Into the Shadow Nov 08 DDN

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    I n t o t h e S h a d o w

    IntroductionInto the Shadow is an adventure designed for five 3rd-levelplayer characters (PCs), and is part of the D&D Delve Nightkit. Please review the instructions for use of the D&D Delve

    Nightkit before using this adventure. The adventure takesplace on the road to and at the Wayrest Tavern, as well as a

    nearby underground cavern system.

    Once the players are ready to begin play, read:

    For a handsome fee, youve been hired by a priestess ofErathis to meet with a local agent of the church and placeyour skills and abilities at his disposal .

    SetupThe PCs have been hired by Farlaa, a middle-aged priest-

    ess of Erathis. She has shared the following information

    with the characters:For ps svrl mos, crops cl

    i locl rgio v b sloly yig. no o

    s b bl o iscovr sourc o s,

    oug spculio o vrious yps is rmp.

    t locl populio, spcilly rmrs , r

    bcomig vry spo isillusio, s

    lors priss v b ubl o rr y

    ssisc or soluio.

    a g o curc o eris rcly s

    o o Frl sig iscovr sourc

    o licio rqus immi ssis-

    c by smll b skill i sor spll.Frl ir PCs s giv m ircios

    o rrg mig r wym tvr.

    Frl ors PCs 200gp o ssis g

    urr 400gp i y r succssul i soppig

    mysry licio.

    The following information is unknown by Farlaa and the

    characters at the start of the adventure:

    a cbl o sr-ki r bi licio.

    ty r sloly poisoig urgrou r

    supply o rgio, il osrig ors o is-

    courgm, gr isillusiom i sblis uoriy.

    a g o eris iilr our gs o

    cbl gl ir purpos. Uoruly

    prior o mig crcrs, s iscovr

    is currly big pursu.

    Adjusting the EncountersWhile this adventure is designed to be played with 5 3rd-level characters, you can make some simple adjustments

    to the adventure to account for 4 or 6 3rd-level characters.

    Simply remove or add a foe of about the same level as the

    encounter that is listed in that encounters setup.

    Wererat (W) Level 3 SkirmisherMium url umoi (spcgr) XP 150Initiative +7 Senses Prcpio +7; lo-lig visioHP 48; Bloodied 24Regeneration 5 (i rr ks mg rom silvr

    po, is rgrio os ucio o is x ur)AC 17; Fortitude 15, Refex16,Will 13Immune l vr (s blo)Speed 6, climb 4 (o i um orm)mShort Sword (sr; -ill)Weapon

    +8 vs. aC; 16 + 4 mg.mBite (sr; -ill) Disease

    +8 vs. aC; 14 + 2 mg, rg ks ogoig 2mg (sv s) corcs l vr (s blo).

    Change Shape (mior; -ill)Polymorph

    a rr c lr is pysicl orm o ppr s ir r or uiqu um (s Cg Sp, pg 280). I loss isbi ck i um orm.

    Combat Advantage

    t rr ls xr 16 mg o ml cksgis y rg i s comb vg gis.

    Alignment evil Languages Commo

    Skills Blu +6, Sl +10, Sris +6, tivry +10

    Str10 (+1) Dex18 (+5) Wis 12 (+2)

    Con 16 (+4) Int 10 (+1)Cha 11 (+1)

    Equipment clok, sor sor

    Shadow Hound (H) Level 6 SkirmisherMium so mgicl bs XP 250

    Initiative +7 Senses Prcpio +9; rkvisioShroud o Night ur 5; brig lig i ur is ruc o

    im lig, im lig bcoms rkss.HP 70; Bloodied 35

    AC 19; Fortitude 20, Refex18,Will 17Vulnerable 5 riSpeed 7, lpor 7mBite (sr; -ill)

    +11 vs. aC; 18 + 4 mg; s lso shadow ambush .CBaying(mior; rcrg )Fear

    Clos burs 5; crurs r immu; +8 vs. will; rg ks 2 ply o ll ss uil o so ous x ur.

    Shadow Ambush

    w so ou lpors jc o my, igis comb vg ls xr 16 mg o x ck i mks gis my is ur.

    Alignment Ulig Languages

    Skills eurc +10, Sl +10

    Str19 (+7) Dex15 (+5) Wis 13 (+4)

    Con 14 (+5) Int 6 (+1) Cha 16 (+6)

    Filth Fever Level 3 Disease Endurance stable DC 16, improve DC 21

    t rgis cur.

