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Redin Fa hite Night
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Thiago Rosa

Red Fangs in a White Night is


an adventure for four 7th-level
characters. Its action occurs at the
city of White Night, which can fit
easily into any secluded location
in your favorite campaign setting.

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

Steron Gathra saw it as an opportunity.


Slowly and methodically, he crafted a
criminal empire with his vampiric charms
and ruthlessness. With Klarth spending less
and less time on the city itself, the vampire
assumed control of the city council from the
shadows. Nowadays, he rules White Night in
all but name.
Unbeknown to Steron, however, another
creature of the night has entered White Night
recently. Sena Redfang, a cunning werewolf,
is infecting as many people with lycanthropy
as she can to get her revenge on Steron for
past grudges.

The White Dome

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

EN World TRAILSeeker | Red Fangs in a White Night

Adventure Synopsis

Adventure Hooks

The PCs are hired to catch White Nights


mysterious werewolf. As they investigate, it
becomes clear that there is something wrong
with the city officials. Either following tracks or
advice, the players meet Sena the werewolf and
Steron the vampire and discover they are trying
to kill each other. Meanwhile, the mysterious
Shelley watches them from the sidelines,
ready to propose a solution. The PCs must
choose between an alliance with one monster
to defeat the other, invading a wizards tower
and changing White Night forever to defeat the
monsters Or facing all these monstrosities
only with their own skill and expertise.

Before 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.

EN World TRAILSeeker | Red Fangs in a White Night

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
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ganized cult
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of magic would wor
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could make Klarth
ure considering as
whichever group yo
next adventure.
the villain of your

Werewolf By Night (CR 6)


Soon after arriving in the city (maybe
just before they are preparing to call it a
night), the PCs see a ruckus on the street.
Four afflicted werewolves are terrorizing
the streets, howling and attacking people
randomly. The city guard doesnt seem to be
around. Bertha the merchant might offer a
small reward (a few hundred gold pieces) to
encourage the party to take action in case they
are not motivated enough.
The werewolves fight independently and
recklessly. After the PCs solve the issue, two
city officials arrive to assess the situation. A
Sense Motive check (DC 15) identifies that
they are dominated. If questioned on this
point, the officers will dodge the question and
request the PCs cooperation in dealing with
the werewolf problem.

If the PCs start asking too many questions


about Gathra, they are approached by a group
of his thugs and told to stop asking questions.

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)

The werewolf attack has ruined a local


business. The owner is a jolly dwarven lady
by name of Bertha. While she is concerned
about the material losses, she is grateful that
the PCs saved her and other people from
suffering a terrible fate. She complains
that the city watch has done very little
against the increasingly common werewolf
attacks and that she is seriously considering
moving away.

Ranged light crossbow +4 (1d8/1920)

Throughout the attack, the players may


notice a creepy girl watching the altercation
from afar. If they follow her after the battle,
see the "Following Shelley" encounter.

SQ change shape (human, hybrid, and wolf;


polymorph), lycanthropic empathy (wolves
and dire wolves)

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

EN World TRAILSeeker | Red Fangs in a White Night

If the PCs start asking too many questions


about Gathra, they are approached by a group
of his thugs and told to stop asking questions.

(the vampires are not trained in Sense Motive,


relying on a +1 Wis modifier). If it comes to a
fight, the vampires will try to gang up on one
character (preferably one with a holy symbol)
before worrying about the others.

Rumours

Like the last time, the players may notice a


creepy girl watching the battle. If they follow
her, see the "Following Shelley" encounter.

If the PCs try Diplomacy checks to gather


information, here is what they might find out
with each check.
DC 10:
The city was founded by the Klarth the
Archmage.
No one has seen Klarth for years.
Werewolf attacks have began months ago
and are getting more frequent every day.

