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The Dragoon

I’ve been working on a Dragoon class for quite a while and the heroic tier powers and abilities are finally complete and available for download. Ever since I started playing D&D, I wanted to play this class, so I’ve spent the past year or so tossing around ideas and finally got around to creating it, play-testing it, and writing everything out.

Download: PDF

The class is based on the old Final Fantasy-style dragoons of spears, jumps, and lesser dragon pets. I know there have been previous dragoon classes released by fans before, and I just want to make it clear that I didn’t copy or build on any of their work. That being said, the class and many of its powers draw heavily from the Final Fantasy dragoon, enough that you should recognize several classic attacks and abilities. 😉

The dragoon is a striker with high mobility and a drake companion to assist in battle. With the right powers and feats it could be lean toward controller as a secondary role. Most of the attacks require spears or polearms for maximum efficacy. Jumping is, of course, the standard movement, and as such there are three class features to make jumping part of your attack and battle routine.


Leap (Move Action): You perform a successful long jump without making an Athletics check, provoking opportunity attacks as normal. The distance can exceed your speed, and is based on your current level. If you use this ability when taking a double move action, you are considered jumping for the entire distance.

Boost (Move Action): You perform a successful high jump without making an Athletics check, and shift one square. The height you can jump is based on your current level.

Dive (Immediate Interrupt): You land successfully without making an Acrobatics check for the fall, ignoring fall damage based on your current level. You are not knocked prone unless the fall damage exceeds half of your total hit points.

Using any of these abilities allows you to make small jumps and simple landings without needing to roll checks for success. As the dragoon is a class famous for jumping, it seemed in the spirit of the class to forgo checks for what should be an almost effortless movement. Having the possibility to fail jumps all of the time would discourage people from using the abilities around which the class is based, and, ultimately, is not fun at all to deal with.

This mobility might seem overpowered at first, but I assure you the dragoon’s damage has been adjusted accordingly. In addition, these jumps still provoke opportunity attacks as normal, so placement and position is just as important as ever.



This class introduces a mechanic called Momentum. Momentum is gained when using Leap, Boost, or Dive, and represents the massive force of energy gained by your jumps. This momentum lasts until the end of the turn or until you make an attack. Many of the dragoon’s attacks will be improved by momentum, gaining additional damage and effects. Most of the daily powers require that the dragoon have momentum to use them. Each power affected by momentum will list the bonus at the end of the ability. A power requiring momentum before it can be used will have “momentum” under the Requirement heading.

In addition, once per round you can apply additional damage from momentum to an enemy damaged by an attack made while you had momentum. This damage is based on your level (1d6 damage per tier).

Spear Mastery

You gain the Polearm Flanker feat automatically (flank from 1 square away) and gain a +1 bonus to attack rolls made with attacks including the weapon keyword. You are free to leave out this bonus if you think it’s overpowered, but missing with attacks is lame and not fun, especially when you’re a striker, and it’s not game-changing.

Drake Companion

Like the beast master hunter, you gain a companion. Because of your draconic essence and training, you are able to train and domesticate lesser species of draconic beings (yes I know drakes are not dragons, but a dragon pet would be too much considering how powerful they are and they have their own strong personalities). You can pick from one of four types of drakes (spiretop, guard, pseudodragon, and spitting drake), each with its own strengths and weaknesses.

Also like the beast master hunter, you must spend actions to order your drake to attack, move, or perform minor actions. You can’t both attack in the same turn unless a power specifically allows it (or if you spend an action point), although the drake can take a free move action when you move. Most of the mechanics are based off the beast master hunter’s beast companion abilities, so check out the PDF for all of the crunch and details).

You can bring your drake back to life, but you incur a penalty when it it dies: your stats and healing surges are temporarily reduced for a few days or until you revive it. This is to keep you from throwing your drake out in combat to take care of business just because you know you can revive it later and don’t want to worry about dying.

Some of your attacks will have the drake keyword, most of which mean the drake makes the attack. Others will require the drake be within a specific range of you. All of these details are included within each power.

Paragon Paths

Although I have much of the higher tiers laid out, nothing is finished enough to be presentable (and I haven’t play-tested many of the abilities yet), so for now you’re stuck with the heroic levels. However, here are the planned paragon path specialties:


Your skill with a spear is unparalleled. Those who engage you in close combat are shown what your years of training can do. Here are some examples of your powers and abilities:

Pikeman’s Stance: Gain a bonus to defense and automatic counter-attack abilities while in this stance, though your movement is limited.

