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Blood Feast 5E Adventure

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100% found this document useful (1 vote)
300 views23 pages

Blood Feast 5E Adventure

Uploaded by

Hedzer Storm
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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A One-Shot ‘Death-Trap’ Adventure!

by Laz Izaguirre

Requires the FIFTH EDITION rules


of the most famous roleplaying game of all time!

Johan Storm (Order #32055759)


© 2015 Lazaro Izaguirre. All rights reserved. This work is published under the Open Game License (see last page).
All artwork, text, and other content is Product Identity, except for italicized text which is Open Game Content.

A band of adventurers take refuge from a thunderstorm in the warm confines of an


upscale inn only to awaken with mysterious pulsating sores — and a growing thirst
for fresh blood.

Players can use the pre-generated heroes provided or create an adventuring party of
five 7th level heroes with at least one cleric or druid.

Dedicated with great respect to J.M.G. (1971-1988), the Blood Feast


play-testers, and everyone that has shared a gaming table with me
over the years at conventions, game stores, or private homes.
Thank you for the fun times!

AUTHOR’S NOTE:

Welcome to my nightmare!

Blood Feast is a one-shot fantasy/horror adventure for the 5th edition of the most famous roleplaying
game in the world. It was written in the spirit of classic ‘death trap’ adventures of the past. My hope is
that you and your gaming friends will have a great time playing it — at least as much fun as I did writing,
playtesting, and illustrating it!

If you want to give me any feedback or have any questions about the adventure, please contact me via
email at: [email protected].

Thank you for purchasing my work and happy gaming!

Laz

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Table of Contents
Blood Feast: The Adventure

Crawling Skin (Introduction & Opening Scene) ……………... Pg. 4

Foretaste of Fear (The Inn — Combat & Exploration) ……….. Pg. 5

Bloody Nightmare (Adventure Background) ………………... Pg. 6

Endgame of Death (The Basement — Conclusion) ………….. Pg. 7

Appendix 1: New Artifact

Bloodstone of Bhaalora ………………………… ……... Pg. 10

Appendix 2: New Monsters

Bu Hag …………………………………………………… Pg. 12

Bu Larvae ………………………………………………... Pg. 14

Appendix 3: Maps
Map #1: The Golden Chalice Inn — 2nd Floor ……… Pg. 15

Map#2: The Golden Chalice Inn — 1st Floor ……….. Pg. 16

Map #3: Golden Chalice Inn — Basement ………….. Pg. 17

Appendix 4: Pre-Gens
Gath (Human Sorcerer) ………………………………… Pg. 18

Glorm (Dwarf Cleric) ………………………………….. Pg. 19

Lacian (Elf Fighter) ……………………………………... Pg. 20

Rossko (Halfling Rogue) ……………………………… Pg. 21

Surgor (Human Paladin) ………………………………. Pg. 22

Open Game License ………………………………….. Pg. 23

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er and drink their victim’s blood.

The heroes are unaware of the origin of the mental


attacks. They are emanating from the demonic bu lar-
vae that they were magically implanted with during
CRAWLING SKIN their slumber by a bu hag (see New Monsters pg. 12).
Any heroes that can mediate or go into a trance in-
The adventurers spent a restless night in the Golden stead of sleeping were also magically infected, but are
Chalice Inn, an upscale establishment in a land far immune to the mental attacks. The larvae are magical
from home. Begin the adventure with a brief narration parasites and not a type of disease.
of the heroes’ arrival at the inn (see Maps pg. 15) as a
rest stop on their way to their next quest. Include the The hag is a demonic creature that desires offspring
following details: and the heroes’ bodies now serve as incubating hosts
and first meals. The sores are an allergic reaction.
 They were warmly welcomed by the beautiful
Sultga, the establishment owner. A tall, regal mid- Bedchamber Scene — Combat:
dle-aged human woman with auburn hair.
 They took the only room available that they In initiative order, each player makes a Will (INT) save
would all have to share. The inn was almost full vs. DC 13 with a disadvantage determined by the Ga-
due to the thunderstorm. memaster (GM) to the roll. If they succeed they are
 The heroes closed out the bar and were the last immune to the attacks for the rest of the adventure. If
patrons of the inn to go to bed last night. they fail, they must violently attack their fellow party
 Optional: If not using the pre-gens (see Pre-Gens members with lethal attacks that can easily draw
pg. 18), or if none of the heroes can trance instead blood. Having just awakened, the heroes are unarmed
of sleep, one of the non-spellcaster heroes won a and not wearing armor. Their gear is in a bundle next
magical mind-shielding ring at a drinking game to them.
before bedtime. In addition to its normal proper-
ties, it also makes them immune to any mental The heroes start each new combat round with their
attacks in this adventure. Will (INT) save to overcome the mental attacks. They
must also spend one round after any successful hits
As soon as you finish the introduction, ask the players lapping up their victim’s blood — in effect wasting
what sleeping arrangements their heroes made. Take their actions for that turn.
notes or use miniatures to set the stage for what hap-
pens next and then ask them to roll for initiative. The solitary door to their bed chamber is locked. The
lock can be picked with the proper thieves’ tools (vs.
Bedchamber Scene: DC 15), busted down with brute force (STR roll vs. DC
20), or hacked to pieces with weapons (AC 15 and HP
The heroes awaken bathed in flickering crimson light 18). The three windows in the room are unlocked. Any
to the piercing scream of a young woman. They see a heroes that climb down to get to the first floor have an
flaming inferno dancing behind the window drapes of advantage determined by the GM in doing so because
their shared inn room that stretches out to an infinite of the heavy brickwork on the walls.
plane of hellfire. Also noticeable in the red-tinged
light are pulsating sores that cover their bodies. Use the next section to expand on this combat scene if
the heroes open the door or climb down to the first
Before they can collect their thoughts, they are over- floor.
come by an almost irresistible urge to attack each oth-

