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And the MAPMASTER Contest Winner is….

Mapmaster contest winner Justin Andrew Mason's prize-winning map!

JUSTIN ANDREW MASON!

 

Congratulations Justin, you are the Mapmaster Contest winner! You’re getting a 6-month subscription to AdventureAWeek.com, 6 free PDF adventures, and are in queue to work on the upcoming Snow White Kickstarter! We are overjoyed to add you to the team. 😀

 

Thanks go out to everyone that participated; keep an eye out on the AaWBlog for future opportunities to join the dreaded AdventureAWeek Crew. In the meanwhile, enjoy the host of extra content for Twin Crossings (releasing this month)!

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The Deck of Miraculous Luck [Free!]

Deck of Miraculous Luck intro pic

The Deck of Miraculous Luck
A player reward system by Justin Andrew Mason

Many of us have seen it: dumb luck—an event that can only be attributed to a miraculous stroke of serendipity that manifests (almost as if by magic) appearing in the right place at the right time. Some call it fate; others call it the work of the gods. Regardless of the label applied to them, these improbable moments do happen and they can have a tremendous effect on those privy to luck’s sweet embrace.

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The Deck of Miraculous Luck consists of 30 cards, each presenting a different lucky effect that simulates those unexpected miraculous moments for player characters. As a meta-mechanic, the deck can also serve as a perfect alternate reward system, providing incentive to players to strive for exceptional endeavors.

A GM should use the deck sparingly. Many of the effects are quite powerful and if too freely distributed, could run the risk of unbalancing the intended challenge of the game.

When looking to reward a player for exceptional role-playing, solving a particularly complex puzzle, or completing a difficult quest with their character, the GM may allow that player to draw from the deck, reaping the benefits associated with that card. Every card is designed to be a boon, and there are no inherently negative effects included.

About the Deck of Miraculous Luck

This series consists of six different card types including: healing, magic item, spell, mechanic, storyline, and enhancement. There are five of each type in the 30-card deck, and every card has been sized the specifications of standard business cards (2” x 3.5”) to provide an easy method for print and use.

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There are seven “rare” cards, which are removed permanently from the deck once used. All other cards get shuffled back into the deck.

In addition to detailed text explaining how each card is used, they are individually numbered 1-30 and offer a title, an icon identifying card type, and a use indicator (automatic, triggered, or expend).

Automatic cards have an effect that happens immediately after the card is drawn. Expendable cards are held by the player who drew them until that player desires to use the card’s effect. Triggered use cards explain a stipulation that must be met before the card’s effect takes place.

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Get the Cards for Free!

This PDF is arranged to fit pre-perforated printable Avery® Business Card sheets (Compatible Products: 38373, 5881, 8373, 8869, 88220, 88221). However, you can download a compressed ZIP file that contains the individual card graphics and can be arranged to fit other templates if needed.

Enjoy! If you find The Deck of Miraculous Luck useful and would like to see it expanded with additional series, be sure to comment at the bottom of this article. I am considering releasing a new quarterly series of 30 cards that can be added to the deck if there is call for me to do so.

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Get a Free Subscription for a limited time!

Series I Deck Description & Card Texts

The content of each of the cards has been included below in order of the assigned card number.

Description Syntax
[#] – [Title] ([Use Indicator]) {Type} [Rarity Indicator]
Card Description

#01 – Is there a Medicus in the House? (Auto) {Healing}
The PC finds a stash of healing potions. This effect is automatic, and should be worked into the story in such a way that the PC literally stumbles upon the container (a simple non-descript burlap sack) containing several potions. Inside the sack are 3d4 cure light wounds potions, 2d4 cure moderate wounds potions, 1d4 cure serious wounds potions, and (1) cure critical wounds potion. There is nothing else in the sack. Put this card back into the deck after use.

#02 – Dead Man Walking! (Trigger) {Healing}
The next time the PC dies an automatic resurrection effect triggers (resurrection, CL 20th) that affects only that character. This effect remains permanent until used. If something prevents this effect from occurring when the PC dies, then it triggers as soon as possible instead. The PC must be DEAD to trigger this effect. In the story, the cause of this resurrection forever remains mysterious and unexplained. Put this card back into the deck after use.

