BLOODSUCKER
Aventure Niveau 3-4
Solo Adventure Zine Game
BloodSucker
After several weeks of exhausting walking, you arrive in a miserable little hamlet.
Words of a speech catch your attention, you head towards him in the center of the village.
There, the chief of this village named Petirock informs the population about a new baby's disappearance that happened last night.
A creature was reportedly seen with the newborn fleeing towards the cemetery. The leader of village offers a reward of 30w for the head of this infamous creature.
Listening only to your courage and your empty stomach, you offer yourself for this quest.
After a short walk, you find yourself in front of the gates of the cemetery. There you see a sinister man watching you out of the corner of his one eye. He offers you to partner with him to get the bonus.
Défi narratif : Give your answer to the sinister man.
CR 6 (Candor) against the hero
Successful: The man named Eric becomes your companion. Gain a disadvantage.
Failure: "Thank you for your help, sir, but I'll be much better off without you." Win a
advantage.
Eric (Lvl. 2): Health 10, Agility 5, Brawn 5, Archery 8, Swordsmanship 0, Arcane 0, Survival 7, Luck 4,
Wisdom 0, Candor 0, Guile 11.
Items: Longbow + 6 arrows
Ability: Try again!
You enter the cemetery and after taking a few steps, you hear moans and you see shapes coming towards you. “By the Gods, the villagers could have warned me that there was fresh zombies in their charming graveyard. Surely my predecessors…”
Défi de combat : Defeat the Zombies
Hth: 4, Mov: N
AD: D6+4
Abilities: None
- 6 Big Low, 1 Large Tall, 2 Small Low
After easily defeating these poor creatures, you crouch down to look for something useful on their remains.
Search (roll 2d6): 2-3: Nothing 4-5: Small healing potion 6-7: Vial of holy water (R0-1, -2PV automatic against Mandred) 8-9: 10w 10-11: 5 Arrows 12: Crossbow (R5) + 3 bolts
The fresh traces on the ground lead you to an old mausoleum decrepit by time. On this one, the name of its owner appears in large "Maldred Von Carstein". A putrid smell you reaches the nostrils. You enter this cursed place to continue your investigations. After descending an endless staircase, you arrive in a dimly lit room. Shouts, and scraping claws are heard at the back of the room.
Défi de combat : Defeat the ghouls.
Visibility is reduced to R6. After a game turn, if Eric was not one of your companions, he appears out of nowhere to aid you in battle. (Normal deployment).
Hth: 4, Mov: N
AD: D8+D8
Abilities: Fangs and Claws
- 4 Small Low, 1 Big Low
As you slowly recover from the superhuman effort you had to put in to eliminate these evil brood, you see a few steps from you the cap of a newborn. This comforts you, you are always on the right track. The Hero and his companions each receive a small healing potion. Eric joins you and becomes one of your companions, if he was not already, he is not so useless as this after all!
You head towards the back of the room, there a second staircase awaits you, lurking in the shadows. You then hear the wailing cries of a baby. Listening only to your courage, you rush to rescue the infant but unfortunately you slip on the wet steps and tumble head first down.
Défi narratif : Fall down the stairs
CR 8 (Agility) against all characters
Pass: Rise hastily ready for battle.
Fail: You waste time picking up your weapons. Receive a disadvantage.
You carefully inspect the room, three columns with torches stand on either side of the central aisle. At the back of the room is an altar with the newborn at the foot of a huge coffin. Suddenly a sinister sneer was heard and a mournful voice spoke: "You won't get out of my lair alive"
Défi de combat : Battle Mandred the Vampire
Hth: 8, Mov: N
AD: D10+2
Ability: Vampiric Blade
-
6 Columns: Small Tall (r2,c2)(r5,c2)(r2,c4)(r5,c4)(r2,c6)(r5,c6)
1 Altar: Big Low (r3,c8)(r4,c8)
1 Coffin: Large High (r3,c10)(r4,c10)
Place Mandred on r3, c7
After impaling this abomination with the greatest pain, you cut off his head.
Meanwhile, Eric picks up the vampire's sword.
Défi narratif : Trustworthy or not?
CR 8 (Wisdom) against the hero
Pass: Eric hands you the Vampire Sword and swears fidelity to you, he becomes your companion.
Fail: While you have your back turned, Eric runs off with Mandred's sword.
This item must be identified in the camp before it can be used. Action Roll (+Arcane), 10+ to identify it (one attempt per side). You can also have it identified in town between 2 adventures for 60w.
On your return to the village, you take the severed head of the Vampire out of your bag.
Frightened, the mayor accuses you of murdering one of the village elders.
Défi narratif : Reason with them!
CR 8 (Wisdom or Guile) against the hero
Pass: You make the village listen to reason and they pay you half the agreed price (15w)
asking you to leave without delay.
Fail: The peasants drive you out of the village with pitchforks. Gain 1 disadvantage for your
next battle challenge
**Gain 3 SP**
Abilities
Enemy Abilities
Fangs and Claws: If this model's melee attack inflicts a wound, roll a D4. On a result of 4, inflict the initial target of the melee attack 1 additional wound.
Vampiric Sword (30w): If this model's melee attack inflicts a wound, inflict automatically to the initial target of the melee attack 1 additional wound
Companion Abilities Try again ! : The model can shoot twice, if it does not perform any other action. (2 shots means 2 arrows)
Illustration: freepik
Auteur: Didier Maeck