Extended Reach: Some of your attacks can be made as Reach 2 attacks.


Your jumps are legendary. The resulting attacks carry so much force that the ground below each tremendous strike falls apart. Here are some examples of your powers and abilities:

Super Jump: Spend both a move and standard action to leap high into the sky and disappear for an entire round, dealing catastrophic damage to your target at the start of your next turn (using up your turn).

Skyrunning: Some of your jumps are so high and long that you are considered to be flying for the duration, often lasting more than one turn.

Rage Knight

You have tamed the formidable and powerful rage drake as your companion, which now doubles as a mount. Your drake’s attacks and abilities deal more damage and its stats are changed to the rage drake’s template (not in the PDF). Here are some examples of your powers and abilities:

Raging Whirlwind: Atop your mount, both you and the rage drake spin in circles across the battlefield, slashing, attacking, and knocking down any enemies unfortunate enough to be in your way.

Into the Maw: Your rage drake bites an enemy, holding them in place and dealing ongoing damage based on its level. If the enemy is tiny, small, or medium, the rage drake throws it a number of squares after the attack.

Dragon’s Fury

You have embraced your draconic essence, letting it take over your actions and unleashing its unbridled wrath upon enemies with supernatural abilities. Here are some examples of your powers and abilities:

Nova: Your essence erupts in an enormous fiery burst, knocking back nearby enemies and setting them ablaze. Until the end of the encounter, an enemy attacking you takes fire damage.

Enfuse Spirit: Your draconic essence takes shape as the enormous, insubstantial spirit of your dragon, which you control and use to attack. You are considered in a trance during this effect and cannot move or use other attacks while in this trance.


My group has been play-testing this class for a while now and the damage and mobility levels have been balanced within a group of 5 players of various classes. You won’t deal quite as much damage as other striker classes, but it’s close, and you have superior mobility. The instant-success jumps almost never came up (how often do you have to jump in an adventure, really), but when it did it was just enough to feel cool that your class is good at one thing.

So far it’s been something that my group has been interested in trying out for the mechanic and flavor, but it’s not a clear choice for crunch or damage. It seems to be a good balance of utility, movement, and combat, and that’s what I was going for. I was very worried that the Final Fantasy dragoon fanboy inside of me would take over and overpower many of the abilities, but thankfully I had some other people willing to shoot down the more outrageous ideas.

Ultimately, I wanted to make a class that played very differently from other classes in combat and never had that feeling of “um well I suppose I’ll just use this same At-Will attack again…” You should be concerned about moving to get momentum, or you’ll never do comparable damage to the other strikers, and while moving you need to consider where and what your drake is doing, while staying close enough to allies to assist them with your many ally-friendly utility powers.

All in all, so far I’m happy with how it turned out. I hope everyone can understand the mechanics of how it works (and should work), and finds it as enjoyable to play as I do. I’ll have the Paragon level powers up within the next month or so, so stay tuned!


If you find anything about the class you think is overpowered, underpowered, a typo, or just doesn’t make sense, please send me an email at I’d love to hear your thoughts!

A Life, Deconstructed

This is another one of those encounters with a strange combat hook – I won’t spoil anything here but I’ve been wanting to make this one for a while, and it’s one of my favorites already. 🙂 I’ll be running this as part of a larger adventure this next week for some friends, it’s pretty easy to fit into any campaign as a one-night side trek.

A Life, Deconstructed is a standalone encounter designed for five 9th to 11th-level adventurers. The rural farming village of Casai was not prepared for Movasi and his Magnificent Mechanicals of Mind and Iron, automated mechanisms that have begun replacing the villagers, one by one. The players must confront Movasi and his automatons and rescue the missing farmers before they’re assimilated into Movasi’s stock.

The farming community of Casai is a long way from the modern cities of the world in both distance and mind-set; the lavish comforts of such ivory towers and luxurious markets are of no concern to those living off the land—survival is their only self-indulgence. All alone in the rural wilderness, each day brings a new difficulty that threatens to snatch away the fleeting and precious lives of the vulnerable villagers; packs of wild animals, inclement weather, and disease could deal irreparable damage to a community reliant on every last body to survive. Without enough farmers, ranchers, or guards, the community would starve or fall to predators and be wiped out, making procreation an urgent necessity in Casai; each child works to take over the duties of their family until they have children of their own.

