Main Plot

The age of the Abrahamic religions is coming to an end. It's prophecies of destruction and apocalypse are threatening. There are those who know this, and powers who want to take its place.

The Seven Seals

Each of the seven seals is representative of the supernatural factions.

First seal

  • The first one is the shamanistic faiths, the native american ghost dance army. It will be released on the American South West starting with Vegas. Also the rise of the Formians coming back into England and Wales.
    • Revelation 6:1-2 And I saw when the Lamb opened one of the seals, and I heard, as it were the noise of thunder, one of the four beasts saying, Come and see. 2 And I saw, and behold a white horse: and he that sat on him had a bow; and a crown was given unto him: and he went forth conquering, and to conquer.

Second seal

  • The rise of the witches and druidism peoples, they have the power of blood magic.

Revelation 6:3-4

3 And when he had opened the second seal, I heard the second beast say, Come and see.

4 And there went out another horse was red: and power was given to him that sat thereon to take peace from the earth, and that they should kill one another: and there was given unto him a great sword.

(--Authorized King James Version)

Third seal

  • Atlas?

Revelation 6:5-6

5 And when he had opened the third seal, I heard the third beast say, Come and see. And I beheld, and lo a black horse; and he that sat on him had a pair of balances in his hand.

6 And I heard a voice in the midst of the four beasts say, A measure of wheat for a penny, and three measures of barley for a penny; and see thou hurt not the oil and the wine.

(--Authorized King James Version)

Notes from game

  • Sam distrusts Finn, and then Racheal and Sam argue about it.
  • They party decides to use the cover of a show to wake the dragon.
  • Magic word to awaken the item
    • Cerridwen – goddess of death, initiation, inspiration, magic

Setting

Major Players

White Doe, aka Virginia Dare

Human female, age 443 (b. 1587-08-18), effectively early 20s. Shamaness of the Croatoans.

Virginia Dare was the first child born to English parents in America. She was born in the Roanoke Colony, shortly before its destruction. (Historical fact)

The Legend of White Doe

She survived the destruction caused by Rhys, aka Blackheart. She and the other survivors were rescued by Croatoan Indians, who took them to their lands and eventually integrated them. Virginia was marked by the event--???


and perhaps it was because of the magic unleashed there that she manifested such potent magical talent. The tribal shaman took her in and taught her the ways of the Croatans.

She took to the training with aplomb, her eagerness suprising even the fiercest Croatan warriors. She dedicated herself to the destruction of monsters...especially vampires like Blackheart, who destroyed her family and her home. She insisted on training and trying as a warrior as well as a shaman. She earned the name "White Doe", for her ability to transform into that animal shape (and later, many others), but don't let its seeming passivity fool you...she is not prey. She is Hunter.

In her early days, she helped defend Indian and Englishman alike from the monsters of the wild. However, at the budding of her womanhood, she went on a vision quest, and learned that Blackheart still lived, and roamed the country, terrorizing the People. She could not abide this, and despite the urging of the tribe, her new family, she left to track him. Sadly, she would never see them alive again.

For years, she roamed the mountains and plains, finding each devastated village and pueblo in turn, always one step behind her quarry. Finally, she found him in the lands of the Diné, and cornered him at the edge of the Grand Canyon. There, she called upon the Thunder Gods, channeling all the might of Earth and Sky; as the story his told, Blackheart simply stood still, as the Darkness within burst forth from him, a mass of tentacles, mouths, and claws, raking desperately at the forces arrayed against it.

White Doe triumphed over her foe, and smote his ruin upon the canyon floor, whereupon the Earth opened to swallow him, and he was never seen again. So the legend goes, so wounded was she by her battle, that she went to sleep in a cave, and shall sleep for 500 years to restore her strength. Others say she became one with the Earth, restful, but vigilant, in case her foe should ever rise again. In all the centuries since, white does have often been seen, guiding the lost to safety, or forfending creatures of the dark from the innocent.

Ghost Dance Religion

In December 1888, Wovoka (Jack Wilson) of the Northern Paiute(Numu), who was thought to be the son of the medicine man Tavibo (Numu-tibo'o), fell sick with a fever during an eclipse of the sun, which occurred on January 1, 1889. Upon his recovery he made the claim that he had visited the spirit world and the Supreme Being and made the prediction that the world would soon end then be restored to a pure aboriginal state in the presence of the messiah. All Native Americans would inherit this world, including those who were already dead, in order to live eternally without suffering. In order to reach this reality, Wovoka stated that all Native Americans should live honestly, and shun the ways of whites (especially the consumption of alcohol). He called for meditation, prayer, singing, and dancing as an alternative to mourning the dead, for they would soon resurrect. Wovoka's followers saw him as a form of the messiah and he became known as the "Red Man's Christ."

