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anna bradley (Order #25966112)


anna bradley (Order #25966112)


DESIGNERS: RICHARD BAKER, BRUCE R. CORDELL ,
DAVID NOONAN, MATTHEW SERNETT, JAMES WYATT
EDITOR: JOHN THOMPSON
EDITING MANAGER: KIM MOHAN
DESIGN MANAGER: CHRISTOPHER PERKINS
DEVELOPMENT MANAGER: JESSE DECKER
SENIOR ART DIRECTOR D&D: STACY LONGSTREET
DIRECTOR OF RPG R&D: BILL SLAVICSEK
PRODUCTION MANAGERS: JOSH FISCHER, RANDALL CREWS
FORGOTTEN REALMS ART DIRECTOR: KATE IRWIN
COVER ARTIST: WILLIAM O’CONNOR
INTERIOR ARTISTS: WILLIAM O’CONNOR, JIM PAVELEC , CHRIS DIEN
GRAPHIC DESIGNER: ROBERT RAPER
CARTOGRAPHER: ROBERT LAZZARETTI
TACTICAL MAP DESIGN: NICK ISAAC
GRAPHIC PRODUCTION SPECIALIST: ANGELIKA LOKOTZ
IMAGE TECHNICIAN: SVEN BOLEN

Based on the original Dungeons & Dragons® rules created by Gary Gygax and Dave Arneson and the new Dungeons & Dragons game designed by
Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
This product uses updated material from the v.3.5 revision. It is designed for use with the FORGOTTEN REALMS® Campaign Setting by Ed Greenwood,
Sean K Reynolds, Skip Williams, and Rob Heinsoo.
This Wizards of the Coast game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission.
To learn more about the Open Gaming License and the d20 System License, please visit www.wizards.com/d20.

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PACIFIC, & LATIN AMERICA Hasbro UK Ltd
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(Questions?) 1-800-324-6496 Please keep this address for your records

620–95685720–001–EN
9 8 7 6 5 4 3 2 1
First Printing: March 2007
ISBN: 978-0-7869-4119-3

DUNGEONS & DRAGONS , D&D, DUNGEON MASTER, FORGOTTEN REALMS , d20, d20 SYSTEM, WIZARDS OF THE COAST, Cormyr: The Tearing of the Weave, Player’s Handbook,
Dungeon Master’s Guide, Monster Manual, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast, Inc.,
in the U.S.A. and other countries.
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This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
©2007 Wizards of the Coast, Inc. Printed in the U.S.A.

Visit our website at www.wizards.com/forgotten realms

anna bradley (Order #25966112)


I n Wheloon, a city known for its vibrant green slate
roofs, a new temple to Mystra is in the final stages
of construction. But something rings false among the
heavenly spheres—or at least among those who mouth the pi-
eties of Mystra while plotting magical mayhem behind closed
temple doors.
And that’s just the beginning. . . . The most obvious feature of each tactical encounter is the
Cormyr: The Tearing of the Weave is an adventure designed map for that area. A variety of information accompanies each
for four 4th-level DUNGEONS & DRAGONS® characters. Player map—creature descriptions, initial positions, creature statistics,
characters will advance through 5th level and into 6th level tactics, traps (if any), and other related information.
during the course of the adventure, and perhaps reach 7th or The encounters in this adventure are designed for use with
8th level by its conclusion. DUNGEONS & DRAGONS Miniatures. In most cases, a D&D®
miniature can represent a character or creature perfectly; other
Preparation times you’ll have to improvise.

As Dungeon Master, you need four books to run this adven- HOW TO USE ENCOUNTER MAPS
ture: the Player’s Handbook (PH), the Dungeon Master’s Guide As described on DMG 59, if a map feature covers more than
(DMG), the Monster Manual (MM), and the FORGOTTEN half of a given square, the feature is considered to extend into
REALMS® Campaign Setting (FRCS). that square. If it covers less than half of a square, it doesn’t
Review the information presented on pages 111–116 of the extend into that square.
FORGOTTEN REALMS® Campaign Setting and the information For example, if an area of light undergrowth skirts around
about southeastern Cormyr in the appendix of this product. the edges of a square, but the rest of the square is clear, then
Otherwise, feel free to modify the adventure to suit a location there’s no extra movement cost to enter that square. If the
other than Cormyr. undergrowth reaches past the middle of the square, the square
Unless you decide otherwise, this adventure takes place during costs 2 squares to move into.
the fall of 1374 DR. The same rule applies to diagonal walls. We’ve drawn diago-
This adventure uses the tactical encounter format to describe nal walls on the maps so they cut through the centers of square
areas where PCs are likely to enter melee. edges instead of running corner to corner. This way, it’s easy
to tell whether a character can stand in a given square or not,
How To Use the Tactical since every square that a diagonal wall passes through is either
largely clear (you can stand there) or just a small corner (you
Encounter Format can’t stand there).
Encounters unlikely to end in combat use traditional keyed ad-
venture text. But if a keyed area indicates combat is expected,
the entry directs the DM to an associated tactical encounter.
The traditional keyed entries remain your flowchart of the
adventure—they tell you when to refer to a tactical encounter,
and to what page number you should turn.

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TABLE OF CONTENTS

Adventure Background Chapter 1: Temple of Mystra: The PCs must force or trick
their way into the well-guarded temple to discover what is amiss.
The goddess Mystra provides for and tends the Weave, the They find out that the clerics offer “Mystra’s Sacred Trust” to
conduit through which most creatures in Toril access magical travelers through town and other folk who aren’t likely to be
energy. Despite this central role, the worship of Mystra has missed. These folk are dominated after a long ritual; those with
declined over the years. Even so, new temples are sometimes no magical talent are tortured to death or fed to monsters. The
commissioned. others are taken from the city to a location in the Vast Swamp
Until recently, Cormyr did not have a single temple to the for an unknown purpose—one the PCs will have to discover
Mother of All Magic. That changed six months ago when a for themselves. The temple’s “clerics of Mystra” are indeed cler-
Mystran priestess named Lady of Mystery Naedaenya Arthas ics—but they worship a far more malevolent goddess.
convinced Lord Sarp Redbeard, leader of Wheloon and lord of Chapter 2: Into the Vast Swamp: The PCs follow the trail of
much of the surrounding lands, that hosting a temple of Mystra the dominated victims to the Vast Swamp, encountering both
was exactly the thing to bolster the city’s economy and create friends and foes on the way. At the edge of the swamp, an en-
a trade destination for magical items, components, and lore. A counter with some local lizardfolk reveals the existence of hordes
good deal of bribe money also exchanged hands, but in the end, of undead—once the brethren of these same lizardfolk—and
construction was sited and started. a castle in the swamp where the dominated victims enter, but
The temple was located on the site of a ruined citadel at the never leave.
edge of Wheloon. With a foundation—albeit crumbling—already Chapter 3: Cormyr’s Lost Refuge: The PCs must fight their
in place, along with the magic-aided construction techniques way inside the castle to reveal the fate of the dominated residents
available to those pledged to Mystra, the temple was finished of Wheloon. Once inside the keep they battle various foes, includ-
in mere months. The open central courtyard hosted nightly ser- ing the chieftain of the undead lizardfolk. Further investigation
vices to the Lady of Mysteries beneath her symbol of the seven leads the PCs to a few of the dispossessed Wheloonians—and a
stars. strange-looking portal to the Plane of Shadow where the others
When Tunaster Dranik, an itinerant cleric of Mystra, hap- must have gone.
pened through Wheloon, he was astonished to discover a full-sized Chapter 4: The Path of Shadows: Emerging from the portal
temple where for years had been a ruined citadel. Had he missed into a dark mirror of the Material Plane, the PCs have a choice:
the church communiqué concerning news of the opening? But set off in a magic boat across the dark waterway, or trek overland
it was glorious news nonetheless that Cormyr finally hosted a across the wide shadow swamp. A water journey is unnerving but
temple to Mystra. Tunaster entered the temple, jubilant and ultimately uneventful, while choosing to walk across the swamp
eager to see his fellow clergy in their new chapel. brings the PCs to the lair of the undead lizardfolk. Eventually
He barely escaped with his life—and his sanity. the PCs arrive at an ancient monastery where they meet agents
of Cyric and learn that the combined clergies of Shar and Cyric
Adventure Synopsis are attempting to tear a hole in the Weave, creating a vast area
of dead magic.
The characters who undertake this adventure discover all is Chapter 5: The Black Rift: From the monastery, the PCs
not what it seems in the new temple to Mystra in Wheloon. To must journey to the Black Rift, a huge canyon inexplicably set
get to the bottom of the mystery, the PCs must travel to an in the middle of the swamp. Here the strange, warped nature
abandoned keep in the Vast Swamp, journey from there to the of the Plane of Shadow becomes very apparent as the PCs fight
Plane of Shadow, and fight their way through swamps, towers, their way through strange locations linked by long bridges across
and canyons to battle a black dragon devoted to Shar. the rift. At the end of the chain of fortifications, the PCs meet

Gathering Information About the Temple


If the PCs want to ask around town regarding the temple amount of coin on supplies that otherwise wouldn’t have been
of Mystra, use the following Gather Information DCs to spent.”
determine the results of their questioning of the locals. DC 20: “The Purple Dragons investigated the place after
Beating a specific DC also reveals the information provided some folk complained of weird lights and odd noises at night.
by lower results. Imagine that! Odd noises and lights at a temple devoted to the
DC 10: “The new temple went up real fast. They didn’t spare use of magic! Of course, the Dragons didn’t find anything.”
any magic when building it, that’s for sure. But I suppose that’s DC 25: “I hear that the clerics of Mystra haven’t been too
what we should expect from clerics of Mystra.” friendly with our town’s traditional churches, the Harvest Hall
DC 15: “Lord Redbeard said the temple will bring in more and God’s Grove. That’s probably due to big-city church rivalry.
people and more trade—put us on the map, as it were. It seems Once the Mystrans get settled in, they’ll come to understand
to be doing that. At least, the priests of Mystra spend a fair that we’re all friends here.”

anna bradley (Order #25966112)


Despayr, the dragon behind it all. If they
succeed in defeating him, the rip in
the Weave that Despayr has started
will heal itself. If the PCs fail, great
woe will befall Cormyr.

Combat
in the
Dark
Page 164 of the Player’s Handbook covers the
topic of vision and light, but the information is
worth reexamining because many combats in this
adventure occur in conditions of darkness or
shadowy illumination.
In an area of bright illumination,
all characters can see clearly. A
creature can’t use Hide in an area
of bright illumination unless it is
invisible, has cover or concealment, or has
the hide in plain sight ability.
In an area of shadowy illumination, a Wheloon’s new temple of Mystra shines
Illustration by William O’Connor

brightly under the noonday sun


character can see dimly. Creatures within this area
have concealment relative to that character, if he or
she doesn’t have darkvision. Concealment has two main effects: Swimming: In all cases,
The subject of a successful attack has a 20% miss chance, and the water in this adventure
creatures can make a Hide check to conceal themselves. should be treated as calm. Creatures
In areas of darkness, creatures that lack darkvision are ef- in the water must succeed on a DC
fectively blinded. In addition to the obvious effects, a blinded 10 Swim check to move one-quarter
creature has a 50% miss chance in combat (all opponents have their normal land speed. A failure by 5
total concealment), loses any Dexterity bonus to AC, takes a or more results in a creature going underwater
–2 penalty to AC, moves at half speed, and takes a –4 penalty and needing to hold its breath. Creatures without a swim speed
on Search checks and most Strength and Dexterity-based skill or freedom of movement that fail a swim check are considered
checks. off balance; they lose their Dexterity bonus to AC and foes gain
Characters who have low-light vision (elves, gnomes, and a +2 bonus to hit them.
half-elves) can see objects twice as far away as the given distance. Holding Your Breath: A creature can hold its breath for a
Double the effective radius of bright light and of shadowy il- number of rounds equal to twice its Constitution score, but only
lumination for such characters. For example, a torch provides if taking move actions or free actions. A creature holding its
bright illumination out to 40 feet (rather than 20 feet) for a breath that takes a standard action has the number of rounds
character with low-light vision, and it provides shadowy illumi- that its breath can be held reduced by 1. After that, the creature
nation out to 80 feet (rather than 40 feet). Characters who have must make a successful DC 10 Constitution check; each round,
superior low-light vision can see objects four times as far away the DC of this check increases by 1. A failed Constitution check
as the given distance. Quadruple the effective radius of bright causes a creature to fall unconscious. In the following round, the
illumination and of shadowy illumination for such characters. creature is reduced to –1 hit points. In the round after that, the
Characters who have darkvision (such as dwarves and half-orcs) creature dies.
can see lit areas normally as well as dark areas within 60 feet. Water and Cover: A creature immersed in water has total
A creature can’t use Hide within 60 feet of a character who cover from attacks on land. A creature standing in water at least
has darkvision unless it is invisible, has cover, or has the hide half its height in depth has cover (+4 to AC, +2 on Reflex saves)
in plain sight ability. from land attacks, and it can crouch as a move action to gain
improved cover (+8 to AC, +4 on Reflex saves). Creatures swim-
Combat in Water ming, but breaking the surface, have improved cover against
attacks from land (+8 to AC, +4 on Reflex saves).
Several encounters in this adventure feature bodies of water that Water and Attacks: Ranged attacks take a –2 penalty on the
a PC or NPC might enter. The pertinent rules from the Player’s attack roll for each 5 feet of water they pass through; slashing
Handbook and the Dungeon Master’s Guide are gathered here and bludgeoning melee attacks take a –2 penalty on the attack
for your convenience. roll when underwater as well. The surface of the water stops

anna bradley (Order #25966112)


