The Blight: Richard Pett's Crooked City
  age per 10 feet the lift fell, or half damage with a suc-
  cessful DC 13 Dexterity saving throw. Creatures that fail 
  the saving throw are restrained under the lift; a restrained 
  creature can escape by using an action and making a 
  successful DC 16 Strength (Athletics) check. Restrained 
  creatures take 2d8 bludgeoning damage at the start of 
  the lift’s turn.
  Heavy Floor. The floor of a macabre lift is built from heavy 
  wooden planks. Attacks against the macabre lift from 
  creatures above it (such as passengers that were being 
  raised or lowered in the lift) are made against AC 15, not 
  AC 7.
   
  ACTIONS
  Multiattack. The fleshgine slams twice.
  Slam. Melee Weapon Attack: +8 to hit (reach 5 ft.; one 
  creature). Hit: 2d8 + 6 bludgeoning damage. 
   
  ECOLOGY
  Environment urban (the Blight)
  Organization solitary
  One of the first fleshgines envisioned by the golem-stitchers of 
  Castorhage, the macabre lift has found widespread usage among 
  government buildings and other large, multilevel structures with the 
  budget to install such amenities. These constructs are rather simple 
  in design, with a fleshy, leathery hide grown on the underside of a 
  10-foot-by-10-foot deck of heavy wooden planks. Four stocky limbs 
  extend from the underside of the creature at its four corners and end 
  with club-like pseudopods surrounded by a fringe of grasping fingers 
  with thick, coarse nails. The entire fleshgine is no more than 2 feet 
  thick but weighs 1,500 pounds or more (3,500 pounds if constructed 
  with an iron deck).
  Macabre lifts are designed to be placed in vertical shafts whose 
  dimensions match those of the fleshgine. The fleshgine then lies flat at the 
  base of the shaft and allows passengers to step upon its decking. Upon a 
  signal —usually the ringing of a small bell set into the side of the shaft 
  — the macabre lift begins to climb the shaft while keeping its deck level 
  and stable. Handholds are often built into the walls of the shaft to make 
  the climb easier for the fleshgine, but its climbing pseudopods are so adept 
  that it rarely needs any sort of assistance. The number of times that the bell 
  is rung indicates to what floor the lift is supposed to carry its passengers. 
  Likewise, bells set into the shaft at floors above summon it from below 
  to pick up passengers. The rise and fall of the climbing fleshgine is so 
  smooth that most passengers easily forget that they are riding upon the 
  back of an animated construct.
  If a macabre lift goes berserk, its usual tactic is to tip itself over to try 
  to dump any passengers to the floor of the shaft below. Anyone riding the 
  lift when it does this must make a successful DC 13 Dex saving throw to 
  grab hold of the fleshgine’s deck and not fall. 
  Gable Hate-Owl
  This sinister-looking owl has pitch-black plumage and a pallid face 
  with yellow eyes. The V-shaped pattern of feathers on its brow gives the 
  appearance of a perpetual scowl of utter scorn.
  Gable Hate-Owl
  Small monstrosity, neutral evil
   
  Armor Class 12
  Hit Points 14 (4d6)
  Speed 10 ft., fly 60 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  5 (-3)
  15 (+2)
  10 (+0)
  3 (-4)
  15 (+2)
  16 (+3)
   
  Skills Perception +4, Stealth +4
  Senses darkvision 60 ft., passive Perception 14
  Languages none
  Challenge 1/2 (100 XP)
   
  Flurry of Wings. If the hate-owl’s bite and claws attacks both 
  hit the same target on the hate-owl’s turn, the target takes 
  an additional 1d8 + 2 bludgeoning damage.
   
  ACTIONS
  Multiattack. The hate-owl bites once and attacks once with 
  its claws.
  Bite. Melee Weapon Attack: +4 to hit (reach 5 ft.; one crea-
  ture). Hit: 1d4 + 2 piercing damage. 
  Claws. Melee Weapon Attack: +4 to hit (reach 5 ft.; one 
  creature). Hit: 2d6 + 2 slashing damage.
  Spiteful Glare. A creature within 60 feet that can see the 
  gable hate-owl’s eyes must make a DC 13 Charisma 
  saving throw. If it fails, the creature drops one item it’s 
  holding (roll randomly if more than one item is held) and 
  has disadvantage on attacks, ability checks, and saving 
  throws until the end of its next turn, and the hate-owl can 
  immediately move up to 60 feet (if it hasn’t moved yet) 
  and use Multiattack against the creature.
   
  ECOLOGY
  Environment urban (the Blight)
  Organization solitary
  The gable hate-owl is a shadow among the homes and buildings in the 
  Blight. Viewed as a thing of ill omen, the presence of the owl roosting is 
  feared by the common man. Spiteful, petty birds, the gable hate-owl got 
  its name from the hateful scowl its natural plumage creates. They have 
  been known to kill or torture for sport, attacking dogs and other small 
  animals as they flense off flesh and fur and then leave the poor victims to 
  limp away.
  These great owls are large, although most of their bulk comes from 
  fluffy feathers and large heads, with plumage that gives that appearance of 
  wearing a high-collared cloak. Great horned owls have wingspans of up to 
  5 feet and weigh up to 4 pounds. Gable hate-owls primarily hunt at night, 
  locating prey through their excellent hearing and sight. Their diet consists 
  of rodents supplemented by smaller birds and rabbits.
  Their gaze particularly unsettles the folk of the Blight, as the piercing 
  black eyes that seem dead peer out from under the sharp contrasting pale 
  facial feathers. This sinister-looking visage creates ill fate to any that the 
  owl wishes, typically casting its hateful look upon those that startle or 
  interrupt the bird. A gable hate-owl’s wickedly sharp beak lets it easily rip 
  open hard shells or strip the flesh from its meals.
  Copyright Notice
  Author Jeffrey Swank, based on material by Richard Pett.
  Gargoyles
  Castorhage teems with gargoyles of various kinds, detailed below. See 
  also “Between gargoyle.”
  Gargoyle, Four-Armed
  A powerful gargoyle similar to its kin, but having four arms rather than 
  two.
  Four-Armed Gargoyle
  Medium monstrosity, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 55 (10d8 + 10)
  
  125
  GM Guide
  Speed 30 ft., fly 60 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA
  15 (+2)
  14 (+2)
  12 (+1)
  6 (-2)
  11 (+0)
  7 (–2)
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical weapons or not made of adamantine
  Damage Immunities poison
  Condition Immunities exhaustion, petrifaction, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Terran
  Challenge 4 (1,100 XP)
  False Appearance. While the gargoyle remains motionless, it 
  is indistinguishable from an inanimate statue.
  ACTIONS
  Multiattack: The gargoyle makes four attacks: one with its 
  bite, two with its claws, and one with its horn.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 6 (1d8 + 2) piercing damage.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 10 (2d8 + 2) slashing damage.
  Horn. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) piercing damage.
  Gargoyle, Margoyle 
  This creature looks like a hideously ugly humanoid chiselled from 
  brown stone. Two large horns protrude from its head, just above its eyes. 
  Four large, stony spikes jut from its shoulder blades. Its hands and feet 
  end in sharpened claws.   
  Gargoyle, Margoyle
  Medium monstrosity, chaotic evil   
  Armor Class 15   
  Hit Points 68 (8d8 + 32)
  Speed 30 ft., fly 60 ft.
   
   STR
  DEX
   CON 
   INT 
  WIS
  CHA   
  17 (+3)
  15 (+2)
  19 (+4)
  6 (-1)
  10 (+0)
   7 (-2)
  Skills Stealth +5
  Damage Resistances bludgeoning, piercing, and slashing 
  damage from nonmagical attacks that aren’t adamantine 
  Damage Immunities poison
  Condition Immunities exhausted, petrified, poisoned
  Senses darkvision 60ft., passive Perception 10
  Languages Terran
  Challenge 4 (700 XP)
  Stony Appearance. While a margoyle sits motionless, it 
  is indistinguishable from natural stone and can’t be 
  detected as alive by any means.
  Actions 
  Multiattack. Margoyles can make three attacks. Twice with 
  its claws, once with its bite, or it can gore once with its 
  horns instead of using its bite.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.; one 
  target. Hit: 7 (1d8 + 3) piercing damage.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one tar-
  get. Hit: 10 (2d6 + 3) slashing damage.
  Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one tar-
  get. Hit: 7 (1d8 + 3) piercing damage.
  Gargoyle, Scrimshaw
  The eerie humanoid-shaped creature is perched precariously on the 
  edge of the building. The light from the full moon glints off its alabaster-
  colored body, revealing intricate etchings along the surface. As it surveys 
  the land, the creature throws back its head and emits a piercing howl 
  into the night.
  Scrimshaw Gargoyle
  Medium construct, chaotic evil
   
  Armor Class 13
  Hit Points 58 (9d8 + 18)
  Speed 30 ft., fly 60 ft.
   
  STR
  DEX
  CON 
  INT
  WIS
  CHA
  12 (+1)
  16 (+3)
  14 (+2)
  6 (-2)
  11 (+0)
  7 (-2)
   
  Skills Stealth +5
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical weapons
  Damage Immunities thunder
  Condition Immunities paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Terran
  Challenge 3 (700 XP)
   
  Stony Appearance. The gargoyle is indistinguishable from 
  a statue and can’t be detected as alive by any means 
  while it remains motionless.
   
  
  126
  The Blight: Richard Pett's Crooked City
  ACTIONS
  Multiattack. The scrimshaw gargoyle bites once and attacks 
  once with its claws.
  Bite. Melee Weapon Attack: +5 to hit (reach 5 ft.; one crea-
  ture). Hit: 1d4 + 2 piercing damage. 
  Claws. Melee Weapon Attack: +5 to hit (reach 5 ft.; one 
  creature). Hit: 2d6 + 2 slashing damage.
  Shrieking Howl. By tilting its head up and forcing air through 
  its weathered bones, a scrimshaw gargoyle emits a high-
  pitched shriek. Creatures within 150 feet who hear the 
  shriek must make a successful DC 12 Wisdom saving throw 
  or become frightened for up to 1 minute. An affected 
  target can make another saving throw at the end of 
  their turn. A successful save results in the target not being 
  affected by the effect of the Shrieking Howl for 24 hours.
   
  ECOLOGY
  Environment urban (the Blight)
  Organization solitary, pair, or wing (3–12)
  The origin of these strangely carven sculptures in the city of Castorhage 
  is shrouded in the mystery of the past, but their existence is now well 
  known through its entirety. Originally created as mere constructs lacking 
  the status of truly living creatures, their exposure to eddies and currents of 
  malevolent energy among the city’s high places, over the years somehow 
  granted the missing spark of life.
  A scrimshaw gargoyle is meticulously crafted from painstakingly 
  carved whale bones joined together at the joint articulations. However, 
  these craftings were all completed centuries ago, and no new ones have 
  been constructed in the long years since. The existing scrimshaw gargoyles 
  are, therefore, all old, their whale bones weathered and discolored by time 
  and climate. Though it is thought that thousands of these creatures existed 
  upon the city’s rooftops in the distant past, it has been estimated that fewer 
  than 50 of them are now in existence, each of them recognizably distinct 
  with their individual unique markings. However, the thinking on this is 
  beginning to change as in recent months several new specimens have been 
  spotted upon the rooftops. These new gargoyles are clearly composed of 
  parts cannibalized from previously destroyed gargoyles. Most believe 
  the scrimshaw gargoyles, taken as a whole, are too dimwitted to produce 
  new members of the species. Some contemplate a secret cabal of magical 
  practitioners as responsible for this change; others theorize that certain 
  scrimshaw gargoyles have advanced much farther in their power and 
  understanding of magic and are somehow responsible. Whatever the 
  cause, it appears that the scrimshaw gargoyle population is on the rise for 
  the first time in living memory.
  It is thought that the scrimshaw gargoyles’ original progenitors built 
  the creatures to serve as guardians. To this end, the horrific shriek the 
  gargoyle emits probably originally served as an alarm. The gargoyle 
  generates the sound through careful fluting of the bones around its mouth, 
  and a supernatural means of passing air — even on still nights — through 
  the narrow structure. As the gargoyle evolved from a simple guardian to a 
  menace, however, its shriek also evolved. No longer a loud noise to alert 
  those nearby, now the shrieking howl is capable of striking fear into the 
  heart of the bravest man.
  A scrimshaw gargoyle stands just over 5 feet tall and weighs a mere 80 
  pounds.
  Copyright Notice
  Author John Ling, based on material by Richard Pett.
  Ghoul Pig
  Undead pigs with many of the attributes of ghouls, including a taste for 
  human flesh.
  Ghoul Pig
  Small undead, unaligned
  Armor Class 12 (natural armour)
  Hit Points 21 (6d6)
  Speed 30 ft.
   
   STR
  DEX
  CON 
  INT
  WIS
  CHA
  13 (+1)
  15 (+2)
  10 (+0)
  3 (-4)
  10 (+0)
  6 (–2)
   
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages None
  Challenge 1/2 (100 XP)
  ACTIONS
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  creature. Hit: 9 (2d6 + 2) piercing damage. If the target is 
  a creature other than an elf or another undead, it must 
  succeed on a DC 10 Constitution save or be paralyzed for 1 
  minute. The target van repeat the saving throw at the end of 
  each of its turns, ending the paralysis with a successful save.
  Giant Owlbear
  Much larger than the already large hybrid of owl and bear, the giant 
  owlbear is a fearsome predator with a piercing screech, a shaggy, thick 
  hide of fur covered by feathers, and the eyes of an owl.
  Giant Owlbear
  Huge monstrosity, unaligned
  Armor Class 15 (natural armour)
  Hit Points 80 (7d12 + 35)
  Speed 40 ft.
   
  STR
  DEX
  CON 
  INT 
  WIS
  CHA
  20 (+5)
  10 (+0)
  20 (+5)
  3 (-4)
  12 (+1)
  7 (–2)
   
  Skills Perception +3
  Senses darkvision 60 ft., passive Perception 13
  Languages None
  Challenge 6 (2,300 XP)
  Keen Sight and Smell. The owlbear has advantage on 
  Wisdom (Perception) checks that rely on sight or smell.
  ACTIONS
  Multiattack. The owlbear makes three attacks: one with its 
  beak and two with its claws.
  Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one crea-
  ture. Hit: 16 (2d10 + 5) piercing damage.
  Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one tar-
  get. Hit: 18 (3d8 + 5) slashing damage.
  Girallodile
  The girallodile has dirty green hide, mottled with wan, bone-like 
  extremities. It is partly leathery scales and partly furred, the fur clumping 
  in ugly growths about its limbs. It slithers lizard-like on its four lower legs, 
  but its upper body looks ape-like with four double-jointed arms spaced 
  oddly along its flanks. It has a wide crocodilian mouth set in a simian face, 
  and its body tapers to a scaled, elongated tail. 
  Girallodile
  Large monstrosity, unaligned
  Armor Class 14 (natural armour)
  Hit Points 114 (12d10 + 48)
  
  127
  GM Guide
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  11 (+0)
  19 (+4)
  6 (-2)
  13 (+1)
  6 (-2)
   
  Saving Throws Con +7
  Senses darkvision 120 ft., passive Perception 11
  Languages None
  Challenge 5 (1,800 XP)
  ACTIONS
  The girallodile makes two attacks: one with its bite and one 
  with its tail.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 12 (2d8 + 3) piercing damage. If the target is a crea-
  ture, it must succeed on a DC 15 Constitution saving throw 
  or be affected by a shaking palsy for 1d4+4 rounds, giving 
  disadvantage on all attacks and ability checks.
  Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one 
  target. Hit: 7 (1d8 + 3) bludgeoning damage. If the target 
  is Medium or smaller, it is grappled (escape DC 13) and 
  restrained until the grapple ends.
  Saw-tail. If a creature is grappled in the girallodile’s tail at 
  the beginning of the girallodile’s turn, the girallodile will 
  lash it around in the tail, causing damage from the sharp 
  scales. The creature automatically takes 10 (2d6 + 3) 
  slashing damage and must make a DC 14 Constitution 
  saving throw or be stunned until the end of the girallodile’s 
  next turn. The girallodile may then release the creature 
  and make a normal tail attack, or may hold onto the 
  creature to continue causing damage in the next round.
  Gloom Crawler
  This giant, squidlike beast has thirty to forty tentacles, each up to 30 
  feet long. From the end of each tentacle stares a small, round, lidless 
  eye with a stark blue pupil. The creature’s glossy flesh is inky-black with 
  a slightly paler underside centered around a vicious, beaked mouth of 
  monstrous size.
  Gloom Crawler
  Huge monstrosity, neutral
  Armor Class 12 (natural armor)
  Hit Points 159 (13d12 + 75)
  Speed 20 ft., climb 20 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA 
  20 (+5)
  14 (+2)
  20 (+5)
  4 (-3)
  12 (+1)
  2 (–4)
   
  Skills Perception +3, Stealth +3
  Damage Vulnerability Radiant
  Condition Immunities Prone
  Senses darkvision 60 ft., passive Perception 14
  Languages None
  Challenge 10 (5,900 XP)
   
  All-Around Vision. A gloomcrawler’s many eyes allow it 
  to scan quickly in all directions. Attackers never gain 
  advantage or bonus damage against it from the 
  presence of nearby allies. 
   
  Actions
  Multiattack. A gloom crawler attacks ten times with ten-
  tacles and bites once. Each tentacle can either slam or 
  constrict. 
  Bite. Melee Weapon Attack: +9 to hit (reach 5 ft.; one crea-
  ture grappled by the gloom crawler). Hit: 1d10 + 5 pierc-
  ing damage and the creature is dragged to the gloom 
  crawler’s mouth. 
  Tentacle Slam. Melee Weapon Attack: +9 to hit (reach 15 ft.; 
  one creature). Hit: 1d8 + 5 bludgeoning damage and the 
  target is grappled (Escape DC 16). 
  Constriction. Special Melee Attack: Automatic hit to one 
  creature already grappled by the gloom crawler at the 
  start of the gloom crawler’s turn. Hit: 1d8 + 5 bludgeoning 
  damage and the target is grappled and restrained.
  Golem, Lesser Flesh
  A creature staggers into view, a construct that is pieces of flesh carved 
  and assembled into a vaguely humanoid whole.
  Lesser Flesh Golem
  Medium construct, neutral
   
  Armor Class 9
  Hit Points 60 (8d8 + 24)
  Damage Immunities Lightning, poison; nonmagical, nonad-
  amantine weapons; charm, exhaustion, fright, paralysis, 
  petrification, poison
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  9 (-1)
  16 (+3)
  4 (-3)
  10 (+0)
  5 (-3)
   
  Senses darkvision 60 ft., passive Perception 10
  Languages understands the language of its creator but 
  can’t speak
  Challenge 3 (700 XP)
   
  Berserk. When a lesser flesh golem starts its turn with 26 or 
  fewer hit points, it has a 1-in-6 chance of going berserk. A 
  berserk golem attacks the nearest living creature it can 
  reach. The construct’s creator can regain control over the 
  golem, if he’s within 60 feet, by using an action and mak-
  ing a successful DC 15 Charisma (Persuasion) check.
  Fear of Fire. If the golem takes fire damage, it has disadvan-
  tage on attack rolls and ability checks until the end of its 
  next turn.
  Lightning Absorption. Each point of lightning damage that 
  hits the golem heals 1 hit point.
  Magic Resistance. A lesser flesh golem has advantage on 
  saving throws against magic. It is immune to effects that 
  would alter its form.
   
  ACTIONS
  Multiattack. The golem slams twice.
  Slam. Melee Weapon Attack: +5 to hit (reach 5 ft.; one 
  creature). Hit: 2d6 + 3 bludgeoning damage.
   
  ECOLOGY
  Environment any land
  Organization solitary or pair
  A lesser flesh golem is constructed from a whole cadaver or a number 
  of humanoid body parts stitched together into a single composite form. 
  It moves with a stiff-jointed gait as if not in complete control of its body. 
  A lesser flesh golem typically stands 6 feet tall and weighs 300 pounds.
  While most lesser flesh golems are mindless, some reanimate with a sliver 
  of sentience, and with that spark comes memories of a previous life. The head 
  and brain of such a lesser flesh golem must be just the right combination of 
  fresh enough and (in its previous life) strong-willed, and even then luck and 
  
  128
  The Blight: Richard Pett's Crooked City
  chance during the lesser flesh golem’s creation seem just as important in 
  retaining the creature’s mind. These sentient flesh golems have the same stats 
  as other lesser flesh golems, but can have Intelligence 6‒16.
  Lesser flesh golems cannot normally speak, but sentient lesser flesh 
  golems retain the knowledge of one language they knew in life (usually 
  Common). They have a difficult time expressing themselves in anything 
  more than simple terms, but, in most cases, a sense of horror at their 
  newfound state is easy to discern. With patient reeducation, they might be 
  able to regain much of their former intellect.
  Copyright Notice
  Author Pete Pollard, based on material by Richard Pett.
  Golem, Wood
  Medium construct, unaligned
  Armor Class 13
  Hit Points 102 (12d8 + 48)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  20 (+5)
  9 (–1)
  18 (+4)
  6 (–2)
  10 (+0)
  1 (–5)
   
  Damage Resistances bludgeoning and piercing from non-
  magical weapons
  Damage Vulnerabilities fire
  Damage Immunities poison
  Condition Immunities charmed, Exhaustion, Frightened, Par-
  alyzed, Petrified, Poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages understands the languages of its creator but 
  can’t speak
  Challenge 6 (2,300 XP)
   
  Alarm. The golem lets out a piercing howl that lasts for 6 
  rounds when anyone other than its creator enters the area 
  it is guarding (or comes within 50 feet of the golem). This 
  functions similar to the audible version of the alarm spell 
  and can be heard to a range of 100 feet.
  Immunity to Magic. A wood golem is immune to all magical 
  spells and effects, with the exception of spells that inflict 
  fire damage, which affect it normally but also inflict 
  double damage. A magical attack that deals cold 
  damage breaks any slow effect on the golem and heals 1 
  point of damage for every 3 points of damage the attack 
  would otherwise deal. If the amount of healing would 
  cause the golem to exceed its full normal hit points, it 
  gains any excess as temporary hit points. 
   
  Actions
  Multiattack. The wood golem makes two slam attacks.
  Slam. Melee Weapon Attack: +8 to hit (reach 5 ft.; one crea-
  ture). Hit: 15 (2d6 + 8) bludgeoning damage. 
  Splintering. As a free action, a wood golem can launch a 
  barrage of razor-sharp wooden splinters from its body in a 
  20-foot-radius burst. All creatures caught within this area 
  take 6d6 points of slashing damage (DC 12 Dexterity save 
  halves). Recharge 5–6.
  Grand Justice Ashleia
  Ashleia believes that all life is a riddle, and its form imperfect. She is 
  driven by the desire to create new lives and new forms; her tower is a 
  butchery of filleted flesh and stitches and knives where she works her foul 
  art aided — they say — by magic she found in the ancient libraries of 
  Between. Beyond her veiled form of aristocracy and beauty, her true form 
  has been demented by her work; her teats drip the acidic milk that is her 
  lifeblood (her mortal blood long since replaced during an obscene ritual 
  to achieve immortality). Her lust is fury, and she takes lovers simply to 
  suck dry, leaving nothing but dust from her excesses. 
  Her Resplendent Grand Justice,  
  the Mistress of Life’s Wondrous Varied 
  Forms, Grand Justice Ashleia
  Medium gynosphinx, neutral evil
  Armor Class 17
  Hit Points 136 (9d8)
  Speed 40 ft., fly 60 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  18 (+4)
  15 (+2)
  16 (+3)
  17 (+3)
  18 (+4)
  18 (+4)
   
  Skills Arcana +12, History +12, Perception +8, Religion +8
  Senses truesight 120 ft., passive Perception 18
  Languages any four languages
  Challenge 5 (1,800 XP)
  Inscrutable. Ashleia is immune to any effect that senses 
  emotions or reads thoughts, and scrying or divination spells 
  that she wishes to refuse. Wisdom (Insight) checks made in 
  an attempt to ascertain her sincerity are always made at 
  disadvantage.
  Magic Weapons. Ashleia’s weapon attacks are magical.
  Spellcasting. Ashleia is a 9th level spellcaster. Intelligence is 
  her spellcasting ability (spell save DC 16, +8 to hit with spell 
  attacks). She has the prepared the following spells from 
  the wizard spell list:
  Cantrips (at will): mage hand, mending, prestidigitation, ray 
  of frost; 
  1st (4 slots): chromatic orb, expeditious retreat, mage armor; 
  2nd (3 slots): alter self, hold person, knock; 
  3rd (3 slots): blink, fireball, slow; 
  4th (3 slots): polymorph, stoneskin; 
  5th (1 slot): telekinesis;
  ACTIONS
  Multiattack. Ashleia makes two attacks on her turn.
  Claws. Melee weapon attack: +8 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8+4) slashing damage.
  LEGENDARY ACTIONS
  Ashleia has access to three legendary actions. She may 
  choose from the options listed below. Only one legendary 
  action may be used at a time, and may only be used at 
  the end of another creature’s turn. At the start of her turn, 
  she regains the use of any spent legendary actions.
  Cast a Spell (3 actions).  Ashleia casts a spell from her list of 
  prepared spells.
  Claw Attack. Ashleia makes a melee attack with her claws.
  Teleport (2 actions). Ashleia magically teleports up to 120 ft. 
  to an unoccupied space, along with any equipment she is 
  carrying or wearing.
  
  129
  GM Guide
  Grand Justice Braken
  The dreadful Braken is the Master of Courts responsible for all 
  matters of law within the city. His fingers grope unseen in the dark as his 
  followers seek to advance the Illuminati in influence and terror. Braken 
  wants nothing less than utter conquest — the conquest of Heaven and 
  Hell. This need to rule paradise and enslave the Devil drives everything 
  Braken carries out.
  Grand Scribe of Castorhage, His Resplendent 
  Grand Justice Braken
  Medium doppelganger, lawful evil
  Armor Class 18 (plate)
  Hit Points 112 (15d8+45)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  18 (+4)
  15 (+2)
  16 (+3)
  10 (+0)
  12 (+1)
  15 (+2)
   
  Saving Throws Str +7, Dex +5, Con +6
  Skills Athletics +10, Intimidation +5
  Senses darkvision 60 ft., passive Perception 11
  Languages any one language (usually common)
  Challenge 5 (1,800 XP)
  Ambusher/ Surprise Attack. In the first round of combat, Brak-
  en has advantage on attack rolls against a creature he has 
  surprised and deals an extra 10 (3d6) damage on a suc-
  cessful hit. Any hit against a surprised creature is a critical.
  Brutality. Braken deals one extra damage die when 
  successful in hitting with a melee weapon (included in the 
  attack).
  Read Thoughts. While concentrating, Braken can read 
  thoughts within a 60-foot radius. He has advantage on 
  Wisdom (Insight) and Charisma (Deception, Intimidation, 
  Persuasion) checks vs his target while reading its thoughts.
  Shapechanger. Braken can use his action to polymorph into 
  a Small or Medium humanoid he has seen, or back into 
  his true form, which is humanoid. His statistics, other than 
  his size, are the same in each form. Any equipment he is 
  wearing or carrying isn’t transformed. He reverts to his true 
  form if he dies.
  ACTIONS
  Multiattack. Braken makes two attacks on his turn.
  Broadsword. Melee weapon attack: +7 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8+4) slashing damage.
  Shield Bash. Melee weapon attack: +7 to hit, reach 5 ft., one 
  target. Hit: 9 (2d4+4) bludgeoning damage. A medium or 
  smaller creature is required to make a DC 15 Strength save 
  or be knocked prone.
  Grand Justice Korsk
  Like all swyne, Korsk lives only for excess — in all forms. He wallows 
  in the feculence of his own corpulence, and his followers, who include 
  beasts and humanoids and devils, scour the hellholes of the city for new 
  vices to ensure that his Grand Justice does not get bored. He is terrible 
  when he grows bored. 
  His Resplendent Grand Justice Korsk, 
  Master of the Sinks
  Medium swyne†, chaotic evil
  Armor Class 12 (15 with mage armor)
  Hit Points 40 (9d8)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  9 (-1)
  14 (+2)
  11 (+0)
  17 (+3)
  12 (+1)
  11 (+0)
  Saving Throws Int +6, Wis +4
  Skills Arcana +6, History +6
  Senses passive Perception 11
  Languages any four languages
  Challenge 5 (1,800 XP)
   
  Magic Resistance. Korsk has resistance on saving throws 
  against spells and other magical effects.
  Spellcasting. Korsk is a 9th level spellcaster. Intelligence is 
  his spellcasting ability (spell save DC 14, +6 to hit with spell 
  attacks). Korsk has the prepared the following spells from 
  the wizard spell list:
  Cantrips (at will): friends, mage hand, mending, message; 
  1st (4 slots): charm person, mage armor, magic missile; 
  2nd (3 slots): hold person, invisibility, suggestion; 
  3rd (3 slots): fireball, haste, tongues; 
  4th (3 slots): dominate beast, stoneskin; 
  5th (2 slots): hold monster;
  ACTIONS
  Dagger. Melee or ranged attack: +2 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 3(1d6-1) piercing damage.
  Gremlin
  This creature resembles a goblin with long floppy ears, a 
  pinched wrinkled face, nasty claws, a mouth full of sharp teeth and 
  a wicked glint to its eyes.   
  Gremlin
  Small fey, chaotic evil   
  Armor Class 14 (natural armor)   
  Hit Points 7 (2d6)
  Speed 20 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA   
  7 (-2)
   14 (+2)
  10 (+0)
  14 (+2) 
  14 (+2)
  11 (+0)
   
  Skills Sleight of Hand +5, Stealth +4
  Senses passive Perception 16
  Languages Common, Goblin, Sylvan
  Challenge 1/2 (100 XP)
  Knot Expert. Anyone attempting a skill check to undo a knot 
  that has been tied by a gremlin does so with disadvan-
  tage.
  Sneak Attack (1/turn). The gremlin deals and extra 3 
  (1d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll, or when 
  the target is within 5 feet of an ally of the gremlin that 
  isn’t incapacitated and the gremlin doesn’t have 
  disadvantage on the attack roll.
  ACTIONS
  Multiattack. The gremlin makes two melee attacks, either 
  with its shortsword and bite or with its claws and bite.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) piercing damage 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.; one 
  
  130
  The Blight: Richard Pett's Crooked City
  target. Hit: 5 (1d4 + 3) slashing damage.
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage.
  Gryph 
  This small jet-black avian is about the size of an eagle. It has multiple 
  legs with wicked talons and a needle-like beak.
  Gryph
  Small monstrosity, neutral evil   
  Armor Class 12 (natural armor)   
  Hit Points 16 (3d6 + 6)
  Speed 30 ft., fly 50 ft.
   
  STR  
  DEX
  CON
    INT 
  WIS
  CHA   
  4 (-3)
  15 (+2)
  14 (+2)
  2 (-4) 
  12 (+1)
  7 (-2)
   
  Skills Stealth +3
  Senses darkvision 60 ft., passive Perception 11
  Languages none
  Challenge 1/2 (100 XP)
  Adhesive. The gryph adheres itself to anything that it 
  successfully hits with its talons. A creature that is adhered 
  to the gryph is also grappled by it (Escape DC 12). 
  Ability checks to escape the grapple are made at 
  disadvantage. 
  ACTIONS 
  Multiattack. The gryphh makes two attacks: one with 
  its beak and one with its legs.
  Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one tar-
  get. Hit: 5 (1d6 + 2) piercing damage.
  Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one tar-
  get. Hit: 5 (1d6 +2) slashing damage, and be subjected to 
  the Adhesive trait.
  Implant eggs. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 1 piercing damage and 1d4 eggs implant-
  ed and target must make a DC 12 Constitution saving 
  throw or be poisoned. If the save is made, the target’s 
  body rejects the eggs. Otherwise, the eggs hatch in 1d4 
  minutes and each hatched egg results in 1 (1d3) piercing 
  damage as the baby gryph burrows out. The hatching 
  can be prevented by a restoration (lesser or greater) spell 
  or a successful DC 12 Wisdom (Medicine) check. Once 
  the eggs hatch or are prevented from hatching, the poi-
  soned condition ends.
  Hazards
  This appendix lists hazards that can be encountered in The Blight. 
  Some of these can also be found in other areas, especially those with 
  overflowing filth, rampant disease, or insidious Between influence.
  Blight
  This peculiar lichen is ubiquitous to the city of Castorhage. Reports 
  of large infestations of it occur in the earliest city records, and it is from 
  this constant presence that the city has obtained its nickname. It is a leafy 
  foliose lichen with a dull gray coloring that is darker on the underside. Its 
  drab coloration makes it difficult to see from distances greater than 10 feet 
  in any conditions other than bright light; it’s noticed with a successful DC 
  12 Wisdom (Perception) check.
  Blight grows slowly except in total darkness, where it grows so rapidly 
  it can cover hundreds of feet in only a few hours. Infestations of the lichen 
  tend to pop up in the darkest of alleys or on heavily overcast or moonless 
  nights. The dwarves of the Underneath warn of caverns where the stuff 
  grows unchecked, forming drifts dozens of feet deep. Blight grows no 
  more rapidly in bright light than normal lichen, but it isn’t harmed by 
  bright light.
  Furthermore, some scholars speculate that the lichen might possess 
  some form of intelligence. They base this on the fact that when options for 
  growth exist toward and away from some living victim that the blight can 
  grow on, it always grows toward the living victim.
  Each 5-foot-square of blight has AC 5 and 16 (3d8) hit points. It is 
  resistant to nonmagical bludgeoning and slashing damage, immune to 
  piercing and psychic damage, and vulnerable to fire damage. 
  Blight is generally harmless to creatures that are aware of it, but its 
  dense, rapid growth in  darkness makes it very dangerous to a helpless 
  creature. If a helpless creature (asleep, drunk, paralyzed, etc.) is in an area 
  of total darkness that blight has access to, a thick, impervious layer of 
  lichen can grow completely over the creature in 1d6 rounds. This causes 
  no physical injury, but the creature is restrained and cut off from air; 
  when its breath runs out, it begins suffocating. The creature can break 
  free by using an action to make a successful DC 15 Strength (Athletics) 
  or Dexterity (Acrobatics) check. An adjacent ally can free the trapped 
  character with a Strength (Athletics) check, or by inflicting 15 slashing 
  damage to the blight. 
  If a victim is slain by blight or if it grows over the corpse of a living 
  creature, a truly remarkable quality of the growth is revealed. Whereas 
  most surfaces that the lichen uses as a substrate are unharmed by its 
  growth, the corpse of a living creature is absorbed in short order and will 
  be completely gone within hours, leaving nothing behind but inorganic 
  remnants such as belt buckles, swords and armor, gold fillings, etc. A Tiny 
  or smaller creature is totally obliterated in 15 minutes; a Small creature 
  disappears in 30 minutes, and a Medium creature in 1 hour. Large creatures 
  will be completely absorbed in 4 hours, and Huge creatures in 9 hours. 
  Gargantuan and Colossal creatures will be absorbed only if the blight is 
  able to completely cover it. If so, the corpses are absorbed in 16 and 36 
  
  131
  GM Guide
  hours, respectively. A creature absorbed by blight cannot be returned from 
  the dead by anything less powerful than true resurrection.
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett.
  Derange
  Derange is blamed for much of the unsavory behavior to be found in 
  The Blight, or at least folk find it convenient to believe it to be the source. 
  Derange is a condition brought on when the tiny earwig spider lays 
  its egg in the ear of a sleeping victim. The warmth of the victim’s body 
  causes the egg to hatch and the tiny earwig larva to burrow through the 
  eardrum and inner ear into motor control centers in the victim’s brain. 
  Once the larva has nested in this area, it creates a small cyst and begins 
  to draw nourishment from the hormones and chemical interactions within 
  while bathing these centers with chemicals of its own. The result is that 
  the victim’s personality changes, his alignment randomly shifting each 
  morning when he awakes (see table). The victim is still in control of his 
  actions, but these actions reflect the priorities and methods subscribed to 
  by this new alignment. At night, the victim often awakes in the midst 
  of sleep with a return to his original alignment and a full and sickening 
  awareness of the things he has been doing.
  This condition can be removed with lesser restoration or comparable 
  magic. Likewise, each morning upon awakening, the victim makes a 
  DC 13 Wisdom saving throw to resist the alignment-altering effect and 
  to function with normal alignment. After 1–3 weeks, the derange larva 
  matures into an earwig spider and exits the victim to begin the next stage of 
  its lifecycle. When this occurs, the victim must make a DC 8 Constitution 
  saving throw. If it succeeds, the victim recovers fully (though there may be 
  lasting repercussions from deeds done under different alignments; being 
  under the influence of derange is not recognized as a legal defense before 
  the Courts of Castorhage). If the saving throw fails, then the departing 
  earwig spider ruptures an artery in the victim’s skull as it crawls out of the 
  victim’s head; the victim bleeds to death internally in 2d4 rounds unless 
  magical healing halts the bleeding before then.
  1d10
  Alignment Shifts To
  1
  Lawful good
  2
  Neutral good
  3
  Chaotic good
  4
  Lawful neutral
  5
  Neutral
  6
  Chaotic neutral
  7
  Lawful evil
  8
  Neutral evil
  9
  Chaotic evil
  10
  Same as previous day
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett.
  Dislocating Larvae
  These tiny green larvae resemble tadpoles no larger than a pinhead, but 
  they can spawn in sufficient numbers in small pools of stagnant water to 
  give it a greenish tint. A full-grown dislocating larva resembles a green 
  hair 2 or 3 inches long. 
  When ingested, the larvae colonize the stomach of the victim, where 
  they begin reproducing within 1d6 hours in the digestive tract. As they 
  reach maturity, they feed on the surrounding tissue and migrate on 
  to nearby organs as they lay thousands of eggs. These hatch into even 
  more larvae, which continue the colonization. The pain causes terrible 
  convulsions in the victim that can be forceful enough to dislocate joints.
  The victim of a dislocating larvae infestation loses 1d4 points from 
  Constitution every day. When the victim’s Constitution has dropped to 
  half or less of its starting value, the victim is stunned by pain, unable to do 
  anything but writhe spasmodically. When the victim’s Constitution drops 
  to 4 or lower, the victim is incapacitated instead of stunned, and it feels an 
  overpowering need to seek out a body of stagnant water and drown in it (so 
  the larvae colony in the body can survive instead of dying with the host). 
  Any magic that cures diseases, kills all the larvae and eggs in the victim. Lost 
  Constitution points don’t recover normally but can be restored with magic.
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett.
  Second-Head Fluke
  This dreaded microscopic parasite is relatively common in the Lyme 
  River, and many fishermen have caught the sickness after accidentally 
  swallowing Lyme water. It can also be spread by physical contact with 
  those already afflicted. 
  This foul sickness manifests as a large, swollen tumor on the victim’s 
  shoulder that, over a period of 4–6 days, grows into a second, cankerous 
  head. This head is most horrible to look upon, consisting of disfigured and 
  distorted features, random tufts of hair, misplaced teeth, and dark patches 
  of melanoma. Despite its obvious disease origin, this head-like growth 
  uncannily resembles the victim, even in its distorted and horrifying state.
  Once a case of second-head fluke is contracted, madness and physical 
  decline are sure to follow. After the second head fully manifests, the 
  victim must make a successful DC 13 Wisdom saving throw each day or 
  lose 1d3 points of Wisdom. In addition, each day there is a 10% chance 
  that the victim loses 1 point of Constitution from the cancerous disease.
  When the victim’s Wisdom drops to half or less of its starting value, the 
  second-head fluke begins having more pronounced effects. The pseudo-
  head utters nonsensical vocal sounds as if trying to talk, and the head flops 
  about spasmodically at random times. In close quarters, the head tends to 
  flop toward nearby creatures, and anyone who comes in contact with it 
  or the host must make a successful DC 13 Constitution saving throw or 
  contract a second-head fluke infestation of their own. 
  Second-head fluke is notoriously difficult to cure. 
  • Stage 1: Before the pseudo-head has grown, lesser restoration 
  or comparable magic reverses the growth and cures the victim 
  completely. 
  • Stage 2: Once the pseudo-head has fully formed, the disease can be 
  cured by removing the head surgically, then casting lesser restoration. 
  The patient takes 2d6 slashing damage, and the surgeon must make 
  a DC 15 Wisdom (Medicine) check; only someone with proficiency 
  in Medicine can even attempt the procedure. Whether the operation 
  succeeded won’t be known until six days later; if a new, cancerous 
  head doesn’t grow, then the surgery succeeded. 
  • Stage 3: Once the victim’s Wisdom score is reduced to half or less of 
  its starting value, the disease can be cured only with surgery (as above) 
  and greater restoration or comparable magic. This casting of greater 
  restoration doesn’t restore lost Wisdom points, but a subsequent 
  casting does. The target dies if this reduces its Intelligence or Wisdom 
  to 0. Otherwise, the reduction lasts until the target finishes a short or 
  long rest.
  Lost Wisdom and Constitution points don’t recover normally but can 
  be restored with magic. 
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett.
  
  132
  The Blight: Richard Pett's Crooked City
  Herald at the Threshold
  A thing of sublime chaos, this creature seems to have no set form yet 
  is composed of flaccid skin and a trio of grasping, tentacle-like limbs. 
  Its form is partially made of boiling emotions that clothe the thing in 
  waxy flesh. Its great limbs grip at its surroundings, lacerating stone in its 
  grasp, while some sort of fetid opening surrounded by moist bones rises 
  to a set of horns like demented curved instruments through which an 
  agonizing, grating scream tears. 
  Herald at the Threshold
  Large aberration (adult Between), neutral
   
  Armor Class 17 (natural armor)
  Hit Points 102 (12d10 + 36)
  Speed 30 ft., climb 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  18 (+4)
  16 (+3)
  8 (-1)
  13 (+1)
  18 (+4)
   
  Saving Throws Dex +9, Con +8, Wis +6
  Skills Perception +4
  Damage Resistances cold, fire, force, lightning, poison; 
  bludgeoning, piercing, and slashing from nonmagical 
  weapons
  Condition Immunities charmed, frightened
  Senses blindsight 90 ft., passive Perception 14
  Languages understands Deep Speech but can’t speak
  Challenge 15 (13,000 XP)
   
  Absorb. If a creature with 0 hit points fails a death saving 
  throw while a herald at the threshold is in the same 
  space with it, that creature dies and its body is entirely 
  absorbed into the herald’s. The herald gains temporary 
  hit points equal to the creature’s Constitution score. 
  If the herald is subsequently killed, enough of an 
  absorbed creature’s corpse can be recovered for a 
  spell such as resurrection to work, but not revivify or raise 
  dead.
  Dimensional Mastery. A herald at the threshold can cast 
  dimension door as a bonus action. 
  Dislocated. The herald at the threshold’s form is made up 
  of its memories, which shift and change. The creature is 
  continually under the effect of a blur spell (attacks against 
  it are made with disadvantage unless the attacker has 
  blindsight, truesight, or an equivalent). The herald can 
  suppress or reactivate this ability at will as a bonus action.
  Immune to Transformation. A herald at the threshold is 
  immune to any effect that would alter its form..
  Magic Resistance (1/day). When the herald fails a saving 
  throw, it can choose to succeed instead. 
  Innate Spellcasting. The herald at the threshold can use 
  the following spell-like abilities, using Charisma as its 
  casting ability (DC 16). The herald doesn’t need material 
  components to use these abilities. 
  At will: dimension door, freedom of movement
  3/day each: blink, counterspell
  1/day each: invisibility (self only, duration 1 minute), 
  resilient sphere
   
  ACTIONS
  Multiattack. The herald attacks three times with its claws.
  Claw. Melee Weapon Attack: +10 to hit (reach 5 ft.; one 
  creature). Hit: 2d6 + 5 slashing damage. If two claw 
  attacks hit the same target on the herald’s turn, that 
  target takes an additional 3d6 slashing damage and gains 
  1 level of exhaustion.
  Overwhelming Mind (recharge 5-6). The herald projects 
  a telepathic assault in a 30-foot cone. Creatures in the 
  cone must make a successful DC 17 Wisdom saving 
  throw or be paralyzed for 1 minute. A paralyzed creature 
  repeats the saving throw at the end of its turn, ending the 
  effect on itself with a success. In addition, creatures that 
  attempt to make mental contact with a herald, whether 
  telepathically or through spells such as detect thoughts or 
  dominate monster, are immediately subject to this attack.
  Preternatural Horror (1/day). The herald reveals the full horror 
  of itself to the minds of nearby creatures. All creatures 
  within 60 feet of the herald must make a successful DC 17 
  Wisdom saving throw or be afflicted with madness. If the 
  result of the saving throw is 12-16, the creature suffers a 
  short-term madness; 7-11 results in long-term madness; 6 
  or less results in indefinite madness. No line of sight or visual 
  contact is needed for this attack to work.
  Screaming Pipes (1/day). The herald emits a psyche-blasting 
  shriek through its hornlike appendages. All creatures within 
  30 feet of the herald and capable of hearing it must make 
  a DC 16 Wisdom saving throw. If the saving throw fails, 
  the creature is stunned for 1d4 rounds and permanently 
  deafened; if it succeeds, the creature is deafened for 1d4 
  rounds and incapacitated until the end of its next turn.
  LEGENDARY ACTIONS
  The herald at the threshold can take up to three legendary 
  actions per round. Legendary actions are taken at the 
  end of another creature’s turn, and only one can be 
  taken after each turn. 
  Cast Spell. The herald casts an at-will spell.
  Claw. The herald makes a claw attack.
  Multiattack (costs 2 actions). The herald makes three claw 
  attacks.
  ECOLOGY
  Environment any (Between)
  Organization solitary
  Born by the Beautiful to serve her needs as keepers of her thresholds 
  from Between, the heralds are creatures that defy mortal and mundane 
  reference.
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  Hyme
  Superficially it could be a horse — certainly there is some horse in 
  it — but the resemblance is unnatural. It’s a dark thing, a thing the eye 
  finds difficult to rest upon, with the anger and musk of a horse, but the 
  shape is wrong. Its head is dark and long, and slaver drools from it onto 
  the ground. And though it tosses its head like a horse, it has barbed teeth 
  in its jaw.
  Hyme
  Large aberration (larval Between), unaligned
   
  Armor Class 13 (natural armor)
  Hit Points 30 (4d10 + 8)
  Speed 60 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  13 (+1)
  14 (+2)
  2 (-4)
  11 (+0)
  7 (-2)
   
  Senses darkvision 30 ft., passive Perception 10
  Languages none
  
  133
  GM Guide
  Challenge 2 (450 XP)
   
  Dislocated. The hyme’s form is made up of memories, which 
  shift and change. The creature is continually under the 
  effect of a blur spell (attacks against it are made with 
  disadvantage unless the attacker has blindsight, truesight, 
  or an equivalent). The hyme can suppress or reactivate 
  this ability at will as a bonus action.
  Distorted. A hyme’s internal anatomy varies from individual 
  to individual and seldom makes any biological sense. 
  Critical hits against a hyme do a flat +1 damage but don’t 
  roll damage dice twice.<RULE>
  Musk of Fear (1/day). As a bonus action, a hyme emits an 
  unpleasant musk. All breathing creatures within 30 feet 
  must succeed on a DC 12 Constitution saving throw or be 
  poisoned while  within 30 feet of the hyme. The effect lasts 
  1 minute. A creature that spends its entire turn more than 
  30 feet from the hyme repeats the saving throw, ending 
  the effect on itself with a success. Other hymes and their 
  masters are immune. Beasts have a -2 modifier on the 
  saving throw; horses save with disadvantage.
   
  ACTIONS
  Multiattack. The hyme bites once and attacks once with its 
  hooves.
  Bite. Melee Weapon Attack: +6 to hit (reach 5 ft.; one 
  creature). Hit: 1d4 + 4 piercing damage.
  Hooves. Melee Weapon Attack: +6 to hit (reach 5 ft.; one 
  creature). Hit: 2d6 + 4 bludgeoning damage.
  Bray of Terror (recharge 5-6). All creatures within 60 of the 
  hyme and that can hear it must make a successful DC 
  12 Wisdom saving throw or be frightened of the hyme for 
  1d4 rounds. Other hymes and their masters are immune. 
  Beasts have a -2 modifier on the saving throw; horses save 
  with disadvantage. A creature that saves successfully is 
  immune to Bray of Terror for 24 hours.
   
