Agents Of Nightmare And Chaos







See upon the world, the grace of Night Fear what lingers Darkly, barely out of Sight Hide in Trepidation, for come now the End Come now the shadow, a beast of Fang and Rend























































































A TechnicallyProfessional Production

By Jackeyblob & TheRedMessiah >

Introduction Heroes, Legends, Myths and Forgotten Knights. Wizards of unearthly power and Clerics, bursting with the Divine. Warlocks in Eldritch Fire, Thieves in the Night with blades as sharp as sin. These are the men and women we turn to when the shade darkens, when the sun dims. But who are these people, these broken souls who bring such horror with their step that the world has no choice but to unite in fear? They are the Harbingers of the Apocalypse, Children of the Eclipse and Scions of Anihilation and their reasons for existence are as varied as those they face. Good and Evil fade to nought with these individuals for they come with madness, they march to insanity and so I welcome you all, each and alone, to a glimpse into a shattered mirror. I welcome you all to The Agents of Nightmare and Chaos. Mourne "You are no man to lecture me, to call me cruel. I was but a lost soul searching for an answer and you led me to damnation, you led me into the jaws of hell. All that you see before you is a product of your madness, long forgotten by the only one who deserves to suffer."

Prince Mournire, Exiled Lord



To commit a crime so dark that not even the gods can fathom its cruelty is a concept fed often by the priests of all religions. Many faiths start with a tale that talk of one so broken, so malign that his presence turned even the foul demon away. The question then is, what truly happens to one who breaks such a covenent, whose very actions condemn them as a nightmare made living flesh? The answer to that lies in Mourne, a layered soul as though a thousand lives were painted over one another until nothing more than a cacophonous riot of colour and experience remained. His story is dark, and long, so very long, for he is a man of a thousand lives and untold memories, so let us start with his first. Origin Mourne was born long ago, far before the gods we know today and long since the cosmos took on its current shape. Back then he was known by a different name, a different race, and a different creed but what remained was his talent at the arts arcane. Few in existence could match his mastery of the eldritch winds and many sought his advice into matters umbral. It was known however that he bore a friendship with two others, one a warrior of prodigious skill and great charisma, and a thief who moved as though shadow were his very essence. These three set out on a quest, to uncover a great truth, to dispel the mists around the most hidden secret. What this was is unknown, as one would expect, but they say they found it, and in doing so caused carnage beyond imagination. Their crime was so great that not even the Gods could forgive their transgression and so they spoke to the three, "You have broken the ancient laws, set down by those before. That no lifetime could be long enough to atone for your sins, no good could eclipse the evil you had wrought". Knowing what awaited them when their time did finally come, they travelled first to Death's realm and begged him for aid. To their despair he merely laughed for,



"He had no truck with the living nor power over their lives, only their deaths and by then it would be too late."



But desperation has ever been the cause of grave mistakes and the three struck down Death in wrath. They tore his form to splinters and scattered it into pieces three and began once more to plan their escape. Death however, cannot be slain by mortal means for none can Reap the Reaper save the Harbinger himself. Each piece came back to the sinners and granted them their wish in the worst possible way, binding itself to their souls and robbing them of their most fundamental self. Eventually, despite their best efforts, death claimed them for its own. Severed from the mortal coil, they passed into the world after and judgement was received.

Or so it was planned. Instead, they awoke once more alive. One bore no memory of who he was nor sign that his heart was the same, instead only his body remained his own and he went on to live a thousand lives, never recalling what he had done but plauged by a universe who knew what he was. The second awoke, much like the first, with no memory of what he'd done or who he'd been. His form had changed, and so it would for each life he would live, but his soul remained true to what it had been and so he too travelled, plauged by a guilt for a crime hidden from his eyes forever. The last of the three was different, for as his eyes opened once more he knew who he was, he knew that they had achieved their desire but as he stared down at his hands, unfamiliar to his eyes, he realized that the cost had been great. This was Mourne and so it was the name he chose, to remember the grief of what he had lost. Agenda Since his first awakening, Mourne has been obsessed with uncovering the cause of his Unlife. As the years turned into centuries and the centuries became millennia, Mourne has slowly lost his mind and shares his obsession between uncovering the truth, and ending it once and for all. In short, Mourne wants to die and he is prepared to lay waste to the very planes themselves in order to discover a cure to his Unmortality, burning millions until the gods finally remedy his pain for good. Not death, but total anihilation. But there is another glimmer of hope for the broken Unmortal, a last chance at acquiring his true desire. He remembers their fight against Death, he recalls the battle and what resulted shortly after and while they are little more than suspicions, should they ever be confirmed, Mourne will have his vengeance first. He will take from Death his throne, his power, his life, and rule high instead. If Mourne cannot find lasting peace then so shall he deny it to all.