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FORETASTE OF FEAR vs. DC 15 and consult the Bloody Nightmare section
below whether they succeed or fail (they automatically
Inn Scene — Combat: gain some knowledge just for asking). This process
may be repeated with different circumstances if they
The heroes can choose to escape their room through a find and decipher the journal in Sultga’s Quarters de-
scribed below.
second story window or through the solitary door.
Either option leads to the same encounter with the
fiends that are attacking the other patrons of the Gold-
Inn Scene — Points of Interest:
en Chalice Inn that went to sleep earlier than them the
Southwest Corner Bedchamber (2nd floor): Blood and
night before – thank goodness for that last round of
gore are splattered everywhere. There are two dead
ale!
bodies — a female human (obviously a cleric of a God
When the heroes reach the ground floor from the win- of Life) and a bu larvae. The female is holding a par-
dow or open their door to look down into the common tially opened scroll with one Heal spell inscribed — 6th
level spell with a Will (WIS) save vs. DC 17 for a cleric or
room of the inn (see Maps pg. 15), they see eight of
druid to cast successfully. When a cleric or druid first
their fellow patrons screaming in horror as they flail in
inspects the scroll, have them roll to perceive vs. DC 10.
vain to resist attacks by the eight bu larvae (see New
If they succeed, they notice the ink is dried blood that
Monsters pg. 14) attacking them. Also strewn around
signifies that there is an additional hidden effect when
the floor are multiple dead bodies. Place the eight pa-
the spell is cast. The pact that sealed this extra magic
trons that are about to perish randomly with a larvae
does not allow for any way to reveal the effect (see
attacking each one. The patrons are already heavily
Endgame of Death — Endgame Scenarios below for
wounded so any successful attack slays them outright.
further details).
Even if they survive the combat, the patrons die imme-
diately afterwards from the blood loss and shock.
Southern Bedchambers (2nd floor): The two bedcham-
bers in the center of the southern wall are drenched in
This bloody scene of horror requires a Will (WIS) save
blood. There are five corpses in the west room and
vs. DC 13 for the heroes to avoid a scare that causes
three in the east room. The heroes recognize them as
them to lose the first combat round to fearful inaction.
two other parties of adventurers that they had shared
drinks and stories with the night before. Each corpse
The larvae are hell-bent on killing their victims and
has a huge gory hole in the center of what used to be
avoid attacking the heroes as long as any of the other
their chest. All of their equipment is missing.
patrons are alive. Unbeknownst to the heroes, they
also do not want to harm their fellow larvae incubat-
Sultga’s Quarters/Office (1st floor; southwest corner
ing in the heroes’ chests. room): The heroes can actively or passively perceive vs.
DC 15 to find a journal in an unknown script. They
Inn Scene — Exploration may also perceive vs. DC 20 that the script matches
strange markings etched all over the fireplace in the
After the battle with their homicidal madness and the office. If a comprehend languages spell is used to deci-
bu larvae ends, the heroes have free reign to explore pher the writing it fails automatically because the
the first and second floors of the inn (see Maps pgs. 15- script is a secret, encoded text. An investigate vs. DC 20
16). Other than mundane objects, they can find the roll is required to break the code. The heroes have an
clues and items listed below under Points of Interest. advantage determined by the GM in doing this if they
use the etchings on the fireplace as a key. The
If the players ask what their heroes may already know knowledge gained is described in the next section —
based on what they have experienced up to this point, Bloody Nightmare.
have them make history lore, religious lore, or INT rolls

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Storage Room (1st floor; southeast corner room): Oth- process. In order to keep it simple, start counting their
er than the casks and crates that hold supplies for the time left from the moment they discover this fact. The
inn, the most obvious feature of the room is the stone time before that moment was simply part of the total
stairway leading down to the basement. A trap is trig- time they originally had. Provide the players periodic
gered if the heroes reach the midway point about reminders of how much time they have left to main-
twenty feet down. The stairs go flat and short blades tain a steady undercurrent of dread.
spring to the surface. Anyone on the stairs at that time
takes a ride that does 4d10 points of damage or half Gamemaster Background — Bu Hags
that with a successful Reflex (DEX) save vs. DC 15. He-
roes can spot the trap with passive perceive vs. DC 20 or The Golden Chalice Inn is actually the lair of a bu hag
active perceive vs. DC 15. It can be disabled using — a demon that feasts on the dark desires of her vic-
thieves’ tools vs. DC 15. tims while they sleep. Their natural state is a mon-
strous, skin-less female human, but they often wear
Before the heroes descend to the basement, make cer- the skin of their victims as disguises.
tain that you are well versed in the lore provided in
the next section. The negative energy they consume allows them to
magically spawn their offspring as larvae. During the
night, they hover over their victims and infect them
using dark magic so their larvae can use their victims’
bodies as hosts and sustenance. This process often
drives the victims mad and culminates with demonic
BLOODY NIGHTMARE larvae bursting from the bodies of their hosts.

The heroes can make successful knowledge skill rolls The larvae are the dark desires of their humanoid
to discover the lore revealed in this section if their hosts incarnated in monstrous flesh. These unfortunate
players simply ask what their heroes may already souls are always from the ranks of adventurers that
know about their situation and environment. If they have accumulated experiences of battle and strife
found and deciphered the journal in Sultga’s Quarters, through their life of courting danger.
successful rolls are more fruitful.
This process of propagating their species is an evil
If the heroes deciphered Sultga’s journal (see Inn Scene blood sport among the hags. When they are done pro-
– Exploration in the previous section), they gain all the ducing a new batch of fiendish offspring, they secretly
lore revealed in this section through an extrapolation switch them with normal humanoid infants by cloth-
and interpretation of all its contents. This research ing them in their first skin-disguise.
takes 2d6 minutes.
As they mature, the new hags are weened in their de-
If they had to rely on their own knowledge and experi- monic culture by inherited memories that haunt their
ence (history lore, religious lore, or INT vs. DC 15), they every waking and sleeping moment. All of these expe-
only gain the lore under Gamemaster Background — riences are telepathically shared with all other bu hags
Bu Hags. This research takes 1d6 minutes. regardless of distance.

Regardless of their roll results, they always discover When full maturity sets in, they begin the hunt for
that they are infected and that their time left to live is their own kind. Bu hag targets are often captured and
limited. They have up to one hour (roll 1d6x10 to de- tortured for amusement before being slain. The uni-
termine the actual number of minutes they have left) versal telepathic link with other bu hags falls under
before the larvae fully mature—killing them in the the control of the individual bu hag at this time so they
only share their experiences as desired.

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Johan Storm (Order #32055759)
Bu hags that are slain are reborn in their hellish plane confident. The Bloodstone has incredibly exasperated
of existence as slaves for their brethren to torment and this condition. She now holds other bu hags, and espe-
exploit as they please. cially adventuring parties, in total contempt.

Bu hags that break the current record for number of Her lack of fear and supreme overconfidence are her
bu hags slain are immediately teleported to the hellish greatest weaknesses. The Bloodstone is exploiting
home of their species. There they become eternal spec- these personality flaws with the hope that doing so
tators and judges for their infernal community. eventually leads to Sultga’s death and rebirth as a
slave in the hellish world of the bu hags.
A bu hag’s status on their home plane is based on the
quality of their evil escapades in the worlds of mor- ENDGAME OF DEATH
tals.
When the heroes reach the basement, they easily find
Gamemaster Background — Sultga’s Story Sultga’s sleeping body resting on an altar in the inn’s
large basement (see Maps pg. 17). She is still wearing
Sultga, the inn owner, is the bu hag that has trapped the beautiful skin of the former owner of the Golden
and infected the party members. She possesses an Chalice Inn so they have no issues with identification.
artifact commonly known as the Bloodstone (see New The bu hag only appears to be sleeping she is actually
Artifact pg. 10 — do not reveal the full name of the incapacitated in a self-induced magical trance and is
artifact at this time) that allows her to temporarily aware of her surroundings. The trance can only be
shift the inn into a pocket dimension midway between broken through the Binding Ritual (see Points of Inter-
the normal world and the hellish realm of the bu hags. est below).
If the heroes ask, they may make an arcana lore vs. DC
20 roll to uncover the artifacts history and properties Any heroes that have survived up to this point should
(excluding its full name). be duly inspired by the GM.

