Beruflich Dokumente
Kultur Dokumente
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n
a
Redin Fa hite Night
W
Thiago Rosa
Adventure Background
Several decades ago, Klarth the Archmage
abandoned his organization and decided to
take his experiments to a secluded location.
To his surprise, he found that many people
were interested in following him, unhappy
with the organizations practices.
It didnt take Klarth much time to find
a good place where he could start over.
However, he was afraid the organization
would harm his new followers. As a city
built around trade for the spellcasting
services of Klarth and his apprentices, his
concerns grew. He studied a solution for
months and came up with a solution: he
would cover the city with a dome, a gigantic
magical item that would block divination
and teleportation spells. To fuel this magic,
Klarth used the suns rays. This meant the
sun never actually touched the city and the
sky was blocked by the creamy white dome.
Thats when the city got its actual name
White Nightthanks to the ever present
white dome between the city and the sky.
When it became clear that the sun could not
penetrate the dome, the enterprising vampire
e city is
Due to the dome, th
r to mages
under effects simila
forbiddance.
private sanctum and
teleportation
Any divination or
point within
spell that targets a
ally fails.
the dome automatic
vination or
Inside the dome, di
can be used
teleportation spells
normally.
1
Adventure Synopsis
Adventure Hooks
ganization
Klarths previous or
larth abandoned
The organization K
n better fit your
is left open so it ca
s
ard cabal or mage
campaign. Any wiz
, but a decadent
guild would suffice
ganized cult
empire or even an or
k as well. You
of magic would wor
an ex-member of
could make Klarth
ure considering as
whichever group yo
next adventure.
the villain of your
Afflicted Werewolf
The surviving victims of Senas attacks
become werewolves themselves. They
confuse the white dome for the full moon and
go berserk every night.
AFFLICTED WEREWOLF
(HYBRID FORM) CR 2
XP 600
CE Medium humanoid
(human, shapechanger)
Init +5; Senses low-light vision, scent;
Perception +4
DEFENSE
AC 22, touch 12, flat-footed 20
(+6 armor, +2 Dex, +4 natural)
hp 21 (2d10+6)
Fort +6, Ref +2, Will +2 (+3 vs. fear)
Defensive Abilities bravery +1; DR 5/silver
OFFENSE
Speed 30 ft. (20 ft. in armor)
Melee longsword +6 (1d8+6/1920),
bite +1 (1d6+1 plus trip)
STATISTICS
Str 19, Dex 15, Con 17, Int 8, Wis 14, Cha 8
Base Atk +2; CMB +6; CMD 18
Feats Cleave, Combat Reflexes, Improved
Initiative, Power Attack
Skills Climb +4, Intimidate +4, Perception +4
Languages Common
Rumours
Vampire Thug
Ever careful, Steron never risked that any
of his lieutenants could oppose him. Though
he turned them into vampires, he kept all of
them as minor vampire spawnless powerful
and therefore less dangerous if they should
ever escape from his thrall.
VAMPIRE THUG (CR 4)
XP 1,200
LE Medium undead
Init +1; Senses darkvision 60 ft.; Perception +8
DEFENSE
AC 18, touch 12, flat-footed 16 (+1 Dex,
+1 dodge, +2 leather armor, +4 natural)
hp 26 (4d8+8); fast healing 2
Fort +3, Ref +2, Will +5
Resistances cold 10, electricity 10
Defensive Abilities undead traits,
channel resistance +2; DR 5/silver
Weaknesses resurrection vulnerability
OFFENSE
Speed 30 ft.; climb 20 ft.
Melee slam +4 (1d4+1 plus energy drain)
or dagger +4 (1d4+1/19-20)
Melee masterwork sap +5 (1d6+1 nonlethal)
Ranged light crossbow +4 (1d8/19-20)
or thrown dagger +4 (1d4+1/19-20)
Special Attacks energy drain
(1 level, DC 14), blood drain, dominance
(Will negates, DC 16)
STATISTICS
Str 12, Dex 13, Con , Int 11, Wis 13, Cha 14
Base Atk +3; CMB +4; CMD 15
Feats Precise Strike, Dodge
Skills Climb +9, Intimidate +9,
Knowledge (local) +7, Perception +8, Stealth +16;
Racial Modifier +8 Stealth, +8 Climb
Languages Common
SQ gaseous form, shadowless, spider climb
Gear: leather armor, dagger, masterwork
sap, light crossbow, 10 crossbow bolts
TACTICS
Sterons vampire thugs understand
the power of teamwork. They take full
advantage of their climb speed to set up
flanks and deal +1d6 damage thanks to the
Precise Strike feat (Advanced Players Guide,
pg. 167). They usually soften up a victim
with energy drain before one of them tries to
grapple them and drain their blood; the other
vampires might aid them with aid another
actions while fighting defensively if they
are not too hurt. The thugs like to get their
hands dirty, usually saving their powerful
dominance ability to cover getaways.