    ! Initial Eect: t rgloss 1 lig surg.

    !" t rg ks 2 plyo aC, Foriu s, Rlx s.

    " Final Eect: t rg ks 2 ply oaC, Foriu s, Rlx s.

    t rg loss ll lig surgs co rgi i pois.

    Into the Shadow

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    I n t o t h e S h a d o w

    E n c o u n t e r L e v e l 3 ( 8 0 0 X P )

    Setup1 agent of Erathis (A)

    2 shadow hounds (H) (level 6 skirmishers)2 wererats (W) (level 3 skirmishers)

    On an isolated stretch of road, the PCs camped over night.

    The agent was to meet them a hour before daybreak but as

    dawn approaches he has not shown.The agents true purpose was discovered by the cabal

    shortly after he left the Waymeet Tavern. He has been

    pursued all night and arrives at the campsite at dawn,

    his pursuers hot on his heels.Once the map has been placed, allow the PCs to place

    themselves in the vicinity of the campsite, then read:

    Arriving at the arranged meeting spot the night before,you made camp. Fully rested, you broke your fast withbread and cheese an hour before dawn. However, theagent of Erathis did not arrive when scheduled, and dawnis just now arriving, finally moving the low hanging fog.

    Across the road, you hear the baying of hounds as anexhausted man hurls towards you, his clothes tatteredand ripped. Gasping, he croaks, Help when suddenly amassive shadowy hound pushes him off his feet.

    Perception (DC 18): a brc jus spp bi

    r r ro (is is iig rr s

    o circl g).

    Features of the Area Illumination:The areas underneath the trees havethe last remnants of the morning fog and are dimly lit.

    The rest of the area has been clea red by the dawn rays

    and is brightly lit. Terrain Feature: The rocky areas and fallen tree aredifficult terrain and provide cover. The two ponds are

    knee deep and are considered difficult terrain for small

    sized creatures.

    TacticsThe hounds use the dim light under the trees and their

    shroud of nightto hinder PCs. They alternate using bayinganduse shadow ambush to target leaders and controllersfirst and to disrupt the battle lines.

    One of the wererats moves in to skirmish with the PCs,

    trying to flank with the shadow hounds where possible.The hidden wererat tries to sneak around behind the PCs

    and attack one who is using ranged attacks or spells.

    Ending the EncounterThe encounter ends when a ll of the opponents are

    either unconscious or dead. The wererats fight to the

    death, however a shadow hound will try to retreat if

    possible if its three allies have been defeated.The agent is unconscious and

    badly injured. A DC 15 Heal

    check or use of a healing power

    will revive him.He briefly explains that a

    group of shadar-kai are behind

    the poisoned crops and that theyintend on finalizing their plan

    today to cause rebellion and chaos

    amongst the local population. The

    PCs must act fast to stop them. Hepresses the urgency and need for

    haste. The Waymeet Tavern is 3

    hours away by foot. The bartender

    is part of the inner circle and

    should be questioned. The agentis a noncombatant and will not

    return to the tavern.

    TreasureThe wererats have old cloaks and

    short swords. They each carry 9 sp.

    encounter 1: the MeetIng

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    I n t o t h e S h a d o w

    E n c o u n t e r L e v e l 4 ( 8 8 5 X P )

    Setup1 dark moon monk* (D) (level 6 soldier)

    1 human guard (G) (level 3 soldier)

    1 human mage (M) (level 4 artillery)10 human rabble (R) (level 2 minions)

    Dont place the cavern entrance tile down until a PC inves-

    tigates that area.

    The Waymeet Tavern is the local watering hole for thefarmers in the area. Several hours away lies a couple of vil-

    lages, and the tavern is located off the well traveled roads

    so it receives few outside visitors and no guests.This ambiguity suits the current owners just fine, as they

    use the tavern as a way to influence the locals and keep

    watch over an entrance to the underground water supply

    for the region. Through this water supply they have beenpoisoning the crops and grazing livestock.

    Realizing they have been compromised, the cabal has

    stepped up their activities and is planning on dumping the

    rest of the pollutants today. A wagon full of barrels carry-ing the toxin has just been unloaded.

