Surviving The Apocalypse: Sir Alkian'S Guide To
Surviving The Apocalypse: Sir Alkian'S Guide To
Surviving The Apocalypse: Sir Alkian'S Guide To
SURVIVING THE
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APOCALYPSE
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Anne Gregersen
Rules and guidelines to survive in an apocalyptic
version of 5th Edition Dungeons & Dragons
Anne Gregersen | 1
SIR ALKIAN’S GUIDE TO
SURVIVING THE
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APOCALYPSE
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This book is dedicated to my family and
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friends, people whose continuous support
motivate me to keep making weird stuff
Legal: DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron,
the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are
trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used
with permission under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2019 by Anne Gregersen and published under the
Community Content Agreement for Dungeon Masters Guild.
CREDITS
Lead Designer: Anne Gregersen
BIBLIOGRAPHY
These are some of the works that inspired the
Layout and Writing: Anne Gregersen creation of this document.
Anonymous. Holy Bible: King James Version,
Playtesters: Abigail Peryn, Adam Robertson, 2008.
Adam Scott, Anne Gregersen, Colin Huff,
Daniel Nielsen, Dries ‘Zephyr’ Hermans, Bakos, Jason and Themis Paraskevas. The
e
Malady Codex: The Guide to Diseases. 2018.
Jesper Frandsen, Liam White, Lotta
‘Loscaris’ Ignatius, Louis Flindt Rask, Louisa Bane, Theresa. Encyclopedia of Vampire
Smithing, Oskar Sandkvist, Sindre Urvold, Mythology. 2010.
and all the members of the Aarhus University Bradbury, Ray. There Will Come Soft Rains.
1950.
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RPG club who are never afraid to tell me
when my stuff sucks. Brăilean, Tiberiu. Archetype of the Apocalypse.
2013.
Cover Illustrator: solar22 Brooks, Max. World War Z. 2006.
Interior Art - Via Shutterstock: Alex Tooth, Brooks, Max. Zombie Survival Guide. 2003.
Bourbon-88, camilkuo, Digital Storm, Bourassa, Chris. Darkest Dungeon. 2016.
DomCritelli, KeremGogus, Kiselev Andrey de Jonge, Mathijs. Horizon Zero Dawn. 2017.
Valerevich, Lightspring, Liu zishan, Naeblyss,
NextMars, solar22, Svetlanamiku, Timur Druckmann, Neil and Bruce Straley. The Last
of Us. 2013.
Hussainov, Tithi Laudthong, Vadim Sadovski,
and Yuri Hill
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Interior Art - Public Domain: Arnold Böcklin,
Caspar David Friedrich, Eastman Johnson,
Francisco de Goya, Frederick Catherwood,
Ellison, Harlan. I Have No Mouth and I Must
Scream. 1967.
Gregersen, Anne. Aaralyn’s Stolen Notes to
Velea, 2018.
Harris, Charlaine. Dead Until Dark, 2001.
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George Morland, Gustave Doré, Ivan
HBO, Westworld, 2016-2018.
Ajvazovskij, J. C. Dahl, Johannes Jelgerhuis,
John Martin, Karl Friedrich Lessing, Knud Howey, Hugh. Wool. 2011.
Baade, Thomas Cole, Viktor Vatnetsov, and Kirkman, Robert. The Walking Dead. 2016-
William Turner 2019.
Lob, Jacques. Snowpiercer: The Escape. 2014.
Interior Art - Others: Aaron Lee
(DriveThruRPG), Grzegorz Pedrycz Martin, George R. R. A Song of Ice and Fire.
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1996-2011.
(DriveThruRPG), Serendigity (Flickr), and
the DMsGuild Creator Resource (Courtesy of Matheson, Richard. I Am Legend, 2011.
Wizards of the Coast) McCarthy, Cormac. The Road. 2006.
Miller, George. Mad Max: Fury Road. 2015.
Fonts: Nerfect Type Laboratories
(Heavyweight) Netflix. Kingdom. 2019.
Niles, Steve. 30 Days of Night, Vol. 1, 2007.
NB: Any used pictures, images, and artwork
Perkins, Christopher. Curse of Strahd, 2016.
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Anne Gregersen | 3
TABLE OF CONTENTS
Part 1 Part 3
Chapter 1 - Adventurers in the Apocalypse Chapter 5 - Races
Living in the Apocalypse 8 Fey’ri 91
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Witnessing the End 8 Husk 93
Born in the Apocalypse 10 Voidalka 95
The Localized Apocalypse 12
Chapter 6 - Classes
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Chapter 2 - Creating an Apocalypse Barbarian 99
What Makes an Apocalypse? 15 Path of the Psycho 100
Causes 15 Cleric 101
People and Settlements 16 Plague Domain 101
Infection 18 Druid 103
Threats 19 Circle of Embers 104
Monsters 19 Rogue 105
The Horde 20 Enhancer 106
The Rapture 26 Sorcerer 108
The Visit
The Frost
The Inferno
The Growth
The Titans
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33
38
43
48
Cursed Bloodline
Chapter 7 - Backgrounds
Revised Backgrounds
New Backgrounds
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113
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The Machines 50 Afflicted 113
The Flood 54 Cultist 114
The Night 57 Doctor 116
Raider 117
Runner 118
Part 2 Scavenger 119
Chapter 3 - Apocalyptic Society
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If you are reading these words, I am
afraid my mission has been unsuccessful.
I,
Sir Alkian Bowguard, sworn shield of the
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Lady of Light and knight of her holy ord
er,
have failed to uphold my vow to continue
the
fight against the scourge of terror that
grips
this land. I have perished. Now I shall
have
my rest in the world beyond.
Alas, none will be surprised at my failure
.
I was called a madman for my beliefs. A
madman! Bah! They were not shy to tell
e only a crazy person would dare to fight
against the unholy forces that has claimed
world. In that case I swear, on the hono
me
alone
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this
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that is my order, I take pride in being
called
deranged, foolish, even mad!
Pardon my passions, dear reader. It has
been generations since the world last saw
any kind of noble civility, and I fear the
poor
manners of the mob may have rubbed off
m
on
me. I have spent the better part of my
adult
years protecting a world desiring appara
ntly
nothing but its own demise. Doleful it is,
to
have lost spirit when honor and glory awa
its
any who dare seize it.
Sa
Signed
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around among the rubble. Some are animals, Instead, it provides tools to shape the already
scrounging for what little food that might be existing realms of D&D into an apocalyptic
left or on the hunt for small critters they can wasteland. The first part will explain the nature
eat. Some people can be seen too, settling in of an apocalypse. How laws and lives change
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for the evening. Some have gathered around in response to total world destruction. It will
campfires. Others have pulled away, wanting to also provide examples of premade apocalypses
spend the night in peace. to draw inspiration from, either to create your
You cannot reason with the apocalypse. own or to insert into your own campaign.
Annihilation does not hold back and In the second part, the focus shifts to the
destruction does not engage in civil discussion. people living in the apocalypse. This section
In some way or another, the world has ended. will introduce mechanics that can be inserted
The civilization that had sprawled to be into the game to make the hardships and
growing and healthy is gone. The peoples and survival elements of the apocalypse more
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cultures and history have vanished.
Playing D&D in an apocalyptic setting
is not exactly an easy thing to accomplish.
Not because the adventurers might be
involved in the how the players move and act
in the world. Mechanics for scavenging, altered
rests, trauma, and other optional rules can be
found here.
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overwhelmed by the threats of the new world, The third part will hone in on the players,
but rather because they are much too capable providing them with multiple options for
of handling any danger thrown at them. With creating a character who were born and
magic and sorcery at their fingertips, a lot raised in the apocalypse. This includes player
of the elements that define the apocalyptic subclasses and backgrounds, as well as player
survival genre is taken away. Scrounging for races with thematic ties to some of the pre-
food becomes irrelevant because of spells written apocalyptic scenarios.
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that can create food. An approaching army of A lot of the content within this book is tied
undead becomes less of a threat after the cleric directly to the theme of the world coming to
presents their holy symbol, turning half of an end. However, many of the mechanics and
the group to ash. Adventurers of D&D rely on player options can easily be lifted into any
their powers to survive what the world throws other setting to be utilized outside the intended
at them. They are self-sufficient, capable, and boundaries of the apocalypse.
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strong. It’s no wonder that they are among the Not everyone can survive the harshness of
last living people in the world. the new world. Not everyone has the mental
Ever since I was a child, I have loved the fortitude to power through the trials and
idea of characters constantly on the run from dangers the apocalypse has faced them with.
danger, surviving and even thriving in a world Luck is needed just as much as skill in this
that is doing its best to bring them down. When destroyed world, and trust in your fellows is
it comes to telling stories and playing games, more valuable than even the sharpest of blades.
I have always enjoyed this survival aspect of Best of luck out there. And watch yourselves,
the process, and was disappointed that D&D adventurers.
wasn’t able to offer this kind of experience to
me. — Anne Gregersen, fellow survivor
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CHAPTER 1 - ADVENTURERS IN
THE APOCALYPSE
T
he world has come to an end. The old world will want to cling onto their power
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cities and societies that were the and keep everything relatively the same, or at
foundation of the world as we knew it, least try to. This time is a time of stress, strife,
are gone. The kings and queens, the and stupidity, as people have not yet accepted
guards and lawmen, the politicians the new laws of the world and will suffer
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and magicians. All have been lost to the fall tremendously as a result.
of civilization. We, the survivors, are all that Death and violence becomes prominent as
remain. So what do we do now? the thugs of the world rise to take advantage of
This section of the document is all about the newly created chaos. Society and law will
creating an apocalypse. It will look into the fall apart and crime will rise to uncontrollable
nature of different people in response to levels as the laws of the previous world are lost.
catastrophe, as well as offer templates of In the first few months after an apocalypse,
different kinds of apocalypses you can drag into some people will try to join together in groups,
your own adventure or setting. believing their chances of survival would be
LIVING IN THE
APOCALYPSE
e greater if they stuck together. This situation
could work out for the better. Under a strong,
capable leader and with a little luck thrown
in for good measure, the group might survive
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beyond the first waves of chaos and prosper
into a strong settlement. The alternative,
We’re all just trying to make it through to see and much more likely, scenario is that the
another sunrise. Kindness and honor are settlement will collapse within the first few
values lost in the battle for survival. weeks of its creation. Be it either due to
infighting, an oncoming horde of monsters, an
— Naigar Ollisios, raiding captain and criminal attack from an opposing group of survivors, or
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most will wish to return to that life. Setting
out on an adventure to find the cause of the
apocalypse and perhaps bring it to a definitive
end is a worthwhile endeavor that most people
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would want to see completed. In a world where
civilization is a thing only present in faint
memory, this sort of adventure would be met
with a scoff and little else in way of support.
However, as a response to a recent world-
ending calamity, adventurers willing to set
out in search for a solution would be treated
as heroes by the common populace for their
bravery.
eFall of Civilization
When the apocalypse hit, the major cities of
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the world are always the places that are hit
the hardest. The amount of people gathered in
one place means outbreaks can move through
the population like wildfire. As is often the
case with waves of infection or an approaching
horde of undead, large groups make big
targets and can easily snowball something
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Anne Gregersen | 9
A fool’s errand it’s called when a
faithful servant travels into the land of
travel into the infested streets of a previous ungodliness to retrieve artifacts of his
thriving metropolis to retrieve valuable faith. Such a fool am I apparently, but I
equipment, such as tools, magic items, have been a fool for years and I shall
weapons, and armor. bear that title with pride.
The best equipment has most likely been
left behind in these cities by the artisans who
created them. The best artisans tend to set
up shop in major cities, as this is where they
Saving them and acquiring the information
can find the most customers and earn the
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they have can be a vital step to combatting the
most revenue. As a result, most great artisans
end of the world.
were in the center of the apocalypse when it
Search for a Cure. Not all apocalypses
happened and most likely fell victim to it very
involve world ending destruction. Some instead
early on, leaving their best wares behind to
involve viral diseases sweeping the nations,
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gather dust in an abandoned store.
infecting those it encounters with rapid speed.
In such cases, finding a cure quickly becomes a
Reasons for Adventure main priority. Helmed by powerful individuals
or groups, such as religions convents or
When facing the potential loss of the known
members of the nobility, a group of adventurers
world, unique avenues of adventure might
might be employed to go search for this
present itself if the adventurers in question are
potential cure in order to save what remains of
brave enough to explore them.
society.
Build a Community. Gathering people
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together in a place where they can be safe and
protected against the dangers of the world
is a worthy endeavor to pursue. Building
and maintaining a large group of people in
Born in the Apocalypse
Though the apocalypse might do its best to
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the apocalypse is not easy and it requires extinguish all life until nothing living remains
focus to properly make it a reality. Building a in the world, chances are it will fail. People
community in the face of an apocalypse needs are strong and resilient, and though many will
strong, brave leaders, as well as defenses and have died in the early stages of the apocalypse,
artisans to make life worth living in response to enough people were able to make it through
destruction. the first waves of destruction to successfully
Collect History. In the battle for survival,
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to protect these facets of society, traveling deep horrors of the apocalypse affecting their each
behind enemy lines to retrieve information and every decision. The end of the world might
thought lost in the chaos. have happened to the generation before them,
Save People. When chaos struck, many meaning they grew up listening to stories about
undoubtedly got left behind. Some powerful how the world once was and dreaming that it
people will be stuck behind hordes of might one day return to that state. Alternatively,
advancing monsters or are trapped by they might be the youngest in a long line of
advancing storms of pestilence and disease. survivors going back enough generations that
Some of these people might hold answers as the stories of the world prior to the apocalypse
to what caused the apocalypse, or maybe even has drifted from being history to being fairy
how to stop it from advancing even further. tales.
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some kind at least, was inevitable. instead of the frail security offered by city walls.
Having known nothing but danger and Likewise, the settlements that do exists are
hardships all their lives, most adventurers most likely not very welcoming of newcomers.
who grew up in the apocalypse are hardened Strangers, whether they are in need of
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survivors who know that their time in the world assistance or even offering it, are not welcome
is limited and that they are unlikely to die of to most closed settlements in the apocalypse,
old age. They have seen friends and family be leaving those raised in its chaos weary and
killed or left behind because of small mistakes, suspicious of the intentions of people they don’t
and know better than anyone how to move know.
around in this world torn apart by destruction.
Reasons for Adventure
Small Townships Adventurers are uniquely able to handle some
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In response to total destruction, civilization
and the structure it was able to grant the world
crumbled to dust. Lawlessness and chaos
are more reliable ways of governance in the
of the more dangerous parts of everyday life
that the apocalypse is able to offer.
Combat Danger. When societies and
settlements in the apocalypse are getting
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apocalypse and it is seen in how settlements overwhelmed by monsters or other dangerous
expand, or rather how they don’t. natural phenomena, adventurers can be
Children of the apocalypse have never employed to rid the area of whatever it is that is
experienced the bustling of great cities considered dangerous. It might be an outpost
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Anne Gregersen | 11
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that has been overrun by monsters, thereby
The Localized Apocalypse
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making travel to and from it impossible. Or it
might be a wish of expansion that is pushing a
settlement to get rid an area of danger if it lies An apocalypse does not have to be world
in close vicinity to their home. consuming, at least not at first. Whereas
End the Apocalypse. To those who grew some world ending scenarios strike globally
up in the apocalypse, the dangers and terrors and expand quickly, others are slow in their
it brings has become a simple part of day-to- progression. They start as minor tremors and
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day life. Ending the apocalypse is considered signs of danger, slowly building into scenarios
a fool’s errand by many, but among the races so powerful that they can wreak havoc all over
that can live for many hundreds of years, such the world. This kind of apocalypse typically
as the elves and dwarves, stories of a world originates in one area and then spreads
devoid of this danger might have survived down across land and ocean until it has consumed
through the generations, including tales of how everything in its path.
the apocalypse can be ended. Stories will travel from the area first affected
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Search for Lost History. When the world by this apocalypse, turning into warnings and
ended, people fled the cities in mass. Multiple rumors as they spread across the continent.
castles, temples, and great structures stand These stories will most likely be exaggerated
abandoned of life and are filled with treasure the further away from their source they come,
and history just waiting to be claimed. Chances turning from accounts of strange, otherworldly
are that most of the obvious locations have phenomena to tales of mythical creatures
already been looted long ago, so the few threatening to tear the world asunder. On the
buildings with treasure remaining lies far other hand, the stories of this world-ending
behind enemy lines with many threats and situation might be completely factual, but
dangers standing between the motivated brushed off as simple tales and gossip. If the
adventurers and the loot they are seeking. apocalypse is not taken seriously it is likely it
will soon become too expansive to control.
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have happened recently. It can have first Alternatively, those guarding the borders of
made its mark on the world several years ago, a county or nation will be unwilling to let the
becoming a natural, if not frightening, facet of survivors of the calamity pass through. They do
the environment. In this case, people who live this because they believe that to protect the rest
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far from it are more likely to romanticize its of the world from the advancing destruction,
effects than those who have actually seen the quarantine and lockdowns are the only ways
destruction it can cause. Likewise, travelers they can guarantee the safety of their charges.
will make the journey to see the destruction Those who choose to stay behind are
at first hand, either to bring back stories of unwilling to believe in the rumors brought
its power or to confirm the rumors they have to them by strangers, or they were forced to
already heard of the apocalypse. remain in the dangerous area by forces outside
of their control. These people will most likely
Curious Rumors
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If they are not there to see the effects of the
apocalypse themselves, most people will
only hear of if through tales and stories told
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by those who have witnessed its effects. The
seriousness of the situation might be alleviated
by these stories being treated more like rumors
than fact, or drive the local populace to panic if
told convincingly enough.
Those brave, or foolish, enough might
decide to find out the validity of these rumors
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Seeking Sanctuary
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Anne Gregersen | 13
soon get to experience the destructive effects
of the apocalypse as it begins to engulf the area
they once believed was a place of safety.
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adventurers are not most people and are
hungry for unsolved mysteries to solve.
Find the Cause. Though many people are
able to say where the apocalypse is happening,
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less people are able to explain why it is
happening. In many cases, the immediate
danger felt when facing the apocalypse didn’t
allow the people who first came into contact
with it to do much other than flee. Finding out
what exactly happened to cause the destruction
is vital to figuring out how to stop it from
spreading.
Hold the Line. The apocalypse might have
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spread too far too fast, picking at the borders of
several nations and threatening to engulf major
cities and landmarks. In this case, soldiers and
warriors are employed at the chaos border
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created by this destruction, warriors whose
job it is to beat back the advancing threats
and hold the line until the apocalypse can be
stopped.
Scavenge for Loot. Those who fled the
apocalypse left a lot of their belongings behind.
Homes and keeps stand empty of life, and
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different things. An epidemic of
rampant disease leaving cities and
homes void of life. A shambling
group of undead advancing on an
APOCALYPSE?
It’s not just those creatures that have us hiding
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unprotected settlement. An unexpected visit
from creatures that exist beyond the borders in our homes like scared kittens. It’s the world.
of our reality. The world’s end can come from The entire world has become a battlefield and
many different sources, surprising those who every hour it claims more lives.
believed the world was safe to live in.
— Eve Alain, owner of the Angelnest Home for
This chapter will offer different kinds of forgotten children
apocalyptic scenarios that you can add to your
setting, or you can be inspired by to create The following sections will detail different
your own stories and campaigns. These pre- kinds of apocalypse that you can utilize when
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written apocalypses are merely suggestions
as to how to handle different kinds of world
ending scenarios and can be altered to fit the
campaign you are playing. You can choose to
creating your own world ending scenario. Each
section will look into five different aspects of
an apocalypse, these being Causes, People and
Settlements, Infection, Threats, and Monsters.
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take only some elements from one of the pre-
written scenarios, or to mix and match them
as you see fit. Maybe the occurence of one
apocalypse spawned the creation of another, or
Causes
perhaps two scenarios happened at the same When the apocalypse happens, many people
time and are influencing the world in different want to know why or how it happened. What
destructive ways. An example of this could be was it that went wrong to bring the world
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mixing the Frost and the Inferno, with one side to such destruction? The answer to this can
of the world dealing with an eternal winter vary wildly, especially in a D&D setting. With
where the other lives in the heat of a constantly otherworldly entities, meddling gods, and
burning fire. parallel planes of existence, there can be
countless reasons for the world to have come
to an end. Sometimes it is as simple as locating
a single powerful entity who is insistent on the
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of apocalypse the settlement is built in and
Despite the new and dangerous living
which should be considered when creating
conditions, people still manage to pull together
a township or homestead in an apocalyptic
in times of crisis, though how they end up
setting. Apocalyptic settings offer few moments
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doing this varies depending on the crisis they
of diplomacy and parlay, so settlements must
are facing. In some cases, flocking together
always be heavily defended as to not fall victim
in large communities becomes necessary to
to the various scourges of the apocalypse.
survive the hardships of the apocalyptic world,
Access to Food, Water, and Resources.
whereas moving around in groups is as a death
What can make a settlement both strong and
sentence in other settings. It all depends on the
vulnerable is the fact that it is stationary. It
type of world and apocalypse the people are
being stationary means that better quality
living in.
defenses and construction can be built, but it
This section will focus on how people react
also means that the residents of the settlement
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to different types of world ending situations
and offer ideas as to how settlements and
townships function in this sort of world. These
ideas should always be seen as suggestions
have to rely on the local area to survive. If the
grounds around the settlement aren’t capable
of providing food and water, as well as other
resources such as medicine and building
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that can be modified to fit the campaign and
materials, the settlement won’t survive very
setting being created for them.
long.
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oncoming threat. Regardless, warning systems on in and around the settlement is another
are set up to protect the lives of everyone in the important part of keeping the residents of
settlement, capable of sending out information the settlement safe. This includes patrolling
quickly and efficiently. the walls and streets looking for any kinds of
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Signal Fires. Communication is key if problems that might interfere with the security
a settlement wants to survive. Staying in of the settlement, as well as scouting the
touch with other outposts and warning nearby wilderness to see if anything unusual
them of oncoming danger is essential to not is happening near the township. If a group of
be surprised by a sudden attack from an monsters or raiders has recently moved into
advancing threat. Signal fires can be lit to the local area, it is vital that the settlement
communicate to other nearby townships that knows of it so they can begin to come up with a
danger is coming their way, and likewise inform plan towards combating this new threat to their
the settlement itself if they should prepare their home.
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defenses for an attack from an advancing force
Anne Gregersen | 17
Though I do not suffer the assault of
pestilence, the lower classes do. A use for my
gifts, as granted by my Lady, is to relieve
Infection the pain of the peasantry should they need it.
Some of the poorer caste have said it is my one
Infection is a classic part of the apocalypse redeeming quality, though I am of the opinion
setting. It is seen in epidemic and zombie that I have a few more than just the one.
apocalypses where people die or succumb to
a disease that slowly kills or changes them.
