intrigue in Selunes Grace (D&D premade)
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Transcript of intrigue in Selunes Grace (D&D premade)
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7/27/2019 intrigue in Selunes Grace (D&D premade)
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Selnes Grace(lvl.1)
Encounters from Lvl 1 to Lvl 2
Introduction
Selunes Grace is a village along the Trade Way,
the trade road from Calimport to Athkatla to
Baldurs Gate [see map 1 The Trade Way].
There is no real enemy as such in this set of
encounters, the evil of the piece is the temple of
Shar, while the clergy of Shar have been
undoubtedly plotting nefarious plots it just so
happens those plots dont necessarily victimise
the players. Accordingly the players have
several options when it comes to the climax ofthe piece.
Village of Selnes Grace
The village of Selnes Grace is a small one
composed of approximately 80 houses, half a
dozen surrounding farms and a lake.
The villages patron deity is unsurprisingly
Selne, her temple is well-resourced and her
clergy well respected. The village is also home to
her arch-enemy Shar, the Dark Mistress of thenight.
Key People Reference
Cadewyn Moonsong / High Silverstar
Faunia Nightbridge / High Nightcloak
Luna Darksong / Leader of the Darksong Krew
Krassus Darktongue / Drug Dealer
Upon Arrival
A dozen caravans have been parked dotted about
the fields. They have been surrounded by tents
and the place is crowded with the majority of the
village folk and the merchants/guards from the
convoy.
The Priests of Selne arehigh in attendance and
will tell anyone who will listen that the revered
saint Everwyn Moonlight who is expected to
attend the dance that night. Talking more with
one of the priests will tell the players that that
night is a special day in the lunar calendar and it
is fortuitous that the convoy arrived today. The
church has decided to extend their hospitality to
make it a joint celebration.
Survival DC10: There does indeed seem to be astrange lunar array tonight.
Survival DC 15: You recognise tonight to be an
eclipse.
The clergy of Selne are wearing luminously
bright white robes and are prevalent in the song
and dance resonating through the festival.
Spot/Sense Motive DC 15: Will tell the players
that some of the festival goers seem to be under
the influence of narcotics.
With that information the players may then
make a Spot/Gather Information DC 20 check to
find the pusher.
Krassus Darktongue
Upon investigation the players may encounter
Krassus. Krassus is a low level priest of Shar
based in the village. He is the pusher behind the
narcotics spreading around the festival.
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Selnes Grace(lvl.1)
Encounters from Lvl 1 to Lvl 2
The man in front of you is a twitchy specimen, tall
and thin he looks around nervously. Greasy black
hair and long finger nails completes his look.
Krassus Darktongue
Cleric
Medium Human
Hit Dice: 1d8+1 (5 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armour Class: 14 (+1 Dex,+3 studded leather)
Touch 11, flat-footed 14
Base Attack/Grapple:+1/+2Attack: dagger +3 melee(1d4+1/1920)
Space/Reach: 5 ft./5 ft.
Special Attacks: Darkness
Special Qualities: Darkvision 60 ft.
Saves: Fort +3, Ref +1, Will +1
Abilities: Str 13, Dex 13, Con 12, Int 12, Wis 11, Cha 10
Skills: Bluff +4, Hide +5, Move Silently +1, Sleight
of Hand +1Feats: Weapon Focus (dagger)
Challenge Rating: 1/2
Carries: A silver holy symbol to Shar, studded
leather armour, a dagger, 14 gold pieces, 9 silver
pieces, 3 copper pieces and 20 doses of Devilweed.
When confronted Krassus will deny the danger
of any of his products. He will claim that he
takes them all the time.
DC 12: Sense Motive will tell you that he doesnt
take any of his own products.
If asked to do so, he will snort some harmless
flour which looks identical to the ground
Devilweed.
DC 12: Spot to notice the switch
Krassus will attempt to sell the players some
Devilweed. He will offer the first dose for free to
each player, after that he will charge 6gold perdose as normal. If players attempt Diplomacy
make an opposed role with the players taking a
free dose upon failure.
Players will receive 100XP each for putting a
stop to Krassuss drug pushing if they resolve
the situation in any final capacity, such as death
or handing over to the watch.
Festival Conclusion
In the conclusion of the festival the priests will
start to become visibly concerned. At the climax
just before the lunar eclipse the high Silverstar
Cadewyn Moonsong will apologise for the lack of
appearance from Everwyn Moonlight. He will
end the ceremony in prayer as normal. Players
will note that he is visibly upset.
If players speak to Cadewyn he will tell them
that he believes the worshippers of Shar are
responsible.
If players speak to the Merchants at the Caravan
Envoy they will be told that theyre waiting to
hear more news as theyre seems to be an
increased amount of banditry on the Trade Way.
Gift of the Night
After the episode in the Festival with Krassus,
Faunia Nightsbridge will begin to take a basic
interest in the players. She will attempt to
seduce the partys wizard to the darkness.