Although life is tough in Casai, the community is at least free from the troubles of the modern world. There are no power struggles or mindless wars; any loss of life would slow down crop and livestock production and cause a famine  that few would survive. But regardless of the dangers, those in Casai serve themselves and no other master—they work their own fields, grow their own food, and spend their nights together in song and dance, free from the greedy and oppressive grasp of kings and their titles. The children are taught this early and often, and even though passing travelers and their stories pique interest in the pleasures found in the outside world, few are willing to leave their families behind, unprotected. After all, there is joy to be found in a simple life.

However, the simple life of Casai has suddenly become a little complicated with the arrival of a mysterious merchant promising the end to all worldly inconvenience. The trader, an eccentric eladrin artificer named Movasi, has come to Casai to set up his unique shop: Movasi’s Magnificent Mechanicals of Mind and Iron, a magical emporium of custom-designed automated machines, capable of everything a human could do—and more. Isolated from guild laws and prying eyes, Movasi has replicated a girl from the village and sent back a magical automaton in her place. Now, his deception in the open, the villagers seek help in finding the girl and bringing justice to Movasi for his crime, and, more importantly, protecting their beloved children—the future of Casai depends on it.

Download: PDF | PDF (no map)

The Unillustrated Man

Was out of town for a while and missed a couple of weeks, but I’ll have another encounter up this week to make up for it. Still friends?

The Unillustrated Man is a standalone encounter designed for five 6th to 8th-level adventurers. A shaman’s magical tattoos have been washed off by a mysterious storm, coming to life as dangerous spirit animals. The players must venture into the storm and weaken the illustrations until their ink can be extracted and the tattoos restored to their original host.

Storm clouds hang over the lush and verdant valley of Teveld, as they always have. A torrential downpour is visible for miles, dark and heavy rain that obscures everything caught beneath­—though a closer look reveals an oddity; the thatch huts scattered below the rain are dry as bone, and those living in the area have never felt a single drop of water. Sating the curiosity of bewildered visitors, Teveld’s shamanistic elders explain that the valley rests on a fragile point between the living world and the spirit realm; the wall between the planes is stretched thin, letting the spirit realm’s eternal storm break through.

Called the long rain by those familiar with the phenomenon, the storm, clouds, and rain exist on a separate plane—visible to this world but intangible to those in it; the lightning flashes, the thunder rolls, and the rain falls, but the storm’s effects are nothing to the residents but a perpetual and calming presence, a soothing reminder of nature and the spirit realm. Some claim to have felt the rain, others swear they can hear the drops bouncing off stones and dripping from leaves; none of the assertions are validated­ or believed, and the valley goes on with its slow and rural life, its residents and travelers taking advantage of the tranquility to connect with ancient spirits.

Once such traveler was a strange and mysterious man known only as Darsk, a tall and lanky elf with a preference for quiet and solitude. Covering his body, head to toe, are countless tattoos of exquisite detail, inked to represent the spirits called upon by primal shamans­—ghostly bears, lions, and tigers. A closer look reveals the tattoos themselves as more than mere art; the images dance and move in impossible ways, alive beneath the skin. Teveld’s elders have heard of such illustrated men, those capable of channeling spirits through their body with magical tattoos, and it is only natural that Darsk would be drawn to the valley by their tattoos.

However, almost immediately after arriving in the valley, the long rain began to affect Darsk and his illustrations, washing the magical ink off his body. As it collected in puddles on the ground, the glowing ink came to live, twisting into ghostly shapes of the animal spirits they used to represent. Separated from their host and agitated by the incessant rain, these tangible illustrations have turned hostile, terrorizing Teveld’s vulnerable population of elders and travelers. Becoming more powerful each day they stay within the storm and having grown far beyond the match of the valley’s residents, Darsk’s tattoos must be erased before the long rain and its effects manage to wash away the people of Teveld for good.

Download: PDF | PDF (no map)

A Question of Digestion

A Question of Digestion is a standalone encounter designed for five 7th to 9th-level adventurers. Tanglethorn Forest has been invaded by several hungry bulettes, which are devouring everything in sight and bringing a quick end to the forest’s wildlife. The players must track down the bulettes and put an end to their voracious appetite—all without becoming tonight’s main course.

