By Carla Harker, Bill Webb
Whereas investigating a mysteriously deserted mansion, the adventurers stumble right into a tangled net of kidnapping, robbery and homicide. From a mansion with a perilous mystery to the blood-stained waves of the excessive seas and an old, cursed fort, the adventurers face a succession of deadlier and deadlier foes, with the rescue of innocents and the restoration of excellent treasure as their final rewards. A kinfolk Affair encompasses a totally constructed city surroundings, quite a few exact NPCs and a variety of hard competitors. A d20 experience for 4-6 computers of point eight or better.
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Extra info for A Family Affair - Necromancer Games (d20 System 3rd Edition Rules, 1st Edition Feel)
Guest Room Simple but elegant, this bedroom smells faintly sweet, as if someone left a freshly baked pastry sitting on the window sill. A bed and writing desk of varnished oak, and three silver candlesticks are placed around the room. The odor comes from a handful of unlit incense cones on the mantelpiece. 31 chapter 3: the althere mansion Treasure: The three candlesticks are worth 25 gp each. 30. Dressing Rooms (EL 0 or 5 each) The toy soldiers trapped various objects in these five dressing rooms.
30. Dressing Rooms (EL 0 or 5 each) The toy soldiers trapped various objects in these five dressing rooms. Each of these five rooms contains the same high-quality furniture: an empty varnished oak wardrobe, dressing table, full-length mirror, ladder-back chair and a stool. A silver-handled brush and matching hand mirror rest on the dressing tables. Roll 1d8 and consult the chart below to determine which object the constructs trapped. Table 3–2: Poisoned Furniture d8 Result 1 2 3 4 5 6 7–8 Oak wardrobe Dressing table Mirror frame Ladder-back chair Stool Inner doorknob No trap Contact Poison Trap: CR 5; mechanical; touch trigger (attached); manual reset; poison (nitharit, DC 13 Fortitude save resists, 0/3d6 Con); Search DC 25; Disable Device DC 19.
A PC who 30 a family affair examines the body (Heal check DC 13) determines the woman was poisoned, but only a DC 20 Knowledge (nature) check determines the actual poison used. Treasure: The footlockers are locked (Open Lock check DC 20), but each woman wears her key on a thong around her neck. Inside the governess' locker are clothes, a silver-plated necklace on which dangles a red crystal pendant (1 gp), a packet of love letters dated two years previous addressed to Jalysra from someone named Thelmeth, two books of poetry by Veshira Selith, and a sack containing 25 gp, 31 sp, and 9 cp.