The Bloodmire
The Bloodmire
The Bloodmire
BLOODMIRE
Maps: Cze & Peku
Character Art: Fabian Saravia
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stained the Syre Wood—a blight born of his intense hatred
of the fey. Gushing waves of Malfuriel’s blood swept through
the wood, corrupting the beasts that lived there and twisting Nursery Rhyme
its plantlife into a grim husk of its former beauty. Protected A jaunty song devised by the Crimson Legion that’s
by Syre’s blade’s aura, the area immediately surrounding intended to convince a traveler to retrieve Syre’s
Malfuriel’s statue was spared from his lasting corruption: Blade and free Malfuriel:
creating the Verdant Heart at the center of what is now
known as the Bloodmire. Snooty snooty winged fey
To this day, the Legate’s thousands of oath-bound servants How I wish they’d stay away.
are afraid of Syre’s blade and magically warded from enter- Their pride and greed
ing the Verdant Heart. Trapped in this cursed swamp by the are plain to see
sword’s powerful magic, these fiends have slaughtered every in Verdant Heart’s oasis.
fey that dared step outside of the Verdant Heart, and eagerly
await their leader’s eventual return. Snip their wings so we can stay
Over time, the Legion managed to repurpose a handful of Safe from illness day by day.
magical fey orbs, warping their magic to serve the legion- Perhaps we’ll be
naires’ needs instead. These protective orbs originally ward- finally free
ed the Syre Wood’s fey villages from divination magic, but once bloody sword’s ejected.
now serve to mask the appearance of nearby fiends: disguis-
ing them as simple humanoids instead. The Crimson Legion
imps, which are by far the most common fiend remaining in
the Bloodmire, appear as simple halflings when in range of The sprites are very wary of travelers due to the bounty
such an orb. An orb has AC 20, 50 hit points, and resistance placed on them by the Crimson Legion. Once discovered,
to all damage. Fiends within 1 mile of an orb are disguised by the sprites cautiously explain the history of the Syre Wood
its magic. to the characters. The sprites warn the party that Malfuriel
To visitors, the insular ‘halflings’ of the Bloodmire are kind still lives within the stone, and that by removing the ancient
enough: offering to heal those afflicted by the Bloodmire’s blade, they will free him from his prison and release the curs-
diseases for either coin or in exchange for the wings of a es placed on him and his Legion. If the party can successfully
sprite. These halflings weave tales about the sprites, warning convince the sprites to remove the illusions hiding Malfuri-
the characters of their mischief and damage inflicted upon el’s body, they will lead the party to his location and unveil
their homes. Shopkeepers explain that they would fetch the his lair. Alternatively, a successful DC 30 Wisdom (Percep-
wings themselves, but the devious sprites know them too tion) or Intelligence (Arcana) check reveals the location of the
well, and have placed magical wards to deny them access lair, although 2d4 + 4 sprites appear to defend it from entry.
to the Verdant Heart. These are expertly crafted lies told to Once revealed, the petrified form of Malfuriel can be
further the Legion’s goals, but a successful DC 20 Wisdom plainly seen. Syre’s blade, Silverwind, the Cleansing Breeze, juts
(Insight) check reveals that something about these state- out from the body, bathed in a stream of blood that flows
ments is amiss. from the wound. A creature can remove the sword with a
These disguised fiends can’t be detected as fiendish by successful DC 25 Strength (Athletics) check. Doing so causes
divination magic or abilities, but can be seen as normal by a Malfuriel’s flesh to revert from its stony state, freeing him
creature with true sight. However, there are subtle hints that to continue his rampage, and signals the start of combat.
might convince an observant character that something isn’t Use the statistics for Malfuriel on page 11, as well as the
right with the creatures of these fiendish villages: map of his lair at thegriffonssaddlebag.com/bloodmire. The
Crimson Legion only knows that Malfuriel has returned
y Villagers are extremely careful about not touching the and their curse has been lifted if he manages to escape from
characters. the Verdant Heart. If he does, the fiends rush to the Verdant
y There are no cemeteries or funeral rites performed. Heart to slay the remaining fey before leaving the Bloodmire
y There are no children, but there are nursery rhymes and to continue their centuries-old war.
folktales of fey. Killing Malfuriel ends the curse on the Bloodmire, allow-
y Villagers are always shown as friendly to those afflicted ing it to slowly return to being the Syre Wood over time. De-
by the Crimson Sight disease. stroying the remaining fiends and Crimson Legion villages
speeds up the forest’s recovery.