#03 – All Together Now (Expend) {Healing}
Keep this card. Return this card to the GM to have the PC, party, and all allies instantaneously restored to maximum hit points and all their negative effects (poison, negative spell effects, curses, ability drains, etc.) are removed. Use of this card also restores any negative levels of the targets. This card can only be expended once by the owner before being returned to the deck. Put this card back into the deck after use.

#04 – Like a Rock (Expend) {Healing}
Keep this card. Return this card to the GM to activate an effect of Damage Reduction 20/— to target creature or character. This DR has a duration of 24 hours and cannot be removed by any means, magic or otherwise. This card can only be expended once by the owner before being returned to the deck. Put this card back into the deck after use.

#05 – Can’t Touch Me Now (Auto) {Healing} |Rare|
The PC automatically gains immunity to one (1) negative status effect type of choice from the following three status effects: poison, disease, fatigue. This immunity is permanent. When this card is used, permanently remove it from the deck.

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#06 – Take One Down, Pass it Around… (Auto)  {Magic Item}
The PC finds a small wooden chest containing 2d4 random magic potions. This effect is automatic, and should be worked into the story in such a way that the PC literally stumbles upon an un-trapped, unlocked chest containing the potions. There is nothing else in the chest. Put this card back into the deck after use.

#07 – Okay, Who Robbed the Magic Shop!? (Auto) {Magic Item}
The PC finds a small wooden chest containing 1d6 random minor wondrous items. This effect is automatic, and should be worked into the story in such a way that the PC literally stumbles upon an un-trapped, unlocked chest containing the magic items. There is nothing else in the chest. Put this card back into the deck after use.

#08 – Wyrd Place to Stash a Treasure (Auto) {Magic Item}
The PC finds a small wooden chest containing 1d4 random medium wondrous items. This effect is automatic, and should be worked into the story in such a way that the PC literally stumbles upon an un-trapped, unlocked chest containing the magic items. There is nothing else in the chest. Put this card back into the deck after use.

#09 – Fortune & Glory, Kid. (Auto) {Magic Item} |Rare|
The PC finds a small steel chest (with a masterwork lock, Disable Device DC 25) containing one random major wondrous item. This effect is automatic, and should be worked into the story in such a way that the PC literally stumbles upon an unlocked chest containing the magic item. Do not reveal what the item is until the chest has been opened. After this card is used, permanently remove it from the deck.

#10 – Stick to the Possibilities (Auto) {Magic Item}
The PC finds one fully charged random wand or one fully charged random rod (GM’s choice). This effect is automatic, and should be worked into the story in such a way that the PC literally stumbles upon the rod or wand. Put this card back into the deck after use.

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#11 – You had to let it Linger (Expend) {Spell}
Keep this card. Return this card to the GM to have all spells cast by target PC gain x4 duration and/or range for a 24-hour period. This also affects applicable effects of spell like abilities or magic items (wands, rods, scrolls, etc.) used by the affected target. Put this card back into the deck after use.

#12 – I’m like Rubber, You’re like Glue… (Expend) {Spell}
Keep this card. Return this card to the GM to reflect any spell back at its caster as if with any five metamagic feats (your choice) at CL 20th. This effect appears in the story as an unexplained momentary ripple in arcane essence that alters the caster’s original spell. Put this card back into the deck after use.

#13 – Eeny, Meeny, Miny, Moe… (Expend) {Spell}
Keep this card. Return this card to the GM to change the target(s) of any spell cast in the presence of your PC. The nature or source of the spell doesn’t matter in regard to this effect. The new target is automatically affected by the spell (provided that the target could be affected by a spell of that type). This effect should appear in the story as an unexplained momentary ripple in arcane essence that alters the caster’s original spell. Put this card back into the deck after use.

#14 – What is this Sorcery!? (Expend) {Spell} |Rare|
Keep this card. Return this card to the GM to cause target PC to gain immunity to magic (as a golem) for 24-hours. This effect cannot be negated or altered by any means for its duration, except by the affected target. The affected target may temporarily suspend the ability and be affected by magic normally for 1 round as a free action. After use, permanently remove this card from the deck. 

