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Morg: Rimeblessed Vampire
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Morg: Rimeblessed Vampire

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Behold, a new tale of icebound terror approaches!

The Frostmaiden lays defeated, but Icewind Dale has no lack of threats. From duergar to drow, the people of the Ten-Towns must stay vigilant against looming horrors. Presented here is a new foe of mythic proportions: Morg. From his stronghold, Morg uses his dark blessing to stalk the icy tundra. The vampire was pleased, until some wayward heroes stopped the everlasting night that covered the Dale. 

What happens when your character unknowingly angers a vampiric hill giant? There's only one way to find out!

Included Within:

  • A new boss creature that can be dropped into any campaign (although he is particularly well suited for Rime of the Frostmaiden). This boss uses the mythic mechanic found in Theros, Mythic Encounters, and Mythic Eberron.

  • Two mythic magic items for (surviving) players to acquire... if they can defeat Morg!

  • Morg's vampire-spawn hobgoblins, with their wicked spiked chains, will threaten players long before they reach the giant.

  • Advice on how to add Morg to your Rime game, with details on how to foreshadow his presence before the end of the adventure, and how to continue your game after!

  • Suggestions on how to drop Morg into nearly any of the official hardcover adventures.

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Looking for more Mythic action?

Mythic Encounters  Mythic Eberron

Mythic Encounters | Mythic Eberron


 
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Discussions (1)
Customer avatar
Cory M December 30, 2020 2:20 pm UTC
PURCHASER
So what level do you think is appropriate for facing Morg? A group of level 10s or 12s seems a bit underpowered.

LOVE the idea.
Customer avatar
Bryan H December 30, 2020 7:41 pm UTC
CREATOR
Varying by your group (because after Rime, your party could have some *really* awesome stuff in their hands), but I'd feel comfortable with this as a threat to level 15/16 characters to start.

I might as a DM plan over the next few levels:
10-11: As the characters return Icewind Dale, they hear rumors of those being waylaid in the wilderlands. Players should go hobgoblin hunting.
12-13: While out in the wilderness, one of the ten towns (preferably one that the players like) is attacked by a giant. He tells the townsfolk that he's here for those who ended the forever night. Secretly he has transformed at least one townsfolk into a vamp (Rime is big on secrets!)
14+: let the players scramble. If they can get allies, great, let them take him on early. If they insist on going solo, maybe let them hunt him down (place the lair somewhere else, maybe in the sea of moving ice). Let exploration bring them to level 15 if they go wild, or let research get them allies/information they need to...See more
Customer avatar
Cory M January 02, 2021 2:13 am UTC
PURCHASER
Yes actually, thank you!
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Pages
9
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Original electronic
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File Last Updated:
October 06, 2020
This title was added to our catalog on October 06, 2020.