“Mohkba’s not just a place of glamor and regal nobility,” the old dwarf says, scratching the scar near his eyepatch idly, “there’s a dark underbelly of the elite that doesn’t often reach the taverns outside the city. Why it was only last year that those bloody Cultus Sanguineus lot nearly summoned up an evil as bad as anything from HEL.”
Mykail’s fine half-elven ears, ever keen to any mention of HEL—nearly always an excellent source of dramatic stories or legendary tales—perk up at the mention of the final resting place for the most wicked souls in Aventyr. “That bad?”
The stout, aged warrior strokes his beard, grinning in the satisfaction of earning an attentive listener. “That bad or worse. Whole bunch of the rich folk had gotten real into the thick of it—cult worship, that is, devoting all their time and piles of unspent gold to gather up massive pools of blood beneath Mohkba’s streets. Nobody’s quite sure how many bodies got drained down there, but the Sanctioned Arcane Pracititioners figured on something in the hundreds.”
Taking a long swig from his flagon, the storyteller lets a moment of silence pass, allowing the gravity of it sink in. “So the nobles, they gather up all this blood, right? But it’s not enough—I’m more familiar with a sword than a spellbook but even I know enough about blood magic to say that seems to be the case most of the time—and they need a little more oomph to summon their lord or whatever it was. They set up this big event, a huge ball, inviting everybody they can think of to dance and eat to their heart’s content. Then halfway through the night the whole floor drops out from them! The whole floor of the ballroom!” The dwarf raises up his flagon with his voice, waving the former at the innkeep to get another round of ale. “Damn shame, sure, but a fine bit of engineering, that’s for certain.”
“After that it was a massacre, if the survivors or the papers didn’t embellish it too much. Some adventurers got into the mix and managed to kill it before the conjured up thing could reach the streets. Think it was called the Exsanguinator, or the Extinguisher, or something Ex-wise. Turns out that a bunch of the nobles were vampires, too, so there was a whole wave of fear after that came to an end, and word is it’s still going on, usually when criminals have something to do with things.” As two flagons come over to the table, the old warrior grabs up both and downs one in a vicious chug, grinning broadly at Mykail after unleashing an equally impressive belch. “How’s that for a bit of story, stilty legs?”
Jotting a few final notes into his journal, Mykail could only shrug. “That sounds like it was really something, I can’t deny that. We’re not here looking for vampires though, we’re after this group called the P.R.A.N.K.S.T.E.R.S., we think. Ever heard of them?”
“P.R.A.N.K.S.T.E.R.S.?!,” the dwarf yells, breaking into a fit of laughter, “nobody’s seen them for years! You’re definitely not in the right city for that, youngster!”
Although the debauchery of the Cultus Sanguineus were disrupted and upended by adventurers last year, the metropolis of Mohkba still suffers from the corruption brought to it by some of its greediest, most bloodthirsty nobles.
One of the most curious—and disturbing—instances are blood thralls, maddened creatures perpetually caught between life and death, constantly in a state of regenerative destruction. It isn’t well known and though they appear to be mindless, blood thralls are only slaves to their enigmatic creators.
Creating a Blood Thrall “Blood thrall” is an acquired template that can be added to any living creature (referred to hereafter as the base creature). Most blood thralls were once humanoids, but any living creature can become one. A blood thrall uses the base creature’s stats and abilities except as noted here.
CR: Same as the base creature + 2.
AL: The creature’s alignment changes to chaotic neutral.
Type: The creature’s type changes to undead (augmented). Do not recalculate class Hit Dice, BAB, or saves.
Senses: A blood thrall gains darkvision 60 ft.
Armor Class: Natural armor improves by +2.
Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As undead, blood thralls use their Charisma modifier to determine bonus hit points (instead of Constitution).
Defensive Abilities: A blood thrall gains channel resistance +2, DR 5/magic, and resistance to cold 5 and electricity 5, in addition to all of the defensive abilities granted by the undead type. A blood thrall also gains fast healing 5, but its nature of constant change deals 3 damage to a blood thrall every round; this makes a blood thrall have an effective fast healing 2 (most of the time; see below).
