BDH4-3

  • Goal of the Episode: Find out who the supplier of the drugs are (Witches); Figure out what the ingredient is in drug (Vampires); Fix Fiona; Fight Demons.

Opening scene

  • Rys is on stage, the party has had to wait until a silver circle could be inscribed in the floor of the church. But the show must go on. He performs his dark and sickly comedy of magic. The audiences both afraid and delighted, you feed on their worship. It is your secret shame, the adoration the love you get from the crowd, it feels so good to be full of their emotion, their energy. You play them, bringing them wonder and amazement over and over again. As the show begins so must it end. The audience leaves, all but one. Back stage in your dressing room remove your costume, a beautiful 15th century replica of nobles garb. You get a tenitive knock on your door. Henry, the man who runs your theater enters, "Sir, I'm sorry to bother you, but there is a man here to see you...I'm sorry sir, but he says...he says he's your brother."

Points his brother needs to make

1. Asking for help because the young vampires are being destroyed and no one is willing to do anything about it. He knows that Rys is neutral and might be able to help.

2. He will try to make amends, but is a bit of an asshole.

3. Rys needs to know that he put the past behind them. He knows that Rys didn't kill his mother, that was their vampire father. He found this out searching for Rys all those years he was buried and has been avenged.

4. He may tell Rys that his mother was not turned by her father but by the plague doctor as she was dying of plague. It was she who turned Rys, but not him.

5. The woman they both loved was not pure and innocent but had deceived them both to turn them against each other and take vengeance on their mother. It was their mother who arranged to have her killed.

6. The woman is in fact the succubus. Nammah.

Song: Born to Darkness Spotify

Fixing Fiona

  • Her demon name is Eisheth Zenunim
  • This will probably be the first thing the players will want to do. They should seek out the church. They have to bathe the gem in holy water and call her name. The ritual requires her to be laid out in a holy place, on the alter, a silver circle etched around it. The magic must be summoned and the caster must hold the gem no matter the heat, the circle itself bursts into flame as shadow energy rumbles around the ring. The fire burns hot and demons scream in protest, and with a silent shudder the crystal cracks. There is a moment of quiet and if Sam calls her chosen name, Fiona levitates into the air, white light emanates from within her, a great scream is heard her angelic from is torn from her body, great golden wings and golden light fight with grasping hands from beneath and the form is torn in twain and dissipates. COMBAT. When Fiona awakens she is completely mortal. Sam's hand is burned only when the circle is broken does he collapse finally feeling the excruciating pain. Fiona is unable to heal him, Rachael pushes her aside and does what healing she can but there will be some injury done, and it will take time to heal.

Concentrated Essences Edit

Floats around the room. When a player of the same Essence absorbs it, they gain Powering Up. When a player of the opposite essence absorbs it, they take damage.

Spell shadow shadesofdarkness.png [

Spell shadow chilltouch.png of Darkness

Twin Angels (Boss)

Basic
Class/Level

Guardian 9 (Boss)

Size/Type

Medium Immortal Humanoid

Initiative

+9 (best of 3 rolls)

Movement

Walk 6, Fly 6

Defenses
Hit Points

1,000 each

Resist

Light Angel IMM (all damage but Shadow) VUL 20 (Shadow)

Resist

Dark Angel IMM (all damage but Holy) VUL 20 (Holy)

Avoidance

Dodge +9i Parry +11i Fort +11i Will +11i

Actions
Base Numbers

Haste 200%, Hit +11i, Crit 20/x2

Light Dmg: 1d8+10. Medium Dmg: 2d8+20. Heavy Dmg: 3d8+30.

Tank Attacks

  • Attack Shadow Sword Sword 2d8+20 20x2 crit cleave 10 ft.
    • Augment: Dark Vortex: 3d8+30 if light aligned
  • Attack Holy Sword Sword 2d8+20 20x2 crit cleave 10 ft.
    • Augment: Holy Vortex: 3d8+30 if Dark aligned
Raid Attacks

  • Spell Holy Devotion: r10 Causes all damage inflicted as Holy
  • Spell Dark Devotion: r10 Causes all Damage inflicted as Shadow
  • Shadow Fury: Swift r50 does 50% max hitpoints first hit, second hit does 100% cannot be dispelled or absorbed. IF standing in Dark Devotion Immune.
  • Holy Fury: Swift r50 does 50% max hitpoints first hit, second hit does 100% cannot be dispelled or absorbed. IF standing in Holy Devotion.
  • Surge of Darkness: r50 Inflicting 1d8 damage every round to non-Dark enemies.
  • Surge of Light: r50 Inflicting 1d8 damage every round to non-Light enemies.
Free

  • Shield of Light Encounter: swift; gain Absorb 50% Holy, to a limit equal 500. This is specific to one type of damage
  • Shield of Dark: swift; gain Absorb 50% Shadow, to a limit equal 500. This is specific to one type of damage
  • Heightened Restoration: 1d4+2 ability heals
  • Greater Regeneration: 15% max HP (150HP)

Song: Paradiso

Intense Song: Fortitudo

The Warehouse

This is where they find Ash and also the pre distribution warehouse for the drugs

Ash (Boss)

Basic
Class/Level

Guardian 9 (Boss)

Size/Type

Medium Immortal Humanoid

Initiative

+9 (best of 3 rolls)

Movement

Walk 6, Teleport 4

Defenses
Hit Points

2,000

Resist

IMM (fire, neg energy) RES 20 (shadow) VUL 20 (holy)

Avoidance

Dodge +9i Parry +11i Fort +11i Will +11i

Actions
Base Numbers

Haste 200%, Hit +11i, Crit 20/x2

Light Dmg: 1d8+10. Medium Dmg: 2d8+20. Heavy Dmg: 3d8+30.

