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7/25/2019 Red Fangs in a White Night
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Adventure BackgroundSeveral decades ago, Klarth the Archmage
abandoned his organization and decided totake his experiments to a secluded location.To his surprise, he found that many peoplewere interested in following him, unhappywith the organizations practices.
It didnt take Klarth much time to nda good place where he could start over.However, he was afraid the organizationwould harm his new followers. As a citybuilt around trade for the spellcastingservices of Klarth and his apprentices, hisconcerns grew. He studied a solution formonths and came up with a solution: hewould cover the city with a dome, a giganticmagical item that would block divinationand teleportationspells. To fuel this magic,
Klarth used the suns rays. This meant thesun never actually touched the city and thesky was blocked by the creamy white dome.Thats when the city got its actual nameWhite Nightthanks to the ever presentwhite dome between the city and the sky.
When it became clear that the sun could notpenetrate the dome, the enterprising vampire
Steron Gathra saw it as an opportunity.Slowly and methodically, he crafted acriminal empire with his vampiric charmsand ruthlessness. With Klarth spending lessand less time on the city itself, the vampireassumed control of the city council from theshadows. Nowadays, he rules White Night inall but name.
Unbeknown to Steron, however, anothercreature of the night has entered White Nightrecently. Sena Redfang, a cunning werewolf,is infecting as many people with lycanthropyas she can to get her revenge on Steron forpast grudges.
Thiago Rosa
Red Fangs in a White Night isan adventure for four 7th-level
characters. Its action occurs at thecity of White Night, which can teasily into any secluded location
in your favorite campaign seing
TheWhiteDome
Duetothedome,thecityis
undereectssimilartomages
privatesanctumandforbiddance.
Anydivinationorteleportation
spellthattargetsapointwithin
thedomeautomaticallyfails.
Insidethedome,divinationor
teleportationspellscanbeused
normally.
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Adventure SynopsisThe PCs are hired to catch White Nights
mysterious werewolf. As they investigate, itbecomes clear that there is something wrongwith the city ocials. Either following tracks oradvice, the players meet Sena the werewolf andSteron the vampire and discover they are trying
to kill each other. Meanwhile, the mysteriousShelley watches them from the sidelines,ready to propose a solution. The PCs mustchoose between an alliance with one monsterto defeat the other, invading a wizards towerand changing White Night forever to defeat themonsters Or facing all these monstrositiesonly with their own skill and expertise.
Adventure HooksBefore anything else, the PCs must get to
White Night so the adventure might begin.
They might be escorting a merchant, they
might have been sent by a good-aligned
temple to investigate claims of vampire
activity or they might be on Senas trail for
her past crimes. They might even be trying
to use the white dome to hide from their
enemies or White Night could simply be the
next spot on their map to restock.
If you choose to give the PCs a clear
objective, investigating vampire activity or
being after Sena are good options.
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Werewolf By Night (CR 6)Soon after arriving in the city (maybe
just before they are preparing to call it anight), the PCs see a ruckus on the street.Four aicted werewolves are terrorizing
the streets, howling and aacking peoplerandomly. The city guard doesnt seem to bearound. Bertha the merchant might oer asmall reward (a few hundred gold pieces) toencourage the party to take action in case theyare not motivated enough.
The werewolves ght independently andrecklessly. After the PCs solve the issue, twocity ocials arrive to assess the situation. ASense Motive check (DC 15) identies that
they are dominated. If questioned on thispoint, the ocers will dodge the question andrequest the PCs cooperation in dealing withthe werewolf problem.
The werewolf aack has ruined a localbusiness. The owner is a jolly dwarven ladyby name of Bertha. While she is concernedabout the material losses, she is grateful thatthe PCs saved her and other people fromsuering a terrible fate. She complains
that the city watch has done very lileagainst the increasingly common werewolfaacks and that she is seriously consideringmoving away.
Throughout the aack, the players maynotice a creepy girl watching the altercationfrom afar. If they follow her after the bale,see the "Following Shelley" encounter.
If the PCs start asking too many questionsabout Gathra, they are approached by a groupof his thugs and told to stop asking questions.