Any questions about these inconsistencies only results in a
terse (but not openly hostile) conversation with the villagers.
Engaging in combat with any one villager makes all other EXPLORATION
fiends within eye- and earshot immediately hostile toward
The Bloodmire’s dense canopy, hazy red mist, and lack of
the characters.
civilization’s touch make navigation difficult. Most settle-
ments and landmarks have no pathways to or from them
THE VERDANT HEART and require the help of navigational tools and a good sense
In the center of the Bloodmire, a small area of lush forest of direction instead. As such, navigating to even a familiar
clings to life. Hidden by powerful illusions are the last location without becoming lost requires intense preparation
survivors of the Syre Wood’s sprites, as well as the petrified and no small amount of luck or skill.
remains of Malfuriel the Betrayer.
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4d10 Result the swamp’s beasts and insects. Make sure your players don’t
forget the oppressive weight of the Bloodmire’s connection
30–33 2d6 fugitives (outlaws) hunting for food. They to mutant life and the stench of fresh, metallic death.
leave peacefully if given rations/supplies, but
otherwise attack. Example Dungeons
34 1d4 Crimson Legion imps prowling for violence. d6 Example Dungeon
35 A dense cloud of diseased insects. Each charac- 1 Hidden and carefully guarded under the bloodwater
ter must succeed on a DC 12 Constitution saving of a Crimson Legion village is an alchemical labo-
throw or become diseased (see Bloodmire Diseas- ratory that contains a stockpile of broken fey orbs.
es table). Careful investigation could reveal the history of
36 Old fey ruins buried under mud and submerged these orbs as well as a way to disable them all for
in the swamp. Murals of the war (75%) or carved good.
poetry about Syre (25%) can be found with a DC 17 2 A once-prominent fortress built by Syre and his
Intelligence (Investigation) check. warriors is now almost completely destroyed by
37 A battlefield from the war. Fey and fiendish plantlife, mud, and bloodwater. The sturdy, yet sunk-
weapons and armor long corroded (90%) or intact en walls are now home to a variety of monstrous am-
(10%). phibians, reptiles, and other beasts. Perhaps some
carved hints about the Bloodmire’s origin or ancient
38 A partially submerged fey monument depicting a
artifacts could be salvaged from the muck.
bold warrior. A successful DC 18 Intelligence (Reli-
gion) check recognizes the ancient hero as Syre. 3 High in the canopy, a large number of giant mosqui-
toes have made a strange hive that’s reminiscent of
39 1d8 sprites out scouting for intelligence (Reroll if
a wasp’s nest. The local refugees weren’t concerned
the party is far away from the Verdant Heart).
about the hive until the insects started abducting
children and other small adults. They suspect that
40 An intact fey portal that allows instant travel to the people stolen are being used to build, or possibly
the sprite village in the Verdant Heart while a feed, something deep within the hive’s labyrinthian
waxing crescent moon is overhead. tunnels.