  ECOLOGY
  Environment plains, swamp (Between)
  Organization solitary, pair, or herd (3–12)
  The first hyme came about one terrible night when a creature from 
  Between was captured and held in a stable. Whilst the greedy captors 
  sought to sell their prize to those who collect such creatures in peculiar 
  menageries, something terrible happened, and when the hunters returned 
  they simply found the creature gone and the horses within mad with terror. 
  Cursing their bad luck, the hunters looked for new prey. A few months 
  later, each mare in the stable birthed a horrible dark thing that resembled 
  a foal but was certainly not of this world. The hunters went back to their 
  original purchaser with their new creatures and sold them. These were the 
  first hymes.
  Between-Horses. A bastard union of the Between and the horse, the 
  hyme combines the qualities of a horse with the aggression of a Between 
  creature. They are hard to tame, but not impossible, and broken ones now 
  regularly pull coarse cabs around the city. Initially, such terrible dray were 
  the exclusive property of those aristocrats who could afford them, but 
  their prodigious appetites created more hymes from unions with mares 
  (hymes are born to both hyme-hyme and hyme-horse parents). They are 
  now seen regularly, but most often on dark nights.
  Rare Commodities. Hymes command very high prices, and are 
  extremely rare to find for sale. Occasionally, one becomes available, but 
  generally only particular dealers — such as Groppit, Swift & Humb: Hyme 
  Dealers by Royal Appointment — sell them. A hyme sells for 6,500 gp.
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  Iron Cobra
  The iron cobra is a construct that resembles a small, 3-foot long cobra. Its 
  eyes give it an evil and determined—and almost intelligent—look. The iron 
  cobra is most often used to guard a treasure or to act as a bodyguard for its 
  creator, though on some occasions it can be ordered to track down and slay 
  any creature who is within 1 mile and whose name is known by the maker.
  Iron Cobra
  Small construct, unaligned
  Armor Class 20
  Hit Points 25 (5d6 + 10)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  16 (+3)
  15 (+2)
  6 (–2)
  10 (+0)
  2 (–4)
   
  Skills Perception +3
  Damage Resistances fire, thunder
  Damage Immunities poison
  Condition Immunities exhaustion, frightened, poisoned, 
  prone, stunned, unconscious
  Senses darkvision 60 ft., passive Perception 15
  Languages None
  Challenge 1 (200 XP)
  Find Target. Once per day, an iron cobra’s creator can 
  order it to find and kill a specific creature within 1 mile, 
  which it finds unerringly. The creator must have seen, or be 
  holding, an item from the specified target.
  Poison Reservoir (Recharge 5-6). An iron cobra’s bite injects 
  poison from a hidden reservoir within its body, which 
  produces the poison. The cobra’s poison does not need 
  to recharge until it has successfully bitten three times. The 
  mechanism does not function if it is removed from the 
  mechanism.
  ACTIONS
  Bite. Melee Weapon Attack: +4 to hit (reach 5 ft.; one crea-
  ture). Hit: 8 (1d6 + 2) piercing damage. If the bite injects 
  poison, the target suffers an additional 1d6 points of poi-
  son damage and must make a DC 15 saving throw or be 
  poisoned for 2 hours.
  
  134
  The Blight: Richard Pett's Crooked City
  Ivor Grast
  Like his twin sister, Ivor Grast was touched by Between while still in 
  the womb and is trapped in hybrid form. He is strong, but his musculature 
  is misshapen, and it looks as though he has been racked until his limbs 
  popped from their sockets and then twisted in different directions. 
  His terrible, physical deformities are partially concealed beneath a 
  ludicrously foppish outfit of silks, satins, and lace assembled around a 
  breastplate of black-enamelled metal. His head is similarly elongated and 
  twisted. A misshapen jaw forces his drooling mouth to the right side of his 
  face, and both beady, red, rat-like eyes to the left. He slurps and gulps as 
  spools of ropey saliva drip down his side, an Adam’s apple the size of a fist 
  distending the stretched skin of his long neck. Yet for all this malformation, 
  he moves with unsettling agility and power, his outsized hands hefting a 
  serrated sword that bears cruel hooks and barbs along its blade.
  Ivor Grast
  Small male halfling shapechanger (wererat), chaotic evil
  Armor Class 16 (mithral breastplate)
  Hit Points 110 (15d6 + 45)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA
  18 (+4)
  17 (+3)
  16 (+3)
  8 (-1)
  14 (+2)
  10 (+0)
   
  Saving Throws Str +7, Dex +6, Con +6
  Skills Athletics +7, Intimidation +3, Perception +5
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks not made with silvered weapons
  Senses passive Perception 15
  Languages Common, Halfling, River Cant, Thieves Cant
  Challenge 6 (2,300 XP)
  Filth Fever. A creature with filth fever becomes sick within 
  1d4 days of being infected. At that time, the creature 
  gains 1 level of exhaustion. It also regains only half the usu-
  al number of hit points from spending Hit Dice and no-hit 
  points from resting. Once symptoms appear, the infected 
  creature must make a DC 16 Constitution saving throw 
  after every long rest. If it fails, the creature gains 1 level of 
  exhaustion, but if it succeeds, the creature loses 1 level of 
  exhaustion. The disease is cured when the creature has no 
  levels of exhaustion left.
  Keen Smell. Ivor has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Shapechanger. Ivor can use his action to polymorph into 
  a rat-humanoid hybrid or into a giant rat, or back into 
  his true form, which is humanoid. His statistics, other than 
  his size, are the same in each form. Any equipment he is 
  wearing or carrying isn’t transformed. He reverts to his true 
  form if he dies.
  Martial Advantage. Once per turn, Ivor can deal an extra 7 
  (2d6) damage to a creature he hits with a weapon attack 
  if that creature is within 5 feet of one of Ivor’s allies that 
  isn’t incapacitated.
  ACTIONS
  Multiattack. Ivor makes two melee attacks with Shatterspike, 
  or one attack with Shatterspike and one bite attack. If 
  attacking from range, Ivor can make two attacks with his 
  shortbow.
  Shatterspike. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one creature. Hit: 9 (1d8 + 4) slashing damage, and they 
  must make a DC 12 Constitution saving throw or also suffer 
  5 (1d10) points of damage from bleeding. 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 4) piercing damage. If the target is a human-
  oid, it must succeed on a DC 15 Constitution saving throw 
  or be cursed with wererat lycanthropy.
   Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 
  ft., one target. Hit: 7 (1d6 + 3) piercing damage.
   
  Unusual Equipment: Shatterspike
  Shatterspike
  Weapon (longsword), very rare (requires attunement)
  You gain a +1 bonus to attack and damage rolls made with this magic 
  weapon. When you successfully hit with this weapon, the target must 
  make a DC 12 Constitution saving throw or begin to bleed profusely. The 
  target loses 5 (1d10) hit points from bleeding at the start of each of its 
  turns for 1 minute, unless a DC 12 Wisdom (Medicine) check is made to 
  staunch the bleeding or until the target receives magical healing. 
  Treasure:  Shatterspike, potion of greater healing, shortbow with 20 
  arrows, courtiers outfit, mithral breastplate, 47 gp, 10 pp
  Ivy
  Ivy plays a role in the Levee Adventure.
  Ivy
  Medium construct, neutral
  Armor Class 13 (natural armor)
  Hit Points 65 (10d8 + 20)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA
  18 (+4)
  11 (+0)
  15 (+2)
   8 (-1)
  11 (+0) 
  4 (-3)
   
  Damage Resistances lightning, poison; bludgeoning, pierc-
  ing, and slashing from nonmagical attacks not made with 
  adamantine weapons
  Senses darkvision 60 ft., passive Perception 10
  Languages Common
  Challenge 5 (1,800 XP)
  Fear of Fire. If Ivy takes fire damage, she has disadvantage 
  on attack rolls and ability checks until the end of her next 
  turn.
  Lightning Absorption. For each point of lightning damage 
  taken, Ivy heals 1 hit point.
  Magic Resistance. Ivy has advantage on saving throws 
  against spells and other magical effects.
  Immutable Form. Ivy is immune to any spell or effect that 
  would alter its form.
  Reckless. At the start of her turn, Ivy can gain advantage on 
  all melee weapon attack rolls during that turn, but attack 
  rolls against her have advantage until the start of her next 
  turn. 
  ACTIONS
  Multiattack. Ivy makes two slam attacks.
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  creature. Hit: 11 (2d6 + 4) bludgeoning damage. 
  Jacob Moil
  Handsome, clever, and fair, Jacob Moil is an anarchist leader met 
  in L8: Apotheosis.
  Jacob Moil
  Medium human, chaotic neutral
  Armor Class 16 (leather armour)
  Hit Points 52 (8d8+16)
  
  135
  GM Guide
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA
  13 (+1)
  18 (+4)
  15 (+2)
  12 (+1)
  14 (+2)
  10 (+0)
   
  Saving Throws Dex +7, Int +4
  Skills Acrobatics +7, Athletics +4, Perception +5, Sleight of 
  Hand +7, Stealth +7
  Senses passive Perception 15
  Languages Common, Thieves’ cant
  Challenge 5 (1,800 XP)
  Cunning Action. On each of his turns, Jacob can use a 
  bonus action to take the Dash, Disengage, or Hide action.
  Evasion. When Jacob is subjected to an effect that allows 
  him to make a Dexterity saving throw to take only half 
  damage, he instead takes no damage if the save is 
  successful, and only half damage if the roll is a failure.
  Sneak Attack. Once per turn, Jacob can deal an extra 
  4d6 damage to one creature he hits with an attack if 
  he has advantage on the attack roll. The attack must 
  use a finesse or a ranged weapon. Jacob doesn’t need 
  advantage on the attack roll if one of his allies is within 5 
  feet of the target, that ally isn’t Incapacitated, and Jacob 
  doesn’t have disadvantage on the attack roll.
  ACTIONS
  Multiattack. Jacob can make three attacks with either his 
  shortsword or his light crossbow per turn.
  Shortsword +2. Melee Weapon Attack: +9 to hit (reach 5 ft.; 
  one creature). Hit: 8 (1d8 + 4) bludgeoning damage.
  Light Crossbow. Ranged Weapon Attack: +5 to hit, range 
  80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
  Treasure: Jacob has a potion of invisibility, a potion of gaseous form, 
  and a shortsword +2 (already incorporated into his actions).
  Justice Alfor Quent
  Quent believes himself to be his goddess’s living messenger, sent to 
  give release to the poor, the sick, and the humble by eradicating them 
  with his vermin followers. Culmus is the patriarch of the strictly pious 
  Culmus family. Unlike many nobles, Culmus practices what he preaches.
  Justice Alfor Quent, the Lord Culmus, 
  Master of Humours
  Medium alchymic-undying human, lawful evil
  Armor Class 18 (plate)
  Hit Points 117 (18d8+36)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  16 (+3)
  10 (+0)
  14 (+2)
  11 (+0)
  17 (+3)
  13 (+1)
   
  Saving Throws Con +6, Wis +4
  Skills Intimidation +5, Religion +4
  Senses passive Perception 13
  Languages Common, Elvish
  Challenge 9 (5,000 XP)
  Spellcasting. Alfor is a 9th-level spellcaster. Wisdom is his 
  spellcasting ability (spell save DC 15, +7 to hit with spell 
  attacks). He knows the following spells from the cleric spell 
  list:
  Cantrips (at will): light, mending, sacred flame, spare the 
  dying;  
  1st (4 slots): divine favor, guiding bolt, healing word, shield 
  of faith;  
  2nd (3 slots): lesser restoration, magic weapon, prayer of 
  healing, silence, spiritual weapon;  
  3rd (3 slots): beacon of hope, clairvoyance, dispel magic, 
  revivify, spirit guardians, water walk;  
  4th (3 slots): banishment, freedom of movement, guardian 
  of faith, stoneskin;
  5th (1 slot): flamestrike, mass cure wounds, hold monster;
  ACTIONS
  Multiattack. Alfor makes two attacks on his turn.
  Maul. Melee weapon attack: +7 to hit, reach 5 ft., one tar-
  get. Hit: 10 (2d6+3) bludgeoning damage.
  Justice Anisse Capprico
  Anisse is the senior witch in the Great Coven. She is noted for her 
  peacock-feather gowns.
   Her Resplendent Justice Anisse Capprico, 
  Lady of Beverages
  Medium human, lawful evil
  Armor Class 12 (15 with mage armor)
  Hit Points 78 (12d8+24)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  10 (+0)
  14 (+2)
  15 (+2)
  12 (+1)
  12 (+1)
  18 (+4)
   
  Saving Throws Wis +4, Cha +7
  Skills Arcana +4, Deception +7, Persuasion +7, Religion +4
  Damage Resistances non-magical slashing damage not 
  made with silvered weapons
  Senses darkvision 60 ft., passive Perception 11
  Languages any two languages (usually Abyssal or Infernal)
  Challenge 7 (2,900 XP)
  Blessing of the Coven (recharges after a short or long rest). 
  Anisse can choose to add 1d10 to an ability check or sav-
  ing throw. The decision can be made after the initial roll, 
  but must be made before the outcome is determined.
  Innate Spellcasting. Anisse’s spellcasting ability is Charisma, 
  and she requires no material components for the following 
  spells (spell save DC 15):
  At will: disguise self, false life, mage armour (self only), silent 
  image, speak with animals;
  1/day each: conjure fey;
  Spellcasting. Anisse is a 17th-level spellcaster. Charisma is 
  her spellcasting ability (spell save DC 15, +7 to hit with spell 
  attacks). She regains any expended spell slots after finish-
  ing a short or long rest. She knows the following spells:
  Cantrips (at will): eldritch blast, fire bolt, friends, mage hand, 
  minor illusion, prestidigitation, shocking grasp;  
  Spells (4 5th-level slots): banishment, burning hands, blink, 
  charm person, faerie fire, flame strike, hellish rebuke, 
  magic circle, scorching ray, scrying, stinking cloud, 
  suggestion, wall of fire;
  ACTIONS
  Mace. Melee weapon attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d6) bludgeoning damage plus 10 (3d6) fire 
  damage.
  
  136
  The Blight: Richard Pett's Crooked City
  Justice Blackbriar
  Blackbriar is an obsessive explorer of the Between and collector of 
  Between animals who dwells high in the Capitol.
  His Grace, the Master of Lanterns,  
  Justice Blackbriar
  Medium human, neutral good
  Armor Class 14 (studded leather)
  Hit Points 52 (8d8+ 16)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  11 (+0)
  18 (+4)
  14 (+2)
  12 (+1)
  17 (+3)
  11 (+0)
   
  Saving Throws Dex +5, Wis +6
  Skills Perception +4, Nature +6
  Senses passive Perception 13
  Languages any two languages
  Challenge 6 (2,300 XP)
  Spellcasting. Blackbriar is a 6th-level spellcaster. Wisdom is 
  his spellcasting ability (spell save DC 14, +6 to hit with spell 
  attacks). He has the prepared the following spells from the 
  druid spell list:
  Spells (slots): 
  Cantrips (at will): druidcraft, poison spray, produce flame, 
  shillelagh;
  1st (4 slots): charm person, entangle, spider climb, 
  thunderwave, web; 
  2nd (3 slots): barkskin, flame blade, spike growth; 
  3rd (3 slots): call lightning, dispel magic, gaseous form, 
  stinking cloud, wind wall;
  Wildshape. Blackbriar can assume a wild shape in the same 
  manner as a druid of 6th level.
  ACTIONS
  Multiattack. Weld makes two attacks on his turn.
  Scimitar. Melee weapon attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6+2) slashing damage.
  Sling. Ranged weapon attack: +4 to hit, range 30/120 ft., 
  one target. Hit: 6 (1d4+4) bludgeoning damage.
  Justice Burr
  Burr is a hoarder of curios and magic who sponsors exploration, 
  protection, and theft across the city. He is presently charged as chief jurist 
  of the Barnacles and Great Docks.
  Justice Burr, Lord Protector of the City, 
  a.k.a. the Collector
  Medium alchymic-undying human, neutral evil
  Armor Class 16 (studded leather)
  Hit Points 84 (13d8+26)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  11 (+0)
  18 (+4)
  14 (+2)
  11 (+0)
  11 (+0)
  12 (+1)
   
  Skills Acrobatics +7, Athletics +3, Perception + 3, Sleight of 
  Hand +7, Stealth +7
  Senses passive Perception 13
  Languages Common, Thieves’ Cant
  Challenge 5 (1,800 XP)
  Cunning Action. On each turn, Burr may take the Dash, Dis-
  engage, or Hide action as a bonus action.
  Evasion. If Burr is required to make a Dexterity saving throw 
  to take half damage, he takes no damage on a success-
  ful save, and half damage on a failed save.
  Sneak Attack (1/turn). Burr’s attack deals an extra 14(4d6) 
  damage when he hits with a weapon attack, as long as 
  he has advantage on the attack roll, or there is an ally 
  who is not incapacitated within 5 feet of the target, and 
  as long as Burr does not have disadvantage on the attack 
  roll.
  ACTIONS
  Multiattack. Burr makes two attacks on his turn.
  Shortsword. Melee weapon attack: +7 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6+4) piercing damage.
  Light Crossbow. Ranged weapon attack: +7 to hit, range 
  80/320 ft., one target. Hit: 8 (1d8+4) piercing damage.
  REACTIONS
  Uncanny Dodge. As a reaction, Burr can halve the damage 
  of an attack that hits him, as long as he can see his 
  attacker.
  Justice Lucrezia Elisabeth Sullage
  Her paper-skin is faded, unlike her wits, which are as sharp as a dagger. 
  She has created a dynasty of art adoration, and her home is flung open to 
  genius, the lost, and the insane. One wing of her mansion is set aside as 
  a prison and surgery, within which her children help her create living art 
  through homunculi-stitching and golem-wifery.
  Justice Lady Lucrezia Elisabeth Sullage, 
  a.k.a. the Grand Seamstress
  Medium alchymic-undying human, neutral evil
  Armor Class 12 (15 with mage armor)
  Hit Points 78 (12d8+ 24)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  9 (-1)
  14 (+2)
  14 (+2)
  17 (+3)
  14 (+2)
  11 (+0)
   
  Saving Throws Int +7, Wis +5
  Skills Arcana +7, History +7
  Senses passive Perception 12
  Languages any four languages
  Challenge 9 (5,000 XP)
  Spellcasting. Lucrezia is a 12th-level spellcaster. Intelligence 
  is her spellcasting ability (spell save DC 15, +7 to hit with 
  spell attacks). She has the prepared the following spells 
  from the wizard spell list:
  Cantrips (at will): chill touch, dancing lights, mage hand, 
  mending;  
  1st (4 slots): false life, mage armor, ray of sickness;  
  2nd (3 slots): blindness/deafness, ray of enfeeblement, 
  web;  
  3rd (3 slots): animate dead, bestow curse, vampiric touch;  
  4th (3 slots): blight, dimension door, stoneskin;
  5th (2 slots): Bgy’s hand, cloudkill;
  6th (1 slot): circle of death;
  
  137
  GM Guide
  ACTIONS
  Dagger. Melee or ranged attack: +2 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing 
  damage.
  Withering Touch. Melee spell attack: +7 to hit, one target.  
  Hit: 14 (4d6) necrotic damage.
  Justice Mallam Fetter
  Judge Lord Justice Mallam rules the Asylum with an iron fist.
   Judge Lord Justice Mallam Fetter
  Medium human, lawful evil
  Armor Class 15 (chain shirt)
  Hit Points 52 (8d8+ 16)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA
  11 (+0)
  18 (+4)
  14 (+2)
  17 (+3)
  12 (+1)
  11 (+0)
  Saving Throws Dex +5, Int +6
  Skills Perception +4, Stealth +6
  Senses darkvision 60 ft., passive Perception 11
  Languages any two languages
  Challenge 6 (2,300 XP)
  Spellcasting. Fetter is a 6th-level spellcaster. Intelligence is 
  his spellcasting ability (spell save DC 14, +6 to hit with spell 
  attacks). He has the following wizard spells prepared:
  Cantrips (at will): acid splash, chill touch, message, poison 
  spray
  1st (4 slots): burning hands, magic missile, ray of sickness, 
  unseen servant
  2nd (3 slots): misty step, phantasmal force, ray of 
  enfeeblement
  3rd (3 slots): bestow curse, fear, vampiric touch;
  ACTIONS
  Multiattack. Fetter makes two attacks on his turn.
  Longsword. Melee weapon attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d8) slashing damage.
  Crossbow, light. Ranged weapon attack: +7 to hit, range 
  80/320 ft., one target. Hit: 8 (1d8+4) piercing damage.
  Justice Scapegrace Wrye
  Scapegrace is a master at finding information.
   His “Royal Highness” Duke Scapegrace 
  Wrye, Justice of Alleys, Streets, and Ways
  Medium human, lawful evil
  Armor Class 12
  Hit Points 27 (6d8)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  10 (+0)
  15 (+3)
  10 (+0)
  12 (+1)
  14 (+2)
  16 (+3)
   
  Skills Acrobatics +7, Athletics +3, Perception + 3, Sleight of 
  Hand +7, Stealth +7
  Senses passive Perception 13
  Languages Common, Thieves’ Cant
  Challenge 1 (200 XP)
  Cunning Action. On each turn, Scapegrace may take the 
  Dash, Disengage, or Hide action as a bonus action.
  Sneak Attack (1/turn). Scapegrace’s attack deals an extra 
  7(2d6) damage when he hits with a weapon attack, as 
  long as he has advantage on the attack roll, or there is an 
  ally who is not incapacitated within 5 feet of the target, 
  and as long as Scapegrace does not have disadvantage 
  on the attack roll.
  ACTIONS
  Multiattack. Scapegrace makes two attacks on his turn.
  Shortsword. Melee weapon attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6+2) piercing damage.
  Hand Crossbow. Ranged weapon attack: +4 to hit, range 
  30/120 ft., one target. Hit: 5 (1d8+2) piercing damage.
  Justice Shank
  Shank is an ally of the Family who aims to make the Blight a wererat 
  metropolis.
  His Magnificence Justice Shank,  
  Lord of the River
  Medium male human (wererat), neutral, evil
  Armor Class 16 (studded leather, shield)
  Hit Points 112 (15d8+45)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  18 (+4)
  15 (+2)
  16 (+3)
  10 (+0)
  12 (+1)
  15 (+2)
   
  Saving Throws Str +7, Dex +5, Con +6
  Skills Athletics +10, Intimidation +5
  Senses passive Perception 11
  Languages Any one language (usually common)
  Challenge 5 (1,800 XP)
  Brutality. Shank deals one extra damage die when successful 
  hitting with a melee weapon (included in the attack).
  Keen Smell. Wisdom (Perception) checks that rely on smell 
  are made at advantage.
  Shapechanger. Shank can use his action to polymorph into 
  a rat-humanoid hybrid or into a giant rat, or back into 
  his true form, which is humanoid. His statistics, other than 
  his size, are the same in each form. Any equipment he is 
  wearing or carrying isn’t transformed. He reverts to his true 
  form if he dies.
  ACTIONS
  Multiattack. Shank makes two attacks on his turn.
  Bite (Hybrid or Rat Form Only). Melee weapon attack: +7 to 
  hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing dam-
  age. If the target is a humanoid, it must succeed on a DC 
  11 Constitution saving throw or be cursed with wererat 
  lycanthropy.
  Shield Bash. Melee weapon attack: +7 to hit, reach 5 ft., one 
  target. Hit: 9 (2d4+4) bludgeoning damage. A medium or 
  smaller creature is required to make a DC 15 Strength save 
  or be knocked prone.
  War Pick. Melee weapon attack: +7 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8+4) piercing damage.
  REACTIONS
  Parry. When wielding a melee weapon, Shank can add 3 to 
  
  138
  The Blight: Richard Pett's Crooked City
  his AC as a reaction against one melee attack that would 
  otherwise hit. He must be wielding a melee weapon and 
  be able to see the attacker.
  Justice Skathen Spalpeen
  Skathen Spalpeen, is a recent convert to the Cult of the Madness-of-
  the-MirrorStorm. She seeks to create safe havens for her kind and hasten 
  the plot to drown the world. Spalpeen lurks in the sodden cellars beneath 
  the Second Royal Gallery and Museum
  Justice Lady Skathen Spalpeen,  
  Mistress of Piers
  Medium alchymic-undying briny, neutral evil
  Armor Class 16 (studded leather)
  Hit Points 97 (13d8+39)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  11 (+0)
  18 (+4)
  17 (+3)
  11 (+0)
  11 (+0)
  12 (+1)
   
  Skills Acrobatics +7, Athletics +3, Perception + 3, Sleight of 
  Hand +7, Stealth +7
  Senses passive Perception 13
  Languages Common, Undercommon
  Challenge 5 (1,800 XP)
  Cunning Action. On each turn, Skathen may take the Dash, 
  Disengage, or Hide action as a bonus action.
  Evasion. If Skathen is required to make a Dexterity saving 
  throw to take half damage, she takes no damage on a 
  successful save, and half damage on a failed save.
  Sneak Attack (1/turn). Skathen’s attack deals an extra 
  14(4d6) damage when she hits with a weapon attack, 
  as long as she has advantage on the attack roll, or 
  there is an ally who is not incapacitated within 5 feet 
  of the target, and as long as Skathen does not have 
  disadvantage on the attack roll.
  ACTIONS
  Multiattack. Skathen makes two attacks on his turn.
  Rapier. Melee weapon attack: +7 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6+4) piercing damage.
  Hand Crossbow. Ranged weapon attack: +7 to hit, range 
  30/120 ft., one target. Hit: 7 (1d6+4) piercing damage.
  REACTIONS
  Uncanny Dodge. As a reaction, Skathen can halve the  
  damage of an attack that hits her, as long as she can see 
  her attacker.
  Justice Spent Sullyce
  Sullyce, is a golem-stitcher who seeks to advance science and 
  experimentation through dark clerical paths.
  Justice Spent Sullyce, Lord of Surgeons, 
  a.k.a. The Lord of Leeches
  Medium human, neutral
  Armor Class 19 (plate and shield)
  Hit Points 117 (18d8+36)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  16 (+3)
  10 (+0)
  14 (+2)
  11 (+0)
  17 (+3)
  13 (+1)
   
  Saving Throws Con +6, Wis +4
  Skills Intimidation +5, Religion +4
  Senses passive Perception 13
  Languages Common, Infernal
  Challenge 9 (5,000 XP)
  Disarm. On a successful attack with his flail, Justice Sullyce 
  can disarm his foe. The foe must succeed on a DC 15 
  Strength saving throw or drop an item of Justice Sullyce’s 
  choice.
  Spellcasting. Spent is a 9th-level spellcaster. Wisdom is his 
  spellcasting ability (spell save DC 15, +7 to hit with spell 
  attacks). He knows the following spells from the cleric spell 
  list:
  Cantrips (at will): light, mending, sacred flame, spare the 
  dying;  
  1st (4 slots): divine favor, guiding bolt, healing word, shield 
  of faith;  
  2nd (3 slots): lesser restoration, magic weapon, prayer of 
  healing, silence, spiritual weapon;  
  3rd (3 slots): beacon of hope, daylight, dispel magic, reviv-
  ify, spirit guardians, water walk;  
  4th (3 slots): banishment, freedom of movement, guardian 
  of faith, stoneskin;
  5th (1 slot): flamestrike, mass cure wounds, hold monster;
  ACTIONS
  Multiattack. Spent makes two attacks on his turn.
  Flail. Melee weapon attack: +7 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8+3) bludgeoning damage, and the target must 
  succeed on a DC 15 Strength save or drop an item of 
  Justice Sullyce’s choice.
  Justice The Eyes of Fate
  The Eyes of Fate is a gable-haunting murderer and high-ranking 
  member of the Thieves’ Guild. It enjoys skinning its victims and wearing 
  the skins as trophies.
  Its Resplendent Justice, The Eyes of Fate, 
  Master of Gables
  Medium gargoyle, lawful evil
  Armor Class 15 (natural armor)
  Hit Points 90 (12d8+36)
  Speed 30 ft., fly 60 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  16 (+3)
  16 (+3)
  16 (+3)
  13 (+1)
  11 (+0)
  15 (+2)
   
  Saving Throws Dex +7, Int +5
  Skills Acrobatics +7, Deception +4, Perception + 4, Stealth +11
  Damage Resistances poison
  Senses passive Perception 14
  Languages Thieves’ Cant plus any two languages
  Challenge 8 (3,900 XP)
  Assassinate. On the Eyes of Fate’s first turn it has advantage 
  on attack rolls, as long as the target has not taken a turn. 
  Any hit against a surprised target is considered a critical hit.
  False Appearance. While motionless, the Eyes of Fate is 
  indistinguishable from an inanimate statue.
  
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  GM Guide
  Sneak Attack (1/turn). The Eyes of Fate’s attack deals an 
  extra 13 (4d6) damage when it hits with a weapon attack, 
  if it has advantage on the attack roll, or there is an ally 
  who is not incapacitated within 5 feet of the target, and 
  as long as the Eyes of Fate does not have disadvantage 
  on the attack roll.
  Innate Spellcasting. The Eyes of Fate’s innate spellcasting 
  ability is Charisma (spell save DC 13, +5 to hit with spell 
  attacks). It can innately cast the following spells, requiring 
  no material components:
  At will: chill touch, dancing lights;  
  3/day each: blindness/deafness, bestow curse;  
  1/day each: dimension door;
  ACTIONS
  Multiattack. The Eyes of Fate makes two attacks on its turn.
  Bite. Melee weapon attack: +7 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6+3) piercing damage, and the target must make 
  a DC 15 Constitution saving throw, taking 24 (7d6) poison 
  damage on a failed save, or half as much damage on a 
  successful one.
  Claws. Melee weapon attack: +7 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6+3) slashing damage, and the target 
  must make a DC 15 Constitution saving throw, taking 24 
  (7d6) poison damage on a failed save, or half as much 
  damage on a successful one.
  Justice Weld Shortstone I
  Weld Shortstone is a covert anarchist who aims to bring down the 
  Illuminati.
  Justice Weld Shortstone I,  
  Master of Structures
  Medium gnome, neutral good
  Armor Class 15 (chain shirt)
  Hit Points 52 (8d8+ 16)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  11 (+0)
  18 (+4)
  14 (+2)
  17 (+3)
  12 (+1)
  11 (+0)
   
  Saving Throws Dex +5, Int +6
  Skills Perception +4, Stealth +6
  Senses darkvision 60 ft., passive Perception 11
  Languages any two languages
  Challenge 6 (2,300 XP)
  Spellcasting. Weld is a 6th-level spellcaster. Intelligence is his 
  spellcasting ability (spell save DC 14, +6 to hit with spell 
  attacks). He has the prepared the following spells from the 
  wizard spell list:
  Cantrips (at will): acid splash, dancing lights, mage hand, 
  poison spray;
  1st (4 slots): color spray, disguise self, mage armor, magic 
  missle; 
  2nd (3 slots): invisibility, mirror image, phantasmal force; 
  3rd (3 slots): major image, phantom steed, lightning bolt;
  ACTIONS
  Multiattack. Weld makes two attacks on his turn.
  Shortsword. Melee weapon attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6+2) piercing damage.
  Folding Crossbow. Ranged weapon attack: +4 to hit, range 
  30/120 ft., one target. Hit: 7 (1d6+4) piercing damage.
  Kraken Tentacle Segment
  The ten-foot section of severed tentacle is obviously coated in the substance 
  of some other plane of existence, and lashes out with brutal power.
  Kraken Tentacle Segment
  Large monstrosity (Between), chaotic evil
  Armor Class 14 (natural armour)
  Hit Points 136 (13d10 + 65)
  Speed 5 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  25 (+7)
  13 (+2)
  20 (+5)
  2 (-4)
  10 (+0)
  5 (-3)
   
  Saving Throws Dex +6, Con +9
  Damage Immunities lightning; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Condition Immunities frightened, paralyzed
  Senses blindsight 30 ft., tremorsense 30 ft., passive 
  Perception 10
  Languages --
  Challenge 9 (5,000 XP)
  Dislocated. Attacks against the tentacle are made with 
  disadvantage unless the attacker has blindsight or 
  truesight.
  ACTIONS
  Multiattack. The kraken tentacle makes two slam attacks, 
  one of which it can replace with one use of Fling.
  Slam. Melee Weapon Attack: +11 to hit, reach 30 ft., one 
  target. Hit: 17 (3d6 + 7) bludgeoning damage and 4 (1d8) 
  points of lightning damage, and the target is grappled 
  (escape DC 16). Until this grapple ends, the target is 
  restrained.
  Fling. One Large or smaller object held or creature grappled 
  by the kraken tentacle is thrown up to 60 feet in a random 
  direction and knocked prone. If a thrown target strikes 
  a solid surface, the target takes 3 (1d6) bludgeoning 
  damage for every 10 feet it was thrown. If the target is 
  thrown at another creature, that creature must succeed 
  on a DC 16 Dexterity saving throw or take the same 
  damage and be knocked prone.
  Lady Elaine of Aldwark
  The Queen’s lady-in-waiting, Elaine is one of the Illuminati’s most 
  dangerous and powerful allies. The true Elaine was killed when she was 
  a young girl and her place taken by a succubus bound and broken by the 
  Illuminati to serve their long-term goals. That she is also a member of 
  the Great Coven is a secret even they do not know. Elaine is a glutton for 
  excess, particularly sexual, and her private balls are orgies that involve 
  violence and cruelty to excess. 
  Lady Elaine of Aldwark
  Medium succubus, neutral evil
  Armor Class 13 (16 with mage armor)
  Hit Points 78 (12d8+12)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  9 (-1)
  17 (+3)
  13 (+1)
  17 (+3)
  12 (+1)
  20 (+5)
   
  
  140
  The Blight: Richard Pett's Crooked City
  Saving Throws Int +7, Wis +5
  Skills Deception +9, Insight +5, Perception +5, Persuasion +9, 
  Stealth +7
  Senses darkvision 60 ft., passive Perception 15
  Languages any four languages
  Challenge 9 (5,000 XP)
  Charm. One humanoid Elaine can see within 30 ft. must 
  make a DC 15 Wisdom save or be charmed for 1 day.
  Draining Kiss. Elaine can kiss a charmed or willing creature, 
  who must make a DC 15 Constitution save, taking 32 
  (5d10+5) psychic damage on a failed save, or half that 
  on successful one. The target’s hp max is reduced by an 
  equal amount.
  Etherealness. Elaine can magically enter the Ethereal Plane 
  from Material Plane, and vice versa.
  Grim Harvest (1/turn). When a creature (other than a con-
  struct or undead) is killed by Elaine using a spell of 1st level 
  or higher, she regains an amount of hit points equal to 
  twice the spell’s level, or up to three times if the spell is 
  from the necromancy school.
  Spellcasting. Elaine is a 12th-level spellcaster. Intelligence is 
  her spellcasting ability (spell save DC 15, +7 to hit with spell 
  attacks). She has the prepared the following spells from 
  the wizard spell list:
  Cantrips (at will): acid splash, chill touch, dancing lights, 
  mending; 
  1st (4 slots): false life*, mage armor, ray of sickness*; 
  2nd (3 slots): blindness/deafness*, ray of enfeeblement*, 
  suggestion; 
  3rd (3 slots): animate dead*, bestow curse*, vampiric 
  touch*; 
  4th (3 slots): blight*, E’s black tentacles, stoneskin; 
  5th (2 slots): dominate person, cloudkill; 
  6th (1 slot): circle of death*
  *necromancy spells for use with Grim Harvest
  ACTIONS
  Withering Touch. Melee spell attack: +7 to hit, one target. Hit: 
  5 (2d4) necrotic damage.
  Lady Grey
  Lady Grey is obviously affected by alchymic potions, for her skin is 
  drawn and parchment-like.
  Lady Grey
  Medium alchymic-undying (human), chaotic evil
  Armor Class 15
  Hit Points 72 (8d8 +40)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA
  18 (+4)
  13 (+1)
  20 (+5)
  18 (+4)
  13 (+1)
  10 (+0)
   
  Skills Perception +3
  Senses darkvision 60 ft., passive Perception 14
  Languages Common
  Challenge 4 (1,100 XP)
  Regeneration: Lady Grey regains 5 hit points at the start of 
  her turn. If she takes acid or fire damage, this trait doesn’t 
  function at the start of her next turn. She dies only if she 
  starts her turn with 0 hit points and doesn’t regenerate.
  ACTIONS
  Multiattack. Due to her preternatural, alchymic speed, Lady 
  Grey makes three melee attacks with her dagger, or two 
  attacks with her hand crossbow.
  Silver Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 1d6+4 piercing damage.
  Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 
  30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage 
  plus mild poison: DC 10 Constitution save or take an addi-
  tional 1d6 points of poison damage.
  Treasure: potion of barkskin, silver dagger (25gp), copy of the hymn to 
  the Beautiful (see Handout 3 in L2: Pound of Flesh).
  Lesser Blight Vampire
  A form of lesser vampire occasionally found in the city.
  Lesser Blight Vampire
  Medium blight vampire, lawful evil
  Armor Class 15
  Hit Points 45 (6d8+18)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA
  16 (+3)
  16 (+3)
  16 (+3)
  11 (+0)
  10 (+0)
  12 (+1)
  Skills Perception +3, Stealth +6
  Damage Resistances necrotic, bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Senses darkvision 60 ft., passive Perception 13
  Languages any two languages
  Challenge 3 (700 XP)
  Regeneration. A lesser blight vampire regains 5 hit points 
  at start of its turn if it has at least 1 hit point and isn’t in 
  sunlight or running water. If the lesser blight vampire takes 
  radiant damage or damage from holy water, this trait 
  doesn’t function at the start of the lesser blight vampire’s 
  next turn.
  Spider Climb. Can climb difficult surfaces and ceilings 
  without requiring an ability check.
  Vampire Weaknesses. A lesser blight vampire has the 
  following flaws:
  Forbiddance. Lilly cannot enter a residence without 
  receiving an invitation.
  Harmed by Running Water. Takes 20 acid damage if it ends 
  its turn in running water.
  Stake to the Heart. Can be destroyed by taking a wooden 
  piercing weapon to the heart.
  Sunlight Hypersensitivity. Takes 20 radiant damage when 
  starting its turn in sunlight, and has disadvantage on 
  attacks and ability checks when in sunlight.
  ACTIONS
  Multiattack. A lesser blight vampire makes two attacks on its 
  turn, one rapier and one bite.
  Rapier. Melee weapon attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) piercing damage.
  Bite. Melee weapon attack: +5 to hit, targeting one willing, 
  grappled, incapacitated or restrained creature. Hit: 6 
  (1d6+3) piercing damage plus 7 (2d6) necrotic damage, 
  and the target’s hit point maximum is reduced by an 
  amount equal to the necrotic damage taken, and 
  the lesser blight vampire regains hit points equal to the 
  amount. The reduction lasts until the target finishes a 
  long rest. The target dies if this effect reduces its hit point 
  maximum to 0.
  Spellcasting. The lesser blight vampire is a 4th-level 
  
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  GM Guide
  spellcaster. Its spellcasting ability is Intelligence (spell save 
  DC 14, +4 to hit with spell attacks). It has the following 
  wizard spells prepared:
  Cantrips (at will): light, mending, prestidigitation, ray of frost
  1st level (4 slots): chromatic orb, expeditious retreat, mage 
  armour
  2nd level (3 slots): alter self, hold person, knock
  ACTIONS
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 
  5 ft. or range 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing 
  damage.
  Long Lucy
  Lucy is a halfling with dwarfism, and is barely a foot tall. She is a major 
  figure in the Levee Adventure. By L9, when she is wealthy, she has certain 
  additional treasure items, including magic items she can use in combat.
  Long Lucy
  Tiny halfling, neutral
  Armor Class 12 (15 with mage armor)
  Hit Points 18 (4d8)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA
  9 (–1)
  14 (+2)
  10 (+0)
  16 (+2)
  12 (+1)
  11 (+0)
   
  Saving Throws Int +4, Wis +3
  Skills Arcana +4, History +4
  Senses passive Perception 11
  Languages Common, Dwarven, Gnome, Halfling, Rama, 
  Xaon
  Challenge 2 (450 XP)
  Spellcasting. Spellcasting. Long Lucy is a 4th-level spellcast-
  er. Her spellcasting ability is Intelligence (spell save DC 14, 
  +4 to hit with spell attacks). She has the following wizard 
  spells prepared:
  Cantrips (at will): light, mending, prestidigitation, ray of frost
  1st level (4 slots): chromatic orb, expeditious retreat, mage 
  armour*
  2nd level (3 slots): alter self, hold person, knock
  ACTIONS
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 
  5 ft. or range 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing 
  damage.
  *Long Lucy casts this spell on herself before combat.
  Treasure: In L9 only: wand of magic missiles, potion of greater healing, 
  scrimshaw and silver-gilded megaphone worth 250 gp, magnificent 
  wishbone corset worth 100 gp.
  Lord Benedict Morel
  Lord Benedict serves Princess Rebecca of Mourney†, and is Eleanor 
  Shank’s† mysterious benefactor.
  Lord Benedict Morel
  Medium human, chaotic good
  Armor Class 17 (studded leather armour)
  Hit Points 117 (18d8 + 36)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  18 (+4)
  14 (+2)
  14 (+2)
  15 (+2)
  16 (+3)
   
  Saving Throws Dexterity +7, Intelligence +5, Wisdom +5
  Skills Acrobatics +7, Perception +5, Sleight of Hand +7, 
  Stealth +7
  Senses passive Perception 15
  Languages Common
  Challenge 8 (3,900 XP)
  Elusive. No attack on Morel has advantage if he is not inca-
  pacitated.
  Evasion. If Morel is subjected to an effect that allows him to 
  make a Dexterity saving throw to take only half damage, 
  he instead takes no damage if it succeeds on the saving 
  throw, and only half damage if it fails.
  Sneak Attack (1/Turn). Lord Morel deals an extra 31 (9d6) 
  damage when he hits a target with a weapon attack and 
  has advantage on the attack roll, or when the target is 
  within 5 feet of an ally that isn›t incapacitated and Morel 
  doesn›t have disadvantage on the attack roll.
  Stealthy. Lord Morel has advantage on Dexterity (Stealth) 
  checks.
   
  ACTIONS
  Multiattack. Lord Morel makes three attacks per turn: two 
  with his rapier and one with his shortsword.
  Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one tar-
  get. Hit: 9 (1d8 + 5) piercing damage.
  Short Sword. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 4) piercing damage.
  Light Crossbow. Ranged Weapon Attack: +7 to hit, range 
  80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
  Treasure: Rapier +1, studded leather +1, ring of free action, potion of 
  gaseous form, ring of mind shielding, pouch with 15 5-guinea notes (75 
  pp), shortsword, light crossbow with 20 bolts, 6 pickled homunculi (see 
  L1: Hereafter)
  Lord Justice Mordent Knap
  Knap is Cartographer of the Underneath, Master of the Royal Mint, 
  dazzling artist, and Steward of the Capitol. Unsurprisingly, Knap is one 
  of the most influential people in the city and seen as a logical next Crown 
  Justice. Sadly, he wishes to see true justice return and, although he has 
  considerable influence with bankers and merchants, he also has many 
  enemies. Knap has an obsessive desire to see the Underneath tamed and 
  restored as a dwarven kingdom. Many of his peers wish he would lead 
  such an attempt and never be seen again.
  <3>Lord Justice Mordent Knap, Master of 
  the Royal Mint and Steward of the Capitol
  Medium dwarf, lawful neutral
  Armor Class 16 (studded leather)
  Hit Points 75 (10d8+30)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  11 (+0)
  18 (+4)
  16 (+3)
  11 (+0)
  13 (+1)
  10 (+0)
   
  Skills Acrobatics +6, Perception + 5
  Senses passive Perception 15
  Languages Common, Dwarvish
  Challenge 5 (1,800 XP)
  
  142
  The Blight: Richard Pett's Crooked City
  Eagle Eye (3/day). On a successful hit with a longbow or 
  shortbow, Mordent can roll an additional damage die 
  and add it to the total damage of the hit.
  Keen Senses. Wisdom (Perception) checks that rely on 
  hearing or sight are made at advantage.
  Ambusher/ Surprise Attack. In the first round of combat, 
  Mordent has advantage on attack rolls against a 
  creature he has surprised, and does an extra 14 (4d6) on 
  a successful hit. Any hit against a surprised creature is a 
  critical.
  ACTIONS
  Multiattack. Mordent makes two attacks on his turn.
  Shortsword. Melee weapon attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6+4) piercing damage.
  Longbow. Ranged weapon attack: +6 to hit, range 150/600 ft., 
  one target. Hit: 8 (1d8+4) piercing damage.
  Lord of Many Faces, the
  The Lord of Many Faces was once a lobster-like chuul with a thick 
  armored shell and a mouth full of writhing tentacles. Being in Between 
  has corrupted the Lord of Many Faces and mutated its body and mind. It 
  now resembles a strange mingling of an ochre jelly with odd pseudopod 
  pinchers and writhing tentacles sprouting from the gelatinous and viscid 
  surface of its blob-like form. 
  The Lord of Many Faces
  Large aberration, unaligned
  Armor Class 14 (natural armor)
  Hit Points 142 (15d10 + 60)
  Speed 20 ft., swim 20 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  17 (+3)
  10 (+0)
  18 (+4)
  10 (+0)
  11 (+0)
  5 (-3)
   
   
  Damage Resistances acid
  Damage Immunities lightning, poison, slashing
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, poisoned, prone
  Senses darkvision 60 ft., passive Perception 10
  Languages Common
  Challenge 7 (2,900 XP)
  Corrosive Form. A creature that touches the Lord of Many 
  Faces or hits it with a melee attack while within 5 ft. of it 
  takes 9 (2d8) acid damage. Any non-magical weapon 
  made of metal or wood that hits the Lord of Many Faces 
  corrodes. After dealing damage, the weapon takes 
  a permanent and cumulative -1 penalty to damage 
  rolls. If its penalty drops to -5, the weapon is destroyed. 
  Nonmagical ammunition made of metal or wood that 
  hits The Lord of Many Faces is destroyed after dealing 
  damage. The Lord of Many Faces can eat through 2-inch 
  thick, nonmagical wood or metal in one round.
  Amorphous. The Lord of Many Faces can move through a 
  space as narrow as 1 inch wide without squeezing.
  Spider Climb. The Lord of Many Faces can climb difficult 
  surfaces, including upside down on ceilings, without 
  needing to make an ability check.
  ACTIONS 
  Multiattack. The Lord of Many Faces makes two attacks with 
  its pseudopod pinchers.
  Pseudopod Pinchers. Melee Weapon Attack: +6 to hit, reach 
  5 ft.; one target. Hit: 13 (2d6 + 3) bludgeoning damage 
  plus 9 (2d8) acid. The target is grappled (escape DC 14) 
  if it is a Large or smaller creature and the Lord of Many 
  Faces doesn’t have two other creatures grappled.
  Tentacles.  One creature grappled by the Lord of Many 
  Faces must succeed on a DC 15 Constitution saving 
  throw or be poisoned for 1 minute. Until this poison ends, 
  the target is paralyzed. The target can repeat the saving 
  throw at the end of each of its turns, ending the effect on 
  itself on a success.
  Psychic Crush (Recharge 5-6). The Lord of Many Faces 
  targets one creature that it can sense within 60 feet of it. 
  The target must make a DC 15 Intelligence saving throw, 
  taking 14 (4d6) psychic damage on a failed save, or half 
  as much damage on a successful save.
  Lord Paladin-Occularis Thornrage
  Thornrage is immaculately dressed and groomed. He is tall, muscled, 
  and extremely handsome in a cruel, soulless sort of way. The man’s thick 
  black hair falls in rich curls to his shoulders.
   
  Lord Paladin-Occularis Thornrage
  Medium human, lawful evil
  Armor Class 18 (plate armour)  
  Hit Points 153 (18d8 + 72)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA  
  18 (+4)
  11 (+0)
  18 (+4)
  11 (+0) 
  14 (+2)
  15 (+2)
     
  Saving Throws Wis +5, Cha +5
  Skills Athletics +7, Deception +5, Intimidation +5;
  Senses passive Perception 12
  Languages Common
  Challenge 8 (3,900 XP)
   
  Spellcasting. Thornrage is a 10th-level spellcaster. His 
  spellcasting ability is Charisma (spell save DC 13, +5 to hit 
  with spell attacks). He has the following paladin-list spells 
  prepared:
  1st level (4 slots): command, heroism, protection from evil 
  and good
  2nd level (3 slots): aid, branding smite 
  3rd level (2 slots): dispel magic, magic circle
   
  ACTIONS
   Multiattack. Thornrage makes three attacks with his glaive 
  or shortbow.
  Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 9 (1d10 + 4) slashing damage.
  Shortbow Ranged Weapon Attack: +3 to hit, range 80/320 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Aura of Dread (Recharges after short or long 
  rest). Thornrage exudes magical menace. Each enemy 
  within 30 feet of the caitiff must succeed on a DC 13 
  Wisdom saving throw or be frightened for 1 minute. If a 
  frightened target ends its turn more than 30 feet away 
  from Thornrage, the target can repeat the saving throw, 
  ending the effect on itself with a success.
  Lurker in Desolation, the
  The Lurker has a roughly insect-like shape but is seemingly made up of 
  faces, anguished faces that bloat out its revolting form like a sack of skin 
  and give the thing a pregnant look. The thing’s skin is translucent, and 
  the gory contents visible in its stomachs merely increase its girth and add 
  to the illusion of pregnancy. Its back crawls with slender fleshy tendrils 
  
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  GM Guide
  that whip about apparently tasting the air, suffocating around a vast open 
  mouth. It doesn’t have any true legs but seems to drag itself about with 
  graceless haste upon its many stumpy tendrils.
   
