Contagion

On found Sam Nekruv asking for coin or work, and offered a few gold if he would come to his house and assist him for the day. Sam, knowing the man’s reputation, went with him. Once in the house, On bound Sam and preformed a transfusion and ritual on him, infecting Sam with rat blood and planting a seed of chaos within him. He gave Sam a forget-it-well potion, and dropped him off back where he came from. Sam Nekruv has no memory of this encounter.

Sam Nekrov is a vagabond, and as he neared Vindale, developed a cough and started coughing up green phlegm. As his condition worsens, he sends for someone he knows, so he can convey a letter. Before he is able to do so, Sam explodes into a swarm of dire chaos rats. The dire chaos rats continue to plague the town.

There is a spring in town that has been spelled to give the drinker a Cure Light Wounds potion once. But as time goes on, those who drank from the spring have developed a green rash. Also, the dire chaos rats avoid anyone who has drank from the spring.

Three people show up in the tavern, all sporting the same green “holey lotus” pox. They have all drank from the spring, and their green rash developed into the pox.

A black deer with glowing green antlers show up in town with a missive and antidote from Feihlen Brighthelm. He instructs the adventurers on how to cleanse the spring, and rid themselves of the pox.

Roles: Dire Chaos Deer , Dire Chaos Rats , Dire Chaos Wolf , On Brighthelm

Misc: Brighthelm_background, rats, well sign

Corpseflower

The les Sangsues Abbyssale has been using Blood Magic to augment his wine making and it makes a delicious wine! This wine, while tasty, has some minor side effects where it causes those that drink it to dream of the gushing of blood and eventually, red veins appear on the neck and wrists.

Sadly this wonderful wine with only a few small problems was too good to last and the whole blood magic thing has corrupted his vineyards. He realizes the extent of this midway through the event as he is packing up the wine to deliver the town. He then needs to get the players to burn the corrupted vines.

The les Sangsues Abbyssale was approached in an inn and talked into and sold the ritual for the blood magic by a man named Vodrel. He then disappeared, and Abbyssale hasn’t seen him again.

The players may at some point be frustrated with him for offering the wine that corrupts their thoughts and dreams. That seems like overreacting to me, but who am I to judge.

Roles: Blood Spider , Blood Tainted Rat , Blood Tainted Rat , Dire Blood Spider , Dire Blood Tainted Rat , les Sangsues Abyssale (aka Frank Grisk)

Hoylean

Soulless Existence

The Heist

Horatio stole “The Book of Invitations” , a magical book, from the private library of Lucen, The Senechel of Vinale. The theft went out without a problem as at the start of the gathering Lucien has still not noticed that his book is missing and will only notice this midday on Saturday. Sadly when the theft was completed it brought the book out of the protective vault that it is normally kept in alerting the forces of Haskell the time lord that the corrupt book was in the area. Haskell’s imprisonment is a tale for another day but his operation operates well enough without his involvement and a swarm of Clockwork Beasts began to hunt down the Book and by proxy Horatio. The

Luke’s Wall

Horatio realized that he was about to be overwhelmed and enacted a ritual to buy him time. He is hoping that one of his allies would arrive and rescue him. Sadly they are not aware that he is in this predicament so he is going to die in this clocktower This ritual slowed all of the time around him by consuming the time that was in his very heart. There are many ways to circumvent this ritual but none that the clockwork golems could manage.

Misc: Book of Invitations

Friday Night

8 Modules to run

Shadow of Eternal Sin: A small catacomb for a family's children who were known to have died from a plague in Vindale many years ago.

Into the Everblack: Players arrive and are given Blackthorne’s Guide to Surviving Vindale by Roger Blackthron

Army of the Night: Adventuers are attacked by waves of bats and wolves.

Seven Souls: The vindale nobility introduces itself.

Full Dark, No Stars: A band of Hoyleans Warriors come to town demanding “The Sacrifice of Light” be completed before dawn or there will be a terrible anomaly released upon Vindale.

What a Horrible Night to Have a Curse:

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

Cursed to Die: Solen Oakblood seeks help in ending his vampyric life.

Saturday Morning

4 Modules to run

Sunless Empire: A scout reports an indestructible altar in the forest with 7 slots for what look to be small statues to be placed.

A Bloody Good Deal: The les Sangsues Abyssale passes through town, singing his own praises and trying to sell his dubious wares.

A Wandering Plague: Sam Nekruv, a wandering beggar, passes through Vindale in search of charity.

Lie to My Face: Merchants sell components and other unusual wares.

Saturday Early Afternoon

6 Modules to run

Death Magick for Adepts:

Drown Me in Blood: A creature known as The Hate Beast has been seen stalking through the forest. This creature is driven by nothing more than hatred and malice. He feeds on your Hate and gives it back sevenfold

Oops, More Blood: The les Sangsues Abyssale get help with his Blood tainted vines that he used to make the wine for the town.

Sanity Hits a Perfect Zero: A sealed chest has been discovered in an abandoned building near Vindale, but no one can figure out the lock on it.

A Plague Is Born: Infection consumes Sam the wandering Begger and unleashes a horde of Giant Rats upon the Half Pony Inn.

A Plague at the Inn: When the adventurers leave the storehouse in A Plague is Born, they can hear screams coming from the inn next door. They can choose to investigate or not.

Saturday Early Evening

1 Modules to run

A Plague Revealed: Several people are seen near/in the tavern. They all have a green pox on their face and hands. They are all of differing races, backgrounds, and jobs. But they all one thing in common, they all drank from the spring in town.

Saturday Night

3 Modules to run

Hourglass: Inside of the clocktower is an agent outside of time the Golems are hunting.

It's a Plague, My Deer: A black deer with glowing purple antlers has been spotted near the town. It acts like it wants someone to follow it. When followed, the deer leads them right to the source of the plague.

Cold Dead Summer: Cassius, a vampire leads the adventurers to a trap under the pretense of finding missing children.

Reaction

4 Modules to run

Players resist arrest when framed for the murder of the Crinamorte Vampire Clan.I Am the Law:

Players decide to travel to retrieve the Copper Key from the keeping of the lord of nightmare.Keyway: Players go to the nightmare realm to retrieve the Copper Key.

Oops More Blood ranWe'll Beat'em Bloody: From the blood magic wine, to the affected roots, to selling them junk wares, the adventurers have a bone to pick with les Sangsues Abyssale. They can track him down in his house at his vineyard.

PC or NPC drinks from the well in townWell Worth the Risk: The well in town has been enchanted. Drinking from it gives healing properties but also can cause you to turn into a rat swarm.

Randoms

2 Modules to run

Orc Scouting Pary: Bloody Fist Scouts attempt to gather inteligence.

The Plague Is Upon You: The escaped rats from "A Plague is Born" the attack the town and try to infect people.

NO SCHEDULE!!

10 Modules to run

Please add a schedule to your modules

: -- Written by

Blood and Fire: This module is 3 part, it starts with a invasion of Blood Golems as randoms, a follow up wave of Golems with a note found on one of the Golems with a “drop point” and becomes a raid on a storehouse containing the last Blood Golems sent out, a burnt note is found at the last place with the words “Thanks for your support and gold ~TG” The Blood Golems are sent from the Vindale Vampires Courts to collect Blood for the Blood Bath on Saturday Night. The Blood Golems are hunting for fresh blood to drain from people. Each Killing Blow is a “unit” of blood for them, once they get 5 Killing Blows they will retreat to the Courts. This is part of a greater plot connected to another area around Elysia. -- Written by

Blood and Fire: This module is 3 part, it starts with a invasion of Blood Golems as randoms, a follow up wave of Golems with a note found on one of the Golems with a “drop point” and becomes a raid on a storehouse containing the last Blood Golems sent out, a burnt note is found at the last place with the words “Thanks for your support and gold ~TG” The Blood Golems are sent from the Vindale Vampires Courts to collect Blood for the Blood Bath on Saturday Night. The Blood Golems are hunting for fresh blood to drain from people. Each Killing Blow is a “unit” of blood for them, once they get 5 Killing Blows they will retreat to the Courts. This is part of a greater plot connected to another area around Elysia. -- Written by

Funeral Thirst: -- Written by Chris Colland

Light Puzzle: There are 4 “beacons” that have a platform pedestal to set an object. The “beacons” will set off “randomly” and that will turn off different “barriers” and make different “rooms” accessible in the “Tarp Maze” to seal and unseal rooms for objects they need to get to build a statue to progress further to the treasure -- Written by

Nightbringers: A local family has been given a cursed object by a shady merchant, they were told once a day it would produce a magnificent feast. -- Written by Chris Colland

Servants of the Horde: Bloody Fist Hit Squad comes looking for answers about their fallen scouts and why their men’s heads are on spike as a threat. They are taking this as an act of war. These guys came armed to the teeth too. -- Written by Chris Colland

To a Breathless Oblivion: Locked away in a stone crypt, a layer of red vines wrapping across the door, sleeps a family crypt of restless angry spirits who are bound here and seek release but have been driven mad by the visions they have seen for 20 years. Their physical bodies are perfectly preserved in their sarcophagus but their faces are frozen with anguish and horror. From their bodies rise Wraiths of pure Madness, these spirits want others to be driven to Oblivion aswell and will not rest until slaughtered. These are mercy killings, once the Wraith is defeated from each body, they will return the essence to the corpse and the decay will instantly appear, the soul will pass on freely now to the other side and a reward of treasure will be where the final Wraith was slain. -- Written by

Unhallowed: A cavern was discovered after a merchant was taken from the town square by a creature with a bloody face. The Eye Slitters live in a large cavern a short distance from the city of Vindale. These creatures cannot see, they are completely blind and live solely by sound. If you disturb them they will attack with unrelenting fury. If you are quiet and don’t make a Sound they will ignore your presence. The merchant is laying in the corner of a cavern opening bloody and hurt with a withered leg, forcing someone to help carry him and not be able to fight. The encounter can be defeated VERY carefully with stealth and getting the Merchant and his chest out OR they can trigger the Eye Slitters and risk fighting them all. The lighting will be very Low in the cave and the Eye Slitters will be roaming the Cavern looking for intruders. -- Written by

You Will Know the Lion by His Claw: A Forest Crypt is guarded by mysterious Marble Lion Statues. They seem to have been here for a long time at this point but pristine in upkeep. They belonged to the Lionheart of the pre-adventuring days of Vindale. Lord Lionheart was a renowned sculptor. In secret he made these to defend his families Crypt and underground complex. Lord Lionheart was bitten by a Vampire and turned, but he did not suv on to the bloodlust like the Vindale Vampires did. He lived out his days turning his beautiful statues into weapons of war. They were modeled after Diamond Golems but he believed Marble to be the superior Material for the ultimate weapon. In the depths of the Crypt is a very old Lord Lionheart who will attempt to barter a deal to be left alone with a chest of treasure should they give him a chance to make this deal. He will tell them that his original blueprints were taken by the Vindale Vampires so he can only make them from memory but they aren’t perfect like they once were. They Vindale Vampires orchestrated this hit on Lord Lionheart to remove him from the opposing side since he was so adamantly against them. -- Written by

Friday Night

8 Modules to run

Shadow of Eternal Sin

Written By: Chris Colland

Brief: A small catacomb for a family's children who were known to have died from a plague in Vindale many years ago.

Requirements:

  • Run on Friday Night
  • Lie to My Face has been ran
  • Synopsis: Grim, the Gravekeeper of Vindale, heard clawing from the inside of the tomb during the night and wants the Adventurers to investigate. The catacomb hasn’t been unsealed in 20 years till now. When the catacomb opens, 6 children sized Vampires rise up in blood frenzy to meet the adventurers to feast on their blood

    Outcomes:

    1. The PCs enter the small catacomb and defeat the 6 children sized Vampires
    2. The PCs ignore the request or don’t kill the Vampire Children due to lack of Stakes of Woe
    ~

    Number of Cast Members: 7

    Roles: Grim The Gravekeeper of Vindale, Vampire Children x6

    Misc: ,

    Props: Black Cloak /w Raven Mask for Grim, PC Style Clothing for Vampire Children

    Treasure: Coins, Components, Production, Cantrip Pages,, MI( Description: MI Duration: MI Effects: MI)

    Hook: A Vindale Guard comes to town with the location of the creatures as they has stopped moving in a Barn outside of town

    Scenes:

    Transformations: Undead Hunter

    Running Notes: This module reveals how little people know about dealing with plagues in a medieval society. The family put these children to “rest” when they contracted a plague and died, or so they thought. There was a plague 20 years ago in Vindale but these children were infected with Vampirism. Now they have awoken from their torpor sleep and are in blood frenzy. When enter the vampires are staring into different corners of the room and all turn around at once and hiss as they attack.

    Shadow of Eternal Sin :

    Grim, the Gravekeeper of Vindale

    You are an avatar of Death in Elysia. You serve the Graveyards directly with no higher master. You are aware of the Vampire problem Vindale faces but you have been ordered to tend the dead while others reap the dead. You don’t remember anything of your life before death, but in death your spirit has become a powerful Guardian of Vinadle. Ever the Vindale Vampires fear and respect your role in the cosmology of things.

    Descriptive Phrase: Properly Repped /w Raven Mask

    Body: 800

    Defenses: Dodge x20, Phase x20, Return x20, Magic to Hit, Healed by Healing and Destruction, Immune to Command/Charm/Poison/Curse/Death/Binding, Arcane Vengeance 200 x50

    Magic: 20 Block Earth, 60 Formal, Destroy Undead at Will, Turn Undead at Will, 90 Elemental Destruction at Will, Arcane Solidify at Will

    Weapons: Sword and Shield

    Damage: 50 Magic Destruction/100 Magic Destruction from Behind

    Abilities: Slay/Parry x20, Assassinate x20, Rift at Will, Focus, Read/Write, First Aid, Healing Arts, Alchemy x30

    Transform: Keeper of the Graveyard lvl 9

    Killing Blow Active: Yes

    Motivations: Protection of Vindale dead. Natural order of Death is maintained.

    Special Abilities:

    - Grim is a Spirit of Death. Not THE spirit of Death but a Spirit of Death.

    - Grim can cast any Formal Magic related to the Death Plane (Gate, Asylum, Summon, Etc) at Will

    - While being a Spirit of Death, Grim is very much alive with a metabolism but due to his “Blessing” he is immune to most status effects.

    - Grim can Renew a person’s skills if an Offering is made to Death. The offering is typically a life for a life, but anything of major sacrifice that would please Death and the Graveyards would suffice. If Grim does this for a person, they are drained of their emotions till the next sunrise as a result of the overwhelming Death energy used to power this magic.

    - As a Spirit of Death, all Undead will see you as the literal Grim Reaper and recoil in fear from you. Even the Vampire Princes of Vindale are affected.

    - Any weapon Grim uses to Killing Blow any Undead will act as a Stake of Woe


    Shadow of Eternal Sin :

    Vampire Children

    You were the victim of a Plague in Vindale 20 some years ago, or so your parents thought. You were infected with Vampirism and there was no cure in sight. They did everything they could, but your parents put all their children in this Catacomb and choose to write them off as dead instead of see them become monsters.

    Descriptive Phrase: Pale Human Child

    Body: 70

    Defenses: Dodge x1, Return x1, Half Damage from Lightning, Immune to Cold, Heald by Chaos, Double Damage from Fire

    Magic: Arcane Vampire Charm x3, Magic Fear x3, Magic Taint Blood x3, Magic Cause Mortal Wounds 40 x5

    Weapons: Claws

    Damage: 10 Magic Drain Life

    Abilities: Gaseous Form x3, First Aid, Read/Write, Healing Arts, See Special Ability

    Transform: Vampire

    Killing Blow Active: Yes, Drink all their Blood

    Motivations: FEAST ON THE NEW VICTIMS OF VINDALE!!! Lurk in the darkness and seek victims to sate your bloodlust.

    SPECIAL ABILITY:

    - Can “Devour” on a 3 count and recover 40 body if they feast on a freshly “killed” enemy. This is not a killing blow effect and still be healed back up

    - MUST BE KILLED WITH STAKE OF WOE

    Upon exiting Grim will offer to fix any status ailments from the fight


    Into the Everblack

    Written By:

    Brief: Players arrive and are given Blackthorne’s Guide to Surviving Vindale by Roger Blackthron

    Requirements:

  • Run on Friday Night
  • Synopsis: The game opens with the players coming into town, along the road are blue/purple torches and Orc heads impaled on spikes. Standing infront of the Tavern is Roger Blackthron , member of the Blackthorn hunter family, cloaked in black hiding their face handing out the “Blackthorne’s Guide to Surviving Vindale” to the new coming adventurers. Roger, tells the advenurers that new adventures haven’t been to Vindale in 3 years.

    Outcomes:

    1. Players are given Blackthorne’s Guide to Surviving Vindale
    ~

    Number of Cast Members: 1

    Roles: Roger Blackthorn

    Props: Blackthorne’s Guide to Surviving Vindale, Purple Torches, Orc Heads impaled on spikes

    Costuming: Black cloak hiding his face, Sash of the Blackthron Family Crest

    Hook: Opening module. Players arrive in vindale.

    If there are images in this attachment, they will not be displayed. Download the original attachment

    Into The Everblack

    Into the Everblack

    Written by: Chris Colland Reviewed by: [Name]

    Brief: The game opens with the players coming into town, along the road are blue/purple torches and Orc heads impaled on spikes.
    Requirements: Game On has been Called

    Synopsis: Standing infront of the Tavern is a member of the Blackthorn hunter family cloaked in black hiding their face handing out the “Blackthorne’s Guide to Surviving Vindale” to the new coming adventurers. The cloaked information vendor will tell them that new adventures haven’t been to Vindale in 3 years now. This sets up the entire weekend to come for the harvest festival.

    Outcomes: (1) The PCs take the Vindale Survival Guide and listen to the warning

    (2) The PCs take the Vindale Survival Guide and ignore the warning

    Rumors: “A dark cloud begins to cover Woodhaven. The skies are overcast with a green hue. The flora is more vibrant and begins to glow in the moonlight.”
    Hook: Silas/Luna Blackthorne comes to town passing out Vindale Survival Guides

    Number of Cast Members: 1

    Roles: Silas/Lunda Blackthorne

    Props: PC style clothing for Blackthornes, Blackthorne Necklace

    Tags and Treasure: Vindale Survival Guide!

    Scene 1: (OOG) Infront of the Tavern (IG) Burning Goblet Tavern in Vindale

    Flee Point: None

    Non-Standard Effects: None

    Rules Clarifications: None

    Craftsman Information: None

    Transformations: None

    Running Notes: This module is the very first scene of the event. The PCs approach the tavern to see impaled Bloody Fist heads on pikes in between purple burning torches of Vindale. Silas/Luna Blackthorne will give them the Vindale Survival Guide written by the Blackthorne family. Silas/Luna will avoid most questioning and just stick to handing out the guide so they can return to the camp unnoticed

    Silas (M) or Luna (F) Blackthorne Guide

    You are a loyal servant and scout for the Blackthorne Hunter Family. Your years of service, short may they be, but very eventful. You have lasted longer than the others who took the Oath when you did. You hope to be promoted to a proper Hunter one day but the thought also scares you having to be the last line of hope for humanity against the forces of Darkness.