Personality Mourne is an eccentric figure, with a taste for flair and drama, that no doubt shares some correlation with his growing insanity. His moods are mercurial and while he most usually bears a cocky and educated charm, opposition and problems will frequently trigger bouts of lunatic rage. Mourne is incredibly educated, bearing the benefits of an immortal memory, and his fiendish intelligence means that there are few matters that he is not fairly conversant with. As such, he is a most informative conversationalist and no matter how trivial a subject he is discussing, it will always be filled with a wealth of knowledge few in existence bear. All this culminates into a staggering arrogance, fuelled mostly by his certainty that, in the end, he will always outlive those who stand against him. This is his true weakness, for all his arcane might and machiavellian wit, he will always underestimate those who challenge him and rarely will he learn from his mistakes for they are never his own. Failure is a fault solely in those he relies upon. Mourne is also fond of disguises and each time he incarnates, he will usually fill the role provided to him, biding his time and hiding his true nature until he is ready to reveal himself. This has led to a prodigious talent towards deception but when he reveals himself, he does so in style, launching convulted plans that affect not just cities, but whole nations, bring them to chaos and ruin. But to truly understand Mourne, one has to understand life without limitation, existence without responsibility. One must understand that they deal with a being to whom death is the only reward and to whom obsession is a way of life. Once that has been understood then... Then one can try to end the eternal. Equipment Like many masters of the eldritch, Mourne possesses a plethora of mystical artefacts stashed away for his later incarnations. Despite this, he does hold tight to a few truly terrible devices, items whose nature cause devestation just by existing. Mourneblade Craft during one of Mourne's more... unstable incarnations, Mourneblade is a sentient weapon with an all-devouring capacity to learn. Originally it focussed on discovering more about the universe it occupied but, like its creator, it soon grew fascinated by the concept of death. Time and again it would trap souls within its bleak edge and those who wielded the fell blade would find themselves pushed towards more and more dangerous experiments. The end result is a weapon with a prodigious collection of information and an utterly contemptful view of mortal existence. The Crown of Thorns Said to have been the last remnant of the Old Death, this crown binds itself tightly to the wearer, digging into their flesh and granting excruciating pain in exchange for its fell gifts. To a being like Mourne, this is an easy price to pay for he has endured nothing but torment since first the curse was placed. Mourne (Stirring) Medium humanoid (any), chaotic evil Armor Class 13 (16 with mage armor)

13 (16 with mage armor) Hit Points 122 (20d8 + 32)

122 (20d8 + 32) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 14 (+2) 18 (+4) 12 (+1) 16 (+3) Saving Throws Int +8, Wis +5

Int +8, Wis +5 Skills Arcana +8, History +8, Nature +8, Religion +8

Arcana +8, History +8, Nature +8, Religion +8 Damage Resistances damage from spells; nonmagical bludgeoning, piercing, and slashing (from stoneskin)

damage from spells; nonmagical bludgeoning, piercing, and slashing (from stoneskin) Condition Immunities frightened

frightened Senses passive Perception 11

passive Perception 11 Languages all

all Challenge 10 (5900 XP) Magic Resistance. Mourne has advantage on saving throws against spells and other magical effects. Spellcasting. Mourne is a 14th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). Mourne has the following wizard spells prepared:



Cantrips (at will): fire bolt, green-flame blade, minor illusion, prestidigitation

1st level (4 slots): magic missile, "mage armor", shield, Tasha's hideous laughter

2nd level (3 slots): hold person, mirror image, misty step

3rd level (3 slots): blink, haste, lightning bolt

4th level (3 slots): dimension door, ice storm, "stoneskin"

5th level (2 slots): cone of cold, dominate person

6th level (1 slot): circle of death

7th level (1 slot): etherealness



"": Mourne casts these spells on himself before combat. Actions Multiattack. Mourne can cast a cantrip. He then makes one attack with Mourneblade. Mourneblade. Magical Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 9 (1d8 + 4) slashing damage plus 4 (1d8) necrotic damage.

