Stalk
The trees are invariably thick and old,
perfect for lurking predators – although there are none. There are many hanging
vines, the leaves wilting and pale-green in the verdant twilight. All growth
barring the trees is sickly, twisted and abundant. The only sound you might
hear is the creaking of wood, the whisper of wind or the patter of rain,
cleaning the leaves of their redness.
d4
|
Encounters within the Area
|
1
|
Deadfall – Save Vs Paralyze to dodge
the sudden, deadly collapse of a dead tree. 3d10 damage is struck. The most
cunning Arboreal Vampires will engineer these deliberately.
|
2
|
Trophy Corse – A near-perfect corpse,
delicately gripped by a thousand thorns and displayed proudly. The most
sophisticated Arboreal Vampires will create scenes with these Trophy Corpses.
|
3
|
Leftovers – 1d6 human corpses, utterly
shredded by the Arboreal Vampire. No loot, although there seems to be plenty.
The wisest Arboreal Vampires will lurk nearby, like a sniper daring you to
help an injured friend.
|
4
|
Pyre – A huge funeral pyre, awaiting a
spark to leap into life. The most insane of Arboreal Vampires flirt with the
hated fire and always linger nearby.
|
An Arboreal Vampire will never strike
within the first ten minutes, and always before six hours. They love surprise
and taunting their prey. If an obvious sacrifice is being given, they may
listen to a group. (40%)
Strike
When they attack, it is never expected. They
are as dextrous as spiders, and clamber and slink in the branches silent and
swift. Something ancient, degenerate, haughty and deadly. Limbs too-long for
the slim torso. A face dominated by teeth sprouting hideously from outside the
mouth, a jagged tangle of white hunger. Eyes blazing as a high keening wail
splits the air. The head angular, swept backwards. Long hair, perfectly style,
flying wild as it descends amongst you.
Arboreal Vampire
HD 12
AC as
chain
MORALE
11 (8 vs fire)
ATTACKS
2 CLAW – 1D8
1 BITE – 2D10 + DRAIN
DRAIN
– In addition to the physical damage of the unkempt maw, the bite of an
Arboreal Vampire deals 1d8 CON damage. Healing this damage requires the
drinking of Arboreal Vampire blood. Drinkers become dependent without a Save Vs
Magic, and die if they are not given a mouthful every fortnight. The vampire
gains HP equal to damage deal to CON.
UNDEAD
– Immune to sleep, charm, hold, poison and disease. Can be turned.
d4
|
Combat Complications (assuming ideal
engagement for Arboreal Vampire)
|
1
|
The vegetation has been taught to
sprout thorns and coil around intruders. (damage + entanglement)
|
2
|
1d8 Blood-Devotees follow the Vampire
into combat. They are level d4 (70%) fighter / (30%) magic users.
|
3
|
A feeding-pit is located beside the
path – it is 40ft deep, and the Vampire has brought vine-rope with lassos.
|
4
|
1d6 Trophy corpses spring from the
trees and fight as 3HD ghouls, thorns replacing claws and teeth.
|
Arboreal Vampires are not mindless beasts –
the culture they practice is entirely alien. Each one defines their court
through the murdering of all animal life within the area, daubing the plants
with the spilt blood and speaking their words of growth. The larger this area,
the more powerful a member is considered. Their art is that of the Trophy
Corpse, exquisitely arranged, beautified and preserved corpses. The greatest
challenge is preserving the prey. The finer the Trophy Corpse, the more refined
the Vampire. All Arboreal Vampires respect refinement.
Their hoards are usually piles of
interesting objects stripped from their prey, as well as a wardrobe of items
for the creation of Trophy Corpses.
Deep red trickle
through leaves
green like rain
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