His supposed father, Tavibo, had participated in the Ghost Dance of 1870 and had a similar vision of the Great Spirit of Earth removing all white men, and then of an earthquake removing all human beings. Tavibo's vision concluded that Native Americans would return to live in a restored environment and that only believers in his revelations would be resurrected.

This religion spread to many tribes on reservations in the West, namely the Shoshone, Arapaho, Cheyenne, and Sioux (Dakota, Lakota, Nakota). In fact, some bands of Sioux were so desperate during wartime for hope that they strengthened their militancy after making a pilgrimage to Nevada in 1889-1890. They provided their own interpretation of the Gospel to their people which emphasized the elimination of white people. A Ghost Dance gathering in December 1890 actually led to the massacre of Sioux, who believed their Ghost Dance Shirts could stop bullets, at Wounded Knee.1516

Plot

Act 1

Scene 1

Dialog/Combat

Rhys happens to be walking the streets one afternoon in a seedy part of town, and happens upon a gang of young vampires terrorizing a young girl. They are dismissive of his philosophy, and attack him when he intervenes. Rhys can handle the fight, but before it's over, a mysterious newcomer arrives--some sort of indian brave, with phenomenal fighting ability. Sean and Rachel happen by at just the right time, and the warrior retreats after gauging their strength, not before saying something pointedly in some Indian language. Following this, they decide to ask Sam if he knows what the hell that was all about.

Scene 2

Narration/Dialog

Sam is meditating at the edge of the Grand Canyon. Gone are his usual accouterments--he is connecting with the Earth and Sky. That is, until he hears an annoying chirp. First, he figures it is a bird, and imagines soaring on the skies...then realizes it's his cell phone. He debates for a while before answering. Between him and the truck is a rattlesnake; it rattles in warning, and he halts. He tries to scare it away, but it stands firm. Finally, he approaches directly, and it slithers out of his way. He answers the phone, and hears Rachel's request. He hangs up, takes one look at the canyon in the fading sunlight, and climbs into the truck.

Transition

Narration

He's got a bit of a drive, so it might be a fun time to do some scene-setting. First, he's heading west on dirt roads, far from civilization. Then, he gets on the highway, as the light fades, and begin to see the lights. Finally, he arrives in the city: we see the gleaming spectra of the strip, the garish casinos, the lights of airliners converging on McCarran.

Scene 3

Dialog

Sam pulls into the diner, where Rhys, Sean, and Rachel are waiting. Just as he sits down, the food arrives; a nice, zesty barbecue plate awaits him. (Friends are cool that way). They relate the story. Unfortunately, Sam doesn't speak Croatoan, so he can't translate what the warrior said; however, there were other clues. Rachel produces a chain of beads, bones carved in a strange pattern he isn't familiar with. Apparently, the strand came off the warrior's tomahawk. She's already tried to make a phylactery of it, but to no avail...it's almost as if the warrior died since the battle. Sam figures the Paiute can help discern its origins. They resolve to visit the reservation on the morrow.

Scene 4

Dialog

Midnight. Rhys broods in his cold, modern condo overlooking the strip. He sent Tula home in anticipation. Of what, you ask? Like clockwork, she arrives; the seductress. Red silk clings to her curves, crimson on her lips, on her nails, almost like she'd just fed. She's here to make a case for the Old Court, to bring Rhys back into the fold...after all, great things are afoot, great changes are coming, and he will have to choose a side--he cannot stand alone. Who is this seductress? None other than his own mother, long thought dead, but in fact a (seemingly) loyal servant to the Master, her maker. Surely, he will balk at the request, but inside, he is tortured.

Scene 5

Dialog

Morning. The crew arrives at the Paiute reservation. Rhys opts to stay in the car, where it's nice and dark.

Scene 6

Dialog

Morning. The crew arrives at the Paiute reservation. Rhys opts to stay in the car, where it's nice and dark.

Daniel O'Bannion(Boss)

Basic
Class/Level

Controller 10 (Boss)

Size/Type

Medium Humanoid

Initiative

+15 (best of 3 rolls)

Movement

Walk 6, Blink 6

Defenses
Hit Points

500

Resist

Magic 10, physical 10)

Avoidance

Dodge +20i Parry +20i Fort +10i Will +20i

Actions
Base Numbers

Haste 200%, Hit +20i, Crit 20/x3

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

Faerie Warlock

  • Dominance +20
  • Intensify Flames: Recharge 33%, swift, medium range; you target one discrete fire, up to huge in size, including an ongoing fire effect from one of your spells. You increase the ongoing damage by 50%. Natural fires increase in size by one category.
  • Consume Flames: Recharge 33%, swift, medium range; you consume one discrete fire, up to huge in size, including an ongoing fire effect from one of your spells. You regain XYZ Energy.
Tank Attacks

