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THE CAST

Hoshi Fuugaru ~ The Groom


Human Warrior level 2
HP: 19 (2d10+4), CR 1 (XP 400) Medium Humanoid
Init +6 Speed 30 AC 14 (+2 Dex, +2 Leather Armor), Touch 12, flat footed 12
Melee Base Attack: 2 CMB: 4; CMD: 16
Single Attack Longsword +5 (1d8+3/19-20) or Shortbow +4 (1d6 X3)
Full Attack Longsword +5 (1d8+3/19-20) or Shortbow +4 (1d6 X3) range 70; Space 5ft.; Reach 5
SA: Fort+4, Ref+2, Will -1
Str 14, Dex 15, Con 13, Int 13, Wis 8, Cha 11
Skills Climb 7, Craft 5, Handle Animal 0, Intimidate 0, Perception 1, Profession -1, Ride 6, Swim 7
Feats: Armour Prof Heavy, Armour Prof Light, Armour Prof Medium, Improved Initiative, Martial Weap Prof, Shield Proficiency, Simple
Weapon Proficiency, Tower Shield Proficiency, Weapon Focus;
Languages Common

Lord Daisuke Fuugaru ~ The Groom's Father, Lord of Fuubaki Prefecture


Human Fighter level 2
HP: 21 (2d10+6), CR 1 XP 400, Medium Humanoid
Init +1 Speed 20 AC 16 (+1 Dex, +5 Scale Mail Armor), Touch 11, flat footed 15
Melee Base Attack: 2 CMB: 5; CMD: 16,
Single Attack Longsword +6 (1d8+4/19-20)
Full Attack Longsword +6 (1d8+4/19-20); Space 5ft.; Reach 5
SA:, SQ: Bravery 1 Fort: +5, Ref: +1, Will: +0
Str 16, Dex 12, Con 14, Int 13, Wis 11, Cha 8
Skills Climb -1, Diplomacy 4, Handle Animal -1, Intimidate 4, Know Arch & Eng 1, Know Dungeon 1, Perception 1, Ride 6, Survival 4,
Swim -5
Feats: Improved Sunder, Power Attack, Armour Prof Heavy, Armour Prof Light, Armour Prof Medium, Martial Weap Prof, Shield
Proficiency, Simple Weapon Proficiency, Skill Focus (Diplomacy), Tower Shield Proficiency, Weapon Focus
Languages Common

Lady Sada Fuugaru ~ The Groom's Mother


Baku Migata ~ The Groom's Best Friend
Umami Sasuma ~ The Matchmaker
Father Kazuki Honda ~ The Priest
Jori Shizuoka ~ The Missing Bride

THE SETS
Fuubaki Villiage ~ A small, rural villiage in Fuubaki Prefecture. Home of the Fuugaru Estate.
Fuugaru Estate ~ Site of the wedding, a modest Lord's estate.
Gumoru Shrine ~ Quiet Shinto shrine nestled in the Hoshien Mountains. Not far from the Joren Falls.
Joren Falls ~ Beautiful series of waterfalls in the Hoshien Mountains.

THE SETUP
On the day of her wedding, Jori Shizuoka, was attacked by three floating male heads, and dragged off
in front of her groom and his family. The wedding was arranged by a Matchmaker, and attended primarily by the
groom's family, as the bride was from a southern prefecture and her family was unable to make the trip.
Hoshi Fuugaru; Saw his bride spirited away by Yokai in the form of severed heads. While not unattractive, he is
a socially akward man in his early twenties who lives in the shadow of his overbearing father. Unable to find
a bride himself, his mother eventually sought the services of a Matchmaker who found him Jori. While he only met
her three times before the wedding, Hoshi has fallen utterly in love with Jori, whose beauty and talent with a
Biwa has him utterly charmed.
Hoshi is utterly charmed and infauted by Jori; He is both intimidated by and hates his father, who he
views as a tyrant who will never give him his chance to be a man; He loves his mother, though feels she
is overbearing and does not always know her place as a lady; Baku is his best friend and he trusts him
with a almost blind loyalty; He feels grateful to Umami though otherwise does not have much of a opinion
of the matchmaker; He feels unnerved by Father Honda, and something about the Priest makes him
uncomfortable, though he is unsure what causes it.

