TEXT: designed by ANTHONY JOYCE
  A TWO-HOUR BLOOD HUNTER ADVENTURE FOR ONE DM & ONE PLAYER
  
  Credits
  Lead Designer and Story Creator: Anthony Joyce 
  Editing: Justice Arman, Gordon McAlpin
  Graphic Design and Illustration: Gordon McAlpin
  Cover Colorist: Rebecca McConnell
  Creative Consultant: Jeremy Forbing
  Sidekick Stat Block Provided by: Paul Metzger
  Cartography: Elven Tower
  Playtesters: Anthony Holmes, Jennifer Joyce
  Special Thanks to: My beautiful wife Jennifer Joyce 
  and John Powell for brainstorming ideas with me.
  The following D&D books provided material 
  and inspiration: 
  Perkins, Christopher, and Richard Baker. 
  Lost Mine of Phandelver. 2014
  Perkins, Christopher, and Richard Baker. 
  Dragon of Icespire Peak. 2019
  The following Dungeon Masters Guild Community 
  Content provided material and inspiration: 
  Mercer, Matthew. Blood Hunter Class. 2016
  Mercer, Matthew. Blood Hunter Class for 
  D&D 5E (2020). 2020
  Metzger, Paul. Sidekicks Essentials. 2019
  About the Author
  Anthony Joyce is a Hispanic, ENnie-nominated 
  Dungeons & Dragons fifth edition designer, 
  husband, father of three boys, and U.S. Army 
  Strategist. His works include The Heir of Orcus: 
  Verse I, II, III, & IV; Weekend at Strahd’s; The 
  Curse of Skull Island, Baldur’s Gate: The Fall of 
  Elturel, Baldur’s Gate: City Encounters, The Little 
  Astralnaut, and The Dreams of Prince Papo.
  About the Artist
  Gordon McAlpin is a book designer, illustrator, 
  and animator based in Somerville, MA, where he 
  lives with his wife Karyn and their cats, Dipper and 
  Mabel. He has an MFA in Design (Graphic Design) 
  from the University of Minnesota–Twin Cities.
  Gordon wrote and illustrated the comic strip 
  Multiplex from 2005–2017, after which he launched 
  an award-winning animated web series based on 
  it called Multiplex 10. He has designed and/or 
  illustrated numerous DMs Guild titles, including 
  The Creature Compendium of Ravnica, Masque of 
  the Red Death Player’s Guide, The Heir of Orcus: 
  Verse III & IV, and Baldur’s Gate: City Encounters.
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other 
  Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Commu-
  nity Content Agreement for Dungeon Masters Guild.
  All other original material in this work is copyright 2020 by Anthony Joyce, and published under the Community Content Agreement for Dun-
  geon Masters Guild.
  On the Cover
  In this cover illustration by Gordon McAlpin 
  and colorist Rebecca McConnell, a Blood Hunt-
  er waves a flaming sword at an unseen enemy 
  while cradling the infant drow. 
  designed by ANTHONY JOYCE
  A TWO-HOUR BLOOD HUNTER ADVENTURE FOR ONE DM & ONE PLAYER
  
  The Blood Hunter | Adventure Primer
  3
  Adventure Primer
  Adventure Primer
  T
  his 2-hour adventure is designed and 
  optimized for one 5th-level Blood 
  Hunter. Throughout the adventure, 
  the character experiences life as a 
  Blood Hunter and faces potentially 
  difficult moral choices.
  Background
  The character has accepted a 100 gp Blood 
  Hunter contract from Harbin Wester, the town-
  master of Phandalin, to hunt down and kill a 
  werewolf that recently slaughtered two teenag-
  ers. The adventure begins with the character 
  successfully tracking the werewolf to a small 
  rustic cottage. The events that unfold lead to a 
  much larger plot involving the fate of Faerun. 
  Overview
  The Blood Hunter has four chapters and takes 
  approximately 2 hours to play. 
  Chapter 1: Another Day, Another Kill. The 
  character confronts a werewolf they were hired 
  to hunt down.
  Chapter 2: Phandalin. The character returns 
  to Phandalin to complete their contract with 
  Harbin Wester. Here they meet their sidekick, 
  a halfling minstrel named Olos Bigbottom, and 
  the archmage Mordenkainen who has been 
  awaiting their return. After confronting Harbin 
  Wester, Mordenkainen sends them on a peril-
  ous quest to recover a mysterious drow infant 
  from a green hag named Myrci Emerald-Eyes. 
  Chapter 3: Swamp of Gilgar. The character 
  searches the swamp for Myrci Emerald-Eyes. 
  They face many challenges in the swamp.
  Chapter 4: The Infant. The character ar-
  rives at Myrci Emerald-Eyes’s hut and finds the 
  infant. They make a choice regarding Myrci’s 
  fate before they leave the swamp.
  Appendices. This adventure includes player 
  handouts designed to increase immersion while 
  serving as a means of transferring lore to their 
  character. Also, newly crafted Blood Hunter 
  concoctions mechanics were designed specifi-
  cally for this adventure. Ensure the player has 
  the Blood Hunter concoctions prior to begin-
  ning play (see appendix H).
  Descriptive 
  Bullet Points
  This product uses descriptive bullet points 
  originally developed by game designer James 
  Introcaso to help DMs parse information the 
  first time the character enters a new area.
  • Text in italics like this can be read aloud or
  paraphrased to the players.
  • (Text in parentheses like this contains
  information initially withheld from the
  character; DMs reveal at their discretion.)
  Musical Cues 
  and D&D Beyond
  This adventure was designed using certain 
  musical scores to enhance the overall theme 
  and immersion of this adventure. These musi-
  cal cues appear throughout the adventure with 
  hyperlinks to Spotify for easy use.
  In addition, the majority of creatures featured 
  in this adventure are from the Basic Rules and 
  hyperlinked to D&D Beyond for easy reference. 
  A Note from the Designer
  Greetings friends! I hope you enjoy this one-
  of-a-kind adventure designed entirely around 
  Matthew Mercer’s Blood Hunter class. This 
  adventure is an experiment in one-on-one 
  adventure design that focuses on maximizing 
  the player’s immersion as they play their charac-
  ter. Every design choice I made in this adventure 
  builds around the Blood Hunter class features. 
  This allows every moment of the adventure 
  to showcase the character and their awesome 
  abilities! 
  I hope you enjoy The Blood Hunter and ask 
  that you consider using #TheBloodHunter 
  on social media to tell others about your own 
  adventure experience with this product and/or 
  to share artwork of your Blood Hunter with the 
  Infant. Until next time, huzzah!
  Anthony Joyce
  
  The Blood Hunter | Chapter 1: Another Day, Another Kill
  4
  ChAPter 1: Another dAy, Another Kill
  ChAPter 1: Another dAy, Another Kill
  Estimated Duration: 30 minutes
  Synopsis: The character tracks down a werewolf 
  and discovers it is Amfrey Brightwood. 
  The character must choose how to deal 
  with Amfrey.
  Musical Cue:  “The Hunter’s Path” 
  by Marcin Przybyłowicz
  T
  he character begins this adventure 
  in front of the small rustic cottage 
  of Amfrey Brightwood (female hu-
  man), a reclusive elderly beet farmer 
  and natural-born lycanthrope. 
  Amfrey was born with the incurable curse 
  of lycanthropy and has resisted its bestial rage 
  for the last 75 years. In her old age, she’s be-
  come less able to battle this curse. During the 
  last full moon, the curse became too strong to 
  suppress, and Amfrey unwillingly transformed 
  into a werewolf. That night she encountered 
  two teenagers on a romantic stroll near Phan-
  dalin and tore them apart. Amfrey fled to her 
  cottage in horror and hopes no one uncovers 
  her secret. 
  Approaching 
  Amfrey’s Cottage
  When the adventure begins, provide the 
  character with the Blood Hunter contract 
  (see appendix A) and read or paraphrase 
  the following:
  You are a Blood Hunter, feared by even the 
  most vile monstrosities throughout Faerun. 
  Commoners shut their windows and lock 
  their doors as you approach, and small 
  children cry at the sight of your unnatural 
  demeanor. Such is the burden of life as a 
  Blood Hunter.
  Yesterday, you accepted a 100 gp 
  contract from Harbin Wester, the 
  townmaster of Phandalin, a small mining 
  town southeast of Neverwinter.
  The contract is simple: hunt down the 
  werewolf that slaughtered two teenagers 
  during the last full moon and return to 
  Phandalin with the werewolf’s head.
  The Blood Hunter | Chapter 1: Another Day, Another Kill
  4
  