TABLE OF CONTENTS

line of effect for fire spells, and spellcasters in the water must who supposedly ordered the temple’s construction, and sited it
succeed on a Spellcraft check (DC 20 + spell level), or the spell on the ruins of the old citadel?”
fails and is wasted. “Astonished, I immediately entered the temple, looking for
answers. I made it to the outer courtyard, but was rebuffed from
Adventure Hooks entering the inner areas; I was told to wait for Lady Arthas.
After an hour’s wait, a man appeared, someone named Fembrys,
Characters can become entangled in this adventure through a and asked me to accompany him back to the middle courtyard.
wide variety of methods. Read through the information about He wore the garb of a Mystran cleric, as I do, but something
Wheloon in the appendix to get an understanding of the setting about him wasn’t right. I can’t explain it to you, but something
for the first part of the adventure, and then consider using one made me . . . run.”
of the following adventure hooks to get things going. Suggested “And they chased me! Why would they do that? Someone on
hooks include the following: the temple walls fired arrows at me! But I escaped. What in the
Tunaster Dranik: An itinerant priest of Mystra contacts the Nine Hells is going on in there? I need to find out, or failing
player characters, who by this time (3rd level) have just started to that, go to the nearest legitimate temple of Mystra and ask for
make a name for themselves. Alternatively, the PCs see a notice aid. But now you’re here. Can you help me?”
posted on a local tavern wall or town job board. The letter or “I’ve already spoken to the authorities about the subject.
posted announcement simply reads: Constal Tholl assures me that the Purple Dragons have inves-
tigated the temple and found nothing amiss. I asked him what
To Those of Strong Arm, Keen Mind, and Curiosity, they discovered, and it seemed they made only a cursory check of
Salutations! the place after hearing about strange lights and noises. I sensed
See the man in blue at the Wyvern Watch Inn his reluctance to look deeper into it has more to do with Lord
before the 23rd if you wish to hear a peculiar riddle, Redbeard’s pleasure at the business and taxes the temple brings
and are willing to undertake a commission to discover than with a firm understanding of what is happening within.”
its answer. Tunaster offers the PCs a sum of 2,000 gp if they penetrate
—T.D. the temple; find out if a profanity to Mystra is being commit-
ted, and the purpose behind it; and eliminate the blasphemers.
The letter is delivered to the PCs or is posted in Wheloon, He’ll pay the PCs 500 gp now, with the rest coming upon the
or a town chosen by the DM appropriate to the characters’ completion of the quest. For his part, he’s going to travel to
location. If the PCs travel to the Wyvern Watch Inn (or one Saerloon to meet with his superiors at the Tower of Mystery,
substituted by the DM) before the indicated date, they indeed and he will not accompany the PCs. Tunaster hopes to find faith-
find a white-bearded man wearing a simple blue robe trimmed ful there who can tell him what might be going on or who will
with white, accented by a cloak of deep blue. He also wears a return with him. Tunaster is fairly certain that someone there or
blue skullcap. nearby will be able to teleport him back, but if he can’t, it will
If approached, the man is initially nervous, as if ready to bolt. take him nearly a tenday to return. If the PCs seem hesitant,
However, if the PCs put him at ease, he indicates he is indeed Tunaster offers to write them a promissory note that has his
“T.D.,” Tunaster Dranik, cleric of Mystra (LG male Chondathan personal arcane mark, which the PCs can redeem at any temple
human cleric 3). PCs interested in hearing his riddle and taking of Mystra (except the one in Wheloon, of course) for payment
the commission offered can speak with Tunaster at length and after they submit to discern lies spells.
learn the details of his predicament and offer. The following Missing Bookseller: Amnic Basult, a Wheloon bookseller, has
bits of information are imparted to the PCs naturally, as part gone missing. His wife, Mela, is hysterical. The Wheloon Watch
of conversation: doesn’t look into such matters—but perhaps Mela can interest
“I wander, as many Mystran clergy do, seeking sources of old the PCs?
magic. I’ve been in tombs, dangerous ruins—I’ve even skirted Amnic was last seen in his bookshop. A successful DC 14
the lair of a foul lich. But none of these holds a candle to the Search check reveals the signs of a scuffle; a successful DC 18
sight I saw a tenday past—a newly built temple of Mystra, here Search check reveals a pamphlet to the city’s new temple of
in Wheloon.” Mystra that has fallen into a crack between the floorboards.
“Seems normal enough, eh? But there are no other temples On it is written (in Amnic’s handwriting), “Do they really hold
of Mystra in Cormyr. This is big news! I’m a long-time cleric Mystra’s Sacred Trust?”
of the church. I’m in yearly contact with the organization. How Looking for a Temple: The characters are looking for a
is it I didn’t know I’d find a temple of Mystra here? Why don’t nearby temple for healing, advice, or some other service—and
I, a cleric in good standing, know more of this ‘Lady Arthas’ discover the newly built temple of Mystra.

anna bradley (Order #25966112)


T he characters arrive at the newly built temple hoping
to investigate anomalies brought to their attention,
or perhaps simply by chance.

Features of the Temple


The structure consists of the temple proper, with an open outer
courtyard, a colonnaded middle temple, an inner temple with as- middle temple, respectively. Both sets of courtyard doors are
sociated antechambers, and a dungeon level beneath. The temple made of iron-reinforced oak.
is built into the side of a hill at the edge of Wheloon and along The outer courtyard doors stand open and unlocked by day, but
the Wyvernflow River. It was built on the foundations of an older are closed at night. The middle temple doors are usually closed
citadel constructed before Wheloon was founded. and locked (barred from within).
A stone path leads up the hill to the main temple entrance, Internal doors are all good wooden doors; they are locked or
which consists of a set of heavy oaken doors. unlocked as noted.
Barred and Iron-Reinforced Wooden Door (Courtyard Doors):
Ceilings 1 ft. thick; AC 2; hardness 5; hp 150; break DC 37 (barred).
Each door measures 90 square feet; a knock spell cast at 9th
Ceilings are of uniform height.
level can open one if barred. The doors are barred at night but
Ceilings: Indoor ceilings are 15 feet high unless otherwise
open by day.
noted.
Good Wooden Door (Internal Doors): 1-1/2 in. thick; AC 3;
hardness 5; hp 15; break DC 18 (if locked).
Walls
The outer walls are made of 5-foot-thick mortared stone. A
walkway runs along the tops of the walls that surround the outer
Illumination
Hanging lanterns illuminate most of the rooms in the temple.
courtyard. The inner walls are 1-foot-thick mortared stone.
Dark areas are specifically noted in the text.
Masonry Walls (Exterior): 5 ft. thick; hardness 8; hp 450;
break DC 55; Climb DC 20. These walls are about 25 feet tall
on the outside edge, and it’s a climb of 20 feet to reach the
battlement.
Proactive defense
During the course of the adventure, it is possible, even likely, that
Masonry Walls (Interior): 1 ft. thick; hardness 8; hp 90; break
PCs will enter combat and remove the threats of one or more
DC 35; Climb DC 20.
chambers of the temple, then fall back.
Masonry walls increase the DC of Listen checks to hear
Because the fake temple of Mystra is actively managed, surviv-
through them by 15. The hit points and break DC shown are
ing priests do not simply allow their numbers to be whittled down
for a single 10-foot section. If a masonry wall is breached, the
and wait for the next attack; they launch a proactive program
squares breached and all adjacent nonwall squares become heavy
to stem the problem.
debris.
Backfill Loses: The temple can’t withstand the loss of too
many guards and priests in the upper level, but it does react by
Doors attempting to hire new guards and importing fresh priests from
Entrance to the temple is controlled by the outer doors and inner the east, and so on. If the PCs incapacitate or kill guards and
doors, which open into the open outer courtyard and enclosed priests, leave, and come back, they find replacements, depending

anna bradley (Order #25966112)


anna bradley (Order #25966112)
TEMPLE OF MYSTRA

on when the PCs return. These replacements apply only to the outer wall (Climb DC 20), or come up from behind the temple
upper level of the temple. on the upper ridge of the bluff, and then down into the open
Less than a Day: No replacements. outer courtyard (area T2).
One to Three Days: Half the number of slain/incapacitated Mystran services are conducted from dusk to just before
guards and 50% chance of an equal level priest. midnight, after which the temple closes. PCs will have the best
Four or More Days: All guards and priests replaced. luck if they deal with the two temple guards on the outer walls
If the PCs make much headway in the dungeon level, they first.
will gather enough evidence to reveal the temple to be a sham. Guards: Two temple guards are posted, day and night, on the
Once this happens, the temple will go dark, and its residents will wall walkway that surrounds the outer courtyard (area T2). The
flee east. guards gain Listen checks opposed by the PCs’ Move Silently
Legal Issues: The temple’s residents don’t want to draw too checks, in case noise is made. Creatures take a –1 penalty on
much attention to their new enterprise, so they won’t set Wheloon Listen checks for every 10 feet of distance between them and
authorities against PCs; however, if the PCs show up on temple the source of the noise.
grounds with authorities in tow, the surviving priests will make If either (or both) guards notice an attempt to break in, they
a persuasive argument that it is the PCs who should be clapped will use their horn to sound an alarm. This alerts the four temple
in irons and led away. Unless the PCs can beat the temple’s Bluff guards stationed in area T5, who arrive in 3 rounds.
check result (made with a modifier of +15 including all circum-
stantial modifiers in the fake temple’s favor) with a Diplomacy
check of their own, the authorities will turn on the PCs. If the
Temple Locations
The maps for the temple of Mystra appear on pages 22 and
PCs allow themselves to be taken captive and await the justice
23. Assume that the ground in the encounter locations is clear
system’s outcome, the killers from the Assassin Ambush encounter
and relatively free of obstructions unless a tactical encounter
on page 22 set fire to the Wheloon Watch House to distract the
indicates otherwise.
guards as they break in and attempt to kill the PCs.
Take the Fight to the PCs: Lady Arthas doesn’t wait idly by
for the attackers to break into the dungeon level of the temple.
T1. PATH TO GATE
A cobbled path leads from the northern edge of Wheloon some
Instead, after the first attack the PCs make on the temple, she
200 yards up a low hill to the bluff where the temple of Mystra
sends forth a team of killers to take care of the problem.
has been built.
The killers, Londal Fen (NE male Chondathan human fighter
6) and Smile (NE female halfling rogue 4), attempt to draw the
A cobblestone path gradually ascends a low hill toward a steep-
PCs to a killing ground of their own devising by arranging for a
sided bluff, behind which runs the Wyvernflow. The path leads
message to be delivered by courier (day or night), with this text
to the flat rampart of the whitewashed temple wall built right
inked in a shaky hand: “I can help you sneak into the temple,
into the bluff. To the left of the doors stands a large, stylistically
but they are watching for me. Come meet me in an hour at 23
simple statue of a woman. A smaller, freestanding stone building
Impil Street, on the east side of the river.”
stands to the south of the temple.
The address leads PCs to a deserted section of the waterfront.
There the characters are ambushed by the killers; see tactical
By day and up until an hour before midnight, the outer doors
encounter A1, page 22.
(the double doors between area T1 and T2) stand open. Open or
If the PCs don’t take the bait, the killers are forced to keep
closed, PCs who make a successful DC 15 Spot check can note
tabs on them and attack when the opportunity arises. They won’t
one or both of the temple guards who walk the top of the walls
fight the PCs where there are witnesses or where the authorities
surrounding the outer courtyard. The temple guards on the wall
might soon appear, so the PCs are safe staying at the Wyvern
can make Spot checks (+3) or Listen checks (+3) to see PCs at-
Watch Inn.
tempting to sneak in. They won’t engage in conversation, instead
If any of the killers survive and escape, the PCs might meet
directing any inquiries to the priests inside.
them again if they enter the dungeon level of the temple.
If a conflict occurs here, see the associated tactical encounter.
Tactical Encounter: T2. Outer Courtyard on page 24.
Entering the Temple Temple Guards up on Wall: The temple guards up on the outer
walls (stats printed with the T2 tactical encounter) are part of
Characters can enter the temple in several ways:
the contingent based in area T5, and as such, are not aware that
Walk in by Day: The outer courtyard doors stand open during
the temple is anything other than a grand structure dedicated
the day, and visitors are welcomed by priests who stand in the
to Mystra.
outer courtyard for just such duty. PCs who feign casual interest
Statue: The statue of a large woman contains one speck of
are encouraged to commune with Mystra in the outer courtyard
color—the woman wears a headband bearing a wide flat disc on
as often as they like until midnight. Those who feign intense
which is painted a circle of seven blue-white stars with red mist
attention receive it in turn and are asked if they want to earn
flowing from the center. Those who have ranks in Knowledge
Mystra’s Sacred Trust (see areas T2 and T6).
(religion) recognize the symbol as that of Mystra. A successful DC
Sneak in by Night: Sneaking in is dangerous, but could ulti-
15 Knowledge (religion) check indicates that the woman might
mately prove the best way to gather intelligence about the temple.
be Mystra, and though that religion doesn’t usually rely on such
Although breaking through the front outer doors is an option,
idols, it is not profane to do so.
characters will be better served by attempting to clamber up an