#15 – Need to See Your Papers (Auto) {Spell}
The PC finds a stash of scrolls. This effect is automatic, and should be worked into the story in such a way that the PC literally stumbles upon the container (a simple non-descript leather scroll tube) containing several scrolls. Inside the tube are 2d4 random arcane scrolls (maximum CL 10th) and 2d4 random divine scrolls (maximum CL 10th). There is nothing else in the scroll tube. Put this card back into the deck after use.

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#16 – Finish Him! (Expend) {Mechanic}
Keep this card. Return this card to the GM to turn any single d20 die roll result into a natural critical success (natural 20). If used on an attack roll it automatically confirms a critical hit. Put this card back into the deck after use.

#17 – Finding an Important Lesson (Expend) {Mechanic}
Keep this card. Return this card to the GM to turn any single d20 die roll result into a natural critical failure (natural 1). Put this card back into the deck after use.

#18 – Save the Best for Last (Expend) {Mechanic}
Keep this card. Return this card to the GM to activate an effect that causes all saving throws of one type (Fortitude, Reflex, or Will) for the PC to result in success (regardless of DC). This effect lasts for 24-hours and cannot be altered or removed in any way. Put this card back into the deck after use.

#19 – Hey, Mom: Watch This! (Expend) {Mechanics}
Keep this card. Return this card to the GM to turn any one skill check (trained or untrained) made by the PC into an automatic success. This does not enable the PC to do the impossible, but it provides the maximum success results for any skill check. Put this card back into the deck after use.

#20 – Wale of a High Roller (Expend) {Mechanic} |Rare|
Keep this card. Return this card to the GM to add a +2 bonus to *all* of the PCs checks for a 24-hour period. This magnificently lucky effect should appear blatantly obvious in the story and seem to be caused by some unknown, unseen force or divine intervention. This bonus does not apply to rolls when determining permanent random numbers (hit die roll, for example). This bonus applies to all attack rolls, damage, saving throws, skill checks, and the like. After use, permanently remove this card from the deck.

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#21 – Can’t We All Just Get Along? (Expend) {Storyline}
Keep this card. Return this card to the GM to make target NPC more “friendly” towards the PC. This does not alter the NPC’s agenda or demeanor, or how he or she feels about other party members or NPCs. It changes only the target NPC’s demeanor towards the PC. This effect is at the discretion of the GM, but should be allowed if at all possible. The change in demeanor is liberal enough to be noticed. Put this card back into the deck after use.

#22 – If at First You Don’t Succeed… (Expend) {Storyline}
Keep this card. Return this card to the GM to undo the results of any encounter. The PC and allies start back at the beginning of the encounter as if it never happened and retain full memory of all events that took place during the encounter. This should be explained in the story as an intensely vivid sense of déjà vu. This card must be used during the encounter that is being “undone.”  Put this card back into the deck after use.

#23 – If I Knew Then What I Know Now (Automatic) {Storyline} |Rare|
You may choose one past event to change as if it never happened. Since this effect can have tremendous (or possibly even detrimental) effect on the story and whether or not a specific event can be changed is completely at the discretion of the GM. If the event you want to alter is deemed too important to be changed, the GM will work with you to select a narrower range of changes related to that specific event that can be allowed. If no agreement can be reached between the player and GM, then this card should be discarded and another card drawn by the player. After use, permanently remove this card from the deck.

#24 – Someone to Lean On (Trigger) {Storyline}
The PC gains a devoted follower. The follower must be of the same race as the PC, but can be any gender or class that you choose. The follower has one-fourth the experience level of the PC. This follower should come into contact with the PC as soon as the GM deems it plausible to the storyline, and should possess equipment and treasure typical for a NPC of that type and level. Put this card back into the deck after use.

#25 – It’s Your Lucky Day! (Auto) {Storyline} |Rare|
Congratulations! You’ve drawn the Lucky Bonus card. Permanently remove this card from the deck, and you should draw two new cards (gaining the advantages of both).

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#26 – Practice Makes Perfect (Auto) {Enhancement}
The PC gains a +5 miscellaneous bonus to any one skill of your choice (trained or untrained). This bonus is permanent. Put this card back into the deck after use.

