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Ashes Special 11: Slenderman Promo

Expansion for Black Rose WarsExpansion for Nova Aetas Renaissance

Ashes Special 11: Slenderman Promo Rulebook

Table of Contents

Table of Contents

  • Black Rose Wars: New Mage - The Slenderman
    • Mage Card
    • Personal Spell Cards: Unio Perpetua
  • Nova Aetas Renaissance: NAR - Event Hunt: The Poison of the Earth
    • Procedure Box (Unlabelled)
    • "The Poison of the Earth" Event - Special Rules
    • Victory and Defeat
      • P2-1: Victory
      • P2-1: Defeat
  • Nova Aetas Stories: Fatima's Secret Chest - The Slenderman
    • The Slenderman's Lair
    • Slenderman
      • Traits
      • Actions
      • Reactions
      • Legendary Actions

Black Rose Wars: New Mage - The Slenderman

Slenderman is a Mage for Black Rose Wars. He is compatible with all Black Rose Wars products and carries 3 Personal Spell Cards.

Mage Card

The Slenderman Mage card shows the following values, from left to right and top to bottom as printed:

The card also has two framed star icons across its lower half, and a trophy icon in its lower right corner, as printed.

Personal Spell Cards: Unio Perpetua

The Slenderman carries three Personal Spell Cards, all titled "Unio Perpetua". Each card is printed with two halves: the spell on the top half, and a second effect on the bottom half, which is printed upside down.

Top half (spell):

Cost icons, as printed: [black orb icon], [horned icon], and the number 2.

Place yourself in the Target Room. You may lose 1 [icon]. If you do, convert 2 [black dot] in a [circled 0 icon]. If you do not, you may place 1 [black dot] in a [circled 0 icon].

Bottom half (reaction, printed upside down):

[icon]: If you are about to suffer [icon], you may discard this [icon]. If you do, ignore that.

Card-reading note: the spell text above is legible on the front-most card of the photographed set (card code S-002). The two other Unio Perpetua cards visible behind it show the same title and the same opening line, but their cost icons and card codes are not fully legible in the photograph, so they are transcribed as the same text. The card code on the other two cards is not confirmed.

Nova Aetas Renaissance: NAR - Event Hunt: The Poison of the Earth

An eerie shadow roams the region, and children disappear into thin air.... those who remain fall into a deep sleep, as if enveloped in a dark spell. "The Poison of the Earth" is a promo event that will put you on the trail of the Slenderman, an enigmatic and terrifying presence. Will you be able to unravel his mystery before it is too late?

Procedure Box (Unlabelled)

The magazine prints the following box in the upper right of the event page, with no heading. It is transcribed here in the order the magazine prints it.

  • Take P2-1, P2-2, P2-3 without revealing them.
  • Count the unrevealed Action Cards in the Slenderman Deck and, according to their number, reveal the corresponding:
    • 0-5 Action Cards: reveal 1 [P2 card icon].
    • 6-10 Action Cards: reveal 2 [P2 card icon].
    • 11+ Action Cards: reveal 3 [P2 card icon].
  • The party gains the revealed [P2 card icon]; note them in the corresponding space of the Campaign Sheet; put the others back in the game box.
  • Remove the "Poison of the Earth" Event Card from the Event Deck for the rest of the Campaign.
  • If present, delete "Side Mission P2 - Slenderman" from the Active Side Missions.
  • Mark "Slenderman" in the Available Hunts section of the Campaign Sheet (ignore this step if Slenderman is already listed among the Available Hunts).
  • Perform a Rest Phase in the City or Village where you are to play your next Campaign Mission.

"The Poison of the Earth" Event - Special Rules

  • Deadly Sleep Resistance 3: When a Hero would gain a Deadly Sleep Token, they place it on this card instead. The card cannot contain more than 3 Deadly Sleep Tokens.
  • Sleep Flowers: Flammable: When a Sleep Flower would gain a Burned token, it suffers 1 [icon] instead.
  • Repelled: When a Sleep Flower would gain a Stunned token, it is pushed 1 Square away from the attacker instead.
  • Numb Senses: When a Sleep Flower gains a Blinded Token, it cannot perform its next attack but it removes the Blinded Token.
  • Tangled Up: When a Sleep Flower has a Hindered Token, said Flower will move 1 Square less and discard the Hindered Token at the end of its movement.

Victory and Defeat

The magazine prints Victory and Defeat paragraphs for the hunt event "The Poison of the Earth".

P2-1: Victory

The monster struggles furiously, wrapping itself in a tangle of thorned brambles as the Slumber Flowers continue to release their lethal pollen. Concentrating your blows becomes increasingly difficult, but you tough it out and sink your weapons into its entwined tendrils.

A precise slash rips through its ghostly chest and the creature emits an agonizing scream as the black roses on its face wither, releasing a shower of withered petals.

Slowly, the monster disintegrates in the wind, its body vanishing in a dark whirlwind. Without it, the cursed flowers lose their power and the air, thick with toxins until moments before, becomes pure again.

Once you return to the village, you tell what happened. The villagers, shaken but relieved, burn the remains of the contaminated vegetation, while the children are finally able to play again without fear. Their smiles and jubilant voices make you realize that your courage has indeed made a difference.

P2-1: Defeat

The battle proves to be too difficult. The Slumber Flowers spread their soporific pollen over the entire clearing and, one by one, you fall to your knees. Your senses, increasingly clouded, distort reality, turning it into a web of blurred colors and evanescent outlines. The monster moves silently, its brambles slithering around you like snakes ready to suffocate your every hope.