Upon booking into the Moons Tears Tavern the
wizard will find a box in his room.
On your pillow you find an ornate ebony box. It
has a card attached that reads To a friend in
troubled times.
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Selnes Grace(lvl.1)
Encounters from Lvl 1 to Lvl 2
Inside is an elegant silver band, the streams of
silver incorporate three small diamonds.
CIRCLET OF MAGES
Price (Item Level): 5,000 gp (9th)Body Slot: HeadCaster Level: 7thAura: Moderate; (DC 18) transmutationActivation: and free (command)Weight: A circlet of mages grants you a +2 competencebonus on Concentration checks.
This is a continuous effect and requiresno activation.In addition, this circlet has 3 charges,which are renewed each day at dawn.Spending 1 or more charges when youcast a spell allows you to avoid losingthat prepared spell or spell slot (as if youhadnt cast it).1 charge: Retain a spell of up to 1st level.
2 charges: Retain a spell of up to 2ndlevel.3 charges: Retain a spell of up to 3rdlevel.
This specific Circlet of Mages was created byFaunia Nightsbridge as a tool to seduce spellcasters to Shars service. If the circlet is used bya character without the Shadow Weave Magicfeat the character takes 1pt of Wisdom Damageeach time the Character activates it.
As you activate the crown one of the diamonds
withers and turns black, you feel a pang of
madness as the crown draws its power from your
willpower. But you prove yourself more than a
match for the challenge. An exhilaration as the
weave repairs itself in your mind and your lostspell floods back into your memory.
Town Adventures
Shasta Booleg
Shasta is a rogue catburglar operating in Selnes
Grace for the time being. The players may
encounter him while they are around. If they are
in the market square you may permit them aDC15 spot check. You may want to do this several
times if they fail as it doesnt really matter when
they encounter Shasta for the plot.
Shasta Booleg
Halfling, 3rd-Level ExpertSmallHit Dice: 3d6+1 (13 hp)Initiative: +0Speed: 20 ft. (6 squares)Armor Class: 19 (+3 studded leather armor, +1
dodge, +1 small, +4 dex),touch 16,flat-footed 15Base Attack/Grapple: +2/+-1Attack: Dagger +6 melee (1d4-1/19-20)ranged (1d6+3)Space/Reach: 5 ft./5 ft.Special Attacks: Special Qualities: Darkvision 60 ft., lightsensitivitySaves: Fort +2, Ref +$, Will +4Abilities: Str 10, Dex 16, Con 12, Int 14, Wis 10Cha 14Skills: Climb +6, Bluff +3, Disable Device +3,
Escape Artist +10, Gather Information +2, Jump+5, Move Silenently +5, Hide +9, Search +4,Tumble +9, Use Rope +5, Listen +4
Feats: Weapon Finesse, swift runner
Challenge Rating: 1
Alignment: Chaotic neutral
Carries: leather armour (fitting a small character
con 10-14). Thieves tools and a bag of endless
caltrops. 3 daggers.
The Persuit
The pursuit works with a set of skill challengesthe result of which will either slow down theplayers and or Shasta. Eventually Shasta will becornered and if a player is still with him at theend hell surrender. If a players is 4 turns awayfrom Shasta then the player will lose him.
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Selnes Grace(lvl.1)
Encounters from Lvl 1 to Lvl 2
The Jump
Shasta will jump out of the nearest window,
which will result in 20ft drop. Assume theplayers stat 2 turns away from Shasta (he got aheadstart). If the players beat his Listen check tosneak up on him he only has a 1 turn lead.
The 20ft Drop will inflict 2d6 damage, if theplayers or Shasta pass a DC15 Jump or TumbleCheck they will only take D6 non-lethal damage.Assuming that they are not taken below 0, thecharacter that jumps after will keep up withShasta and will not lose ground, if the charactergoes safely (ties a rope or takes the stairs) he
will lose a turn.
The Crowd
Shasta will dart into the crowd attempting tolose the players, unfortunately the players aretoo closely behind him to try and hide so insteadhe tries to evade through it using the crowd toslow the players down.
DC 15 tumble or strength check to go throughthe crowd without slowing down. Assuming theplayers fail they lose a turn.
Caltrop Alley
Players will see that Shasta turns out of thecrowd into an alleyway. While doing so he willemploy the caltrops from his bag of magicalcaltrops.
A caltrop is a four-pronged iron spike crafted so
that one prong faces up no matter how the
caltrop comes to rest. You scatter caltrops on the
ground in the hope that your enemies step on
them or are at least forced to slow down to
avoid them. One 2-pound bag of caltrops covers
an area 5 feet square.
Each time a creature moves into an area covered
by caltrops (or spends a round fighting while
standing in such an area), it might step on one.
