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Sword of Kas
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
grants a +3 bonus to attack and damage rolls made with it. It scores a critical hit on a roll of 19 or 20, and deals an extra 2d10 slashing damage to undead.
If the sword isn’t bathed in blood
dominated by the sword, as if by the dominate monster spell, and the sword demands that it be bathed in blood. The spell effect ends when the sword’s demand is met.
Random Properties. The Sword of Kas
Classes
Fizban's Treasury of Dragons
dragon gave you a geode or gemstone to care for. To your surprise, the drake hatched from that stone.
4
You ingested a few drops of dragon blood, forever infusing your nature magic with draconic
power.
5
An ancient Draconic inscription on a standing stone empowered you when you read it aloud.
6
You had a vivid dream of a mysterious figure accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you.
Magic Items
Van Richten’s Guide to Ravenloft
has hearing and darkvision out to a range of 60 feet. It can read and understand Elvish. It can also speak Elvish, but only through the voice of its wielder, with whom the sword can communicate
from the innocent. With each beheading, it hungers for more justice and blood. The sword is corrupt and irredeemable.
Human
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
sang from every page. Long into the night Liriel read, lighting candle after precious candle.
She’d never given much thought to humans, but these stories fascinated her. In these yellowed
dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.
Variety in All Things
Humans are the most
Classes
Fizban's Treasury of Dragons
dragon gave you a geode or gemstone to care for. To your surprise, the drake hatched from that stone.
4
You ingested a few drops of dragon blood, forever infusing your nature magic with draconic
power.
5
An ancient Draconic inscription on a standing stone empowered you when you read it aloud.
6
You had a vivid dream of a mysterious figure accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you.
Monsters
Van Richten’s Guide to Ravenloft
Legendary Resistance (1/Day). If the slasher fails a saving throw, it can choose to succeed instead.
Shrouded Presence. The slasher is immune to any effect that would sense its emotions or read its
.
Relentless Methods
d8
Method
1
Artist. The killer turns its victims into works of art, perhaps creating grisly tableaus or using their blood in the forging of new weapons.
2
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
75. Trial of the Hexagon Carved into the door of this room is a hexagon. When the characters open the door, read: A large, cracked, six-sided mirror is mounted above a stone shelf protruding from the
opposite wall. Five unlit candles stand on the shelf, each made of yellow wax and covered with tiny black sigils. Scrawled on the wall above the mirror in dried blood are the words “PIGGY PIGGY PIGGY
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
opportunity for the characters to get information from the patrons, which leads them to “Candle Lane,” where their quest continues. Blood in the Streets As the characters travel through the Dock Ward
characters’ investigation. En route to the tavern, “Blood in the Streets” is a chance for characters to see the City Watch in action. If the characters decide to look around, “Searching the Dock Ward” gives
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, that sang from every page. Long into the night Liriel read, lighting candle after precious candle.
She’d never given much thought to humans, but these stories fascinated her. In these yellowed
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, that sang from every page. Long into the night Liriel read, lighting candle after precious candle.
She’d never given much thought to humans, but these stories fascinated her. In these yellowed
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Tavern Brawl As the characters are relaxing in the taproom of the Yawning Portal, a fistfight breaks out. Read the following to set the scene: You sit around a sturdy wooden table lit by a brightly
burning candle and littered with plates cleared of food and half-drained tankards. The sounds of gamblers yelling and drunken adventurers singing bawdy songs nearly drown out the off-key strumming of a
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
him the chance to turn her into a vampire spawn. The blood in the tub isn’t real, but rather a manifestation of Varushka’s tormented spirit. If the blood is disturbed in any way, read: A blood
. The tub is full of blood. Both curtained archways lead to area K44. Tormented Spirit The spirit of Varushka, a maid, haunts this chamber. She took her own life when Strahd began feeding on her, denying
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Random Encounters (T-Z) Trinket One random character finds a lost trinket. Read the following text to the player of that character: You kick something—a trinket buried in the dust. To determine what
as a potion of healing. 3 A gold candelabrum (worth 150 gp) with three branches, each one holding an unlit candle. 4 A purple silk handkerchief with white ruffled edges (worth 1 gp). On future
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Omuans offer it urns of food and treasure as tribute. Cracks in the fresco obscure the head of the human figure in the foreground, but you can see that it grasps a lit candle.
A search of the wall
done since the dawn of time.” A copper bowl containing rat bones Four dead cockroaches A green wax candle with a salvageable wick 5 gp (loose) Performing the Ritual To open the sarcophagus, one or more
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Entering the Citadel The characters should be 12th level by the time they enter the Bleeding Citadel. The citadel has one purpose: to keep the Sword of Zariel out of evil hands. Read or paraphrase
the following boxed text to the players when the characters enter the Bleeding Citadel: A bright white light burns away the blood and grit staining your clothes. Restorative energy brings life to numb
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
Dungeon Master, so it’s my job to tell you what’s happening in the world around you and rolling any dice for the monster. You’re playing the heroes!
Read this text to set the scene: Your journey has been
smooth sailing so far. You left the bustling port of Neverwinter a few days ago, heading for an island with the foreboding name of Stormwreck Isle. But you woke this morning to a blood-red sunrise
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
First Blood After the last veteran is defeated or once the veterans stand down, read the following: A tall elf woman wearing a sumptuous gown appears at the mouth of the alley, shaking her head
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Bone Brambles Your future is written in your blood. She’ll open your veins to paint the story hidden in your heart. — The Cartographer When the characters arrive at this location, read or paraphrase
the following boxed text to the players: A maze of warped trees and bonelike vines stretches before you. Calcified corpses merge with the trees, covered in fungal pods that feed on the blood oozing
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Approaching the Citadel As the characters approach the Bleeding Citadel, read or paraphrase the following boxed text to the players: A great, disgusting scab the size of a large hill rises up from a
stinking swamp of blood. The domed top of an alabaster temple pokes through the scab. Many black iron chains of Avernus converge on the building, attaching within the grotesque mound.
