With Annotations by "S"
With Annotations by "S"
With Annotations by "S"
1
What Is Kalidnay? CREDITS
Kalidnay is a domain of dread nested in the Writer: Catherine Evans
Mists of Ravenloft. More specifically, it is one Producer: Oliver Clegg
of the “Islands Of Terror”. Each “island” is Editing: Ken Carcas
surrounded by an environment that isolates it, Art: Thakok-An commissioned privately from
just as The Mists seal off Barovia. In the case Gretchen Meinzen, other graphics fonts and
of Kalidnay, this is a sea of silt - because in various assets from Licensed through creative
Kalidnay, a small, precarious, desert domain, commons, Adobe Stock Services, Unity, Creative
water is more precious than gold, and gold is Market and others, individual licenses available
as rare as a kind-hearted stranger. on request. Some artwork © 2015 Dean Spen-
cer, used with permission. All rights reserved.
The world that spawned Kalidnay is a harsh
one; all deserts, monsters, and powerful
sorcerer-kings willing to destroy the world
and its people in their quest for power. Magic
corrupts the landscape and kills onlookers,
but psionic powers are so common they’re not
worth remarking on. Residents of the domain You’ll find some of my notes
protect themselves with weapons made of bone throughout. they’ll look a little
or stone, and everything is dangerous. like this, though i do tend to write
The Darklord, Thakok-An, does what she can on whatever comes to hand.
to preserve the precarious state of nature that
lets life persist here, but it’s always
balanced on a knife-edge.
pay attention. i might just save
your life.
S
What to Expect
Unlike other domains of Ravenloft,
Kalidnay’s Darklord is only one
of the possible threats characters
will face here. The biggest
challenge is surviving in a world
where even water has a price.
Finding safety, and figuring out
how to exist without falling into
slavery or being sacrificed in the
arena, is an adventure in itself,
but corrupt officials with an iota
of power, twisted magic, and
desiccated undead all offer a range
of story possibilities. This is not
to downplay the danger Thakok-
An poses. Outsiders threaten the
status-quo she works so hard to
maintain. They can either serve
her or oppose her. And if they
oppose her, they cannot be allowed
to live.
2
You know, in some ways I really do admire
Thakok-An, thakok-an. she has a vision, and she
executes it. naturally she executes a lot
Darklord of of people too, but that’s just the cost of
doing business.
Kalidnay
Is loyalty a crime? If so, it’s a disappointingly Thakok-An lost consciousness during the
rare one. But loyalty to the sorcerer-king Kalid- ziggurat’s collapse. When she recovered, she
Ma is what brought Thakok-An, and the city found little was left of Kalid-Ma’s kingdom.
she stewards for him, into The Mists. Kalidnay City, the distant lights of the farming
town of Artan-Ak… and little else. A few dozen
The world Kalidnay came from is a hard one. A miles of desert surrounded by the great,
desert wasteland, where city-states make war impassable, Silt Sea. Worse, Kalid-Ma had not
for power and resources and mighty sorcerer- ascended. He too was unconscious - and he
kings seek to become ‘Dragons,’ ascending to a did not wake up.
form more powerful than humans can conceive
of. Magic in that world draws its power from Kalid-Ma slumbers still, in a chamber beneath
the land, sucking it dry of life and fertility, and the palace, watched over by Thakok-An and the
the magic of the sorcerer-kings, being most most loyal of her Templars.
powerful, requires the most fuel. Most of these
rulers are cruel, selfish creatures who run Her only goals now are to steward Kalidnay
their kingdoms only as a means of channelling safely through this dark disaster, until its
resources to themselves. They care little for sorcerer-king awakes and restores things to
their cities, leaving their management to their the way they were. To do so, she keeps him
priesthood, the Templars. nourished on the life force of the people who
die in the city’s arena and ensures there is
Kalid-Ma was different. While his laws were something left for him to reclaim.
harsh, they were fair, and every citizen
was equal under them. There was little
corruption, nepotism, or privilege, and Kalid-
Ma was respected, if not loved.
4
Settlements Leadership
Kalidnay City is Thakok-An’s stronghold and
seat of power. She is a very hands-on ruler, but
even she has to delegate. She is very careful in
her choices, relying on a Chief Templar she has
Kalidnay City - known since her youth, and the only woman
more obsessed with keeping the city running
than Thakok-An herself.
Silent Metropolis Thakok-An
The people fear me, but they do not realise: I am
only a caretaker, stewarding this skeleton of a Thakok-An is a pragmatic survivor who wants
city until Kalid-Ma wakes once more. only to safeguard Kalidnay until - or in case
---Thakok-An - Kalid-Ma wakes from his sleep. She has
learned that the best way to keep the city-state
On the night Thakok-An conducted her great in balance is to trust no one, as well as playing
sacrifice and the Dark Powers claimed the her enemies off against one another. Her
city-state, there were fifteen-thousand people greatest fear is magic-users. A single one would
living in Kalidnay City. Since the ritual, the be powerful enough to destroy Kalidnay…
population stands at around 2,500. Most of so she seeks them out and destroys them
the city is an empty, lifeless, monument to wherever she can.
former splendor. Dust and sand build up in
the streets and even the poorest city-folk live in Outsiders are of great interest to Thakok-An.
luxurious homes that they have claimed from Opening up the borders of the domain would
the dead. make Kalidnay a much safer, less precarious,
place to live. If people can get in, then there
Those in the districts that are still populated must be a way for her to reach out. Of course,
live well, compared to people elsewhere in if there is even the slightest hint that a party
the domain. The city still has working wells of adventurers contains mages, or might plot
supplying clean water, though it is rationed, against her, she will execute them in the arena
and most of the food produced in Artan-Ak first and ask questions later.
is sent here to feed the city-dwellers. There is
a marketplace, selling food and goods either For more information on Thakok-An, see
hand-made or plundered from the tomb-like Thakok-An, Darklord of Kalidnay.
empty sections of the city. Musicians, the
occasional bard, and of course the arena, Gennet
provide entertainment. The weekly day of arena Very few people could be said to have profited
combat is both the main public event and the from the cataclysm that threw Kalidnay into
way Thakok-An deals with criminals. Ravenloft, but Gennet (LE male mummy lord)
did. He is now Chief Templar, after all. He is
Kalidnay City is loyal to Thakok-An; it can’t unaware that it is Thakok-An who now grants
afford not to be. She ensures that water flows
and food trickles in, and she keeps her people
safe from magic that could end all life in
Kalidnay. And then, of course, there is Kalid-
Ma. The populace believes that Thakok-An still
hears from him in her dreams. Her orders are
his will made manifest, and the people would
prefer not to anger even a sleeping god.
p l a i n i n g about the
m
a lot of co dying of thirst. my
people do ’m
a t e r i n k alidnay. “i hree weeks.” and so
w t
b y h a s n ’t washed in v e t ho u g ht of that
ba ha
t h e y r e a lly should nts.
on. e came peasa 5
e t h e y b
befor
him spells, as Kalid-Ma used to, and believes two types of combatants:
himself still in direct service to the Sorcerer • Prisoners - whose role is to die
King. If he ever learned that Kalid-Ma does not horribly to the rousing cheers of the
speak, even in dreams, he might finally start to audience
question Thakok-An’s leadership. • Gladiators - who are tough,
trained professionals with a track record
For the time being, Gennet is a loyal, tireless of victory and legions of fans. Citizens
servant of the state. To the extent that people send them love letters and gifts, and it is
dare jest about the Chief Templar at all, it is said that their sweat, properly collected,
joked that he never sleeps; that at any time of is a powerful aphrodisiac.
day or night, he might be found wandering the
palace or the streets, looking for any sign of There are roughly twenty professional
dissent or disloyalty. gladiators ‘stabled’ at the arena. Most of them
are relative newcomers: a short-lived attempt
And it is true. Gennet hasn’t slept since the at rebellion five years ago, led by the gladiator
night of Thakok-An’s sacrifice. Or breathed. Orek, gave Thakok-An and Gennet cause to
He died that night, every drop of life sucked execute many of the veteran fighters, and some
out of him and leaving a desiccated husk of a of their noble fans, too. Orek wanted to stop
person with leathery skin, fleshless lips, and the bloody, wholesale slaughter in the arena.
round, staring eyes. Death did not interfere That cannot be allowed. The blood must flow,
with his duty, however, and so he presses on. to keep Kalid-Ma fed.