Weaknesses: The bones, muscles, and skin of a blood thrall are constantly stretching, breaking, and reforming at all times, dealing 3 points of damage to the creature each round at the end of its turn. Blood thralls are also vulnerable to critical hits and precision damage. This makes it extremely difficult for a blood thrall to cast any spells (if it is even capable of doing so), but is extremely unsettling for living creatures to witness. Blood thralls are essentially mindless, but those that retain any true sentience often become consumed by their own impulses and desire for fresh blood to sate the pain of existence. They constantly hunger for the flesh of other creatures, driven by a diabolical appetite, and after killing an enemy the blood thrall spends the next round eating part of it before engaging in combat again.
Speed: Same as the base creature +15 ft.
Melee: A blood thrall gains a slam attack if the base creature didn’t have one. Damage for the slam depends on the blood thrall’s size (see Natural Attacks in the Universal Monster Rules section of the Pathfinder Roleplaying Game: Bestiary). Its slam also deals 1d4 bleed damage (this bleed damage does not stack with itself). Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Special Attacks: A blood thrall gains several special attacks. Save DCs are equal to 10 + ½ blood thrall’s HD + blood thrall’s Charisma modifier. Sanguinating Aura (Su): Every creature suffering from a bleed effect within 20 ft. of a blood thrall take 1 additional bleed damage, reducing the amount of self-inflicted damage to the blood thrall by 1 for the round. Unsettling Exterior (Su): Due to their constantly morphing bodies, when making an Intimidate check against living creatures a blood thrall rolls twice and takes the better result. Blood thralls can make an Intimidate check that normally requires a standard or full-round action as a swift action instead. Visceral Explosion (Su): When a blood thrall reaches 0 hit points, the creature explodes in a violent blast of blood, bone, and gore. All creatures within a 40-ft.-radius of an exploding blood thrall take 1d10 force and piercing damage for each hit dice possessed by the blood thrall (Reflex save negates).
Ability Scores: Str +6, Dex +6, Int -4 (minimum 1), Wis +4, Cha +4. As an undead creature, a blood thrall has no Constitution score.
Skills: Blood thralls gain a +12 racial bonus to Acrobatics checks and a +4 racial bonus to Perception and Stealth checks.
XP 1,600 N haunt (5 ft. by 10 ft. alleyway) Caster Level 5th Notice Perception DC 15 (to hear the death throes of the Cultus Sanguineus’ victims) hp 10; Trigger proximity; Reset 1 minute
Effect When the sanguineus memory haunt is triggered, creatures within its area make a DC 15 Will save or are suddenly overcome by vivid visions of a bloody massacre for 1d4 minutes. In a darkened hall, maddened cultists in black robes are furiously attacking virtually unarmed nobles, the blood of both drenching the chamber. Creatures experiencing the memories of the victims of the slaughter are confused for the duration of the sanguineus memory’s effects, often mistaking allies for enemies or driven in a frenzy to injure themselves.
Destruction A vampire’s ashes must be spread across the sanguineus memory’s area and then drenched in three flasks of holy water.
Adventure Hook The sanguineus memory haunt is one of many repercussions from a vicious bloodbath just last year, the final act in a cult-led ritual to rebirth the dreaded Exsanguinator.
Sanguineus Mirror CR 11
Type magical; Perception DC 31; Disable Device DC 31 Trigger Touch; Reset 1 hour Effect Whenever a non-vampire gets within 10′ of the sanguineus mirror, they are compelled to look into it. (DC 28 Will save to avoid looking into mirror). Anyone who looks into the mirror who is not a vampire does not see a reflection but instead becomes imprisoned in the sanguineus mirror as per the imprisonment spell (DC 28 Will save negates).
Once imprisoned, the PC must make a DC 28 Will save each round. If he fails, he takes 1 point of damage from bleeding. The blood from the character pools up on the outside of the mirror on some of the tarnished spots, dripping down and collecting in pools in the corners of the frame. The trapped PC can also be freed if a vampire drinks any of the accumulated blood. The trapped PC is clearly visible to any outside observer; however, trapped PCs are not visible to each other and may not interact.
Any number of PC’s can be trapped in the mirror. If the sanguineus mirror is shattered or otherwise destroyed, the PCs remain trapped; however, they will now have to be located via the same methods used for the imprisonment spell.
A large silver mirror hangs on the wall next to a set of wooden doors. The gilded frame is stained, and the mirror itself is tarnished.
Either in a previous encounter (from last week’s Sidequest Saturday)—or by chance while in the city of Mohkba—the adventurers acquired an invitation to a masquerade ball and a beautiful mask of diplomacy +1 (actually a mask of thirst). The event is being held on the night after the party’s encounter with the trio of muggers and is lauded as the most grand occasion to come to the city in many months.