Aicted Werewolf
The surviving victims of Senas aacksbecome werewolves themselves. Theyconfuse the white dome for the full moon and
go berserk every night.
Klarthspreviousorganization
TheorganizationKlarthabandoned
isleftopensoitcanbeertyour
campaign.Anywizardcabalormages
guildwouldsuce,butadecadent
empireorevenanorganizedcult
ofmagicwouldworkaswell.You
couldmakeKlarthanex-memberof
whichevergroupyoureconsideringas
thevillainofyournextadventure.
AFFLICTED WEREWOLF(HYBRID FORM) CR 2
XP 600
CE Medium humanoid(human, shapechanger)
Init+5; Senses low-light vision, scent;
Perception +4
DEFENSE
AC22, touch 12, at-footed 20(+6 armor, +2 Dex, +4 natural)
hp21 (2d10+6)
Fort+6, Ref +2, Will+2 (+3 vs. fear)
Defensive Abilitiesbravery +1; DR5/silver
OFFENSE
Speed 30 ft. (20 ft. in armor)
Meleelongsword +6 (1d8+6/1920),bite +1 (1d6+1 plus trip)
Rangedlight crossbow +4 (1d8/1920)
STATISTICS
Str 19, Dex 15, Con17, Int 8, Wis 14, Cha8
Base Atk+2; CMB+6; CMD 18
FeatsCleave, Combat Reexes, Improved
Initiative, Power AackSkills Climb +4, Intimidate +4, Perception +4
Languages Common
SQ change shape (human, hybrid, and wolf;polymorph), lycanthropic empathy (wolvesand dire wolves)
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If the PCs start asking too many questionsabout Gathra, they are approached by a group
of his thugs and told to stop asking questions.
Stop Snooping Around (CR 8)
The four thugs try to corner the party in
an alley. A Perception (DC 26) check letsthe party know they are being followed
and prepare accordingly. Once they nd asecluded alley, the vampires immediately tellthe players they have been asking the wrongquestions and that if they continue doing sothey are going to end up hurt or worse. Lyingtheir way out of the situation is not dicult
(the vampires are not trained in Sense Motive,relying on a +1 Wis modier). If it comes to aght, the vampires will try to gang up on onecharacter (preferably one with a holy symbol)before worrying about the others.
Like the last time, the players may notice acreepy girl watching the bale. If they follow
her, see the "Following Shelley" encounter.
Vampire Thug
Ever careful, Steron never risked that anyof his lieutenants could oppose him. Thoughhe turned them into vampires, he kept all ofthem as minor vampire spawnless powerfuland therefore less dangerous if they shouldever escape from his thrall.
VAMPIRE THUG (CR 4)XP 1,200
LE Medium undead
Init +1; Senses darkvision 60 ft.; Perception +8
DEFENSE
AC18, touch 12, at-footed 16 (+1 Dex,+1 dodge, +2 leather armor, +4 natural)
hp26 (4d8+8); fast healing 2
Fort+3, Ref+2, Will+5Resistances cold 10, electricity 10
Defensive Abilities undead traits,channel resistance +2; DR 5/silver
Weaknessesresurrectionvulnerability
OFFENSE
Speed30 ft.; climb 20 ft.
Meleeslam +4 (1d4+1 plus energy drain)or dagger +4 (1d4+1/19-20)
Meleemasterwork sap +5 (1d6+1 nonlethal)
Rangedlight crossbow +4 (1d8/19-20)or thrown dagger +4 (1d4+1/19-20)
Special Aacksenergy drain(1 level, DC 14), blood drain, dominance(Will negates, DC 16)
Rumours
IfthePCstryDiplomacycheckstogatherinformation,hereis what theymightndoutwitheachcheck.
DC10:
The citywasfoundedbytheKlarththeArchmage.
NoonehasseenKlarthfor years.
Werewolfaacks havebeganmonthsagoandaregeingmorefrequenteveryday.
Thecitycouncil usedtoghtercelyamongeachother, butafterKlarthleft theyseemtobeof asinglemindonmostsubjects.
ThemerchantSteronGathrais thewealthiestmanintown.
DC20:
Acreepykidhasbeenrunningaroundtown, justwatchingpeoplegoingabouttheir businessandsmilingatthem.