Depending on the lethality of the setting
you plan on running, you may choose an • No Infection. Infection does not exist in
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appropriate type of infection that goes well with this apocalypse.
the campaign you will be playing in. • Chance of Infection. When you are
You do not need to incorporate an infection subjected to an infection, such as from
into your world. Plenty of world-ending a zombie’s bite or an infectious disease,
you have to succeed on a Constitution
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scenarios exist that does not involve infecting
the remaining surviving populace with lethal, saving throw to avoid being infected. The
transforming diseases. DC equals 10 + the CR of the source of
Immunity to disease should also be the infection rounded down. If the source
considered before deciding to employ an does not have a CR, then the DC is 10.
infection. Infection can be considered a bit of If you fail the saving throw, you become
a gray area when it comes to including it with infected and suffer the described effects.
other diseases. If infections function in the You may consider making it so infections
same way as diseases, then people playing as like this only happen to a character if they
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Paladins will have a great advantage when it
comes to surviving the apocalypse. Whether
or not disease immunity is applicable to the
infection in question should be decided by the
go below half of their maximum hit points
or lower. That way, they don’t have to roll
a saving throw every time they are hit
by a creature, thereby severely slowing
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DM and shared with the players before starting down combat.
a game in an apocalyptic setting. • Definite Infection. When you are
What follows are some options for creating subjected to an infection, such as from a
an infection in an apocalypse. These effects are zombie’s bite or an infectious disease, you
meant to be added onto the infections offered become infected and suffer the described
by the following pre-written apocalypses so you effects.
have the more control over how infections will • Curable Infection. If you are infected, you
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function in your specific apocalyptic setting. have a set amount of time to find a cure
The pre-written infections are not mandatory or you will succumb to the infection. The
additions to the apocalypse in question and can amount of time available depends on the
be ignored if desired. Likewise, the duration nature of the infection and the manner
and effects of the premade infections can be which you can be cured of the infection
changed, both to more easily fit the style of depends on the world you are playing
your game and to keep your players on their in. In some cases, spells like lesser
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toes. Uncertainty is a great tool for instilling restoration or greater restoration might
nervousness and suspicion in a group of be enough to combat the infection, or you
traveling adventurers. may need to find some specific medicine
These are some overall rules that should be in order to cure the infection. How a
considered for any infection being utilized in an infection is treated is to be decided by
apocalyptic setting. The nature of the various the DM. Likewise, spells such as purify
infections is described in the pre-written food and drink might be expanded to
scenarios below, and you should refer to include purifying food and drink from any
those when looking up the effects of a specific infection it may contain.
infection. • Incurable Infection. If you are infected,
you a set amount of time to live before
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If an infection transforms your character
into another creature, as is the case with the
Horde and the Inferno, you lose control of
your character and relinquish control of the
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character to the DM.
Some of the pre-written apocalyptic
scenarios, such as the Titans and the Rapture,
will not have any infections attached to them.
In cases of an apocalypse not having an
infection attached to it, this section has been
omitted from the scenario.
Threats e
The world has become a dangerous place
filled with hazardous events. Some of them Monsters
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are natural, such as piercingly icy winds and
powerful storms, while others might involve the Different apocalypses offer different foes.
encroaching force of an army of monsters. In some cases, it might be an infection that
There is of course also the case of people transforms what was once a docile creature
being the most dangerous monster in the into a carnivorous monster. Other times, a
apocalypse. With many lone travelers and no specific kind of monster might have risen to be
law to govern the land, bandits and criminals dominant over other threats found in the world.
m
are allowed to roam free. Adventurers will This section will provide information about
always have to be on the lookout for other the monster ecology of the world in response to
people in addition to any monsters or natural the apocalypse in question, and will sometimes
phenomena that might threaten them. Even provide a template stat block that can turn
people who claim to be welcoming and open already existing monsters into new versions of
might have a hidden, darker agenda, especially their old selves, as is the case with apocalyptic
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those who seem to be thriving despite the scenarios like the Horde and the Machines.
violent nature of the apocalyptic world. If a section does not have template like this,
The apocalyptic scenarios provided in this it will in some cases have a section dedicated
chapter each have some suggested threats to new monsters that would fit into the theme
that could occur following the world’s end. of the chosen apocalypse, as is the case with
These can give some inspiration for creating apocalypses such as the Titans and the Night.
encounters for the adventurers to run into as These monsters can be found in Chapter 8 -
they travel through a world touched by different Monsters at the end of the document.
kinds of destruction, as well as to add some
flavor to the setting they will be exploring.
Anne Gregersen | 19
When these types of characters exist in a
THE HORDE D&D setting, it can be hard to understand how
control over the world was lost so wholly, and
Shambling, skulking, creeping, crawling. playing as one of these powerhouses becomes
Dashing, groaning, biting, gnawing. They come evermore appealing to a player when seeing
a-running, hollow shells, empty of their souls. how useful the classes can be when facing an
They come a-crawling, straight from hell, come undead scourge.
to eat you whole! An answer to this problem could simply be
— Faukus ‘the Fool’, mad entertainer to remove clerics and paladins from this sort
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of setting. That would both explain how the
When people think of the word ‘apocalypse,’ undead were able to overwhelm the world
most modern people immediately associate it as rapidly as they did and it would give more
with the word ‘zombie.’ The thought of a rising options when creating a useful character,
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army of undead taking over the world is not since the two obvious choices are now off the
an unknown one, and has been represented table. This then poses the question of why
in many different types of media throughout clerics and paladins do not exist in this world.
many, many years. However, when attempting There can be multiple reasons for this, one
to transfer this sort of apocalypse, one that being that the connection to the divine powers
deals with an oncoming Horde of undead, you’ll beyond the borders of the mortal realm was
find that transferring it into a D&D setting can severed, leaving clerics and paladins powerless
be a bit tricky. in response to the oncoming undead threat.
With class options such as cleric and paladin, Without their best weapon, divine retribution,
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the idea of large masses of undead becomes
less of a threat and more of a slaughter, as
the holy warriors cleave their way through the
attacking creatures, turning them to dust by
the Horde was able to overwhelm the cities and
nations of the world, leaving it in ruins.
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simply presenting the symbol of their deity.
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Sa
e
way. Alternatively, the scourge of the undead
could have come as a result of warfare. Either
by sending a marching force of undead after
their opposition or by introducing a strange,
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deadly disease into their enemy’s homeland,
the Horde could certainly have its uses. To
control it was another matter, and it wasn’t
long before the undead armies were running
rampant throughout the world.
people, devastating enough that they will fairly slow so outrunning them is not that
do anything to get them back. If the power difficult. Likewise, taking out a few stragglers
of resurrection magic does not work or is is not much of an issue, as long as you are able
unavailable, some might choose to seek out to keep your distance. However, if enough of
alternate methods of revival. These methods these shambling creatures get together, they
proved miraculous. They restored movement are nigh unstoppable. Settlements that thought
and energy to a corpse. Only, though the body themselves safe were ill prepared for when
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of the deceased was reanimated, their mind hundreds, if not thousands, of decomposing
was not, leaving a murderous and carnivorous bodies started appearing outside their homes,
creature in place of the person it was supposed pressing themselves against their constructed
to be. walls until they began to give in to the ever-
Mysterious Disease. The source or reason building pressure of the Horde.
for this disease is unknown, but its effects are As a result, people stay on the move, going
deadly. Those who recently died began rising quickly from place to place and tend to not stay
from their graves, intruding into their old in one area for too long. Settlements do exist,
homes to terrorize their families. The infected but there are only a few solid ones remaining
brought with them a deadly disease, killing after the largest of the hordes rolled through,
those who were subjected to its effects, only
Anne Gregersen | 21
and these settlements have only been allowed
to exist because of their strong defenses, be Zombie Virus
they natural or constructed. Holding up in You can be infected by the virus in the following
a fort or castle is a wonderful way to keep ways:
yourself safe from the oncoming horde of
undead, as long as you have enough supplies to • Bite. You are bitten by a creature infected
survive a siege or have a way to slip out behind with the virus.
enemy lines to restock your stores. These • Consumption. You consume a food or
settlements have survived because of rigorous liquid infected by the virus.
e
rules and combat proficiency, allowing them to • Contamination. You have let the virus
clear out advancing threats before they became enter your bloodstream, such as through
overwhelming to the safety of the settlement. a cut or through contact with an open
wound.
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Infection: The Horde If you are infected by the virus, you suffer the
following effects. The effects has been divided
into stages whose durations can be extended
Those who have even just a little experience
or lessened as seen fit by the DM. Once you
with the zombie apocalypse know that
transition from one stage to another, the effects
becoming a zombie is as easy as being bitten
of the previous stage is replaced by the effects
by one of the foul creatures. One bite and
of the new one.
you are mere hours away from succumbing
to a terrible fever. Your rest will not last long • Stage 1 - Fever. This stage occurs 1d4
zombie’s attack from a ‘slam’ to a ‘bite’, which immediately gain 3 levels of exhaustion.
deals piercing damage instead of bludgeoning These cannot be removed by any means
damage. while you are infected.
In the case of a zombie apocalypse, there is • Stage 4 - Death. This stage occurs at
usually a type of infection present as this adds the end of the third stage and lasts for
on an additional layer of danger and fear to one hour. At the end of the hour, you rise
the narrative of zombie survival. This won’t be as a zombie. The stats of your zombie
a surprising addition to most players, as the is determined by following the zombie
themes of a zombie apocalypse is something template written in the “Monsters: The
they will most likely be very familiar with. Horde” section below.
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dealing with zombies is their mindlessness. In goal.
most cases it is their greatest weakness, but If a zombie encounters a living thing, it will
it can also be the thing that turns them into go towards it by the most direct route available
a great danger. Since zombies walk with no to the zombie. This might result in the zombie
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purpose other than searching for food, they marching through fire or onto spikes, but the
tend to move around in groups. Not because zombie cares little for the pain this might have
of any sound tactic, but because one zombie caused it in life. Now all it seeks to do is feast
might have started wandering in one direction and consume anything living it encounters in
and was soon followed by a dozen, a score, its path.
and then a hundred others. A wandering group In a zombie apocalypse, the main reason for
of zombies is one of the greatest threats to a the mass extinction of civilization is because
group of adventurers. Even highly powerful of the rampant growth of the Horde. When
characters will have problems dealing with the someone is bitten, they are already in the
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force of an advancing undead horde.
If the nature of the infection means that it
can affect creatures that are not humanoid,
such as dragons or beasts, the Horde only
beginning stages of dying, slowly turning into
an undead zombie themselves.
Zombie Template
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becomes even more dangerous. Beings that
usually leave the adventurers alone or even You can make nearly any creature or monster
offer them no threat at all, such as a herd of into a zombie by changing its statistics
deer, will now be actively pursuing them in an following the template below. Certain
attempt to feast on their flesh.
The topic of infection can also pose a threat
to natural resources. If a zombie has wandered
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Anne Gregersen | 23
Zombies are nasty buggers. Gods, I do
detest their vileness. They are an insult to creatures, such as elementals and constructs,
the light of our divine rulers and they should cannot be made into zombies. When a creature
all be destroyed. Never pass up a chance to is transformed into a zombie, it retains its
statistics and traits except for the changes
rid the world of these disgusting things. This described below.
is a vow everyone should make and stand by, Ability Scores. The zombie’s ability scores
no matter their status or creed. are changed to the following: Intelligence 3
(-4), Wisdom 6 (-2), Charisma 5 (-3). These
ability scores cannot be raised as a result of
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this feature. Constitution is raised by 2, and
Dexterity is decreased by 4 to a minimum of 6
(-2).
Lost Proficiencies. The zombie loses any
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saving throw or skill proficiencies it might have.
Lost Senses and Traits. The zombie loses
any special senses and traits it might have.
This includes spellcasting abilities. Attack
actions, such as a dragon’s breath weapon or a
beholder’s magical eye rays, remain.
Creature Type. The creature’s type changes
to undead.
Alignment. The zombie’s alignment is
e neutral evil.
Speed. The zombie’s movement speed is
reduced by 10 feet to a minimum of 5 feet.
Damage Immunities. The zombie is immune
pl
to poison damage.
Condition Immunities. The zombie is
immune to the poisoned condition.
Darkvision. The zombie has darkvision out
to a range of 60 feet.
Saving Throw. The zombie is proficient in
Wisdom saving throws.
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Zombie Samples
Some examples of zombie creatures can be
seen on the following page.
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Chilling Gaze. The zombie targets one creature it can
Saving Throws Wis +0 see within 30 feet of it. If the target can see the yeti, the
Damage Immunities cold, poison target must succeed on a DC 13 Constitution saving throw
Condition Immunities poisoned against this magic or take 10 (3d6) cold damage and then
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Senses darkvision 60 ft., passive Perception 8 be paralyzed for 1 minute, unless it is immune to cold
Languages Yeti, but can’t speak damage. The target can repeat the saving throw at the end
Challenge 3 (700 XP) of each of its turns, ending the effect on itself on a success.
If the target’s saving throw is successful, or if the effect
Undead Fortitude. If damage reduces the zombie to 0 hit ends on it, the target is immune to the Chilling Gaze of all
points, it must make a Constitution saving throw with a yetis (but not abominable yetis) for 1 hour.
Zombie
Medium undead, neutral evil
e Zombie Dire Wolf
Large undead, neutral evil
pl
Armor Class 8 Armor Class 14 (natural armor)
Hit Points 22 (3d8 + 9) Hit Points 42 (5d10 + 15)
Speed 20 ft. Speed 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3) 17 (+3) 11 (+0) 17 (+3) 3 (-4) 6 (-2) 5 (-3)
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Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a
points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant
DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1
or from a critical hit. On a success, the zombie drops to 1 hit point instead.
hit point instead.
Actions
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is
target. Hit: 4 (1d6 + 1) bludgeoning damage. a creature, it must succeed on a DC 13 Strength saving
throw or be knocked prone.
Anne Gregersen | 25
Because of their immortality, the celestials
THE RAPTURE and fiends never cease coming. When one army
is knocked down and thought beaten, a second
Witness me. Witness my splendor and power one arrives, this one bigger and more powerful
as I bring destruction and pain to the creatures than the first. In the face of such otherworldly
you claim to love. See me, angel. See me and and inconceivable destruction, there is little
despair. to do for those who survived the first waves of
— Calthraz, infernal commander of the 13th the war between good and evil. The only thing
army they can do is pray to any god that might be
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listening and this war might soon end, in one
The destructive battles between the upper way or another.
and lower planes of existence has descended
on the mortal world, bringing with it chaos
Causes: The Rapture
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and destruction. Divine angels and wicked
devils clash on the battlefield, battling each
other as only immortal beings can. The golden The Rapture was not brought on by mere
might of the angels is devastating against the chance or accident. There must be some
unholy forces of the infernal devils, but the reason for this otherworldly destruction to
celestial army does not have the number of wreak havoc on the world.
their fiendish counterparts, making the battles Armageddon. The clash between the forces
fought between the two groups long, grueling, of evil and good was always destined to occur.
and bloody. How and when was always the question,
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Caught in the crossfire, the peoples and
creatures living in the material realm must
scramble to get out of the way as these
extraplanar denizens fight for control over
and the answer was something no one knew
for certain. What is certain is that the world
was destined to end in a battle of divine and
unholy forces, fighting over the dominion of the
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the multiverse. The powers of the angels and material plane of existence.
devils are so great that no mortal can hope to Death of a God. After the death of a deity, the
best them in direct combat, especially not in universe rapidly spun into complete and utter
the great numbers they are appearing in. The chaos. Celestial angels now stand without a
raw force of the otherworldly entities and their leader, without orders, and the infernal devils
aggressive warfare against each other makes of the lower planes sense a weakness in their
any resistance or attempt to fight the unwanted divine enemies. Meeting at the middle point
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creatures utterly futile. between their homes, this being the material
plane, these angels and devils clash together in
eternal and brutal combat. One side is fighting
None can claim to possess the divine for the god they used to serve, the other
powers and elegance that is found simply fighting because they stand a chance at
destroying something good and beautiful.
within the servants of the gods. Golden
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collateral damage. This means that even Because of the religious weight of the
though the angels will fight for what is good apocalypse, those who follow a god or deity
and pure, their radiant powers might at times will be given more attention than before. Either
fall to wreak havoc on innocents, simply their words will be revered as the people are
because they were caught in the crossfire as desperately looking for any kind of resolution
the angels attacked an advancing infernal in this destructive time, or they will be hated
assault. and alienated as it is their faith that spawned
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Devils will have no scruples or worries about the vile creatures now tearing this world apart.
endangering innocent lives or the integrity The sentiment towards religious figures can
of humanoid settlements, going so far as to vary from settlement to settlement, and almost
target them in an attempt to rattle their angelic always reflects the hardships the community
foes. This leaves most major cities as burning have undergone during the apocalypse. Those
ruins of what they once were and the people who have felt the destructive powers of the
who lived there scattered around the nearby otherworldly denizens at first hand will have
countryside. less patience for this religious figures, whereas
Keeping together in smaller groups and others who have only been able to watch the
doing their best to stay out of sight of the two armies battle from afar might be more
immortal beings that have invaded the world inclined to give credence to their words.
Anne Gregersen | 27
Threats: The Rapture
Through the various supplements released
for 5e D&D, several kinds of devils and fiends
exist to bring a varied collection of monsters
One of the more obvious threats in the to the Rapture. As this is the creature type the
Rapture is that of the angels and devils fighting adventurers will be fighting against the most,
each other for rulership over the world. In this provides a varied selection of enemies
these fights, the two armies are much too for them to encounter while traversing the
preoccupied with one another to pay any wasteland.
attention to the humanoid masses below, so As for the angelic army, they might have
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the people don’t have to worry too much about recruited other celestials willing to assist
being actively targeted in these fights. However, in the battle against the advancing devils.
the weapons of both the angels and the devils To further bring a challenge to your players,
are powerful and destructive. Though they these celestials can swiftly be turned from
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might have been aiming at the opposing army, divine, holy beings into monstrous murderers
one of these weapons can change course to by corrupting them. A celestial tainted with
crash into humanoid settlements and cities, devil blood or who has undergone substantial
causing massive destruction wherever it lands. torture can turn evil, offering a new and
There also exists other threats besides the unusual challenge for adventurers trying to
battles between the two armies. The fiery survive in this
energies from the infernal planes below can apocalypse.
grow so intense that they rip holes in the earth,
leaving bright, burning chasms into the pits of
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hell below. From here, devils and sometimes
fire elementals, can spawn to bring torment to
the world around them.
The devils are most likely going to be the
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most dangerous threat to the people of the
world. Minor devils, too weak and frail to
participate in the war against the divine angels,
will make do with tormenting the humanoid
people of the world they are fighting over
instead. Devilish antics they might conduct
include kidnapping, maiming, and killing, as
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— Lorren Haddas, city watchman and guard for generations after they choose to leave the
mortal realm behind. Provided that they ever
The arrival of the otherworldly, alien choose to leave.
aberrations was as sudden and violent as one
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Causes: The Visit
could imagine. The cause of their appearance,
as well as the reason for it, was unknown to the
people caught in the initial waves of destruction
as the aberrant monsters swept through the Though no one knows where exactly the
major cities of the world, destroying anything strange alien creatures came from, the reason
that chose to stand in their path. for the Visit might still be found by those left to
With the powers of the attacking aberrations witness the world’s destruction.
being both so sudden and so immense, there Annihilation. Destruction, consumption,
was little to do for the humanoid people and brutal takeover are the only things that
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other than flee the destruction caused by
these alien creatures. In the chaos, they were
powerless witnesses to their civilization and
history crumbling around them, all the while
are seemingly on the minds of these aberrant
visitors. Their attacks are efficient and
lethal, their power immense and impossible
to understand. Diplomacy does not work.
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immortal, unspeakable entities rushed the city Conversation is pointless. There is only war
streets with unnatural powers and forces of between the mortal people of the world and the
destruction at their disposal. strange, alien aberrations who have intruded
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Anne Gregersen | 29
on the material plane from realms far beyond
mortal understanding.
Resource Harvest. As a group of nomadic
travelers, moving between strange multiverses
and faraway realms of chaotic energies, the
purpose of these otherworldly creatures is to
harvest and gather resources. Be it because
their own home is lacking the resources they
need or their kind have always worked as a
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people wandering between different worlds
might vary, but what is certain is that the
mortal world has something they want and they
won’t leave until they get it.
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Strange Encounters. Whether it is because
of simple curiosity or perhaps a need for
gathering information from worlds different
than their own, the alien creatures of the
Visit have arrived to learn something about
the mortal world. If this is supposed to be
a peaceful study of a people different than
them or a prolonged inspection that will
eventually lead to annihilation is not certain, dangerous than ever because of the obvious
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which explains the panic the presence of these
creatures continue to instill in the public.
wilderness. How many actually made it out its residents. Settlements rely heavily on
of the cities safely is not entirely known, camouflage and discretion, rarely housing
but the highest death tolls came from the more than about a hundred members, and are
large metropolises where the alien visitors always prepared to leave a location should it
could cause the most destruction. Living on become unsafe.
the run quickly became a way of life, as the
visitors were quick to figure out the natures
Threats: The Visit
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humanoids. There is of course the exception of changes described below.
a few daring souls who venture into the ruined Creature Type. The creature’s type changes
patches of civilization to search for resources to aberration.
and loot, but only few ever return from such Alignment. The voidling’s alignment is
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ventures and their minds are nearly always chaotic evil.
broken beyond repair if they make it out of the Damage Immunities. The voidling is
aberrant bound cityscapes. immune to psychic damage.
Condition Immunities. The voidling is
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and horrifying to a mind unable to comprehend
the nature of what they are seeing. Though
some of the aberrant visitors that move around
the mortal world have taken on aspects of other
within 30 feet of the voidling and can see it, the
creature must succeed on a Wisdom saving
throw (DC = 10 + the voidling’s proficiency
bonus) or become affected by a random short
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mortal creatures, most are still so strange and
term madness for one minute. The creature
otherworldly to behold that the mere sight of
may repeat the saving throw at the end of each
them instills madness. These creatures are
of its turns, ending the madness on a success.
better known as aberrations, and some have
If a creature’s saving throw is successful or the
already been found in the mortal realm, hiding
madness ends for it, the creature is immune to
and scheming away in forgotten nooks of the
the voidling’s eldritch horror for 24 hours.
world. Now these mysterious creatures that
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Anne Gregersen | 31
random short term madness for one minute. The creature
Voidling Griffon may repeat the saving throw at the end of each of its
turns, ending the madness on a success. If a creature’s
Large aberration, chaotic evil
saving throw is successful or the madness ends for it, the
creature is immune to the voidling’s eldritch horror for 24
Armor Class 12
hours.
Hit Points 59 (7d10 + 21)
Speed 30 ft., fly 80 ft. Immutable Form. The voidling is immune to any spell or
effect that would alter its form.
STR DEX CON INT WIS CHA
Keen Sight. The voidling has advantage on Wisdom
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18 (+4) 15 (+2) 16 (+3) 2 (-4) 13 (+1) 8 (-1) (Perception) checks that rely on sight.
Magic Resistance. The voidling has advantage on saving
Skills Perception +5 throws against spells and other magical effects.
Damage Immunities psychic
Condition Immunities charmed, frightened, paralyzed,
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poisoned Actions
Senses darkvision 60 ft., passive Perception 15 Multiattack. The voidling makes two attacks: one with its
Languages the voidling can understand Deep Speech, but beak and one with its claws.
can’t speak.
Challenge 2 (450 XP) Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 8 (1d8+4) slashing damage.
Eldritch Horror. If a creature starts its turn within 30 feet Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
of the voidling and can see it, the creature must succeed target. Hit: 8 (1d8+4) slashing damage.
on a DC 12 Wisdom saving throw or become affected by a
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The cold of winter has been used in many a mortal or tricked by a powerful individual.
poems, stories, and songs to represent the Their world-altering powers were so grand
themes of darkness and death. Winter is the that, in their anger and frustration, they called
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time of year where flowers wither and die, down eternal winter on the planar home of the
where the sun hides behind dark clouds, and one who had dared to anger them.
where heavy snow storms can trap people Destined. The phrase “fimbul winter” might
within their homes for days or even weeks. The be well known to those who are familiar with
chill of winter is natural, however, and people the traditions and legends of the northern,
know that its power is a passing one. Soon, the tribal peoples of the world. Ancient tales tell
winter will give way to the warmth and colors of a long winter meant to prelude the actual
of spring to welcome a new year into existence. ending of the world. The world has been
For those surviving in the Frost, cold is covered in snow and ice, and the people living
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constant and never ending. Fire and embers
become the only shield left to survive in the
eternal chill, and people starve as food begins
to steadily run out. With the eternal cold, only
in it can do nothing against the forces of
prophesied destruction.