  The Lurker in Desolation
  Huge aberration, neutral evil
  Armor Class 16 (natural armor)
  Hit Points 143 (15d12 + 45)
  Speed 30 ft., swim 30 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA
  20 (+5)
  13 (+1)
  17 (+3)
  10 (+0)
  13 (+1)
  9 (–1)
   
  Skills Perception +4, Stealth +4
  Damage Resistances nonmagical weapons
  Damage Immunities Acid
  Condition Immunities Prone
  Senses darkvision 60 ft., passive Perception 13
  Languages Aquan, Deep Speech
  Challenge 5,000 (CR 9)
   
  Acidic Trail. The Lurker’s skin exudes a layer of acid. This 
  coating leaves a slimy trail behind the Lurker similar to a 
  slug’s trail. All spaces that the Lurker occupied since its last 
  turn retain
  this acidic coating; any creature that enters or starts its turn 
  in such a space takes 1d6 acid
  damage. At the start of the Lurker’s turn, all previously acidic 
  spaces become safe.
  Blending Skin. When at rest, a Lurker shifts the color of its 
  flesh to blend perfectly with
  the surrounding terrain. While motionless, the Lurker is 
  invisible.
  Dislocated. Attacks against the Lurker are made with 
  disadvantage unless the attacker has blindsight or 
  truesight.
   
  Actions
  Multiattack. The Lurker attacks twice with tentacles, then 
  either bites twice or uses its distended bite once.
  Tentacle. Melee Weapon Attack: Tentacle: +8 to hit (reach 
  10 ft.; one creature). Hit: 2d8 + 5 bludgeoning damage 
  plus 1d10 acid damage. If both tentacle attacks hit 
  the same creature on the Lurker’s turn, the creature is 
  grappled (escape DC 15). The Lurker can have up to two 
  creatures grappled and still use tentacle attacks.
  Bite. Melee Weapon Attack: Bite: +8 to hit (reach 10 ft.; one 
  creature). Hit: 1d8 + 5 piercing damage plus 1d10 acid 
  damage.
  Distended Bite. Melee Weapon Attack: +8 to hit (reach 20 
  ft.; one creature); Hit: 1d12 + 5 piercing damage plus 1d10 
  acid damage.
  Luther
  Luther is a dark-skinned Libynosi man, a little on the portly side. He 
  wears an officer’s coat of the Royal Army with fine gold tassels and several 
  medals, but has removed his captain’s rank from it since he no longer 
  serves in the Castorhage military. Luther is a follower of Mother Grace.
  Luther
  Medium male human, lawful good
  Armor Class 13 (chain shirt)
  Hit Points 27 (5d8 + 5)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT 
    WIS
  CHA 
  10 (+0)
  10 (+0)
  12 (+1)
   13 (+1) 
   16 (+3)
  13 (+1)
   
  Skills Medicine +7, Persuasion +3, Religion +4
  Senses passive Perception 13
  Languages Common
  Challenge 2 (450 XP)
  Divine Eminence. As a bonus action, Luther can expend a 
  spell slot to cause his mace attacks to magically deal an 
  extra 10 (3d6) radiant damage to a target on a hit. This 
  benefit lasts until the end of the turn. If he expends a spell 
  slot of 2nd level or higher, the extra damage increases by 
  1d6 for each level above 1st.
  Spellcasting. Luther is a 5th-level spellcaster in the service of 
  Mother Grace. His spellcasting ability is Wisdom (spell save 
  DC 13, +5 to hit with spell attacks). He has the following 
  cleric spells prepared:
  Cantrips (at will): light, sacred flame, thaumaturgy
  1st level (4 slots): cure wounds, guiding bolt, sanctuary
  2nd level (3 slots): lesser restoration, spiritual weapon
  3rd level (2 slots): dispel magic, spirit guardians
  ACTIONS
  Silvered Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 3 (1d6) bludgeoning damage.
  Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 
  100/400 ft., one target. Hit: 5 (1d10) piercing damage. The 
  bolts are silvered.
  He carries the following vampire-killing equipment:
  • 3 vials of holy water
  • Silvered mace
  • Silver mirror
  • Silver holy symbol of Mother Grace
  • 3 wooden stakes
  Lyme Angler
  This ugly, bloated fish has a glowing, fleshy protrusion that extends 
  from the top of its skull and dangles in front of its wide-mouth, which is 
  filled with needle-like fangs.
  Lyme Angler
  Large beast (aquatic), unaligned
   
  Armor Class 12 (natural armor)
  Hit Points 51 (6d10 + 18)
  Speed 0 ft., swim 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  13 (+1)
  16 (+3)
  1 (-5)
  10 (+0)
  2 (-5)
   
  Condition Immunities prone
  Senses darkvision 30 ft., passive Perception 10
  Languages none
  Challenge 3 (700 XP)
   
  Brine Misery. This infection is an extremely sore, itchy, 
  red inflammation around the site of the lyme angler 
  bite. An infected creature gains 1 level of exhaustion 
  immediately. There is no other effect, but the disease 
  can be cured only with a lesser restoration spell or 
  comparable magic.
  Lantern Lure. A bioluminescent lure dangles from the lyme 
  angler’s forehead, giving off dim light within 15 feet. 
  
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  The Blight: Richard Pett's Crooked City
  Creatures within that distance and able to see the light 
  must make a successful DC 13 Wisdom saving throw or 
  be charmed by the lyme angler. While charmed this way, 
  an air-breathing creature won’t surface to take a fresh 
  breath of air. A charmed creature repeats the saving 
  throw at the end of its turn, ending the effect on itself 
  with a success. A creature that makes a successful save is 
  immune to all lyme angler lantern lures for 24 hours. 
   
  ACTIONS
  Bite. Melee Weapon Attack: +6 to hit (reach 5 ft.; one 
  creature). Hit: 2d4 + 4 piercing damage and the creature 
  must make a successful DC 13 Constitution saving throw or 
  contract brine misery (see above).
   
  ECOLOGY
  Environment sea
  Organization school (1-100)
  Also known as a slop-shark to those along the River Lyme, the Lyme 
  angler is among the most ferocious of predatory fish in and around that 
  waterway. Lyme anglers have a luminescent organ called a lantern lure 
  at the tip of a modified dorsal ray (or fishing rod). The organ serves not 
  only the purpose of luring prey in the warm, shallow, polluted water of the 
  Lyme, but also serves to call males’ attention to the females to facilitate 
  mating. The source of luminescence in this organ is a symbiotic species 
  of brine shrimp that lives in and along the Lyme and has an affinity for 
  the lantern lure organ of the Lyme angler. Through a complex chemical 
  reaction, the Lyme angler is able to agitate these brine shrimp and cause 
  them to illuminate its lure at will.
  These diseased things of corruption and toxin are common in the Lyme. 
  They have fanged-filled mouths, and their bodies are riddled with sores, 
  infestations, and chemical burns — proof that there are places even they 
  cannot swim safely. One of the most notorious man-eaters of the river, the 
  biggest Lyme anglers can reach lengths of more than 20 feet and weigh 
  up to 5,000 pounds.
  Copyright Notice
  Author Jeffrey Swank, based on material by Richard Pett.
  Lyme Walrus
  Thick folds of fleshy blubber encase this massive sea creature. Yet 
  despite its bestial appearance, its eyes reveal calculating intelligence, 
  and it holds itself upright with unusual dignity. The illusion of a man 
  would almost be convincing were it not for the long tusks that protrude 
  from its whiskered mouth.
  Lyme Walrus
  Large humanoid, chaotic neutral
   
  Armor Class 12 (natural armor)
  Hit Points 93 (11d10 + 33)
  Speed 20 ft., swim 40ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  11 (+0)
  17 (+3)
  10 (+0)
  12 (+1)
  16 (+3)
   
  Skills Perception +3, Performance +7, Persuasion +5
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing from nonmagical weapons
  Senses darkvision 60 ft., passive Perception 13
  Languages Common
  Challenge 4 (1,100 XP)
   
  Fascinating Story. A Lyme walrus can manipulate its guttural 
  voice while weaving a fascinating story. Creatures within 
  60 feet that can see and hear the Lyme walrus for 1 
  minute or longer must make successful DC 13 Charisma 
  saving throws or be charmed and stunned for as long as 
  the Lyme walrus continues speaking. Combat and other 
  
  145
  GM Guide
  severe distractions prevent the ability from working. A 
  creature that saves successfully is immune to Fascinating 
  Story for 24 hours. Any potential threat allows a charmed 
  creature to repeat the saving throw, ending the effect 
  on itself with a success. Taking damage breaks the effect 
  automatically on the injured creature. A creature need 
  not understand Common for this ability to work; the power 
  is in how the Lyme walrus modulates the sound of its voice, 
  not in the words it speaks.
  Innate Spellcasting. The Lyme walrus can use the following 
  spell-like abilities, using Charisma as its casting ability (DC 
  13). The Lyme walrus needs only vocal components to use 
  these abilities. 
  At will: minor illusion
  3/day each: disguise self, major image
   
  ACTIONS
  Multiattack. The lyme walrus bites twice.
  Bite. Melee Weapon Attack: +6 to hit (reach 5 ft.; one 
  creature). Hit: t 
   
  ECOLOGY
  Environment coast
  Organization solitary or team (1 Lyme walrus with 1–6 scouts, 
  spies, or master thieves)
  A child of Between that has lived so long in the mundane lands that it 
  has literally shed its Between skin, a Lyme walrus is disturbingly human. 
  The human aspects have been absorbed by mingling with men in its own 
  lands. The walrus delights in the manners and appetites of men and feels 
  itself to be at least partly human.
  Named for Sister Lyme where these creatures were first encountered 
  by the humanoid races of the mundane world, Lyme walruses can be 
  found in other locales though they prefer to remain near a body of water 
  to which they can retreat and move with the most freedom if necessary. 
  The Lyme walrus often seeks out the company of people to learn tales 
  and stories from them and to indulge in their appetites — particularly 
  those of feasting. A Lyme walrus often wants only to hide itself in human 
  lands, and eat. In this regard, it is generally harmless. However, they are 
  possessed with a strong acquisitiveness and insatiable appetites, and often 
  find themselves in the company of those who use their fascinating story 
  ability as a distraction in order to perform darker acts undetected. The 
  Lyme walrus is usually an innocent in this regard, and sees all such acts as 
  simply the ways of the humanoids of the mundane world.
  The Lyme walrus’s thick layer of blubber serves as protection from 
  both predators and cold. A typical Lyme walrus weighs 1 to 2 tons and 
  measures 10 feet in length with tusks up to 3 feet long.
  Copyright Notice
  Author Jeffrey Swank, based on material by Richard Pett.
  Malevolent Box Fish
  A translucent blue and nearly invisible in water, this cube-shaped 
  jellyfish has four distinct sides and trails dozens of extremely long 
  tentacles. This particular creature is much worse than usual having 
  recently consumed a sea hag and absorbed some of her power.
  Malevolent Box Fish
  Huge beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 147 (14d12 + 56)
  Speed swim 60 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA
  20 (+5)
  14 (+2)
  18 (+4)
  3 (-4)
  10 (+0)
  6 (-2)
   
  Skills Perception +4, Stealth +5
  Senses darkvision 60 ft., passive Perception 14
  Languages -
  Challenge 6 (2,300 XP)
  Underwater Camouflage. The malevolent box fish has 
  advantage on Dexterity (Stealth) checks made while 
  underwater.
  Water Breathing. The malevolent box fish can breathe only 
  underwater.
  ACTIONS
  Multiattack. The malevolent box fish makes two slam 
  attacks.
  Tentacles. Melee Weapon Attack: +8 to hit, reach 15 ft., one 
  target. Hit: 15 (3d6 + 5) bludgeoning damage, and the 
  target must succeed on a DC 15 Constitution saving throw 
  or become poisoned for 1 hour.
  Horrific Appearance. Any humanoid that starts its turn 
  within 30 feet of the malevolent box fish and can see 
  the malevolent box fish must make a DC 15 Wisdom 
  saving throw. On a failed save, the creature is frightened 
  for 1 minute. A creature can repeat the saving throw 
  at the end of each of its turns, with disadvantage if the 
  malevolent box fish is within line of sight, ending the 
  effect on itself on a success. If a creature’s saving throw is 
  successful or the effect ends for it, the creature is immune 
  to the malevolent box fish’s Horrific Appearance for the 
  next 24 hours. Unless the target is surprised, the target can 
  avert its eyes and avoid making the initial saving throw. 
  Until the start of its next turn, a creature that averts its eyes 
  has disadvantage on attack rolls against the malevolent 
  box fish.
  Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-
  radius cloud of ink extends all around the malevolent box 
  fish if it is underwater. The area is heavily obscured for 1 
  minute, although a significant current can disperse the ink. 
  After releasing the ink, the malevolent box fish can use the 
  Dash action as a bonus action.
  Mantis-Thing from Between
  It is fleshy, but in a revoltingly waxy, insectoid way. It staggers on 
  several insect legs and drags itself along on two long limbs, making 
  the thing look like it is obsequiously praying to some demented god 
  as it moves. It has a vast, bloated head riddled with teeth, but moves 
  with appalling speed despite its large size. As it moves, sinews, faces, 
  and limbs of people bloat its flesh, and horribly distorted hands grope 
  outward from this vile host. Wreathed about its sickening flesh are 
  palpable manifestations of misery, regret, and bitter, dashed hope.
  Mantis-Thing from Between
  Large aberration (naiadic Between), chaotic neutral
   
  Armor Class 16 (natural armor)
  Hit Points 110 (13d10 + 39)
  Speed 40 ft., climb 40 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  15 (+2)
  16 (+3)
  5 (-3)
  14 (+2)
  11 (+0)
   
  Saving Throws Dex +5, Wis +5
  Skills Perception +5
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical weapons
  Senses darkvision 60 ft., passive Perception 15
  Languages Between Mantis
  
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  The Blight: Richard Pett's Crooked City
  Challenge 6 (2,300 XP)
   
  Cocoon (1/day). The mantis-thing can encase a grappled, 
  incapacitated creature of up to Medium size in a 
  dense cocoon (AC 10, 30 hp, immune to all but slashing 
  damage) composed of fibrous material spun out of its 
  mouth. The process takes 1 minute for creatures smaller 
  than Small, 2 minutes for Small creatures, and 3 minutes for 
  Medium creatures.
  Immune to Transformation. A mantis-thing is immune to 
  effects that would alter its form.
  Incubation. Once an egg is implanted, it releases enzymes 
  that paralyze the victim for as long as the egg remains 
  in the body. The egg hatches 1d4 days later. When it 
  does, the young mantis-thing consumes the host’s internal 
  organs, killing the creature. Removing an egg takes 10 
  minutes and a successful DC 15 Wisdom (Medicine) 
  check; a creature without proficiency in Medicine has 
  disadvantage on the check. Each attempt also does 
  2d6 slashing damage to the host, whether the check 
  succeeds or fails. Magic that cures disease, such as lesser 
  restoration or a potion of vitality, also destroys the egg 
  without harming the host, but immunity to paralysis or 
  disease offers no protection.
  Pack Attack. The mantis-thing has advantage on its attack 
  roll if the target is within 5 feet of one or more allies of the 
  mantis-thing that are able to attack.
   
  ACTIONS
  Multiattack. The mantis-thing makes two claw attacks.
  Lunge (recharge 5-6). Melee Weapon Attack: +8 to hit 
  (reach 20 ft.; one creature). Hit: 4d8 + 5 slashing damage, 
  and the target must make a successful DC 16 Constitution 
  saving throw or be stunned until the end of its next turn.
  Claw. Melee Weapon Attack: +8 to hit (reach 5 ft.; one 
  creature). Hit: 2d8 + 5 slashing damage. If both claw 
  attacks hit the same target on the mantis-thing’s turn, the 
  target is grappled (escape DC 15) and the mantis-thing 
  can make a proboscis attack against it as a bonus action.
  Implant Egg. Melee Weapon Attack: +8 to hit (reach 5 
  ft.; one grappled creature). Hit: a mantis-thing egg 
  is implanted in the creature, which is paralyzed and 
  becomes subject to Incubation (see above).
  Proboscis. Melee Weapon Attack: +5 to hit (one grappled 
  creature). Hit: 1d4 + 2 piercing damage, and the creature 
  must make a successful DC 14 Constitution saving throw or 
  be paralyzed until the end of its next turn.
   
  ECOLOGY
  Environment any land (Between)
  Organization solitary, pair, or nest (3–8)
  Mantis-things are exaggerated versions of insects, distorted by the 
  horror of parasitic infestation and the misery of hopelessness. They are 
  semi-intelligent, and communicate via a language composed of clicks 
  from their mouthparts, and the position and trembling of their patterned 
  forelimbs. 
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  Mar-eel 
  This creature looks like an 8-foot long eel with yellowish-brown 
  splotches on its back.   
  Mar-Eel
  Large beast, unaligned   
  Armor Class 15 (natural armor)   
  Hit Points 76 (9d10 + 27)
  Speed 5 ft., swim 30 ft.
   
  STR
  DEX 
  CON  
   INT
  WIS
  CHA   
  21 (+5)
  14 (+2)
  16 (+3)
  1 (-5)
  12 (+1)
  8 (-1)
   
  Skills Stealth +4
  Senses darkvision 60 ft., passive Perception 15
  Languages ---
  Challenge 3 (700 XP)
  Gnaw. The eel possesses a second set of jaws in its throat 
  that aid in swallowing—it can make another bite attack 
  against a grappled opponent. A grappled target takes 15 
  (3d6 + 5) piercing damage at the start of the eel’s turn.
  Water Breathing. The eel can breathe only underwater.
  ACTIONS 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 15 (3d6 + 5) piercing damage, and the target 
  is grappled (escape DC 15). If the target is a creature, 
  it must succeed on a DC 13 Constitution saving throw 
  against disease or become poisoned until the disease is 
  cured. After every long rest, the target must repeat the 
  saving throw, reducing its hit point maximum by 5 (1d10) 
  on a failure. The disease is cured on a success. The target 
  dies if the disease reduces its hit point maximum to 0. This 
  reduction to the target’s hit point maximum lasts until the 
  disease is cured.
  Marren Grast
  Marren wears an outrageous wig of black ringlets and dresses in the 
  finest silks and latest fashions — always turquoise and pink and crimson. 
  He is a frequent visitor to the Capitol where he seeks to further the long-
  term aims of the Grasts (ingratiation into Royal circles). He is a wit, a 
  dilettante, a master poet and painter, playwright and fop. Behind his 
  dazzling white teeth is a heart of steel and an iron will.
  Marren Grast
  Small male halfling shapechanger (wererat), chaotic evil
  Armor Class 17 (studded leather)
  Hit Points 99 (18d6 + 36
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA
  10 (+0)
  18 (+4)
  14 (+2)
  16 (+3) 
  14 (+2)
  16 (+3)
   
  Saving Throws Dex +7, Int +6, Cha +6
  Skills Acrobatics +7, Deception +6, Perception +5, Sleight of 
  Hand +7
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks not made with silvered weapons
  Senses passive Perception 15
  Languages Common, Halfling, River Cant, Thieves Cant
  Challenge 8 (3,900 XP)
   
  Cunning Action. On each turn, Marren may take the Dash, 
  Disengage, or Hide action as a bonus action.
  Filth Fever. A creature with filth fever becomes sick within 
  1d4 days of being infected. At that time, the creature 
  gains 1 level of exhaustion. It also regains only half the usu-
  al number of hit points from spending Hit Dice and no-hit 
  points from resting. Once symptoms appear, the infected 
  creature must make a DC 16 Constitution saving throw 
  
  147
  GM Guide
  after every long rest. If it fails, the creature gains 1 level of 
  exhaustion, but if it succeeds, the creature loses 1 level of 
  exhaustion. The disease is cured when the creature has no 
  levels of exhaustion left.
  Keen Smell. Marren has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Shapechanger. Marren can use his action to polymorph 
  into a rat-humanoid hybrid or into a giant rat, or back into 
  his true form, which is humanoid. His statistics, other than 
  his size, are the same in each form. Any equipment he is 
  wearing or carrying isn’t transformed. He reverts to his true 
  form if he dies.
  Sneak Attack (1/turn). Marren’s attack deals an extra 14 
  (4d6) damage when he hits with a weapon attack, if he 
  has advantage on the attack roll, or there is an ally who is 
  not incapacitated within 5 feet of the target, and as long 
  as Marren does not have disadvantage on the attack roll.
   
  ACTIONS
  Multiattack. Marren makes three melee attacks: one with his 
  assassin’s dagger, one with his rapier or hand crossbow, 
  and one with his bite.
  Assassin’s Dagger. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one creature. Hit: 6 (1d4 + 4) piercing damage. 
  Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  creature. Hit: 8 (1d8 + 4) piercing damage. 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) piercing damage. If the target is a 
  humanoid, it must succeed on a DC 16 Constitution saving 
  throw or be cursed with wererat lycanthropy.
   Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 
  30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
   
  Unusual Equipment: Assassin’s Dagger
  Assassin’s Dagger
  Weapon (dagger), very rare (requires attunement)
  You gain a +2 bonus to attack and damage rolls made with 
  this magic weapon. This weapon scores a critical hit on a 
  roll of 18-20.  
  Treasure:  Assassin’s dagger, rapier, potion of greater healing (2), 
  potion of gaseous form, hat of disguise, hand crossbow with 10 bolts (4 
  of which have the poison of a purple worm applied, DC 13 Constitution 
  saving throw, 10 (3d6) poison damage), noble’s outfit, signet ring, assorted 
  jewellery worth 1,200 gp, belt pouch with 6pp, 13 gp.
  Marrow
  Covered in a debilitating and foul-smelling skin condition, this 
  unfortunate man walks with the aid of a curved cane. His misshaped hood 
  hints at some foul deformity of the head beneath. Below, his face leans as 
  though flattened on one side, huge eyeballs protruding to a ghastly degree 
  from the skull.
  Marrow
  Medium alchymic-undying† humanoid, neutral
  Armor Class 12
  Hit Points 27 (6d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT 
  WIS
  CHA
  19 (+4)
  10 (+0)
  17 (+3)
  6 (-2)
  10 (+0)
  10 (+0)
   
  Skills Perception +3
  Condition Immunities exhaustion and unconsciousness 
  Senses darkvision 60 ft., passive Perception 13
  Languages Common
  Challenge 2 (450 XP)
   
  Alchymic Regeneration. Marrow heals 1 hit point per 2 HD 
  at the start of his turn, unless he took acid or fire damage 
  since his last turn. 
   
  Actions
  Shortsword. Melee Weapon Attack: +4 to hit (reach 5 ft.; one 
  creature). Hit: 4 (1d6 + 2) piercing damage. 
  Chloroform. Melee Weapon Attack: +4 to hit (reach 5ft; one 
  creature). Hit: Target must make a DC15 Constitution sav-
  ing throw or fall unconscious for 1 hour. The attacker must 
  take the defender unawares, by a contest of Dexterity 
  (Stealth) and Wisdom (Perception).
  Hand crossbow. Ranged Weapon Attack: +4 to hit, range 
  30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Master Luther Gable
  A member of the Renders street gang, who owns a homunculus named 
  Lickspittle, Master Luther Gable is a human male with tightly-stretched, 
  parchment-like skin from some sort of childhood disease. He has a long 
  nose, and an old scar parts his greasy hair across his entire scalp.
  Master Luther Gable
  Medium human, Neutral
  Armor Class 18 (studded leather armour)
  Hit Points 117 (18d8 + 36)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  18 (+4)
  14 (+2)
  14 (+2)
  15 (+2)
  16 (+3)
   
  Saving Throws Dexterity +7, Intelligence +3
  Skills Acrobatics +7, Athletics +3, Perception +3, Sleight of 
  Hand +7, Stealth +7
  Senses passive Perception 18
  Languages Common
  Challenge 8 (3,900 XP)
   
  Elusive. No attack on Master Luther Gable has advantage if 
  he is not incapacitated.
  Evasion. If Master Luther Gable is subjected to an effect that 
  allows him to make a Dexterity saving throw to take only 
  half damage, he instead takes no damage if he succeeds 
  on the saving throw, and only half damage if he fails.
  Sneak Attack (1/Turn). Master Luther Gable deals an extra 
  21 (6d6) damage when he hits a target with a weapon 
  attack and has advantage on the attack roll, or when 
  the target is within 5 feet of one of his allies that isn’t 
  incapacitated and he doesn’t have disadvantage on the 
  attack roll.
  Stealthy. Gable has advantage on Dexterity (Stealth) 
  checks.
   
  Actions
  Multiattack. Master Luther Gable makes three rapier attacks 
  per turn.
  Short Sword. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 4) piercing damage.
  Light Crossbow. Ranged Weapon Attack: +7 to hit, range 
  80/320 ft., one target. Hit: 9 (1d8 + 4) piercing damage.
  Treasure: Gable carries a potion of greater healing and a potion 
  of invisibility. The scabbard of his shortsword has mother-of-pearl 
  ornamentation and is worth 400 gp, his cloak has an obsidian clasp 
  
  148
  The Blight: Richard Pett's Crooked City
  depicting two hands arm wrestling, worth 50 gp, and he carries a leather 
  purse made of elephant hide containing 22 pp.
  Misery, the
  The Misery is an immense greenish-black thing with intense yellow 
  eyes. It is 30 feet long and a foot thick. The body of the thing is a worm-
  like mass of pulpy flesh with several gill-like apertures along its length 
  with which it propels itself through the water. The front of the beast has 
  a long trunk like that of an elephant. Its skin glistens as if coated with a 
  fine sheen of oil.
  The Misery
  Gargantuan aberration, chaotic evil
  Armor Class 20 (natural armour)
  Hit Points 247 (15d20 + 90)
  Speed 30 ft., swim 50 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA
  20 (+5)
  18 (+4)
  22 (+6)
  6 (-2)
  14 (+2)
  16 (+3)
   
  Skills Perception +6, Stealth +8 (+12 in water)
  Damage Resistances cold, fire; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Damage Immunities acid, poison
  Condition Immunities poisoned, prone
  Senses darkvision 60 ft., passive Perception 24
  Languages Aklo
  Challenge 10 (5,900 XP)
   
  Dislocated. The Misery is constantly blurred as in the spell.
  Jack’s Candle. As an action, the Misery can release an 
  exhalation of gas in a 60-foot radius spread twice per day. If this 
  occurs while fully submerged, this gas slowly diffuses upward 
  and combines with any existing fog to create a smog-like cloud 
  with suffocating effects that can linger for hours until the fog is 
  burned (treat as normal Jack’s Candle but with advantage on 
  the saving throw). If the Jack’s Candle is exhaled while above 
  water it has the effects described below.
  An interesting side effect of the Jack’s Candle is 
  that its appearance (in normal form or diffuse 
  form) attracts creatures from the surrounding marshes 
  that have an affinity for foggy conditions. Examples of 
  these include hungry fogs, crimson deaths, vampiric 
  mists, trench mist, and even animating fog, and similar 
  creatures. Any time Jack’s Candle forms, there is a 20% 
  chance that 1 or more of the above creatures will hide in 
  its interior and go on a slaughtering spree through the city.
  If Jack’s Candle occurs above water, creatures within the 
  sphere must make a DC 18 Constitution saving throw or 
  act as if under the confusion spell 1 minute.  In addition, 
  the air within the fog is not breathable by air-breathing 
  creatures.
  Uncatchable.  The Misery cannot be grappled or restrained.
  Water Breathing. The Misery can only breathe underwater.
   
  Actions
  Multiattack. The Misery makes one bite and one sting attack.
  Bite. Melee Weapon Attack: +9 to hit, reach 15 ft., one 
  creature. Hit: 9 (2d8 + 5) piercing damage and 16 (3d10) 
  poison damage.
  Sting. Melee Weapon Attack: +9 to hit, reach 15 ft., one 
  creature. Hit: 9 (2d8 + 5) piercing damage and 16 (3d10) 
  poison damage.
  Spit. Ranged Weapon Attack: +8 to hit, range 20/60 ft..  Hit:  
  4d10 poison damage and target is poisoned until the end 
  of its next turn.
  Mite 
  This creature is an ugly humanoid about 2 feet tall. It has long, pointed 
  ears, a large round nose, and grayish-brown skin.
  Mite
  Small fey, lawful evil   
  Armor Class 11   
  Hit Points 3 (1d6)
  Speed 20 ft., climb 20 ft.
   
  STR
  DEX
    CON
    INT 
  WIS
   CHA   
  8 (-1)
  13 (+1)
  11 (+0)
  8 (-1)
  13 (+1)
  10 (+0)    
  Skills Stealth +3
  Senses darkvision 60 ft., passive Perception 11
  Languages Deep Speech
  Challenge 1/8 (25 XP)
   
  Hatred. Mites have advantage on attacks versus dwarves, 
  gnomes and deep gnomes.
  Innate Spellcasting. The mite’s spellcasting ability is Charis-
  ma (spell save DC 10). It can innately cast the following 
  spells, requiring no material components:
  At Will: prestidigitation 
  1/day: fear
   
  ACTIONS 
  Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 + 1) piercing damage.
  Dart. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one 
  target. Hit: 3 (1d4 + 1) piercing damage.
  Vermin Empathy (1/ day). The mite can summon a swarm 
  of bats, a swarm of rats, or a swarm of insects once per 
  day. The summoned creatures arrive 1d4 rounds, acting 
  as allies of the mite and obeying its spoken commands. 
  The beasts remain for 1 hour, until the mite dies, or until the 
  mite dismisses them as a bonus action. 
  Mocking Gull
  The mocking gull is a twisted, bloated, Between-touched undead stirge. 
  This human-sized creature looks like a cross between a large bat and a 
  giant mosquito. Its wings are leathery and gray and its skin is drawn tight 
  across its bones. The creature has eight pincer-like legs and a long needle-
  like snout. Its eyes glow pale blue.
  Mocking Gull
  Medium undead, chaotic evil
  Armor Class 13 (natural armor)
  Hit Points 31 (7d8)
  Speed 10 ft., fly 40 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA
  10 (+0)
  16 (+3)
  10 (+0)
   6 (-2)
  8 (-1)
  6 (-2)
   
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages -
  Challenge 1 (200 XP)
   
  Dislocated. Attacks against the mocking gull are made 
  
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  GM Guide
  with disadvantage unless the attacker has blindsight or 
  truesight.
   
  ACTIONS
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) piercing damage, and the target 
  must succeed on a DC 10 Constitution saving throw or be 
  paralyzed for 1 minute. The target can repeat the saving 
  throw at the end of each of its turns, ending the effect on 
  itself on a success.
  Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one paralyzed creature. Hit: 7 (1d8 + 3) piercing damage, 
  and the mocking gull attaches to the target. While 
  attached, the mocking gull doesn’t attack. Instead, at the 
  start of each of the mocking gull’s turns, the target loses 7 
  (1d8 + 3) hit points due to blood loss. 
  The mocking gull can detach itself by spending 5 feet of its 
  movement. It does so after it drains 14 hit points of blood 
  from the target or the target dies. A creature, including 
  the target, can use its action to detach the mocking gull.
  Mongrelman
  The hideous creature approaching from the shadows looks to be pieced 
  together from parts of other monsters as some sort of vile joke or blight 
  on nature.
  Mongrelman
  Medium monstrosity, lawful neutral
  Armor Class 13 (natural armour)
  Hit Points 16 (3d8 + 3)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA
  16 (+3)
  13 (+1)
  12 (+1)
  10 (+0)
  14 (+2)
  6 (-2)
   
  Saving Throws Dex +3, Wis +4
  Skills Athletics +5, Perception +4, Survival +4
  Senses passive Perception 14
  Languages Common, Mongrelman
  Challenge 1/2 (100 XP)
   
  Mimicry. The mongrelman can mimic sounds made by any 
  creature previously encountered as long as it has heard the 
  sound. A creature that hears the sounds can tell they are 
  imitations with a successful DC 10 Wisdom (Insight) check.
   
  ACTIONS
  Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) bludgeoning damage.
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) bludgeoning damage.
  Moon Angel
  This thin, stretched creature has gangly, long limbs that bend in unusual 
  ways. Its skin is pale and sickly with its face shrunken in its drooping, 
  hairless head. Pointed ears rise high above the crown of its head, and its 
  eyes are sunk deep beneath its brow like two bottomless pits. Its toothless 
  mouth hangs open, jaw slack, as it incessantly licks its withered lips.
  Moon Angel
  Large fey, neutral evil
   
  Armor Class 14
  Hit Points 97 (13d10 + 26)
  Speed 30 ft., swim 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  13 (+1)
  18 (+4)
  15 (+2)
  8 (-1)
  10 (+0)
  16 (+3)
   
  Saving Throws Wis +3
  Skills Stealth +7
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical weapons
  Damage Immunities cold, poison
  Condition Immunities disease; poisoned
  Senses blindsight 30 ft., darkvision 60 ft., passive Perception 10
  Languages Aquan, Common, Deep Speech
  Challenge 5 (1,800 XP)
   
  Hypnotic Song. A moon angel’s song has the power to 
  entrance those that hear it. All creatures aside from other 
  moon angels within 300 feet of a singing moon angle 
  must make a successful DC 14 Wisdom saving throw or be 
  charmed by all moon angels. While charmed this way, a 
  creature’s speed is 0. A creature that successfully saves 
  is immune to the hypnotic singing of all moon angels until 
  the following sunrise. This effect lasts for as long as the 
  moon angel continues singing and for 1 full round after 
  it stops. A charmed creature is willing to accept a moon 
  angel’s Drowning Kiss.
   
  ACTIONS
  Multiattack. The moon angel attacks twice with its claws.
  Claw. Melee Weapon Attack: +7 to hit (reach 5 ft.; one 
  creature). Hit: 2d6 + 4 slashing damage plus 1d8 cold 
  damage, and the creature must make a successful DC 13 
  Constitution saving throw or be paralyzed for 1 minute. A 
  paralyzed creature repeats the saving throw at the end of 
  its turn, ending the effect with a success.
  Drowning Kiss. A moon angel can flood the lungs of a willing, 
  sleeping, helpless, or hypnotized creature by touching it 
  (traditionally by kissing the creature on the lips). If the target 
  cannot breathe water, it immediately begins suffocating 
  
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  The Blight: Richard Pett's Crooked City
  from drowning. A drowning creature makes a DC 13 
  Constitution saving throw at the end of its turn, coughing up 
  the water and ending the effect with a success. 
   
  ECOLOGY
  Environment sea
  Organization solitary or school (2-5)
  Oftentimes folk who fall into the river, even in the relative shallows, are 
  never seen again even if help was close at hand. At such times, folk who 
  dwell near the riverside make the sign against the evil eye and blame the 
  disappearance on hidden currents carrying the victim into the depths or the 
  normal fauna that makes the Great Lyme a graveyard for hundreds of citizens 
  of Castorhage every year. However, sometimes the cause of the disappearance 
  is more sinister than either of those. Sometimes it is the work of a moon angel. 
  The moon angel is a rare creature that lurks in the deepest, coldest 
  waters of the Lyme, fond of rising to the surface and quietly watching the 
  goings-on ashore, waiting for the unfortunate soul who loses his footing or 
  is more drunk than careful and falls into the dark waters of the river. When 
  it locates such a victim, it quickly moves to hypnotize him and draw him 
  deeper into the waters where it can feed at its leisure.
  A creature of the coldest fathoms of the river where depth and pollution 
  block the sun, a moon angel cannot stay long near the warm surface while 
  it waits for prey. It becomes uncomfortable from the heat and light, and 
  can even develop severe sunburns on its pale skin when remaining too 
  close to the surface for long. For this reason, the depredations of the moon 
  angels remain relatively rare. The occurrences do increase in the winter 
  months when a thin sheet of ice often covers the river’s edges, though they 
  still love the daylight no better then than they do in summer.
  Occasionally on moonless nights, a moon angel may leave the river under 
  the cover of darkness to hunt additional victims on land. At these times, 
  such a creature tends to clamber along the rooftops to find open windows 
  to take meat from within, with any household survivors the next morning 
  describing only dreams of a strange crooning song echoing through their 
  sleep. As with those who disappear into the river when a moon angel pays a 
  visit, the unfortunate soul that has garnered its attention is never seen again. 
  It for these incidences that the twisted fey known as moon angels gain 
  their name, though few if any folk have made a connection between these 
  nighttime disappearances and those that occur more frequently in the river.
  Extremely tall and awkwardly gangly, the moon angel stands eight feet 
  in height but weighs barely 250 lbs.
  Copyright Notice
  Author Jeffrey Swank, based on material by Richard Pett.
  Morlock
  Degenerate humans long lost from the world of light, morlocks have 
  regressed through years of subterranean dwelling into ravenous, barely 
  thinking beasts of the endless night. They no longer remember the civilized 
  lives their ancestors led, although many morlock tribes still dwell in the 
  shattered ruins of their ancient homes. Ironically, in many cases morlocks 
  worship the statues left behind by these ancestors as their gods.
  Morlocks move about on two legs at times, but often drop down to a 
  creepy four-limbed shuffle when speed or stealth is necessary. Their wiry, 
  often emaciated frames mask the strength of their limbs and their swift 
  reactions.
   
  Morlock
  Medium humanoid, chaotic evil
  Armor Class 16
  Hit Points 21 (4d8 + 6)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA
  14 (+2)
  18 (+4)
  15 (+2)
  5 (–3)
  14 (+2)
  6 (–2)
   
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 14
  Languages Common
  Challenge 1 (200 XP)
  Keen Smell. The morlock has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Light Sensitivity. While in bright light, the morlock has 
  disadvantage on attack rolls and Wisdom (Perception) 
  checks that rely on sight.
  Pounce. If the morlock moves at least 15 feet straight toward 
  a creature and then hits it with a bite attack on the same 
  turn, that target must succeed on a DC 14 Strength saving 
  throw or be knocked prone. If the target is prone, the 
  morlock can make another bite attack against it as a 
  bonus action.
  Martial Advantage. Once per turn, the morlock can deal an 
  extra 7 (2d6) damage to a creature it hits with a weapon 
  attack if that creature is within 5 feet of an ally of the 
  morlock that isn’t incapacitated.
  ACTIONS
  Multiattack. The morlock makes two melee attacks, one bite 
  and one club.
  Bite. Melee Weapon Attack: +4 to hit (reach 5 ft.; one 
  creature). Hit: 5 (1d6 + 2) piercing damage.
  Club. Melee Weapon Attack: +4 to hit (reach 5 ft.; one 
  creature). Hit: 4 (1d4 + 2) bludgeoning damage.
  N’gathau
  The n’gathau are a sadistic and cruel race of extraplanar creatures that 
  journey the planes in search of living flesh to further their craft and trade. 
  The n’gathau collect the flesh of their enemies, flay and destroy it, and 
  reconstruct the tortured in blasphemous likenesses of their former selves. 
  Additionally, they sometimes capture the essence of a slain outsider and 
  bring it to their native plane where it remains in eternal torture.
  Most horrifying of all, the n’gathau were once humanoids themselves: 
  taken by beings known as the Twelve and transformed via disfiguring 
  tortures. Living creatures are the n’gathau’s desire, for the dead serve no 
  purpose; the n’gathau cannot enjoy the suffering of one that cannot scream.
  The average n’gathau is a walking collection of bizarre tortures, 
  piercings, chains, flayed skin, and hooks. No two n’gathau are identical in 
  their suffering; the pain endured by each is unique.
  The Pain Trade
  The n’gathau engage in a bizarre trade with other extraplanar races. In 
  exchange for living creatures, the n’gathau offer reliquaries that contain 
  the power that mortal pain and suffering offers. These reliquaries are most 
  often used as spell components, used to craft constructs, or used in the 
  creation of magic items.
  When a living creature is tortured and mutilated, its screams and 
  suffering are captured by machines of alien construction and fabricated 
  into small reliquaries. These items are in turn traded to those who offer the 
  n’gathau what they desire in return — flesh.
  Torturers
  N’gathau are monstrously sadistic, and engage in the torture of captive 
  beings for the simple pleasure of it. Any creature subjected to torture by a 
  n’gathau loses 1d2 points of Constitution per day. A n’gathau will not let 
  its plaything die as a result of the torture. When the captive’s Constitution 
  drops to 1 the n’gathau grants it a reprieve from the torture until it is back 
  to full health.
  Rulers of the Plane of Agony
  The n’gathau are ruled by an enigmatic sect of frighteningly powerful 
  beings called the Twelve. Very little is known about them except for their 
  names and appearances; their history and true origins are locked away in 
  the minds of the Twelve themselves and the catacomb of vaults lining the 
  
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  GM Guide
  Plane of Agony. Though reclusive and secretive, it is known (supposedly 
  by one who has seen the Plane of Agony and lived to tell about it) that the 
  Twelve, as mighty as they are, are but servitors of a greater being called 
  the Quorum. The n’gathau known as Agasin is pictured here.
    
  N’gathau Pain-Trader
  N’gathau are all individual and distinct, but in terms of their relative 
  strengths, the lowest group of them can be characterized as shown for 
  the Pain-Trader. Individual pain-traders may certainly have different 
  characteristics from the “typical” one detailed here.
  The n’gathau pain-trader’s lower right arm is encased in a latticework 
  of wires and cables leading down to razor claws that replaced its original 
  fingers. Its chest is pierced with rows of small, upward-curving hooks, and 
  its head has been seared, burning off the ears and hair, leaving a mass of 
  scar tissue. Its right leg is scarified in intricate designs and patterns.
   
  N’gathau Pain-Trader
  Medium fiend, neutral evil
  Armor Class 18 (natural armor)
  Hit Points 75 (10d8 + 30)
  Speed 40 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA
  18 (+4)
  10 (+0)
  17 (+3)
  7 (–2)
  10 (+0)
  7 (–2)
   
  Skills Perception +3
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks
  Damage Immunities acid, poison
  Condition Immunities exhaustion, frightened, poisoned
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Infernal, Abyssal, telepathy 60 ft.
  Challenge 5 (1,800 XP)
   
  Cruelty’s Bliss. N’gathau relish the suffering of others. When 
  a n’gathau pain-trader hits an opponent with a natural 20 
  on the attack roll, it gains advantage on all further attacks 
  against that opponent for the next 24 hours.
  Horrifying Appearance. The sight of a n’gathau pain-
  trader is so disturbing that anyone seeing it must make a 
  successful DC 15 Wisdom saving throw or be frightened 
  for 1 minute. The target can repeat the saving throw 
  at the end of each of its turns, ending the effect with a 
  successful roll. If the creature’s saving throw is successful or 
  the effect ends for it, the creature is immune to the pain-
  trader’s Horrifying Appearance for the next 24 hours.
  ACTIONS
  Multiattack. The n’gathau pain-trader makes two melee 
  attacks.
  Razor Fingers. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one creature. Hit: 7 (1d6 + 4) slashing damage, and if 
  the target is a Medium or smaller creature, it is grappled 
  (escape DC 16) and restrained until the grapple ends.
  Delicious Agony. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one creature that is grappled by the n’gathau pain-
  trader. Hit: 7 (1d6 + 4) slashing damage, and the target 
  must make a DC 15 Wisdom saving throw. If the target 
  fails the saving throw, its hit point maximum is reduced 
  by 5 (1d10) and the n’gathau regains hit points equal to 
  that amount. The reduction lasts until the target finishes a 
  long rest. The target dies if this effect reduces its hit point 
  maximum to 0.
  The n’gathau pain-trader can maintain the grapple on the 
  creature after subjecting it to this effect, but it can only 
  use Delicious Agony on the same target once every 24 
  hours. 
  Exquisite Suffering (Recharge 6). When the n’gathau pain-
  trader makes a successful attack against a creature, the it 
  can force its target to feel the sensation of the n’gathau’s 
  own agony, overloading the senses of the target. The 
  target must make a successful DC 15 Wisdom saving 
  throw or be stunned for 1 minute. The target can repeat 
  the saving throw at the end of each of its turns, ending the 
  effect with a successful save and the creature is immune 
  to the Exquisite Suffering of the pain-trader for the next 24 
  hours.
  Naga, Blight
  An exotically featured woman’s head tops this snakelike creature. 
  Its scales range in color from deep purple to black, with the creature’s 
  underside colored a lighter shade of violet. Ten arms protrude from the 
  snake body’s flanks, though they are spindly and frail in their musculature.
  Blight Naga
  Large aberration, chaotic neutral
   
  Armor Class 14 (natural armor)
  Hit Points 65 (10d10 + 10)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  12 (+1)
  12 (+1)
  16 (+3)
  7 (-2)
  19 (+4)
   
  Saving Throws Dex +3, Con +3, Wis +0
  Skills Deception +6, Insight +2, Perception +0, Persuasion +6
  Damage Immunities poison
  Condition Immunities charmed, poisoned
  
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  The Blight: Richard Pett's Crooked City
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Deep Speech, Meeruwahn
  Challenge 2 (450 XP)
   
  Change Shape (3/day). A Blight naga can take the form of 
  a human as an action. Each transformation lasts 10 min-
  utes. If the naga impersonates a specific person, it must 
  make a Deception check when it meets people who 
  know the person being simulated.
  Innate Spellcasting. The Blight naga can use the following 
  spell-like abilities, using Charisma as its casting ability (DC 
  14). The Blight naga doesn’t need material components to 
  use these abilities. 
  At will: comprehend languages, detect magic
  3/day each: dispel magic, identify, magic aura, sugges-
  tion
  1/day: dominate person
   
  ACTIONS
  Bite. Melee Weapon Attack: +3 to hit (reach 5 ft.; one 
  creature). Hit: 1d6 + 1 piercing damage plus 5d6 poison 
  damage, or half poison damage with a successful DC 11 
  Constitution saving throw. 
  ECOLOGY
  Environment urban (the Blight)
  Organization solitary, pair, or family (2–4 adults and 1–3 
  young)
  Blight nagas are aesthetes and artists that as a race have existed in the 
  city for as long as anyone remembers. Whether they were indigenous 
  inhabitants, early visitors from Between, or immigrants from a distant land 
  is argued, but they have seemingly always been there. Most Blight nagas 
  claim ancestry from the exotic lands of Far Jaati and go so far as to learn 
  that land’s language, though this has yet to be proven and is refuted by some 
  members of the Blight naga community who, in fact, steadfastly deny this 
  origin. The fact that members of the race can move among the humanoid 
  populace indistinguishably in humanoid form further lends to this confusion.
  Art Collectors. Blight nagas relish the arts, including the arcane arts. 
  They have a propensity for identifying magical items, as well as the skill 
  and capriciousness to fabricate such items (or fake versions of them to 
  foist upon the unwary). Likewise, many a Blight naga has coaxed or 
  cajoled a fine piece of artwork or rare magical item out of the hands of 
  its owner, augmenting their skills in such tasks with magic as necessary. 
  When rolled together, this means Blight nagas are sought out for the keen 
  ability to identify and appraise artwork and magical trinkets, yet held at 
  arm’s length once the object is identified.
  Nagas with Arms. Blight nagas are frailer than their more common 
  cousins. However, they make up for this frailty, at least in part, with an 
  odd evolutionary feature other types of nagas lack—arms. While the arms 
  of a Blight naga don’t have much in the way of musculature, they are well 
  suited to fine craftwork and the ability to wield magical items such as 
  wands and staves.
  In Plain Sight. Blight nagas delight in hiding in plain sight among the 
  humanoids of the city, usually using their change shape ability to take the 
  form of a humanoid female so as to mingle freely. Still, while using this 
  ability they must be wary of the passage of time lest they find themselves 
  transforming back to their natural state at an awkward moment. A typical 
  Blight naga is 12 feet long, resting on a coil of two-thirds of its body so that 
  it stands only around 6 feet in height, and weighs 275 pounds on average.
  Copyright Notice
  Author John Ling, based on material by Richard Pett.
  Necrophidius
  This creature monster has a long skeletal body topped with a fanged 
  human skull. Its eyes glow with a hellish red light.
  Necrophidius
  Large construct, neutral
  Armor Class 16 (natural armor)
  Hit Points 52 (7d10 + 14)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 
  17 (+3) 
  15 (+2) 
  2 (-4)   
  11 (+0) 
  6 (-2)
   
  Skills Stealth +5
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, par-
  alyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Understands the languages of its creator but 
  cannot speak.
  Challenge 2 (450 XP)
  Dance of Death. As a bonus action, a necrophidius can 
  enthrall opponents by swaying back and forth. Those 
  within 30 feet viewing the dancing snake must succeed 
  on a DC 12 Wisdom save or be stunned until the end of 
  the necrophidius’ next turn. If a creature makes a saving 
  throw, it is immune to the effect for 24 hours. Unless 
  surprised, a creature can avert its eyes to avoid the saving 
  throw until the start of its turn. A creature averting its eyes 
  has disadvantage on attack rolls against the necrophidius.
  ACTIONS
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 12 (2d8 +3) piercing damage. If the target is a 
  
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  GM Guide
  creature, it must succeed on a DC 12 Constitution saving 
  or be paralyzed for 1 minute. The target can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a success.
  Night Slug 
  The creature is roughly the size of a halfling. Its skin is a blotchy 
  gray color with a few sporadic tufts of muddy-brown hair. The scraps 
  of ragged clothes it wears are covered in filth, clearly not having been 
  washed in weeks — if ever. Its arms are thin and elongated, hanging 
  almost limp.
  None are as naturally capable of the fine art of breaking and entering 
  as the night-slug. Fortunately for society, few are also as cowardly. 
  Night-slugs maintain their existence simply by avoiding notice. They 
  often reside in small crawlspaces or even the hollows between the outer 
  masonry and inner plaster and lathe of a house. Those who are not lucky 
  enough to acquire such grand accommodations typically live in places that 
  allow them to avoid notice — the city dump, a gable hanging over a small 
  alleyway, and so forth.
  Night-slugs are capable of maneuvering their bodies through seemingly 
  impossible spaces. Their ligaments and tendons are exceptionally elastic, 
  allowing a night-slug to elongate its arms and legs, and in the process 
  pulling what muscle it has closer to its frame. In addition, night-slugs have 
  a “collapsible” skeleton; its bones are composed primarily of cartilage, 
  allowing the creature to squeeze into incredibly small areas.
  A typical night-slug stands around 3-1/2 feet tall and weighs 40 pounds.
  Night-Slug Society
  Night-slugs are scavengers living on the fringes of other societies. 
  They prefer densely populated urban areas for the increased number of 
  hiding places and resources from which to scrounge their needs. Most 
  night-slugs are loners because of the limited resources available to them; 
  mated couples rarely stay together beyond the birth of a brood of whimps 
  (as their young are called), and mothers generally abandon their young as 
  soon as they reach maturity after 3 years.
  While most humanoids despise night-slugs and find their presence 
  loathsome, few actually fear the creatures. More than one urban goodwife 
  has walked into a room of her house at night to find a night-slug crouched 
  in the corner chewing on a lace table runner and staining the rug with its 
  noxious skin secretions. While the typical reaction certainly includes a 
  scream, rather than flight it just as often concludes with her grabbing a 
  broom and chasing the creature until it manages to squeeze back through 
  a crack in the baseboards to the safety of the inner walls. In some cities 
  plagued by these creatures, there is an entire industry for exterminators 
  hired to enter homes and buildings to clear out night-slug infestations.
  Unlike their skulk cousins, who possess a more violent bent, night-
  slugs are inherently cowardly and rarely a threat to even those who would 
  otherwise find themselves at their mercy. There are examples, however, 
  of individuals who have overcome this innate fearfulness and gone on to 
  become highly proficient thieves and even assassins, in some cases.
  Night-Slug Characters
  Night-slug player characters have the following racial traits.
  Ability Score Increase. Your Dexterity score increases by 4, but your 
  Intelligence is reduced by 2 and your Charisma is reduced by 4. No score 
  can be raised above 20 or reduced below 3.
  Age. Night-slugs are able to survive on their own by age 3. By age 5, 
  they’re considered adults, and they seldom live more than 30 years.
  Alignment. Most night-slugs have no strong ethical convictions of any 
  kind. They survive by stealing, so they tend toward Chaos and Neutrality.
  Size: Night-slugs are Small creatures. Because they’re so flexible and 
  able to squeeze themselves into their surroundings, they make Stealth 
  checks with =advantage.
  Darkision: Night-slugs have darkvision (60 feet).
  Sly Crawler: While prone, a night-slug has a Crawl speed of 20 feet, 
  and crawling doesn’t slow it down even in difficult terrain. A crawling 
  night-slug doesn’t trigger opportunity attacks for movement.
  Slime Coat: The skin of a night-slug secretes a thin fluid resembling 
  slimy perspiration that has a musty odor and leaves a stain on most fabrics. 
  This coating protects the night-slug against grappling; other creatures 
  have disadvantage when trying to grapple a night-slug, and a night-slug 
  has advantage on its attempts to escape from grappling. It also makes 
  night-slugs easy to track; Survival checks to follow a night-slug’s trail 
  across any type of terrain are made with advantage. 
  Compression: Night-slugs can move through spaces one size category 
  smaller than themselves without squeezing, and they can squeeze through 
  openings two size categories smaller.
  Languages: Night-slugs begin play speaking Common.
  Night-Slug Burglar
  Small humanoid, neutral
   
  Armor Class 14
  Hit Points 11 (2d6 + 4)
  Speed 25 ft., crawl 20 ft.
   