  The Blood Hunter | Chapter 1: Another Day, Another Kill
  5
  Over the past day you’ve tracked down 
  the werewolf and now stand where its 
  tracks end, in front of a small rustic cottage. 
  As the sun begins to set, the sky turns blood 
  red, and a full moon slowly takes its place in 
  the heavens. Time is of the essence! 
  The cottage has the following features:
  • The cottage is L-shaped; it has a front and 
  back door, and no windows.
  • Next to the cottage is a small farming plot.
  • The front door to the cottage is ajar; smoke 
  from a wood-burning stove emanates from 
  the opening, carrying the delicious smell of 
  fresh stew.
  • (Inside the cottage is a frail, elderly human 
  woman with disheveled long white hair; 
  she is stirring a large black boiling pot atop 
  the stove.)
  The elderly woman inside is Amfrey. She is 
  paranoid and believes it won’t be long until a 
  Blood Hunter tracks her down. With a heavy 
  heart she prepares her favorite dish, beet stew. 
  Amfrey Brightwood
  Medium humanoid (human), neutral
  —
  Armor Class 11 (humanoid form), 
  12 (wolf or hybrid form)
  Hit Points 27 (5d8 + 5)
  Speed 30 ft. (humanoid or hybrid form), 
  40 ft. (wolf form)
  —
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   12 (+1) 13 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
  —
  Skills Perception +4, Stealth +3
  Damage Immunities bludgeoning, piercing, 
  and slashing from nonmagical attacks that 
  aren’t silvered
  Senses passive Perception 14
  Languages Common (can’t speak in wolf form)
  Challenge 2 (450 XP)
  —
  Shapechanger. Amfrey can use her action to 
  polymorph into a wolf-humanoid hybrid or 
  into a wolf, or back into her true form, which 
  is humanoid. Her statistics, other than her AC, 
  are the same in each form. Any equipment 
  she is wearing or carrying isn’t transformed. 
  She reverts to her true form if it dies.
  Keen Hearing and Smell. Amfrey has advantage 
  on Wisdom (Perception) checks that rely on 
  hearing or smell.
  Actions
  Multiattack (Humanoid or Hybrid Form Only). 
  Amfrey makes two attacks: two with her 
  longword (humanoid form) or one with her 
  bite and one with its claws (hybrid form).
  Bite (Wolf or Hybrid Form Only). Melee 
  Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 5 (1d8 + 1) piercing damage. If the 
  target is a humanoid, it must succeed on a DC 
  12 Constitution saving throw or be cursed with 
  werewolf lycanthropy.
  Claws (Hybrid Form Only). Melee Weapon 
  Attack: +3 to hit, reach 5 ft., one creature. Hit: 
  6 (2d4 + 1) slashing damage.
  Longsword (Humanoid Form Only). Melee 
  Weapon Attack: +3 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d8 + 1) slashing damage.
  Roleplaying Amfrey
  Amfrey is paranoid after her recent murderous 
  rampage and believes anyone who visits her 
  house is a Blood Hunter sent to kill her. At first, 
  she pretends everything is normal and invites 
  the character to eat with her. On a successful DC 
  12 Wisdom (Insight) check, the character senses 
  Amfrey is deathly afraid while attempting to 
  maintain her composure.
  Amfrey is convinced she is close to finding a 
  cure for her lycanthropy. In reality, a natural-born 
  lycanthrope, such as Amfrey, can be freed of the 
  curse only with a wish. If confronted with evi-
  dence that she is a werewolf, Amfrey pleads with 
  the character, telling them she is on the verge of 
  finding a cure. 
  If the character attacks, she transforms into 
  her hybrid werewolf form and attacks. It is 
  also important to consider the rising full moon 
  outside, as this causes Amfrey to transform into 
  her hybrid form against her will and attack the 
  character. Use this timing at your discretion to 
  provide the most cinematically rich moment.
  
  The Blood Hunter | Chapter 1: Another Day, Another Kill
  6
  Inside Amfrey’s Cottage
  Amfrey’s Cottage has the following features:
  • Amfrey’s single-room cottage contains 
  three desks.
  • One desk is littered with aged books, one is 
  covered with manacles and tools, and one has 
  a longsword laying atop it.
  • (The aged books are medical texts on 
  lycanthropy cures.)
  • (Amfrey cut out the pages of one of the 
  medical texts, making a secret compartment 
  which holds a single blood of the lycanthrope 
  antidote.)
  • (The manacles are silvered and have clumps 
  of hair stuck in them; a successful DC 15 
  Intelligence (Nature) check reveals the hairs 
  are werewolf hair fibers.)
  Treasure
  Amfrey’s life savings of 10 gp are kept in a 
  small coin purse under her mattress. A single 
  blood of the lycanthrope antidote is hidden 
  within one of the medical texts on lycan-
  thrope cures.
  Concluding Chapter 1
  Chapter 1 concludes when the character travels 
  to Phandalin.
  Map 1: Amfrey,s Cottage
  1 square = 5 feet
  1 square = 5 feet
  
  The Blood Hunter | Chapter 2: Phandalin
  7
  ChAPter 2: PhAndAlin
  ChAPter 2: PhAndAlin
  Estimated Duration: 20 minutes
  Synopsis: The character arrives in Phandalin, 
  meets their “sidekick,” Olos Bigbottom, 
  collects their reward from Harbin Wester, 
  and receives a quest from the archmage 
  Mordenkainen. 
  Musical Cue: “Kaer Morhen” by 
  Marcin Przybyłowicz
  T
  his chapter begins when the 
  character arrives on the outskirts 
  of Phandalin. The character 
  needs to visit Harbin Wester in 
  the Townmaster’s Hall. Read or 
  paraphrase the following:
  The travel to the outskirts of Phandalin is 
  uneventful. This once quiet mining town 
  nestled within the foothills of the Sword 
  Mountains is bustling with activity. The 
  recent rediscovery of the legendary Lost 
  Mine of Phandelver attracts many adventur-
  ers seeking wealth and riches. 
  Give the character the map of Phandalin 
  (see appendix B), and inform them of the 
  following information:
  • Seek out Harbin Wester to claim the Blood 
  Hunter contract reward; he resides in the 
  Townmaster’s Hall in the center of town.
  • The locals despise Blood Hunters; children 
  stick their tongues out at them and adults 
  utter vile curses under their breath when 
  they see a Blood Hunter. 
  Arrival in Phandalin
  The marked map of Phandalin annotates 
  prominent locations in town the characters 
  might wish to visit. This adventure is designed 
  for the character to visit the Townmaster’s Hall 
  followed by the Stonehill Inn. All other loca-
  tions do not play a direct role in this adventure 
  and are described in Lost Mines of Phandelver 
  and Dragon of Icespire Peak. (This adventure 
  takes place after the events described in Lost 
  Mines of Phandelver, so adjust descriptions 
  accordingly.)
  Once the character enters Phandalin read or 
  paraphrase the following: 
  A small crowd gathers around a flamboy-
  antly dressed young halfling singing a tale 
  of valiant adventurers fighting a notorious 
  bugbear named Klarg. 
  Four muscular human men wearing tat-
  tered crimson cloaks interrupt the halfling’s 
  tale. One of the men shouts at the halfling, 
  “Back so soon Olos? Didn’t learn your 
  lesson aye? Maybe this time a little scar on 
  that pretty face will teach you!” The man 
  brandishes a shortsword and starts rushing 
  towards the halfling. 
  The halfling is Olos Bigbottom, a youthful and 
  humorous adventuring minstrel with a big 
  bottom who waddles as he walks. Olos coura-
  geously defends himself against the attackers 
  with his rapier, gracefully waddling about whilst 
  hurling insults at the ruffians. 
  The muscular men are former redbrand 
  ruffians (use the bandit stat block) defeated 
  by the same group of adventurers Olos sings 
  about. The men attack Olos with the intent of 
  knocking him unconscious and cutting a large 
  gash in his cheek. The ruffians attack anyone 
  who intervenes in their quarrel with Olos.
  If the character intervenes by using any of 
  their Blood Hunter class features, the crowd 
  immediately begins to “boo” the character for 
  being a “wretched Blood Hunter.” The locals 
  despise Blood Hunters, however Olos is quick 
  to intervene with the crowd and win them over. 
  After the fight, if the character helped save 
  Olos, he begins singing an exaggerated melodic 
  Wearing a Disguise in Phandalin
  Blood Hunters are misunderstood and feared 
  by commoners. Some Blood Hunters prefer to 
  disguise their profession to prevent intimidating 
  the locals. If the character wants to disguise 
  themselves, comes up with a reasonable way 
  to do so, and succeeds on a DC 12 Intelligence 
  check, they disguise themselves and are not 
  recognized as a Blood Hunter.
  
  The Blood Hunter | Chapter 2: Phandalin
  8
  recap of the fight and how lucky the town is 
  the character was here to save them from the 
  ruffians. 
  Olos asks the character if he may join them 
  on their quest, promising to record and sing of 
  all their heroic deeds throughout all of Faerun! 
  If the character rebuffs Olos’s request, he does 
  whatever it takes to join them, even if it means 
  following and observing from a distance. He’s 
  convinced joining the character is bound to re-
  veal many legendary moments worthy of song.
  Townmaster’s Hall
  Harbin Wester (male human commoner), the 
  townmaster of Phandalin, is a fat, pompous old 
  fool. He spends all his days cowering inside the 
  Townmaster’s Hall overwhelmed by the daily 
  tasks required to run a thriving town. 
  Meeting Harbin Wester
  The door to the Townmaster’s Hall is closed. 
  When the character approaches the door read 
  or paraphrase the following:
  A note is posted on the townmaster’s door. 
  It reads, “To speak with me, Harbin Wester, 
  the illustrious townmaster of Phandalin, 
  simply knock on the door twice, then three 
  times, then twice again. Make sure the last 
  knock is loudest. This way I know you are 
  not an orc, a gnoll, or worse yet, a troll!” 
  The note bears the town’s seal and the same 
  signature on the Blood Hunter contract.
  Map 2: Phandalin
  Rolepaying Olos Bigbottom
  Olos left his childhood home to become a 
  famous bard. His dreams are as big as his 
  bottom, which is big! There’s no one as friendly, 
  genuine, and full of joy as Olos. Olos dreams 
  of meeting a Blood Hunter; he’s read many 
  accounts of their deeds and hopes to create an 
  entire ballad about the mysterious profession 
  of Blood Hunters.
   