SteronGathraisinvolvedwithcriminals.
Klarthhadayoungdaughter. Eversinceshediedinanaccident, hewasrarelyseen.
Thereis abigger,red-furredwerewolfamongthepack.
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Nights LawIf the PCs choose to work with the ocers,
they will be taken to the city watch quarters(maybe the next morning, if they need rest afterthe bale with the werewolves). There, they
will be introduced to Sergeant Ardelma Gathra.Ardelma tells the PCs that there is a
powerful werewolf infecting others withits lycanthropy and causing a major ruckusaround the city. Her men are too busydealing with the werewolf aacks to locatethe original werewolf, but she thinks the PCsmight nd it in the sewers.
Detect evil spells will reveal a moderate evilaura on Ardelma, since she is an undead. Ifthe PCs try to call her on this, she sends themaway and later sends a few thugs after them(see the "Stop Snooping Around" encounter).
If aacked, Ardelma will call the city guards toprotect her and will use them to cover her escape.There are 12 guards at the building when thePCs arrive. Later the same day, if she manages toescape, she will ambush the PCs with three othervampire thugs (use the "Stop Snooping Around"encounter, but they aack on sight).
Sergeant Ardelma Gathra
Ardelma is a beautiful young woman withpale skin, long black hair and brown eyes.She is arrogant and ruthless and completelyloyal to Steron.
STATISTICS
Str 12, Dex 13, Con , Int 11, Wis13, Cha14
Base Atk +3; CMB+4; CMD15
FeatsPrecise Strike, Dodge
Skills Climb +9, Intimidate +9,Knowledge (local) +7, Perception +8, Stealth +16;Racial Modifer+8 Stealth, +8 Climb
LanguagesCommon
SQgaseous form, shadowless, spider climb
Gear: leather armor, dagger, masterworksap, light crossbow, 10 crossbow bolts
TACTICS
Sterons vampire thugs understandthe power of teamwork. They take full
advantage of their climb speed to set upanks and deal +1d6 damage thanks to thePrecise Strike feat (Advanced Players Guide,pg. 167). They usually soften up a victimwith energy drain before one of them tries tograpple them and drain their blood; the othervampires might aid them with aid anotheractions while ghting defensively if theyare not too hurt. The thugs like to get theirhands dirty, usually saving their powerfuldominance ability to cover getaways.
Steron considers his thugs disposableassets and demands that they always ghtto the death.
ARDELMA GATHRA(CR 4)
XP 1,200
LE Medium undead
Init+1; Senses darkvision 60 ft.; Perception +8
DEFENSE
AC 18, touch 12, at-footed 16 (+1 Dex,+1 dodge, +2 leather armor, +4 natural)
hp26 (4d8+8); fast healing 2
Fort+3, Ref +2, Will+5
Resistancescold 10, electricity 10
Defensive Abilitiesundead traits, channelresistance +2; DR 5/silver
Weaknessesresurrectionvulnerability
OFFENSE
Speed 30 ft.; climb 20 ft.
Meleeslam +4 (1d4+1 plus energy drain) or
dagger +4 (1d4+1/19-20)
Meleemasterwork sap +5 (1d6+1 nonlethal)
Rangedlight crossbow +4 (1d8/19-20) orthrown dagger +4 (1d4+1/19-20)
Special Aacksenergy drain (1 level, DC 14),blood drain, dominance (Will negates, DC 16)
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Following Shelley (CR 7)If the PCs try to approach Shelley, she
immediately clicks her heels togetheractivating her boots of speedand runs away.If Shelley has seen the PCs being helpfultowards the population and actively tryingto oppose the vampires, she might lead them
to Klarths tower and oer them her aid. Ifshe still does not trust them, she will use hercape of the mountebankto end the chase anddisappear.
If you want to give some reward to the PCschasing her, you can have Shelley drop aminor magical item during the chase, like apotion of invisibility.
Shelley
Shelley looks like your average peasantgirl, except maybe a bit on the short side, butthere is a creepy air around her. She has shortchestnut hair and big brown eyes. She wearsa bright red and gold cape, a simple tunic andworn out boots.