  Str
  Dex
  Con
  Int
  Wis
  Cha
  10 (+0)
  19 (+4)
  14 (+2)
  8 (-1)
  13 (+1)
  6 (-2)
   
  Skills Sleight-of-hand +6, Stealth +6
  Senses darkvision 60 ft., passive Perception 11
  Languages Common
  Challenge 1/2 (100 XP)
   
  Compression. The night-slug can move through spaces one 
  size category smaller than itself without squeezing, and it 
  can squeeze through openings two size categories small-
  er.
  Slime Coat. Other creatures have disadvantage when trying 
  to grapple a night-slug, and the night-slug has advantage 
  on attempts to escape from grapples. Survival checks 
  to follow a night-slug’s trail across any type of terrain are 
  made with advantage. 
  Sly Crawler. Crawling doesn’t slow down a night-slug, even 
  in difficult terrain. A crawling night-slug doesn’t trigger op-
  portunity attacks for movement.
  Sneak Atttack. A night-slug burglar’s dagger attack does an 
  extra 1d6 piercing damage if the night-slug has advan-
  tage on the attack or if another night-slug is within 5 feet 
  
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  The Blight: Richard Pett's Crooked City
  of the target and able to attack.
  Thief. The night-slug burglar has proficiency with thief’s tools 
  and is never without them.
   
  ACTIONS
  Dagger. Melee Weapon Attack: +6 to hit (reach 5 ft.; one 
  creature). Hit: 1d4 + 4 piercing damage. 
  Dagger. Ranged Weapon Attack: +6 to hit (range  
  20 ft./60 ft.; one creature). Hit: 1d4 + 4 piercing damage.
   
  ECOLOGY
  Environment urban
  Organization solitary, pair, or gang (3–6)
  Copyright Notice
  Author John Ling, based on material by Richard Pett.
  Nightmare Choir
  See Between Peacock
  Paradigm of Bondage, the
  The Paradigm of Bondage is a thing weighed down by countless chains 
  and fetters dragging along behind her. She is definitely female, but there 
  the resemblance to anything mortal ends. Her mouth is filled with jagged 
  teeth and broken lengths of chain.
  The Paradigm of Bondage
  Medium aberration (Between), lawful evil
  Armor Class 17 (natural armor)
  Hit Points 123 (13d8 + 65)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  16 (+3)
  20 (+5)
  13 (+1)
  14 (+2)
  15 (+2)
   
  Saving Throws Con +8, Wis +5
  Damage Resistances cold, poison; bludgeoning, piercing, 
  and slashing from nonmagical weapons
  Condition Immunities exhaustion, frightened, restrained, par-
  alyzed, poisoned
  Senses darkvision 120 ft., passive Perception 9
  Languages all, telepathy 120 ft.
  Challenge 9 (5,000 XP)
  Between Sight. Magical darkness doesn’t impede the 
  darkvision of the Paradigm of Bondage.
  Dislocated. Attacks against the Paradigm of Bondage 
  are made with disadvantage unless the attacker has 
  blindsight or truesight.
  Innate Spellcasting. The Paradigm of Bondage’s spellcasting 
  ability is Charisma (spell save DC 16). The Paradigm 
  can innately cast following spells, requiring only verbal 
  components.
  At will: vicious mockery (as an 11th level caster)
  3/day each: fear 
  1/day each: eyebite
  Magic Resistance. The Paradigm of Bondage has 
  advantage on saving throws against spells and other 
  magical effects.
  Ooze through Bars. The Paradigm is able to move 
  freely through iron bars within this or any other prison. 
  Additionally, difficult terrain doesn’t cost her extra 
  movement and magic can neither reduce her speed or 
  cause her to be paralyzed or restrained.
  ACTIONS
  Multiattack. The Paradigm of Bondage makes two attacks 
  with its spike chains.
  Spiked Chain. Melee Weapon Attack: +9 to hit, reach 10 
  ft., one target. Hit: 18 (4d6 + 5) slashing damage and the 
  target is grappled (escape DC 16) if the Paradigm isn’t 
  already grappling a creature. Until this grapple ends, the 
  target is restrained and takes 10 (3d6) piercing damage at 
  the start of each of its turns.
  Between Scream. (Recharge 6) The Paradigm of Bondage 
  unleashes a cacophony of soul-shaking howls from 
  Between in a 30-foot radius. All creatures within the area 
  must succeed on a DC 16 Wisdom saving throw or be 
  stunned until the end of their next turn. On a successful 
  saving throw, the creature is immune to the Paradigm’s 
  Between Scream for 24 hours.
  REACTIONS
  Unnerving Mask. When a creature the Paradigm of 
  Bondage can see starts its turn within 30 feet of the 
  Paradigm, the Paradigm can create the illusion that it 
  looks like one of the creature’s departed loved ones or 
  bitter enemies. If the creature can see the Paradigm, it 
  must succeed on a DC 15 Wisdom saving throw or be 
  frightened until the end of its turn.
  Paradigm of Mockery, the
  It has a great many snake-like limbs that emerge from beneath its red-
  and-white checked tunic, and apparently no legs. It wears a fool’s cap with 
  a burlap veil over its face upon which a clownish face with a wide, leering 
  idiot grin has been crudely painted beneath two black beady eyes. The 
  way that the veil undulates, though, tells you that something other than a 
  true face lies beneath. The orange robe beneath its tunic has a repeating 
  pattern of screaming smiles and laughing frowns stitched into it. Two 
  great leathery wings unfold from its back as it launches itself into the air.
  The Paradigm of Mockery
  Medium aberration, neutral evil
  Armor Class 19 (natural armor)
  Hit Points 119 (14d8 + 56)
  Speed 30 ft., fly 60 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA
  18 (+4)
  11 (+0)
  18 (+4)
  12 (+1)
  10 (+0)
  17 (+3)
   
  Skills Intimidation +7, Perception +4, Stealth +4
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical weapons
  Damage Immunities acid, poison
  Condition Immunities poisoned
  Senses blindsight 60 ft., darkvision 60 ft., passive Perception 14
  Languages Abyssal, Infernal, telepathy 60 ft.
  Challenge 9 (5,000 XP)
  Flyby. The Paradigm of Mockery doesn’t provoke attacks of 
  opportunity when it flies out of an enemy’s reach. 
  ACTIONS
  Multiattack. The Paradigm of Mockery makes two melee at-
  tacks with its claws.
  Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 23 (4d8 + 5) slashing damage and the target is 
  grappled (escape DC 15). Until the grapple ends, the tar-
  get is restrained. 
  Writhing Snakes. The serpents of the Paradigm of Mockery’s 
  body twist and writhe around a grappled creature, biting 
  
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  GM Guide
  repeatedly. At the start of its turn, the grappled creature 
  takes 8 (2d8) piercing damage and must make a DC 10 
  Constitution saving throw or be poisoned for 1 hour.
  Laughter of Mockery. (Recharge 6) The Paradigm of 
  Mockery can make its robe bellow out laughter mocking 
  all the souls that it has consumed from Festival over the 
  centuries. All creatures within 60 feet of the Paradigm 
  must make a DC 15 Wisdom saving throw or fall into fits of 
  laughter and fall prone (as the hideous laughter spell) for 
  1 minute. At the end of each of its turns, and each time 
  it takes damage, the target can make another Wisdom 
  saving throw. The target has advantage on the Wisdom 
  saving throw if it is triggered by damage.  On a successful 
  saving throw, the spell ends and the creature is immune to 
  the Paradigm’s Laughter of Mockery for 24 hours.
  Paradigm of Offal, the
  Masses of carrion and debris break the inky surface of this enormous, 
  undulating sludge.
  The Paradigm of Offal
  Huge ooze, unaligned
  Armor Class 8 (natural armor)
  Hit Points 237 (19d12 + 114)
  Speed 20 ft., climb 20 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA
  23 (+6)
  9 (-1)
   23 (+6)
  1 (-5)
  6 (-2)
  1 (-5)
   
  Damage Resistances cold, lightning; bludgeoning, piercing, 
  and slashing from nonmagical weapons
  Damage Immunities acid, poison
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, poisoned, prone
  Senses blindsight 60 ft., passive Perception 9
  Languages -
  Challenge 9 (5,000 XP)
  Amorphous. The Paradigm of Offal can move through a 
  space as narrow as 1 inch wide without squeezing. 
  Corrosive Form. A creature that touches the Paradigm 
  of Offal or hits it with a melee attack while within 5 
  feet of it takes 9 (2d8) acid damage. Any nonmagical 
  weapon made of metal or wood that hits the Paradigm 
  corrodes. After dealing damage, the weapon takes 
  a permanent and cumulative -1 penalty to damage 
  rolls. If its penalty drops to -5, the weapon is destroyed. 
  Nonmagical ammunition made of metal or wood that 
  hits the Paradigm is destroyed after dealing damage. The 
  Paradigm can eat through 2 inch-thick, nonmagical wood 
  or metal in 1 round. 
  Spider Climb. The Paradigm of Offal can climb difficult 
  surfaces, including upside down on ceilings, without 
  needing to make an ability check.
  ACTIONS
  Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one 
  target. Hit: 20 (4d6 + 6) bludgeoning damage and 18 (4d8) 
  acid damage, and if the target is wearing nonmagical 
  metal armor, its armor is partly corroded and takes a 
  permanent and cumulative -1 penalty to the AC it offers. 
  The armor is destroyed if the penalty reduces its AC to 10. 
    If the target is Large or smaller, it is grappled (escape DC 16) 
  and restrained until the grapple ends. A grappled creature 
  takes an additional 14 (4d6) acid damage for each turn it 
  remains embraced by the Paradigm. Nonmagical metal 
  armor would also gain another -1 penalty for each turn it 
  remains in contact with the Paradigm.
  The Paradigm can grapple two creatures of Large size or 
  smaller simultaneously. It can continue to use its slam 
  attack while grappling two creatures.
  Splatter (Recharge 5-6). Ranged Weapon Attack: +3 to hit, 
  range 30 ft., one target. Hit: 36 (8d8) acid damage. 
  Pit Pony
  This shaggy pony looks exceptionally strong, and it walks confidently 
  along the rocky ground despite the near total darkness.
  Pit Pony
  Medium beast, unaligned
  Armor Class 13
  Hit Points 17 (2d8 + 8)
  Speed 40 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA 
  17 (+3)
  17 (+3)
  18 (+4)
  2 (–4)
  15 (+2)
  7 (–2)
   
  Skills Athletics +5, Perception +4
  Senses blindsight 30 ft., passive Perception 14
  Languages —
  Challenge 1/4 (50 XP)
   
  Over-sized Rider. A pit pony can carry a Medium or Small 
  creature as a rider. However, any Medium creature taller 
  than 5 feet finds that his feet drag the ground if he doesn’t 
  bend his knees uncomfortably in the stirrups. These riders 
  take a –2 penalty to all Ride checks while on a pit pony.
   
  ACTIONS
  Hooves. Melee Weapon Attack: +4 to hit (reach 5 ft.; one 
  creature). Hit: 7 (2d4 + 2) bludgeoning damage. 
  Pit ponies are a breed of shaggy-haired pony that descends from the 
  husbandry of the Durahchûk dwarves of millennia ago. The dwarves 
  bred these sturdy ponies as animals that were surefooted, not afraid of 
  the dark, and able to haul heavy loads over rough terrain. They were bred 
  to be large enough for a full-armoured dwarven warrior to ride upon into 
  battle (if the more popular dire pigs were not available), yet short enough 
  that they could still easily traverse the rocky corridors and low tunnels of 
  the underneath. Though barrel-chested, these ponies have legs that are 
  unusually short for their stature. This allows Medium creatures to ride 
  them, though any creature with longer legs than the average dwarf finds 
  his feet dragging the ground.
  Princess Alexandra,  
  the Unseen Princess
  The rumours of a grotesque abhorrence that was the Queen’s first 
  daughter refuse to go away, and tales of a locked room in the highest 
  steeples of the Capitol containing the princess are strangely persistent. 
  That the staff who attend it are blind and deaf is also regarded by almost 
  all as just a rumour.  
  The princess is a horrid mixture of shape: half-spider, half-rat, with a 
  human face.
  Princess Alexandra
  Medium monstrosity, neutral
  Armor Class 15
  Hit Points 36 (8d8)
  
  156
  The Blight: Richard Pett's Crooked City
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  11 (+0)
  12 (+1)
  11 (+0)
  12 (+1)
  14 (+2)
  16 (+3)
   
  Skills Deception +5, Insight +4, Persuasion +5
  Senses passive Perception 10
  Languages any two languages
  Challenge 5 (1,800 XP)
  Keen Smell. Wisdom (Perception) checks that rely on smell 
  are made at advantage.
  Shapechanger. Alexandra can use her action to polymorph 
  into a rat-humanoid hybrid or into a giant rat; into a 
  spider-humanoid hybrid or into a giant spider; or back into 
  her true form, which is humanoid. Her statistics, other than 
  her size, are the same in each form. Any equipment she 
  is wearing or carrying isn’t transformed. She reverts to her 
  true form if she dies.
  Spider Climb. Alexandra is able to climb difficult surfaces 
  and ceilings without requiring an ability check.
  Innate Spellcasting. Alexandra’s spellcasting ability is 
  Intelligence, and requires no material components for the 
  following spells (spell save DC 15):
  At will: dancing lights, poison cloud, shocking grasp;
  3/day each: charm person, sleep;
  1/day each: invisibility, mirror image;
  ACTIONS
  Multiattack. Alexandra makes two attacks on her turn
  Rapier. Melee weapon attack: +3 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8+1) piercing damage.
  Bite. Melee weapon attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 2) piercing damage, and the target 
  must make a DC 13 Constitution saving throw, taking 9 
  (2d8) poison damage on a failed save, or half as much 
  damage on a successful save. If the poison reduces the 
  target to 0 hit points, the target is stable but poisoned for 
  1 hour, even after regaining hit points, and is paralyzed 
  while poisoned this way.
  Web (Recharge 5-6). Ranged weapon attack: +5 to hit, 
  range 30/60 ft., and the target is restrained by webbing, 
  requiring a DC 12 Strength check to escape.
  REACTIONS
  Parry. When wielding a melee weapon, Alexandra can 
  add 2 to her AC as a reaction against one melee attack 
  that would otherwise hit. She must be wielding a melee 
  weapon and be able to see the attacker.
  Princess Alicia
  The terrible nine-year-old “Little Queen” is one of the newest Royals 
  but has rapidly achieved a high station in life. The queen herself anointed 
  Alicia as her chosen heir just a few years ago. Her mother dotes on her, 
  but most other members of the Royal Family despise her. Spoilt, violent, 
  and sadistic, the girl has a reputation amongst the servants for terrible 
  callousness, her cries of “off with his head” ring through the Capitol 
  when she is angry (which is most of the time), and her orders are carried 
  out by guards too afraid to question her. 
  Princess Alicia, “The Little Queen”
  Medium Between-sired tiefling*, neutral evil
  * Alicia is not the only child sired by something from Be-
  tween, but the long-term effects of this rare coupling are 
  presently unknown.
  Armor Class 10
  Hit Points 9 (2d8)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  10 (+0)
  10 (+0)
  10 (+0)
  10 (+0)
  10 (+0)
  14 (+2)
   
  Skills Arcana +4, History +4
  Senses darkvision 60 ft., passive Perception 10
  Languages any one language (usually common)
  Challenge 6 (2,300 XP)
  Spellcasting. Alicia is a 1st-level spellcaster. Charisma is her 
  spellcasting ability (spell save DC 12, +4 to hit with spell 
  attacks). She has the prepared the following spells from 
  the sorcerer spell list:
  Cantrips (at will): fire bolt, mending, prestidigitation; 
  1st (4 slots): burning hands, disguise self, shield
  ACTIONS
  Dagger. Melee or ranged attack: +2 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.
  Princess Eleanor
  The queen’s “public” eldest daughter is not acknowledged as such by 
  her sisters, who contest that she was sired by the Devil. Eleanor is icy, and 
  her greatest — and only — desire is to rule the city-state and its empire. 
  She weaves countless plots to achieve her aims, and worships the Devil. 
  Eleanor despises her husband, Crown Prince Rorth, but admits the union 
  is useful for appearance.
  Princess Eleanor
  Medium human, neutral evil
  Armor Class 12 (15 with mage armor)
  Hit Points 39 (7d8+7)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  9 (-1)
  14 (+2)
  12 (+1)
  17 (+3)
  12 (+1)
  11 (+0)
   
  Skills Arcana +6, History +6
  Senses passive Perception 11
  Languages any four languages
  Challenge 4 (1,100 XP)
  Spellcasting. Eleanor is a 7th-level spellcaster. Intelligence is 
  her spellcasting ability (spell save DC 14, +6 to hit with spell 
  attacks). She has the prepared the following spells from 
  the wizard spell list:
  Cantrips (at will)—chill touch, dancing lights, mage hand, 
  mending;  
  1st (4 slots)—false life, mage armor, ray of sickness;  
  2nd (3 slots)—blindness/deafness, ray of enfeeblement, 
  web;  
  3rd (3 slots)—animate dead, bestow curse, vampiric 
  touch;  
  4th (1 slot)—blight;
  ACTIONS
  Withering Touch. Melee spell attack: +7 to hit, one target. Hit: 
  5 (2d4) necrotic damage.
  
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  GM Guide
  Princess Genève
  The grotesquely fat Genève takes countless lovers and has birthed a 
  dozen (known) heirs. Born a matter of seconds after her twin sister Eleanor, 
  she hates her crooked sister(s) with every ounce of her being. Her second 
  passion is poison; her first is manipulating suitors with her poisons.
  Princess Genève
  Medium human, neutral evil
  Armor Class 15 (studded leather)
  Hit Points 46 (7d8+14)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  11 (+0)
  16 (+3)
  14 (+2)
  13 (+1)
  11 (+0)
  10 (+0)
   
  Skills Acrobatics +7, Deception +4, Perception +4, Stealth +11
  Senses passive Perception 14
  Languages Thieves’ Cant plus any two languages
  Challenge 4 (1,100 XP)
  Assassinate. On Genève’s first turn she has advantage on 
  attack rolls, as long as the target has not taken a turn. Any 
  hit against a surprised target is considered a critical hit.
  Evasion. If Genève is required to make a Dexterity saving 
  throw to take half damage, she takes no damage on a 
  successful save, and half damage on a failed save.
  Sneak Attack (1/turn). Genève’s attack deals an extra 13 
  (4d6) damage when she hits with a weapon attack, if she 
  has advantage on the attack roll, or there is an ally who is 
  not incapacitated within 5 feet of the target, and as long 
  as Genève does not have disadvantage on the attack roll.
  ACTIONS
  Multiattack. Genève makes two attacks on her turn.
  Shortsword. Melee weapon attack: +6 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage.
  Light Crossbow. Ranged weapon attack: +6 to hit, range 
  80/230 ft., one target. Hit: 7 (1d8+3) piercing damage, and 
  the target must make a DC 15 Constitution saving throw, 
  taking 24 (7d6) poison damage on a failed save, or half as 
  much damage on a successful one.
  Princess Lenora
  The youngest surviving mortal daughter of the queen, Lenora regards 
  herself as the most stable. Her lovers are wizards and those who know 
  secrets, and she is often found in a carriage rattling along the cobbles of 
  BookTown on some mission. 
  Princess Lenora
  Medium human, lawful evil
  Armor Class 12 (15 with mage armor)
  Hit Points 40 (9d8)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  9 (-1)
  14 (+2)
  11 (+0)
  17 (+3)
  12 (+1)
  11 (+0)
   
  Skills Arcana +6, History +6
  Senses passive Perception 11
  Languages any four languages
  Challenge 6 (2,300 XP)
  Spellcasting. Lenora is a 9th-level spellcaster. Intelligence is 
  her spellcasting ability (spell save DC 14, +6 to hit with spell 
  attacks). She has the prepared the following spells from 
  the wizard spell list:
  Cantrips (at will): fire bolt, light, mage hand, prestidigitation; 
  1st (4 slots): detect magic, mage armor, magic missile, 
  shield; 
  2nd (3 slots): misty step, suggestion; 
  3rd (3 slots): counterspell, fireball, fly; 
  4th (3 slots): greater invisibility, ice storm; 
  5th (1 slots): cone of cold;
  ACTIONS
  Multiattack. Lenora makes two attacks on her turn.
  Dagger. Melee or ranged attack: +5 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 4 (1d4+5) piercing 
  damage.
  Princess Lilly
  Some say she was murdered, and unfortunately, Lilly knows who did 
  it: her sisters Eleanor and Genève, in a rare act of cooperation. They 
  didn’t expect her to come back to haunt them, but by night she wanders the 
  Capitol, singing and slowly driving her sisters mad with fear.
  Princess Lilly
  Medium blight vampire, lawful evil
  Armor Class 15
  Hit Points 82 (11d8+33)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  16 (+3)
  16 (+3)
  16 (+3)
  11 (+0)
  10 (+0)
  12 (+1)
   
  Skills Perception +3, Stealth +6
  Damage Resistances necrotic, nonmagical weapons
  Senses darkvision 60 ft., passive Perception 13
  Languages Common
  Challenge 5 (1,800 XP)
  Regeneration. Lilly regains 10 hp at start of turn if she is not 
  currently in sunlight or running water, and hasn’t taken ra-
  diant or holy water damage.
  Spider Climb. Lilly is able to climb difficult surfaces and ceil-
  ings without requiring an ability check.
  Vampire Weaknesses. Lilly has the following flaws:
  Forbiddance. Lilly cannot enter a residence without receiv-
  ing an invitation.
  Harmed by Running Water. Lilly takes 20 acid damage if she 
  ends her turn in running water.
  Stake to the Heart. Lilly can be destroyed by taking a wood-
  en piercing weapon to the heart.
  Sunlight Hypersensitivity. Lilly takes 20 radiant damage when 
  starting her turn in sunlight, and she has disadvantage on 
  attacks and ability checks when in sunlight.
  ACTIONS
  Multiattack. Lilly makes two attacks on her turn, one with her 
  rapier and one with her bite.
  Rapier. Melee weapon attack: +6 to hit, reach 5 ft., one tar-
  get. Hit: 7 (1d8 + 3) piercing damage.
  Bite. Melee weapon attack: +6 to hit, targeting one willing, 
  grappled, incapacitated or restrained creature. Hit: 6 
  (1d6+3) piercing damage plus 7 (2d6) necrotic damage, 
  and the target’s hp max is reduced by an amount equal 
  to the necrotic damage taken.
  
  158
  The Blight: Richard Pett's Crooked City
  Princess Mercy
  If ever a child was wrongly named, it’s the violent Mercy. Mercy is no 
  sedate Royal who takes a back seat to anyone; she is a figure of action 
  — murderous action. Mercy courts the lords and masters of the army, 
  whispers to them, brags to them. Mercy considers a coup to be an excellent 
  option for her aspirations of making the city-state a military force to be 
  reckoned with across the world. She hates her sisters, although she has 
  taken a lover in Elaine of Aldwark recently. Her attachment presently is 
  purely lustful, but the succubus’s charms are considerable and could draw 
  the princess into a deeper, more malleable bond.
  Princess Mercy
  Medium human, chaotic evil
  Armor Class 12
  Hit Points 23 (5d8)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  10 (+0)
  15 (+2)
  10 (+0)
  12 (+1)
  14 (+2)
  16 (+3)
   
  Skills Deception +5, Insight +4, Investigation +5, Perception +6, 
  Sleight of Hand + 4, Stealth +4
  Senses passive Perception 16
  Languages Common
  Challenge 1 (200 XP)
  Cunning Action. On each turn, Mercy may take the Dash, 
  Disengage, or Hide action as a bonus action.
  Sneak Attack (1/turn). Mercy’s attack deals an extra 7 (2d6) 
  damage when she hits with a weapon attack, as long as she 
  has advantage on the attack roll, or there is an ally who is 
  not incapacitated within 5 feet of the target, and as long as 
  Mercy does not have disadvantage on the attack roll. 
  ACTIONS
  Multiattack. Mercy makes two attacks on her turn.
  Shortsword. Melee weapon attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  Hand Crossbow. Ranged weapon attack: +4 to hit, range 
  30/120 ft., one target. Hit: 5 (1d6+2) piercing damage.
  Princess Rebecca of Mourney
  The young and beautiful darling of the crowds is the public face of the 
  Royal Family. Rebecca has a thousand would-be suitors and has turned 
  down countless proposals of marriage. In fact, Rebecca secretly sponsors 
  the revolutionaries, intending to bring a structured, peaceful change. Her 
  sponsorship is, of course, a secret guarded on pain of death by her fanatical 
  followers, who dub themselves the Hidden Knights of the Capitol and 
  who have each taken an oath of death and swallowed a plague scarab as 
  proof. The scarab, should they choose to use or die, erupts within them, 
  unleashing a score of locust swarms upon their enemies.
  Rebecca’s fear is that her sister Alicia will ascend the throne, something 
  she can’t allow to happen.
  Princess Rebecca of Mourney
  Medium human, chaotic good
  Armor Class 12
  Hit Points 27 (6d8)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  10 (+0)
  15 (+2)
  10 (+0)
  12 (+1)
  14 (+2)
  16 (+3)
  Skills Deception +5, Insight +4, Investigation +5, Perception +6, 
  Sleight of Hand + 4, Stealth +4
  Senses passive Perception 16
  Languages Common languages
  Challenge 1 (200 XP)
  Cunning Action. On each turn, Rebecca may take the 
  Dash, Disengage, or Hide action as a bonus action.
  Sneak Attack (1/turn). Rebecca’s attack deals an extra 
  7 (2d6) damage when she hits with a weapon attack, 
  as long as she has advantage on the attack roll, or 
  there is an ally who is not incapacitated within 5 feet 
  of the target, and as long as Rebecca does not have 
  disadvantage on the attack roll. 
  ACTIONS
  Multiattack. Rebecca makes two attacks on her turn.
  Shortsword. Melee weapon attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  Hand Crossbow. Ranged weapon attack: +4 to hit, range 
  30/120 ft., one target. Hit: 5 (1d6+2) piercing damage.
  Prophet Adam, the
  He is a long-haired, muscular man who stands completely naked except 
  for the streaks of blue, green, and yellow paint mixing with crimson blood 
  that seeps from the multitude of long lacerations on his skin, all of which 
  is rapidly being washed away in the monsoon rains. Around his neck 
  hangs an angelic figure made of bloody lamb bones. This prophet led his 
  small cabal of followers here to Between to await the beginning of the 
  new world.
  The Prophet Adam
  Medium humanoid (human), chaotic neutral
  Armor Class 13 (mage armour) 
  Hit Points 60 (10d8 + 10)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA
  18 (+4)
  10 (+0)
  12 (+1)
  14 (+2) 
   8 (-1)
  14 (+2)
   
  Skills Arcana +4, Deception +4
  Senses passive Perception 9
  Languages Common, Celestial
  Challenge 3 (700 XP)
  Spellcasting. Adam is a 5th-level spellcaster. His spellcasting 
  ability is Intelligence (spell save DC 12, +4 to hit with spell 
  attacks). He has the following wizard spells prepared:
  Cantrips (at will): acid splash, fire bolt, mending, true strike
  1st level (4 slots): color spray, expeditious retreat, mage 
  armour*, shield
  2nd level (3 slots): acid arrow, mirror image, suggestion
  3rd level (2 slots): bestow curse, slow
  *Mage armour is active when Adam is encountered
  ACTIONS
  Multiattack. Adam makes two melee attacks with his 
  halberd.
  Halberd +1. Melee Weapon Attack: +7 to hit, reach 10 ft., 
  one target. Hit: 10 (1d10 + 5) slashing damage.
  
  159
  GM Guide
  Queen Alice
  “The figure staggered into the room spastically, taking great strides 
  with the aid of two sticks, making her look like some four-legged spider in 
  a crooked web. Her face was veiled ‘to protect us,’ they had said.
  Her breaths came in sharp rasps, and her voice was like breaking glass, 
  often calling for the beheading of her subjects. But for now, she was happy 
  just to look at us, it seemed. I could not help thinking of the spider once 
  more: Was she watching us and waiting to strike, or was she waiting for 
  us to walk openly into her web?”
  Queen Alice, Her Royal Highness
  Medium alchymic-undying† human, chaotic neutral
  Armor Class 15
  Hit Points 36 (8d8)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  11 (+0)
  12 (+1)
  11 (+0)
  12 (+1)
  14 (+2)
  16 (+3)
   
  Skills Deception +5, Insight +4, Persuasion +5
  Senses passive Perception 10
  Languages any two languages
  Challenge 3 (700 XP)
  ACTIONS
  Multiattack. Queen Alice makes two attacks with her rapier.
  Rapier. Melee weapon attack: +3 to hit, reach 5 ft., one tar-
  get. Hit: 6 (1d8 + 1) piercing damage.
  REACTIONS
  Parry. When wielding a melee weapon, Queen Alice can 
  add 2 to her AC as a reaction against one melee attack 
  that would otherwise hit. She must be wielding a melee 
  weapon and be able to see the attacker.
  Rachel Birch
  A leader in the Knights Occularus, Rachel Birch is a major figure in the 
  adventure (although she is most likely quite transformed by the end). This 
  description is for her pre-transformation state. There is steel in her eyes, 
  she betrays it in her stance and her attire. She wears her red hair short, and 
  she is lithe and muscular. Her movement is gracious but sparing, and she 
  leads her men with unquestioned authority.
  Rachel Birch
  Medium female human, lawful neutral
  Armor Class 17 (half plate)
  Hit Points 77 (14d8 + 14)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA 
  12 (+1)
  14 (+2)
  12 (+1)
  13 (+1)
  18 (+4)
  13 (+1)
   
  Skills History +5, Religion +5
  Senses passive Perception 14
  Languages Common
  Challenge 7 (2,900 XP)
  Divine Eminence. As a bonus action, Rachel can expend a 
  1st level spell slot to cause its melee weapon attacks to 
  magically deal an extra 10 (3d6) radiant damage to a 
  target on a hit. This benefit lasts until the end of the turn. 
  If she expends a spell slot of 2nd level or higher, the extra 
  damage increases by ld6 for each level above 1st. 
  Spellcasting. Rachel Birch is a 14th-level spellcaster. Her 
  spellcasting ability is Wisdom (spell save DC 15, +7 to hit 
  with spell attacks). She ordinarily has the following cleric 
  spells prepared: 
  Cantrips (at will): guidance, light, resistance, sacred flame,
  thaumaturgy
  1st level (4 slots): bless, cure wounds, healing word, shield of 
  faith
  2nd level (3 slots): aid, continual flame, lesser restoration
  3rd level (3 slots): beacon of hope, magic circle, speak with 
  dead
  4th level (3 slots): death ward, freedom of movement, 
  guardian of faith
  5th level (2 slots): mass cure wounds, raise dead
  6th level (2 slots): blade barrier, true seeing
  7th level (1 slot): resurrection
  ACTIONS
  Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 4 (1d6+1) bludgeoning damage, or 5 
  (1d8+1) bludgeoning damage if used with two hands. 
  Sallow Ashenly
  A frail youth with almost alabaster skin, Sallow Ashenly is wrapped in 
  heavy winter gear that almost completely muffles his appearance other 
  than his unkind eyes. Below his clothes, Sallow is frail, and appears 
  almost to be an addict or consumptive. He is wiry, and there is something 
  obviously odd about him. Characters making a DC 18 Intelligence check 
  can identify him as a dark stalker.
   
  Sallow Ashenly 
  Medium humanoid (dark stalker), chaotic neutral
  Armor Class 15
  Hit Points 48 (6d8 + 12)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA
  14 (+2)
  18 (+4)
  14 (+2)
  9 (-1)
  11 (+0)
  13 (+1)
   
  Skills Sleight of Hand +5, Stealth +6
  Senses darkvision 120 ft., passive Perception 10
  Languages Common, Undercommon
  Challenge 2 (450 XP)
  Death Throes. When Sallow is slain, his body combusts in a 
  flash of flame. All creatures within 20 feet of the explosion 
  take 3d6 fire damage, or half damage with a successful 
  DC 12 Dexterity save. Sallow’s combustible gear is burned 
  to ash, but other items (shortswords, vials, coins, statuette) 
  survive the burst of fire.
  Martial Advantage. Sallow’s shortsword attacks do an extra 
  2d6 piercing damage if he has advantage on the attack, 
  or if another dark stalker, or a dark creeper, is within 5 feet 
  of the target.
  Spell-Like Abilities. Sallow can use the following spell-like 
  abilities, using Charisma as his casting ability (spell save 
  DC 11). Dark stalkers such as Sallow don’t need material 
  components to use these abilities.  
  At will: darkness, detect magic, fog cloud
  ACTIONS
  Multiattack. Sallow attacks twice with his shortswords.
  Shortsword. Melee Weapon Attack: +5 to hit (reach 5 ft.; one 
  creature). Hit: 1d6 + 4 piercing damage and the target 
  
  160
  The Blight: Richard Pett's Crooked City
  must make a successful DC 12 Constitution saving throw or 
  suffer 1d4 poison damage and be poisoned for 1 hour. Af-
  ter being poisoned, the victim must make a saving throw 
  each round until succeeding. Each failure causes an addi-
  tional 1d4 points of poison damage.
   
  Treasure: potion of cure wounds (3rd level) in thick green glass vial 
  sealed with wax seal, lacquer insectum case containing 4 doses of Blake’s 
  sanguisuga†; two shortswords with raven-head hilt set with silver wire 
  worth 75gp, 25 gp in pockets, small crudely made soapstone angel carving.
  Scythe Tree
  This twisted tree has many branches but few leaves. In the center of its 
  trunk is a long, deep scar. Its roots are twisted and blackened as if by fire.
  Scythe Tree
  Huge plant, chaotic evil
  Armor Class 14 (natural armour)
  Hit Points 76 (8d12 + 24)
  Speed 20 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA
  20 (+5)
  8 (–1)
  17 (+3)
  10 (+0)
  13 (+1)
  12 (+1)
   
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical weapons
  Damage Vulnerabilities: fire
  Damage Immunities psychic
  Condition Immunities charmed, frightened, prone, stunned, 
  unconscious
  Senses darkvision 60 ft., passive Perception 13
  Languages Sylvan
  Challenge 5 (1,800 XP)
  ACTIONS
  Multiattack. A scythe tree attacks three times with its 
  branches.
  Branches. Melee Weapon Attack: +8 to hit (reach 10 ft.; 
  one creature). Hit: 2d6 + 5 slashing damage. A scythe tree 
  scores a critical hit if the attack roll is a natural 19 or 20.
  Skin Stitcher
  A skin stitcher is a malevolent and violent creature that kills for 
  food, pleasure, and the skin of humanoids (which it keeps and collects). 
  While it is known to eat just about anything it kills, it only keeps the 
  skin and flesh of humanoid creatures. Other creatures are devoured, 
  flesh and all. Skin stitchers collect the flesh and skin of any humanoid 
  creature slain. From this, they weave intricate clothes and coverings 
  that they wear over their entire body. At a distance, the skin stitcher 
  can pass for a normal humanoid when wearing one of these “skin 
  suits” A DC 18 Wisdom (Perception) check is needed to reveal its true 
  identity). Up close, the skin stitcher’s disguise becomes much less 
  effective, making it appear as a humanoid with a heavily scarred and 
  stitched-together body.
  The skin stitcher stands about 6 feet tall and (in its true form) appears 
  as a skinless humanoid. Its natural body appears to be bone wrapped 
  tightly with corded muscle and covered with a dark red-purplish slime. Its 
  eye sockets are deep and contain large bulbous eyes with blue irises. The 
  skin stitcher’s long, lanky arms end in claws as do its thick, muscled legs. 
  It carries two large chains covered with many sharpened barbs.
  Though their hands are clawed, skin stitchers prefer to attack using 
  large chains covered with razor-sharp barbs. These not only aid in killing 
  a foe, but also help strip the flesh from a victim. Skin stitchers often attack 
  from ambush, attempting to gain the upper hand over their prey as quickly 
  as possible. Slain opponents are skinned and then eaten, or carried to the 
  skin stitcher’s lair and devoured later.
  Skin Stitcher
  Medium aberration, chaotic evil
  Armor Class 17
  Hit Points 62 (7d8 + 14 +20)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA
  16 (+3)
  14 (+2)
  14 (+2)
  11 (+0)
  12 (+1)
  6 (–2)
   
  Damage Immunities poison
  Condition Immunities frightened, poisoned
  Senses darkvision 60 ft., passive Perception 13 (with 
  advantage in most cases)
  Languages Common
  Challenge 5 (1,800 XP)
  Gown of Faces. The gown of faces worn by the skin stitcher 
  gives it an additional 20 hit points. It does not have this 
  effect for anyone other than the skin stitcher who created 
  it. The gown “recovers” lost hit points every 24 hours.
  Skin Scent. The skin stitcher can smell skin, and gains 
  advantage on all Wisdom (Perception) checks relying 
  on smell, provided the creature has skin rather than a 
  carapace, chitin, or similar external surface. Armor does 
  not negate this ability.
  ACTIONS
  Multiattack. The skin stitcher makes two melee attacks with 
  its flaying-chains.
  Flaying-chains. Melee Weapon Attack: +6 to hit (reach 5 ft.; 
  one creature). Hit: 8 (1d8 + 3) slashing damage. If the first 
  attack is a hit, the attack with the second flaying-chain is 
  made with advantage.
  Skulk
  This creature appears to be human, but entirely hairless and with 
  slender, graceful limbs. Their skin, however, can change color like that 
  of a chameleon.
  Skulk
  Medium humanoid, chaotic neutral
  Armor Class 13
  Hit Points 18 (4d8)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA
  10 (+0)
  16 (+3)
  10 (+0)
  12 (+1)
  12 (+1)
  6 (–2)
   
  Senses darkvision 60 ft., passive Perception 11
  Languages Skulk; some also speak Common
  Challenge 1/2 (100 XP)
  Chameleonic Hide. If they shed their garments, skulks can 
  hide when they are lightly obscured and have advantage 
  on Stealth checks.
  Sneak Attack (1/Turn). A skulk deals an extra 7 (2d6) dam-
  age when it hits a target with a weapon attack and has 
  advantage on the attack roll, or when the target is within 
  5 feet of an ally that isn’t incapacitated and doesn’t have 
  disadvantage on the attack roll.
  
  161
  GM Guide
  Untrackable. Anyone trying to follow skulks through forest or 
  underground territory has disadvantage on skill checks for 
  trailing or tracking.
  ACTIONS
  Shortsword. Melee Weapon Attack: +5 to hit (reach 5 ft., one 
  target). Hit: 1d6 + 3 piercing damage.
  Sling. Ranged Weapon Attack: +5 to hit (range 30 ft./120 ft., 
  one target). Hit: 1d4 + 3 bludgeoning damage
  Skum
  Skum are aquatic humanoids that were created by the aboleths in some 
  distant past (possibly a different place than this world) when entire aboleth 
  civilizations thrived and bent a world into new and horrible shapes in 
  accordance with the plans and dreadful aesthetics of these abhorrent, 
  fish-like masters. Regardless of when and where the skum were created, 
  they now have a firm foothold in the deeps of the sea and the lightless 
  subterranean waters of the realms below the earth.
  In general, the presence of skum signifies that an aboleth may be 
  established in a lair nearby, although one might from time to time 
  encounter a tribe that has lost its master to old age or disease. These deep 
  ones are capable of breeding on humans; the hybrids are born human, but 
  as they age, they take on more and more characteristics of the skum, and 
  finally take to the deep waters of the sea.
  In some forgotten places far underground, explorers may occasionally 
  stumble upon vast, labyrinthine ruins that were once the cities of the 
  aboleths and their skum legions. Such places may still be occupied by the 
  vestiges of the skum armies, for these creatures do not perish of old age, 
  although their ranks have been utterly decimated by disease, war, and 
  famine in the deadly winnowing of the Under Realms.
  Skum
  Medium monstrosity, lawful evil
  Armor Class 16 (natural armour)
  Hit Points 27 (5d8 + 5)
  Speed 30 ft., swim 40 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA
  15 (+2)
  14 (+2)
  13 (+1)
  8 ((–1)
  11 (+0)
  9 (–1)
   
  Skills Perception +3, Stealth +6
  Senses darkvision 60 ft., passive Perception 13
  Languages Undercommon, Aboleth
  Challenge 1 (200 XP)
  Limited Amphibiousness. The skum can breathe air and 
  water, but the skum needs to be submerged at least once 
  every 4 hours to avoid suffocating.
  ACTIONS
  Multiattack. The skum makes 3 melee attacks with one each 
  of trident, bite, and claws.
  Trident. Melee or Ranged Weapon Attack: +4 to hit (reach 5 
  ft. or range 20/60/ft., one creature). Hit: 6 (1d8 + 2) pierc-
  ing damage.
  Bite. Melee Weapon Attack: +4 to hit (reach 5 ft.; one crea-
  ture). Hit: 4 (1d6 + 2) piercing damage.
  Claws. Melee Weapon Attack: +4 to hit (reach 5 ft.; one 
  creature). Hit: 6 (1d8 + 2) slashing damage.
  Slithering Horror
  This creature looks like an 8-foot long eel with yellowish-brown 
  splotches on its back. Unlike an eel, it has several small legs, 
  allowing it to move quickly on land.
  Slithering Horror
  Huge monstrosity, unaligned  
  Armor Class 15 (natural armor)  
  Hit Points 86 (9d12 + 27)
  Speed 40 ft., swim 30 ft.
   