Sultga has been using the Bloodstone to create elabo- In the first round they enter the basement Sultga uses
rate death traps that both amuse her fellow bu hags her telepathic ability to start sowing chaos. She whis-
and keep her safe from her murderous sisters. pers in the mind of whichever heroes seem vulnerable
to manipulation and can be turned to evil. Sultga can
Under the influence of the Bloodstone, Sultga has be- mimic any of the heroes’ voices so she can mentally
come a delusional megalomaniac. She believes that if speak to them using their own voice or those of their
she can provide the best spectacles of madness and friends. When she initially uses this ability, the target
mayhem to her sisters they will eventually crown her experiences a severe headache for one round. This
the Queen of the Bu Hags! Due to this delusion, she may inspire a hero to think a friend’s voice in his head
intentionally stays in the mortal realm by not breaking is actually thoughts he is reading.
the record of kills.
Convincing the heroes to simply slay her while she
Biding her time, she strikes when the time is right. She sleeps is one of Sultga’s favorite ploys. Her delusions
uses the Bloodstone to help her produce an abundance have led her to believe that the spectacle of being
of bu hags that she in turn hunts, captures, tortures, trapped in the Bloodstone’s dark dimension with the
and kills — but only after she allows one after another adventures would be such an amazing feat of horror
of her offspring to break the record of kills. that her sisters would find a way to free and crown
her queen. However, if they dare to awaken her, she
Sutlga has been fulfilling her grisly and ambitious de- must teach them who is superior by fighting to the
sires for so long that she has grown supremely self- death.

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As the heroes deal with Sultga’s maligned thoughts,
they can freely search the basement. The points of in-
terest and various conclusions for the adventure listed
below may or may not come into play based on what
the heroes have done and discovered up to this point
in the adventure.

The ultimate fate of the heroes depends on their choic-


es and the vulgarities of chance!

Basement — Points of Interest:

Altar — The Binding Ritual: Boldly etched in Com- artifact are smashed, she loses the healing abilities pro-
mon on the altar are instructions for the only way Sul- vided by the Bloodstone (see New Artifact pg. 10).
tga’s trance can be broken.
Circle of Imprisonment: This dark blue seven-and-a-
Using ritual leather binds bundled at the foot of the half foot diameter circle in the northwest corner of the
altar, one of the heroes must have their hands tied be- basement is a magical prison for bu hags. Only they
hind their back and their ankles tied. The knots are so are affected by its magic. Inside they are rendered both
intricate that any attempt to escape (sleight of hand vs. harmless and invulnerable to all attacks until released
DC 20) is at a disadvantage determined by the GM. by the creature attuned to the circle.
Bursting the bonds (STR roll vs. DC 20) or cutting them
(AC 11, HP 8) are also options. In order to use it, a demon or arcane spellcaster must
attune themselves to it by walking on it for its full
After being tied up, the volunteer must straddle Sul- length while continuously reciting the true name of
tga’s body, kiss her on the lips, and prepare for her the Bloodstone — Bhaalora.
first attack.
All this lore, except for the true name, is known to he-
A full description for Sultga is provided in the New roes that pass an arcana lore vs. DC 15 roll.
Monsters section below to use in the combat scene that
ensues when she awakens. Her first attack is always Heroes can also make an arcana lore vs. DC 20 roll to
her hellish howl in order to move the heroes away decipher the true name hidden among the eldritch
from her and possibly drop some of them prone. runes that form the circle.

The altar looks like solid stone, but it is hollow. Any Fireplace: In the fires of this stone structure a hero
two heroes can work together and move it five feet per may notice (perceive vs. DC 10) an unusually large
round. Underneath, a 1x1 foot secret panel on the piece of charcoal in the vague shape of a heart. There
ground hides (actively perceive vs. DC 15 or passively are no obvious tools available for extinguishing the
perceive vs. DC 20) a red pillow with the Bloodstone of flames or grasping the black stone. If a hero reaches
Bhaalora on it. Any heroes within five feet of the altar inside to grab it, they take 1d10 points of damage.
may notice (actively perceive vs. DC 15 or passively There is nothing special about the stone, it is an ordi-
perceive vs. DC 20) scuff marks on the floor as a clue nary replica of the Bloodstone left there as a diversion.
that the altar can be moved.
Torture Devices: These various instruments of pain
Bones and Skeletons: These are the ordinary remains are ordinary in every way. Sultga uses them on her
of Sultga’s victims. If the bones within 60 feet of the victims. They are also useful as diversions.

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Johan Storm (Order #32055759)
and cast it on Sultga. A successful casting starts her ten
–round transformation into a normal, human woman
of lawful good alignment. She informs the party that
their lives are the additional material component of the
spell and that they will perish when it is completed.

She offers to interrupt the spell if they prefer to fight


her instead of heroically sacrificing themselves. At the
moment her bu hag nature perishes, unless all the he-
roes take her offer, the party is slain by the magic of
the spell.

If the heal spell is cast on a hero, they are cured of the


bu larvae parasitic infection by its special magic power
in addition to the normal effect of the spell.

Trial by Combat: This is the most straight forward


way to end the adventure. The heroes choose one of
their own to perform the Binding Ritual and awaken
Sultga. Due to her personality flaws, exacerbated by
the Bloodstone, she fights to the death.

The hero that delivers the killing strike, regardless of


the method used (i.e. melee, ranged attack, or spell —
any action that causes hit point damage), becomes the
new rightful owner of the Bloodstone.
Endgame — Conclusions:
As with the Act of Trickery, what they decide to do
Act of Trickery: If the heroes discover that the altar
with it and the party is left to their interpretation of
can be moved, as well as, the purpose of the Circle of
how their character would handle the situation with
Imprisonment, they can move it into the magical pris-
their new chaotic or evil nature. Again, destroying it
on and then perform the Binding Ritual. Other than an
with Sultga’s blood saves their lives so that is the obvi-
initial attack on the volunteer that awakens Sultga, the ous choice.
heroes win through their act of trickery.
Cthulhu-style Ending (Optional): Sultga discovered a
The hero that first mentions the plan to move the altar way to permanently bind herself to the dark dimen-
into the circle becomes the new rightful owner of the sion of the Bloodstone. After being killed or impris-
Bloodstone. oned, she reveals her demi-god like status in this space
between worlds by resurrecting or freeing herself. Tru-
What they decide to do with it and the party is left to ly impressed with the adventurers for defeating her,
their interpretation of how their character would han- she offers to cure them of the larvae infection and send
dle the situation with their new chaotic or evil nature. them home on one condition. One of them must stay
Of course destroying it with Sultga’s blood saves their behind as her consort and breeder for a new dark
lives so that is the obvious choice. scheme she is planning. The heroes have their remain-
ing time before the larvae burst through their chests to
Heal Spell Scroll: If the heroes found the strange heal decide who is left behind by whatever method they
spell scroll written in blood, they can take a gamble choose.