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TEMPLE OF MYSTRA

T2. OUTER COURTYARD new temple. Perhaps you can talk with someone else? I am here
This walled enclosure is the most public face of the newly built to answer all questions, and am happy to do so.”
temple of Mystra. “The head priest of the temple is Lady of Mystery Naedaenya
Arthas. She is busy with private temple business. She has time to
This wide, walled space is open to the sky. The floor is tiled talk only with worshipers who have advanced far enough down
with obsidian slabs, in which star-shaped white stone tiles are the path to earn Mystra’s Sacred Trust.” (Note: Clerics of Mystra,
set, mimicking the night sky. Two large stone statues dominate if any are part of the party, have never heard of anything called
the space, each apparently portraying the same woman. They Mystra’s Sacred Trust. Such a thing could conceivably be part of
stand apart from but facing each other, each with hands raised ecclesiastical knowledge imparted at higher levels, but the words
up toward the other, almost forming an arch over the center of draw a blank for any clerics in the group.)
the temple. Four small altars to Mystra sit in each corner of the “Come to the nightly services, and rejoice in Mystra. But if
courtyard temple. you seek to learn more than the average parishioner, might you be
interested in revealed knowledge, and Mystra’s Sacred Trust?”
By day, the outer courtyard contains 1d4+1 curious visitors, a “If you are truly interested in becoming part of the temple,
temple guard named Thendric, and a temple priest named Shan and perhaps earning Mystra’s Sacred Trust, we can arrange for
Thar. you to attend special three-day services that occur in the middle
From dusk to an hour before midnight, the outer courtyard temple. We require a donation of 25 gp for each of you interested
contains 2d4+2 pious visitors, the temple priest Shan Thar, and in trying the service. Yes, expensive, but not too much for those
the “devout sorcerer” Kevrin. truly interested in expanding their knowledge of the goddess of
From midnight to daybreak, the outer courtyard is empty, the Weave, no?”
though two temple guards armed with bows are always on duty If the PCs ask about Thendric’s claims (see below), Shan Thar
atop the walls. looks confused and has this response:
If a conflict occurs here, refer to the tactical encounter. If a “Prisoners from the Wheloon Jail? Sometimes we take in those
conflict occurs in area T6 and the PCs retreat here (having passed souls who have committed crimes but want to repent by serving
it without conflict on the way in), Shan Thar and the archers Mystra directly. We have good works available for any such that
sound the alarm to alert the temple guards in area T5—refer to wish to turn over a new leaf—good for the temple, and good for
the tactical encounter. them, because it commutes their sentence.”
Tactical Encounter: T2. Outer Courtyard on page 24. If the PCs ask about Tunaster Dranik, Shan Thar is quick
Shan Thar: This individual is a smiling, charming man in with an answer:
his mid-30s. Friendly and outgoing, Shan Thar is the perfect “Tunaster . . . No, the name doesn’t ring any bells. You said
face of the new temple of Mystra. When he first meets the PCs he was cleric of our goddess? Well, I can’t say that I recall any
he inquires if they seek healing services or other clerical help of our order visiting recently, but there was a gentleman like
(for standard rates as given on PH 129), and is glad to provide the one you describe who came here some days ago though. He
it (after a short wait to locate scrolls). insisted that he be allowed in our inner sanctum immediately. We
Shan Thar brews potions of undetectable alignment regularly, didn’t know what to think of this, but my colleague, Starweaver
one of which he drinks each day before going out to greet people; Fembrys, explained to this fellow that only those seeking to earn
he also provides such a potion to Starweaver Fembrys. If neces- Mystra’s Sacred Trust can enter the temple’s inner sanctum. The
sary, the two clerics can simply pray for the spell and cast it, but man grew incensed and began ranting. When we tried to calm
they prefer to use the potions and fill their spell slots with more him, he got a wild look in his eyes and ran.”
useful spells. “Yes, we did chase him. He seemed quite upset and we wanted
Pretty much everything Shan says is a lie—if the PCs at- to be certain he did not do himself or others harm. But he was
tempt any Sense Motive checks, Shan gets a total of +12 to his very spry for such an old fellow, very spry.”
Bluff check (which includes a +5 circumstance bonus due to the “Have you spoken to him? I do hope he is well. I don’t know
elaborate surroundings all designed to deceive visitors about the why he’d want to impugn the honor of this temple. Should you see
temple’s true nature). him again, please convey our apologies for any misunderstanding
Shan allows PCs to look around the outer courtyard, ask ques- we might have caused, and let him know that our inner sanctum
tions of those present, and pray at one of the Mystran altars; is open to him if he wishes to earn Mystra’s Sacred Trust.”
however, if the PCs seem more than casually interested in what’s If the PCs are interested in working their way farther into
going on, he approaches them and relates the following pieces of the temple through diplomatic methods, Shan asks them to show
information naturally during the course of a conversation: up that night, just before twilight, with their donation. If they
“Mystra bless you, friends!” do so, he will let them into the middle temple. To do so, he uses
“If you seek the Mother of All Magic, you’ve found one of a coded knock on the door to alert one of the guards in area T6
the places she dwells here in Faerûn.” to unbar the doors.
“Have you come to the temple for healing, or perhaps you Visitors: If the PCs question these random townspeople and
seek to alleviate some other ailment? We ask very competitive travelers, they discover those present during the day are either
donations in return for our blessings.” interested in learning more about the worship of Mystra or
“Lady Arthas? You’ve heard of her, she whose courage and are already worshipers of Mystra and are present to give silent
ability helped make this temple a reality? I’m afraid you can’t tribute at one of the altars. If the PCs talk to anyone at the
see her. She’s quite busy with seeing to the administration of our evening ceremony, they discover them to be either truly pious

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Wheloonians who attend the evening services to be closer to their archer gains cover (+4 to AC) against ranged attacks from some-
goddess, or simply travelers passing through Wheloon interested one on the ground either inside or outside the outer courtyard.
in some evening entertainment. None of the travelers have taken Wooden Hatch: 1-1/2 in. thick; AC 4; hardness 5; hp 15; break
the next step that Shan Thar offers them every so often—to DC 18 (locked); Open Lock DC 20.
become celebrants of Mystra’s Sacred Trust. Any PC clerics of
Mystra—even those who make obscenely high Knowledge (reli- T4. KEVRIN AND SHAN’S QUARTERS
gion) checks—can’t recall ever hearing about “Mystra’s Sacred The door to this room is normally unlocked.
Trust.” The visitors are 1st-level commoners and experts.
Kevrin: Kevrin is a dour sorcerer who has done ill in his past. This bedchamber contains two cots, a desk, a chest beneath the
He has offered his services to what he believes to be the temple of desk, a few chairs, a closet, a foul-smelling chamber pot, and a
Mystra as a balm to his conscience. Only blatant, overwhelming bookcase on which a few lonely tomes collect dust on a bottom
evidence would make him question whether the temple is really shelf while the top shelf overflows with bottles filled with vari-
dedicated to Mystra or somebody else. Kevrin casts silent image ous colored fluids.
during the nightly ceremonies to provide the illusion of brighter
stars above onlookers and constellations that come to life and fly Shan Thar and the sorcerer Kevrin share these quarters. Shan
about as they are named. Thar is found in the chamber only after midnight, while Kevrin
Statues: The statues look like the one standing outside (area can be found here most of the time except for the period of time
1) and presumably represent the same woman. between dusk and midnight when he attends the nightly ceremo-
Evening Ceremony: Every night (except when it rains or snows) nies. Otherwise he sleeps at night, and during the day idly flips
the temple hosts a service to Mystra, which involves looking through one of the books from the shelf while slowly nursing a
at, naming, and revering many of the stars and constellations. glass of strong drink. If the PCs start a fight here, refer to the
The ceremony is officiated by Shan Thar and assisted by Kevrin tactical encounter, unless they can dispatch the sorcerer quickly
(see above). The ceremony is attended by 2d4+2 pious visitors and secretly enough to avoid detection by the wall archers (Spot
and travelers. Guests and observers are always welcome. Clerics and Listen +3) or anyone else in the outer courtyard.
of Mystra know this ceremony and anyone who succeeds on a Tactical Encounter: T2. Outer Courtyard on page 24.
DC 18 Knowledge (religion) check recognizes it as well. Noth- Bookcase: The few tomes on the bookcase are old and outdated
ing seems amiss, except that the silent image display is rather essays on the nature of magic, written by scholars mostly discred-
ostentatious. ited in this day and age (a successful DC 10 Knowledge [arcana]
Development: Because only Shan Thar knows Mystra is not check reveals this). The bottles contain a variety of distilled spirits
really being worshiped in the central room, questioning other and mixing compounds for the creation of potions.
NPCs in this area won’t reveal that Shar’s clergy is behind the Desk: Nothing found in the desk seems to implicate the
conspiracy, no matter what means are used for questioning. temple’s clergy in anything other than the days they plan to stay
Shan Thar is a different nut—he secretly worships Cyric, but open to the public, the rates which they are prepared to ask for
would rather die than reveal that fact. More to the point, he has healing services, and so on.
received special conditioning so even if his mind is probed, he can A locked secret drawer in the desk (Search DC 20, Open Lock
use a Bluff check (opposed by the mind-reader’s Sense Motive DC 20; Shan has the key), contains a parchment with a scrawled
check) to avoid revealing the truth, though the mind-reader would message in red ink. (This letter is reproduced as a player handout
be able to determine that Shan was hiding something, just not on page 158.)
what.
Treasure: Each of the four small altars contains a donation Father Shan Thar,
bowl holding 1d20 cp, 1d10 sp, and 1d4–1 gp, all given by those We need more recruits in the inner temple. Start pushing
faithful to Mystra. the Sacred Trust a little harder, would you? Esvele sends word
through Despayr that we need to step things up out here. I know
T3. BATTLEMENT ACCESS you have your doubts, but do as you’re instructed, lest the goddess
The door to this room is normally closed and locked. find you in shadow.
—Lady Arthas
This chamber is not open to the sky. Several boxes and a few bar-
rels are stacked in the northwest corner. Spiral stairs ascend 20 Small Wooden Chest: The unlocked chest under the desk
feet to a closed hatch in the ceiling. contains several scrolls and potions: 6 potions of undetectable
alignment, 3 potions of cure light wounds, 1 scroll with 3 cure
The boxes and barrels contain mundane supplies like rope, lamp moderate wounds, and 1 scroll with 3 cure serious wounds. There
oil, hard tack, nails, and the like. is also 1 scroll with 3 lesser restorations and 1 remove disease. All
The stairs lead up to the narrow, 5-foot-wide battlement that scrolls are at scribed at caster level 5th.
surrounds the outer courtyard. The hatch between the top of the
stairs and the battlement is always locked; one of the archers on T5. TEMPLE GUARD POST
duty has the key. This building’s stone walls house a group of hired fighters
Battlement: A 5-foot-wide walkway completely encircles the who guard the outer temple. The guard post’s door is usually
outer courtyard. It rises 20 feet above the ground. From it, an unlocked.

