Brigh Statue

BRIGH's page

28 posts. No reviews. No lists. No wishlists.




Dead Fiddler Square

Dead Fiddler Square

You’ve awoken on the floor of an unlit, unfurnished apartment. In one corner lies a spartan wooden coffin, in the other a heavy trunk. The windows have been boarded up, preventing any light from entering the room. The door bears multiple deadbolts and a key still rests in the lock. Your internal clock tells you that it is nighttime.

You are wearing nothing aside from your tattered clothes and a strange iron you’ve never seen before. Your only possessions are the dagger you found stuck in your chest (cold iron, from your equipment) and the letter. Folded up alongside the letter was a map as well.

[spoiler=Opening the Trunk]It appears your mysterious “Master” left a cache of a gear for the mission (the rest of your equipment). In addition there is a set of guardsman’s equipment (scale mail, longbow, masterwork longsword, quiver with 20 arrow), and another note written in the same spidery handwriting as the first.

As you’ll soon learn, entering a private residence is impossible for a moroi without proper invitation. This guard uniform might help open some doors for you, but be wary as it will close others. In particular the Four Corners - due to a centuries-old religious restriction that contained no expiration clause, the courtyard is not subject to search or seizure by the authorities. As such the courtyard’s tenants are known to be a criminal fraternity of some kind. No city guard would be caught dead in the place - or rather, dead is the only way they’d be caught in such a place.
E.


Hello. I will run a short module for one player. I have not played in a long while. I may make mistakes. Be patient. We will have a lovely time.

You awoke...:
...with a splitting headache, no memory of the past few days, and a letter pinned to your chest by knife blade. Although removing the knife caused no small amount of pain, the wound healed within a matter of seconds. You figured it must be your lucky day, until you read the letter.

Family. A curious phenomena, is it not? The common man is a slave to his bloodline - born a peasant, die a peasant; born a noble, die a noble. Barring select cases, no amount of ambition can ever truly break this petty cycle. In fact, you were destined to be another casualty of such class, until I saved you, until I made you my child.

For you have been born again as a noble and immortal moroi - a vampire. Now I understand that you may hate me at the moment, that you may be cursing your fate. And yet, once you realize what depths of ambition and what heights of power you are now free to pursue, you shall realize that you cannot possibly repay me enough for this marvelous service I have rendered unto you.

However, this shall all come in due time. For now, you are still my thrall, bound to my will until you earn the right to become a fully fledged moroi. To this end, I have sent you to the city of Remballo to test your ability. Headquartered here is House Borgandy, a family of bankers and one of the more respectable groups of mortals that have long served my interests. Currently, the Borgandys find themselves in a spot of trouble and I, gracious as I am, have dispatched you to settle the matter.

Savario Borgandy recently disappeared somewhere in the vicinity of Dead Fiddler Square. Around the same time, a number of counterfeit letters of credit surfaced under Savario’s name. You are to find Savario Borgandy and then await my instruction. I’ve already paid one week’s rent for this apartment, which will be the time frame you have to complete the task. You’ll also be responsible for keeping your vampiric nature secret while simultaneously learning to hunt.

Should you decide to turn down my offer, dearest child, I need only think the slightest thought to make you tear out your own heart and push a stake through it yourself.

Your Master,
E.

Dead men may tell no tales, but it seems they do occasionally solve crimes.


Character Creation:

Level: 1 gestalt + vampire spawn template.
Starting Wealth: Your mysterious master has left you equipment/wealth with a total value equal to 100 gp (your choice) + some free extra goodies (my choice).
Ability Generation System: 20 point buy, remember no Con.
Races: Core
Hit Points: Max
Alignment: Any
Traits: 2, or 3 with drawback
Resources: Any Paizo, no 3rd party
Background: It can be long, it can be short, but it must be beautiful.

Template:
Type changes to undead (augmented).
Darkvision 60 ft.
Natural armor +4, channel resistance +2, DR 5/silver, resist cold and electricity 10, fast healing 2
Str +2, Dex +2, Wis +2, Cha +4, no Con score.
+8 racial modifier to Stealth checks.
Gain Blind-Fight.
Gain slam attack, if no other natural attacks.

Special Abilities
Blood Drain (Su)
A vampire spawn can suck blood from a grappled opponent; if the vampire spawn establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire spawn heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.

Dominate (Su)
A vampire spawn can crush a humanoid opponent's will as a standard action. Anyone the vampire spawn targets must succeed on a Will save (DC 14) or fall instantly under the vampire spawn's influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.

Energy Drain (Su)
A creature hit by a vampire spawn's slam (or other natural weapon) gains one negative level. This ability only triggers once per round, regardless of the number of attacks a vampire spawn makes.

Fast Healing (Su)
A vampire spawn also gains fast healing 2. If reduced to 0 hit points in combat, a vampire spawn assumes gaseous form (see below) and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to a vampire spawn forced into gaseous form has no effect. Once at rest, the vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 2 hit points per round.

Gaseous Form (Su)
As a standard action, a vampire spawn can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Resurrection Vulnerability (Su)
A raise dead or similar spell cast on a vampire spawn destroys it (Will negates). Using the spell in this way does not require a material component.

Shadowless (Ex)
A vampire spawn casts no shadows and shows no reflection in a mirror.

Spider Climb (Ex)
A vampire spawn can climb sheer surfaces as though under the effects of a spider climb spell.

Weaknesses
Vampire spawns cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don't harm the vampire spawn—they merely keep it at bay. A recoiling vampire spawn must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire spawn at bay takes a standard action. After 1 round, a vampire spawn can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.

Vampire spawns cannot enter a private home or dwelling unless invited in by someone with the authority to do so.

Reducing a vampire spawn's hit points to 0 or lower incapacitates it but doesn't always destroy it (see fast healing). However, certain attacks can slay vampire spawns. Exposing any vampire spawn to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a vampire spawn equal to one-third of its maximum hit points—a vampire spawn reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire spawn's heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.