By Rodney Thompson
Bleeding aspect Adventures #3: Dirge of the Damned (PDF)
A third period fable experience for third to fifth point Characters
Author: Rodney Thompson
Cover Artist: Lisa Wood
Format: 32 web page PDF
A 1.8 MB download
Version 3.5 principles Compatible
Dirge of the Damned, 3rd in eco-friendly Ronin's Bleeding area sequence, takes the heroes to the threshold of insanity. they need to face off opposed to all demeanour of terrifying foes whereas suffering to discover the foul plot of a lover spurned. What starts as an opportunity stumble upon within the wooded area rapidly leads the heroes right into a quagmire of corruption and wickedness, related to plots of vengeance and homicide such a lot foul. Can the characters clear up the secret ahead of one other blameless dies? Dirge of the Damned is an investigative event, choked with vivid NPCs, new monsters, and harrowing destinations that promise to take your characters to the Bleeding fringe of event!
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Additional info for Bleeding Edge Adventures #3: Dirge of the Damned
They despise their own kind, seeing them as threats, for those on whom the muses feast are rare and highly sought by these aberrations. The only time two madness muses can tolerate each other’s presence is during the rare, and disturbing, couplings, in which the two beings fuse their bodies for several hours. At the end of this time, they separate once more, but instead of two madness muses, there are three. Madness Touch (Su) Whenever the madness muse hits an opponent with a slam attack, the opponent must succeed on a DC 15 Will save or become confused for 5 rounds.
The save DC is Charisma-based. Skills: Wight krenshars have a +4 racial bonus on Jump checks and a +8 bonus on Move Silently checks. , low-light vision; Listen +4, Spot +4 Languages Common, Goblin Petrifying Gaze (Su) Turn to stone permanently, range 30 feet; Fortitude DC 13 negates. The save DC is Charisma-based. Skills: *Lugrek gains a +4 racial bonus to Hide checks made in natural settings. Madness Muse This tall creature has the shape of a humanoid, but its limbs are twisted and its skin drips with moisture.
Listen +2, Spot +2 Languages Common AC 20, touch 10, flat-footed 20 (+0 Dex, +3 armor, +2 shield, +5 natural) hp 39 (6 HD) Fort +7, Ref +3, Will +6 AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) hp 37 (5 HD) Fort +4, Ref +3, Will +2 Spd 30 ft. (6 squares) Melee bite +6 (1d8+2) or Melee +1 morningstar +8 (1d8+3) Ranged javelin +4 (1d6+2) Base Atk +4; Grp +4 Special Actions petrifying gaze Combat Gear 2 potions of cure moderate wounds Spd 30 ft. ; Reach 5 ft. Base Atk +3; Grp +4 Atk Options madness touch Spell-like Abilities (CL 7th): At will—disguise self 3/day—charm monster (DC 15), touch of idiocy (melee touch +4) Abilities Str 15, Dex 10, Con 14, Int 6, Wis 11, Cha 10 Feats Alertness, Great Fortitude, Weapon Focus (morningstar) Skills Climb +3, Hide +4*, Listen +4, Move Silently +6, Spot +4 Possessions combat gear plus masterwork studded leather, heavy wooden shield, +1 morningstar, cloak of resistance +1 Abilities Str 12, Dex 14, Con 17, Int 10, Wis 6, Cha 13 Feats Ability Focus (madness touch), Improved Initiative Skills Bluff +9, Diplomacy +3, Disguise +1 (+3 acting), Intimidate +3, Listen +2, Spot +2 — 29 — - Appendix: Collected Statistics Encounters Madness muses are solitary creatures and have little cause to interact with others of their kind, but most of these creatures are encountered with their victims, who are artists, poets, and visionaries.