  • When Attacked changeling takes place
  • Changeling Attack (Parry +20): Shadow gun two attacks 3d8 damage +5, 18/x2, range inc 4 sq
    • Augment: If flanking add 2d6 sneak attack
  • If unable to attack tank changeling turns tommy gun on rest of the party 5d6+20
  • Absorb Power: At-will, swift, touch; you absorb one of the subject's powers (Will negates). You may then use that power, as if you knew it, and met all preconditions to cast it, for the rest of the encounter. Once used successfully, this power goes on cooldown for the encounter. Improved. Steal: While you have access to the power, the subject loses access.
Raid Attacks

  • Immolate: At-will, standard, medium range; you cause target object or creature to burst into flames, inflicting XYZ damage instantly, plus the same ongoing for 3 rounds. If target is naturally flammable, replace 3 round duration with normal expected duration of natural fire.
  • Combustion: Recharge 33%, swift, medium range; you cause an ongoing fire effect to instantly burn for the remainder of its duration, or up to 5 rounds, inflicting all the damage it would have over that duration. If this reduces the duration to 0, the fire goes out.
  • Conflagration: Recharge 33%, swift, medium range; spreads an ongoing fire effect to targets within 3 squares.
  • Greater Area Dispel Magic, swift 33% recharge 6 sq area with Spellsteal
Free

  • Fairy Fire: Cast on invisible target they glow

Song: The Ultimate War

Intense Song: To Know my Enemy

Minions Lost Boys

Lost Boy(Minion)

Basic
Class/Level

Brute 10 (Minion)

Size/Type

Medium Outsider

Initiative

+11

Movement

Walk 6, Blink 6

Defenses
Hit Points

108

Resist

Ethereal (mischance 50%)

Avoidance

Dodge +10 Parry +10 Fort +7 Will +7

Actions
Base Numbers

Hit +10, Crit 19/x2

Light Dmg: 1d8+10. Medium Dmg: 2d8+20. Heavy Dmg: 3d8+30. Flanking +2d6

Afflictions: Dazzled, Crit Stunned

The Dragon of Time(Boss)

Basic
Class/Level

Brute 10 (Boss)

Size/Type

Huge Magical Beast

Initiative

+15 (best of 3 rolls)

Movement

Walk 6, fly 12

Perception

Vision, infravision, darkvision, tremorsense (10 squares), scent (20 squares), magic sense (as wizard, always on), super hearing.

Defenses
Hit Points

2000

Resist

Magic 20, physical 20, Immune to fire

Avoidance

Dodge +20i Parry +20i Fort +15i Will +20i

Actions
Base Numbers

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

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

Tank Attacks

Suggested attack sequence: claw, claw, bite, snatch attempt.

  • Claw: at-will, std, reach 2, 2 attacks; +20i to hit, 2d8+20 physical (slashing).
    • Feats: Cleave
    • Optional augment: Awesome Blow: -4 to attack roll, add slide 5 plus knockdown (Fort negates).
  • Bite: at-will, free, reach 3; +20i to hit, 3d8+30 physical
    • Augment: Snatch: on successful Bite, roll grapple (+25). On successful grapple, target (medium or smaller) is secured in jaws. Then:
      • Swallow Whole: target is swallowed (Fort negates). Suffers 2d8+20 phys plus 2d8+20 acid each round. Can cut out (50 damage in a single hit from a small slashing weapon). Muscular action does not close the hole; if target escapes, dragon suffers 50 ongoing physical damage per round from the wound.
      • Worry: dragon shakes target back and forth, using inertia to pull it apart. Inflicts 4d8+40 physical damage. Offers subject Fort save to fly free of dragon's mouth.
      • Incinerate: uses Breath Weapon cooldown, if available. Dragon fills mouth with fire without opening it. Subject suffers 5d8+50 area fire damage. Puts Breath Weapon on cooldown.
      • On subject's turn, he can pull free with a successful grapple check.