  STR  
   DEX 
  CON  
   INT
  WIS
  CHA  
  21 (+5)
  14 (+2)
  16 (+3)
  1 (-5)
  12 (+1)
  8 (-1)  
   
   
  Skills Perception +4, Stealth +4
  Senses darkvision 60 ft., passive Perception 15
  Languages ---
  Challenge 4 (1,100 XP)
   
  Gnaw. The slithering horror possesses a second set of jaws in 
  its throat that aid in swallowing—it can make another bite 
  attack against a grappled opponent. A grappled target 
  takes 18 (4d6 + 5) piercing damage at the start of the slith-
  ering horror’s turn.
  Water Breathing. The slithering horror can breathe in water 
  and on land.
  ACTIONS
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 18 (4d6 + 5) piercing damage, and the target 
  is grappled (escape DC 20). If the target is a creature, it 
  must succeed on a DC 13 Constitution saving throw against 
  disease or become poisoned until the disease is cured. After 
  every long rest, the target must repeat the saving throw, 
  reducing its hit point maximum by 5 (1d10) on a failure. The 
  disease is cured on a success. The target dies if the disease 
  reduces its hit point maximum to 0. This reduction to the 
  target’s hit point maximum lasts until the disease is cured.
  Slop-Shark
  See “Lyme Angler”
  Song of Sorrows and  
  Echoes of Suffering, the
  A wyvern, but strangely blurred in appearance and with strangely 
  wrong-looking proportions.
  The Song of Sorrows and Echoes of Suffering
  Large dragon (Between), neutral evil   
  Armor Class 15 (natural armor)   
  Hit Points 152 (16d10 + 64)
  Speed 30 ft., fly 90 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA   
  20 (+5)
  13 (+2)
  17 (+4)
  6 (-2)
  12 (+1)
  15 (+3)  
   
  Saving Throws Dex +6, Con +8
  Skills Perception +4
  
  162
  The Blight: Richard Pett's Crooked City
  Damage Resistances cold, force, poison; bludgeoning, 
  piercing, and slashing from nonmagical attacks
  Senses darkvision 120 ft., passive Perception 14
  Languages --
  Challenge 9 (5,000 XP)
  Dislocated. Attacks against The Song of Sorrows and Echoes 
  of Suffering are made at disadvantage unless the attack 
  has blindsight or truesight.
  Innate Spellcasting. The Song of Sorrows and Echoes of 
  Suffering innate spellcasting ability is Charisma (spell save 
  DC 15, +7 to hit with spell attacks). The Song of Sorrows 
  and Echoes of Suffering can innately cast the following 
  spells, requiring no material components:
   1/day each: invisibility (self only), spider climb
  Magic Resistance. The Song of Sorrows and Echoes of 
  Suffering has advantage on saving throws against spells 
  and other magical effects. 
  ACTIONS 
  Multiattack. The Song makes two attacks: one with its bite 
  and one with its stinger. While flying, it can use its claws in 
  place of one other attack. 
  Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  creature. Hit: 11 (2d6 + 4) piercing damage. 
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) slashing damage. 
  Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  creature. Hit: 11 (2d6 + 4) piercing damage. The target 
  must make a DC 15 Constitution saving throw, taking 24 
  (7d6) poison damage on a failed save, or half as much 
  damage on a successful one.
  Sough-Eel
  This massive eel, nearly 20 feet long, has pale hide almost translucent 
  like a fish’s belly that is marred by great areas of sloughing flesh that 
  hang loose in rotten folds. It is eyeless, with a row of small black nodules 
  extending back from its snout, and has several small vestigial fins 
  growing sporadically along the length of its body. Its mouth however, is 
  the most noticeable feature, occupying nearly a quarter of its length and 
  splayed wide with a crowd of jagged fangs.
  Sough-Eel
  Huge beast (aquatic), unaligned
   
  Armor Class 15 (natural armor)
  Hit Points 126 (12d12 + 48)
  Speed 10 ft., swim 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  10 (+0)
  18 (+4)
  1 (-5)
  12 (+1)
  8 (-1)
   
  Skills Perception +3, Stealth +3
  Damage Resistances piercing
  Damage Immunities poison
  Condition Immunities blinded, poisoned, prone
  Senses blindsight 30 ft., passive Perception 13
  Languages none
  Challenge 5 (1,800 XP)
   
  ACTIONS
  Bite. Melee Weapon Attack: +9 to hit (reach 10 ft.; one 
  creature). Hit: 2d10 + 6 piercing damage, and a creature 
  must make a successful DC 15 Constitution saving throw 
  or contract sight rot. A Medium or smaller target is also 
  grappled (escape DC 16) and restrained. The sough-
  eel can’t bite a different target while it has a creature 
  grappled.
  Gnaw. Melee Weapon Attack: +9 to hit (one creature 
  already grappled at the start of the sough-eel’s turn). Hit: 
  1d8 + 6 piercing damage. The sough-eel makes this attack 
  as a bonus action at the start of its turn. A creature that’s 
  hit on 2 consecutive rounds by the sough-eel’s gnaw 
  attack may be swallowed (see below).
  Swallow. The sough-eel makes its bite attack against a 
  Medium or smaller creature it is grappling and that it’s hit 
  with 2 consecutive gnaw attacks. If the bite attack hits, 
  the creature takes the bite damage and is swallowed. 
  A swallowed creature is blinded and restrained, and it’s 
  unaffected by anything happening outside the sough-eel 
  or by attacks from outside it. It takes 4d6 acid damage 
  at the start of each of the sough-eel’s turns. Up to two 
  Medium or smaller creatures can be inside the sough-eel 
  at one time. If the sough-eel takes 30 or more damage 
  on a single turn from a creature inside it, the sough-eel 
  must succeed on a DC 14 Constitution save at the end 
  of that turn or regurgitate all swallowed creatures, which 
  fall prone in a space within 10 feet of the slough-eel. A 
  swallowed creature can get out of the sough-eel by using 
  15 feet of movement, but only after the sough-eel is dead.
   
  ECOLOGY
  Environment sea
  Organization solitary or school (4-8)
  These vile predators are found exclusively in the dark, filthy waters of 
  the Great Lyme River and Fetid Sea in the vicinity of the City-State of 
  Castorhage. Some have speculated that they were once a temperate water 
  variety of moray eel that was indigenous to the area until the Lyme was 
  tainted by the noxious effluvia from the metropolis known colloquially 
  as the Blight. Unlike most aquatic species that were unable to survive the 
  poisoning of the waters, the sough-eel population managed to endure the 
  deadly influx but was changed in the process. Immune to most disease and 
  poison, the sough-eels — carriers of their own endemic pathogen — are 
  now affected by it chronically so that their hide is in a constant state of 
  
  163
  GM Guide
  dying and sloughing off in large swaths and layers. This has not seemed to 
  affect their ability to survive in their harsh environment, and every native 
  of the Blight knows better to enter the water of the Lyme for fear of the 
  voracious attacks of the ever-present sough-eels.
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett.
  Spider, Chymic
  The body of this spiderlike creature is a mass of humanoid faces 
  caught in drawn-out, hideous screams. Ten spindly legs rise unevenly 
  from the bulbous mass. Between tufts of bristly hair hang needle-sharp 
  fangs that drip with a bitter-smelling, thick red liquid.
  Chymic Spider
  Small aberration, neutral evil
   
  Armor Class 15 (natural armor)
  Hit Points 52 (8d6 + 16)
  Speed 30 ft., climb 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (-2)
  15 (+2)
  15 (+2)
  9 (-1)
  16 (+3)
  10 (+0)
   
  Saving Throws Dex +4, Con +4, Wis +5
  Skills Perception +6, Stealth +5
  Damage Immunities psychic
  Condition Immunities charmed, frightened
  Senses darkvision 60 ft., passive Perception 16
  Languages understands Common but can’t speak, 
  telepathy 100 ft. (dreams only)
  Challenge 3 (700 XP)
   
  Arachnophobia Aura. A chymic spider exudes a fear of 
  arachnids that seeps into the psyche of all creatures 
  within 1 mile of the chymic spider’s lair. Creatures with 
  Intelligence 3 or higher have disadvantage on saving 
  throws against fright in this area.
  Dream Telepathy. The chymic spider’s telepathy allows it 
  to communicate only with creatures that are asleep and 
  dreaming. Most creatures interpret these exchanges as 
  normal dreams, but characters are free to reach their own 
  conclusions. The chymic spider can also choose to create 
  nightmares in the sleeper, who must make a successful DC 
  13 Wisdom saving throw or be paralyzed for as long as the 
  chymic spider maintains telepathic contact (it can be lost 
  as concentration).
  Egg Implantation. A chymic spider can implant eggs in a 
  helpless or paralyzed creature. The eggs hatch 24 hours 
  later. Once the eggs hatch, at the start of each of the 
  host’s turns, it takes 1d6 necrotic damage and must 
  make a successful DC 12 Constitution saving throw or be 
  paralyzed by pain and spiderling poison until the start of its 
  next turn. This continues until the spiderlings are destroyed 
  or removed. Spiderlings can be removed by inflicting 4d6 
  slashing damage on the host (halved with a successful 
  DC 13 Wisdom (Medicine) check by the creature doing 
  the damage) or destroyed with a greater restoration spell 
  or comparable magic. If the host dies, a swarm of spiders 
  bursts from the body.
   
  ACTIONS
  Bite. Melee Weapon Attack: +5 to hit (reach 5 ft.; one 
  creature). Hit: 1d4 + 2 piercing damage plus 2d8 poison 
  damage, and a creature must make a successful DC 12 
  Constitution saving throw or be paralyzed for 1 minute. A 
  paralyzed creature repeats the saving throw at the end of 
  its turn, ending the effect with a success.
  Chyme Spray (recharge 6). The chymic spider expels 
  the chymic juices from its stomach in a 15-foot cone. 
  Creatures in the cone take 6d6 acid damage, or half 
  damage with a successful DC 11 Dexterity saving throw. 
  The juice sticks to creatures that failed their saving throws, 
  and they take 3d6 acid damage at the ends of their next 
  2 turns unless the acid is removed by using an action to 
  make a successful DC 13 Wisdom (Medicine) check, or is 
  neutralized with vinegar, alcohol, or a similar substance.
   
  ECOLOGY
  Environment urban (the Blight)
  Organization solitary
  Chymic spiders are not true spiders, but rather born from the fear that 
  spiders instill within many intelligent humanoids and inherently linked 
  to the fabric of fear. These cunning aberrations sneak through the city 
  rooftops and await their prey for days on end. Anyone who wanders into 
  the chymic spider’s 1-mile radius that might be the least bit fearful of 
  spiders is quickly identified, and the chymic spider begins methodically 
  stalking the victim, waiting for its chance to make dream contact.
  Urban Predators. These rare creatures lurk along the edges of Sister 
  Lyme, hiding in gables, chimneys, and under eaves and seemingly found 
  nowhere else in the world. Composed from the latent fears of arachnids 
  somehow given life, the creature is able to project these primal fears into 
  any living creature. It simply prefers to stalk and prey on those who fear 
  it most. It is able to project these nightmares and can cause victims to 
  be paralyzed while it enters their lairs, and lays its eggs within them. 
  The baby spiders within whisper to their new host, wanting to be fed, 
  obsessing about food, and within 24 hours they erupt to feed on their 
  host before separating to make their own lairs. After a chymic spider 
  successfully reproduces, it quickly withers and dies, leaving behind only 
  a spiderlike husk that the crows and vermin of the city quickly consume. 
  Newborn chymic spiders don’t begin their own reproduction hunts for 1d3 
  years after birth.
  Copyright Notice
  Author Jeffrey Swank, based on material by Richard Pett.
  
  164
  The Blight: Richard Pett's Crooked City
  Spider, Gable
  A spider the size of an alley cat scampers up the side of a tenement 
  building. In its mandibles, it drags what appears to be a clothesline, with 
  many of the garments still dangling limply behind.
  Tiny Gable Spider
  Tiny beast, unaligned
   
  Armor Class 13
  Hit Points 2 (1d4)
  Speed 15 ft., climb 15 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5)
  16 (+3)
  10 (+0)
  1 (-5)
  6 (-2)
  2 (-4)
   
  Skills Perception +0, Stealth +5
  Damage Immunities psychic
  Condition Immunities charmed
  Senses darkvision 30 ft., tremorsense in web, passive 
  Perception 10
  Languages none
  Challenge 1/4 (50 XP)
   
  Web Construct. A creature that falls prone, is restrained, or 
  is pushed into a gable spider web construct becomes 
  restrained by the sticky material and can escape by using 
  an action to make a successful DC 10 Strength saving 
  throw. A web construct is no more flammable than the 
  material it’s made from, but each 5-foot-square section 
  has AC 8 and 5 hit points. A gable spider can move across 
  any web construct without hindrance.
   
  ACTIONS
  Bite. Melee Weapon Attack: +5 to hit (reach 0 ft.; one 
  creature). Hit: 2d4 poison damage, or half damage with a 
  successful DC 10 Constitution saving throw.
  Sticky Globule (recharge 4-6). Ranged Weapon Attack: +5 
  to hit (range 10 ft.; one creature). Hit: the creature must 
  make a successful DC 10 Strength saving throw or be 
  restrained. A restrained creature repeats the saving throw 
  at the end of its turn, ending the effect on itself with a 
  success.
   
  ECOLOGY
  Environment urban (the Blight)
  Organization solitary, pair, or colony (3-10)
  Small Gable Spider
  Small beast, unaligned
   
  Armor Class 13
  Hit Points 18 (4d6 + 4)
  Speed 20 ft., climb 20 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4 (-3)
  16 (+3)
  12 (+1)
  1 (-5)
  6 (-2)
  2 (-4)
   
  Skills Perception +0, Stealth +5
  Damage Immunities psychic
  Condition Immunities charmed
  Senses darkvision 30 ft., tremorsense in web, passive 
  
  165
  GM Guide
  Perception 10
  Languages none
  Challenge 1/2 (100 XP)
   
  Web Construct. A creature that falls prone, is restrained, or 
  is pushed into a gable spider web construct becomes 
  restrained by the sticky material and can escape by using 
  an action to make a successful DC 10 Strength saving 
  throw. A web construct is no more flammable than the 
  material it’s made from, but each 5-foot-square section 
  has AC 8 and 5 hit points. A gable spider can move across 
  any web construct without hindrance.
   
  ACTIONS
  Bite. Melee Weapon Attack: +5 to hit (reach 0 ft.; one crea-
  ture). Hit: 1d8 + 3 piercing damage plus 2d6 poison dam-
  age, or half damage with a successful DC 11 Constitution 
  saving throw.
  Sticky Globule (recharge 4-6). Ranged Weapon Attack: +5 
  to hit (range 10 ft.; one creature). Hit: the creature must 
  make a successful DC 11 Strength saving throw or be 
  restrained. A restrained creature repeats the saving throw 
  at the end of its turn, ending the effect on itself with a 
  success.
   
  ECOLOGY
  Environment urban (the Blight)
  Organization solitary, pair, or colony (3-10)
  Medium Gable Spider
  Medium beast, unaligned
   
  Armor Class 13
  Hit Points 52 (8d8 + 16)
  Speed 30 ft., climb 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  16 (+3)
  14 (+2)
  2 (-4)
  10 (+0)
  2 (-4)
   
  Skills Perception +2, Stealth +5
  Damage Immunities psychic
  Condition Immunities charmed
  Senses darkvision 30 ft., tremorsense in web, passive 
  Perception 12
  Languages none
  Challenge 2 (450 XP)
   
  Web Construct. A creature that falls prone, is restrained, or 
  is pushed into a gable spider web construct becomes 
  restrained by the sticky material and can escape by using 
  an action to make a successful DC 10 Strength saving 
  throw. A web construct is no more flammable than the 
  material it’s made from, but each 5-foot-square section 
  has AC 8 and 5 hit points. A gable spider can move across 
  any web construct without hindrance.
   
  ACTIONS
  Bite. Melee Weapon Attack: +5 to hit (reach 0 ft.; one 
  creature). Hit: 1d10 + 3 piercing damage plus 4d8 poison 
  damage, or half damage with a successful DC 12 
  Constitution saving throw.
  Sticky Globule (recharge 4-6). Ranged Weapon Attack: +5 
  to hit (range 10 ft.; one creature). Hit: the creature must 
  make a successful DC 12 Strength saving throw or be 
  restrained. A restrained creature repeats the saving throw 
  at the end of its turn, ending the effect on itself with a 
  success.
   
  ECOLOGY
  Environment urban (the Blight)
  Organization solitary, pair, or colony (3-10)
  Large Gable Spider
  Large beast, unaligned
   
  Armor Class 14
  Hit Points 102 (12d10 + 36)
  Speed 40 ft., climb 40 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  18 (+4)
  16 (+3)
  3 (-3)
  10 (+0)
  2 (-4)
   
  Skills Perception +2, Stealth +6
  Damage Immunities psychic
  Condition Immunities charmed
  Senses darkvision 30 ft., tremorsense in web, passive 
  Perception 12
  Languages none
  Challenge 4 (1,100 XP)
   
  Web Construct. A creature that falls prone, is restrained, or 
  is pushed into a gable spider web construct becomes 
  restrained by the sticky material and can escape by using 
  an action to make a successful DC 10 Strength saving 
  throw. A web construct is no more flammable than the 
  material it’s made from, but each 5-foot-square section 
  has AC 8 and 5 hit points. A gable spider can move across 
  any web construct without hindrance.
   
  ACTIONS
  Bite. Melee Weapon Attack: +6 to hit (reach 0 ft.; one 
  creature). Hit: 1d10 + 4 piercing damage plus 4d12 
  poison damage, or half damage with a successful DC 13 
  Constitution saving throw.
  Sticky Globule (recharge 4-6). Ranged Weapon Attack: +5 
  to hit (range 10 ft.; one creature). Hit: the creature must 
  make a successful DC 13 Strength saving throw or be 
  restrained. A restrained creature repeats the saving throw 
  at the end of its turn, ending the effect on itself with a 
  success.
   
  ECOLOGY
  Environment urban (the Blight)
  Organization solitary, pair, or colony (3-10)
  Gable spiders are different from other varieties of giant spiders, and 
  it is for this reason that the whole of the city isn’t shrouded in endless 
  sheets of webbing. Gable spiders are not web spinners. Although they 
  don’t spin webs, gable spiders do have glands that produce a sticky 
  fluid. This natural glue is used to string together the detritus they find 
  in the city’s dumps and alleys—frayed ropes, sail cordage, clothesline, 
  twisted rags, curtains, discarded cloth, and more—into weblike 
  structures. Even lengths of chain and broken lumber can be found in 
  the weblike contrivances the gable spiders build. They combine this 
  myriad material in twisting, knotted mazes of suspended lines that rival 
  the largest spider webs for complexity. They knot and anchor these 
  mismatched lines among the rooftops, between sagging buildings, and 
  with each other to create swaying but stable webs of junk. Anything 
  foolish enough to enter one of their gluey web constructions is unlikely 
  ever to leave. 
  Salvaged Webs.The spiders also coat lengths of rope, cloth, sawdust, 
  straw, or any other soft material with their fluid, wad it into a ball, and 
  fling it at prey or at creautures they’re fighting. The sticky mass can glue a 
  creature in place, making it easy prey for the gable spider’s poison.
  Copyright Notice
  Author John Ling, based on material by Richard Pett.
  
  166
  The Blight: Richard Pett's Crooked City
  Spite-Waif
  The figure is childlike, but any sense of innocence is immediately 
  overshadowed by the aura of malevolence that exudes almost palpably 
  from it. Its flesh is gray and pasty, seemingly too loose for its body. Its 
  head is hairless with a wide mouth and distended jaw full of needle-
  sharp teeth, and, though humanoid in shape, when it moves it scuttles 
  about on all fours like some kind of insect with too many joints.
  Spite-Waif
  Small aberration (larval Between), neutral evil
   
  Armor Class 13
  Hit Points 36 (8d6 + 8)
  Speed 20 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  16 (+3)
  12 (+1)
  10 (+0)
  11 (+0)
  13 (+1)
   
  Skills Deception +5, Insight +2
  Condition Immunities charmed
  Senses darkvision 60 ft., passive Perception 10
  Languages Common
  Challenge 1 (200 XP)
   
  Mirror Portal (1/day). A spite-waif can turn a normal mirror 
  into a portal between the Material Plane and Between. 
  The spite-waif must touch the mirror to be transformed. 
  The portal forms behind the mirror, which must be pushed 
  aside to get at the portal. The portal can be used by any 
  creature that fits through it; the portal is the same size as 
  the mirror. It remains open indefinitely or until the spite-waif 
  creates a different mirror portal or the mirror is broken.
  Create Mirror-Portal (1/day). A spite-waif can turn a normal 
  mirror into a portal between the Material Plane and 
  Between. To use this ability a mirror must be obtained 
  from the Material Plane and taken to Between where the 
  spite-waif must conduct a 1-hour ritual to attune the mirror 
  and turn it into a device for scrying. It is then able to scry 
  through any Material Plane mirror for a suitable location to 
  use as a portal. Once a location has been determined, the 
  mirror-portal is created and fixed between the two mirrors, 
  and the spite-waif’s mirror cannot be attuned to any other 
  mirror. Once the mirrors have been attuned, the portal can 
  be opened from either end by simply sliding the mirror aside 
  as a part of movement and revealing the extradimensional 
  portal behind it. Anyone can pass through the mirror-
  portal as long as they can fit through the dimensions of 
  the mirror’s pane. Once created, a mirror-portal remains 
  open indefinitely until closed. If closed, it can no longer be 
  opened except by the spite-waif that created it. If either 
  mirror is destroyed, the mirror-portal is closed permanently.
  Innate Spellcasting. The spite-waif can use the following 
  spell-like abilities, using Charisma as its casting ability (DC 
  11). The spite-waif doesn’t need material components to 
  use these abilities. 
   
  At will: alter self
   
  1/day: sleep
  Perfect Copy. When a spite-waif uses alter self, it can 
  assume the appearance of a specific individual. Unlike a 
  doppelganger, when a spite-waif is killed it remains in its 
  assumed form unless a dispel magic is cast on the corpse.
   
  ACTIONS
  Multiattack. The spite-waif bites once and claws once.
  Bite. Melee Weapon Attack: +5 to hit (reach 5 ft.; one 
  creature). Hit: 1d6 + 3 piercing damage.
  Claw. Melee Weapon Attack: +5 to hit (reach 5 ft.; one 
  creature). Hit: 2d4 + 3 slashing damage. 
   
  ECOLOGY
  Environment any land (Between)
  Organization solitary or gang (3–6)
  These creatures are insidious changelings and infiltrators from Between. 
  Spite-waifs are an immature stage in the development of a doppelganger that 
  are native to that bizarre realm. While they have the doppelganger’s ability 
  to change shape, they lack its physical power and ability to read minds. As 
  a result, they are used primarily as changelings to replace children of the 
  Material Plane, and then grow up within that child’s household and live its 
  life. The reasons for these switches are manifold, but they are universally 
  of malign intent. This is especially evident in the fact that unlike hags, who 
  swap changelings out for real children and then raise the true child as its 
  own, the spite-waif usually devours the child at the time of the switch.
  Formless Children. Superficially, spite-waifs physically resemble a small 
  humanoid child but with a doppelganger’s characteristic gray and formless 
  skin and features. Its jaw is able to distend to allow it to swallow creatures 
  up to Medium size, and a mouthful of needle-sharp teeth help it grip its 
  prey. Internally, the spite-waif’s abdomen is an extra-dimensional space that 
  can hold any amount of prey. Horrifically, the parents of switched children 
  are frequently concerned about a possible stomach ailment afflicting their 
  “child” when they change its bedclothes, not aware of the true source of its 
  exceptionally soiled and sometimes bloody diapers.
  Stolen Lives. A spite-waif can maintain its charade for years, altering 
  its regularly as it “grows,” and usually does so for the entire childhood 
  and adolescence of the replaced child. In many ways, they become that 
  child, assuming all of its roles and eventual responsibilities, though it 
  always maintains some form of contact with its own kind — even if only 
  a quick meeting once every few years — to stay current on the planned 
  reasons for the switch. The reasons and plans for a changeling switch are 
  always extremely far-reaching, taking decades to develop, and frequently 
  involve replacing a child from a prominent family in order to attain a 
  powerful position in government later in adulthood. While a spite-waif 
  remains in Between, it doesn’t mature physically or in Between Age. A 
  spite-waif that dwells on the Material Plane grows at a rate comparable to 
  the species it mimics. When a Material Plane-dwelling spite-waif reaches 
  physical maturity (usually within 10–12 years), it attains Medium size 
  and completes its transformation into a full non-Between doppelganger, 
  becoming in all ways at this point a normal doppelganger, though likely 
  maintaining any prior contacts with its Between compatriots.
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett.
  
  167
  GM Guide
  Sprat
  An anaemic, stick-thin man who seems almost to bend in the wind, he 
  is dressed in the latest fashions and has a magnificent top hat and cane. 
  Sprat is a wererat ghoul, unusual in that he retained his shapechanging 
  ability after his transformation into an undead creature.
  Sprat
  Medium undead (humanoid shapechanger), neutral evil
  Armor Class 12
  Hit Points 22 (5d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT  
  WIS 
  CHA
  19 (+1) 10 (+2) 17 (+0) 6 (–2) 
  10 (+0) 10 (–2)
   
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Common
  Challenge 2 (450 XP)
  Shapechanger. Sprat can use his action to polymorph 
  between a rat and his true humanoid form.
  ACTIONS
  Bite. Melee Weapon Attack: +2 to hit (reach 5 ft.; one crea-
  ture). Hit: 2d6 + 2 piercing damage. 
  Claws. Melee Weapon Attack: +4 to hit (reach 5 ft.; one 
  creature). Hit: 2d4 + 2 slashing damage plus DC 10 Consti-
  tution save or be paralyzed for 1 minute.
  Blowgun. Ranged Weapon Attack: +4 to hit, range 25/100, 
  1 target. Hit: 1 piercing damage and the target must suc-
  ceed at a DC 10 Constitution saving throw or be poisoned 
  for 1 hour. If the saving throw fails by 5 or more, the victim 
  is also unconscious while poisoned.
  Stricken Child, the
  Lying prostrate upon a bed of rust-coloured spines and blooms cradled 
  in slowly enveloping iron growths, is a sickly pale man. He is naked, and 
  his revolting affliction is clear for all to see. The miserable man’s head is 
  swollen obscenely, a degenerate bloated thing that looks ready to burst at 
  the lightest of touches. His eyes bulge painfully and his jaw hangs slack, 
  a trail of spittle dripping from it. On closer examination, you can see that 
  the thing has only vestigial hands and feet as well as a second head — a 
  grotesque and elongated thing that looks to have been squashed at some 
  time — lolls behind the swollen cranium.
  The Stricken Child
  Medium monstrosity, chaotic neutral
  Armor Class 20 (metal thorns)
  Hit Points 48 (12d8)
  Speed 0 ft.
   
  STR 
  DEX 
  CON 
  INT  
  WIS 
  CHA 
  4 (–3) 
  8 (–1) 
  11 (+0) 19 (+4) 17 (+3) 15 (+2)
   
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical weapons
  Damage Immunities poison
  Condition Immunities prone
  Senses darkvision 60 ft., passive Perception 15
  Languages Common
  Challenge 1 (200 XP)
  Horrific Appearance. The Stricken Child has such a distress-
  ing shape that all creatures within 30 feet with an Intelli-
  gence of 3 or higher who gaze upon it must succeed on 
  a DC 15 Constitution save or become sickened for 1d4+1 
  rounds. In addition to affecting creatures passively, the 
  Stricken Child can use its horrific appearance actively by 
  presenting itself as a standard action. A creature that suc-
  ceeds at its saving throw becomes immune to the Stricken 
  Child’s horrific appearance for 24 hours. 
  Howl. The Stricken Child can issue a sickening howl (re-
  charge 5–6). All creatures within 30 foot that hear the 
  howl must succeed on a DC 17 Constitution save or be 
  frightened for 1d4+1 rounds. A creature that succeeds at 
  its saving throw becomes immune to the Stricken Child’s 
  howl for 24 hours. 
  Preternatural Knowledge. The Stricken Child can see and 
  hear things beyond this world and knows what should not 
  be known. The gift is erratic and imprecise.
  ACTIONS
  Cloud of Misery (2/day). As a combat action, the Stricken 
  Child can vomit forth a swarm of insects. The swarms be-
  gin adjacent to the Stricken Child, but if no living creatures 
  are within its area, they move away from the Stricken 
  Child in a random direction at their normal speed. The in-
  sects melt into pools of brown phlegm after 10 rounds. 
  Thing in the Cellar, the
  This creature is an anathema to natural law. It is a thing of memories, 
  of hatreds and of chaos. It changes physically in some ways, but there the 
  link to anything mortally understood ends. 
  The Thing in the Cellar
  Large aberration (Between), neutral
  Armor Class 17 (natural armor)
  Hit Points 125 (10d10 + 70)
  Speed 40 ft., swim 20 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  19 (+4)
  25 (+7)
  11 (+0)
  10 (+0)
  14 (+2)
  Skills Perception +3
  Senses darkvision 60 ft., passive Perception 16
  Languages Aklo
  Challenge 6 (XP 2,300)
  Distorted. The Thing in the Cellar has no recognizable inter-
  nal anatomy, giving it a 50% chance to treat any critical 
  hit or sneak attack against it as a normal hit.
  Preternatural Horror. Those who see the Thing realise its 
  very existence is contrary to every law of nature. Animals 
  will not go within 30 feet of the creature, and when first 
  sighted by a creature with an Intelligence of 6 or higher, 
  the viewer must make a DC 15 Wisdom save or gain a 
  malady (see Blight Maladies in the introductory chapter to 
  The Levee adventure).
   
  ACTIONS 
  Multiattack. The thing in the cellar makes three attacks: one 
  with its bite and two with its claws. It can forego one claw 
  attack to use its leach attack.
   Bites. Melee Weapon Attack: +8 to hit, reach ft., one target. 
  Hit: 15 (2d8 + 5) piercing damage.
   Claws. Melee Weapon Attack: +8 to hit, reach 5 ft.; one tar-
  get. Hit: 13 (2d6 + 5) slashing damage.
   Leech. Melee Spell Attack: +7 to hit, reach 5 ft.; one tar-
  
  168
  The Blight: Richard Pett's Crooked City
  get. Hit: 7 (2d6) necrotic damage. The target must make 
  a DC 15 Dexterity saving throw. If the save fails, the target 
  takes 7 (2d6) necrotic damage and the thing in the cellar 
  gains an equal number of hit points. Any hit points gained 
  over the thing’s maximum hit points become temporary 
  hit points. If the save succeeds, no damage is done and 
  the target is immune to leech for 24 hours.
  Thing That Was Once  
  Rachel Birch, the
  It has a face — or rather, two faces — both of which you somehow know. 
  One face is rigid, hard, determined, while the other is frightened like a 
  child, her eyes darting in fear and staring behind her always. The eyes 
  draw you; they are steely. Indeed, they seem to be metallic, and then you 
  realise where you have seen the gaze before — Rachel Birch, the Paladin-
  Occularis who has been chasing you for months for some transgression 
  you can’t even guess — a member of the order that burned your village 
  at the order of Thornrage. What has become of her? She is filleted and 
  stretched so that her human form sways and is distended, oddly lacking 
  in any kind of bone and she is able to stand purely though muscle. As she 
  staggers, she moves like a tumbling thing blown in the wind, propping 
  herself upon long distended knuckles. Her skin runs with livid scars that 
  cover her entire skin, threatening to peel away before your eyes.
  The Thing That Was Once Rachel Birch
  Medium undead, neutral
  Armor Class 18 (natural armour) 
  Hit Points 117 (18d8 + 36)
  Speed 30 ft., climb 20 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA
  19 (+4)
  12 (+1)
  15 (+2)
  7 (-2) 
   18 (+4)
    11 (+0)
   
  Savings Throws Con +5, Wis +8
  Skills Athletics +8, Perception +8, Stealth +5
  Damage Resistances necrotic; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t silvered
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 18
  Languages the languages known in life
  Challenge 9 (5,000 XP)
  Sunlight Sensitivity. While in sunlight, The Thing That Was 
  Once Rachel Birch, has disadvantage on attack rolls, as 
  well as on Wisdom (Perception) rolls that rely on sight.
  ACTIONS
  Multiattack. The Thing That Was Once Rachel Birch makes 
  three melee attacks: one with its bite and two with its 
  claws.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 14 (3d6 + 4) piercing damage and it must succeed on 
  a DC 16 Constitution saving throw or its hit point maximum 
  is reduced by an amount equal to the damage taken. This 
  reduction lasts until the target finishes a long rest. The tar-
  get dies if this effect reduces its hit point maximum by 0.
  A humanoid slain by this attack rises 24 hours later as a 
  zombie under The Thing That Was Once Rachel Birch’s 
  control, unless the humanoid is restored to life or its body 
  is destroyed. The Thing That Was Once Rachel Birch can 
  have no more than twelve zombies under its control at 
  one time.
  Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one tar-
  get. Hit: 17 (3d8 + 4) slashing damage.
  Thorny
  This creature resembles a hunting dog constructed of tangled briars, 
  vines, leaves, and sticks. Its entire body is covered with small, sharp 
  thorns.
  Thorny
  Medium plant, neutral
  Armor Class 14
  Hit Points 27 (5d8+5)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  13 (+1)
  15 (+2)
  14 (+2)
  2 (-4)
  12 (+1)
  6 (–2)
   
  Skills Perception +5, Stealth +6
  Senses passive Perception 15
  Languages N/A
  Challenge 1 (200 XP)
  Thorns. A thorny’s body is covered by sharp wooden thorns. 
  Any creature attacking a thorny takes 2 (1d4) damage 
  from the sharp thorns. A creature that grapples the thorny 
  takes this same damage every round the grapple is 
  maintained
  ACTIONS
  Bite. Melee weapon attack: +3 to hit, reach 5 ft., one target. 
  Hit: 8 (2d6 + 1) piercing damage.
  Threnody
  The vampiress is a sight to behold now that she is not moving so fast 
  that she can’t even be seen. Those that caught a glimpse of her in L7: 
  My Benefactor recognize her immediately, though it is obvious that 
  she is no longer pregnant. She is old, far older than seems physically 
  possible. Her skin is a wrinkled, hairless, expanse of ashen grey 
  pallor, and seems to sag from her frame as if the skeleton inside was 
  somehow retracting. The flesh of her abdomen hangs in a pendulous 
  mass nearly to her knees, having already disgorged the brood of 
  young it carried. Her wrinkled head is eyeless, with only a small nose 
  and a wide fanged mouth to break its cracked and wrinkled surface. 
  Membranous wings of ragged flesh rise from her shoulders, and most 
  horrifyingly of all as she raises clawed hands toward you, you can see 
  that in the centre of each palm is a glaring, jaundiced eye.
  Threnody
  Medium undead (Between), neutral evil
  Armor Class 16
  Hit Points 119 (14d8+68)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  18 (+4)
  18 (+4)
  18 (+4)
  17 (+3)
  15 (+2)
  18 (+4)
   
  Saving Throws Dex +8, Wis +6, Cha +8
  Skills Perception +6, Stealth +8
  Damage Resistances cold, fire; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Senses darkvision 120 ft., passive Perception 16
  Languages Common, Deep Speech
  Challenge 12 (8,400 XP)
  
  169
  GM Guide
  Birth Brood. Between vampires do not have the ability to 
  create spawn, but Threnody is one of the rare examples 
  of her kind that can create a new generation of Between 
  vampires. Every century or so, she becomes obsessed 
  with reproduction. No act of procreation is required for 
  such an event to occur and conclude. When it occurs, 
  she grows to Large size as she bloats with a host of young, 
  and her hunger to feed becomes almost a madness. She 
  requires living hosts into which her young are birthed and 
  prefers them to be sentient creatures of the mundane 
  world. When birthed, the young occupy a large cyst in 
  their host’s body where they feed for 1d3 days until they 
  grow rudimentary wings 1d3 days later. At that point, 
  they finish feeding upon the host and burrow out to make 
  their escape, maturing to become full-grown Between 
  vampires in a matter of weeks. When they first emerge 
  from the host they are virtually helpless (AC 10, hit points 2, 
  fly 10 ft.), but after that they begin to grow and transform 
  into a fully-grown Blight vampire at within 2d12 days and 
  develop the natural abilities of their kind during this time.
  Cunning Action. On each turn, Threnody may take the Dash, 
  Disengage, or Hide action as a bonus action.
  Dislocated. Attacks against Threnody are made with 
  disadvantage unless the attacker has blindsight or 
  truesight.
  Shadowy Escape. When she drops to 0 hit points outside 
  Between, Threnody transforms into a shadow (as in the 
  Shapechanger trait) instead of falling unconscious, 
  provided that she isn’t in sunlight. If she can’t transform, 
  she is destroyed. 
  While she has 0 hit points in shadow form, Threnody can’t 
  revert to her Between vampire form, and she must reach 
  Between or a mirror-portal and successfully possess it 
  within 2 hours or be destroyed. Once in Between, she 
  reverts to her Between vampire form. She is then paralyzed 
  until regaining at least 1 hit point. After spending 1 hour in 
  Between with 0 hit points, she regains 1 hit point. The same 
  is true of a mirror-portal, except she does not revert to her 
  Between vampire form.
  Possess Mirror. Threnody can use her action to possess a 
  mirror-portal connected to Between. Similar to when a 
  creature is possessed, the mirror-portal must succeed 
  on a DC 17 Charisma saving throw or be possessed by 
  Threnody; Threnody then disappears. Threnody’s presence 
  in the mirror can be determined by divination spells such 
  as detect evil and good, but she cannot be targeted by 
  any attack, spell, or other effect, except ones that turn 
  undead. 
  Threnody can remain in a mirror indefinitely, but will be 
  ejected from the mirror if it is destroyed or she is turned.
  Regeneration. Threnody regains 5 hit points at the start of 
  her turn if it has at least 1 hit point and isn’t in sunlight or 
  running water. If she takes radiant damage or damage 
  from holy water, this trait doesn’t function at the start of 
  the vampire’s next turn.
  ACTIONS
  Multiattack. Threnody makes three attacks, only one of 
  which can be a bone drink attack.
  Tongue. Melee weapon attack: +8 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) piercing damage. 
  Claws. Melee weapon attack: +8 to hit, reach 5 ft., one tar-
  get. Hit: 8 (1d8 + 4) piercing damage. Instead of dealing 
  damage, Threnody can grapple the target (escape DC 
  17).
  Bone Drink. Melee weapon attack: +3 to hit, reach 5 ft., one 
  willing creature, or a creature that is grappled by Threno-
  dy, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing 
  plus 10 (3d6) necrotic damage as their bones liquefy and 
  Threnody begins drinking the slurry through the creature’s 
  flesh. The target’s hit points are reduced by an amount 
  equal to the necrotic damage taken, and Threnody re-
  gains hit points equal to that amount. The reduction lasts 
  until the target finishes a long rest. The target dies if this 
  effect reduces its hit point maximum to 0.
  Dominate. Threnody targets one humanoid she can see 
  within 30 feet of her. If the target can see Threnody, the 
  target must succeed on a DC 17 Wisdom saving throw 
  against this magic or be charmed by her. The charmed 
  target regards Threnody as a trusted friend to be heeded 
  and protected. Although the target isn’t under her con-
  trol, it takes Threnody’s requests or actions in the most fa-
  vorable way it can, and it is a willing target for Threnody’s 
  bone drink attack. 
  Each time Threnody or her companions do anything harmful 
  to the target, it can repeat the saving throw, ending the 
  effect on itself on a success. Otherwise, the effect lasts 24 
  hours or until Threnody is destroyed, is on a different plane 
  of existence than the target, or takes a bonus action to 
  end the effect.
  Burst of Speed (Recharge 6). Threnody can move twice her 
  base speed.
  Vargouille
  Hideous, disgusting, and vile, vargouilles stream out of the 
  Abyssal plane. Little more than a severed head with bat wings, these 
  fiends carry a potent disease that perpetuates their abominable kind. 
  Vargouille
  Tiny fiend, chaotic evil
  Armor Class 12 (natural armour)
  Hit Points 13 (3d4 + 6)
  Speed 5 ft., 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  6 (+0)
  14 (+2)
  14 (+2)
  4 (-3)
  7 (-2)
  2 (-4)
   
  Damage Resistances cold, fire, lightning
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages understands Abyssal and Infernal, and any lan-
  guages it new before becoming a fiend, but is unable to 
  speak
  Challenge 1 (200 XP)
  ACTIONS
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one tar-
  get. Hit: 5 (1d6 + 2) piercing damage plus 10 (3d6) poison 
  damage.
  Demon’s Kiss. If an incapacitated target is within 5 feet of 
  the vargouille, the vargouille can kiss that creature, which 
  must succeed on a DC 12 Charisma saving throw or be-
  come cursed. The cursed target loses 1 point of Charisma 
  at the end of each hour, as its facial features take on a 
  fiendish aspect. The curse held at bay by direct sunlight 
  or the daylight spell. Once the cursed target’s Charisma 
  drops to 2, it suffers an excruciating, violent death from its 
  head tearing from its body to become a new vargouille. 
  The curse can only be ended by a remove curse or great-
  er restoration spell. The physical changes are undone 
  when the curse ends through these means.
  Stunning Shriek. The vargouille unleashes a piercing shriek. 
  Creatures within 30 feet of the vargouille that hears the 
  shriek must succeed on a DC 12 Wisdom saving throw or 
  be frightened and stunned until the end of the vargouille’s 
  
  170
  The Blight: Richard Pett's Crooked City
  next turn. While frightened in this way, a target is stunned. 
  If the creature’s saving throw is successful, then it is im-
  mune to the vargouille shrieks for the next 1 hour.
  Wallow Whale
  Something stirs in the sludge beneath, swimming through the arsenic 
  poison that passes for water. It is vast, a seething globe of flesh, a 
  mountain of rotting skin that hangs like a bridal train behind its back. It 
  has at least a dozen eyes oddly spaced on its foul body, and a vast maw 
  capable of swallowing a ship.
  Wallow-Whale
  Gargantuan aberration, neutral
   
  Armor Class 17 (natural armor)
  Hit Points 201 (13d20 + 65)
  Speed swim 40 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  4 (–3)
  21 (+5)
  4 (–3)
  10 (+0)
  5 (–3)
   
  Skills Perception +4
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical weapons
  Damage Immunities thunder
  Condition Immunities prone
  Senses darkvision 60 ft., passive Perception 14
  Languages none
  Challenge 12 (8,400 XP)
   
  Swallow. A swallowed creature is blinded and restrained. 
  It takes 1d10 + 6 bludgeoning damage plus 1d8 acid 
  damage automatically at the start of each of the wallow-
  whale’s turns. Any number of creatures can be inside 
  the wallow-whale at one time. A swallowed creature is 
  unaffected by anything happening outside the wallow-
  whale or by attacks from outside it. A swallowed creature 
  can get out of the wallow-whale by using 5 feet of 
  movement, but only after the wallow-whale is dead. 
  When a creature gets out of the wallow-whale, it must 
  make a successful DC 17 Constitution saving throw or 
  contract filth fever.
  Filth Fever. A creature with filth fever becomes sick 1d4 days 
  after being infected. At that time, the creature gains 
  1 level of exhaustion. It also regains only half the usual 
  number of hit points from spending Hit Dice and no hit 
  points from resting. Once symptoms appear, the infected 
  creature must make a DC 11 Constitution saving throw 
  after every long rest. If it fails, the creature gains 1 level 
  of exhaustion; if it succeeds, the creature loses 1 level of 
  exhaustion. The disease is cured when the creature has no 
  exhaustion.
   
  ACTIONS
  Multiattack. The wallow-whale bites once and makes one 
  tail slap attack.
  Bite. Melee Weapon Attack: +10 to hit (reach 5 ft.; one 
  creature). Hit: 4d10 + 6 piercing damage plus 3d6 acid 
  damage, and the creature must make a successful DC 17 
  Strength saving throw or be swallowed (see above).
  Tail Slap. Melee Weapon Attack: +10 to hit (reach 15 ft.; 
  one creature). Hit: 4d8 + 6 bludgeoning damage and the 
  target is knocked prone.
  Melee Atttack—Ram (recharge 6). automatic hit (one ship). 
  Hit: the vessel makes a hull saving throw using the most 
  appropriate DC from the table below, based on the ship’s 
  type. The vessel sinks when it has failed the indicated 
  number of saving throws. The proficiency bonus of the 
  ship’s captain can be added to the saving throw.
  Ship Type
  Hull DC
  Sinks after
  Rowboat
  20
  1 failed save
  Barge
  19
  1 failed save
  Oared Galley, small
  18
  2 failed saves
  Oared Galley, large
  16
  2 failed saves
  Sailing Merchant, small
  17
  2 failed saves
  Sailing Merchant, large
  15
  3 failed saves
  Sailing Warship
  13
  3 failed saves
   
  ECOLOGY
  Environment sea (Between)
  Organization solitary or mated pair
  Originally found only in the Unsea of Between before some of 
  these great cetaceans somehow escaped and began reproducing in 
  the mundane world’s oceans, wallow-whales are now the terror of the 
  Fetid Sea and one of the primary threats for which the Castorhage 
  Navy diligently patrols those waters. Wallow-whales are offal, carrion, 
  husks, leavings, and scum given life. Stirges are frequently seen circling 
  them when they surface to launch a spume of oily brine, purulence, and 
  clotted fluids from their blowholes, and oozes capable of surviving 
  in the acidic environment can sometimes be found infesting their 
  cathedral-like stomachs. Wallow-whales aren’t afraid to venture close 
  to the city to feed upon the excrement, rot, and flotsam that seethes like 
  a gyre around its foundations. Yet despite their foul body habitus, the 
  ambergris of a wallow-whale is a thing both rare and highly valuable, 
  selling for as much as 100 gp/pound. Daring or foolhardy whalers 
  armed with cold-iron harpoons hunt these beasts upon the oceans, and 
  in some cases upon the Unsea, with typical Gargantuan specimens 
  
  171
  GM Guide
  typically yielding 1d6 x 10 pounds of the substance, and a Colossal 
  beast yielding 3d6 x 10 pounds.
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  Watch Commander Kevel Durmast
  Kevel is the current commander of the City Watch, Kevel is also a 
  member of the Veil. Duke Malice believes Durmast to be solely his creature 
  but knows neither the Watch Commander’s true nature nor his true loyalty 
  to Braken and only Braken.
  Watch Commander Kevel Durmast
  Medium doppelganger, lawful evil
  Armor Class 15 (studded leather)
  Hit Points 90 (12d8+36)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  11 (+0)
  18 (+4)
  16 (+3)
  13 (+1)
  12 (+1)
  15 (+2)
   
  Saving Throws Dex +7, Int +5
  Skills Acrobatics +8, Deception +6, Perception +5, Stealth +11
  Senses darkvision 60 ft., passive Perception 15
  Languages any one language (usually common)
  Challenge 5 (1,800 XP)
  Ambusher/ Surprise Attack. In the first round of combat, 
  Kevel has advantage on attack rolls against a creature 
  he has surprised, and deals an extra 14 (4d6) damage on 
  a successful hit. Any hit against a surprised creature is a 
  critical.
  Evasion. If Kevel is required to make a Dexterity saving throw 
  to take half damage, he takes no damage on a success-
  ful save, and half damage on a failed save.
  Read Thoughts. While concentrating, Kevel can read 
  thoughts within a 60-foot radius. He has advantage on 
  Wisdom (Insight) and Charisma (Deception, Intimidation, 
  Persuasion) checks vs his target while reading its thoughts.
  Shapechanger. Kevel can use his action to polymorph into 
  a Small or Medium humanoid he has seen, or back into 
  his true form, which is humanoid. His statistics, other than 
  his size, are the same in each form. Any equipment he is 
  wearing or carrying isn’t transformed. He reverts to his true 
  form if he dies.
  ACTIONS
  Multiattack. Kevel makes two attacks on his turn.
  Rapier. Melee weapon attack: +8 to hit, reach 5 ft., one tar-
  get. Hit: 8 (1d8+4) piercing damage.
  Light Crossbow. Ranged weapon attack: +8 to hit, range 
  80/320 ft., one target. Hit: 7 (1d6+4) piercing damage. The 
  target must make a DC 15 Constitution save, taking 24 
  (7d6) damage on a failure, or half as much on a success.
  Watchful Child, the
  Most certainly some type of a gargoyle, this creature appears to be badly 
  made. Its face is almost child-like but broad and stretched, while behind 
  its grey body hang two angelic wings. From its skeletal frame erupt metal 
  plates and nodules that grow upon it like tumours. Four arms extend from 
  its torso, but a stunted and shriveled fifth arm hangs from the thing’s neck.
  The Watchful Child
  Medium monstrosity, chaotic evil
  Armor Class 20 (natural armor)
  Hit Points 60 (10d8 + 20)
  Speed 30 ft., fly 60 ft.
   
  STR 
  DEX 
  CON 
  INT  
  WIS 
  CHA 
  16 (+3) 14 (+2) 15 (+2) 6 (–2) 
  11 (+0) 7 (–2)
   
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical weapons or not made of adamantine
  Damage Immunities poison
  Condition Immunities poisoned, exhaustion, petrifaction
  Senses darkvision 60 ft., passive Perception 12
  Languages Terran
  Challenge 5 (1,800 XP)
  False Appearance. While the watchful child remains 
  motionless, it is indistinguishable from an inanimate statue.
  ACTIONS
  Multiattack: The watchful child makes four attacks: one with 
  its bite, two with its claws, and one with its horn.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 6 (1d8 + 3) piercing damage.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 10 (2d8 + 3) slashing damage.
  Horn. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 3) piercing damage.
  Wererat Leader
  Wererat leaders are the elite of the city’s wererat population, more 
  powerful and much sneakier than the ordinary sort. Most of the city’s 
  wererats are halflings in their true form, and this is also true of the elites.
  Wererat Leader
  Medium humanoid (any race, shapechanger), lawful evil
  Armor Class 12
  Hit Points 42 (6d8+18)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  10 (+0)
  15 (+2)
  17 (+3)
  11 (+0)
  10 (+0)
  8 (–1)
   
  Skills Perception +2, Stealth +4
  Damage Immunities bludgeoning, piercing, and slashing 
  from non-silvered weapons
  Senses darkvision 60 ft. (in any form), passive Perception 12
  Languages Common (cannot speak in rat form)
  Challenge 4 (1,100 XP)
  Cunning Action. On each turn, the wererat leader may take 
  the Dash, Disengage, or Hide action as a bonus action.
  Keen Smell. Wisdom (Perception) checks that rely on smell 
  are made at advantage.
  