While Gennet is conscious and rational, he
has absolutely no imagination and he does not
question orders. Once he has cause to suspect
someone of being a danger to the state, he will
not cease from hunting them down.
Inara-Ves
Inara-Ves (LE human female, Kalidnay
commoner) is the ‘Mayor’ of Kalidnay City.
While Thakok-An is theoretically responsible
for ensuring there are resources, and that
people survive to partake of them, Inara-Ves is
the woman who calculates water rations and
knows how many days away the city is from
famine.
Kiri-Talat
Kiri-Talat (CG female blue dragonborn
gladiator; armed with net and trident) walked
out of the Empty Districts one day without
a word of explanation, presenting herself
at the arena looking for work. Mutations
occur infrequently in Kalidnay I can’t say for sure, but i would hazard
bloodlines - usually minor things, like that the mutations i witnessed in
an extra finger or a patch of scales
- but Kiri-Talat takes them to new
kalidnay were almost all the result of
levels. suppressed sorcerer bloodlines trying
to assert themselves. 7
immediately as excellent tools. Kellar and the the arena. One is in the empty districts and
others know full well that their choices are is sealed over, being extremely hazardous to
loyalty to Thakok-An, or death. They are not reach. The other two are accessible for general
good people forced into a difficult position. use by the citizens. Except for the palace and
They are not desperately hunting for a way arena, rationing is in effect, but it is much
out of their deal. They agree with Thakok- more generous than in Artan-Ak.
An’s position on mages, fully believing that
mages should not be allowed to live, and count Not a drop to drink
themselves as the only exceptions. They form a
tight-knit family who trust one another as they Citizens of Kalidnay City are entitled to a ration
trust no one else. of water per person, per day. A single ration
is enough for drinking, food preparation, and
basic sanitation needs. A small number of
City Environment: the Wasteland businesses are allowed separate rations for
Nothing grows in Kalidnay City. There is not customers.
one single cactus, vine, or potted plant. The
land outside the city is utterly barren. This An individual can collect water on behalf
is common knowledge. Fewer people realize, of an entire household; people are simply
or understand, that corpses do not decay in asked to show their water tokens at the well.
the city: they desiccate and mummify, but the These ceramic rectangles are issued at the
microscopic organisms that would usually beginning of each month, and whenever they
feed on them are few in number here. Like the are presented at a well, a chip is knocked out
plants, their life force goes to feed Kalid-Ma. of them to mark off that day’s ration.
8
Locations
If a person has no token, they get no water.
The authorities don’t particularly care whether
every person gets their share; their concern 1a. The Market
is that no more than the prescribed volume The marketplace is the literal and figurative
of water is doled out every day. This leads to centre of Kalidnay City. The round plaza is one
several major issues: of the few places that can ever be described
● Deprivation. Large households often as ‘bustling.’ The market is divided into three
do not distribute their water rations equally sections:
amongst members. Nobles bathe, servants
thirst. 1. The Main Market: reputable
● Resale. Some households deliberately stallholders sell produce brought in from
limit their own usage so that they can sell Artan-Ak - either in large volumes to other
water to others. This is the only way for those businesses, or in small amounts to individuals
without water tokens (which are issued only - and wares crafted in Kalidnay City itself.
to citizens registered at the palace) to obtain The latter range from clothing, to tools, to
drinking water in Kalidnay City, and prices are occasional weapons and armor. No metal is
whatever the vendor wishes to charge. available, and the flash of a metal coin - let
● Death and Disease. Heatstroke, alone metal armor or weapons - is enough to
dehydration, and unsanitary conditions kill attract the attention of serious, organised,
every day. bands of criminals (1d6+3 thugs and 1d4
spies).
Rumours on the Streets
We are all dead, but some of us don’t know 2. The Dust Market: this collection of
it. Somewhat true. Gennet is not the only traders fill the streets and alleyways that feed
mummy walking amongst the living. Anyone in into the main plaza. They sell goods scavenged
robes and veils that hide their face should be up from the empty districts. These can be
treated with suspicion. Unfortunately, between as innocuous as furniture or as exciting as
the climate and the prevailing fashion trends, ancient magical items. Whatever is on offer, the
this describes roughly half the population. vendor faced great dangers to obtain it (or paid
someone else to), and the prices run from three
Kalid-Ma speaks to Thakok-An less often to ten times higher than comparable items in
than he used to. Partially true, in that the the Player’s Handbook and other published
sleeping sorcerer-king doesn’t speak to Thakok- sources.
An at all. • Traders in the Dust Market
are frequently denizens of the Empty
We are running out of water. Water rations Districts themselves. Like everyone
fluctuate, based on Inara-Ves’ current level of who lives there, they are Kalidnay
paranoia, and there is a real long-term risk of mummies.
this, but it is currently not true. Occasionally
this rumor gains a stronger hold than usual, 3. The Slave Market: once every ten
at which point there may be riots - followed by days, all other commerce pauses, and the
arrests and executions. marketplace is taken over by the slave market.
Humans - and occasionally other races - are
Thakok-An feeds on the blood and fear of corralled in pens and auctioned off. Most of the
those who die in the arena. Not Thakok-An, people sold here are minor criminals (debtors,
but Kalid-Ma. vandals, or guilty of other crimes that don’t
justify death in the arena), slaves changing
There are mages in the marketplace. This hands, or the children of slaves. Human life is
is technically true but the mages in these cheap; an unskilled slave can often be bought
rumours are always either assumed to be for less than a nice piece of salvage from the
Defilers or revolutionaries, whereas they are in Empty Districts.
fact allies and informants to Thakok-An.
Rumour has it that magical services are
There are people living in the Empty available in the market too. This is true, up
Districts. Very much no. There are creatures to a point. Kellar and her apprentices Azzer
there, but they should not be described as and Lendri run a stall here, selling poisons
people or living. to kill vermin, basic medicinal supplies, and
cosmetics. Those who know the right way
to approach them - a specific hand gesture,
9
or a few words of a spell carefully seeded Beggar
into a conversation - can obtain spellcasting
services for the following rates (plus the cost of
You’ve passed plenty of beggars in the
components, where listed in the spell):
marketplace. The sick or merely old; those who
cannot work. The kindness of strangers here
● Potions of Healing. 75 ceramic pieces. seems to be sorely lacking; few have any coin
● Cantrips. 50 ceramic pieces. Light, at all, and most look like they barely have the
mending, prestidigitation. energy left to move. The one who holds out
● 1st level. 200 ceramic pieces. their chipped, clay cup at you now has grimy
Comprehend languages, detect magic, identify. cloth bandages wrapped around their eyes
● 2nd level. 300 ceramic pieces. Arcane and ears, keeping their stringy grey hair in
lock, gentle repose, knock, locate object. place. Their parched lips move slowly:
● 3rd level (Kellar only). 500 ceramic
pieces. Dispel magic, nondetection, tongues.
“I can get you home.”
Market Encounters
Roll 1d6. This beggar is Andreea, a Vistana. The rest
of her family perished in the desert, and she
was badly ravaged by desert birds. She is
d6 Encounter convinced she can find a way across the Silt
1 Pickpocket Sea and back to Barovia - and offers to take
the characters with her if they will protect
2 Beggar her in the desert. Andreea is, unfortunately,
3 Escaping slave incorrect: she is unable to leave Kalidnay.
Pickpocket
Choose a character in the party at random.
Characters with passive Wisdom (Percep-
tion) of 14 or higher notice:
She is right.
12
gladiators, or about to be. It’s an excellent way
to make connections in noble families they Bookmaker
would not normally have access to. Of course, A huge, hulking, mountain of a man sits under a
it’s also a great way to make enemies when parasol that barely shades him. A stone casket
their new ‘fans’ learn that their story isn’t true, sits on the ground, one of his sandaled feet
and having rich, demanding fans who think resting on the lid. He calls odds into the empty
they are entitled to your time and attention has street: chances of victory, time until the first
its own problems. fatality; total number of bodies; long odds on
whether the gladiators will suffer a blow. There
Nandis is no permutation of the upcoming fights that
you could not bet on, if you wanted.