    The players are likely to enter the tavern and question

    the bartender or pick a fight. Either way, a brawl erupts

    almost immediately. As there is several other options thePCs may elect to take, prepare to be flexible with how the

    encounter unfolds. Regardless, the cultists and their lead-

    ers will brook no interference and initiate a fight at theslightest provocation.

    The cavern door is well secured (DC 30 Thievery check)and has a bell for sounding the alarm. The bartender

    (monk) has a key.Have the players place their characters on the road

    then read:

    The faded paint above the door reads,Waymeet Tavern. It seems you have foundthe place. A small cottagestands to the side, whilea couple of farmerslounge beside an

    empty wagon.

    If the characters enter the tavern, read:

    A clean shaven, muscled man works a cloth slowly acrossthe bar, while farmers and laborers keep hushed conver-sation over half empty tankards.

    Perception (DC 12): t crcr rs rbyrmr murig rs gis lors sig o

    bor ss il is cilr srv.

    Perception (DC 16): t crcr oics o o

    m is ryig o oclly kp y o

    PCs. (tis is um mg isguis s rmr.)

    Features of the Area Illumination: The cottage and tavern are well lit, and

    it is daylight outside.

    Terrain Feature: The cavern and doorway are not

    visible f rom the roadway. Once a character investigatesthe area, place the tile. The pool is difficult terrain for

    small sized creatures.

    TacticsIf a shadow hound in Encounter 1 escaped, they are

    expecting trouble. The mage will have his +1 magic wand athand so adjust the stat block accordingly (give the mage +1

    to attack and damage with any non-weapon powers). Oth-erwise it is locked in the cottage (see Treasure).

    The monk will use dark moon strike and shadow tentacleas soon as possible, savingghost shuriken if the PCs do notengage in melee combat. The farmers, turned cultists, try

    to swarm the PCs while the mage fights at range.

    The guard and the farmers outside will run over

    at the first sounds of combat. If the fight is goingpoorly, the monk or mage will yell at the cultists

    to sound the alarm. Two cultists will then attempt

    to run to the cavern door and ring the alarm bell

    (warning those in the cavern).

    Ending the EncounterThe encounter ends when all of the farmers, the monk and

    the guard are either unconscious or dead. If the PCs attemptto interrogate the cultists, they know very little and are

    not aware that the cabal is behind the poisoned crops.

    The mage and guard know of the entrance to the cav-

    erns but nothing else. Only the monk knows moreand he wont reveal any information. On his

    person is the key that unlocks the door.

    TreasureEither on the mage or in the cottage is a +1magic wand. Amongst the bodies is a total of23 sp and 15 cp plus the guards equipment.

    encounter 2: wayMeet tavern

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    I n t o t h e S h a d o wDark Moon Monk (D) Level 6 Soldier

    Mium url umoi, um XP 250

    Initiative +10 Senses Prcpio +10HP 68; Bloodied 34

    AC 22; Fortitude 16, Refex20,Will 18Speed 7mUnarmed Strike (sr; -ill)

    +12 vs. aC; 18 + 4 mg.RGhost Shuriken (sr; -ill) Cold or Necrotic

    Rg 6/12; +10 vs. Rx; 14 + 3 mg plus 14croic or col mg (moks coic).

    R Shadow Tentacle (sr; susi mior [s x]; cour) Conjuration,Necrotic

    Rg 10; mok cojurs so cl i uoc-cupi squr ii rg, cl cks jccrurs o moks ur: +10 vs. Rx; 16 + 3 croicmg, rg is grbb (uil scp). t clc grb oly o rg im, lig 16 + 3 croicmg o grbb o c rou mok susis grb. as sr cio, mok c cg rg c mov cl up o 5 squrs.

    MGloom Fist (sr; rcrg )Necrotic+12 vs. aC; 16 + 4 mg, rg ks ogoig 5croic mg is z (sv s bo).

    MDark Moon Strike (mior; cour)t x im mok is i ml ck, ckis r s criicl i.

    Alignment evil Languages CoPG, Commo

    Skills acrobics +13, alics +12, Sl +13

    Str18 (+7) Dex20 (+8) Wis 14 (+5)

    Con 12 (+4) Int 10 (+3) Cha 16 (+6)

    *Forgotten Realms Campaign Guide, p. 241

    Human Rabble (R) Level 2 MinionMium url umoi XP 31

    Initiative +0 Senses Prcpio +0HP 1; miss ck vr mgs miio.