Plane Shift. The mortal realm and the plane
it is resting on has shifted from its original
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few plants and animals remain alive, and what position to come closer to the outer, colder
does survive is quickly picked clean by the borders of the multiverse. The elemental
people trying to survive in this apocalypse. planes can no longer affect the mortal realm in
The world has become a blank sheet in the way it did before, causing the world to be
response to the Frost. Ice and snow make the trapped in what seems like an eternal winter.
world look bright and clean. Heavy storms
make the falling snow feel like needles,
People Settlements: The
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Anne Gregersen | 33
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Infection: The Frost
doesn’t offer the protection necessary to
survive in this type of apocalypse and is quickly
abandoned.
Since resources occur either rarely or not at Becoming sick because of the cold or the
all, the survivors of the Frost scout the world whipping winds found in the Frost, provides
yet another threat to living in a white world of
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response to the apocalypse. As long as it can that is feared by the few people who have
withstand the elements, it can be considered managed to survive the cold of the Frost. To
as good a place as any to seek shelter from the identify it can be hard, as the infection itself
Frost. Of course, by seeking underground the grows from tree branches and mountainsides,
survivors run the gambit of being snowed in taking on the appearance of icicles. Pricking
and trapped in a space with no air. Many have yourself on one of these icicles will be enough
died from suffocation because of a lack of air to become infected. Consuming it is also
holes in their underground den, left forever a way of becoming infected, but since the
as frozen reminders of what happens to those frostlung icicles do not melt into water, it is
who believe themselves to be safe against the nearly impossible to consume it accidentally.
destructive elements of the Frost. Only by licking an frostlung icicle or otherwise
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a cut or through contact with an open
wound.
If you are infected by frostlung, you suffer the
following effects. The effects has been divided
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into stages whose durations can be extended
or lessened as seen fit by the DM. Once you
transition from one stage to another, the effects
of the previous stage is replaced by the effects
of the new one.
• Stage 1 - Fever. This stage occurs 1d4
hours after infection has occurred
and lasts for eight hours. While in this
consuming the source of the infection will warm clothes becomes uncomfortable,
cause an infection in this way. The more likely and you become resistant to cold
cause of infection comes from being attacked damage.
by a creature already infected by frostlung or by • Stage 3 - Frostbite. This stage occurs at
a fimbuli, a creature that has been reanimated the end of the second stage and lasts for
by the power found within the frostlung icicles. one hour. While in this stage, your fingers
The frostlung icicles are actually a plant and toes are darkening in response to
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of sorts and do not melt, no matter the the cold. Your eyes will have turned an
temperatures they are subjected to. They icy blue and your breath no longer shows
grow in spaces where there is plenty of food in the air. The pain of moving around
for them, this being other plant life and the halves your movement speed and you
occasional animal who mistake the icicles for have disadvantage on attack rolls, ability
a source of water. Once ingested, the frostlung checks, and saving throws. You are still
infection grows inside of its host, eventually resistant to cold damage.
piercing through its hide in transparent, icelike • Stage 4 - Death. TThis stage occurs at
spikes. the end of the third stage and lasts for
one hour. You fall over dead, killed by
Anne Gregersen | 35
the otherworldly frost inside of you. At Occasionally, creatures who die from the
the end of the hour, spikes of frostlung frostlung infection will not remain dead. In
icicles will begin to slowly protrude from these cases, the creature is corrupted and
your body and your skin will solidify into changed by the infection inside of them,
a hard ice-like material. When you die turning them cold and cruel as a result. Their
in this way, there is a 20% chance that bodies become covered in rime and frost and
you will rise again as a fimbuli. This when they receive wounds or cuts their blood
transformation occurs one hour after does not flow, instead sticking like a half-frozen
death. You can find the stats for your liquid. Whatever motivation the creature
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fimbuli in the “Monsters: The Frost” might have had before is replaced when this
section below. transformation occurs, changing the creature
into an icy shell of cold determination and
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The Frost brings with it cold, snow, and ice.
Adventurers prowling the wilderness during
Fimbuli Template
You can make nearly any creature or monster
this apocalypse will be dealing with extreme
into a fimbuli by changing its statistics
cold (DMG, p. 110), as well as snow and ice
following the template below. Certain
storms. These factors make it difficult to travel
creatures, such as elementals and constructs,
long distances and significantly lowers travel
cannot be made into fimbuli. When a creature
speed.
is transformed into a fimbuli, it retains its
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Because of the storms and snow, there is a
high chance of becoming lost and disoriented
in the wilderness. With everything being
covered with white snow, locating landmarks
statistics and traits except for the changes
described below.
Altered Actions. The fimbuli alters any
actions it has that deals acid, fire, lightning, or
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or recognizing areas already passed through
poison damage. These actions now deal cold
becomes close to impossible at times, making
damage instead.
it extremely hard to track through heavily snow
Creature Type. The creature’s type changes
covered areas.
to undead.
The snow also makes it harder to move
Alignment. The fimbuli’s alignment is neutral
around. People move slowly, taking hours to
evil.
move short distances and leaving behind them
Damage Immunity. The fimbuli is immune to
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coldest reaches of the world are now more an additional 3 (1d6) point of cold damage.
comfortable further down the mountains Undead Body. The fimbuli doesn’t require
they used to call home. Yetis and frost giants air, food, or sleep.
especially thrive in the cold, moving through Languages. The fimbuli understands the
the snow covered environment with ease and languages it knew in life, but it can’t speak.
deadly resolve. Remorhazes are likewise at
ease in this cold world. Lying in wait beneath
many feet of powdered snow, they are patient Fimbuli Samples
predators who take full advantage of the fact Some examples of creatures that have
that humanoids cannot move quickly through been turned into fimbuli can be seen on the
piles of heavy snow. following page.
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Large undead, neutral evil
Languages — (1d6) cold damage from its frozen skin and the fimbuli’s
Challenge 1 (200 XP) melee attacks deal an additional 3 (1d6) point of cold
damage (included in the attack).
Keen Smell. The fimbuli has advantage on Wisdom
(Perception) checks that rely on smell.
Actions
Skin of Ice. A creature that touches the fimbuli takes 3
Multiattack. The fimbuli makes three attacks: one with its
(1d6) cold damage from its frozen skin and the fimbuli’s
bite and two with its claws.
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Anne Gregersen | 37
THE INFERNO Causes: The Inferno
Fire used to mean home. It meant safety. The fiery destruction caused by the Inferno
That meaning has been lost. Now fire has no is so powerful and consuming it’s hard to
meaning other than destruction. understand how it could even happen.
Opened Hellgates. The burning heat of the
— Borren Bran, former forrester of the
Bramblewood Hells is a well-known concept. Sinners and
evil-doers are meant to roast in its flames,
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When considering the four elements, fire contained within the realm of the Hells below.
is often considered to be the most wild and In this case, the fires of Hell have spread
destructive of them. Out of the four, it is the beyond their rightful domain to plague the
least controllable as most creatures are unable living people of the mortal world.
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to come too close to it without being harmed Plane Clash. The elemental planes of air,
by its heat, but at the same time it is necessary water, fire, and earth are all, in one way or
for people to survive. People need its light another, connected to the material plane. This
and warmth. Hearths and homes are built to connection is harmless in most cases, with
contain it safely, and it has become a staple of only little of the energies found in the outlying
humanoid civilization. A small, red flicker in planes actually making it through to affect
the night is a universal sign among the civilized the mortal realm. However, in the case of the
races of the world, one that is inviting and gives Inferno, the connection between the material
off a feeling of safety. plane and the elemental plane of fire became
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As the inferno fell on the world, it forever
changed the perception of fire. Fields and
forests were now black voids of smoke and
embers, ever burning and ever smoldering
too close as they began overlapping. The
otherworldly fires existing in the plane burned
through to set the material one ablaze, causing
death and destruction to fall swiftly in its wake.
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as the world was slowly turned to ash. Fire
consumes. It is hungry and starving for feed,
and it is capable of quickly eating through
miles of nature and civilization with no mercy
People and Settlements: The
or hesitation. It is a fiery hell made reality.
What is left in this wasteland are blackened
Inferno
fields and scorched forests, boiled lakes and In response to the fires of the Inferno, there
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husks of cities. Travelers will be dealing with are a few options for survivors wanting to
severe hazards as they move around the construct a base or settlement. The viability
destroyed landscape, and people will become of these settlements depends entirely on how
scarce as the natural resources are depleted devastating the nature of the Inferno actually
before their very eyes. Clerics and druids, is, and how the world responds to the constant
capable of creating water by utilizing their heat of the fires.
magical abilities, will be among those best able An obvious response would be to head for
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to combat this sort of apocalypse. They, along the ocean. Either by sailing in large galleons
with the groups who choose to follow them, and ships, avoiding land as much as possible
will be better equipped to handle the hardships or by constructing massive raft-like cities that
of this world of fire than other people who are float along close to the shore, it is a clever way
less fortunate with what abilities they have at to deal with a world that is now becoming
their disposal. increasingly impossible to live in. However,
there is a chance this would not be possible as
the heat of the Inferno could be so high that the
ocean water is almost boiling. This would make
living on the waves impossible and force the
remaining survivors to seek back to land.
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or available food is under constant threat of To add to the threat that is the Inferno, you may
being consumed and eaten up by wildfires, choose to employ the topic of infection into the
making traveling, gathering food, and just game. This particular infection will be tied to
surviving that much harder. In this case, spells the cinder beasts mentioned in the “Monsters:
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such as create food and water and purify food The Inferno” section below.
and drink become paramount to surviving, as The cinder fever is as devastating as the
the world is no longer able to offer the natural fires it spawned from. Taking the form of
resources adventurers might be used to. small sparks that are inhaled or otherwise
Creatures with resistance to fire damage, consumed, the fever is hard to ward against.
such as tieflings and certain types of The best way to keep safe from its effects is to
protect the orifices of your body, these being
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Anne Gregersen | 39
primarily mouth, eyes, ears, and nose. This can the cantrips produce flame and control
be done by wearing a specially designed mask flames. Dexterity is your spellcasting
with glass lenses covering the eyes so you can ability for these spells. You are still
safely move through the fires of the Inferno resistant to fire damage.
without risk of being infected. • Stage 3 - Immolation. This stage occurs
Not all sparks carry cinder fever and it can at the end of the second stage and lasts
be hard to tell which ones are infectious and for one minute. You burst into flames,
which are just harmless sparks. The cinder violently changing to embody the powers
fever is released from the bodies of wandering of the Inferno. At the end of the one
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cinder beasts, creatures that have been so filled minute, you will have transformed into
with the fires of the Inferno that most of their a cinder beast. The stats of your cinder
original nature has been lost to the energy of beast is determined by following the
the flames. cinder beast template written in the
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“Monsters: The Inferno” section below.
Cinder Fever
You can be infected by cinder fever in the
following ways:
Threats: The Inferno
The most obvious dangers of this particular
• Inhalation. You inhale air that contain type of apocalypse would be the fire and the
cinder sparks. heat. Most places are constantly suffering from
• Consumption. You consume a food or extreme heat (DMG, p. 110), making traveling
•
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liquid infected with cinder sparks.
Contamination. You have let cinder
sparks enter your bloodstream, such as
through a cut or through contact with an
both hard and dangerous.
Another consequence of the Inferno is
the smoke and ash that is constantly in the
air. Inhaling this smoke can cause coughing
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open wound. fits, possibly alerting nearby creatures and
If you are infected by the fever, you suffer the monsters of the adventurers’ presence. The
following effects. The effects has been divided smoke spawned from the fires is thick and
into stages whose durations can be extended black, obscuring areas and making scouting
or lessened as seen fit by the DM. Once you the wilderness even harder than it would
transition from one stage to another, the effects normally be. Wildfires are also a constant
of the previous stage is replaced by the effects threat and can occur quickly and rapidly. They
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is slowly starting to burn in your body. lucky and resilient to get any sort of farming
You feel more comfortable in the heat space established, as the heat and fires are
of the Inferno and your skin is warm to always threatening to consume whatever they
the touch. You become resistant to fire might have managed to construct.
damage.
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Another addition to this type of apocalypse is changes described below.
a type of creature called cinder beasts. These Altered Actions. The cinder beast alters any
are creatures that were once normal, but have actions it has that deals acid, cold, lightning,
been changed and altered by the pure power or poison damage. These actions now deal fire
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found in the fires of the inferno. Creatures damage instead.
turn into cinder beasts by being infected by Creature Type. The creature’s type changes
cinder fever, an infection that comes from the to elemental.
sparks of elemental energy that stem from the Alignment. The cinder beast’s alignment is
elemental fires of the apocalypse. chaotic evil.
Cinder beasts have lost any semblance of the Damage Immunities. The cinder beast is
personality they had prior to turning. immune to fire damage.
Though they keep their intellect Illumination. The cinder beasts
and mind, most of their memories sheds bright light in a 5-foot radius and
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are burnt away, leaving only a
smoldering creature whose only
goal now is to consume through
fiery destruction.
dim light an additional 15 feet.
Skin of Fire. A creature that touches
the cinder beast takes 3 (1d6) fire
damage from its scolding skin and the
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cinder beast’s melee attacks deal an
additional 3 (1d6) point of fire damage.
Water Susceptibility. For every 5 feet
the cinder beast moves in water, or for every
gallon of water splashed on it, it takes 1 cold
damage.
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Anne Gregersen | 41
At the end of its turn, it grows two heads for each of its
Cinder Beast Hydra heads that died since its last turn, unless it has taken fire
damage since its last turn. The cinder beast regains 10 hit
Huge elemental, chaotic evil
points for each head regrown in this way.
Armor Class 15 (natural armor) Reactive Heads. For each head the cinder beast has
Hit Points 172 (12d12 + 75) beyond one, it gets and extra reaction that can be used
Speed 30 ft., swim 30 ft. only for opportunity attacks.
Skin of Fire. A creature that touches the cinder beast takes
STR DEX CON INT WIS CHA
3 (1d6) fire damage from its scolding skin and the cinder
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20 (+5) 12 (+1) 20 (+5) 2 (-4) 10 (+0) 7 (-2) beast’s melee attacks deal an additional 3 (1d6) point of
fire damage (included in the attack).
Skills Perception +6 Wakeful. While the cinder beast sleeps, at least one of its
Damage Immunities fire heads is awake.
Senses darkvision 60 ft., passive Perception 16
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Languages Ignan Water Susceptibility. For every 5 feet the cinder beast
Challenge 8 (3,900 XP) moves in water, or for every gallon of water splashed on it,
it takes 1 cold damage.
Hold Breath. The cinder beast can hold its breath for 1
hour. Actions
Illumination. The cinder beast sheds bright light in a Multiattack. The cinder beast makes as many bite attacks
5-foot radius and dim light an additional 15 feet. as it has heads.
Multiple Heads. The cinder beast has five heads. While it Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one
has more than one head, the cinder beast has advantage target. Hit: 10 (1d10 + 5) piercing damage plus 3 (1d6) fire
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on saving throws against being blinded, charmed,
deafened, frightened, stunned, and knocked unconscious.
Whenever the cinder beast takes 25 or more damage in
a single turn, one of its heads dies. If all its heads die, the
cinder beast dies.
damage.
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Skin of Fire. A creature that touches the cinder beast takes
Cinder Beast Ogre 3 (1d6) fire damage from its scolding skin and the cinder
beast’s melee attacks deal an additional 3 (1d6) point of
Large elemental, chaotic evil
fire damage (included in the attack).
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Armor Class 11 (hide armor) Water Susceptibility. For every 5 feet the cinder beast
Hit Points 59 (7d10 + 21) moves in water, or for every gallon of water splashed on it,
Speed 40 ft. it takes 1 cold damage.
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him. It happened so fast. Once moment he was magic enough, the very essence of the spell
screaming for us to help him, and the next he could possible seep into the soil that make up
was gone. Dragged beneath the ground. the earth. Here, the spellpower spread like
a disease, infecting any plants and trees it
— Enid Xander, scout of the Tallhill township
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encountered along the way, imbuing it with a
Nature is home to many creatures and beasts. semblance of sentience.
The forests and fields of the world are filled Earthly Defenses. Seeing the destruction
with animals who rely on the plants growing caused by the humanoids living in the world,
in the soil to survive. Humanoids do as well, be it based in actual destruction or just a
growing gardens filled with flowers, herbs, perceived act of violence against nature, the
and vegetables that they use for many different earth responded with its own destruction.
reasons. Building grand orchards which Lashing out with every ounce of energy it
provide a village with food to survive the colder could muster, it grew the plants that defined
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months of the year, or maybe to make into
sweet wines and drinks. Nature has become a
commodity. A thing to be harvested, tempered,
and sold for profit. It has been used and
its destruction. It did so rapidly and violently,
striking against the people who had wronged
the very ground that gave them life.
Fey Power. The archfey who make their
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changed by the denizens of the mortal realm, home in the faerie plane beyond the material
and has done so with no complaint. are known for their mischief and trickery.
In The Growth, nature is not as amiable as it Unfortunately, what might be seen as a prank
once was. Wild sproutings of vines and thorny or joke to these fey creatures, can be harmful
bushes have pierced through the ground to or even lethal to mortal creatures. Invoking
turn what was once a sprawling settlement into wild plants to twist the forests and plains into
a green grove. Moss covers every surface as dangerous fields of terror might be fun for an
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plants grow rapidly to cover even the smallest archfey with a little too much time on their
available surface. In many ways, it is beautiful. hands, but it can mean the end of the world to
The bright greens contrast wonderfully with a people not prepared for its deadly effects.
the reds and blues of spring flowers, and brown
oaks stand like pillars holding a green canopy
of leaves.
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Anne Gregersen | 43
People and Settlements: The
the plant onslaught becomes the main priority
for survival.
To improve their chances at survival, most
Growth people try to claim an area fairly open and
clear of overgrown vegetation. Areas with rocky
Combating a threat as constant and expanding ground and soil can likewise make good places
as the Growth takes time and strength. To beat of residence as the Growth will be growing
back the advancing wilderness, people are slower in those areas. Fire also becomes a
more likely to band together in larger groups necessary aspect of surviving the apocalypse.
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where they fortify themselves in an area still Fire is the best and most effective way of
mostly unclaimed by the wild Growth. If, or clearing out large areas of Growth infestation,
when, the Growth starts advancing on their and people take care to always have kindling,
position, the settlers will have a greater chance tinderboxes, and torches readily at hand.
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of forcing it to retreat if there are a large group
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and soil is still healthy enough that farms can
thrive, so fortifying a homestead to withstand
forests, deep as well as small, become thick
with shrubbery and plantlife. As a result,
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sentient beings, the Growth has sprouted
some new flora that exist to deter people from
venturing too far into Growth infested areas.
This can make it difficult to explore, as most
places are covered by these plants. They serve
If you fall into a patch of razorvine, the
damage will be much more severe and even
potentially lethal. You take a number of d6s of
slashing damage equal to the number of vines
you landed on. This number is usually between
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as defenses for the Growth in an area and can 3 and 10, and is determined by the DM. You
be hard to get rid of once its roots have driven will take the same amount of damage when you
deep into the ground. wrench yourself free from the patch.
The following plants can serve as ideas for Sleepweed. These little clusters of pink
Growth inspired plants that you can insert into flowers exude a fine powder if disturbed.
your apocalyptic setting. Any creature that touches the sleepweed
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Hag’s Rose. These large, purple flowers or otherwise breathes in the powder must
are quite beautiful to look at, but they hide a succeed on a DC 15 Constitution saving throw
dangerous effect. If the flower is touched, it or fall unconscious for one hour, until they take
will spray out a nasty, yellow gas which affects damage, or until a creature uses an action to
every creature in a 15 foot radius of the flower. rouse them.
Every affected creature must succeed on a DC
15 Constitution saving throw. The creature
Monsters: The Growth
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Anne Gregersen | 45
is no wonder that fey creature, both malicious twist them into a plant version of their earlier
and kindhearted, will have taken up residence selves. These blightspawn wander the world,
in the mortal world. their intention largely unknown to the surviving
While the Growth makes a great home for people of the world. They might want to spread
plant creatures to live in, the Growth is more the power of the Growth beyond the borders
sinister in its expansion. It doesn’t only provide of the already claimed territories, or it might
a world were plants can survive and live among wish to protect the natural realm that has been
each other, it also creates new plant creatures. created for it.
These creatures are called blightspawn and
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are created by the force of the Growth itself.
Vines and roots infused with the otherworldly Blightspawn Template
power of the Growth will entangle living You can make nearly any creature or monster
creatures, and sometimes dead ones, and into a blightspawn by changing its statistics
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following the template below. Certain
creatures, such as elementals and constructs,
cannot be made into blightspawn. When a
creature is transformed into a blightspawn, it
retains its statistics and traits except for the
changes described below.
Creature Type. The creature’s type changes
to plant.
Alignment. The blightspawn’s alignment is
e chaotic evil.
Skill Proficiencies. The blightspawn is
proficient with the Dexterity (Stealth) skill.
Damage Vulnerability. The blightspawn
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is vulnerable to fire damage.
Condition Immunities. The
blightspawn is immune to the blinded
and deafened conditions.
Blindsight. The blightspawn has
blindsight out to a range of 60 feet. It is
blind beyond this radius.
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Blightspawn Samples
Some examples of creatures that have
been turned into blightspawn can be
seen on the following page.
STR
18 (+4)
DEX
15 (+2)
Skills Stealth +4
CON
16 (+3)
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INT
6 (-2)
WIS
12 (+1)
CHA
8 (-1)
STR
14 (+2)
DEX
12 (+1)
Skills Stealth +3
CON
11 (+0)
INT
6 (-2)
WIS
10 (+0)
CHA
7 (-2)
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Damage Vulnerabilities fire Damage Vulnerabilities fire
Senses blindsight 60 ft. (blind beyond this radius), passive Senses blindsight 60 ft. (blind beyond this radius), passive
Perception 11 Perception 10
Languages understands Sylvan, but can’t speak Languages understands Sylvan, but can’t speak
Challenge 3 (700 XP) Challenge 1/2 (100 XP)
Avoidance. If the blightspawn is subjected to an effect False Appearance. While the blightspawn remains
that allows it to make a saving throw to take only half motionless, it is indistinguishable from a normal plant,
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Anne Gregersen | 47
lesser known and more malicious gods might
THE TITANS have combined forced to raise a Titan from the
earth to destroy the centers of worship that
Where were you when the mountains came give power to their divine competition. These
alive? Titans are given the purpose of destruction,
— Essira Onlett, self-taught historian and it is a purpose they fulfill perfectly.
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been there for thousands and thousands of
years, watching over the developments below,
being a constant part of the landscape that
Titans
gave an area identity and security. Mountains In a world plagued by wandering city
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and cliffsides, standing as ancient monuments destroyers, not many people choose to reside
to a time no one was present to remember. in one. Those who do are rarely there for
Now they are static no longer. long, and rarely survive for more than a few
Most who are even slightly familiar with the weeks before their home is pulverised if they
D&D system will have heard the stories of the do choose to stand their ground against the
horror that is the tarrasques. Dormant, ancient advancing Titans.
creatures who rest beneath the earth, simply Unlike other apocalypses, the cities are not
waiting for their time to rise out of the ground abandoned by its inhabitants. In other world
to wreak havoc on the world that thought of ending scenarios, the cities are left as empty
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them as little more than legends.
