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Schmoe's Encounter-a-Week


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Schmoe

Adventurer
Shevnaral, Demon of the Night

This was a climactic encounter in which the party faced down a shadowy demon who had stolen the Nymph’s Tear from the Pillar of Dawn, which was keeping the creatures from the Shadowlands at bay. With the Nymph’s Tear gone from its resting place at the point of the pillar, the shadowy creatures were free to cross through the local rift and wreak havoc on the locals. The party had traveled to the caves where the creature dwelled, dealing with his minions along the way, until finally they met the demon for the first time. At the time of the encounter, my party was a group of six 4th level characters. The main opponent is a CR 5, and I would rate the encounter as EL of about 7, due to the demon’s minions.


Setup/Prelude
The party has entered the cavern complex through the tunnel at area #9. Although the guards were easily slain, the fighting here has alerted Shevnaral, a Shadow Barghest, and its minions in the main cavern at area #10. The Barghest is cocky but devious, and enjoys seeing the fear on its victims’ faces before it consumes their souls. The demon has directed five Shadow Goblins to hide behind the various stone pillars and draperies about the periphery of the main cavern. They are difficult to spot (Spot DC 25), and utterly silent. Three more Shadow Goblins wait in the cave at area #11. Meanwhile, Shevnaral has hidden itself in the tunnel between the main cavern and its personal lair at area #12. It has projected its image, that of a black, demonic goblin, standing in the center of the cavern to await the party’s approach.

Setting/Environment
The main cavern is a place of darkness and eerie shadows. Low, greenish flames cast flickering shadows on the uneven cavern walls. The darkness seems to slither and shift just on the periphery of vision. The air is cool and damp and filled with the stale smell of urine and unwashed beasts. The floor beneath the party’s feet is uneven and slick with moisture, though it has no effect on combat. A cold silence lurks in the corners, but the hint of whispering threatens to shatter the quiet at any moment.

Foes

Shevnaral
Shadow Barghest
Medium Outsider (Evil, Lawful)
HD: 6d8+6 (35 HP);Init: +6; Speed: 45’ (90’ in wolf form); AC: 18 (FF 16, Touch 12); BAB: +6/+1; Attacks: Bite +9 melee, 1d6+3; 2 claws +4 melee, 1d4+1; Special: Spell-like abilities, Scent, DR 15/+1, Alternate Form, Cold Resistance 11, Shadowblend (90% concealment), Mirror Image 1/day (1d4+2 images); Saves: Fort +6, Ref +7, Will +7; Abilities: Str-17, Dex-15, Con-13, Int-14, Wis-14, Cha-14; Skills: Bluff +11, Hide +11, Intimidate +11, Jump +12, Listen +11, Move Silently +16, Spot +11; Feats: Combat Reflexes, Improved Initiative;

Shevnaral is a Barghest that became trapped on the Shadowlands years ago. During his stay on that colorless, humorless plane, Shevnaral’s being was corrupted by the essence of Shadow. Now the demon seeks ruthless dominion over those who will follow, and he seeks to devour those who will not. It is crafty and duplicitous, and it will attempt to mislead, divide, and devour the party at every turn.

In humanoid form, Shevnaral appears to be a tall (5’), muscular goblin with inky black skin, dark gray hair, and slanted eyes of pure white. Its fangs and claws are razor sharp, and its tongue is a deep crimson that frequently snakes out to lick its lips.

In lupine form, Shevnaral appears as a wolf with goblinoid ears and a wrinkled snout. Its fur is black as coal, and the only color is from the dark gray skin beneath and the slanted, pure white eyes.

8 Shadow Goblins
Shadow Goblin
Stats: As a goblin, plus –
Speed: 45’
Special: Shadowblend, Cold Resistance 6, Cause Fear 1/day (DC 11)
Skills: Move Silently +10


Tactics
Shevnaral’s image stands in the center of the cavern as he tries to throw the group off-guard with parley. He laces his words with veiled threats and subversive pleading, trying to lure the party into the center of the chamber. At the most opportune moment, or if the party seizes initiative, he casts Charm Monster on the toughest looking fighter in the group and commands him to “Go into the tunnel <pointing toward the tunnel leading to area #12>, you’ll be safe there.” If the Barghest attacks during conversation parley, allow the party members Sense Motive checks opposed by the Barghest’s Bluff check to give them the opportunity to not be surprised. Otherwise, the party is surprised.

As soon as Shevnaral has completed his Charm attempt, the Shadow Goblins attack. The Barghest will use Emotion: Hope to bolster the goblins, relying on the projected image to protect itself. If the goblins seem to be losing, the Barghest will abandon the Emotion spell and instead retreat back to its chamber, where it will attempt to slay and devour any character who was told to go wait there.

If all else fails and the Barghest is in mortal danger, it will flee into the dark tunnels, where it hopes to hide and regain its strength.


Treasures/Rewards

If the party should defeat Shevnaral and its minions, or if they should otherwise gain access to the cave at area #12, they can recover the demon’s personal stash. The hoard is hidden behind a loose rock (Search DC 18), and it consists of items the demon has collected from victims over many years of terror.

The stash contains:

4,888 silver pieces of mixed minting, many seals and stamps utterly foreign or unknown
423 gold pieces, same as the silver
A black velvet pouch containing a piece of jade (110 gp), a black pearl (700 gp), and a gold and onyx earring (60 gp)
A beaten wooden spoon (Murlynd’s Spoon)
A bone scroll tube containing a tattered scroll of Shocking Grasp (CL 6) and Web (CL 6)
 

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Dog Faced God

First Post
These are really cool, Schmoe! I rarely poke my head out of the rules forum, so I'm glad I came to check this out. I did have one question about the Kishishtri encounter. You mentioned the forest fire that is fueled by a Druidic wind. Will this affect the battlefield at all (i.e. after X number of rounds the fire begins to encroach on the area where the battle is taking place)? If so, how long until the fire catches up, and what are the consequences of hanging around to fight in the fire?
 

Schmoe

Adventurer
Dog Faced God said:
These are really cool, Schmoe! I rarely poke my head out of the rules forum, so I'm glad I came to check this out. I did have one question about the Kishishtri encounter. You mentioned the forest fire that is fueled by a Druidic wind. Will this affect the battlefield at all (i.e. after X number of rounds the fire begins to encroach on the area where the battle is taking place)? If so, how long until the fire catches up, and what are the consequences of hanging around to fight in the fire?

Hey Dog, glad you stopped by, and I'm glad you found it worth your while. :)

To answer your question, I anticipated that my party would be at least a mile or so in front of the fire. It is something that is definitely pushing the party out of the forest, but not necessarily something that would directly affect this encounter.

If you wish to make the fire a larger part of the battle, I'd figure out the distance between the fire line and the party when the encounter starts. Then figure that the fire line moves 10' closer each round. When the fire line gets to within 30', each character takes 1d6 fire damage every round. 20' = 2d6 fire damage, 10' = 3d6 fire damage, and within or beyond the fire line = 6d6 fire damage every round. Considering that a steady wind is blowing and it is beneath an open sky, smoke would probably have only a very limited effect (perhaps 25% concealment every 50' or so).
 

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