Tank Attacks

  • Attack Flaming Sword 2d8+20 20x2 crit cleave 10 ft.
    • Augment: Fires of Hell:Recharge 33%, augments a spell or attack; subjects suffer 100% of base damage as ongoing fire damage for 3 rounds. Each proc heals you for 10% of max hp (max: 30%/rd.)
Raid Attacks

  • Shocking Doom: Swift Recharge 33%, augments a spell or attack; attack gains +100% bonus lightning damage and becomes a chain 3/2. For each subject struck, you gain +20% haste for 1 round.
  • Fel Frost: Swift Recharge 33%, r 30; attack gains +100% bonus frost damage and subject suffers 75% movement and damage penalty (Fort ends, 25% at a time). Additionally, boss gains +75% to all resistances, decreasing by 25% each time hit, for a maximum of 3 rounds.
  • Vulnerability: Recharge 33%, swift, R20, 3 rounds; subject gains Vulnerable 10 to a specific damage type (Fire, Lightning).
Free

  • Regeneration: At-will, free, reserve; you regenerate 10% of your max HP per round.
  • Wall of Frost Fire: Fire wall blocks line of sight, inflicts 2d6 fire damage upon crossing, 1d6 on turn start within 1 square of wall. Frost wall blocks line of sight and effect, as well as movement. Wall can be damaged; it has Hit Points equal to 60. If shattered, it can be bypassed, but crossing inflicts 1d6 + 11 frost damage plus chilled (Fort ends). One round after being shattered, it reforms.
  • Absorb: Recharge 33%, swift, touch; you absorb the energy of an ongoing supernatural effect, ending that effect. Must be of the same overall type (magic, psionics, etc). No dispel check is needed. However, if the effect's rank is greater than or equal to your own, you must pass a Fort save to succeed; on failure, only half the effect is absorbed, and you suffer 1 strain. Usually a small array of non-damaging attacks, such as a curse of weakness, or a wall of ice, or something to frustrate the PCs and shake things up

Associates(Minion)

Basic
Class/Level

Artillerist 9 (Minion)

Size/Type

Medium Humanoid

Initiative

+9

Movement

Walk 6,

Defenses
Hit Points

108

Resist

RES Lightning 10 VUL 20 (holy)

Avoidance

Dodge +11 Parry +7 Fort +7 Will +7

Actions
Base Numbers

Hit +11, Crit 19/x2

Light Dmg: 1d8+10. Medium Dmg: 2d8+20. Heavy Dmg: 3d8+30.

Solider (Elite)

Basic
Class/Level

Lurker 9 (Elite)

Size/Type

Medium Humanoid

Initiative

+11 (best of 2 rolls)

Movement

Walk 6, Teleport 4

Defenses
Hit Points

450

Resist

IMM (neg energy) RES 20 (shadow, fire) VUL 20 (holy)

Avoidance

Dodge +11i Parry +7i Fort +11i Will +11i

Stealth +11
Actions
Base Numbers

Haste 100%, Hit +11i, Crit 18/x2

Light Dmg: 1d8+10. Medium Dmg: 2d8+20. Heavy Dmg: 3d8+30.

Sneak Attack +2d6

Tank Attacks

  • Attack Silenced Pistol 2d8+20 18x2 crit
    • Augment: Sneak Attack 2d6
    • Fel Frost: Swift Recharge 33%, r 30; attack gains +100% bonus frost damage and subject suffers 75% movement and damage penalty (Fort ends, 25% at a time). Additionally, boss gains +75% to all resistances, decreasing by 25% each time hit, for a maximum of 3 rounds.
Raid Attacks

  • Shocking Doom: Recharge 33%, augments a spell or attack; attack gains +100% bonus lightning damage and becomes a chain 3/2. For each subject struck, you gain +20% haste for 1 round.
  • Vulnerability: Recharge 33%, swift, medium range, 3 rounds; subject gains Vulnerable 5 to a specific damage type (Fire or Lightning).

Free

  • Regeneration: At-will, free, reserve; you regenerate 10% of your max HP per round.
  • Absorb: Recharge 33%, swift, touch; you absorb the energy of an ongoing supernatural effect, ending that effect. Must be of the same overall type (magic, psionics, etc). No dispel check is needed. However, if the effect's rank is greater than or equal to your own, you must pass a Fort save to succeed; on failure, only half the effect is absorbed, and you suffer 1 strain. Usually a small array of non-damaging attacks, such as a curse of weakness, or a wall of ice, or something to frustrate the PCs and shake things up

Song for minor: Otherworld

Song for major: The Reaper

Song for Boss: Evil Spirit

Clues for Vamps

1. Get samples of drug will show vampire antibodies

2. If really stuck Rys brother can help

3. Kafka will know

Clues for Witches

1. In the Warehouse there will be a note hidden DC 25 Search which has a symbol similar to Olympia Griffins. Rachael can identify it as the sign of Malleus Maleficarum

Important Info

http://en.wikipedia.org/wiki/Naamah_%28demon%29

Fiona is http://en.wikipedia.org/wiki/Eisheth_Zenunim

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