There is life amongst the rubble of the
arena’s ruined side. A figure with vividly Big money bets are the order of the day.
dyed blue hair, dressed for heat in plates Fortunes are made and lost at the arena every
of bone and slips of fabric cut to show week… but betting on deaths, maimings,
her muscles and tattoos. Not only is she and ruined lives can take its toll on a person.
watching you, but she is also sipping, Characters betting on the more macabre
openly, from a heavy-looking waterskin. It’s aspects of fights should make Dark Powers
asking for trouble in this city. checks at a relatively low DC.
D6 Encounter
The hole at the bottom of the wall is glowing
1 Scavengers with a soft, white light that spills just a few
feet onto the street. It dims as soon as you
2 Cranium rats
notice it.
3 Mummy - single
If characters investigate, they find a swarm
4 Mummies - group of cranium rats. The rats, like every other
5 Building collapse denizen of the Empty Districts, do not wish
to be disturbed. If threatened, they attempt to
6 Psionic sandstorm confuse and dominate the characters to avoid
combat. Note that cranium rats in Kalidnay
Scavengers are not associated with Mind Flayers. They are
created from the concentration of psionic power
They’re just a bunch of children. Not one here.
of them is older than ten - or so you would
guess. But the small figures efficiently Mummy
appraising and selecting possessions from
the empty house on the corner of the block The house no longer has a front wall. It has
are armed to the teeth with sharpened stone crumbled and caved in, giving you a perfect
knives and slingshots. They’re clearly ready view of the inside, like a doll’s house. Three
to defend themselves. bodies sit at a table, dusty plates and
cups before them. They have been dead for
years, clothes rotting away, and every drop
These young scavengers (1d8 +4 CN male and of moisture gone to leave bared teeth and
female human Kalidnay commoners) are fully empty eye sockets. One of them has a clay
prepared to fight to chase the characters off tablet before it and, slowly, its withered
their turf. They distrust strangers; after all,
there is no reason for the living to be out in
the Empty Districts except to compete for the Like many of the Kalidnay mummies in the
Empty Districts, this one simply wants
to be left alone. However, if characters
approach respectfully, it may have
information relevant to their goals.
Mummies
20 Memorial
Empty House
Most of the houses in the Empty Districts,
and a few in the more populated areas of
the city, are unoccupied. They are in poor
repair, but the signs of lives lived here linger
on in faded fabrics, broken possessions, and
frescoes painted on the walls.
18
Roll 1d100: Noble Family
1-50 - there is nothing worth looting (other This large, spacious, villa is owned and
scavengers got here first). occupied by a noble family, plus their slaves
51-80 - characters can, if they wish, salvage and guards. At any time, there are 1d4
1d100 ceramic pieces worth of trinkets, adult family members (NE human Kalidnay
furniture, used clothing, etc. commoners), 1d4-2 children (CN human non-
81-95 - characters can, if they wish, salvage 50 combatants), 1d6 slaves (N human Kalidnay
+ 1d100 ceramic pieces worth of possessions commoners) and 1 guard (NE human thug)
(as above, plus art, jewellery, etc.). armed with an obsidian longsword (1d8/1d10
96-100 - there is nothing worth looting, and damage; Versatile) per adult family member
the building is home to a nest of cranium rats. present. Noble families are used to receiving
guests at home, and as long as characters look
Unattended Children the part (i.e. are well-dressed, well-spoken, and
This house is clean and lived-in, but currently, human), they receive a cordial welcome.
the only people home are 1d4+2 children (CN
human non-combatants) from several nearby If the characters display any magic whatsoever,
homes, playing games that primarily involve the family members order the guard(s) to
throwing rocks at other rocks and laughing at arrest them, or discreetly send slaves to fetch a
children who throw poorly. One slightly older Templar patrol (1d4 +2 Templars).
child (CN human non-combatant) is preparing
a meal. Memorial
This house is empty, but the people who lived
The children do not welcome strangers and here are not forgotten. Pictures of them adorn
inform the characters that their parents will the walls, drawn in bright chalk and charcoal,
be back from work soon. If characters do not and treasured possessions are arranged
leave, one of the children will run and fetch the beneath the drawings. Lines of poetry and
nearest Templar patrol (1d4 +2 Templars). ‘goodbye’ messages on the walls show these
people as sorely missed.
Slaves at Work
This large, elaborately furnished house is
d6 Empty Districts
occupied only by 1d6 slaves (LN Kalidnay
commoners), cleaning, preparing food, and
1-10 Empty house
carrying out other household tasks. They
initially assume characters are visitors and
11-15 Corpses
welcome them, only asking them to leave
when/if it becomes clear they do not know the
16-18 Mummies
homeowners. They are unwilling to talk much
about their work or life, but are clear that
19-20 Scavenger
they consider enforced service a better option
than dying in the arena, the only other option
presented to debtors and petty criminals. Empty House
Most of the houses in the Empty Districts,
Citizen Family and a few in the more populated areas of the
These homes are often lavish. Large, with good city, are unoccupied. They are in poor repair,
air circulation, and well-furnished. They are but the signs of lives lived here linger on in
usually far too large for the families occupying faded fabrics, broken possessions, and frescoes
them. At any time there are 1d6 adults (N painted on the walls.
human Kalidnay commoners) and 1d4-2
children, in villas that are meant for a dozen or Roll 1d100:
more. 1-50 - there is nothing worth looting (other
scavengers got here first).
They extend a courteous but cool welcome, 51-80 - characters can, if they wish, salvage
especially if characters have no reason to be 1d100 ceramic pieces worth of trinkets,
present. If the characters seem to present any furniture, used clothing, etc.
threat, or to be carrying luxurious possessions 81-95 - characters can, if they wish, salvage 50
or a substantial quantity of metal, a family + 1d100 ceramic pieces worth of possessions
member will excuse themselves and run to (as above, plus art, jewellery, etc.).
summon either a Templar patrol (1d4 +2 96-100 - there is nothing worth looting, and
Templars) or a group of local thugs (2d6 the building is home to a nest of cranium rats.
bandits and one bandit captain).
19
Corpses
Not only does no one live here, but nobody has
removed the bodies of the people who once did.
The house contains the mummified corpses
of 1d4 adults and 1d4-1 children (all human).
Each one is carrying 1d20 ceramic pieces. In
addition:
Mummies
Many of the undead in the Empty Districts
continue their existence just as they did
before the cataclysm. This house contains 1d4
Kalidnay mummies reading, playing board
games, conversing, or simply existing quietly in
the same space as one another. They are not
necessarily opposed to the characters’ presence
and may be glad of the company, unless
characters attack or steal from them, in which
case, they will defend themselves.
Scavenger
The trouble with looting empty houses is that
there is an entire industry of other people
doing the same. This house contains 1d4
+1 scavengers (NE male and female human
bandits). They regard this house as theirs to
loot and attack immediately.
21
There is no meat in Artan-Ak; water is for Astareh’s diet has begun to change her;
raising crops and keeping workers alive. No although she appears and considers herself
one’s wasting it on animals, and the wild human, she has monstrous strength and
animals that once existed have been hunted charm (see Monsters).
almost to extinction. But… rich, red, meat, is
life, and the sizzling of hot fat and the drip of Domitian
red blood down the chin is a beautiful thing.
Thakok-An executed Domitian’s entire family.
Astareh treats herself rarely. Artan-Ak is a All of them. Perhaps his sister and her family
small town, and if her secret were revealed really were traitors; perhaps there’s some
she knows she would not survive it. Only her truth in the rumour that Kalid-Ma cared
manservant and bodyguard Targus (NE male deeply about Domitian’s Templar nephew, and
human veteran), a hulking, hairless creature Thakok-An was jealous.
almost seven feet tall, said to have dwarven
blood somewhere in his ancestry, knows the Domitian (LN human male Kalidnay
truth, and only then because he shares in its commoner) is a broken man. While he owns
rewards. the majority of the land to the south of town,
he leaves its management to his servants. All
Targus usually preys on the “parasites” who he wants is to stay far from the city and to lose
are too sick to work, and who won’t be missed, himself in as much nakwa as he can lay his
snatching them from their homes – sometimes hands on. There aren’t enough hallucinogens
whole families at a time – and bringing them in the world to make him oblivious to what
back to Astareh’s compound where they are goes on around him, however. When his mind
imprisoned, slaughtered, and eaten. is clear, he’s been known to send resources
and information to the Resistance.