Notable persons from all over the realm will be in attendance, and the PCs are sure to meet influential and powerful individuals that hold sway over considerable resources in the Klavek Kingdom while there. Countess Darah Veresovich is the host of the masquerade, and her sizable mansion is located in the affluent area of the city. Adventurers keen to scope out the residence beforehand or wise enough to learn more about the countess may make a Diplomacy check to determine more about the event itself and the property it is being held in.
The countess is the sole heir to the Veresovich fortune after her older brother tragically died in a hunting accident. She is thought to have distant cousins, but they have scarcely visited Mohkba these past ten years.
The whole ward in which the manor is located is one of the oldest parts of Mohkba, and the Veresovich estate is rumored to be coated with small magical enhancements to amplify its presence and grandeur.
While not a recluse, after traveling to oversee Veresovich mercantile interests afar, the Countess began to create odd waves in the social climate of Mohkba that has put much of the nobility ill at ease. It’s thought that this upcoming grand masquerade is her way of mending the fences with her elite peers.
Read the following as the adventurers approach Countess Veresovich’s mansion to attend the grand ball:
A large iron-wrought gate stands open to accommodate the steady stream of gilded carriages entering the magnificent manor gardens before you. A gravelled boulevard leads up to the mansion where servants greet and assist the guests, lit by lanterns hanging from the lowliest bush to the mightiest oak, suspended on the branches of every plant in the gardens. Amongst the masked uniformed servants, a tall, gaunt man stands and surveys the scene in silence.
A servant quickly looks over your invitations and guides you to the door, where another attendant leads you to the ballroom via dimly lit corridors, finally stopping in front of a massive ornately carved door—as it opens you are overwhelmed by light and the sounds of a full-fledged nobles’ ball in Mohkba. Servants dodge dancing couples while carrying trays with glasses full of different liquors as what seems like a full symphonic orchestra provides the fantastic melodies flowing through the room.
Everywhere you look masked guests meet your gaze, some glancing cursorily in your direction. While a few avert their eyes, others seem to take a greater interest in your presence. On a long table in the back of the ballroom there are a panoply of different foods, the countess’ chefs having prepared well for the masquerade. The countess can easily be made out, a tall lithe woman dressed in a black ballgown with gold accents, her face concealed by a white porcelain mask inlaid with rubies arranged in a heart-shape pattern over the left eye. Only her smile reveals her mood behind the mask. The servant behind you whispers, “the countess wishes to make your acquaintance this eve, and wishes you to know that she expects much of you”, before closing the doors again.
Before approaching any of the members of the grand ball, the PCs can reduce the DCs for the checks required to ferret out their secrets (by 3 points) with successful DC 18 Perform (dance) checks. Otherwise, the adventurers find it challenging to get in touch with any of the nobles as the Klavek customs in observance that evening do not allow people of lesser rank to address the elite socialites of Mohkba until the unveiling at midnight. Still, the masquerade element presents an opportunity for cunning and mischievous adventurers to rub elbows with nobility—to earn their trust, however, they’ll have to Hopak!
Radimir Vlasputin, Mercantile Entrepreneur
Male human [Klavek] aristocrat 6; CR 4 (XP 1,200) HP 33 (6d8+6); AC 12 (+2 Dex) Init+2; Speed 30 ft.; Atk unarmed +0 (1d3, provokes attack of opportunity) Base Atk +4; CMB +4; CMD 16 AL Neutral; SV Fort +2, Ref +4, Will +5; Str 10, Dex 14, Con 10, Int 13, Wis 11, Cha 15 Skills Appraise +13, Bluff +11, Diplomacy +13, Intimidate +9, Knowledge (geography) +6, Knowledge (local) +6, Knowledge (nobility) +6, Perception +6, Profession (merchant) +9, Sense Motive +9; Feats Deceitful, Persuasive, Skill Focus (Appraise), Skill Focus (Diplomacy)
Igor Rastvick, Merchant of the Rastvick Trading Company