The city council used to fight fiercely among


each other, but after Klarth left they seem to
be of a single mind on most subjects.
The merchant Steron Gathra is the
wealthiest man in town.
DC 20:
A creepy kid has been running around
town, just watching people going about
their business and smiling at them.
Steron Gathra is involved with criminals.
Klarth had a young daughter. Ever since
she died in an accident, he was rarely seen.
There is a bigger, red-furred werewolf
among the pack.

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

Stop Snooping Around (CR 8)


The four thugs try to corner the party in
an alley. A Perception (DC 26) check lets
the party know they are being followed
and prepare accordingly. Once they find a
secluded alley, the vampires immediately tell
the players they have been asking the wrong
questions and that if they continue doing so
they are going to end up hurt or worse. Lying
their way out of the situation is not difficult

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)

EN World TRAILSeeker | Red Fangs in a White Night

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.

Detect evil spells will reveal a moderate evil


aura on Ardelma, since she is an undead. If
the PCs try to call her on this, she sends them
away and later sends a few thugs after them
(see the "Stop Snooping Around" encounter).
If attacked, Ardelma will call the city guards to
protect her and will use them to cover her escape.
There are 12 guards at the building when the
PCs arrive. Later the same day, if she manages to
escape, she will ambush the PCs with three other
vampire thugs (use the "Stop Snooping Around"
encounter, but they attack on sight).

Sergeant Ardelma Gathra


Ardelma is a beautiful young woman with
pale skin, long black hair and brown eyes.
She is arrogant and ruthless and completely
loyal to Steron.
ARDELMA GATHRA (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)
5

EN World TRAILSeeker | Red Fangs in a White Night

Following Shelley (CR 7)

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

If the PCs try to approach Shelley, she


immediately clicks her heels together
activating her boots of speed and runs away.
If Shelley has seen the PCs being helpful
towards the population and actively trying
to oppose the vampires, she might lead them
to Klarths tower and offer them her aid. If
she still does not trust them, she will use her
cape of the mountebank to end the chase and
disappear.
If you want to give some reward to the PCs
chasing her, you can have Shelley drop a
minor magical item during the chase, like a
potion of invisibility.

Shelley

Human warrior 3
LN Medium humanoid
Init +0; Senses Perception +3
DEFENSE
AC 18, touch 10, flat-footed 18 (+8 armor)

Shelley looks like your average peasant


girl, except maybe a bit on the short side, but
there is a creepy air around her. She has short
chestnut hair and big brown eyes. She wears
a bright red and gold cape, a simple tunic and
worn out boots.

hp 19 (3d10+3)

SHELLEY (CR 7)

Fort +4, Ref +1, Will +1

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)

Init +4; Senses darkvision 60 ft.,


low-light vision; Perception +0
DEFENSE

Ranged heavy crossbow +3 (1d10/1920)

AC 20, touch 8, flat-footed 20; (+10 natural)

STATISTICS

hp 78 (9d10+29)

Str 14, Dex 11, Con 13, Int 9, Wis 10, Cha 8

Fort +3, Ref +3, Will +3

Base Atk +3; CMB +5 (+7 sunder); CMD 15


(17 vs. sunder)

DR 5/adamantine; Immune construct traits,


magic

Feats Alertness, Improved Sunder,


Power Attack

OFFENSE

Skills Intimidate +5, Perception +3, Ride 3,


Sense Motive +2

Melee 2 slams +10 (1d10+1)

Speed 30 ft.

Languages Common

STATISTICS

Combat Gear potions of cure light wounds (2);


Other Gear half-plate, heavy crossbow with
10 bolts, halberd, heavy flail, sap, 5 gp

Base Atk +9; CMB +15; CMD 24

Str 12, Dex 11, Con, Int 10, Wis 11, Cha 13
Languages Common

EN World TRAILSeeker | Red Fangs in a White Night

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.