    AC 15; Fortitude 13, Refex11,Will 11; s lso mob ruleSpeed 6mClub (sr; -ill)Weapon

    +6 vs. aC; 4 mg.Mob Rule

    t um rbbl gis +2 por bous o ll ssil ls o or um rbbl r ii 5 squrso i.

    Alignment ay Languages Commo

    Str14 (+2) Dex10 (+0) Wis 10 (+0)

    Con 12 (+1) Int 9 (1) Cha 11 (+0)

    Equipment club

    Human Guard (G) Level 3 SoldierMium url umoi XP 150

    Initiative +5 Senses Prcpio +6HP 47; Bloodied 23

    AC 18; Fortitude 16, Refex15,Will 14

    Speed 5mHalberd (sr; -ill)WeaponRc 2; +10 vs. aC; 110 + 3 mg, rg ismrk uil o um gurs x ur.

    MPowerul Strike (sr; rcrg )WeaponRquirs lbr; rc 2; +10 vs. aC; 110 + 7 mg, rg is kock pro.

    RCrossbow (sr; -ill)WeaponRg 15/30; +9 vs. aC; 18 + 2 mg.

    Alignment ay Languages Commo

    Skills Sris +7

    Str16 (+4) Dex14 (+3) Wis 11 (+1)

    Con 15 (+3) Int 10 (+1) Cha 12 (+2)

    Equipment cimil, lbr, crossbo i 20 bols

    Human Mage (M) Level 4 ArtilleryMium url umoi XP 175

    Initiative +4 Senses Prcpio +5HP 42; Bloodied 21

    AC 17; Fortitude 13, Refex14,Will 15Speed 6mQuartersta(sr; -ill)Weapon

    +4 vs. aC; 18 mg.rMagic Missile (sr; -ill)Force

    Rg 20; +7 vs. Rx; 24 + 4 orc mg.RDancing Lightning(sr; cour)Lightning

    t mg mks spr ck gis 3 ir r-gs: rg 10; +7 vs. Rx; 16 + 4 ligig mg.

    AThunder Burst (sr; cour) Thunderar burs 1 ii 10; +7 vs. Foriu; 18 + 4 urmg, rg is z (sv s).

    Alignment ay Languages Commo

    Skills arc +11

    Str10 (+2) Dex14 (+4) Wis 17 (+5)

    Con 12 (+3) Int 18 (+6) Cha 12 (+3)

    Equipment robs, qurrs,

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    I n t o t h e S h a d o w

    E n c o u n t e r L e v e l 5 ( 1 0 7 5 X P )

    Setup1 rockslide (T) (level 1 hazard)

    1 shadar-kai gloomblade (G) (level 6 lurker)3 zairtail bonebreakers* (B) (level 4 brute)

    1 zairtai l cutter* (C) (level 5 skirmisher)

    As the adventurers enter the area, read:

    Opening the door to the cavern, you find a lit torchbur ning br ightly in a sconce, with a dozen unusedtorches lying to the side. The passage, roughly cut,descends into darkness.

    Give the players and opportunity to discuss and work outlight sources and marching order. When the characters

    make their descent, read:

    The passage winds down from the surface before openinginto a series of natural caverns. The air is cool and wet,with phosphorescent moss growing along the f loor andwalls sporadically. Small pieces of stone rubble are scat-tered about.

    Perception (DC 13): Svrl rpils, siz o

    lrg ogs, scurry bou cvr bor soppig

    o ispc you, ir mous ull o rzor srp

    sligly op.

    Perception (DC 24):

    a ul sp is prig you rom bi cvr ll (is is

    sr-ki gloombl).

    Features of the Area Illumination:

    The room is dimly litby phosphorescent

    moss on the walls

    and f loor, plus any

    light source carriedby the PCs.

    Terrain Feature:One section of thecavern is unstable.

    See the Rockslide

    hazard for more

    details. All water fea-tures are waist deep

    and difficult terrain.

    TacticsIf the bell was rung in Encounter 2, the shadar-kai

    gloomblade has had t ime to equip his bracers of mightystriking (see Treasure).

    The bonebreakers each try to take down a foe and then

    drag them away from the group. They are tenacious. Thecutter is a pet of the gloomblade and stays hidden until

    either called for, discovered or given a scent.

    The gloomblade usesvei l of shadows to attack PCs fromhiding, preferring those isolated from the main groupeither by being dragged by the bonebreakers or by the

    rockslide. If he wounds a PC he f inds dangerous, he will

    f lick blood near the cutter, giving it the scent of the PC.

