BDH4-2

Main Plot

The party is traveling via the fairy ways to Jerusalem to get a vial of holy oil to defeat Ash Daily. They will pass through the fairy realm where Rebecca will have to appease the Great Hunt with her raging techno skills on a spaceship and they will meet her ex-boyfriend/ex-imaginary friend Robin Logan. From there they will have to make their way to the Church of the Holy Sepulchre. They may also want to visit the well

Opening Scene

You are entering one of the largest crossroads in the modern age, the Las Vegas - McCarran International Airport. In specific, the baggage claim. Overhead hangs historical aviation artifacts. The hustle and bustle of travelers scurry about. Here are there are people waiting, watching the crowd small islands of stillness in the vast oceans of humanity.

Setting

McCarran International Airport

    • Sean will have primrose which he knows will allow others to see the fairy world if eaten. In the baggage claim they will find Jimmy Squarefoot. He seems to be a security guard.
      • Song: Sims

The Spaceship

Once the party has entered into the other realm they find themselves sitting on a purple couch, around them are blue, purple and green luminescent mushrooms, insecticoid creatures spin and sparkle with their own glow. The thing that really captures your attention is a giant spaceship, it thrums and glows in time with music thrumming from inside it. When the party goes inside (Robin can show up to help if needed) they see a massive rave and if they scan they see Rebecca up in the DJ booth, behind her is a large red man with horns freaking behind her. A knowledge check will reveal him as Arawn, lord of the wild hunt, and in some cultures the lord of the underworld. Robin will tap Sean on the shoulder, he will further illuminate that situation, that if Rebecca stops the music then the hunt will begin and they will attack the party and her. He offers his assistance, for a future favor. He will transform into a stag and distract the hunt while they grab her and run to the transporter room which will send them to Jerusalem.
      • Song: Starships Niki Minaj, Marry the Night Lady Gaga, Rick James Superfreak,

The Well

Lilith is here she has three trials for the party to go through, in order to obtain the holy oil. She tells the party that they can not save Fiona. Only a daughter of Eve can. However they can rescue her from Ash with the oil, and his true name which she will give them to show she isn't evil necessarily. She gives each of them a key to their future.
    • Rys: A gift is a curse only if you deny it. You can not deny the darkness or it will consume you.
    • Sean: Running from the past will only lead you to a chaotic future. Do not deny your truest self, or you will fail and the shadow will become king.
    • Sam: Follow not into the temptation of your elders, trust is a commodity to earned by deed and deed alone. If you fail in this the seven trumpets will sound.
    • Rebecca: Daughter, you must sound the alarm, and make the sacrifice, you will feel me within you, and when the time comes do not resist me, only unified can we close the seal.

Description of the well http://en.wikipedia.org/wiki/Jacob's_Well

      • Song for speaking with Lilith 300 Message for the Queen
      • Song for minor: 300 A God King Bleeds
      • Song for major: 300 Fever Dream
      • Song for Boss: 300 To Victory

The Church of the Holy Sepulchre

Manifestation of Samael, The angel appears in a great and terrible manifestation, a huge figure which towers to the Dome of the rotunda. Black cloak furls around him a breeze echoes through the stillness. You look you and into his face, thousands of eyes stare down at you and blink in unison. Before you can pull your gaze away you stare into those eyes and see a million deaths reflected back at you. This thing has never been human and is more infinite than eternity. You cower as it speaks. "Speak unto me, I am so commanded."

Description of http://en.wikipedia.org/wiki/Church_of_the_Holy_Sepulchre

      • Song: 300 The Wolf.
      • Song if they piss off Samael 300 Returns a King

Monsters

Lost Souls

Artillerist 9

Init: +9

Move: fly 6

Incorporeal: half damage from magic, etc

Vulnerable to Holy +50%

Undead: etc

HP 200

DT 0 IMM (negative energy, shadow)

Dodge +8

Fort +4, Will +8

Mindless

Attacks:

  • Soul Drain: aw std r10, +9, 1d6+9 energy drain, -1 Con
  • Suffering: aw sw cb5, -1 wisdom, subject is racked stackable

Hell Hounds

9 Brute

Init +7 imporved

Size M (variable)

6

HP 1000

DT 100 (variable) IMM (Fire, Shadow) VUL 10 (Holy)

Dodge -2, Parry +0, Block +0

Fort +11, Will +11

Haste

AP 3 VP 1 Immune to death

Extraplanar beast

Actions:

  • Bite: aw std mel r2; Hit +7 1d12 Crit 20x3
  • Grapple: +11, On successful grapple apply earth's embrace foe is helpless.
  • Savage: If grappled all beast turn on target and aw std mel r1 Hit +9 Crit 20x3 9d12 on next turn.
  • If Killed then joins together for larger beast x2
  • Also immune to damage that killed

Rage Demon

Artillerist 9 (Boss)

Init +9 (improved, re-roll if <10)

Size L

Move: walk 10, leap 5

AP 6

VP 3

HP 3500

DT 150 IMM (fire, shadow) VUL 20 (Holy)

Dodge +7i, Parry +7i, Block -7i

Fort +9i, Will +9i

DOM +9i

Haste +200%

Amorphous Outsider

+100% Fortification

Actions:

  • 3x std, 1x sw, 1x mv

Attacks:

  • Claws: aw std mel r2; +14 (crit 15-20), Cleave r/3
    • Normal: 2d12+12 phys, 11 Fire, 11 shadow, 1 Poison (Con-1, recharge -1)
    • Critical: 2d12+24 phys, 17 Fire, 17 shadow, 2 Poison
    • Augments:
      • Charm: Recharge 33%, swift, medium range; charms subject. Will ends, damage ends, max duration 5 rounds.
      • Snare: Recharge 33%, swift, long range; subject suffers 50% movement penalty, Fort ends.
      • Soul Strike: Burst 2, inflicts 2d6 + 11 damage fire plus fire vulnerability.
      • Soul Configuration: Burst 2, Soul Strike must be active Burst 5 inflicts 4d6 +22 damage fire, if Soul Strike not on target gain 1 instance.

Raid Attacks:

  • Hell Vortex: r33 sw B10; Targets pulled in. then rooted.
  • Flaming Breath: r33 sw cone 10; 2d12+22 Fire +1 Fire Vulnerability
  • Hall hath no Fury: r33 sw; B10 area dispel
  • If all 3 are on cooldown in any given round, randomly determine one to activate.
  • At 50% he is doubled on everyhing

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