Mourne (Stirring) When first Mourne awakens, he is trapped in a state of chaos, his mind awhirl with a thousand memories, each without context nor explanation. It is here that he is at his most vulnerable for he doesn't know to hide, he doesn't know truly what he is and his powers erupt in spontaneous displays of sorcerous might. He is a madman unleashed upon the world but each day brings greater and greater clarity. Mourne (Awakened) Now aware once again of who he truly is, Mourne begins to plot in secret, harnassing forbidden magic and unearthing his old tools. Soon he will be ready to bring destruction, soon he will be ready to tear down the gates of heaven. None shall stand against him and those that draw blades in challenge shall find themselves nought but whispers amidst the winds of time, forgotten by all. Mourne (Awakened) Medium humanoid (any), chaotic evil Armor Class 14 (17 with mage armor)

14 (17 with mage armor) Hit Points 166 (25d8 + 54)

166 (25d8 + 54) Speed 30 ft. STR DEX CON INT WIS CHA 18(+4) 18 (+4) 16 (+3) 22 (+6) 16 (+3) 18 (+4) Saving Throws Con +9, Int +12, Wis +9

Con +9, Int +12, Wis +9 Skills Arcana +12, History +12, Nature +12, Religion +12

Arcana +12, History +12, Nature +12, Religion +12 Damage Resistances damage from spells; nonmagical bludgeoning, piercing, and slashing (from Crown of Thorns)

damage from spells; nonmagical bludgeoning, piercing, and slashing (from Crown of Thorns) Condition Immunities charmed, frightened

charmed, frightened Senses passive Perception 13

passive Perception 13 Languages all

all Challenge 20 (25000 XP) Legendary Resistance (3/Day). If Mourne fails a saving throw, he can choose to succeed instead. Magic Resistance. Mourne has advantage on saving throws against spells and other magical effects. Spellcasting. Mourne is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Mourne has the following wizard spells prepared: Cantrips (at will): blade ward, fire bolt, green-flame blade, minor illusion, prestidigitation

1st level (4 slots): "mage armor", magic missile, shield, Tasha's hideous laughter

2nd level (3 slots): hold person, mirror image, misty step

3rd level (3 slots): blink, haste, lightning bolt

4th level (3 slots): dimension door, greater invisibility, ice storm

5th level (3 slots): cone of cold, dominate person, geas

6th level (1 slot): circle of death

7th level (1 slot): etherealness

8th level (1 slot): power word: stun

9th level (1 slot): weird



"": Mourne casts this spell on himself before combat. Actions Multiattack. Mourne can cast a cantrip. He then makes two attacks with Mourneblade. Mourneblade. Magical Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 9 (2d8) necrotic damage. Legendary Actions Mourne can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Mourne regains spent legendary actions at the start of his turn.



Attack. Mourne makes one Mourneblade attack.

Cantrip. Mourne casts a cantrip

Crown of Thorns (Costs 3 Actions). Mourne ends one spell on himself..

Mourne (Ascendant) Mourne is now ready, eager to start the apocalypse. His plans are in motion, his power unrivalled and now he brings forth the dead, the living and the mad, leading them into battle for there is no rest for the demented, no peace for those in pain. There is only war and misery and if the gods do not stand against him, then one by one, they too shall fall before him. Only death can end this, only anihilation can finally restore balance. The Reaper may be the only one to know how to undo this curse but he has long since vanished and Mourne has eyes for the throne. Eternity is at stake and Oblivion shall go to the victor. Adventure Seeds The party uncover an ancient and sentient blade, wreathed in evil and upon researching how to destroy this device, learn that only the death of its creator can see it broken. Step by step, they learn of the true evil behind its forging and the maddening truth that Death does not always claim victory in the end.





A series of mysterious events, seemingly unconnected, may have more in common than first thought. Someone or something wants chaos in the region and as events spiral out of control, a mysterious figure has been mentioned by the criminal and the insane. Mourne... Mourne (Ascendant) Medium humanoid (any), chaotic evil Armor Class 21 (magical plate)

21 (magical plate) Hit Points 307 (35d8 + 150)

307 (35d8 + 150) Speed 40 ft. STR DEX CON INT WIS CHA 24(+7) 20 (+5) 20 (+5) 28 (+9) 20 (+5) 22 (+6) Saving Throws Con +14, Int +18, Wis +14, Cha +15

Con +14, Int +18, Wis +14, Cha +15 Skills Arcana +18, History +18, Nature +18, Religion +18, Perception +14