Spanning countless miles and several countries, Tanglethorn Forest is home to a variety of diverse inhabitants—most of them lethal. The forest’s once inviting paths and groves have been overtaken by corrupt magic and malicious monsters, becoming a breeding ground for all manner of dangerous creatures—carnivorous frogs, drakes, and vicious apes, to name a few. Its dense foliage, fallen trees, and twisting trails provide both protection and a suitable hunting ground for the predators, which have become overabundant. The fragile balance of nature has been upset within Tanglethorn—the monsters are slowly choking the life out of the area, killing the forest and turning the verdant landmark into a grey and brittle wasteland.

Fighting back against the encroachment is a dedicated group of druids, wardens, and treants known as Nature’s Grace. Taking up residence deep within an isolated grove of Tanglethorn, they work to expel the excessive number of monsters from the forest, restoring the balance of nature and bringing life back to the surrounding wilderness. To this end, Nature’s Grace has started experimenting with several magical objects capable of driving off some of the lesser predators—enchanted forcefields, automatons, and controlling some of the sentient plantlife—but the forest’s denizens were not frightened by such things, and refused to flee.

Hoping to prey on the primal fears of the smaller animals, Nature’s Grace created a new magical object called a quakestone—an orb placed in the ground that gives off a subtle, continuous tremor similar to a hunting bulette. At first, the areas around the orbs were quickly vacated, the smaller monsters afraid of what they believed to be a hungry bulette in search of food. Unfortunately, the quakestone was so convincing that it lured several actual bulettes to the forest, and things are worse than ever. The bulettes have been devouring anything and everything in sight, including the quakestones themselves, and are quickly undoing all of the progress made by Nature’s Grace. If something isn’t done soon, Tanglethorn Forest will disappear forever—swallowed whole by its hungry inhabitants.

Download: PDF | PDF (no map)

Lost in the Darkmagic

This week’s adventure is a tribute to Sarah Darkmagic and her blog. Besides being a great contributor to the D&D community, she’s super nice and is always eager to help out other DMs, often aiming her posts at common problems for those new to the game. She also has the mad coding skills, and has set up a great adventure finder, a guide to WotC’s Monster Builder, and hosts free downloadable delves. Check out her site if you haven’t already, and follow her on twitter.

Her latest delve in a lumber mill was inspiring and seemed a perfect fit for her own adventure, so I hope she (and you) will enjoy it!

Lost in the Darkmagic is a standalone encounter designed for five 8th to 10th-level adventurers. The players must enter an abandoned lumber mill and defeat a weather-controlling sorceress and her entourage of mischievous gnomes.

A community built upon farming, logging, and horticulture, the town of Tyarc has always been reliant on the predictably present weather and sunlight—a perfect balance of rain and shine, ideal for tending crops, trees, and other plantlife. The residents sustain this lifestyle on the edge of Feylight forest, often venturing into its groves for seeds, companion plants, and lumber, doing their best to live in harmony with the creatures and greenery inside. With exports at an all-time high and their prized plants and lumber in such demand, additional craftsman and workers show up every day, hoping to take part in Tyarc’s bright future.

But lately, Tyarc has been seeing darker days. The clouds above the town have turned an unrelenting gray, refusing to pass. Day by day, the clouds become thicker and darker, squeezing any light out of the sky and shrouding the town and the surrounding area with a cold, black shadow. Controlling this unnatural weather is a sorceress known by Ceretha Darkmagic, a troublesome elf who has always been found within the tallest and oldest woods of Feylight forest. Recruiting a chorus of puckish gnomes to assist her magic, Ceretha has begun to choke the life out of Tyarc, letting the cold darkness suffocate their plants, food supply, and way of life.

In response, many of the townsfolk have left the area, unable to make a living and unwilling to confront the powerful sorceress. Others have taken it upon themselves to solve the problem, cutting huge swaths through the forest in their search for Ceretha, but Feylight works against the outsiders, and the forest and the gnomes easily turn back any intruders. Running out of options, the people of Tyarc have begun calling for heroes able to kill the Lady Darkmagic, bringing light to such dark times and letting the sun shine on Tyarc once more—while there are still people left to enjoy it.

Download: PDF | PDF (no map)

Adjusted Damage Output

I’ve adjusted some of the monster damage output from the most recent adventures, notably Matter Undermined. If you’ve downloaded it before now and plan to use it, make sure to grab it again now for the updated version.

