Realms of Terrinoth: Heirs of Blood

by jonathanpay

Search GM Binder Visit User Profile

HEIRS OF BLOOD

Prelude: Acolyte of Saradyn

Goblins and barghests swarm a near-defenseless group of travelers. The heros must cut off the monsters reinforcements and break their morale before the beasts lay waste to their entire caravan.

1. Rellegar's Rest

An enemy camp is positioned above the ancient tomb of Rellegar. Age-old knowledge and forgotten artifacts are hidden below, but can the heroes extract them before the ruins crumble away?

2. Siege of Skytower

The ancient bastion of Skytower overlooks the southern pass with unparalleled vigilance. However, when an enemy sabotages its gates, the almighty fortification provides little advantage over the invaders.

3. Blood Will Tell

The heroes rush to stop Lady Eliza's dark ritual. Can they overcome the defensive wards and hordes of undying clambering from the ground before she finishes her spell?

4. The Baron Returns

Baron Zachareth returns, weaving a mysterious spell of blood and suffering. The heroes must endure the barrage of hardships just long enough to thwart the Baron's work.

5. Archive of Arrizon

A deserter called Arrizon has retreated deep into an ancient archive. Can the heroes defend him until his mission is complete, or will Eliza find what she is looking for?

6. Rise of Urthko

A captain of evil is rising, a barghest infused with corrupting enchantments. Even as the heroes assault its lair, the beast grows and mutates into something nearly beyond their ability.

7. Caladen's Crossing

The village burns, and the heroes must hurry to quench its fires. As the battle progresses, it becomes clear that the overlord must sacrifice one of his greatest allies in order to succeed.

Interlude: From the Wreckage

The heroes hatch a desperate plan. They will draw Eliza out and seek to understand her plans or slay her. She is growing in power, however, and not so easy to overcome.

Interlude: Saradyn in Flames

Alric pursues thefew remaining survivors through the burning monastery. As its walls and floors give way, the heroes must scramble to aid as many as they can in their escape.

10. Army of Dal Zunm

Cursed invaders rise again, ready to renew their assault on the valley. Only the stakes of blackwood can seal this rising army back into the graves from which they awake.

11. Prison of Khinn

The Lair of Eliza is guarded by watchful specters and endless patrols. With stealth and haste, the heroes must find the information they are looking fore before the alarm is raised.

12. Lord of Flame

Lord Merrick Farrow has initiated negotiations with a primal force slightly beyond his power. As long as no one interferes, however, he is sure he can gain the support of these creatures.

13. Dead or Drowning

The stone wall between the refugees and the undying army offers little aid when the dead start rising from within the camp. If their assault is not soon stopped, only the dead will remain.

14. Rite of the Red Dawn

A ritual so evil it is never written down–who can foil such power? If the heroes can disrupt the dark lords and survive the primordial defenders, they may be able to save the child within.

15. Shadowfall Mountain

The dragons of Shadowfall have been recruited by Sir Alric. To break the treaty, the heroes must slay the dragons' leader... but first they must break through the horde that guards his lair.

16. Edges of Dawn

The alley has descended into darkness and only the Dawnblade can break the curse. Sir Alric and Lord Merrick are aware of this, however, and are ready to claim the sword themselves.

17. Piercing Darkness

Beneath the ground sleeps a guardian that could aid against Eliza's army. However, Lord Merick has acquired the power to slay the ageless champion, and the heroes must hurry to raise him.

Finale: Blood and Betrayal

The remnants of both armies have gathered and the final battle begins. The last defenders of Saradyn charge. forward into the hordes of darkness. Deep underground, Eliza has begun her spell, ready to claim the power and authority of the lost kingdom of Saradyn. There is but one who can stand against her; but as the tainted inheritance is bestowed upon him, he too is put to the test. Can he resist the lure of ultimate power, or will Lady Eliza Farrow finally claim the ancient throne?

Prelude: Eventide

The party of adventurers made ready to leave. Their celebration at the corner table was winding down after several long hours. They drained their tankards, sang an incomprehensible verse they had written for themselves, and woke their dwarven companion who slumbered beneath his chair.

