Modern
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.
Played | 3 times |
Cloned | 1 times |
Created | 14 days ago |
Last Updated | 14 days ago |
Visibility | Public |
Dust Mephit
CR 0.5•Small Elemental

HP Range5 - 30 (Avg: 18)
AC12
XP100
Details
Size | Small |
Type | Elemental |
CR | 0.5 |
XP | 100 |
Languages | Auran, Terran |
Defenses
Armor Class | 12 |
HP Range | 5 - 30 (Avg: 18) |
Damage Vulnerabilities | |
Damage Resistances | None |
Damage Immunities | |
Condition Immunities |
Actions
Blinding Breath
The mephit exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claws
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.