By Matthew J. Hanson
Bleeding side Adventures #4: A Dreadful sunrise (PDF)
A third period delusion experience for 4th to sixth point Characters
Author: Matthew J. Hanson
Cover Artist: Lisa Wood
Format: 32 web page PDF
A 2.8 MB download
Version 3.5 ideas Compatible
Twisted Plots, unlimited Evil
The guffawing Badger has lengthy been a well-liked cease for tourists, retailers, and adventurers sure for far-off lands. The final cease at the fringes of civilization, this resort deals a hot mattress, tremendous meal, and the corporate of a pleasant and inviting employees. humans from miles round all agree that the guffawing Badger is with no peer. not anyone may contemplate harming the kinfolk that runs this high-quality institution ... till now.
A Dreadful sunrise, the fourth of eco-friendly Ronin's Bleeding aspect adventures, reveals the characters struggling with for his or her lives within the unlikeliest of locations: among the comforts of a very good lodge. during this intriguing new situation, the computers are drawn right into a sinister plot through a vicious cult with their very own plans for this blameless relatives and their site visitors. The characters needs to retailer the innkeepers from a ugly evening of homicide, terror, and appalling violence, and defeat the servants of the foul God of Slaughter sooner than it's too late.
Inside this interesting new experience, you'll find:
* an absolutely special tavern entire with records and outlines for all locations.
* An tricky state of affairs that evolves in line with the PCs' actions.
* A dreadful dungeon complicated jam-packed with traps, monsters, and a in poor health cult with foul ambitions.
* A slew of unique and compelling NPCs ideal so as to add in your ongoing campaigns.
This event, like different Bleeding facet adventures, bargains a posh plot, a forged of distinctive characters, and lethal encounters. A Dreadful sunrise is brim-full of dynamic environments and built NPCs that, while mixed, promise to take your video games to the Bleeding fringe of event!
Read or Download Bleeding Edge Adventures #4: A Dreadful Dawn PDF
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Extra info for Bleeding Edge Adventures #4: A Dreadful Dawn
All of those creatures struggle to the loss of life. 10 s darkish cultists huddle within the mild forged via the candle. it truly is their activity to protect the door and open it in the event that they listen the key knock. should still the computers input via their very own key, via pulling down the door, or perhaps if the darkish cultists open it for them, those villains assault. Accompanying them is a couple of normal human warrior skeletons lively for easy safeguard accountability. x x x x x five 1 sq. = five toes x x x improvement eight 6 four If by some means avoided from alerting the creatures during this room, the sounds of conflict are absolute to do the trick. each one around, enable those creatures to make DC five pay attention tests. On a hit, the creature indicators the remaining, sending one of many darkish cultists to warn the leaders whereas the others movement to the conflict to confront the intruders. The snoozing guards in Room three additionally stand a superb opportunity of being woke up by way of the sound. in addition they want just a DC five pay attention cost, yet they undergo the –10 penalty from being asleep. It takes those guards somewhat longer to arrange for conflict, they usually either input 3 rounds after both of them makes the cost. 2 three 1 Treasure The darkish cultists have usual possessions as defined within the Appendix. other than the hint components of human is still, such as human hair and bits of rotting flesh, there's not anything of curiosity during this chamber. The Tylus relatives Crypt 2. The Unmarked Tomb Treasure gentle: None Sounds: None The door to this room isn't really locked and it opens simply. The partitions of this empty chamber are carved with bas-reliefs depicting an outstanding warrior engaged in battles opposed to numerous creatures. Oddly, they're incomplete, for the warrior’s face is clean in each one of them. within the southeast nook, there's a pile of crates and bins, and a stone sarcophagus lies within the heart of this chamber. This room was once inbuilt education for a hero of the Tylus relatives, yet none has emerged that's worthy of the extra appreciate, and so the coffin lies empty. The cultists use this room to shop such a lot in their mundane gear. every one of these goods are fundamentals for daily residing, yet a number of spare guns and armor is additionally stumbled on, together with: three conflict axes, 1 morning famous person, forty mild crossbow bolts, three heavy wood shields, and a couple of chain shirts. a personality that examines the conflict axes could make a DC 10 Appraise or Craft (weaponsmithing) payment to note that one of many conflict axes is improperly chipped (–1 penalty to damage). three. Tomb of Yssona Tylus gentle: torches flank either entrances, laying off vivid mild in a 20-foot radius, adequate to beat back the shadows during this room. Sounds: None. — 19 — - bankruptcy III: combating the Cultists until the characters took nice steps to hide the sounds of strive against in Room 1, odds are that they’ve already confronted the creatures the following. If now not, the characters instantly achieve shock, because the guards are dozing. This room as soon as served as a tomb, yet now has sincerely been used as a lair for the residing. A defaced stone sarcophagus nonetheless lies within the middle of the chamber and a few cabinets line the partitions.