Tarrasques are described as mythical
creatures, their meaning of existence believed
to be to answer a cosmic call for destruction
shells with the buildings left empty and slowly
collapsing due to time and lack of maintenance.
In a world plagued by titans, the cities have
been completely destroyed. Likewise, any
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and devastation. These city-killers are settlement or structure that begins showing
legendary, powerful, and believed to be largely any kind of permanency is under threat of
unstoppable, leaving a trail of ruin behind them being crushed beneath the weight of a colossal
as they wander from city to city, from nation to Titan.
nation, turning them to dust in the process. As a result of this, settlements are a rarity
and those that do exist are small and well
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know what direction they are moving. With the
exception of when they enter into their slumber,
in which case they often dig themselves below
ground to rest, they are not exactly subtle when
The major addition to the monster ecology of
the world is that of the titan type of monster. In
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moving around, making them fairly easy to officially published material, the tarrasque is by
avoid. far the most famous type of Titan, but it does
The problem comes when you have to find not need to be the only one of its kind. Various
places of rest and safety. Deep forests and types of titanic monstrosities can exist, these
underground caves have become the safest having special avenues of destructive powers.
places to be in this new world, as it brings The tarrasque’s main directive is to be a
you far from civilization and the dangers it hammer of ruin striking against buildings and
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offers. However, people aren’t the only ones structures. It is a siege monster, created by the
who thinks this way. The creatures and gods or another great otherworldly power to
monsters usually making their homes in cities, destroy civilization. Other Titans, such as the
mountains, or just anywhere near civilization is astral dreadnought from Mordenkainen’s Tome
likewise forced into these areas. of Foes, haunt the waves of the Astral Sea. Its
The hidden venues of the world are prerogative, design, and purpose is different
from that of the tarrasque, but their avenues
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Anne Gregersen | 49
creators, they turned against those whom
THE MACHINES they used to call masters, wreaking havoc in
their homes and cities. No one was prepared
We have been brought low by those we used to for an attack from the inside, as most were
regard as nothing but servants and guard dogs. used to seeing constructs walk the city streets
— Kirandi Eskilla, self-proclaimed fieflord or running errands for their owners. The
sudden violence and destruction caused by the
In a world ever evolving in regards to Machines was shocking to everyone, and where
technology and science, automatons and seeing an automaton used to spark interest
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servitor constructs begun to become a natural or a feeling of safety, now the mere sight of a
part of the landscape. Nobles and the richer construct is cause for panic and fear among the
classes of humanoid society would employ humanoid peoples who used to live side by side
these robotic creatures into their service, using with them.
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them as laborers and servants in their homes Strong and capable, the constructs of this
and castles. These constructs, practical and apocalypse make up a great threat. Modified
strong as they were, were created to serve to fit the new parameters of the world order,
humanoids and they did so faithfully for several this being tearing down the walls of humanoid
years. civilization, they have quickly turned from
Though the reasons might vary, the servants to soldiers. They now live as creatures
Machines that used to serve the civilized world keen on making the world their own, a world
have turned against it. Using the strength and where they might live as the new masters of the
intelligence granted to them by their humanoid material world.
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Causes: The Machines their homes away from the sensors installed
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in the Machines. Placing the settlement in a
hard to reach location, such as below ground
To many, the exact reason for the sudden rise
or in tree tops, where it remains out of sight,
of the Machines and the loss of control remains
is another common way of keeping a safe
a total mystery.
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distance from the wandering constructs.
Achieved Sentience. The constructs were
People also choose to move around
built to serve and protect their humanoid
nomadically, keeping a constant distance to the
creators. They did not need a thought process
killer robots as best they can. Quickly traveling
or any kind of sentience to accomplish this,
from location to location, never staying longer
and as a result they were not given one. Be it
than a few days at most before moving on. In
through the acts of an experimenting inventor
an attempt to stay ahead of a threat which is
or through some strange cosmic intervention,
always moving, never tires, and never stops,
the constructs gained sentience and started
some survivors attempt to do the same, always
servants to humanoid killing machines. are abundant, but with the exception of
other scavengers, they have been left largely
The cities where humanoids used to find their creed of vengeance and violence on their
homes and safety are no longer capable of
previous masters.
providing either. With the Machines rising
against them, acting as a constant and
deadly foe, cities have become void of any
humanoid life with the exception of a few
Monsters: The Machines
stubborn stragglers and people scavenging the The constructs that used to serve the people of
abandoned buildings for resources. the world were always being studied by arcane
Most settlements that are not well hidden inventors and experts. These studies were
will suffer the same fate as the cities did, as meant to find points in their design in need of
they are quickly overwhelmed by an advancing improvement or enhancement to better the
Anne Gregersen | 51
construct’s capability to assist its humanoid Condition Immunities. The machina is
masters. This idea of improvement and immune to the blinded, charmed, deafened,
enhancement was not lost when the Machines exhaustion, frightened, paralyzed, petrified, and
began rising, except now the constructs don’t poisoned conditions.
rely on any humanoid interference when Blindsight. The machina has blindsight out
modifying their design. to a range of 120 feet. It is blind beyond this
Taking inspiration from the creatures the radius.
constructs find wandering in the wilderness, Immutable Form. The machina is immune to
such as wolves, bears, and larger monsters, any spell or effect that would alter its form.
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they were able to use the intellect granted to Magic Avoidance. The machina cannot cast
them by their creators to make entirely new spells, innately or otherwise.
constructs. The constructs built by humanoids, Magic Resistance. The machina has
though powerful and strong, were created for advantage on saving throws against spells and
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the purpose of service. They were servants and other magical effects.
builders, and only in very few cases were they Languages. None.
built for war. These new constructs, shaped
and molded on the basis of wild predators,
have been built by the constructs to further Machina Samples
their destructive agenda. Framed after natural Some examples of creatures that have been
predators, these new constructs, called turned into machina can be seen on the
machina, are perfect for hunting and tracking following page.
down any humanoids who attempt to flee the
wrath of the Machines.
Machina Template
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You can make nearly any creature or
monster into a machina by changing its
statistics following the template below.
Certain creatures, such as elementals,
cannot be made into machina, and most
machina creatures were created for a
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changes to construct.
Alignment. The machina’s alignment
is unaligned.
Saving Throws. The machina is
proficient in Constitution saving throws.
Damage Immunities. The machina is
immune to poison and psychic damage.
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21 (+5) 8 (-1) 17 (+3) 6 (-2) 10 (+0) 8 (-1)
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Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, paralyzed, petrified, poisoned Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Senses blindsight 120 ft. (blind beyond this radius), target. Hit: 14 (2d8 + 5) slashing damage.
passive Perception 10
Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Languages — one target. Hit: 14 (2d8 + 5) piercing damage.
Challenge 4 (1,100 XP)
Saving Throws Con +7 target. Hit: 33 (4d12 + 7) piercing damage. If the target is a
Skills Perception +4 Medium or smaller creature, it is grappled (escape DC 17).
Damage Immunities poison, psychic Until this grapple ends, the target is restrained, and the
Condition Immunities blinded, charmed, deafened, machina can’t bite another target.
exhaustion, frightened, paralyzed, petrified, poisoned Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one
Senses blindsight 120 ft. (blind beyond this radius), target. Hit: 20 (3d8 + 7) bludgeoning damage.
passive Perception 10
Sa
Languages —
Challenge 8 (3,900 XP)
Anne Gregersen | 53
THE FLOOD
My dream is to one day stand on a structure
that is not moved by the waves. To feel blades
of grass beneath my feet.
— Ran Deacon, captain of Dorenia’s Rose
So much of what people connect to civilization
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comes from the earth they walk upon. Farmers,
foresters, and miners make their living from
the gifts given to them by the ground beneath
their feet. It is the foundation for great cities
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and history, a home to countless creatures and
peoples. That was the case before the Flood
made its impact on the world.
For one reason or another, massive waves
of crushing water struck the world so beloved
by the people living in it, changing it from a
sprawling, living landmass into a massive
ocean. The only land remaining are the
mountaintops peaking above the bopping
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waves. Many people lost their lives and homes
to this calamity, with only very few making it to
safety before the Flood struck them. Protected
either by divine intervention, magic, or just
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plain luck, they managed to survive the coming
of the endless waters, living to witness their
once green and living world now drowned by
an endless ocean.
To survive, the people had to adapt quickly
itself, sending physical ripples through the
to this new way of life. The few races born
oceans covering the planet. These ripples, as
with the gift of wither flight or water breathing
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capabilities.
sort of sudden, intense heat, perhaps from
another plane or from a fiery creature intent
Causes: The Flood on destroying the world by drowning it. The
melted ice formed quickly into a massive lake,
The Flood came suddenly and violently, but unleashed to swallow the world beneath the
there has to be some reason for its arrival. newly created, icy waves.
Comet Annihilation. Comets and similar Planar Influence. Outside the material
otherworldly debris entering the stratosphere planes lies the elemental planes of air, water,
of the planet is not unusual, but the size of it is fire, and earth. These four each have their
usually fairly small. In this case, the comet was influences over the multiverse and the mortal
large enough to rattle the very core of the world realm, some more strongly than others. In the
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People and Settlements: The Large vessels made from several rafts and
ships tied together can make up an entire
settlement with dozens of people living
Flood together as they float around the now nearly
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endless seas. They hunt the waters for food
With little to no land anywhere, people are and prey, and gather clean drinking water from
forced to live on the waters any way they are the rain falling from the sky. Learning how to
able. Those few who don’t know how to swim navigate an ocean with close to no landmarks
must learn to do so quickly, and those who and with pirating crews always looking for easy
don’t have any kind of floating vessel, raft, or prey becomes crucial if you wish to survive, as
ship must find ways to make one. The few does identifying which sections of the ocean
islands that remain in existence are heavily
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Anne Gregersen | 55
Threats: The Flood
is safe to travel and which might house lethal
storms capable of toppling even the most well
made sailing vessels.
Understand the nature of the neverending With nothing to protect or block the force of
becomes paramount to surviving in this the wind, storms and heavy rainfalls can turn
apocalypse. Just because the world is covered from a concern to a potential lethal threat very
in water, doesn’t mean that it is equally deep in quickly. The ocean storms can whip up huge
all places. Finding a place with shallow water waves that can crush most ships to kindling if
where there are not miles of sea water between they are caught out in it, and push other vessels
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the surface and the ocean floor is important for so far off course that their supplies might run
the people trying to survive the Flood, as the out before they reach their final destination.
threats dwelling in the now endless oceans are The lack of shelter in the face of natural events,
less prominent in these locations where the such as a storm or maybe even a hurricane, can
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water isn’t as deep and dark. mean the end for even an experienced sailor
with a decent ship, and it’s no different for a
rugged survivor maneuvering a vessel made
out of tied together driftwood.
Another problem faced when dealing with
the Flood is the lack of food and fresh soil
from which to grow things, such as medicinal
herbs, edible plants, and trees for constructing
and repairing ships. Those few people who are
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have become ill content in their roles as
nightmarish shadows, stalking and hunting like Why the vampires chose this time to rise
petty monsters. For one reason or another, the might vary by region and by the power of the
vampires once hidden away from the public eye vampire in charge of the area as well.
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has made their existence known to the people Hungry for Power. Being confined to the
they call their prey. dark and being forced to hide away from lesser
The people living under the oppressive rule creatures isn’t the life sought after by many
of vampires and their armies of bound spawn vampires. They crave power and reverence,
live a life of constant terror. The light of the they enjoy instilling fear in their subjects.
sun, if ever present, provides a short respite Craving more power, a few ancient, powerful
from the horror they must endure each night vampires chose to step forward and make
when the vampires exit their resting places to themselves known to the world, demanding
hunt and feed. Being largely powerless against the people of the region to submit to their rule
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the guile and force of the vampiric threat,
the common people can do little more than
cower in their homes. Though it is not within
the vampire’s interest to kill all the people in
or feel the consequences of their wrath if they
refused.
The Long Night. A curse of eternal darkness
has descended on the world, bringing with it
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the region, as that would remove their much the murderous denizens of the Night. With
needed supply of food, their presence and their greatest enemy, the sun, no longer
demands of submission bring terror and fear threatening their existence, the vampires
to the region. People flee en masse, traveling can walk the earth undisturbed, feasting and
as far as they are able during the day and feeding on the people whom they used to hide
praying that the vampires won’t care enough from.
about their disappearance to follow their tracks
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used to their powers. Older, or even ancient, them much easier to accomplish, is the fact
that they cannot enter a residence without
permission from one of the occupants. Staying
inside while the sun is out becomes paramount
to surviving, as the vampires will have all the
The undead denizens who haunt the night advantages of battle should it take place in the
should be respected. Not because of the darkness of the Night.
power they hold, that is unholy and wicked Protecting against vampires outside of this,
and should be exterminated if given the admittedly, very shallow defense is extremely
chance. No, give them respect same as hard. Vampires are clever creatures, able to
trick and charm people around them with a
you would a duelist. As you would a wol
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prowling for prey. Give them the respec
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would a predator, because that is exactly Anne Gregersen | 57
what they are.
simple smile. If a vampire can get someone to
open a door, or simply make eye contact with
them through a window, their charms can
make anyone trust them completely, even so far
as to give them an invitation to come inside.
The best thing to do is to avoid the places
where vampires naturally reside or to settle in
places where vampires are less likely to appear,
such as by lakes or waterfalls. Vampires detest
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running water, and a common defense for
settlements defending themselves against
vampires is by living in wet, rainy areas, or
by living in places where water is abundant.
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Using precise crafting and engineering, traps
with flowing and streaming water can be
placed throughout the settlement to protect
against any nightly visitors. While this will
most likely not kill any of the advancing
vampiric creatures, it might deter them
from relentlessly plaguing the settlement.
Or it might just make the vampire in question
extremely angry.
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16 (+3) 16 (+3) 16 (+3) 11 (+0) 10 (+0) 12 (+1)
occurs at night. You claw your way out of
the earth, risen as a vampire spawn. In Saving Throws Dex +6, Wis +3
this state, you can only be made into a Skills Perception +3, Stealth +6
vampire if a true vampire allows you to Damage Resistances necrotic; bludgeoning, piercing, and
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drink blood from its body. In this case, slashing from nonmagical weapons
you turn from a vampire spawn into a Senses darkvision 60 ft., passive Perception 13
Languages the languages it knew in life
true vampire. The stats for your vampire Challenge 5 (1,800 XP)
is determined by using the vampire
template in the “Monsters: The Night” Regeneration. The vampire regains 10 hit points at the
section below. start of its turn if it has at least 1 hit point and isn’t in
You will remain a vampire spawn until sunlight or running water. If the vampire takes radiant
damage or damage from holy water, this trait doesn’t
your vampire master chooses to release function at the start of the vampire’s next turn.
their hold on you by allowing you to drink
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their blood. Until that time, you are fully
under the control of your vampire maker
and must obey them in all things. The
stats for a vampire spawn as is found in
Spider Climb. The vampire can climb difficult surfaces,
including upside down on ceilings, without needing to
make an ability check.
Vampire Weaknesses. The vampire has the following
flaws:
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the Monster Manual (p. 298) represents Forbiddance. The vampire can’t enter a residence
your character for as long as you remain without an invitation from one of the occupants.
a vampire spawn. Harmed by Running Water. The vampire takes 20 acid
damage when it ends its turn in running water.
When you rise from your earthly grave, Stake to the Heart. The vampire is destroyed if a
there is a 25% chance that you will not be piercing weapon made of wood is driven into its heart
made into a vampire spawn. Instead, the while it is incapacitated in its resting place.
turning process has gone terribly wrong, Sunlight Hypersensitivity. The vampire takes 20 radiant
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breaking your mind and turning you into damage when it starts its turn in sunlight. While in
sunlight, it has disadvantage on attack rolls and ability
little more than a mindless, starving checks.
beast. You turn into a feral vampire, the
stats of which can be found in Chapter 8: Actions
Monsters of the Apocalypse. These feral Multiattack. The vampire makes two attacks, only one of
vampires obey no one and can never be which can be a bite attack.
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made into true vampires. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
creature. Hit: 8 (2d4 + 3) slashing damage. Instead of
Anne Gregersen | 59
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Monsters: The Night
angering the vampires in the region. As the
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vampires are fully intelligent beings, fooling
or tricking them is extremely risky as the
punishment for doing such things will be a
swift and immediate death sentence.
As the undead vampires are slowly taking
over the world, it comes as no surprise that
these are the creatures most lethal and most
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People rarely get full nights of sleep, fearing
the coming of the undead creatures, and the commonly encountered when traveling a world
day hours are spent working their craft to make affected by the apocalyptic Night. Vampires
food or tools for their families and neighbors. of many different kinds exist and thrive in the
This leaves the people with very little energy darkness brought to the world, the screams
left to incite rebellion or to fight back against that mark the end of their hunts echoing in the
their vampiric oppressors in any way. otherwise deadly silence.
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There is also the fear of other people. If Vampires exist in many different forms,
one person in a settlement begin speaking ill molded either by their environment or by
against their vampiric rulers, other residents their age, and they don’t always regard each
of the township might become scared at the other kindly. As the vampire ages, they grow
potential consequences the acts of this one much more powerful, and the most ancient of
person will have on the rest of the settlement. vampires are believed to be close to impossible
Out of fear, they might report these acts of to kill. Feral vampires are also a big problem,
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minor rebellion to their vampire ruler, fearing as their ferociousness means they attack
that one person’s rebellious or unsanctioned with little to no reason, making them highly
actions might bring devastation to the rest unpredictable and dangerous. Different kinds
of the local populace. They are willing to of vampires in addition to those offered in the
sell out their neighbour if it means they can Monsters Manual can be found in Chapter 8 -
keep themselves and their families safe. This Monsters at the end of this document.
means that, while people can still live near and
around each other, it is rarely out of any sense
of kinship but instead purely out of necessity.
Trust is a feeling of the past, and one that is not
welcome in an area overrun by vampires.
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omitted if desired. Note that using the vampire bludgeoning, piercing, and slashing damage
template will most likely make the transformed from nonmagical weapons.
humanoid much more dangerous and Darkvision. The vampire has darkvision out
challenging to the group of adventurers fighting to a range of 120 feet.
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it, and as such the CR of the newly created Regeneration. The vampire regains 10 hit
vampire should in most cases be raised by 2. points at the start of its turn if it has at least 1
When a humanoid is transformed into a hit point and isn’t in sunlight or running water.
vampire, it retains its statistics and traits If the vampire takes radiant damage or damage
except for the changes described below. The from holy water, this trait doesn’t function at
following is a list of mandatory traits that are the start of the vampire’s next turn.
found in all vampires. Spider Climb. The vampire can climb
Creature Type. The creature’s type changes difficult surfaces, including upside down on
to undead. ceilings, without needing to make an ability
is lawful evil. e
Alignment. The vampire spawn’s alignment
Anne Gregersen | 61
Harmed by Running Water. The vampire incapacitated. On a successful hit, the creature
takes 20 acid damage when it ends its turn in takes piercing damage equal to 1d6 + the
running water. vampire’s Strength modifier. If the creature
Stake to the Heart. If a piercing weapon is humanoid, it has to make a Constitution
made of wood is driven into the vampire’s heart saving throw. The DC equals 8 + the vampire’s
while the vampire is incapacitated in its resting Charisma modifier + the vampire’s proficiency
place, the vampire is paralyzed until the stake bonus. On a failed save, the creature takes
is removed. necrotic damage equal to 1d6 + the vampire’s
Sunlight Hypersensitivity. The vampire takes character level or challenge rating as the
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20 radiant damage when it starts its turn in vampire begins to drink their blood. On
sunlight. While in sunlight, it has disadvantage a successful save, the creature takes half
on attack rolls and ability checks. damage. The target’s hit point maximum is
Bite. The vampire’s fangs are considered a reduced by an amount equal to the necrotic
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melee weapon and the vampire is proficient damage taken, and the vampire regains hit
when attacking with them. The vampire can points equal to that amount. The reduction
only attack a creature with its fangs if the lasts until the target finishes a long rest. The
creature is willing, grappled, restrained, or target dies if this effect reduces its hit point
maximum to 0. A humanoid slain in this
way and then buried in the ground rises the
following night as a vampire spawn under the
vampire’s control.
Vampiric Body. The vampire doesn’t require
Traits
Vampires in the apocalypse are different from
each other, as is shown in their selective traits.
In addition to the mandatory traits, a creature
that is transformed into a vampire receives one
Sa
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it can repeat the saving throw, ending the reach its resting place within 2 hours or be
effect on itself on a success. Otherwise, the destroyed. Once in its resting place, it reverts
effect lasts 24 hours or until the vampire is to its vampire form. It is then paralyzed until
destroyed, is on a different plane of existence it regains at least 1 hit point. After spending
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than the target, or takes a bonus action to end 1 hour in its resting place with 0 hit points, it
the effect. regains 1 hit point.
Children of the Night (1/Day). As an action, Shape of Wings. If the vampire isn’t in
the vampire magically calls 2d4 swarms of sunlight or running water, it can use its action
bats or rats, provided that the sun isn’t up. to polymorph into a Tiny bat or back into its
While outdoors, the vampire can call 3d6 true form.
wolves instead. The called creatures arrive While in bat form, the vampire can’t speak,
in 1d4 rounds, acting as allies of the vampire its walking speed is 5 feet, and it has a flying
and obeying its spoken commands. The beasts speed of 30 feet. Its statistics, other than its
action.
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remain for 1 hour, until the vampire dies, or
until the vampire dismisses them as a bonus
Charisma modifier + its proficiency bonus. A any actions, speak, or manipulate objects. It is
creature can repeat the saving throw at the end weightless, has a flying speed of 20 feet, can
of each of its turns, ending the effect on itself hover, and can enter a hostile creature’s space
on a success. If a creature’s saving throw is and stop there. In addition, if air can pass
successful or the effect ends for it, the creature through a space, the mist can do so without
is immune to the vampire’s Fear Pheromones squeezing, and it can’t pass through water.
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Anne Gregersen | 63
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Vampire Weaknesses. The vampire has the following
Vampire Gladiator flaws:
Forbiddance. The vampire can’t enter a residence
Medium undead, lawful evil
without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid
Armor Class 16 (studded leather, shield)
damage when it ends its turn in running water.
Hit Points 112 (15d8 + 45)
Stake to the Heart. If a piercing weapon made of wood
Speed 30 ft.
is driven into the vampire’s heart while the vampire is
incapacitated in its resting place, the vampire is paralyzed
STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3)
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Anne Gregersen | 65
CHAPTER 3 - APOCALYPTIC
SOCIETY
D
espite the fact that civilization was This includes the ways they choose to protect
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largely destroyed after the apocalypse themselves from sources they believe to be
hit, this does not mean society has dangerous.
entirely disappeared. Society is
not gone, it has merely changed.
Settlement Sizes
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Reshaping itself to fit the mold of this new,
chaos-stricken world.
Depending on when the apocalypse took Townships and settlements can come in many
place, society will act a lot differently. Society different shapes and sizes, though the size is
will try to hold onto the norms of the old world often dependant on the type of apocalypse that
for as long as they can, the rules and laws of has struck the world. Below, a few different
old civilization often remaining in some way settlement sizes have been described and these
or another for generations before they are can vary depending on the type of setting and
replaced by new rules, shaped to the new world apocalyptic scenario that is being run. In the
“Township Governance” section below, the
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order. Society must adapt and this adaptation
around destruction does not happen quickly,
sometimes taking years or decades before
something even close to a functioning society
settlement sizes are tied to specific types of
ruling societies to portray the potential size
you might find these settlements in. The larger
the settlement is, the more opportunities it will
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can be created.
be able to offer in terms of contacting certain
people or finding specific artisans.