The exposed
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
13. Grand Vestibule Blood. Blood leaks down the walls and across the decor of this once grand hall.
Pillars. Four stone pillars buttress the 30-foot-high vaulted ceiling. The middle third of each
the horn. A character who understands Dwarvish can translate the horn’s runes, not all of which are visible from the floor. The runes visible from the floor read, “If you blind us.” A character must fly
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
D4. Dormitory The passage west from the courtyard becomes a long hallway with a series of stone doors on either side. Read the following aloud the first time a character enters one of the rooms: A
knickknacks sit here and there — everyday items common to someone’s tidy and simple home.
If the characters make a point of poking around, they spot a trace of blood or other signs of violence on a
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Entering Candlekeep Although some visitors travel to Candlekeep by air, most arrive on foot or on horseback. When the characters arrive at the gatehouse, read the following boxed text to the players
: At the gatehouse, you are greeted by three monks in purple robes: a human, a shield dwarf, and a sun elf. Around their necks hang holy symbols of Deneir, god of writing, whose symbol is a lit candle
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
3. The Boneyard As the characters emerge into this area, read or paraphrase the following boxed text: This area extends well beyond where you can see, stretching into the darkness. Thousands of
Shatterkeel arranged the corpses into orderly lines, so that he might prepare them for transition into one of the living dead. He completed a ritual using a small amount of blood he had obtained from a kraken
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Exploring Curst As the characters approach Curst, read the following text: The odor of rusty metal stings every breath. Ahead lies the gate-town of Curst, a dismal-looking community surrounded by an
imposing wall. Hulking sentries mind the barrier and oversee an open gate into town. As you near the gate-town, your mimir chimes, and its eye sockets flicker like a dying candle flame.
Two
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
60. Cog of Blood Five teak wardrobes stand against the ironclad walls of this chamber, each with a door bearing a carved image or scene. Puddles of gray slime cover parts of the floor. The room has
two exits, including an adamantine portcullis blocking a passage to the north. Set into a metal plate above the portcullis is a row of five red crystals shaped like drops of blood.
The adamantine
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
4. Altar of the Deep Father When the characters visit the altar of the Deep Father, read the following to the players: The idol to Leemooggoogoon the Deep Father consists of a large hide cut roughly
tentacles pinned and artfully arrayed, their heads tied together and painted with red and blue pigments. The idol reeks of decay, and the broad stone altar below the idol is stained dark with blood
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
precariously askew, proclaiming this to be the Blood on the Vine tavern. The tavern building is about 60 feet square. Close inspection of the sign reveals that it originally read “Blood of the Vine.” (An
E2. Blood of the Vine Tavern A single shaft of light thrusts illumination into the main square, its brightness looking like a solid pillar in the heavy fog. Above the gaping doorway, a sign hangs
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the castle, read the following: Aside from a few antechambers, this once-impressive castle has been reduced to scorched rubble. Two hulking, bipedal creatures covered in spikes and smeared with blood stalk the castle’s bailey.
reality of Oerth, where Vecna has captured and imprisoned his archrival, Kas the Betrayer. Read the following to describe the scene: Your feet sink into the mucky basin of a sprawling wasteland. The
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
17. Midden As the characters approach this area, a foul stench begins to rise. When the door is opened, read: The stench from the chamber beyond the door delivers a punch like an angered demigod. The
floor slopes toward an open pit at its center, and is covered in a layer of waste, blood, and viscera.
The temple residents bring their refuse to this filthy chamber, including organic waste from
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
believe that spirits inhabit the plants and animals of the world, and the barbarians look to them for omens and power. Other barbarians trust only in the blood that runs in their veins and the steel
trouble. Never sleep with a magic object within ten feet of you. 5 When you walk through a graveyard, be sure to wear silver, or a ghost might jump into your body. 6 If an elf looks you in the eyes, she’s trying to read your thoughts.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
years. Size. Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Thanks to your elf blood, you have
shades of gray. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Skill Versatility. You gain proficiency in two skills of your choice. Languages. You can speak, read, and write Common, Elvish, and one extra language of your choice.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
, “Random Encounters,” for more information. If you don’t want to incorporate random encounters into the journey to the Barrier Peaks, read the following: The mountains of the Barrier Peaks have grown
with troublesome sprites by day and swarms of blood-sucking stirges by night. But finally, the trees begin to thin out as you enter the rocky foothills of the range.
Exactly as indicated on the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
years. Size. Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Thanks to your elf blood, you have
shades of gray. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Skill Versatility. You gain proficiency in two skills of your choice. Languages. You can speak, read, and write Common, Elvish, and one extra language of your choice.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
humans, and they range from 5 to well over 6 feet tall. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Thanks to your orc blood, you have superior vision in dark and dim
the critical hit. Languages. You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Haruman’s Hill Behold! Zariel’s dog crucified those who betrayed his mistress in battle. — The Cartographer Haruman’s Hill is marked on map 3.1. When the characters arrive at this location, read or
writhing in torment as bloated stirges feast on their blood.
Haruman, a human paladin of Helm, was one of Zariel’s most devoted Hellriders. He crucified deserters to Zariel’s cause on “Coward’s Way