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APPENDDIX 1: NEW ARTIFACT plished through a trial of combat or act of trickery. If the
current owner is attacked in fair and open combat (i.e. they
BLOODSTONE OF BHAALORA cannot be surprised or unable to defend themselves) and
slain, the attacker that delivers the killing attack becomes the
This is a wondrous magical artifact that requires a creature new rightful owner and can attune himself to the artifact. A
to attune to its preternatural essence by touching it with a new rightful owner can also be established by tricking the
willing desire for mystical union, but only after its current current owner into giving the artifact away or imprisoning
rightful owner has been defeated (see below). them without resorting to combat.

A creature that becomes the attuned and rightful owner of


Bhaalora was the first bu hag. She was born a human
the Bloodstone through combat becomes chaotic in align-
female on a world now left barren of sentient life
ment. If they do it through trickery, they become evil. The
through her evil exploits. When she was a child,
other half of their alignment descriptor remains unchanged.
Bhaalora used her prodigious intellect to study the
dark arts in search of immortality. Death had taken her
husband and young daughters and she became ob-
sessed with never succumbing to its call.

She believed she had found her answer in the


dark whispers from a forgotten netherworld.
The souls in this lost plane of existence had
been abandoned by their goddess eons ago
and were hungry for new life and experienc-
es. Bhaalora and her new found friends ex-
changed their knowledge, and through great
effort and conflict, created new spells to ful-
fill their dark purposes.

With her new spells, Bhaalora transformed


herself into the first bu hag. In this new form,
she sired offspring that would serve as her
sacrificial offerings on the path to immortali-
ty. Unfortunately, her last daughter made her
own deal with the lost souls of the nether-
world and used their added power to slay
Bhaalora instead and start the cycle of death
that rules of lives of the bu hags to this day.

All of Bhaalora’s hate and spite magically


coalesced around her dark heart. She per-
ished, but her heart remains in the petrified form
of a black stone. Those unfortunate enough to
find it and wield it are eventually devoured
by its evil essence.

In order to wield the Bloodstone, a creature


must first become its rightful owner. This can be accom-

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Magical Effects Passed on to an Attuned Rightful the owner as long as they rightfully own the
Owner of the Bloodstone: Bloodstone.

 Immune to disease Destroying the Bloodstone of Bhaalora: The fresh


 Immune to magical charm and fear blood (i.e. no more than ten rounds old) of a slain bu
 Heal 1d10 points of damage at the start of each hag will dissolve the Bloodstone in one round.
round if above 0 hit points — this effect is only When destroyed, the Bloodstone returns anyone in
active if there are unbroken skeletons within 60 its dark dimension back from where they were taken
feet of the artifact. Blood matter from the bones from and fully heals them of any damage or maladies
moves and crawls into the rightful owner. — including bu larvae parasitic infections (they vio-
 Heal Spell: After casting, roll 1d6. On a roll of 2 lently vomit them out).
to 6 the spell cannot be cast again until the next
sunrise. The same conditions and effects apply to
casting this spell as the Heal ability above. In ad-
dition, the owner must cause a minimum of four
points of damage to themselves as a ma-
terial component for the spell.
 Dark Dimension: The owner can
transport up to a 100 yard cubic area to
and from a pocket dimension between
the mortal realm and the hellish realm
of the bu hags. They must cause a min-
imum of four points of damage to them-
selves to activate this effect. Anything
beyond the space they create is an end-
less plane of fire that is lethal to enter.
If the owner is slain while the pocket
dimension is open, unless through a
trial by combat to become the rightful
owner, there can never be another
rightful owner. Those trapped in the
dark dimension eventually die only to
reawaken and relive the events that lead
to the death of the owner over and over
again for eternity.
 Any personality flaws the user has are
severely intensified.
 Bodily illness and pain wracks the own-
er when they are beyond 10 feet away
from the artifact that is so intense that
all saves are rolled with a disadvantage
determined by the GM.
 A type of insanity determined by the GM inflicts

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APPENDIX 2: NEW MONSTERS

BU HAG
Type: Outsider (demonic)
Hit Points: 200 (35 + 18D10)
Initiative Modifier: +7
Passively Perceive: 20
Speed: 40 feet/round
Armor Class: 18 (natural)
Attack: Bloody brawler +9 melee (2d6+5 or 12, plus disease), multiple attacks (up to 3)
Size/Reach: Medium (humanoid), 10’ reach (limb elongation)
Special Attacks: Abyssal blood, hellish howl, unholy seduction
Special Qualities: Crimson eyes 120’, darkvision 120’, skin walking, soul feeder, telepathy 120’
Lordly Actions: Appraise the battlefield, blood drain
Saves: Fortitude (CON) +6, Fortitude (STR) +5, Reflex (DEX) +2, Will (INT)+8, Will (CHA) +4, Will (WIS)+6
Abilities: STR+5 (21), DEX+2 (15), CON+2 (15), INT+4 (18), WIS+2 (15), CHA+4 (18)
Skills: History Lore +12, Perceive +10
Languages: Abyssal, Common
Challenge Rating: 11 (XP: 7,300)
Alignment: Chaotic Evil

Attacks:

Multiple Attacks: Bu hags can make three attacks


each combat round (two with their standard action
and one as a extra attack) due to their supernatural
speed. These attacks consist of any combination of
punches, kicks, head butts, and other unarmed at-
tacks, but do not include its hellish howl or unholy
seduction.

Bloody Brawler: Bu hag unarmed attacks are con-


sidered weapon (melee) attacks. These attacks have a
hit +9, 10’ reach (due to supernatural limb elonga-
tion), and can only target one creature. Damage for
each successful attack is 2d6+5 (or 12) of bludgeon
type injuries. Creatures that are damaged must make
a Fortitude (CON) save vs. DC 16 to avoid infection
with the blood boiling disease. The onset of the disease
is the eleventh round after infection. Only magical
healing spells (that restore hit points or remove dis-
ease) of 6th level or higher can cure the disease. At the
start of the eleventh round, the victim’s blood seeps
through their skin inflicting 1d12 (or 6) hit points of
damage. They suffer this damage every eleventh
round afterwards unless they are within 5’ of an in-
tense heat source (e.g. a large campfire or fireplace).