As the room grew quiet, a cloaked figure slid into the empty table, extinguishing the stout candle that flickered atop it. In the darkness the shadow waited, unmoving. Eventually, the only other patrons were those that had collapsed at their tables. The door creaked, admitting a hooded priest. He scanned the room and then made his way to the corner.

"Sorry to keep you waiting," he huffed as he lowered himself on to a stool. "Lots to do still. Did you find anyone to help us?"

"I did not trust this group," the cloaked figure said. She leaned forward, lowering her voice but causing her golden hair to escape the hood. "They wouldn't do it for the money you're offering."

"That's a problem." The priest turned and signaled for the only remaining server to bring him a drink.

"The caravan heads out tomorrow. We have the weapons we need, but a few more bodies would have been nice. Where's the boy?"

The woman paused, waiting for the server to deliver the drink. "In my room, asleep. Will you take him tonight?"

"No, I'll swing by tomorrow first thing. He's safer with you." The man ran his finger around the mouth of his tankard. "I wish you'd come. I feel like we're playing into the witch's hand on this one, bringing the boy along."

"Helena wants him close, in case... he is needed."

"He's only a boy though. He'll be no good against a sorceress–a vampiress, no less."

"You shouldn't speak the name of such creatures aloud." They both remained quiet for a time, vigilantly watching the shadows. "Plus, you'd be surprised. I've taught him a few tricks."

The man shot her a look. "Well, I don't know if that was a good idea..." he muttered.

"Time will tell." The woman rose from the table. "I've lingered too long. I will remain in town and find a group to send after you. There's got to be a few good people left around here." She paused, making sure no one was watching, then turned and embraced the old priest. "Good night, father. Stay safe."

Prelude: Acolyte of Saradyn

You've been tasked with defending a caravan of monks and then their monastery when they arrive. the problem is, they left town the day before you accepted the job. It is nearly noon on the second day when you finally catch up to them.

A young boy stands motionless on the path. He holds one hand out, casting a blue ray of light toward the forest to your left. In his other hand he grips a serrated dagger dripping with blood.

The familiar snap of bow strings echoes through the trees and the boy dives behind the cover of a disabled wagon. You sprint forward and call out as primitive arrows whistle past him. His blue eyes lock onto yours, and he scrambles out of cover as a rasping howl fills the air.

"Goblin ambush! The others are wounded," he yells, pointing farther down the path.

You pull him back as another wave of arrows hisses through the air, but he breaks free from your grip. "No. We have to save the others." His eyes shine with equal parts excitement and dread. "The goblins will run if you kill their dogs. Come on," he pleads and runs back toward the caravan, ducking and weaving to avoid the continuous spray of arrows.

GOBLIN (MINION)

2 3 1 2 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE W. THRESHOLD M/R DEFENSE
3 4 1 0

Skills (group only): Brawl, Cool, Deception, Melee (Light), Ranged, Stealth.

Talents: None.

Abilities: Dark Vision (when making skill checks, goblins remove up to b b imposed due to darkness), Opportunistic (goblins inflict 1 additional damage with successful melee attacks on prone or immobilized targets).

Equipment: Jagged blade (Melee [Light]; Damage 5; Critical 3; Range [Engaged]) or crude bow (Ranged; Damage 6; Critical 4; Range [Medium]; Unwieldy 2), wooden buckler (Melee [Light]; Damage 2; Critical 6; Range [Engaged]; Defensive 1, Inaccurate 2), pointy teeth (Brawl; Damage 3; Critical 3; Range [Engaged]; Vicious 1), grimy patchwork armor (+1 soak).

BARGHEST (RIVAL)

4 3 1 2 3 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE W. THRESHOLD M/R DEFENSE
5 13 0 0

Skills: Athletics 2, Brawl 2, Perception 3, Resilience 3, Vigilance 2.

Talents: Swift (a barghest does not spend additional maneuvers to move through difficult terrain).