    It will t hen attack that PC until either one is dead.The gloomblade knows of the rockslide and avoids

    that area, while attempting to lure the PCs through. The

    zartails instinctively keep away from the area, even afterthe rockslide has finished.

    Ending the EncounterThe encounter ends when all of the zairtails and the sha-

    dar-kai gloomblade are either unconscious or dead. Theshadar-kai is more terrified of retribution from his masters

    than any torture and will reveal nothing if interrogated.

    The rushing waters in the caverns beyond block the

    sound of battle from reaching those in Encounter 4.

    TreasureThe shadar-kai carries a set ofbracers of mighty striking(heroic tier) in his backpack. If he was forewarned by thealarm in Encounter 2, he is instead wearing them.

    encounter 3: Into the dark

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    I n t o t h e S h a d o wRockslide (T) Level 1 Lurker

    Hazard XP 100

    Rocks fall from above.

    Hazard: Rocks umbl o o rg squr mk burs 3 ck.

    PerceptionCrcrs c us Prcpio o c is zr.

    Additional Skills: nur or dugoriga dC 20 nur or dugorig cck oics rock

    ormio is usbl.Initiative +3

    Triggert riggr or rocksli c b rom, cus by cios o ors, or im. w riggr, rockslirolls iiiiv. B riggr rockslisck, crcrs i r ko rocksli isbgiig r i ill c.

    AttackStandard Reaction Close burs 3

    Targets: Crurs i bursAttack: +4 vs. RlxHit: 26 + 2 mgMiss: hl mg

    Sustain Standard: t rocksli coius or 14 rous. tburs r is iicul rri urig r rocksli.Countermeasures

    a crcr i r c k vg o urlopigs i sli o voi mg by mkig dC 25nur or dugorig cck. wi succssul cck, crcr ks l mg (o mg i i misss).

    Shadar-kai Gloomblade (G) Level 6 LurkerMium so umoi XP 250

    Initiative +12 Senses Prcpio +5; lo-lig visioHP 54; Bloodied 27; s lsoveil of shadows

    AC 20; Fortitude 17, Refex18,Will 15

    Speed 5; s lsoshadow jauntmGreatsword (sr; -ill)Weapon+11 vs. aC; 110 + 3 mg; s lsogloomstrike .

    Gloomstrike

    I sr-ki gloombl is rg c s im, rg is bli uil o gloombls xur.

    Shadow Jaunt (mov; cour)Teleportation

    t sr-ki gloombl lpors 3 squrs bcomsisubsil uil sr o is x ur.

    Veil o Shadows (mov; -ill)Illusion

    t sr-ki gloombl urs ivisibl movs upo is sp. t gloombl co us is por ilblooi.

    Alignment Ulig Languages Commo

    Skills acrobics +14, Sl +14

    Str17 (+6) Dex20 (+8) Wis 15 (+5)

    Con 12 (+4) Int 10 (+3) Cha 11 (+3)

    Equipment somil, grsor

    Zairtail Bonebreaker (B) Level 4 BruteSmll url bs (rpil) XP 175

    Initiative +3 Senses Prcpio +1; lo-lig visioHP 67; Bloodied 33

    AC 16; Fortitude 18, Refex15,Will 13; s lsoSpeed 6mBite (sr; -ill)

    +7 vs. aC; 26 + 4 mg, rg is grbb (uilscp; s lsovise jaws).

    MDrag(sr; -ill)Grbb rg oly; +6 vs. Foriu; 26 + 4 mg,

    ziril movs up o is sp, pullig grbb rg i i.Vise Jaws

    a ziril bobrkr os o o susi grb. Isgrb lss uil vicim scps or bobrkr lsgo; bobrkr s +5 bous o Foriu sgis scp mps. Big c by coiio prvs bobrkr rom kig opporuiy ciosos o is grb. I bobrkr is subjc o

    orc movm, i pulls grbb crur i i.Alignment Ulig Languages

    Str19 (+6) Dex12 (+3) Wis 9 (+1)

    Con 17 (+5) Int 2 (2) Cha 7 (+0)

    *Forgotten Realms Campaign Guide, p. 281

    Zairtail Cutter (C) Level 5 SkirmisherSmll url bs (rpil) XP 200

    Initiative +9 Senses Prcpio +4; lo-lig visioHP 58; Bloodied 29

    AC 19 (23 gis opporuiy cks); Fortitude 15, Refex20,Will 17

    Speed 8mSlashing Crest (sr; -ill)

    +10 vs. aC; 18 + 5 mg.MEvasive Slash (sr; -ill)

    +10 vs. aC; 18 + 5 mg, ziril cur sis 2squrs.

