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SA1 Village of Seameet Handouts, Maps and NPCS

Seameet
Sineag’s Cave
The complete message:

12 Týsdagr, Ý lir,
Lord,
I humbly request aide, my lands of Seameet are under
attack by unknown forces and some of my tenants have been
killed. We lack trained men-at-arms to protect the citizenry. I
beseech you to spare some of your guardsmen to help us in this
dire situation.

Cut on dotted lines

Lord Aonghus Friseal

12 Týsdagr, Ý lir,
Lord,
I humbly request aide, my lands of Seameet are under attack
by unknown forces and some of my tenants have been killed. We
lack trained men-at-arms to protect the citizenry. I beseech you to
spare some of your guardsmen to help us in this dire situation.

Lord Aonghus Friseal

Cut on dotted lines


Man-at-Arms Vincent Rekker
2nd Level Man-at-Arms
STRength:18/42 +1/+3
DEXterity: 16 -2 AC
CONstitution: 17 +3 hp
INTelligence: 13 3 Languages
WISdom: 13
PERception: 14
CHArisma: 14 +1 COM
COMlieness: 16 Stunning good looks. Movie Star material.

AC: 3
HP: 26
Armor: Ensemble, Greek 1 AC:5
Weapons: Longsword (1d8/1d12), Dagger (1d4/1d4), Shortbow (sheaf arrows 1d8/1d8)

Equipment: quiver of 12 arrows, backpack, bandages, pry bar, 50-ft. hemp rope, large sack,
tinderbox, 2 torches, full wineskin, iron rations (1 week).

Special: if he is needed to become a PC he has the following Keltic gift:

Magical Affinity- The character was born with an aptitude for magic, and may become a multi-
classed character, adding Mage to any chosen character class except Druid, regardless of any
rules which would normally prohibit this. The mage class does not count when figuring
experience points.
Sineag MacNia 1st level Dark Druid
Diety – Aajill

STRength 14
DEXterity 14
CONstitution 17
INTelligence 16
WISdom 18
PERception 17
CHArisma 12
COMeliness 16

AC
Weapons – Dagger, Spiked Mace
Armor – Platemail and Shield *
Hit Points 10

Spells
1st
Darkbranch
Talon Road

Magic Items: Wand of Fog, Amulet of Charm Crustaceans


Cheshire Cat - Swydd Gaer Cath
Tiny fey, chaotic neutral
Armor Class 6
Hit Points 8d4+16
Speed 40 ft., climb 30 ft.
Damage Resistances psychic
Condition Immunities charmed, frightened
Senses darkvision 120 ft.
Languages English, Sylvan
Challenge 3 (700 XP)

Innate Spellcasting. The Cheshire Cat can innately cast the following spells, requiring no
material components:

At will: misty step, vicious mockery


3/day each: confusion, detect thoughts, hellish rebuke

Keen Smell. The Cheshire Cat has advantage on Wisdom (Perception) checks that rely on smell.

Magic Resistance. +2 save vs. spells and spell like effects


Staged Invisibility. The Cheshire Cat uses an action to magically turn invisible, but it does so
gradually. Before the end of its turn the Cheshire Cat’s body and any equipment it is carrying or
wearing disappear, giving it +2 to AC. At the start of its next turn everything but the Cheshire
Cat’s grin disappears, increasing its bonus to AC to +5. Finally at the start of the following turn
the Cheshire Cat is completely invisible (no AC bonus). When it is fully invisible, the Cheshire
Cat’s invisibility lasts until it attacks or its concentration ends (as if concentrating on a spell).
CRABOMINATION

Climate/Terrain Subterranean Sea


Frequency Very Rare
Organization None
Activity Cycle Any
Diet Omnivore
No. Appearing 1
Armor Class 4
Movement 40 (Swim 30)
Hit Dice 5d10
THAC0 15
No. Attacks 4 claws +Special
Damage Attacks 2d6/2d6/2d6/2d6
Special Attacks Constriction,
Special Defenses Horror (1d4)
Resistances Standard
Size H
Intelligence Low
Alignment CE
Treasure IV
Morale Elite (13)
XP Value 500

Crabominations resemble giant crabs with pyramidal shells supported by masses of misshapen arms that end in crab
claws. The shells are dotted with hundreds of tiny, black eyes. The creatures have an immense feeding tube located
beneath their shells and hidden by the arms.

Crabominations are monsters of the underworld, dwelling in damp and dank caverns or shallow, underground seas.
Although sentient, they appear to have no concept of civilization, striving only to feed their bellies and satisfy their
murderous urges.

SPECIAL ABILITIES
A crabomination can see through any sort of darkness, including magical darkness.

Creatures that are constricted by a crabomination’s claws for 1whole round are passed up to the monster’s feeding
tube, through which it is swallowed whole.

Swallowed creatures are held in the beast’s carapace for 3 rounds, long enough to eat away their skin, and are then
disgorged from the monster covered in a weird, purple slime.

This slime renders the unfortunate creature immune to acid, but also leaves them quite mad. They erupt
in a berserk rage and attack any living being other than crabominations.

Treat these creatures as berserkers with their usual number of hit dice, but without any of the special
abilities they possess that require conscious though to activate.

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