The caltrops make an attack roll (base attack
bonus +0) against the creature. For this attack,
the creatures shield, armour, and deflection
bonuses do not count. (Deflection averts blowsas they approach, but it does not prevent a
creature from touching something dangerous.) If
the creature is wearing shoes or other footwear,
it gets a +2 armour bonus to AC. If the caltrops
succeed on the attack, the creature has stepped
on one. The caltrop deals 1 point of damage, and
the creatures speedis reduced by one-half
because its foot is wounded. This movement
penalty lasts for 24 hours, or
Until the creature is successfully treated with a
DC 15 Heal check, or until it receives at least 1
point of magical curing. A charging or running
creature must immediately stop if it steps on a
caltrop. Any creature moving at half speed or
slower can pick its way through a bed of
caltrops with no trouble.
Caltrops
In the aftermath of the caltrops being dropped
any players who have not failed a test yet will
automatically be hit by them passing to keep
going. If they fail they will be out of the chase.
Any players who have failed one test already
may pursue and may move slowly through the
caltrops to make it to the last check.
The Jump
Shasta will run up some steps out of the alleyonto another house roof and will make a jump
across the building. Having cleared it he will
jump off the edge and find himself trapped in a
fenced off garden.
In game terms a DC 13 Jump Check will clear the
gap and a DC 15 jump check or tumble will
negate the d6 damage for the 10 foot drop off.
Assuming that one player makes it into the
garden Shasta will surrender.
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Selnes Grace(lvl.1)
Encounters from Lvl 1 to Lvl 2
Searching Shasta he will have 3 daggers, thieves
tools and his magical caltrops. He will tell the
players that they are just left over caltrops.
DC 12 Sense Motive to sense that he is lying.
The players will receive 100XP each assuming a
player caught Shasta.
Goblins in the Farm
While the festival is on the players mayencounter a raid on one of the nearby farms.This set of encounters is split into several waves.
Goblin, 1st-Level WarriorSmall Humanoid (Goblinoid)Hit Dice: 1d8+1 (5 hp)Initiative: +1
Speed: 30 ft. (6 squares)Armour Class: 15 (+1 size, +1 Dex, +2 leatherarmour, +1 light shield),Touch 12, flat-footed 14Base Attack/Grapple: +1/3Attack: Morningstar +2 melee (1d6)or javelin +3 ranged (1d4)Full Attack: Morningstar +2 melee (1d6) orjavelin +3 ranged (1d4)Space/Reach: 5 ft./5 ft.Special Attacks: Special Qualities: Darkvision 60 ft.Saves: Fort +3, Ref +1, Will 1Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 9,Cha 6Skills: Hide +5, Listen +2, Move Silently +5, Ride+4, Spot +2Feats: AlertnessChallenge Rating: 1/3Alignment: neutral evil
You notice one of the farmhouses is burning.
Running out of it you see three small humanoids
3ft tall with a flat face, broad nose, pointed ears
and small sharp fangs. They wear primitive
armour and carry small metal clubs.
The first wave has 3 goblins in it for a CR1
encounter.
The second wave, is the remainder of the bandrunning out of the fields has 6 goblins in theband.
Rewards
The first wave is worth 300 experience, the
second 600 experience. The goblins as well assmall sized equipment have 2d10 silver piecesin total.
The Darksong Krew
Luna Darksong
Luna Darksong is the tiefling leader of a
mercenary gang with affiliations to the Church
of Shar in Selnes Grace. The players will
encounter her and her gang of aggressive
humanoids in the Moons Tears Tavern.
Luna Darksong
Tiefling, 2nd-Level Warrior
Medium Outsider (Native)
Hit Dice: 1d8+1 (10hp)
Initiative: +1Speed: 30 ft. (6 squares)
Armor Class: 17 (+1 Dex, +5 breastplate, +1
light shield), touch 11,
flat-footed 14
Base Attack/Grapple:
+2/+3
Attack: Greatsword +5 melee
(1d10+1/1920)
Space/Reach: 5 ft./5 ft.
Special Attacks: Darkness
Special Qualities: Darkvision 60 ft.,resistance to cold 5, electricity 5, and fire 5
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Selnes Grace(lvl.1)
Encounters from Lvl 1 to Lvl 2Saves: Fort +4, Ref +1,Will 1
Abilities: Str 13, Dex 13, Con 12, Int 12, Wis 9,
Cha 6
Skills: Bluff +4, Hide +5, Move Silently +3, Sleight
of Hand +1Feats: Weapon Focus (greatsword),
Blindfighting
Challenge Rating: 1
Alignment: Lawful Evil
Carries: A mastercrafted greatsword,
breastplate (fitting con 10-12 female
characters), 9 gold pieces, 6 silver, 3 copper.