  0 
  100 
  200
  0 
  100 
  200
  Feet
  Feet
  Stonehill
  Stonehill
  Inn
  Inn
  Townmaster’s
  Townmaster’s
  Hall
  Hall
  Triboar Trail
  Triboar Trail
  Miner’s Trail
  Miner’s Trail
  
  The Blood Hunter | Chapter 2: Phandalin
  9
  If the characters follow the instructions on the 
  note and knock, Harbin Wester asks the char-
  acters to state their business. Any knocks that 
  don’t follow the notes instructions are greeted 
  by Harbin yelling, “Get out of here you dirty, 
  stinky troll!” 
  Harbin pays 100 gp if the character presents 
  convincing evidence that the werewolf is dead 
  (such as Amfrey’s head). Without evidence, Har-
  bin Wester tells them to come back when they 
  complete the agreed upon contract. Convincing 
  Harbin to pay 100 gp without evidence requires 
  a DC 13 Charisma (Persuasion or Intimidation) 
  check. On a success, Harbin pays the charac-
  ter. On a failure, he tells them to come back 
  with evidence.
  Wait, One Last Thing!
  When the character is done talking to Harbin, 
  read or paraphrase the following: 
  “Foolish me!” Harbin shouts, “I nearly 
  forgot . . . a fellow came by asking about you, 
  said he’d be waiting for you in the Stonehill 
  Inn’s “Phandelver Suite.” The lad must be 
  rich! Anyway, he paid me well to pass along 
  the message, so my end of the bargain is 
  complete, ha!” 
  Harbin doesn’t know much about the “fellow” 
  who came by and goes back to his daily tasks 
  “managing” Phandalin. 
  Harbin Wester’s Intern
  If the character does not visit Harbin Wester, 
  Harbin dispatches an intern to find the character 
  and request that they visit Harbin in the Town-
  master’s Hall. Use your knowledge of the player 
  to roleplay this intern. For example, consider 
  basing the intern on one of the player’s favorite 
  celebrities or fantasy characters. 
  Stonehill Inn
  Musical Cue: “Pretty Ballads Hide Bastard 
  Truths” by Sonya Belousova and 
  Giona Ostinelli
  Stonehill Inn is a modest, two-story inn owned 
  and operated by Toblen Stonehill (male human 
  commoner), a short, friendly young prospector 
  turned innkeep after several failed attempts 
  at mining. 
  Meeting Mordenkainen
  When the character enters the inn, read or 
  paraphrase the following: 
  The lively inn turns deathly silent as the 
  eyes of a dozen patrons fix their gaze upon 
  you. A patron stumbles into you, dropping 
  their cup of ale.
  In an instant, the inn is still; nothing 
  moves. The falling cup of ale is gracefully 
  suspended in the air. 
  “On time, exactly as planned. Follow 
  me upstairs.” The voice is deep and stern, 
  coming from directly behind you.
  Behind the character is Mordenkainen (male 
  human archmage), a powerful archmage and 
  adherent of the Balance. He is bald with a mani-
  cured black goatee, a penetrating stare, and 
  exquisite sapphire blue robes. Mordenkainen 
  suspended time and space in the Stonehill Inn 
  for everyone besides the character, Olos, and 
  himself. If the character asks him who he is, 
  he replies with, “Mordenkainen, keeper of the 
  Balance, leader of the Circle of Eight.”
  Roleplaying Mordenkainen 
  and What is the Balance?
  Mordenkainen is from Oerth and leader of the 
  Circle of Eight, a group of legendary adventurers. 
  He is severe, concise, and confident with his un-
  rivaled powers. It is common for Mordenkainen 
  to travel to other planes of existence to maintain 
  the Balance. 
  The Balance. The Balance is a viewpoint striv-
  ing to maintain equilibrium across the cosmos. 
  Good and evil are kept in check to ensure neither 
  side disrupts the status quo and Mordenkainen 
  does all he can to preserve the status quo.
  He invites them to join him in the “Phandelver 
  Suite.” He wants to speak with the character 
  about an event capable of disrupting the equilib-
  rium of Faerun, and seeks their help.
  Mordenkainen cast Mordenkainen’s 
  magnificent mansion on the entryway of the 
  
  The Blood Hunter | Chapter 2: Phandalin
  10
  “Phandelver Suite.” As the character passes the 
  threshold on the doorway of the suite read of 
  paraphrase the following:
  The inside of the Phandelver Suite erupts 
  into a massive banquet hall, full of graceful 
  dancing servants. Exotic foods and drinks 
  immaculately adorn a massive 200-foot oak 
  dining table in the center of the hall. 
  Mordenkainen invites the character and Olos 
  to sit and eat at one end of the table as he seats 
  himself at the opposite end. When the character 
  sits, the table magically appears to shrink so 
  that those dining appear no more than 5 feet 
  away from each other. 
  Mordenkainen provides the following 
  information to the character over the course 
  of this meal:
  • I’ve come here seeking you out, Blood Hunter.
  • As fate has it, you play a role in maintaining 
  the Balance on this plane of existence.
  • I have seen the future an infinite number 
  of times, and it is you who maintains 
  the Balance.
  • Unfortunately, you require the help of Olos, 
  for that you have my sympathies. 
  • When you are ready, I shall teleport you both 
  to the Swamp of Gilgar near the legendary 
  Lost Mine of Phandelver, where you must 
  confront a green hag named Myrci.
  • Myrci has a drow infant capable of 
  permanently upsetting the Balance.
  • You must recover the infant. You will know 
  what to do with it; fate has decided . . . 
  that is all I can tell you.
  • I have three gifts for you, to ensure you carry 
  out your fate as it has been foreseen, potions 
  of greater healing, a powerful magic weapon, 
  and this ring of protection.
  • (If the character asks Mordenkainen why 
  he doesn’t do this task, he replies: “Even 
  I cannot deny fate that which it desires, 
  and fate desires you.”)
  If the character asks who the infant is, Mor-
  denkainen refuses to answer. He’s seen the 
  future, and everytime he tells the character 
  who the child is, the character fails to do what 
  they must with the infant, thereby upsetting 
  the Balance. When the character is done with 
  the discussion, Mordenkainen gives them their 
  gifts and teleports the character and Olos to 
  the Swamp of Gilgar. 
  Treasure
  Mordenkainen gives the character two potions 
  of greater healing, a +1 weapon (character’s 
  choice), and a ring of protection. 
  Concluding Chapter 2
  Chapter 2 concludes when Mordenkainen 
  teleports the character to the Swamp of Gilgar. 
  The character gains the benefit of a long rest 
  when they conclude this chapter.
  
  The Blood Hunter | Chapter 3: The Swamp of Gilgar
  11
  ChAPter 3: the SwAmP of GilGAr
  ChAPter 3: the SwAmP of GilGAr
  Estimated Duration: 45 minutes
  Synopsis: Mordenkainen teleports the character 
  and Olos to the Swamp of Gilgar. The 
  character explores the swamp and locates 
  Myrci’s hut. 
  Musical Cue: “Witch Hunter” by 
  Mikolai Stroniski
  C
  enturies ago, the malicious hobgoblin 
  warlord Gilgar the Defiler marched 
  his legion of warriors through these 
  swamps in search of the Lost Mine of 
  Phandelver. 
  By chance, Gilgar stumbled upon Myrci 
  Emerald-Eyes and her coven of hags. Seeing 
  their beauty and power, Gilgar grew obsessed 
  and assaulted the hags with his legion of 
  hobgoblins in an attempt to subjugate them. He 
  believed Myrci would help him find the legend-
  ary lost mine and all the riches within. 
  During his assault, Gilgar massacred Myrci’s 
  sisters and had her dragged before him. As he 
  laughed atop the defiled hag corpses, Myrci, full 
  of rage, screamed so violently that a magical 
  fog spewed forth from her and filled the swamp. 
  When the fog cleared, all the hobgoblins were 
  brutally slain and Gilgar was found dead, with 
  his entrails shoved down his throat. Gilgar 
  turned into a wraith and is trapped in a sub-
  merged tower in area S5 until Myrci releases 
  him or she dies. The hobgoblin assailants were 
  cursed to wander the swamp as undead crea-
  tures for eternity. 
  Myrci’s magic emanates throughout the 
  swamp in an attempt to keep travelers away 
  from her hut. The swamp was named after 
  “Gilgar,” after locals incorrectly came to believe 
  he haunts the swamps.
  Regional Effects
  The Swamp of Gilgar is considered Myrci’s lair. 
  Her powerful fey magic creates the following 
  effects throughout the swamp:
  •  Patchy fog lightly obscures the swamp; 
  creatures have disadvantage on Wisdom 
  (Perception) checks that rely on sight.
  •  The swamp is magically kept in a constant 
  state of dim lighting.
  •  Illusory duplicates of Myrci appear in places 
  at your discretion (but never more than one in 
  any given location). An illusory duplicate has 
  no substance, but it looks, sounds, and moves 
  like Myrci. Myrci can sense when one or more 
  creatures are within 60 feet of her duplicate 
  and can interact with them as if she were 
  present and standing in the duplicate’s space. 
  If the illusory duplicate takes any damage, 
  it disappears. 
  Optional Rule: 
  Character Death
  In an adventure designed around one player, 
  character death effectively ends gameplay. This 
  adventure is all about the character in every 
  aspect and offers a viable means to continue to 
  adventure in case of character death. 
  Using this optional rule, character death is 
  treated as an alternate future. Mordenkainen 
  uses divination magic to show the character 
  this alternate future to avoid their mistakes. 
  Read or paraphrase the following if a character 
  dies and you are using this optional rule: 
  A blinding white light subsides. Before you 
  in the massive banquet hall, full of graceful 
  dancing servants, stands Mordenkainen. 
  “You see, these are the mistakes you 
  must avoid, time is of the essence and the 
  Balance is at stake.” He snaps his fingers 
  and you find yourself back in the Swamp 
  of Gilgar.
  The character may take a short rest and resume 
  play at a previously visited area of their choice. 
  Tracking Myrci
  This chapter focuses on the exploration pillar 
  of play and highlights the use of the Hunter’s 
  Bane class feature to track Myrci (a fey crea-
  ture) to her hut. Hunter’s Bane also benefits 
  Blood Hunters tracking undead creatures. 
  The sections that follow contain information 
  that will help you run this part of the adven-
  ture smoothly.
  • Using the Swamp of Gilgar map (see 
  appendix B, “Map 3: Swamp of Gilgar”), let 
  