CITY GUARD(CR 2)
XP 400
Human warrior 3
LN Medium humanoid
Init +0; Senses Perception +3
DEFENSE
AC18, touch 10, at-footed 18 (+8 armor)
hp19 (3d10+3)
Fort+4, Ref +1, Will+1
OFFENSE
Speed 20 ft.
Meleehalberd +5 (1d10+3/x3) or heavy ail+5 (1d10+3/1920) or sap +5 (1d6+2 nonlethal)
Rangedheavy crossbow +3 (1d10/1920)
STATISTICS
Str 14, Dex 11, Con 13,Int9, Wis 10, Cha8
Base Atk+3; CMB+5 (+7 sunder); CMD 15(17 vs. sunder)
FeatsAlertness, Improved Sunder,
Power AackSkillsIntimidate +5, Perception +3, Ride 3,Sense Motive +2
LanguagesCommon
Combat Gearpotions of cure light wounds(2);Other Gear half-plate, heavy crossbow with10 bolts, halberd, heavy ail, sap, 5 gp
STATISTICS
Str 12, Dex 13, Con,Int11, Wis13, Cha14
Base Atk+3; CMB+4; CMD15
FeatsPrecise Strike, Dodge
SkillsClimb +9, Intimidate +9,Knowledge (local) +7, Perception +8, Stealth +16;
Racial Modifer+8 Stealth, +8 ClimbLanguagesCommon
SQgaseous form, shadowless, spider climb
Gear: leather armor, dagger, masterworksap, light crossbow, 10 crossbow bolts
SHELLEY(CR 7)
XP 3,200
NG Medium construct
Init +4; Senses darkvision 60 ft.,
low-light vision; Perception +0
DEFENSE
AC20, touch 8, at-footed 20; (+10 natural)
hp78 (9d10+29)
Fort+3, Ref+3, Will+3
DR5/adamantine; Immune construct traits,magic
OFFENSE
Speed30 ft.Melee2 slams +10 (1d10+1)
STATISTICS
Str12, Dex11, Con, Int10, Wis11, Cha13
Base Atk+9; CMB+15; CMD24
LanguagesCommon
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City SewersTracking Sena in the sewers is not
hardshe uses the same route tocome and go every day, the tunnelsare lled with soft refuse, and shedoesnt try to cover her tracks. Thebiggest issue is the lack of light; ifthe PCs bring their own light, theDC is 10. If they dont, DC is 16.
Senas trail is 3 miles longit takesthree successful checks to locate her.When the PCs nd Sena, she is feastingon the remains of a victim. When shesees the PCs, she notices they are notundeadand, therefore, not connectedto her quest for vengeanceso she triesto escape. In a tunnel nearby there aretwo otyughs and Sena leads the PCsthere, aempting to use the monsters to
cover her escape.If Sena is cornered and defeated,
she breaks down completely. Ifshe is still conscious the PCs mayaempt a Diplomacy check (DC 20)to make her explain what is goingon. If the check is successful Senatells them that she used to aack
merchants on the road along with her mate,Nigel. On a moonless night, they aackeda caravan but after slaughtering the guardsfound a powerful vampire and his servantswithin. The vampire dispatched Nigelquickly who, with his dying breath, told Senato run. Unable to ght against those numbersshe did, but swore to come back and have her
revenge. She has been trying to pick them oneby one and when she cannot nd one duringthe night, she aacks random people to createmore werewolves and counter her numbers.Even though she has no control over theother lycanthropes, the ensuing chaos fromwerewolf aacks keeps the vampires busyand allows her to keep searching. She knowswhere the vampire master is hidden, but shecannot go inside by herself.
SQmagical jewel
SkillsBlu +6, Disguise +10,Knowledge (local) +10, Knowledge (arcana) +3,Spellcraft +1
FeatsDeceptive, Improved Initiative,Skill Focus (Blu), Skill Focus (Disguise),Toughness
Gearcape of the mountebank, boots of speed
Magical Jewel (Su):Shelleys magical jewelis the source of her sentience; she is basicallya smaller esh golem being controlled byan intelligent magical item. If the jewelis somehow separated from her, she goesberserk, as a standard esh golem. If thejewel is within 60ft of her, she can try aCharisma check (DC 19) every round toregain control over herself.