Lord Daisuke Fuugaru; Father of the Groom, he was nearby when his daughter in law was spirited away. Lord
Fuugaru does not believe strongly in the spirits, gods, or magic. Seeing his daughter in law taken like this has
deeply upset him and left him confused, angry, and in little mood for niceties or politics.
Lord Fuugaru thought Jori might be just the young woman to make his boy a man. He was charmed by her
poise and inner strength, and found himself feeling old longings he had not felt since his own youth.
Though he tells noone, Lord Fuugaru has become infatuated by his daughter in law; He thinks his son
more a child than man, immature and weak. His only hope is that he can live long enough to see a grand
child that might take his place; He loves his Lady both for her beauty, companionship, and inner
strength. He married her when they were both young, and though they have only had one child live to
adulthood, he has never desired another woman, until recently...; He thinks of Baku as a foolish leech
who uses his closeness with his son to live a life of previlage and leisure. If not for his wife's
pleas to leave his son's only friend be, he would have banished the boy from his Prefecture as a bad
influence years ago; Lord Fuugaru does not have much opinion on Umami, feeling that working with
matchmakers is a woman's place. He is pleased with the bride she found, espicially on short notice; He
feels indebited to Father Honda, who was a last minute replacement for the villiage priest who fell
ill days before the ceremony. He is annoyed by his son and wife's feelings of unease about the priest.

YOUKAI
The Fallen Grooms (CR 1)
Head of Yaguri Sato (Beheaded; Grabbing, Screaming)
Head of Natsumi Reishi (Beheaded; Belching <Fire>, Flaming)
Head of Gatso Panku (Beheaded; Grabbing, Belching <Acid>)
http://www.d20pfsrd.com/bestiary/monster-listings/undead/beheaded/severed-head
Unwed Daughters of Joren Falls; Giant Spider (CR 1)
http://www.d20pfsrd.com/bestiary/monster-listings/vermin/spider/giant-spider

Father Kazuki Honda, Mad Priest


Human CR 2
XP 600
Cleric level 3 (Domains Evil and Madness)
Init -1; Senses; Perception +2
DEFENSE
AC 12(Dex -1, +1 Padded Armor, +2 Prot. Good), Touch 11, flat footed 12
hp 23 (3d8+6);
Fort: +6*, Ref: +2*, Will: +9* (*+2 to all Saves, Prot. Good)
OFFENSE
Speed 30
Melee
Single Attack Quarterstaff +3 (1d6+1)
Full Attack Quarterstaff +3 (1d6+1)
Space 5ft.; Reach 5
Special Attacks
Channel Energy 3+ CHA mod / day in 30ft burst. DC 10 + 1/2 level + Cha Mod (+2)
Touch of Evil (Su) Melee touch sickens creatures for 1/2 level rounds. Per day = 3 + WIS mod (+2)
Vision of Madness -1 (Sp) You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack
rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to 1/2 your cleric level (minimum +1) and a
penalty to the other two types of rolls equal to 1/2 your cleric level (minimum -1).
Vision of Madness -2 (Sp) This effect fades after 3 rounds. Per day = 3 + WIS mod
Spells Known:
CL 3 Concentration 5

Level 0 (4) DC 12
Bleed(Necromancy)[ ] X 2
V,S rng: Close 25ft + 5ft/2 levels Dur: instantaneous
SV Will negates Area: one living creature
Description: You cause a living creature that is below 0 hit points but stabilized to resume dying
Light(Evocation)[Light ] X 1
V,M/DF rng: Touch Dur: 10 min./level (D)
SV None Area: Object touched
Description: Object shines like a torch.
Purify Food and Drink(Transmutation)[ ] X 1
V,S rng: 10ft Dur: Instantaneous
SV Will negates (object) Area: 1 cu.ft/level of contaminated food or water
Description: Makes food and water inedible