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Special Attacks:

Abyssal Blood: Each melee hit on the bu hag causes spurts of unholy blood to strike the attacker, if within 5’, for 1d10 (or 5)
points of acid damage.

Hellish Howl (reusable on a roll of 4 to 6): Any creatures within 5’ of the bu hag must pass a Fortitude (STR) save vs.
DC 16. Success means the victim only suffers half of the 3d8+2 (or 15) points of bludgeon type damage. Those that fail their
save suffer full damage and are hurled to the ground (i.e. they are prone) 1d10+10 feet away – determine the direction ran-
domly. If a hurled creature strikes a wall or other such solid object at least 10’ away, it takes 1d6 (or 3) points of bludgeon type
damage. This damage increases to 2d6 (or 6) if the object is 20’ away. Any creatures struck by a hurled creature suffer the
same damage, and are struck prone, unless they pass a Reflex (DEX) save vs. DC 14.

Unholy Seduction (usable 3 times per day): The Bu Hag can target a solitary creature within a 30’ range anywhere
around it with a focused telepathic strike. The victim must pass a Will (WIS) save vs. DC 16 or fall slavishly in love with the
bu hag – this is considered a magical charm effect. This unholy seduction lasts as long as the bu hag lives, but is broken if the
bu hag is not on the same plane as the victim. It can also be broken every time the victim suffers any damage or strays beyond
the 120’ range of the bu hag’s telepathy – they can make one additional save to end the effect each time these events occur. The
bu hag’s slaves must follow its orders and are limited to a maximum of two of any types of actions each round.

Lordly Actions (usable up to 3 times, one at a time during the end of an opponent’s turn; the three uses recharge at
the start of the bu hag’s turn):

Appraise the Battlefield (1 use): The bu hag can roll perceive vs DC 10 to detect any clues that may assist it in the cur-
rent battle.

Blood Drain (2 uses): A creature magically seduced by the bu hag, and no more than 120’ away, suffers 3d6 (or 10) points
of physical damage as its blood seeps through its skin and runs into the bu hag. The bu hag heals an amount of lost hit points
equal to the damage roll total.

Special Qualities:

Crimson Eyes: As an underlying effect of a bu hag’s telepathic ability, it cannot be flanked or blinded and it suffers no penal-
ties due to an opponent’s cover if it is due to obscuring effects. This trait is effective within 120 feet.

Infest with Larvae: Any naturally sleeping or trancing character can be magically infected with a bu larvae if they are
within 120’ of a bu hag. If the victim’s sleep or trance is uninterrupted for at least two hours, there is no save; otherwise, a
Fortitude (CON) save vs. DC 16 is allowed. The larvae burst through the chest of the host-victim within 2d6x10 minutes after
they awaken the next morning killing them in the process. Only magical healing spells (that restore hit points or remove dis-
ease) of 6th level or higher that have been written in the spell-writers’s blood can save the host.

Skin Walking: A bu hag can wear the skin of a dead victim of the same relative size if it is still intact and obvious wounds
are easily concealable. This provides a +10 bonus to deceive rolls in hiding her true nature.

Soul Feeder: The bu hag does not need air, food, or water to sustain itself.

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BU LARVAE
Type: Outsider (demonic)
Hit Points: 16 (12+2d4)
Initiative Modifier: +3
Passively perceive: 10
Speed: 30 feet/round
Armor Class: 14 (natural)
Attack: Maw bite +5 (2d8+2 or
10, plus disease)
Size/Reach: Small (3’ maggot),
5’ reach
Special Attacks: Frighten,
hellish screech
Special Qualities: Darkvision
120’, larvae climb
Saves: Fortitude (CON) +0,
Fortitude (STR) +0, Reflex (DEX) +6, Will (INT) -2, Will (CHA) +0, Will (WIS)+3
Abilities: STR+0 (10), DEX+3 (17), CON+0 (10), INT-2 (07), WIS+0 (10), CHA+0 (10)
Skills: Perceive +5, Sneak+5
Languages: Abyssal, Common
Challenge Rating: 1 (XP: 250)
Alignment: Chaotic Evil

Attacks:

Maw Bite: This unarmed attack is considered a weapon (melee) attack. The attack has a hit+5, 5’ reach, and can only target
one creature. Damage for each successful attack is 2d8+2 (or 10) of piercing type injuries. Creatures that are damaged must
make a Fortitude (CON) save vs. DC 13 to avoid being infected with the blood boiling disease. The onset of the disease is the
eleventh round after infection. Only magical healing spells (that restore hit points or remove disease) of 6 th level or higher can
cure the disease. At the start of the eleventh round, the victim’s blood begins to seep through their skin inflicting 1d12 (or 6)
hit points of damage. They suffer this damage every eleventh round afterwards unless they are within 5’ of an intense heat
source (e.g. a large campfire or fireplace).

Special Attacks:

Frighten (usable 1 time per day): A bu larvae can cause one potential victim within 15’ to make a Will (WIS) save vs. DC
13. If the target succeeds there is no effect; otherwise, the target is in state of fear for 10 combat rounds. An additional save to
throw off the effect is allowed each time the target ends their turn. These extra saves are at a disadvantage determined by the
GM if the target still has bu larvae in their line of vision.

Hellish Screech: Any creatures within 5’ of the bu larvae must pass a Fortitude (STR) save vs. DC 13. Success means the
victim only suffers half of the 3d6+2 (or 8) points of bludgeon type damage. Those that fail their save suffer full damage.

Special Qualities:

Larvae Climb: Without having to make any type of roll, the bu larvae can crawl at their normal speed across any surface
with ease do to their sticky and ribbed outer membrane.

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APPENDIX 3: MAPS

Universal Map Features: 1. North is the top of the map. 2. Each square is 5 feet. 3. Walls and floors are stone.

Map #1: The Golden Chalice Inn — 2nd Floor

Map #1 Notes: The party starts the adventure in the south-east bed chamber with the two beds. There is a huge
open area in the middle of this floor, indicated in light blue, that drops 10’ to the first floor. A huge 15’ x 15’ crystal
chandelier (not shown) hangs in the center of the open area 5’ above the second floor landing. If the chain holding
the chandelier is severed (AC 19, HP 10), it falls to the first floor causing 3d10+10 (or 20) points of damage to any-
one crushed underneath unless they pass a Reflex (DEX) save vs. DC 15 to take half damage instead.

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Map#2: The Golden Chalice Inn — 1st Floor

Map #2 Notes: The entrance door that was located in the center of the eastern wall has vanished. Entry is only
possible from the second floor via the four stairs, falling, or through the windows (AC 13, HP 6). The ring of fire
that surrounds the inn is lethal beyond 5’ from the outer wall — this is obvious enough that the players should be
duly warned. All doors are locked (thieves’ tools vs. DC 15, STR roll vs. DC 20, or AC 15 and HP 18). The south-
eastern room is a storage area with the supplies for the inn and stairs that lead to the basement. Directly south is a
bar area with stools. The south-western room is the living quarters and office for the inn owner that contains a
bed, desk, fireplace, and bookshelf. There is a huge stone fireplace in the center of the western wall. A large 20’x
20’ square section of cobble stone flooring adorns the center of this floor.