Abilities: Maul (a barghest adds b b to Brawl checks against prone or immobilized targets), Terrifying (at the start of the encounter, all of its opponents must make a Hard [d d d] fear check as an out-of-turn incidental, as per page 243 of the Genesys Core Rulebook. If there are multiple sources of fear in the encounter, the opponents only make one fear check against the most terrifying enemy), Undead (does not need to breathe, eat, or drink, and can survive underwater; immune to poisons and toxins).

Equipment: Claws and fangs (Brawl; Damage 6; Critical 3; Range [Engaged]; Knockdown, Vicious 1).

Moving forward

The goblins screech with terror and loose a final volley before scrambling deeper into the forest. Flying far from their mark, the arrows disappear into the canopy high above your head. The area grows quiet.

The wagon is beyond repair and much has been stolen. The clergy gather the remaining valuables and secure them to their backs, intending to carry everything the rest of the way. You make room in your packs and share the burden.

You shoulder your packs and turn to find the boy staring up at you with wonder and adoration. "You're amazing," he whispers, "take me with you." His eyes shift to your weapon. "Can I hold it?"

"Tyrus! No, you cannot," a priest chides. Tyrus sighs, throwing his head back and rolling his eyes. The boy remains at your side for the next few hours, maintaining a quick pace to keep up. His endless need for conversation is seasoned with insightful questions and exaggerated stories, allowing the hours to pass quickly.

As the sun retires beyond the Cliffs of Saradyn, you are met on the road by Helena, an elder-priestess from the monastery. She invites you to join her army–a handful of scouts and militia–based in the center of the valley. You speak with Helena into the early hours of the morning about the needs of the monestary, the darkness that threatens it, and what the next few days may bring.

Chapter 1: Rellegar's Rest

You leave camp before dawn to hunt the small band of goblins that ambushed you the day before. You pick up their trail and follow it into the late afternoon. In a clearing ahead of you, a handful of goblins are engaged in a game that involves lots of running, screaming, and throwing of rocks.

You attempt to sneak forward, bur a voice calls down from the ridge to your right.

"Oh, I know heroes when I see them." a great, fat goblin calls. "Quick, go warn, Lord Merick that we got company," he says, grabbing a smaller goblin by the scruff of the neck. He tosses the puny creature into the crumbling ruins and locks the door behind him.

"Think you can challenge Splig. King of All Goblins?" he yells, moving toward the river. "Well, good luck getting in there without the key!" With that, he winds his arm back and heaves the key into the water, but his attempt falls pitifully short. The key plops into the shallows along the banks, and you think you can see it glinting beneath the water. His minions grow quiet and turn toward the fat goblin.

"Oh, forget that. Get 'em'" Splig screams, hefting his club to his shoulder.

Setup

Place Lord Merick Farrow on the Library. Place goblin archers on the Stairway. Place the open group on the Armory.

Place 4 blue objective tokens as indicated. These are support pillars. If the overlord won Encounter 1, place 2 fatigue tokens on the support pillar in the Library. Collect 1 white, 1 green, and 2 red objective tokens and shuffle chem together. Place them face down on the map as indicated. No player should know the color of any of these objective tokens. Place search tokens based on the number of heroes. The unique search token is the stolen treasure.

Special Rules

At the start of each overlord rum, the overlord places 1 fatigue token on 1 support pillar. Each time Lord Merick Farrow ends his activation adjacent to a support pillar, place 1 fatigue token on chat support pillar.

If a support pillar has 4 fatigue tokens on it, it is destroyed; discard char objective token.

Finding the Light

The ceiling shatters into dust and great slabs of rock, both raining down around you. You clutch the treasure close to your chest and run toward the thin shafts of light that signal your exit. Against all odds, you break from the avalanche of stone and escape into the forest.

As your eyes adjust to the dimness, you realize that you are tripping over the items stolen from the caravan the previous day. The goblins have stored their treasures here. Perhaps you can retrieve some of the more valuable items for the monastery.

The door at the bottom of the stairs opens and a man steps out, followed by an entourage of goblins. "Deliver this to your lady," he says, handing a scroll to one of the minions beside him.