Grax the Slayer
Orc, 2nd-Level Warrior
Medium Humanoid (Orc)
Hit Dice: 1d8+1 (10 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 17 (+5 breastplate, 2 shield),
touch 10, flat-footed 13
Base Attack/Grapple: +2/+5
Attack: Scimitar +5 melee (D6+3/1820)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft., light
sensitivity
Saves: Fort +4, Ref +0, Will 2
Abilities: Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha
6
Skills: Listen +2, Spot +2
Feats: Alertness, blind fighting
Challenge Rating: 1
Alignment: Lawful evil
Carries: Scimitar, breastplate (fitting con 12-14)
characters and heavy shield.
Set the Battlemage
Kobold, 2nd- Level Adept
Small Humanoid (Reptilian)
Hit Dice: 1d8 (7 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armour Class: 13 (+1 size, +1 Dex, +1natural)
Touch 12, flat-footed 12
Base Attack/Grapple: +1/4
Attack: dagger +1 melee (1d21/3)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft., light
sensitivity
Saves: Fort +0, Ref +1, Will +1Abilities: Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha
12
Skills: Craft (trapmaking) +2, Hide +6, Listen +2,
Move Silently +2, read/write common
Profession (miner) +2, Search +2, Spot +2
Feats: Alertness, blindfighting
Challenge Rating: 1
Alignment: Lawful Evil
Spells: Grease, ray of frost, acid splash, dancing
lights
Carries: a dagger and a diary that looks like itwas written by an 8yr old, it talks about his
adventures as an add-venx-urer with Looona.
Grease
Conjuration (Creation)Level: Brd 1, Sor/Wiz 1
Components: V, S, MCasting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target or Area: One object or a 10-ft.square
Duration: 1 round/level (D)Saving Throw: DC12Spell Resistance: No
Agrease spell covers a solid surface with alayer of slippery grease. Any creature in
the area when the spell is cast must make asuccessful Reflex save or fall. This save is
repeated on your turn each round that thecreature remains within the area. A creature
can walk within or through the area of
grease at half normal speed with a DC 10Balance check. Failure means it cant movethat round (and must then make a Reflex
save or fall), while failure by 5 or moremeans it falls (see the Balance skill for
details).
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Selnes Grace(lvl.1)
Encounters from Lvl 1 to Lvl 2
Fighting the Darksong Krew
Luna Darksong leads the Darksong Krew a team
of unpleasant mercenaries. It is likely that the
players will have to deal with them to gain
access to the Temple of Shar.
They will be sitting at a table drinking and
generally antagonising other customers.
In a corner of the tavern you see an unusual trio.
Sitting in the middle is a tall slender woman
wearing a breastplate and an ornate greatsword
is never far from her reach. To her left is a grey
skinned brutish orc, also wearing a breastplate
and has a shield and scimitar lying on the table
infront of him. Dancing around the chairs madly
is a cackling reptilian creature with a doglike
head and small horns. You hear it mutter phrases
like Loooooooooooonaand
weeeeeeeeeeeeeeeeeeeeee.
Spot Check DC10: amongst the womens raven
hair you think you can make out the telltale sign
of slight horns. A DC 10 Knowledge (The Planes)
check will suggest her to be a tiefling.
DC 15 Knowledge (The Planes) will tell you that
tieflings are the cross breeds of infernal denizens
and mortals blessed with the powers of darkness
and resistance to energy.
The Darksong Krew wont be especially
interested in the players but if the players
approach them the Krew will probably make
antagonistic comments. Any elves will begreeted as:
Pointy eared, square arsed tree huggers
Or a
Goldilocks with a broom up his arse!
If conversation is insisted upon Krax will
challenge the players to an arm wrestle.
Opposed strength roll offs, loser settles the tab.(12gold). If Krax is beaten he will initially get
angry but Luna will laugh and tell him to sit
down. He will begrudgingly do so, from this
position the Krew will be relatively friendly andwill exchange stories with the players.
If the players inquire about the worship of Shar
they must pass a DC15 Diplomacy check. If
passed Luna will sell the players the location of
the temple for 50 gold pieces. If the test is failed
then the Darksong Krew will take it upon
themselves to eliminate the threat and claim a
suitable reward from the temple of Shar
themselves.
Luna, having sold the information, will tell thePCs that they are leaving town and will warn
them that Faunia is a powerful cleric fully in
favour of Shar. She advises them to seek aid if
they intend to storm the temple. She will offer
the Darksong Krews assistance in exchange for
the pick of the loot.
DMs Reference:
Luna Darksong: /10hp
Krax: /10hp
Set: /7hp
Initiative Step:
Fill in player names in I order below
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Selnes Grace(lvl.1)
Encounters from Lvl 1 to Lvl 2
Tactics
Luna will open the fight by casting a darkness
spell on the surrounding table, remember the
Krew all have the blind-fighting feat being used
to this tactic. She will then charge at the nearest
combatant, preferably any rogues at preference.
She will sadistically coup-de-grace any players
she downs.
Krax will charge, at first preference any
character that beat him in the arm wrestle,
otherwise any character will do. He will not
coup-de-grace opponents downed.