Matter Undermined

For every encounter I make, I try to have a strange and fun gameplay hook that your players will find interesting – something to draw them into the moment. Usually it’s something simple like climbing on giants, gaining a special movement or terrain power, or controlling a giant golem, but I have a few stranger ones lurking around that should really wow your players. This is one of those ideas; I won’t ruin it here, but I promise it’s worth the download.

If you only read through one of my little adventures, make it this one! At least check out the Special Features part of it and read about the Mind Warp ability – it’s something I thought of a long time ago but had been waiting to fit into an encounter. I guarantee it will be something your players will find exciting and memorable, so try it out if you’re looking for something new!

Matter Undermined is a standalone encounter designed for five 19th to 21st-level adventurers. An ancient temple has been unearthed, releasing the power and influence of Ythilus, the elder brain from a destroyed illithid empire, which has corrupted the minds of nearby humanoids in an attempt to regain power. The players must descend into the temple and fight off the mindless thralls and kill the elder brain, all while maintaining their sanity.

It has long been said that the mines of Letharas are cursed. Started for the search and excavation of mineral and gold deposits, the diggers soon unearthed the remains of an enormous temple buried within the hills. After a considerable effort to open one of its doors, the temple revealed strange but pristine architecture in excellent shape; shimmering halls of purple stone and crystal, preserved against elements and creatures. A search for life found nothing but crystal-laden, ornate artifacts, untouched, as if the temple—and everything inside—were abandoned and sealed long before its decent.

Those who stayed in the temple for an extended period of time began to develop splitting headaches and left; others, unwilling to leave in the face of exploration and treasure, stayed, and were driven mad—wandering into the deep black of the lower floors, disappearing into the darkness forever. Sensing a dark presence, the excavators agreed upon sealing the temple once more. Although most of the adventurers and explorers decided to leave the artifacts and treasures behind, some of the greediest excavators filled their satchels and arms with the strange crystal artifacts, carrying them to the surface as the doors were closed behind them.

Within days, the artifacts corrupted the minds of their owners, filling their thoughts with whispers and beckoning them back to the temple. One by one, the former explorers left their homes and lives behind, carrying the artifacts to the temple, which had been broken open once again. Inside, deep within its darkest corridors, an ancient elder brain waits, the sole-survivor of an ancient illithid empire. Now, waiting in the depths of the temple, it uses its expansive psionic power to call and command those within its reach, using its newly-created thralls and slaves to dig into the temple’s underbelly in search of artifacts powerful enough to create a portal between this world and the far realm. If successful, the elder brain will be able to summon in powerful illithid to defend it, growing in power until the empire’s former glory is restored.

Download: PDF | PDF (no map)

The Hammer Falls

I’m finally allowed to say that I wrote a pretty cool adventure for Dungeon magazine, available today. It’s called The Hammer Falls and it’s about a clan of duergar, a metalworking refinery, a giant magical hammer, and a sinister imp named Sleed with plans above and beyond what you’ll find in the PDF (to be continued in another Chaos Scar adventure, I hope). This was my first article for Wizards of the Coast, and, more importantly, the first time I’ve ever been paid to write anything involving D&D. It might just be a short little adventure about dwarves and devils, but I know I’ll always remember it as my “first real gig” – or whatever the kids are calling them nowadays. So please, read it, play it, and let me know what you think!

I can’t offer the adventure here on my site, but you can view and download it if you have a D&D Insider account. Summary below:

The Hammer Falls is a short adventure for five 2nd-level characters that takes place in the Chaos Scar. The characters enter an abandoned metalworking refinery under the control of a clan of duergar who have given their souls to infernal forces in exchange for power. Inside, the duergar work tirelessly to uncover the secrets within a river of lava corrupted by a shard from the meteorite.

An overpowering stench of sulfur lingers in the air as you approach the refinery. It’s evident from the decay and debris that the facility has not been used in many years. One of the upper walls has collapsed, and rusty tools lie scattered around the entrance, yet steam and smoke billow out from the broken chimneys, rising above the faint sound of hammers on anvils that echo within the broken walls.

Liar, Lyre

Liar, Lyre is a standalone encounter designed for five 18th to 20th-level adventurers. An otherwise boring town has suddenly been invaded by a clan of hill giants, controlled by an eccentric bard looking to create a battle worthy of his talents. The PCs are forced into playing the part of the heroes, and will need to kill the giants and put an end to the bard’s creative process.