"Yes, Lord Merick," the goblin replies.

"Well, hello there," Merick says when he sees you. "You're too late, but please come in. I was just about to clean up." His body ignites, wreathed in red, unnatural flames.

He releases a stream of flame and the goblins loose their bows. You dive for cover and fail to notice the messenger sprinting for the exit. Merick retreats and shuts the door, but you hear another explosion from the room beyond. The walls shift and shed a layer of stone. You don't have much time.

You doubt the mage lies dead beneath the rubble. He has retrieved the information he came for and then buried your ability to discover the same.

The torches disappear as the walls crumble apart, and the sunlight from the entrance is gone. Unseen slabs of stone strike you from every angle and press you into the floor and each other. In a few moments the roar ends, but many long minutes pass before the dust settles.

By means of great strength and magic, you navigate your way upward through the chaotic maze of stone. First you notice a dimness, then the air seems almost breathable. At last, through the shifting of a great boulder, the rays of a setting sun welcome you back to the land of the living.

Staff of Light

Chapter 2: Siege of Skytower

Upon your arrival at the bastion that overlooks the southern border of the valley, the keeper immediately escorts you to inspect the troops and defenses of the ancient hold. The structure is expansive, having several levels that run deep into the mountain. A company of forty guards and staff maintain the tower, a fraction of the potential garrison. You are two floors from the top when the clamor of an alarm echoes up through the empty stairwells and halls below you.

The keeper draws her blade and charges back the way you came. You descend at a reckless pace, but diligently stay within a few paces of the keeper lest you get lost in the endless passages. You arrive at the gate chamber just as a scaly dragon hybrid retreats toward an open window. A number of guards lie wounded nearby, and the gate mechanisms lay in shambles across the floor.

"Greetings, mortals," the hybrid say, turing on the window ledge. "I am Belthir, Scion of Gryvorn." He scans your faces with visible anticipation, as if expecting some grand reaction of terror and exaltation. Met with nothing save for blank stares, he sighs. "No one remembers the classics... Ah well, soon my name will be feared again." He winks and drops backward from the window as more forces pour in through the door.

"Get me an engineer!" the keeper calls, then charges into the room. "We need to hold this level until we can get these gates closed!"

Monsters

  • Sir Alric Farrow
  • Belthir
  • Goblins
  • Cave Spiders
  • 1 open group, 1 open group of non-large monsters

Setup

Heros start in the Armory.

Sir alric Farrow is out on the grasslands. Belthir is on the waterfall. Cave spiders in the spider's nest.1 group is invading force, other is support which is at the Gatehouse. There are levers in the Gatehouse.

Special Rules

At the end of each overlord turn, discard I fatigue token from the heroes' play area. W hile the door on the waterfall is open, a figure on a waterfall tunnel may spend 2 movement points to move to another waterfall tunnel as if they were adjacent spaces. If the space being moved to is occupied, the figure is placed in the closest empty space.

Doors cannot be opened or closed normally, each door corresponds to a lever.

Wings of War

As an action, Belthir may take flight. Can carry one non-large creature adjacent to him.

Taking the Tower

Sir Alric Farrow, goblin archers, and the invading force may move off the map through the exit.

The first time Sir Alric Farrow is affected by an attack, read the following aloud:

The silent knight lumbers forward with unabated momentum. Your attacks barely affect him. His eyes look past you, intent on taking the tower. You are ashamed to think it, but you are somewhat grateful not to be the focus of his attention.

If Sir Alric Farrow is defeated, read the following aloud:

You puncture the dark knight's armor and a red mist leaks out. He stumbles backward, swinging his shield wildly from side to side, forcing you away. He clumsily attempts to stop the flow, but realising that it's too late, he pulls the shield from his arm and hurls it in your direction. The black plate spins through the air and embeds itself into the wall behind you.

Grasping his helmet with both hands, the great knight pulls it from his head. What you see is horrid beyond comprehension, but it shrivels and fades so quickly that you have trouble retelling its features. The armor clatters to the ground and Sir Alric is gone.