merchants on the road along with her mate,


Nigel. On a moonless night, they attacked
a caravan but after slaughtering the guards
found a powerful vampire and his servants
within. The vampire dispatched Nigel
quickly who, with his dying breath, told Sena
to run. Unable to fight against those numbers
she did, but swore to come back and have her
revenge. She has been trying to pick them one
by one and when she cannot find one during
the night, she attacks random people to create
more werewolves and counter her numbers.
Even though she has no control over the
other lycanthropes, the ensuing chaos from
werewolf attacks keeps the vampires busy
and allows her to keep searching. She knows
where the vampire master is hidden, but she
cannot go inside by 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

EN World TRAILSeeker | Red Fangs in a White Night

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

Base Atk +8; CMB +12; CMD 25

Init +0; Senses darkvision 60 ft., scent;


Perception +9

Feats Aspect of the Beast, Improved Natural


Attack (bite), Power Attack, Toughness,
Vital Strike
Skills Intimidate +11, Perception +13,
Survival +13 (+17 when tracking by scent),
Swim +13
Racial Modifiers +4 Survival when
tracking by scent.

DEFENSE
AC 17, touch 9, flat-footed 17
(+8 natural, 1 size)
hp 39 (6d8+12)
Fort +3, Ref +2, Will +6
Immune disease

EN World TRAILSeeker | Red Fangs in a White Night

destroying Sena, for she is the one problem he


cannot seem to solve by himself.

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.

If Sena came along with the PCs, she asks


to take care of the vampire by herself. Any
remaining vampire spawn arrive and attack
the PCs. After the PCs finish fighting the
spawn, you can decide if Sena or Steron
vanquished the otherand have the survivor
(at half normal hit points) immediately attack
the PCs.
To completely destroy Steron, the PCs need
to find his coffin and stake him. In Sterons
room there is a hidden chamber (Perception
DC 20 to locate) and his coffin is there.

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

EN World TRAILSeeker | Red Fangs in a White Night

Vampire (Human) Rogue 8 (CR 9)


XP 6,400
LE Medium undead (augmented humanoid)
Init +9; Senses darkvision 60 ft.;
Perception +22
DEFENSE
AC 25, touch 17, flat-footed 19 (+5 Dex,
+1 dodge, +1 armor, +1 deflection, +7 natural);
uncanny dodge, improved uncanny dodge
hp 76 (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 Abilities undead traits,
channel resistance +4
Weaknesses vampire weaknesses
OFFENSE
Speed 30 ft.; climb 20 ft.
Melee slam +12 (1d4+5 plus energy drain)
Melee shocking grasp +11 touch,
damage 5d6 electricity
Ranged ray of frost +11 touch, damage 1d3
coldSpecial Attacks energy drain (2 levels, DC
18), blood drain, dominance,
sneak attack +4d6
STATISTICS
Str 20, Dex 20, Con , Int 14, Wis 12, Cha 18
Base Atk +6; CMB +11; CMD 26
Feats AlertnessB, Combat Expertise, Combat
ReflexesB, DodgeB, Improved InitiativeB,
Lightning ReflexesB, Lunge, Mobility,
ToughnessB, Skill Focus (Stealth), Spring
Attack, Weapon Focus (slam)B
Skills Acrobatics +16, Bluff +23, Climb
+13, Intimidate +15, Knowledge (local) +13,
Perception +22, Sense Motive +22,
Stealth +27, Use Magic Device +15;
Racial Modifier +8 Bluff, +8 Climb,
+8 Perception, +8 Sense Motive, +8 Stealth.