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Six crude cots are arranged neatly over the northern portion of as soon as all the PCs have assembled and have paid their 25 gp
this room, with a small wooden chest beneath each. An oak table donation to Shan, he launches into his spiel.
and several chairs sit in the northeast corner of the chamber. Fembrys’s Opening Remarks: “Do you deserve Mystra’s Sacred
Cards, dice, and tankards are spread across the table’s surface, Trust? Some of you do not, and you’ll be asked to leave during
and small keg sits next to a chair. the three days you’ll spend in the petitioner’s quarters. I won’t
lie—the next three days will be hard. You may get bored, you
Unless the guards are on rotating archer duty on the battlements may get hungry, but if you persevere, you might just earn the
surrounding the outer courtyard, they are here sleeping, talking, Starry Gnosis, the secret knowledge. If you can’t commit to three
gambling away their pay, and drinking. Thendric also bunks here. days, leave now. Father Shan Thar will return your donation.”
If the PCs start a fight here, refer to the tactical encounter, unless “If you’re staying, put your belongings in the petitioners quar-
they can dispatch the guards quickly and secretly enough to avoid ters, and change into the vestments you’ll find there. Stay there
detection by the wall archers (Spot +3, Listen +3) or anyone else until you’re called, contemplating obedience to the goddess.”
in the nearby outer courtyard. Three-Day Ritual: Assuming any of the characters go along
Tactical Encounter: T2. Outer Courtyard on page 24. with this experience, they end up staying for three days in the
Small Wooden Chests: 1/2 in. thick; AC 4; hardness 5; hp 5; quarters (area T7). During this time they are fed hardly anything,
break DC 17 (locked); Open Lock DC 20. must bathe daily in area T12, and wear the vestments provided
Each wooden chest contains the personal belongings of a in area T10. They attend nightly ceremonies and must participate
particular guard: a couple of changes of clothes, toiletries, a few in daily chants.
mementos, and approximately 20 gp in various coins. The gist of the nightly ceremonies and daily chants is difficult
A. Indoor Privy: A 3-foot-diameter shaft descends 5 feet. to disentangle from the religious iconography and symbology;
At the bottom, a 1-foot-high and 3-feet-wide chute slopes to however, those who succeed on a DC 15 Intelligence or Knowledge
the northeast, allowing waste to gradually slide into the privy (religion) check garner the following: Magic is born between stars,
chutes from area T13. From there the shaft angles to the as Mystra’s symbol shows—the stars are known points of magic,
south and descends to empty through the ceiling of area T23. but the space between the stars holds far more, knowledge that
The shaft stinks terribly, and is coated with fecal matter.Those Mystra reveals only to those who show special promise.
who seek to descend or otherwise navigate the tubes must suc- If the PCs willingly go along with what is essentially a three-
ceed on a DC 25 Climb check (DC 20 in the sloping chute) or day-long rite, they take a –5 penalty when affected by the Starry
lose their grip and slide down the chute, taking 4d6 points of Gnosis as described in area T14 and the appendix.
damage when they reach the waste-stained stone flooring in Starweaver Fembrys requires that the PCs don the vestments
area T23. and remove all their own belongings, including jewelry, placing
B. Storage: This area contains a few boxes and crates of food, them in the chests beneath the cots in area T7. The Sharrans do
all on the verge of spoiling. this to render petitioners less dangerous and more psychologically
apt to do what they say—but they don’t take any of the items,
T6. MIDDLE TEMPLE which could eventually lead to suspicion. If any PC refuses to
This is a private temple, and normally only those who petition part with items or is caught carrying them during the three-day
to earn Mystra’s Sacred Trust are allowed to enter. ritual, the PC is asked to leave, and Shan Thar is summoned to
escort the PC out. If a PC refuses to leave, the temple guards
This large room is closed off from the sky, but tiny points of light attempt to subdue and forcibly eject the PC.
glitter on the otherwise oil-black ceiling. The floor is tiled with Starweaver Fembrys: Taciturn and dour, this priest of Mystra
obsidian slabs, and three rows of square pillars march across the avoids having to make Bluff checks by generally refusing to speak
chamber from north to south. Torches are ensconced on the east at all, except when he leads the nightly ceremonies and gets the
and west surfaces of each column. A plain stone altar stands daily chants started.
alone near the chamber’s center. Temple Guards: The guards rotate duties, but in addition to
simply guarding, they are responsible for feeding the petitioners,
Day or night, the chamber always contains at least two temple for making sure petitioners follow the rules of the ritual, and
guards. From dusk to dawn, the chamber also contains a temple general upkeep of the middle temple. These temple guards know
priest named Starweaver Deinyn Fembrys, giving his solemn, nothing of the temple’s true nature, and they achieved their
difficult-to-follow sermon, and 1d3 petitioners. Fembrys is let in status as interior guards because they aren’t curious and they
and out through the northern barred double doors by the shadow show a willingness to follow orders without question. They have
guards who are stationed in area T14. been instructed not to react to noises farther inside the temple
If a conflict occurs here, refer to the tactical encounter. If unless Starweaver Fembrys calls for them. After a few months
a conflict occurred in area T2 or T14 and the PCs come here of service, they’re accustomed to hearing strange sounds from
next, the guards and Fembrys (if present) are also ready for a beyond the double doors, and will move into their guardroom to
fight—refer to the tactical encounter. play a dice game once the petitioners have passed through.
Tactical Encounter: T6. Middle Temple on page 26. Other Petitioners: Other petitioners are travelers through
Petition to Earn “Mystra’s Sacred Trust”: If the PCs take Shan Wheloon drawn in by the nightly light show. Shan Thar avoids
Thar’s advice to show up one evening with a donation to become allowing townsfolk to participate in seeking to earn Mystra’s
petitioners, they are brought into this chamber as darkness falls Sacred Trust, so that locals who would be expected in town don’t
outside. Here, Fembrys waits for the new class of petitioners, and go missing.

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T7. PETITIONER’S QUARTERS T9. MIDDLE TEMPLE STORAGE


The door to this room has no lock.
Each of this room’s four cell-like alcoves contains a small cot, a
neatly folded black robe and stack of blankets, and a wooden Boxes, crates, barrels, and shelves lined with plates and crockery
chest. fill this chamber.

Here’s where PCs and other petitioners stay if they want a chance Supplies for both the middle temple guards and petitioners to
to earn “Mystra’s Sacred Trust.” Clean linens, food, and water are earn “Mystra’s Sacred Trust” are kept here. Once a month, a new
brought from area T9 once a day by a guard. However, petitioners supply is brought in, and soiled linens, empty barrels, and other
remain in this chamber only for 8 hours of rest—the remainder trash are hauled away.
of the time they are expected to partake in the ceremonies and A basic search of this chamber for valuables reveals all the
chants in the middle temple. blankets and trail rations the PCs can carry, as well as about 20
pints of lamp oil.
T8. MIDDLE TEMPLE GUARDROOM
This chamber houses a group of hired, but pious, fighters who T10. VESTRY
guard the middle temple. The door to the chamber is usually This door is always unlocked.
unlocked.
On the east and west walls of this room are iron pegs on which
Four well-made cots line the western wall, a small wooden chest are hung dozens of identical ceremonial black robes.
beneath each. Some dice are carefully arranged atop a chest pulled
out from under one of the beds. Each morning the PCs are instructed to bathe in area T12 and
put on the clean robes hanging in this chamber.
Two guards are usually found in this chamber, while their friends
remain on duty in area T6. If the PCs start a fight here, refer to T11. SACRISTY
the tactical encounter, unless PCs can dispatch the guards quickly This door is always locked; Starweaver Fembrys has the key.
and secretly enough to avoid detection by those in the middle
temple (Spot +3, Listen +3). This somber chamber contains two large wooden freestanding clos-
Tactical Encounter: T6. Middle Temple on page 26. ets, almost coffinlike in dimension, on the east and west walls; on
Dice: The carefully arranged dice are from a dice game in the back wall sits a polished, wooden cabinet. Behind the cabinet’s
which participants roll dice and arrange the paths on their sides wood-framed glass doors, gold vessels glitter.
to form a “dungeon.” The mazelike tangle of paths revealed by
the dice has no significance in the adventure. Here the vessels, vestments, and other liturgical objects used by
Small Wooden Chests: 1/2 in. thick; AC 4; hardness 5; hp 5; Fembrys are kept. It is also where Fembrys dons his ceremonial
break DC 17 (locked); Open Lock DC 20. attire before each service.
Each wooden chest contains the personal belongings of a If the PCs are discovered here and a melee ensues, refer to the
particular guard: a couple of changes of clothes, toiletries, a few tactical encounter unless the PCs can dispatch the guards quickly
mementos, and approximately 20 gp in various coins. and secretly enough to avoid detection by those in the middle
temple (Spot +3, Listen +3).

Designer’s Note
The villains don’t take away the PCs’ gear because it makes not fun. Instead, the adventure was designed so the PCs always
sense for the adventure, but also to make the PCs’ decision have relatively easy access to their gear, allowing them to run
to go along with the ritual an easier one. Players generally back to the room to grab a few things or to ready themselves
hate giving up items because they know how much worse off for adventuring with just a few minutes of preparation. Of
they are without them, so having the items close at hand and course, the situation is bound to make players nervous, which
under their control helps move the adventure in the right is exactly what you want.
direction. It might be tempting to have someone steal from a PC’s
If the PCs insist on more control over their belongings, chest or for some other unwelcome event to occur, but you
Starweaver Fembrys will allow the PCs to go into Wheloon should resist that temptation. Players who set aside metagaming
to purchase their own locking chests for use during their stay. and agree to have their characters go without their equipment
Also, allow the PCs to make Sleight of Hand checks opposed by should be rewarded by the discovery of the nature of their
the guards’ and clerics’ Spot checks (PH 81). You might allow enemies, not punished for getting into character and doing
PCs to make this kind of Sleight of Hand check untrained. some investigating.
Forcing PCs to adventure without items is unfair and often —Matthew