SETTLEMENTS AND Tiny Size. This little settlement has less than
100 members. This would be the equivalent of
an outpost or hamlet.
TOWNSHIPS Small Size. Village sized and with only
m
something permanently safe for themselves is a pretty big piece of civilization, housing
and those they want to protect. These attempts between 2000 and 5000 members and maybe
might be more or less prosperous, but they will even providing trained craftsmen and artisans
always be there and there might even be a few for hire, as well as mercenary groups.
who succeed in creating a safe haven for those Huge Size. Though very rare, certain cities
fleeing the destructive nature of the apocalypse. of this size remain in the world despite the
The size and nature of the society within dire circumstances it is experiencing. A huge
these different settlements might vary wildly, sized settlement has between 5000 and 10000
as people have many different ways of dealing members and is as close to a metropolis as a
with the trauma brought on by the apocalypse. settlement can come.
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members of the township together, bonding
them to stand united against a world that is religious, totalitarian, or something else
much more dangerous than it once was, but it entirely, and only very rarely does a settlement
can also cause all manners of problems for the exist with a varied and non-apocalyptic type of
government. In the apocalypse, you look after
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residents of the settlement if the rulings of the
township prove to be discriminatory or unjust. yourself and your own before you look after
If neighboring settlements function others. Generosity is the killer of good people,
under wildly different rulesets, dislike and and people will take advantage of even the
even hostility is likely to spark between the slightest sign of weakness.
townships. Looking for someone, anyone, to Consider what kind of settlement your
blame for the calamity that has struck the character is most familiar with, either what
world, people are unfortunately very likely to they grew up in or where they have spent a
put the blame on other people who choose to large portion of their lives. The connection
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live a life different from themselves.
The following sections all give examples on
different types of society one might encounter
with a certain type of society is likely to have
shaped their worldview and affects how they
act around other peoples and groups.
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Anne Gregersen | 67
Ruled by Crime
The apocalypse offers a varied and continuous
avenue of areas which can be described as a
wretched hive of scum and villainy. In these
societies, where the scum of the earth has
risen to power, it is the idea of freedom in
all things that motivates the members of the
settlement. No rules or laws exist within the
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crime keeping walls. Gambling, violence, and
other less than attractive aspects of society
are celebrated and encouraged in this sort of
settlement. As a people who seeks freedom in
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all things, the loss of law and rule was the best
thing that could have happened to them.
Not all is equal in this sort of society, as it
rarely ever is. Those with the most resources
and the most power become the rulers of the
settlement, swiftly striking down anyone they
might suspect to be working against them.
There is rarely just one of these rulers and they
aren’t always on the best of terms, sparking
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distrust and conflict within the walls of the
settlement itself, as the criminal bosses of the
township are battling each other for power.
Because of the lack of true order, the size of
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a settlement ruled by crime tends to reach no
military training to create some semblance
more than medium size.
of order after the apocalypse hit. This order
has created a society which is extremely
Ruled by Force hierarchical, one where people with the
abilities of a soldier are allowed to advance
It is the unfortunate case that in situations through the ranks whereas those unable to
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were chaos and uncertainty reigns, some beneficially attribute to the cause are treated
people with powerful abilities and resources like parasites. With its rigorous training,
will step forward and demand the loyalty opposing settlements are hesitant to go against
of those who reside around them. Their this sort of society as their well-trained, military
intentions might be varying scales of good, background make them a formidable foe.
some truly believing that a firm hand and Needing the numbers and having the order
strong leadership is required to make it to maintain them, societies that are ruled by
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through the devastation brought upon the force usually fall between the sizes of small
world, while others abuse their position of and large.
power to control their subjects through fear.
Their ability to take on the role of leader
can stem from many things, be it tradition,
resources such as food or magic, or even
Ruled by Law
Keeping a semblance of law and order in the
an extreme intellect that allows them to
apocalypse is important if you wish for your
manipulate anyone daring to oppose them.
settlement to grow beyond a small hamlet or
A society like this can also be under the rule
ever-moving campsite. However, while this law
of military powers. A garrison or a section of
and order might reflect a need for structured
stationed army reserves might have used their
rules, it does not necessarily reflect the ruleset
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apocalypse. Though the society’s laws might
restrict essential rights, such as personal s ships to safe
She is the fire harbor.
freedom and right of free speech, people are burning in our
creating the ho he
more willing to bend to a specific ruleset if it mes we are so arths,
protecting. intent on
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means that they and their families can be safe,
even if this doesn’t always turn out to be true.
Just because a settlement is ruled by law and
order does not mean that it is ruled justly, as the group, which further separates them apart
the laws set in place can be complicated, overly from other societies of the apocalypse.
detailed, discriminatory, and involve brutal The size of a society ruled by race rarely ever
punishments if they are broken in even the grows very big and usually lies between sizes
most minute ways. tiny and medium.
Societies governed by law can often reach
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a higher number of members than other
societies. They usually fall between medium
and large sizes, and can even go all the way up
to huge size.
Ruled by Religion
Following a ruleset, any kind of ruleset, is
a common response for people who have
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experienced great turmoil or chaos in their
lives. Survivors of the apocalypse are no
Ruled by Race different. Confused and scared about a world
Before the apocalypse hit, the races of the that has become unexplainable and eternally
world might have been living together more or hostile, some might turn to religion in search
less harmoniously. Though the culture found in of answers about why the world they knew was
the different races would have separated them
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two different peoples are likely to have flared means that things like laws and leadership
up into hate and acts of violence. The fear felt can vary depending on the doctrines set by
at the changing world brought out the worst the god the society is following. In most cases,
in people who now saw those who had been the leadership is made out of high-standing
their neighbors not as fellow survivors, but as officials and priests within the group itself, or
dangerous threats. it might fall upon a random person believed to
As a result, some societies formed that be chosen as a vessel for the god the group is
actively sought to keep out those of other races worshiping.
or cultures, barring them from entering their A society ruled by religion can vary in size,
group. The rules and laws in this society are but usually falls somewhere between being tiny
reflect the culture of the people making up and medium.
Anne Gregersen | 69
CHAPTER 4 - OPTIONAL RULES
S
ome of the most common themes of
an apocalyptic story and world is the
sense of dread, the danger of a world
MINOR RULES
afflicted with chaos, and the near- Without rules, we are truly nothing more than
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constant battle for survival experienced beasts.
by those who survived the impact of whatever — Vick the Slick, last words before his death.
calamity caused the apocalypse. In D&D, this
aspect of the game - survival - is often glossed The following rules serve as reminders of
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over, as it is not what the 5th Edition ruleset is already existing concepts of the D&D 5e
designed to focus on. As a result, many tables experience, though they are concepts most
choose to ignore or largely set aside rules tables choose to either not employ or to modify
about encumbrance, hunger, and dehydration in a way where they matter less in the overall
so they can focus on the storytelling and vision of the game at hand. There are also rules
combat instead. 5e was designed to be an that deal with common assumptions about
elegant, easily approachable system that what makes the framework of a D&D 5e game.
doesn’t require the player to roll ten times to In an apocalyptic scenario, survival and
figure out the purity of the water source the battling the elements becomes the main focus
party just found.
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However, since survival is such a major
theme when looking at apocalyptic settings and
stories, it is not a facet of the game that should
for anyone trying to make it in this new chaotic
world. Looking for food and clean water, as
well as being conscious of the equipment you
choose to carry with you, becomes a necessary
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be ignored. The following chapter poses a lot part of surviving. If the adventurers don’t have
of different rules, some being completely new to worry about spending time gathering food or
and some being altered versions of already consider what equipment is actually important
known rules, that you can choose to employ in enough to them that they are willing to carry
your game. All of the rules, minor and major it for hundreds of miles as they explore the
alike, are optional and not required to enjoy wasteland, a lot of the inherent threat and
playing the game. Including every single of themes of the apocalypse disappear.
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the below written rules is not encouraged as None of the following rules are obligatory
it is more likely to be overwhelming to the and introducing too many new rules to a game
players than beneficial to how the game will that is already somewhat complicated can be
function. Instead, you should look the rules overwhelming for players who don’t expect.
over and discuss with your table which rules, Look through the offered rules and consider
if any, to would fit at your table. Some of the which ones fit well at your table.
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longer as inviting and open as it used to be. times the smartest thing would be to run away
Monsters roam the wild, raiders lie in wait near from whatever threat might have appeared to
any main road. The amount of threats, natural chase them down. Encounters, especially those
and otherwise, that are present in the world is that surprise the adventurers, should hardly
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larger than ever before, and it should be felt by ever be easy, as that reinforces the idea that the
the adventurers meant to explore it. Enhancing adventurers are somehow elevated above the
the theme of dread can be done in many common survivor. Of course, the adventurers
different ways, but what is most important is are in fact elevated above the common person,
that they remain consistent throughout the but that is not the feeling they should be
game. experiencing when fighting for their life in the
A major aspect of creating a sense of dread apocalypse. They should be careful and scared
is to create a sense of safety to oppose it. When for their lives, watching each and every step,
the world is teeming with monsters and the trusting no one.
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Things like gold and money means little when
survival is on the line. In most settlements
where trade is offered, only very few people
would accept money in exchange for their
services. With civilization crumbling around
them, there is little, if anything, for people to
spend their money on, especially if it has been
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Anne Gregersen | 71
Things that are vital for your
survival: Rope, rations, waterskin,
paramount for survival, as there is no longer bedroll, a good pair of boots,
any, or at least only very few, shops where the sharp knife, torches, tinderbox,
adventurers can buy the gear that they need. crowbar, a map, and clean
bandages.
Dehydration and Starvation In addition, your weapons
Managing your supplies when exploring should always be kept as clean
a world touched by catastrophe becomes as possible. One cut, and you
might be dealing with an infection
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very important when you’re trying to sell the
dread and hardships that is so ingrained in and eventual death. It is not the
the apocalypse genre. A large part of this destiny of a knight to die from
is enforcing the need for food and water, disease.
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especially how this food and water is gathered.
A common theme amongst most apocalyptic
scenarios is the lack of and battle for the character eats and drinks the full required
resources, a theme which can be expanded to amount.
play a part in the adventurer’s motivations as Food. A character needs one pound of
well. food per day and can make food last longer
by subsisting on half rations. Eating half a
Food and Water pound of food in a day counts as half a day
without food. A character can go without food
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For ease of use, the rules for dealing with
food and water as presented in the Player’s
Handbook has been written below.
Characters who don’t eat or drink suffer the
for a number of days equal to 3 + his or her
Constitution modifier (minimum 1). At the
end of each day beyond that limit, a character
automatically suffers one level of exhaustion.
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effects of exhaustion. Exhaustion caused by A normal day of eating resets the count of days
lack of food or water can’t be removed until without food to zero.
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levels of exhaustion, the character takes two
levels in either case.
Purifying Water
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A lot of water found in the wilderness, such
as from lakes and rivers, can be contaminated
with bacteria and must be ridden of these
before you can safely drink it. The easiest ways
to do so is by subjecting the water to a purify
food and water spell or by boiling it over a fire.
By using the latter option, this means that the
adventurers will only be able to get clean water
worry about it, as the party’s cleric or druid simple scenario. Moments where a party
can just create them a starch but filling meal of adventurers have to decide between
without them having to risk their lives for it. transporting food back to their home
If you play in a game where hunger and settlement or take the treasure they have just
thirst plays a large part, consider removing found can spark great moments of storytelling.
spells such as create food and water and Enforcing and using the encumbrance rule
similar spells that offer the adventurers food in enhances the mindset of survival, as you can
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exchange for a spell slot. The same is the case only bring so many things with you when
for the Outlander background, which allows for traveling the wasteland.
a character to easily find food for their party if The use of the encumbrance rules means
they are given the chance to explore an area. that the adventurers will have to make short
Consider either changing the feature granted trips, never moving too far away from whatever
by this background, or baring it from the game civilization might remain in the wasteland, or
entirely if you do not wish for your players to they must use wagons and animals to carry
have an easy time finding food and water. their stuff around, protecting it from would-be
looters and predators.
Anne Gregersen | 73
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Encumbrance Rules and saving throws that use Strength, Dexterity,
or Constitution as long as you are heavily
For ease of use, the encumbrance rules, as well encumbered.
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If you choose to use the variant encumbrance society function are no longer relevant, and
rules, you can only carry a weight of your jobs that used to be common occurrences
Strength score multiplied by 5. If you go above are now scarce. With little proper training
this number, you are encumbered, meaning of apprentices, as well as a lack of advanced
that your speed drops by 10 feet. teachers, artisans tend to stick with doing
If you are carrying a weight of your Strength what is necessary and little else. The fight for
score multiplied by 10 up to your maximum survival is paramount and there is little time
carrying capacity (Strength score multiplied left over to become an expert at a craft.
by 15), you are heavily encumbered, meaning As a result, weapons and armor that require
that your speed drops by 20 feet and you have the work of a capable blacksmith is not only
disadvantage on ability checks, attack rolls, very rare, but also incredibly valuable. People
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more common sightings in an apocalyptic martial character is much worse off than a
world. This includes clubs, bows, and staffs ranged character.
in regards to weapons, and hide and leather A way to remedy this is to replace the
armors, as well as wooden shields. These items concept of Hit Points with Hero Points. HP no
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are much easier to create with the limited longer reflects how much health a character
resources and skill sets at hand, and no one has, but rather how well they react in response
will bat an eye at adventurers equipped with to danger. In this case, the character would
this sort of gear. Heavy armor, such as plate only get physically wounded on a critical hit,
and splint armor, and intricate weapons, such upon hitting 0 HP, or by other circumstances as
as hand crossbows and greataxes, will be determined by the DM.
less common, simply because the people and
resources required to make them have become
extremely rare because of the destruction Less Magic
caused by the apocalypse.
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Likewise, weapons and equipment found in
the wild or in ancient dwellings and dungeons
are often in rather bad condition. The wearer
With people taking advantage of one another
and any skill beyond the usual trades having
a great chance of gathering unwanted
attention, magic users might not be a very
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of the equipment probably used it heavily, common sight in an apocalyptic setting. Either
leaving it dented and broken in some places. because of them hiding, a lack of teachers, or
This sort of equipment is not useable by an just because of the more prevalent focus on
adventurer, not unless it undergoes hefty physical abilities and attributes, spellcasters
repairs. Such weapons and armor can be are not as present as they once were, and the
taken to a formidable craftsman, assuming the few who remain never reach the power levels
adventurers know where to find one, and can
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its best to kill you. In a D&D game, the
adventurers are already better than the average
person. Much better, in fact. They are heroes
of the ages, meant for greatness and glory, and
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that style of play does not mash well with the
dreary visage of a destroyed world.
A way to make the adventurers more
reliant on planning and caution as they move
through the world, is to lengthen the rest the
adventurers usually take when exploring the
world. In the case of a 5e game following this
rule, a short rest would then last one day,
requiring a full night’s rest. A long rest in turn,
Additional Rests
Material Components for Healing If you wish to stick with the normal system
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rest to gain its benefits. everyday life. Guns are a modern means
You cannot have a day’s rest while in the of defense and war, and it therefore occurs
wilderness, while wearing armor, or while in naturally to most people that guns would be
areas infected with danger. You must be in a a part of the apocalypse simply because the
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safe place where you do not feel the need to apocalyptic media they have witnessed often
have your guard up, such as in your home or in includes it, making it a common theme of the
a tavern. genre.
This sort of rest is considered a long rest in We are modern people with modern ideals
regards to recharging abilities, such as spells and morals, and though we play in a realm that
or similar features. is based heavily on a historical period and we
try to reflect this mindset, we are still deeply
affected by how we see our own modern world.
Guns and Morality This includes bringing themes of modern
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When modern people think of the apocalypse,
it is often set in the context of our real world
and daily life. Most depictions in media that
times into our fantasy universe because it gives
us something tangible to understand as we
attempt to portray characters that, supposedly,
exists in a much different era of morality than
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we see are of an alternate, but equally morden our own.
or sometimes futuristic, world which is hit by In an apocalypse as portrayed by modern
destruction. In this version of the apocalypse, media, one of the many themes that occurs
guns and other modern firearms play a large repeatedly, especially in a zombie apocalypse,
part in how survival is depicted for the people is that man is the real monster. Despite the
fighting to make it through the horrors of the hordes of monsters and horrors threatening
world ending. the lives of the survivors, there is always the
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Anne Gregersen | 77
hero who is able to keep their morality and
decency, despite the horrors of the new world.
These heroes are contrasted against other
people, other humans who were not able to do
so, humans who have turned into beings worse
than the monsters chasing our beloved heroes.
To make a story truly apocalyptic, making
encounters and scenarios that challenges the
players’ morality and core human ideals is of
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as much importance as the fight for survival,
because these two themes go hand in hand
when dealing with the end of the world. How
much of your humanity are you willing to give
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up in the battle for survival? If you can get your
players to ponder that question, you’ve truly
brought them into the apocalypse.
SCAVENGING
I’ve survived weeks living off of nothing but
luck and half-rotten carcasses of starved
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animals. I’ve woken up to the floor giving way
beneath me and the ceiling falling apart down
on my head. I was once trapped beneath a
pile of rubble for three days before someone
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found me and got me out. Not before they tried
to rob me first of course, but I wasn’t exactly
surprised by that.
— Nill Swann, eccentric survivor and teacher
If you are considering using the scavenging
system in your setting, you should make sure
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caravans should not be abundant. If the employ this rule means changing a lot about
adventurers are given equipment and food with what most people consider D&D to be.
little to no effort from their side, scavenging Regardless, elements of the scavenging
becomes largely pointless. system, such as the ruined structures, can be
This is not a bad thing, as some people taken out and modified to fit into your game.
simply don’t enjoy playing the game in that Even if searching for supplies isn’t high priority
way. Some people are not interested in adding for your table, there are still elements in this
survival mechanics to the game and that scavenging rule that can find a home at every
should be respected. The scavenging system table.
peoples of the world. With no one to repair and down on the heads of the exploring survivors.
maintain the integrity of the buildings, time There might even be critters, monsters, or
and the force of the apocalyptic elements will even other survivors hiding in the abandoned
eventually turn the structure into a ruin. structure, patiently waiting for the adventurers
Depending on the material, the building to either leave or to make a wrong move inside
might stand the test of time for longer. Stone the dilapidated building.
buildings, for instance, can keep standing
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Anne Gregersen | 79
goods. Either fallen beams and pillars block The damage dealt to the characters should be
off certain areas, the rooms have already been substantial, otherwise the act of scavenging
picked clean, or the structural integrity is and the dangers of exploring old buildings and
simply too fragile to safely explore. A character structure quickly becomes trite. Therefore,
who is proficient in the Wisdom (Survival) skill the damage scales with the character’s level
will be able to determine the level of ruin of a instead of remaining static.
structure by examining it from the outside for
10 minutes. Structual Accidents
A character exploring a ruined building d100 Accident
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must succeed on a Wisdom (Survival) check 1-25 Broken Floor
to move safely through the building. The 26-50 Fallen Debris
difficulty of the check depends on the level
of ruin of the structure being explored. 51-55 Random Encounter, Minor
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Every time the adventurers must make an 56-60 Random Encounter, Moderate
Intelligence (Investigation) check to search 61-75 Ceiling Collapse
for items (as detailed in the following section),
the adventurers must make another Survival 76-90 Wall Collapse
check to continue through the building. This 91-95 Floor Collapse
represents them moving from one area of 96-100 Structure Collapse
the building to another, such as from floor to
floor of a farmhouse. If a building is totally Broken Floor. A piece of floor board breaks
undamaged, no survival checks are required. beneath your feet, making part of your body
Level of Ruin
Minor Damage
Major Damage
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Survival Check DC
10
15
fall through the floor with a loud crash. You
are prone and restrained, and you take minor
damage from this accident. You can pull
yourself free using an action.
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Fallen Debris. A loose piece of wood, rock,
Near Ruin 20
or similar debris falls from above, striking you
Collapsed 30 hard on its way down. You take minor damage
from this accident.
If the exploring character succeeds on their
Random Encounter, Minor. You run
Survival check they may explore the building
into some weaker creatures, monsters, or
safely and scavenge for any useful materials.
aggressive survivors while searching the
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rounds, and half as many if you are helped free. described above.
After suffering this accident, the level of ruin
for the structure increases by 1.
Floor Collapse. The floor gives way beneath
Searching for Items
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you, crumbling away and making you drop to The DC for searching for items is a little
the story below where you fall prone. Along complicated to figure out, as it takes into
with falling, debris and various structural account the level of ruin of the building being
materials fall with you, landing on you and searched, the skill and perceptiveness of the
piercing your skin as you fall. You take major character doing the searching, and also a good
damage from this accident. After suffering measure of luck.
this accident, the level of ruin for the structure Searching the Area. First thing the character
increases by 1. must do is search the area, which they do by
This effect can only occur if the you are not making an Investigation check. Searching
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standing on the foundation of the building.
If you roll this accident and you are standing
on the foundation of the building, reroll for
another accident.
an area takes 20 minutes to do and involves
rummaging through old crates and boxes, as
well as look behind any fallen rubble. The DC
of the Investigation check depends on the level
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Structure Collapse. The structural integrity of ruin of the building being searched. The
of the building has become compromised Survival check DC found in the “Level of Ruin”
and it is beginning to collapse. The building section above sets the DC for the Investigation
will collapse for 1d3 rounds. For each round check for the area as well, meaning that a
the building collapses, the level of ruin will building that has suffered major damage has
increase by 1, meaning that a building suffering an Investigation DC of 15. No more than one
only Minor Damage will have reached Near Investigation check can be made per area, but
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Ruin status after two rounds of collapsing. two characters can help each other search the
For every round you spend within the same area, giving one of them advantage on
collapsing building, you must make an the Investigation roll. The DM determines how
additional Survival check, suffering a many areas a building has.
Structural Accident on a failed check.
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Anne Gregersen | 81
The world can provide enough for
you to survive if you are just willing
Finding Items. If a character succeeds on to look for it. Though the nobler
their Investigation check, they get to roll a d100 classes, whose manners I strive
on the Scavenging Table, as detailed below. after, would consider me a savage for
For every increment of 5 they go above the DC what I have done to survive, living
for the Investigation check, they get to roll on to spread the word of my Lady is
the Scavenging Table again. For instance, if an
paramount to me.
area has a DC of 10 and a character rolls a 17,
they get to roll twice on the Scavenging Table. I shall dig through the filth of the
Looted Buildings. Some buildings have earth, if it means I can live another
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already been looted or thoroughly searched day in her heavenly light.
by other survivors. If this is the case, then a
modifier is added onto whatever number the
character rolled on the Scavenging table. It is
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up to the DM to decide if the building has been quickly or cured to last longer, while dried
searched before based on the area the building goods function much like rations and can be
is in and the state of the ruined structure. If saved for a long time without spoiling.
a building is found in a major city, chances Miscellaneous. Random items left behind
are that other survivors have already looked by whoever was in the area before. This
through it. The same is true for buildings that might include bedroll, tinderboxes, broken
have been standing for several decades and instruments, or pieces of parchment.
have had multiple people travel past it. This Herbs and Medicine. Ingredients for crafting
modifier is only used when reading the main potions and poisons, as well as material
tables.
Previous Looting
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Scavenging Table, not when reading the other
Modifier
components for spellcasting. If you are playing
with the rule of healing spells requiring
materials components, finding the required
components through scavenging is an excellent
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Never been scavenged +10 method of refilling the healer’s stores.
Lightly scavenged +0
Weapons and Armor. Some locations
will still have pieces of armor or well-made
Moderately scavenged -5 weapons lying around, most of which will be in
Heavily scavenged -15 poor condition and will need to be repaired by
Nearly empty -40 an artisan in a settlement.
