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
14 days ago
Last Updated
14 days ago
VisibilityPublic
Command
EnchantmentLevel 1
Command

Description

You speak a one-word command to a creature you can see within range. The target must succeed on a wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends **Approach.** The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. **Drop** The target drops whatever it is holding and then ends its turn. **Flee.** The target spends its turn moving away from you by the fastest available means. **Grovel.** The target falls prone and then ends its turn. **Halt.** The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

Spell Details
Level1
Range60
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.
We are not affiliated with Dungeons & Dragons or Wizards of The Coast in any way.
© 2025 Friends & Fables
Privacy PolicyTerms of Service