    Slicing Charge (sr; rcrg )t ziril cur movs is sp. I c mk siglbsic ck gis c crur i movs jc ourig is mov.

    Alignment Ulig Languages

    Str8 (+1) Dex20 (+7) Wis 15 (+4)

    Con 10 (+2) Int 2 (2) Cha 8 (+1)

    *Forgotten Realms Campaign Guide, p. 281

    Bracers o Mighty Striking Level 2+These enchanted armbands increase the damage you deal with amelee attack.

    Lvl 2 520 gp Lvl 22 325,000 gpLvl 12 13,000 gp

    Item Slot: armsProperty: w you i i ml bsic ck, you gi

    +2 im bous o mg roll.Lvl 12: +4 im bous.Lvl 22: +6 im bous.

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    I n t o t h e S h a d o w

    E n c o u n t e r L e v e l 5 ( 1 0 0 0 X P )

    Setup3 dark creepers (D) (level 4 skirmishers)

    1 kir-lanan wing* (K) (level 4 skirmisher)1 shadar-kai witch (W) (level 7 controller)

    The main cavern area contains several pools and onestream of water, the top of the water table for the vast

    underground water supply for the region. Through these

    access points, the cabal has been slowly introducing

    magically enhanced pollutants into the water supply, kill-ing the crops and livestock. The more robust trees have

    not yet succumbed.

    Knowing that they have been compromised, the plan

    has been rushed forward several weeks. Carefully placeddissidents in the local communities and senior guilds

    have primed the local population with messages of hate

    and anger at the nobility and churches who seem to havedone nothing to help (in reality they have tried, but been

    frustrated in their efforts).

    Stopping the water supply from being contaminated

    and revealing those responsible will ease the tensions andrescue the area from certain anarchy.

    The leader of the group is a shadar-kai witch,

    Morlgaru Shadowborne. As the adventurers enter the area, read:

    The cavern is humid and wet. The sound of r ushingwater echoes loudly, drowning out other ambient no ise.Standing in swirling shadow a tattooed woman pullsthe cork from a barrel and pushes it into a s tream,landing beside 3 other barrels.

    Perception (DC equal to the dark creepers

    Stealth check): a rk crpr is lurkig i

    sos, ick ggr i !

    Perception (DC equal to the kir-kanan wings

    Stealth check): a vil umoi i igs croucs

    i lcov o ll, is ys glo i r.

    Features of the Area Illumination:The room is dimly l it by phosphorescentmold on the floor and ceiling.

    Terrain Feature: The pools and stream are waist deep

    and count as diff icult terrain.

    TacticsThe shadar-kai witch uses her deep shadow aura to assistherself and her allies and beshadowed mind as often as pos-sible. She tries to fight the PCs at range.

    Both the kir-lanan wing and the dark creepers use the deepshadow aura effect to their best advantage, making Stealthchecks when hidden by the cavern and using the concealment

    to stay hidden and gain combat advantage against the PCs.

    encounter 4: the Source

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    I n t o t h e S h a d o wEnding the Encounter

    The encounter ends when the shadar-kai witch, kir-lananwing and dark creepers are all either unconscious or dead.

    With the cabal f inally defeated, the PCs can remove the

    barrels from the water. Over time the crops make a full

    recovery. Make a note of how long the combat takes. Ifthey succeed in removing the barrels within 10 rounds of

    the start of combat, they succeed in ensuring no further

    damage occurs and the crops are restored faster. Theyreceive a special reward for their efforts.

    PCs may choose to attempt to remove the barrels during

    combat, and this is a viable tactic. The barrels require a

    DC 12 Athletics check to lift from the water.They can then return to their employer and claim

    their reward.

    TreasureLocated in a sack on the floor is a +1 vicious weapon (pick aweapon type suitable to the PCs) to be used as a bribe for a

    local official, and 3 gems worth 50gp each.

    If the PCs successfully removed the barrels in the 10round time limit, the Church of Erathis is exceedingly

    appreciative and provides each PC with apotion of healingin addition to the agreed fee.

