OP2 - Cupids Arrows
OP2 - Cupids Arrows
OP2 - Cupids Arrows
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Arrow Strike As the PC approaches the manor house they will not notice any movement from the ruins. Upon
reaching the stairs Johan Cupid will fire two arrows, one of which will definitely miss. Arrows attack at +4 for 1d6 +2
Audience Chamber This large room is filled with a debris, a large column, and a small fire. As the PC enters the
mysterious bowman will shoot again but the arrow will lodge in the front door missing the adventurer. Inside the main
chamber are three bandits who follow Cupid and help him with his stealing. One will be close to the door, one will be
warming himself by the fire, and the third will be around the corner. The PC will face them in successive rounds as
opposed to all at once. The bandits are wearing leather giving them AC12 with 11 hit points. They wield notched
scimitars that are +3 to attack doing 1d6+1 for damage. Their stats are S/D/Co/I/W/Ch 11/12/12/10/10/10 the subordinates
have 14gp each but one has a necklace with a small moonstone in his pocket that is worth 25gp as well. XP =187 total.
Trapped Doorway The bandits have captured a Giant Wasp and have placed it in behind the door to the west and
propped the door up but tied it to the door to the north. A rope has been pulled through the wall so that when the north
door is opened it pulls open the door hiding the Wasp. The creature doesnt have any treasure and will angrily attack
the PC immediately. It is AC12 with 13 hit points. It will sting at +4 for 1d6 +1 but will secrete a poison requiring a DC11
vs. Constitution for the the toxin. A failure to make the check will result in 2d6 additional damage. A quick thinking
PC can attempt to get through the north door and block out the Wasp but will suffer an attack of opportunity. XP = 150.
Great Hall With what seems to be a constant barrage of Cupids arrows the PC will arrive at the Great Hall. The ceiling
is still held up by four large wooden timbers that can be used to add +2 to the PCs DC. The PC will have to directly state
that they are using the columns for cover. The adventurer will face two flights of arrows from Cupid at this location and
will have to get across the room intact to give chase. A large hole in the floor will require careful maneuvering to get
around. If cover/concealment is utilized in this chamber a recommended 50 experience points could be given.
Trapped Doorway This section has been setup the same way as area #3. The door to the left is the trapped section
and has a Giant Wolf Spider that will charge out immediately to attack. It has an AC13 with 11 hit points. Its attack is a
bite at +3 for 1d6 +1 of damage. XP = 75.
Johan Cupid Will be found at this location and he is currently out of arrows. When approached the cornered bandit
will be fighting wearing leather and using a shield for AC13 and has 27 hit points. He will strike at +4 with his +1 long
sword doing 1d8 +2 damage. His stats are S/D/Co/I/W/Ch 10/15/10/12/14/16. He may surrender if severely injured and is
worth 200gp alive or dead payable from the local magistrate. His cohorts are also worth 25gp with proof of their death.
He has 37gp from his thefts, a Potion of Extra Healing, and two silver candlesticks worth 25gp each. This chamber also
has some foodstuffs and a five wineskins available. He is worth 300 experience points dead or alive.