Between them, Astareh and Targus eat every
organ and scrap of flesh, and Astareh drinks Kalet-Am
their blood. The feasts have gone from a habit Sometimes Kalet-Am (LE male human
to a craving for both of them, and increasingly Kalidnay commoner) thinks he is the only
it feels as though nothing but meat sates their person who remotely cares what happens in
terrible hunger. Artan-Ak. The land he owns is poor, but he is
the mind behind both the irrigation system
and the Bone Garden. He has done more
to ensure the survival of Artan-Ak – and by
extension, Kalidnay – than anyone else. So he
is fond of saying.
Counterculture:
The Resistance
Orek
not everyone has the Orek (CG male human gladiator) was once
opportunity to develop such a a gladiator in Kalidnay City. He was famous
sophisticated palate. there; he survived a hundred fights and soaked
the arena floor with the blood of his opponents.
22They should be grateful.
Thakok-An was pleased. Orek gained fame and Tiris
adoration and it rather went to his head. He Tiris (CN male half-elf psionicist - see
dared to suggest that perhaps the bloodthirsty Monsters) is an exile and a murderer. He’s not
murder of unwilling humans for sport was resisting Thakok-An’s power because of how
a poor form of entertainment. Many other she wields it. He just hates her. An expert with
gladiators agreed, and many of the gladiators’ psionics, daggers, and secrets, Tiris passes
wealthy fans were infatuated enough to go as a storyteller and, of course, a farm worker;
along with the idea. nobody survives in Artan-Ak by telling pretty
stories so he bides his time, and waits.
The rebellion was short-lived and bloody;
when it was over, the gladiators were herded Tiris is Thakok-An’s half-brother. They share
into the arena and put to death. Except for the same elven father, though neither of them
Orek. Thakok-An broke his mind with magic knows him except by name and reputation.
and banished him to the ignominious life of a Thakok-An became a Templar, Tiris’ mother
farmer in Artan-Ak. died of drinking dirty water. Thakok-An has the
ear of a Sorcerer-King, Tiris lost three fingers
He is widely assumed to be incapable of on his left hand for stealing. The unfairness of
anything more complex than picking crops their outcomes drives Tiris wild with jealousy.
and remembering to feed himself… but He would take Thakok-An’s place if he could,
that hasn’t been true for some time. Orek but failing that he will settle for seeing her
is alert, observant, and ready to seize any brought low enough that she has to grovel at
opportunity to work against Thakok-An. He his feet.
hasn’t made anyone else aware of this fact
yet; he’s been watching and he’s well aware Rumours
of how thoroughly Thakok-An’s spies have
Kalidnay City is about to attack. The city
compromised the Resistance. He’s whittling
has grown weary of the restless, recalcitrant
their numbers down through stealthy murder
population, and will kill them all and replace
and when he’s satisfied that it’s safe, he will
them with slave labour. Thakok-An thinks
contact the real Resistance members.
about this frequently, but having somewhere
the resistance think is safe is too useful to her
Cinta, The Dark of the Moon to want to really shake things up.
Cinta (N human female mage with 15 Strength
and proficiency with a spear) is eighteen years So-and-so is a Templar spy. There’s an even
old and one of Domitian’s house guards. She chance this is true. This usually results in the
is also one of the most powerful mages in Resistance causing a nasty accident.
Kalidnay. Very few members of the resistance
know this latter fact; she trusts no one, not So-and-so is a Defiler. This is almost certainly
even her own parents, with the knowledge. It not true but usually results in the overseers
would only get them hurt. and guards arresting and executing the
accused. Better safe than sorry.
She is self-taught, and apart from some small,
early mistakes, has worked out how to wield Someone is killing off Resistance members
arcane power without defiling the land around – secretly. True. This refers to Orek’s as yet
her. Her main goal is to keep learning, working unsuspected string of murders.
out spells that she writes in code, in knots tied
in cords and in patterns painted on the ceiling Overseer Astareh bathes in the blood of
of her bedroom. virgins. Partially correct. She eats them. And
other people.
Magic is a secondary passion for Cinta. She
focuses on organising the Resistance in town It’s not safe to go near the Bone Garden at
enough to steal and hoard food that can be night. Absolutely true. There is a small pack
shared out when times are leaner than normal, of ghouls that roams the silt near the Bone
and on keeping up friendships with the Garden.
caravan guards who come in from the city so
that she maintains a good flow of information Sometimes, at night, the screams of the
about what goes on there. people Thakok-An has hurt echo through
the desert. There is a banshee – Uran-Tor –
out in the wastes, so yes, this is true.
23
Locations anything but its intended purpose – washing
dust and sweat from skin, sipping to soothe
a parched throat – is punished with enough
2a. The Bone Garden lashes to keep an adult hurt and healing for
The Bone Garden sprawls on the northern weeks.
edge of town, huge heaps of organic matter
slowly rotting down to mulch to fertilise the Sandstorms are the greatest threat to Artan-
fields. The waste heaps are a heady mix of Ak’s crops. They are less common here than
human waste, decaying wood, vegetation, and elsewhere in Kalidnay, but a few times each
bodies. year they rip through the town and destroy
a substantial amount of crops. This does not
The Bone Garden is where every corpse in lessen Kalidnay City’s demands; it just means
Artan-Ak – and most of Kalidnay City – ends Artan-Ak goes hungry.
up. A small crew of workers with strong
stomachs, and health too poor to work the 2c. Kiss-of-Shade-and-Cool-Skin
fields, spend their days hacking up meat and Alcohol is almost unknown in Artan-Ak.
grinding down bones. Most of them consume Brewing is a waste of water and dehydration
a huge amount of nakwa to keep themselves kills. When people want to slough off the
oblivious to the details of their existence. hardships of another day under the boiling sun
they go to the basement of a basket weaver’s
The Bone Garden is a dangerous place; the shop on the east side of the town for the simple
refuse piles are home to colonies of rot grubs pleasures of music, conversation, and the
and giant centipedes, and the Silt Sea beyond powerful hallucinogen nakwa. Nakwa is made
is the territory of a pack of ghouls that creep
in every night to feast on what
meat they can find, including any
workers foolish enough to be in the
Bone Garden after dark. It’s also
one of the few places in Artan-Ak
that offers privacy… so in spite of
the dangers, any number of dark
deals are made, and secrets traded
there, night after night.
Parasites
“Parasites” is the less than affectionate term
for those in Artan-Ak who cannot work. A
house of “parasites” contains 1d4-1 adults
(N human Kalidnay commoners), injured or
diseased, and 1d4-1 children (CN human non-
combatants). There is nothing of value in these
homes; all but the most essential furniture
has already been sold, and the children will
be the next to go. Residents are suspicious of
intruders and even more suspicious of charity,
though they will accept it. They know that their
choices are either to recover enough to work or
to die, and to die means to fertilise the fields.
Workers
By day most workers’ houses are empty.
There is a 10% chance that one is occupied
by an elderly person (N human Kalidnay
commoner) minding 2d6 children (CN
human non-combatants) aged under eight
years old (children of several local families),
all of whom are relatively friendly to visitors.
These are modest homes but well cared for,
with obvious personal touches, like wall-
paintings, woven decorations, and the like.
Tradesperson
The homes of tradespeople are slightly more
luxurious than workers’ housing. Some have
two stories, and all have a central courtyard
where business is done, where wares –
pottery, baskets or fabrics woven from plant
fibres, beverages extracted from desert cacti,
stone or wooden tools – are sold, or services
such as equipment repairs, or commission of
a caravan to cross the desert – are provided.
The house is occupied by 1d4 adults (LN
human Kalidnay commoners with Charisma
14 and Intelligence 13), 1d4-1 children (CN
human non-combatants) and 1d4-1 guards
(N human bandit) each armed with a bone
spear (1d6 piercing damage).
Safei
Safei (N female Bone Runner elf) is the current
leader of the Bone Runners. She is getting old,
not as fast as she used to be. Soon it will be
time for her to walk out into the desert to die,
and her bones will join those of her ancestors,
singing on the Bone Tree.
