Written By:
Brief: A letter leads adventurers into a trap in a barn where they are attacked by attercob assassins.
Requirements:
Synopsis: A report is delivered to the tavern “Large fast shadowy humanoid shapes with red markings have been sighted in the forest and are trying to capture citizens” this was a missive sent by the Bloody Shadow Attercob Assassins. When the adventurers arrive, it is a large barn very dimly lit. When they enter all the lights go out and red LED/ROPE Lights line the room as the only source of light…. Then the chittering begins…. The Attercob Assassins are hunting for worthy prey and will chase them all the way back to the edge of town but won’t approach the tavern, but they will lurk outside waiting for victims.
Number of Cast Members: 1
Props: Rope Light
Treasure: , ( Description: Duration: Effects: )
Scenes:
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Everything Went Black
Everything Went Black
Written by: Chris Colland Reviewed by: [Name]
Brief: A report is delivered to the tavern “Large fast shadowy humanoid shapes with red markings have been sighted in the forest and are trying to capture citizens” this was a missive sent by the Bloody Shadow Attercob Assassins to lure out some prey for a nighttime snack
Requirements: A Horrible Night to Have a Curse has been ran
Synopsis: The Bloody Shadow Attercob Assassins are hungry and they want blood to feast. A false missive has been sent by the Attercob via a charmed Vindale Guard. The PCs are given instructions that lead them to a barn outside of the central city proper, upon arrival, it is a large barn very dimly lit. When they enter all the lights go out and red LED/ROPE Lights line the room as the only source of light…. Then the chittering begins…. The Attercob Assassins are hunting for worthy prey and will chase them all the way back to the edge of town but won’t approach the tavern, but they will lurk outside waiting for victims.
Outcomes: (1) The Bloody Shadow Attercob Assassins are defeated and they are gone for now…
(2) The Bloody Shadow Attercob Assassins pursue the fleeing PCS to the towns edge and then lurk in the darkness till they find a victim for 30 minutes after the module…
Rumors: “The seasonal wildlife of Vindale has begun to stir… Fast moving shadows and glowing eyes have become common sightings outside the city walls now…”
Hook: A Vindale Guard comes to town with the location of the creatures as they has stopped moving in a Barn outside of town
Number of Cast Members: 5
Roles: Bloody Shadow Attercob Assassin x4, Vindale Guard
Props: Black Fur Tabards /w Red Markings for Attercob, Red Rope Lighting, Tarps
Tags and Treasure: Coins, Components, Production, Cantrip Pages
Scene 1: (OOG) Mod Shack (IG) Seemingly Abandoned Barn
Flee Point: Mod Shack Door (NPCs will pursue)
Non-Standard Effects: None
Rules Clarifications: None
Craftsman Information: None
Transformations: None
Running Notes: This module introduces one of the deadliest agents the Bloody Shadow House uses, the Attercob Assassin. This is a new breed of Attercob Vampiric Assassin hybrid. The PCs will enter the building and the Mod Shack to find all lighting go out except red lighting, then the chittering begins from the darkness. This was a brutal trap set to catch “dinner” and they will pursue back to the edge of town to lurk for 30 minutes. A module that becomes a random if you will depending on outcome.
Alryn (M) or Serith (F) (Vindale Guard)
A local town guard in Vindale. Your loyalty is to the protection of Vindale and its citizens. You don’t know as much as people think about the happenings of Vindale; but that is for the best for your job and their safety.
Descriptive Phrase: Properly Repped
Body: 50 (30 Armor)
Defenses: Dodge x1, Resist Poison x3, Resist Sleep x3, Resist Charm x3, Resist Physical x1
Magic: Cure Light Wounds at Will, Illumination at Will
Weapons: Sword
Damage: 10 Silver
Abilities: Slay/Parry x2, Physical Refit x1, Read/Write, First Aid, Healing Arts
Transform: None
Killing Blow Active: Only Monsters
Motivations: Protection of Vindale and its Citizens
Bloody Shadow Attercob Assassin
You time in the Underdark prepared you for lots of things but never for this. Embraced by a vampire, your bloods mixed in a ritualistic bonding that bred a new type of killer. You are almost the perfect killer, fast and stronger than other Attercobs but your hatred of the sun is intensified to a Vampires hate.
Descriptive Phrase: Black furry humanoid with red markings
Body: 200 (50 Natural Armor)
Defenses: Dodge x10, Double Damage from Light and Flame, Immune to Lightning, Half Damage from Ice, Resist Physical x1, Cloak Curse x5, Cloak Chaos x5, Bane I Call Forth x5, Immune to Binding, Immune to Poisons, Immune to Command
Magic: Physical Web x5, Magic Web x5, Physical Stike Confine x3, Vertigo Gas x5, Sleep Gas x5, Paralysis Gas x5
Weapons: Claws and Shield or Claws/2h
Damage: 20 Magic Disease, 60 Magic Disease (from behind)
Abilities: Gaseous Form x3, Physical Waylay x10, First Aid, Read/Write, Healing Arts, See Special Ability
SPECIAL ABILITY:
Transform: Bloody Shadow Attercob Lvl 9 (Already Transformed)
Killing Blow Active: Yes!!!! Kill anything or anyone not Vindale Court aligned in the darkness
Motivations: FEAST ON THE NEW VICTIMS OF VINDALE!!! Lurk in the darkness and seek victims to sate your bloodlust.