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Sena Redfang
Sena is a mix of wolf and men, big, powerfuland brutal. Her fur is reddish with big fans,usually painted red by the blood of hervictims. She uses a hat of disguiseto look likean ordinary human even in hybrid form.
WEREWOLF (HUMAN) BARBARIAN 8(CR 8)
XP 4,800
CE Medium humanoid (shapeshifter)
Init+9; Senses darkvision 60 ft.; Perception +22
DEFENSE
AC20 (+4 natural, +6 armor, +2 Dex,-2 armor)
hp100 (8d12+48), uncanny dodge,improved uncanny dodge
Fort+11,Ref+4, Will+6; trap sense +2,superstition
DR10/silver
OFFENSE
Speed45 ft.
Melee2 claws +12 (1d4+13),bite +7 (1d8+9 and trip) or
Meleebite +12 (2d8+13 and trip) orRangedlongbow +10 (1d8+4/x3)
Special Aacks rage (21 rounds), curseof lycanthropy, rage powers (clear mind,powerful blow +3, superstition, swift foot), trip
STATISTICS
Str 24, Dex 14, Con20,Int10, Wis 14, Cha6
Base Atk+8; CMB+12; CMD25
Feats Aspect of the Beast, Improved Natural
Aack (bite), Power Aack, Toughness,Vital Strike
Skills Intimidate +11, Perception +13,Survival +13 (+17 when tracking by scent),Swim +13
Racial Modifers+4 Survival whentracking by scent.
LanguagesCommon
SQchange shape, lycantropic empathy
Gear:hat of disguise, belt of giant strength+2,chainmail, composite longbow (Str 18), 20arrows, coin pouch (18 gp, 23 sp, 7 cp)
TACTICS
Sena strikes hard and strong from thebeginning; she immediately ies into a rage(already included in her stats above) andaacks her closest foe. She always usesPower Aack (included above). She onlyremains in a ght if its against Steron or histhugsotherwise, she runs away to ghtanother day after her opening round. Senadespises weaponry and relies mostly on herfangs and claws. Her longbow is primarily ahunting tool, but she is not above using it tokill an escaping foe if necessary.
Ever since she acquired her hat of disguisefrom one of her victims years ago, Sena hasnot changed shape back into her humanform. If she is somehow forced into herhuman shape, she will be stunned for oneround due to sheer shock.
If a bale lasts long enough to deplete all ofSenas rage rounds for the day, she suersa complete mental breakdown. Rage was
the only thing keeping her mind away fromher grief, so she slumps down to the groundsobbing uncontrollably.
OTYUGH (CR 4)
XP 1,200
N Large aberration
Init+0; Senses darkvision 60 ft., scent;Perception +9
DEFENSE
AC 17, touch 9, at-footed 17(+8 natural, 1 size)
hp39 (6d8+12)
Fort+3, Ref +2, Will +6
Immunedisease
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Vampire ManorSteron lives in a mansion in White Nights
richest district. Every door is protected bytwo city guards and has good locks (DisableDevice DC 20 to open, Strength DC 23 tobreak). Inside, security carried out by twovampires and four dominatedguards.
Though richly decorated, the mansion is notexcessively big, with only two oors. Firstoor includes a dining room (for visitors,mostly), quarters for the vampires and akitchen. Second oor features Sterons room,
his oce, his torture chamber (he calls it his"studio") and a library.
Steron will react dierently depending onwhether he is waiting the PCs or not. Hemakes it clear that he is the one runningWhite Night and that the city has prosperedunder his rule, despite him being an undeadmurderer. He asks the PCs for assistance
destroying Sena, for she is the one problem hecannot seem to solve by himself.
If Sena came along with the PCs, she asksto take care of the vampire by herself. Anyremaining vampire spawn arrive and aackthe PCs. After the PCs nish ghting thespawn, you can decide if Sena or Steron
vanquished the otherand have the survivor(at half normal hit points) immediately aackthe PCs.
To completely destroy Steron, the PCs needto nd his con and stake him. In Steronsroom there is a hidden chamber (PerceptionDC 20 to locate) and his con is there.