Exotics. Very rarely, you may stumble upon a
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1-40 1d6 pounds of raw foods 1-17 Random set of artisan’s tools
41-50 2d6 pounds of raw foods 18-21 Random gaming set
51-65 1d4 pounds of dried goods 22-31 Random musical instrument
66-75 2d4 pounds of dried goods 32-34 Ball bearings (bag of 1d100 x 10)
76-90 1d4 gallons of water (waterskins, 35-37 Bell
natural spring)
38-40 Blanket
91-100 1d4 bottles of wine or other alcohol
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Herbs and Medicine Scavenging
Table
41-43
44-46
47-49
Book
Caltrops (bag of 1d20)
Candles, 1d4
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d100 Scavenging Results 50-52 Chain (10 feet)
1-50 1d6 doses of spell components 53-55 Climber’s kit
(resources for spellcasting, including 56-58 Clothes, common
material components for healing spells
and reagents to make magical ink) 59-61 Clothes, fine
51-75 1d6 ingredients for use with tools 62-64 Clothes, traveler’s
(alchemist supplies, herbalism kit,
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65-67 Crowbar
poisoner’s kit)
68-70 Grappling hook
76-80 Holy water
71-73 Hammer
81-85 Antitoxin
74-76 Healer’s kit
96-99 Healing potion
77-79 Hunting trap
100 Greater healing potion
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80-82 Lantern
83-85 Manacles
Weapons and Armor Scavenging
86-88 1d4 flasks of oil
Table
d100 Scavenging Results 89-90 Rope, hempen (50 feet)
1-25 Random light armor 91-92 Rope, silk (50 feet)
26-40 Random medium armor or shield 93 Spellbook
41-50 Random heavy armor 94 Spyglass
51-80 Random simple weapon 95-97 Torch
81-100 Random martial weapon 98-100 Vial, 1d4
Anne Gregersen | 83
Despite what many people have told me,
I do know when to keep my mouth shut.
My companion and I once spent three
days in total silence while a beast of
legend rested beneath the tree we were
STRESS AND TRAUMA
I knew a girl once, before the world turned
hiding in. insane. Alyss. She was the sweetest thing, kind
My companion often says that he longs and caring. One night, our village was attacked
for those days, especially when I am by a group of raiders. They were looking for
food and when they found we didn’t have any
trying to teach him aspects of etiquette. they got mad, started attacking people. We
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found Alyss hiding beneath the floorboards of
her family’s house when the raiders left. She
was covered in blood. She didn’t speak after
that. Couldn’t move, couldn’t talk, only ate
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SIGN LANGUAGE when we forced her. A living doll. I don’t know
where she is now.
Don’t speak! Or they will hear you. — Daveth Forester, wanderer and storyteller
— Ander Firehorn, mad pyromancer Surviving in the apocalypse is not an easy
thing. You must deal with dangers of all kinds,
With danger around every corner, even the
be they humanoid, monstrous, or natural, and
simple act of speaking can be enough to alert
they can all have a great impact on how your
the monsters and beasts threatening the
character reacts in certain situations.
safety of the world’s remaining survivors. In
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these cases, where the sound of spoken words
could be enough to garner the attention of the
monsters, some people learn to communicate
using hand signs and signals.
This section introduces the ideas of stress
and trauma, two factors that become vital in
creating the grimdark attitude so often found in
settings that have been touched by destruction.
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The system is intentionally made to be rather
With this rule, when a character is given
simple and takes a lot from the already
the option to learn a new language of their
implemented exhaustion system. This is done
choice, they may consider the option of Sign
both to fit the ruleset of 5e D&D, but also to
Language in addition to any other languages
create a system players and DMs alike will
allowed by the DM. Sign Language uses no
already have some familiarity with.
words to communicate, instead relying on
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be granted Sign Language as a part of their often thereby having a greater impact on the
backstory, having grown up with a deaf or mute game itself and also intensify the dread felt by
sibling. Alternatively, if the Sign Language is the players in the destructive world they are
known by every member of the adventuring playing in.
party, the Sign Language might be unique to Stress is measured in five levels and an effect
that party. This means that the Sign Language can only give one level of stress. However,
can only be understood by the people who are multiple effects can occur at the same time
members of the party. Using this, they can have or in very close repetition, making the system
secret conversations with one another while in both effective and dangerous.
public without anyone knowing what they are
talking about.
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Becoming Stressed
There are a few ways stress is certain to occur.
The following effects are guaranteed to give a
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character one level of stress:
• Going unconscious as a result of
dropping to 0 hit points.
• Not resting for an entire day, meaning
that the character takes no short or long
rests.
• Witnessing an ally die.
Another way, and probably the most common
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way, of becoming stressed is by witnessing or
experiencing traumatic events. These events
are extremely subjective and what might be
a traumatic experience for one creature will
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have little to no effect on another. If a creature
witnesses or experiences a traumatic event,
such as being betrayed by a close friend or
falling into a pit of corpses, it is up to the DM to
decide the level of the traumatic event for the
creature in question.
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in question.
The examples given here serve merely as
suggestions, as some characters might have a
worse or lesser experience depending on their
background and the context of the situation at
hand.
Anne Gregersen | 85
Trauma Saves remain, even if the stress level is reduced below
1. There is no quick fix for sustained trauma,
Level of Save Event Examples not even for physical injuries, and it will take
Traumatic Event DC
longer for the trauma to go away. The recovery
Low - Disturbed 10 Seeing symbols time listed assumes a day where the creature
painted in blood, is able to eat and drink, as well as complete a
finding a fresh corpse long rest.
Medium - Shaken 15 Betrayed by an ally,
being kidnapped Trauma Recovery
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High - In Shock 20 Seeing an innocent Trauma Severity Recovery Time
be murdered, being
Low 1 day
tortured
Medium 1 week
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As a creature is faced with traumatic events,
High 1 month
their stress levels will increase. When they
reach a new level of stress, they will suffer its
effects in addition to any effects suffered from
previous levels of stress. Trauma
Stress Effects There exists two different kinds of trauma:
Level Effect
physical and mental. Which one of these
trauma types to use is decided by the DM, who
1
2
3
Minor trauma
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Proficiency bonus is not added to
ability checks or saving throws
Moderate trauma
can then roll for a random effect or choose one
from the tables below. The DM should try to
pick a kind of trauma which makes sense for
the situation at hand. For instance, if a creature
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is physically tortured it would make sense for
4 Speed is halved
them to sustain a physical trauma, whereas if
5 Major trauma they witnessed a horrific event, such as a brutal
murder, they would suffer a mental trauma.
If an already stressed creature suffers another The different types of trauma can be
effect that causes stress, its current level of described in the following ways:
stress increases by one level. A creature suffers
• Physical Trauma. This includes
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receive a second minor trauma. Likewise, the something horrific or being faced with a
creature doesn’t receive another minor trauma great fear could be some of the reasons
if their stress level is lowered back down to 1. for sustaining a mental trauma.
An effect that removes exhaustion also If a creature suffers more than three traumas
removes stress, reducing its level as specified in the same category (physical or mental) no
in the effect’s description, with most stress matter the severity level, the creature will
effects ending if a creature’s stress level is immediately die from it. Physical trauma
reduced below 1. Finishing a long rest reduces causes so much stress on the body that it shuts
a creature’s stress level by 1. down and mental trauma drives the creature
Effects suffered as a result of a trauma into irreversible insanity.
Anne Gregersen | 87
Blindness. You suffer the blinded condition. walk without aid, such as with help from an ally
Blurred Vision. You have disadvantage on or the support of a crutch, you fall prone.
Wisdom (Perception) checks that rely on sight, Broken Wrist. You have disadvantage on
and you can’t see further than 60 feet. attack rolls made with two-handed weapons,
Broken Arm. Your AC is lowered by 2, shields only give a +1 bonus to AC instead of
you cannot wield two-handed weapons or its usual +2 bonus, and you have disadvantage
use shields, and you cannot cast spells with on attack rolls using spells that have a somatic
somatic components. component.
Broken Ankle. Your movement speed is Festering Wound. You no longer add your
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lowered by 20 feet to a minimum of 5 feet. ability modifier when determining your
Broken Leg. Your movement speed is chances to hit with an attack or when you
lowered by 20 feet to a minimum of 5 feet and make a saving throw. You still subtract it if the
you cannot walk unassisted. If you attempt to modifier is negative.
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Gangrenous Wound. You have disadvantage
on attack rolls and saving throws, and when
you roll a Hit Die to regain hit points, you only
regain half of the rolled amount.
As a true knight, it is expected of Infected Wound. You no longer add your
me to console those who are fair of ability modifier when determining the damage
character and constitution when trouble of an attack. You still subtract it if the modifier
enters their lives. is negative.
Partial Blindness. You have disadvantage on
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can be read about below. for the next 24 hours. The source of your fear
is decided by the DM when you contract this
Mental Trauma Table trauma and should have something to do with
d4 Minor Moderate Major how you contracted the trauma. Examples of
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Trauma Trauma Trauma fears could be a monster type such as dragons
or orcs, or an element such as fire or water.
1 Forgetfulness Hallucinations Tics and
Forgetfulness. You lose things and forget
Spasms
where you put them. Every day that you have
2 Distracted Nightmares Amnesia this trauma, there is a 50 % chance that an
3 Headache Mute Confusion item will go missing from your inventory. The
DM decides what item goes missing.
4 Concerned Fearful Phobia
Mute. You lose the ability to speak coherently,
Amnesia. You can no longer recognize the only being capable of communicating in sounds
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people around you and you cannot remember
anything from before you contracted the
amnesia. You automatically fail all Intelligence
checks and Intelligence saving throws.
and strange gestures. You have disadvantage
on Charisma checks and you cannot cast spells
with a verbal component.
Nightmares. You are plagued by nightmares.
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Concerned. You worry about all things all the When you take a long rest, there is a 50 %
time. You have disadvantage on saving throws chance you will be plagued by nightmares,
against being frightened and charmed. therefore gaining no benefit from the rest. If
Confusion. You have problems you go to take a long rest with at least 2 levels
understanding what is going on. Whenever you of exhaustion while you have this trauma, you
roll initiative, there is a 75% chance that you automatically succeed and complete the long
rest.
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Hallucinations. You start seeing shapes and something to do with how you contracted the
figures that aren’t there. You have disadvantage trauma. Examples of fears could be a monster
on Wisdom (Insight) checks and on Charisma type such as dragons or orcs, or an element
checks made to convince others of something. such as fire or water.
Headache. You are plagued by a constant, Tics and Spasms. Your body twitches
piercing headache that makes it hard to think and spasms beyond your control. You have
clearly. You have disadvantage on concentration disadvantage on attack rolls and ability checks,
checks and Intelligence checks made to recall as well as Strength and Dexterity saving
information. throws.
Anne Gregersen | 89
Part 3
Character
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Options
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still exist in a world touched by gore and destruction brought to my people, you
the apocalypse, they are no longer alone. With will find generations of warriors. We were born
the massive amounts of destructive energy in pain to fight for what we have conquered,
washing over the land, it was not only the using any weapons or trickery granted to us
through our blood to claw our way to greatness.
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world that was changed.
The following races can be used in worlds And I will succeed where my ancestors failed.
and settings that have been touched by — Carrax Arkardi, war commander
destruction. The races have been made to fit
into different apocalyptic scenarios and can Though fey’ri can be safely compared to elves
be employed within the constraints of most in terms of how they look, the comparison is
apocalypses presented in this document. It is flawed in many ways. They carry the grace
likely that these races, new as they are to the and beauty of the elves, as well as the pride
world they inhabit, will be misunderstood and and stubbornness, but most elves would take
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despised by their fellows. They can make for
excellent villains as a result, or even a reluctant
hero determined to show that they are not as
dangerous as they might seem.
great offense in being compared to a fey’ri.
The demonblood running through the veins
of the fey’ri has a definite impact on their
appearance, giving them horns, barbed tails,
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as well as tongues of snakes and eyes of cats,
or any combination of these demonic quality.
Most look otherworldly and frightening
as a result, though some have so few
demonic characteristics that they are nearly
indistinguishable from their elven cousins.
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Houses of War
The legends of the fey’ri have been passed
down through generations among the fey
courts and ancient elven families. The stories
of the ungodly joining of demonic and fey
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Anne Gregersen | 91
Any joining of mortals and fiends
is an unholy one. Their blood is
tainted towards evil and their
natures reflect this fact. Luckily,
this ideal is one the peasantry seems
to agree with.
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their ancestors participated in.
Facechangers
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The fey’ri are infamous for their ability to
change their faces and features to look like
something entirely different. Because of their
demonic looks, this trait of theirs is immensely
useful for infiltrating and living amongst other
races who might not regard the fey’ri with any
kind of patience or kindness.
To use their facechanging abilities to dupe
Fey’ri Names
Fey’ri have a first name and a house name.
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though elves are revolted by this connection,
a fey’ri can live for centuries. They reach
physical maturity at about the same age as
humans, and are given a lot of responsibility
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early on in their long lives. Fey’ri can live to be
around 500 years old.
Alignment. With the blood of both demons
and fey in their veins, almost all fey’ri favor
chaotic alignments. Whether they are good
or evil depends on which bloodline is
strongest in the particular fey’ri.
Size. Fey’ri normally stand between
6 and 7 feet tall, and they weigh
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between 140 and 180 pounds. Your size
this spell, you can’t cast it again with this trait for a shambling zombie. They look remarkably
until you finish a short or long rest. similar, right down to their shuffling walk,
Fey’ri Weapon Training. You have proficiency though husks can move a faster speed than the
with the longsword, shortsword, and rapier. undead creatures they are so often grouped
Languages. You can speak, read, and write together with. Physically, husks look like
Common, Elvish, and Abyssal. humans or half-humans whose very life-force
has been sucked out of their bodies. They are
gaunt and frail looking, with hollow cheeks and
wispy limbs.
Anne Gregersen | 93
Passing Through Death Dying Communities
Most husks do not remember who they Because of the animosity most people feel
were before, and those who do retain some towards husks, they quickly learn that they
recollections of their past only have brief can count on no one else but themselves if
glimpses to console them. Husks were once they want to survive. Finding together in both
humanoids, living and breathing a normal smaller and larger groups becomes vital for
life, but through disease or infection they them to survive the hardships of the world, and
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were cast away from the life they knew before there have even been a few settlements made
to die alone. Once they died, their body lay exclusively out of husks.
still for a time before they would return to These settlements rarely survive long
consciousness, seeing a world they had no however, as the people who live in the nearby
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memory of. area will become afraid of the possible threat
Husks rarely survive for long after their posed by the husk community. Not because
reawakening. Some are simply too physically they are doing anything particularly villainous
weak to move their limbs and wither away to or wicked, but because their visage so
dust within a few days, while others choose resembles that of an undead enemy that most
to end their lives once again as they don’t feel people don’t know how to react with anything
they have anything in the world worth holding other than aggression.
onto. Those few who do survive are made hard Many husk settlements has fallen to assaults
and strong by the experience they have gone and raids conducted by their neighbors who
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through, often turning mean or cruel as a result
of the alienation they now feel from those who
wander the world around them.
feared the members of the community might
one day turn feral and attack their home. As a
result, husks are wary of other communities
and rarely ever feel completely safe, not even in
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the company of their own kind.
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This, in addition to the fact that they have into death has left you with some of the traits
little to no memory of their life before rising found in undead creatures. You are immune to
as a husk, means they had to come up with a disease, you are resistant to poison damage,
new name for themselves. Most husks name and you have advantage on saving throws
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themselves after something simple, such as an against poison.
object or action, or they are named by someone Vapor of Spores. As an action, you can
else who takes them under their wing. release a cloud of spores from your mouth to
Husk Names: Bones, Brass, Cage, Claw, affect those standing near you. Each creature
Cough, Nails, Purge, Rake, Run, Skulk, within 5 feet of you must make a Constitution
Sneak, Tick, Tooth saving throw (DC = 8 + your Constitution
modifier + your proficiency bonus) or become
poisoned for one minute. The creature may
Husk Traits repeat the save at the end of each of their turns,
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As a husk, you have the following traits.
Ability Score Increase. Your Constitution
score increases by 2 and you Strength score
ending the effect early on a success.
Once you have used this trait, you can’t use it
again until you finish a short or long rest.
Languages. You can speak, read, and write
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increases by 1. Common and one other language of your
Age. Having been infused with elements choice.
of death and decay, you life accelerates at a
decreased rate from what would be expected.
Since husks cannot remember their previous
lives it can be hard to figure out their exact VOIDALKA
lifespan, and it has been recorded to last Fret not, I am but a student of the arts. I
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anywhere from just over a century to 400 years. am merely interested in bettering those
Alignment. Having been alienated and skills granted me at birth. Your fear of me is
shown nothing but hatred by the world, husks unwarranted, I assure you. If I wanted to hurt
tend to grow solemn or angry as a result. Most you, I would have done so already.
husks therefore have evil alignments.
Size. Husks have the same build as they did — Lithariz, arcane inventor and artificer
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when they were alive, only they are frailer and Though the voidalka are most definitely
much more gaunt in their husk form. They humanoid, there are plenty of people who
refuse to consider them as such. With their
skin ranging in colors from blue to green to
purple, bald heads, and reptile smooth skin,
they look otherworldly and alien to most who
encounter them. Their voices are another
Don’t think that I have no factor that sparks mistrust when encountering
sympathy for these creatures. other peoples, as voidalka speak very softly,
Their existence must be one of preferring to communicate using only their
pain and dread, and I consider telepathic abilities. Because most voidalka
it my duty to relieve their
misery any way I can.
Anne Gregersen | 95
grow up among their own kind, they see no
reason to practice using their voice. As a result,
their voice is weak and quiet, making the
strange people even stranger.
Alien Slaves
The voidalka, despite their gifts with magic
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and their naturally enhanced intellect, are not
respected at all by the creatures that created
them. The aberrations that hail from the Far
Realms beyond the borders of the known
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multiverse created the voidalka people to be
used as slaves and servants for their aberrant
needs. They were created by these alien
creatures with this specifically in mind, to live
and die as slaves to their eldritch masters.
Born to be slaves, the voidalka are molded
from birth to fit in the role designed for them.
They are enhanced in certain ways, some
minute and some major, to be of better use to
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their masters as they grow up. Most voidalka,
knowing no other life than one of servitude,
accept their fate with no complaint. A wise
choice, some would say, as any sort of sign of
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rebellious activity would mean the immediate
disposal of the voidalka in question. Some
voidalka even seem to be removed somewhat
from reality, existing only to serve their masters
and having little to no personality of their own. aberration essence and human blood were
When a voidalka acts like this, they are successful.
referred to by their fellow voidalka as ‘lost’. The first voidalka were said to have been
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This happens to some voidalka who have made by injecting aberrant essence into the
been affected so much by the strange, eldritch body of pregnant humans, the otherworldly
powers of their otherworldly masters that they magic turning the then born baby into a
can no longer conceptualize reality in the way voidalka. That method of conception is no
a normal person would. They have removed longer employed and it is not even known
themselves so far from any aspects of the real for certain whether the story is true or not.
world, be it physically or mentally, that the Now, the voidalka are tasked by their eldritch
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mortal part of their mind has shut off, leaving masters to breed new babies for them to
just a shell created for servitude. eventually use as slaves and servants, just as
their parents were used before.
However, some voidalka do not follow these
Born of Mortals orders. Though it is against their genetic
makeup, as they were cruelly designed to be
The voidalka were created by mixing the
comfortable with serving others, some voidalka
eldritch essence that make up the most
are able to break free of the chains binding
powerful aberrations with the bodies of
them to their eldritch masters and living a free
humans. The result, at first, was grotesque
life for themselves, though such a life will be a
and bloody, and none of the early mixings of
turbulent one. Because of their strange way of
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It would be considered needless and even baby is able to speak, selecting a name that is
insulting to give a voidalka a name, at least chosen by the child itself.
to the otherworldly creatures who use them
as slaves and servants. To them, they are Voidalka Names: Ashirahz, Ceethra, Cinnalik,
Kaldovi, Nonlah, Olleriasa, Vokandith,
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simply things to be used and discarded when
no longer functional. This doesn’t mean that Zando, Zelvash
voidalka don’t name themselves, however.
These secret names are only ever spoken by
free voidalka or to people they trust, as their Voidalka Traits
eldritch masters would strike them down for
As a voidalka, you have the following traits.
even considering themselves worthy enough of
Ability Score Increase. Your Intelligence
an actual name.
score increases by 2.
Age. The age of a voidalka depends on what
Anne Gregersen | 97
Alien Mind Trick. You know the message
cantrip. Once you reach 3rd level, you can cast Minderah
the bane spell once per day at its lowest level. Minderahs take on the role of healers and
When you reach 5th level, you can also cast scholars, being responsible for chronicling
the calm emotions spell once per long rest. history and gathering information for their
Intelligence is your spellcasting ability for these eldritch masters.
spells. Ability Score Increase. Your Wisdom score
Strong of Mind. You are resistant to psychic increases by 1.
damage. Eldritch Historian. You have a knack for
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Languages. You can speak, read, and write recalling the odd and strange. You can give
Common and Deep Speech. yourself advantage on one Arcana, History, or
Subrace. Your genetic makeup has been Religion check. Once you’ve used this trait, you
formed to best benefit the role you’d have in can’t use it again until you finish a short or long
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society, dividing different voidalkas into various rest.
castes.
Azindi Physilian
The voidalkas made to be physilians were
Voidalkas made under the azindi caste were created to be workers and soldiers, sometimes
created to serve as acrobats, dancers, or battling each other for the entertainment of
perhaps even assassins and thieves. their masters as well as acting as defenders
Ability Score Increase. Your Dexterity score and bodyguards.
increases by 1.
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Quick Steps. You are fast and agile, making
you a pest to your opponents. After rolling
initiative, you may switch your initiative with
Ability Score Increase. Your Constitution
score increases by 1.
Fearless. You have advantage on saving
throws against being frightened.
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that of a willing creature. This must be done Powerful Build. You count as one size larger
before any actions in combat are taken. Once when determining your carrying capacity and
you have used this trait, you cannot use it again the weight you can push, drag, or lift.
until you finish a long rest.
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rules which most have learned to township or settlement.
live by are replaced with the brutal fight for In addition, you will find some playable
survival. In some cases, the apocalypse in subclass options designed to function with
question will have affected a creature so much an apocalyptic world, but which can also be
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that it becomes an integral part of who they are lifted into other settings and campaign. These
and how they move around in the world. subclasses were designed with the theme of
Some classes and characters are better the apocalypse in mind, but they were not
equipped to face the horrors and hardships made so specific that they cannot function
brought on by a world turned into chaos, outside such a setting. These are the Barbarian
while others will have become definitively Path of the Psycho, the Cleric Plague Domain,
rarer than they were back when civilization the Druid Circle of Embers, the Roguish
was sprawling. Wizards, having no or only few Enhancer Archetype, and the Sorcerer Cursed
places to study, become a rare sight amongst Bloodline.
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Oh, what a day. What a lovely day!
— Myals the Mad, leader of the Road Warriors
With the coming of the apocalypse, the world
turned wild and savage as the rules of society
crumbled into dust. In response to this chaos,
the people changed as well to reflect the new
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Anne Gregersen | 99
Path of the Psycho
Some people suspect that you’d have to be
mad to voluntarily live in the wilderness with
the dangers that dwell there, and in some
cases they are right. Barbarians who follow
the Path of the Psycho are unpredictable and
dangerous, as their insanity has removed them
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from what little logic remains in the world.
