Havenridge world illustration - Modern theme
Modern

Havenridge

O
Oriest

The small town of Havenridge, MO nestled in the Ozarks hides secrets


Author's Note: Havenridge, Missouri (population ~1,200), is a quiet town in the rolling hills near the Ozarks—a place of grain silos, Friday night football, and unspoken secrets. Beneath its sleepy surface, a hidden threat has taken root: a cabal of vampires, led by a cunning patriarch, has been manipulating the town for decades. Feeding on its people, controlling key figures, and covering their tracks, they’ve kept Havenridge as their private hunting ground. Recently, their grip has tightened—disappearances are up, strange markings appear on livestock, and a pervasive dread hangs in the air. The players, whether locals or newcomers, stumble into this bloody mystery and must unravel the vampires’ hold before the town becomes a ghost town. Tone and Themes Modern Horror: Everyday life meets visceral terror—think Salem’s Lot with a Missouri drawl. Vampire Conspiracy: The undead aren’t just monsters; they’re schemers with tendrils in the town’s power structure. Survival Stakes: The PCs fight to save their community from a slow, predatory drain.
Played3 times
Cloned1 times
Created
13 days ago
Last Updated
13 days ago
VisibilityPublic
Bloodtick Swarm
CR 1Tiny Beast
Bloodtick Swarm
HP Range22 - 22 (Avg: 22)
AC12
XP200

Description

A buzzing cloud of oversized ticks, engorged with stolen blood, drawn to Havenridge by the vampires’ presence. They lurk in the Hollow Woods or near the Old Miller Farm, feeding on livestock and stragglers. Their bites leave victims weak and pale, perfect prey for Voss’s brood.

Details
SizeTiny
TypeBeast
CR1
XP200
LanguagesNone
Defenses
Armor Class12
HP Range22 - 22 (Avg: 22)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Bites

Melee Weapon Attack: +4 to hit, reach 0 ft., one target in swarm’s space. Hit: 10 (4d4) piercing damage, or 5 (2d4) if swarm is below half HP. If hit, target must succeed on a DC 10 Con save or lose 1d4 HP at the start of its next turn (blood drain).

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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