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Map #3: Golden Chalice Inn — Basement

Map #3 Notes: Many full and partial skeletons of various races are strewn all over the floor of the basement. In the
center of the north wall is Sultga’s altar and still body. Eight-foot tall gold statues (worth 10,000 gp each) of Sultga
stand in the north-east, east, south-west, and west next to the perimeter wall. A magic circle is etched into the
floor next to the eastern wall between two of the statues. The entry stairs are located in the south-east corner. Hot
pokers and lit coals are located in the center of the southern wall. An iron maiden, fireplace, and stocks are next to
the western wall.

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APPENDDIX 4: PRE-GENS Dragon Blood: It courses through your veins and provides these
benefits:
Gath
—Acid Affinity: +4 (CHA) damage for spells that do acid dam-
Human Sorcerer 7Th Level (Prowess Bonus +3)
age. When casting the spell, you may also expend 1 sorcerous point
Alignment: Neutral Good
to resist acid damage against you for an hour.
Background: Orphan turned street urchin
—Dragon Durability: HP+1 per level. Base AC is DEX + 13
Description: 23 years old, 6’0” tall and weighs 225 lbs. dark
when unarmored.
brown eyes, brown hair
—Dragon Tongue: Prowess bonus x 2 to CHA rolls vs. social
Personality: Uncouth, generous, and pragmatic
interaction with Dragons and the sorcerer’s special damage type is
acid.
Ability Score Modifier (Save)
Strength: 9 -1
Sorcerous Points: 7
Dexterity: 14 +2
Creative Casting: Exchange spell points and sorcerous points.
Constitution: 15 +2 (+5)
Use an extra action to exchange unspent sorcerous points into a
Intelligence: 13 +1
single spell point of a particular level.
Wisdom: 11 +0
—Creating Spell Points: (Spell Point by Level/No. of Sorcerous
Charisma: 18 +4 (+7)
Points): 1st/2, 2nd/3, 3rd/5, and 4th/6
—Creating Sorcerous Points: Spend one spell point by level to
Skills:
get an equal number of sorcerous points (e.g. 3rd level spell point
Adventuring:
turns into 3 sorcerous points). This takes an extra action during
Arcana Lore +4
your turn.
Deceive +7
Spell Twisting: Only one twisting effect can apply to each spell
Disguise +(3 +ability modifier)
you cast.
Sleight of Hand +5
—Enhance-Spell (Cost: 1 Sorcerous Point): Roll up to 4 (CHA)
Sneak +5
damage dice again for your attack spells, but you have to keep the
Thieves’ Tools +(3 +ability modifier)
second roll results. As an exception to the rule, you can use anoth-
Armor: None
er spell twisting effect with enhance-spell.
Languages: Common, Dragon, Elf
—Twice-Spell: (Cost: 1 Sorcerous Point for 0 level spell points or
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
for higher level spell points the Sorcerous Points equal the level of
spell points.): Hit a second target within spell range. The spell
Combat & Exploration Stats:
cannot have a range of ‘self only’ and can normally only target one
Armor Class: 15
creature.
Initiative: +2
Hit Dice: 7 (d6s)
Magic Equipment:
Hit Points: 51
Periapt of Health
Perceive Passively: 10
Potion of Cure Light Wounds (4): Each heals 2d4+2 hit points of
Speed: 30’
damage.
Light Crossbow (range: 80-320) +5 hit/1d8+2 damage (P)
Slippers of Spider Climbing
Dagger +5 hit/1d4+2 damage (P)
War Wand of Magic-Users: +2 to Spell hit score.

Class Abilities:
Normal Equipment/Treasure:
Cast Sorcerer Spells: CHA caster, DC 15 Spell Save, +9 Spell
—PP: 6, GP: 8, EP: 2, SP: 10, CP: 5
hit
Belt pouch
—0 Level Spells (cast at-will): acid splash, fire blast, poison shot,
Bolt case (20 bolts)
ray of frost, true strike
Component pouch
—1st Level Spells (4 Spell Points of this level): charm person,
Daggers (2)
chromatic globe
Disguse kit
—2nd Level Spells (3 Spell Points of this level): phantasmal fak-
Equipment Bundles: Dungeon delver, scholar
ery, suggestion Light crossbow
—3rd Level Spells (3 Spell Points of this level): haste, lightning Sorcerous Wand
bolt Theives’ tools
—4th Level Spells (1 Spell Point of this level): ice storm, stoneskin Traveler’s outfit
—Able to use sorcerer implements like wands.

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Johan Storm (Order #32055759)
Glorm guarding the faithful*, stone shape
Dwarf Cleric 7th Level (Prowess Bonus +3) *Continuously prepared
Alignment: Lawful Good —Cast spells using rituals with appropriate spells.
Background: Soldierly life as a battlefield healer —Use clerical holy symbol.
Description: 75 years old, 4’6’ tall and weighs 150 lbs. brown Dwarf Blood: It courses through your veins and provides these
eyes, black hair benefits:
Personality: Inspiring, responsible, and trustworthy —Darkvision 60’
—Dwarf Durability: HP +1 per level.
Ability Score Modifier (Save) —Dwarf Speed: Unaffected by wearing heavy armor.
Strength: 13 +1 (+2) —Poison Defense: Half damage vs. poison plus an advantage on
Dexterity: 12 +1 (+2) saves vs. poison as determined by the GM.
Constitution: 16 +3 (+4) —Stonecunning: Add double your prowess bonus (+6) to history
Intelligence: 8 -1 (+0) lore rolls vs. masonry.
Wisdom: 18 +4 (+8) Cleric Domain: Healing (God of Life):
Charisma: 10 +0 (+4) —Add 2 + Spell Point Level to healing spells of 1 st level or greater
—Heal 2 + Spell Point Level worth of HP when you cast 1 st level
Skills: or greater healing spells on others
Adventuring: Call Upon Divine Power: Can be used twice before a 1-hour rest
Athletic +4 break is needed to recharge the uses.
Gambling +(3 + ability modifier) —Turning Undead: Undead creatures within 30’ of you that can
Intimidate +3 perceive your holy symbol or prayer make Will (WIS) saves vs. DC
Land Vehicles +(3 + ability modifier) 15 or run away for 1-minute. If you are successful, your target can
Masonry +(3 + ability modifier) only try to run away from you and stay at least 30’ away from you.
Mend Creatures +7 The target can only react with its move action or by trying to
Religious Lore +2 dodge blows.
Armor: All types plus shields —Healing Boast: Distribute healing worth a total of 35 hit points
Languages: Common, Dwarf among creatures within 30’ of you holding your holy symbol. The
Weapons: All simple types, battle axe, war hammer most a creature can be healed this way is equal to half of their max-
imum hit point total. Of course, undead and magical constructs
Combat & Exploration Stats: cannot be affected.
Armor Class: 19
Initiative: +1 Magic Equipment:
Hit Dice: 7 (d8s) Half-Plate +1
Hit Points: 66 Potion of Skill Enhancement—Climbing (3): Climbing and walk-
Perceive Passively: 14 ing movements are equal for an hour plus you get an advantage on
Speed: 25’ climbing skill rolls determined by the GM.
Light Crossbow (range: 80-320) +4 hit / 1d8+1 damage (P) Potion of Cure Light Wounds (3): Each heals 2d4+2 hit points of
War Hammer +4 hit / 1d8+1 damage (B) damage.
War Hammer (two-handed) +4 hit / 1d10+1 (B) Shield of the Dwarven Sentinels +2: An advantage on initiative
and perceive rolls determined by the GM.
Class & Race Abilities: Stone of Good Luck (Luckstone): +1 on all ability and save rolls.
Cast Cleric Spells: WIS caster, DC 15 Spell Save, +7 Spell hit
—0 Level Spells (cast at-will): guidance, light, resistance, spared Normal Equipment:
death —PP: 15, GP: 20, EP: 0, SP: 0, CP: 0
—1st Level Spells (4 Spell Points of this level): bless*, cure light Bolt cases with 20 bolts (2)
wounds*, detect poison, guiding barb, healing ward, sanctuary Equipment Bundles: Priestly
—2nd Level Spells (3 Spell Points of this level): restoration Gamblers kit (dice)
(lesser)*, spiritual weapon*, enrich ability, hold person, prayer for Holy symbol
healings Light crossbow
—3rd Level Spells (3 Spell Points of this level): beckoning hope*, Masonry workman’s kit
revivification*, mass healing ward, protection from energy, speak Traveler’s outfit
with dead War hammer
—4th Level Spells (1 Spell Point of this level): death ward*,