    Descriptive Phrase: Properly Repped Blackthorne Hunter

    Body: 60 (20 Armor)

    Defenses: Dodge x2, Resist Poison x3, Resist Sleep x3, Immune to Charm (Blackthorne Oath), Resist Physical x1

    Magic: 4 Block Earth, 10 Formal

    Weapons: Any

    Damage: 15 Silver or Magic

    Abilities: Slay/Parry x3, Physical Refit x1, Read/Write, First Aid, Healing Arts

    Transform: Hunter lvl 7

    Killing Blow Active: Only Monsters

    Motivations: Uphold the Blackthorne Family Oath, Protection of Vindale and its Citizens

    Into the Everblack : Roger Blackthorn

    You have been an active vampire hunter for quite some time and it has left you with a signifigent amount of fear and trauma. The absence of the adventurers has left far far too much work for your clan and left you with an assortment of nervous tics and fears.


    Body: 50

    Weapons: Longsword

    Damage: 10 Silver/ 20 Silver from the back

    Defenses: Dodge 2x

    Killing Blow: Yes but only against those fell creatures of the night.

    Motivation: Enlist help and appraise the visitors about the dire situation they are coming into.

    Speech: If conversing with civilians speak slowly as if you are trying to find your words. Once you begin talking about Vampires and your work the words come easier and you seem almost tranformed.

    Tactics: Once it is clear that are are dealing with a creature of the night more confidently and firmly like you have done this all before and this is routine.

    Movement: Timid, almost fearful until things get out of hang then the muscle memory kicks in and it's WHAM BAM THANK YOU MAM.

    Army of the Night

    Written By:

    Brief: Adventuers are attacked by waves of bats and wolves.

    Requirements:

  • Run on Friday Night
  • Synopsis: Shortly after the adventurers reach the City of Vindale and enter the Tavern. A swarm of Wolves of the Feral Hunt and Bats of Sanguine Reaping descend on the town of Vindale. Their numbers seem vast and relentless, after some time they will pull back once they have tested these new adventurers.

    Seven Souls

    Written By: Chris Colland

    Brief: The vindale nobility introduces itself.

    Requirements:

  • Run on Friday Night
  • Army of the Night has been ran
  • Synopsis: Shortly after Army of the Night, the Seven Souls of Vindale approach the tavern. The current Seven Souls are the “Human” court of Vindale that run the town proper for the Vindale Vampires. They are all on board with the Vampires plans to keep Vindale safe, they run the day to day for the humans so they feel safer. The Vindale Vampires are smart and have faced the wrath of mass adventurers many times before, but this time a more “peaceful” agreement has kept them alive. The events of the last 4 years were very hard on the people of Vindale, their only saviors were the Vindale Vampires. Just when they believed all hope was lost during the time of the Bloody Fist rising, the Vampire emerged from the shadows and brutally out the Bloody Fist down. Rumor was they killed a previous general of the Bloody Fist and sent his head to the Warlord. A big focus of the council is to upkeep the “Masquerade” the Vindale Vampire have put in, the Masquerade is their system of laws and rules in exchange for security. The people of Vindale live a very good life for standards of the time, the wine flows, intellectual society flourishes in Vindale, a large focus on the Arts and Science of the land, and educated people make for a better world.

    Outcomes:

    1. The PCS take welcome to the Vindale Council and can answer questions
    2. The PCs don’t care to meet the Vindale Council or ignore their attempts to be civil
    ~

    Number of Cast Members: 7

    Roles: Alister Crom, Dante Hammerstein, Aleron Shadows, Lucien Castiel, Krimson Bloodstone, Seraphine Belladona, Khalid Orchid

    Misc: , , , , , ,

    Props: Noble Style clothing for Vindale Council

    Hook: The Vindale Council comes to the Tavern to have a introduction with the new arrivals

    Scenes:

    Running Notes: This module introduces the human Vindale Court that runs the day to day for the Vampires. This will be a roleplay module ran in or just outside of the tavern. This will get a name to a face of all the Vindale Council to start…

    Seven Souls :

    Aleron Shadows, Keeper of Elysium for Vindale

    The quiet but meticulous Keeper of Elysium of Vindale. Your days were spent in courts and libraries growing up. A Vindale native, you attended university in Vindale in hopes of serving the Courts one day. You were chosen by the House of Sanguinus Nocturna as Keeper of Elysium. You declined the proper embrace of the Vampire but chose the life of the Mortal Courts of Vindale.

    Descriptive Phrase: Properly Repped

    Body: 50 (30 Armor)

    Defenses: Dodge x1, Resist Poison x3, Resist Sleep x3, Resist Charm x3, Resist Physical x1, Cloak I call Forth x10

    Magic: 4 Block Earth and Celestial, 10 Formal in Each

    Weapons: None

    Damage: Flame Pool always active

    Abilities: Physical Refit x1, Read/Write, First Aid, Healing Arts, Alchemy x10

    Transform: Master Vampire 9th

    Killing Blow Active: Only Monsters

    Motivations: Protection of Vindale and its Citizens, oversee Etiquette and Masquerade are maintained

    - You are incredibly meticulous about Court Etiquette and Decorum. You aren’t afraid to invoke Laws of Elysium and remove violators of these rules while Court is in session.

    - You are very quiet but quirky, you prefer to talk to a book or an animated creature with magic over people. You might be shy personally but when it comes to Court things, you are very vocal.

    - You are absolutely disgusted and revolted by Scavangers, you relate them to literal animals, and they should be treated as such.

    - Your word inside of Elysium is almost equal to the Prince’s word. Don’t be afraid to remind them who’s court they are in.

    - You absolutely LOVE the Vampires of Vindale, they are the best thing on Tyrra. Though you couldn’t bring yourself to become one when offered, you would gladly give your life to defend them as they defend you and Vindale.

    - Laws of Elysium are as follows: 1) No weapons drawn in the Prince’s presence, 2) No combat of any kind during Court, 3) Tempers must be maintained at all times, 4) All grievances are to be left outside of Elysium, friend and foe alike


    Seven Souls :

    Aliester Crom, Prince of Vindale

    The Prince of Vindale in all mortal affairs and matters, but a servant of the Vampires till the end. Your life was almost over and meaningless till Lord Reyes saved you from Lycans one night. He couldn’t save your family, but he gave your life new purpose and showed that Vampires can be merciful after all. You see the best in the worst people, you might be a selfish narcissist monster inside but you like giving everyone a chance except Lycans…

    Body: 100 (30 Armor)

    Defenses: Dodge x3, Phase x3 Resist Poison x3, Resist Sleep x3, Immune to Charm, Resist Physical x1, Cloak Command x10

    Magic: 6 Block Earth and Celestial, 20 Formal for both

    Weapons: Sword (single)

    Damage: 20 Magic/Silver

    Abilities: Slay/Parry x2, Physical Refit x1, Read/Write, First Aid, Healing Arts, Alchemy x10

    Transform: Master Vampire 9th

    Killing Blow Active: Only Monsters or if attacked directly.

    Motivations: Protection of Vindale and its Citizens, running of the Mortal Affairs in Vindale, upholding the Masquerade of Vindale for protection of the Courts

    - Very loud and outspoken, your word is the law in Vindale only to be overruled by the Vampire Prince himself.

    - You have a heavy hatred for Lycans, if players admit to you that they are Lycans then you will automatically distrust them.

    - You are very sympathetic to ALL Vampire causes and demands.

    - Impress upon the people that the Vindale Courts are for EVERYONES protection, monsters who protect us from other monsters.

    - You will give people one warning if they interrupt you or cut you off. If you are treated rudely or in a negative way, they will be asked to take it back or be “Marked”

    - Any sacrifice to be made to keep Vindale safe and the Vampires happy should be done

    - When Court is in session you take absolute command and demand etiquette be followed

    - Talk about the Harvester of Sorrows and how all must pay tribute to He


    Seven Souls :

    Dante Hammerstein, Sheriff of Vindale

    The proud Sheriff of Vindale and protector of the City for the Courts. Your job is dispensing justice and keeping order. You are the final word when it comes to punishments for crimes. It is within your power to be judge, jury and executioner if your Prince orders it. You are a good man but understand you work for monsters. Overtime, you began to embrace their ways and your morality began to grey….

    Descriptive Phrase: Properly Repped

    Body: 120 (30 Armor)

    Defenses: Dodge x2, Resist Poison x5, Resist Sleep x5, Resist Charm x5, Resist Physical x1, Rip from Binding x5, Cloak Binding x10

    Magic: Cure Light Wounds at Will, Illumination at Will, Pin/Bind at Will

    Weapons: Sword and Shield

    Damage: 25 Magic/Silver

    Abilities: Slay/Parry x6, Physical Refit x3, Read/Write, First Aid, Healing Arts, Alchemy x10

    Transform: Master Vampire 9th

    Killing Blow Active: Only Monsters or if attacked directly.

    Motivations: Protection of Vindale and its Citizens, Law and Order above all

    - You are a very fierce warrior; in battle you get lost in a trance almost and don’t come out till your target is dead

    - You get unreasonably upset when someone breaks the laws, they have drilled into your head

    - You aren’t the biggest fan of the current Vampire Prince but he is a powerful protector so you respect that about him

    - You don’t like Dwarves at all, cant trust them one bit, if they talk to you spit on the ground before them before you answer. They are too damn greedy and always get people in debts. One caused your old Deputies to die from betrayal.

    - You will take “Bribes” to be convinced in and out of Crimes if the offer is good enough then drink a Forget Elixir to not know of it

    - You wont let anyone get near Aliester Crom when you are around, you owe him that for your jobs duty but you don’t trust outsiders.

    - Don’t be afraid to get in peoples faces if you are questioned or challenged, YOURE THE SHERIFF not them. Put them under arrest if they mad you mad or if they need a “cooling off” period in jail


    Seven Souls :

    Khalid Orchid, Curator of Vindale

    You are one of the richest men in the Dutchy, the Curator of the Vindale Vineyards. Your business empire has been booming since Elysia has been rebuilding. A broken spirit can be fixed with a bottle of your Vineyard Wine. Nothing in this world money and wine cannot fix, and if it cannot be fixed with those two things then its not worth fixing. You have been at this for 10 years now since you late father was killed during a plague.

    Descriptive Phrase: Properly Repped

    Body: 20 (30 Armor)

    Defenses: Dodge x5, Resist Poison x5, Resist Sleep x1, Resist Charm x1, Cloak Binding x10

    Magic: 4 Block Earth, 20 Formal

    Weapons: Short

    Damage: 5 Silver/Magic

    Abilities: Physical Refit x1, Read/Write, First Aid, Healing Arts, Alchemy x10

    Transform: Master Vampire 9th

    Killing Blow Active: Only Monsters or if attacked directly.

    Motivations: Curation of the Vindale Vineyards, make as much profit as possible, exploit the world

    - You are enslaved to the Vampires. This is part of the agreement with the Vineyard Curator job. It is a WILLING act of enslavement. They will not force you. It is for your own protection that this is done and you are fine with it.

    - You are ABSOLUTELY insufferable, very pompous, incredibly prideful, and down right classist. You look down on those beneath you and do not care to raise them up. You pay people good wages but expect double productivity. You would literally walk on the peasants to cross a road to pickup a gold peice

    - You think the Hobling race is an absolute joke. They are the funniest things around. You must make jokes at their expense. If you see one, you will purposely put things higher up, make them jump for things, or threaten to put them in a barrel. This isn’t even an option, you just CANNOT help yourself

    - There is not a greater joy in this world than Money and Power. The Vampires protect you fiercely but they understand your “personality” you have been warned they can’t always be around. You view yourself as bulletproof. You will attempt to bury anyone who contest your Vineyards through finance and industry. You didn’t become this rich by playing nice after all.


    Seven Souls :

    Krimson Bloodstone, Scourge of Vindale

    The quiet but meticulous Keeper of Elysium of Vindale. Your days were spent in courts and libraries growing up. A Vindale native, you attended university in Vindale in hopes of serving the Courts one day. You were chosen by the House of Sanguinus Nocturna as Keeper of Elysium. You declined the proper embrace of the Vampire but chose the life of the Mortal Courts of Vindale.

    Descriptive Phrase: Properly Repped

    Body: 120 (30 Armor)

    Defenses: Dodge x10, Resist Poison x5, Resist Sleep x5, Resist Charm x5, Resist Physical x1, Cloak Chaos x10

    Magic: Magic Death x5, Magic Taint Blood x5, Magic Cause Mortal Wounds x5, Magic Regenerate x5

    Weapons: 2 Swords

    Damage: 15 Magic/Silver, 30 Magic/Silver from Behind

    Abilities: Assassinate x10 Physical Refit x2, Read/Write, First Aid, Healing Arts, Alchemy x10, Forget it Well x10, Vertigo Gas x10, Paralysis Gas x10, Waylay at Will

    Transform: Master Vampire 9th

    Killing Blow Active: Yes, Anything can die

    Motivations: Protection of Vindale and its Citizens, Removal and assassination of threats to Vindale

    - You are the hand of Death for the Mortal Vindale Courts. If it needs to die, you are the guy. If it needs to disappear, you are the guy. If you need information and its not giving it willingly, you are the guy.

    - You are a very violent individual who has an addiction to Hallucinosis but when your adrenaline is flowing they don’t affect you at all.

    - You CANNOT stand Elves! Pompous, pretentious, self-righteous pricks! You mutter Knife Ear under your breath each time one walks by you. If you find them alone, you will slice their ears off and make them choke on them

    - If someone upsets a court member or speaks negatively to them, all it takes is a look in the eyes from them to you and you will follow them into the darkness and kill them. You are ultra protective of all Court members.

    - You have a secret lust for Seraphine Belledona, the Harpy of Vindale but you like to watch her from a distance. If you have to kill everyone for one person, it would be her. But you just love murder so much it would be Monday for you.


    Seven Souls :

    Lucien Castiel, Seneschal of Vindale

    The sharp and keen Seneschal of Vindale. The voice of the Courts in the absence of Prince Aleister Crom. From a young age you were obsessed with power and control. A member of the House of Bloody Shadows took interest in your local politician endeavors. Your keen sense of respect for how “things should be” and speaking for the absent with authority are admirable traits. You are soon in line for the Vampire’s Embrace if this next season goes well.

    Descriptive Phrase: Properly Repped

    Body: 60 (30 Armor)

    Defenses: Dodge x1, Resist Poison x3, Resist Sleep x3, Resist Charm x3, Resist Physical x1, Cloak Curse x10

    Magic: 5 Block Earth, 20 Formal

    Weapons: Any

    Damage: 15 Magic/Silver

    Abilities: Slay/Parry x1, Physical Refit x1, Read/Write, First Aid, Healing Arts, Alchemy x10

    Transform: Master Vampire 9th

    Killing Blow Active: Only Monsters or if attacked directly.

    Motivations: Protection of Vindale and its Citizens, Uphold the laws of the Courts and the Prince’s will

    - When the Prince Aleister Crom is not around, your word is LAW

    - You are a very sharp knife, razor wit, and a very keen sense of “how things should be” If it were upto you, Vindale would be rules much tighter and more harshly as Vampire subjects should be managed

    - You want to see all Gadabhari hung from a noose like the lawless thieves and traitors they are. Their kind bring nothing but trouble to our doorstep, you tolerate speaking to them but you would rather cut all their tongues out.

    - You wish Prince Aleister would be more harsh on his subjects, he urges caution but you know the iron loyalty the House of Bloody Shadows demands too well

    - The Vindale Vampires are the only thing that saved Vindale from ruin and the Bloody Fist during “The Vanishing” when the Crystal Barrier was raised. You will do anything to keep their will and dominion over Vindale, ever if that means slitting a few throats or burying a few bodies in the dead of night to keep it.


    Seven Souls :

    Seraphine Belledona, Harpy of Vindale

    You are the gossip filled temptress Harpy of Vindale. If there is pillow talk or gossip, you want to hear it. You are interested in who is sleeping with who, what trade deals went wrong, who wants to kill who, any missing persons, or any other rumor; this is the stuff you live for. You have been seeking the embrace of the great Houses of Vindale for some time now, but none seem to want you despite how your little “birdies” get information.

    Descriptive Phrase: Properly Repped

    Body: 50 (30 Armor)

    Defenses: Dodge x3, Resist Poison x3, Resist Sleep x3, Resist Charm x3, Resist Physical x1, Cloak Silence x10

    Magic: 5 Block Celestial, 10 Formal, Magic Charm at Will

    Weapons: None

    Damage: Ice Pool always active

    Abilities: Physical Refit x1, Read/Write, First Aid, Healing Arts, Alchemy x10, Forget it Well x10, Enslavement Elixir x3

    Transform: Master Vampire 9th

    Killing Blow Active: Yes, Will kill if she seduces and doesn’t need you anymore

    Motivations: Protection of Vindale and its Citizens, Information and intrigue

    - You are THE center of gossip. You want everyone fawning and falling all over you. If you can rub a shoulder and whisper in an ear to get information you will. If someone wants to make a deal in exchange for juicy gossip and details, you will make it with arms wide open. Nothing is off limits in your line of work.

    - You are very loud and flirtatious; you will get the room staring and talking. If they have something to say you will make their tongue spit it out. IF someone holds back saying something good or bad, you will become very frustrated with them and insult them till they say what they mean, even if it harsh and mean towards you its all about getting the information.

    - You are absolutely disgusted by Hald-Orcs and Half-Ogres. They are vile creatures they belong in a gladiator pit or better off dead. They are ugly beyond repair and should be scourged from Tyrra to make it more beautiful.

    - You play all the court against each other as your own sick personal game. You know Krimson Bloodstone, the Scourge of Vindale is absolutely obsessed with you. He is your attack dog; you will manipulate him relentlessly and lead him on to make his kill for your and torture for you.

    - The only thing about the Vampire you dislike is the fact they won’t embrace you. They keep telling that you are “too useful alive” but you suspect otherwise


    Full Dark, No Stars

    Written By: Chris Colland

    Plotline: Hoylean

    Brief: A band of Hoyleans Warriors come to town demanding “The Sacrifice of Light” be completed before dawn or there will be a terrible anomaly released upon Vindale.

    Requirements:

  • Run on Friday Night
  • Cursed to Die has been ran
  • Synopsis: A band of Hoyleans Warriors come to town demanding “The Sacrifice of Light” be completed before dawn or there will be a terrible anomaly released upon Vindale. Depending on how the Adventurers act towards The Hoyleans, they will be approached by an Agent of the Vindale Vampires to help “deal” with them. If they take the deal, the Adventurers will be granted a temporary Darkness Aura on their weapons to attack the Hoyleans, this will lead to a possibility of a Murumbrian appearing. If the Adventurers decline the deal and work with the Hoyleans, they will be granted a Once Ever invocation of a Light Aura for the next 2 days. This module is the precursor to Soulless Existence

    Outcomes:

    1. The PCs take the offering of Light and empower the Relic the Hoyleans carry.
    2. The PCs take the offer of the Vindale Agent and attack the Hoyleans, unknown to them this could draw a small battle with a Murumbrian in the near future.
    ~

    Number of Cast Members: 6

    Roles: Hoylean Marauder x5, Agent of Night “Shade” Shade, Agent of Night

    Misc:

    Props: “Offering of Light” object, White Tabards for Hoyleans, PC clothing for Agent

    Makeup: Black tear drop makeup under eyes

    Treasure: Coins, Components, Production, Cantrip Pages, “Blessing”

    Rumors: Time in Vindale has been seeming to pass slightly differently. The Night seems longer and the Day shorter. Minutes seems like hours; seconds seem like minutes.

    Hook: a group of Hoyleans wander into town seeking the Offering of Light

    Scenes:

    Transformations: Light and Darkness Elementals

    Running Notes: This module is a town wide encounter that brings an interesting choice to them. They will likely take time questioning the Hoyleans as to why they are there. During this time, Shade the Agent of Night will appear and make a deal that if they get rid of the Hoyleans, not only will they the means to do so, but a minor boon to Shade whom works for the Vindale Courts. This will essentially give the PCs a “in” with the Courts by doing small deeds and tasks for Shade

    Full Dark, No Stars : Shade, Agent of Night

    A loyal servant of the Vindale Courts, an opportunist, and dealer of unusual things. You worked your way as a human into the graces of the Courts through your disdain of Humanity. Being given blessings of Darkness, you have become a very useful asset of the Courts. Your powers are unusual and unique.