Victory

All at once, the gates rattle shut. A hatch in the floor opens and the engineer climbs out grinning. The guards scramble to the windows to loose their arrows upon the retreating foes. For now. Skytower will hold.

Defeat

The gate groans and cracks, and in a moment is ripped from its hinges by a massive creature on the other side. You shift your focus to the new assault.

The gate groans and cracks, and in a moment is ripped from its hinges by a massive creature on the other side. You shift your focus to the new assault, but the keeper grabs at your arm to halt your advance. "It's no good. If they've breached the tower, the best we can do is regroup at the monastery. I've already given the order." You and the keeper hold the stairway as long as you can before following the rest of the guard. She leads you to her quarters, barring the door behind you. Pulling a tapestry back she pushes you through. The guard is reinforced by soldiers from the monastery, and together you set up defenses across the caves that hold the enemy back for now.

Rewards

Shield of the Dark God, Staff of Shadows

Chapter 3: Blood Will Tell

You shift slowly on your bedroll, trying to relieve your aching wounds while avoiding the many bruises that cover your body. You have found little sleep in the last few hours, and the down is not far. You and your companions abandon your struggle for rest and rekindle the campfire. In the early morning hours, you make out a rider approaching from the west.

"The enemy is in the caves north of the village," he shouts, "under the monastery. Dark words can be heard drifting from the surrounding forest. It is the voice of a sorceress weaving her spells!"

You depart immediately and enter the forest while the eastern mountains still offer the cover of darkness. A few guards stand watch outside the cave, but flee when you approach. The bodies of slain villagers lie across the entrance, their blood splashed across the cracked ancient doors. Pools of it dribble down into the darkness.

The cave smells strongly of copper and dirt. A few steps in, a lilting voice sounds from all around you. "Ah, and who is this? I did not send invitations." A beautiful woman appears before you, but you recognise it as an apparition. "I am lady Eliza Farrow, and I have come to reclaim what is mine. Leave me–now." She smiles, displaying jagged, bloodied teeth. The image fades and once again you hear the dark incantations rising from within.

Monsters

Lady Eliza Farrow

Flesh Moulders

Zombies

Setup

Eliza and the flesh moulders are in the chapel.

There are protective wards that can be dispelled.

"You release the last ward and Eliza's voice echoes louder. Blood trickles from the walls, tracing foreign symbols across the earth and stone."

When someone enters the Chapel:

"Eliza gulps eagerly from a silver chalice that pulses with black energy, pausing only to mutter another line of her spell. Dimples of blood spring from the floor throughout the room and pool in the ceiling. Symbols and faces ripple across the swirling liquid and the lady watches them carefully. She does not speak to you, but her slight change in posture acknowledges your presence."

Blood Offerings

As an action, while adjacent to the altar, Lady Eliza Farrow may perform an offering.

Forbidden Incantations

As an action, while adjacent to the altar, Lady Eliza Farrow may perform an incantation.

Slow Rising

Blood Bond

Each time Lady Eliza Farrow is dealt damage from an attack, the GM may chose 1 or more adjacent flesh moulders to suffer instead.

If Eliza is defeated, read the following aloud:

Eliza convulses and the chalice slips from her hand. It strikes the stone floor with a deafening ring that pulses throughout the cave as it rebounds back into the air. When it strikes the floor a second time, it shatters.

Blood pours from the ceiling, and terrified screams disperse in every direction. Eliza's body dissolves into a red mist that settles into the pools of blood.

Her words caress your ears as if whispered from inches behind you: "Very well, you have made yourself my enemy. I will not forget this treachery. It is your blood and lives I will come for when I am restored to power."

The ceiling is covered in a deep pool of blood that splashes and bubbles about. Eliza's minions hold you back as she extends the chalics upward and whispers a single word in an alien tongue. A black droplet floats downward toward the chalice. You press your assault in response, but not before the lady reaches out with her hand and snatches it from the air. She holds it to her lips and swallows. For a moment, her eyes focus on an invisible revelation, then snap back to you. "You have failed," she laughs, "leave this valley while you can." She sneers as she dissolves into a red mist that swirls about you and then disappears from the room.