#27 – Sometimes it Only Takes One (Auto) {Enhancement}
The PC gains +1 to any one ability score (STR, INT, WIS, DEX, CON, or CHA). This bonus is permanent. Put this card back into the deck after use.

#28 – My, What Big Feat You Have! (Auto) {Enhancement}
The PC gains an extra feat (your choice). The PC must meet all the prerequisites to obtain the chosen feat. Put this card back into the deck after use.

#29 – It’s the Spice of Life (Auto) {Enhancement}
The PC immediately gains +2d6 to his or her maximum hit point total. This bonus is permanent. Put this card back into the deck after use.

#30 – Taking Things to a Whole New Level (Auto) {Enhancement} |Rare|
The PC automatically gains 1 more experience point than is needed to advance to the next experience level. When used, permanently remove this card from the deck.

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[This entire guy is Justin Andrew Mason’s wonderfully put together project! Send some love his way folks! -MM]

You can also follow AdventureAWeek.com on Facebook to get sneak peeks at the plethora of supplemental materials for Rise of the Drow! Alongside the Player’s Guide you can get a behind-the-scenes glimpse at pages from the prologue (taking PCs from 1st through 6th level) and epilogue (moving PCs from 16th to 20th level), and stay on top of the brewing Snow White Kickstarter!

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4 Ways to Merge Players and Play Styles

Image_Portfolio_104_Fantasy Jason Walton 57As a game designer most of my time is spent editing, reading, and writing; what little remains is for playtesting. One of the things that comes up often with gaming sessions that see so many different players is a matter of expectations—some players are prepared for a world to be opened up in front of them, and others are scions of modules, or entirely new to the concept of tabletop gaming.

Roleplaying is an amazing experience, but some folks have a rockier entry into it than others—be that to the whole concept of assuming the role of a fictional persona, adjusting to a new gaming system or a joining a new group of players.

There are a few tricks to make this easier on the beleaguered GM (not all of which are here; you are the GM, you can bring down the iron hand and send down royal decrees and what have you), but the best thing to do is just be smart, respectful and logical about it: talk directly (separately) to the frustrated player and get an idea of where they are at.

1) Notes
If you’re keen to the divide in player styles before the session starts, this is an easier plan to implement. Even on the fly, it’s not hard to do and if you’re up for a bit of spy games, go for it. Either way, use the plot or NPCs to inform the party member in question about whatever it is they’re looking for, be it the adventure route they expect or the means to break into the world with some freedom to roam.

fashion-middle-ages-72) Extra Checks
Struggling in the sea of freedom can be a real challenge sometimes, especially for folks new to the game—juggling different player styles isn’t easy if you’ve got a mixed group. If a seasoned veteran is having trouble giving enough of the spotlight to the newbie, give the latter a chance to wander around and sprinkle them with checks (preferably skills, but perhaps attributes if you need to) to get them to somewhere the rest of the group can enjoy as well.

3) Maps
This is the primary means I go about handling this in my games; I let the PCs know the lay of the land and subtly push them into this or that direction via geography that fits into the plot. The closer they move towards a locale, the more I reveal about it and the environs. Getting down into the valley, for instance, the party sees the ruins of an old fortress down by the beach—something previously unknown about and definitely drawing attention.

4) The “Subconscious” GM Slip
If you can’t keep a straight face or always lose at poker, skip this one entirely—you have to be able to bluff in real life for this to work out.

Academic Town-Color-FLet it seem like you accidentally let slip a secret about the game as you go through a routine description. Last week (and my Thursday group won’t be looking at this before game tonight, so I’m not overly concerned of them knowing) when investigating a damaged farmhouse, I mistakenly”said that it might have been a dinosaur that did the damage, after dropping several mentions of a dragon being complicit (as far as the villagers knew). 

Of course there was jeering but I saw the change in body language as soon as the table settled—the players sat down as a united group, ready to delve into the game full bore regardless of their preference in approaching it.

Remember, the goal of the game is always to have fun! If a player keeps having a truly tough time with getting dropped into a sandbox or stuck on a railroad, be adaptive, fair, and accommodating (to a point, anyway). The tips above are a good way to go about dealing with the problems that arise from conflicting player styles, but being direct and understanding is the best thing to do!