Set will jump onto the table and after exclaiming
Set helps, yess, Set helps Looony will cast
grease at the highest concentration of players
(or atleast memory) if the darkness spell has
been cast. After that he will randomly cast his
ray of ice and acid splash into the combat, he
may reroll the random target due to a use of his
blindfighting).
Upon defeating the team the players will find a
note on Luna that will read Luna, we find
ourselves in need of your services yet again,
please meet us at the Temple (Lake Edolan) past
twilight.
Experience Reward: 900xp (divided by the
amount of players).
Temple of Shar
The players will eventually make their way to
the Temple of Shar. The temple is undergroundof a small island in the middle of the lake. The
Shar worshippers control the Fishermans Guild.
If the players storm the guild then see the
Fisherman section. If the caretaker is
intimidated he will acknowledge his part in the
hidden temple. Assuming the players make him,
hell row them over to the island.
There are multiple outcomes of these
encounters. Firstly it should be empathised that
Faunia Nightsbridge is a very tough adversary
for a party this level. She doesnt particularly
want to kill the characters and will attempt tosubdue the players peacefully or using force. If
the players are determined to defeat her, they
will need aid, it should be emphasised to the
players that if they want to route out this evil
they may be outmatched. Choices of aid vary,
the players have three options. One is to hire the
Darksong Krew, one is to inform the Temple of
Selne and finally they can go to the watch.
Assuming the players arrive with the assistance
of any third party Faunia will try to defeat theplayers, taking them alive to torture and
sacrifice. She will intercept the players with the
support of her Blackguard Nimor Alacyn.
Faunia Nightsbridge
Human, 7th- Level Adept
Medium Human
Hit Dice: 7d6 (37 hp)
Initiative: +6
Speed: 30 ft. (6 squares)Armour Class: 18 (+1 Dex, +5 chainmail, +2
shield)
Touch 11, flat-footed 17
Base Attack/Grapple: +3/+3
Attack: mace +3 melee (1d8/2)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Saves: Fort +3, Ref +4, Will +8
Abilities: Str 10, Dex 14, Con 12, Int 14, Wis 16,
Cha 16
Skills: Diplomacy +8, Bluff +8, Concentration +5,Sense Motive +4, Spot +2, Listen +4
Feats: Improved Initiative, blindfighting,
toughness, shadow weave magic
Challenge Rating: 5.0
Alignment: Lawful Evil
Spells: Hold Person 2x, Curelight Wounds x2,
Bless, cure minor wounds.
Carries: breastplate armour +1 of shadow, heavy
shield, mace +1
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Selnes Grace(lvl.1)
Encounters from Lvl 1 to Lvl 2
Hold Person
Enchantment (Compulsion) [Mind-
Affecting]Level: Brd 2, Clr 2, Sor/Wiz 3
Components: V, S, F/DFCasting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)Target: One humanoid creature
Duration: 1 round/level (D); see textSaving Throw: Will negates; DC 16
Spell Resistance: YesThe subject becomes paralyzed and freezesin place. It is aware and breathes normallybut cannot take any actions, even speech.
Each round on its turn, the subject mayattempt a new saving throw to end theeffect. (This is a full-round action that does
not provoke attacks of opportunity.)
Cure Light Wounds
Conjuration (Healing)Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1,
Rgr 2Components: V, S
Casting Time: 1 standard actionRange: Touch
Target: Creature touchedDuration: Instantaneous
Saving Throw: Will half (harmless); seetext
Spell Resistance: Yes (harmless); see textWhen laying your hand upon a living
creature, you channel positive energy thatcures 1d8 points of damage +1 point per
caster level (maximum +5).
Bless
Enchantment (Compulsion) [Mind-
Affecting]Level: Clr 1, Pal 1
Components: V, S, DFCasting Time: 1 standard action
Range: 50 ft.Area: The caster and all allies within a 50-
ft. burst, cantered on the casterDuration: 1 min./levelSaving Throw: None
Spell Resistance: Yes (harmless)Bless fills your allies with courage. Each allygains a +1 morale bonus on attack rolls and
on saving throws against fear effects.Bless counters and dispels bane.
Nimor Alacyn
Human, 4th- Level Warrior
Medium Human
Hit Dice: 4d8 (29 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armour Class: 16 (+1 Dex, +5 chainmail)
Touch 11, flat-footed 15
Base Attack/Grapple: +4/+4
Attack: flail +7 melee (1d8+6/2)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Saves: Fort +5, Ref +2, Will +2
Abilities: Str 16, Dex 12, Con 14, Int 10, Wis 12, Cha 12
Skills: Intimidate +5, Sense Motive +4, Spot +2
Feats: Improved Initiative, blindfighting,
toughness
Challenge Rating: 3.0
Alignment: Lawful Evil
Carries: chainmail armour, flail (carried two
handed)
Acolyte of Shar
Orc, 1st-Level Warrior
Medium Humanoid (Orc)
Hit Dice: 1d8+1 (5 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 13 (+3 studded leather armor),
touch 10,flat-footed 13
Base Attack/Grapple: +1/+4
Attack: Falchion +4 melee (2d4+4/1820)
ranged (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft., light
sensitivity
Saves: Fort +3, Ref +0, Will 2
Abilities: Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6
Skills: Listen +1, Spot +1
Feats: Alertness
Challenge Rating: 1/2
Alignment: Chaotic evil
Carries: a crude falchion and wears studded
leather armour.