  172
  The Blight: Richard Pett's Crooked City
  Shapechanger. A wererat leader can use its action to 
  polymorph into a rat-humanoid hybrid or into a giant rat, 
  or back into its true form, which is humanoid. Its statistics, 
  other than its size, are the same in each form. Any 
  equipment it is wearing or carrying isn’t transformed. It 
  reverts to its true form if it dies.
  Sneak Attack (1/turn). The wererat leader’s attack deals 
  an extra 10 (3d6) damage when it hits with a weapon 
  attack, if it has advantage on the attack roll, or there 
  is an ally who is not incapacitated within 5 feet of the 
  target, and as long as the wererat leader does not have 
  disadvantage on the attack roll. 
  ACTIONS
  Multiattack (humanoid or hybrid form only). A wererat 
  leader makes two attacks (only one of which may be a 
  bite).
  Bite (Hybrid or Rat Form Only). Melee weapon attack: +4 
  to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing. 
  If the target is a humanoid, it must succeed on a DC 
  11 Constitution saving throw or be cursed with wererat 
  lycanthropy.
  Shortsword (Humanoid or Hybrid Form Only). Melee weapon 
  attack: +4 to hit, range 5 ft., one target. Hit: 5 (1d6+2) 
  piercing damage.
  Whale, Between 
  Massive whales that swim the unfathomed deeps of the seas of Between.
  Whale, Between
  Gargantuan beast, unaligned   
  Armor Class 14   
  Hit Points 228 (13d20+ 91)
  Speed swim 40 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA   
  28 (+9)
  10 (+0)
  25 (+7)
  12 (+1)
   18 (+4)
   10 (+0)
   
  Skills Perception +4
  Saving Throws Str +13, Con +13, Wis +8
  Senses blindsight 120 ft., darkvision 60 ft. passive Perception 18
  Languages --
  Challenge 12 (8,400 XP)
  Echolocation. The Between whale cannot use its blindsight if 
  deafened.
  Freedom of Movement. The Between whale ignores difficult 
  terrain, and magical effects can’t reduce its speed or 
  cause it to be restrained. It can spend 5 feet of movement 
  to escape from nonmagical restraints or being grappled.
  Hold Breath. The Between whale can hold its breath for 30 
  minutes.
  Keen Scent. This Between whale can notice creatures by 
  scent in a 180-foot radius underwater and can detect 
  blood in the water at a range of up to a mile.
  Siege Monster. The Between whale deals double damage 
  to objects and structures
  ACTIONS 
  Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one 
  target. Hit: 42 (6d10 + 9) slashing damage. If the hit is 
  a critical hit or exceeds the number needed by 5 or 
  more, the target is also swallowed. While swallowed, 
  the creature is blinded and restrained, it has total cover 
  against attacks and other effects outside the Between 
  whale, and it takes 21 (6d6) acid damage at the start of 
  each of the Between whale’s turns.
  If the Between whale takes 30 damage or more on 
  a single turn from a creature inside it, the Between 
  whale must make a DC 17 Constitution saving throw 
  at the end of that turn or regurgitate all swallowed 
  creatures, which fall prone in a space within 10 feet 
  of the Between whale. If the Between whale dies, 
  a swallowed creature is no longer restrained by it 
  and can escape from the corpse using 15 feet of 
  movement, exiting prone.
  Ram. Melee Weapon Attack, +13 to hit, reach 5 ft., one 
  object. Hit: 36 (5d10 + 9) bludgeoning damage.
  Tail Slap. Melee Weapon Attack: +13 to hit, reach 10 ft., one 
  target. Hit: 31 (4d10 + 9) bludgeoning damage and the 
  target must succeed on a DC 17 Constitution saving throw 
  or be stunned until the end of the Between whale’s next 
  turn.
  Capsize. If the Between whale moves at least 30 feet straight 
  toward a watercraft (boat, ship, ferry, etc.) and then hits 
  it with a ram attack on the same turn, there is a chance 
  that it will capsize. All occupants of the watercraft must 
  make Dexterity saving throw when the craft is rammed 
  (see below). To determine if the watercraft capsizes, 
  consult the following:
  Size
  Outcome
  Small  
  (e.g. rowboat)
  The craft is destroyed, all on board must 
  make a successful DC 19 Dexterity saving 
  throw to avoid being stunned. Regardless 
  of the outcome of the save, passengers 
  each take 36 (5d10 + 9) damage and 
  are thrown from the wreckage.
  Medium  
  (e.g. keelboat)
  The craft must make a generic DC 17 
  saving throw to avoid being destroyed. 
  If successful, the craft takes half of the 
  10d10 + 10 damage. All on board must 
  make a save DC 19 Dexterity saving 
  throw to avoid being knocked prone. If 
  the craft fails the saving throw, it takes 
  full damage and begins taking on 
  water. It will sink in 1d4 rounds.
  Large  
  (e.g. sailing 
  ship)
  The craft must make a generic DC 
  15 saving throw to avoid being 
  capsized. If it fails the save by 5 or 
  more, the ship capsizes. All on board 
  must make a DC 13 Dexterity saving 
  throw to avoid being pulled under 
  with the ship. If the save is successful, 
  the ship takes 10d10 + 10 damage 
  and those on board make a DC 12 
  Dexterity saving throw to avoid being 
  knocked prone (or overboard if they 
  are near the ship’s edge).
  Huge  
  (e.g. longship)
  The craft must make a generic DC 
  13 saving throw to avoid being cap-
  sized. If it fails the save by 5 or more, 
  the ship capsizes. All on board must 
  make a DC 12 Dexterity saving to 
  avoid being pulled under with the 
  ship. If the save is successful, the ship 
  takes 10d10 + 10 damage and those 
  on board make a DC 11 Dexterity 
  saving throw to avoid being knocked 
  prone (or overboard if they are near 
  the ship’s edge).
  
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  GM Guide
  Size
  Outcome
  Gargantuan 
  (e.g. warship, 
  galley)
  The craft must make a generic DC 12 
  saving throw with advantage to avoid 
  being capsized. If it fails the save by 5 
  or more, the ship capsizes. All on board 
  must make a DC 11 Dexterity saving to 
  avoid being pulled under with the ship. 
  If the save is successful, the ship takes 
  10d10 + 10 damage and those on board 
  make a DC 10 Dexterity saving throw to 
  avoid being knocked prone (or over-
  board if they are near the ship’s edge).
  Wolf, Ghoul
  This creature resembles a wolf with matted dark fur torn away in places. 
  Its flesh is sickly gray where its fur is torn away. Its eyes are stark white.
  Ghoul Wolf
  Large undead, chaotic evil
  Armor Class 13 (natural armour)
  Hit Points 50 (8d10 + 6)
  Speed 50 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  13 (+1)
  13 (+1)
  7 (-2)
  11 (+0)
  8 (-1)
   
  Skills Perception +4
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, poisoned
  Senses passive Perception 14
  Languages --
  Challenge 2 (450 XP)
  Keen Hearing and Smell. The ghoul wolf has advantage on 
  Wisdom (Perception) checks that rely on hearing or smell.
  Pack Tactics. The ghoul wolf has advantage on attack 
  rolls against a creature if at least one of the ghoul wolf’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated.
  ACTIONS
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  creature. Hit: 10 (2d6 + 3) piercing damage. 
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 8 (2d4 + 3) slashing damage. If the target is a 
  creature other than an elf or undead, it must succeed 
  on a DC 12 Constitution saving throw or be paralyzed for 
  1 minute. The target can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on a 
  success.
  Woerm
  This wormlike monster’s eyeless head has a hooked jaw and large, 
  pointed ears. Its scaly hide is dull gray with a crest on its head and 
  along its back to its tail, along which its shrunken, vestigial legs hang 
  limply. Its long, multi-jointed arms are like slimy spider legs tipped 
  with elongated, clawed hands.
  Woerm
  Medium aberration, chaotic evil
   
  Armor Class 11
  Hit Points 38 (7d8 + 7)
  Speed 40 ft., burrow 10 ft., climb 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  13 (+1)
  13 (+1)
  10 (+0)
  12 (+1)
  8 (-1)
   
  Skills Acrobatics +3, Athletics +5, Stealth +3
  Senses blindsense 30 ft. (blind beyond 30 ft.), passive 
  Perception 11
  Languages Undercommon
  Challenge 1 (200 XP)
   
  Blind. Woerms rely entirely on blindsight. They are immune to 
  gaze attacks, visual effects, illusions, and other effects that 
  interact with normal sight.
  Filth Fever. A creature with filth fever becomes sick 1d4 days 
  after being infected. At that time, the creature gains 1 lev-
  el of exhaustion. It also regains only half the usual number 
  of hit points from spending Hit Dice and no hit points from 
  resting. Once symptoms appear, the infected creature 
  must make a DC 11 Constitution saving throw after every 
  long rest. If it fails, the creature gains 1 level of exhaustion; 
  if it succeeds, the creature loses 1 level of exhaustion. The 
  disease is cured when the creature has no exhaustion.
  Pack Attack. A woerm has advantage on its attack roll if the 
  target is within 5 feet of another woerm that’s able to at-
  tack.
  Regeneration. A woerm heals 5 hit points at the start of each 
  of its turns. This ability doesn’t function if it took acid or fire 
  damage, or was exposed to sunlight, since its previous 
  turn.
  Stench. A creature (other than a woerm or troglodyte) 
  that starts its turn within 5 feet of a woerm must make a 
  
  174
  The Blight: Richard Pett's Crooked City
  successful DC 11 Constitution saving throw or be poisoned 
  until the start of its next turn. A creature that saves 
  successfully is immune to woem Stench for 24 hours.
   
  ACTIONS
  Multiattack. The woerm bites once and claws once.
  Bite. Melee Weapon Attack: +5 to hit (reach 5 ft.; one crea-
  ture). Hit: 1d4 + 3 piercing damage, and the creature must 
  make a successful DC 11 Constitution saving throw or be 
  infected with filth fever (see above).
  Claws. Melee Weapon Attack: +5 to hit (reach 5 ft.; one 
  creature). Hit: 2d6 + 3 slashing damage.
  Disorientating Scream. Woerms communicate with their 
  own kind via high-pitched screams. Creatures other 
  than woerms within 15 feet of a screaming woerm 
  must succeed at a DC 11 Wisdom saving throw or be 
  incapacitated for 1 round. A character who makes 
  this saving throw successfully is immune to woerms’ 
  Disorientating Screams for 24 hours.
   
  ECOLOGY
  Environment underground
  Organization solitary, pair, gang (3–12), or cult (13+)
  Woerms are an aggressive, insular race who constantly hunger for 
  flesh and who have become adept at survival in the crippling and stifling 
  confines of the Underneath. Originally spawned of cursed unions between 
  morlocks and troglodytes, they are rarely encountered and never above 
  ground, as sunlight repels them.
  Careful Hunters. Woerms are cautious when hunting, striking prey as 
  they rush forth from hidden holes and disappear into others. This tactic 
  has led to an impression that they enjoy playing with their prey — earning 
  them the name “Welcomers Below” — but woerms delight only in eating.
  Social Horrors. Woerms are surprisingly sophisticated and intelligent 
  — or at least, more sophisticated and intelligent than they look — and 
  have complex and powerful clans and groups; two opposing groups of 
  woerms never work together, but occasionally a great leader forges a 
  larger kingdom of the creatures. These clans can last for decades or even 
  centuries, and the feasting halls that rarely have been discovered have 
  shown their appetites and successes. Occasionally, the insular woerms 
  form an alliance with, or more often enslave, a race of subterranean 
  dwellers, typically their morlock or troglodyte forebears.
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  Zombie Horse
  Zombie horses are a staple of Castorhage’s necromantic industry. They 
  are so unintelligent that they are only used as workhorses: commanding 
  a zombie horse to attack requires a DC 10 Intelligence check on the 
  part of the horse to understand and obey (with a –5 on the roll due to 
  its Intelligence modifier). Otherwise, the zombie horse looks on placidly 
  without taking any actions at all.
  Zombie Horse
  Medium undead, unaligned
  Armor Class 8
  Hit Points 22 (3d8 + 9)
  Speed 20 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
   6 (-2)
  16 (+3) 
  1 (–5)
  6 (-2)
  5 (-3)
  Saving Throws Wisdom +0
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages understands trained words
  Challenge 1/4 (50 XP)
   
  Undead Fortitude: If damage reduces the zombie horse 
  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 
  horse drops to 1 hit point instead.
   
  Actions
  Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 3) bludgeoning damage.
  Common NPCs
  Agent of Good
  These individuals may be vampire-hunters, witch-hunters, or serve 
  as contacts for good-aligned organizations such as religious orders or 
  orders of knighthood.
  Agent of Good
  Medium humanoid (any race), any good alignment
  Armor Class 13 (leather armor)
  Hit Points 33 (6d8 + 6)
  Speed 30 ft.
   
  STR    
  DEX   
  CON   
  INT
  WIS    
  CHA
  11 (+0) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  13 (+1) 
  14 (+2)
   
  Skills Deception +4, Persuasion +4, Religion +2 
  Senses passive Perception 11 
  Languages any one language (usually Common) 
  Challenge 2 (450 XP)
  Holy Devotion. The agent of good has advantage on saving 
  throws against being charmed or frightened.
  Spellcasting. The agent is a 4th-level spellcaster. Their spell-
  casting ability is Wisdom (spell save DC 11, +3 to hit with 
  spell attacks). Agents of good usually have the following 
  cleric spells prepared:
  Cantrips (at will): light, sacred flame, thaumaturgy
  1st level (4 slots): command, cure wounds, shield of faith
  2nd level (3 slots): hold person, spiritual weapon
  ACTIONS
  Multiattack. An agent of good makes two melee attacks, 
  one with the rapier and one with the dagger.
  Silvered Dagger. Melee or Ranged Weapon Attack: +4 to 
  hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 
  2) piercing damage.
  Silvered Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one creature. Hit: 4 (1d8 + 2) piercing damage.
  Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 
  100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage. 
  The bolts are silvered.
  Apprentice Mage 
  Medium humanoid (any), any alignment   
  Armor Class 10   
  Hit Points 9 (2d8)
  Speed 30 ft.
   
  
  175
  GM Guide
  STR
  DEX
  CON
  INT 
  WIS
  CHA   
  10 (+0)
  10 (+0)
  10 (+0)
  14 (+2)
  10 (+0)
  11 (+0)
   
  Skills Arcana +4, History +4
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 1/4 (50 XP)
  Spellcasting. The apprentice mage is a 1st-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 12, +4 
  to hit with spell attacks). It has the following wizard spells 
  prepared:
  Cantrips (at will): fire bolt, mending, prestidigitation
  1st level (2 slots): burning hands, mage armour, shield
  ACTIONS 
  Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 
  5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing 
  damage.
  Arcane Assassin
  Medium humanoid (any), any alignment
  Armor Class 15 (18 with mage armour)
  Hit Points 81 (6d6 + 6d8 + 24)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  12 (+1)
  20 (+5)
  14 (+2)
  15 (+2)
  14 (+2)
  11 (+0)
   
  Skills Acrobatics +9, Perception +6, Sleight of Hand +9, 
  Stealth +13
  Senses passive Perception 16
  Languages Any four languages
  Challenge 7 (2,900 XP)
  Spellcasting. The arcane assassin is a 6th-level spell caster. 
  Its spellcasting ability is Intelligence (spell save DC 14, 
  +6 to hit with spell attacks). The arcane assassin has the 
  following wizard spells prepared: 
  Cantrips (at will): chill touch, minor illusion, poison spray, true 
  strike
  1st level (4 slots): charm person, feather fall, mage armour, 
  magic missile
  2nd level (3 slots): cloud of daggers, darkness, invisibility
  3rd level (3 slots): blink, clairvoyance, vampiric touch
  Assassinate. During its first turn, the arcane assassin has 
  advantage on attack rolls against any creature that 
  hasn’t taken a turn. Any hit the arcane assassin scores 
  against a surprised creature is a critical hit.
  Evasion. If the arcane assassin is subjected to an effect that 
  allows it to make a Dexterity saving throw to take only half 
  damage, the arcane assassin instead takes no damage if it 
  succeeds on the saving throw, and only half damage if it fails. 
  Sneak Attack (1/Turn). The arcane assassin deals an extra 
  13 (4d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll, or when 
  the target is within 5 feet of an ally of the assassin that 
  isn’t incapacitated and the assassin doesn’t have 
  disadvantage on the attack roll. 
  ACTIONS
  Multiattack. The arcane assassin makes two shortsword 
  attacks per turn.
  Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 5) piercing damage, and the target 
  must make a DC 15 Constitution saving throw, taking 24 
  (7d6) poison damage on a failed save, or half as much 
  damage on a successful one. 
  Light Crossbow. Ranged Weapon Attack: +7 to hit, range 
  80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage, 
  and the target must make a DC 15 Constitution saving 
  throw, taking 24 (7d6) poison damage on a failed save, or 
  half as much damage on a successful one.
  Ascetic
  Medium humanoid (any), any alignment   
  Armor Class 16   
  Hit Points 60 (11d8 + 11)
  Speed 40 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA   
  11 (+0)
  17 (+3)
  13 (+1)
  11 (+0)
  16 (+3)
  10 (+0)
   
  Skills Acrobatics +5, Insight +5, Stealth +5
  Senses passive Perception 13
  Languages any one language (usually Common)
  Challenge 3 (700 XP)
  Unarmoured Defence. If wearing no armour or shield, the 
  ascetic’s AC includes its Wisdom modifier.
  ACTIONS 
  Multiattack. The ascetic makes 3 unarmed strike attacks or 
  three dart attacks.
  Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 7 (1d8+3) bludgeoning damage. If the 
  target is a creature, the ascetic can choose one of the 
  following additional effects:
   •The target must make a successful DC 13 Strength 
  saving throw or the creature drops one item (ascetic’s 
  choice);
   • The target must make a successful DC 13 Dexterity 
  saving throw be knocked prone;
   • The target must make a successful DC 13 Constitution 
  saving throw or stunned until the end of ascetic’s next 
  turn.
  Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one 
  target. Hit: 5 (1d4 + 3) piercing damage.
  REACTIONS 
  Deflect missile. As a reaction, the ascetic deflects one 
  missile and any damage is reduced by 1d10 + 3. If 
  damage is reduced to 0, the ascetic catches the missile if 
  it small enough to hold in one hand and the ascetic has at 
  least one hand free.
  Burglar
  Medium humanoid (any), any alignment
  Armor Class 16 (leather armour)
  Hit Points 52 (8d8+16)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA
  13 (+1)
  18 (+4)
  15 (+2)
  12 (+1)
  14 (+2)
  10 (+0)
   
  Saving Throws Dex +7, Int +4
  Skills Acrobatics +7, Athletics +4, Perception +5, Sleight of 
  Hand +7, Stealth +7
  
  176
  The Blight: Richard Pett's Crooked City
  Senses passive Perception 15
  Languages Thieves’ cant plus any two languages
  Challenge 5 (1,800 XP)
   
  Cunning Action. On each of its turns, the burglar can use a 
  bonus action to take the Dash, Disengage, or Hide action.
  Evasion. When the burglar is subjected to an effect that 
  allows it to make a Dexterity saving throw to take only half 
  damage, the it instead takes no damage if the save is 
  successful, and only half damage if the roll is a failure.
  Sneak Attack. Once per turn, the burglar can deal an 
  extra 14 (4d6) damage to one creature it hits with 
  an attack if it has advantage on the attack roll. 
  The attack must use a finesse or a ranged weapon. The 
  burglar doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that 
  enemy isn’t Incapacitated, and the burglar doesn’t have 
  disadvantage on the attack roll.
   
  ACTIONS
  Multiattack. The burglar can make two attacks with either its 
  shortsword or its light crossbow per turn.
  Shortsword. Melee Weapon Attack: +7 to hit (reach 5 ft.; one 
  creature). Hit: 8 (1d8 + 4) slashing damage.
  Light Crossbow. Ranged Weapon Attack: +5 to hit, range 
  80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
  Captain
  Medium humanoid (any), any alignment
  Armor Class 18 (plate)
  Hit Points 75 (10d8+20)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA 
  18 (+4)
  10 (+0)
  15 (+2)
  12 (+1)
  12 (+1)
  16 (+3)
   
  Saving Throws Str +6, Con +6
  Skills Perception +5, Persuasion +7, Intimidation +7
  Senses passive Perception 13
  Languages Any two languages
  Challenge 3 (700 XP)
  Brave. The captain has advantage on all saving throws 
  against fear.
  Leadership (1/day, 1 minute). Allies within 30ft who can hear 
  and understand the Captain add 1d4 to their attack rolls 
  and saving throws.
  ACTIONS
  Greatsword. Melee Weapon Attack: +6 to hit (reach 5 ft.; 
  one creature). Hit: 10 (2d6 + 3) slashing damage.
  Deathmage
  Medium humanoid (any), any alignment
  Armor Class 12 (15 with mage armour)
  Hit Points 66 (12d8+12)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA 
  9 (–1)
  14 (+2)
  12 (+1)
  17 (+3)
  12 (+1)
  11 (+0)
   
  Saving Throws Int +7, Wis +5
  Skills Arcana +7, History +7
  Senses passive Perception 11
  Languages Any four languages
  Challenge 9 (5,000 XP)
  Grim Harvest (1/turn). When the deathmage kills a creature 
  that is neither a construct nor undead with a spell of 1st level 
  or higher, the deathmage regains hit points equal to twice 
  the spell’s level, or three times if it is a necromancy spell. 
  Spellcasting. The deathmage is a 12th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 15, +7 
  to hit with spell attacks). It has the following wizard spells 
  prepared:
  Cantrips (at will): chill touch, dancing lights, mage hand, 
  mending
  1st level (4 slots): false life*, mage armour, ray of sickness* 
  2nd level (3 slots): blindness/deafness*, ray of 
  enfeeblement*, web 
  3rd level (3 slots): animate dead*, bestow curse*, vampiric 
  touch*
  4th level (3 slots): blight*, dimension door, stoneskin
  5th level (2 slots): contagion, cloudkill;
  6th level (1 slots): circle of death*
  *Necromancy Spell of 1st level or higher.
  ACTIONS
  Grim Harvest. When deathmage kills a creature that is 
  neither a construct nor undead with a spell of 1st level 
  or higher, the mage regains hit points equal to twice the 
  spell’s level, or three times if it is a necromancy spell. 
  Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., 
  one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-
  1) bludgeoning damage if used with two hands. 
  Duellist
  Medium humanoid (any), any alignment
  Armor Class 17 (leather armour)
  Hit Points 66 (12d8 + 12)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  12 (+1)
  18 (+4)
  12 (+1)
  14 (+2)
  11 (+0)
  15 (+2)
  Skills Acrobatics +9, Athletics +5, Persuasion +6
  Senses passive Perception 10
  Languages Any two languages
  Challenge 3 (700)
  Light-footed. The duellist can take the Dash or Disengage 
  action as a bonus action on each of its turns.
  Suave Défense. While the duellist is wearing light or no armour 
  and wielding no shield, its AC includes its Charisma modifier.
  ACTIONS
  Multiattack. The duellist makes three attacks: one with a 
  dagger and two with a rapier.
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 
  5 ft. or range 20/60 ft., one target. Hit: 6 (ld4 + 4) piercing 
  damage.
  Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 8 (ld8 + 4) piercing damage.
  Elder Witch
  Medium humanoid (any), any alignment
  Armor Class 12 (15 with mage armour)
  Hit Points 91 (14d8 + 28)
  
  177
  GM Guide
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA 
  9 (–1)
  14 (+2)
  15 (+2)
  12 (+1)
  12 (+1)
  18 (+4)
   
  Saving Throws Wis +4, Cha +7
  Skills Arcana +4, History +4
  Senses passive Perception 11
  Languages Any two languages, telepathy 30 ft.
  Challenge 6 (2,300)
  Innate Spellcasting. The elder witch’s innate spellcasting 
  ability is Charisma. It can innately cast the following spells 
  (spell save DC 15), requiring no material components:
  At will: detect magic, jump, levitate, mage armour (self 
  only), speak with dead
  l /day each: arcane gate, true seeing
  Spellcasting. The elder witch is a 14th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 15, +7 to hit 
  with spell attacks). It regains its expended spell slots when 
  it finishes a short or long rest. It knows the following witch 
  spells:
  Cantrips (at will): chill touch, eldritch blast, guidance, mage 
  hand, minor illusion, prestidigitation, shocking grasp
  1st-5th level (3 5th-level slots): crown of madness, 
  clairvoyance, contact other plane, detect thoughts, 
  dimension door, dissonant whispers, dominate beast, 
  hellish rebuke, protection from good and evil, telekinesis, 
  vampiric touch
  Whispering Aura. At the start of each of the elder witch’s 
  turns, each creature of its choice within 5 feet of it must 
  succeed on a DC 15 Wisdom saving throw or take 10 
  (3d6) psychic damage, provided that the witch isn’t 
  incapacitated.
  ACTIONS
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 
  5 ft. or range 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing 
  damage.
  Foulguard
  Medium humanoid (any), any non-good alignment   
  Armor Class 18 (plate armour)   
  Hit Points 153 (18d8 + 72)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA   
  18 (+4)
  11 (+0)
  18 (+4)
  11 (+0)
   14 (+2)
  15 (+2)    
  Saving Throws Wis +5, Cha +5
  Skills Athletics +7, Deception +5, Intimidation +5;
  Senses passive Perception 12
  Languages any one language (usually Common)
  Challenge 8 (3,900 XP)
  Spellcasting. The foulguard is a 10th-level spellcaster. Their 
  spellcasting ability is Charisma (spell save DC 13, +5 to hit 
  with spell attacks). They have the following paladin spells 
  prepared:
  Cantrips: chill touch, shocking grasp
  1st level (4 slots): command, false life, protection from evil 
  and good, shield
  2nd level (3 slots): aid, branding smite, find steed
  3rd level (2 slots): dispel magic, hellish rebuke, inflict wounds
  ACTIONS 
  Multiattack. The foulguard makes three attacks with its 
  glaive or shortbow.
  Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 9 (1d10 + 4) slashing damage.
  Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Aura of Dread (Recharges after short or long rest). The 
  foulguard exudes magical menace. Each enemy within 30 
  feet of the foulguard must succeed on a DC 13 Wisdom 
  saving throw or be frightened for 1 minute. If a frightened 
  target ends its turn more than 30 feet away from the 
  foulguard, the target can repeat the saving throw, ending 
  the effect on itself with a success.
  Foulguards are likely to have a special steed.
  Frenzied Berserker
  Medium humanoid (any), any alignment
  Armor Class 14 (chain shirt)
  Hit Points 105 (10d12+30)
  Speed 40 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA 
  20 (+5)
  12 (+1)
  17 (+3)
  9 (–1)
  16 (+3)
  10 (+0)
  Saving Throws Str +9, Con +7
  Skills Acrobatics +5, Athletics +9, Performance +4, Survival +7
  Senses passive Perception 13
  Languages Any one language
  Challenge 5 (1,800 XP)
  Brutal Critical. The frenzied berserker can roll one additional 
  weapon damage when determining the extra damage 
  for a critical hit with a melee attack.
  Reckless. At the start of its turn, the frenzied berserker can 
  gain advantage on all melee weapon attack rolls that 
  turn but attack rolls against it have advantage until the 
  start of its next turn.
  ACTIONS
  Multiattack. A frenzied berserker makes two greataxe 
  attacks per turn.
  Greataxe. Melee Weapon Attack: +9 to hit (reach 5 ft.; one 
  creature). Hit: 11 (1d12 + 5) slashing damage. 
  Grandmaster Spy
  Medium humanoid (any), any alignment
  Armor Class 18 (studded leather armour)
  Hit Points 117 (18d8 + 36)
  Speed 30 ft.
   
  STR
  DEX     
  CON
  INT 
  WIS
  CHA 
  12 (+1)
  18 (+4)
  14 (+2)
  14 (+2)
  15 (+2)
  16 (+3)
   
  Saving Throws Dexterity +10, Intelligence +8, Wisdom +8
  Skills Acrobatics +10, Perception +8, Sleight of Hand +10, 
  Stealth +14
  Senses passive Perception 18
  Languages Any four languages
  Challenge 8 (3,900 XP)
  Elusive. No attack on the grandmaster spy has advantage if 
  the grandmaster spy is not incapacitated.
  
  178
  The Blight: Richard Pett's Crooked City
  Evasion. If the grandmaster spy is subjected to an effect that 
  allows it to make a Dexterity saving throw to take only half 
  damage, the grandmaster spy instead takes no damage if it 
  succeeds on the saving throw, and only half damage if it fails. 
  Sneak Attack (1/Turn). The grandmaster spy deals an extra 
  31 (9d6) damage when it hits a target with a weapon at-
  tack and has advantage on the attack roll, or when the 
  target is within 5 feet of an ally of the grandmaster spy 
  that isn’t incapacitated and the grandmaster spy doesn’t 
  have disadvantage on the attack roll. 
  Stealthy. The grandmaster spy has advantage on Dexterity 
  (Stealth) checks.
  ACTIONS
  Multiattack. The grandmaster spy makes three rapier attacks 
  per turn. 
  Short Sword. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 4) piercing damage.
  Light Crossbow. Ranged Weapon Attack: +10 to hit, range 
  80/320 ft., one target. Hit: 9 (1d8 + 4) piercing damage.
  Hierophant
  Medium humanoid (any), any alignment
  Armor Class 16 (hide armour, shield)
  Hit Points 132 (24d8 + 24)
  Speed 30 ft.
   
  STR
    DEX
  CON
    INT 
     WIS
  CHA 
  10 (+4)
  14 (+2)
  12 (+1)
  12 (+1)
  20 (+5)
  11 (+0)
   
  Saving Throws Int +5, Wis +9
  Skills Medicine +9, Nature +5, Perception +9
  Senses passive Perception 19
  Languages Druidic plus any two languages
  Challenge 12 (8,400 XP)
  Spellcasting. The hierophant is an 18th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 17, +9 to hit 
  with spell attacks). It has the following druid spells pre-
  pared:
  Cantrips (at will): druidcraft, mending, poison spray, pro-
  duce flame
  1st level (4 slots): cure wounds, entangle. faerie fire, speak 
  with animals
  2nd level (3 slots): animal messenger, beast sense, hold per-
  son
  3rd level (3 slots): conjure animals, meld into stone, water 
  breathing
  4th level (3 slots): dominate beast, locate creature, stone-
  skin, wall of fire
  5th level (3 slots): commune with nature, mass cure wounds, 
  tree stride
  6th level (1 slot): heal, heroes’ feast, sunbeam
  7th level (1 slot): fire storm
  8th level (1 slot): animal shapes
  ACTIONS
  Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 5 (ld6 + 2) slasping damage. 
  Change Shape (2/Day). The hierophant magically 
  polymorphs into a beast or elemental with a challenge 
  rating of 6 or less, and can remain in this form for up to 9 
  hours. The hierophant can choose whether its equipment 
  falls to the ground, melds with its new form, or is worn by the 
  new form. The hierophant reverts to its true form if it dies or 
  falls unconscious. The hierophant can revert to its true form 
  using a bonus action on its turn. 
  While in a new form, the hierophant retains its game statistics 
  and ability to speak, but its AC, movement modes, Strength, 
  and Dexterity are replaced by those of the new form, and 
  it gains any special senses, proficiencies, traits, actions, and 
  reactions (except class features, legendary actions, and lair 
  actions) that the new form has but that it lacks. It can cast 
  its spells with verbal or somatic components in its new form. 
  The new form’s attacks count as magical for the purpose of 
  overcoming resistances and immunity to nonmagical attacks. 
  High Priest
  Medium humanoid (any), any alignment
  Armor Class 17 (half plate)
  Hit Points 77 (14d8 + 14)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA 
  12 (+1)
  14 (+2)
  12 (+1)
  13 (+1)
  18 (+4)
  13 (+1)
   
  Skills History +5, Religion +5
  Senses passive Perception 14
  Languages Any four languages
  Challenge 7 (2,900 XP)
  Divine Eminence. As a bonus action, the high priest can 
  expend a 1st level spell slot to cause its melee weapon 
  attacks to magically deal an extra 10 (3d6) radiant damage 
  to a target on a hit. This benefit lasts until the end of the turn. 
  If the high priest expends a spell slot of 2nd level or higher, 
  the extra damage increases by ld6 for each level above 1st. 
  Spellcasting. The high priest is a 14th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 15, +7 to hit 
  with spell attacks). The high priest has the following cleric 
  spells prepared: 
  Cantrips (at will): guidance, light, resistance, sacred flame,
  thaumaturgy
  1st level (4 slots): bless, cure wounds, healing word, shield of 
  faith
  2nd level (3 slots): aid, continual flame, lesser restoration
  3rd level (3 slots): beacon of hope, magic circle, speak with 
  dead
  4th level (3 slots): death ward, freedom of movement, 
  guardian of faith
  5th level (2 slots): mass cure wounds, raise dead
  6th level (2 slots): blade barrier, true seeing
  7th level (1 slot): resurrection
  ACTIONS
  Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 4 (1d6+1) bludgeoning damage, or 5 
  (1d8+1) bludgeoning damage if used with two hands. 
  Initiate Witch 
  Medium humanoid (any), any alignment
  Armor Class 11 (14 with mage armour)
  Hit Points 22 (5d8)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA
  9 (–1)
  13 (+1)
  11 (+0)
  11 (+0)
  12 (+1)
  16 (+3)
  Saving Throws Wis +3, Cha +5
  Skills Arcana +2, Deception +5, Nature +2, Persuasion +5
  
  179
  GM Guide
  Senses passive Perception 11
  Languages Any two languages
  Challenge 2 (450)
  Innate Spellcasting. The initiate witch’s innate spellcasting 
  ability is Charisma. It can innately cast the following spells 
  (spell save DC 14), requiring no material components:
  At will: disguise self, mage armour (self only), silent image, 
  speak with animals
  l /day: conjure fey
  Spellcasting. The initiate witch is a 5th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 14, +6 to hit 
  with spell attacks). It regains its expended spell slots when 
  it finishes a short or long rest. It knows the following warlock 
  spells:
  Cantrips (at will): eldritch blast, mage hand, minor illusion
  1st-3rd level (2 3rd-level slots): blink, charm person, faerie fire, 
  hold person, phantasmal force, sleep
  ACTIONS
  Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., 
  one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-
  1) bludgeoning damage if used with two hands.
  Inquisitor
  These individuals are chosen agents of their faith, charged with 
  enforcing their gods’ dictates and rooting out the unfaithful. Even those of 
  good alignment are fanatical in their devotion to their faith.
  Inquisitor
  Medium humanoid (any race), any alignment
  Armor Class 13 (leather armor)
  Hit Points 33 (6d8 + 6)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS    
  CHA
  11 (+0) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  13 (+1) 
  14 (+2)
   
  Skills Deception +4, Persuasion +4, Religion +2 
  Senses passive Perception 11 
  Languages any one language (usually Common) 
  Challenge 2 (450 XP)
  Holy Devotion. The inquisitor has advantage on saving 
  throws against being charmed or frightened.
  Spellcasting. The inquisitor is a 4th-level spellcaster. Their 
  spellcasting ability is Wisdom (spell save DC 11, +3 to hit 
  with spell attacks). Inquisitors usually have the following 
  cleric spells prepared:
  Cantrips (at will): light, resistance, sacred flame
  1st level (4 slots): command, protection from evil and good, 
  shield of faith
  2nd level (3 slots): hold person, spiritual weapon
  ACTIONS
  Multiattack. An inquisitor makes two melee attacks, one with 
  the longsword and one with the dagger. The inquisitor 
  makes only one attack if it holds the longsword in both 
  hands.
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 
  5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) 
  piercing damage.
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 4 (1d8 + 2) slashing damage or 7 (1d10 + 2) 
  slashing damage if held in both hands.
  Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 
  100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage. 
  The bolts are silvered.
  Inspector of the Watch
  Medium humanoid (any), any alignment (usually lawful)
  Armor Class 17
  Hit Points 60 (8d8 + 24)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA 
  16 (+3)
  14 (+2)
  15 (+2)
  17 (+3)
  12 (+1)
  16 (+3)
   
  Skills Deception +6, Insight +6, Intimidation +6, Investigation 
  +8, Perception +4, Perform +6, Persuasion +8, Stealth +5
  Senses passive Perception 14
  Languages Common, Gnome, River Cant, Xaon
  Challenge 4 (1,100 XP)
   
  Cunning Action. As a bonus action on his turn, the inspector 
  can Disengage, Dash or Hide.
  Jack of All Trades. Inspectors of the watch receive a +1 bo-
  nus on all skills not listed above.
  Sneak Attack. An inspector of the watch can make a sneak 
  attack as a rogue for 1d6 points of damage on a target 
  upon which he has advantage.
  Spellcasting. These high-ranking officials are 4th level spell-
  casters. Charisma is their spellcasting ability (spell save DC 
  14, +6 to hit with spell attacks). They have the following 
  spells from the bard spell list:
  Spells (slots):  
  Cantrips (at will)—friends, light, mage hand;  
  1st (4 slots)—charm person, comprehend languages, 
  detect magic, disguise self;  
  2nd (3 slots)— detect thoughts, locate object, zone of 
  truth; 
  ACTIONS
  Flail. Melee Weapon Attack: +6 to hit (reach 5 ft.; one crea-
  ture). Hit: 7 (1d8 + 3) bludgeoning damage. 
  Knight of Renown
  Medium humanoid (any), any alignment
  Armor Class 18 (plate)
  Hit Points 143 (22d8 + 44)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA 
  20 (+5)
  15 (+2)
  14 (+2)
  10 (+0)
  14 (+2)
  12 (+1)
   
  Saving Throws Str +9, Con +6
  Skills Athletics +9, Intimidation +5, Perception +6
  Senses passive Perception 16
  Languages Any two languages
  Challenge 9 (5,000 XP)
  Indomitable (2/Day). The knight of renown rerolls a failed 
  saving throw.
  Second Wind (Recharges after a Short or Long Rest). As 
  a bonus action, the knight of renown can regain 20 hit 
  points.
  ACTIONS
  Multiattack. The knight of renown makes three attacks with 
  its greatsword or crossbow.
  Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) 
  
  180
  The Blight: Richard Pett's Crooked City
  slashing damage if the knight of renown has more than 
  half of its total hit points remaining.
  Light Crossbow. Ranged Weapon Attack: +6 to hit, range 
  80/320 ft., one target. Hit: 6 (ld8 + 2) piercing damage, 
  plus 7 (2d6) piercing damage if the knight of renown has 
  more than half of its total hit points remaining.
  Master Assassin
  Medium humanoid (any), any alignment
  Armor Class 18 (studded leather armour)
  Hit Points 117 (18d8 + 36)
  Speed 30 ft.
   
  STR
  DEX
  CON  
  INT
  WIS
  CHA 
  12 (+1)
  20 (+5)
  14 (+2)
  16 (+3)
  15 (+2)
  11 (+0)
   
  Saving Throws Dexterity +11, Intelligence +9, Wisdom +8
  Skills Acrobatics +11, Perception +8, Sleight of Hand +11, 
  Stealth +15
  Senses passive Perception 18
  Languages Thieves’ cant plus any two languages
  Challenge 8 (3,900 XP)
  Assassinate. During its first turn, the master assassin has ad-
  vantage on attack rolls against any creature that hasn’t 
  taken a turn. Any hit the assassin scores against a surprised 
  creature is a critical hit.
  Elusive. No attack on the master assassin has advantage if 
  the master assassin is not incapacitated.
  Evasion. If the master assassin is subjected to an effect that 
  allows it to make a Dexterity saving throw to take only half 
  damage, it instead takes no damage if it succeeds on the 
  saving throw, and only half damage if it fails. 
  Sneak Attack (1/Turn). The master assassin deals an extra 31 
  (9d6) damage when it hits a target with a weapon attack 
  and has advantage on the attack roll, or when the target 
  is within 5 feet of an ally of the master assassin that isn’t 
  incapacitated and the master assassin doesn’t have dis-
  advantage on the attack roll. 
  ACTIONS
  Multiattack. The master assassin makes three rapier attacks 
  per turn. 
  Rapier. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 5) piercing damage, and the target 
  must make a DC 17 Constitution saving throw, taking 31 
  (9d6) poison damage on a failed save, or half as much 
  damage on a successful one. 
  Light Crossbow. Ranged Weapon Attack: +11 to hit, range 
  80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage, 
  and the target must make a DC 17 Constitution saving 
  throw, taking 31 (9d6) poison damage on a failed save, or 
  half as much damage on a successful one.
  Master Spy
  Medium human, neutral
  Armor Class 16 (studded leather)
  Hit Points 84 (13d8+26)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA 
  11 (+0)
  18 (+4)
  15 (+2)
  15 (+2)
  13 (+1)
  10 (+0)
   
  Saving Throws Dex +7, Int +5
  Skills Insight +4, Investigation +5, Perception +4, Stealth +7
  Senses passive Perception 14
  Languages Common
  Challenge 8 (3,900 XP)
  Cunning Action. On each of its turns, the master spy can 
  use a bonus action to take the Dash, Disengage, or Hide 
  action. 
  Evasion. When the master spy is subjected to an effect that 
  allows it to make a Dexterity saving throw to take only half 
  damage, the it instead takes no damage if the save is 
  successful, and only half damage if the roll is a failure.
  Martial Advantage. Once per turn, the master spy can deal 
  an extra 10 (3d6) damage to a creature it hits with a 
  weapon attack if that creature is within 5 feet of an ally of 
  the master spy that isn’t incapacitated.
  ACTIONS
  Multiattack. The master spy can make three attacks with ei-
  ther its rapier or its hand crossbow per turn.
  Rapier. Melee Weapon Attack: +7 to hit (reach 5 ft.; one 
  creature). Hit: 8 (1d8 + 4) piercing damage. 
  Light Crossbow. Ranged Weapon Attack: +7 to hit, range 
  30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
  REACTIONS
  Parry. The master spy adds 3 to its AC against one melee 
  attack that would hit it. To do so, the master spy must see 
  the attacker and be wielding a melee weapon.
  Minstrel 
  Medium humanoid (any), any alignment   
  Armor Class 15   
  Hit Points 44 (8d8 + 8)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA   
  11 (+0)
  14 (+2)
  12 (+1)
  10 (+0)
  13 (+1)
  14 (+2)
   
  Saving Throws Dex +4, Wis +3
  Skills Acrobatics +4, Perception +5, Performance +6
  Senses passive Perception 15
  Languages any two languages
  Challenge 2 (450 XP)
  Spellcasting. The minstrel is a 4th-level spellcaster. Its spell-
  casting ability is Charisma (spell save DC 12, +4 to hit with 
  spell attacks). It has the following bard spells prepared:
  Cantrips (at will): friends, mage hand, vicious mockey
  1st level (4 slots): charm person, healing word, heroism, 
  sleep, thunderwave
  2nd level (3 slots): invisibility, shatter
  Song of Rest. The minstrel can perform a song while taking a 
  short rest. Any ally, or the minstrel itself, who hears the song 
  regains an extra 1d6 hit points if it spends any Hit Dice to 
  regain hit points at the end of that rest.
  Taunt (2/day). The minstrel can use a bonus action on 
  its turn to target one creature within 30 ft. If the target 
  can hear the minstrel, the target must succeed DC 12 
  Charisma saving throw or have disadvantage on ability 
  checks, attack rolls, and saving throws until the start of the 
  minstrel’s next turn.
  ACTIONS 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  
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  GM Guide
  Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Phantasmagist 
  Medium humanoid (any), any alignment 
  Armor Class 12 (15 with mage armor) 
  Hit Points 38 (7d8 + 7)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA   
   9 (+1)
  14 (+2)
  13 (+1)
  16 (+3)
  11 (+0)
  12 (+1)
  Saving Throws Int. +5, History +5
  Skills Arcana +5, History +5
  Senses passive Perception 10
  Languages any four languages
  Challenge 3 (700 XP)
  Spellcasting. The phantasmagist is a 7th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 13, +5 to hit 
  with spell attacks). It has the following wizard spells prepared:
  Cantrips (at will): dancing lights, mage hand, minor illusion, 
  poison spray
  1st level (4 slots): color spray*, disguise self*, mage armour, 
  magic missile
  2nd level (3 slots): invisibility*, mirror image*, phantasmal 
  force*
  3rd level (3 slots): major image*, phantom steed*
  4th level (1 slots): phantasmal killer*
  *Illusion spells of 1st level or higher
  Displacement (recharges after the Phantasmagist casts an 
  Illusion Spell of 1st Level or Higher). As a bonus action, the 
  phantasmagist projects an illusion that makes it appear 
  to be standing in a place a few inches from its actual 
  location, causing any creature to have disadvantage on 
  attack rolls. The effect ends if the phantasmagist takes 
  damage, it is incapacitated or its speed becomes 0.
  ACTIONS 
  Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., 
  one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-
  1) bludgeoning damage if used with two hands.
  Seer
  Medium humanoid (any), any alignment
  Armor Class 12 (15 with mage armour)
  Hit Points 67 (15d8)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT   
  WIS
  CHA 
  9 (–1)
  14 (+2)
  11 (+0)
  18 (+4)
  12 (+1)
  11 (+0)
  Saving Throws Int +7, Wis +5
  Skills Arcana +7, History +7
  Senses passive Perception 11
  Languages Any four languages
  Challenge 8 (3,900 XP)
  Spellcasting. The seer is a 15th-level spell caster. Its spellcasting 
  ability is Intelligence (spell save DC 15, +7 to hit with spell 
  attacks). The seer has the following wizard spells prepared: 
  Cantrips (at will): fire bolt, light, mage hand, message, true 
  strike
  1st level (4 slots): detect magic,* feather fall, mage armour
  2nd level (3 slots): detect thoughts,* locate object,* 
  scorching ray
  3rd level (3 slots): clairvoyance ,* fly, fireball
  4th level (3 slots): arcane eye,* ice storm, stoneskin
  5th level (2 slots): Telepathic bond,* scrying*
  6th level (1 slot): mass suggestion, true seeing*
  7th level (1 slot): delayed blast fireball, teleport
  8th level (1 slot): maze
  *Divination spell of 1st level or higher
  Portent (Recharges after the Seer Casts a Divination Spell of 
  1st Level or Higher). When the seer or a creature it can see 
  makes an attack roll, a saving throw, or an ability check, 
  the seer can roll a d20 and choose to use this roll in place 
  of the attack roll, saving throw, or ability check. 
  ACTIONS
  Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., 
  one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-
  1) bludgeoning damage if used with two hands. 
  Sneakthief
  Medium humanoid (any), any alignment
  Armor Class 13
  Hit Points 8 (1d8)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA 
  12 (+1)
  15 (+3)
  11 (+0)
  10 (+0)
  14 (+2)
  10 (+0)
   
  Saving Throws Dex +5, Int +2
  Skills Acrobatics +5, Athletics +3, Deception +2, Perception 
  +6, Sleight of Hand +5, Stealth +7
  Senses passive Perception 16
  Languages Thieves’ cant plus any one language
  Challenge 1/2 (100 XP)
  Sneak Attack. Once per turn, the sneakthief can deal an 
  extra 1d6 damage to one creature it hits with an attack if 
  it has advantage on the attack roll. The attack must 
  use a finesse or a ranged weapon. The sneakthief 
  doesn’t need advantage on the attack roll if another 
  enemy of the target is within 5 feet of it, that enemy 
  isn’t Incapacitated, and the sneakthief doesn’t have 
  disadvantage on the attack roll.
  ACTIONS
  Rapier. Melee Weapon Attack: +5 to hit (reach 5 ft.; one 
  creature). Hit: 7 (1d8 + 3) piercing damage. 
  Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 
  ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  Summoner
  Medium humanoid (any), any alignment
  Armor Class 12 (15 with mage armour)
  Hit Points 40 (9d8)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA 
  9 (–1)
  14 (+2)
  11 (+0)
  17 (+3)
  12 (+1)
  11 (+0)
   
  Saving Throws Int +6, Wis +4
  Skills Arcana +6, History +6
  Senses passive Perception 11
  Languages Any four languages
  Challenge 6 (2,300 XP)
  
  182
  The Blight: Richard Pett's Crooked City
  Benign Transportation (Recharges after the Summoner 
  Casts a Conjuration Spell of 1st Level or Higher). As a 
  bonus action, the summoner teleports up to 30 ft. to an 
  unoccupied space that it can see. If it instead chooses a 
  space within range that is occupied by a willing Small or 
  Medium creature, they both teleport, swapping places.
  Spellcasting. The summoner is a 9th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 14, +6 
  to hit with spell attacks). It has the following wizard spells 
  prepared:
  Cantrips (at will): acid splash*, mage hand*, poison spray*, 
  prestidigitation 
  1st level (4 slots): mage armour, magic missile, unseen 
  servant* 
  2nd level (3 slots): cloud of daggers*, misty step*, web*
  3rd level (3 slots): fireball, stinking cloud*
  4th level (1 slots): Evd’s black tentacles*, stoneskin
  5th level (2 slots): cloudkill*, conjure elemental*
  *conjuration spells of 1st level or higher
  ACTIONS
  Dagger. Melee or ranged attack: +5 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing 
  damage.
  Talimancer
  Medium humanoid (any), any alignment
  Armor Class 12 (15 with mage armour)
  Hit Points 66 (12d8+12)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA 
  9 (–1)
  14 (+2)
  12 (+1)
  17 (+3)
  12 (+1)
  11 (+0)
   
  Saving Throws Int +7, Wis +5
  Skills Arcana +7, History +7
  Senses passive Perception 11
  Languages Any four languages
  Challenge 9 (5,000 XP)
  Sculpt Spells. When the talimancer casts an evocation spell 
  that forces other creatures it can see, it can choose a 
  number of them equal to 1 + the spell’s level. These crea-
  tures automatically succeed on their saving throws against 
  the spell. If a successful save means a chosen creature 
  would take half damage from the spell, it instead takes no 
  damage from it. 
  Spellcasting. The talimancer is a 12th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 15, +7 to 
  hit with spell attacks). It has the following wizard spells pre-
  pared:
  Cantrips (at will): fire bolt*, light*, prestidigitation, ray of frost*
  1st level (4 slots): burning hands*, mage armour, magic mis-
  sile*
  2nd level (3 slots): mirror image, misty step, shatter*
  3rd level (3 slots): counterspell, fireball*, lightning bolt* 
  4th level (3 slots): ice storm*, stoneskin
  5th level (2 slots): wall of force*, cone of cold*; 
  6th level (1 slots): chain lightning*, wall of ice*
  *Evocation spell
  ACTIONS
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 
  5 ft. or range 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing 
  damage.
  Transmogrifier
  Medium humanoid (any), any alignment
  Armor Class 12 (15 with mage armour)
  Hit Points 18 (4d8)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA
  9 (–1)
  14 (+2)
  10 (+0)
  16 (+2)
  12 (+1)
  11 (+0)
   
  Saving Throws Int +4, Wis +3
  Skills Arcana +4, History +4
  Senses passive Perception 11
  Languages Any four languages
  Challenge 2 (450 XP)
  Spellcasting. The transmogrifier is a 4th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 14, +4 to hit 
  with spell attacks). It has the following wizard spells prepared:
  Cantrips (at will): light, mending, prestidigitation, ray of frost
  1st level (4 slots): chromatic orb, expeditious retreat, mage 
  armour
  2nd level (3 slots): alter self, hold person, knock
  ACTIONS
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 
  5 ft. or range 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing 
  damage.
  Vicar
  Medium humanoid (any), any alignment
  Armor Class 14 (chain shirt)
  Hit Points 55 (10d8 + 10)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA
  12 (+1)
  14 (+2)
  12 (+1)
  13 (+1)
  17 (+3)
  13 (+1)
   
  Skills History +5, Religion +5
  Senses passive Perception 13
  Languages Any four languages
  Challenge 6 (2,300 XP)
  Divine Eminence. As a bonus action, the vicar can expend 
  a 1st level spell slot to cause its melee weapon attacks to 
  magically deal an extra 10 (3d6) radiant damage to a tar-
  get on a hit. This benefit lasts until the end of the turn. If the 
  vicar expends a spell slot of 2nd level or higher, the extra 
  damage increases by ld6 for each level above 1st.
  Spellcasting. The vicar is a 10th-level spellcaster. Its spellcast-
  ing ability is Wisdom (spell save DC 14, +6 to hit with spell 
  attacks). The vicar has the following cleric spells prepared: 
  Cantrips (at will): guidance, light, resistance, sacred flame,
  thaumaturgy
  1st level (4 slots): bless, cure wounds, healing word, shield of faith
  2nd level (3 slots): aid, continual flame, lesser restoration
  3rd level (3 slots): beacon of hope, magic circle, speak with 
  dead
  4th level (3 slots): death ward, freedom of move-
  ment, guardian of faith
  5th level (2 slots): mass cure wounds, raise dead 
  ACTIONS
  Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 4 (1d6+1) bludgeoning damage, or 5 
  (1d8+1) bludgeoning damage if used with two hands.
  