27
Eldeyan that draw merchant caravans, thus aiding in
Eldeyan (CN male Bone Runner elf) is one the movement of goods between Artan-Ak and
of the few elves who goes into Kalidnay City. Kalidnay City.
He sells mrix on behalf of the Oled’ar family,
as well as doing a discreet trade in poisons, Thakok-An is right to be suspicious. The
secrets, and assassinations. He is Thakok- Oled’ar have powerful psionic talents in their
An and Tiris’ father. He doesn’t know of Tiris’ bloodline. With inbreeding the only practical
existence, but he keeps an eye on Thakok- way to continue their lineage, that power is
An from afar. He is… proud of her … after a growing more and more concentrated with each
fashion. Not her dedicated service to a human generation.
sorcerer, but her ability to lead, and preserve,
Kalidnay since his death. He might be the only The family values their privacy, mostly because
person in Kalidnay with any warm feelings they know Thakok-An will turn her attention
towards her, and the only person who would to them one day, and destroy what she can’t
stand between her enemies and her. control. For the same reason, they stockpile
the best weapons - and any magic items - they
come across, to prepare for the fight they
The other Bone Runners expect to face. Characters with magic items,
There are approximately fifty other Bone good weapons or armor, or any substantial
Runners. All except the youngest children quantity of weapons, are likely to get a warmer
have mastered surviving in the desert and are than usual welcome at the Oled’ar ranch… and
capable fighters. then be poisoned over dinner.
d to
have you ever trie
ith
decorate a tree w
ly
bones? it’s actual
it
quite hard to do
nd
tastefully. I fou
the bone runners’
ite
attempt to be qu
30 charming.
.
postmodern, even
pieces. A message is written on it in a
cypher.
Appendix A: There are no signs of any injuries, wounds,
or other cause of death, but a successful DC
Kalidnay Random 12 Wisdom (Medicine) check determines that
death occurred several weeks ago.
4 Merchant caravan
3. Animated Corpses
5 Sandstorm
6 Psionic sandstorm A cluster of figures lurch across the trackless
7 Desert shrikes desert towards you, the sun behind them
showing them as nothing more than shadows
8 Burrower serpents against its blazing scarlet. They stumble,
9 Psychic mirage perhaps deranged by thirst, or heatstroke…
But no. As they draw closer to you, you see
10 Lightning storm that such concerns are behind them. Skins
turned to leather by the dry heat, pulled back
11 Elven hunters
from yellowed teeth and empty eye sockets,
12 Elven bard these people have been dead for years.
13 Colossal skeleton
14 Templar patrol The animated, desiccated, dead are Kalidnay
mummies. At the DM’s discretion, they may
15 Defiled area be encountered in any number from a couple
16 Defiler of ill-prepared travellers to an entire undead
caravan; do what you need to in order to
challenge your players. This is Ravenloft, and
2. Desiccated Corpse Ravenloft is never kind.
Caravans travel much more safely through the • Apply veils, masks, or other coverings to
desert than individuals; anything not scared protect their eyes, nose, and mouth (1
off by their numbers is dispatched by the action; +1 to saving throw).
guards. A merchant may allow characters to • Dig a ditch or make a bank to shelter in/
travel with the caravan in exchange for labour, behind (3 actions; +2 on saving throw.
extra protection, or services. If, however, a • Physically shelter another character (1
party gives them any cause to be suspicious, action; -2 on own saving throw, +2 on
most caravans will drive them off into the sheltered character’s saving throw).
desert - probably taking their water and • Create magical shelter e.g. rope trick,
supplies to make sure the party doesn’t live Leomund’s tiny hut (as per spell casting
long enough for revenge. Particularly cold- time, no save required).
blooded merchants might let the characters
rest near their fire, then kill them while they When the sandstorm arrives, each character
sleep. must make a DC 15 Constitution saving throw
each round they are exposed; failure results in
them taking 7 (2d6) bludgeoning damage, or
5. Sandstorm half as much on a successful save.
The sound of thunder rumbles overhead as Plumes of dust spring up from the sand,
though some great monster is tearing the sky accompanied by the rhythmic thunder of
apart. Again and again, it rolls and cracks… feet rapidly closing in on your position. The
and then comes the lightning. It strikes hard, spindle-limbed creatures racing across the
a little way ahead of you and the dull sand desert must be elves: they have the grace,
is transmuted to shimmering glass. It strikes the slenderness, the almost ethereal delicacy,
again, closer this time. A strike like that could but they are wind-burned, suntanned, lean
end a life, and there are more piercing down and wiry as serpents. With longbows on their
from the sky with every passing second. shoulders and spears and staves strapped to
their backs, they look deadly - and they are
Characters must make a DC 14 Dexterity coming your way.
save every minute they are out in the dry
storm. If they fail, they are struck by lightning, In theory, the Bone Runner elves have no
taking 16 (3d10) lightning damage. How near interest in a group of travellers. They are a
or far the characters are from cover is the hunting party - but there is very little prey in
DM’s decision, but assuming that they are the desert. Pickings are slim, and while they
five minutes’ run, reduced by one minute wouldn’t eat humanoid meat, there’s nothing
(minimum one minute) for every point above 10 wrong with blowing off some steam chasing
rolled on a Wisdom (Survival) check. them through the desert until they take a
spear to the skull or drop dead of exhaustion.
Magic in Kalidnay is unique amongst all of the The same conditions apply to magic items. Any
domains of Ravenloft. The land’s devastation is item which offers characters a way to avoid the
part of its curse and cannot be circumvented. constant threat of hunger, thirst, or ecological
On the contrary, magic is a trap that can disaster simply will not function while in
actively damage the land further, sucking Kalidnay. You are encouraged to respond to
the remaining life from it. While magic is your players’ desperate attempts to bypass this
more limited and dangerous in Kalidnay than rule with delighted cackling that continues just
elsewhere, some compensation can be found a little too long to be comfortable.
in the form of psionic talents, which are
commonplace here. Defiling
Defiling is what made Kalidnay and broke
the world from which Kalidnay came. Defiling
36
refers to the act of drawing power from living remaining damage is applied to
creatures, or the land itself, as fuel for arcane the next nearest creature, and so
magic. It is powerful, easy, and terribly on.
dangerous. A single powerful spell can kill a This damage cannot be healed in
human, and land that is so Defiled is dead any way except by a long rest.
forever. If there are no living creatures
within 30 feet, the Defiler draws
The deaths of thousands of people in Kalidnay, power from the land instead (as
when the city transitioned to Ravenloft, was above).
an expression of Kalid-Ma’s powerful defiling
magic. Now that Kalidnay is within the Player characters are absolutely at liberty
mists, defiling is even more dangerous. The to use Defiling magic while in Kalidnay. In
destruction of a single stretch of fertile land fact, DMs are encouraged to offer them the
could jeopardise the food supply of hundreds, option every time they cast a spell. If they
even thousands, of people. are ever caught, or even suspected, they will
be immediately reported to the Templars (or
Any mage can be a Defiler; even if they’ve denizens of the domain might mete out their
spent their whole life as a ‘Preserver’ (one own ‘justice’). Killing their friends and loved
who does not use defiling magic), temptation ones, and destroying the world, is not the only
or fear could overcome them at any time. For risk, however. The Dark Powers take notice of
this reason, Thakok-An does not suffer arcane Defilers and provoke Dark Powers checks (see
magic users to live in her domain. Appendix XX).
Defiling in Play
Defiling magic is an option available for any
arcane spellcaster (wizards, sorcerers, and Appendix C:
bards). It is a choice that must be made
whenever a magic-user casts a spell more
powerful than a cantrip.
Psionics
Psionic talent is a way of life in Kalidnay. Every
Any spell cast with Defiling magic uses a spell man, woman, and child has some wild talent
slot one level lower than normal: but only a few are able to refine their gift into
● 2nd level spells are cast with 1st level something more powerful. These talented
slots; 3rd level spells with 2nd level slots, etc. individuals are akin to sorcerers in other lands;
● Spells can still be cast using higher-level focused on a relatively small set of techniques,
slots than necessary, with whatever benefits with a lot of skill in how they manage their
this conveys for the spell (e.g. an invisibility power, making them adaptable and flexible.
spell can be cast with a 1st level spell slot - or
cast with a 2nd level slot for an extra target).