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Tactical Encounter: T6. Middle Temple on page 26. elements of the true divine patron of the temple: Shar. They
Locked Good Wooden Door: 1-1/2 in. thick; AC 3; hardness passed through the failed Shadow Gate (see the appendix), and
5; hp 15; break DC 18 (locked); Open Lock DC 25. after working with those dedicated to Shar for so long, they have
Treasure: Each closet contains five costly vestments, equal in permanently gained the dark template. The shadow guards lurk
value to a noble’s outfit (75 gp each). The cabinet contains five in the far eastern and western areas of the inner temple, using
golden liturgical objects (a cup, a pitcher, a plate, a bell, and a their hide in plain sight ability to remain unobserved.
staff) each worth a total of 100 gp and a large, black, leather- When the time comes to graduate a new class of Sacred
bound book with a cover illustration showing seven stars. This Trust petitioners, Starweaver Fembrys is also present (he leads
is the book from which Starweaver Fembrys makes his nearly the petitioners into the chamber, and presents the Starry Gnosis
incomprehensible sermons. It is titled Preparing for the Sacred to the petitioners). Under normal circumstances, Shan Thar gives
Trust. It seems to have been written by a madman, and even if Fembrys a potion of undetectable alignment to drink before he
closely read is difficult to understand; however, those who succeed greets any outsiders.
on a DC 15 Intelligence or Knowledge (religion) check understand If a conflict occurs here, refer to the tactical encounter. If a
the same underlying message as described in area T6. conflict occurred in area T14 and the PCs come here next, the
shadow guards are also ready for a fight—refer to the encounter
T12. MYSTRA’S RAIN map.
A spray of water emerges from a metallic disc, pierced with Tactical Encounter: T14. Inner Temple on page 28.
many holes, embedded in the ceiling. The water is caught in a Presentation of “Mystra’s Sacred Trust”: If the PCs have gone
shallow basin in the floor and drains down a small hole in the through with their three-day-long petition and continue follow-
basin’s center. ing instructions, they find themselves herded into this chamber
(along with other petitioners, if any) at the end of the ritual by
Here the PCs and other petitioners are expected to stand beneath Fembrys.
the water—in their smallclothes for propriety’s sake—and wash Fembrys asks all petitioners to assemble in the area between
the previous day’s accumulations away, after which they are ex- the two pillars and in front of (to the west of) the altar.
pected to don a clean robe in area T10. Once they are assembled, Fembrys intones, “Prepare yourselves
The disc in the ceiling through which the water flows connects to receive the Sacred Trust: You are about to look upon the Starry
to a pipe that leads ultimately to an intake channel dug from the Gnosis. All your questions are soon to be answered.”
bottom of the Wyvernflow. The hole in the floor (only a half- Fembrys unlocks a secret compartment in the altar (Search
handspan wide) connects to the same drainage system described DC 20, Open Lock DC 25) and pulls out the Starry Gnosis—a
in area T13. black globe, like a crystal ball gone dark—and holds it for all
present to view.
T13. PRIVY Fembrys uses the Starry Gnosis on all present while repeat-
Wooden planks, each with a foot-wide hole in their center, cover ing the most common words of the daily chant, “Knowledge lies
the rank-smelling shafts that pierce the floor of each alcove. between the stars.” The item’s full description is on page 156,
and a summary appears in tactical encounter T14.
Each 3-foot-diameter shaft serves as a privy—the shafts combine Development: All those who are affected by the Starry Gnosis
with the same drainage pipe from area T12 and the chute from are ordered to gather their belongings and go down the stairs
area T5. The combined chutes descend another 30 feet to empty behind the altar to the dungeon level for processing.
into area T23 of the temple dungeon. The shaft reeks and is coated Treasure: The Starry Gnosis is hidden in the altar (Search DC
with fecal matter. Those who lift away the wooden planks and seek 22, Open Lock DC 22).
to descend the tubes must succeed on a DC 25 Climb check or lose
their grip and slide down the shaft, taking 4d6 points of damage T15. FIRST LANDING
when they reach the waste-stained stone flooring beneath. A barred door blocks access between the first landing and the
inner temple. Fembrys unbars it when he arrives to oversee the
T14. INNER TEMPLE petitioners in area T6 or the ceremony described in area T14, but
The PCs finally encounter “Mystra’s Sacred Trust” here—one a shadow guard from T17 bars it again behind him.
way or another. Barred Good Wooden Door: 2 in. thick; AC 3; hardness 5; hp
15; break DC 28 (barred).
Slabs of obsidian line the floor, walls, and high ceiling of this room. Development: If the PCs bash on the door or knock on it
Two thick, square columns each hold a single blazing torch on their but do not call out in Fembrys’s voice, the shadow guards know
west face. This arrangement provides uneven light to the front something is wrong and they retreat to lie in wait in area T17.
of the temple, but leaves the temple’s further recesses in shadowy If the PCs can somehow perfectly mimic Fembrys’s voice and
darkness, especially the two large stone figures set in the rearmost request entrance, the two shadow guards from area T17 open the
alcoves. Also poorly lit is a dark stone altar set forward from the door, attacking after the PCs get a surprise round.
statues but behind the direct light offered by the pillars.
T16. SECOND LANDING
Day or night, the inner temple always contains two shadow This wide landing is flanked by two dark statues, both apparently
guards—temple guards of particular piety and ability who have carved of coallike stone, roughly depicting a female human. Soft
not only earned Mystra’s Sacred Trust, but who have taken on white light spills from the north and south stairwells.

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T17. STONEYARD PC takes 20, allow the result to find any scroll with a DC equal
A flickering, starry light clings to the statue of a woman in the to or less than the check result.
center of this chamber. The rubble of broken statuary, burned
scriptures, and smashed holy vessels is piled about the central T19. ANTECHAMBER
statue and elsewhere throughout the chamber. Five doors allow Four comfortable-looking chairs are deployed about the perim-
egress into the area, in addition to the stairs. eter of this chamber. A circular oak table sits in the center of
the room.
This refuse-laden chamber is home to two shadow guards and
a dark earth elemental (an earth elemental, made up of broken The fake priests of Mystra’s temple sometimes gather in this
statuary, that has the dark template). Fembrys has quarters off chamber to relax or meet with Lady Arthas to receive new
to the east, and could respond in the event of a conflict; if this orders.
occurs, refer to the encounter map.
The hallway to area T23 smells of offal, a scent that grows T20. EMPTY QUARTERS
stronger as one approaches the locked, rusty iron door at the end This door is locked; the key is lost.
of the passage.
Tactical Encounter: T17. Stoneyard on page 30. A thin layer of dust covers a bed with rumpled covers, an open
Development: In order to pull off the sham that a temple wardrobe filled with hanging robes, and a desk.
to Mystra has been founded in Wheloon, the fake priests have
secured quite a bit of religious paraphernalia through local mer- This chamber was used for a short time by another “priest” of
chants and religious suppliers. Having no use for most of the the temple, Father Sambar, the first to attempt to use the failed
material, they smashed it and left it here. Anyone who succeeds Shadow Gate (see area T32). His gruesome death would have led
on a DC 10 Knowledge (religion) check determines that the de- the clerics of Shar to destroy the gate, except that a guard who
stroyed statuary, burned books, and shattered vessels are dedicated went with him emerged alive—and with the dark template. The
to Mystra. room is just as Sambar left it. Nothing of interest can be found
The only item not destroyed was a central statue whose inher- in the desk and wardrobe.
ent holy nature was a surprise to everyone. No matter what kind Locked Good Wooden Door: 1-1/2 in. thick; AC 3; hardness
of damage it took, the next night the statue had miraculously 5; hp 15; break DC 18 (locked); Open Lock DC 25.
become whole again. Worse, it began to give off a glow that is
especially unsettling to creatures of shadow. So the fake priests T21. STARWEAVER FEMBRYS’S QUARTERS
merely began to heap items about it. However, the statue sheds This door is locked; Fembrys has the key.
those items in the pattern shown on the map, and it gives off
an aura such that anyone who stands in squares indicated around This bedroom, in addition to a neat bed, bureau, and desk, contains
the statue gains a +2 luck bonus to AC and Will saving throws eight human heads mounted on the walls like trophies. Glass eyes
against dark creatures and other beings native to the Plane of stare from their yellowed flesh, and the acrid odor of preserva-
Shadow. Mystra, in some small way, has taken note of this sac- tive hangs in the air. A long table stands against the south wall,
rilege against her. next to a large, upright wooden cabinet.

T18. LIBRARY This is Starweaver Fembrys’s personal chamber. When he is not


The shelves throughout this room are stuffed with tomes and scrolls, ministering to the dupes in area T6, he can usually be found
but they are kept in no particular order—they are piled in heaps, here. He sleeps quite a bit, spends little time at his desk, and
and as many lie on the floor as remain on shelves. uses most of his free time attending to his hobby—the results
of which adorn the walls.
The books and tomes here are all beginners’ tracts and essays Locked Good Wooden Door: 1-1/2 in. thick; AC 3; hardness
concerning the goddess Mystra, as might be given out to those 5; hp 15; break DC 18 (locked); Open Lock DC 25.
interested in learning more about her. Desk: PCs who search the desk find some journallike rants
Development: The “priests of Mystra” must spend a little against the atrocity of pretending to worship Mystra, while the
time every so often brushing up on their false piety. The lack of “true one” must remain hidden. One piece of paper indicates that
order and concern for the material in question is obvious by the “The latest set of petitioners awaits disposition down in the river
condition of the library’s materials. dungeon—Don’t steal any of these for your sad hobby, Fembrys,
Treasure: A concerted search through the chamber reveals or you’ll find your own head on a wall.” This missive is signed
some useful items amid the mess and clutter. A few rounds of “Arthas.”
concentration with detect magic reveals the location of all the Trophies: The trophies are remnants of eight slain petition-
magic scrolls, but in case the characters use more mundane ers whose exposure to the Starry Gnosis didn’t put them under
means to search the room, each divine scroll is listed below with Fembrys’s control or who did not use the Weave. Three of the
the Search DC required to retrieve it from the morass: scroll of heads were formerly paired with the bodies still in the torture
delay poison (DC 22), scroll of enthrall (DC 25), scroll of death devices in area T29. All eight victims can be identified by their
ward (DC 25), scroll of dispel magic (DC 27), scroll of restora- written descriptions in the chest in area T29.
tion (DC 27), and a scroll of hallow (DC 30). A single Search Cabinet: The cabinet is filled with supplies a taxidermist might
check locates just one scroll, but if the PCs aid one another or a use: stuffing, thread, glass eyes, preserving liquid, scissors, knives,

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and a few bone saws, all of which are worth a total of 100 gp if Alarm Trap: CR 1/2; mechanical device; touch trigger; manual
the PCs can find a buyer for the grisly items. reset; loud gong rings in area T26 (nearby creatures make a Listen
check, modified by distance and intervening doors, to hear the
T22. PRIVY bells); Search DC 19; Disable Device DC 24.
Two curtained alcoves conceal what must be the source of this Tactical Encounter: T26. Hallway of Night on page 32.
room’s awful stink. You can hear water running as well. Development: If the PCs set off the alarm trap, the NPCs
in area T26 are ready for them, but if they manage to bypass it,
Each alcove contains a foot-wide hole in the floor that drops into the PCs should get a surprise round when they enter T26.
the tributary of the Wyvernflow that runs through area T23, T24,
and T33. The water swirls in the bottom of the holes as the river T26. HALLWAY OF NIGHT
water passes by. The stink comes from individuals not bothering The door between T25 and this room is locked and trapped (see
to clean the sides of the holes or the floor around them. area T25); Lady Arthas has the key.

T23. SEWER This wide, utilitarian hall is flanked by several doorways, and the
A drizzle of smelly sludge drips and slides from a hole in the two on the north wall are particularly large. Two torches burn in
ceiling to fall 15 feet onto a stone dais. Surrounding the crusted iron sconces, one on the north wall and one on the south. The south
dais is a murky subterranean pool, apparently flowing from an end of the hall contains a great black circular disc of darkness
entrance beneath the surface in the pool’s northeast corner, around bordered by deep purple stone.
the platform, and out through a similar underwater passage in
its southwestern corner. If the PCs open this chamber after having set off the alarm
on the door, the tactical encounter is triggered. If they surprise
All the various privies around the temple empty into this cham- an NPC in areas T26–T31, the same tactical encounter is also
ber. A subterranean channel dives beneath the bluff on which the triggered.
temple is built, and carries a small tributary of the Wyvernflow Tactical Encounter: T26. Hallway of Night on page 32.
away from and then back to the main channel. Water enters from Purple-Bordered Ring: The great disc bordered by purple
below the surface in the northeastern corner and drains through stone is actually an open ring that leads into area T32, but a
area T24 to area T33, and then on to the Wyvernflow. permanent image spell makes it appear as though the circle is
The circular dais is raised about 1 foot above the level of the filled with a void of darkness that emanates cold. Characters
dank water. The water is 10 feet deep. The current is slow but and objects can pass through the illusion without harm, but the
strong, causing a swimming character to move 5 feet toward the void can be disconcerting. Any PC within 10 feet of the circle
southwestern corner at the end of each round. Otherwise the water feels the unnatural chill emanating from it. Interacting with
should be treated as calm. Any injured character immersed in the illusion allows a DC 19 Will saving throw, as normal for
the polluted water in this chamber risks contracting filth fever the spell.
(Fort DC 12; 1d3 days; 1d3 Dex and 1d3 Con). Characters need to make a successful DC 10 Knowledge (reli-
The door visible above the level of the water on the north gion) or Intelligence check to recognize the huge circle as a holy
wall is rusted iron. It is locked, and the key is lost. symbol of Shar.
Rusted Iron Door: 2 in. thick; AC 3; hardness 8; hp 30; break
DC 26; Open Lock DC 20. T27. SHADOW GUARDROOM
Three spartan cots line the eastern wall, a small wooden chest
T24. SUBTERRANEAN RIVER CHANNEL beneath each.
This dark channel churns through the bedrock of the bluff and
provides no breathable air above its flow until it enters area T33. This chamber houses shadow guards, though they require little
As with the water in the sewer (area T23), the current is slow, sleep.
causing a character to move 5 feet toward area T33 at the end Small Wooden Chest: 1 in. thick; AC 4; hardness 5; hp 10;
of each round. The dim lighting in area T33 isn’t visible from break DC 17 (locked); Open Lock DC 20.
underwater until the channel enters that room, making swim- Each chest is locked and contains the personal belongings of
ming this channel a harrowing option for curious PCs (especially a particular guard, including a couple of changes of clothes, toi-
considering what lurks in the water in that room). letries, a few trinkets, and approximately 20 gp in various types
The water in the channel is 15 feet deep. of coins.
One chest has the diary of one of the guards. In the begin-
T25. HALLWAY ning, it’s filled with the author’s doubts and disappointment
Familiar-looking statues flank a central path down this wide about her service to Mystra. She writes about passing through
hall. the “Mystic Gate” and being found wanting. As the diary goes
on, however, the passages take a darker turn. Her fears of the
The statues are apparently carved from a coallike stone, and all strange creatures the temple employs and her disgust at their
are rough depictions of a female human. The door at the west drastic methods of dealing with “defilers” turns to pride in her
end of the hallway is locked and trapped. fearless association with such beings and satisfaction that others
Locked Good Wooden Door: 1-1/2 in. thick; AC 3; hardness who seek to earn Mystra’s Sacred Trust are spurned as she was.
5; hp 15; break DC 18 (locked); Open Lock DC 25. In the final passages, she describes her glee at failed petitioners’