    Descriptive Phrase: Properly Repped Human with Black tear drop makeup under eyes

    SPECIAL ABILITY:

    Transform: Shadow Court Sidhe Lvl 9


    Body: 100

    Weapons: 90 Elemental Darkness x10, 50 Elemental Darkness x10, Elemental Darkness Pool at Will

    Damage: None

    Magic: 6/6/6/6/6/6/6/6/6/6/20 Formal (6 Block Dual School and Formal)

    Defenses: Dodge x10, Resist Poison x10, Resist Sleep x10, Resist Charm x10, Resist Physical x1, Cloak Command x10, Bane Binding x10, Arcane Vengeance 200 (10 Charges)

    Abilities: Arcane Vampire Charm x10, Read/Write, First Aid, Healing Arts, Alchemy x10

    Makeup: 66, 108, 97, 99, 107, 32, 116, 101, 97, 114, 32, 100, 114, 111, 112, 32, 109, 97, 107, 101, 117, 112, 32, 117, 110, 100, 101, 114, 32, 101, 121, 101, 115

    Killing Blow: true

    Motivation: Serve the Courts of Vindale will, make deals that better your own interest, and hunt Hoyleans at all cost as they are responsible for the deaths of many you worked with

    Full Dark, No Stars :

    Hoylean Marauder

    You are soldier in the Hoylean military, your purpose is glorious reclaiming of the Light and vanquishing of the Darkness. You have been hunting the Murumbrians for ages now. All roads to this timeline flow through Woodhaven. Hoyale is your home, but Vindale is the where the veil is thinnest currently. You came to Vindale in search of replenishment, Murumbrians have been on your trail for days now and you need to recover.

    -Unlike your Murumbrian enemies, you have feet but the flow of time in this transformed state has prevented you from quick movement. You walk at a steady pace and will not increase since Time is warped around you

    - Your main goal is to complete the “Offering of Light” while in Vindale as this is where the veil is thinnest currently. The “Offering of Light” will restore your squadron to full power as the Murumbrians are hunting you.

    -Warn them that helping them might bring danger to Vindale but they will do their best to protect them. If pressed about the danger, tell them Murumbrians are actively hunting them as they killed a high ranking Murumbrian recently.

    -Move very robotic. Make your body turns and head movements very slow and robotic while you are patrolling. Speak with authority, you are righteous crusaders of the winning side of a war.

    Body: 350

    Defensives: No Metabolism, Phase x10, Dodge x5, Immune to Pin/Web/Bind/Confine/Imprison, Immune to Charm/Command, Healed by Light and Time, Double Taken from Darkness

    Weapons: 1h Long Claw x2 or 1h Long Claw and Shield

    Magic: Spellstrike 50 Elemental Light x10, 50 Elemental Light x10 (Can Heal With This), 40 Elemental Light x10 (Can Heal With This), Spellstrike Paralysis x5, Spellstrike Imprison x5, Spellstrike Confine x5

    Damage: 30 Magic Light (Attack normal speed, quicker with 2 claws but sword and shield tactical PC style fighting)

    Abilities: Focus, Slay/Parry x10 (100 Magic Light Slay) Arcane Regeneration (as per spell but for Light) x3


    What a Horrible Night to Have a Curse

    Written By: Chris Colland

    Brief:

    Requirements:

  • Run on Friday Night
  • Synopsis: A member of the Blackthorne Hunter family comes to town shortly after the meeting with the Seven Souls court has ended. They offer to take those willing to the encampment of the Blackthorne family if they choose to go. They will be warned that the road there will require a fight cause they live in dangerous areas as they are not allowed to settle in the city walls. Along the way they are ambushed by a small band of Vampire underlings and Thralls, when the fighting gets intense, 2 of the Blackthorne family elders will join the battle from the opposite side to get them safely to the encampment. Their camps have magical barriers of “old magics” that the minions of Darkness cannot cross.

    Everything Went Black

    Written By:

    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.

    Cursed to Die

    Written By: Chris Colland

    Brief: Solen Oakblood seeks help in ending his vampyric life.

    Requirements:

  • Run on Friday Night
  • Synopsis: a member of the Vindale Guard, Solen Oakblood, fight against the Vampires with his squadron and he was the lone survivor. He doesn’t know the Vampire who bit him but he is now Cursed to Die. He doesn’t want to be cleansed and purified, he wants to meet the sunrise one last time. The adventurers have come to help after hearing about a Vampire attack from a rogue hive but it was a slaughter. When they arrive they fight Solen laying on the floor crawling away from the remaining Vampires as they toy with him. Solen will talk the adventurers into leaving him a Circle of Power for the sunrise to claim him. He doesn’t want to die by stake cause he would die like “them” and purifying his spirit means removing his “failure” This is essentially assisted Suicide and he will leave the Adventures a

    Outcomes:

    1. If the adventurers take the deal, Solen will die at Sunrise on Saturday and the adventurs get a note with a box of treasure he has if they accept his request.
    2. if they refuse it then Solen will kill himself in captivity and they will find a pile of ash on the Tavern porch with a note insulting them without the treasure.
    ~

    Number of Cast Members: 1

    Roles: Solen Oakblood

    Misc: ,

    Treasure: , ( Description: Duration: Effects: )

    Scenes:

    Written by: Chris Colland Reviewed by: [Name]

    Brief: A member of the Vindale Guard, Solen Oakblood, fight against the Vampires with his squadron and he was the lone survivor. He doesn’t know the Vampire who bit him, but he is now Cursed to Die
    Requirements: What a Horrible Night to Have a Curse has been ran

    Synopsis: Soren Oakblood doesn’t want to be cleansed and purified; he wants to meet the sunrise one last time. The adventurers have come to help after hearing about a Vampire attack from a rogue hive but it was a slaughter. When they arrive they find Solen laying on the floor crawling away from the remaining Vampires as they toy with him. Solen will talk the adventurers into leaving him a Circle of Power for the sunrise to claim him. He doesn’t want to die by stake cause he would die like “them” and purifying his spirit means removing his “failure” This is essentially assisted Suicide and he will leave the Adventures a note with a box of treasure he has if they accept his request. If the adventurers take the deal, Solen will die at Sunrise on Saturday, if they refuse it then Solen will kill himself in captivity and they will find a pile of ash on the Tavern porch with a note insulting them without the treasure.

    Outcomes: (1) The PCs come to Soren’s aid and take his offer to let him die by the Sunrise, they receive his treasure chest like this

    (2) The PCs deny him death by Sunrise, Soren’s ashes and a note are found on the Tavern Porch on Saturday morning scorning them for denying him an honorable death and reasonable request

    Rumors: “A dark cloud begins to cover Woodhaven. The skies are overcast with a green hue. The flora is more vibrant and begins to glow in the moonlight.”
    Hook: a scout of the Vindale Guard was sent to town to get help for Soren, when they arrive it is too late, they were overwhelmed and now they must deal with the remaining.

    Number of Cast Members: 8

    Roles: Soren Oakblood, 6 Vampire Thralls, Vindale Guard

    Props: PC Style Clothing with pale faces (blood optional) for Thralls, Soren PC clothing

    Tags and Treasure: Coins, Components, Production, Treasure Box if deal is taken.

    Scene 1: (OOG) Mod Shack (IG) Abandoned Manor House in Forest

    Flee Point: Mod Shack

    Non-Standard Effects: None

    Rules Clarifications: None

    Craftsman Information: None

    Transformations: None

    Running Notes: This module will offer an interesting situation to the PCS. Normally they are used to killing something infected or taking it to someone to be cured, but Soren does not want to be cured or saved. He wants to live with the shame of his failure and defeat. Soren will try anything he can to have the PCs leave him in his Circle of Power for the sunrise to claim him. This is the only happy solution for Soren, if they deny him this he will find a way to kill himself by morning and ashes will be found with a note insulting them and telling them the treasure is lost and given to people with “compassion in their hearts” A scout will arrive and lead them to the Manor House outside the city walls. When the PCs enter the Manor house, Soren will be crawling slowly for the door begging for death. Soren wont be able to help the PCs in this fight, he will be on the floor at 1 Body and Diseased. Once the Thralls are dealt with, Soren will begin trying to strike the deal. He will explain the story of how they got here fighting this rogue faction of Vampires, they have no connections to the Courts at all.

    Cursed to Die : Solen Oakblood

    Soren Oakblood, Vindale Guard

    You have served Vindale loyally for 5 years on its Guard, a retired adventurer turned local guardsman. This wasn’t your first encounter with Vampires, but it was certainly your last. Your family is almost non-existent at this point so you have not much left to live for but gold and wine.

    Descriptive Phrase: Properly Repped

    Body: 70 (30 Armor)

    Defenses: Dodge x1, Resist Poison x3, Resist Sleep x3, Resist Charm x3, Resist Physical x1

    Magic: None

    Weapons: Sword

    Damage: 15 Magic

    Abilities: Slay/Parry x5

    Transform: Curse of Transformation Vampire

    Killing Blow Active: Only Monsters

    Motivations: You have been bitten and cursed to die; this is your final adventure. You want to go out on your terms, not the terms of another. A stake would be dying like a Vampire, all you want to do is see the Sunrise one last time to cleanse your soul for death.


    Cursed to Die :

    Vampire Thrall

    You and your friends were granted Vampiric Strength through a Vampire you thought you could trust. Turns out you have just been pawns in a greater game of chess among Vampire aristocrats. Now you have been ordered to lure Vindale Guards into this manor house and slaughter them as much as you can to please your Master.

    Descriptive Phrase: Pale Humanoid

    Body: 80

    Defenses: Dodge x2, Return x1, Half Damage from Lightning, Immune to Cold, Healed by Chaos and Healing, Double Damage by Fire

    Magic: Arcane Vampire Charm x2, Magic Fear x3, Magic Taint Blood x2, Magic Wither x2, 30 Elemental Ice x3, Magic Create Undead x3

    Weapons: Claws

    Damage: 15 Normal Disease

    Abilities: Slay/Parry x2, First Aid, Read/Write

    SPECIAL ABILITY: Can “Devour” on a 3 count and recover 40 body if they feast on a freshly “killed” enemy. This is not a killing blow effect and still be healed back up

    Transform: Curse of Transformation: Vampire Thrall

    Killing Blow Active: No, Leave them bleed out and feast on them

    Motivations: Lure the Guard of Vindale to their dooms, your Vampire master is actively working against Vindale. The Courts of Vindale wants it well defended and the people to feel safe, your master wants chaos and death.


    Cursed to Die :

    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


    Saturday Morning

    4 Modules to run

    Sunless Empire

    Written By: Chris Colland

    Brief: A scout reports an indestructible altar in the forest with 7 slots for what look to be small statues to be placed.

    Requirements:

  • Run on Saturday Morning
  • Synopsis: These statues are what some Of the Gargoyles of Nights Stone drop when killed. Once they have 7 they can place them in the Altar and the Gargoyles will stop attacking the area freely. This module begins with a few waves of Randoms and the dropping of the first Statue, Until the Altar is “disabled” the Gargoyles will spawn occasionally and come hunting the remaining pieces to reclaim them. The Gargoyles will spawn every hour on the hour until they are “disabled”

    Outcomes:

    1. The PCs fight the Gargoyles of Nights Stone until they collect the statues and disable to Altar to end the hourly spawning
    2. The PCs don’t stop the Altar and they must deal with the Gargoyles on the hour all day and night
    ~

    Number of Cast Members: 6

    Roles: Alyra/Serith Vindale Guard, Gargoyle of Nights Stone x5 Gargoyles of Nights Stone

    Misc:

    Props: Black Tabards /w Black markings for Gargoyle

    Treasure: Coins, Components, Production, Cantrip Pages

    Rumors: Statues around town have been vanishing and reappearing in new locations. No rhyme or reason to the movements or who is doing this. Very odd that it just started now and there is no evidence to how it is happening.

    Hook: A Vindale Guard comes to town with a report of this indestructible altar in the woods with 7 places for something to set in them

    Scenes:

    Running Notes: This module introduces a reoccurring random for the day till it is solved. The PCs will think they are going to be found differently but on each way of randoms a Gargoyle will drop 1 of the mini resin statues they need. If they do it the normal way, it will take 7 randoms. If they discover the button on the box, this will accelerate the Gargoyles spawn so it can be completed quicker. There will be a hint given by the Vindale Guard. This goes from randoms to a module to randoms back to solved with the players being able to keep the statues when they magic is drained from them.

    Sunless Empire : Gargoyles of Nights Stone

    A vigilant and loyal servant of the House Sanguinus Nocturna, you are the perfect guardian of Vindale while your Vampire masters sleep. You were born of the enchanted stone from the old Vindale Keep as a heart, the eyes of a bat, and the keen sense of a wolf. Now you stalk the streets of Vindale with purpose. You see outsiders to Vindale and you confront them. You don’t speak many words but you know battle solves all.


    Descriptive Phrase: “Large animated stone statue with wings”

    SPECIAL ABILITY:


    Body: 50 (150 Natural Armor)

    Weapons: Claws

    Damage: 10 Magic Stone or Darkness

    Magic: 40 Elemental Darkness x3, 40 Elemental Stone x3

    Defenses: Double Damage from, Half Damage from Lightning, Healed by Stone and Darkness, Resist Physical x1, Cloak I Call Forth x3, Immune to Pin/Bind/Web/Confine, No Metabolism, Threshold 6,, Takes 30 Damage from Shatter and 70 damage from Destroy

    Abilities: Slay x1 (Massive), Physical Refit x2, First Aid, Read/Write, Healing Arts, See Special Ability, Focus (for Harden and Rift ability)

    Killing Blow: No, Drop your target and move to the next “outsider” do not attack locals of Vindale

    Motivation: Patrol Vindale for outsiders

    Sunless Empire :

    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


    A Bloody Good Deal

    Written By: Brittney Perry, Chris Colland

    Plotline: Corpseflower

    Brief: The les Sangsues Abyssale passes through town, singing his own praises and trying to sell his dubious wares.

    Requirements:

  • Run on Saturday Morning
  • Synopsis: Les Sangsues Abyssale (aka Frank Grisk) is in town. He is there to see how people like his wine, assure them that it is perfectly safe if questioned, to get adventurers to buy wine shares, toot his own horn on how good he is at making wine, how good of a mage he is and how his charms are perfect, etc. He has with him several ‘charms’, bobbles, trinkets, and ‘potions’. None of these items actually have any effect. He is a smarmy car salesman out to make a buck.

    Outcomes:

    1. Les Sangsues Abyssale comes to town, is reassuring, and sells his wares
    ~

    Number of Cast Members: 1

    Roles: les Sangsues Abyssale (aka Frank Grisk)

    Misc: the_goods_of_les_sangsues_abyssale

    Props: approximately 10 random items, 12 potions in a treasure chest, treasure chest with trinkets

    Costuming: outlandish and expensive

    Hook: Les Sangsues Abyssale comes to town

    A Bloody Good Deal : Les Sangsues Abyssale (Aka Frank Grisk)

    les Sangsues Abyssale (pronounced less Sang-suss Abby-sale, literally the abysmal leech) is a man out for a buck. Always looking for the next big thing, the next money maker, the next scheme. You are coming into town to make sure everyone liked your wine, and of course, sell your charms, bobbles, trinkets, and potions. You have no idea what your name means. You heard someone call you that one day, and you liked it so much you adopted the name.

    This character is based off of the cliche of a smooth talking car salesman.


    Reset: will resurrect


    Body: 100

    Weapons: short/long sword

    Damage: 20 Silver

    Magic: 5 block earth and 10 formal

    Defenses: shield magic

    Props: 116, 114, 101, 97, 115, 117, 114, 101, 32, 99, 104, 101, 115, 116, 32, 119, 105, 116, 104, 32, 116, 114, 105, 110, 107, 101, 116, 115

    Motivation: To make money

    Tactics: underhanded, liar, coward

    A Bloody Good Deal : The_goods_of_les_sangsues_abyssale

    A White Mask with Horns-
    This mask was taken directly from the face of the body of Kargildan, an ancient figure that once ruled over this land. Kargildan was a mighty wizard, and bespelled his mask to protect it’s wearer from any thrown potion, gas, or magic. Kargildan ruled the land with a powerful and hard fist, but was killed by choking on a cherry.

    Wood Gourd Thing-
    This was hand carved by dwarves that dwell in crystal caves far far away. They are supreme carvers of all materials, and their sculptures are something to behold. They are private with their carvings, and none have ever made it out of the caves. This piece was smuggled in the tail hair of one very hairy pony, and has been transferring hands ever sense. Les Sangsues Abyssale came to posses this one of a kind figure though a game of cards played with a rather unscrupulous art trader and his assistant.

    Gold beaded charm-
    This one of a kind charm was taken from the hoard of a dragon. This hoard is the biggest that ever existed, and this charm is only one of very few pieces rescued from the gluttony of the dragon. This piece is hundreds of years old and elven make. Is said to shimmer under the light of a full solar eclipse.

    Round Beaded Brownish Necklace-
    These beads are made from the horn of a Chimera that was killed in a hunt by his Royal Highness Brallin Spiritriver. Brallin was a beloved leader who died in his attempt to kill the Chimera. He was successful, taking the beast with him in the bloody fight. Brallin was buried with beads, jewelry, gold, silver, and many items made from the body of the Chimera. His grave was found in 530, and the treasure unfortunately was dispersed.

    Black Box-
    No one knows what this item is. Is it a treasure box? Is it a token or carving of some kind? Is it magic? Is it something from another age? Whatever this object is, Abyssale went though a catacombs with many traps, spike pits, and ways to die. He was successful, and retrieved this object from deep within the catacombs.

    Gold Bell-
    This bell is said to summon a Unicorn that is sympathetic to those that rang the bell. The Unicorn will assist anyone who holds the bell with their desires. Unfortunately, the sequence of rings to summon the Unicorn has been lost to time.

    12 potion bottles (glitter and oil)
    Potion- (NONE OF THESE ACTUALLY DO ANYTHING)

    1. Turn you into a hedgehog
    2. Turn you invisible
    3. Make you hiccup uncontrollably
    4. Love potion
    5. Love potion
    6. Anti Love potion
    7. You can’t walk forward, only backwards
    8. Speak Backwards
    9. Turn you into a Tree
    10. You talk like a bird
    11. Anti Love potion
    12. Worst Tasting thing you’ve ever had

    A Wandering Plague

    Written By: Brittney Perry, Chris Colland

    Reviewed By: Scott Bennett

    Plotline: Contagion

    Brief: Sam Nekruv, a wandering beggar, passes through Vindale in search of charity.

    Requirements:

  • Run on Saturday Morning
  • Synopsis: Sam, a beggar, passes through town and regales the populace with his stories. He will leave after about half an hour or when he feels that he has engaged with all of the players.

    Outcomes:

    1. PCs get grossed out at the phlegm spitting vagabond beggar, but help him out with coin and friendship. If this is the case a different hook is used for A Plauge is Born.
    2. PCs shun the disease vector. This leads to the
    ~

    Number of Cast Members: 1

    Roles: Sam Nekruv Samuel 'Sam' Nekrov

    Misc: Begger Stories

    Props: phlegm container, green stained handkerchief, flask (containing phlegm), green stained handkerchief

    Makeup: Pale, heavy eye bruises, pale, heavy eye bruises

    Costuming: heavy cloak

    Hook: A beggar comes to town, coughing and spitting green phlegm

    Scenes:

    Rules Clarifications: Nothing will effect the cough or be revealed (eg Dispel magic, detect magic, etc)

    Craftsman Information: Scavenger- Under the smell of beggar and road, you smell heavy infection. The phlegm smells the same.