Adversaries

GOBLIN (MINION)

2 3 1 2 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE W. THRESHOLD M/R DEFENSE
3 4 1 0

Skills (group only): Brawl, Cool, Deception, Melee (Light), Ranged, Stealth.

Talents: None.

Abilities: Dark Vision (when making skill checks, goblins remove up to b b imposed due to darkness), Opportunistic (goblins inflict 1 additional damage with successful melee attacks on prone or immobilized targets).

Equipment: Jagged blade (Melee [Light]; Damage 5; Critical 3; Range [Engaged]) or crude bow (Ranged; Damage 6; Critical 4; Range [Medium]; Unwieldy 2), wooden buckler (Melee [Light]; Damage 2; Critical 6; Range [Engaged]; Defensive 1, Inaccurate 2), pointy teeth (Brawl; Damage 3; Critical 3; Range [Engaged]; Vicious 1), grimy patchwork armor (+1 soak).


BARGHEST (RIVAL)

4 3 1 2 3 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE W. THRESHOLD M/R DEFENSE
4 15 0 0

Skills: Athletics 2, Brawl 2, Perception 3, Resilience 3, Vigilance 2.

Talents: Swift (A Barghest does not spend additional maneuvers to move through difficult terrain.).

Abilities: Maul (A Barghest adds ∫ ∫ to Brawl checks against prone or immobilized targets).

Pounce (Add Knockdown quality to the first attack a Barghest makes during the same turn after using a maneuver to engage the target).

Undead (does not need to breathe, eat, or drink, and can survive underwater; immune to poisons and toxins).

Equipment: Claws and fangs (Brawl; Damage 6; Critical 3; Range [Engaged]; Vicious 1).


Splig (nemesis)

4 3 2 3 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
5 20 11 1 1

Skills: Coercion 2, Cool 2, Melee (Heavy) 3, Leadership 2, Resilience 2.

Talents: Whirlwind (Splig may take the Whirlwind action; suffering 4 strain and making a Brawl or Melee attack against the engaged adversary with the highest difficulty and defense. Increase the difficulty of the check once. If the combat check succeeds, each adversary engaged with Splig suffers one hit, dealing damage equal to the attack’s base damage +1 per uncanceled s).

Abilities: King of the Goblins! (upgrade the difficulty of combat checks targeting Splig once for each minion group of goblins within short range of him. If the check fails, one indi- vidual minion is defeated), Lucky Escape (when Splig would be defeated due to exceeding his wound threshold or strain threshold, or for any reason, he may spend 1 Story Point to instead escape in a suitably fortunate and cowardly fashion. All other goblins in the encounter are immediately defeated).

Equipment: The Club of All Goblins (Melee [Heavy]; Damage 8; Critical 3; Range [Engaged]; Inaccurate 1, Knockdown, Vicious 2), stolen patchwork armor (+1 soak).

Splig falls to one knee, breathing heavily, "You haven't defeated me-" he pauses to catch his breath, "Splig, King of All Goblins. I'll be back!" He pushes the nearest goblin toward you as a distraction, then turns and runs.

Merrick Farrow (Nemesis)

4 4 4 4 4 5
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
6 18 20 1 1

Skills: Arcana 3, Brawl 2, Charm 3, Cool 3, Discipline 3, Knowledge (Forbidden) 4, Negotiation 3, Ranged 3, Riding 2, Vigilance 2.

Talents: Adversary 1 (Upgrade the difficulty of combat checks targeting this character.), flames of kellos (When casting an Attack spell, your character may add the Fire effect without increasing the difficulty.), Ignite (taking 3 strainerform an attack that targets all adjacent.

Abilities: Blood Call (When Eliza Farrow damages a target using her fangs or a magic attack, she heals wounds equal to the wounds inflicted).

Blood Mist (If Eliza Farrow suffers damage in excess of her Wound Threshold, she is not incapacitated, but takes the form of a cloud of blood mist. While in this form, she can fly [see page 100 of the Genesys Core Rulebook] and does not suffer damage from physical attacks. If she suffers additional damage from a magical attack, she becomes incapacitated as normal and resumes corporeal form).