Steron Gathra
Steron looks like a pale human male inhis mid 20s. He is always impeccably well
dressed and carries a jeweled cane with him,even though he does not limp.
OFFENSE
Speed20 ft.
Meleebite +7 (1d8+4 plus disease),2 tentacles +3 (1d6+2 plus grab)
Space10 ft.; Reach10 ft. (15 ft. with tentacle)
Special Aacksconstrict (tentacle, 1d6+2)
STATISTICS
Str 18, Dex 10, Con 13,Int 5, Wis 13, Cha6
Base Atk+4; CMB+9 (+13 grapple);CMD19 (21 vs. trip)
Feats Alertness, Toughness,Weapon Focus (tentacle)
SkillsPerception +9, Stealth +2 (+10 in lair);Racial Modiers +8 Stealth in lair
Languages Common
SPECIAL ABILITIES
Disease(Ex) Filth fever: Biteinjury; saveFortitude DC 14; onset1d3 days; frequency1/day; eect 1d3 Dex damage and 1d3 Condamage; cure2 consecutive saves. The saveDC is Constitution-based.
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LanguagesCommon, Elven, Dwarven
SQchange shape, gaseous form, shadowless,spider climb, rogue talents (weapon training,fast stealth, minor magic, major magic)
Gear: cloak of resistance+2, ring of protection+1,bracers of armor +1, amulet of natural armor+1,
potion of inict serious wounds(3d8+5),jeweled cane (worth 350 gp)
Minor and Major Magic: Steroncan cast ray of frost 3 times per day andshocking grasp 2 times per day; caster level 8.
TACTICS
If Steron is expecting the players, he willbe hidden on the ceiling (you can considerthat he took 10 on his Stealth check, for aresult of 37). If possible, he will choose to
target someone holding a holy symbol, butotherwise he will aack the more armoredPC he sees. On his surprise round, he dropsfrom the ceiling as a free action and castsshocking graspwhile using Combat Experise(melee touch +6, AC 30), probably triggeringsneak aack (for a total of 9d6 electricitydamage). By now he will have summoned aswarm of bats with his creatures of the nightability and ordered the swarm to harassspellcasters.
If he isnt expecting the players, he willtry to dominate one of them and hide torecover any damage suered from theiraacks (maybe drinking his potion of inictserious wounds, but mostly relying on his fasthealing).
On the following rounds, he will try to hide(if necessary using his standard action tocreate a diversion). His plan is to pick thePCs one by one, sneak aacking with his
slam aack for energy drainhe will uselunge to make locating him harder. If any PClooks particularly weakened, he might usehis last shocking graspto nish them o.
If any of Sterons thugs are still around, they willmostly setup anking opportunities for him anduse aid another actions to increase his AC.
Vampire (Human) Rogue 8 (CR 9)
XP 6,400
LE Medium undead (augmented humanoid)
Init +9; Senses darkvision 60 ft.;Perception +22
DEFENSEAC 25, touch 17, at-footed 19 (+5 Dex,+1 dodge, +1 armor, +1 deection, +7 natural);uncanny dodge, improved uncanny dodge
hp76 (8d8+40); DR 10/magic and silver,fast healing 5
Fort+8, Ref +15, Will+5; trap sense +2, evasion
Resistances cold 10, electricity 10
Defensive Abilitiesundead traits,
channel resistance +4Weaknesses vampire weaknesses
OFFENSE
Speed 30 ft.; climb 20 ft.
Meleeslam +12 (1d4+5 plus energy drain)
Meleeshocking grasp+11 touch,damage 5d6 electricity
Rangedray of frost +11 touch, damage 1d3coldSpecial Aacksenergy drain (2 levels, DC
18), blood drain, dominance,sneak aack +4d6
STATISTICS
Str 20, Dex 20, Con, Int 14, Wis12, Cha18
Base Atk+6; CMB+11; CMD26
Feats AlertnessB, Combat Expertise, CombatReexesB, DodgeB, Improved InitiativeB,Lightning ReexesB, Lunge, Mobility,ToughnessB, Skill Focus (Stealth), Spring
Aack, Weapon Focus (slam)B
SkillsAcrobatics +16, Blu +23, Climb+13, Intimidate +15, Knowledge (local) +13,Perception +22, Sense Motive +22,Stealth +27, Use Magic Device +15;Racial Modier +8 Blu, +8 Climb,+8 Perception, +8 Sense Motive, +8 Stealth.