● 1st level spells still require at least a 1st REPRESENTING PSIONICS
level spell slot, but the spell takes effect as if
cast using a 2nd level slot. In mechanical terms, psionics is a variant
branch of sorcery, and the Psionicist is
However, the consequences are dire: presented here as a Sorcerer subclass. The
● Defilers can choose whether to defile the key difference is a substantially revised
land, or other living creatures. Either: - and smaller - spell list to represent
o The Defiler despoils an area of classic psionic powers like telekinesis and
land immediately around them, in a telepathy.
circle five feet in radius, plus five feet
per level of the spell slot used (so a The flexibility of sorcery and the guarantee
total radius of 15 feet for a second that it will ‘play well’ with other game rules
level spell slot), or make it a solid choice for representing
o The Defiler draws power from psionics without inventing entirely new
the nearest living creature within subsystems. You can, of course, use the
30 feet, with this creature taking 5 ruleset of your choice (e.g. the Unearthed
points of necrotic damage plus an Arcana: Mystic) to represent psionics in
additional five points per level of the your Kalidnay adventures
spell slot used (so a total of 15 hit
points for a second level spell slot).
If the damage exceeds the
creature’s current hit points, the
37
Psionic ‘Spellcasting’ Awakened Mind
Psionicists cast spells similarly to other Starting at 1st level, you can touch the minds
sorcerers. They use verbal, somatic, and of other creatures. You can telepathically
material components as listed in a spell’s speak to any creature you can see within 30
description. However, they are flavoured rather feet of you. You don’t need to share a language
differently. Verbal components are not spells with the creature for it to understand your
but mantras and chants repeated to channel telepathic utterances, but the creature must be
their thoughts, and somatic components are able to understand at least one language.
simple, focused, gestures rather than arcane
hand-waving.
Intellectual Superiority
Psionicists differ from other casters in that You have refined your mind to ignore magics
they cannot use material components: they that attempt to shape your thoughts. When
must use an arcane focus. Components with you take this subclass at first level, you cannot
a gold piece value are still required if stated in be spoken to telepathically unless you permit
a spell’s description: they are assumed to be it, and you gain proficiency in Intelligence
used as a different ‘focus’ for that particular saving throws.
psionic power
Sorcerer Level Feature You cannot use this ability again until you
complete a long rest.
1st Variant Spell List, Awak-
ened Mind, Intellectual Su-
periority, Mind Over Matter Reserves of Power
At 18th level, when you roll for initiative and
6th Dominion of the Mind have no sorcery points remaining, you regain 2
14th Bodily Resilience sorcery points.
38
Psionicist Variant Spell Protection from Poison 6th level
See Invisibility
List Circle of Death
Spider Climb
Eyebite
Suggestion
Globe of Invulnerability
Zone of Truth
Cantrips Heroes Feast
Blade Ward, Harm
Chill Touch 3rd level Mass Suggestion
Control Flames Aura of Vitality Mental Prison
Friends, Blink Move Earth
Mage Hand Catnap Programmed Illusion
Message Clairvoyance Scatter
Minor Illusion Counterspell True Seeing
Primal Savagery Enemies Abound
Shocking Grasp Fear 7th level
True Strike Haste
Crown of Stars
Vicious Mockery Hypnotic Pattern
Divine Word
Life Transference
Force Cage
Locate Object
1st level Major Image
Mirage Arcane
Absorb Elements Power Word Pain
Nondetection
Animal Friendship Project Image
Protection from Energy
Beast Bond Sequester
Sending
Cause Fear Teleport
Slow
Charm Person Whirlwind
Tongues
Command Vampiric Touch
Detect Poison & Disease Water Breathing 8th level
Disguise Self Water Walk Antimagic Field
Dissonant Whispers
Antipathy/Sympathy
False Life
4th level Dominate Monster
Hideous Laughter
Glibness
Inflict Wounds Charm Monster
Mind Blank
Jump Compulsion
Power Word Stun
Longstrider Confusion
Telepathy
Mage Armor Divination
Sanctuary Freedom of Movement
Silent Image Greater Invisibility 9th level
Sleep Hallucinatory Terrain Astral Projection
Speak with Animals Locate Creature Foresight
Zephyr Strike Phantasmal Killer Invulnerability
Stoneskin Power Word Kill
2nd level Psychic Scream
5th level Time Stop
Alter Self
Weird
Arcanist’s Magic Aura (Nystul’s Antilife Shell
Magic Aura) Arcane Hand (Bigby’s Hand)
Barkskin Awaken
Beast Sense Commune
Blindness/Deafness Contagion
Blur Destructive Wave
Calm Emotions Dominate Person
Crown of Madness Dream, Enervation
Darkvision Far Step
Detect Thoughts Geas
Enhance Ability Hold Monster
Enthrall Mislead
Hold Person Modify Memory
Levitate Synaptic Static
Magic Mouth Telekinesis
Mind Spike Telepathic Bond
Pass Without Trace Wall of Force
39
Appendix D: Monsters
Overview
In this chapter, you will find stat blocks and game
information for a host of creatures unique to Kalid-
nay.
40
Thakok-An
Medium humanoid (half-elf), neutral evil
42
Astareh Bone Runner Elves
Astareh is the predatory, cannibalistic over- The elves of Kalidnay are not like the elves of
seer of Artan-Ak. She appears human; indeed, other worlds. They are perfect survivors. They
she is a spectacular beauty, with an hourglass are tall, fleet-footed hunters, members of a
figure, full, blood-red lips, shining hair, and tight-knit, insular community who protect one
bright, perfect teeth. Appearance is where her another at all costs, and synonymous with di-
similarity to humanity ends. saster and deceit to everyone who is not an elf.
Elf Run. A Bone Runner elf can run contin- And that’s how you get burrower serpents;
uously for a number of days equal to their snakes that dwell beneath the desert, chewing
Constitution modifier (minimum 1), covering and burrowing through rock and sand, carv-
60 miles each day. They can use their Trance ing tunnels that eventually, inevitably, collapse
ability while running. When the Elf Run ends, and plunge unwary travellers into a pit of an-
the Bone Runner elf cannot use it again for a gry, offended, serpents.
full day.
Fey Ancestry. Bone Runner elves have advan- At least they’re not poisonous.
tage on saving throws against being charmed,
and cannot be put to sleep by magical means.
Trance. Bone Runner elves do not sleep. Burrower Serpent
Instead, they meditate, semi-conscious, for 4 Large beast, unaligned
hours per day. They may do this while on an
Armor Class 14
Actions Hit Points 37 (5d10 + 10)
Multiattack. The Bone Runner elf makes two Speed 30 ft., burrow 40 ft.
attacks with their longbow.
Scimitar. Melee Weapon Attack: +6 to hit, STR 15 (+2) DEX 14 (+2) CON 15 (+2)
reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing INT 1 (-5) WIS 10 (+0) CHA 3 (-4)
damage.
Longbow. Ranged Weapon Attack: +6 to hit, Senses Darkvision 60 ft., Tremorsense 60 ft.,
range 150/600 ft., one target. Hit: 8 (1d8 + 4) Passive Perception 10
piercing damage. Languages -
Challenge CR 1 (200 XP)
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5
ft., one creature. Hit: 5 (1d6 + 2) piercing dam-
age.
Constrict. Melee Weapon Attack: +4 to hit,
reach 5 ft., one creature. Hit: 6 (1d8 + 2) blud-
geoning damage, and the target is grappled
(escape DC 14). Until this grapple ends, the
creature is restrained, and the snake can’t con-
strict another target.
44
Kalidnay 57-64
65-72
Primal Savagery
Shocking Grasp
Commoner 73-80
81-88
True Strike
Vicious Mockery
Kalidnay is a hard environment. Even everyday 89-94 Powerful Wild Talent: roll 2 more
farmers, tradespeople, and merchants have to times
be tough to survive there.
95-00 No wild talent
Psionic Talent. Almost everyone in Kalidnay
has some degree of psychic talent. Those with-
out are regarded as lacking something essen-
tial.
Mrix
These gigantic caravan-pulling lizards are rare,
Kalidnay Commoner expensive, and bred only by the Oled’ar family
Medium humanoid (any race), any alignment of Bleak Knoll.
