Download A Very Murdering Battle (Captain Daniel Rawson, Book 5) by Edward Marston PDF

By Edward Marston

It really is 1709, and Europe is in the course of the coldest iciness for a century. France is affliction profoundly: along with her humans ravenous and her military rattled by way of mutiny and desertions, King Louis XIV is on the Hague, trying to find peace with the English on nearly any phrases. to aid those negotiations, the Duke of Marlborough sends Captain Daniel Rawson on a deadly challenge to Paris to find a package deal of important details which may safe an effective peace deal for England.

Yet regardless of his efforts, the peace talks cave in, and Daniel reveals himself once again embroiled in harmful event. For Marlborough has one other project for him: this time it's not details yet a helpful tapestry that should be recovered. The tapestry of the conflict of Ramillies has been stolen, and Daniel’s hunt for the ruthless thieves leads him into enemy territory, the place he needs to day-by-day outwit betrayal and kidnap, and probability seize and existence itself.

All the whereas, the French military is regaining its energy below the supervision of Marshall Villars, a invaluable opponent within the box. because the opposing armies mass within the quarter round the village of Malplaquet, a bloody come upon looms. which means if Daniel manages to come properly to the Duke’s forces from in the back of enemy strains, he needs to then stand quick and struggle of their so much murdering conflict yet.

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Additional resources for A Very Murdering Battle (Captain Daniel Rawson, Book 5)

Sample text

Creatures: The Asmodeans saw an opportunity here to set up some initial guardians to attack unwelcome guests, and their leader, Azvernathi, used lesser animate dead on a pair of sasquatch skeletons (labeled as “Arcadian Skunk Apes”), leaving them on display here with orders to attack any who enter the hall without openly displaying the colors and symbol of Asmodeus. SKUNK APE SKELETONS (2) CR 1 E5. ; Perception +0 Plants, rocks, and hundreds of motionless specks fill the countless glass cases throughout this long hall.

Covert Action: With a successful DC 15 Secrecy check, a team of spies can scout out the Fantasmagorium, providing a report to the PCs that a group of Asmodeans is active in the building. The report indicates that the PCs will face one cleric, four monks, and at least five zombies, allowing the PCs to prepare as appropriate. In addition, the scouting mission provides the PCs a workable map of the Fantasmagorium, but does not uncover any information about the chambers below. Sabotage: With a successful DC 15 Secrecy check, a team of saboteurs can set a cunning trap on the front porch of the Fantasmagorium.

These Asmodeans moved from this room northwest to area E4, then northeast to E5, and finally to E6. A successful DC 10 Survival check allows the PCs to follow the tracks in the dust from one room to the next, but once combat takes place in a chamber, the DC of this check increases to 15. Creatures: The Asmodeans saw an opportunity here to set up some initial guardians to attack unwelcome guests, and their leader, Azvernathi, used lesser animate dead on a pair of sasquatch skeletons (labeled as “Arcadian Skunk Apes”), leaving them on display here with orders to attack any who enter the hall without openly displaying the colors and symbol of Asmodeus.

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