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Johan Storm (Order #32055759)
Lacian —Strong Willed: Cannot be affected by magical sleep effects
Elf Fighter 7th Level (Prowess Bonus +3) plus an advantage on saves vs. charm effects as determined by
Alignment: Neutral Good the GM.
Background: Noble prince of an elf kingdom closely allied with Archer Training: +2 to hit with ranged weapons.
humans Athletic Prowess: +2 to any STR, DEX, or CON rolls unless
Description: 150 years old, 5’10” tall and weighs 175 lbs. you already have a skill bonus. Also, +1 foot to any long jumps
green eyes, dark blond hair you perform with a running start.
Personality: Vain, loyal, and hot tempered Burst of Action: You can perform two standard actions in-
stead of just one. You can do this once and then you need to rest
Ability Score Mod (Save) for one hour to recharge this ability.
Strength: 12 +1 (+5) Enhanced Attack Speed: You can use your standard action to
Dexterity: 20 +5 (+6) make two attacks on your turn.
Constitution: 15 +2 (+6) Enhanced Critical Hits: Your threat range with all weapons
Intelligence: 10 +0 (+1) is 19-20.
Wisdom: 14 +2 (+3) Stamina Reserve: With an extra action you can heal 1d10+7
Charisma: 8 -1 (+0) hit points. You can do this once and then you need to rest for
one hour to recharge this ability.
Skills:
Adventuring: Magic Equipment:
Acrobatic +8 Cloak of Resistance: +1 to AC and all types of saving throws.
Athletic +4 Long bow +2
Gambling +(3 + ability modifier) Potion of Cure Light Wounds (3): Each heals 2d4+2 hit points
History Lore +3 of damage.
Perceive +5 Potion of the Giants in the Hills: STR score changes to 21 for
Persuade +2 an hour.
Armor: All types plus shields Potion of Skill Enhancement—Climbing: Climbing and walk-
Languages: Common, Elf, Halfling ing movements are equal for an hour plus an advantage on
Weapons: All simple and martial types climbing skill rolls determined by the GM.

Combat & Exploration Stats: Normal Equipment:


Armor Class: 18 —PP: 10, GP: 25, EP: 2, SP: 9, CP: 10
Initiative :+5 Equipment Bundles: Explorer
Hit Dice: 7 (d10s) Fine clothing
Hit Points: 60 Gambling kit (deck of cards)
Passively Perceive: 15 Hand axes (2)
Speed: 35’ Quivers with 20 arrows (2)
Long bow (range: 150-600) +12 hit / 1d8+7 damage (P) Scimitars (2)
Scimitar +8 hit / 1d6+5 damage (S) Signet ring
Hand axe (melee or ranged) +4 hit or +10 hit / 1d6+1 (S) or Studded leather armor
1d6+5 (S)

Class & Race Abilities:


Elf Blood: It courses through your veins and provides these
benefits:
—Darkvision 60’
—Deep Meditation: Elves can go into a trance-like state for
four hours that is equivalent to eight hour of sleep for a human.
—Mystique of the Wilderness: Elves need just a minimal
amount of natural cover like some plants or morning fog to try
hiding.