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Selnes Grace(lvl.1)
Encounters from Lvl 1 to Lvl 2
Gaining Aid
The players if they are intent on fighting Faunia
will need help, if they go in alone it is a CR 9encounter at lvl 1. Fortunately they have a rangeof options, as already mentioned the DarksongKrew will take the contract gleefully.
Should Luna be slain, Set will take leadership,
(Krax is fond of the kobold and thinking makes
his head hurt). Should Krax or Set be killed Luna
will express some sympathy for the poor sods.
Luna will demand Faunias chain armour of
shadow being of a similar build. Other than that
the Darksong Krew will demand 300 gold of that
stashed in the temple and will let the playershave the rest. The Darksong Krew will leave
happily and might be a contact for the players
another day.
Should the players go to the church of Selne,
Cadewyn Moonsong will go with them
personally and doesnt wish to risk the lives of
any of his followers. He will face off against
Faunia spell to spell allowing the players to
defeat Nimor and the rest of the dark flock. If
victorious he will demand that all of Fauniasmagical equipment be destroyed by the church
but will begrudgingly allow the gold in the
temple to go to the players.
Should the players go to the watch, the watch
commander will send Sergeant Boulevard and
three watchmen to go with them. They will not
demand any reward.
Fishermans Guild
The Fishermans Guild is nearly deserted with
just a caretaker to ensure that the nearby boats
are protected. The caretaker looks an old man
but is actually a spell caster of mild talent.
If the party is alone then he will invite the
wizard by first name to the island and will row
the party across leaving them at the door down.
Assuming the players inevitably fight him use
the below profile.Set the Battlemage
Human, 4th- Level Adept
Medium Human
Hit Dice: 4d6 (14 hp)
Initiative: +1Speed: 30 ft. (6 squares)
Armour Class: 12 (+1 size, +1 Dex)
Touch 12, flat-footed 12
Base Attack/Grapple: +2/+1
Attack: dagger +1 melee (1d21/3)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft., light
sensitivity
Saves: Fort +0, Ref +1, Will +1
Abilities: Str 9, Dex 13, Con 10, Int 16, Wis 9, Cha12
Skills: +2, Hide +6, Listen +2, Move Silently +2,
row boat +6
Feats: Alertness, blindfighting
Challenge Rating: 2
Alignment: Lawful Evil
Spells: Burning Hands, Sleep, ray of frost, acid
splash, dancing lights
Carries: robes, key to the guild, arcanists gloves
ARCANISTS GLOVESPrice (Item Level): 500 gp (3rd)Body Slot: HandsCaster Level: 3rdAura: Faint; (DC 16) transmutationActivation: Swift (command)Weight: These sleek blue gloves bear tiny golden stars
across the knuckles.
When you activate arcanists gloves, youadd 2 to the caster level of the next 1stlevelarcane spell you cast before the endof your turn.
Arcanists gloves function two timesper day.
Sleep
Enchantment (Compulsion) [Mind-Affecting]Level: Brd 1, Sor/Wiz 1Components: V, S, MCasting Time: 1 roundRange: Medium (100 ft. + 10 ft./level)
Area: One or more living creatureswithin a 10-ft.-radius burst
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Selnes Grace(lvl.1)
Encounters from Lvl 1 to Lvl 2Duration: 1 min./levelSaving Throw: Will negates DC`16Spell Resistance: YesA sleep spell causes a magical slumber tocome upon 4 Hit Dice of creatures. Creatures
with the fewest HD are affected first.Among creatures with equal HD, thosewho are closest to the spells point oforigin are affected first. Hit Dice that arenot sufficient to affect a creature arewasted.
Sleeping creatures are helpless. Slappingor wounding awakens an affectedcreature, but normal noise does not.Awakening a creature is a standard action(an application of the aid another action).
Sleep does not target unconscious creatures,constructs, or undead creatures
Burning Hands
Evocation [Fire]Level: Fire 1, Sor/Wiz 1Components: V, SCasting Time: 1 standard actionRange: 15 ft.Area: Cone-shaped burstDuration: InstantaneousSaving Throw: Reflex half DC16Spell Resistance: YesA cone of searing flame shoots from yourfingertips. Any creature in the area of theflames takes 1d4 points of fire damage percaster level (maximum 5d4). Flammablematerials, such as cloth, paper, parchment,and thin wood burn if the flames touchthem. A character can extinguish burningitems as a full-round action.