  The Blood Hunter | Chapter 3: The Swamp of Gilgar
  12
  the player determine what adjacent area the 
  character plans to move to.
  • After choosing an adjacent area, the character 
  then makes a DC 15 Wisdom (Survival) 
  check. On a success, the character moves to 
  that area. On a failure, the character becomes 
  lost in a billow of fog and returns to area S1. 
  Some locations feature fey or undead tracks; 
  the Hunter’s Bane class feature grants the 
  character advantage on Wisdom (Survival) 
  checks to move to these locations.
  • Creatures in combat attempting to flee to 
  another area suffer disadvantage on their 
  Wisdom (Survival) check to move to that 
  area. On a failed check they get lost and find 
  themselves back at area S1.
  • Creatures attempting to leave the swamp 
  are consumed by billowing fog and find 
  themselves back at area S1.
  •  If a creature leaves items, food, or physical 
  markings to create a “trail of breadcrumbs” 
  leading to an area, then they automatically 
  succeed on any Wisdom (Survival) checks to 
  move to that area when following the “trail of 
  breadcrumbs.” 
  Myrci Emerald-Eyes
  Myrci Emerald-Eyes is a clever, outgoing, and 
  resourceful green hag defending her swamp 
  from intruders. Unlike the myths surrounding 
  hags, Myrci does not resemble a withered 
  crone; rather she is captivating and vibrant in 
  appearance. She has bewitching, glowing emer-
  ald green eyes, and adorns herself with a black 
  pointed hat and elegant ebony robes trimmed 
  with elaborate scarlet lace. Myrci believes men 
  created lies about hags. Men, she believes, are 
  incapable of accepting that women can possess 
  powerful magical abilities without also being 
  hideous and evil. Myrci kills those who attack 
  her. Like any good environmental steward of 
  nature, Myrci consumes what she kills—to do 
  otherwise is to waste valuable resources.  
  Several months ago, Myrci came across a 
  crying drow infant in the bottom of a pit within 
  the Lost Mine of Phandelver known as Wave 
  Echo Cave. She knew immediately that fate 
  had destined this child for greatness, so she 
  continues to nurture and care for the child 
  until one deemed worthy helps her find a safe 
  haven for it.
  Throughout the character’s travel in the 
  swamp, Myrci uses her mimicry feature to 
  mimic fierce beasts and cryptic voices to scare 
  the character off. She also uses her illusory 
  duplicates to test the character to determine if 
  they are worthy of helping her find safety for 
  the child or if they are a threat. Her tests may 
  include questioning the character or watching 
  how the character reacts to her illusory dupli-
  cates. If the character appears to be an ally, 
  she greets them at her hut (area S11) and asks 
  them for their assistance on ridding the swamp 
  of Gilgar the Defiler (male wraith) once and for 
  all so they might leave the swamp and find a 
  safe haven for the child. If they appear to be a 
  threat, she readies herself in her hut (area S11) 
  for a fight.
  
  The Blood Hunter | Chapter 3: The Swamp of Gilgar
  13
  Map 3: The Swamp of Gilgar (DM Map)
  S11
  S11
  S10
  S10
  S8
  S8
  S4
  S4
  S3
  S3
  S6
  S6
  S5
  S5
  S2
  S2
  S1
  S1
  S9
  S9
  S7
  S7
  0 
  100 
  200
  0 
  100 
  200
  Feet
  Feet
  
  The Blood Hunter | Chapter 3: The Swamp of Gilgar
  14
  Swamp of Gilgar 
  Locations
  The following location descriptions correspond 
  to map 3, “The Swamp of Gilgar” (see appendix 
  B for player map). The character begins 
  at area S1.
  S1. Swamp Entrance
  A decomposing human corpse with a 
  satchel around its torso rests in a puddle of 
  mud. Flies eat what little flesh is left off its 
  clean bones.
  A successful DC 13 Wisdom (Medicine) check 
  reveals the corpse is at least five days old.
  Treasure 
  Inside the satchel is a leather-bound journal 
  (see appendix C, “Historian’s Journal”) and a 
  loaf of moldy bread. 
  S2. The Awakened Tree
  Thick, malformed trees block out all sun-
  light along this path. This path is shrouded 
  in complete darkness.
  A pale-white, twisted awakened tree patiently 
  waits along the path. It attacks any creature 
  moving through this area. 
  S3. Emperor Blugblug
  A bullywug, dressed like a king, rides atop a 
  giant frog in front of a decaying wood bridge 
  that heads north across the swamp.
  Emperor Blugblug (a bullywug that can speak 
  broken common) stands guard at the entrance 
  to this bridge. He wears a large golden crown, 
  purple velvet robes, and carries an ornate 
  ruby scepter. 
  Emperor Blugblug is the ruler of Ribbia, an 
  ancient bullywug empire spanning the entire 
  40 square feet in front of the swamp bridge. 
  Emperor Blugblug always rides atop his trusty 
  mount, a giant frog, and guards his empire’s 
  borders with his life. Unfortunately, he has no 
  subjects. 
  Emperor Blugblug declares any creature that 
  enters his empire’s borders one of his subjects. 
  He then demands 5 gp in taxes and tribute from 
  them. If the character pays 5 gp to Emperor 
  Blugblug, the emperor decrees the character 
  is now the Supreme General of the Army of 
  Ribbia and commands the character go forth to 
  conquer the neighboring nations in the swamp. 
  If the character refuses, the emperor exiles 
  them from the land of Ribbia for all eternity. 
  If a character who refuses ever returns to the 
  land of Ribbia, Emperor Blugblug valiantly 
  attacks and defends his lands to the death.
  Crossing the Bridge 
  A rotting heap of vegetation floats near the 
  center of the bridge in the swamp. This heap is 
  actually a shambling mound quietly waiting 
  to ambush any creatures that walk across this 
  area. Characters spot the rotting heap as they 
  walk towards it.
  Treasure
  Emperor Blugblug’s golden crown is worth 200 
  gp, his purple velvet robes are worth 100 gp, 
  and his ornate ruby scepter is worth 200 gp. 
  S4. The Will-o’-Wisp
  Pink vibrant light flickers in the otherwise 
  dark tunnel of trees. “Won’t you come and 
  play?” a whisper voice hopefully asks. “It’s 
  been so long since I’ve had a friend.”
  Roleplaying Myrci Emerald-Eyes
  Myrci is kind to anyone she meets and vengeful 
  against those who seek to harm her or those she 
  cares for. Her passion and love for those she 
  cares about is unrivaled. She genuinely wants to 
  understand the motivations of others and never 
  engages in violence except in self defense. Myrci 
  believes fate is bringing someone to her who will 
  help her defeat Gilgar and leave the swamp with 
  the drow infant to a place where no one can find 
  them. Myrci is able to contain Gilgar the Defiler 
  with her magic but it is not strong enough to 
  defeat him in combat. Too many “heroes” have 
  sought out Myrci and tried to kill her because 
  she is a “hag.” She does not want to risk the 
  child being killed alongside her.
  