    A Wandering Plague : Samuel 'Sam' Nekrov

    You are a pathetic begger who abandoned your poor daughter in the dead of night. You don’t have any useful skills besides a very capable liver and a well worn set of stories. You have been infected with some manner of disease that is making your cough and has been getting progressively worse.


    Terrible Cough: When you talk, it’s like you are holding back a cough, clearing your throat, little coughs, until you can’t take it. Take a drink of the flask (phlegm container) and then cough hard, spitting out green phlegm and coughing your head off. This lasts an uncomfortably long time, but not so long as to be considered comedy. You just recently started coughing up the green phlegm. You have had the cough for several weeks, and have traveled with it. It got significantly worse as you neared Vindale, and now you can’t work because you lose your breath just talking.

    Aggressive Begger: Approach everyone, asking for coin or if they would like to hear a story for coin. Your stories are fanciful and dramatic, and you won’t say if they are true or not. You attend Market Days because of the coin and treasure you hear is obtained but have never adventured. You have been all over the land, wandering, begging, and taking odd jobs when you can. You speak of your travels, as a vagabond, and what you have seen.

    Deadbeat Dad: You talk fondly of your daughter, Ruth. You were not a good father and she didn’t deserve that. She would be a woman now. It’s been too long and you can’t go back. That is all you will say on the subject, and will abruptly change it.


    Body: 30

    Props: flask (containing phlegm), green stained handkerchief

    Makeup: pale, heavy eye bruises

    Motivation: Panhandling, find a cure for your cough.

    Speech: slow, wheezy, with fits of coughing.

    Tactics: friendly but pitiful

    Movement: slow, because it is hard to move and breathe

    A Wandering Plague : Begger Stories

    Any of the context from the 3 background zines for woodhaven is fair game.

    Stonewood City

    You have updates form Stonewood where things have not been going great.


    Lie to My Face

    Written By:

    Brief: Merchants sell components and other unusual wares.

    Requirements:

  • Run on Saturday Morning
  • Synopsis: Merchants come to town wearing the Belt-Flag of The Guilds of Rockshire if anyone notices (crossover plot). One merchant is selling Components and Production items, a second merchant is with him and has more unusual wears. If he can find potential buyers, the second Merchant will reveal he has a Transform to Alpha Pantherghast lvl 7 (acts as a Hunter Transform) scroll for sale as well as Enslavement Elixirs. These will be only revealed in private due to the nature of the content of his wares, he will invite them to step into his “cabin” away from town alone. If they are killed for their goods or for being “shady” they will both Transform to their Alpha Pantherghast against the race whomever killed them.

    Saturday Early Afternoon

    6 Modules to run

    Death Magick for Adepts

    Written By: Chris Colland

    Brief:

    Requirements:

  • Run on Saturday Early Afternoon
  • Synopsis: A message is delivered by owl to the Adventurers from the Blackthorne Hunter Family, directions are provided but they will warn them about the Bonebreakers savagery. Sent from the hall of the Shattered Bone Clan of Vampires, the Shattered Bonebreakers have begun a cull on a small village just east of Vindale. These troopers are typically sent in as shock troops before the grand assault by the Vindale Vampires commences. The Village was known to be harboring Various Lycans who were hiding from the Vindale Vampires. It is law in Vindale that if you are openly transformed into your Lycan war form that you are allowed to be slain in the streets, Lycans have been deemed too dangerous to trust when in their war form.

    Outcomes:

    1. The PCs arrive and defeat the Shattered Bonebreakers, all the full Lycan warriors are dead by the time they arrive. A group of lycan-blooded survivors come to town later with a reward.
    2. The PCs don’t defeat all the Bonebreakers and the entire village is killed
    ~

    Number of Cast Members: 6

    Misc: , , A Letter Delivered by a Black Owl

    Props: White tabard /w White Makeup or skeleton mask

    Treasure: Coins, Components, Production, Cantrip Pages,, MI( Description: MI Duration: MI Effects: MI)

    Hook: A letter is delivered by a Black Owl to the Tavern containing the assault on the village nearby

    Scenes:

    Transformations: Lycans, Hunters, Life Elementals

    Running Notes: This module introduces one of the main shock troops of the Vindale Vampires, the Shattered Bonebreakers. These monsters are pure walls of bone, armor, and blunt force. They hunt while the Vampires sleep. They are perfect killing machines that can walk the daylight without harm. These creatures are essential undead golems with no means to communicate, just follow simple orders from the Vindale Vampires. The Bonebreakers have been sent to eradicate all Lycan life that they can find.

    Death Magick for Adepts :

    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.


    Death Magick for Adepts :

    Shattered Bonebreaker

    You are the perfect undead killing machine. You were a creation of the Clan of Shattered Bones for the purpose of war. You were made from the mold of a Bone Golem and an Armor Golem. Not much can survive your wrath head on.

    Descriptive Phrase: Large Hulking Skeleton with armor fused to bones

    Body: 50 (300 Armor)

    Defenses: Threshold 10, No Metabolism, Immune to Binding

    Magic: Physical Strike Destroy x3, Physical Strike Shatter x3, Physical Strike Wither Limb x3, Physical Strike Silence x3, Can invoke Silver Aura at will

    Weapons: Claws

    Damage: 20 Massive

    Abilities: Slay/Parry x4 (Massive), Physical Refit x3

    Transform: None

    Killing Blow Active: Yes

    Motivations: Follow ANY order the Vindale Vampires give

    Movement: Slow heavy walking and slow swinging attacks due to size

    Special Abilities:

    - Shattered Bonebreakers move very slowly and swing their massive claws very slowly. You are literally a suit of armor fused to a Leviathan skeleton frame.

    - Shattered Bonebreakers take the following damage: Shatter does 30 points of damage, destroy does 70 points of damage to them. Most of their form is Armor so they are modeled after an Armor Golem with a Bone Golem mixture.

    - You will Berserk and go DIRECTLY after any Lycans you see, NPCs or Transformed PCs without any self-preservation.


    Death Magick for Adepts : A Letter Delivered by a Black Owl

    A message is delivered by black Owl to the Adventurers from the Blackthorne Hunter Family, directions are provided but they will warn them about the Bonebreakers savagery.


    Drown Me in Blood

    Written By: Chris Colland

    Reviewed By: Scott bennett

    Brief: A creature known as The Hate Beast has been seen stalking through the forest. This creature is driven by nothing more than hatred and malice. He feeds on your Hate and gives it back sevenfold

    Requirements:

  • Run on Saturday Early Afternoon
  • Synopsis: The Hate Beast, a beast driven entirely by pure hatred, is unknown in origin of its creator. Best guess is a House of Sanguinus Nocturna experiment gone wrong but not even the Vampires have claimed him yet. The creature has been seen sprinting through the woods seeking anything it can find to slaughter and consume the hatred of. A Vindale Guard scout managed to stay hidden from it and see the Beast in action to confirm it was him. Now he seeks brave adventurers to help kill it.

    Outcomes:

    1. The PCs aid the Vindale Guard in helping slay the Hate Beast
    2. The PCs decline the request and the Hate Beast becomes a roaming monster till killed
    ~

    Number of Cast Members: 1

    Roles: Alryn (M) or Serith (F) (Vindale Guard), Hate Spawn, The Hate Beast

    Treasure: , ( Description: Duration: Effects: )

    Rumors:

    A creature of pure Hatred has been seen sprinting from victim to victim throughout the Vindale forest. Do not travel alone until it is found and dealt with.

    ~ Vindale Guard

    Scenes:

      In Game: Forest Clearing covered in blood Out of Game: Top of Hill behind NPC shack Flee Point: Back to Town

    Running Notes: This module The Hate Beast, a beast driven entirely by pure hatred, Must be killing blowed under the effects of a Berserk effect, the killing blow will consume the Berserk from the killing person. If creature is not killed while under effect of a Berserk, it will revive/renew in 60 seconds. If no Berserk elixir is present, you can drink the blood of the Hate Beast (5 count) to gain the effects of Berserk, but you are Berserked if you don’t kill the Hate Beast immediately. Anyone who is Berserked is immediately the target of the Hate Beast

    Rumors:
    Hook: A Vindale Guard comes to town with the location of the Hate Beast and a rough idea on how to kill it.

    Number of Cast Members: 8

    Roles: Hate Beast, Hate Spawn x5, Vindale Guard

    Props: PC Style Clothing with pale faces (blood optional) for Thralls, Soren PC clothing

    Tags and Treasure: Coins, Components, Production, MI

    Drown me in Blood : 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)

    Damage: 10 Silver

    Magic: Cure Light Wounds at Will, Illumination at Will

    Defenses: Dodge x1, Resist Poison x3, Resist Sleep x3, Resist Charm x3, Resist Physical x1

    Abilities: Slay/Parry x2, Physical Refit x1, Read/Write, First Aid, Healing Arts

    Killing Blow: Only Monsters

    Motivation: Protection of Vindale and its Citizens

    Drown me in Blood : Hate Spawn

    You are clearly Infernal servants, bound to driving the Hate Beast’s rampage. Your only goal is keep him Berserked and Berserk other people for him to feed on and gain strength.


    Abilities:

    Transform: Infernal Master Lvl 7 (Already Transformed)


    Body: 60

    Magic: Arcane Berserk x10, 50 Elemental Chaos x10, 50 Elemental Flame x10

    Defenses: Dodge x1, Return x1, Healed by Chaos and Fire, Double Damage from Ice, Resist Physical, Phase x5, Immune to Binding, Immune to Poisons

    Abilities: Rift at Will, First Aid, Read/Write, Healing Arts

    Motivation: Berserk PCs so they can fight the Hate Beast and let him grow, defending yourself with chaos and flame if needed. Most important is keeping people Berserked to let the chaos flow forth. If no one is Berserked then try and Berserk 1-2 players to give them the effect to kill the Hate Beast or make the fight harder.

    Drown me in Blood : The Hate Beast

    Hatred, Malice, Rage… These are all you know. Violence sates your inner hunger for desolation, but only for a short time. You typically operate at night; the day makes you more lethargic and slower but still lethal.


    Descriptive Phrase: Large Three Eyed Red Skinned Humanoid with Burning Eyes

    Transform: Infernal Master Lvl 9 (Already Transformed)

    SPECIAL ABILITY:


    Body: 300

    Weapons: Claws

    Damage: 20 Massive Flame, 40 Massive Flame (from behind)

    Magic: Spellstrike 50 Elemental Flame x10, Spellstike Shatter x10, Spellstrike Destroy x10, 50 Elemental Chaos x10, 50 Elemental Flame x10, Spellstrike Shun x10, Spellstrike Confine x10

    Defenses: Dodge x5, Return x10, Healed by Chaos and Fire, Double Damage from Ice, Resist Physical x1, Phase x5, Immune to Binding, Immune to Poisons, Immune to Normal

    Abilities: Slay/Parry x10, First Aid, Read/Write, Healing Arts

    Killing Blow: Yes!!!! Drink their blood and break their bones!!!!

    Motivation: Hatred, Malice, Rage… Inflict these upon anything you see. If something else is under a Berserk effect then attack it without any self-preservation. If you capture someone alone for 10 minutes, send them to the NPC shack for PLOT

    Oops, More Blood

    Written By: Brittney Perry, Chris Colland

    Plotline: Corpseflower

    Brief: The les Sangsues Abyssale get help with his Blood tainted vines that he used to make the wine for the town.

    Requirements:

  • Run on Saturday Early Afternoon
  • After A Bloody Good Deal
  • Synopsis:

    The les Sangsues Abyssale has come to town. He has a problem. Deep underground, in his aging vaults, a red, tentacle like, violent vine has grown through the walls. Unfortunately, he is unable to take care of the problem himself, and is seeking help from the adventurers in town, and will first try to get help for free but will eventually offer to pay for the help.

    The adventurers are led to the entrance by Abyssale, given several torches, and told to make their way into the deepest part of the aging vault. The vines are growing out of the wall in that area. The torches can not be sat down, and must be carried at all times. If the torch hits the ground, it will go out. The torches are to burn the vines. As the PCs make their way deeper, they meet more and bigger blood tainted rats and spiders. Antechamber level 1 is Blood Spiders and Blood Tainted Rats (5 spawns each), level 2 is Blood Spiders and Dire Blood Tainted Rats (5 spiders, 10 rats), and level 3 is Dire Blood Spiders and Dire Blood Tainted Rats (10 spiders and 15 rats)

    When the adventurers finally make their way into final vault, they are met with the blood roots. These blood roots are tied with a length of rope duct taped to the floor in front of the ‘roots’ on the wall (red streamers). The Blood Roots, when beaten down, will respawn on a count of 15, where ever they dropped. When the root behind them is pulled up, the blood root npcs in front of that root will migrate to an intact root on the wall, and so on until all the roots are killed and the blood roots can’t respawn anymore.

    Once the Blood Roots are killed, the PCs will not be able to find at les Sangsues Abyssale at the entrance to get paid.

    Outcomes:

    1. The vines are pulled up and burned, Adventurers figure out that they have been drinking, and get stiffed on payment
    2. The PCs lose the ability to burn the roots, they remain.
    ~

    Number of Cast Members: all

    Roles: Blood tainted rat, blood spider, Dire Blood Tainted Rat, Dire Blood Spider, Sanguine Root, Blood Spider, Blood Tainted Rat, Dire Blood Spider, Dire Blood Tainted Rat, les Sangsues Abyssale (aka Frank Grisk), Rotting Sanguine Roots

    Props: streamers, tape, 12 wine crates (36 regular wine, 12 blood wine) fake torches, speaker, sound effect-rat squeaks, treasure chest with trinkets

    Makeup: red-out, gray out with blood on face, brownout with blood on face, red out with blood

    Costuming: gray tabard, brown tabard/brown fur tabard, brown tabard, outlandish and expensive, red tabard with streamers

    Treasure: 1 gold per regular rats and spiders, 2 gold for dire rats and spiders, potions and components in crates

    Hook: les Sangsues Abyssale comes to town asking for help

    Scenes:

      In Game: storage antechamber x3 Out of Game: mod shack as dimly lit as possible, 12 leaky crates of wine with varying descriptions in each crate. Flee Point: None
      In Game: final antechamber Out of Game: mod shack dimly lit as safely possible. Each antechamber is filled with crates of various wines. The final chamber has 12 crates of blood wine. Flee Point: None

    Craftsman Information: Scavenger- The final antechamber smells of blood.

    Running Notes: instruct the PCs that the crates can be looked in and moved, that there may be treasure or goodies in the crates.

    Oops, More Blood : Blood Spider

    You have fed upon the rats that inhabit the wine chamber with you. This has turned you from a relitivly calm spider into a bloodthirsty, crazed spider.


    Can “Devour” on a 3 count and recover 40 body if they feast on a freshly “killed” enemy. This is not a killing blow effect and still be healed back up


    Body: 40

    Weapons: Claws

    Damage: 5 Normal Fear, 10 Normal Fear from Behind

    Magic: Physical Web x3, Physical Strike Bind x3

    Defenses: Dodge x2, Immune to Binding

    Abilities: Devour

    Makeup: 103, 114, 97, 121, 32, 111, 117, 116, 32, 119, 105, 116, 104, 32, 98, 108, 111, 111, 100, 32, 111, 110, 32, 102, 97, 99, 101

    Motivation: Kill Invaders

    Speech: none

    Tactics: none

    Movement: quick and in spurts, like a wolf spider

    Oops, More Blood : Blood Tainted Rat

    You are a regular brown rat that had the unfortunate fate of drinking the blood wine from les Sangsues Abyssale. You are now a blood crazed fiend. You will attack anything that moves that isn’t supposed to be in your space.


    Can “Devour” on a 3 count and recover 40 body if they feast on a freshly “killed” enemy. This is not a killing blow effect and still be healed back up


    Body: 40

    Weapons: 5 Normal Sleep

    Damage: Claws

    Magic: Physical Strike Taint Blood x3, Physical Strike Disease x

    Defenses: Dodge x1, Rips from Pin/Bind

    Makeup: 98, 114, 111, 119, 110, 111, 117, 116, 32, 119, 105, 116, 104, 32, 98, 108, 111, 111, 100, 32, 111, 110, 32, 102, 97, 99, 101

    Motivation: to be a rat and kill invaders

    Speech: squeaks

    Tactics: ferocious

    Movement: fast and rat like

    Oops, More Blood : Dire Blood Spider

    You have fed upon the rats that inhabit the wine chamber with you. This has turned you from a relitivly calm spider into a bloodthirsty, crazed spider.


    Can “Devour” on a 3 count and recover 40 body if they feast on a freshly “killed” enemy. This is not a killing blow effect and still be healed back up


    Body: 70

    Weapons: claws

    Damage: 8 Normal Fear, 15 Normal Fear from Behind

    Magic: Physical Web x3, Physical Strike Bind x3, Physical Strike Silence x3

    Defenses: Dodge x3, Immune to Binding

    Abilities: Devour

    Motivation: Kill Invaders

    Speech: none

    Tactics: none

    Movement: quick and in spurts, like a wolf spider

    Oops, More Blood : Dire Blood Tainted Rat

    You are a regular brown rat that had the unfortunate fate of drinking the blood wine from les Sangsues Abyssale. You are now a blood crazed fiend. You will attack anything that moves that isn’t supposed to be in your space.


    Can “Devour” on a 3 count and recover 40 body if they feast on a freshly “killed” enemy. This is not a killing blow effect and still be healed back up


    Body: 50

    Weapons: Claws

    Damage: 7 Normal Sleep

    Magic: Physical Strike Taint Blood x3, Physical Strike Disease x3, Physical Strike Fumble x3

    Defenses: Dodge x2, Rips from Pin/Bind

    Abilities: Mighty Slay x1, Devour

    Makeup: 98, 114, 111, 119, 110, 111, 117, 116, 32, 119, 105, 116, 104, 32, 98, 108, 111, 111, 100, 32, 111, 110, 32, 102, 97, 99, 101

    Motivation: kill the invaders

    Speech: squeaks

    Tactics: ferocious

    Movement: fast and rat like

    Oops, More Blood : Les Sangsues Abyssale (Aka Frank Grisk)

    les Sangsues Abyssale (pronounced less Sang-suss Abby-sale, literally the abysmal leech) is a man out for a buck. Always looking for the next big thing, the next money maker, the next scheme. You are coming into town to make sure everyone liked your wine, and of course, sell your charms, bobbles, trinkets, and potions. You have no idea what your name means. You heard someone call you that one day, and you liked it so much you adopted the name.

    This character is based off of the cliche of a smooth talking car salesman.


    Reset: will resurrect


    Body: 100

    Weapons: short/long sword

    Damage: 20 Silver

    Defenses: shield magic

    Props: 116, 114, 101, 97, 115, 117, 114, 101, 32, 99, 104, 101, 115, 116, 32, 119, 105, 116, 104, 32, 116, 114, 105, 110, 107, 101, 116, 115

    Motivation: To make money

    Tactics: underhanded, liar

    Oops, More Blood : Rotting Sanguine Roots

    You are a mass of semi sentient roots. You are tainted by the blood magic that was contained in the wine made by les Sangsus Abbysale. You are very aggressive to anything that enters your chamber.