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tortured pleas for mercy and hatred for the weakness she showed If the PCs manage to sneak into the temple this far without
in her earliest entries. raising an alarm, Lady Itthas is 50% likely to be here or in the
adjoining study (area T31). If combat occurs here, see the tactical
T28. STORAGE encounter.
Two rooms are keyed to this entry. The doors into the rooms Barred Strong Wooden Door: 2 in. thick; AC 3; hardness 5;
lack locks. hp 20; break DC 35 (barred).
Tactical Encounter: T26. Hallway of Night on page 32.
Boxes, crates, barrels, and shelves lined with plates and crockery
fill this chamber. T31. STUDY
The strong wooden door to this room is barred from the inside
This room contains food supplies for those that live on this level unless Lady Arthas opens it.
and the petitioners kept in area T33.
The room keyed to this entry adjacent to area T33 additionally A divan sits by a low, candlelit and paper-strewn table against
contains a water barrel filled with live (restocked weekly) shrimp, the west wall. The north wall holds a wide, tall bookcase filled
lobsters, and crabs as food for the amphibious otyugh that serves with curios, sculptures, and some tomes and scrolls.
as the aquatic guardian for that chamber. What food isn’t spoiled
is worth a total of 77 gp. See the adjoining room (area T30) for general information.
Barred Strong Wooden Door: 2 in. thick; AC 3; hardness 5;
T29. TORTURE CHAMBER hp 20; break DC 35 (barred).
The strong wooden door to this room is locked; Lady Arthas Desk: This desk is set up for correspondence. A large pile of
has the key. square-cut pieces of blank parchment is set to one side. Nearby
is a quill and several jars of red ink. On the desk lie three let-
The foul odor of rotting flesh assaults you as you open the door. ters, two complete and one incomplete. One complete letter is a
A variety of well-used torture equipment is installed in this cold note to Lord Sarp Redbeard requesting an extension of the tax
stone chamber: racks, iron maidens, stocks, and other machines of breaks given to the temple during construction, and the second
pain. Three contain the headless, rotting, and rat-gnawed corpses is a letter to Zendaros Rallogar of Rallogar Hardware seeking
of their last victims, disjointed and broken-boned. In one corner to negotiate better rates on monthly temple supplies. The third
lies a pile of cast-off clothing. reads:
“Starweaver Bestra, We’ve had some trouble out here. Some
In this chamber Lady Arthas allows Starweaver Fembrys to suspicion. A cleric of Mystra named Tunaster Dranik came to
torture individuals for information and gives him free rein to the temple but escaped us. We can only hope we find and kill him
pursue his “hobby” using the petitioners who threw off their before he can summon help. Therefore, with the next shipment
domination or were otherwise found wanting. The bodies in the east, send”
room are those of the local bookseller, Amnic Basult, and two The letter ends—it contains no address, and no signature.
human merchants Duncan and Kenniwick. A wooden chest lies Treasure: Amid the bric-a-brac on the shelves are some items
under the pile of clothes in the corner. of value, including a jade vase (50 gp); a silver-plated gnome
Locked Strong Wooden Door: 2 in. thick; AC 3; hardness 5; skull (20 gp); a book of sketches from a famed Cormyrean
hp 20; break DC 25 (locked); Open Lock DC 25. artist named Klaire Gatewood (200 gp to the proper buyer);
Small Wooden Chest: A small unlocked chest in the southeast and a thin, leatherbound tome set with rubies, which contains
corner of the room beneath a pile of bloody rags contains odds a treatise on all the major evil gods of Faerûn including Shar
and ends, including several sets of identification papers of the sort and Cyric (300 gp).
used in Cormyr. Included among those in the chest are papers A secret compartment in the desk (Search DC 20) holds a
for one Amnic Basult, a bookseller from Wheloon. Amnic, like pair of slippers of spider climbing.
all the rest of the named individualss, has gone missing. There
are also papers for Duncan and Kenniwick, whom the prisoner T32. FAILED SHADOW GATE
in area T33 recalls. All three died here on the rack under the Black pillars frame a curtain of gloom darker even than the rest
ministrations of Starweaver Fembrys. of this cavernous, echoing chamber. Despite the murkiness, the
heaped pile of humanoid skeletons lying just beyond the pillars is
T30. LADY ARTHAS’S QUARTERS vaguely visible through the interface. The heap partly covers an
The strong wooden door to this room is barred from the inside obsidian altar along the far wall of the chamber.
unless Lady Arthas opens it.
Here stands the failed Shadow Gate. When the clerics of Shar built
A bed large enough for a giant rests against the east wall. Other the temple of Mystra, they attempted to open a gate directly to
pieces of furniture are placed about the room. A huge and thickly the Plane of Shadow so that they could avoid the overland journey
stuffed chair sits by an elegant table, a nightstand is near the plush to the Lost Refuge. Due to their inexperience or perhaps because
bed, and a chest of drawers rests against one wall. of some effort by Mystra, the attempt failed horribly, instead
creating the magical location that now stands in the room.
Lady Arthas enjoys luxury, and she has made the room as com- The failed Shadow Gate (see full magical location descrip-
fortable as possible. tion on page 154) is still useful to the fake priests, but it is not

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safe—the bodies of those who died attempting to pass through sound of someone entering the chamber), the tactical encounter
it and gain its benefits were left where they fell upon making is triggered. However, PCs might be able to interact with Mhair
the transition. The priests see these deaths as sacrifices to Shar before combat ensues.
(although Shar’s name and symbol are not found anywhere in this This chamber is where Shar’s clergy stores petitioners who
temple—except for the likeness of Shar’s symbol on the entrance have fallen under the influence of the Starry Gnosis, prior to
to this room from area T26). their transfer to the abandoned keep in the Vast Swamp. Once
Three displacer serpents live in this chamber, but in the normal each month, Mhair loads petitioners into a special catamaran
course of the adventure, they will have already encountered PCs during the night and leaves the chamber by way of the cave to
in area T26. The serpents lived in the ruins on which the temple the south. The cave exits onto the river from the southernmost
was built, and when confronted by the clerics of Shar, they bowed tip of the bluff the temple is built into, its entrance hidden by a
their heads and offered service. The clerics took this as a sign tangle of logs and branches that Mhair can haul out of the way
from Shar, given the color of the snakes, and they have occupied by pulling on a rope hidden under the water (successful DC 15
this room ever since. PCs who search the perimeter of the room Search check to reveal). Mhair waits to be sure no river traffic is
find a mess of hair and rubbish that serves as their nest and the near and then pilots the craft across the Wyvernflow to deliver
well-gnawed bones of petitioners served up as snake food. the dominated petitioners to the other riverbank.
Illumination: This room has no source of illumination. In The petitioners (who are treated to a fresh exposure to the
fact, a magical property of the space causes the radius of all light Starry Gnosis right before they leave) are given a map by Mhair
sources to be reduced by half. and instructed to use it to travel as quickly as possible to the
Bodies: The heaped skeletal forms are mostly human, though location marked: Cormyr’s Lost Refuge. Mhair tells them to
a few elves, dwarves, and halflings are mixed in with the rest. All ask for someone named Bestra when they arrive. Other instruc-
told, some 50 bodies are heaped in the space behind the pillars, tions include to act normally around those met along the way
almost completely covering the altar. without revealing their status or situation in any way and to
Examination of the bodies reveals one odd commonality—no listen to Bestra’s orders as if they were the instructions of the
soft tissue remains, but no sign of the removal of that tissue is dominator.
visible on the bones; it’s as if the flesh merely misted away. Rivermaster Mhair: If Mhair discovers the PCs in the cham-
Altar: If the bodies are cleared enough to reveal the altar, ber, he is suspicious, and unless they can reduce his unfriendliness
investigation will not reveal any relevant holy symbols. A suc- to indifference with a Diplomacy check or a Bluff check, the
cessful DC 22 Search check, however, does reveal a locked (Open tactical encounter is triggered.
Lock DC 22) secret compartment in the altar. If the PCs gain Mhair’s momentary trust, he relays the fol-
Treasure: The secret compartment in the altar contains a +1 lowing to them as part of a normal conversation:
returning chakram (FRCS 97). “What are ya, stupid? Yeah, this is where the petitioners stay.
They gotta stay somewhere don’t they? Moron.”
T33. RIVER ACCESS “They stay until I send them out to the Wyvernflow—didn’t
This dim, cold chamber echoes with the sound of rushing water. Fembrys teach you anything? They follow the map I make
A subterranean channel flows from the north wall, bordered ’em.”
by a stone walkway on the west and east. It flows south through “Full of questions, ain’t ya? Only thing I know is they go to
a low-ceilinged cave. A span of stone bridges the dark, flowing Cormyr’s Lost Refuge and ask for Bestra. They never come back
water. The east and west walls are lined with rusty, iron-barred here, that’s for sure.”
cells. A human female lies sleeping on the floor of one of them, “I’m starting to think you’re about as bright as a snuffed
and two shadow guards stand near her cage. You hear the sounds candle—you know they don’t allow us to talk about who the
of someone in the area to your right. A slight sewer stink and the priests actually worship. I don’t even know.”
scent of old sweat lingers in the air. If the PCs can conclude their questioning with another success-
ful Diplomacy or Bluff check (this time against DC 15), Mhair
If the PCs enter this chamber and attempt to cross the bridge to lets them go without starting a fight. However, once the PCs
the east side of the chamber, or if they raise Mhair’s suspicions cross the bridge, the encounter with the area’s watery guardians
(he spends a lot of his time in area T34, but responds to the is triggered, regardless of any success with Mhair.

