This small stone chalice is inscribed with strange markings of a creature breathing forth some kind of creature breathing forth a red mist. When filled with any kind of liquid (a full-round action), the contents change to what appears to be a potion of cure critical wounds and heals 4d8+9 hit points to any creature that drinks it before making a DC 20 Will save. Creatures that fail this save are cursed until they receive a regeneration spell; any time that they are made fatigued or eat food that is not bloody (a very rare stake qualifies) they must make a DC 20 Fortitude save or vomit forth blood, taking 1d4 Constitution damage. Dhampir, vampire and vampire spawn that drink from a sanguine chalice treat its contents as a potion of inflict critical wounds and heal 4d8+9 hit points.
CREATION Magic Items any cup or chalice suitable for drinking from
A character that makes a Knowledge (religion) check to learn about the sanguine chalice identifies the following fragments of lore: DC 15 This cup was the second calling card of Valthior the Valorous—every tavern he drank in fell silent when this cup appeared at the bar. None but he was ever seen to drink from it and after witnessing its healing properties, countless brawls were said to have broken out because of it. DC 20 The etchings and style of carvings indicate that the item is no less than 700 years old, though they are otherworldly and difficult to discern easily. DC 25 Last seen somewhere in the Klavek Kingdom, the thief Gallro’rk the Reckless made off with the sanguine chalice to parts unknown—the rogue was last seen entering the Underworld over a decade ago. DC 30 An ancient horror, the Exsanguinator, is depicted on this cup. It once belonged to a noble in the terrifying daemon’s bloody court.
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DESCRIPTION The head of this regal mace is covered in flowing, floral designs wrought from silver. Crimson metal caps the weapon and is wrapped around the upper haft in more noble designs and a gravitas seems to emanate from it, as though it hungers for combat.
This +1 silver heavy mace is normally just that, but in the hands of a wielder with the the undeath domain its true properties come to the fore—on a successful critical hit, the head of the weapon opens into vicious spikes that automatically succeed with a bite attack that deals 1d4 points of Constitution damage. The wielder gains 5 temporary hit points per point of Constitution damage dealt this way.
In the hands of a dhampir, vampire or vampire spawn, a sanguine mace automatically confirms critical hits.
HISTORY A character that makes a Knowledge (religion) check to learn more about the sanguine mace reveals some of the unique weapon’s lore: DC 10 Valthior the Valorous was a fighter of the undead and is still celebrated widely across the land. His mace felled beasts of the night and countless monsters that threatened smaller communities in the wilds. DC 15 While a hero of the people, holy knights and paladins chased Valthior everywhere he went and this mace quickly became his calling card. It is still sought by their orders and they’ll pay a finder’s fee to anyone that locates it. DC 20 It’s said that the sanguine mace originally belonged to a vampire king that Valthior slain singlehandedly, though the warrior is said to have disappeared decades ago in the same keep the undead lord once occupied. DC 25 Valthior the Valorous was in fact a dhampir and is said to live still—he is believed to exist in the keep, kept there by the slain vampire king’s spirit to save the surrounding communities from tyrrany.
CONSTRUCTION Requirements Craft Magic Arms and Armor, vampiric touch; Cost 14,300 gp 572 xp
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The paranoia and chaos reaches a fevered pitch as midnight nears before Countess Veresovich enacts the final portion of her plan—the large floor of the ballroom suddenly drops out from under the attendees of the masquerade, dumping all of them onto a steep slope that slides each into an unremarkable hewn stone chamber hundreds of feet below.
If the PCs fall with the nobles, read the following:
The muffled panicking of the crowds of lords and ladies has grown as every member of the masquerade suddenly understands the excruciating experience of being locked in a cage with portent of only doom. Then, in a moment that immediately draws silence from everyone present, a loud, ominous clockwork gear can be hear turning somewhere along the wall.