  The Blood Hunter | Chapter 3: The Swamp of Gilgar
  15
  Thick, twisted trees block out all sunlight along 
  this path, shrouding it in complete darkness. 
  A pink will-o’-wisp seeks to lure creatures to 
  their death in a nearby 10-foot-square, 10-feet-
  deep quicksand pit. The will-o’-wisp speaks 
  common and their voice is that of a small 
  toddler whispering. 
  If the character follows the will-o’-wisp, they 
  must make a DC 15 Wisdom (Perception) 
  check. On a success they spot a quicksand pit 
  the will-o’-wisp attempted to lure them to. On a 
  failure they do not see the quicksand pit and en-
  ter it. When a creature enters the area, it sinks 
  1d4 + 1 feet into the quicksand and becomes 
  restrained. At the start of each of the creatures 
  turns, it sinks another 1d4 feet. As long as 
  the creature isn’t completely submerged in 
  quicksand, it can escape by using its action and 
  succeeding on a Strength check. The DC is 10 
  plus the number of feet the creature has sunk 
  into the quicksand. A creature that is completely 
  submerged in quicksand can’t breathe (see the 
  suffocation rules in the Player’s Handbook).
  A creature can pull another creature within 
  its reach out of a quicksand pit by using its ac-
  tion and succeeding on a Strength check. The 
  DC is 5 plus the number of feet the target has 
  sunk into the quicksand.
  S5. Gilgar’s Lair
  This trail ends at a pool of water. 
  A submerged structure nearly breaches 
  the water’s surface.
  Gilgar the Defiler (wraith) lairs in this sub-
  merged mage’s tower with two specters. They 
  are trapped inside the tower by Myrci’s fey 
  magic and cannot leave the tower unless Myrci 
  dies or releases them. If Myrci beckons them 
  forth from the tower, Gilgar and the specters 
  attack the first creature they see.
  A character that examines the water sees 
  the top of the submerged tower. The character 
  can make a DC 13 Intelligence (History) check 
  to recall information about this tower. On a 
  success, they recall a legend about a powerful 
  mage living in this region. Scholars believe the 
  mage abandoned their tower after the founda-
  tion collapsed and the tower sunk into the soft 
  soil beneath it. On a failure, they do not recall 
  anything about this tower.
  S6. The Undead Legionnaire 
  Boots beat upon the ground of the muddy 
  swamp as a humanoid figure patrols the 
  trail ahead.
  Thrax the Vicious is an undead hobgoblin 
  wight and former captain in Gilgar the Defiler’s 
  legion. He was separated from Gilgar when 
  Myrci’s magic caused a strange fog to billow 
  into the swamp. Thrax the Vicious died that 
  day, but arose as a wight and has since estab-
  lished a small military command center in the 
  trees nearby. 
  Thrax constantly patrols this area and shouts 
  “halt” to any creature he sees. Thrax wants 
  to find an ally to help him kill Myrci for what 
  she did to his legion. He recounts the events 
  of that day hoping that the character joins him 
  in his quest; he fondly retells the slaughter of 
  Myrci’s sisters. If the character offers to help 
  him, Thrax joins the character on their quest. 
  He also attacks Myrci on sight, including any 
  illusory duplicates of Myrci that he sees. If the 
  character refuses to help Thrax, he challenges 
  them to one-on-one combat to the death! 
  
  The Blood Hunter | Chapter 3: The Swamp of Gilgar
  16
  S7. Dead Wizard of Thay 
  A headless man in red robes stands at 
  attention. The large wooden staff bursting 
  through their chest appears to be holding 
  them up . . . for now.
  A headless human male Red Wizard of Thay, 
  adorned in red elaborate robes, is impaled on a 
  wooden staff in the middle of this intersection. 
  Szass Tam, the lich lord of Thay, sent this Red 
  Wizard to hunt down and recover the same 
  infant the character is after. A successful DC 13 
  Wisdom (Medicine) check reveals the body is 
  less than one day old, and that the head was 
  ripped off by claws. 
  There is a journal and a decapitated tattooed 
  head hidden underneath the Thayan’s robes. 
  When the character approaches, Myrci uses her 
  mimicry to speak through the head. If Olos is 
  present, Myrci mimics his voice while speaking 
  through the head. Otherwise, she mimics the 
  character’s voice. Myrci warns the character 
  that this is what befalls those who threaten her. 
  Red Wizards of Thay
  The Red Wizards hail from Thay, over two 
  thousand miles east of the Sword Coast. The lich 
  Szass Tam rules Thay with an army of undead 
  warriors. He appoints zulkirs to rule over the 
  eight schools of magic. The Red Wizards wear 
  crimson red robes and tattoo arcane sigils on 
  their shaved heads. The Red Wizards are feared 
  throughout Faerun for their evil deeds, few dare 
  to cross them. 
  Recalling this Lore. A character who makes 
  a successful DC 13 Intelligence (History) check 
  recalls the above lore. On a failure, they recall 
  the Red Wizards of Thay as evil spellcasters.
  Treasure
  There is a journal (see appendix D, “Journal 
  from Thay”) underneath the dead Thayan’s 
  robes. The journal details the Red Wizard’s 
  mission in the swamp.
  S8. Foolish Drow 
  In the center of the trail is a moaning male 
  drow dressed in slick black armor. The poor 
  drow’s eyes have been ripped from their 
  sockets, his left arm torn completely off, 
  and a bloody tongue and journal lay on the 
  ground before him.
  A male drow elite warrior grovels and moans 
  on the floor in the center of this intersection. 
  He has 1 hit point and four levels of exhaustion. 
  His left arm is ripped off, both of his eyes are 
  clawed out, and his tongue is laying on the 
  ground in front of him. The drow is an agent of 
  Gromph Baenre, the Archmage of Menzober-
  ranzan. He was sent to reclaim the same infant 
  the character is after. When the character first 
  arrives in this area, Myrci uses her mimicry to 
  explain how the drow attempted to kill her and 
  take what was not his to take. 
  As she recounts her tale, the drow’s miss-
  ing left arm (a crawling claw) crawls out of 
  a nearby bush, grabs the drow by the throat, 
  drags him to the shallow swamp water nearby, 
  and drowns him. If the character intervenes, an 
  illusory duplicate of Myrci laughs and says she’s 
  waiting for them in her hut.
  Treasure
  There is a journal (see appendix E, “Journal 
  from Menzoberranzan”) on the floor in front of 
  the drow. The journal details the drow’s mis-
  sion in the swamp.
  S9. Pixie Royalty
  Twinkling lights flutter about happily. Play-
  ful giggles and whispers breach the silent 
  swamp air.
  This enchanted area of the swamp glimmers 
  with sparkles and is home to Princess Binkie 
  (female pixie) and Prince Stinky (male pixie). 
  Their home is a small wooden castle that hangs 
  in the trees. Princess Binkie wears an elegant 
  gown made from squirrel fur and an acorn 
  tiara. Prince Stinky wears a fitted toad skin and 
  a small crown made of rat teeth—these adorn-
  ments cause him to stink!
  
  The Blood Hunter | Chapter 3: The Swamp of Gilgar
  17
  The pixies are shy and giggle when the 
  character enters the area. The character can 
  convince them to come out of hiding with a 
  successful DC 13 Charisma (Persuasion) check. 
  The pixies are curious about the character 
  and inquire about what they are doing in 
  the swamp. If they believe the character is a 
  friend or potential ally of Myrci, they bring the 
  character to her hut in area S11. If they believe 
  the character is a potential threat to Myrci, they 
  cast polymorph on the character, turning them 
  into a rat to take to Myrci in area S11. The pix-
  ies flee if they are attacked.
  S10. Sleeping Manticore
  Loud snoring comes from a sleeping beast 
  that lies off the side of the swamp’s trail. It 
  has a vaguely humanoid head, the body of a 
  lion, a broken pair of dragon’s wings, and a 
  spiked tail.
  When Gilgar the Defiler crossed into this 
  swamp, he brought a manticore with him. This 
  manticore is trapped in the swamp, unable to 
  leave due to Myrci’s magical fog. The manti-
  core’s wings are severely damaged, rendering 
  it unable to fly. A character can sneak past the 
  manticore with a successful DC 11 Dexterity 
  (Stealth) check. On a failure, the manticore 
  wakes up and attacks the character. If the 
  manticore brings the character close to death, 
  it offers to spare them if they promise to help it 
  find a way out of the swamp.
  S11. Myrci’s Skull Hut
  A massive giant’s skull has been repurposed 
  into a quaint home with a small mushroom 
  garden and fish pond out front. 
  Myrci lives inside an ancient giant’s skull. She 
  maintains a small garden of potent mushrooms 
  and a small fishing pond in front of her hut. 
  Ever since Myrci found the drow infant, her 
  home has come under attack from many differ-
  ent forces, to include the Red Wizards of Thay 
  and the drow House of Baenre. Humanoid 
  bones are scattered about the hut; Myrci eats 
  anyone that attacks her hut, the same way a 
  hunter eats their kill.
  Concluding 
  this Chapter
  When the character arrives at area S11, 
  continue to chapter 4.
  The Blood Hunter | Chapter 3: The Swamp of Gilgar
  17
  
