A Family Affair - Necromancer Games (d20 System 3rd by Carla Harker, Bill Webb

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 dangerous mystery to the blood-stained waves of the excessive seas and an old, cursed fortress, the adventurers face a succession of deadlier and deadlier foes, with the rescue of innocents and the restoration of brilliant treasure as their final rewards. A kinfolk Affair incorporates a absolutely built city surroundings, a variety of specific NPCs and a variety of hard rivals. A d20 experience for 4-6 computers of point eight or better.

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Extra resources for A Family Affair - Necromancer Games (d20 System 3rd Edition Rules, 1st Edition Feel)

Sample text

Kitchen Dirty dishes piled on the countertops, in the washbasin, and even on the floor reek of rotten food. Vegetables hanging from the ceiling have long rotted, and the fireplace doesn't appear to have seen use in a long while. Despite the mess, a pathway has been cleared from the door to an ironbound trapdoor positioned in the center of the room, and the trapdoor’s handle is worn smooth from use. Elion eats most of his meals at The Velvet Rooster, and since his last housekeeper quit on him, he hasn't found the time to hire another one.

Guest Room (EL 8) The layout and decorations of this room is identical to Area 29. When Tomos Althere moved into his home, he hired a wizard to create a shield guardian for him. The guardian usually wandered the grounds at night with instructions to attack anyone not wearing the Althere livery. After the toy soldiers killed Tomos, they took the amulet used to control the shield guardian and moved it into this bedroom with instructions to attack anyone who enters through either of the bedroom doors.

He tells the PCs the ship leaves the next morning and to be on board before dawn. If asked about The Gallows, he knows only that people believe the island to be haunted, that it belonged to some pirates centuries ago, and that a baron who once ran Martyn’s Nest destroyed the pirates there. The characters have free run of the ship, so long as they leave the sailors to do their jobs and stay out of the private cabins. If they enter any cabins without permission, they will be attacked and, unless they can talk their way out of the situation, killed.

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