They are warriors who cleave a path of blood
and destruction as they enter into fits of mad
laughter while their opponents flee in terror.
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Path of the Psycho Features
Barbarian Level Feature
3rd Psychotic Rage
6th Blood and Gore
10th Feral Savagery
14th Serial Killer
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At 3rd level, your madness elevates your
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rage to psychotic levels. Once per long rest
when you rage, you can choose to enter into a
psychotic rage instead of a regular rage. Upon
reaching 10th level in this class, you can enter
a psychotic rage twice per long rest. You still
expend one use of your rage when entering a
psychotic rage, just as you would with a normal
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rage.
In addition to what is granted by your normal
rage, you gain the following benefits while in a
psychotic rage:
• Your rage damage becomes psychic
damage and you become resistant to
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psychic damage.
• Whenever you reduce a creature to 0
hit points, you gain temporary hit points
equal to your barbarian level.
• When you hit a creature that is below
half its hit point maximum, you deal an
additional 1d6 psychic damage to it.
• You have advantage on Intimidation
checks.
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At 6th level, you laugh in the face of pain. When asking for, brought to them through divine
you are raging and you take damage that you intervention. But I can’t help them the way they
are resistant to as a result of your rage, you can want me to. I can’t even help myself.
choose to take full damage instead. — Fienna Flynn, physician in training
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On your next turn, your focus becomes
bloody and intent as you turn your attention In apocalyptic scenarios where infection
towards the creature that damaged you. Until and disease play a large role, clerics and the
the beginning of your next turn, attacks against healing they provide become essential for many
the creature whose damage you chose not to people to survive. Unfortunately, this was the
resist deal an additional 1d6 weapon damage. case when the apocalypse hit as well, placing
many clerics looking to help those wounded or
diseased near ground zero of the cataclysmic
Feral Savagery event which changed the world forever.
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Starting at 10th level, your brutal killings
strike fear into the heart of those around you.
Whenever you reduce a creature to 0 hit points,
each hostile creature within 60 feet of you
Clerics are incredibly useful to any sort of
group or conclave in the apocalypse, making
them both heavily sought after and a target
for would-be slavers. With many clerics
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must make a Wisdom saving throw (DC equals probably dying near the start of the apocalypse,
8 + your proficiency bonus + your Charisma receiving training in the holy rites of healing
modifier). and spellcasting can be hard to accomplish,
On a failed save, the creature becomes making clerics a rare sight when wandering
frightened of you. The creature may repeat this the wasteland.
saving throw at the end of each of its turns, Those who are able to practice their healing
arts are often targeted as a result. Either from
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Hardened Survivor
Also at 1st level, the blessing of your deity
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2nd Channel Divinity: Mist of Disease
allows you to shrug off the effects of illness,
6th Protection of Body making you immune to diseases. You also gain
8th Divine Strike proficiency with heavy armor.
17th Death Bringer
Channel Divinity: Mist of Disease
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— Pyrah, fire tamer and protector of the Amber
Divine Strike Grove
At 8th level, you gain the ability to infuse your
Druids were better off than most when the
weapon strikes with divine energy. Once on
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apocalypse hit. Unlike other people who
each of your turns when you hit a creature with
had become used to and dependent on the
a weapon attack, you can cause the attack to
rules set up by civilization, druids were
deal an extra 1d8 radiant damage to the target.
already accustomed to living off the land and
When you reach 14th level, the extra damage
understanding the movement of nature around
increases to 2d8.
them. With their gifts for spellcasting and
understanding of nature, druids were much
Death Bringer better equipped to survive the dangers of the
apocalyptic world they now found themselves
At 17th level, you may create three instances
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of the mist instead of one when you use Mist of
Disease and the range of where you can place
them increases to 60 feet. These instances of
the mist cannot overlap.
in.
If the druid were to help others survive the
calamity, they would become the very heart
and soul of the community. As they are able to
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create clean food and water, as well as safely
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3rd heat metal, pyrotechnics
Many druids are lone guardians of forests
and glades, preferring their solitude over the 5th fireball, flame arrows
companionship and responsibility that comes 7th fire shield, wall of fire
with a larger group of people.
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9th flame strike, immolation
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druids are there to cleanse out the area with
controlled, magical fires. Most Circle of the
Embers druids take after the characteristics of
fire when it comes to their personality. Quick to
instantly turning it to embers. As part of the
same action, you can will coils of dark, burning
energy to form from these embers, rising as
fiery whips and sending them coiling towards
a creature within 20 feet of the location it
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anger and hard to control when they choose to
fully unleash their powers. spawned from.
The targeted creature must succeed on a
Circle of Embers Features Dexterity saving throw against your druid
Druid Level Feature
2nd Coils of Fire, Circle of Embers
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Spells
6th Inner Flame
10th Embodiment of Embers
14th Form of the Phoenix
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The damage dealt by this feature increases when you use the feature.
as you gain levels in this class, to 2d6 at 6th
level, 3d6 at 10th level, and 4d6 at 14th level.
You can use this feature a number of times
ROGUE
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equal to your Wisdom modifier (minimum of
1) and you regain all expended uses when you I don’t have a problem. You have a problem. It’s
finish a long rest. called “sticking your nose into other people’s
business” and it might turn lethal if you don’t
watch it.
Inner Flame — Rian Song, enhancement supplier
Starting at 6th level, you may choose to let your
inner flame erupt out from you in a flash of Thieves are as abundant and common as
light. As an action, you can force all creatures ever, even during a time touched by chaos
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within 15 feet of you to make a Dexterity saving
throw against your druid spell save DC. The
creatures take fire damage equal to 2d8 +
your druid level on a failed save, and half as
and destruction. Plenty of people were left
with nothing when the apocalypse destroyed
everything, not even a skill they could efficiently
use within the new order given to the world. To
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much on a successful one. Once you have used survive, some turned to stealing and robbing,
this feature, you can’t do so again until you’ve taking from others what they could not procure
finished a short or long rest. by any other means.
In addition, the connection you feel to the However, not all rogues are thieves. Some
element of fire means you can speak to certain rogues take up work in and around settlements
elementals. You can speak, read, and write as scouts and trackers, guarding the township
Ignan. from afar by quietly walking the perimeter,
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damage and if you can see through areas that They are cunning and clever, and possess skills
are heavily obscured, such as areas covered by to quietly get rid of unwanted people, skills
smoke or a heavy fog. which are still highly sought after even after the
world has ended.
Rogues are well equipped to handle the
Form of the Phoenix apocalypse as they are very capable of handling
At 14th level, your body gains some of the themselves when facing dangerous and dire
rebirthing features of a phoenix. The first time situations. This can make them a great asset to
you are reduced to 0 hit points either as a any group or party, as well as a great adversary
result of taking fire damage or being turned to should their intentions turn out to be more
dust, such as with the disintegration spell, you selfish in nature.
time.
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which damage type to become resistant
to upon using this concoction.
Speed Demon
• Dancer’s Juice. You have advantage on Starting at 9th level, you can amp yourself up,
Dexterity (Acrobatics) checks and on energizing you beyond what is natural. As an
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Charisma (Performance) checks. action, you may produce a special concoction
• Medicinal Nectar. Your hit point from your satchel, granting yourself the effects
maximum is increased by 10. of the haste spell for one minute. You do not
• Nightowl Ichor. You have darkvision out need to maintain concentration on the spell,
to a range of 60 feet. If you already have but you still suffer the normal effects of the
darkvision, the range of your darkvision is spell when it ends. Only you can benefit from
extended by 60 feet. this concoction.
• Power Surge. You have advantage on Once you have used this feature, you can’t do
so again until you’ve finished a long rest.
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Strength checks and Strength saving
throws.
You can use a number of concoctions equal to
your Intelligence modifier, and you regain all
Enhancement Supplier
Beginning at 13th level, you can use the
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expended uses after finishing a short or long concoctions granted by your Enhancer’s
rest. Satchel feature on other creatures. As part of
You can have multiple concoctions overlap the same action where you pull a concoction
each other, meaning you can benefit from from your satchel, you can use it on a willing
several effects at once, though never the same creature within 5 feet of you instead of on
one. This means you can benefit from the yourself. Other creatures cannot benefit from
effects of both Dancer’s Juice and Powersurge,
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you must make a Constitution saving throw accustomed to strange substances entering
with a DC equal to 10 + the amount of your bloodstream. You become resistant to
concoctions currently active. On a successful poison damage and you are immune to the
poisoned condition.
In addition, you have learned how to inlace
your weapons with deadly mixtures. You may
choose to change your sneak attack damage to
Another note to self: Don’t poison or acid damage instead of the regular
trust half-elves. Especially not weapon damage. You make this choice before
when they offer you cure-all making the attack roll.
tonics and berrywine. You’ll
wake up in a forest somewhere,
naked, and with no memory of
Anne Gregersen | 107
how you got there.
in a township or adventuring party where their
SORCERER arcane powers can flourish and improve. Their
magical powers can be highly sought after too,
I wouldn’t wish this on my worst enemy. I must sometimes to a fault, where some sorcerers
fight myself every day not to fall apart from this will become the victim of kidnappings as others
curse, not to tear my skin to threads because of are looking to benefit from the magical powers
the pain I feel as it courses through my veins. they possess.
No one knows my pain. No one deserves to
know it.
Cursed Bloodline
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— Naivin Archon, chosen one of the
Doomsday Cult
Those sorcerers who draw their powers from
Spellcasters of any kind are not the most their Cursed Bloodline are not like others of
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common sight in the apocalypse. Given the their kind. They carry inside of them a powerful
unpredictable and rather volatile nature of and draining curse, one that has been resting
spellcasting and magic, it can turn dangerous dormant in them, perhaps for many years.
very quickly if the caster in question doesn’t This curse could be a specifically powerful
receive the right kind of training. In the same version of lycanthropy or vampirism, or even a
vein of thinking, the danger many casters family curse which has marked the bloodline
represent makes them unwelcome in many for generations. The sorcerer who carries the
larger settlements as the people living there Cursed Bloodline is unique in that they can
fear the trouble they might bring with them. control their curse. Using their magic, they can
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The usefulness of magic has not been
forgotten however. If a sorcerer is able to
control their powers without endangering
others, they might find a comfortable position
twist and manipulate the dark powers resting
within them to enhance their own spellcasting
and turning the pain they feel against their
enemies.
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Power Damned
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of the
Cursed Sight At 6th level, your curse affects your spellcasting
in otherworldly ways. When you cast a sorcerer
When you choose this origin at 1st level, the spell that deals damage, you can use a bonus
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curse that resides in your veins flares to life. action to change the damage of the spell to
You gain darkvision out to a range of 60 feet. If necrotic damage. When you do so, you may
you already have darkvision, your darkvision is spend 1 sorcery point to reroll any number of
extended by 60 feet. the rolled damage dice once.
In addition, your gaze serves as a gateway
into the madness that surrounds your cursed
blood and past. As an action, you can look at a Bane Bringer
creature that can see you and force it to make Starting at 14th level, your curse burns beyond
a Wisdom saving throw against your sorcerer mortal comprehension. Your sorcerer spells
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spell save DC. If it fails the save, it becomes
restrained until the end of its next turn and it
becomes frightened of you for one minute. The
creature can repeat the saving throw at the end
ignore resistances to necrotic damage and you
become resistant to necrotic damage.
In addition, you may cast the spell bestow
curse once per short or long rest without using
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of each of its turns, ending the frightened effect a spellslot. The spell counts as a sorcerer spell
for you when you cast it using this feature.
Cursed Ascension
At 18th level, your curse is completely under
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changed. This means that most of the as you continue to follow the word of your god.
backgrounds offered in official material no
longer fit the circumstances of the world. Most
of the published backgrounds assume that the Charlatan
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world the character exist in is one that is at
least somewhat civilized. With the coming of The world is harsh, violent, and unforgiving.
the apocalypse this is no longer the case, and You learned that the hard way and you are
the backgrounds have evolved to fit the new making damned sure you won’t go through
world order as a result. that lesson again. Tricking other survivors in
this wretched world has become a way of life
for you. You find what goodwill people have
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Barely any scars. Fine clothes. No weapons
to speak of. You look like you have a story to
tell, because it’s been years since I last saw
someone as green- I’m sorry, as clean as you.
face, but only a handful of people will know
your true name and that handful were mistakes
you won’t repeat. The world is cruel and out to
get you, so you might as well try to get it first.
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— Nestor Ellin, leader of the Fernmount
Settlement Criminal
The following section has reflavored each of To some, it is a comfort that crime thrives
the existing backgrounds found in the Player’s regardless of civilization being there or not.
Handbook to fit into an apocalyptic setting. The You spent your days picking the pockets of
features and characteristics granted by these
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When the world ended, the temples and orders and riches, making crime both abundant and
of your god or gods were destroyed with it. risky.
Though the powers of your deity might still
be felt in the world, it can be hard to convince
others to remain pious in the face of the Entertainer
horrors offered by the apocalypse. You spent You are a sight for sore eyes when entering
your life preaching the word of your god to a settlement. With the deadliness of the new
anyone who would listen. It’s rare that you find world, the idea of entertainment and reverie
anyone who is, like you, trained to perform the will make most people open up once you show
remember you long after you left their camp or unimportant just because the world ended.
homestead behind. You made a comfortable living organizing and
arranging orders of materials, medicine, food,
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Before the fall of civilization, knowledge and
information was gathered in massive libraries
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around different townships. These were often
comfortable with living alone, wandering along placed in larger cities and were largely lost
the abandoned roads of the world. Avoiding when the world fell into chaos. You somehow
raiders and monsters have become a simple found yourself near one of these sanctuaries
part of life, and you have come to realize that of lore, studying the old texts and scrolls that
you don’t need anyone else to make it in this tell of a time before the apocalypse brought
world. In fact, other people have a tendency to destruction to the world. Many of these
make surviving much harder than it would be if texts were partially or wholly destroyed, and
you were just left to your own devices. protecting what little information was left
Noble e
When the world ended, as did the values
became a driving force for you as you continue
to wander the world in search for more
knowledge.
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that kept the social structure of it afloat. The
lineage and history of your family was forced
Sailor
into the background as the focus shifted to be As the world fell apart, many fled from the
purely about surviving the new world order. crumbling lands, seeking the apparent safety
That isn’t to say blood can’t be powerful. The found on the seas. Though life was not much
settlements of the world still have leaders who easier on the waves, you grew content with
rule over their fiefs and lands. These can be
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those around you or simply stealing what you left you horribly scarred and marked by the
needed in order to survive the harshness of the event. Maybe you were infected and managed
world. to pull through the symptoms to live another
day. Regardless, the marks left on your body
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sets you apart from your fellows and people
NEW BACKGROUNDS tend to avoid you, or even shun you, out of fear
that you may be bringing a disease into their
I like to be useful. Didn’t use to be. I was pretty midst.
skinny and frail when I was younger, a strong
Skill Proficiencies: Intimidation, Stealth
wind could knock me over. Now I’m actually
Tool Proficiencies: One type of gaming set
quite sought after. No one handles a bonesaw
or one musical instrument
better than I do.
Languages: One of your choice
— Vincent Cynric, field medic and healer Equipment: A set of common clothes, a long
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The coming of the apocalypse has changed
how people act in the world. Their needs and
wants changed as the world did the same.
cloak with a deep hood, staff, and a pouch
containing 10 gp
Suggested Characteristics
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6 I can be easily enthralled by beauty and
2 I don’t trust strangers attention
3 I am extremely thankful to be alive and enjoy
the company of others
Cultist
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4 I take pride in my appearance, often using it to
scare and frighten others
5 I always try to be useful Being part of a greater whole can be a
6 I have a hard time relaxing and am always on wonderful thing. The strength of a community
the lookout for threats and trouble can provide a person with much needed
support and affection. Your community was
d6 Ideal a bit different, as your group was completely
1 Kindness. Those who have been unlucky and and utterly devoted to a specific god, deity,
unfortunate deserves a second chance (Good) or similarly powerful entity. The ideals and
2
3
control (Chaotic) e
Chance. The world does not care about
you and things will happen that you cannot
d6 Bond
Skill Proficiencies: Choose two from
Arcana, History, and Religion
1 I was the only survivor of a devastating
disease and I don’t know how I made it Tool Proficiencies: Forgery kit, disguise kit,
or poisoner’s kit
2 I could have been saved from a lot of pain, but
I was betrayed Languages: One of your choice
3 Someone chose to care for me when Equipment: A set of common clothes in your
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everyone else turned away, and I would do cult’s colors, a toolset you are proficient
anything for them in, a sigil of your order, a small piece of
4 My illness was more contagious than I realized jewelry, and a pouch containing 5 gp
and others suffered as a result
Feature: Join
5 The art of medicine is an honorable trade that
6
should be supported
I survived my disease only because my family
the Cause
cared deeply for me Having been sworn to a cult, you understand
the value and strength offered by the
community whether you left it behind or not.
Members of your cult will always be willing
to assist you and those following you, as they
Variant: Doomsayer
You know the real reason the world ended, at
least you think you do, and believe that people
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are best helped through this trying time by
explaining to them the sins that brought the
apocalypse down on their heads. How you
know these things is a mystery, but you are
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quite intent on others hearing about them.
Suggested Characteristics
Cultists are hardly ever comfortable with
interacting with the outside world. They are
very reliant on other, like minded individuals,
but they are loyal to their cause to an intensely
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unhealthy degree, making them a dangerous
adversary should they be slighted.
d6 Personality Trait
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1 I put on my best face while in public and
always try to be polite
2 I have problems trusting people I don’t know
well
3 I try to appear normal and mostly fail at it
4 If I find someone who agrees with me, I will
try my best to make myself likeable to them
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d6 Ideal
1 Future. I believe in the promise of a better
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world (Good)
2 Power. I will do anything for power, even crawl
and beg (Evil)
3 Individuality. The world does not fit my
beliefs, so I have chosen not to fit in with the
world (Chaotic)
4 Inclusion. If you wish to serve, you are always
welcome (Neutral)
5 Order. My faith guides my every move
(Lawful)
6 Sacrifice. If you belong to something greater
than yourself your life will not be wasted (Any)
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5 I have begun to disagree with my cult and
wish to leave it
6 My cult raised me and took care of me
because I was important to its cause
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d6 Flaw
1 I can’t think for myself and prefer following
orders
2 I am a coward
3 I am overly trusting and naive
4 Other people’s lives have little value to me
5 I have little respect for law and compassion
6 I cannot stand when people speak against me
Doctor
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With the most prolific and talented healers
being in the major cities at the time of the
outbreak, the knowledge they had about the art
talents of a divine cleric or priest. your life, you are able to discern when people
Under the guidance of an older teacher, you have become the victim of diseases. If you
were taught the art of medicine and healing. spent at least 10 minutes physically examining
You spent hours studying wild plants and a humanoid creature, you can discern if they
even more studying the effects of disease and are suffering from any type of disease or
serious wounds. With your pouch of medicine infection, though you might not be able to tell
in hand to signify your station, you have little how progressed the disease or infection is.
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examinations sometimes involve cutting and
1 Plants are really interesting and everyone slicing
deserves to be enlightened about their
potential uses 5 I love to hear myself talk
2 I often forget to pay attention when someone 6 I often overcomplicate simple matters
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is talking
3 If people need help, I am always ready to offer
4
assistance
I know more about your body than you do
Raider
5 When I talk, I expect that people listen to me When the apocalypse hit, getting together
6 I never know when to stop asking questions in groups to better survive became a common
survival tactic. Some got together to built
fortified homesteads where they could be safe,
d6 Ideal or wandered nomadically along the abandoned
1
2 e
Practicality. We make our way in the world in
many different ways (Neutral)
Consumption. By learning everything, no one
can take advantage of me (Evil)
roads of the world. Others joined together
in gangs of raiders whose means of survival
including robbing and stealing to survive.
You were a part of a group of wandering
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3 Aid. I have the skills required to help those in criminals who raided and attacked other
need (Good)
survivors. Depending on the size of your crew,
4 Adaptability. The world never stops moving
and neither should I (Chaotic) you may even have graduated above mugging
travelers along the road to attacking larger
5 Protection. Those that keep us safe should be
given all the help the require (Lawful) settlements and stealing their supplies and
stores.
6 Death. Everyone dies (Any)
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5 I have been a part of more crimes than I can
1 I am loyal to my fellows count, and I want to redeem myself
2 I speak and laugh often and loudly 6 I was thrown out of my gang for breaking the
creed
3 I’m not well taught and don’t see the point in
pretending to be smart
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4 I have a quick mind and a quicker tongue d6 Flaw
5 I like when people are afraid of me 1 I love a good fight
6 I don’t respect people who are not strong 2 I take most comments directed at me as an
enough to defend themselves insult
3 No one tells me what to do
d6 Ideal 4 I take other people’s things without asking
1 Greed. If you can take it, it should be yours 5 I see little value in loyalty
(Evil) 6 I want to be in charge, even if I’m not the best
2
3
I’ve done (Good)
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Redemption. I want to atone for the things
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on the mostly abandoned roads of the world, important and it is my responsibility to keep it
safe (Lawful)
traveling swiftly between the few spots of
5 Power. The more knowledge I possess, the
civilization still remaining, either by foot or on more powerful I can become (Evil)
horseback.
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6 Society. We can’t make it on our own (Any)
Skill Proficiencies: Athletics, Persuasion
Languages: Two of your choice
d6 Bond
Equipment: One set of traveler’s clothes,
1 Some of the information I possess could
a map of the roads and trade routes of break an alliance between two powerful
the region, a walking stick, and a pouch settlements
containing 10 gp 2 I wish to become someone people tell stories
about, instead of being the one who tells the
Feature: Stories
stories
to Tell
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You know more gossip about the local region
than anyone, and people are well aware of
it. People are much more likely to share
3
5
I was late with delivering a piece of vital
information and people suffered as a result
A rival of mine is doing their best to tarnish
my reputation
I have purposefully spread false information
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local rumors and stories with you, with the because it benefitted me to do so
expectation that you will in turn share some 6 My reputation is everything to me
news of what you’ve experienced on the road.
d6 Flaw
Suggested Characteristics 1 I follow orders without questioning them
Runners have a better understanding of what 2 I am a horrible gossip and can’t keep secrets
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about the world and different people (Neutral)
piece of broken jewelry, one type of musical 5 Assistance. I’m always willing to help and
instrument that you are proficient with, and share what I know (Good)
a pouch containing 5 gp 6 Collecting. I want to understand as much as I
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can (Any)
structure.
Suggested Characteristics
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spend 10 minutes examining the exterior of the
5
6
to live in exile
I am wanted by a powerful individual
I care deeply for animals and will do my best
to take care of them if I’m able
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As a scavenger, going days without food or d6 Flaw
basic supplies lies closer to being normal than
1 I will sabotage others so I appear more
unusual. Despite this tough life, scavengers successful
often adopt a rather positive attitude where 2 I don’t know how to behave in social
they take care to enjoy the little things. situations
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apocalypse
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ride onto the field, then shall the world be Broken Seals. The horsemen are, like all
ended. Not to darkness, but to Conquest, War, titans, believed to have been molded and
Famine, and lastly by the reaping of Death. shaped by the gods for a specific purpose. The
— Breo an Vaileith Sorahn, warrior of the purpose of the horsemen is to draw calamity
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Oaken Order onto the world, bringing destruction and ruin
to the known realms of the material plane.