  The Blood Hunter | Chapter 4: The Infant
  18
  ChAPter 4: the infAnt
  ChAPter 4: the infAnt
  Estimated Duration: 25 minutes
  Synopsis: The character meets or confronts 
  Myrci, finds the drow infant, and leaves 
  the swamp. 
  Musical Cue: “Fate Calls” by Mikolai Stroinski
  T
  his chapter begins when the char-
  acter arrives at area S11. Myrci 
  Emerald-Eyes (green hag) either 
  greets the character, if she thinks 
  they are an ally, or hides in her hut, 
  if she thinks they are an enemy. 
  Choices Matter
  The drow infant is located in this hut in area 
  S13. The character’s choices leading up to this 
  point influence Myrci’s reaction to them. Below 
  are just a few examples you can modify to best 
  fit the style of play at your table.
  Ally of Myrci. Myrci waits for the character 
  outside her hut in area S11 and greets the 
  character if they appear to be a possible ally. 
  She knows she cannot keep the drow infant 
  forever and asks the character to take the drow 
  infant to safety. Before the character leaves with 
  the child, she asks for their help to kill Gilgar 
  the Defiler in area S5. If the character accepts 
  to help her, she offers them to take a long rest 
  in her hut. After the long rest, she leads them 
  to area S5 and beckons Gilgar the Defiler out 
  from the tower to confront him. Once Gilgar is 
  slain, Myrci offers to join the character on their 
  journey to find a safe haven for the child.
  Thrax the Vicious. If the character joins 
  Thrax the Vicious to enact vengeance on Myrci, 
  she waits inside her hut in area S14 screaming 
  for help. She changes her appearance and 
  pretends to be a victim of Myrci. She attacks the 
  character when the opportunity arises.
  No Ally of Myrci’s. If Myrci determines the 
  character is not her ally, she waits for them in 
  her hut, invisible, and tries to convince them to 
  help her kill Gilgar the Defiler. If the character 
  refuses, she attacks.
  Meeting Myrci 
  Emerald-Eyes 
  When the character meets Myrci, if she is not 
  disguised as a victim in area S14, she shares 
  the following information with them:
  • I hope you aren’t another hero looking to 
  vanquish an evil hag. If you are, I’m afraid 
  you’ll find neither a hero or a hag here.
  • It seems fate smiles upon us. I’ve been 
  waiting for someone to help me escape this 
  place and find a safe haven for myself and a 
  special child. 
  • I do not know who the infant is, I only know 
  that they are destined for a great purpose. 
  Whether it is good or evil I cannot say, but 
  I shall do what I must to see him raised good.
  • You must help me defeat Gilgar the Defiler, 
  then we can escape to find safety far away 
  from this place.
  • The child I speak of is a drow infant. I found 
  him crying deep within the legendary Lost 
  Mine of Phandelver. I was destined to find 
  him, and you were destined to find us.
  
  The Blood Hunter | Chapter 4: The Infant
  19
  Escaping the Magic Fog 
  The magic fog keeping creatures in the swamp 
  dissipates if Myrci is killed or if she commands 
  the fog to leave the swamp. The character is 
  unable to leave the swamp until Myrci’s magical 
  fog is gone.
  Myrci’s Skull Hut 
  Locations
  The following location descriptions correspond 
  to map 4, “Myrci’s Skull Hut” (see appendix B 
  for player map).
  S12. Living Quarters
  Bones and meat litter the kitchen floor near 
  a staircase leading down. In one corner of 
  the room is a comfortable plush chair near a 
  bookcase. 
  The meat and bones are from those foolish 
  enough to attack Myrci in her swamp. She only 
  kills in self defense, but she cooks her kills 
  afterwards. Her favorite dish is soft belly intes-
  tine stew. The books in the bookcase cover a 
  plethora of topics, from the ecology of swamps 
  to poems about Waterdeep.
  S13. Bedroom
  A drow infant with large adorable eyes and 
  dimples coos, giggles, and rolls gently from 
  side to side in a bed with blue sheets. At the 
  foot of the bed is a large wooden chest near 
  a desk covered with items.
  The drow infant (commoner) is the child 
  Mordenkainen sent the character to retrieve. 
  When the infant sees the character, he holds out 
  his arms as if asking to be picked up.
  Map 4: Myrci,s Skull Hut (DM Map)
  1 square = 5 feet
  S12
  S12
  S13
  S13
  S14
  S14
  
  20
  The wooden chest is bolted to the ground and 
  covers a secret passage to area S14. Opening 
  the chest reveals a ladder that leads to area S14. 
  If Myrci is hiding downstairs and pretending 
  to be a victim, her cries for help are audible in 
  this area.
  S14. Cellar
  The smell of pungent meat wafts through 
  a dank, humid tunnel. 
  This tunnel leads to a meat preparation room 
  with two holding cells. Each cell has metal bars 
  and a lock that requires a cell key. Myrci carries 
  the cell key, or if she is pretending to be a vic-
  tim, she leaves the cell key on the meat cutting 
  table in the center of the room. The cell locks 
  can be picked with a successful DC 15 Dexter-
  ity check using thieves’ tools. The table in the 
  center of the room is used to chop up humanoid 
  meat from those Myrci kills in self defense. 
  Humanoid bones litter the floor in the cells. 
  Myrci has been too busy taking care of the drow 
  child to clean the cells.
  Concluding 
  the Adventure
  There are multiple ways to end this adventure 
  depending on the actions of the character. 
  Use the possibilities below to conclude the 
  adventure.
  Confronting Gilgar the Defiler. The charac-
  ter joins Myrci to confront Gilgar the Defiler in 
  area S5. Myrci releases Gilgar from the sub-
  merged tower. The character must defeat Gilgar 
  the Defiler (wraith) and the two specters. Once 
  Gilgar is defeated, the magical fog clears, and 
  the character may leave the swamp with the 
  infant. The adventure ends once the character 
  leaves the swamp. 
  Killing Myrci. If the character kills Myrci, the 
  magical fog leaves the swamp. Gilgar the De-
  filer (wraith) and the two specters are released 
  from the submerged tower in area S5, drawn 
  to the drow infant, and confront the character. 
  The character may attempt to flee from Gilgar 
  the Defiler and escape the swamp, or they may 
  decide to confront him. The adventure ends 
  once the character leaves the swamp.
  Regardless of which ending your character 
  choose, read or paraphrase the following to end 
  the adventure:
  You are a Blood Hunter. Feared by even the 
  most vile monstrosities throughout Faerun. 
  Today however, your fate and that of this 
  infant are eternally bound. Only you can 
  decide what happens next. Your choices 
  alone keep the Balance in check. Such is 
  the burden of life as a Blood Hunter.
  What Happens Next?
  This adventure was designed as a “pilot” to test 
  new design techniques for adventures devel-
  oped around a specific class for one Dungeon 
  Master and one player. At the time of publica-
  tion, a sequel is not confirmed, however below 
  are story hooks regarding who the infant is and 
  where the story might continue, should you 
  wish to play this storyline on your own.
  Nezznar the Black Spider. The infant is 
  the reincarnation of Nezznar the Black Spider, 
  a drow mage killed by a group of adventures in 
  Wave Echo Cave. (The Black Spider is the main 
  villain in Lost Mine of Phandelver.) Nezznar 
  was a devoted follower of Lolth, the Demon 
  
  The Blood Hunter | Chapter 4: The Infant
  21
  Queen of Spiders. When he died, Lolth claimed 
  his soul and reincarnated him on the Material 
  Plane. Her reasons are unknown, but the Spi-
  der Queen is known to weave long, complicated 
  webs incapable of comprehension.
  The infant is truly an innocent being; even 
  if he is the reincarnation of Nezznar, there is 
  no guarantee that he will grow up to be evil or 
  good. Whatever he becomes, fate has decided 
  he must live and the character must keep 
  him safe. 
  Selvetarm, the Spider that Waits. The 
  infant is infused with the essence of Selvetarm, 
  the enslaved champion of Lolth known as 
  the Spider that Waits. Selvetarm is the god 
  of warriors and patron of male drow. Prior to 
  Selvetarm’s enslavement to Lolth, he became 
  attracted to the goodness of Eilistraee, the Dark 
  Maiden. Selvetarm went on to confront and 
  defeat Zanassu, a demon lord, but at great cost. 
  In his weakened state after the great battle, 
  Lolth corrupted Selvetarm and captured him. 
  She now keeps him trapped in her unbreakable 
  webs for eternity. His hatred for Lolth grew so 
  great, a piece of his essence manifested into the 
  drow infant. 
  Halaster’s Clone. For over a thousand years, 
  the Mad Mage Halaster Blackcloak has ruled 
  Undermountain, the labyrinthine dungeon 
  beneath Waterdeep. During that time he has 
  created untold numbers of clones of himself. 
  Unable to resist experimentation, he often 
  tinkered with new versions of spells, creating 
  clones in areas of wild magic. As a result, his 
  clones took many forms, differing from Halaster 
  in appearance, race, gender, and personality. 
  These clones were kept in stasis, hidden in 
  places throughout Undermountain and the 
  lower reaches of Waterdeep. But on occasion, 
  intruders have found their way into some of 
  these secret workshops. One group of adventur-
  ers found an infant drow in a magical workshop 
  and decided to rescue it. They used one of 
  Undermountain’s many portals to stow the child 
  somewhere they believed to be safer, but were 
  destroyed before they could return for it. The in-
  fant drow is and is not Halaster, containing both 
  his powerful potential for magic and a fraction 
  of his disturbed personality.
  Child of an Evil Avatar. While incarnated 
  in the mortal world in the body of an avatar, 
  an evil deity sowed a child with a mortal. The 
  infant is that child. Such half-divine children 
  can become important to a god’s long-term 
  plans. Although the dark gods Bane and Bhaal 
  were destroyed during the crisis known as the 
  Time of Troubles, both returned from death by 
  using their own progeny as vessels. In fact, that 
  seems to have been their plan all along. This 
  drow child could be the scion of any evil deity 
  you choose.
  Potential Enemies. As alluded to in the 
  adventure, two evil factions are also seeking 
  out the infant. The first is Gromph Baenre, the 
  Archmage of Menzoberranzan and the second 
  is the Szass Tam, leader of the Red Wizards 
  of Thay. Each faction seeks to use the child for 
  their own nefarious purposes.
  Victory Song
  When the adventure is complete, play 
  “Toss a Coin to your Witcher—Metal Version” 
  by Dan Vasc.
  