Special Moves
  • Crush: Dragon is flying, charges a target on the ground, uses own momentum to inflict damage before beginning normal attack sequence. After charging toward target (at least 4 squares horizontal and 2 squares vertical), before first attack, causes close burst 3, 2d8+20 physical damage plus knockdown (Fort negates).
  • Tail Sweep: At-will, immediate, rear cone 3; 3d8+30 physical plus push 10 plus knockdown. Can be used as a free action against targets in rear arc, or as an immediate if tank attempts to move to dragon's rear; in the latter case, dragon may change facing as part of the immediate interrupt.
  • Rake: At-will, free, only usable while grappling, 2 attacks; 2d8+20 physical damage. Used while grappling, not while a subject is snatched in mouth.
  • The Bertball Maneuver: At-will, free; dragon inverts, lying on side or back, presenting all four claws. Reach lowered by one, but can use 4 claws instead of two, and can use tail sweep. If lying on side, threaten only one arc; others undefended. If lying on back, threaten only squares above, or a grappler.
  • Pounce: Special form of charge. Dragon crouches, wiggles his butt, then leaps up to 12 squares (does not provoke, requires 4 square vertical clearance), gaining +4 charge bonus to hit and damage for all melee attacks following the charge.
    • Also adds augment to claw attack: Pounce Grab: if both claws hit, trigger immediate bonus grapple check (+25) to grapple target. This is a proper grapple, not a Snatch.

Raid Attacks

Primary
  • Breath Weapon: Recharge 33%, swift, cone 10; heavy fire damage.
  • Fearful Roar: Recharge 33%, swift, short range; subjects are frightened (Will ends). After save ends, subjects are shakened (-5 to d20 rolls, Will ends). DC based on Dragoniness skill (+20 modifier).
  • Ravages of Time: Recharge 33%, swift, short range; subject ages to venerable, suffering -5 to all physical ability scores, -50% movement (can't charge or run), and frailty (50% vulnerable to all damage). Will mitigates; each save (max one/rd) reduces penalties by 1 or 10%.
  • Nostalgia: Recharge 33%, swift, close burst 20; subjects' perception of time alters. They experience their most distant, pleasant memories. In the real world, they are effectively blind, deaf, and stunned, Will ends, damage ends.
  • Special boss rule: if all 3 are on cooldown, and they fail to recharge, you may determine one randomly that recharges without a roll.

Utility
  • Freeze Spell: At-will, swift, medium range; single active spell is frozen--its effect is suspended, and its duration does not expire. If it was on cooldown, it remains on cooldown. Freeze lasts 10 rounds.
  • Wall of Time: Recharge 33%, swift, medium range, line 10; time cannot pass through wall. Observers looking through it see what was happening at cast time on the other side of the wall, frozen in time. Creatures, objects, or spells passing through the wall are frozen in time for the duration of the wall, or until dispelled. Lasts 5 rounds. Exclusive.
Spells

  • 0th: Arcane mark, dancing lights, detect magic, ghost sound, guidance,

mage hand, prestidigitation, read magic,

  • 1st: alarm, chill touch, divine favor, magic missile, shield;
  • 2nd: cure 2d6, darkness 6square radius, detect thoughts (will to resist, invisibility,
  • 3rd: deeper darkness, dispel magic, haste, protection from elements;
  • 4th: charm monster (will to end), emotion, restoration, spell immunity;
  • 5th: circle of doom (Radius 3 circle, 3d6+20 damage (heals undead), feeblemind (Will to negate),shadow evocation (summons 1d6 shadows Use lost boy stats);
  • 6th: acid fog (5d6 acid damage), heal (1x encounter full hit points).

Song: Requiem for a dream

Intense Song:

Rhys Episode

So here's the deal:

Rhys was a bad, bad vampire once. He used to get oh-so-angry, and when he did, all hell would break loose. I'm talking Grand Energy Drain here. Alucard Shield + Shield Rod. Bad stuff. That's what happened at Roanoke.

When it happens, he's not himself anymore. And he'll stay out for a while...until he snaps out of it in some way.

Characters

Awakening

Rhys awoke recently, washed up on the shores of the Grand Canyon, naked as a jaybird and very confused. He's since recovered, as we know.

What we didn't know is that White Doe arose as well, stirred by the rousting of her enemy. But she was far away. The Earth into which she had interred herself was blown clear of the canyon walls into the basin to block the river when the Hoover Dam was raised. Later, it was cleared, and flowed far south. For her part, she drifted all the way to the Colorado River Delta in Sonora, Mexico, before finally emerging, just shy of drifting into the Pacific Ocean.

When she emerged, she was drained and confused...it took some time to regain her wits, and much more to return to her former strength and adapt to the strange world. She learned of Rhys' activities through mundane and supernatural channels as he began to reveal his power in Las Vegas. All the while, she was raising an army...an army of spirits, the fallen Croatoan warriors of old.

Now, she is ready to strike, and is on the warpath toward Las Vegas. Such movement of power has been noticed by the wise, and the scale of the upcoming conflict has been presaged by prophecy. The Paiute were told by Crow to expect a "feast for crows" in the Midwinter of this year. The Pueblo, who remember White Doe, tell of her return when Son of Skycaller comes to the Hongtupa (Grand Canyon). The Vampires are sure as hell aware...a Slayer of this magnitude hasn't been seen in the land for centuries...and it's an easy bet where she's headed.

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