 

 

Do you have a contribution or idea for Meta Thursdays?  Send us your ideas (after reading the submission guidelines) to submit(at)adventureaweek.com with “Meta Thursday” in the subject line!

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Cultus Sanguineus (Part 1)

elizabethan-costumes-4Love is in the air as the spring snows melt and the sun shines once more on verdant valleys of green—which the AaWBlog is washing in blood with a project as ambitious as it is gruesome: Cultus Sanguineus!

This month we’re bringing a theme to the AaWBlog, one borne of three things: the linen of the chosen, one of our users requests (kevin_video) to see a vampiric version, and the great submissions from contributor Jonathan Ely (two of which: the mask of thirst and amulet of the sundered heart have already appeared).

Technically, there’s a fourth thing: my inadequacy in telling Mr. Ely that three items that together usher a change into a vampire would do. Once I was sitting there with them in hand, it became clear that the regular format wasn’t going to work.
So, once more (publicly this time), I’m apologizing to Jonathan Ely for my foolishness.

Sorry, man.

knights-round-table-6

I am reticent to throw away great material, however, and before long I’d hatched a plan! Brian Wiborg Monster is joining the AaW Crew as a regular contributor for the AaWBlog (as are a few others—keep your eyes peeled!), partly because he approached me around the same time with a similar theme laden in blood (and has done a fantastic job of fleshing it out). With some quick brainstorming it became clear that we had an opportunity on our hands, not a snafu! Now the entire month is centrally themed around Cultus Sanguineus, an insidious cabal in Mohkba intent on summoning forth a primal daemonic entity that is anathema to life—the Exsanguinator!
The first week introduced the mask of thirst, the blood thirst box and the alleyway of blood haunt (as well as manifestations, a new mechanic for haunts!) in addition to an article on tips for luring players into duplicitous doings. Our weekend posts centered around a mugging scenario for Sidequest Saturday and then one of the lead antagonists of the plot, Krev Ragata, for Statblock Sunday.
Week two began with the amulet of the sundered heart, continued with the (chilling) sanguineus mirror trap, rain of blood haunt and yesterday, an article on running memorable social encounters. Tomorrow we’ve got a whallop of a post ready for everybody—an excellent 2,500+ word foray into the seedy, secret underbelly of Mohkba society under the auspice of a grand masquerade!


halloween_skullNext week will bring a close to
Cultus Sanguineus, and perhaps an end to some PCs: stay tuned and check back in at the AaWBlog to see what awaits adventurers in Aventyr this month on AdventureAWeek.com!

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[CONTEST] Enter AdventureAWeek.com’s Mapmaster Contest!

mapmaster logo

What is Mapmaster?
Mapmaster is a cartography contest open to graphic designers and artists everywhere!
If you have the chops and the skills needed to put together amazing, detailed maps, then roll initiative! Take a look at our contest guidelines and put together a basic concept map that exhibits your design expertise—no vases on night stands or anything like that, just empty rooms is fine for the first round of judging.
The second phase of Mapmaster will test your technical skills, pitting your talents against that of your peers with a detailed map for inclusion in an upcoming AdventureAWeek.com module!

THEME
The Underworld!
Aventyr is a world combed with subterranean passages and endless caverns; make one of them yours! Caves, mushroom forests, dungeons and tunnels are what we want to see—extra points will be awarded for original and creative locations!

ROTDA14-2-VTT ROTDA14-2-PLAYER ROTDA14-2-GM
Who is allowed to enter?
Anyone can enter! We strongly encourage unpublished cartographers and graphic designers with minds as creative as their computer mice are deft to dive in and give this contest a shot.

Five Finalists A group of industry professionals will choose five finalists from these submissions to create a more detailed map for a second phase of judging. All finalists will enjoy a free 3-month subscription to AdventureAWeek.com, and the 1st and 2nd place winner will receive both a free 3-month subscription and their choice of two Adventure-A-Week PDFs or Fantasy Grounds II adventures.

Special Assignment Two of the five finalists will be hired to assist Jonathan G. Nelson with sections of a major upcoming print product from AdventureAWeek.com! More details to come as the end of the Mapmaster contest draws near.

