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An often overlooked feature of vampires is their ability to exist in environments that do not require air. As such, some crafty vampires move their lairs to underwater caverns. These remote locations offer vampires several advantages such as a lack of air for creatures who'd hunt it and an overall absence of sunlight. Because of the vampire's weakness against running water, these submerged lairs must be at the bottom of dismal swamps or murky lakes.

Where To Add This Encounter

This side trek is designed for three to seven 11th to 16th level characters and is optimized for five characters with an average party level (APL) of 11. Likely, the characters will have tracked the vampire to its lair after following clues that point to its existence.

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Comments

Anonymous

That sounds super fun, wish I had a group and a high enough lvl character for something like this.

Anonymous

Finally ran my group through this by placing it in a marsh area between two of the groups goals. Edited the maps to work in Roll20. Had the vampire spawn kidnap some of the local children to give a sense of urgency. At first, one or two of the group would go in and explore but not everyone could venture in (no water breathing). Later with the help of a druid they were able to go in as a group and rescue the children. The vampire did escape their notice but the group's barbarian reached into the coffin and ended up losing his arm. Was the coffin trap something you just created for this or is it from another source? Just curious. Everyone thoroughly enjoyed themselves.