Level 1 (4) DC 13
Bane(Enchantment)[Compulsion Fear Mind-Affecting ] X 1
V,S,DF rng: 50ft Dur: 1 min./level
SV Will negates Area: All enemies within 50 ft.
Description: Enemies take -1 on attack rolls and saves against fear.
Cause Fear(Necromancy)[Fear Mind-Affecting ] X 1
V,S rng: Close 25ft + 5ft/2 levels Dur: 1d4 rounds or 1 round; see text
SV Will partial Area: One living creature with 5 or fewer HD
Description: The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1

round. Creatures with 6 or more HD are immune to this effect. Cause fear counters and dispels remove fear.
Protection from Good(Abjuration)[Evil ] X 1
V,S,M/DF rng: Touch Dur: 1 min./level (D)
SV Will negates (harmless) Area: Creature touched
Description: +2 to AC and saves, plus additional protection against selected alignment.

Ray of Sickening(Necromancy)[ ] X 1
V, S, M (a drop of sweat) rng: Close 25ft + 5ft/2 levels Dur: 1 min./level
SV Fortitude partial Area: Ray
Description: This spell functions as ray of exhaustion, except the target is sickened if it fails its save and unaffected

if it makes its save.

Level 2 (3) DC 14
Desecrate(Evocation)[Evil ] X 1
V,S,M,DF rng: Close 25ft + 5ft/2 levels Dur: 2 hours/level
SV None Area: 20-ft.-radius emanation
Description: Fills area with negative energy, making undead stronger.
Dread Bolt(Evocation)[Evil Emotion mind-affecting mind-affecting] X 1
V, S, DF rng: Close 25ft + 5ft/2 levels Dur: instantaneous (1d4 rounds)
SV Will partial (see text) Area: arrow-shaped projectile of evil energy,
Description: You unleash a crackling missile of darkness from your unholy symbol at any one target in range as a

ranged touch attack. A good creature struck by dread bolt takes 1d8 points of damage per two caster levels
(maximum 5d8). A good outsider instead takes 1d6 points of damage per caster level (maximum 10d6) and is
sickened for 1 round. A successful Will save reduces the damage to half and negates the sickened effect. This
spell deals only half damage to creatures that are neither good nor evil, and they are not sickened. The bolt has
no effect on evil creatures.
Enthrall(Enchantment)[Charm Language-Dependent Mind-Affecting Sonic] X 1
V,S rng: Medium 100ft + 10ft / level Dur: 1 hour or less
SV Will negates; see text Area: Any number of creatures
Description: Captivates all within 100 ft. + 10 ft./level.
STATISTICS
Str 13,Dex 8, Con 12, Int 12, Wis 15, Cha 14
Base Attack: +2 CMB: +3 ; CMD: 12
Feats
Armour Prof Light, Armour Prof Medium
Extra Channel: Channel energy 2 additional times a day,
Iron Will: +2 on will saves,
Shield Proficiency: Can use shields,
Simple Weapon Proficiency,
Skill Focus (Bluff): +3 Bluff
Skills: Appraise 1, Bluff 8, Diplomacy 7, Heal 7, Know Arcana 5, Know History 5, Know Nobility 5, Know Religion 6, Know the Planes 1,
Linguistics 1, Perception 2, Sense Motive 2, Spellcraft 1
Languages: Common

Jori Shizuoka, The Binding Bride


Spider, Giant Black Widow CR 4
XP 1200
N Large Abberation
Sorcerer level 1 (Aberrant )
Init +5; Senses Darkvision 60, Tremorsense 60; Perception +4
DEFENSE
AC 14 (+1 Dex, +4 Natural, -1 Size), Touch 10, flat footed 13
HP:29 (5d8+1d6+1)
Fort +4, Ref +2, Will +3
Immunity to mind-affecting effects
OFFENSE
Speed 30, climb 30ft.
Melee
Single Attack Bite +3 (1d8+1) (Poison (Ex) DC(12) (add +2 to DC) bite Bite- injury; save Fort DC; frequency 1/ round for 6 rounds;
effect 1d3 Con and staggered; cure 2 saves. Save DC is Con-based with a +2 racial bonus.) or Web +3 (0) Range 10.
Full Attack
Bite +3 (1d8+1)(Poison (Ex) DC(12) (add +2 to DC) bite Bite- injury; save Fort DC; frequency 1/ round for 6 rounds; effect 1d3 Con
and staggered; cure 2 saves. Save DC is Con-based with a +2 racial bonus.)
or Web +3 (0) range 10
Space 10ft.; Reach 5
Special Attacks
Web DC(12) (add +4 to DC, 5 hp)
Acidic Ray (Sp) Standard action 40ft range 1d6 + 1 /2 levels. Times/day 3 + CHA mod (+2)
Spells Known:
CL 1 Concentration 3

