Bleeding Edge Adventures #3: Dirge of the Damned by Rodney Thompson

By Rodney Thompson

Bleeding part Adventures #3: Dirge of the Damned (PDF)
A third period delusion 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 ideas Compatible

Dirge of the Damned, 3rd in eco-friendly Ronin's Bleeding side sequence, takes the heroes to the edge 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 off as an opportunity stumble upon within the woodland quickly leads the heroes right into a quagmire of corruption and wickedness, concerning plots of vengeance and homicide such a lot foul. Can the characters resolve the secret prior to one other blameless dies? Dirge of the Damned is an investigative event, full of brilliant NPCs, new monsters, and harrowing destinations that promise to take your characters to the Bleeding fringe of event!

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Additional resources for Bleeding Edge Adventures #3: Dirge of the Damned

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Advanced Madness Muses Over time, madness muses advance with each mortal they’ve fed upon, consuming the insanity and using the energy from the act to become more powerful. Madness muses can have anywhere between 5 and 15 HD, though they are never larger than Medium creatures. Madness Muse Lore Characters with ranks in Knowledge (dungeoneering) can learn more about madness muses. DC Result 15 This creature is a madness muse, a vile aberration that feeds on the imagination of other creatures. 20 Madness muses are hard to spot because they can conceal their true forms behind a magical mask.

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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.

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