Everything Went Black

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Brief: A letter leads adventurers into a trap in a barn where they are attacked by attercob assassins.

Requirements:

  • Run on Friday Night
  • 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

    Misc: ,

    Props: Rope Light

    Treasure: , ( Description: Duration: Effects: )

    Scenes:

      In Game: a large barn very dimly lit Out of Game: module building. When they enter all the lights go out and red LED/ROPE Lights line the room as the only source of light Flee Point:

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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:

    • May Rift on 3 count at will in natural darkness
    • May cast Regenerate on self at will in natural darkness
    • May Renew skills when successfully killing blows a target in natural darkness

    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.