    Can “Devour” on a 3 count and recover 40 body if they feast on a freshly “killed” enemy. This is not a killing blow effect and still be healed back up


    Body: 100

    Weapons: Claws

    Damage: 10 Normal Nausea

    Magic: Physical Web x3, Physical Strike Confine x3, Paralysis Gas x3, Feeblemind Gas x3

    Defenses: Phase x3, Immune to Binding, Double Damage from Flame, No Metabolism

    Abilities: Mighty Slay x2 (Massive)

    Makeup: 114, 101, 100, 32, 111, 117, 116, 32, 119, 105, 116, 104, 32, 98, 108, 111, 111, 100

    Motivation: Kill anything that isn't supposed to be there

    Speech: none

    Tactics: none

    Movement: creeping and fast

    Sanity Hits a Perfect Zero

    Written By: Chris Colland

    Brief: A sealed chest has been discovered in an abandoned building near Vindale, but no one can figure out the lock on it.

    Requirements:

  • Run on Saturday Early Afternoon
  • Synopsis: The lock can only be opened from a Cold Iron Key that a random merchant will be selling for 10 Gold during the weekend. The Merchant tells them “This will lead you to a treasure, but it will be dangerous”. DFM does not work on the box as one scholar already tried. The lock is holding back 3 Gaseous form Vampires locked in a box in pure blood frenzy. This was an early prototype solution for no Stake of Woe to deal with a Vampire. The Blackthorne Family crest is burnt into the inside of the box. When the box opens the 3 Vampires come clawing out of Gaseous Form trying to kill for a blood bath to sate their insanity.

    Outcomes:

    1. The PCs put it together about the key they may have bought and the box they need to unlock the box with.
    2. The PCs don’t realize they have the key to unlocking the Blackthorne Box and the Vampires remained trapped
    ~

    Number of Cast Members: 4

    Roles: Alryn (M) or Serith (F) Vindale Guard, Feral Vampire Regnant x3

    Misc: ,

    Props: PC style Clothing but white tabard /w Blood/Red on Face,, Locked Box with Blackthorne Family crest is burnt into the inside of the box

    Treasure: Coins, Components, Production, Cantrip Pages

    Hook: A Vindale Guard comes to town with a recently discovered Box that is sealed in an abandoned building near Vindale

    Scenes:

      In Game: Abandoned Shipping Warehouse Out of Game: Mod Shack Flee Point: Mod Shack Door

    Transformations: Undead Hunter and Lycans

    Running Notes: This module is a hidden module. A merchant will sell a player a Cold Iron Key for 10G. He will warn them that them “This will lead you to a treasure, but it will be dangerous”. The Box cannot be destroyed by any means currently known. This was Blackthorne magic from another timeline where magic was very different. Vincent Blackthorn will be very happy to see this box and proud of the PCs for discovering it for him. Only Vincent knows how to open the box, to open the box the blood of a Hunter must be spilled on the lock if the key isn’t present, and this is how they magically seal the box. The Vampires that come from the box are very strong but there are only 3 of them. Given their unknown time in the box, these must have been elders, but they are on their last Stake of Woe life. If the PCs killing blow them with a Stake of Woe then they ash instantly.

    Sanity Hits a Perfect Zero :

    Feral Vampire Regnant

    You don’t know how long you have been trapped in this time prison but you want out and you NEED blood. You will do everything in your power to kill and drain the blood from the first living being you see when released. You vengeance will be brutal.

    Descriptive Phrase: Deformed Feral Vampire

    Body: 300

    Defenses: Phase x10, Double Damage from Light, Healing, and Flame, Immune to Ice, Half Damage from Lightning, Healed by Chaos and Darkness, No Metabolism, Rips from Pin/Bind/Web/Confine

    Magic: 6 Block Earth 20 Formal, Arcane Fear x8, Arcane Paralysis x4, Arcane Vampire Charm x8, Create Undead at Will

    Weapons: Claws and Shield or Claws/2h

    Damage: 25 Magic Feeblemind, 50 Magic Feeblemind (from behind)

    Abilities: Slay/Parry x3, Gaseous Form x3, Focus, First Aid, Read/Write, Healing Arts, Curse of Transformation (Vampire) on Bite x3,

    Transform: None

    Killing Blow Active: Yes!!!! Drink all the blood

    Motivations: FEAST ON THE NEW VICTIMS OF VINDALE!!! Lurk in the darkness and seek victims to sate your bloodlust.

    SPECIAL ABILITY:

    - Can cast Corruption at will if Feral Vampire drinks the blood of a victim for 60 seconds

    A screenshot of a computer  Description automatically generated


    Sanity Hits a Perfect Zero :

    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


    A Plague Is Born

    Written By: Brittney Perry, Chris Colland

    Reviewed By: Scott Bennett

    Plotline: Contagion

    Brief: Infection consumes Sam the wandering Begger and unleashes a horde of Giant Rats upon the Half Pony Inn.

    Requirements:

  • Run on Saturday Early Afternoon
  • A Wandering Plague ran
  • Synopsis:

    Oh Aom brings a note to the friends of Sam Nekruv. The note begs for them to come to the Half Pony Inn at once because his coughing is has gotten much worse.

    Once the adventurers show up at the Inn. Velray Fisttoe, the innkeeper admits to letting a sick man stay in their storehouse for free because they felt bad for him. They will say that the storehouse is unlocked if the adventurers wish to go back there and they are free to do so. There are patrons in the Inn playing cards.

    In the Storehouse, the adventurers are greeted by Sam who is in back of the storehouse and coughing worse than was in town (NPCs for the Dire Rats are outside the side door). Sam begs for them to not get too close. He request that the players take down a letter to be delivered to his estranged Daughter Ruth, “Dear Ruth. I have not been the best (cough) father. But I want(cough) you (cough) (cough)”. He then erupts in a fit of coughing. As he continuously coughs, a green smoke bomb is set off in front of him. Once the smoke is heavy enough, npcs enter though back door hidden by the smoke. Sam collapses inside his robes with a shriek of pain, and Dire Chaos Rats emerge (ONE I EXPLODE FROM THE CORPSE… in unison) (Sound Effect- Rat squeaks after emerge)

    The Rats goal is to exit the storehouse and infect the nearby people. They will take an erratic but steady route to the door, will attack if blocked or hindered, and exit. The NPCs are to go around the building, go out of game, and re-enter from the back door. They need to gather at the robe pile for everyone to respawn. They are to wait until all the NPCs are back at the robes and then count again (ONE I EXPLODE FROM THE CORPSE… in unison) Continue until there have approximately 30 spawns. The mod marshal needs to keep a rough count of how may rats escape. If more than 15 rats escape, the module “The Plague is Upon You” can be ran.

    Infection- is done just as a Killing Blow, with a count of “I infect you 1, I infect you 2, I infect you 3.”

    Outcomes:

    1. Sam explodes into Dire Chaos Rats, unleashing a plague upon the land.
    ~

    Number of Cast Members: all

    Roles: Oh Aom, Sam Nekrov, Velray Fisttoe, Fiey Mim, Colgelga Hillgem, Dolthrum Coldheart, Dire Chaos Rat (approx 30 spawns) Dire Chaos Rats, Dolthrun Coldheart, Oh Aom, Sam Nekrov, Velray Fisttow- Owner and proprietor of the Half Pony Inn

    Misc: , , adsf

    Props: green smoke bomb, smoke machine, fog juice, note from Sam Nekruv, Letter from Vindale City (Alternate),speaker, Sound Effect- Rats squeaking, Half Pony Inn Sign, Congratulations, you're Infected! cards, Letter from Sam Nekrov, Phlegm container (optional)

    Makeup: Sam- pale face with dark eye bruises Rats- Rat mask with green markings, black tabard with green sash, blackout with green face markings, pale, heavy eye bruises, For A Plague Revealed- Green lotus prosthetic

    Costuming: black rat mask, black tabard with green sash, Townsperson, heavy cloaks

    Treasure: 1 gold per rat plus whatever the PCs gave Sam in A Wandering Plague (robe must be searched to retrieve)

    Hook: Oh Aom comes to town with a letter from Sam Nekruv (Alternate- A letter is delivered to the PCs asking them to take care of Sam one way or another)

    Scenes:

      In Game: The Half Pony Inn and/or the storehouse of the Half Pony Inn Out of Game: Mod Shack, dimly lit, full of smoke from both the patron's pipes and a faulty fireplace, and smelling sour. Flee Point: None
      In Game: The Storehouse of the Half Pony Inn. It is very hazy. The smell of infection is apparent to all that can smell the haze (i.e, you smell the fog, you smell the infection). If there happens to be a Scavenger in the group, they will be driven from the area by the smell of infection. Out of Game: Mod Shack, dimly lit, Crates and boxes, Fog Machine fog. Flee Point: None

    Craftsman Information: Scavenger- The smell of infection is heavy in the air. It almost drives you from the room. (the infection is represented by the hazy smoke.)

    Smoke: Turn off all smoke detectors. leave to turn them back on. Turn them back on after all the smoke has cleared for the module. Ask if anyone has issues with smoke. If they do do not use the smoke. Ask this at opening ceremonies if the event is small or ask on he way to the module if the event is larger.

    (ALTERNATE IF NO ONE BEFRIENDS SAM IN A WANDERING PLAGUE- A letter is delivered to the adventurers from the city of Vindale, requesting the adventurers look into a beggar in the warehouse district that was seen wandering around town. They are asked to investigate the beggar and see if a cure for his sickness can be found, or “another alternative sought if no cure is found”.

    A Plague Is Born : Dire Chaos Rats

    You are a large black rat that has been created by exploding from someone who drank from the spring. You are made to do one thing, scatter, bite, and infect as many people as possible. You are vicious when cornered, and will defend yourself aggressively if trapped or attacked. Otherwise, your instinct is to run from a fight. But, after the first summoning of your plague, you encountered men with steel and magic, and now have a burning hatred of such things. After you scattered and infected the Half Pony Inn, you are now targeting the people of the town.


    Infection- is done just as a Killing Blow, with a count of “I infect you 1, I infect you 2, I infect you 3.” Then you will give a small card to whoever you infect with the directions. Directions- You are to try to get people to drink from the spring. You are no longer affected by the spring.
    Devour- on a 3 count, recover 40 body if they feast on a freshly ‘killed’ enemy. This is not a killing blow effect and still be healed back up


    Body: 50

    Weapons: Claws

    Damage: 5 Normal Lesser Drain

    Magic: Physical Strike Cause Serious Wounds 20 x3, Weakness Gas x3, 30 Elemental Chaos x3

    Defenses: Dodge x1, Healed by Chaos, No Metabolism

    Abilities: Can 'Devour' and 'Infect'

    Props: 67, 111, 110, 103, 114, 97, 116, 117, 108, 97, 116, 105, 111, 110, 115, 44, 32, 121, 111, 117, 39, 114, 101, 32, 73, 110, 102, 101, 99, 116, 101, 100, 33, 32, 99, 97, 114, 100, 115

    Makeup: 98, 108, 97, 99, 107, 111, 117, 116, 32, 119, 105, 116, 104, 32, 103, 114, 101, 101, 110, 32, 102, 97, 99, 101, 32, 109, 97, 114, 107, 105, 110, 103, 115

    Motivation: Bite and infect everyone

    Speech: squeaks

    Tactics: Evasive. Will run from a fight until left with no other choice.

    Movement: Quick and rat like

    A Plague Is Born : Dolthrun Coldheart

    You are a patron at the Half Pony Inn and have been there for several days. You have come to Vindale for the festival. You are just looking for a drink and a card game when the rats invade the Inn.


    Body: 50

    Motivation: play cards and drink

    A Plague Is Born : Oh Aom

    You are sleazy, and give off those vibes. You were out for a stroll, minding your own business, when you were approached by Sam Nekrov near the Half Pony Inn. In between fits of coughing, Sam asked you to deliver a letter to ____________ ,a specific adventurer that befriended Sam, and gave you a gold for your troubles. You were already headed to the tavern where the adventurers are, so you decided to see where this was headed.

    When you deliver the note,you emphasize that you delivered the note ‘out of the kindness of your heart’,and that ‘the man didn’t look like he had long on this earth’.


    Reset: will resurrect


    Body: 50

    Props: 76, 101, 116, 116, 101, 114, 32, 102, 114, 111, 109, 32, 83, 97, 109, 32, 78, 101, 107, 114, 111, 118

    Motivation: Getting gold and being scummy

    Tactics: sly, slick, backhanded, selfish

    A Plague Is Born : Sam Nekrov

    You’ve gotten sicker and now you’ve sent word to those you met. You are sat at the very back of the storehouse of the Half Pony Inn. You will tell them to stay back in between coughs. You will be adamant that the PCs stay away, and will become agitated if approached. You will say that you want to dictate a letter to your daughter. You say that you don’t have long, you can’t breathe and you know there isn’t any hope at this point. Nothing will change your mind, and you will insist between coughs that they need to send the letter. You can say that if you somehow survive, you will go see your daughter. You will become an adventurer like them. You will cough and wheeze and insist on the letter untill they agree.


    Body: 30

    Makeup: 112, 97, 108, 101, 44, 32, 104, 101, 97, 118, 121, 32, 101, 121, 101, 32, 98, 114, 117, 105, 115, 101, 115

    Motivation: dictate a letter

    Speech: slow, wheezy, with fits of coughing

    Tactics: friendly but pitiful

    Movement: slow, it's hard to move and breathe

    A Plague Is Born : Velray Fisttow- Owner and Proprietor of the Half Pony Inn

    You are Velray Fisttow, and you own the Half Pony Inn in the city of Vindale, on the eastern side of town. You are very friendly, overtly flirtatious, and helpful. You are deathly afraid of rats, and pride yourself in keeping your inn and the storehouse rat free. No adventurers ever come your way, and you are excited to see them when they show up. You have talked to Sam Nekrov and like him very much. You fed and housed him for a low price, so low that you lost money on the meals. You took his money because he insisted, you would have let him stay in the storehouse for free. He is in the storehouse because the inn is full, for the first time in years. He first asked to sleep in the barn. He has been there for about a week. They noticed that he was coughing up bile a few days ago. Word of the market day in Vindale drew travelers from all over, and your place is the cheapest in town! You came into town looking for a guard for your inn make your patrons feel better about staying there.


    Reset: will resurrect


    Body: 20

    Props: 80, 104, 108, 101, 103, 109, 32, 99, 111, 110, 116, 97, 105, 110, 101, 114, 32, 40, 111, 112, 116, 105, 111, 110, 97, 108, 41

    Makeup: 70, 111, 114, 32, 65, 32, 80, 108, 97, 103, 117, 101, 32, 82, 101, 118, 101, 97, 108, 101, 100, 45, 32, 71, 114, 101, 101, 110, 32, 108, 111, 116, 117, 115, 32, 112, 114, 111, 115, 116, 104, 101, 116, 105, 99

    Motivation: To get people to spend money at your inn.

    Tactics: You are a happy, go lucky type person

    A Plague Is Born :

    The sign at the inn is the front half and back half of a horse, having been damaged in a storm.


    A Plague Is Born :

    A Plague Is Born : Adsf

    A Plague at the Inn

    Written By: Brittney Perry, Chris Colland

    Plotline: Contagion

    Brief: When the adventurers leave the storehouse in A Plague is Born, they can hear screams coming from the inn next door. They can choose to investigate or not.

    Requirements:

  • Run on Saturday Early Afternoon
  • Ran directly after "A Plague is Born"
  • Synopsis: The Dire Chaos Rats have escaped and have invaded the inn next door to the storehouse. Screams of the patrons can be heard as soon as the adventurers exit the storehouse. This is round two with the rats. The patrons and Velray will be screaming for help when the adventurers exit the storehouse, and will thank the adventurers profusely after they clear out the rats from the inn.

    Outcomes:

    1. The PCs go for round two with the rats
    2. The PCs choose to ignore the screams and the rats decimate the inn ("The Plague is Upon You" can be ran)
    ~

    Number of Cast Members: all

    Roles: Velray Fisttoe, Velray Fisttoe, Fiey Mim, Colgelga Hillgem, Dolthrum Coldheart, Dire Chaos Rats (approximately 30 spawns) Colgelga Hillgem- Seasonal worker, Dire Chaos Rats, Dolthrun Coldheart, Fiey Mim- Gambler, Velray Fisttow- Owner and proprietor of the Half Pony Inn

    Props: speaker, sound effects- screaming and rat squeaks, Phlegm container (optional), Congratulations, you're Infected! cards

    Makeup: Dire Chaos Rats- Rat masks with green markings, green sash, For A Plague Revealed- Green Lotus prosthetic, blackout with green face markings, For A Plague Revealed- Green lotus prosthetic

    Costuming: dwarf beard, black rat mask, black tabard with green sash, Townsperson

    Treasure: 1 gold per rat spawn

    Hook: Screams coming from the Half Pony Inn

    Scenes:

      In Game: The Half Pony Inn Out of Game: mod shack Flee Point: none

    Running Notes: 1.As soon as the PCs exit the mod shack in "A Plague is Born", inform them that they can hear panicked screaming coming from the inn directly next door, ask what they do. 2.Infection, Some creatures have the ability to infect helpless victims with material that will turn the person into a version of the creature. Unlike a werewolf or vampire curse, this is only a physical transformation of the victim’s body. Players will be told of specific triggers if necessary. Victims will lose all memory of their former lives, and the player must follow the commands they are given by the Monster Master until the character is slain. The character may then be killed and then given a Life spell and be cured of the infection. If the player dies the spirit may then proceed to the Healers’ Guild to be resurrected as normal. Infection is done just as a Killing Blow, with a count of “I infect you 1, I infect you 2, I infect you 3.”

    A Plague at the Inn : Colgelga Hillgem- Seasonal Worker

    You are a traveling seasonal worker, and are in Vindale seeking work with the upcoming harvest. You barely recalls traveling with a sick man on their way into town, but not much about him. You recall there being many sick people though on their way into the city. You drank from the spring when you entered town.


    Body: 75

    Props: 80, 104, 108, 101, 103, 109, 32, 99, 111, 110, 116, 97, 105, 110, 101, 114, 32, 40, 111, 112, 116, 105, 111, 110, 97, 108, 41

    Makeup: 70, 111, 114, 32, 65, 32, 80, 108, 97, 103, 117, 101, 32, 82, 101, 118, 101, 97, 108, 101, 100, 45, 32, 71, 114, 101, 101, 110, 32, 76, 111, 116, 117, 115, 32, 112, 114, 111, 115, 116, 104, 101, 116, 105, 99

    Motivation: to mingle, to work

    A Plague at the Inn : Dire Chaos Rats

    You are a large black rat that has been created by exploding from someone who drank from the spring. You are made to do one thing, scatter, bite, and infect as many people as possible. You are vicious when cornered, and will defend yourself aggressively if trapped or attacked. Otherwise, your instinct is to run from a fight. But, after the first summoning of your plague, you encountered men with steel and magic, and now have a burning hatred of such things. After you scattered and infected the Half Pony Inn, you are now targeting the people of the town.


    Infection- is done just as a Killing Blow, with a count of “I infect you 1, I infect you 2, I infect you 3.” Then you will give a small card to whoever you infect with the directions. Directions- You are to try to get people to drink from the spring. You are no longer affected by the spring.
    Devour- on a 3 count, recover 40 body if they feast on a freshly ‘killed’ enemy. This is not a killing blow effect and still be healed back up


    Body: 50

    Weapons: Claws

    Damage: 5 Normal Lesser Drain

    Magic: Physical Strike Cause Serious Wounds 20 x3, Weakness Gas x3, 30 Elemental Chaos x3

    Defenses: Dodge x1, Healed by Chaos, No Metabolism

    Abilities: Can 'Devour' and 'Infect'

    Props: 67, 111, 110, 103, 114, 97, 116, 117, 108, 97, 116, 105, 111, 110, 115, 44, 32, 121, 111, 117, 39, 114, 101, 32, 73, 110, 102, 101, 99, 116, 101, 100, 33, 32, 99, 97, 114, 100, 115

    Makeup: 98, 108, 97, 99, 107, 111, 117, 116, 32, 119, 105, 116, 104, 32, 103, 114, 101, 101, 110, 32, 102, 97, 99, 101, 32, 109, 97, 114, 107, 105, 110, 103, 115

    Motivation: Bite and infect everyone

    Speech: squeaks

    Tactics: Evasive. Will run from a fight until left with no other choice.