Male human [Klavek] aristocrat 6; CR 4 (XP 1,200) HP 33 (6d8+6); AC 12 (+2 Dex) Init+2; Speed 30 ft.; Atk unarmed +0 (1d3, provokes attack of opportunity) Base Atk +4; CMB +4; CMD 16 AL Neutral; SV Fort +2, Ref +4, Will +5; Str 10, Dex 14, Con 10, Int 13, Wis 11, Cha 15 Skills Appraise +13, Bluff +11, Diplomacy +13, Intimidate +9, Knowledge (geography) +6, Knowledge (local) +6, Knowledge (nobility) +6, Perception +6, Profession (merchant) +9, Sense Motive +9; Feats Deceitful (+2 bluff/disguise), Persuasive (+2 diplomacy/intimidate), Skill Focus (Appraise), Skill Focus (Diplomacy)
Frieda Manovitovich, Ensconced Socialite of Mohkba
Female human [Klavek] aristocrat 6; CR 4 (XP 1,200) HP 33 (6d8+6); AC 12 (+2 Dex) Init+2; Speed 30 ft.; Atk unarmed +0 (1d3, provokes attack of opportunity) Base Atk +4; CMB +4; CMD 16 AL Neutral; SV Fort +2, Ref +4, Will +5; Str 10, Dex 14, Con 10, Int 13, Wis 11, Cha 15 Skills Appraise +13, Bluff +11, Diplomacy +13, Intimidate +9, Knowledge (geography) +6, Knowledge (local) +6, Knowledge (nobility) +6, Perception +6, Profession (merchant) +9, Sense Motive +9; Feats Deceitful (+2 bluff/disguise), Persuasive (+2 diplomacy/intimidate), Skill Focus (Appraise), Skill Focus (Diplomacy)
Cultus Sanguineus Secrets!
Diplomacy DC 20 The entrepreneur is here in the interests of several other merchants that have heard new and truly exotic (perhaps even illegal) trade will soon be coming into Mohkba, exclusively for Countess Veresovich.
Diplomacy DC 30 Radimir was asked by Count Krev to locate the fastest runners in the land for a very specific courier job; apparently, he did not trust the services available in Mohkba or the use of magic for whatever task he was up to. A DC 24 Sense Motive checkreveals that whatever it was, Radimir doubts it was entirely within the bounds of the law (though he’s smart enough not to pry or say any more on the matter).
Intimidate DC 32 Under duress he recalls that when Krev approached him about the runners, the Count seemed to know Radimir’s thoughts during the conversation and the distinctive black mask he insisted on wearing still gives Vlasputin the chills.
Diplomacy DC 25 Countess Veresovich is an esoteric sort that enjoys exotic delicacies. The Veresovich line has been influential to trade for decades and she has enjoyed the life of a debutante—perhaps too much.
Diplomacy DC 32 Rastvick knows for a fact that Countess Veresovich is quite mad and drinks blood in her wine—not just any blood, but the blood of young women.
Intimidate DC 32 He has several times observed how the Countess has used an exquisite necklace that beats like a heart to instill envious desires in younger women. These lasses—servants or socialites, but always extremely attractive—are never seen again. Once when Igor got close to see the amulet he himself felt an unearthly desire for it and its wearer. With all his mental might Rastvick tore his eyes from the amulet and promptly left. He will remark that the amulet she wears today does not beat like a heart at the moment, but…
Intimidate DC 16 “Well no need to be so rude! Let me tell you, the way you lot carry yourselves about, someone might take…no, will definitely take offense and you might find yourself at the wrong end of a Klavek dueling blade. Proper etiquette mind you, know your place. If you want to talk to someone, do impress them with a display of “Hopak”![a traditional Klavek dance, DC 18 Perform (dance) check]
Diplomacy DC 22 Frieda knows nothing of the details of the accident and is more interested in the problems with hiring good staff. “The Veresovich manor is built in the oldest ward of Mohkba, but there are some rumors that the ward is dangerous. Last year the manor of the Ollianov family fell into a sinkhole and killed half of their staff; considering how horrible it is to get good staff nowadays, can you imagine how hard it is to find so many at the same time. Poor Darah, should it happen here, her servants are so well trained; they are here, but you don’t see them, just like a disciplined dog. Frieda shows no emotion when comparing servants to dogs and openly declares that dogs would make excellent servants, if they had opposable thumbs. She follows this macabre joke with the high-pitched laughter of the bourgeoisie.
Diplomacy DC 32 “Why yes, the countess is an avid collector of Klavek historical items and paraphernalia. Lately she has been actively searching for the cloak of Jaroslav Mandatin, the greatest duelist in Klavek history! Rumors say that the cloak was part of a set, consisting of a mask and an amulet as well, but that must be nothing more than an old wives’ tale, typically the fodder of the peasants. Now where were we, Lubov?” She gives a wolf-like smile before sipping the last bit of crimson wine from her tall glass goblet and heads to refill her glass.
