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For Coin & Blood (2nd Edition) - The Hunted

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50% found this document useful (2 votes)
320 views

For Coin & Blood (2nd Edition) - The Hunted

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Myriam Poveda
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Hunted

The Hunted

Diogo Nogueira

1
Author: Diogo Nogueira
Managing Editor: Alan Bahr
Editor: Alan Bahr
Art Direction: Alan Bahr
Book Design: Mikael Brodu
Interior Art: Ger Curti
Cover Art: Nicolas Giacondino
Publishing: Alan Bahr
Published by Gallant Knight Games, 2020

Copyright ©2020 by Gallant Knight Games. All rights reserved. Reproduction


without the written permission of the publisher is expressly forbidden, except for
the purposes of reviews, and for the blank character sheets, which may be repro-
duced for personal use only.

Gallant Knight Games is co-owned by Alan & Erin Bahr.

Layton UT, 84040

2
Second Edition

The Hunted
A survival adventure resource for
characters of 2nd and 3rd Level

By Diogo Nogueira

3
Contents

Premise.......................................................................... 5

Amanda Hellblade........................................................ 5
Stats.......................................................................................5
Magic Items............................................................................6
Elixirs.....................................................................................6
Shadow Companion...............................................................7

What is her strategy?................................................ 8

Who sent the hunter?.................................................9

Traps.............................................................................10

Fighting dirty.............................................................. 11

Getting Rid of the Hunter.........................................12

Using Amanda in Your Game.......................................13

Open Gaming Licence....................................................14

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Hunted

The Hunted

Premise
The characters have attracted the unwanted attention of a powerful
individual who wants them out of the picture. A rival or enemy has
hired a famously efficient and cruel bounty hunter to get them out of the
picture, and now the PCs will have to survive their hunter, the best way
they can and, if possible, get rid of her.
This is an adventure situation toolkit the Referee will use together with
their ongoing campaign setting (or with the Port of Perchoir du Corbeau
presented in the FC&B 2nd Edition book), as the bounty-hunter can
attack them anywhere, possibly making this situation a long running one
in the game.

Amanda Hellblade
Amanda is a fearsome bounty-hunter, specialized in catching more than
capable targets, dead or alive. She is a tall woman, with muscular body,
dark hair, and deep grey eyes, almost ghostly, especially with the dark
circles around them. She wears dark leather armor made with the skin
of a hellish serpent and hides her features with crimson or violet cloaks.
She was a normal bounty-hunter until a few years ago, when she had
to face a group of adventurers to collect her bounty and decided she would
play by their same dirty rules to get the job done. Now, she makes her
own rules.

Stats, as a highly skilled assassin/warrior


Lifeblood: 25 Defense: 18
Attacks: Sin Seeker Dagger, Attack +7, 1d10, Brutal 2, Poison 2; Vengeful
Crossbow, Attack +7, 1d12, Armor Piercing 3, Brutal 1, Reload 3.

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Hunted

Qualities: Thievery 4 (as per the Thief ability), Lethality 3 (as the Execu-
tioner ability), Poison Use, Backstab, Disguise, Armored 2, Tough, 2
attacks per round, only surprised on a 1 in 6 chance.

Magic Items
Basilisk’s Skin: Her leather armor was made from the skin of an ancient
basilisk. It is hard as metal, and those that strike her in melee must make
a Saving Throw or suffer 1d3 points of damage and suffer Disadvantage
on their next action.
Sin Seeking Dagger: This dagger seeks to punish sinners and those who
carry guilt on their hearts, ignoring the protection of their armor. Additio-
nally, when it hits a target, it is very hard to pull it out of the wound,
dealing 1d4 points of damage per round afterwards.
Vengeful Crossbow: If Amanda is acting to enact vengeance on a foe and
attacks with the Vengeful Crossbow, she gets advantage and the attack
inflicts maximum damage.
Smoking Ring: This ring can create an area of 30’ radius of thick smoke
that blocks all vision beyond 5’ twice per day.