Dominate (May use the Dominate action once per encounter, making an opposed Charm vs. Discipline check targeting one character in short range; if successful, the target is immobilized for 1 round per uncanceled 󲊳, and Eliza may spend 󲊵 to stagger the target for 1 round).

Sunlight Sensitivity (While exposed to sunlight, Eliza Farrow reduces all her characteristics by 2 and halves her Wound Threshold and Strain Threshold.)

Undead (does not need to breathe, eat, or drink [except blood], and can survive underwater; immune to poisons and toxins)

Vampiric Magic (Eliza Farrow reduces the difficulty of all magic skill checks one step).

Spells: Eliza Farrow can choose any magic action allowed for the Arcana skill, and may select additional spell effects, as normal. Her favored spells are:

Blood Funnel (Choose one target at short range for the attack and make a Hard [π π π] Arcana check; if the magic combat check succeeds, the target suffers 4 damage + 1 damager per uncanceled 󲊳, with Critical Rating 2 and the Blast 4 and Vicious 4 qualities).

Curse of the Night (Choose one target within short range and make a Hard [π π π] Arcana check; if the check succeeds, the target decreases the ability of any skill checks they make by one and reduce their strain and wound thresholds by 4 until the end of Eliza Farrow’s next turn; she may maintain these effects by performing the Concentrate maneuver).

Equipment: Fangs (Brawl; Damage 6; Critical 2; Range [Engaged]; Ensnare 1, Vicious 2).

Eliza Farrow (Nemesis)

4 4 4 4 4 5
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
6 18 20 1 1

Skills: Arcana 3, Brawl 2, Charm 3, Cool 3, Discipline 3, Knowledge (Forbidden) 4, Negotiation 3, Ranged 3, Riding 2, Vigilance 2.

Talents: Adversary 2 (Upgrade the difficulty of combat checks targeting this character twice.), Dark Insight (use Knowledge [Forbidden] to determine spell effects).

Abilities: Blood Call (When Eliza Farrow damages a target using her fangs or a magic attack, she heals wounds equal to the wounds inflicted).

Blood Mist (If Eliza Farrow suffers damage in excess of her Wound Threshold, she is not incapacitated, but takes the form of a cloud of blood mist. While in this form, she can fly [see page 100 of the Genesys Core Rulebook] and does not suffer damage from physical attacks. If she suffers additional damage from a magical attack, she becomes incapacitated as normal and resumes corporeal form).

Dominate (May use the Dominate action once per encounter, making an opposed Charm vs. Discipline check targeting one character in short range; if successful, the target is immobilized for 1 round per uncanceled 󲊳, and Eliza may spend 󲊵 to stagger the target for 1 round).

Sunlight Sensitivity (While exposed to sunlight, Eliza Farrow reduces all her characteristics by 2 and halves her Wound Threshold and Strain Threshold.)

Undead (does not need to breathe, eat, or drink [except blood], and can survive underwater; immune to poisons and toxins)

Vampiric Magic (Eliza Farrow reduces the difficulty of all magic skill checks one step).

Spells: Eliza Farrow can choose any magic action allowed for the Arcana skill, and may select additional spell effects, as normal. Her favored spells are:

Blood Funnel (Choose one target at short range for the attack and make a Hard [π π π] Arcana check; if the magic combat check succeeds, the target suffers 4 damage + 1 damager per uncanceled 󲊳, with Critical Rating 2 and the Blast 4 and Vicious 4 qualities).

Curse of the Night (Choose one target within short range and make a Hard [π π π] Arcana check; if the check succeeds, the target decreases the ability of any skill checks they make by one and reduce their strain and wound thresholds by 4 until the end of Eliza Farrow’s next turn; she may maintain these effects by performing the Concentrate maneuver).

Equipment: Fangs (Brawl; Damage 6; Critical 2; Range [Engaged]; Ensnare 1, Vicious 2).


 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.