Armor Class 11
Hit Points 16 (3d8 + 3) Mrix
Speed 30 ft. Huge beast, unaligned
STR 12 (+1) DEX 12 (+1) CON 13 (+1) Armor Class 13 (natural armour)
INT 10 (+0) WIS 10 (+0) CHA 10 (+0) Hit Points 95 (10d12 + 30)
Speed 50 ft.
Skills Survival +2
Senses passive Perception 10 STR 22 (+6) DEX 9 (-1) CON 17 (+3)
Languages Common INT 2 (-4) WIS 11 (+0) CHA 5 (-3)
Challenge CR 1/4 (50 XP)
Senses Passive Perception 10
Psionic Wild Talent. The Kalidnay commoner Languages --
has a Psionic Wild Talent (roll on the table Challenge CR 5 (1,800 XP)
below) which they can use a number of times
equal to their Intelligence modifier (minimum Trampling Charge. If the mrix moves at least
1) per long rest. Their spellcasting ability for 20 feet straight toward a creature and then
this is Charisma (save DC 10, +2 to spell at- hits it with a gore attack on the same turn,
tack rolls). that target must succeed on a DC 13 Strength
saving throw or be knocked prone. If the target
Actions is prone, the mrix can make one stomp attack
against it as a bonus action.
Fire Ray. Ranged Spell Attack: +7 to hit, range
120 ft., one target. Hit: 10 (3d6) fire damage.
Actions
Gore. Melee Weapon Attack: +9 to hit, reach 5
Psionic Wild Talents ft., one target. Hit: 24 (4d8 + 6) piercing dam-
Roll 1d100. age.
Stomp. Melee Weapon Attack: +9 to hit, reach
5 ft., one prone creature. Hit: 22 (3d10 + 6)
d100 Wild Talent bludgeoning damage.
01-08 Blade Ward
09-16 Chill Touch
17-24 Control Flames
25-32 Friends
33-40 Mage Hand
41-48 Message
49-56 Minor Illusion
45
Kalidnay Mummy Dreadful Glare. The mummy targets one crea-
ture it can see within 60 feet of it. If the target
can see the mummy, it must succeed on a DC
Those who die in Kalidnay City do not decom-
11 Wisdom saving throw against this magic or
pose. They dry out and wither, but no more
become frightened until the end of the mum-
than that. Sometimes death doesn’t even slow
my’s next turn. If the target fails the saving
them down. They continue to exist, migrating
throw by 5 or more, it is also paralyzed for the
to the Empty Districts, and carrying on a rela-
same duration. A target that succeeds on the
tively peaceful routine there.
saving throw is immune to the Dreadful Glare
of all mummies (but not mummy lords) for the
Kalidnay Mummy next 24 hours.
Medium undead, lawful neutral
Actions
rsed in
Multiattack. The mummy can use its Dread- if you are well ve
ancy
ful Glare and makes one attack with its Rot-
the art of necrom
ting Fist. academy
(and I passed the
ass)
Rotting Fist. Melee Weapon Attack: +5 to hit, at the top of my cl
ce
reach 5 ft., one target. Hit: 10 (2d6 + 3)
bludgeoning damage plus 10 (3d6) necrotic
you learn to noti
s when
damage. If the target is a creature, it must superior specimen
t of you
succeed on a DC 12 Constitution saving they walk in fron
throw or be cursed with mummy rot. The your
cursed target can’t regain hit points, and its and try to steal
grated
hit point maximum decreases by 10 (3d6) hat. i still disinte
but
for every 24 hours that elapse. If the curse them , of course,
reduces the target’s hit point maximum to 0,
the target dies, and its body turns to dust. The i took a moment to
ndiwork
curse lasts until removed by the remove curse appreciate the ha
spell or other magic.
first
46
Palik Palik
Medium undead, chaotic evil
Palik is a thrax - one of the most dangerous
creatures found in the world that gave Kalid- Armor Class 15
nay to the Mists. Blood and flesh are common Hit Points 82 (11d8 + 33)
enough in Kalidnay; a thrax feeds on some- Speed 30 ft.
thing far rarer and more precious: water. A STR 20 (+5) DEX 13 (+1) CON 17 (+3)
thrax can suck every drop of moisture from a INT 12 (+1) WIS 14 (+2) CHA 11 (+0)
human body in ten minutes.
Skills Deception +3
Palik is the only thrax in Kalidnay, and that Damage Resistances Cold, Fire, Lightning,
is the only good thing that can be said about
Poison; Bludgeoning, Piercing, and Slashing
him. Even so, the thousands of inhabitants
from Nonmagical Attacks
of Kalidnay City are too small a herd for him
Condition Immunities Charmed, Frightened
to be able to feed safely and unobtrusively. He
starves himself, feeding only when the drive to Senses Darkvision 60 ft., Passive Perception 12
do so is overwhelming, and then gorging him- Languages Common
self on entire families or on big, strong, men Challenge CR 5 (1,800 XP)
like the gladiators in Thakok-An’s arena.
Regeneration. Palik regenerates 20 hit points
Palik knows that if the living residents of Ka- at the start of his turn, unless he took radiant
lidnay realise they have a thrax amongst them, damage since his previous turn.
let alone identify him, they will destroy him. He Shadow Form. Palik may use his action to
needs to get out. He has met enough outsiders transform into a shadow. In this form, he can-
to know that there are other realms surround- not take actions, speak, or manipulate objects.
ed by mist, and that some of them have hun- He is weightless, has a flying speed of 40 feet,
dreds of thousands of people and whole oceans can hover, and can enter a creature’s space
of water. He also knows that none of those and stop there. The shadow can pass through
places have the faintest idea of what a thrax is. a solid object, but can’t cross areas of bright
He wants out. light. It has advantage on Strength, Dexterity,
and Constitution saving throws, and it is im-
This desire to escape can make Palik an un- mune to all non-magical damage.
likely ally for an adventuring party in Kalidnay. Unnatural Power. Palik’s unarmed attacks
He knows a lot of what goes on in Kalidnay count as magical for the purposes of overcom-
City - he has to, to make sure there are no ru- ing resistances.
mours of his presence. Palik has travelled every Legendary Resistance (3/day). If Palik fails a
square foot of the domain. saving throw, he may instead choose to suc-
ceed it. He can do this up to 3 times before a
Almost Human. From a few feet away, Palik long rest.
looks like any living humanoid. Tall, well-built,
with the kind of muscles that could choke the Actions
life out of a person, including an assortment Multiattack. Palik makes two unarmed at-
of geometric tattoos. His sharp ears point at a tacks.
heritage that is not uniquely human. All that Cause Decay. Melee Weapon Attack: +9 to hit,
really gives him away close up is the way his reach 5 ft., one target. Hit: 10 (3d6) necrotic
fingers terminate in disturbing suckers. damage. In addition, non-magical armour worn
by the target is partly dissolved and takes a
Shadow Hunter. Palik can switch between permanent and cumulative −1 penalty to the
corporeal form and Shadow-Form. In shadow AC it offers. The armour is destroyed if the
form, he cannot be perceived except by magi- penalty reduces its AC to 10.
cal means; he cannot enter or cross brightly lit Unarmed Attack. Melee Weapon Attack: +7
areas. to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4)
bludgeoning damage. On a successful hit, the
target must make a DC 14 Constitution saving
throw. On a failure, Palik attaches his suckers
to the target’s skin. The creature is grappled.
Water Drain. When Palik successfully grap-
ples a target, he immediately begins to drain
the water from its body, dealing (7) 2d6 points
of necrotic damage each turn.
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Psionic Sandstorm Psionic Sandstorm
Huge elemental, chaotic evil
Most sandstorms are simply dangerous, not
actively malevolent. But there is at least one Armor Class 17
- perhaps more - that has transcended mere Hit Points 82 (11d8 + 33)
lethality to become cruel and predatory. Speed 40 ft.