Languages Common, Elven, Dwarven


SQ change 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 inflict serious wounds (3d8+5),
jeweled cane (worth 350 gp)
Minor and Major Magic: Steron
can cast ray of frost 3 times per day and
shocking grasp 2 times per day; caster level 8.
TACTICS
If Steron is expecting the players, he will
be hidden on the ceiling (you can consider
that he took 10 on his Stealth check, for a
result of 37). If possible, he will choose to
target someone holding a holy symbol, but
otherwise he will attack the more armored
PC he sees. On his surprise round, he drops
from the ceiling as a free action and casts
shocking grasp while using Combat Experise
(melee touch +6, AC 30), probably triggering
sneak attack (for a total of 9d6 electricity
damage). By now he will have summoned a
swarm of bats with his creatures of the night
ability and ordered the swarm to harass
spellcasters.
If he isnt expecting the players, he will
try to dominate one of them and hide to
recover any damage suffered from their
attacks (maybe drinking his potion of inflict
serious wounds, but mostly relying on his fast
healing).
On the following rounds, he will try to hide
(if necessary using his standard action to
create a diversion). His plan is to pick the
PCs one by one, sneak attacking with his
slam attack for energy drainhe will use
lunge to make locating him harder. If any PC
looks particularly weakened, he might use
his last shocking grasp to finish them off.
If any of Sterons thugs are still around, they will
mostly setup flanking opportunities for him and
use aid another actions to increase his AC.

10

EN World TRAILSeeker | Red Fangs in a White Night

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.

FROST FANGS TRAP (CR 7)


Type mechanical; Perception DC 25;
Disable Device DC 20
Trigger location; Duration 3 rounds;
Reset none
Effect jets of freezing water (3d6 cold damage,
DC 20 Reflex save for half damage); multiple
targets (all targets in a 40-ft.-square chamber)

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

Shelley wants to destroy both the


vampires and the werewolves plaguing the
city. She knows of one solution: entering
the towers control chamber and destroying
the white dome. She doesnt realize that
destroying the dome will change life in the
city forever and maybe cause even more
trouble than it solves. If the PCs explain
why this is a bad idea, she instead hands
them magical items from Klarths cache
(2 flasks of silversheen, 4 flasks of holy
water, a scroll of detect undead and a scroll
of daylight) and points them towards the
sewers and the manor.

DEFENSE

If the PCs come here uninvited, first they


are going to have to break in. The front
door is protected by arcane lock (Disable
Device DC 35 to unlock, Strength DC 33
to break down). The lock and door are
not trapped, but the hallway up front is.
The rushing water sound attracts Klarths
guardians, a trio of Medium ice elementals,
who attack the intruders immediately. The
cold water pooling on the ground causes
it to be slippery, increasing the DC of any
Acrobatics check by 5.

STATISTICS

AC 16, touch 10, flat-footed 16 (+6 natural)


hp 30 (4d10+8)
Fort +6, Ref +4, Will +1
Immune cold, elemental traits
Weaknesses vulnerable to fire
OFFENSE
Speed 20 ft.,
burrow (ice and snow only) 20 ft., swim 60 ft.
Melee slam +7 (1d6+4 plus 1d4 cold)
Special Attacks numbing cold (DC 14)
Str 16, Dex 10, Con 15, Int 4, Wis 11, Cha 11
Base Atk +4; CMB +7; CMD 17
(cant be tripped)
Feats Cleave, Power Attack
Skills Knowledge (planes) +4, Perception +7,
Stealth +7, Swim +11
Language Aquan
SQ ice glide, icewalking
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SPECIAL ABILITIES

Fort +11, Ref +11, Will +4

Numbing Cold (Su) When an ice elemental


deals cold damage to a creature, that
creature must succeed on a Fortitude save
or be staggered for 1 round. The save DC
is listed in the elementals stat block and is
Constitution-based.

OFFENSE

The Control Chamber (CR 7)


Once inside, Shelley will find the PCs and
guide them towards the control chamber,
even if they came uninvited, in the hopes that
they will defeat the guardian and allow her to
destroy the dome herself.
This a 30-ft by 30-ft chamber, with arcane
runes scribbled all over the walls. A Spellcraft
check (DC 22) identifies it as a siphoning the
suns rays through the dome to power the
heavily altered effect of mages private sanctum
and forbiddance, blocking divination and
teleportation spells. The room looks empty,
but its guarded by an invisible stalker.
If the PCs choose to destroy the dome, all
they have to do is destroy the runes. That
can be achieved by dispelling the magic (CL
20), physically destroying the thick walls
(hardness 8, 60 hit points, Strength DC 28
to destroy; at least 20ft of wall needs to be
destroyed so the dome disappears), casting
disintegrate (two castings are enough) or
disabling the runes as per a magical trap
(Disable Device DC 32).