4 One of the very few intact fey portals leads to Syre’s
hidden demiplane: a tower filled with magical traps,
Transfused Beasts libraries, and fey heirlooms. Whether led there by
Some of the beasts of the Bloodmire have adapted and sprites or found by chance, only the bravest adven-
become eerie approximations of their ancestors. You turers would be capable of journeying to the end to
decide whether to use original or transfused versions find the mysterious treasure Syre left behind. How-
of beasts on the Random Encounter table. These sickly, ever, even the few remaining sprites can’t remember
transfused creatures have an unearthly red glisten and what it might be.
have the following changes to their stat blocks: 5 A fey portal has become corrupted by the Blood-
y Their alignment becomes neutral evil mire’s curses. Each new moon, the portal sparks to
y Their attacks deal necrotic damage instead of blud- life and allows travel to a realm full of shades, dark
geoning, piercing, or slashing. magic, and terrors of the night. While it’s open, this
y They are immune to the diseases described in the portal allows these strange nightmares to leak out
Bloodmire Diseases table. and terrorize the swamp’s inhabitants with other-
y They can breathe under bloodwater. worldly monsters. Unless someone can find a way to
y They understand infernal but cannot speak it. close the portal, the Bloodmire may fall completely
y They prioritize wounded prey when in combat, under its sway.
drawn to the fresh blood. 6 Locating a roving camp of bandits in the Bloodmire
takes a large amount of skill, as they’ve learned to
use the mist, canopies, and bloodwater to hide from
RUINS AND DUNGEONS sight until the time to strike. Rumor tells that a group
of these bandits have amassed a hoard of treasure
Due in large part to the murky, ever-shifting sludge of the somewhere in the Bloodmire that’s filled with gold,
Bloodmire’s terrain, dungeons are far more likely to be goods, and supplies stolen from merchants who were
ephemeral in nature as opposed to stone or rock caverns in either careless or desperate enough to travel through
the earth. Whether they be in the swamp’s dense canopy the swamp unprotected.
above, the bloodwater and muck below, or in the ancient fey
passageways that are only discoverable during unique lunar
phases, the Bloodmire’s secrets are revealed only to those
SETTLEMENTS
with extraordinary persistence and skill. Settlements located in the Bloodmire are typically transient
When designing a Bloodmire dungeon, take special note of in one way or another, as the shifting muck and inconsistent
the humidity’s eroding influence, and the incessant thrum of blood level necessitate easy adaptability. Whether construct-
SUGGESTED INHABITANTS
Various humanoids ill-suited to upper society might make
their home in the Bloodmire, far away from the prying eyes
of law-keepers or invading armies. Beyond that, the fey and
devilish warriors of the Clash are still present, albeit hidden
by glamour and illusion.
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BLOODMIRE MONSTERS
the bargain, becoming a devil in the process. After several
successful campaigns of slaughter and torture, Malfuriel’s
Crimson Legion became a renowned and unstoppable force
of destruction.
BLOODMIRE TREANT With bruised, pale green skin and a multitude of open cuts
slowly oozing blood, Malfuriel’s hulking form is appropriate-
The Syre Wood was home to numerous great trees and tre- ly intimidating and only subtly recognizable as once angelic.
ants, but the swiftness of the Legion’s assault left the forest’s His once white-feathered wings are now stained and drip-
defense in the hands of Syre and his sprites. As such, the ping crimson. Freed from Syre’s cursed blade, his boundless
blood of Malfuriel has rapidly tainted the various treants fury is free once more to raze all opposition.
of the swamp just as it altered the other wildlife. Those
unlucky enough to draw a bloodmire treant’s ire will face all
of nature’s wrath as well as the foul blood magic of Malfuriel,
as these cursed treants possess the ability to animate pools
of bloodwater into ooze-like forms as an additional means of
defense.
Bloodmire Treant
Huge plant, neutral evil
Empowered by the sheer volume of slow-moving blood Mud Ball. Ranged Weapon Attack: +7 to hit, range 60/180
present in the swampland formerly known as the Syre Wood, ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage,
giant mosquitoes are a constant threat to travelers and and the target’s speed is halved until the start of the
denizens alike. The mosquitoes are one of the most frequent treant’s next turn.