Designer’s Note
The treatise on evil gods found in Lady Arthas’s study is merely that a few of the gods in the books are covered in more depth
a list of well-known attributes—not the work of a scholar than others, particularly Shar and Cyric. From now on, while
interested in research and deep knowledge—and certainly not the PC who read it keeps the book as a reference, she can make
the writing of an evil priest or flattering sycophant. However, Knowledge (religion) checks on questions related to Shar and
if you want to make this book more than simple treasure, you Cyric with a +2 circumstance bonus.
can rule that if a PC takes the time to read the book from —Bruce
cover to cover (an effort of about 4 hours), he or she learns

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TEMPLE OF MYSTRA

Illustration by Chris Dien


Those who tried and failed remain to remind others of the perils of walking through the failed Shadow Gate

Cells: The unlocked cells are used to hold petitioners under • Three possessed no spellcasting ability. These same three
the sway of the Starry Gnosis, a domination that is renewed every were never brought to the river chamber. One was a book-
eight days by Starweaver Fembrys. The dominated are told to seller from town, whose name she can’t recall; the other
rest quietly, listen to the commands of any shadow guard or fake two were merchants named Duncan and Kenniwick.
priest as if the instructions come from the dominator, and not to • The eight others who were with her in the cages were taken
make any attempt to escape from the cells. Once a month, Mhair on the boat and out of the chamber by Mhair. They left
gives the petitioners a map and sends them on their way to the with all their equipment and normal clothing. Veera was
Lost Refuge (see above). The petitioners are usually simple com- left behind because she couldn’t fit on the boat.
moners, but there’s a 25% chance that one is a 1st-level wizard • The eight who were taken included: Durgen, a male dwarf
or sorcerer. cleric of Moradin; Kareem, a male human paladin of Tyr;
Woman in the Cell: The woman in the cell is Veera Wavecrest Smote, a male halfling sorcerer with clever hands; Tholwick,
(CN female Chondathan human rogue 2/sorcerer 2). She is a pirate a male human adept; Halish, a male human cleric of Mystra;
from the Vilhon Reach who came to Wheloon to repair her ship and Dava (female), Mendios (male), and Zephan (male), all
far from the waters in which she plies her trade. A sorcerer as three human apprentices to an evoker from Marsember who
well as a rogue, she venerates both Mystra and Umberlee, and sent them to the temple to make an offering.
was pulled into the plot at the temple when she visited to pay • She’s not certain how long ago they left, but if the PCs tell
homage to the Lady of Mysteries. her the current date, she’ll realize that it’s been eight days
She does not help the PCs or make any effort to escape. She since their departure.
also doesn’t respond to them or their inquiries unless a PC uses Catamaran: This double-hulled vessel can hold a total of eight
the Starry Gnosis to compel her to talk. A successful DC 15 Sense Medium passengers and Mhair, who stands in the rear with a
Motive check will reveal that she is dominated. The Starry Gnosis long pole, guiding movement. The craft is worth 500 gp.
has a caster level of 9th, so the DC to dispel this effect is 20. Bridge across River Channel: The steeply curved bridge is
If compelled to talk or freed from domination, Veera tells slick with moisture. A character running or charging on the
the story of her capture and that, along with her, eleven others bridge must succeed on a DC 12 Balance check. A failure by 4
underwent the three-day ritual to earn Mystra’s Sacred Trust. or less results in the character not being able to run or charge
She spoke to them a great deal during that period, and she can but otherwise being able to act normally. A failure by 5 or more
relate a lot about them: results in the character falling in the water.
• All but one were travelers or new to town. Tactical Encounter: T33. River Access.

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T34. MHAIR’S ROOM remain under guard while the Purple Dragons investigate their
This chamber off the main room is tiled in sandstone, which seems claims. It takes about a day, but then Constal Maximanus Tholl
to absorb some of the moisture prevalent in the adjoining chamber. brings them before Lord Sarp Redbeard in Oldstone Hall. Lord
A shiny wood kayak rests on the floor along the north wall. A Redbeard gruffly offers the PCs his thanks on behalf of the town.
desk sits in the southwest corner, beneath a map of southeastern He also offers the PCs 500 gp each on the spot to continue in-
Cormyr. A narrow bed lies along the south wall. vestigating the matter without delay. He and the Purple Dragons
will remain in Wheloon to ensure the security of the temple and
Mhair spends a lot of his time here, working on his kayak. See the town.
Mhair’s reactions in the previous entry (room 33). If the PCs don’t alert the authorities, it takes a few days before
Kayak: This sleek, 1-person craft and accompanying paddle anyone notes something amiss at the temple, and another couple
(double sided) is perfectly built for the Wyvernflow; it is worth of days of careful examination by the Purple Dragons. This might
75 gp. or might not lead the authorities to seek out the PCs, depending
Desk: Untidy and covered with the debris of many partly eaten on who knew the PCs were going to investigate the temple. If
meals, the desk also contains a stack of parchment, quills, and they do seek out and find the PCs, the Purple Dragons question
ink. The top piece of parchment is inked with a copy of a map them for a day, ending with an audience with Constal Tholl and
showing an easy overland route from the temple of Mystra to the an angry Lord Redbeard. Lord Redbeard will order them to
mysterious Lost Refuge. The desk also contains several unrelated follow the map and “burn the hive, now that you’ve stirred up
maps (personally charted by Mhair) of local river systems, worth the bees.” He offers no reward and instead threatens to imprison
50 gp for their accuracy. them if they disobey the order of a lord. Assuming the PCs agree,
Maps: The map on the wall is a colored map Mhair uses as Constal Tholl takes them away and offers them 300 gp of his
a reference to draw his maps. The colored map presents the in- own money to buy supplies for their venture.
formation on the map of southeastern Cormyr that appears on After hearing of the PCs’ deeds and the evil in the temple
page 152. The PCs can pick up a similar map in Wheloon (al- that the PCs rooted out, Katriana Donohar of the Harvest Hall
though it won’t show the Lost Refuge or the Orvaskyte Keep). and Orlenstar Thirthorn of God’s Grove are willing to cast their
Mhair’s handwritten map shows the route the petitioners take daily spells for free on the PCs behalf. Both are likely to have
and presents some locations not on the colored map. Mhair’s remove disease, lesser restoration, and various cure spells avail-
map appears on page 157. You should photocopy this map for able, but if the PCs require remove curse or dispel magic, they’ll
the players, or draw a copy for them. have to wait a day. Katriana and Orlenstar offer their daily spells
Mhair’s understanding of the location of the monastery is for free, but not scrolls or other items, and their generosity has
imperfect, since he’s never been there. None of the Sharrans has limits. If the PCs appear to be sandbagging or if they take their
bothered to correct his error. The PCs shouldn’t yet understand gifts for granted, the cleric and druid ask for payment at the
that the Plane of Shadow is their eventual destination. They usual Player’s Handbook prices.
might consider avoiding the Lost Refuge and simply traveling
on to get to the end point on the map. Allow them to do so if
they want, and see Chapter 2: The Journey for some suggestions
Chapter 1 Story Awards
The PCs can earn extra experience for completing certain tasks
about how to handle this eventuality.
in the adventure.
Treasure: A hidden, locked compartment (Search DC 20,
• If the PCs converted Kevrin to their cause, award the party
Open Lock DC 20; Mhair has the key) in the desk holds several
400 XP.
treasures Mhair has, against orders, appropriated from various
• If the PCs used nonlethal means against the normal human
dominated petitioners who have passed through his care, includ-
guards of the temple of Mystra, award the party 200 XP.
ing: a bag holding 553 gp, a gold bracelet (105 gp), a noble’s outfit
• If the PCs participated in the full three-day ritual and
(75 gp), a gold and silver wire circlet (2,750 gp), a +1 dagger, 3
fought Fembrys after he presented the Starry Gnosis, award
arrows of orc slaying, and a lens of detection.
the party 500 XP.
• If the PCs reunited the heads in Fembrys’s room with the
Chapter 1 Conclusion: headless bodies in the torture chamber, award the party
Leaving Wheloon Behind 100 XP.
• If the PCs returned the heads from Fembrys’s room and
After rooting out the evil in the Sharrans’ false temple of Mystra,
the headless bodies in the torture chamber to town for
the PCs should have some idea that the priests were dominating
proper burial, or otherwise sought to lay their spirits to
Mystra’s worshipers and sending them off into the Vast Swamp.
rest, award the party 100 XP.
However, the PCs shouldn’t have any idea why this is happen-
• If the PCs used the identification papers in the torture
ing, and until they find that out, they haven’t earned the rest
chamber to inform Mela Basult of her husband’s fate,
of Tunaster’s reward, and any cleric of Mystra tells the PCs this
award the party 200 XP, or if one PC took on the task,
after using magic to contact Tunaster. Having the map to the
award that PC an extra 100 XP.
Lost Refuge and points beyond should propel the PCs across
• If the PCs discovered both Shar and Cyric were at work in
country and on through the rest of the adventure.
the temple, award the party an extra 200 XP.
If the PCs return to Wheloon to rest and stock up before
their journey, they might consider alerting the local authorities
to what’s going on. If they do so, the authorities insist the PCs

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ENCOUNTER A1

ASSASSIN AMBUSH
Encounter Level 7 Londal Fen CR 6
hp 49 (6 HD)
Male Chondathan human fighter 6
SETUP NE Medium humanoid
This encounter is triggered if the PCs act on the message Init +1; Senses Listen +3, Spot +4
delivered by courier asking them to quickly travel to 23 Languages Chondathan, Common
Impil Street for information about the temple. AC 19, touch 11, flat-footed 18
Normally abandoned, during the period when the Fort +7, Ref +3, Will +3
ambush is set up, the dead-end street holds Londal Fen (L) Speed 20 ft. (4 aquares) in full plate
hidden around a corner and the rogue Smile (S) hidden 20 Melee +1 greatsword +12/+6 (2d6+7/19–20)
feet up on a warehouse roof. A trapped area of the cobbled Base Atk +6; Grp +9
street is prepared as shown on the map (T). Atk Options Cleave, Combat Reflexes, Great Cleave,
A swarm of bats (not shown) lies within one of the ware- Improved Sunder, Power Attack, Quick Draw
houses. On the third round of combat, the commotion Combat Gear 3 potions of bull strength
causes the bats to explode from the holes in the eaves of Abilities Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8
the warehouse and attack those in the alley. Feats Cleave, Combat Reflexes, Great Cleave, Improved
Sunder, Power Attack, Quick Draw, Weapon Focus
If the trap is sprung, read: (greatsword), Weapon Specialization (greatsword)
Skills Intimidate +8, Listen +3, Spot +4
There’s an explosion of noise, and something Possessions combat gear plus +1 greatsword, full plate,
launches into the air from a warehouse roof— satchel with 830 gp and note reading “Your payment
a weighted net! for silencing the troublemakers.”
Hook “Your time is over.”
When the PCs see Londal Fen, read:
This haggard human male wears dark gray robes spotted, roll initiative. Otherwise, combat begins when
and looks at you with resignation. one or more PCs set off the trap or try to open the door to
23 Impil Street, at which point all the NPCs get a surprise
A large man rises up from hiding. His armor and round of actions. Place the NPCs as their initiatives come
skin are painted gray, causing the whites of his eyes up if they haven’t previously been spotted.
to stand out starkly in the dim light of the moon. Smile stays on the roof and fires at the PCs, preferring
to fire at spellcasters as they are in the act of casting. She
When the PCs see Smile, read: uses hit-and-run tactics, attacking and moving out of view
only to sneak up and attack again from a different spot so
A shape in the shadows shifts, revealing the outline that she can use sneak attacks. If Smile drops below 5 hit
of a small figure. A female halfling wearing a points, she sucks down her potion of invisibility and tries to
black hood draws back the string of her shortbow sneak away, leaving town for good.
with an arrow pointed in your direction. Londal Fen prepares for combat by drinking one of his
three potions of bull’s strength while the PCs are entering the
When the PCs see the bat swarm, read:
alley. When the battle begins, he charges to attack the clos-
Suddenly, hundreds of bats explode from the eaves est PC not caught in the net. Londal is dedicated to Shar’s
of a nearby warehouse. Swiftly gathering into a cause and fights to the death.
cloud, the bats swoop down into the alley. The bat swarm flies about each round, attacking both
the PCs and NPCs. It starts with those in the alley, moving
from one and then to another until it has attacked them
TACTICS all once. It then flies to the roof and attacks anyone there.
The NPCs try to remain hidden for as long as possible. Assuming it survives to attack everyone once, it then flies
Londal Fen benefits from total concealment until a PC off into the night.
moves near the area of the trap. Smile hides near the edge Once the combat is ended, refar back to page 8 to con-
of the rooftop (remember the distance penalty on Spot tinue the adventure.
checks). Allow the PCs Spot checks; if the ambushers are