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Klarths TowerKlarth the Archmage founded White
Night and lived in this tower, but hehas been missing for months. If the PCsinvestigated, they may know the rumorabout Klarths daughter dying.
If Shelley took the PCs here, she will
let them in and then explain everything.Klarths daughter died in an accident andno clerics could bring her back because shedid not want to come back. Obsessed withbringing her back no matter what, Klarthroams the plains searching for obscurearcane lore. One of his first attempts wasreplacing his daughter with an artificialonethats when he built Shelley. Quicklyrealizing the flesh golem was not the same
as his daughter, Klarth went along withhis research but kept Shelley around ascompany and as an assistant.
Shelley wants to destroy both thevampires and the werewolves plaguing thecity. She knows of one solution: enteringthe towers control chamber and destroyingthe white dome. She doesnt realize thatdestroying the dome will change life in thecity forever and maybe cause even moretrouble than it solves. If the PCs explain
why this is a bad idea, she instead handsthem magical items from Klarths cache(2 flasks of silversheen, 4 flasks of holywater, a scroll of detect undeadand a scrollof daylight) and points them towards thesewers and the manor.
If the PCs come here uninvited, first theyare going to have to break in. The frontdoor is protected by arcane lock (DisableDevice DC 35 to unlock, Strength DC 33
to break down). The lock and door arenot trapped, but the hallway up front is.The rushing water sound attracts Klarthsguardians, a trio of Medium ice elementals,who attack the intruders immediately. Thecold water pooling on the ground causesit to be slippery, increasing the DC of anyAcrobatics check by 5.
MEDIUM AIR ELEMENTAL(CR 3)
XP 800
N Medium outsider (air, cold, elemental,extraplanar, water)
Init +0; Senses darkvision 60 ft., snow vision;Perception +7
DEFENSE
AC 16, touch 10, at-footed 16 (+6 natural)
hp 30 (4d10+8)
Fort+6, Ref +4, Will +1
Immunecold, elemental traits
Weaknesses vulnerable to re
OFFENSE
Speed 20 ft.,burrow (ice and snow only) 20 ft., swim 60 ft.
Melee slam +7 (1d6+4 plus 1d4 cold)
Special Aacksnumbing cold (DC 14)
STATISTICS
Str16, Dex10, Con15, Int4, Wis11, Cha11
Base Atk+4; CMB+7; CMD 17
(cant be tripped)Feats Cleave, Power Aack
SkillsKnowledge (planes) +4, Perception +7,Stealth +7, Swim +11
Language Aquan
SQice glide, icewalking
FROST FANGS TRAP(CR 7)
Typemechanical; PerceptionDC 25;Disable DeviceDC 20
Triggerlocation; Duration3 rounds;Resetnone
Eectjets of freezing water (3d6 cold damage,DC 20 Reex save for half damage); multipletargets (all targets in a 40-ft.-square chamber)
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The Control Chamber (CR 7)Once inside, Shelley will nd the PCs and
guide them towards the control chamber,even if they came uninvited, in the hopes thatthey will defeat the guardian and allow her todestroy the dome herself.
This a 30-ft by 30-ft chamber, with arcanerunes scribbled all over the walls. A Spellcraft
check (DC 22) identies it as a siphoning thesuns rays through the dome to power theheavily altered eect of mages private sanctumandforbiddance, blocking divination andteleportation spells. The room looks empty,but its guarded by an invisible stalker.
If the PCs choose to destroy the dome, allthey have to do is destroy the runes. Thatcan be achieved by dispelling the magic (CL20), physically destroying the thick walls(hardness 8, 60 hit points, Strength DC 28to destroy; at least 20ft of wall needs to bedestroyed so the dome disappears), castingdisintegrate(two castings are enough) ordisabling the runes as per a magical trap(Disable Device DC 32).