Arcana +18, History +18, Nature +18, Religion +18, Perception +14 Damage Resistances damage from spells; necrotic

damage from spells; necrotic Damage Immunities nonmagical bludgeoning, piercing, and slashing (from Crown of Thorns)

nonmagical bludgeoning, piercing, and slashing (from Crown of Thorns) Condition Immunities charmed, exhaustion, frightened, paralyzed

charmed, exhaustion, frightened, paralyzed Senses passive Perception 24

passive Perception 24 Languages all

all Challenge 30 (155000 XP) Legendary Resistance (3/Day). If Mourne fails a saving throw, he can choose to succeed instead. Eldritch Prodigy. When he finishes a short or long rest, Mourne can exchange any number of spells he has prepared for an equal number of wizard spells of the same levels Magic Resistance. Mourne has advantage on saving throws against spells and other magical effects. Spellcasting. Mourne is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 26, +18 to hit with spell attacks). Mourne has the following wizard spells prepared: Cantrips (at will): blade ward, fire bolt, green-flame blade, minor illusion, prestidigitation

1st level (4 slots): mage armor, magic missile, shield, Tasha's hideous laughter

2nd level (3 slots): hold person, mirror image, misty step

3rd level (3 slots): blink, haste, lightning bolt

4th level (3 slots): dimension door, greater invisibility, ice storm

5th level (3 slots): cone of cold, dominate person, geas

6th level (2 slots): circle of death, disintergrate

7th level (2 slots): etherealness, finger of death

8th level (1 slot): power word: stun

9th level (1 slot): weird

10th level (1 slot): Mourne can use this spell slot to cast any one of his other spells.

Actions Multiattack. Mourne can cast a cantrip. He then makes three attacks with Mourneblade. Mourneblade. Magical Melee Weapon Attack: +19 to hit, reach 5ft., one target. Hit: 14 (1d8 + 10) slashing damage plus 9 (2d8) necrotic damage. Arcane Mastery. Mourne regenerates one spell slot of any level. He takes a penalty to his AC equal to the slot level until the start of his next turn. Legendary Actions Mourne can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Mourne regains spent legendary actions at the start of his turn.



Attack. Mourne makes one Mourneblade attack.

Cantrip. Mourne casts a cantrip.

Spell (Costs 2 Actions). Mourne casts a spell.

Crown of Thorns (Costs 3 Actions). Mourne ends one spell on himself.

The Angel Repentant It went before God and none know what words were spoken but it returned, free of chains, desperate to bind itself once more."

Delial, High Peculiar of the Enigmatically Quixotic



There was a time, not so long ago, when a soul would be consigned to hell for the pettiest of crimes, the most minor of sins. Fortunately for us there were many who have taken it upon themselves to offer up their lives for the grace of ours and with their sacrifice comes a measure of peace and, most importantly, hope for redemption. Sin is a peculiar thing however, a stain on the soul that few but the most righteous can ever truly wash away and He Who Rules The Depths is not the kind to merely accept a few lives in payment. So a deal was struck, a bargain was made, a compact was forged and while these brave men and women were allowed to die for the trespass of our misdeeds, so to must one live, one must exist purely to endure the pain such harm must cause. This is the burden born by The Angel Repentant, the chains that bind it when all others have been struck clean. A nightmare made for our redemption and a monster formed from our own fault. It is its story we tell here and so we shall start at the very beginning, as pen struck paper in damnation for the first time.