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  GM Guide
  Warden
  Medium humanoid (any), any alignment
  Armor Class 17 (studded leather armour)
  Hit Points 100 (12d10 + 24)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT 
  WIS
  CHA 
  14 (+2)
  20 (+5)
  15 (+2)
  14 (+2)
  16 (+3)
  12 (+1)
   
  Saving Throws Str +6, Dex +9
  Skills Nature +6, Perception +7, Stealth +9, Survival +7
  Senses passive Perception 17
  Languages Any two languages
  Challenge 6 (2,300 XP)
  Favored Enemy. The warden has two groups of favored en-
  emies. It gains advantage on Wisdom (Survival) checks to 
  track its favored enemies as well as on Intelligence checks 
  to recall information about them. 
  Keen Hearing and Sight. The warden has advantage on 
  Wisdom (Perception) checks related to hearing or sight.
  ACTIONS
  Multiattack. The warden can make two attacks each round 
  with either longbow or longsword.
  Longsword. Melee Weapon Attack: +6 to hit (reach 5 ft.; one 
  creature). Hit: 6 (1d8 + 2) slashing damage or 7 (1d10 + 2) 
  slashing damage if used with two hands.
  Longbow. Ranged Weapon Attack: +13 to hit, range 
  150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
  Witch
  Medium humanoid (any), any alignment
  Armor Class 11 (14 with mage armour)
  Hit Points 49 (11d8)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  9 (–1)
  13 (+1)
  11 (+0)
  11 (+0)
  12 (+1)
  18 (+4)
   
  Saving Throws Wis +3, Cha +6
  Skills Arcana +2, Deception +6, Nature +2, Persuasion +6
  Senses passive Perception 11
  Languages Any two languages
  Challenge 4 (1,100)
  Innate Spellcasting. The witch’s innate spellcasting ability 
  is Charisma. It can innately cast the following spells (spell 
  save DC 15), requiring no material components:
  At will: disguise self, mage armour (self only), silent image, 
  speak with animals
  l /day: conjure fey
  Spellcasting. The witch is a 11th-level spellcaster. Its spell-
  casting ability is Charisma (spell save DC 14, +6 to hit with 
  spell attacks). It regains its expended spell slots when it 
  finishes a short or long rest. It knows the following warlock 
  spells:
  Cantrips (at will): dancing lights, eldritch blast, friends, mage 
  hand, minor illusion, prestidigitation, vicious mockery
  1st-5th level (3 5th-level slots): blink, charm person, dimension 
  door, dominate beast, faerie fire, fear, hold
  ACTIONS
  Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., 
  one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-
  1) bludgeoning damage if used with two hands. 
  
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  Appendices
  
  185
  GM Guide
  Appendix A:  
  Useful Lists
  Lists can be useful in a number of ways. They can add dressing to a 
  scene, give a taste of the mood of a place, or they can be used as inspiration 
  for adventures.
  Below you will find lists that detail:
  • 100 Sights on the Street
  • 100 Echoes of Between
  • 100 Freakshows
  • 100 Strange Shops and Markets
  • 100 Street Traders
  • 20 Locals
  These will allow you to use easily add a sense of depth to your campaign 
  with minimal effort on your part. In and of themselves they provide only 
  a barebones description or idea, but you can flesh them out as you see fit 
  into a full-fledged encounter, event, or character. They can even be used to 
  provide hooks to other adventures.
  100 Sights on the Street
  With streets that never sleep, an astonishing array of people pass by in 
  any given day. Most are mundane encounters — people on their way to 
  work, goodwives on their way to market, or traders plying their wares. 
  This list is designed to give you an idea of the types of encounters that 
  may be had in the twisted streets of the Blight, as well as to add colour into 
  your adventures as encounters, informants or even enemies. 
  1. A man wearing a top hat is having a furious argument with himself.
  2. A passing dog’s back is dancing with lice.
  3. The man in the sedan chair has a wig on that is so big that it flows out 
  of the windows.
  4. A line of mourners passes by, laughing hysterically.
  5. “The End is Near!” exclaims the corner prophet.
  6. The crawling nuns are sobbing as they toss flowers to the ground around them.
  7. The two men hustle past carrying a harpsichord between them.
  8. A trio of monkeys runs past, one after the other, each wearing a fez.
  9. The priests are wearing black gowns that cover their whole bodies as 
  they march past chanting solemnly.
  10. Three harlots pass by singing loudly and off key.
  11. The sweating, red-faced dwarf is stripped down to his kilt, and blows 
  furiously into his bagpipes that make no sound whatsoever.
  12. The sadhu sits cross-legged on a straw mat and smiles as he prays; his 
  hair must be 12 feet long and coils in huge lengths about him.
  13. He wears a pirate’s coat and a stirge perches on his shoulder.
  14. He struggles by carrying a bundle of a dozen pikes in his arms.
  15. She wears a mask designed to look like a swan and makes a strange 
  cooing sound as she walks.
  16. Three dark clowns tumble by, each dressed as a raven. Behind them 
  stalks a tengu in greasepaint.
  17. A man on stilts walks past juggling cheerfully yapping puppies.
  18. An old lady is knitting as she rides by in a coarse cab.
  19. Four small children sit on a camel’s back as a turbaned merchant leads 
  them through the streets.
  20. He has six sheep on leather leads; a mangy sheepdog slinks behind in 
  disgrace.
  21. The colourfully dressed woman has a glove-puppet crocodile on one 
  hand, and a glove-puppet black pudding on the other.
  22. The man in black screams out words of a tortured poem about death 
  and pacifism.
  23. A small troupe of actors is performing a morality play about saintly goats.
  24. An empty hearse passes by, her undertakers smiling and joking at the 
  empty wagon bed.
  25. A horse has collapsed and is dying on the street; a crowd of people has 
  gathered and they stare curiously.
  26. A butcher guts a pig, splashing blood on some passers-by who take 
  no notice.
  27. A man sells kittens out of an old great helm.
  28. A gnome in a jester’s outfit cries hysterically.
  29. The dwarf sits grumbling and swearing loudly to himself.
  30. A huge crowd gathers around a bull-baiting.
  31. A cat dashes by in the alleyway, chased by something with too many 
  legs to see clearly.
  32. An old man in a pillory snores away obliviously while a blindingcrow 
  pecks at his ear.
  33. A lion in a cage paces warily, watching everyone. There is no sign of 
  its keeper.
  34. A dancing bear performs to a crowd of children screaming in glee.
  35. A vicar atop an apple crate screams that you are sinners.
  36. A squealing pig dashes down a side street, an article of underclothing 
  caught on its ear.
  37. A gnome covered in white grease paint and wearing all-white clothes 
  screams that the angels are coming to punish the city.
  38. Somewhere high above, a scrimshaw gargoyle call echoes.
  39. A child walks past clutching a repulsive reptilian doll without eyes.
  40. A pile of coffins lies by an open door. A night-slug picks at the broken 
  end of one.
  41. The smell of burning fat comes from a nearby alley.
  42. The footpath ahead has a deep hole filled with collected sewage.
  43. A Crackling and Salt puppet show begins on a nearby corner.
  44. A dog runs by growling, an unidentifiable bone of great size held in 
  its mouth.
  45. A man dressed as a vampire urges you eagerly to visit the Theatres 
  Grotesque tonight.
  46. A crimson skull-faced clown eats fire for crowd of onlookers.
  47. A trader with a cart sells leather animal masks.
  48. A woman chalks magnificent pictures of angels on the pavement.
  49. Piles of rubbish lie at the side of the road where rats wander about in 
  broad daylight.
  50. “Everyone who lives in this city is a wererat!” screams a hysterical 
  washerwoman.
  51. Temple bells across the city begin to call people to prayer.
  52. A completely naked sadhu strides past you purposefully.
  53. A fight starts nearby between three men; one transforms into a 
  doppelganger and runs.
  54. Two carts block the road, each owner refusing to back up.
  55. The house nearby has four fresh heads mounted on iron spikes above 
  its gables.
  56. A harried-looking dwarf rushes past pushing a handcart filled with 
  breastplates still smoking from the forge.
  57. The smell of burnt hair and peppermint wafts in your nostrils.
  58. Drying laundry hangs from the windows above, blocking out the 
  sunlight in this alley.
  59. A trio of thick-shouldered workmen leaning on their shovels sits 
  around a smouldering brazier.
  60. A burnt-out shell of a building stands nearby. Somebody has scribbled 
  “that’s wot u git” on it with a piece of charcoal.
  61. A sobbing man stares into the sky.
  62. An old sewer tunnel has collapsed here, narrowing the street to less 
  than a yard.
  63. A church clock clangs its cracked bell pathetically nearby.
  64. The caustic odour of alchemy and decomposition nips at the back of 
  your throat.
  65. A dirty-feathered albatross sits on a windowsill swallowing a most 
  peculiar-looking fish. Was that a hand?
  66. Shouting traders and their carts pack the streets today.
  67. A girl walks past selling sweet-smelling roses. Both of her eyes are 
  nothing more than old burn scars.
  68. A man’s wooden false teeth have fallen into an open sewer nearby.
  69. A long line of sombre pilgrims clad in burlap robes walks by singing hymns.
  70. Six drunken sailors stumble along singing obscene sea-chanties.
  
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  71. A hideous corner-doxy propositions you with a wink and a leer.
  72. A group of children walks by marching in step. They are following a 
  rotund little boy beating a drum.
  73. The stench of rotting vegetation is getting worse by the minute.
  74. Three hanged men twist slowly in the breeze from an impromptu 
  gallows.
  75. A gibbet containing a rotting corpse swings beneath a tall pole bearing 
  the seal of the Crown Justices.
  76. A sad-looking night soil collector pushes his cart along the street. He 
  has forgotten his shovel.
  77. A street crier walks by ringing his bell and announcing the daily news.
  78. A man is baiting a chained owlbear with a trio of pit-mastiffs. A crowd 
  places wagers on the outcome.
  79. Old men smoke long pipes and complain about the street noise as they 
  yell at each other to be heard.
  80. A woman wearing the black veil of a mourning widow announces 
  she’s going to the river.
  81. A group of pallbearers is taking a rest while sitting on the coffin.
  82. Nuns dressed in the grey habits of some obscure order walk past 
  blessing passers-by.
  83. A group of sweating dwarf sprawlmasons walk by lugging buckets of stones.
  84. From scaffolding high above, someone shouts abuse at you about 
  something you can’t quite make out.
  85. Slops hit the street not far from you from an overhead window.
  86. A rooftop chase clatters by far above you. Someone is shouting, “Halt!”
  87. A pox-ridden beggar throws himself at your feet and pleads for alms.
  88. The wind is coming from the river today, unfortunately.
  89. Two Shortstone gnomes walk past grinning broadly. They carry a 
  stuffed crocodile between them.
  90. A camel train slowly plods past on its way to market; a mysterious 
  robed man in turban and veil guides them.
  91. A sign has broken loose from its mounting above and fallen on a 
  passer-by, killing him. The crowd is stepping around his still-twitching 
  corpse as they continue on their way.
  92. A man leads an elephant with a large hooked goad. He nods his head 
  sagely at everyone he passes.
  93. An armoured knight rides a huge Shire horse through the streets.
  94. The odour of rotting fish sitting too long in the sun suddenly envelops you.
  95. Two drunken brothers argue over a woman who smiles at another  
  man nearby.
  96. A wedding party walk past smiling and laughing. The groom is 
  hollow-eyed with fright.
  97. A renderer walks down the street beneath a cloud of flies. His apron 
  and work leathers are slick with blood and smeared fat.
  98. An old woman kneels and loudly prays in the middle of the street. The 
  crowds and carts maneuver around her without a glance.
  99. A street vendor rushes by with a handcart full of delicious-smelling pies. 
  100. The street ahead is being prepared for a witch burning.
  100 Echoes of Between
  With the city on so dangerous a frontier, the horrific Between 
  occasionally bleeds into the more mundane city. Effects listed below are 
  trivial and may last little more than the blinking of an eye, or could be a 
  precursor to a longer and more dangerous encounter. Not everything is 
  as it seems, however, and some of these encounters are more flesh and 
  blood than the stuff of Between. Do not use such effects too often. If you 
  do they become expected and might become mundane. Use them instead 
  to spice up the occasional boring rest day, to remind characters dashing 
  through the city that all is not quite right, or to be a genuine precursor to 
  an adventure in Between.
  1. A shadow falls the wrong way in an alley.
  2. A puddle at your feet reflects a grinning face with tusks.
  3. A starling on a gable stares at you disturbingly before flying away.
  4. You’re sure the cat that leapt over the fence said something.
  5. Somewhere in the city, a clock strikes fifteen.
  6. Your shadow is momentarily monstrous but then returns to normal
  7. Your hands begin to shake uncontrollable and feel intensely cold; then 
  you suddenly return to normal.
  8. A horrific face forms in the clouds high above and then drifts away.
  9. You keep seeing something out of the corner of your eye, some sort of 
  insect scuttling about the gables, but every time you look, it’s gone.
  10. The smell of burning sugar is strong here.
  11. You’re sure someone called out your name, but there’s no one around.
  12. You’re apparently the only one that hears the terrible scream.
  13. Your reflection in the shop window is of something terrible; then when 
  you glance again, it’s back to normal.
  14. You keep hearing the same word in your ear all day: “Soon.” 
  15. The same man in a top hat keeps waving to you from the distant 
  rooftops
  16. An enormous cobweb entirely covers a doorway
  17. What is that strange flute music from the sewer grate?
  18. You pass the third window in a row and see the same sobbing woman 
  inside.
  19. The buzzing continues in your head — sometimes louder, sometimes 
  softer, but always menacing.
  20. The ground beneath your feet suddenly jolts, but no one else seems 
  to notice.
  21. The man that just walked past you just had no face.
  22. Suddenly, the street performer’s song goes eerily off key and picks up 
  an unearthly cadence, but only you seem to notice.
  23. You feel something trickle down the back of your throat and then 
  crawl downward and disappear.
  24. For no reason, in broad daylight in the middle of the street, the hairs on 
  the back of your neck raise as if you’d just seen a ghost.
  25. An overwhelming feeling of déjà vu washes over you, followed 
  immediately by a dreadful anticipation.
  26. Your nose suddenly starts dripping blood.
  27. The crying baby behind the curtained window stops abruptly … 
  almost unnaturally.
  28. Just behind the susurrus of everyday street noises, you can hear soft 
  whispers.
  29. Why does all of the laughter in the street seemed aimed at you?
  30. You just saw flies come out of that man’s mouth.
  31. The distant noise sounds like nails being scraped over a blackboard.
  32. Momentarily, none of the street signs have any meaning.
  33. When you glanced in the mirror, something tall and dark stood behind 
  you, but when you turned around, it wasn’t there.
  34. It’s as though everyone keeps staring at you and looking quickly away.
  35. There it is again, the feeling that this is all a dream.
  36. The steps up the side of the house vanish back on themselves somehow
  37. The same hooded raven keeps following you.
  38. You see a speeding carriage hit a baby’s crib in the street, and then 
  both are gone
  39. The fruit on the stall is momentarily rotten and alive with flies and 
  maggots.
  40. The line of mourners are all smiling as they follow the casket.
  41. In amongst the cart full of pigs being taken to slaughter you can hear 
  
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  GM Guide
  a baby crying.
  42. You get the feeling something bad is about to happen.
  43. A babe in swaddling clothes falls from a high window, but as it drops, 
  it becomes falling leaves that drift away on the breeze.
  44. In a window, moths are being burnt alive by the lantern flame.
  45. From the corner of your eye, you see a long-dead dog chasing a cat.
  46. The front of the building swells pregnantly.
  47. The smoke from a stove drifts down in a gust and momentarily you 
  think you hear something screaming on the fire.
  48. The colour of the ivy on the wall is wrong somehow.
  49. A gravestone lies in the cobbled street claiming this is the spot where 
  Ferris Harm the Awakened Cow died.
  50. Something big runs up behind you, but when you turn, nothing is 
  there.
  51. The shutters on one window nearby bang in the still air.
  52. Through the closed shop window, you swear you see something with 
  huge, gossamer wings vanish up the chimney.
  53. The smell of brimstone pervades this part of town.
  54. The beggar looks just like your father.
  55. A thick smog suddenly settles over the street.
  56. A window in a nearby shop suddenly shatters from no apparent source.
  57. The mouse clearly screams “help” as the cat devours it.
  58. The lobster thrashes in the pot for much too long as it’s boiled alive.
  59. The snakes are skinned alive before they are roasted by the street 
  vendor.
  60. The woman in the pillory is long dead, but no one seems to care.
  61. On the gables above, you see a heron being eaten by a great spider.
  62. The man is so fat it takes twelve men to bear him along in his sedan 
  chair.
  63. The scars on the mangy cat’s back resemble a necromantic rune.
  64. Fungus grows abundantly down the alleyway.
  65. The smell of perfume is overpowering.
  66. Something monstrous howls from below the streets.
  67. Someone kisses you, but there is no one in sight.
  68. A man runs down the street claiming everyone is a demon in human 
  skin.
  69. The blood runs from the abattoir into the gutter, the sound of laughter 
  and distraught animals causing you to retch.
  70. Water drips skyward from a puddle but stops the second you stare at it.
  71. A deep, fuming hole has opened up in the street. People stare down 
  into its depths nervously.
  72. A whole block of buildings has collapsed.
  73. The sound of following birds continues but every time you glance over 
  your shoulder, there is nothing.
  74. In a basket, a chick hatches that looks like a grotesque human child 
  before the hen settles back down on its brood.
  75. A dust devil tears down a wynd.
  76. The passing woman stares at you, and she momentarily has eight eyes.
  77. In the distance, a priest sets fire to himself.
  78. She scratches at herself madly, claiming the Between spiders are 
  eating her alive.
  79. The silhouette in the window resembles a clawed man wielding a meat 
  cleaver.
  80. The eyes of the portraits in the window display stare at you knowingly.
  81. There wasn’t an alley there yesterday.
  82. That door wasn’t there yesterday.
  83. That shop wasn’t there yesterday.
  84. That distant church spire wasn’t there yesterday.
  85. Whatever is in the sealec crate, it’s angry and not human.
  86. Beneath those heavy robes, it’s a walking skeleton.
  87. The tribal masks in the souk stall momentarily chant at you in an 
  unknown language.
  88. You can smell the fear of the dying animals as the butcher sells his 
  meat.
  89. Someone died in that wynd. You don’t know how you know, but you 
  know.
  90. The door is covered in gouges from being repeatedly stabbed with a 
  sharp instrument.
  91. The shutters on every house on this street are thick and set with iron 
  spikes facing outward.
  92. The puppet show features grotesque characters with inhuman faces 
  and animal claws. They seem somehow familiar to you.
  93. The children eat rotten fruit and look at you gleefully.
  94. The man has fallen from the roof directly onto the spiked railings of 
  the balcony below. His body twitches a few times as people pass by below.
  95. The graffiti claims that a “Thing” stalks the night in this ward. 
  96. The graffiti says the Queen is a ghoul.
  97. The graffiti says that everyone in the city is a wererat.
  98. The old statue in the square is gone, and a ring of bloody palm prints 
  is all that remains in its place.
  99. From the clock face above, a gable hate-owl emerges, beats a drum, 
  and stares at you as if waiting for something … or someone.
  100. The rooftops here are lined with pumpkin-faced scarecrows, but all 
  have their heads put on upside down.
  100 Freakshow Exhibits
  It seems that every street corner in the Blight has its resident freakshow. 
  Sometimes these shows are run by cruel owners who treat their exhibits 
  abominably; some are run by the exhibits themselves. Often, groups of 
  special people get together to form travelling troupes, special shows, 
  or they may settle in a particular location and work from there. The 
  Strangers’ Fayre runs the 1st week of every spring. This special show is 
  a gathering of all the unusual people of the city and takes place in Festival.
  Some exhibits at these shows are so famous that people come to their 
  homes and meet them; such special persons can make good livings at 
  their trade and become the darlings of the aristocracy. Unscrupulous types 
  stop at nothing to attain the services of the physically unusual and whole 
  adventuring companies devote themselves to pursuing and capturing 
  interesting specimens for the shows.  
  Provided below is a list of 100 of these special persons. Bear in mind 
  that each person or creature below has a story. Some of them are fakes, 
  some are not. It is up to you to decide who is or who isn’t, but generally 
  a DC 15 Wisdom (Perception) check is required to unmask them, and 
  such exhibits will try not to allow themselves to come under such close 
  scrutiny.
  1. Meet the Revolting Starling-Boy and Listen to him Lament his Dead 
  Mother
  2. Join the Incredible Salmon-Nun in Prayer
  3. Zond, Crown Prince of the Hirsute, Awaits
  4. Rose and Elizabeth — the Twins of One Body
  5. Crarv the Ape King of Libynos
  6. Meet the Astonishing Snake-Child
  7. Ephinar — the Elf with Two Heads
  8. Misfortune’s Mistress
  9. Fear the Festering Basilisk Dwarf
  10. Meet Tom, the World’s Smallest Sailor, who Sailed a Hat around the 
  World
  11. Corpulent Caress, the Princess of Girth, who Weighs a Tonne
  12. The Queen of Three Faces
  13. Turbot Thorran the Living Merman
  14. The Amazing and Revolting Lord Otyugh, Crown Prince of Flotsam
  15. The Incredible Headless Gnome Thadius Shortstone
  16. The Terrible Two-Headed Amphisbaena Boy
  17. Faceless Quade
  18. Edran Mand, the Bat Gnome of the Malagro Jungle
  19. Missela the Weeping Mermaid
  20. Hagun and Grorft, the Half-Orc Conjoined Twins: One is Orc; One 
  is Man
  21. The Howling Worg-Boy
  22. Tobus the Obscene Colossus
  23. Murg the Dwarf with a Giant’s Head
  24. The Dreadful Kraken Baby
  25. The Boil Boy
  26. See the Remarkable Half Dwarf-Half Tree
  27. The Ettin Wife
  28. Behold! The Three-Headed Wolf
  29. The Goblin Scholar
  30. Mercy, the Princess of the Seelie Court
  
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  31. Joshua Cole the World’s Tallest Man
  32. The Slug Wife
  33. Uriah Mabe, the Man with Two Mouths
  34. Maxwell, the Incredible Flat Man
  35. Torris the Rhino-Child
  36. Garrett the Cloaker Man
  37. The Impossible Head
  38. The Lord of Seven Hands
  39. The Astonishing Pig-Gnome
  40. Karg the Singing Bear
  41. The Quill Man
  42. The Blood-Drinking Savage of the Razor Coast
  43. The Albino Ostrich
  44. The Lonely Centaur
  45. Jacob Quane’s Singing Stirges
  46. The Green Man
  47. Marius, the Man who has One Giant Leg
  48. Genevieve the Mongrel Mistress
  49. The Poetic Lizard Man
  50. The Appalling Zar
  51. The Performing Kobold Twins Mang and Mant
  52. Chimera Girl
  53. The Hydra Boy
  54. The Angel of the Slums
  55. The Black Harpy
  56. Lady Two-Skins
  57. The Choir of Deformed Puppies
  58. Grache: Half Orc-Half Goblin
  59. The Troll’s Daughter
  60. Jephtha the Incredible Boneless Man
  61. Sad Eudora
  62. The Spider Queen
  63. Jebbington the Rat Boy
  64. Laura the Frog’s Daughter
  65. Bessie Vast-Flesh
  66. The Rotting Man
  67. Dare you visit the Cockatrice Spinster?
  68. Karl the Man-ticore
  69. Long Widow Charlotte, the Tallest Woman in the Blight
  70. Horace Habe the Mouse Man
  71. The Crocodile Man
  72. Three-Legged Enoch
  73. Murmond the Halfling Goat-Boy
  74. Madrigal the Dismaying
  75. Burg the Bald Bugbear
  76. The Terror of the North
  77. Gooseflesh Gideon
  78. The Mock Man
  79. Marlwell the Moth Man
  80. Bloody Bones
  81. The Broken Satyr
  82. The Doppelganger
  83. The Screaming Ogre
  84. Mother Pig-Wife
  85. Sister Morlock
  86. The Gargoyle Baby
  87. Octavia the Leech Girl
  88. Minitar the Mite-Child
  89. The Three-Faced Hag
  90. The Ugly Mermaid
  91. Dare you meet the Howling Dog-Boy?
  92. Lydia the Octopus Mother
  93. The Eight-Legged Spider Piglet
  94. The River’s Daughter
  95. The Coiling Worm Whore
  96. Pagg the Kobold Man
  97. The Double-Cockerel
  98. Scaly Jabe
  99. The Five Sisters of Misery
  100. Slithering Habb the Lamprey Man
  100 Strange Shops and Markets
  They say that everything has a price in the Blight, and conversely, 
  everything seems to have a seller: from the child selling bootlaces 
  to the renowned antiquarians of BookTown. Here is a list of 100 such 
  entrepreneurs to add into your adventures to provide a little background or 
  to include as a location for further adventure. Some may be collections of 
  shops where competition will literally be fierce; some are little more than 
  junk shops peddling rubbish.
  1. Kennington Smythe’s Snuffery
  2. Tarquin Splain’s Hatpin Emporium
  3. Aled’s Taxidermy — The Bigger the Better!
  4. All Things Russet
  5. Cloaks of Monstrous Furs
  6. P. Quibble Luxury Coach Fitters
  7. The Boneyard
  8. Jessabel’s Hooks
  9. The Butterfly Collector
  10. Drums of Strange Flesh
  11. Lugg’s — The Gentleman’s Tailors
  12. Mancom’s Minute Flea Market
  13. Rooftop Bridges
  14. The World’s Rarest Seeds
  15. Jacob’s Chain Ferries
  16. Door Guardians
  17. Paintings of Between by Thrade
  18. The Luxury Helm Padding Mart
  19. L. Pudd, Travelling Set Makers by Royal Appointment
  20. Tremer’s Grotesquery and Strange Statues
  21. The Ink and Paint Quarter
  22. Marcus Foll Canvas Stretcher
  23. The Scrimshaw Quarter
  24. The Unwanted Auctionroom
  25. Great Candles
  26. The Gentleman’s Syringe Shop
  27. Exotic Perfumes and Unguents
  28. The Coriander Shop
  29. T. Webb Land Agent and Property Purchaser
  30. Only Black Cats
  31. Rhino Horn, Tiger Eye and Salmon Bladder
  32. The Rookery Copper Coin Mart
  33. H. G. Rutred Mandolin Makers by Royal Appointment
  34. J. Reds Tobacconists
  35. Pavilions and Tents
  36. The Halfling Pie Shop
  37. Hobb Quiffwell — Luxury Feather Bed Makers by Royal Appointment
  38. Harper, Torb, and Stiff: Plaguemask Makers to the Aristocracy
  39. Unusual Skins
  40. The Scorpion Market
  41. Oils of Pleasure
  42. Potion Bottles of All Sizes — Leaded Glass Guaranteed Unbreakable
  43. The Rare Dog Market
  44. Hair Oils and Wigs
  45. The Codpiece Mart
  46. Buckles and Dog’s Paws
  47. Trendtam’s Ship Hire Company
  48. The Cabb’e Courtyards
  49. The People Breakers — Torture Implement Makers by Royal Appointment
  50. The Junk Yard
  51. The Clockery
  52. The Crockery
  53. J. Poultryman Organ Maker by Royal Appointment
  54. Marl Feather — Luxury Narrowboat Fitters
  55. The Chitin Museum and Workshop
  56. Ambergris
  57. Spectacles, Monocles and Tinted Eyeware 
  58. Rufftall’s Familiaral Suppliers 
  59. The Absinthe Quarter
  60. The Rarest Bibliophiles
  
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  61. The Clothing Flea Market Quarter
  62. Golden Eggs
  63. The Harpsichord Warehouse 
  64. Strange Leather
  65. The Renders
  66. Elizabeth Pegg — Tapestry Weaver
  67. Silk Underthings
  68. The Secret Scroll Case Workshop
  69. Bubble Pipes and Hookahs
  70. Astronomical Spyglasses
  71. J. Harris Towd’s Leechery and Physikers
  72. Y. Collic’s Barbers and Surgeons
  73. The Thrall Obedience Shop
  74. Carved Doors and Portals
  75. The Lych Gate Maker
  76. Screens and Lacquer Panels
  77. Gargoyle Chandeliers
  78. Strange Woodwinds
  79. The Handcart Market
  80. Hutt’s Armour Enamelers
  81. The Alchymic Supply District
  82. Materials and Other Magik Components
  83. The Down-at-Heel Sword Mart
  84. Kaptwell Wine Importers
  85. The Leaded Window Workshop
  86. Sebb’s Writing Boxes by Royal Appointment
  87. Jobb’s Alchymic Snuff
  88. Gerin’s Talking Mynah Birds
  89. Rooftop Scarecrows
  90. Urched’s Masterwork Crossbow Craftsmen
  91. J. Chard — Peacock and Rare Poultry Importers
  92. G. Rubb — Goblin Pet Trainers
  93. N. Pearsly Undertakers and Stone Monument Makers
  94. Antiquities 
  95. Strong Nome Grog
  96. The Toby Jug Quarter
  97. The Old Shop Auctionhouse
  98. Quadd and Ruptuk — Masterwork Topiarists
  99. Gnome Thrones and Luxury Chairs
  100. The Lightning Rod Highrooms
  100 Street Traders
  As well as those lucky enough to have shops, windows to sell goods at or 
  alleyways to work from, there are a countless host of traders who work out 
  of carts, carry their wares in wheelbarrows, or lay them out on cloth mats 
  on the streets. These people are variously referred to as costermongers, 
  hawkers, or, more rudely, screechers because their ceaseless cries to tout 
  their goods. Several streets echo to the sound of running battles between 
  traders — who is loudest, who has the sweetest singing voice, who is the 
  funniest — and often-successful traders can gather huge crowds.
  Often, traders are more concerned with their Perform checks than their 
  professional skills.
  By far the most successful of street traders are those who sell food; 
  people in the city are always hungry, and having food close at hand makes 
  that hunger more during the day. All the objects on this list are intended to 
  be available to the general populace. They should almost all cost a copper 
  piece or thereabouts. Foods generally are cooked in big pots on site.
  1. Boiled beef and cabbage
  2. A crow seller
  3. Pickled cabbages and meat pie
  4. Fish and fry
  5. An armour polisher
  6. Toffee apples
  7. Hot chestnuts
  8. A faith healer
  9. Rice balls
  10. A young lad selling saddle soap
  11. A hawker selling goat meat
  12. A man selling lucky horseshoes
  13. A kettle seller
  14. A man selling large wooden badgers
  15. A woman selling lucky rabbit’s feet
  16. Dried apples
  17. A charcoal seller
  18. Pork pies
  19. A basket weaver
  20. Apple fritters
  21. A beautiful woman selling perfumed oils
  22. Eel pies
  23. A foreign sock seller
  24. Plum pudding
  25. A rope splicer
  26. Spiced ale
  27. A very fat man sells pickled lemons
  28. A betel nut seller has his wares on a carpet at his feet
  29. Fresh turnips
  30. A goodwife selling feather pillows and quilts 
  31. A bucket maker
  32. A fortune teller and her tarot cards
  33. A fishwife sells fish from a basket
  34. A dwarf sells ropes of onions
  35. Jellied eels
  36. A young woman sells hot codlings (baked apples)
  37. Mulled small beer
  38. A fishmonger
  39. An old woman sells elderberry hair dye
  40. Two children sell cotton bootlaces
  41. A woman with a cow sells fresh milk
  42. A young chimney sweep looking for work
  43. A dwarf sells coal from a barrow
  44. A tikka seller, his colourful wares spread out in jars before him
  45. Charcoal cooked corn
  46. Candied Fruit
  47. A man cooks noodles in a giant wok
  48. A trio of goodwives take in laundry
  49. Fried chaap (potato) with onions and beet slices
  50. An old woman sells garlic
  51. A line of seamstresses repair clothing
  52. Baskets of wool are sold by goodwives
  53. Wurst sausage and sauerkraut
  54. Garlic snails
  55. A gnomish chandler (wax, soap and candle goods)
  56. Spiced scrumpy
  57. A young girl selling mint, parsley and other herbs
  58. A failed apothecary
  59. A snuff seller
  60. A barber
  61. Cockles and mussels
  62. A salt seller
  63. Incense trader
  64. Goosefat seller
  65. Horse meat for sale
  66. Clay pipes
  67. Tool repairs
  68. Hare soup
  69. Quill seller
  70. Hot cross buns
  71. Corkscrew maker
  72. Neatsfoot oil
  73. A knife sharpener
  74. A man selling puppies
  75. A cobbler repairs shoes
  76. Cold mutton
  77. Spice cakes
  78. Lark pie
  79. Wreaths and garlands
  80. A thimble seller
  81. A man sells calvados
  
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  82. Hot crabs
  83. A man selling his pig
  84. Tallow candles
  85. A silk seller
  86. Shinbone dice
  87. Fresh vegetables
  88. Rollmop herrings
  89. Salted fish
  90. The muffin man
  91. Tripe and onions
  92. A tea merchant fallen on hard times
  93. A trio of very old women sell pickled oysters 
  94. Dodo stew
  95. Pork sausages and onions
  96. Lavender seller
  97. A canary seller
  98. A woodcutter selling logs
  99. A bootblack
  100. Lard seller
  20 Blight Locals
  These NPCs have a little more flesh on their bones so to speak. They are 
  given better descriptions, some character traits, and motivations to enable 
  you to use them in your adventures on short notice. When using NPCs, 
  try to give them a little backstory and motivation to explain the reasons 
  for their actions. A small effort can create memorable friends and villains 
  from the most unlikely sources. The author recalls in particular Petal the 
  pit-bull, pet of one character, who had a pathological hatred of one of the 
  other characters. This caused all kinds of issues as the characters were 
  pirates on the same ship. 
  1. Jack Slack: The Street Spiv 
  Jack Slack (CN male human burglar†) wears a black longcoat and has 
  high leather boots of good quality. He has tinted spectacles and an overly 
  long nose. His walk is hurried and furtive, and he speaks in the same way 
  with a slight nasal quality to his voice from a frequently broken nose. 
  Jack prides himself that he can get hold of anything given enough time. 
  He once arranged for the purchase of a singular set of ashes — those 
  of a sphinx — for a rich client of necromantic abilities and questionable 
  motives. Given 1d6 days, Jack can usually arrange for the delivery (often 
  from a theft) of items up to a value of 1,250 gp. For this service, he charges 
  a 20% commission. 
  You could use Jack as a way to get characters rare and unusual 
  components, as a link to adventures, or as a fence for more dubious items 
  they wish to sell.
  2. Habb: The Street Crier 
  The dwarf Habb (LN male street dwarf minstrel†) carries an enormous 
  megaphone with him at all times. He is dressed in the livery of a city 
  official, and his hair and beard are neatly trimmed and oiled. Sadly, his 
  voice is irritatingly high, but the city officials think it is — on the face 
  of things — distinctive enough to draw the requisite attention from the 
  crowds (and secretly they find its grating effects on all who hear as highly 
  amusing). Habb has a morose disposition and seems genuinely gladdened 
  by bad news. He is a good source of local gossip, and all Charisma checks 
  to gather information from him are made with advantage, though he 
  requires a small consideration of 5 gp for this information.
  Habb makes a great way to introduce characters to an adventure, or 
  he could be a secondary source of useful information if a trail in another 
  adventure goes cold.
  3. Lucy: The Lavender Lady 
  Growing old but still beautiful, Lucy (NE female human wererat) 
  carries her baskets of lavender into the inns and shops and businesses 
  of the city. She takes great pride in her appearance and always wears 
  expensive perfume made from her wares. She’s also one of a great many 
  wererats in the city who were cast out by their families. She has the air 
  of a down-at-the-heels noble, which is essentially what she is. Her line 
  of illicit work is as a confidence (wo)man. She reels in victims and then 
  ruins them, or ruins them and then kills them, or just kills them and eats 
  them. Lucy keeps her wererat ancestry secret and works covertly for the 
  Anarchists within the city.
  A great wolf-in-sheep’s-clothing, Lucy could be a deadly enemy, a 
  sinister friend, or a surprising accomplice.
  4. Tupper: The Honest Cabbie 
  Tupper (N male gnome commoner) is a scruffy cabbie who drives a 
  small open-topped carriage about town, dragged by a horse one step from 
  the knackers-yard. He wears a top hat and fine, but well-worn clothes. He 
  never shuts up from morning to night and beyond, and has an opinion about 
  everything and everyone in the city. Tupper is truly a coward and is being 
  used by various groups as a spy. He’s easily bullied and soon complies with 
  any reasonable suggestion, providing it doesn’t cause him pain.
  Tupper could be a useful (though unreliable) informant or spy for the 
  characters, or perhaps someone who is spying on them (who could likely 
  be turned with suitable incentive).
  5. Unnamed: The Invisible Tramp 
  Something wheezes beneath a tramp’s clothes as it leans upon a heavy 
  staff. It has a mangy terrier at its side and a begging bowl in its hand. 
  This is Unnamed (N female mongrelman†), a beggar of the Invisibles 
  caste. If unmasked, she is revealed to have a scaled, lizard-like head with 
  a tuft of fur on the right side and tusks on the right side of her mouth. She 
  says nothing, for fear her garbled voice would give her away, and she has 
  no wish to be back in the freakshows from which she so recently escaped. 
  She has no name, but she knows the shows and pleasure piers of the city 
  from bitter personal experience. Her dog is well trained and exceedingly 
  loyal to her.
  The unnamed tramp mongrelman is a good friend to be eyes and ears 
  among the lower castes or perhaps as an insight into the worst side of the 
  city as she is set upon by a band of young roughs for no reason other than 
  her race.
  
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  6. Hassibelius Joppi Shortstone IV:  
  The Would-Be Merchant 
  Joppi Shortstone (CG male gnome commoner) is ugly, but you cannot 
  truly hold that against him. He wears ridiculously flamboyant attire, which 
  is probably easier to hold against him, especially the hat, which is nearly 
  4 feet tall and has all the colours of the rainbow in an eye-searing pattern. 
  Trade and commerce, commerce and trade, one day Joppi knows he’ll 
  be rich — one day. He has a different trade each week; this week it’s 
  tortoises — the buying, selling and cooking thereof. Next week it could be 
  scarves or mittens, or maritime insurance, and so on. One of life’s eternal 
  optimists, Joppi is annoyingly cheerful but has great contacts in trade. He 
  also has an unrivalled knowledge of the local markets, and one day he’ll 
  cotton to the fact that guiding is much more profitable than selling. Until 
  then, he’ll undoubtedly be a fixture in the various markets and souks of 
  the city.
  With such a fantastic knowledge of the city, Joppi would be useful as a 
  guide, leading the characters to places they never knew existed below or 
  above them.
  7. Maid Muggwood: The Insane Elf 
  The Maid Muggwood (CN female high elf berserker armed with a 
  longsword and shortsword instead of greataxe, uses the two-weapon 
  fighting style, and has indefinite madness) is a sad case. This elven lady 
  has gone to seed. She looks as though she’s slept rough forever, and her 
  hefty blanket is wrapped about her shoulders, covering her painfully thin 
  clothing and body. Maid Muggwood has seen something that unhinged 
  her - she talks in strange rhymes, and sobs uncontrollably at the sight of 
  a bird eating a worm or a character staring at her. She has lucid moments, 
  and occasional bouts of incredible violence. She is often taken for an easy 
  victim, something many an attacker soon regrets.
  What has she seen that has unhinged her so? Maid Muggwood could be 
  one of many elves who lose their way in the city that have been exposed to 
  something terrible or is stalked by something impossible. Has she been affected 
  by Between and may happen to know a way to reach that strange land?
  8. Bok: The Bouncer 
  Bok (N male half-orc frenzied berserker† with proficiency musical 
  instruments (mandolin)) is one of the most massive half-orcs the PCs have 
  ever set eyes on. He favours his human side, and it’s only his claw-like 
  nails that give him away — that and his eyebrows which meet on his 
  prominent forehead. He seemingly has more tattoos than skin. Bok has 
  little to say, but when he does say something, it’s best to listen. Bok is 
  surprisingly gentle, unless pushed, in which case he’s downright sadistic. 
  He’s been in too many fights, however, to enjoy them, and just gets on 
  with his job, acting as a bouncer or security guard at various city events. 
  Bok prefers to talk music these days, and is a first-rate mandolin player.
  Bok could make a useful friend, assuming characters don’t judge him 
  by his cover as everyone else does. Once he is befriended, he is unlikely 
  to give up on the friendship. 
  9. Rodwell:  
  Officer of the Watch and Smuggler 
  Constable Rodwell (NE doppelganger with the additional traits of an 
  inspector of the watch†) has one of those forgettable faces, ordinary in 
  every way. Even his voice is so ordinary that it’s boring to listen to, and 
  he has so little to say. 
  Rodwell, however, is a consummate villain, operating as he does within 
  the law as a low-ranking city constable as well as a smuggler. He has 
  contacts along both banks of the river and countless henchmen. The 
  doppelganger is obsessive, however, and once he makes an enemy, he 
  never forgets.
  To the GM, Rodwell is one of those recurring villains that could be 
  encountered many times in many different forms, always lurks just out 
  of sight, never risking open assault but stirring up enemies seemingly 
  from nowhere. You could use him as an unusual addition to a campaign 
  where, having thwarted one of Rodwell’s smuggling operations in their 
  first adventure, the characters spend the rest of the campaign being 
  occasionally harassed by the obsessive doppelganger. 
  10. Tammin the Shopkeep
  Tammin (NE female gnome commoner) is very petite and quiet. She 
  dresses plainly and tries not to attract attention. Her shop sells all manner 
  of interesting bric-a-brac, and occasionally something rare or of great 
  value appears inexplicable among her wares. Tammin doesn’t seem to 
  know the value of her goods, and her slight frame and easy nature make 
  her a prime target for villains.
  Tammin has something in her cellar, something that needs feeding 
  regularly. She acts the innocent feeble woman, but in truth, she is nothing 
  of the sort. She uses her innocent nature to lure lone visitors into her cellar 
  to “see something new that’s just come in.” Down in the cellar is her lover, 
  a drider named Sakkarriss. He makes sure to clean up any scraps left over 
  from the victim.
  You could use Tammin as an adventure seed. Perhaps the characters 
  learn that several people have gone missing near her shop and the finger 
  of guilt points at her. Maybe Sakkarriss grows hungrier - his corpulent 
  frame needs endlessly feeding, and his hunger could become unbearable 
  from the infrequent scraps he’s fed. Tammin cannot bring enough food 
  to him, and he starts to stalk the city at night to look for prey — likely 
  inadvertently leaving a trail of clues back to his abode beneath the shop.  
  11. Vros Harbstorl: The Gablemaester 
  Vros Harbstorl (NG male human master thief†) has a scythe on his back 
  and dresses in a heavy waxed coat. Under this coat are an array of magic 
  knives and daggers. Vros is grim, a man of few words — unfriendly, some 
  would say — but he has a heart of gold, just no words to match. Few 
  professions are more dangerous than gablemaester, the people that take to 
  the gables above the city to keep them free from gable spiders and worse. 
  Vros could lead the characters into many adventures, as a guide across 
  rooftop paths and ropeways, a henchman to help root out evil, or as a 
  hunter of the scrimshaw gargoyles and beasts that haunt the upper spires 
  of the city.
  12. Saluk: The Foreigner 
  She dresses strangely, with veils and silks and furs, gold drips from her 
  fingers and bells ring from her toes. Hidden beneath her veil, Saluk (CN 
  female human Ashurian† summoner†) has no lower jaw, and she has come 
  to the city to try to find a magical cure for this hideous injury obtained 
  during a fight with a demon she accidentally summoned. Saluk cannot talk 
  but is a master at pantomime, and uses her foreign looks to her advantage 
  in communication. Some of the more bigoted locals often hurl abuse at her 
  out of either anger or fear.
  Perhaps Saluk hires the characters to help her, or maybe the demon that 
  injured her torments her still.  
  13. Honest Jobe:  
  The Sprawlmason in the Know
  Honest Jobe (LE male hill dwarf veteran) is lithe and muscular, his head 
  clean-shaven. This dwarf squints in the sunlight and spits far too frequently. 
  He has a hoarse voice (caused by shouting up endless scaffolding), and 
  loves money more than anything. He whistles all day, and has a pet parrot he 
  refers to as Mother. Jobe knows the city well, and has an excellent working 
  knowledge of both the below and aboveground portions. His knowledge 
  of Underneath, however, is truly superior, and he’s been hired on many 
  occasions to draw maps for adventurers. However, he charges a premium: 
  his Intelligence (History) check result x 5 gp.
  Jobe could be used to bring the characters into an adventure below 
  ground. Perhaps someone has been taken by ghouls, and the characters 
  are hired to go into the Underneath immediately and need to get 
  information fast.
  