  The Blood Hunter | Appendix A: Blood Hunter Contract
  22
  APPendix A: Blood hunter ContrACt
  APPendix A: Blood hunter ContrACt
  Blood Hunter m
  During the last full moon, two local teenagers 
  on a romantic stroll near our magnificent town of 
  Phandalin were horrifically attacked and torn 
  apart by a dreadful werewolf! I am asking for your 
  assistance. Track down and slay this vile monstros-
  ity, so that Phandalin shall be safe once more. 
   Payment of 100 gp is promised if you bring the 
  werewolf’s head or other evidence of its death to me 
  at the Townmaster’s Hall in Phandalin.
  Please don’t let me down, I do not wish more of 
  our people to die at the hands of this foul beast!
  Sincerely,
  Harbin Wester
   Illustrious Townmaster of Phandalin
  
  The Blood Hunter | Appendix B: Player Maps
  23
  APPendix B: PlAyer mAPS
  APPendix B: PlAyer mAPS
  Map 1: Amfrey,s Cottage
  1 square = 5 feet
  1 square = 5 feet
  
  The Blood Hunter | Appendix B: Player Maps
  24
  Map 2: Phandalin
   
  0 
  100 
  200
  0 
  100 
  200
  Feet
  Feet
  Stonehill
  Stonehill
  Inn
  Inn
  Townmaster’s
  Townmaster’s
  Hall
  Hall
  Triboar Trail
  Triboar Trail
  Miner’s Trail
  Miner’s Trail
  
  The Blood Hunter | Appendix B: Player Maps
  25
  Map 3: The Swamp of Gilgar
  0 
  100 
  200
  0 
  100 
  200
  Feet
  Feet
  
  The Blood Hunter | Appendix B: Player Maps
  26
  Map 4: Myrci,s Skull Hut
  1 square = 5 feet
  
  The Blood Hunter | Appendix C: Historian’s Journal
  27
  APPendix C: hiStoriAn’S JournAl
  APPendix C: hiStoriAn’S JournAl
  The Swamp of Gilgar
  d
  I have set out to explore the myths regarding the malicious 
  hobgoblin warlord Gilgar the Defiler and his legion ’s 
  campaign through these swamps in search of the Lost Mine 
  of Phandelver. 
  During my last visit to Candlekeep, I came across an aging 
  grimoire describing events of Gilgar’s time in the swamp. 
  The grimoire explained that Gilgar the Defiler stumbled 
  upon a coven of hags. Seeing their beauty and power, he grew 
  obsessed and assaulted the hags with his legion in an attempt to 
  subjugate them. He believed they would help him find the legendary 
  lost mine and all the riches within. 
  During his assault, Gilgar massacred the hags and laughed 
  atop their mutilated corpses. Scholars claim a magical fog filled the 
  swamp after Gilgar defiled the corpses. When the fog cleared, all 
  the hobgoblins were found brutally slain and Gilgar was found 
  dead, with his entrails shoved down his throat. 
  It is believed that Gilgar the Defiler and his legion are 
  cursed to wander the swamp as twisted undead creatures for all 
  eternity. Whatever the truth is, I shall find it.
   
   
  D
  
  28
  The Blood Hunter |  Appendix D: Journal from Thay 
  Appendix E: Journal from Menzoberranzan
  APPendix d: JournAl from thAy
  APPendix d: JournAl from thAy
  APPendix e: JournAl from menzoBerrAnzAn
  APPendix e: JournAl from menzoBerrAnzAn
  At long last my worth is being recognized.
  I’ll show them all that I am capable of finding  
  the infant and bringing it back to our liege in Thay. 
  Elastor better watch his back. When I return with the 
  prize I’ll be able to tear his head from his body, and 
  there will be no one to stop me this time!
   
  — Z  
  I am curious to know why House Baenre has sent me to the 
  surface looking for an infant. Why bother with such a thing? 
  Regardless, I  plan on being quick so I can return home.
  I’ve heard rumors of a war brewing in Menzoberranzan, 
  and I’ll be damned if I’ll miss the chance to crack a few skulls.  
  House Baenre shall get its due, of course.
  But I’ll get mine, too. 
   
  H.   
  
  The Blood Hunter | Appendix F: Olos Bigbottom Stat Block 
  29
  APPendix f: oloS BiGBottom StAt BloCK 
  APPendix f: oloS BiGBottom StAt BloCK 
  Olos Bigbottom
  5th-level Small humanoid (halfling)
  —
  Armor Class 14 (studded leather)
  Hit Points 39 (6d8 + 12)
  Speed 25 ft.
  —
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 14 (+2) 14 (+2) 13 (+1) 12 (+1) 17 (+3)
  —
  Saving Throws Dex +5, Cha +6
  Skills History +4, Performance +6, Persuasion +6
  Senses Passive Perception 11
  Languages Common, Halfling
  —
  By Popular Demand. Among friendly humanoids, 
  a minstrel can always find a place to perform 
  songs of their companions’ triumphs and 
  misfortunes, earning their party free lodging and 
  food of a modest standard.
  Brave. Olos has advantage on saving throws 
  against being frightened.
  Halfling Nimbleness. Olos can move through 
  the space of any creature that is of a size 
  larger than his.
  Lucky. When Olos rolls a 1 on the d20 for an attack 
  roll, ability check, or saving throw, he can reroll the 
  die and must use the new roll.
  Song of Rest. When the minstrel performs 
  soothing music during a short rest, they and any 
  companions regain an extra 1d6 hit points.
  The Ballad of Olos Bigbottom
  Olos Bigbottom, he travels the Sword Coast;
  He never leaves his friends behind. 
  He travels with Blood Hunters 
  Who kill monsters with their blood, 
  Flaming swords and hemocraft,
  While he plays his epic lute, 
  He’s Olos... Olos Bigbottom!
  Olos Bigbottom, He’s very handsome.
  Everyone’s desires him, plus he’s per-
  fect company.
  Watch out! He’s Olos... Olos Bigbottom!
  Olos... Olos Bigbottom!
  Inspired by “The Ballad of Joxer the Mighty” 
  by Joseph Loduca
  Actions
  Hand Crossbow. Ranged Weapon Attack: +6 to 
  hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) 
  piercing damage.
  Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one creature. Hit: 7 (1d8 + 3) piercing damage.
  Satirical Song. A creature within 60 feet must 
  succeed on a DC 14 Wisdom saving throw or take 
  2 (1d4) psychic damage and have disadvantage on 
  the next attack roll it takes before the end of its 
  next turn.
  Reactions
  Inspiring Song or Distracting Chords (3/day). 
  When an ally within 60 feet of Olos who can 
  hear him makes an ability check, attack roll, 
  or saving throw, the minstrel adds 1d6 to the 
  roll. Alternatively, Olos may target one creature 
  within 60 feet who can hear him and make them 
  subtract 1d6 from their ability check, attack roll, 
  or saving throw.
  
  The Blood Hunter | Appendix G: Minstrel Sidekick Stat Block
  30
  APPendix G: minStrel SideKiCK StAt BloCK
  APPendix G: minStrel SideKiCK StAt BloCK
  Minstrel
  1st-level Medium humanoid
  —
  Armor Class 14 (studded leather)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
  —
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10  (+0) 14 (+2) 14 (+2) 13 (+1) 12 (+1) 15 (+2)
  —
  Saving Throws Dex +4, Cha +4
  Skills History +3, Performance +4, Persuasion +4
  Senses Passive Perception 11
  Languages Common (plus one of your choice)
  —
  By Popular Demand. Among friendly humanoids, 
  a minstrel can always find a place to perform 
  songs of their companions’ triumphs and 
  misfortunes, earning their party free lodging 
  and food of a modest standard.
  Actions
  Hand Crossbow. Ranged Weapon Attack: +4 to 
  hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) 
  piercing damage.
  Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one creature. Hit: 6 (1d8 + 2) piercing damage.
  Satirical Song. A creature within 60 feet must 
  succeed on a DC 12 Wisdom saving throw or take 
  2 (1d4) psychic damage and have disadvantage on 
  the next attack roll it takes before the end of its 
  next turn.
  Reactions
  Inspiring Song. When an ally within 60 feet of 
  the minstrel who can hear them makes an ability 
  check, attack roll, or saving throw, the minstrel 
  adds 1d6 to the roll. This ability may only be used 
  twice between each long rest.
  Minstrel Beyond 1st Level
  Level Hit Points
  New Features
  2nd
  19 (3d8+6)
  Song of Rest. When the minstrel performs soothing music during a short rest, they and 
  any companions regain an extra 1d6 hit points.
  3rd
  26 (4d8+8)
  Distracting Chords. The minstrel may use their Inspiring Song reaction to instead 
  subtract 1d6 from the ability check, attack roll, or saving throw from an enemy within 
  60 feet who can hear them.
  4th
  32 (5d8+10)
  Ability Score Improvement. The minstrel’s Charisma score increases by 2, raising the 
  modifier by 1, so increase the minstrel’s Charisma Saving Throw, Performance and 
  Persuasion bonuses by 1. The DC for the Wisdom save of the minstrel’s Satirical Song 
  increases to 13. The minstrel now has three uses of the Inspiring Song or Distracting 
  Chords reaction. 
  5th
  39 (6d8+12)
  Proficiency Bonus. The minstrel’s proficiency bonus increases by 1, so make the 
  following changes in the stat block: increase the bonus in the Saving Throws and Skills 
  entries by 1. Increase the bonuses to hit of the weapon attacks by 1. The DC for the 
  Wisdom save of the minstrel’s Satirical Song increases to 14.
  6th
  45 (7d8+14)
  Potent Satire. The damage from the minstrel’s Satirical Song increases to 2d4.
  
