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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