Looting the TowerMaybe your players think its a good idea to
loot the whole towerafter all, the archmageis not home. This is not this adventures
focus, but you could have a few simple roomsguarded by golems and monsters summonedthroughplanar binding. Monsters that couldwork for this purpose include huge elementals,esh golems, lillends, shadow demons, shaitanand succubi; they should provide challenging(but not crippling) encounters. Determine thetreasure found randomly. To save time, here
INVISIBLE STALKER(CR 7)
XP 3,200
N Medium outsider (air, elemental,extraplanar)
Init+8; Senses darkvision 60 ft.;Perception +12
DEFENSE
AC20, touch 14, at-footed 16(+4 Dex, +6 natural)
hp80 (7d10+42)
Fort+11,Ref+11, Will+4
Defensive Abilitiesnatural invisibility;Immune elemental traits
OFFENSE
Speed 30 ft., y 30 (perfect)
Melee2 slams +12 (2d6+4)
STATISTICS
Str 18, Dex19, Con22,Int 14, Wis 15, Cha11
Base Atk+7; CMB+11; CMD25
FeatsCombat Reexes, Improved Initiative,Lightning Reexes, Weapon Focus (slam)
Skills Acrobatics +14, Blu +10, Fly +22,Knowledge (planes) +12, Perception +12,Sense Motive +12, Stealth +14, Survival +12
Languages Auran, CommonSQimproved tracking
SPECIAL ABILITIES
Improved Tracking (Ex)An invisible stalkertakes no penalty to Survival checks whentracking and moving at any speed.
Natural Invisibility (Ex)This ability isconstantan invisible stalker remainsinvisible at all times, even when aacking.As this ability is inherent, it is not subject tothe invisibility purgespell. Against foes thatcannot pinpoint it, the invisible stalker gainsa +20 bonus on Stealth checks when moving,or +40 when standing stillthese bonuses arenot included in the statistics above.
SPECIAL ABILITIES
Numbing Cold (Su)When an ice elementaldeals cold damage to a creature, thatcreature must succeed on a Fortitude saveor be staggered for 1 round. The save DCis listed in the elementals stat block and isConstitution-based.
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are two sets of randomly generated treasurefor these encounters:nger of death scroll (CL15), jeweled dagger (worth 15gp), 167gp,several small agates (168gp); potion ofgaseousform(CL 5), potion of tongues (CL 3), potion ofcure serious wounds(CL 5), feather token (swanboat), one emerald (350gp).
If the PCs loot the tower, Shelley will stophelping them. They will also have to deal withKlarths wrath when he returns.
ConclusionIF THE DOME IS DESTROYED
If the PCs destroy the White Dome during theday, most vampires die instantly. Steron will behidden inside his manor and therefore safe. Allwerewolves will stop rampaging without the
dome standing for the moon. Sena, however,is a natural lycanthrope and will continue heraacks and trying to invade Sterons mansion.
Chaos will erupt in the streets when allthe outcasts notice they can now be foundby whomever they were hiding from. In afew days, bounty hunters will arrive lookingfor them. Shelley will blame herself for theproblems and wont be of much help.
Eventually, the council will reinstate order.Most outcasts will leave White Night and taketheir money elsewhere. It will take years forthe city to recover and it will never reach thewealth it once had.
IF STERON IS DESTROYEDBUT THE DOME REMAINS
The council is free from Sterons dominateeects. They are honest at heart and nd outseveral corrupt schemes by Steron, endingthem one by one. It will take a lot of work,but they are on the right path. They will oerthe PCs a reward for their help consisting of6000 gp in gold and gems.
Hooks for more adventuresWhite Night is saved for now, but the PCs
actions have consequences and they might beadventures by themselves.
Shelley might ask the PCs to help hernding Klarth.
A surviving member of Sterons criminalempire desperately wants the power ofundeath again. He makes a pact with Orcusand becomes a new master vampire.
If the dome was not destroyed, the PCsstill need to nd and cure (or kill) allwerewolves infected by Sena.
If the dome was destroyed, Klarth theArchmage returns to put it back in placeand sele maers with the adventurers whodestroyed it.
Author | Thiago RosaEditor| F. A. Real H.Artist | Nick CrampLayout| Xanditz