Heroes are found or lost within the pages of history. To transcend mortality, a hero’s feats must be brought to life in an engaging and timeless epic capable of captivating an audience. Behind each of these stories is a bard, wielding words and language in an intoxicating manner to hypnotize, inspire, and dazzle any listeners. Victories and defeats are recorded with the utmost attention to every detail—a momentary glint of sun on a falling sword, the last breath of a life coming to a quick end, or the changing color of the sky as the sun rises on a bloodstained morning—nothing is neglected. In a world where lives are short and names easily forgotten, a well-told tale can mean the difference between rising to legend and falling into obscurity—every story needs a narrator.

Eager to oblige, bards spend many of their days traveling the world, looking for a tale worth telling, for when a marvelous story is remembered, so is the storyteller—fame is one epic poem away. In search of this, they enter perilous caves and dungeons, exploring the unseen evils of worlds below; they accompany armies into battle, chronicling each flank, attack, and blow; each brush with death is a story waiting to be told—a song waiting to be sung. Sometimes, however, there is little worth singing about, and bards must turn to their own devices and embellish a mundane altercation: a skirmish becomes a battle, hundreds become thousands, and an unlikely victory becomes an impossible conquest.

One such narrator in need is Coro, an eccentric bard in search of a story worthy of fame and fortune. Unfortunately, Coro has seen little during his travels that would merit a song and, unsatisfied with the lack of action and heroism, has decided to take matters into his own hands. Using his lyre to enchant a nearby clan of hill giants, the bard leads them from town to town, enticing them to pillage, crush, and destroy everything in sight, hopefully provoking a passing band of heroes into a battle worth remembering.

Download: PDF | PDF (no map)

From Dawn Till Dusk

When it comes to vampires, you’re usually trying to last the night and wait for dawn. Not this time!

From Dawn Till Dusk is a standalone encounter designed for five 17th to 19th-level adventurers. A vampire named Brilus has taken up residence in an old manor, terrorizing a small village nearby. The players will enter the house with a limited amount of time to find the vampire’s coffin and weaken it before dark, when Brilus awakes to attack.

The village of Solisuan began as a shortcut over the marshy wetlands, and little has changed in the years since. Many of its buildings rest upon wooden terraces and raised platforms that once formed a long and crooked bridge across the swampy terrain. Some live on the swamp itself, in shacks and houses built on the occasional patches of dry and stable land. Together, the many scattered households and shops make up a small and close-knit community; last names are an uncommon and unnecessary formality. The villagers toil through the hot and humid days, skinning and tanning animal hides to make leather for trade, waiting until the cool dark of nightfall, when the village comes alive with music, games, and drinks. Dancing and laughing under the subtle blue glow of the swamp’s luminescent plants, Solisuan has always had a vibrant night life.

Lately, however, nights in Solisuan have been a little more lively—and deadly—than normal. Taking up residence in an old, dilapidated manor outside of the village, a powerful vampire lord name Brilus has come to the marsh in search of a reliable food supply. So far away from civilization and hosting a reliable amount of traffic from travelers and merchants, Solisuan has proved to be an ideal hunting ground for Brilus. With an ever-changing population of people passing through town by the bridge, and an unchecked population of giant swamp monsters, it’s almost impossible to tell if someone has gone missing—and if so, how or where they disappeared. Taking advantage of the situation, Brilus sets upon the village and bridge each night, choosing a victim from the groups of drunken, dancing wanderers.

Although Brilus normally attacks visitors passing through the village, he has, on occasion, taken residents of Solisuan. In such a small community, these abductions were noticed immediately, and it wasn’t long before Brilus was discovered and his house attacked—to no success. Enraged by this effrontery, Brilus has begun targeting the villagers, vowing to turn each and every one into a mindless servant. Under the cover of daylight, the villagers stormed the manor again and again in hopes of finding a weakened Brilus, but the coffin is never found, and each attempt provokes another onslaught of brutal attacks from the vampire.

Now, resigned to their fate, the villagers ward off travelers and spend the nights hiding indoors, huddled together while they wait for the first rays of sunlight to breach the horizon each dawn—giving them precious few hours to fight back before night darkness falls once again.

Download: PDF | PDF (no map)