By Erik Scott de Bie
The darkish Knight needs to select: Justice or Vengeance
Watchman through day, vigilante via evening, Shadowbane's global is became the wrong way up while he runs throughout a strong wizard--in the shape of a stressed, hunted woman who unearths herself on the middle of a fell plot. whilst his buddies begin loss of life and the woman is abducted, Shadowbane needs to make a choice from the darkness and the sunshine in his middle: to avenge the deaths of his pals, or to allow the villain stay to face--and very likely escape--justice.
Downshadow is exciting story of vigilante justice set within the vintage urban of Splendors and provided by way of Forgotten Realms crusade environment author and celebrated writer Ed Greenwood. You don't are looking to fail to spot this fascinating glimpse into what the most recent variation of the nation-states has to provide.
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Additional resources for Downshadow (Forgotten Realms: Ed Greenwood Presents Waterdeep, Book 3)
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.