carriers of disease and with their size and numbers are capa- Animate Blood (2/Day). The treant magically animates a
ble of tremendous damage. pool of blood it can see within 60 feet of it. The blood
congeals into a viscous form and has the statistics of a
MALFURIEL THE BETRAYER gelatinous cube, except its Ooze Cube, Pseudopod, and En-
gulf trait and action options deal necrotic damage instead
Malfuriel was once an ardent enforcer of the heavens: of acid damage, and its Transparent trait doesn’t function
charged with punishing bigots and heretics. But time’s unless it’s in blood or bloodwater.
passing led him to take satisfaction—then pleasure—from The animated blood acts as an ally of the treant. The
inflicting pain. He became a sadistic torturer and was exiled blood remains animate for 8 hours or until it dies; until
from the Upper Planes: a fallen planetar. When the forces of the treant dies or is more than 120 feet from the blood; or
hell offered him the opportunity to lead a legion and inflict until the treant takes a bonus action to turn it back into an
wanton suffering on his choice of targets, Malfuriel accepted inanimate pool of blood.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (–1) 18 (+4) 15 (+2) 12 (+1) 14 (+2) 15 (+2) 10 (+0) 15 (+2) 14 (+2) 2 (–4) 11 (+0) 3 (–4)
ACTIONS
Bloodmire Rod
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Giant Mosquito Swarm of Giant
Small beast, unaligned Mosquitoes
Armor Class 12 Large swarm of small beasts, unaligned
Hit Points 13 (3d6 + 3) Armor Class 13
Speed 10 ft., fly 30 ft. Hit Points 39 (6d10 + 6)
Speed 10 ft., fly 30 ft.
STR DEX CON INT WIS CHA
7 (–2) 14 (+2) 13 (+1) 2 (–4) 10 (+0) 3 (–4) STR DEX CON INT WIS CHA
9 (–2) 16 (+3) 13 (+1) 2 (–4) 10 (+0) 3 (–4)
3Senses darkvision 60 ft., passive Perception 10
Languages — Damage Resistances bludgeoning, piercing, slashing
Challenge 1/4 (50 XP) Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned
Bloodmire Adaptation. The mosquito is immune to the Senses darkvision 60 ft., passive Perception 10
diseases described in the Bloodmire Diseases table. Languages —
Challenge 1 (200 XP)
ACTIONS
Bloodmire Adaptation. The mosquito is immune to the
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one crea- diseases described in the Bloodmire Diseases table.
ture. Hit: 3 (1d6) piercing damage, and the target must Swarm. The swarm can occupy another creature’s space
succeed on a DC 11 Constitution saving throw or take 3 and vice versa, and the swarm can move through any
(1d6) poison damage. opening large enough for a Small mosquito. The swarm
can’t regain hit points or gain temporary hit points.
ACTIONS
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EXAMPLE TREASURE f Prerequisite: 8th level. Your bonus to attack and damage
rolls with this weapon becomes +2, and any fiend hit
When determining treasure for the Bloodmire, consider by it takes an extra 2d6 radiant damage, instead of 1d6.
the denizens that live there. Items that are fey or fiendish in When you reach 14th level, the bonus increases to +3,
origin, such as the signet rings of the fey court or chain devil and any fiend hit by it takes an extra 3d6 radiant damage
gloves, or deal with diseases such as the plaguebane mask or instead.
carrion shroud would be good fits. Of course, any item with f Prerequisite: 8th level, Fey Ancestry trait or the Fey creature
“blood” or “bloodmire” in its name is a perfect fit for this type. You can use an action to touch a creature and
environment. magically know its current emotional state. If the target
Silverwind, the Cleansing Breeze was the blade once wielded fails a DC 16 Charisma saving throw, you also know its
by Syre, the lord of the Syre Wood. It can be found within alignment. Celestials, fiends, and undead automatically
the Bloodmire piercing the petrified body of Malfuriel the fail the saving throw.