Steron considers his thugs disposable
assets and demands that they always fight
to the death.
Nights Law
If the PCs choose to work with the officers,
they will be taken to the city watch quarters
(maybe the next morning, if they need rest after
the battle with the werewolves). There, they
will be introduced to Sergeant Ardelma Gathra.
Ardelma tells the PCs that there is a
powerful werewolf infecting others with
its lycanthropy and causing a major ruckus
around the city. Her men are too busy
dealing with the werewolf attacks to locate
the original werewolf, but she thinks the PCs
might find it in the sewers.
STATISTICS
Str 12, Dex 13, Con , Int 11, Wis 13, Cha 14
Base Atk +3; CMB +4; CMD 15
Feats Precise Strike, Dodge
Skills Climb +9, Intimidate +9,
Knowledge (local) +7, Perception +8, Stealth +16;
Racial Modifier +8 Stealth, +8 Climb
Languages Common
SQ gaseous form, shadowless, spider climb
Gear: leather armor, dagger, masterwork
sap, light crossbow, 10 crossbow bolts
CITY GUARD (CR 2)
XP 400
Shelley
Human warrior 3
LN Medium humanoid
Init +0; Senses Perception +3
DEFENSE
AC 18, touch 10, flat-footed 18 (+8 armor)
hp 19 (3d10+3)
SHELLEY (CR 7)
XP 3,200
OFFENSE
NG Medium construct
Speed 20 ft.
Melee halberd +5 (1d10+3/x3) or heavy flail
+5 (1d10+3/1920) or sap +5 (1d6+2 nonlethal)
STATISTICS
hp 78 (9d10+29)
Str 14, Dex 11, Con 13, Int 9, Wis 10, Cha 8
OFFENSE
Speed 30 ft.
Languages Common
STATISTICS
Str 12, Dex 11, Con, Int 10, Wis 11, Cha 13
Languages Common
SQ magical jewel
Skills Bluff +6, Disguise +10,
Knowledge (local) +10, Knowledge (arcana) +3,
Spellcraft +1
Feats Deceptive, Improved Initiative,
Skill Focus (Bluff), Skill Focus (Disguise),
Toughness
Gear cape of the mountebank, boots of speed
Magical Jewel (Su): Shelleys magical jewel
is the source of her sentience; she is basically
a smaller flesh golem being controlled by
an intelligent magical item. If the jewel
is somehow separated from her, she goes
berserk, as a standard flesh golem. If the
jewel is within 60ft of her, she can try a
Charisma check (DC 19) every round to
regain control over herself.
City Sewers
Tracking Sena in the sewers is not
hardshe uses the same route to
come and go every day, the tunnels
are filled with soft refuse, and she
doesnt try to cover her tracks. The
biggest issue is the lack of light; if
the PCs bring their own light, the
DC is 10. If they dont, DC is 16.
Senas trail is 3 miles longit takes
three successful checks to locate her.
When the PCs find Sena, she is feasting
on the remains of a victim. When she
sees the PCs, she notices they are not
undeadand, therefore, not connected
to her quest for vengeanceso she tries
to escape. In a tunnel nearby there are
two otyughs and Sena leads the PCs
there, attempting to use the monsters to
cover her escape.
If Sena is cornered and defeated,
she breaks down completely. If
she is still conscious the PCs may
attempt a Diplomacy check (DC 20)
to make her explain what is going
on. If the check is successful Sena
tells them that she used to attack
7
Sena Redfang
Sena is a mix of wolf and men, big, powerful
and brutal. Her fur is reddish with big fans,
usually painted red by the blood of her
victims. She uses a hat of disguise to look like
an 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
AC 20 (+4 natural, +6 armor, +2 Dex,
-2 armor)
hp 100 (8d12+48), uncanny dodge,
improved uncanny dodge
Fort +11, Ref +4, Will +6; trap sense +2,
superstition
DR 10/silver
OFFENSE
Speed 45 ft.