  The Blood Hunter | Appendix H: Blood Hunter Concoctions
  31
  APPendix h: Blood hunter ConCoCtionS
  APPendix h: Blood hunter ConCoCtionS
  B
  lood Hunters utilize hemocraft and 
  corrupted alchemy to harness the 
  essence of their slain enemies in 
  concoctions that modify their capa-
  bilities in battle. These concoctions 
  only work on those who have undergone the 
  process of the Hunter’s Bane.
  Harvesting the essence of a dead creature 
  requires 1d6 minutes followed by a Intelligence 
  (Nature) check with a DC determined by the 
  CR of the creature being harvested (proficiency 
  with the alchemist’s supplies applies to this 
  check if the character doesn’t have proficiency 
  in Nature). On a successful check, the character 
  harvests the essence of the slain creature. On a 
  failed check, the character is unable to harvest 
  the slain creature’s essence. If a creature is 
  dead for 1 hour, their essence becomes unhar-
  vestable. Consuming a concoction requires a 
  bonus action.
  Harvesting check DC = 10 + monster CR
  Crafting Time. Characters can craft a single 
  concoction after finishing a short or long rest. 
  Crafting Components. Crafting a concoction 
  requires the essence of a creature, hit dice, and 
  minor components expressed in terms of gold 
  pieces (gp). The crafting process consumes all 
  of these components.
  Required Proficiency and Tools. Concoc-
  tions are crafted using alchemist’s supplies. 
  Concoction Effects. A Blood Hunter’s biolo-
  gy is only capable of absorbing the effects of one 
  concoction at a time. Consuming an additional 
  concoction flushes the current concoction’s 
  effects from the Blood Hunter’s system and ap-
  plies the effects of the most recently consumed 
  concoction.
  Hemocraft and Crafting Concoctions. 
  When crafting a concoction, Blood Hunters use 
  hemocraft to mix their Hunter’s Bane infused 
  blood with the components of a concoction for-
  mula. This process consumes a certain amount 
  of Hit Dice determined by the concoction 
  formula. These Hit Dice cannot be regained 
  until the character consumes the concoction or 
  the concoction is permanently lost or destroyed. 
  Concoction Types
  Concoctions can be crafted from hundreds of 
  different creature essences. Concoctions that 
  can be crafted from more than one type of crea-
  ture’s essence are called versatile concoctions.
  The resulting concoctions are only super-
  ficially different. For example, an amphibious 
  concoction brewed using the essence of a giant 
  toad might be more viscous than one brewed 
  with the essence of a green hag, but their effects 
  are identical.
  Bullywug Concoctions
  Swamp Camouflage
  Drow Concoctions
  Fey Ancestry
  Giant Toad Concoctions
  Amphibious
  Standing Leap
  Green Hag Concoctions
  Amphibious
  Illusory Appearance
  Invisible Passage
  Mimicry
  Shambling Mound Concoctions
  Lightning Absorption
  Specter Concoctions
  Incorporeal Movement
  Werewolf Concoctions
  Keen Senses
  Lycanthropy Antidote
  Wight Concoctions
  Create Zombie
  Will-o’-Wisp Concoctions
  Incorporeal Movement
  Invisibility
  Wraith Concoctions
  Create Specter
  Create Zombie
  Incorporeal Movement
  
  The Blood Hunter | Appendix H: Blood Hunter Concoctions
  32
  Concoction Formulas
  The following concoction formulas are known 
  by all Blood Hunters.
  Amphibious
  Versatile concoction (giant toad or green hag)
  Crafting Components:  Essence of a giant toad 
  or green hag, one Hit Die, and 100 gp
  Duration:  1 hour
  When you drink this concoction, you can 
  breathe air and water.
  Create Specter
  Wraith concoction
  Crafting Components:  Essence of a wraith, 
  three Hit Dice, and 500 gp
  Duration:  1 minute
  When you drink this concoction and target a 
  humanoid creature within 10 feet of you that 
  has been dead for no longer than 1 minute 
  and died violently, the target’s spirit rises as 
  a specter in the space of its corpse or in the 
  nearest unoccupied space. The specter is under 
  your control for 24 hours, after which it stops 
  obeying any command you’ve given it. You can 
  have no more than two specters under your 
  control at one time.
  Create Zombie
  Versatile concoction (wight or wraith)
  Crafting Components:  Essence of a wight or 
  wraith, two Hit Dice, and 100 gp
  Duration:  1 minute
  When you drink this concoction and slay a 
  humanoid creature with a melee attack, it rises 
  1 minute later as a zombie under your control 
  for 24 hours, after which it stops obeying any 
  command you’ve given it. You can have no more 
  than two zombies under your control at a time.
  Fey Ancestry
  Drow concoction
  Crafting Components:  Essence of a drow, 
  one Hit Die, and 100 gp
  Duration:  1 hour
  When you drink this concoction, you gain 
  advantage on saving throws against being 
  charmed, and magic can’t put you to sleep.
  Illusory Appearance
  Green hag concoction
  Crafting Components:  Essence of a green hag, 
  one Hit Die, and 50 gp
  Duration:  1 hour
  When you drink this concoction, you cover 
  yourself and anything you are wearing or carry-
  ing with a magical illusion that makes you look 
  like another creature of your general size and 
  humanoid shape. The illusion ends if you take a 
  bonus action to end it or if you die.
  The changes wrought by this effect fail to 
  hold up to physical inspection. For example, you 
  could appear to have no hair on your head, but 
  someone touching your head would feel hair 
  if you had it. Otherwise, a creature must take 
  an action to visually inspect the illusion and 
  succeed on a DC 20 Intelligence (Investigation) 
  check to discern that you are disguised.
  Incorporeal Movement
  Versatile concoction (specter, will-o’-wisp, 
  or wraith)
  Crafting Components:  Essence of a specter, 
  wraith, or will-o’-wisp; two Hit Dice; 
  and 100 gp
  Duration:  10 minutes
  When you drink this concoction, you can move 
  through other creatures and objects as if they 
  were difficult terrain. You take 5 (1d10) force 
  damage if you end your turn inside an object.
  Invisibility
  Versatile concoction (specter or will-o’-wisp)
  Crafting Components:  Essence of a specter 
  or will-o’-wisp, one Hit Die, and 100 gp
  Duration:  1 hour
  When you drink this concoction, you become 
  invisible. Anything you are wearing or carry-
  ing is invisible as long as it is on your person. 
  This effect ends if you attack or cast a spell.
  
  The Blood Hunter | Appendix H: Blood Hunter Concoctions
  33
  Invisible Passage
  Green hag concoction
  Crafting Components:  Essence of a green hag, 
  one Hit Die, and 200 gp
  Duration:  1 hour
  When you drink this concoction, you magically 
  turn invisible until you attack or cast a spell. 
  While invisible, you leave no physical evidence 
  of your passage, so you can be tracked only by 
  magic. Any equipment you wear or carry is also 
  invisible.
  Lycanthropy Antidote
  Werewolf concoction
  Crafting Components:  Essence of a werewolf 
  and 100 gp
  Duration:  Instantaneous
  When you drink this concoction, it removes 
  the curse of lycanthropy from you if that curse 
  was imposed by a lycanthrope’s bite or simi-
  lar effect.
  Keen Senses
  Werewolf concoction
  Crafting Components:  Essence of a werewolf, 
  one Hit Die, and 50 gp
  Duration:  1 hour
  When you drink this concoction, you gain 
  advantage on Wisdom (Perception) checks that 
  rely on hearing or smell.
  Lightning Absorption
  Shambling mound concoction
  Crafting Components:  Essence of a shambling 
  mound, one Hit Die, mound and 500 gp
  Duration:  1 minute
  When you drink this concoction, whenever you 
  are subjected to lightning damage, you take no 
  damage and regain a number of hit points equal 
  to the lightning damage dealt.
  Mimicry
  Green hag concoction
  Crafting Components:  Essence of a green hag, 
  one Hit Die, and 50 gp.
  Duration:  1 hour
  When you drink this concoction, you can 
  mimic animal sounds and humanoid voices. 
  A creature that hears the sounds can tell they 
  are imitations with a successful DC 14 Wisdom 
  (Insight) check.
  Standing Leap
  Giant toad concoction
  Crafting Components:  Essence of a giant toad, 
  one Hit Die, and 25 gp
  Duration:  1 minute
  When you drink this concoction, your long jump 
  is up to 20 feet and your high jump is up to 10 
  feet, with or without a running jump.
  Swamp Camouflage
  Bullywug concoction
  Crafting Components:  Essence of a bullywug, 
  one Hit Die, and 50 gp
  Duration:  1 hour
   When you drink this concoction, you gain 
  advantage on Dexterity (Stealth) checks made 
  to hide in swampy terrain.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/The Blood Hunter.pdf