Betrayer in the Verdant Heart, and is an artifact designed to
be appropriate for characters of varying levels. You can find f Prerequisite: 14th level. While holding this sword, you can
its details below. use a bonus action to create an illusory copy of yourself
in an unoccupied space you can see within 30 feet of
you. You choose what direction your copy is facing. The
Silverwind, the Cleansing Breeze copy mimics your movements and attacks with this
Weapon (longsword), artifact (requires attunement) sword until the end of your turn, moving forward, turn-
This mighty longsword once belonged to Syre, the fey lord ing, and attacking to match your actions relative to its
of the now fallen Syre Wood. This ancient blade was used position. The copy can’t walk through walls or other sol-
to lead the charge against a legion of invading fiends, and id surfaces. The copy uses your attack and damage rolls
still holds a power over such creatures. You gain a +1 bonus for any attack you make with this sword, dealing force
to attack and damage rolls made with this magic weapon, damage instead of slashing on a hit. The copy vanishes
which has the finesse property. When you hit a fiend with at the end of your turn. If the copy is in an unoccupied
an attack using this sword, that creature takes an extra 1d6 space when it vanishes, you can choose to teleport to its
radiant damage. space. Once this property of the sword has been used, it
Instant Attunement. If you pull Silverwind, the Cleansing can’t be used again until the next dawn.
Breeze from the body of Malfuriel the Betrayer, you are f Prerequisite: 14th level, Fey Ancestry trait or the Fey creature
immediately attuned to it. When this happens, you can type. While this sword is on your person, you can use an
choose to immediately end your attunement to one of your action to cast the disguise self spell (save DC 16). If you
other magical items, even if it’s cursed (as if by the remove drop the sword, the spell ends.
curse spell or similar magic). If you are already attuned to
your maximum number of magic items, you must end your f Prerequisite: Slay or help slay Malfuriel the Betrayer or
attunement to one of them in this way. similarly powerful fiend. When you attack a creature with
Variant Properties. Some properties of this artifact this weapon and roll a 20 on the attack roll, that target
are locked behind layers of dormant magic. As you grow must succeed on a DC 16 Constitution saving throw or
stronger and reach certain milestones, these properties may be magically restrained until the end of your next turn.
become available to you. This weapon can have up to 3 of If the target is a fiend, it’s petrified until the end of your
the following properties active at a time. When you attune next turn instead.
to Silverwind, up to the first 3 properties available to you are f Prerequisite: 20th level. You gain the benefits of all of this
activated. Whenever you finish a long rest, you can replace sword’s variant properties, including those whose pre-
any of the activated properties with another one. requisites you don’t meet.
f While holding this sword, you can use an action to cast
the dancing lights, druidcraft, or minor illusion spell Destroying Silverwind. The only way to destroy
(save DC 13) from the weapon. In addition, when you Silverwind, the Cleansing Breeze is to melt it in the fires
reach 5th level, you can use a bonus action to cast the of the Magmarath Caldera, a raging volcano in the Lower
true strike spell from it. Planes overrun with fiends. It must remain submerged in
the magma for 10 years before it succumbs to the fire and is
f Prerequisite: Fey Ancestry trait or the Fey creature type. You destroyed. When it does, the volcano erupts.
are immune to disease.
TR ANSFUSION
Starting at 3rd level, when you deal Sneak Attack damage to
a creature that isn’t a construct or an undead, you gain tem-
porary hit points equal to your Wisdom modifier (minimum
1). When you reach 13th level, you gain temporary hit points
equal to twice your Wisdom modifier instead. These tempo-
rary hit points last until the start of your next turn.
FIELD SURGEON
By 9th level, your medical expertise and blood magic allow
you to painlessly mend an ally’s wounds using surgical
techniques. Over the course of a short rest, you can cause one
creature other than yourself to regain a number of hit points
equal to your Sneak Attack dice. The creature can’t regain hit
points from this feature again until it finishes a long rest.
TOXIC SHOCK
Grim Surgeon Rogue At 13th level, when you gain temporary hit points from your
Transfusion feature, the target of the attack takes extra ne-
crotic damage equal to twice your Wisdom modifier as its life
NEW CHARACTER OPTION: is siphoned from it. Until the target finishes a short or long
rest, its hit point maximum is reduced by an amount equal
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