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)

Speed 30 ft., fly 30 (perfect)


Melee 2 slams +12 (2d6+4)
STATISTICS
Str 18, Dex 19, Con 22, Int 14, Wis 15, Cha 11
Base Atk +7; CMB +11; CMD 25
Feats Combat Reflexes, Improved Initiative,
Lightning Reflexes, Weapon Focus (slam)
Skills Acrobatics +14, Bluff +10, Fly +22,
Knowledge (planes) +12, Perception +12,
Sense Motive +12, Stealth +14, Survival +12
Languages Auran, Common
SQ improved tracking
SPECIAL ABILITIES
Improved Tracking (Ex) An invisible stalker
takes no penalty to Survival checks when
tracking and moving at any speed.
Natural Invisibility (Ex) This ability is
constantan invisible stalker remains
invisible at all times, even when attacking.
As this ability is inherent, it is not subject to
the invisibility purge spell. Against foes that
cannot pinpoint it, the invisible stalker gains
a +20 bonus on Stealth checks when moving,
or +40 when standing stillthese bonuses are
not included in the statistics above.

Looting the Tower

INVISIBLE STALKER (CR 7)

Init +8; Senses darkvision 60 ft.;


Perception +12

Defensive Abilities natural invisibility;


Immune elemental traits

Maybe your players think its a good idea to


loot the whole towerafter all, the archmage
is not home. This is not this adventures
focus, but you could have a few simple rooms
guarded by golems and monsters summoned
through planar binding. Monsters that could
work for this purpose include huge elementals,
flesh golems, lillends, shadow demons, shaitan
and succubi; they should provide challenging
(but not crippling) encounters. Determine the
treasure found randomly. To save time, here

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EN World TRAILSeeker | Red Fangs in a White Night

are two sets of randomly generated treasure


for these encounters: finger of death scroll (CL
15), jeweled dagger (worth 15gp), 167gp,
several small agates (168gp); potion of gaseous
form (CL 5), potion of tongues (CL 3), potion of
cure serious wounds (CL 5), feather token (swan
boat), one emerald (350gp).
If the PCs loot the tower, Shelley will stop
helping them. They will also have to deal with
Klarths wrath when he returns.

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

dome standing for the moon. Sena, however,


is a natural lycanthrope and will continue her
attacks and trying to invade Sterons mansion.
Chaos will erupt in the streets when all
the outcasts notice they can now be found
by whomever they were hiding from. In a
few days, bounty hunters will arrive looking
for them. Shelley will blame herself for the
problems and wont be of much help.
Eventually, the council will reinstate order.
Most outcasts will leave White Night and take
their money elsewhere. It will take years for
the city to recover and it will never reach the
wealth it once had.
IF STERON IS DESTROYED
BUT THE DOME REMAINS
The council is free from Sterons dominate
effects. They are honest at heart and find out
several corrupt schemes by Steron, ending
them one by one. It will take a lot of work,
but they are on the right path. They will offer
the PCs a reward for their help consisting of
6000 gp in gold and gems.

Hooks for more adventures


White Night is saved for now, but the PCs
actions have consequences and they might be
adventures by themselves.
Shelley might ask the PCs to help her
finding Klarth.
A surviving member of Sterons criminal
empire desperately wants the power of
undeath again. He makes a pact with Orcus
and becomes a new master vampire.
If the dome was not destroyed, the PCs
still need to find and cure (or kill) all
werewolves infected by Sena.
If the dome was destroyed, Klarth the
Archmage returns to put it back in place
and settle matters with the adventurers who
destroyed it.
Author | Thiago Rosa
Editor | F. A. Real H.
Artist | Nick Cramp
Layout | Xanditz
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EN World TRAILSeeker | Red Fangs in a White Night

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