After a full night of chasing Alexander Vendarak, a vampire with delusions of grandeur, through plowed fields and orchards, the PCs find a large farmhouse. It's the only shelter in sight, and the first light of dawn is already peeking over the horizon. Vendarak has certainly gone into hiding in the farmhouse, but he certainly also would leave some surprises for his pursuers.
As the PCs enter the house, they see Vendarak standing at the balcony, looking down at them. He snaps his fingers, and many farmers (minions and empowered thralls) scattered around attack the PCs. Vendarak climbs down the staircase during the fight, intent on entering the cellar.
If the PCs let him get into the cellar, he reveals his final bargaining chip - the farmer's daughter, charmed and holding a knife to her own heart.
Enemy Stats:
Human Farmer (charmed by vendarak)
Minion (1 HP)
Light weapons (kitchen knives, chair legs, etc) 2d10 drop lowest
No Armor (AC 8)
-1 Awareness, -1 Cunning, +2 Commitment
Powers
1AP: Awakening trick - charmed farmer pretends to awaken from his enslavement, giving all attack rolls against him -2 this round. Only works once, then mechanical benefit is lost. Put the AP in the bowl fight before you have the farmer turn back and attack >:)
Enthralled Worker
Guard (2HP)
Heavy Weapons (Splitting Mauls and Sledgehammers) 2 damage
Light Armor (AC 10)
+2 Brawn, +1 Commitment, -1 Charm
Powers
1AP: Bull Rush - On successful attack, pushes self and target into adjacent area in addition to damage
2AP: Fledgling Bite - On successful attack, deals only 1 damage but restores 1 HP to enthralled worker
Alexander Vendarak, Vampire Lord
Villain (5 HP)
Light Weapon (Blacksteel Longsword)
Heavy Armor (Blacksteel Breastplate) (AC 12)
+2 Cunning, +2 Charm, -1 Commitment
Powers
2AP: Binding Grasp - grab target in focus step, if still held at step 7, drain 2 HP
3AP: Mesmerize - if target stays in same arena and does not break eye contact, gain control of target during step 7. Break away roll Commitment vs vampire's Charm.
2AP: Sphere of Darkness - Vendarak wears a small ebony charm around his neck. If broken, it emits a 5' radius globe of darkness for 24 hours. The globe can be moved by picking up and moving the necklace's band. If sunlight is directed into the room, Vendarak will smash this globe, provided he realizes in time (his Awareness vs PC's Cunning)
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