If the adventurers are not looking for the remaining enchanted items from the set the mask of thirst belongs to, Krev Ragata is! His agents are seeded throughout the event and as the night drags on, an expert hired specifically for the task approaches the PC wearing the magical masquerade mask, engaging them in a conversation that seems very friendly…
Daineus Guslar, Master of Lore
Female halfling bard (sandman) 7; CR 6 (XP 2,400) HP31 (7d8+7); AC 22, touch 14, flat-footed 19 (+5 armor, +3 Dex, +3 shield, +1 size) Init+3; Speed 20 ft.; Atk mwk rapier +4 (1d4-2, Crit 18-20/x2) or mwk light crossbow +9 (1d6, Crit 19-20/x2, Range 80 ft.) Base Atk +5; CMB +2; CMD 15 AL Neutral Evil; SV Fort +3, Ref +9, Will +7 (+2 vs fear); Str 6, Dex 16, Con 10, Int 13, Wis 12, Cha 18 Skills Acrobatics +9, Bluff +15, Escape Artist +13, Linguistics +9, Perception +7, Perform (oratory) +18, Sense Motive +9, Sleight of Hand +13, Spellcraft +11, Stealth +12; Racial Modifiers+2 Acrobatics, +2 Climb, +2 Perception; Feats Ability Focus (slumber song), Skill Focus (Perform [oratory]), Spellsong, Voice of the Sibil; Languages Common, Halfling, Klavek, Vikmordere, 4 bonus languages (GM’s choice) SQ Bardic knowledge, bardic performance (move action, 20 rounds/day; countersong, distraction, fascinate [Will DC 17], inspire competence +3, slumber song [Will DC 19; as deep slumber, no HD limit], stealspell [Will DC 17]), cantrips, lore master 1/day, versatile performance (Diplomacy, Sense Motive), well-versed Gear +1 chain shirt, +1 heavy wooden shield, masterwork light crossbow (15 bolts), masterwork rapier Bard Spells Known 3rd (2/day)—charm monster (DC 17), confusion (DC 17) 2nd (4/day)—blindness/deafness(DC 16), hold person (DC 16),suggestion (DC 16), tongues 1st (5/day)—charm person(DC 15), cure light wounds, disguise self, feather fall, summon monster I 0th—detect magic, ghost sound, lullaby, mage hand, prestidigitation, read magic TACTICS Daineus uses Spellsong (swift action, Perform [oratory] vs observer’s Perception/Sense Motive to realize a spell is being cast) to hide charm person and lullaby before using suggestion to draw the member of the party with the mask of thirst away into an otherwise empty chamber, where she tries to convince them to give her the item willingly—even offering another mask of diplomacy +1 in trade. Anyone that interferes is targeted with blindness/deafness or confusion (hidden by Spellsong). If bartering fails, Count Krev (hiding in the shadows; his statistics will be on the AaWBlog tomorrow, but in the meanwhile use the “Freelance Thief” entry in the Pathfinder Roleplaying Game: NPC Codex if need be) loses his patience and assaults the PC, attempting to wrestle away the mask of thirst physically! Five of his most trusted acolytes, scattered throughout the masquerade, come to back him up and ensure none of the guests realize that there is an attack going on in one of the mansion’s rooms.