    Movement: Quick and rat like

    A Plague at the Inn : Dolthrun Coldheart

    You are a patron at the Half Pony Inn and have been there for several days. You have come to Vindale for the festival. You are just looking for a drink and a card game when the rats invade the Inn.


    Body: 50

    Motivation: play cards and drink

    A Plague at the Inn : Fiey Mim- Gambler

    You have a problem, you like to gamble. A lot. You carry around a bag of chips and a deck of cards just in case anyone is up for a game (alternatively get them in the tavern). You are a great card player and will brag as such. You have come to town looking for a card game. You played cards with Sam the previous week, the night Sam got into town. You were staying at the Half Pony Inn until it was overran with rats. Now you are planning on leaving town that night. You wanted one more card game before you left. You drank from the spring a few days ago. You have a bad cough as well as the green pox.


    Body: 30

    Makeup: 70, 111, 114, 32, 65, 32, 80, 108, 97, 103, 117, 101, 32, 82, 101, 118, 101, 97, 108, 101, 100, 45, 32, 71, 114, 101, 101, 110, 32, 108, 111, 116, 117, 115, 32, 112, 114, 111, 115, 116, 104, 101, 116, 105, 99

    Motivation: play cards

    Tactics: Karen like

    A Plague at the Inn : Velray Fisttow- Owner and Proprietor of the Half Pony Inn

    You are Velray Fisttow, and you own the Half Pony Inn in the city of Vindale, on the eastern side of town. You are very friendly, overtly flirtatious, and helpful. You are deathly afraid of rats, and pride yourself in keeping your inn and the storehouse rat free. No adventurers ever come your way, and you are excited to see them when they show up. You have talked to Sam Nekrov and like him very much. You fed and housed him for a low price, so low that you lost money on the meals. You took his money because he insisted, you would have let him stay in the storehouse for free. He is in the storehouse because the inn is full, for the first time in years. He first asked to sleep in the barn. He has been there for about a week. They noticed that he was coughing up bile a few days ago. Word of the market day in Vindale drew travelers from all over, and your place is the cheapest in town!


    Reset: will resurrect


    Body: 20

    Props: 80, 104, 108, 101, 103, 109, 32, 99, 111, 110, 116, 97, 105, 110, 101, 114, 32, 40, 111, 112, 116, 105, 111, 110, 97, 108, 41

    Makeup: 70, 111, 114, 32, 65, 32, 80, 108, 97, 103, 117, 101, 32, 82, 101, 118, 101, 97, 108, 101, 100, 45, 32, 71, 114, 101, 101, 110, 32, 108, 111, 116, 117, 115, 32, 112, 114, 111, 115, 116, 104, 101, 116, 105, 99

    Motivation: To get people to spend money at your inn.

    Tactics: You are a happy, go lucky type person

    Saturday Early Evening

    1 Modules to run

    A Plague Revealed

    Written By: Brittney Perry, Chris Colland

    Plotline: Contagion

    Brief: Several people are seen near/in the tavern. They all have a green pox on their face and hands. They are all of differing races, backgrounds, and jobs. But they all one thing in common, they all drank from the spring in town.

    Requirements:

  • Run on Saturday Early Evening
  • A Plague Is Born ran
  • Synopsis: The full scope of what the spring has done is starting to be seen, as people who drank from the spring come to town. They also all met Sam at one point or another. One person is someone that gambled with him, one is the proprietor of the Half Pony Inn, and another is one who traveled on the road into town with Sam. The people are all similarly covered in a green pox on their face and hands, are coughing, and are spitting green phlegm (optional). These people seem otherwise healthy, and are in the tavern to get a bite to eat, drink, and mingle with the adventurers. They will take it personal if asked to leave, to cover their mouths, will flip their lid if retained against their will, will complain loudly that they are being persecuted, etc. Channel your inner anti- masker spirit, and turn Karen if confronted or detained.

    Outcomes:

    1. The three are detained by the PCs
    2. The three are ran out of town/killed
    3. The three finish their business and leave
    ~

    Number of Cast Members: 3

    Roles: Fiey Mim- card gambler, Velray Fisttoe- Owner and proprietor of the Half Pony Inn, Colgelga Hillgem- traveler Colgelga Hillgem- Seasonal worker, Fiey Mim- Gambler, Velray Fisttow- Owner and proprietor of the Half Pony Inn

    Props: phlegm container (optional), Phlegm container (optional)

    Makeup: pox- Green wax prosthetic covered in small holes, (lotus flower like) on hands and face, For A Plague Revealed- Green Lotus prosthetic, For A Plague Revealed- Green lotus prosthetic

    Costuming: dwarf beard, Townsperson

    Treasure: , ( Description: Duration: Effects: )

    Hook: Three sick people come to the tavern

    Scenes:

      In Game: Out of Game: Flee Point:

    Running Notes: -Fiey Mim is a person who has come to town looking for a card game. Fiey played cards with Sam the previous week, the night Sam got into town. Fiey Mim was staying at the Half Pony Inn until it was overran with rats. Now he is planning on leaving town that night. He wanted one more card game before he left. He drank from the spring a few days ago. -Velray Fisttoe is the owner and sole proprietor of the Half Pony Inn, located on the eastern side of town. Velray met Sam several days ago, when a coughing Sam showed up and asked to sleep in their barn. Velray took pity on Sam, and instead bedded him down in the storehouse and gave the beggar one hot meal a day. Velray is in town seeking a guard to make their patrons feel better about staying in their now overran inn. -Colgelga Hillgem is a traveling seasonal worker, in Vindale seeking work with the upcoming harvest. Colgelga barely recalls traveling with a sick man on their way into town, but not much about him. Colgelga recalls their being many sick people though on their way into the city. Colgelga drank from the spring when she entered town. -All three developed the pox recently, and had a green rash before the pox showed up.

    A Plague Revealed : Colgelga Hillgem- Seasonal Worker

    You are a traveling seasonal worker, and are in Vindale seeking work with the upcoming harvest. You barely recalls traveling with a sick man on their way into town, but not much about him. You recall there being many sick people though on their way into the city. You drank from the spring when you entered town. You are staying at the Half Pony Inn.


    Body: 75

    Props: 80, 104, 108, 101, 103, 109, 32, 99, 111, 110, 116, 97, 105, 110, 101, 114, 32, 40, 111, 112, 116, 105, 111, 110, 97, 108, 41

    Makeup: 70, 111, 114, 32, 65, 32, 80, 108, 97, 103, 117, 101, 32, 82, 101, 118, 101, 97, 108, 101, 100, 45, 32, 71, 114, 101, 101, 110, 32, 76, 111, 116, 117, 115, 32, 112, 114, 111, 115, 116, 104, 101, 116, 105, 99

    Motivation: to mingle, to work

    A Plague Revealed : Fiey Mim- Gambler

    You have a problem, you like to gamble. A lot. You carry around a bag of chips and a deck of cards just in case anyone is up for a game (alternatively get them in the tavern). You are a great card player and will brag as such. You have come to town looking for a card game. You played cards with Sam the previous week, the night Sam got into town. You were staying at the Half Pony Inn until it was overran with rats. Now you are planning on leaving town that night. You wanted one more card game before you left. You drank from the spring a few days ago. You have a bad cough as well as the green pox.


    Body: 30

    Makeup: 70, 111, 114, 32, 65, 32, 80, 108, 97, 103, 117, 101, 32, 82, 101, 118, 101, 97, 108, 101, 100, 45, 32, 71, 114, 101, 101, 110, 32, 108, 111, 116, 117, 115, 32, 112, 114, 111, 115, 116, 104, 101, 116, 105, 99

    Motivation: play cards

    Tactics: Karen like

    A Plague Revealed : Velray Fisttow- Owner and Proprietor of the Half Pony Inn

    You are Velray Fisttow, and you own the Half Pony Inn in the city of Vindale, on the eastern side of town. You are very friendly, overtly flirtatious, and helpful. You are deathly afraid of rats, and pride yourself in keeping your inn and the storehouse rat free. No adventurers ever come your way, and you are excited to see them when they show up. You have talked to Sam Nekrov and like him very much. You fed and housed him for a low price, so low that you lost money on the meals. You took his money because he insisted, you would have let him stay in the storehouse for free. He is in the storehouse because the inn is full, for the first time in years. He first asked to sleep in the barn. He has been there for about a week. They noticed that he was coughing up bile a few days ago. Word of the market day in Vindale drew travelers from all over, and your place is the cheapest in town! You came into town looking for a guard for your inn make your patrons feel better about staying there.


    Reset: will resurrect


    Body: 20

    Props: 80, 104, 108, 101, 103, 109, 32, 99, 111, 110, 116, 97, 105, 110, 101, 114, 32, 40, 111, 112, 116, 105, 111, 110, 97, 108, 41

    Makeup: 70, 111, 114, 32, 65, 32, 80, 108, 97, 103, 117, 101, 32, 82, 101, 118, 101, 97, 108, 101, 100, 45, 32, 71, 114, 101, 101, 110, 32, 108, 111, 116, 117, 115, 32, 112, 114, 111, 115, 116, 104, 101, 116, 105, 99

    Motivation: To get people to spend money at your inn.

    Tactics: You are a happy, go lucky type person

    Saturday Night

    3 Modules to run

    Hourglass

    Written By: Chris Colland with Scott Bennett

    Plotline: Soulless Existence

    Brief: Inside of the clocktower is an agent outside of time the Golems are hunting.

    Requirements:

  • Run on Saturday Night
  • Synopsis: The Clocktower in Vindale is under attack by large clockwork golems. Something in the clocktower seems to be drawing them to the place but it is unclear what until they are dealt with. Inside is an agent outside of time the Golems were hunting, he has on him a book in a language that isn’t native to Elysia. The book is what is drawing the Golems towards it. The book reads as Time Magic but when you can read the words in translation, it was written in a Void language. The Golem want the book to be destroyed, the Agent wants to escape after stealing it from the Vindale Vampire Library. It’s up to the Adventurers who gets to keep the book or if it is destroyed. The Void language in the book is for a summoning ritual of Void creatures.

    Outcomes:

    ~

    Number of Cast Members: 1

    Roles: Clockwork Golem Annihilator, Horatio Giddens

    Misc: Book of Invitations

    Props: gear chest piece, Small wand

    Costuming: White Tabard, Modern style Suitcoat

    Treasure: , ( Description: Duration: Effects: )

    Rumors: The Clocktower in Vindale is under seige by large clockwork golems. Something in the clocktower is drawing them them to the place. Nobody has been able to enter the clocktower for several weeks.

    Scenes:

      In Game: The outside of the Clocktower Out of Game: The outside of the Clocktower Flee Point:
      In Game: The first floor of the Clocktower Out of Game: The first floor of the Clocktower Flee Point:
      In Game: The first floor of the Clocktower Out of Game: The second floor of the Clocktower Flee Point:
      In Game: The first floor of the Clocktower Out of Game: The third floor of the Clocktower Flee Point:
      In Game: The first floor of the Clocktower Out of Game: The top floor of the Clocktower Flee Point:

    The Heist

    Horatio stole the book of the war from the Vindale Vampire Library.

    Luke’s Wall

    Horatio realized that he was about to be overwelmed and enacted a dark ritual to buy him time. This ritual was enacted specifically to repel Golems

    Hourglass : Clockwork Golem Annihilator

    You tick with channeled time energy. You serve your dearly departed master Haskell but you still enact his will. When the “Book of Invitations” was detected dozens of your brothers were sent to retrive it and destroy it. This cannot be allowed to exist.


    Body: 300

    Weapons: Longsword and Shield

    Damage: 15 Magic Time

    Defenses: Healed by Time, Takes 30/70 damage from Shatter/Destroy

    Abilities: Physical Strike Bind x3, Physical Strike Shatter x3, Spellstrike 50 Elemental Time x3, 30 Elemental Time x5

    Props: 103, 101, 97, 114, 32, 99, 104, 101, 115, 116, 32, 112, 105, 101, 99, 101

    Killing Blow: On agents of Void of course.

    Motivation: Retrieve "the book of invitations". Wait for Haskell's Return.

    Speech: They do not speek

    Movement: Move slowly and stomp your feet to imitate the weight of your heavy machinery.

    Descriptive Phrase: Golem with clock gears on its body

    Hourglass : Horatio Giddens

    You are an agent of chaos. Charasmatic but deadly you are attempting pay off the favors that you needed to call in from your last failed scheme. You are currently on the run and only ventures out of your lair for big jobs.


    Body: 150

    Weapons: Longsword (+2 Spirit Locked Longsword Lovely Lamay)

    Damage: 20 Magic

    Magic: 4 Block Earth

    Abilities: Rift 1x Day takes 1 hour ritual and takes him to Desperation his hiding hole., Unlimited 30 elemental Chaos when channeling with his wand., Luke's Wall - Creates a barriar around a structure that locks it in time and burns the memories of the host to keep it running. Weak against some Dream Magic Named After Luke Goodman a powerful dream Sorcerer that traded him this in exchange for

    Props: 83, 109, 97, 108, 108, 32, 119, 97, 110, 100

    Killing Blow: He love it. He relishes the chance kill and maim.

    Motivation: Retrieve the Book of Invitiations and after researching it either trade it or use the rituals. You has no idea what is within it.

    Speech: British accent. Suave

    Tactics: Blast the daylights out of people with your wand. Your most deadly weapon is your mind though.

    Movement: Frantic.

    Hourglass : Book of Invitations

    Language: A language that isn’t native to Elysia. The book reads as Time Magic but if you can read the words in translation, it was written in a Void language. The Void language in the book is for a summoning ritual of Void creatures.

    Cab be detected with SENSE VOID. If you are carrying the book and sense void is used on you you must respond “VOID PRESENT” The book is is drawing the Clockwork Golems towards it as are attempting to locate and destroy the book.

    Inside of the book are 2 formal magic rituals.

    Courting the Spiral

    Components: 10P 5D 5T

    When cast it will begin a slow but deadly process of replacing much of the ability of those that are able to read with the read magic skill to no longer be able to read in the traditional sense instead seeing an Oraborus spiral in place of the writing that this would normally be expected. In game terms every character within 30 miles of the casting PC or NPC will need to roll D% as if they were rolling on the backlash table and consult the table below. The effects on the various characters last for 1 year from the casting.

    D% Result
    1-10 Unaffected
    11-75 Every day 50% chance to be unable to use read magic or to read traditional writing without tremendous effort.
    76-100 As 11-75 but 100% of the time

    Additionally for every character that rolls a 76-100 result run the module “Lurking Horror” which details the terrible creatures that have been brought through by the latent ritual that all of the readers of the spiral have become. Lastly it is known to all creatures of extraplanar nature that the area that this ritual has had this ritual enacted on is now tainted and if at all possible they will avoid this cursed place.

    Inviting the Sleeper

    Components: 10P 5D 5T

    This ritual must be cast on a willing target. This places the essence of the Sleeper of Nagios in the target and it will begin to dominate the thoughts and emotions of it’s host. This acts as both a Transform and a high level of craftman other skills. At the end of one year the sleeper will depart and the host will feel a terrible sense of loss as they will never be able to carry him again.


    It's a Plague, My Deer

    Written By: Brittney Perry

    Plotline: Contagion

    Brief: A black deer with glowing purple antlers has been spotted near the town. It acts like it wants someone to follow it. When followed, the deer leads them right to the source of the plague.

    Requirements:

  • Run on Saturday Night
  • End of Contagion plot desired
  • Synopsis: Scene set up- There is an unreasonably large circle of lit rope lights. This circle represents the noxious cloud over the spring. In the center of the circle is a bucket. There is a line on the bucket indicating how much ‘potion’ needs to be delivered into the center of the spring. There is a smoke bomb behind the bucket.
    There is a possibility for mod failure.
    A black deer with glowing purple antlers comes to the town. It isn’t there to attack anyone, but to deliver a message and the spring antidote from Feihlen Brighthelm. It’s also there to get people to follow it back to the well.
    When the deer brings the people back to the large spring, the deer runs away. The group find a large spring ringed in blue light. The very air is repugnant and if you cross the light you will take 100 Elemental Chaos per second. The spring is incredibly toxic and needs to be purified. It is a two part process, one is the PCs have to pour the potion given by the deer into the well, and the second is an actual purify well cantrip to complete the process.
    Laying around the pool are pieces of PVC. One has a cup at the end. The PCs are meant to put together the pole and carefully pour the potion into the pool’s center (into a bucket with a line indicating minimum amount of potion needed), and then cast purify well onto the spring. If the PCs are successful, the lights will go off.

    Outcomes:

    1. The PCs purify the well
    2. The PCs don't purify the well, the plague continues
    ~

    Number of Cast Members: all

    Roles: Dire Stag Dire Chaos Rats, Dire Chaos Wolf, Dire Vindale Deer

    Misc: letter from Feihlen Brighthelm

    Props: 200' of rope light (blue), PVC poles (30ish feet, exact center of circle is 31.83 feet), PVC pole with cup, speaker sound effect wolf howl and rat squeak, Blue Smoke Bomb, Antidote, Congratulations, you're Infected! cards, Feilen Brighthelm note, antidote for spring

    Makeup: blackout eyes, face, blackout with green face markings, blackout with green markings, black eyes

    Costuming: black rat mask, black tabard with green sash, black tabard, green sash, black clothing and tabard, dire deer mask

    Treasure: 1 gold per animal, potions and components in crates

    Hook: Black deer with purple antlers with a note

    Scenes:

      In Game: tavern Out of Game: tavern Flee Point: none
      In Game: big tainted well Out of Game: outside in combat safe area Flee Point: none

    Non Standard Effects: Pool of blue light will deal 100 Elemental Damage per second. Antidote- Death Potion if drank

    smoke- announce and ok if smoke can be used

    It's a Plague, My Deer : Dire Chaos Rats

    You are a large black rat that has been created by exploding from someone who drank from the spring. You are made to do one thing, scatter, bite, and infect as many people as possible. You are vicious when cornered, and will defend yourself aggressively if trapped or attacked. Otherwise, your instinct is to run from a fight. But, after the first summoning of your plague, you encountered men with steel and magic, and now have a burning hatred of such things. After you scattered and infected the Half Pony Inn, you are now targeting the people of the town.


    Infection- is done just as a Killing Blow, with a count of “I infect you 1, I infect you 2, I infect you 3.” Then you will give a small card to whoever you infect with the directions. Directions- You are to try to get people to drink from the spring. You are no longer affected by the spring.
    Devour- on a 3 count, recover 40 body if they feast on a freshly ‘killed’ enemy. This is not a killing blow effect and still be healed back up


    Body: 50

    Weapons: Claws

    Damage: 5 Normal Lesser Drain

    Magic: Physical Strike Cause Serious Wounds 20 x3, Weakness Gas x3, 30 Elemental Chaos x3

    Defenses: Dodge x1, Healed by Chaos, No Metabolism

    Abilities: Can 'Devour' and 'Infect'

    Props: 67, 111, 110, 103, 114, 97, 116, 117, 108, 97, 116, 105, 111, 110, 115, 44, 32, 121, 111, 117, 39, 114, 101, 32, 73, 110, 102, 101, 99, 116, 101, 100, 33, 32, 99, 97, 114, 100, 115

    Makeup: 98, 108, 97, 99, 107, 111, 117, 116, 32, 119, 105, 116, 104, 32, 103, 114, 101, 101, 110, 32, 102, 97, 99, 101, 32, 109, 97, 114, 107, 105, 110, 103, 115

    Motivation: Bite and infect everyone

    Speech: squeaks

    Tactics: Evasive. Will run from a fight until left with no other choice.