Grand Prize Winner Receives a 6-month subscription to Adventureaweek.com, 6 free PDF adventures, and will be hired to provide cartography for multiple upcoming adventure releases in web, PDF, and print!

 

What are the requirements/guidelines?

  • Your final map must come in three visual formats:
    • GM – Map with grid on floor level only, text tags, scale, compass, title of map.
    • Player – Map with grid on floor level only, scale, compass. (Omit: text tags, title of map)
    • VTT – Map only. (Omit: grid, text tags, scale, compass, title of map)
  • Sent to submit@adventureaweek.com no later than February 25thth, 2014.
  • Only original maps are eligible (digital or scanned).
  • Not an overview or overland map; a GM should either run an encounter with your submission [Hint: this is what we want to see] or use it for a party progressing through a dungeon or cave system.
  • Be submitted as a PSD, PNG, or TIFF attachment in full color.
  • Have Mapmaster [insert name] in the email’s subject line.
    • Include your full name and contact information in the body of the e-mail.
  • DOES NOT include any references to any settings not published by Adventureaweek.com, LLP. Please note that AaW does not have a license to print adventures using settings published by other companies. Any such entries will be immediately disqualified. You may refer to locations from Aventyr (the Adventureaweek.com campaign setting).
  • Make sure you include the following information with your entry: Full Name, Email Address, Name of Map

 

Additional Rules

1. The contest is open to all.
2. One entry per person. The entry must be your own work, which has not been published previously, is not being considered for publication by any other publisher, and is original and does not infringe upon any copyrighted material.
3. All entries become property of Adventureaweek.com, LLP.
4. By entering this contest, you authorize the use of your name and likeness without additional compensation for promotion and advertising purposes in all media.
5. This contest is subject to federal, state, and local laws where applicable.
6. Adventureaweek.com, LLP reserves the right to withdraw or terminate this contest at any time without prior notice.
7. All decisions of Adventureaweek.com, LLP and the contest judges are final.

 

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Cultus Sanguineus – A Chase in Mohkba!

Mohkba Alleyway

Synopsis
Count Krev Ragata rushes through the narrow streets in one of the less wealthy areas of Mohkba having just met with several different black market merchants and keen to quickly reach his next destination. Ne’er-do-wells in the city have something else in mind, however, and a group of them ambush the noble directly in front of the adventurers, wrestling away several prized items as they stab him in the stomach with a wicked looking dagger coated in poison.

During the struggle Count Ragata yells, “the countess requires these for the ball! You cannot have them!”, before falling limp and unconscious. One of the muggers turns to see the job finished while his compatriots bound down the alleyway, making their escape quickly in frenzied dashes.

 

A Chase Through Mohkba!

As the party (4-6 adventurers of 8th-9th level) travels the less savory backstreets of Mohkba they suddenly hear shouting and commotion from a narrow, shadowed alleyway up ahead.

A giant of a man stands over a crumpled form at his feet—behind him, two other men are starting to run down the alleyway away from you. The inert form on the ground trembles and with great effort rises his hand and points at the man clad in flashy clothes and shouts: “Stop him, he has…”, but a precise strike from the brute cuts his sentence short. The large man raises his fist again, this time with the intention to quiet his victim permanently.

Hrolff runs at full speed to get the items he carries away from the scene. Vasiliev will stop and cover Hrolffs escape with spells and scrolls, while Eignar physically engages the party, to hinder the characters from pursuing. Hrolff reaches a large street in 1d4+2 rounds, where his tracks are lost in the crowd. Should the party almost catch up to him he will duck down another alleyway where Exsanguinator manifests his will (see Alleyway of Blood from the February 5th meal for the AaWBlog!)

The alleyway is 100 feet long by 10 feet wide (its sides are from 10 feet high to 25 feet high, varying as often as the motley architecture of the homes here) and at the end it connects to the veritable maze of narrow corridors that make up Mohkba’s infamous lower class quarter, providing plenty of alleyways to pursue Hrolff through—if the party gets past Eignar and Vasiliev.