CR 4 (XP 1,200) Male or Female human (Klavek) fighter 4/sorcerer 1 HP 44 (4d10+1d6+19); AC 18, touch 14, flat-footed 14 (+6 armor, +3 Dex, +1 dodge) Init+3; Speed 30 ft.; Atk mwk rapier +6 (1d6+3, Crit 18-20/x2) or mwk light crossbow +8 (1d8, Crit 19-20/x2, Range 80 ft.) Base Atk +4; CMB +5; CMD 18 AL Neutral Evil; SV Fort +3, Ref +6, Will +3; Str 12, Dex 16, Con 15, Int 8, Wis 10, Cha 14 Skills Bluff +8, Intimidate +7, Knowledge (religion) +4, Perception +5; Feats Combat Casting, Dodge, Greater Spell Focus (necromancy), Spell Focus (necromancy); Eschew Materials, Toughness, Weapon Focus (rapier), Weapon Specialization (rapier) Sorcerer Spells Known(CL 1st; concentration +3, +7 defensive; spell chance failure 25%) 1st (3/day)—ray of enfeeblement (DC 15; CL 2nd), ray of sickening (DC 15; CL 2nd) 0th—acid splash, detect magic, mage hand, touch of fatigue (DC 14; CL 2nd) Bloodline Undead (Sanguine) Gear masterwork breastplate, masterwork rapier, masterwork light crossbow, 78 gold The Blood Is the Life (Su) Sanguineus Acolytes can gain sustenance from the blood of the recently dead 5 times a day. As a standard action, they can drink the blood of a creature that died within the past minute. The creature must be corporeal, must be at least the same size as them, and must have blood. This ability heals the Sanguineus Acolyte 1d6 hit points and nourishes them as if they’d had a full meal. TACTICS These cultists have little regard for their own well-being, believing (falsely) that an afterlife of pleasure or existence as an immortal undead awaits them. They will wade into battle, attempting to first weaken and sicken their targets with spells before dashing forward with their rapiers. The instant another of their group falls, however, any adjacent Sanguineus Acolytes are overcome by blood lust—they drop to the ground and feed on their recently fallen peer without regard to any dangers doing so might present.
At this point in the adventure, either Count Krev has the items and dons all three (the mask of thirst, cloak of the dark servant and amulet of the sundered heart) or one of the PCs does: doing so causes them to disappear entirely until the stroke of midnight! However, Countess Veresovich has been prepared for the arrival of the Cultus Sanguineus items for some time and her entire mansion is warded specifically for their use. If a creature dons all three items while within her home, the entire manor and its surroundings are coated in magical darkness for 3 rounds as they are affected by the items’ rituals.
Countess Veresovich’s preparations protect the creature from the harshest of the Items Sanguineus’ effects: only on a natural 1 will they fail the associated Fortitude and Will saves, though they still disappear until midnight. On the end of the third round, the magical darkness from all around the mansion draws back in on itself and explodes into a vortex of blood that splatters everywhere, coating all squares previously occupied by the disappearing creature in a fifteen-foot radius.
Blood Vortex — CR 9
XP 6,400 NE persistent haunt (manifestation) (15 ft. radius) Caster Level 14th Notice Perception DC 20 (to get a feeling of a centuries old hunger which soon shall be sated) HP 40; Trigger (special see text); Reset 1 day Effect When the items transform anyone into a vampire, Exsanguinator’s desire and yearning for blood manifests as a swirling vortex of razor-sharp blood droplets. The manifestation deals 10d6 damage (Reflex DC 22 for half). The vortex remains stationary and lasts for two rounds, after which the vortex harmlessly dissipates. Destruction: A manifestation is indestructible permanently unless the entity behind it is slain or banished back to whatever realm they came from.
After someone has donned all three of the Items Sanguineus, the nobles and merchants at the grand ball become far more talkative and Countess Veresovich is nowhere to be seen—the DCs for them to reveal their secrets drop by 10 and may be attempted again if previously failed.
Were that not enough, the Exsanguinator has been waiting, watching his acolyte Veresovich mastermind the bloodbath about to take place. The blood vortex caused by her rituals of protections and the Items Sanguineus draw his hunger; he locks the building down, barring the outsides with walls of force (CL 14th). On the other side of the walls of force are more of the blood vortex haunts, out to a radius of 20 feet from every surface of the building’s outside walls.
The adventurers (possibly missing one of their own) are trapped within Veresovich Manor, surrounded by the extremely-panicked nobles and merchants, utterly bereft of a host or direction! They must try to divine what is going on before the stroke of midnight, when all HEL breaks loose…
As the AaWBlog started to ramp up in February, we took our first ambitious steps towards continuous adventures with Cultus Sanguineus, an exploration of the hidden orders of corrupted nobility in Mohkba, capital of the Klavek Kingdom! What began as a simple request for a magic item that changes the wearer into a vampire spread into a month long module!
You can read it here and here!
Of course we lacked the good sense to stop there, and went on to put together Mischievous Meadows! Manipulate the PCs, steal their resources, and unleash imaginative fey upon them with that great module, ending in a huge ambush and introducing the P.R.A.N.K.S.T.E.R.S. of Aventyr. Definitely a great time! 😀
Check it out here and here!
The AaWBlog wants you to Remember in December! Browse the (extensive) archives, see what favorites our contributors picked to re-post, and stay tuned on Fridays as we explain the evolution of the AaWBlog, along with what’s yet to come!