Elixirs
Amanda has also developed a technique that allows her to take parts of
dangerous creatures and distill them into potential elixirs that can help
her accomplish amazing deeds, giving her tremendous advantage in her
line of work. She usually carries 2d4 of every time, but her body can only
sustain the effects of two at a time. More than that forces her to make a
Saving Throw or pass out in 1d6 round (anyone else makes the saving
throw after drinking the second one).
Vampire’s Blood: Allows her to charm anyone who looks at her eyes if
they fail a Saving Throw. Add +3 to all damage she inflicts. Suffers half
damage from mundane sources. Can drink blood to recover 1d6 Lifeblood.
Effects last for 1d6 turns.
Ghost’s Tears: Allows her to become invisible at will (taking aggressive
action makes her visible again). Fear aura forces those who see her to
make a Saving Throw or suffer from fear for 1d6 turns. Suffers half
damage from mundane sources unless they become ethereal. Effects last
for 3d6 turns.

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Hunted

Troll’s Essence: Allows her to regenerate 1d6 Lifeblood per round (unless
she takes fire damage that round). Add +2 to her Armored quality
(Armored 4 total). Her skin also becomes rugged and greying. Effects last
for 2d6 turns.
Living Ember: Takes only half damage from fire-based attacks. Can breathe
fire, causing 5d6 points of damage to everyone in a cone 30’ long and
20’ wide at the end (targets can make a Saving Throw for half damage).
Effects last for 1d6 turns.
Frost Essence: Takes only half damage from cold based attacks. Gains
Armored 5 against mundane attacks. Her attacks slow those she hit,
making them choose between moving or attacking each round (effect
lasts for 1d6 rounds). Effects last for 1d6 turns.
Medusa Extract: Her attacks become infused with Poison 3. Additionally,
if she stares at someone’s eyes, they must make a Saving Throw to avoid
becoming paralyzed. If she keeps staring at them for 6 straight rounds
after they fail their Saving Throw, they turn into stone. Effects last for
2d6 turns.
Doppelganger Cream: Allows her to assume the appearance of anyone she
has studied for at least 1 hour. If she is killed, however, she reverts to her
normal appearance. Effects last for 3d6 turns.

Shadow Companion
Amanda has made a pact with the powers in the shadows to have total
control of her own. Who knows what she offered in return, but now she
can command her own shadow in astonishing ways.
•• Her shadow can act independently from her.
•• She uses it to spy and gather information for herself.
•• They must be united at least 1 hour per day or both suffer
Disadvantage until they do this.

Shadow Companion
Lifeblood: 15 Defense: 18
Attacks: Cold Touch, Attack +6, 1d8 damage (ignore Armored
quality, unless it is magical).
Qualities: Armored 10 (unless it is magical attack), Fast, Fly,
Tough, 2 attacks per round, only surprised on a 1 in 6 chance.

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Hunted

What is her strategy?


Amanda will not simply appear in front of the PCs and start a fight. She likes
to toy with her target and keep them on the edge. If she can, she will desta-
bilize their relationships and confidence, and will hit where it really hurts.

1D6 Strategy
1 She sends messages as if it came from someone the characters killed
in the past and leaves signs that they must be alive. She then sets up a
meeting in an abandoned place where she lays traps to slow the PCs while
she burns the place to the ground.

2 She starts to spread lies (or truths) to damage the PCs reputation with
contacts and employees, possibly blaming them for mistakes that will
make people attack them. She may even lead a rival or enemy directly to
their location, just to jump to finish the job after they have spent their
resources.

3 She follows them for a while and, without them seeing, doing whatever
she can to foil their plans and make them fail at their current job. Including
helping the opposing party with information, and even attacking them
while they are preoccupied with other problems. All else failing, she will
keep doing that until their reputation and failing become too much and
their low morale makes them an easy target.

4 She hires actors to hire the PCs to do a job they are suited for and send
them to the place where a rival group is waiting for them in an ambush.
She let them figure out what is going on and attack from the shadows in
the worst possible moment.

5 She begins by attacking the place they hang out (tavern, inn, guild
hall) sending enemies to that place, or using her Vampire Book Elixir to
convince a gang that they should trash the location. Then she terrorizes
the PCs' contacts, friends, allies and loved one. She uses her Doppel-
ganger Cream to change her appearance every time, making it seem it is
an organization after them.

6 She loads up on Doppelganger cream and studies the PCs life for a while.
She uses the cream to assume the appearance of people they know and
trust (as much as they trust anyone) to lure them away from one another
and kill them one by one. She will possibly assume the appearance of the
one she just killed to trick the others (allow the player who was killed to
play her for a while).

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Hunted

Who sent the hunter?


Referees looking for inspiration or running this adventure framework as
a one shot can roll on the table below to find out who sent Amanda after
the PCs.

1D6 Employer
1 A witch who saw in her bones that they would take what was hers and
want to prevent this for ever happening. She also provides Amanda with
a doll representing one of the characters, giving the hunter Advantage on
all rolls against that one.