Eignar Ravnirson CR 9

Image_Portfolio_1.13_Fantasy Rudolf Montemayor 05 XP 6,400
Male human monk (tetori) 9/barbarian 1
NE Large humanoid (human)
Init +1; Perception +14
DEFENSE
AC 17, touch 17, flat-footed 13 (+1 Dex, +1 dodge, +2 monk, +2 shield, +1 Wis)
hp 81 (9d8+1d12+29)
Fort +10, Ref +7, Will +7; +2 vs enchantments
Immune disease; DR 10/adamantine (currently under the effects of stoneskin; 62 hp left)
OFFENSE
Speed 60 ft.
Melee unarmed +11/+6 (2d8+5)
Ranged tanglefoot bags +7/+2 ranged touch (entangle and half speed for 2d4 rounds; Reflex DC 15 or glued to floor, DC 17 Strength or 15 slashing damage to regain movement; Range 10 ft.)
Space 10 ft.; Reach 10 ft.
Special Attacks stunning fist 9/day (Fort DC 15; fatigue or stun 1 round or sicken 1 minute)
STATISTICS
Str 20, Dex 12, Con 14, Int 8, Wis 12, Cha 10
Base Atk +7; CMB +16 (+20 grapple); CMD 23 (30 vs. grapple)
Feats Dodge, Rapid Grappler, Snapping Turtle Clutch, Snapping Turtle Shell, Snapping Turtle Style; Improved Grapple, Stunning Pin, Greater Grapple
Skills Acrobatics +14, Climb +18, Perception +14, Sense Motive +14
Languages Common, Klavek, Vikmordere
SQ Break free, counter-grappler, evasion, fast movement, graceful grappler, inescapable grasp, ki pool (magic, cold iron, silver; 5 points), maneuver training, permanent enlarge person, rage (6 rounds/day), purity of body, still mind, unarmed strike
Gear 5 tanglefoot bags, potion of invisibility, potion of negate aroma, potion of silence, sanguine antidote (the magical poison afflicting Count Ragata does not respond to mundane cures)
RAGING STATISTICS
AC 17, touch 15, flat-footed 11; hp 96; Fort +12, Will 9; +11 vs enchantments
Melee unarmed +13/+8 (2d8+7)
CMB +18 (+22 grapple); CMD 25 (32 vs. grapple)
TACTICS
Eignar uses his grappling skills to stall the party’s pursuit of Hrolff and Vasiliev—he will not hand over the antidote he carries voluntarily.
As the party tries to revive the count, Eignar taunts them from a distance and tries to goad them into rushing him by loudly yelling, “he is as good as dead now, your magics are no match for the power of my master!”, while holding up a flask filled with cyan liquid before slipping it into his pocket and assuming a fighting stance.

 

Vasiliev Dovrovich CR 7

Image_Portfolio_1.13_Fantasy Rudolf Montemayor 01 XP 3,200
Human bard 8
NE Medium humanoid (human)
Init +7; Perception +11
DEFENSE
AC 17, touch 15, flat-footed 13 (+2 armor, +1 deflection, +3 Dex, +1 Dodge)
hp 63 (8d8+24)
Fort +3, Ref +9, Will +6; +4 vs. bardic performance, language-dependent, and sonic
OFFENSE
Speed 30 ft.
Melee rapier +9/+4 (1d6-1, Crit 18-20/x2)
Ranged shortbow +9/+4 (1d6, Crit x3)
Special Attacks bardic performance 21 rounds/day (move action; countersong, dirge of doom, distraction, fascinate, inspire competence +3, inspire courage +2, suggestion)
Bard Spells Known (CL 8th; concentration +13)
3rd (2/day)—deep slumber (DC 18), dispel magic (DC 18), displacement
2nd (3/day)—eagle’s splendor, hold person (DC 17), invisibility, mirror image
1st (5/day)—charm person (DC 16), comprehend languages, disguise self, expeditious retreat, lesser confusion (DC 16)
0th—daze, detect magic, light, prestidigitation, read magic, resistance
STATISTICS
Str 8, Dex 16, Con 12, Int 14, Wis 10, Cha 20
Base Atk +6/+1; CMB +5; CMD 18
Feats Dodge, Improved Initiative, Magical Aptitude, Skill Focus (Use Magic Device), Weapon Finesse (rapier)
Skills Acrobatics +14, Knowledge (history) +13, Knowledge (local) +13, Perception +11, Perform (mime) +14, Perform (wind) +14, Spellcraft +15, Stealth +14, Use Magic Device +20
Languages Common, Klavek, Vikmodere
SQ bardic knowledge +4, lore master 1/day, versatile performance, well-versed
Gear bracers of armor +2, ring of protection +1, scroll of dispel magic (3 total at CL 9th), satchel with papers, a mask of diplomacy +1* (stolen from Count Ragata)
*This item is actually the mask of thirst, but only members of the Cultus Sanguineus are able to identify it as such.
BASE STATISTICS
Without eagle’s splendor, Vasiliev’s statistics are Bard Spells Known reduce spell DCs by 2, concentration +11; Cha 16; Skills Use Magic Device +18.
TACTICS
Vasiliev is under the effect of eagles splendor, displacement and mirror image (4 images) when the party shows up. Displacement lasts 6 more rounds. When the party arrives he takes up position in cover behind some barrels down the alley in the same direction Hrolff fled. Vasiliev intends to cover Hrolff’s escape alongside Eignar, using use his scrolls and spells to keep the party from mounting an effective chase until Hrolff is gone—Vasiliev then leaves Eignar and make his own escape with the help of his invisibility spell.