In all mythology about the end of the world, It is believed that the horsemen lie dormant
there are many theories from many different until such a time as they are needed. Locked
peoples as to how this will happen. Some behind divinely created seals, they await their
believe the world will end in fire and ice, summoning from the gods when their powers
others that denizens of other planes will rise can finally flourish to bring reckoning to the
to bring otherworldly destruction to the realm material plane. These seals cannot be broken
of mortals. These ideas of the end times are by any means other than divine and shall
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varied and different, changing depending on
the culture the stories are told in. There is a
common theme among these cultures however,
this theme being of a divinely summoned
remain in place until the gods decide to break
them, thereby unleashing the apocalypse on
the mortal world below.
Colors of the Apocalypse. The horsemen
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end of the world, an apocalypse called down are in some cases referred to simply as Riders
on the world by the gods who created it. An and named after the color of the mounts they
apocalypse created under the beating hooves of are riding. As such, Conquest is here referred
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referred to as horsemen, the gender of the merchant, and Death shows itself as a farmer
advancing riders of the apocalypse is not a or shepherd.
point of relevancy made in most of the religious
texts of the realms. The various depictions of
Conquest
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the horsemen tend to show them as taking on
a distinct form, such as War being masculine
whereas Death is more feminine, but these The first horseman and thereby the face
depictions are merely interpretations of what of the four is Conquest, the White Rider.
the horsemen could look like. In reality, the Sophisticated and well-spoken, when it
horsemen are so closely linked to the name chooses to be, Conquest makes a noble and
and concept they embody that the only true impressive visage to those who witness it
representation of them is one of calamity and coming. Seeking power and admiration, it
destruction, not one of gender. excels at bringing these aspects of society to
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Shapechangers. The horsemen are likely
to bring on the apocalypse not by merely
marching upon the world, but to instead
gradually destroy it from the inside. Taking on
the forefront wherever it goes, causing strife
and arguments by merely existing near mortal
people.
Conquest rides on the white horse, Victory,
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for that is what it wishes for in all things. It
carries with it a greatbow, as beautiful and
terrifying as the mount it rides, and on its
head Conquest wears a golden crown to which
people should cower and kneel.
War
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and he rode out as a conqueror by many but expected by few, the darkly clad
Famine descends upon villages, cities, and
conquest. nations alike, taking with it the energy and
strength of the people by bringing ruin to their
ond seal,
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crops and farms. Just by its presence, Famine
“When the Lamb opened the sec can wipe out fields and orchards, condemning
re say,
I heard the second living creatu the owners of the crops to a slow and painful
e out, a
“Come!” Then another horse cam execution.
en power
fiery red one. Its rider was giv Famine rides the black horse, Disease, as
d to make
to take peace from the earth an that is what follows the starvation brought to
s given a
people kill each other. To him wa the world by the black rider. It wields a set of
scales meant to weigh and trap those who have
large sword. slighted its decisions, and its long robes are
Death
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s holding
was a black horse! Its rider wa
n I The fourth and thereby the last of the
a pair of scales in his hand. The ong horsemen is Death, the Pale Rider. Considered
am
heard what sounded like a voice by many to be the most powerful of the four,
, “Two
the four living creatures, saying Death is no doubt the most feared of the
ges, and
pounds of wheat for a day’s wa horsemen among the common people. Most
wages,
six pounds of barley for a day’s
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20 (+5) 27 (+8) 26 (+8) 21 (+5) 23 (+6) 28 (+9)
Greatbow. Ranged Weapon Attack: +15 to hit, range
200/600 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Saving Throws Dex +15, Con +15, Cha +17
Skills Deception +16, History + 12, Persuasion +16 Wrath of the Overlord (Recharge 5-6). Each creature
Damage Immunities fire, poison in a 30 foot radius of the horseman must make a DC 20
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Damage Resistances radiant; bludgeoning, piercing, and Charisma saving throw. On a failed save, the creature is
slashing damage from nonmagical weapons frightened and must immediately use its reaction to run
Condition Immunities charmed, exhaustion, frightened, as far away from the horseman as it is able. A creature can
poisoned repeat the saving throw at the end of each of its turns,
Senses blindsight 120 ft., passive Perception 16 ending the effect on itself on a success. A creature also
Languages all, telepathy 120 ft. takes 63 (14d8) psychic damage on a failed save, and half
Challenge 21 (30,000 XP) as much on a successful one.
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polymorph Victory into a large warhorse.
Both the horseman and Victory’s statistics are
unchanged. Anything either the horseman or Victory
is wearing transforms with them, but nothing they are
carrying does. The horseman and Victory revert to their
horseman, it may use its reaction to force the creature to
make a DC 19 Wisdom saving throw. On a failed save, the
creature drops its weapons, falls prone, and immediately
ends its turn.
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true forms if they die. Legendary Actions
High Commander. The horseman gains a +1 to its damage The horseman can take 3 legendary actions, choosing
and saving throws for every ally that is within 30 feet of it from the options below. Only one legendary action can be
up to a maximum bonus of +10. Its mount is considered used at a time and only at the end of another creature’s
an ally. turn. The horseman regains spent legendary actions at the
Legendary Resistance (3/Day). If the horseman fails a start of its turn.
saving throw, it can choose to succeed instead.
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26 (+8) 19 (+4) 26 (+8) 26 (+8) 23 (+6) 20 (+5)
(5d10) force damage.
Saving Throws Str +15, Dex +14, Con +15, Wis +15 Rain of Fire (Recharge 5-6). The horseman calls red fire
Skills Athletics +15, History +15, Persuasion +12 to from the heavens, cascading the fiery rain down on the
Damage Immunities fire, poison area within 30 feet of the horseman. Each creature in the
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Damage Resistances radiant; bludgeoning, piercing, and area must make a DC 19 Dexterity saving throw. A creature
slashing damage from nonmagical weapons takes 33 (6d10) fire damage on a failed save and half as
Condition Immunities charmed, exhaustion, frightened, much damage on a successful one.
poisoned
Senses blindsight 120 ft., passive Perception 16 Reactions
Languages all, telepathy 120 ft.
Challenge 21 (30,000 XP) Warcaller. If the horseman sees a creature making
an attack roll, it can use its action to give the creature
Shapechanger. The horseman can use its action to advantage on the attack roll.
polymorph itself into a medium sized humanoid, or
back into its true form. As part of the same action, it can Legendary Actions
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polymorph Ruin into a large warhorse.
Both the horseman and Ruin’s statistics are unchanged.
Anything either the horseman or Ruin is wearing
transforms with them, but nothing they are carrying does.
The horseman and Ruin revert to their true forms if they
The horseman can take 3 legendary actions, choosing
from the options below. Only one legendary action can be
used at a time and only at the end of another creature’s
turn. The horseman regains spent legendary actions at the
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die. start of its turn.
Blade of Battle. The horseman’s weapon attacks are Greatsword. The horseman makes a greatbow attack.
magical. When the horseman hits with any weapon, the Mark of the Adversary. The horseman marks a creature
weapon deals an extra 27 (5d10) force damage (included within 60 feet of it as its adversary. Any successful
in the attack). attacks made against the marked creature until the end
of the horseman’s next turn deal an additional 5 (1d10)
Legendary Resistance (3/Day). If the horseman fails a damage.
saving throw, it can choose to succeed instead.
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18 (+4) 22 (+6) 26 (+8) 27 (+8) 27 (+8) 20 (+5)
Scale. Melee Weapon Attack: +15 to hit, reach 15 ft., one
target. Hit: 15 (2d6 + 8) bludgeoning damage. If the target
Saving Throws Dex +13, Con +15, Int +15, Wis +15 is of size Large or smaller, the creature is grappled (escape
Skills Medicine +15, Nature +13, Perception +15 DC 19). Until this grapple ends, the target is restrained.
Damage Immunities fire, poison Famine has two scales, each of which can grapple one
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Damage Resistances radiant; bludgeoning, piercing, and target.
slashing damage from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened, Crush. A creature that is grappled by the horseman must
poisoned make a DC 18 Constitution saving throw. The creature
Senses blindsight 120 ft., passive Perception 16 takes 22 (4d10) bludgeoning damage on a failed save and
Languages all, telepathy 120 ft. half as much damage on a successful one.
Challenge 21 (30,000 XP)
Legendary Actions
Shapechanger. The horseman can use its action to
polymorph itself into a medium sized humanoid, or The horseman can take 3 legendary actions, choosing
back into its true form. As part of the same action, it can from the options below. Only one legendary action can be
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polymorph Disease into a large warhorse.
Both the horseman and Disease’s statistics are
unchanged. Anything either the horseman or Disease
is wearing transforms with them, but nothing they are
carrying does. The horseman and Disease revert to their
used at a time and only at the end of another creature’s
turn. The horseman regains spent legendary actions at the
start of its turn.
Scales. The horseman makes a scale attack.
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Air of Disease. Each creature within 10 feet of the
true forms if they die. horseman must make a DC 18 Constitution saving
Legendary Resistance (3/Day). If the horseman fails a throw or become poisoned until the end of their next
saving throw, it can choose to succeed instead. turn.
Starved of Energy. One creature of the horseman’s
Magic Resistance. The horseman has advantage on saving choice is weakened as the horseman drains the life
throws against spells and other magical effects. force from their body. The creature must make a
Mind Over Matter. The horseman uses its Wisdom DC 19 Constitution saving throw. It takes 22 (4d10)
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modifier when attacking with its scales. necrotic damage on a failed save and gains one level
of exhaustion. On a successful save, the creature takes
half damage and isn’t exhausted.
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20 (+5) 26 (+8) 26 (+8) 23 (+6) 25 (+7) 23 (+6)
Actions
Saving Throws Dex +15, Con +15, Int +13, Wis +14
Skills Insight +14, Intimidation +13, Medicine +14, Multiattack. The horseman makes three attacks with its
Perception +14 scythe.
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Damage Immunities fire, poison Scale. Melee Weapon Attack: +15 to hit, reach 15 ft., one
Damage Resistances radiant; bludgeoning, piercing, and target. Hit: 15 (2d6 + 8) slashing damage plus 27 (5d10)
slashing damage from nonmagical weapons necrotic damage.
Condition Immunities charmed, exhaustion, frightened,
poisoned Grim Reaper (1/Day). The horseman targets a creature of
Senses blindsight 120 ft., passive Perception 16 its choice within 60 feet. If the creature has 100 hit points
Languages all, telepathy 120 ft. or fewer, the creature dies.
Challenge 21 (30,000 XP)
Legendary Actions
Shapechanger. The horseman can use its action to
polymorph itself into a medium sized humanoid, or The horseman can take 3 legendary actions, choosing
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back into its true form. As part of the same action, it can
polymorph Despair into a large warhorse.
Both the horseman and Despair’s statistics are
unchanged. Anything either the horseman or Despair
is wearing transforms with them, but nothing they are
from the options below. Only one legendary action can be
used at a time and only at the end of another creature’s
turn. The horseman regains spent legendary actions at the
start of its turn.
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Scythe. The horseman makes a scythe attack.
carrying does. The horseman and Despair revert to their Summon Death (Costs 2 Actions). The horseman focuses
true forms if they die. its attention on one creature within 60 feet of it. The
Aura of Death. Creatures that are within 120 feet of the targeted creature must make a DC 19 Constitution
horseman have disadvantage on death saving throws, saving throw. The creature takes 61 (7d8 + 30) necrotic
and creatures that are within 5 feet of the horseman can’t damage on a failed save, or half as much damage on a
regain hit points. successful one.
Lifegiver (Costs 3 Actions). One dead creature of the
Legendary Resistance (3/Day). If the horseman fails a
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Gargantuan fiend (titan), neutral evil Gargantuan fiend (titan), neutral evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
21 (+5) 17 (+3) 20 (+5) 14 (+2) 15 (+2) 11 (+0) 22 (+6) 14 (+2) 22 (+6) 12 (+1) 14 (+2) 10 (+0)
Charge. If Victory moves at least 10 feet straight toward Charge. If Ruin moves at least 10 feet straight toward a
a target and then hits it with its hooves on the same turn, target and then hits it with its hooves on the same turn,
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the target takes an extra 16 (3d10) bludgeoning damage. the target takes an extra 16 (3d10) bludgeoning damage.
If the target is a creature, it must succeed on a DC 16 If the target is a creature, it must succeed on a DC 16
Strength saving throw or be pushed up to 10 feet away Strength saving throw or be pushed up to 10 feet away
and knocked prone. and knocked prone.
Magic Resistance. Victory has advantage on saving throws Hide of Flame. A creature that touches Ruin or hits it
against spells and other magical effects. with a melee attack while within 5 feet of it takes 5 (1d10)
fire damage. In addition, Ruin’s melee attacks deal an
additional 5 (1d10) fire damage (included in the attack).
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Gargantuan fiend (titan), neutral evil Gargantuan fiend (titan), neutral evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 22 (+6) 16 (+3) 16 (+3) 11 (+0) 16 (+3) 15 (+2) 21 (+5) 18 (+4) 18 (+4) 10 (+0)
Charge. If Disease moves at least 10 feet straight toward Charge. If Despair moves at least 10 feet straight toward
a target and then hits it with its hooves on the same turn, a target and then hits it with its hooves on the same turn,
the target takes an extra 16 (3d10) bludgeoning damage. the target takes an extra 16 (3d10) bludgeoning damage.
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If the target is a creature, it must succeed on a DC 16 If the target is a creature, it must succeed on a DC 16
Strength saving throw or be pushed up to 10 feet away Strength saving throw or be pushed up to 10 feet away
and knocked prone. and knocked prone.
Magic Resistance. Disease has advantage on saving Magic Resistance. Despair has advantage on saving
throws against spells and other magical effects. throws against spells and other magical effects.
Visage of the End. When a creature starts its turn within 5
Actions feet of Despair or enters the area for the first time, it must
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Stories have been told for centuries of the When the worldspine does wake, the ground
origin of mountain ranges. Believed by some for several miles around it shakes as though
to have been built giants and by others to be submitted to a massive earthquake, toppling
the bones of ancient creatures of legend, the houses and forests as the creature stirs out
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massive mountains and the force needed of its slumber. This shaking of the ground
to create them has sparked many stories persists as it further moves to awaken, for the
and myths throughout the years. Stories of worldspine is so massive and its steps so heavy
the worldspine were among these tellings, that it sends tremors throughout the earth
speaking of the mountains not as the fossils whenever it moves.
of a creature long gone from the world, but Resting Destruction. Once the worldspine
instead describing it as a shell housing a has gorged on enough destruction, it will
creature lying dormant for centuries, waiting return to a place suitable for it to continue its
for someone to wake it. rest. Here, it will burrow down beneath the
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City Killer. Though from afar it looks to be
moving slowly, it does so with purpose and
determination. The worldspine will make its
way to the nearest city, stepping over it with
ground where it will sleep until the need for its
destruction rises again. Once that time comes,
the cycle of destruction will repeat, beginning
first with the earthquakes signaling its
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its massive size and long legs. It will then, awakening, and ending with the complete and
rapidly and repeatedly, lower itself down on any utter destruction of whatever civilization might
structures below it, bringing the literal weight have risen up since its last revival.
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Senses darkvision 120 ft., tremorsense 120 ft., passive the ground, smashing it. Any creature that is beneath the
Perception 12 worldspine must make a DC 20 Strength saving throw or
Languages — be crushed by the titan. On a failed save, a creature takes
Challenge 30 (155,000 XP) 130 (20d12) bludgeoning damage, falls prone, and drops
anything it may be holding. On a successful save, the
Heavy Steps. Whenever the worldspine walks, the ground creature only takes half damage. The creature is unable to
shakes with it. When the worldspine moves, any creature move, stand up, or use any objects or items until it regains
within 30 feet of if must succeed on a DC 15 Dexterity an amount of hit points equal to half the damage taken
saving throw or fall prone. from the smash attack, as its body is completely broken.
Immutable Form. The worldspine is immune to any spell Any creature that is standing within 30 feet of the
or effect that would alter its form. worldspine when it does its smash attack must succeed
on a DC 18 Dexterity saving throw or fall prone as the force
of the attack sends powerful tremors through the ground.
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having different abilities and traits depending at them. Creatures that can see through this
on both their origin and age. The type of trickery are almost always targeted directly by
vampire a transforming humanoid turns the bruxa should it find out about their ability.
into depends largely on their personality and To be anything less than terrible perfection
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the circumstances of their transformation in the eyes of its subjects is humiliating to
itself. As some traits, such as adolescence a bruxa, and they don’t take kindly to being
and lycanthropy, don’t disappear after they fooled by creatures they consider to be lesser
are turned, some vampires will naturally beings, which almost all mortal creatures are
be more powerful than others. Likewise, if in the eyes of a bruxa.
the humanoid being turned was a powerful
spellcaster or warrior, these skills don’t vanish
simply because the humanoid is changed into a
vampire. In fact, these skills transfer over to the
Feral
death than it was in life.
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new vampire, making it much more powerful in
dangerous to even the most powerful the murderous tendencies of the feral vampire.
individuals. The only time the feral vampire is completely
vulnerable is when it is resting, which it often
does caves or underground tunnels, far away
Bruxa from the threats brought on by the coming of
dawn. These resting places are not just for the
Among the most powerful of vampires are the feral vampire but instead for several of its kind,
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bruxa, conniving and controlling leaders of as feral vampires often join together in packs
vampire society. These vampires are extremely who sleep, eat, and hunt together.
old, having grown powerful over decades and
centuries of terrorizing the residents of the
sprawling countrysides.
Though most vampires crave power and
Nosferat
admiration, none do so more than the bruxa. Masters of darkness and stalkers of innocents
They are intent on ruling over others, using are the roles of a nosferat vampire. Though
their beguiling arts and arcane powers to typically described as gaunt and almost demon
control those unwilling to submit to their rule. looking by survivors who have encountered
They make up the ruling class of vampires, them, this is a misconception that the nosferats
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They are not perfect, however, as they have through the night in search of any unfortunate
a habit of becoming unhealthily infatuated people who might want to pity the child-
with the creatures they normally consider prey. like creature, only to then fall victim to the
Often, a nosferat will mark a specific humanoid ravenous nature of the childlike vampire.
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as theirs and feed exclusively from this
humanoid. They can do this under the cover of
darkness with the unsuspecting victim not ever
knowing of the nosferat’s presence, but the
Vanpir
much more likely scenario is one of kidnapping One of the rarer types of vampire is the vanpir,
and entrapment. A humanoid with a certain a creature that marks the joining of the undead
skill, such as singing or painting, is much more nature of a vampire and the ferocious lethality
likely to garner the attention of a nosferat, as found in lycanthropes. A vanpir is created
their obsession with beauty and art makes a when a humanoid suffering from lycanthropy
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18 (+4) 21 (+5) 19 (+4) 15 (+2) 15 (+2) 22 (+6) Regeneration. The vampire regains 10 hit points at the
start of its turn if it has at least 1 hit point and isn’t in
Saving Throws Dex +10, Wis +7, Cha +11 sunlight or running water. If the vampire takes radiant
Skills Deception +11, Intimidation +11, Perception +7, damage or damage from holy water, this trait doesn’t
Persuasion +11, Stealth +10 function at the start of the vampire’s next turn.
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Damage Resistances necrotic; bludgeoning, piercing, and Fleet of Foot. Attack rolls made against the vampire
slashing damage from nonmagical weapons cannot be made at advantage unless the vampire is
Senses darkvision 120 ft., passive Perception 17 incapacitated or restrained.
Languages the languages it knew in life
Challenge 15 (13,000 XP) Spider Climb. The vampire can climb difficult surfaces,
including upside down on ceilings, without needing to
Alluring Aura. A creature that starts its turn within 5 feet make an ability check.
of the vampire or enters the area for the first time, must Vampire Weaknesses. The vampire has the following
succeed on a DC 16 Wisdom saving throw or become flaws:
charmed by the vampire until the beginning of its next Forbiddance. The vampire can’t enter a residence
turn.
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STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 16 (+3) 14 (+2) 15 (+2) 18 (+4)
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Stealth +8
Damage Resistances necrotic; bludgeoning, piercing, and
slashing damage from nonmagical weapons
Senses darkvision 120 ft., passive Perception 16
Languages the languages it knew in life
Challenge 9 (5,000 XP)
Spider Climb. The vampire can climb difficult surfaces, of which can be a bite attack.
including upside down on ceilings, without needing to Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
make an ability check. creature. Hit: 6 (1d8 + 2) slashing damage. Instead of
Vampire Weaknesses. The vampire has the following dealing damage, the vampire can grapple the target
flaws: (escape DC 15).
Forbiddance. The vampire can’t enter a residence Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing
without an invitation from one of the occupants. creature, or a creature that is grappled by the vanpir,
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Harmed by Running Water. The vampire takes 20 acid incapacitated, or restrained. Hit: 5 (1d6 + 2) piercing
damage when it ends its turn in running water. damage plus 21 (6d6) necrotic damage. The target’s hit
Stake to the Heart. If a piercing weapon made of wood point maximum is reduced by an amount equal to the
is driven into the vampire’s heart while the vampire is necrotic damage taken, and the vanpir regains hit points
incapacitated in its resting place, the vampire is paralyzed equal to that amount. The reduction lasts until the target
until the stake is removed. finishes a long rest. The target dies if this effect reduces its
Sunlight Hypersensitivity. The vampire takes 20 radiant hit point maximum to 0. A humanoid slain in this way and
damage when it starts its turn in sunlight. While in then buried in the ground rises the following night as a
sunlight, it has disadvantage on attack rolls and ability vampire spawn under the vampire’s control.
checks.
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Harmed by Running Water. The vampire takes 20 acid
Ohyn damage when it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood
Small undead, neutral evil
is driven into the vampire’s heart while the vampire is
Armor Class 14 (natural armor)
Hit Points 105 (14d8 + 42)
Speed 5 ft., fly 40 ft. (hover)
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20 (+5) 15 (+2) 21 (+5) 10 (+0) 15 (+2) 13 (+1) Sunlight Hypersensitivity. The vampire takes 20 radiant
damage when it starts its turn in sunlight. While in
Saving Throws Dex +6, Wis +6 sunlight, it has disadvantage on attack rolls and ability
Skills Athletics +9, Perception +6, Stealth +6 checks.
Damage Resistances necrotic; bludgeoning, piercing, and
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slashing damage from nonmagical weapons
Senses darkvision 120 ft., passive Perception 16 Multiattack. The vampire makes two attacks, only one of
Languages the languages it knew in life which can be a bite attack.
Challenge 11 (7,200 XP)
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one
creature. Hit: 14 (2d8 + 5) slashing damage. Instead of
Shapechanger. If the vampire isn’t in sunlight or running dealing damage, the vampire can grapple the target
water, it can use its action to polymorph into a wolf or (escape DC 15).
back into its true form. Any equipment it is wearing or
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing
carrying isn’t transformed. It reverts to its true form if it
creature, or a creature that is grappled by the vampire,
dies.
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Blood Frenzy. The vampire has advantage on melee
attack rolls against any creature that doesn’t have all its
hit points.
Keen Hearing and Smell. The vampire has advantage on
incapacitated, or restrained. Hit: 9 (1d8 + 5) piercing
damage plus 17 (5d6) necrotic damage. The target’s hit
point maximum is reduced by an amount equal to the
necrotic damage taken, and the vampire regains hit points
equal to that amount. The reduction lasts until the target
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finishes a long rest. The target dies if this effect reduces its
Wisdom (Perception) checks that rely on hearing or smell. hit point maximum to 0. A humanoid slain in this way and
Regeneration. The vampire regains 10 hit points at the then buried in the ground rises the following night as a
start of its turn if it has at least 1 hit point and isn’t in vampire spawn under the vampire’s control.
sunlight or running water. If the vampire takes radiant If the target is a humanoid, it must succeed on a DC
damage or damage from holy water, this trait doesn’t 15 Constitution saving throw or be cursed with werewolf
function at the start of the vampire’s next turn. lycanthropy.