Level 0 (4) DC 12
Dancing Lights(Evocation)[Light ] X 1
V,S rng: Medium 100ft + 10ft / level Dur: 1 minute (D)
SV None Area: Up to four lights, all within a 10-ft.-radius area
Daze(Enchantment)[Compulsion Mind-Affecting ] X 2
V,S,M rng: Close 25ft + 5ft/2 levels Dur: 1 round
SV Will negates Area: One humanoid creature of 4 HD or less
Description: A single humanoid creature with 4 HD or less loses its next action.
Ghost Sound(Illusion)[Figment ] X 1
V,S,M rng: Close 25ft + 5ft/2 levels Dur: 1 round/level (D)
SV Will disbelief (if interacted with) Area: N/A
Description: Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a

fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the
sound's basic character. The volume of sound created depends on your level. You can produce as much noise as
four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching,
or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound
within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans
running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the
noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve.

Level 1 (4) DC 13
Charm Person(Enchantment)[Charm Mind-Affecting ] X 1
V,S (Me) rng: Close 25ft + 5ft/2 levels Dur: 1 hour/level
SV Will negates Area: One humanoid creature
Description: Makes one person your friend.
Disguise Self(Illusion)[Glamer ] X 1
V,S rng: Personal Dur: 10 min./level (D)
SV N/A Area: You
Description: Get a +10 bonus on the Disguise check.

STATISTICS
Str 13, Dex 13, Con 11, Int 10, Wis 10, Cha 15
Base Attack +3 CMB +5 ; CMD 16 CMD Bonus +12 vs. trip
Feats
Combat Casting: +4 Concentration checks for Defensive casting,
Eschew Materials: Cast spells without material components,
Improved Initiative: +4 Initiative checks,
Persuasive: +2 Diplomacy +2 Intimidate,
Simple Weapon Proficiency,
Spell Focus (Enchantment): +1 to DC for enchantment spells
Skills: Appraise 0, Bluff 6, Climb 17, Diplomacy 4, Fly 1, Intimidate 4, Know Arcana 0, Perception 4, Spellcraft 4, Stealth 1(Stealth
( webs) 5), Use Magic Device 2
Languages Common
SPECIAL ABILITIES
Strong Webs (Ex) A black widows webs gain a +4 bonus to the DC to break or escape.
Bloodline Aberrant When cast a Polymorph subschool spell duration increases by 50%
Eschew Materials Gives feat
Web:Creatures with the web ability can use webs to support themselves and up to one additional creature of the same size. In
addition, such creatures can throw a web up to eight times per day. This is similar to an attack with a net but has a maximum range of
50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the web spinner. An
entangled creature can escape with a successful Escape Artist check or burst the web with a Strength check. Both are standard actions
with a DC equal to 10 + 1/2 the creatures HD + the creatures Con modifier. Attempts to burst a web by those caught in it take a -4
penalty.
Web spinners can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare
flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Perception check to
notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst
the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section of
web has a number of hit points equal to the Hit Dice of the creature that created it and DR 5/-. A creature can move across its own
web at its climb speed and can pinpoint the location of any creature touching its web.
Tremorsense:A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of
anything that is in contact with the ground. Aquatic creatures with tremorsense can also sense the location of creatures moving
through water. The abilitys range is specified in the creatures descriptive text.
Vermin traits:Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, morale effects,
patterns, and phantasms). Mindless creatures have no feats or skills. A vermin-like creature with an Intelligence score is usually either
an animal or a magical beast, depending on its other abilities.
Darkvision 60 feet.
Proficient with its natural weapons only.
Proficient with no armor.
Vermin breathe, eat, and sleep.

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