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  14. Mother Witchram: The Landlady 
  Bedridden Mother Witchram (CE female human alchymic-undying† 
  commoner) is a tyrant who runs her lodgings with an iron fist. She is 
  vast and hasn’t left her bed in 17 years, preferring to feast on sweetmeats 
  and cakes and just-cooked meat. Her tongue is the foulest in this area of 
  the city, and her temper is legendary. Her screaming insults can often be 
  heard from several streets away. There seems to be no end to the number 
  of brutish sons she has at her disposal nor the various cousins and family 
  at their call. Crossing Witchram is dangerous indeed.
  Perhaps the characters rent rooms or a building from her and accidentally 
  earn her ire with her confusing and endlessly increasing prices, or maybe 
  they kill one of her tenants or damage her property in an unrelated fight. 
  She can become a good foil for the characters, who may be deterred from 
  physically attacking her due to her disabilities or the threat of endless sons 
  and friends in high places.
  15. Slender Somwell: The Tragic Innkeeper 
  He looks dead, he does. His name is Caspice Somwell, or Slender 
  (N male halfling berserker with an Intelligence of 3) to any friends he 
  still has. His eyes are hollow and rheumy, his mouth slack. He stares at 
  nothing, simply stares. Somwell ventured into Between 7 years ago to find 
  a friend’s daughter who had vanished and came back changed. His wife, 
  Patty Somwell (NG female halfling commoner), who loves him dearly, 
  runs the tavern they own, The Distressed Lamb, and helps him as much as 
  she can. Left feebleminded by the experience, Somwell is beyond mortal 
  cures. Occasionally, however, he fixates upon customers, sitting with them 
  and attempting to play cards (which he frankly can’t manage).
  Use Somwell as a warning of the dangers of Between and as an unusual 
  and slightly sinister NPC presence.
  16. Capid Munsange:  
  The Treacherous Street Juggler 
  Dressed in peculiarly bright clothing, this jester-juggler is seen at many 
  street corners. He says little but smiles often. Capid Munsange is a quasit 
  with the following changes:
  • Capid Munsange is size Medium.
  • It has a Constitution of 15 and 52 (8d8+16) hit points
  • It has an enhanced shapechanger ability that allows it to assume 
  humanoid forms
  • It is disguised as a male human minstrel†
  Munsange is employed by a balor demon as a spy within the city. 
  Covertly, he passes his information (often the locations of targets) to a 
  small cult called the Brotherhood of the Impossible Angel, a group of 
  demon-worshipping kidnappers and extortionists.
  For GMs, Munsange could be used either as the focus for a whole 
  adventure or an agent as part of a wider plot. He particularly enjoys using 
  an alluring shape to trick a witless pervert into the clutches of him and his 
  sisters who dwell in a twisted abyssal corner of Between that hangs on the 
  edges of the city itself.
  17. Fenis: The Corner-Doxy with a Secret 
  What a beauty! With cascading blonde curls and a voluptuous figure, Fenis 
  (NE female human wererat with the traits and abilities of a warden† and 
  Charisma 19) smiles knowingly as she walks the streets. Her voice may be 
  coarse, but she says pretty things, and her attire is revealing and pleasing to 
  look upon. She knows she’s beautiful and uses it to her advantage. As an agent 
  of the Family, Fenis is a corner-doxy of the highest calibre, a honey trap that 
  has caught hundreds of willing victims over the years. She’s married to the 
  Family, but her appallingly huge husband Tam (CN male half-orc wererat 
  with the abilities and traits of a berserker) is never far away.
  Fenis gives you several options for adventure. If the characters work 
  with the Family, she makes a useful and colourful ally; as an enemy, she 
  makes a beautiful and dangerous foe.
  18. Ollman: The Jaded Fisherman 
  Looking older than the sea, Ollman (LG male briny† warden†) hauls 
  at his nets, his hands calloused to leather. His face is unmistakably and 
  disturbingly fish-like, his wide eyes seemingly lidless. Ollman has plenty 
  to say - he’s a source of the best fishermen’s tales and stories of beasts on 
  the high seas. Ollman is a good man, although half-skum have a hard time 
  in many parts of the city and tend to keep to their own. He’s an expert on 
  the seas hereabouts, and knows what lies above and below the seas within 
  a month’s journey from the city.
  Ollman could serve a potential ferryman or as an expert on the river. He 
  is distrustful, however, and getting information out of him won’t be easy. 
  He lives and eats and drinks in the briny taverns and markets by the Lyme, 
  places where being anything other than half-skum can make life difficult.
  19. Rudd Ruddwell: The Master Smith 
  The sweat glistens on Rudd Ruddwell’s (CG female hill dwarf veteran) 
  brow and drips down her goatee. She wears very little beyond sturdy 
  shoes and a leather smith’s apron, and her cinder-scarred musculature is 
  absolutely frightening. Rudd is a colourful character - she can swear, spit, 
  and belch with the best. When she drinks, she doesn’t stop until she falls 
  over. Full of tall tales, most of which are embellished, Rudd remembers 
  when adventuring was proper adventuring, when owlbears were 20 feet 
  tall, and girallons hunted in packs of 40 minimum.
  Rudd could make a useful ally, as a henchman or as a masterwork 
  weaponsmith. She may drink in the same tavern as the characterss, where 
  her loud jokes and belches bring her to everyone’s attention.
  20. Number Six: The Dead Messenger
  No matter how much padding the hefty coat has, it’s still obviously a 
  skeleton underneath. Number Six (N female human skeleton) obviously 
  has nothing to say and merely acts as a messenger, operating between two 
  points in the city. Her owner, the Merchant Gernwell (LE male human 
  noble), uses animated skeletons, as many aristocrats do, to fetch and carry 
  and deliver. Some strangers find this use of the undead abhorrent and 
  destroy them — something that carries a fine for destruction of property 
  in Castorhage. In general, sensitive owners send out their undead servitors 
  by night or heavily disguised.
  Are the characters approached by a skeleton bearing a message to begin 
  an adventure? Do skeletons operate in other more mundane jobs or does 
  the destruction of one undead cause problems for the characters? All are 
  ways that Number Six can figure into a Blight campaign.
  
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  Appendix B:  
  A Blight Lexicon
  Many terms and phrases are commonly used in the Blight that 
  may be less well known beyond its crowded streets. A sampling 
  of some of these terms is provided below that you can use to 
  sprinkle throughout your game to add a measure of local flavour 
  to the NPCs.
  Æ – abbreviation of ævum, meaning “Age at Time of Death” 
  (High Boros)
  Ancients, The — giant and monstrous creatures of prehistory 
  sometimes found in fossilised remains in the vicinity of 
  Castorhage; more proper term is “Leviathans”
  Astromancer — magical practitioner who combines astrology 
  with the physical laws of astronomy (common term outside of 
  Castorhage as well)
  Bibliomerchant — BookTown bookseller
  Blight, The — city of Castorhage, usually disparaging
  Blighter — resident of Castorhage, always disparaging 
  Boater — water-gypsy boatman, usually Viroeni or halfling
  Burke — to smother
  Canker, The — thick fogs that arise off the river and envelop 
  parts of the city that have a reputation for choking the life from 
  the sleeping, the weak and the helpless
  Coolie — a servant/labourer (usually indentured)
  Corner-Doxy — a street prostitute, a harlot (usually cheap)
  Costermonger — also hawker or screecher; a street vendor
  Deadbook, The — death, usually by murder or other violence; 
  to be “put in the Deadbook” is to be killed
  Esquire — common title of gentry, barristers, and the well-to-
  do; often shortened to Squire
  Fetch, The — secret undead inhabitants of the city serving the 
  vampire-god Beltane
  Fireman — a labourer employed to stoke the furnaces of 
  manufactories or seagoing vessels with steam-driven paddle 
  wheels
  Flagonfist — a tavern server (common term outside of 
  Castorhage as well)
  Gablemaester — folk employed to patrols the rooftops of the 
  city and keep the worst of the vermin and riffraff under control
  Ghat — river temple composed of stone steps, of Jaata origin
  Gill – a quarter pint
  Gong — night soil wastes thrown into the gutter
  Gong Farmer — a night soil collector who pushes a cart along 
  the street each morning
  Great Dark — unexplored subterranean realms below the 
  Underneath
  Hege – adjectival demonym for something of Xi’en 
  manufacture or tradition, short for Xi’en Hegemony (usually used 
  in Castorhage for items of Gtsang origin as well)
  Insectum – addictive insect-based drugs used by many in 
  Castorhage
  Jack’s Candle – a rumoured part of the Canker thought to be 
  intelligent and responsible for burking many of its victims
  Knackers-Yard — also knackery; a slaughterhouse for horses 
  and other animals that have been retired due to age or infirmity 
  and are intended for rendering rather than consumption
  Knight of the City (K.C.) — a minor and relatively obscure 
  noble title occasionally bestowed by the Queen or Crown Justices
  Legalese – also turnees; the minor legal clerks employed by the 
  courts and barristers for the endless paperwork and procedure of 
  the Courts and particularly BookTown
  Little Sis – also sis; a gold shekel (1 gp)
  Lowfolk — primary commoner caste of the city
  Lych Field — cemetery
  Made, The — commonly encountered forms of lesser undead 
  and constructs cheaply made and used for mindless labour
  Milliner — a maker of women’s boots
  Mortimata – also mortomata; simple automata made of flesh 
  and bone and muscle preserved and animated by alchemy and/or 
  necromancy
  Navvy — a labourer employed in construction of a road or 
  canal
  Old Ones — semi-mythical ancient peoples thought 
  responsible for leaving stone circles and cave paintings behind, 
  often conflated with Ancient Ones/Andøvan culture
  Physiker — a physician, a doctor; a professor employed as a 
  private tutor (common term outside of Castorhage as well)
  Pil – a silver pilaster (1 sp)
  Prahu-Punter — also punter; narrowboat pilots of the Lyme 
  and the Sinks hired to ferry passengers and renowned for their 
  singing ability
  Punkahwallah — a servant employed to manually operate a 
  punkah ceiling fan; a practice originally imported from Far Jaati
  Punter — also prahu-punter (see above); a patron of prostitutes 
  (derogatory)
  Queen’s Men — officers of the City Watch
  Sadhu — a holy man, likely of Jaata origin
  Savant — high-ranking university professor position
  Steeplejack — a worker specialised in constructing or 
  repairing steeples and other precarious roof features
  Tanner – a copper common (1 cp)
  Triad – a Xi’en criminal organization or thieves’ guild
  Tongawallah – driver of rickshaws and handcarts
  Tout – a street seller who pesters and cajoles passers-by
  UnderMaester — local ward political position appointed by 
  parish watch commanders
  Urger — a person who sells horseracing tips on the street
  Waggoner — a book of nautical charts and notes
  Wynds — winding, often steep alleys of the city
  Yīshī — honorary Xaon title for the mistress of an apothecary
  
  194
  The Blight: Richard Pett's Crooked City
  Appendix C:  
  Sample Encounters  
  in the Blight
  The types of encounters that can occur in a city such as Castorhage 
  — sitting as it does on the edge of Between — are virtually limitless. 
  However, some are more unique to the city than others. Below are 
  provided a bare-bones sampling of some of the types of encounters to be 
  had in the Blight so they can be lifted whole cloth or simply to serve as the 
  basis for other encounters of your own devising.
  Note: The sample encounters include those that appear in the Blight 
  Maladies Card Deck as 13 Unwanted Attentions and Deviancies. We 
  included them here for those who did not purchase that supplement, but 
  also because we had more than 13 such encounters that we wanted to 
  provide for GMs to use in bringing their Blight campaigns to life.
  Magic Fingers
  Lucinda Farenthol, an attractive masseuse with nimble fingers, strong 
  hands, and an aura of sensuality, offers invigorating massages for weary 
  travellers and uptight adventurers. She insinuates that she can offer more 
  than her healing hands and attentive ear for the right price. If someone 
  takes her up on offer, Lucinda leads that person to her private quarters 
  for an intimate session. She barters almost anything, most notably 
  information from previous clients. When she gains her mark’s trust, she 
  drops all pretences and assumes her true form as a green hag, using her 
  magical touch to sap her quarry’s strength.
  The Ripper
  A blood-curdling scream from an adjacent alleyway momentarily 
  drowns out the cacophony of voices in the claustrophobic streets. A 
  quick peek into the dank alley confirms the worst suspicions. Torrents of 
  blood pour from a young woman’s throat torn asunder. A gentleman with 
  a black wool overcoat, ebony cane, black shoes, and vicious, unnatural 
  claws stained wetly crimson hurriedly races from the scene and then 
  inexplicably vanishes into thin air. Dissatisfied by the unwelcome 
  intrusion, the serial killer known as The Bogeyman (NE night hag with 
  the Adult Between template applied; capable of shapeshifting into any 
  gendered humanoid form) stalking Castorhage’s streets resumes his 
  search for another victim.
  The Wailing Willow
  An unnatural weeping willow tree growing in this dungy cul-de-sac 
  takes its name to extremes. It bleeds whenever somebody cuts a branch 
  or twig. Even more disconcerting, it wails in agony, sobbing for hours 
  after the damage. Children goad one another to cut branches from the 
  tree to prove their bravery. Recently, Erza Manni (N female young half-
  elf warden†) has taken it upon herself to defend the tree and has made 
  her home under the tree’s drooping branches. Erza has quickly assumed 
  the role of a stern, militant guardian. She currently holds a younger boy 
  (N male human commoner) prisoner, claiming he has committed crimes 
  against Nature. Erza plans to hang him at dawn.
  Market Mayhem
  The market bustles with activity as vendors look to sell all manner 
  of items — clothing, baskets, fruit of questionable quality, and more — 
  and shoppers look for the best deals. A clamour of voices, each person 
  shouting over the next, makes normal conversation all but impossible. In 
  one of those bizarre moments where everybody seems to stop speaking 
  at once, a pain-filled scream rises. A crudely made iron sword protrudes 
  outward from the side of a large covered basket and pierces the thigh of 
  a burly man next to it. Almost immediately, 28 goblins erupt seemingly 
  from everywhere, grabbing merchandise, stabbing vendors and customers 
  alike, and smashing anything they can’t carry with them.
  We Three Things
  The party notices a group of three men dressed in soot-stained 
  overcoats, each bearing two dark valises. Hideous, Murk, and Snurg 
  (CE male human thugs) are small-time thugs and couriers for some of 
  Castorhage’s seedier groups. The brutes could not appear more different: 
  Hideous is tall and lean with sallow eyes and a vapid expression; Murk is 
  of medium height and build but appears almost insubstantial; and Snurg is 
  short and squat, nearly as wide as he is tall, with a vicious look about him. 
  What the men carry in their satchels is up to the GM. It can be anything 
  from sensitive stolen trade agreements to body parts heading for disposal 
  or delivery as warnings.
   
  Jack’s Candle
  A fog bank of the Canker roils down the street. Wispy tendrils seem to 
  snatch and grab at buildings as it moves quickly down the lane at a speed 
  of 40 feet. Anyone enveloped by the cloud finds all sound muffled as if 
  under a silence spell. In addition, the fog gives concealment to anything 
  within 5 feet and total concealment beyond 5 feet. Shapes seem to move 
  within the fog and reveal themselves to be 1d3 spectres (with the Naiadic 
  Between† template applied). These spectres never leave the greater 
  cloudbank but attack anything that comes within its vaporous confines. 
  The cloud passes on after 1d6 rounds, taking the spectres with it.
   
  The Cat
  A mangy tabby sits in the middle of the alleyway ahead. It does not 
  appear afraid or intimidated in any way by the party. If the cat is treated 
  kindly, it meanders its way through the entire party, rubbing against legs 
  and walking between feet and generally making a nuisance of itself. This 
  creature is actually a Between-cat†. Any PCs treating it well or feeding it 
  
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  GM Guide
  gains a luck point. Within the next 24 hours, you can apply this luck point 
  to a single attack, saving throw, or ability check and add 1d6 to that roll. 
  You must declare you are using it prior to the roll. Should any character 
  mistreat or attempt to frighten the cat away, it hisses loudly, turns its head 
  and walks around a corner, completely vanishing if searched for. Any 
  such character who frightens or attacks the cat has disadvantage to all 
  Charisma-related checks for 24 hours.
  Child’s Play
  In an adjacent alley, a child’s cries can be heard along with the 
  shuffling of feet and rustling of trash. If investigated, the party discovers 
  a man dressed in dirty clothes who smells like rancid wine trying to 
  strangle a small child. Assuming they intervene, they are in for a nasty 
  surprise. The man is a vagrant who has been dominated by the vampire 
  (CE male human vampire) into his current actions. While the characters 
  deal with the vagrant (N male human commoner), the vampire tries to 
  dominate the strongest-looking character, turning to gaseous form once 
  its ruse is discovered. It orders any dominated character to attack the 
  rest of the group. 
   
  Down the Rabbit Hole
  A large white rabbit appears from under a hedge and scampers off 
  into an open manhole in the street. The hole drops 10 feet down into 
  the sewers. The rabbit seems to have disappeared, but a black top hat 
  sits on the walkway adjacent to the sewer flow channel. Inside the hat 
  are a wand (non-magical), a carefully folded, 20-foot-long chain of 
  knotted coloured scarves, a deck of trick cards that always reveal an ace 
  of spades, and 3 magic carrots. The carrots each summon a large white 
  rabbit, which uses the giant rat statistics, for 10 rounds if broken in half 
  and placed in the hat. 
    
  Cold Case
  A heavy rainstorm has eroded the soil from the weed-choked yard of a 
  small house. In the yard is a small, overgrown vegetable garden. Within the 
  garden, an exposed skeletal human hand pokes through where the soil has 
  washed away. Examination reveals a full, buried skeleton dressed in the 
  rotting remains of a once-fine dress. The skeleton still wears a small silver 
  ring (2 gp) and a set of garnet earrings are caught in the folds of its collar 
  (200 gp). A despicable nobleman buried this woman here after murdering 
  her more than a year ago. The house owner is entirely innocent of any crime 
  but may have witnessed something. Specifics are left to the GM.
   
  Drunken Sailor
  In a dockside tavern, a drunken mariner, Urthgar (CN male human 
  [Heldring] berserker), challenges the largest character to a fight for some 
  imagined slight. He offers the option of fighting with fists or (nonmagical) 
  clubs. If he is refused, he attacks with his club anyway. Urthgar has the 
  poisoned condition due to his intoxication. If Urthgar is defeated but 
  survives, he offers to serve as a henchman to the character for 1 month. If 
  victorious, he passes out shortly thereafter.
  Riddle Me This
  A large sedan chair comes to a stop next to the party, and the curtain 
  is pulled back by one of its 8 burly chairmen (LN male human thugs) to 
  reveal an androsphinx reclining inside. The sphinx informs that party that 
  a sidereal oracle has determined that they must pass a test of wisdom. She 
  asks them, “What makes the crooked right?” If they answer “90 degrees,” 
  she commends them and provides them with some valuable clue to an 
  adventure or a monetary reward of 1,000 gp. If they fail to answer correctly, 
  she orders her guards to attack and beat them into unconsciousness for 
  their lack of perspicacious.
  Seafood Special
  A weathered old man wearing the waxed overcoat of a fisherman lurches 
  unsteadily down the street singing a sea chanty between swigs from a 
  bottle. Upon sighting the characters, he stops and proclaims that they have 
  the smell of the sea about them before transforming into a weretiger and 
  attacking. If he is killed, inside his coat can be found the jawbones of 7 
  fishermen he has killed and collected trophies from. Among these are a 
  total of 15 teeth with gold crowns worth 5 gp each.
  A Tangled Weave
  An alleyway between two sagging tenements has been completely 
  curtained off like a grand stage. A barker (NE male halfling sneakthief†) 
  stands outside and calls for passers-by to step right up and see the Beautiful 
  Esmel perform her exotic dances for only the discriminating eye for the 
  low, low admission price of only 2 sp. The barker takes the admission and 
  allows entrants (no more than two at a time) to step behind the curtain to 
  see the spectacle and tells them to exit out the back when they’re done. 
  Behind the curtain, the alleyway is filled with the web constructs of 2 
  Large gable spiders and an ettercap who is in league with the barker. 
  They attempt to quickly silence and subdue spectators before the next are 
  allowed in.
  Pub Crawlers
  A barroom brawl spills out into an alley and knocks over a large stack of 
  barrels. As the barrels tumble into the street, night-slugs spring out of them 
  and scatter in all directions looking for cover with 4 night-slugs (N male 
  night-slug† spies) armed with clubs and rusty daggers charging straight 
  for the party. The characters happen to be standing directly in front of a 
  sewer grate that the creatures are heading for, and they are willing to fight 
  their way through in their desperation to escape. If the characters think to 
  step out of the way, the night-slugs charge harmlessly past and disappear 
  into the sewer. Otherwise, they fight viciously in their attempt to escape.
  
  196
  The Blight: Richard Pett's Crooked City
  Hellish Hack
  A coarse cab being drawn by a hyme† pulls up next to the 
  party. The driver, a bearded devil, offers the characters 
  a ride to anywhere they want — at a steep discount. Of 
  course, anyone foolish enough to get into the 
  cab is soon beset by the devil and the pack of 
  6 hell hounds that lurk in hiding nearby. If the 
  devil is defeated but the hyme survives, the 
  characters can take possession of the foul-
  tempered beast and its cab for their own use.
  On the Rooftops
  A gablemaester falls from above and 
  lands, dead, at the characters’ feet. Looking 
  up, they catch a glimpse of the arachnoid 
  forms he was apparently fighting and can hear 
  screams of terror. A nearby scaffold provides 
  access to the rooftop 70 feet above where the 
  characters find a drider and 2 phase spiders 
  that have captured a pair of gnome children 
  in their webs. The characters have just 
  enough time to step in to save them 
  from a horrible fate. If searched, the 
  gablemaester’s corpse has a gablemaester’s 
  kit† that the characters can claim if they like.
  Fire in the Hole
  As the last rays of the sun touch the city’s rooftops, a group of city 
  workers picks through the smouldering remains of a building that has 
  recently burned down. One of them causes a pile of rubble to shift and 
  exposes a formerly hidden subbasement. Pouring from the exposed cellar 
  are the Tunnel People who had set the fire from below the previous night. 
  These 7 morlocks† attack for 3 rounds and try to drag as many people as 
  possible with them back into the uncovered tunnel.
  Lovers’ Lane
  A well-to-do couple sits together on an ornate iron bench overlooking 
  the river below as the moon reflects off its dark surface. However, even 
  a cursory inspection reveals that they are entirely unmoving — they 
  don’t even breathe. Examination reveals that they appear to have recently 
  drowned, though their clothes and hair are completely dry. A moon angel 
  lurks at the edge of the river not far away and recently killed this couple. 
  It uses its hypnotic song to try to entrance the characters as well.
  Gamecocks
  The characters arrive at a tavern where cockfights are being held. They 
  have the opportunity to wager on these fights if they want. Eventually, 
  someone accidentally overturns a table lamp and starts a small fire. In the 
  panicked confusion that follows, the characters find themselves facing 3 
  Blight cockerels still wearing their fighting spurs that have escaped from 
  their handlers. If the characters kill the cockerels, they must still contend 
  with Mot Porkchop (CN male half-orc berserker), the owner of the 
  establishment and the birds. He demands 200 gp for each cockerel slain 
  or injured and attacks with his 2 bouncers (CN male human veterans) if 
  his demands aren’t met.
  Dark Dealings
  Two dark stalkers approach the party and try to hire them for 100 
  gp per person to destroy a pack of floating balls of light that has 
  recently invaded their Underneath domicile and hurt their eyes with 
  the constant radiance. Their description sounds a great deal like 
  will-o’-wisps, though they don’t know what they’re called. In 
  truth, a squad of 9 sprites masquerading as will-o’-wisps has 
  taken up residence in the dark stalkers’ home and arrogantly 
  comport themselves as if they own the place. They don’t 
  take kindly to intrusive characters and tell them to shove 
  off in no uncertain terms. If the characters refuse to 
  fight the sprites, they have to contend with 
  the stalkers and 11 dark creepers angry 
  at their betrayal. The sprites will not 
  assist the characters.
  A Growing Blight
  As night falls, the characters spot a drunk 
  lying asleep in a darkened alley. Barely visible 
  beyond him is a growing expanse of spreading 
  blight that overtakes the insensate wino at any moment. 
  If the characters attempt to save the man or destroy the 
  blight, they come under attack from 6 violet fungus 
  allied with the spreading fungal growth. If saved, the 
  drunk (N male human noble) proves to be connected to one of the noble 
  houses of the city and can provide the characters with valuable contacts 
  and adventure hooks.
  Between Standoff
  The party comes upon a standoff between 5 constables (N male 
  human guards) and 9 Between-cats. The constables seem to be intent 
  on rounding up the cats and placing them in a number of small cages 
  they have piled nearby, and the Between-cats seem equally determined to 
  avoid being captured. Both sides are intent on standing their ground, and 
  neither retreats. Unless the characters depart immediately, they can choose 
  to side with one group or the other but will be drawn into the combat that 
  starts immediately. If the characters linger but do not join a side, each side 
  attacks them, assuming that they are in league with the other.
  Agent Provocateur
  A shopkeeper or some other local NPC the party knows approaches and 
  tells them that he just saw a monster transform into a man in a nearby alley 
  and start spying on the nearby market. He points out a nearby Xi’en man 
  who does look rather suspicious. If approached, the man proves to be a 
  Triad collector (CN male human Xi’en burglar†) out collecting protection 
  money from local merchants and immediately attacks the characters, 
  assuming they are from a rival gang. He is joined by 3 Triad thugs who 
  join him from the nearby crowds. The shopkeeper who sent the characters 
  is actually a doppelganger of the Veil who wanted to send a warning to 
  the local Triad.
  The Walrus and the Carpenter
  Behind a pile of lumber at a construction site near the river, the party 
  stumbles upon a Lyme walrus† devouring the corpse of a construction 
  worker he just killed. It immediately tries to spin a tale to explain itself 
  and uses its fascinating story ability. If successful, it attempts to lead one 
  or more character into the river where it can slay them at its leisure. If it 
  is unable to subdue the characters in this way, it whistles and alerts the 3 
  cutpurses (CE male human characters) it has been working with. They 
  arrive to help in 1d3 rounds.
  
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  GM Guide
  Appendix D: New 
  Magic of the Blight
  Following are some of the magic and alchymical items that are found 
  in the Blight.
  ALCHEMIST’S DART
  Weapon (dart), uncommon
   
  You have a bonus of +1 to attack and damage rolls made 
  with this magical dart.  A creature struck by it must make 
  a successful DC 12 Dexterity saving throw or be entangled 
  as if it were hit with an alchemist’s bag†.
  ASSASSIN’S DAGGER
  Weapon (dagger), very rare (requires attunement)
   
  You gain a +2 bonus to attack and damage rolls made with 
  this magic weapon. This weapon scores a critical hit on a 
  roll of 18-20.  
  BETWEEN RING
  Ring, rare
   
  This plain, unadorned ring is typically made of iron or some 
  other common metal and bears signs of tarnish, rust, or 
  some flaw that cannot be polished away or repaired. 
  It also includes something of the tainted essence of Be-
  tween in its composition, giving it a slightly greasy feel to 
  the touch.
  A wearer of a Between ring gains a +2 bonus to AC against 
  any creature with the Between subtype or Between Crea-
  ture template. In addition, the wearer can make an un-
  armed attack against such a creature with the hand that 
  is wearing the ring as if he had the Stunning Strike ability 
  (DC 12 Constitution saving throw) three times per day. If 
  the wearer already has the Stunning Strike ability (e.g. the 
  character is a monk), then they gain a +2 bonus to the 
  attack and damage rolls and the Stunning Strike uses the 
  Ki save DC for that character. 
  Curse. When a Between ring is worn, the wearer must make 
  a DC 12 Wisdom saving throw or be unable to voluntarily 
  remove it. It never fits well: sometimes it feels too loose 
  (though it never falls off), and sometimes it squeezes much 
  too tightly, causing pain and a discolouration in the finger. 
  Each day there is a 1-in-20 chance that it tightens, caus-
  ing 1 point of damage from the constriction. If a Between 
  ring ever constricts for 5 days in a row without the wearer 
  receiving any magical healing, the finger it is worn on 
  dies and becomes necrotic, eventually falling off in 1d4+4 
  days. The loss of this finger deals 2d4 points of damage but 
  is one way for a wearer who has failed his Wisdom saving 
  throw to remove the ring. A remove curse spell or similar 
  magic will also allow the wearer to remove the ring.
   
  PLAGUE SCARAB
  Wondrous item, uncommon
   
  Used primarily to prevent information being tortured out of 
  them by a clandestine group calling themselves the Hid-
  den Knights of the Capitol, this small item appears much 
  like a typical, if tiny, scarab medallion or brooch. However, 
  when swallowed, it lodges in the individual’s stomach and 
  remains in place. Thereafter, the swallower can activate 
  the scarab with a thought. Once activated, the plague 
  scarab burrows from its resting place to the swallower’s 
  heart (takes 1 round to reach), killing him instantly. How-
  ever, in the following round it then bursts through into the 
  oesophagus and unleashes swarm of insects (or other set-
  ting-appropriate swarm) that pours forth from the victim’s 
  mouth and attacks anyone present.
  If a swallower chooses, he can discard the plague scarab 
  before it activates by regurgitating it. Once a plague 
  scarab has been activated, it is destroyed and cannot be 
  used again.
  POTION OF BARKSKIN
  Potion, uncommon
   
  You drink this potion, your skin has a rough, bark-like ap-
  pearance, and your AC can’t be less than 16, regardless 
  of what kind of armor you are wearing. The effects of the 
  potion lasts 1 hour.
  POTION OF BLUR
  Potion, rare
   
  When you drink this potion your body becomes blurred, shift-
  ing and wavering to all who can see you. For the duration, 
  any creature has disadvantage on attack rolls against 
  you. An attacker is immune to the effect if it doesn’t rely 
  on sight, as with blindsight, or can see through illusions, as 
  with truesight.
  POTION OF ENHANCE ABILITY
  Potion, rare
   
  When you drink this potion, you are bestowed with a mag-
  ical enhancement. Each potion is brewed to provide 
  enhancement to a specific ability and lasts one hour. The 
  following potion types are available:
  Bear’s Endurance. The target has advantage on Constitution 
  checks. It also gains 2d6 temporary hit points, which are 
  lost when the spell ends. 
  Bull’s Strength. The target has advantage on Strength 
  checks, and his or her carrying capacity doubles. 
  Cat’s Grace. The target has advantage on Dexterity checks. 
  It also doesn’t take damage from falling 20 feet or less if it 
  isn’t incapacitated. 
  Eagle’s Splendor. The target has advantage on Charisma 
  checks. 
  Fox’s Cunning. The target has advantage on Intelligence 
  checks. 
  Owl’s Wisdom. The target has advantage on Wisdom 
  checks.
  These potions function as if cast using a 2nd level spell slot. The 
  price for these varies, but are usually in excess of 1,000 gp.
  POTION OF SPEAK WITH DEAD
  Potion, very rare
   
  When you drink this potion and then touch a corpse of your 
  choice within range, you grant that corpse the semblance 
  of life and intelligence, allowing it to answer questions you 
  pose. The corpse must still have a mouth and can’t be 
  undead. This cannot be used on a corpse that was the 
  target of a speak with dead spell or potion within the last 
  10 days. The potion effects last for 10 minutes.
  Until the effect of the potion ends, you can ask the corpse 
  up to five questions. The corpse knows only what it knew 
  in life, including the languages it knew. Answers are usu-
  ally brief, cryptic, or repetitive, and the corpse is under no 
  compulsion to offer a truthful answer if you are hostile to 
  it or it recognizes you as an enemy. This effect doesn’t re-
  turn the creature’s soul to its body, only its animating spirit. 
  
  198
  The Blight: Richard Pett's Crooked City
  Thus, the corpse can’t learn new information, doesn’t 
  comprehend anything that has happened since it died, 
  and can’t speculate about future events.
  REAVER
  Weapon (any sword), legendary (requires attunement by a 
  creature of evil alignment)
  Reaver is Demoriel’s finely crafted unholy longsword. Those 
  that wield it gain a +2 bonus to attack and damage rolls 
  made with this weapon, which deals psychic damage in-
  stead of slashing damage. When a celestial creature takes 
  damage from Reaver, it suffers an extra 1d8 psychic dam-
  age. The sword emits a dim purple light in a 15-foot radius.
  Demoriel was once a powerful angel that made her home 
  in the heavens among the other angels. In the Celestial 
  Hierarchy, she was a member of the Cherubim and served 
  alongside Gabriel, Raphael, and Ophaniel. During the Un-
  holy Schism, she sided with Lucifer and aided him by se-
  ducing another Cherub wherein Lucifer caught the angel 
  unaware and murdered him on the spot.
  When Lucifer was thrown down from the good-aligned 
  planes, Demoriel was beside him; cast out for the sin of 
  slaying another angel and spilling the blood of an angel in 
  the outer planes. When Lucifer envisioned Hell, Demoriel 
  envisioned herself on the throne next to him, serving as 
  Hell’s Queen. Unfortunately for her, she became one of his 
  many concubines but never his bride, for the Great Upris-
  ing occurred in Hell and the other arch-devils moved to 
  destroy Lucifer and his court. When Lucifer was removed 
  from Hell’s Throne and took up residence in a pocket 
  plane called Infernus, Demoriel followed. Once again, she 
  was denied her place on the throne next to Lucifer as he 
  took a devil named Shabiri as his consort. Though Demo-
  riel remains ever loyal to Lucifer, she does not trust nor like 
  Shabiri. For now, she waits until her time comes when she 
  can discredit or destroy Shabiri and replace her as Luci-
  fer’s consort.
  Though Lucifer no longer rules Hell, Demoriel still serves him 
  unswervingly. She follows no other, though she is more 
  than willing to lead other creatures to their demise by 
  feigning loyalty to them. She has a particularly vile hatred 
  for celestials (more than other devils do it seems) and en-
  joys corrupting and destroying them.
  Demoriel attacks with her spell-like abilities, attempting to 
  charm the strongest opponents she faces. If forced into 
  melee, she attacks with her spell-like abilities and long-
  sword, Reaver, or summons other devils to fight for her 
  while she maintains a position away from the immediate 
  fight.
  SCYTHE OF SPEED
  Weapon (scythe), very rare (requires attunement)
   
  You gain a +2 bonus to attack and damage rolls made with 
  this magic weapon. In addition, you can use a bonus ac-
  tion to make one attack with it as a bonus action on each 
  of your turns.
  SHATTERSPIKE
  Weapon (any sword), very rare (requires attunement)
   
  You gain a +1 bonus to attack and damage rolls made 
  with this magic weapon. When you successfully hit with 
  this weapon, the target must make a DC 12 Constitution 
  saving throw or begin to bleed profusely. The target loses 
  5 (1d10) hit points from bleeding at the start of each of 
  its turns for 1 minute, unless a DC 12 Wisdom (Medicine) 
  check is made to staunch the bleeding or until the target 
  receives magical healing.
  SPYING PANE
  Wonderous Item, very rare
   
  This polished mithral mirror with an ornate copper frame is 
  4 feet long and 2 feet wide. It can be hung or placed on 
  a surface and then activated or deactivated by speak-
  ing a command word. The spying pane forms a link with 
  any mirror or framed art object such as a painting that 
  it touches while activated, up to a maximum of 20 such 
  objects. Each such link permits the user to look through the 
  linked object’s frame as though it was a window. Touch-
  ing the object to the spying pane a second time cancels 
  the link, and if the maximum number of links has been 
  reached, linking a new object to the speculum breaks the 
  oldest existing link. A link is also broken if the distance be-
  tween the spying pane and the object exceeds 600 feet. 
  When activated, the surface of the spying pane displays 
  a grid of the currently linked views; touching one of the 
  views enlarges the window to its actual size or the size of 
  the mirror, whichever is the smallest. Touching it again re-
  stores the grid. A spying pane can be used for as long as 
  10 minutes a day, in increments of 1 minute. These incre-
  ments do not need to be consecutive.
  VOICE MASK
  Wondrous item, very rare (requires attunement)
   
  This mask has 4 charges. While wearing this apparently nor-
  mal black facemask, you can use an action and expend 
  1 charge to alter your voice. The wearer can decide what 
  their voice sounds like (similar to the alter self spell). The 
  effect lasts for 1 hour or until the user removes the mask, 
  ends the effect with a bonus action, or uses another 
  charge. The mask regains 1d4 expended charges daily at 
  dawn.
  WAND OF COLOR SPRAY
  Wand, uncommon (requires attunement by a spellcaster)
   
  This wand has 7 charges.  While holding it you can expend 1 
  charge as an action to cast the color spray spell from it.  
  The wand regains 1d6+1 expended charges daily at dawn.  
  If you expend the wand’s last charge, roll a d20.  On a 1, 
  the wand erupts in a pile of glitter and is destroyed.
  WAND OF DAYLIGHT
  Wand, uncommon (requires attunement by a spellcaster)
   
  This wand has 7 charges. While holding it, you can use an 
  action to expend 1 of its charges to cast the daylight spell 
  (save DC 15) from it. 
  The wand regains 1d6 + 1 expended charges daily at dawn. 
  If you expend the wand’s last charge, roll a d20. On a 1, 
  the wand crumbles into ashes and is destroyed. 
  WAND OF ENLARGE AND REDUCE
  Wand, uncommon (requires attunement by a spellcaster)
   
  This wand has 7 charges. While holding it, you can use an 
  action to expend 1 of its charges to cast the enlarge/re-
  duce spell (save DC 15) from it. 
  The wand regains 1d6 + 1 expended charges daily at dawn. 
  If you expend the wand’s last charge, roll a d20. On a 1, 
  the wand crumbles into ashes and is destroyed. 
  THE WEATHER VANE MORTOMATA
  Wondrous item, uncommon
   
  Popular in the city, mortomata are a combination of ani-
  mated object and animated dead. The weather vane is a 
  
  199
  GM Guide
  Elixir of Life 
   
   
   
   
  Elixir Quality
  Price (per dose)
  CL
  Reborn Creature
  Save DC (per dose)
  New-Made Creature
  Save DC (per dose)
  Cost (Per Dose)
  True Elixir
  20,000 gp
  9th
  5
  5
  10,000 gp
  Medium-Grade Elixir
  5,000 gp
  7th
  15
  10
  5,000 gp
  Low-Grade Elixir
  1,000 gp
  5th
  25
  15
  500 gp
  Pig-Grade Elixir**
  500 gp
  3rd
  —
  20
  250 gp
  Street-Grade Elixir
  100 gp
  —
  —
  25
  50 gp
  * Made from actual pig blood and flesh rather than humanoid.
  sphere with a circular opening, and within there is a series 
  of depictions of weather types in a circle, from fair to foul. 
  The undead, featherless crow that sits inside the mortoma-
  ta points at the type of weather it expects. The weather 
  vane is 75% accurate but vague. The only weather incre-
  ments are “fair,” “changeable,” “stormy,” and “dry.” 
  The Staff of Life (a.k.a. The Elixir)
  “More a curse than a blessing…”
  For some, life must go on no matter what the cost. The dabblings of 
  arcane physicians into the stuff of life was always going to be dangerous. 
  Elixir of life — “The Elixir” or “Staff of Life” as is it sometimes known 
  among the whispers of the Lowfolk — comes from feeding a particular 
  species of Between worm with flesh and blood of the mundane world — 
  living flesh and blood, and the healthier and fresher the blood used, the 
  better the quality of elixir. Worms are then either injected (in many cases) 
  or held in an artificially made womb known as the Cuckoo Womb into 
  which the subject is immersed. 
  The Cuckoo Womb is used in general to create new forms or hybrid 
  creatures from the parts of others harvested using a particularly unpleasant 
  ritual involving injecting the creature with elixir and farming off the parts 
  that are required. The parts are crudely sewn or affixed together in hopes 
  that the Cuckoo Womb and the elixir do the rest — although they often 
  do not. The minor works of many celebrated golem-stitchers slither or 
  drag themselves through the city as a result of this process, unable to 
  die without destruction. Theirs is a pitiful existence, and one that often 
  leads to diabolic revenge. Artisans of this trade — Golem-Stitchers and 
  Homuncule Wives and Cadaver-Surgeons — are usually drawn into 
  the profession through reading or through association; there is no level 
  requirement to carry out such work, only a steady hand and brutal soul.
  The true and purest elixir of life commands a high price, at least 20,000 
  gp per dose, and even this price comes with no guarantee of success. Of 
  course, where every genuine artefact is found, fakes soon follow, and 
  cheaper and less-stable versions of the elixir have flooded darker parts 
  of the market. That the undeath that follows is agonizing or that some 
  subjects are prone to appalling unmaking as the threads of the elixir 
  dissolve, taking their hosts with them, makes the elixir not merely a boon, 
  but a weapon in some eyes. Many see the forced injection of the elixir into 
  workers as being of incalculable benefit; true, the servant withers in terms 
  of their personality and vital spark and living relationships, but their skills 
  remain! What price for a manufactury of unliving workers who toil day 
  and night and never need rest yet have the intelligence and abilities that 
  typical examples of the animated dead do not. Some call this concept the 
  “New Utopia.” Many in the city claim that such manufacturies not only 
  exist already but are thriving, and it can only be a matter of time before 
  everyone in the city is aware of an unliving. Forced undeath is becoming 
  more common by the day, as are the poor wretches who drag their rotting 
  and failing carcasses into the dark places away from sight and seems 
  likely only to expand with the recent Corpse Act of 1770.
  The latest great visionaries of such rebirth extol the (so far) secret and 
  unseen experiments of the great surgeon-artists who, they claim, have 
  succeeded in forging new life from Between creatures and mortal flesh.
   
  ELIXIR OF LIFE
  Potion, very rare
   
  A living creature that is not of the aberration, celestial, con-
  struct, elemental, or fiend type that is injected with elixir 
  of life (an infusion process that takes an hour and requires 
  either a helpless or willing recipient) must make an imme-
  diate Constitution saving throw based on the quality of 
  the elixir. Creatures that are immune to poison or necrotic 
  damage are not affected by the elixir. If the saving throw 
  is successful, the creature dies and rises again in 1d4 hours 
  as a “Reborn” with the alchymic-undying† template. If the 
  saving throw is failed, the individual immediately dies and 
  rises in 1d10 minutes as an undead creature with the al-
  chymic-unliving†.
  If the elixir is applied to a creature of the appropriate types 
  (as described above) that has died within the last 24 hours 
  but whose corpse is still relatively intact, the creature still 
  gets a Constitution saving throw as if it were still alive with 
  outcome of becoming either an alchymic-undying or an 
  alchymic-unliving creature, but the saving throw is made 
  at a cumulative +1 penalty to the DC of the saving throw 
  for every 2 hours since it died (not including the hour re-
  quired for infusion).
  If used in conjunction with a Cuckoo Womb and pieces of 
  only partial cadavers in order to create a new-made form 
  of life (as adjudicated by the GM), the elixir likewise has 
  a quality-based saving throw to determine the stability of 
  this outcome. If this saving throw is successful, the resulting 
  creature is stable as a new type of living creature. If the 
  save is unsuccessful, the new-made creature is unsuccess-
  ful, is in extensive pain, and dies in 1d4 days as its body 
  literally falls apart.
  Anything of medium-grade elixir or lower is unpredictable, short lived, 
  and prone to sudden violent unravelling. For each year of life or unlife 
  for low-grade elixir, each month for pig-grade elixir, and each week for 
  street-grade elixir, the initial Constitution saving throw must be made 
  again or the creature rapidly (and often revoltingly) unmakes itself just as 
  if a new-made creature had failed its initial saving throw. There are some 
  exceptional cases (again at the GM’s discretion), where such an unmaking 
  does not fully destroy the creature but instead forces it to live in a pain-
  filled, half-life of indeterminate length and horror.  
  
  200
  The Blight: Richard Pett's Crooked City
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  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.
  Pathfinder RPG Core Rulebook © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang 
  Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim 
  Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob 
  McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, 
  Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Taverns © 2002, Necromancer Games, Inc; Author Chris Jones.
  Chaos Rising, © 2003, Necromancer Games, Inc; Author James Collura.
  Elemental Moon © 2007, Necromancer Games, Inc.; Author: Lance Hawvermale.
  Glades of Death © 2004 Necromancer Games, Inc.; Authors: Patrick Lawinger, Jeff Hark-
  ness, and Gary Schotter.
  Shades of Gray © 2006, Necromancer Games, Inc.; Author: Michael R. Proteau.
  The Diamond Fortress © 2005 Necromancer Games, Inc.; Author: Phillip Larwood.
  Trouble at Durbenford © 2004 Necromancer Games, Inc.; Author: Robert J Schwalb.
  Dead Man’s Chest © 2013, Frog God Games LLC; Authors: Lance Hawvermale, Rob 
  Mason, Robert Hunter, Patrick Goulah, Greg Ragland, Matt McGee, Chris Bernhardt, Casey 
  W. Christofferson, Chad Coulter, Skeeter Green, and Travis Hawvermale, with additional 
  contributions by Erica Balsley, Lindsey Barrentine, Jay Decker, Rachel Mason, and Nadine 
  Oatmeyer.
  Dunes of Desolation © 2014, Frog God Games LLC; Author: Tom Knauss.
  Mountains of Madness © 2017, Frog God Games LLC; Author: Tom Knauss.
  Marshes of Malice © 2017, Frog God Games LLC; Author: Tom Knauss.
  The Slumbering Tsar Saga © 2012, Frog God Game: Author: Greg A. Vaughan.
  Razor Coast © 2013, Frog God Games, LLC; Authors: Lou Agresta, Tim Hitchcock, John 
  Ling, and Nicolas Logue.
  Freebooter’s Guide © 2013 Frog God Games, LLC; Authors: Lou Agresta, Tim Hitchcock, 
  Tom Knauss, John Ling, RA McReynolds, and Greg Vaughan.
  The Lost Lands: The Lost City of Barakus, © 2003 2014 Frog God Games & Necromancer 
  Games.; Authors W.D.B. Kenower, Bill Webb.
  Sword of Air, © 2014, Frog God Games, LLC; Authors: Bill Webb, Casey Christofferson, Greg 
  Ragland, and Vicki Potter.
  The Lost Lands: Cults of the Sundered Kingdoms © 2015, Frog God Games LLC: Authors: 
  David Brohman, Casey W. Christofferson, Patrick Lawinger, and Greg A. Vaughan.
  Borderland Provinces © 2015, Frog God Games, LLC: Matthew J. Finch, Greg A. Vaughan, 
  and Bill Webb.
  The Lost Lands: The Northlands Saga Complete © 2015, Frog God Games, LLC; Authors: 
  Kenneth Spencer, Greg A. Vaughan, and Kevin Wright.
  The Lost Lands: Bard’s Gate © 2016, Frog God Games, LLC; Authors: Casey W. Christ-
  offerson, Matt Finch, Skeeter Green, and Greg A. Vaughan with additional new material by 
  James M. Spahn; Based on original content from Necromancer Games.
  The Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author Scott Green.
  Tome of Horrors 4, Copyright 2013, Frog God Games, LLC; Authors: Erica Balsley, Casey 
  Christofferson, Jim Collura, Lance Hawvermale, Patrick Lawinger, Phillip Larwood, Greg 
  A. Vaughan, and Bill Webb, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  Fifth Edition Foes, ©2015, Frog God Games
  The Tome of Blighted Horrors, © 2016, Frog God Games, LLC; Authors John Ling, Authors 
  Richard Pett, Pete Pollard, Alistair Rigg, Jeffrey Swank, and Greg A. Vaughan.
  TB1: The Crooked Nail, © 2017, Frog God Games, LLC; Author: Brandon Hodge.
  TB2: Horror in the Sinks, © 2016, Frog God Games, LLC; Author: Alistair Rigg.
  TB3: Bloody Jack, © 2016, Frog God Games, LLC; Author: Greg A. Vaughan.
  TB4: The Crucible, © 2016, Frog God Games, LLC; Author: Richard Pett.
  TB5: The Children of the Harvest, © 2017, Frog God Games, LLC; Author: Bill Webb.
  The Blight: Richard Pett’s Crooked City, © 2016, Frog God Games, LLC; Authors Richard 
  Pett, Pete Pollard, Alistair Rigg, and Greg A. Vaughan.
  
  202
  The Blight: Richard Pett's Crooked City
  A deluxe easy reference guide to The Blight, this book is intended for the GM’s use only. 
  Included within are the new races, classes, skills, feats, and abilities of the The Blight 
  Player’s Handbook along with the GM information, details of Between, and new monsters 
  included in the Cylcopædia Infestarum section of The Blight: Richard Pett’s Crooked 
  City campaign book, all combined together into a single easily referenced resource for 
  GMs to use without having to carry the entire campaign book with them. It is also an 
  excellent tool to have at the game table when running adventures out of the campaign book 
  to prevent the need for flipping back and forth between pages of that book in order to 
  access the rules information in the Cyclopædia Infestarum in its beginning chapters.
  A valuable addition to any Blight campaign, doon’t get caught unprepared without  
  The Blight GM Guide because you’ve such entered the wrong side of town . . .
  Warning!
  This product contains materials that may not be suitable for all audiences.  
  It is recommended for use by individuals age 13 and older.
  Richard Pett’s Crooked City
  Richard Pett’s Crooked City
  Frog God 
  Games
  GM Guide
  GM Guide
  ISBN 978-1-62283-331-3
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Necromancer Games/The Blight/5E - Lost Lands - The Blight - Game Masters Guide.pdf