Before anyone can react, however, the floor drops out from underneath! The crowds of nobles fall a few feet (or in some cases, a few more feet) and slam into a pitched slope that funnels them all down into a pile of frantic limbs in a nondescript cavern roughly hewn from the stone.
If the PCs are in another room when the nobles fall, read the following
A loud grinding of gears reverberates through the walls as the consternation in the main hall suddenly quiets in response. A moment later scores of crying voices ring out briefly before disappearing—the floor of the entire room dropped out from under the masquerade’s guests, funneling them directly into a large chute that goes down for hundreds of feet into the darkness. Their cries for help are easily heard and whatever uncertainty about what troubles Veresovich Manor that remains is sure to be brought to an end below.
The nobles are all too cowardly to venture farther down the cavern until the party arrives, at which point all of them assure the PCs that they are clearly better suited for danger. A good thing too; the only exit from the chamber is a narrow, 200 foot long hallway that leads down a small motley of miniature bluffs inside of a larger chamber and at its end are a dozen of the Countesses’ most fanatical acolytes. They lie in ambush, waiting to massacre anyone that’s fallen into their master’s trap, filling the sloping rooms with blood that pool in the final area.
(12) Sanguineus Acolytes; 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.
After the cultists have been bested, Countess Veresovich makes her second attack: she orders her corpse companion and a second squad of 8 acolytes to assault the party.
With the blood of the fallen acolytes spilling onto the floor, you notice this entire cavern slopes towards another chamber. Inside of the next area you can clearly see Countess Darah Veresovich—her dress gown is gone, replaced by a set of vicious looking full-plate armor. She gestures at you and screams, “Kraujas, loyal followers, attack the interlopers! Coat the walls in blood! Sate your hunger for the crimson wine and drink your fill from the fallen!”
Once the battle seems to be going the adventurers’ way, the Countess decides to use one of her last cards: she enacts the binding rituals placed to affect the Items Sanguineus, conjuring forth whomever wore the vampiric amulet, mask and cloak (under her mental control, although it is not complete).
Countess Darah takes a brief instant to survey the battle and makes a split decision, screaming, “MORTUUS VIVENS!” Wards and spiritual markings flare along the walls and roof of the ceiling in spurts that become more and more frequent before they all pop with darkness that coalesces in the center of the main cavern. In the matter of a moment, a pallid, familiar figure emerges from the inky black cloud, prominent fangs jutting from their mouth…
Should one of the PCs have worn all three of the Items Sanguineus, they must make a DC 20 Will save each round or are under a dominate person effect controlled by Countess Darah Veresovich. If a member of the cult wears them (like Count Krev Ragata) they automatically fail their save each round unless they roll a natural 20.
“Vampire” is an acquired template that can be added to any living creature with 5 or more Hit Dice (referred to hereafter as the base creature). Most vampires were once humanoids, fey, or monstrous humanoids. A vampire uses the base creature’s stats and abilities except as noted here. CR: Same as the base creature + 2. AL: Any evil. Type: The creature’s type changes to undead (augmented). Do not recalculate class Hit Dice, BAB, or saves. Senses: A vampire gains darkvision 60 ft. Armor Class: Natural armor improves by +6. Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As undead, vampires use their Charisma modifier to determine bonus hit points (instead of Constitution). Defensive Abilities: A vampire gains channel resistance +4, DR 10/magic and silver, and resistance to cold 10 and electricity 10, in addition to all of the defensive abilities granted by the undead type. A vampire also gains fast healing 5. If reduced to 0 hit points in combat, a vampire assumes gaseous form (see below) and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest, the vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.
Weaknesses: Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire at bay takes a standard action. After 1 round, a vampire can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
Vampires cannot enter a private home or dwelling unless invited in by someone with the authority to do so.
Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see fast healing). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a vampire equal to one-third of its maximum hit points—a vampire reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire’s heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.