Melee 2 claws +12 (1d4+13),
bite +7 (1d8+9 and trip) or
Melee bite +12 (2d8+13 and trip) or
Ranged longbow +10 (1d8+4/x3)
Special Attacks rage (21 rounds), curse
of lycanthropy, rage powers (clear mind,
powerful blow +3, superstition, swift foot), trip
Languages Common
SQ change shape, lycantropic empathy
Gear: hat of disguise, belt of giant strength +2,
chainmail, composite longbow (Str 18), 20
arrows, coin pouch (18 gp, 23 sp, 7 cp)
TACTICS
Sena strikes hard and strong from the
beginning; she immediately flies into a rage
(already included in her stats above) and
attacks her closest foe. She always uses
Power Attack (included above). She only
remains in a fight if its against Steron or his
thugsotherwise, she runs away to fight
another day after her opening round. Sena
despises weaponry and relies mostly on her
fangs and claws. Her longbow is primarily a
hunting tool, but she is not above using it to
kill an escaping foe if necessary.
Ever since she acquired her hat of disguise
from one of her victims years ago, Sena has
not changed shape back into her human
form. If she is somehow forced into her
human shape, she will be stunned for one
round due to sheer shock.
If a battle lasts long enough to deplete all of
Senas rage rounds for the day, she suffers
a complete mental breakdown. Rage was
the only thing keeping her mind away from
her grief, so she slumps down to the ground
sobbing uncontrollably.
OTYUGH (CR 4)
STATISTICS
XP 1,200
Str 24, Dex 14, Con 20, Int 10, Wis 14, Cha 6
N Large aberration
DEFENSE
AC 17, touch 9, flat-footed 17
(+8 natural, 1 size)
hp 39 (6d8+12)
Fort +3, Ref +2, Will +6
Immune disease
OFFENSE
Speed 20 ft.
Melee bite +7 (1d8+4 plus disease),
2 tentacles +3 (1d6+2 plus grab)
Space 10 ft.; Reach 10 ft. (15 ft. with tentacle)
Special Attacks constrict (tentacle, 1d6+2)
STATISTICS
Str 18, Dex 10, Con 13, Int 5, Wis 13, Cha 6
Base Atk +4; CMB +9 (+13 grapple);
CMD 19 (21 vs. trip)
Feats Alertness, Toughness,
Weapon Focus (tentacle)
Skills Perception +9, Stealth +2 (+10 in lair);
Racial Modifiers +8 Stealth in lair
Languages Common
SPECIAL ABILITIES
Disease (Ex) Filth fever: Biteinjury; save
Fortitude DC 14; onset 1d3 days; frequency
1/day; effect 1d3 Dex damage and 1d3 Con
damage; cure 2 consecutive saves. The save
DC is Constitution-based.
Steron Gathra
Steron looks like a pale human male in
his mid 20s. He is always impeccably well
dressed and carries a jeweled cane with him,
even though he does not limp.
Vampire Manor
Steron lives in a mansion in White Nights
richest district. Every door is protected by
two city guards and has good locks (Disable
Device DC 20 to open, Strength DC 23 to
break). Inside, security carried out by two
vampires and four dominated guards.
Though richly decorated, the mansion is not
excessively big, with only two floors. First
floor includes a dining room (for visitors,
mostly), quarters for the vampires and a
kitchen. Second floor features Sterons room,
his office, his torture chamber (he calls it his
"studio") and a library.
Steron will react differently depending on
whether he is waiting the PCs or not. He
makes it clear that he is the one running
White Night and that the city has prospered
under his rule, despite him being an undead
murderer. He asks the PCs for assistance
9
10
Klarths Tower
Klarth the Archmage founded White
Night and lived in this tower, but he
has been missing for months. If the PCs
investigated, they may know the rumor
about Klarths daughter dying.
If Shelley took the PCs here, she will
let them in and then explain everything.
Klarths daughter died in an accident and
no clerics could bring her back because she
did not want to come back. Obsessed with
bringing her back no matter what, Klarth
roams the plains searching for obscure
arcane lore. One of his first attempts was
replacing his daughter with an artificial
onethats when he built Shelley. Quickly
realizing the flesh golem was not the same
as his daughter, Klarth went along with
his research but kept Shelley around as
company and as an assistant.
DEFENSE
STATISTICS
SPECIAL ABILITIES
OFFENSE
XP 3,200
N Medium outsider (air, elemental,
extraplanar)
DEFENSE
AC 20, touch 14, flat-footed 16
(+4 Dex, +6 natural)
hp 80 (7d10+42)
12
Conclusion
IF THE DOME IS DESTROYED
If the PCs destroy the White Dome during the
day, most vampires die instantly. Steron will be
hidden inside his manor and therefore safe. All
werewolves will stop rampaging without the