 

Hrolff Angirsson CR 7

XP 2,400
Human monk 7/barbarian 1
NE Medium humanoid (human)
Init +4; Perception +8
DEFENSE
AC 18, touch 18, flatfooted 13 (+4 Dexterity, +1 dodge, +1 monk, +2 Wisdom)
hp 58 (7d8+1d12+15)
Fort +8, Ref +9, Will +7; +2 vs enchantments
Immune disease
OFFENSE
Speed 85 ft.
Melee unarmed +7 or +7/+7/+2 (1d8+1)
Ranged tanglefoot bags +9 ranged touch (entangle and half speed for 2d4 rounds; Reflex DC 15 or glued to floor, DC 17 Strength or 15 slashing damage to regain movement; Range 10 ft.)
Special Attacks stunning fist 7/day (Fort DC 16, stun 1 round or fatigue)
STATISTICS
Str 13, Dex 18, Con 12, Int 10, Wis 14, Cha 8
Base Atk +6; CMB +9; CMD 25
Feats Fleet x3, Point Blank Shot, Shot on the Run; Deflect Arrows, Dodge, Mobility
Skills Acrobatics +15 (+26 to jump), Climb +11, Escape Artist +15, Perception +8, Sense Motive +9, Stealth +15
Languages Common, Klavek, Vikmordere
SQ Evasion, fast movement (barbarian 10 ft., monk 20 ft.), flurry of blows, high jump, ki pool (magic, cold iron, silver; 5 points), maneuver training, purity of body, rage (5 rounds/day), still mind, slow fall 30 ft., unarmed strike, wholeness of body
Gear boots of striding and springing, hat of disguise, potion of invisibility, potion of negate aroma, potion of cure serious wounds, 5 smokesticks, 5 tanglefoot bags, hidden satchel (amulet of the sundered heart*, cloak of the dark servant*); currently under the effects of a potion of nondetection (CL 9th)
*If identified, these appear to be nothing more than an amulet of natural armor +2 and cloak of resistance +2.
TACTICS
The only thing on Hrolff’s mind is taking the loot back to his master, he will fight if cornered, but will take the first opportunity to continue his escape, and use his hat of disguise.

 

After the battle, Count Ragata hopefully gets the antidote (otherwise, he dies within 1d4 rounds without a restoration spell) and the party retrieves the stolen items from Vasiliev. The count assures them that all the items are accounted for, but says that the mask is not his (a DC 32 Sense Motive check reveals that he’s lying) and the party should keep it—furthermore, they are all invited to a ball held at his manor in two days time. He hands them each a gilded invitation to the masquerade ball, giving them occasion to wear the recovered mask. Again thanking the adventurers from the depths of his heart, he sincerely looks forward to seeing them at the grand event and introducing them to some of his acquaintances.

 

[A Wiborg/Myler Projekt]