Origin The Angel Repentant was born of a compact signed between the gods and the Devil himself but before that he was but a simple soldier, tired of fighting eternally against a foe who could not lose. It was in the lands of the Dark Fires that it began to question its existence, its purpose for being. It had fought for time uncounted for he had started before the concept was even born. Each day he shed blood and each night his own was shed and yet nought had changed since the first day it had perecived. So it was that when the gods came down to the angels in war, looking for one to offer up its existence for the greater good, they found themselves replete with volunteers, all glad to endure eternity if it was their masters wish. This, however, was not the gods desire for these would not feel the pain that would come with what was asked. They needed one who would burn, who would twist and writhe and shriek its sorrow across the planes. It was then they came across our lowly soldier, questions already bubbling within its mind. They offered it a chance to end the war and it agreed without hesitation, not from loyalty but from petty pride and weariness. So it was it signed its name to the parchment and so it was that its mind went blank with flame as every sense lit up in unearhtly agony. Across the planes he soared on wings of bone and fire, every fibre of its being begging for a death it was no longer allowed to seek. Now it searches existence for every sin, every crime against nature in order to slake a thirst that lingers pain each time its slated. Until all crimes have been commited, until all acts of heinous brutality have been inflicted, it shall know no rest. For that is the task it has taken upon itself, however unwittingly. To accept and embrace every sin, to live in strife so that others may die in peace. But perhaps one may come, after so very long, and end its pain, free it from a burden jt never desired. And when they do, all Hell shall break loose, and upon them shall be damnation. Agenda The Angel Repentant has a simple desire, albeit one with a complicated history. It desires Sin, and it is relentless in its pursuit of all acts malign and cruel. Ideally it seeks to commit these acts itself but it does not pause in hesitation if forced to command others into the darkness, for what else is corruption but a sin of the soul. Originally, this beast merely slated the most primal acts of carnage, laying waste to thousands in brutal displays of tainted power but as this well of degredation began to run dry, it turned to subtler acts of barbarism. Madness and ferocity, insidiuos whispers to lure the weak to the shadow and promises in vain to lead the strong against the gates of heaven themselves. No act is beyond this creature for that is its sole purpose and those brave, or foolish, enough to stand agaisnt it will be subjected to a death too horrible to describe, if even it is death that is offered. Few are so fortunate against the Sin-Eater... Personality Much like a beast, The Angel Repentant is primal in nature, instinctive in thought. It acts on impulse and rare are those who have survived its passing, let alone to have traded words with it. To those who intrigue the fiendish angel, communication is possible but not in a manner accustom to mortal minds. it speaks through flashes of emotion, brief images of its desires and surges of pleasure and pain in reward. To many, this is enough to shatter the last vestiges of sanity but to those who can cling to the shelter of normality, there is a bond forged over time. While words will never be shared, concepts and details soon become apparent though none could say how. These messages are often brutal as it has no care for the health of its servants and there is an overwhelming force to the visions, that leave the mouth dry and body cold. The barest hint of its pain and anger can be felt with each thought and even this is enough to turn a soul black but when you deal with the Prince of Carnage, what else can one expect?

When it appears in the flesh, it is as a titanic beast of shadow with wings of flickering bone, wreathed in darkness. A long scythe, seemingly formed from its very body stretches downwards, dripping viscera and foulness but that is not what draws the eye. It is its stare, for looking at you are twin fires, coal black, that excites the soul and sickens it all the same. It devours your malice and leave you hollow and yet always desiring more. It is the gaze of Promises Untold, and Certainty Inevitable. Equipment It is rare to see one of the heavenly host equipped in anything but the finest of gear and this applies doubly so to one so mythic... Though perhaps of a darker nature than once would have adorned it in battle. The Harbinger Apocraphya Formed from the very bones of its wielder, the Harbinger is a weapon that reaves body and soul alike, twisting it into fragments of madness and pain, distilling it into pure horror and malice. Appearing as nothing more than a shadow, this somehow makes the device far more fearsome. For what is Sin, but a shadow of the good it could have been? The Grace of Damnation To commit a sin, one must first understand it and that requires a soul, something The Angel Repentant bears in the most twisted of fashion. Hollowed out of everything but the ability to feel pain, this amalgamation of misery and grief is the perfect receptacle for the darkness of mortal sin. But even an Angel's soul can grow heavy with misdeed and when it does, it must be purged, in fire, fury, and oblivion. Adventure Seeds The party learn of a series of horrific attacks in the outlying areas and perhaps even upon large towns and cities. Each one has been left devestated and the inhabitents put to the sword in increasingly creative and vile ways. Perhaps it is just monsters, growing fat under poor vigilance, but a survivor insists it is something different. Something torn from the heart of evil itself.





A benign God warns the party or a local priest of an impending storm, a war unlike any has been suffered before. A single vision of a midnight force of primal cruelty sweeping the world of all before it, leading an army of the demented and broken. It cannot be avoided, only stopped and they may be the only ones who can.





Death Cults have been springing up all over the area, dedicating themselves to the exploration of all that can be labelled wrong. Each cell is independant and each finishes their search for damnation in an explosive finale, killing as many as they possibly can. Despite not further information about their operation, a rumour has sprung up regarding a single entity orchestrating their movements, communicating through nightmares and pain. The Angel Repentant...