Tactics:
Will empower his two spells with his Arcanists
Gloves. Will target the players with a sleep spell,
assuming that he wipes the party, hell disarm,
bind and gag them and drag their sorry behinds
back to the temple, treat it as if Faunia defeated
them.
Hell then cast an empowered burning hands
and then have to resort to his lvl 0 spells making
him an easy fight.
The Lake
The Lake is home to an aggressive shark, whilenot a true shark in the sense of ocean dwellers it
is close enough and uses the same statistics.
SharkLarge Animal (Aquatic)7d8+7 (38hp)Swim 60ft. (12 Squares)15AC (-1 size, +2 Dex, +4 Natural)Touch 11, Flat-Footed 13Base Attack: +5 / Grapple +12
Bite: +7 melee (1d8+4)
Slam: +7 (DC10 fortitude check to stay in boat)Range 10ftSense: Blind-sense, Keen ScentSaves: Fort +8, Reflex +7, Will +3Abilities: Str 17, Dex 15,Con 13, Int 1, Wis 12,Cha 2Skills: Listen +8, spot +7, swim +11Feats: Alertness, Great Fortitude, ImprovedInitiativeCR2
Tactics:
The Shark will ram the rowing boat with its slamattack, it will then go after any players that areknocked out of the boat with its bite attack andgrappling.
Players can feasibly stay in the boat and outrunthe shark. If players can stay in the boat thenthey do get the XP anyway as its for getting pastthe shark not necessarily killing it.
More likely are the players will end up having todefeat it with ranged weapons. If players do endup attempting to melee it, it may grapple themand drag them underwater using the drowningrules to kill the players.
Any character can hold her breath for a numberof rounds equal to twice herConstitution score.After this period of time, the character mustmake aDC 10Constitution check everyround inorder to continue holding her breath.Eachround,theDC increases by 1.
When the character finally fails herConstitutioncheck,she begins to drown. In the firstround,
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Selnes Grace(lvl.1)
Encounters from Lvl 1 to Lvl 2she falls unconscious (0 hp). In thefollowinground,she drops to -1hit points andisdying.In the thirdround,she drowns.
The Shark is worth 600 experience
The Island
The players will be able to procure rowing boats
relatively easily, assuming theyre stupid enough
to attempt to swim they will need three DC11
swim checks to make it safely, plus a swim check
each turn engaged with the shark.
The island is a dark copse, a DC 10 search or
survival check will find a trap door leading to
some stone steps. If the players are with Luna
then she will show them the trapdoor
automatically.
A stone stairway will descend ten feet leading to a
wooden doorway.
As you descend the stone steps you are greeted
by a black wood door. Painted upon it, is a black
circle surrounded by a purple ring.
DC10 Knowledge Religion: Its the holy symbol of
Shar.
Upon opening the door, the players make their
way into a pitch black room with stone walls.
The room has another door across from the first.
It has two statues both of slightly different
warriors. Assuming that the players walk within
10 feet of either statue a lesser air elemental will
appear in each corner. Assuming that the
password Faunt isnt said immediately they
will attack.
This creature appears to be an amorphous,
shifting cloud surrounded by fast-moving currents
of air. Darker bits of twirling vapor form the
suggestion of two eyes and a mouth, but this
could be a trick of the swirling air.
Small air elemental
Small Elemental (air)
Hit Dice: 2d8 (9 hp)
Initiative: +7
Speed: Fly 100 ft. (20 squares)
Armor Class: 17 (+1 size, +3 Dex, +3 natural),
touch 14, flat-footed 14
Base Attack/Grapple: +1/-3
Attack: Slam +5 melee (1d4)Space/Reach: 5 ft./5 ft.
Special Attacks: air mastery, whirlwind
Special Qualities: Darkvision 60 ft., elemental
traits
Saves: Fort +0, Ref +6, Will +0
Abilities: Str 10, Dex 17, Con 10, Int 4, Wis 11, Cha 11
Skills: Listen +2, Spot +3
Feats: Flyby Attack, Improved Initiative, Dodge, ,
Weapon Finesse
Challenge Rating: 1
Alignment: neutral
Air Mastery(Ex): Airborne creatures take a 1
penalty on attack and damage rolls against an
air elemental.
Whirlwind(Su): The elemental can transform
itself into a whirlwind once every 10 minutes
and remain in that form for up to 1 round for
every 2 HD it has. In this form, the elemental can
move through the air or along a surface at its fly
speed.
The whirlwind is 5 feet wide at the base, up to
30 feet wide at the top, and up to 50 feet tall,
depending on the elementals size. The
elemental controls the exact height, but it must
be at least
10 feet. The elementals movement while in
whirlwind form does not provoke attacks of
opportunity, even if the elemental enters the
space another creature occupies.
Another creature might be caught in the
whirlwind if it touches or enters the whirlwind,
or if the elemental moves into or through the
creatures space. Creatures one or more size
categories smaller than the elemental might take
damage when caught in the whirlwind and may
be lifted into the air.