Granular intelligence. A psionic sandstorm is STR 7 (-2) DEX 16 (+3) CON 16 (+3)
an entity created from all of the lives lost with- INT 6 (-2) WIS 14 (+2) CHA 18 (+4)
in it. Its intelligence degrades over time; with-
out more food, it will disperse into harmless Damage Resistances Cold, Fire, Lightning,
grains of sand. It must, therefore, keep feeding
Poison, Bludgeoning, Piercing, and Slashing
on the intellect of sentient creatures to main-
Condition Immunities Blinded, Deafened,
tain its own sapience. This is why the psychic
Grappled, Poisoned, Restrained, Paralysed,
sandstorm whirls endlessly on, desperate to
perpetuate its existence. Prone
Senses Darkvision 60 ft., Blindsight 60 ft.,
Ruthless Intruder. A psionic sandstorm can Passive Perception 14
enter any space accessible to a single grain of Languages -
sand. It snakes and slithers and pries to find Challenge CR 7 (2,900 XP)
its way through the smallest crack in a wall,
gap in a door, drawn inexorably to the presence Granular. The sandstorm can occupy another
of intelligent creatures. creature’s space, and vice versa, and can move
through any opening large enough for a grain
of sand. The psionic sandstorm can’t regain hit
points or gain temporary hit points.
Actions
Subsume. One creature of the psionic sand-
storm’s choice, that shares a space with it,
must make a DC 16 Intelligence saving throw.
A creature who fails takes 18 (4d8) points of
psychic damage and its Intelligence is reduced
by 2 (1d4) points; a creature who succeeds
takes half the damage. Creatures who lose In-
telligence from this attack regain 1 point each
time they complete a long rest.
i dislike sand at the best of times. It gets all in your feet, and other
places, and it’s the devil to get rid of. My despair when i discovered that
the sandstorms in kalidnay were not only frequent but sentient was
something to behold. i killed my horse in rage.
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Psionicist Psychic Mirage
While most Kalidnay natives have some de- In Kalidnay, if something appears too good to
gree of psionic talent, a few choose to dedicate be true, it most certainly is. For example, an
themselves to developing their gifts to their oasis in the distance might be a mirage… or it
fullest potential. Psionicists are often either might be a predator in a cunning disguise.
respected, influential, members of society or
solitary desert hermits. A Peaceful Demise. A psychic mirage lulls ob-
servers into a false sense of security, building
Psionicist up trust and charming them into approaching
Medium humanoid (any race), any alignment and resting. When they do, drifting into an
enchanted sleep, the mirage strikes, devouring
Armor Class 12 (15 with mage armor) them thought by thought.
Hit Points 40 (9d8)
Speed 30 ft. Symbiotic Bonds. Other creatures often hunt
around psychic mirages, dealing with the re-
STR 10 (+0) DEX 14 (+2) CON 11 (+0) mains of the mirage’s victims. Desert shrikes,
burrowing serpents, or undead - including Pa-
INT 12 (+1) WIS 12 (+1) CHA 17 (+3)
lik - frequently wait nearby to take advantage
of the mirage’s unconscious prey.
Saving Throws Constitution +3, Charisma +6
Skills Insight +6, Persuasion +6 Psychic Mirage
Senses passive Perception 11
Gargantuan aberration, neutral evil
Languages Common, telepathic within 30 ft.
Challenge CR 6 (2,300 XP)
Armor Class 12
Hit Points 287 (25d20 + 125)
Dominion of the Mind. The psionicist’s
thoughts cannot be read by telepathy or oth- Speed -
er means unless they allow it, and they have
advantage on saving throws to resist being STR 20 (+5) DEX 0 (-) CON 20 (+5) INT
charmed or frightened. 20 (+5) WIS 15 (+2) CHA 0 (-)
Heightened Spell (1/day). When the psionicist Saving Throws Intelligence +10, Wisdom +7
casts a spell that forces a creature to make a Damage Immunities. Necrotic, Poison; Bludg-
saving throw to resist its effects, the psionicist eoning, Piercing, and Slashing from Nonmagi-
can spend 3 sorcery points to give one target of cal Attacks
the spell disadvantage on its first saving throw Damage Resistances Cold, Fire, Lightning,
made against the spell. Thunder
Senses Blindsight 60 ft., Passive Perception 14
Spellcasting. The psionicist is a 9th-level Languages -
spellcaster. Its spellcasting ability is Charisma Challenge CR 12 (8,400 XP)
(spell save DC 14, +6 to hit with spell attacks).
The psionicist has the following spells pre- Inert. The mirage cannot move, and auto-
pared: matically fails Dexterity and Charisma saving
throws.
Cantrips (at will): control flames, mage hand,
message, vicious mockery Illusion of Safety. The mirage presents an
1st level (4 slots): disguise self, mage armor, illusion of fertile land, shady trees, and cool
sanctuary, sleep water. The illusion functions as per the arcane
2nd level (3 slots): detect thoughts, hold person mirage spell, with an indefinite duration.
3rd level (3 slots): clairvoyance, haste, vampiric
touch Insidious. Creatures believe the illusion im-
4th level (3 slots): confusion, phantasmal killer plicitly, with all of their senses. They will eat
5th level (1 slot): telepathic bond of the nutritious-looking plants and drink of
the water, meaning that they are consuming
Actions ounces, if not pounds, of sand. Two hours after
Quarterstaff. Melee Weapon Attack: +5 to hit, “eating” or “drinking” characters become sick
reach 5 ft., one target. Hit: 3 (1d6) piercing and dehydrated, taking two levels of exhaus-
damage or 4 (1d8) piercing damage if wielded tion and becoming Poisoned for 1 hour. Char-
with no hands. acters gain another level of exhaustion every
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hour until they rehydrate, drinking at least a Templar
half-gallon of water and succeeding on a DC 12
Medium humanoid (human), lawful evil
Constitution save (to keep it down).
Templar
Thakok-An’s Templars are a
attack rolls). The Templar can cast the follow-
ing spells:
Appendix E: Score
14+ Pure The character is a bright flame
in the darkness. They have
1. They give in to a dark impulse or temptation They gain one Major change,
2. They commit a murder, theft or another act of and lose any Ideals from their
pre-meditated evil character sheet.
3. They intentionally contribute to the suffering of 0 Soulless The character becomes an NPC
other under the Dungeon Master’s
control. They are wholly a creature
Set the DC in accordance with the severity (by your enslaved to their own evil, and the
estimation) of the moral transgression. Dark Powers have claimed them
for Ravenloft.
On a failure, reduce that character’s current Honor
score by 1. If a character shows exceptional moral
fibre, mercy or compassion in the face of evil, con-
sider increasing that character[s Honor score by 1.
53
MINOR CHANGES MAJOR CHANGES
1d6 Minor Changes 1d6 Major Changes
1 The character gains Darkvision out to 60ft., 1 The character grows thick scales all over their
and Sunlight Sensitivity body, gaining a natural armor class of 18, but
granting them disadvantage on Dexterity
2 The character gains +4 Strength, but gains based ability checks, attack rolls and saving
the flaw “what I can’t fix, I break” throws.
2 The character’s skin becomes deathly pale,
3 The character’s hearing becomes acute, and their unarmed strikes deal an additional
giving them advantage on Wisdom 2d8 necrotic damage on a hit. Direct sunlight
(Perception) checks based on sound, but they deals 10 radiant damage to them at the start
become vulnerable to thunder damage of their turn.
3 The character regenerates 10 hit points at the
4 The character gains +4 Intelligence, but has start of every round. The character cannot
frequent headaches and gains vulnerability enter a residence unless invited by the
to psychic damage owner.
5 The character’s skin toughens, giving 4 The character sprouts reptilian wings,
them a natural armor class of 13, but gains granting them a fly speed of 40ft. The
disadvantage on Dexterity based ability character gains the following flaw “I do not
checks understand metaphor, or jokes”
6 The character gains +2 to Strength, Dexterity 5 The character grows a scorpion-esque tail.
and Constitution, but a -2 to Intelligence, This tail can perform an unarmed strike as an
Wisdom and Charisma action, dealing an additional 22 [4d10] poison
damage on a hit.
6 The character’s devolves into a savage beast.
MODERATE CHANGES Their Strength, Dexterity and Constitution
1d6 Moderate Changes scores increase by 6, and their Intelligence,
Wisdom and Charisma scores drop by 6 (to a
minimum of 2).
1 The character grows claws, increasing their
unarmed strike damage to 1d4. The character
gains disadvantage on ability checks
requiring fine manual dexterity.
2 The character grows a forked tongue, and
gains advantage on Charisma (Persuasion)
checks, but loses the ability to speak 2
languages that they know.
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