Speed: Same as the base creature. If the base creature has a swim speed, the vampire is not unduly harmed by running water. Melee: A vampire gains a slam attack if the base creature didn’t have one. Damage for the slam depends on the vampire’s size (see Natural Attacks). Its slam also causes energy drain (see below). Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Special Attacks: A vampire gains several special attacks. Save DCs are equal to 10 + 1/2 vampire’s HD + vampire’s Cha modifier unless otherwise noted. Blood Drain (Su): A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood. Children of the Night (Su): Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour. Create Spawn (Su): A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master’s destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again. Dominate (Su): A vampire can crush a humanoid opponent’s will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM’s discretion, some vampires might be able to affect different creature types with this power. Energy Drain (Su): A creature hit by a vampire’s slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.
Special Qualities: A vampire gains the following. Change Shape (Su): A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II. Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. Shadowless (Ex): A vampire casts no shadows and shows no reflection in a mirror. Spider Climb (Ex): A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Ability Scores Str +6, Dex +4, Int +2, Wis +2, Cha +4. As an undead creature, a vampire has no Constitution score. Skills Vampires gain a +8 racial bonus on Bluff, Perception, Sense Motive, and Stealth checks. Feats Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, and Toughness as bonus feats.
As the vampire appears and some of the wards around the chamber fizzle away, a second wave of acolytes pours in from behind the nobles and a true slaughter commences as the PCs fight against the leader of Cultus Sanguineusand her vampire thrall: either a fiendish Krev Ragatanow with the vampire template, a Sanguineus Acolyte (use their statblock above) with the vampire template or a turned member of the party!
Blood Sucking Leech Pits
Each of the pools in the main chamber is only a few feet deep but hides a greater danger than slipping down; a DC 20 Perception check reveals that leech swarms occupy the blood ponds. These creatures have been specially prepared by Countess Veresovich and are a rare breed from exotic lands that instantly latch on to anyone that steps into one of the slough—traveling through these squares requires a DC 15 Reflex save for each 5 ft.-square entered. On a failed save, creatures are subjected to one swarm attack from the vermin as they eat their fill. Otherwise the creatures are content to stay in their confines and lap up the wave of crimson nourishment sure to pour their way.
LEECH SWARM CR 4
XP 1,200 N Diminutive vermin (aquatic, swarm) Init +4; Senses blindsight 30 ft.; Perception +0 DEFENSE AC 18, touch 18, flat-footed 14 (+4 Dex, +4 size) hp 39 (6d8+12) Fort +7, Ref +6, Will +2 Immune mind-affecting effects, swarm traits, weapon damage Weaknesses susceptible to salt (see giant leech) OFFENSE Speed 5 ft., swim 30 ft. Melee swarm (2d6 plus poison) Space 10 ft.; Reach0 ft. Special Attacks blood drain, distraction (DC 15) STATISTICS Str 1, Dex 18, Con 15, Int —, Wis 10, Cha 2 Base Atk +4; CMB —; CMD — Skills Stealth +16 (+24 in swamps), Swim +12; Racial Modifiers +8 Stealth in swamps, uses Dexterity to modify Swim checks SPECIAL ABILITIES Blood Drain (Ex) Any living creature that begins its turn with a leech swarm in its space is drained of its blood and takes 1d3 points of Str and Con damage. Poison (Ex) Swarm—injury; save Fort DC 15; frequency 1/round for 2 rounds; effect 1d4 Dexterity drain; cure 1 save.
The Battle Behind Them! The Countesses’ grand plan has led both the nobles and the acolytes (of which, there are about 50 each) to fall into states of adrenaline borne of bloodlust, fear, magic and exotic spices. During this side encounter (which occurs in the cavern the adventurers were fist ambushed in), both sorties receive the advanced template though once the PCs engage them and their master is gone, the cultists lose their fervor and cease to be a unified force (if they were an army, they aren’t anymore and disperse: see below for details).