2 A noble who believes the PCs are in league with a rival to tarnish their
reputation. They want to send a strong message and have asked for their
heads on spikes. To help Amanda, he has paid some militia officers to
help her and avoid any interference from the authorities.

3 A former ally, who was offered a powerful position in the opposition,


but must prove their worth by taking the PCs out of the scenario. They
will use their proximity and knowledge about the PCs to help Amanda as
much as possible. They want that promotion!

4 A demon that needs the character souls in their hellish domain but
cannot take direct action against the PCs. They will be instrumental in
their plot to subjugate their infernal superiors. They provide Amanda
with demonic influence, giving her an aura of fear (forcing those to see
her to make a Saving Throw or suffer Disadvantage while she is visible).

5 A ghost of an enemy they killed a while back, who desires vengeance and
to take their bodies to live again in their failure. The ghost will provide
ghost’s tears and will spy the characters, but will not engage in combat,
as they are afraid of the PCs.

6 A cultist had a dream they needed to sacrifice the PCs to the God That
Was not so that the god can exist again. The cultist is fanatical, as well
as their companions, and can provide Amanda with lots of cannon fodder
for her elaborate plans.

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Hunted

Traps
Amanda is also a skilled trap maker and will set up traps in the path of
the PCs if she has enough time to prepare.

1D6 Traps
1 Oil barrels will open and spill the content on the PCs as they pass under a
bridge or high passage. Then she shots a bolt with fire to light them up.
This will inflict 1d10 damage per round until the fire is put out.

2 Wires tied to the characters beds in an inn cause a container full of deadly
scorpions to open when they lay down. There are lots of scorpions, and only
area damage can get rid of them all. Saving Throw or sleep for 1d6 hours.

3 In a tight passage, she puts explosives to cause a cave in and possibly split
the party to deal with them in smaller numbers. When the PCs are going
down a passage, she lights the fuse up and it will explode just above the
PCs, unless more than half of them pass a Saving Throw, they are split
into two groups. Those that fail also take 2d6 damage from the explosion.

4 A fake bazaar with mannequins spread all around, moving with wires,
with baubles to call the PCs attention. It is all rigged with dozens of
crossbows with hallucinogenic poison.

5 In a wizard lair, Amanda puts a fake wizard book in place of real ones to
lure spellcasters; these spells, when used, drain 1d6 HP from the spell-
caster per level of the spell.

6 In the docks, Amanda prepares several chains and anchors triggered


by wires that will sweep away characters and pull them to the water,
possibly drowning them. PCs must pass a Saving Throw not to be swept
away. If pulled in the water, they will drown if they cannot escape in time.

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Hunted

Fighting Dirty
Amanda fights to win. She does not follow rules, have a
sense of honor or anything like that. She will hit the PCs
where it hurts.
Below are some suggested tactics Amanda will use (you
can roll a d6 to randomly determine the tactic or simply
choose.)

1D6 Fighting Dirty


1 Glass powder: Amanda carries a pouch of grinded glass she throws in the
enemies’ eyes with a ranged attack of 10’ range. Those hit suffer 1 point
of damage and must make a Saving Throw or become blinded until the
glass powder is carefully cleaned. If the victim scratches their eyes, they
become permanently blinded instead.

2 Kidney kick: With a melee attack, Amanda may forego dealing damage
and providing Advantage to the next attack against her to impose Disad-
vantage to all actions made by the target doe 1d4 turns.

3 Using the Downtrodden: She pays the downtrodden a few silver coins to
batter the PCs and beg them for money, food of whatever and disguise
herself amongst them to make poisoned attacks against them with
Advantage.

4 Poisoning Food: She uses her Doppelgänger Cream to assume the place of
a servant where the characters are and poison them to make them sleepy.
When they realize what is happening, she comes to collect her bounty
and taunt the PCs.

5 Fire in the hole: This one is extreme but very effective. She makes sure
to scare as many innocents as she can before putting the place the PCs
are on fire and wait on the outside to pick them up with her poisoned
crossbow bolts.

6 Hire the characters: She assumes the appearance of someone influential


and hires them for a job suited for their abilities but prepares an elaborate
set of traps to pick them off. If it fails, she interferes herself.