    Movement: Quick and rat like

    It's a Plague, My Deer : Dire Chaos Wolf

    You were once a normal wolf with your very own pack. After being trapped and a ritual preformed on you, you are now the minion of Feihlen Brighthelm. You’re goal is to protect the spring from any that tamper with it.


    Devour- on a 3 count, recover 40 body if they feast on a freshly ‘killed’ enemy. This is not a killing blow effect and still be healed back up


    Body: 80

    Weapons: Claws

    Damage: 10 Normal Chaos

    Magic: Physical Strike Shatter x3, Physical Strike Fear x3, 30 Elemental Chaos x3

    Defenses: Dodge x1, Half Damage from Weapons, Healed by Chaos, No Metabolism, Rips from Pin/Bind/Web/Confine

    Abilities: Mighty Slay x1, Devour Infection on a 3 count

    Makeup: 98, 108, 97, 99, 107, 111, 117, 116, 32, 119, 105, 116, 104, 32, 103, 114, 101, 101, 110, 32, 109, 97, 114, 107, 105, 110, 103, 115

    Motivation: protect the spring

    Speech: howls and barks

    Movement: wolf like

    It's a Plague, My Deer : Dire Vindale Deer

    You are a deer who has been changed by magic. You are now faster and stronger than any other deer, and your horns glow a bright purple. You are under the control of Feilen Brighthelm, and do whatever tasks he tells you. You will not fight, but run away.


    Reset: true


    Body: 300

    Defenses: shield magic, dodge, shield

    Abilities: able to dissapear into the woods on a three count

    Props: 70, 101, 105, 108, 101, 110, 32, 66, 114, 105, 103, 104, 116, 104, 101, 108, 109, 32, 110, 111, 116, 101, 44, 32, 97, 110, 116, 105, 100, 111, 116, 101, 32, 102, 111, 114, 32, 115, 112, 114, 105, 110, 103

    Makeup: 98, 108, 97, 99, 107, 32, 101, 121, 101, 115

    Motivation: follow Brighthelm's instructios

    Speech: none

    Movement: deer like

    It's a Plague, My Deer : Letter From Feihlen Brighthelm

    Greetings!

    My animal friend here has told me of your troubles with the spring in Vindale. I have been able to reverse engineer the taint on the spring and have brewed an antidote which, along with a purify well cantrip, will hopefully rid the spring from the taint, and hopefully anyone that was unfortunate enough to drink from it. Read carefully, it is very important that the steps be done in order for the antidote to work.

    First, the air around the spring is extremely toxic and will kill you in seconds. Keep this in mind while trying to pour the antidote. Second, the antidote must be poured into the very center of the spring for it to be effective. You must get as much as possible into the spring. I don’t know how much you need exactly, so I am sending as much as I could make. Please be careful with it. I do not know the effects if drank or gotten on skin. Third, a purify well cantrip MUST be cast on the well after the antidote in order to complete the cleansing. If not, I’m afraid the taint will regrow like algae. After it’s done, the water should be safe to drink both here and the spring in town. If this antidote does not work, or if you fail, please send word with my most trusted messenger here, and I will get to work on the problem straight away.

    All we have is Tyrra,

    Feihlen Brighthelm


    Cold Dead Summer

    Written By: Chris Colland

    Brief: Cassius, a vampire leads the adventurers to a trap under the pretense of finding missing children.

    Requirements:

  • Run on Saturday Night
  • Final Module
  • Synopsis: Cassius, a vampire comes to town with information about a missing child. He tells the adventurers that he can lead them to the location where he knows the child is being kept. He will request an “escort” as the woods are unsafe currently. When they arrive with the Vampire, the unconscious body of the missing child will be laying in the woods, the Vampire will look over his shoulder and smirk saying “….And this is the part where you run for your lives…..” as he laughs and turns to mist. From the Darkness, Vampires rush the adventurers trying to slay them all.

    Outcomes:

    1. The PCs recuse the missing child and fight off the vampires, once returned to town the father will bring them a reward to the tavern.
    2. The PCs escape the vampires or fall fighting them, if the child it not rescued he will become a Vampire under a CoT and kill his family resulting in their deaths and not the full module treasure.
    ~

    Number of Cast Members: all

    Roles: Vampire Mod Hook (Cassius), Shadow Vampire, Ulric (Unconscious Child)

    Misc: , ,

    Props: PC Style Clothing, White makeup for Vampires, Blood, “Dead Body” for child

    Treasure: Remaining Event Treasure, ( Description: Duration: Effects: )

    Rumors:

    Five children have gone missing this week so far. Two of them have been found safely and returned. One was badly injured by a Wolf attack it appears. The other 2 are unaccounted for currently. We are searching relentlessly but nothing has come to the surface yet.

    ~ Vindale Guard

    Hook: A vampire comes to town with information about a missing child

    Scenes:

      In Game: Seemingly Abandoned Barn Out of Game: Hillside Behind NPC Shack Flee Point: Mod Shack Door (NPCs will pursue)

    Transformations: All

    Running Notes: This module is the final module of the weekend. The PCs will either save a missing child and receive a nice treasure box or he will be lost and the child will wake up later and go insane under his new affliction. When the PCs are led to the spot, they will be ambushed by a horde of Vampire awaiting them. Cassius was actually helping them before he vanished. Sensing the impending doom, the Blackthorne’s summoned the spirit energy to invoke the PCs transforms for one last hellish battle for Vindale for the gather.

    Cold Dead Summer :

    Cassius, Vampire Mod Hook & Shadow Vampires

    A rogue agent in Vindale. You operate in the chaos of the Courts. Your reasons are your own. You live carefree and everything is a game to you. The found child is the one good thing you have done in years.

    Descriptive Phrase: Pale Humanoid with swirling Shadow Aura

    Body: 200

    Defenses: Dodge x5, Return x5, Phase x5, No Metabolism, Half Damage from Lightning, Immnue to Ice, Healed by Chaos and Darkness, Double Damage from Flame, Light, and Healing, Resist Physical x1

    Magic: 90 Elemental Darkness x5, 50 Elemental Darkness x5, 90 Elemental Ice, 50 Elemental Darkness x5, Magic Cause Mortal Wounds x10, Arcane Fear x5, Arcane Paralysis x3, Arcane Vampire Charm x5, Magic Death x3

    Weapons: Any

    Damage: 15 Magic Silence

    Abilities: Slay/Parry x4, Read/Write, First Aid, Healing Arts

    Transform: Shadow Vampire 9th

    Killing Blow Active: Yes

    A screenshot of a computer  Description automatically generated

    Reset 5 Times Each!!!!

    Take 50 Damage from Illumination & Double from Light


    Cold Dead Summer :

    Cold Dead Summer :

    Reaction

    4 Modules to run

    I Am the Law

    Written By: Scott Bennett

    Brief:

    Requirements:

  • Run on Reaction
  • Players resist arrest when framed for the murder of the Crinamorte Vampire Clan.
  • Keyway

    Written By: Scott Bennett

    Plotline: Soulless Existence

    Brief: Players go to the nightmare realm to retrieve the Copper Key.

    Requirements:

  • Run on Reaction
  • Players decide to travel to retrieve the Copper Key from the keeping of the lord of nightmare.
  • Synopsis: Players use a scroll that Lucien has in his possession to offer a dream to the lord of nightmare. This dream must be given willingly but but be described in great detail. The Lord of nightmares may be angered if the dream that is offered is not detailed or of personal import. A cast member will record the offered dream for the hungering horror to call back to as well as judging the dream per the rubric detailed in “Dream with Me”. If the dream meets the standards of the lord of nightmare a gate will open at some point later in the event and the one that offered the dream will be able to enter it. the gate will admit the one that offered the dream and 3 others but no more. Once the players have entered into the Portal they will see a long path comprised of the 2 large rope lights. At the end of hte path is a pedestol with the copper key upon it. The Dream lurkers and the hungering horror will attack the players as they attempt to retrieve the key drawn by the power that the dreamer offered. The hungering horror is bound to the one that offered the dream and will attempt to slay them as they

    We'll Beat'em Bloody

    Written By: Brittney Perry, Chris Colland

    Plotline: Corpseflower

    Brief: From the blood magic wine, to the affected roots, to selling them junk wares, the adventurers have a bone to pick with les Sangsues Abyssale. They can track him down in his house at his vineyard.

    Requirements:

  • Run on Reaction
  • Oops More Blood ran
  • Synopsis:

    Les Sangsues Abyssale’s incompetency in his scheams has led to the adventurers hunting him down. They find Abyssale at his home, just sitting down to a meager dinner sat on a wine crate. Empty wine crates fill his house. Abyssale instantly cowers when the adventurers arrive, begging for his life. He will deny any wrong doing at first, and when confronted by evidence, will break down in tears. Abbyssale was approached in an inn and talked into and sold the ritual for the blood magic by a man named Vodrel. He promisied Abbyssale could undersell the vampires. He then disappeared, and Abbyssale hasn’t seen him again.

    He will sob that his livelihood is going up in flames. He lost his house, his vineyard, his potion enterprise, everything. He will curse the vampires for their shrewdness and ability to make better wine. When the adventurers take him into custody, he will go willingly. If a good opportunity to escape happens, Abyssale will take it. If he dies, Abyssale will resurrect in town.

    Outcomes:

    1. Abyssale is killed, captured, and/or ran out of town
    ~

    Number of Cast Members: 1

    Roles: les Sangsues Abyssale les Sangsues Abyssale (aka Frank Grisk)

    Props: treasure chest with trinkets

    Costuming: outlandish and expensive

    Treasure: , ( Description: Duration: Effects: )

    Hook: PCs track down Abyssale

    Scenes:

      In Game: House of les Sangsues Abyssale Out of Game: Cabin Flee Point:

    We'll Beat'em Bloody : Les Sangsues Abyssale (Aka Frank Grisk)

    les Sangsues Abyssale (pronounced less Sang-suss Abby-sale, literally the abysmal leech) is a man out for a buck. Always looking for the next big thing, the next money maker, the next scheme. You are coming into town to make sure everyone liked your wine, and of course, sell your charms, bobbles, trinkets, and potions. You have no idea what your name means. You heard someone call you that one day, and you liked it so much you adopted the name.

    This character is based off of the cliche of a smooth talking car salesman.


    Reset: will resurrect


    Body: 100

    Weapons: short/long sword

    Damage: 20 Silver

    Defenses: shield magic

    Props: 116, 114, 101, 97, 115, 117, 114, 101, 32, 99, 104, 101, 115, 116, 32, 119, 105, 116, 104, 32, 116, 114, 105, 110, 107, 101, 116, 115

    Motivation: To make money

    Tactics: underhanded, liar

    Well Worth the Risk

    Written By: Brittney Perry, Chris Colland

    Plotline: Contagion

    Brief: The well in town has been enchanted. Drinking from it gives healing properties but also can cause you to turn into a rat swarm.

    Requirements:

  • Run on Reaction
  • PC or NPC drinks from the well in town
  • Synopsis:

    There is a well near the tavern that has been enchanted. Drinking from the well causes various effects (d10 effect chart). Sometime after drinking from the well, for those that are wearing a green bracelet a green rash will appear and effect the hands, arms, neck, and face.

    The PCs that drink from the spring and want to participate in the plotline are directed to the mod shack. There, they will roll a D10, and will get the following effect per number:

    • 1 Cure Mortal Wounds
    • 2 Cure Serious Wounds
    • 3 Regenerate
    • 4 Purify Blood
    • 5 - 10 Rodentia Pox
      . Wear a green wristband. Rats no longer target you.

    If they get a green bracelet, they will be asked if they are ok with cream based makeup being applied on the hands, neck, face, or arms. If they consent, they will be given a green bracelet that will need to be displayed for easy visual. This bracelet is OUT OF GAME and is marked as such. This allows the NPC rats to avoid the marked PCs and also allows Plot to apply green makeup to marked PCs. They will also be instructed to cough randomly once the green makeup goes on.

    If someone who is Infected drinks from the well, they will not be affected by the well at all. They will not have to get a green bracelet. If a detect magic is cast upon someone with a green bracelet or casts a detect magic on the well, it is detected.

    Outcomes:

    1. PCs and NPCs alike drink from the spring due to it's properties
    ~

    Number of Cast Members: 1

    Roles: Shack Master

    Misc: Rodentia Pox, well sign

    Props: green bracelet, Well sign

    Makeup: green grease paint

    Rumors: The spring has been restored! As a thank you, the spring has been bespelled to give the drinker a Cure Light Wounds, one time. Please enjoy this most gracious gift to you, our guests.

    Hook: Rumor or word of mouth, voluntarily,

    Scenes:

      In Game: Vindale Spring Out of Game: spring in camp Flee Point:

    Non Standard Effects: The well makes the Dire Chaos Rats avoid whoever drank from it. A Green Bracelet is used to tell who drank from the well. The bracelets are used to single out PCs to apply makeup to.

    Well Worth the Risk : Rodentia Pox

    Wear an out of game green bracelet that is visible to the Plot Team. If you are wearing a green bracelet, a plot member will ask about green pox makeup and if you wish to wear it.

    You have been infected with Rodentia Pox. You must die and be lifed or resurrected for the Infection to be cured.

    Your body is changing. Your senses are screaming with the flood of new sensations. Your body is confused, and is trying to purge the Pox by coughing up a thick, green mucus. You cough deeply and often, trying to dispel the mucus that has now set up residence in your lungs.

    You now crave the water from the well in town. You now have a burning desire to get people to drink from the well. You will use any means you think will work to get people to drink from the well.

    You feel a deep kinship with the large black and green rodents and will not raise a weapon against them. You feel awful for the noble rats that now call the city home. You will not stand any harsh words against your rat brothers. You will defend them, even against your own,. In turn, the rats recognize you as rat kin, and will not bother or target you.


    Well Worth the Risk : Well Sign

    Well-come' to the newly restored Vindale Spring! This spring was found when the city was newly built and was essential in the cultivation of the first grape vines in the area. Please, enjoy this piece of history and the healing properties it contains!

    OOG- Actually drink from this fountain at your own risk! But if your character has ‘drank from the spring’ please stop by the Mod Shack for further instructions.


    Randoms

    2 Modules to run

    Orc Scouting Pary

    Written By: Scott Bennett

    Reviewed By: Brittney Perrry

    Plotline: orc invasion

    Brief: Bloody Fist Scouts attempt to gather inteligence.

    Requirements:

  • Run on Randoms
  • Synopsis: The lowest members of the Bloody military structure the scouts gather inteligence.

    Outcomes:

    1. Orcs gather information about the town and escape.
    2. Orcs kill townsfolk and inspire fear.
    ~

    Number of Cast Members: 1-5

    Roles: Bloody Fist Scout

    Misc: Orc Intel

    Makeup: Bloody Fist Makeup (Red Scales on left side of face and 4 finger mark warpaint on right side of face)

    Rumors:

    Bloody Fist scouts are the youngest members of the bloody fist war machine. They often do not bring to bear the ferocity that one expects from the more seasoned Bloody Fist but rather they are willing to observe and plan. The Scouts will often leave the field of battle without ever engaging with an enemy in battle having gained knowledge to bring back to the horde with none the wiser.

    ~ Notes and Observations on the Bloody Fist - Gathered by the Black Anvil Mercenary Company

    Hook: Bloody Fist Scouts arrive in town.

    Running Notes: There is no need for the scouts to fight the people of Elysia. They must rather discover a picture of the people that they hope to subjugate.

    Orc Scouting Pary : Bloody Fist Scout

    You are part of an elite fighting machine and the strongest Orc tribe in Elysia to date. Just because you are so young, and a mere scout doesn’t mean you aren’t important to the Bloody Fist. Without the Scouts the Bloody Fist would be steps behind their enemies not ahead.
    Scouts provide the intelligence and reconnaissance of the Bloody Fist but you are very expendable by nature. You are the lowest rank but this is mostly due to your age, as you grow in size and are battle hardened, you will be graduated to the Grunts if you aren’t a weakling.


    Reset: 3 times each.


    Body: 40

    Weapons: Any

    Damage: 5 Normal, 7 Normal With 2H Weapon or Polearm

    Defenses: Resist Poison x3, Cloak Flame x3, Rip from Binding x3, Will to Live (Racial), Resist Fear x3, Resist Sleep x3, Immune Death

    Abilities: Mighty Slay (Racial, no Parry), Healing Arts,, First Aid,, Read and Write,, Read Magic,, Can destroy non-reinforced or magically locked doors on a 5 Count (1 I Shatter This Door....)

    Costume: Red Tabbard

    Makeup: Bloody Fist Makeup (Red Scales on left side of face and 4 finger mark warpaint on right side of face)

    Killing Blow: If you down PCs leave them to succumb to their wounds. Kidnap when you can if the person is of value.

    Motivation: You are the lowest rank of the Bloody Fist by you are VERY important since you gather inteligence for the Raid Leaders. If pressed you will try to flee if you have learned something. You are fueled by nothing more than vengeance, so BE RELENTLESS. Remain unseen, don’t be afraid to run, DONT DIE! Search the PCs for Gold Coins and Gems, Orcs gotta eat

    Movement: Forceful and with purpose. Don't slouch or stoop show your might.

    Search: Loot is above you unless you see an impressive magic item then tell your Raid Leader.

    Orc Scouting Pary : Orc Intel

    The Bloody Fist Scouts are always looking for more information on the people that the horde is working against. If you gain any information leave immediatly and report back to the horde.

    We are representing this by having a board with the inteligence gathered by the Bloody Fist Scouts in the NPC Shack with the results of their findings. Each unkilled Bloody Fist Scout will add to this board and build a picture of the town of Stonewood for the Bloody Fist Horde.

    • identify possible targets for rituals the Orcs have planned.
    • Identify targets to take as hostages. If a hostage is taken run “Bonesaw’s Black Site”
    • Identify who is in charge and giving orders?
    • Identify people who can be bought or blackmailed. If someone agrees to sell information in exchange for a bribe run “So you want to make a deal”
    • Where are magic items, relics, or rumors of lost magic?
    • Are there surrounding defenses?
    • Identify where the money is kept.

    The Plague Is Upon You

    Written By: Brittney Perry, Chris Colland

    Plotline: Contagion

    Brief: The escaped rats from "A Plague is Born" the attack the town and try to infect people.

    Requirements:

  • Run on Randoms
  • Failure to contain the rats in "A Plague is Born". The adventurers allowed more than half of the rats to escape when Sam exploded. This module is repeatable.
  • Synopsis: When Sam exploded in “A Plague is Born”, half or more than half of the Dire Chaos Rats escaped into the town nearby. These rats have wandered into town with a goal, attack, down, and infect as many people as possible. No one is safe from their task, including townsfolk (aka will attack NPCs).