Mass Combat in Cultus Sanguineus
There are a number of waysto incorporate this enormous melee combat into your game, but the AaWBlog recommends using this opportunity to try out Paizo’s excellent Mass Combat Rules. Because of the space restriction and build of the map however, their movement and space rules differ slightly. 1) Each army always occupies 10 contiguous squares until reduced to ½ the unit’s hit points, at which point its DV and OM are both reduced by 2 and it only occupies 5 contiguous squares. 2) When reduced to ¼ hit points, the army disperses, reverting to single creatures; take the total number of the army’s remaining hit points and divide it by its maximum hit points; multiply this by 25 and round down for the total number of remaining units (which are too ineffectual to engage an army unit and are sure to die soon).
Klavekian Noble Army
N Small (50) army of humans (klavek aristocrat 6) hp 13; ACR 3, ranged DV 14; OM3 Special ferocity Speed 1 (on this map, 4 squares); Consumption 1 Note Due to their hardy survival instinct, the Klavek nobles benefit from the Ferocity special ability if demoralized or routed. It may continue to act for one more Melee phase, and its OM and DV are reduced by 4 for that phase.
Adrenal Klavekian Noble CR 5 (XP 1,600)
Male human [Klavek] aristocrat 6 (temporarily advanced) HP 39 (6d8+12); AC 16 (+4 Dex, +2 natural) Init +4; Speed 30 ft.; Atk unarmed +2 (1d3+2, provokes attack of opportunity), rock +4 (1d4, range 10 ft.) Base Atk +4; CMB +6; CMD 20 AL Neutral; SV Fort +4, Ref +6, Will +7; Str 14, Dex 18, Con 14, Int 17, Wis 15, Cha 19 Skills Appraise +15, Bluff +13, Diplomacy +15, Intimidate +11, Knowledge (geography) +8, Knowledge (local) +8, Knowledge (nobility) +8, Perception +8, Profession (merchant) +11, Sense Motive +11; Feats Deceitful, Persuasive, Skill Focus (Appraise), Skill Focus (Diplomacy)
NE Small (50) army of humans (fighter 4/sorcerer 1) hp 16; ACR 3, ranged DV 15; OM 5, ranged Special armor training, bravery, cannibalize, spellcasting 1, weapon specialization Speed 1; Consumption 1 Notes Once per battle, increase the army’s OM for either ranged or melee attacks by 2.
Adrenal Sanguineus Acolyte CR 5 (XP 1,600)
Male or Female human (Klavek) fighter 4/sorcerer 1 (temporarily advanced) HP 54 (4d10+1d6+29); AC 20, touch 14, flat-footed 16 (+6 armor, +3 Dex, +1 dodge, +2 natural) Init+3; Speed 30 ft.; Atk mwk rapier +8 (1d6+5, Crit 18-20/x2) or mwk light crossbow +8 (1d8, Crit 19-20/x2, Range 80 ft.) Base Atk +4; CMB +7; CMD 20 AL Neutral Evil; SV Fort +5, Ref +6, Will +5; Str 16, Dex 16 (20 restricted by armor), Con 19, Int 12, Wis 14, Cha 18 Skills Bluff +10, Intimidate +9, Knowledge (religion) +6, Perception +7; 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 +5, +9 defensive; spell chance failure 25%) 1st (3/day)—ray of enfeeblement (DC 17; CL 2nd), ray of sickening (DC 17; CL 2nd) 0th—acid splash, detect magic, mage hand, touch of fatigue (DC 16; 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.
With Countess Darah defeated, the acolytes broken and perhaps with a few nobles left alive to tell of their deeds, the party might feel victorious as the conflict draws to a close—their moment of triumph is brief, however, as the pooled blood that now fills the main chamber begins to steam….
[Stay tuned to the AaWBlog for the FINALE of Cultus Sanguineus as the prime evil behind this debacle in Mohkba is revealed in tomorrow’s Statblock Sunday!]
Also, today’s beautiful cartography is brought to us today by Justin Andrew Mason! We cannot thank him enough and are absolutely beside ourselves to add yet another new contributor to the AaWBlog crew!