Before darkness engulfs you, you hear childish laughter... and catch sight of some children skipping merrily beside you. Their glassy, expressionless eyes betray a disturbing truth. Without hesitation, they follow the creature as it disappears into the dense forest. Then everything fades away.

When you open your eyes again, you find yourself in a sanatorium. The monster is no longer a threat, but with it the children you wanted to protect have also disappeared. You return to the scene of the confrontation, only to find that the clearing is now an inextricable tangle of brambles and poisonous flowers, with no trace of the creature. You clench your fists and make a promise: next time, you will not fail.

Procedure box, printed beneath the P2-1: Defeat text. The magazine gives it no heading:

  • Each Hero gains one Injury.
  • If Slenderman is not among the Side Missions Available on your Campaign Sheet, return the "Poison of the Earth" Event Card to the Event deck.
  • If present, delete "Side Mission P2 - Slenderman" from Active Side Missions.
  • Perform a Rest Phase in the City or Village where you are to play your next Campaign Mission.

Nova Aetas Stories: Fatima's Secret Chest - The Slenderman

Fatima's Secret Chest is a compendium for Nova Aetas Stories. The Slenderman's Lair and the Slenderman stat block below are the monster and region rules for the Slenderman.

The Slenderman's Lair

The Slenderman is usually found in specific places that are magical points of interest for the Black Rose. Such places have a terrible reputation, or they can be deserted and forgotten places that often conceal forbidden knowledge.

The region containing a Slenderman's lair is warped by its malign presence, creating the following effects:

  • I am Death. Creatures within 1 mile of the lair have Disadvantage on Death Saving Throws.
  • Thorns and Blood. Living Creatures who end a long rest in the region must pass a DC 16 Constitution saving throw or suffer a level of fatigue due to their energies being slowly drained from the environment. The undead, on the other hand, heal 1d6 Hit Points every hour while in this area.

Slenderman

Medium Undead, Lawful Evil

  • Armor Class: 17
  • Initiative: +10 (20)
  • Hit Points: 187 (25d8+75)
  • Speed: 30 ft.
STRDEXCONINTWISCHA
18 (+4), save +412 (+1), save +117 (+3), save +38 (-1), save -119 (+4), save +916 (+3), save +3
  • Ability: Perception +9
  • Vulnerability: Fire
  • Immunity: Necrotic, Poison; Charmed, Poisoned, Weakened, Paralyzed, Frightened
  • Senses: Passive Perception 19, Pure Sight 60 ft.
  • Languages: Understands Common and another language, but he cannot speak.
  • Challenge: CR 15 (XP 15,000; PB +5)

Traits

  • Legendary Resistance. (3/Day, or 4/Day in Lair). If the Slenderman fails a saving throw, he can choose to succeed.
  • Magic Resistance. The Slenderman has an advantage in saving throws against spells and other magic effects.
  • Sadistic Decay. If destroyed, the Black Rose can possess a new corpse in 1d12+2 days if the bud nesting in the corpse's heart is intact. The new Slenderman revives with all its hit points.
  • The Bud. The Bud is a tiny object with AC 20, HP 15 and immune to all types of damage except Radiant.

Actions

  • Multiattack. The Slenderman performs an attack with Barbed Mallet or Disruptive Salvo and can use Slow Grasp or Putrescent Army.
  • Barbed Mallet. Melee Attack Roll: +9, range 15 ft. Hit: 9 (1d8 +5) slashing damage plus 13 (3d8) necrotic damage.
  • Disruptive Salvo. Ranged Attack Roll: +6, range 120 ft. Hit: 16 (2d10 + 1) necrotic damage, the target suffers the Poisoned condition until the beginning of the Slenderman's next turn.
  • Slow Grasp. The Slenderman summons Brambles to a spot he can see within 120 feet. The Brambles fill a cylinder of a 20 feet radius and 60 feet tall centered on that spot. The Brambles last until the Slenderman's concentration ends. The Slenderman can move the brambles up to 20 feet at the beginning of each of his turns. Whenever the brambles enter a creature's space or a creature enters the brambles, that creature suffers the following effect: DC 17 Strength saving throw (a creature performs this saving throw only once per turn; the Slenderman is not affected). On a failure: While in the brambles, a target is considered Restrained and moves with the brambles. At the beginning of each of their turns, the Restrained target takes 14 (4d6) necrotic damage. At the end of each turn, the target repeats the saving throw, putting an end to the effect if successful.
  • Putrescent Army. (Recharge 5-6) The Slenderman can summon 1d4+1 Landsknechts per turn.

Reactions

  • Wall of Corpses. Trigger: A creature the Slenderman can see rolls to attack him. Reaction: The Slenderman chooses an ally within 10 ft of himself. The Slenderman and that ally switch places, and that ally becomes the target of the attack.

Legendary Actions

Uses for Legendary Actions: 3 (4 if in his Lair). Immediately after another creature's turn. The Slenderman can spend a use to take one of the following actions. The Slenderman regains all expended uses at the start of each of his turns.

  • Systematic Violence. The Slenderman performs 2 Attacks with Barbed Mallet.
  • Ghostly Phalanx. The Slenderman can move and have up to 3 Lansquenets attack.
  • Mass Hysteria. Hostile creatures within 5 ft of the Slenderman must make a DC 16 saving throw. In case of failure, the creatures get effect of Confusion.

Note: the Slenderman's Putrescent Army, Wall of Corpses and Ghostly Phalanx refer to Landsknechts (Lansquenets). The Landsknecht stat block is printed beside the Slenderman on magazine p. 21 but is a separate creature, and is not transcribed in this document.