An affected creature must succeed on a Reflex
save when it comes into contact with the
whirlwind or take the indicated damage. It mustalso succeed on a second Reflex save or be
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Selnes Grace(lvl.1)
Encounters from Lvl 1 to Lvl 2
picked up bodily and held suspended in the
powerful winds, automatically taking the
indicated damage each round. A creature thatcan fly is allowed a Reflex save each round to
escape the whirlwind. The creature still takes
damage but can leave if the save is successful.
Creatures caught in the whirlwind can
otherwise act normally, but must succeed on a
Concentration check (DC 15 + spell level) to cast
a spell. Creatures caught in the whirlwind take a
4 penalty to
Dexterity and a 2 penalty on attack rolls. The
elemental can have only as many creaturestrapped inside the whirlwind at one time
as will fit inside the whirlwinds volume.
Tactics: The elementals will immediately turn
into whirlwinds (where they will remain for a
round). They will engulf the furthest away two
players who will get a DC10 reflex save.
Assuming they fail they occupy the same square
and take D6 damage, with D6 more in the
beginning of each of their turns that they areengulfed. After they are forced to revert they
will continue to attack their targets until slain.
Rewards: The elementals are worth a total of
1200 experience divided by the amount of
players. If they received help it becomes 900
experience, again split between just the players.
DMs Reference
Elemental A /9HP Elemental C /9HPElemental B /9HP Elemental D /9HP
Initiative Order:
The Showdown
Once the elementals have been defeated the
dark doors will open revealing the temple main
chamber.
As the last elemental is banished the doors open
of their own accord. Blood runs out staining the
floor. Looking up you see four half orc
worshippers standing before you carrying
ceremonial falchions and guttural sneers. In the
centre and standing before the stone altar is a tall
middle aged woman, she wears dark breastplatearmour that seems to blend in with the shadows.
Her heavy silver mace is dripping with blood. She
has long black hair with only a hint of grey.
Standing protectively to her right is an even taller
giant of a man, also wearing chainmail but his
helmet fully covers his face. He grips a cruel
looking flail in two hands.
If you are with Cadewyn: The Moon Bitch sends
her lackeys, come let us continue the eternity
long war.
Cadewyn and Faunia will effectively start a spell
dual, (use Faunias stats for Cadewyn, with
similar non magical equipment). They will
cinematically battle with spells with the
outcome being decided by whoever wins the
battle of Nimor and Acolytes vs. the players.
If you are with the Darksong Krew Faunia will
cry what treachery is this? Luna will reply
remember the doctrine sister, this is purelybusiness.
Invited: if you arrived peacefully via the
caretaker (you will still have to fight the
elementals) she will say So my spys were
correct, you are worth something. What are you
looking for?
Assuming the players mention the missing Saint
then she will explain somewhat sadly that she is
not responsible. She will explain that the Dark
Justiciar Alai Bloodknife a chosen of the Dark
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Selnes Grace(lvl.1)
Encounters from Lvl 1 to Lvl 2Mistress was due to be arriving in the last week
but had mysteriously gone missing.
She will offer to reward the players greatly if
they find him.
Assuming that the Wizard has used his circlet
she will suggest that he looks somewhat
drained. She will ask if he is interested in gaining
more power. If he accepts then she will commit
her orc lackeys to attack the players as a test.
She and Nimor however will not fight.
Afterwards she will explain to the wizard that
while the conventional way of controlling the art
is through the magical weave that Mystra
created, there are alternatives. The gift would
have many benefits in addition to no longer
taking wisdom damage from the crown. You
may wish her to pretend it wasnt from her and
identify it as a shadow item.
If the player consents she will conduct a ritual
that will allow the player to replace a feat for
Shadow Magic Mastery. She will mention almost
as an afterthought that of course the Shadow
Weave is completely controlled by Shar. Which
in game terms: means that the player must
assume Shar as his patron deity, if he stops, he
will lose the ability to cast spells.
She will also hint that if he comes back having
rescued Alai Bloodknife, she can show him how
to unlock powers that he can only dream.
(Prestige Class: Shadow Adept).
DMs Reference
Faunia /37hpNimor /29hp
Acolyte A /5hp Acolyte A /5hpAcolyte C /5hp Acolyte D /5hp
Initiative Order:
Rewards
The encounter is worth 1500xp assuming that
the players received aid, if they defeat Faunia
without assistance they receive XP for her as
well for a total of 3300.
If the players do not defeat but take the offer to
leave the players receive 100 XP each for gaining
vital information. They also gain the XP for
defeating the Orcs (600) and the Elementals asusual.
If the players retrieve Faunias diary with
movements of cultists it is worth a 10gold
reward and 50XP each additionally if given to
the Church of Selne.
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Selnes Grace(lvl.1)
Encounters from Lvl 1 to Lvl 2