    Outcomes:

    1. Dire Chaos Rats invade the town with the goal of infecting as many people as possible
    ~

    Number of Cast Members: Flexible

    Roles: Dire Chaos Rats

    Misc: Infection

    Props: speaker, sound effects- rat squeaks, Congratulations, you're Infected! cards

    Makeup: Dire Chaos Rats- Rat Mask with green markings, green sash, green face markings

    Costuming: black rat mask, black tabard with green sash

    Treasure: 1 gold per rat

    Hook: Rats invade the town

    Scenes:

      In Game: outside tavern Out of Game: outside tavern Flee Point: none

    The Plague is Upon You : Dire Chaos Rats

    You are a large black rat that has been created by exploding from someone who drank from the spring. You are made to do one thing, scatter, bite, and infect as many people as possible. You are vicious when cornered, and will defend yourself aggressively if trapped or attacked. Otherwise, your instinct is to run from a fight. But, after the first summoning of your plague, you encountered men with steel and magic, and now have a burning hatred of such things. After you scattered and infected the Half Pony Inn, you are now targeting the people of the town.


    Infection- is done just as a Killing Blow, with a count of “I infect you 1, I infect you 2, I infect you 3.” Then you will give a small card to whoever you infect with the directions. Directions- You are to try to get people to drink from the spring. You are no longer affected by the spring.
    Devour- on a 3 count, recover 40 body if they feast on a freshly ‘killed’ enemy. This is not a killing blow effect and still be healed back up


    Body: 50

    Weapons: Claws

    Damage: 5 Normal Lesser Drain

    Magic: Physical Strike Cause Serious Wounds 20 x3, Weakness Gas x3, 30 Elemental Chaos x3

    Defenses: Dodge x1, Healed by Chaos, No Metabolism

    Abilities: Can 'Devour' and 'Infect'

    Props: 67, 111, 110, 103, 114, 97, 116, 117, 108, 97, 116, 105, 111, 110, 115, 44, 32, 121, 111, 117, 39, 114, 101, 32, 73, 110, 102, 101, 99, 116, 101, 100, 33, 32, 99, 97, 114, 100, 115

    Makeup: 103, 114, 101, 101, 110, 32, 102, 97, 99, 101, 32, 109, 97, 114, 107, 105, 110, 103, 115

    Motivation: Bite and infect everyone

    Speech: squeaks

    Tactics: Evasive. Will run from a fight until left with no other choice.

    Movement: Quick and rat like

    The Plague is Upon You : Infection

    Some creatures have the ability to infect helpless victims with material that will turn the person into a version of the creature. Unlike a werewolf or vampire curse, this is only a physical transformation of the victim’s body. Players will be told of specific triggers if necessary. Victims will lose all memory of their former lives, and the player must follow the commands they are given by the Monster Master until the character is slain. The character may then be killed and then given a Life spell and be cured of the infection. If the player dies the spirit may then proceed to the Healers’ Guild to be resurrected as normal. Infection is done just as a Killing Blow, with a count of “I infect you 1, I infect you 2, I infect you 3.”


    10 Modules to run

    Please add a schedule to your modules

    Written By:

    Brief:

    Blood and Fire

    Written By:

    Brief: This module is 3 part, it starts with a invasion of Blood Golems as randoms, a follow up wave of Golems with a note found on one of the Golems with a “drop point” and becomes a raid on a storehouse containing the last Blood Golems sent out, a burnt note is found at the last place with the words “Thanks for your support and gold ~TG” The Blood Golems are sent from the Vindale Vampires Courts to collect Blood for the Blood Bath on Saturday Night. The Blood Golems are hunting for fresh blood to drain from people. Each Killing Blow is a “unit” of blood for them, once they get 5 Killing Blows they will retreat to the Courts. This is part of a greater plot connected to another area around Elysia.

    Blood and Fire

    Written By:

    Brief: This module is 3 part, it starts with a invasion of Blood Golems as randoms, a follow up wave of Golems with a note found on one of the Golems with a “drop point” and becomes a raid on a storehouse containing the last Blood Golems sent out, a burnt note is found at the last place with the words “Thanks for your support and gold ~TG” The Blood Golems are sent from the Vindale Vampires Courts to collect Blood for the Blood Bath on Saturday Night. The Blood Golems are hunting for fresh blood to drain from people. Each Killing Blow is a “unit” of blood for them, once they get 5 Killing Blows they will retreat to the Courts. This is part of a greater plot connected to another area around Elysia.

    Funeral Thirst

    Written By: Chris Colland

    Brief:

    Requirements:

  • Death Magick for Adepts has been ran
  • Synopsis: The House of Sanguinius Nocturna are obsessed with Alchemical perfection of the Flesh. The Sanguinus Flesh Beast is their greatest creation in recent memory, but they require fresh flesh once a year like the Vampires require Blood to survive. They have been stalking the woods seeking fresh flesh to consume to sustain themselves but they have not been lucky in their harvest. As a result they have become desperate and begun digging up a public Graveyard in the forest. At this point dead flesh is better than nothing, it is the equivalent to a Vampire drinking Animal blood when feral and on the verge of Bloodlust. This was observed by a merchant on the road and he comes to town quickly and out of breath absolutely horrified that he saw these Flesh Beasts eating corpses.

    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…
    ~

    Number of Cast Members: 7

    Misc: ,

    Treasure: Coins, Components, Production, Cantrip Pages, ( Description: Duration: Effects: )

    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 horrified merchant comes to town quickly and completely out of breath. Horrified by what he saw passing a small graveyard, large corpse dripping with blood and decayed flesh eating a freshly dug up corpse.

    Scenes:

      In Game: Small Graveyard in Forest Out of Game: Cabin past NPC shack as crypt Flee Point: Town

    Transformations: Undead

    Running Notes: This module introduces the main war monster of the House Sanguinus Nocturna, the Flesh Beast. An abomination made of flesh and alchemy. This beast sustains on flesh alone like a Vampire feed on blood. When the players encounter the beasts, they are in a “blood frenzy” and feasting on dead flesh. To these beasts this is a last resort, like Vampires avoid animal blood, dead flesh isn’t nearly as nourishing as living or freshly killed flesh. The PCs will find them in the middle of a feeding frenzy in a small graveyard, normally they are not like this.

    Number of Cast Members: 7

    Roles: Horrifed Merchant, Sanguinus Flesh Beast x6

    Props: White Tabard /w Black Eyes, white face makeup and streaks of blood

    Funeral Thirst :

    Humul (M) or Emilia (F), Horrified Merchant

    You are a local merchant to Vindale who was on their way out of town to restock when you saw something you cannot handle mentally. You saw a large flesh beast eating a decayed corpse like it was a snack cake.

    Descriptive Phrase: Properly Repped

    Body: 15

    Defenses: None

    Magic: None

    Weapons: None

    Damage: None

    Abilities: Read/Write, First Aid, Healing Arts, Craftsman Other: Merchant x10

    Transform: None

    Killing Blow Active: no

    Motivations: Pedal our wares in Vindale and make a good life for yourself

    - You come running into town SCREAMING and freaking out.

    - When you make it to the Tavern, you will take a moment to gather your breath and let people gather. Try to talk during it to impress the terror you just saw

    - Have a hard time describing the creature you just saw eating the decayed corpse

    - When asked, the desciptive phrase is “large corpse dripping with blood and decayed flesh


    Funeral Thirst :

    Sanguinus Flesh Beast

    You are an alchemical abomination with a thirst for Flesh. Like a Vampire hunts for blood you hunt for Flesh. You sustain yourself on the devouring of flesh. You will stop it nothing to consume flesh and you do not care where it comes from.

    Descriptive Phrase: large corpse dripping with blood and decayed flesh.

    Body: 150

    Defenses: Dodge x1, Cloak Earth x3, No Metabolism, Double Damage from Flame, Damage Cap 5, Healed by Chaos, Resist Physical x1, See Special Abilities for Remove Disease effect

    Magic: Spellstrike Wither Limb x5, Spellstrike Taint Blood x5, Spellstrike Weakness x5, Magic Cause Mortal Wounds 40 x5, Magic Cause Disease x3

    Weapons: Claws or Any

    Damage: 15 Magic Lesser Taint Blood

    Abilities: Slay/Parry x2, Infection Flesh Beast, See Special Ability

    Transform: None

    Killing Blow Active: Yes

    Motivations: FEAST ON FLESH!!!!!

    SPECIAL ABILITY:

    - Can “Devour” on a 3 count and recover 40 Body if they feast on a freshly “killed” enemy. This is not a killing blow and still can be healed back up

    - If you have used “Devour” on a target, you may then use “Infection Flesh Beast” upon them.

    o If a 3 count of “infection” is called, the infected PC will be compelled to do the following: When you see a freshly dead body, you will be physically compelled to eat some of the dead flesh. If anyone tries to stop you then they will become a target aswell and you will drop them

    o You also can the “Devour” ability while under the effects of the Infection. You will eat the flesh regardless of your current body as “the Hunger” calls to you.

    - IF YOU ARE HIT WITH A REMOVE DISEASE AND CANNOT CALL A DEFENSIVE THEN YOU CRUMBLE!!!!!!

    - Sanguinus Flesh Beast move and act at normal speeds unlike Bonebreakers


    Light Puzzle

    Written By:

    Brief: There are 4 “beacons” that have a platform pedestal to set an object. The “beacons” will set off “randomly” and that will turn off different “barriers” and make different “rooms” accessible in the “Tarp Maze” to seal and unseal rooms for objects they need to get to build a statue to progress further to the treasure

    Nightbringers

    Written By: Chris Colland

    Brief: A local family has been given a cursed object by a shady merchant, they were told once a day it would produce a magnificent feast.

    Requirements:

  • A Horrible Night to Have a Curse has been ran
  • Synopsis: It produces a “feast” but the feast is not very human consumable friendly, the feast is just 3 vials of blood. A wizard dressed in grey and blue offered the family help, they put a Circle of Power infront of their front door to keep the hordes back. Vampire Underlings have been mindlessly spawning and charging the front door of this stone house trying to make it inside. The Circle of Power “barrier” powers up for 1 minute and then down for one minute. Behind the “barrier” is a physical switch the PCs must engage to deactivate the “mechanism” to stop the swarm. However, the “barrier must power down through 5 cycles to unlock the door. When the door is unlocked and opened the Hordes seem to stop, but when the door is closed after sundown the Vampires spawn endlessly and assault the house.

    Outcomes:

    1. The PCs survive the 5-Cycle onslaught and gain entry to the Citizens house. They may destroy the cursed object and end the assaults, or they may take the curse item and Vampire Thralls will spawn and hunt them for it for the weekend.
    2. The PCs fail to survive the 5-Cycle onslaught and the family is slaughtered at dawn by the Vampire Thralls for the Cursed Object.
    ~

    Number of Cast Members: All

    Roles: Silas (M) or Luna (F) Blackthorne, 2 Cursed Citizens, Vampire Thralls (Rest) Narin (F or M) & Lorelei (F) Cursed Citizens, Silas (M) or Luna (F) Blackthorne Guide

    Misc:

    Props: PC Style Clothing for Thralls /w Blood and Pale Makeup, PC Clothing for citizens, Blue Rope Light for Barrier

    Treasure: Coins, Components, Production, Cantrip Pages, MI, ( Description: Duration: Effects: )

    Hook: A Blackthorne Family member comes to town with a letter of help from a family who was given a cursed object and now they are trapped in their house with hordes of undead clawing to get in.

    Scenes:

      In Game: Cursed Family House on Edge of Town Out of Game: Unused Cabin Flee Point: Back to Town

    Transformations: ALL TRANSFORMS UP

    Running Notes: This module is a timed battle of sorts. The “Barrier” will power up for 1 minute and then down for another. During these times Vampire Thralls will fight to get into the Door and get the Cursed Object. While the “Barrier” is up, if someone is outside they are trapped outside and on their own. 5 Cycles must be completed after the switch is engaged before the Door can be unlocked and opened.

    Nightbringers : Narin (F or M) & Lorelei (F) Cursed Citizens

    You have been trapped in your house for almost a week now. You were sold a cursed object by a “wizard” in Grey and Blue. The “Feast” only produces 3 vials of blood per day, it was supposed to produce a magnificent feast daily. You were lied to and scammed for 30 Gold, now you live in fear that one night the Vampire Thralls will make it through.


    Descriptive Phrase: Properly Repped

    Roleplay Notes

    • The “wizard” in Grey and Blue never said his name but he was very convincing.

    • The “wizard” said he was given this object from a strange man wearing a silver spiraled mask and glowing eyes

    • You spent 30 Gold on this Curse Object. You would be willing to sell it if anyone wants if, but you don’t want to keep it either way.

    • If no one wants to buy the Curse Object then request it to be destroyed. If someone wants to buy the Curse Object, then offer 15 Gold as the price. Beg to get at least 10 Gold if they haggle you hard on the price.


    Body: 20

    Weapons: any

    Damage: 2 Normal

    Abilities: Read/Write, First Aid, Healing Arts, Craftsmen Other Tailoring x5

    Motivation: Survive in Vindale, but mainly survive these Vampire Thralls

    Nightbringers : Silas (M) or Luna (F) Blackthorne Guide

    You are a loyal servant and scout for the Blackthorne Hunter Family. Your years of service, short may they be, but very eventful. You have lasted longer than the others who took the Oath when you did. You hope to be promoted to a proper Hunter one day but the thought also scares you having to be the last line of hope for humanity against the forces of Darkness.


    Descriptive Phrase: Properly Repped Blackthorne Hunter

    Transform: Hunter lvl 7

    When the Module is over, you will present the PCs with a chest containing all the “treasure” you were able to find on the slain Vampire Thralls. This eliminates the need to loot during such rapid resets for the intensity of the fight.


    Body: 60 (20 Armor)

    Weapons: Any

    Damage: 15 Silver or Magic

    Magic: 4 Block Earth, 10 Formal

    Defenses: Dodge x2, Resist Poison x3, Resist Sleep x3, Immune to Charm (Blackthorne Oath), Resist Physical x1

    Abilities: Slay/Parry x3, Physical Refit x1, Read/Write, First Aid, Healing Arts

    Killing Blow: Only Monsters

    Motivation: Uphold the Blackthorne Family Oath, Protection of Vindale and its Citizens

    Nightbringers :

    Vampire Thrall

    You and your friends were granted Vampiric Strength through a Vampire you thought you could trust. Turns out you have just been pawns in a greater game of chess among Vampire aristocrats.

    Descriptive Phrase: Pale Humanoid

    Body: 80

    Defenses: Dodge x2, Return x1, Half Damage from Lightning, Immune to Cold, Healed by Chaos and Healing, Double Damage by Fire

    Magic: Arcane Vampire Charm x2, Magic Fear x3, Magic Taint Blood x2, Magic Wither x2, 30 Elemental Ice x3, Magic Create Undead x3

    Weapons: Claws

    Damage: 15 Normal Disease

    Abilities: Slay/Parry x2, First Aid, Read/Write

    SPECIAL ABILITY: Can “Devour” on a 3 count and recover 40 body if they feast on a freshly “killed” enemy. This is not a killing blow effect and still be healed back up

    Transform: Curse of Transformation: Vampire Thrall

    Killing Blow Active: No, Leave them bleed out and feast on them

    Motivations: Slay the living!!!! Drink the blood of the weak and innocent!!!!

    - SPAWN ENDLESSLY. When you die, reset at spawn point, and come back.

    - No mercy in your attack, you want in that house no matter what.

    - When the “Barrier” is powered up, claw at the edges and growl at them, keep them on edge.

    - If someone is down outside the “Barrier” when it goes up, you will use Devour on them to heal and Bite them to add a Curse of Transformation to them to Vampire Thrall

    - The PCs must survive 5 cycles of the “Barrier” going up and down. This module will be very hard but they will be transformed during it so it should balance out if they are smart about it.


    Servants of the Horde

    Written By: Chris Colland

    Brief: Bloody Fist Hit Squad comes looking for answers about their fallen scouts and why their men’s heads are on spike as a threat. They are taking this as an act of war. These guys came armed to the teeth too.

    Requirements:

  • Lie to My Face has been ran
  • Synopsis: The Bloody Fist have been scouting Vindale for some time now. Each time their scouts come back less and less. The Vindale Vampires absolutely HATE the Bloody Fist for reasons that aren’t clear. There was even a rumor that the Vindale Vampires killed one of the Bloody fist generals several years back when they came poking Vindale. Now this hit squad is coming for blood and answers, They aren’t really interested in talking, they just want violence for their fallen brothers.

    Outcomes:

    1. (1) The Bloody Fist raid Vindale and are defeated by the PCs, atleast they died an honorable death in battle.
    2. The Bloody Fist kill some of the PCs and take others captive
    ~

    Number of Cast Members: All

    Roles: Bloody Fist Honor Guard x4, Bloody Fist Shaman x2, Bloody Fist Raid Leader, Blood Fist Grunt (if extra)

    Misc: , , ,

    Props: Red Tabard and Bloody Fist Makeup

    Treasure: , Bloody Fist MI’s( Description: Bloody Fist MI’s Duration: Bloody Fist MI’s Effects: Bloody Fist MI’s)

    Hook: The Bloody Fist come smashing bones and cutting throats for revenge

    Scenes:

      In Game: Burning Goblet Tavern Out of Game: Tavern Flee Point: No Escape, No Mercy

    Running Notes: This module is a brutal raid by the Bloody Fist on Vindale out of pure vengeance for their fallen brothers. The Vindale Vampires have been impaling heads on spikes for a long time, the Bloody Fist are just their latest victims. This is a very straight forward model, march and fight till dead.

    Servants of the Horde :

    Servants of the Horde :

    Servants of the Horde :

    Servants of the Horde :

    To a Breathless Oblivion

    Written By:

    Brief: Locked away in a stone crypt, a layer of red vines wrapping across the door, sleeps a family crypt of restless angry spirits who are bound here and seek release but have been driven mad by the visions they have seen for 20 years. Their physical bodies are perfectly preserved in their sarcophagus but their faces are frozen with anguish and horror. From their bodies rise Wraiths of pure Madness, these spirits want others to be driven to Oblivion aswell and will not rest until slaughtered. These are mercy killings, once the Wraith is defeated from each body, they will return the essence to the corpse and the decay will instantly appear, the soul will pass on freely now to the other side and a reward of treasure will be where the final Wraith was slain.

    Unhallowed

    Written By:

    Brief: A cavern was discovered after a merchant was taken from the town square by a creature with a bloody face. The Eye Slitters live in a large cavern a short distance from the city of Vindale. These creatures cannot see, they are completely blind and live solely by sound. If you disturb them they will attack with unrelenting fury. If you are quiet and don’t make a Sound they will ignore your presence. The merchant is laying in the corner of a cavern opening bloody and hurt with a withered leg, forcing someone to help carry him and not be able to fight. The encounter can be defeated VERY carefully with stealth and getting the Merchant and his chest out OR they can trigger the Eye Slitters and risk fighting them all. The lighting will be very Low in the cave and the Eye Slitters will be roaming the Cavern looking for intruders.

    You Will Know the Lion by His Claw

    Written By:

    Brief: A Forest Crypt is guarded by mysterious Marble Lion Statues. They seem to have been here for a long time at this point but pristine in upkeep. They belonged to the Lionheart of the pre-adventuring days of Vindale. Lord Lionheart was a renowned sculptor. In secret he made these to defend his families Crypt and underground complex. Lord Lionheart was bitten by a Vampire and turned, but he did not suv on to the bloodlust like the Vindale Vampires did. He lived out his days turning his beautiful statues into weapons of war. They were modeled after Diamond Golems but he believed Marble to be the superior Material for the ultimate weapon. In the depths of the Crypt is a very old Lord Lionheart who will attempt to barter a deal to be left alone with a chest of treasure should they give him a chance to make this deal. He will tell them that his original blueprints were taken by the Vindale Vampires so he can only make them from memory but they aren’t perfect like they once were. They Vindale Vampires orchestrated this hit on Lord Lionheart to remove him from the opposing side since he was so adamantly against them.