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Rossko —Halfling’s Heart: You have an advantage determined by the
Halfling Rogue 7th Level (Prowess Bonus +3) GM vs. fear.
Alignment: Lawful Neutral —Halfling Stillness: You only need a creature that is one size
Background: Artisan brewer of fine spirits category or bigger than you in order to try hiding behind them.
Description: 30 years old, 3’3” tall and weighs 45 lbs. brown —Small Size: As a halfling your size category is small.
eyes, brown hair Assassin’s Strike: If you catch your target flat-footed, the GM
Personality: Perfectionist, ambitious, and overconfident will provide an advantage to the attack roll. Also, any success-
ful hits are automatically critical hits against surprised targets.
Ability Score Modifier (Save) Crafty Maneuver: You can double your speed, disengage from
Strength: 12 +1 a combatant, or try to hide as an extra action during each of
Dexterity: 19 +4 (+7) your turns.
Constitution: 14 +2 Defensive Reaction: You react to visible attacks against you
Intelligence: 8 -1 (+2) so well that you only suffer half damage.
Wisdom: 12 +1 Enhanced DEX Saves: Damage inflicted on you that normally
Charisma: 11 +0 loses half its potency with a successful DEX save instead does
no damage to you at all.
Skills: Sneak Attack: You can apply +4d6 damage to one melee at-
Adventuring: tack done with finesse or a ranged weapon attack each turn. In
Acrobatic +10 order to do this, you must have an advantage to attack them as
Athletic +7 determined by the GM or there must be another enemy of your
Brewing +(3 + ability modifier) active target within 5’ of them and you cannot have any disad-
Intuition +4 vantages to attack them as determined by the GM.
Perceive +4
Persuade +3 Magic Equipment:
Sneak +10 Ioun Stone: +1 AC
Thieves’ Tools +(6 + ability modifier) Potion of Cure Light Wounds (3): Each heals 2d4+2 hit points
Armor: Light armor of damage.
Languages: Common, Elf, Halfling, Thieves’ Cant Potion of Skill Enhancement—Climbing: Climbing and walk-
Weapons: All simple, hand crossbows, longswords, rapiers, ing movements are equal for an hour plus an advantage on
shortswords climbing skill rolls determined by the GM.
Shortsword +1
Combat & Exploration Stats: Wand of Magic Missile: 7 charges that recharge at a rate of
Armor Class: 17 1d6+1 charges per day. Each extra charge spent increases the
Initiative: +4 spell level point used by 1. The wand disintegrates if the final
Hit Dice: 7 (d8s) charge is used and you roll a 1 on a 1d20.
Hit Points: 52
Passively Perceive: 14 Normal Equipment:
Speed: 25’ —PP: 7, GP: 15, EP: 50, SP: 49, CP: 10
Shortsword +8 hit/1d6+5 damage (S) Belt pouch
Shortsword (off-hand) +7 hit/1d6 damage (S) Brewery kit
Shurikens (range: 20/60) +7 hit/1d4+4 damage (P) Equipment Bundles: Thief
Shortsword
Class & Race Abilities: Studded leather armor
Halfling Blood: Shurikens (20)
—Fortune Smiles: If you roll a ‘natural 1’ for rolls to attack, Thieves’ tools
save, or if you are just using an ability modifier, you have the Traveler’s outfit
option to roll again, but you must keep the second result.
—Halfling Deftness: Creatures that are one size category or
bigger than you do not block your way so you can easily move
through their spaces.

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Johan Storm (Order #32055759)
Surgor —Divine Weapon: You add a +3 (CHA) hit modifier to your weapon
that is now considered magical. The effect lasts for up to one minute
Human Paladin 7th Level (Prowess Bonus +3)
(ending it at any time on your turn as a free action) and causes the
Alignment: Lawful Good
weapon to glow brightly up to a 20’ radius and dimly for another 20’
Background: Wildlands wanderer and bounty hunter
after that. If you lose consciousness, or lose the weapon this power
Description: 23 years old, 6’9” tall, weighs 265 lbs. brown hair, hazel
ceases immediately.
eyes
Detect Good & Evil within 60’ (4 uses that recharge after 8
Personality: Overprotective, honorable, pessimistic, and a heavy
hours of resting): You can identify the type of creature (i.e. celestial,
drinker
fiendish, or undead) as long as they do not have total cover. This power
also detects good or evil areas or objects.
Ability Score Modifier (Save)
Enhanced Attack Speed: You can use your standard action to make
Strength: 14 +2
two attacks on your turn.
Dexterity: 14 +2
Divine Grace within 10’: As long as you are conscious, you and your
Constitution: 16 +3
allies get a +3 modifier to all saving throws. This modifier is not in-
Intelligence: 9 -1
cluded above.
Wisdom: 11 +0 (+3)
Divine Health: Diseases cannot affect you.
Charisma: 16 +3 (+6)
Divine Insight within 10’: As long as you are conscious, you and
your allies cannot be magically charmed.
Skills:
Adventuring: Holy Strike (each use spends a 1st level or 2nd level spell point):
Athletic +5 An expenditure of a 1st level spell point allows you to add 2d8 holy
Intimidate +6 radiant light damage to your melee weapon damage. A 2 nd level spell
Mend Creatures +3 point adds 3d8 of this type of damage. If you strike an undead or fiend-
Musical Instrument (mandolin) +(3+ability modifier) ish creature, add +1d8 damage.
Survival +3 Lay on Hands (35 hit points worth of healing that recharge after
Armor: All types plus shields 8 hours of resting): You can use a standard action to touch a wound-
ed creatures and heal them by distributing up to your daily total of hit
Languages: Common, Elf, Orc
points worth of healing. This power also allows you to cure diseases or
Weapons: All simple and martial
negate poisons at the cost of 5 hit points worth of healing from your
Combat & Exploration Stats: daily total for each instance. Of course, you cannot use this power on
Armor Class: 21 undead or magical constructs.
Initiative: +2 Shield Expert: You can react to an ally within 5’ of you being attacked
Hit Dice: 7 (d10s) by expertly interposing your shield. That attack will be at a disad-
Hit Points: 69 vantage as determined by the GM.
Passively Perceive: 10
Magic Equipment:
Speed: 30’
Javelin of Lightning
Battle axe +5 hit/1d8+2 damage (S)
Potion of Cure Light Wounds (3): Each heals 2d4+2 hit points of dam-
Battle axe (two-handed) +5 hit/1d10+2 damage (S)
age.
Javelins (range: 30/120) +5 hit/damage 1d6+2 (P)
Potion of Skill Enhancement—Climbing: Climbing and walking move-
Class & Race Abilities: ments are equal for an hour plus an advantage on athletic-climbing
Cast Paladin Spells (you have a maximum of 6 spells that can skill rolls determined by the GM.
be prepared): CHA caster, DC 14 Spell Save, +6 Spell hit Ring of Jumping
—1st Level Spells (4 Spell Points of this level): command, cure light Shield +2
wounds, divine favor, heroism*, protection from evil, shield of faith*,
thunder strike* Normal Equipment:
—PP: 10, GP: 30, EP: 18, SP: 10, CP: 5
—2nd Level Spells (3 Spell Points of this level): aid*, magic weapon*,
Battle axe
restoration (lesser)*
Belt pouch
*Currently prepared
Equipment Bundle: Explorer
Call Upon Divine Power as a standard action (can be used once
Half-Plate
before a 1-hour rest break is needed to recharge the use):
Holy Symbol (God of Life)
—Turning the Fiendish and Undead: These types of creatures with-
Hunting traps
in 30’ of you that can perceive your holy symbol or prayer make WIS
Javelins (5)
saves vs. DC 15 or run away for 1-minute. If you are successful, your
Mandolin
target can only try to run away from you and always stays at least 30’
Staff
away from you. The target can only react with its move action or by
Traveler’s outfit
trying to dodge blows.

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Johan Storm (Order #32055759)
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Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modifi-
cation, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast,
transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distrib-
ute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such con-
tent does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open
Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright
law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks in-
cluding trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols,
designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names
and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environ-
ments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or regis-
tered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game
Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or
the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy,
edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms
of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be
Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or
subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content
distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free,
non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contri-
butions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT
NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copy-
right holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly li-
censed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or
co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly
licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in
Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open
Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open
Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version
of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have
written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game
Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30
days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to
make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich
Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.
Blood Feast Copyright 2015, Lazaro Izaguirre; Author Lazaro Izaguirre.

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Johan Storm (Order #32055759)

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