    If the PCs incapacitated but did not kill the humanrabble in Encounter 2, the local populace are so grate-

    ful that the nobility seizes the opportunity to publically

    reward the PCs, and grants each PC a purebred Riding

    Horse with an ornate saddle.

    Dark Creeper Level 4 SkirmisherSmll so umoi XP 175

    Initiative +8 Senses Prcpio +4; rkvisioHP 54; Bloodied 27; s lso killing dark

    AC 18 (s lso dark step); Fortitude 15, Refex17,Will 15Speed 6mDagger(sr; -ill)Weapon

    +9 vs. aC; 14 + 4 mg.RDagger(sr; -ill)Weapon

    Rg 5/10; +9 vs. aC; 14 + 4 mg.CKilling Dark( ruc o 0 i pois)

    Clos burs 1; rgs mis; c rg is bli (svs). w sli, rk crpr xplos i spou orkss.

    Combat Advantage

    t rk crpr ls xr 16 mg o ml rg cks gis y rg i s comb vg

    gis.Dark Step (mov; -ill)

    t rk crpr movs up o 4 squrs, gis +4 bouso aC gis opporuiy cks, gis comb v-g gis y rg i s is mov jc o.

    Alignment Ulig Languages Commo

    Skills Sl +11, tivry +11

    Str11 (+2) Dex18 (+6) Wis 14 (+4)

    Con 14 (+4) Int 13 (+3) Cha 13 (+3)

    Equipment blck grms, 5 ggrs

    Kir-Lanan Wing Level 4 SkirmisherMium so umoi XP 175

    Initiative +7 Senses Prcpio +6; lo-lig visioHP 52; Bloodied 26; s lso necrotic healing

    AC 19; Fortitude 17, Refex17,Will 15Vulnerable 5 riSpeed 5, y 8; s lso mobile melee attack

    mClaw (sr; -ill)

    Necrotic+10 vs. aC; 14 + 5 mg plus 14 croic mg.MMobile Melee Attack(sr; -ill)Necrotic

    wil yig, kir-l ig c mov up o l is sp mk o ml bsic ck y poi urig movm. t kir-l ig os provok opporuiycks movig y rom rg o is ck.

    REneebling Ray(sr; rcrg )NecroticRg 10; +8 vs. Rx; 16 + 3 croic mg, rg ks 2 ply o ck rolls (sv s).

    Combat Advantage

    t kir-l ig ls xr 16 mg o cksgis y rg i s comb vg gis.

    Necrotic Healing(immi rcio, mg by croic

    ck; cour) Healing

    t kir-l ig rgis 13 i pois.Alignment evil Languages Commo, Kir-L

    Skills Sl +10

    Str20 (+7) Dex16 (+5) Wis 9 (+1)

    Con 12 (+3) Int 10 (+2) Cha 12 (+3)

    *Forgotten Realms Campaign Guide, p. 241

    Shadar-kai Witch Level 7 ControllerMium so umoi XP 300

    Initiative +6 Senses Prcpio +4; lo-lig visioHP 77; Bloodied 38

    AC 21; Fortitude 18, Refex19,Will 19Speed 6; s lsoshadow jaunt

    mBlackire Touch (sr; -ill)Fire, Necrotic+11 vs. Rx; 26 + 4 r croic mg.

    RBeshadowed Mind (sr; rcrg )NecroticRg 10; +11 vs. will; 26 + 4 croic mg, rg s o li o sig o yig mor 2 squrs

    rom i (sv s).CDeep Shadow (sr; susi mior; cour) Necrotic

    aur 2; ick, riig sos surrou sr-kiic. t ic y or so crurs i urgi coclm. I iio, mis r or srir urs i ur k 5 croic mg, mis(icluig yig os) lso r r ii ur sifcul rri. t sr-ki ic c susi ur s mior cio. hovr, c s i s uss shadow

    jaunt or movs mor l r sp o r ur.Shadow Jaunt (mov; cour)Teleportation

    t sr-ki ic lpors 3 squrs bcomsisubsil uil sr o r x ur.

    Alignment Ulig Languages Commo

    Skills acrobics +8, arc +12, Rligio +12, Sl +13

    Str13 (+4) Dex16 (+6) Wis 12 (+4)

    Con 13 (+4) Int 19 (+7) Cha 17 (+6)