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Hunted

Getting Rid of the Hunter


Getting rid of Amanda is not easy. She was once a stalwart defender of the
law and became a bounty hunter who prey on the bandits and so-called
adventurers after a personal tragedy. She cannot be bought off. She is not
scared off easily. And she will not face enemies in a fight she can lose.
Besides killing her, which is not easy, here are some ways to get rid of
her for a while.
•• Enlisting her former companion: Amanda had a close relationship
with her former companion, a ranger named Michaelli, but they
parted way after an emotional disagreement. If they find out about
Amanda’s past, they may track down Michaelli and trick her into
facing the hunter. This will make her disappear for a while (2d6
months). She will get back furious and now wanting revenge for their
intrusion though.
•• Convincing her they are good: That will be a tough one, because
she will have made her job right and researched their past deeds
and reputation. However, she is capable of being convinced if they
prove that they are preventing a greater evil. This will not make
them exactly good, and they will have to make sure they prove only
themselves can do that job, but she will let them get off the hook for a
while. At least until they finish what they must do. If the greater evil
is the person who hired her, she will let them go. For now.
•• Faking their death: Ingenious players will eventually conclude that
one way to make her stop chasing then is to make her believe they are
dead and done for. This could be done either with an elaborate plan
to make their deaths an unquestionable consequence of an event or
even with an inventive use of spells and other non-usual resources.
Rush jobs and careless preparation will not convince the hunter for
long, however. If the characters come back to action too soon, using
the same name and methods, she will come to investigate. If they lay
low for 2d4 months, however, they are left alone.
•• Convincing her employers to take the bounty off: She is a
businesswoman after all. If the bounty is called off, Amanda will stop
the hunting. However, the characters would have to determine who
was the employer, and Amanda is a professional, never revealing the
details of her contract and who hired her. She is paid pretty well for
confidentiality as well. Not to mention that convincing someone who
was desperate enough to seek such a renowned bounty-hunter to
give up will not be so simple.

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Hunted

•• Showing they have a loving family: Having lost her family, Amanda
does not desire the same fate to others. It is very unlikely that the PCs
will have a family, and even more one that is loving, and that they
care for. They may discover through their contacts that she once let
a target escape; she saw the target trying to save their spouse and a
child. If they can pull it off and make her believe they have a family
(they can hire actors, or something), she might be convinced and let
them off the hook.

Using Amanda in Your Game


This is an unconventional adventure structure, and functions more like a
toolkit and resource for Referees to use in their game when appropriate.
For Coin & Blood is a game about villains,
bandits, cultists, and other ne’er-
do-good characters that are always
on the run and not just stuck in a
dungeon searching for treasure.
That is why this adventure is set up
in such a flexible and customizable
way. Use it together with others. Or
when the characters come
back to their lair after
some grand scheme.
This will add a lot of
tension to a simpler
job, heist, or mission,
and used in their
downtime, will make
their lives just a lot more
complicated!

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Hunted

Open Game License


Open Game Content may only be Used under and in terms of the Open Game License
Version 1.0a (OGL). This entire work is designated as Open Game Content under the OGL,
with the exception of the trademarks “For Coin & Blood,” “Sword & Wizardry,” “S&W,”
and “Mythmere Games,” other trademarks noted below under DESIGNATION OF PRODUCT
IDENITY and COPYRIGHTNOTICE and with the exception of all artwork.
These trademarks, and the Trade Dress of this work (font, layout, style of artwork, etc.) are
reserved as Product Identity by their various companies.

DESIGNATION OF PRODUCT IDENTITY

Gallant Knight Games™ is copyright 2015-2020, Alan Bahr. The Gallant Knight Games™
logo is copyright 2020, Alan Bahr. Art is copyright 2020, Gallant Knight Games.

COPYRIGHT NOTICE

The introduction and fictions or descriptive text in this product is Copyright of Gallant Knight
Games © 2020, and is not open content.

DESIGNATION OF OPEN CONTENT


All rules, charts, and house rules are open content.

OPEN GAME LICENSE Version 1.0a


The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards
of the Coast, Inc (“Wizards”). All Rights Reserved.
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15. COPYRIGHT NOTICE
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System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors
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For Coin & Blood, Copyright 2020, Gallant Knight Games; Author: Alan Bahr, Jamie Vann
For Coin & Blood: Second Edition, Copyright 2020, Gallant Knight Games; Authors: Alan
Bahr, Jamie Vann, James M. Spahn, Steve Diamond, Mari Murdock
The Hunted, Copyright 2020, Gallant Knight Games; Author: Diogo Nogueira

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Hunted

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