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ENCOUNTER A1
Smile CR 4
hp 20 (4 HD) FEATURES OF THE AREA
Female halfling rogue 4 Warehouses: Several vacant warehouses line this dead-end
NE Small humanoid street. The roofs of the warehouses generally stand 20 feet
Init +4; Senses Listen +9, Spot +7 above street level. Each warehouse has wooden walls and strong
Languages Chondathan, Common, Halfling, Gnome wooden doors.
AC 19, touch 15, flat-footed 19; evasion, uncanny dodge Roughly half the warehouses are largely empty. The other
Fort +3, Ref +9, Will +2 half hold rows of open-topped crates filled with rotting vegetables
Speed 20 ft. (4 squares) and fruit.
Melee mwk rapier +3 (1d4) Wooden Walls: 6 in. thick; hardness 5; hp 60; break DC 20;
Ranged +1 composite shortbow +9 (1d4+1) or Climb DC 21.
Ranged +1 composite shortbow +10 (1d4+1) if target within Wooden walls increase the DC of Listen checks to hear through
30 ft.
Base Atk +3; Grp –1
them by 5. The hit points and break DC shown are for a 10-foot
Atk Options Point Blank Shot, Precise Shot; sneak section. If a wooden wall is breached, the squares breached and
attack +2d6 all adjacent nonwall squares become light debris.
Combat Gear potion of cure light wounds, potion of invisibility Strong Wooden Door: 2 in. thick; AC 3; hardness 5; hp
Abilities Str 12, Dex 18, Con 13, Int 14, Wis 10, Cha 8 20; break DC 25 (locked); Open Lock DC 25.
SQ trapfinding, trap sense +1 23 Impil Street: A brass plaque over this door reads “23
Feats Point Blank Shot, Precise Shot Impil Street.” However, beyond the locked door is an empty
Skills Balance +8, Bluff +3, Climb +5, Disable Device +11, warehouse no different from all those that surround it.
Hide +14, Jump +4, Listen +9, Open Lock +13, Move Net Trap: The assassins have prepared this net trap to help
Silently +12, Search +9, Spot +7, Tumble +10, Use Magic get the drop on their victims.
Device +2 Large Net Trap: CR 2; mechanical; location trigger; manual
Possessions combat gear plus masterwork rapier, +1 reset; Atk +5 melee (characters in the net’s 10-foot square are
composite shortbow (+1 Str bonus), studded leather entangled; see PH 119); Search DC 20; Disable Device DC 25.
Hook “Arrows striking home makes me smile.” Small Wooden Crates: 1/2 in. thick; AC 4; hardness 5;
hp 5; break DC 17.
Bat Swarm CR 1 It costs 2 squares of movement to enter these squares. A
hp 13 (3 HD)
N Diminutive animal (swarm)
Medium character can hop up on top of a crate with a successful
Init +2; Senses blindsense 20 ft., low-light vision; Listen +11, DC 10 Jump check (no running start required). A Small
Spot +11 character can jump up with a successful DC 10 Jump check
AC 16, touch 14, flat-footed 12
(DC 20 without a running start), or climb up with a successful
Fort +0 Ref 6, Will +4 DC 15 Climb check. A character standing on a crate gains
Immune weapon damage, targeted spells, grappling, a +1 bonus on melee attacks against opponents on the ground.
tripping, bull rushing A crate provides cover.
Speed 5 ft. (1 square), fly 40 ft. (good)
Melee swarm (1d6 plus wounding)
Space 10 ft.; Reach —
Base Atk +2; Grp —
Atk Options distraction
Abilities Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 4
Feats Alertness, Lightning Reflexes
Skills Listen +11, Spot +11
Hook The swarm swerves around any open flame.
Distraction (Ex) A living creature that begins its turn with a
swarm in its space must succeed on a DC 11 Fortitude
save or be nauseated for 1 round.
Wounding (Ex) Any living creature wounded by a bat swarm
continues to bleed, losing 1 hit point each round
thereafter. Multiple wounds do not result in cumulative
bleeding loss. The bleeding can be stopped with a
successful DC 10 Heal check or the application of
healing magic.

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ENCOUNTER T2

OUTER COURTYARD
Encounter Level 6 Shan Thar CR 3
hp 23 (3 HD)
Male Tethyrian human cleric 3
SETUP NE Medium humanoid
This encounter usually begins with two temple guard Init –1; Senses Listen +2, Spot +2
archers (A) up on the wall tops, the phony Mystran priest Languages Chondathan, Common
Shan Thar (S) located as shown, and up to 2d4+2 1st- AC 19, touch 9, flat-footed 19
level commoners (not shown) scattered throughout the Fort +5, Ref +0, Will +5
courtyard. Speed 20 ft. (4 squares)
Roll initiative and give the PCs the read-aloud text; note Melee longsword +4 (1d8+1)
that even in his fury, Shan Thar won’t give away the true Base Atk +2; Grp +3
nature of the temple in front of the courtyard’s bystanders. Combat Gear wand of bane (20 charges), 2 potions of cure
Place all the NPCs on the map (randomly place the com- light wounds
moners, which are not shown), but don’t place the temple Cleric Spells Prepared (CL 3rd):
guards (G) from area T5 until they arrive, or Kevrin (K) 2nd—invisibilityD, sound burst (DC 16)
until he arrives from area T4. 1st—disguise selfD , doom (DC 14), magic weapon, shield
of faith
0—detect magic, guidance, resistance
When the combat begins, read: D: Domain spell. Deity: Cyric. Domains: Trickery,
Shan Thar’s smiling face vanishes like a mask Illusion
being torn away and is replaced with a visage of Abilities Str 12, Dex 8, Con 14, Int 10, Wis 15, Cha 13
dark fury. He screams, “Mystra knows your sins! Feats Brew Potion, Weapon Focus (mace), Spell Focus
(evocation)
Guards, to the attack!” Skills Concentration +8, Bluff +7, Knowledge (religion) +6,
When the PCs see Kevrin, read: Listen +2, Spot +2
Possessions combat gear, full plate, heavy steel shield, disc
This haggard human male wears dark gray robes of secrets* (see page 154), potion of undetectable
and looks at you with resignation. alignment, key to secret desk drawer in area T4
* Shan Thar’s disc of secrets has a second command
When the PCs see the guards, read: word, “lies,” which, if spoken after the normal
command word, causes a jawless white skull (Cyric’s
Dressed in scale mail and bearing bows and holy symbol) to appear within the field of black.
longswords, these humans seem ready to lay their Hook “Mystra’s Weave touches us all, whether we know it
lives down in defense of the temple. or not.”

TACTICS Archers and temple guards share the same stats, but react
Shan Thar spends the first round exhorting the guards. differently, depending on where they are located. The two
Then he attempts to use his wand of bane on the PCs and archers shoot at whatever foes Shan Thar indicates, even
calls for Kevrin’s aid. In later rounds, Shan attacks with if it means shooting into melee. The other three temple
sound burst and his other spells. If things go poorly and guards arrive from their hut outside (area T5) in 1d4+1
he has the chance to do so, he casts invisibility on himself rounds. All the guards fight fearlessly because they believe
and tries to slip away. that the temple will prevail and that Mystra’s clerics will
Kevrin normally stays in area T4 but responds to any heal them.
alarm or the sounds of combat. He then stands just inside Once the combat has been completed, refer back to
the door to his chamber and casts magic missile. If things page 11 to continue the adventure.
go badly, he tries to close the door and lock it.

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ENCOUNTER T2
5 Archers/Temple Guards CR 1 Kevrin the Devout Sorcerer CR 1
hp 6 each (1 HD) hp 11 (1 HD)
Human fighter 1 Male Chondathan human sorcerer 1
N Medium humanoid N Medium humanoid
Init +1; Senses Listen +3, Spot +3 Init +2; Senses Listen +1, Spot +1
Languages Chondathan, Common Languages Chondathan, Common
AC 15, touch 11, flat-footed 14; Dodge AC 16 (mage armor), touch 12, flat-footed 10
Fort +4, Ref +1, Will +1 Fort +2, Ref +1, Will +3
Speed 20 ft. (4 squares) Speed 30 ft. (6 squares)
Melee longsword +4 (1d8+2/19–20) Melee shortspear –1 (1d6–1)
Ranged longbow +4 (1d8) Base Atk +0; Grp –1
Base Atk +1; Grp +3 Special Actions spellcasting
Abilities Str 15, Dex 14, Con 13, Int 10, Wis 12, Cha 8 Combat Gear potion of cure light wounds
Feats Dodge, Weapon Focus (longbow), Weapon Focus Sorcerer Spells Known (CL 1st):
(longsword) 1st (4/day)—magic missile, silent image
Skills Climb +2, Listen +3, Spot +3 0 (5/day)—detect magic, ghost sound, light, read magic
Possessions longsword, longbow with 20 arrows, scale mail, Abilities Str 8, Dex 14, Con 13, Int 10, Wis 12, Cha 15
key to individual chest from area T5 (1 guard has set of Feats Toughness (2)
keys to battlement access hatch in area T3) Skills Concentration +4, Knowledge (arcana) +4,
Hook “Defend the temple, you bastards!” Spellcraft +4
Hook “If Shan says it, I believe it.”

FEATURES OF THE AREA ment. Steep stairs increase the DC of Tumble checks by 5;
Statues: 10 ft. tall; AC 2; hardness 8; hp 1,800; break characters gain cover against foes below them on spiral stairs
DC 50; Climb DC 15. because they can easily duck around the staircase’s central
A statue provides cover; it can be pushed over with a Strength support.
check that meets or exceeds its break DC, dealing 10d6 points Battlement: A 5-foot-wide walkway completely encircles
of damage to creatures in the squares that it falls in (Reflex the outer courtyard. It is 20 feet above the ground. From it, an
DC 15 half). A pushed-over statue fills the squares it falls in archer gains cover (+4 to AC) against ranged attacks from
with heavy debris. someone on the ground either inside or outside the outer
Small Stone Altars: 3 ft. thick; hardness 8; hp 540; break courtyard.
DC 40. It costs 2 squares of movement to enter these squares. Barred and Iron-Reinforced Wooden Doors (Courtyard
A Medium character can hop up on top of an altar with a suc- Doors): 1 ft. thick; AC 2; hardness 5; hp 150; break DC 37
cessful DC 10 Jump check (no running start required). A Small (barred). Each door measures 90 square feet; a knock spell cast
character can jump up with a successful DC 10 Jump check at 9th level can open one if barred. The doors are barred at
(DC 20 without a running start), or climb up with a successful night, but open by day.
DC 15 Climb check. A character standing on an
altar gains a +1 bonus on melee attacks against
opponents on the ground. An altar provides
cover. +20 ft
Battlement Access: The door to this chamber T3
is normally locked. It is not open to the sky. It S
contains supplies stacked in a corner (difficult T2 T4
terrain) and spiral stairs that ascend 20 feet K
through the ceiling to the battlements.
Steep Spiral Stairs: Characters moving up A
steep stairs must spend 2 squares of movement
to enter each square of stairs. Characters run- A +20 ft
5 ft Wide Battlem
ning or charging down steep stairs must succeed ent
on DC 10 Balance checks upon entering the A B
first steep stairs square; mounted characters T1
cobblestone path

make DC 10 Ride checks instead. Characters G T5


G
who fail stumble and must end their movement G
1d2×5 feet later. Characters who fail their
check by 5 or more take 1d6 points of damage
and fall prone in the square where they end their move-

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anna bradley (Order #25966112)


ENCOUNTER T6

MIDDLE TEMPLE
Encounter Level 6 “Watch me, Father! I’ll show this lot how to deal with
defilers!”
(4 if Fembrys is not present) “Scum! How dare you start a fight here? This is holy
ground.”
SETUP “For Mystra and magic!”
This chamber normally holds two temple guards (G) on “Get behind him! Get behind him!”
duty (two are off duty in area T8; they show up 2 rounds “I don’t need magic to take you on.”
after combat begins), the phony priest Fembrys (F), and “Mystra, guide my blade!”
up to 1d4–1 1st-level commoners (not shown). “If we fall, the clerics will heal us. Who’s going to pick
Roll initiative. Place all the NPCs on the map as shown up your pieces?”
(randomly place the commoners. Don’t place the off-duty “Mystra, be with me now!”
guards until they show up from area T8. “I’d beat you to a pulp for free.”

When the PCs see Fembrys, read: TACTICS


The temple guards swarm the PCs with their swords, fight-
This scowling and wizened human male has eyes ing to unconsciousness (they think they’ll be healed by the
that burn with fury. Mystran clerics inside).
When the PCs see the guards, read: Fembrys begins by casting bane; then he casts cause fear
on the PC he judges to have the lowest Will save. Thereaf-
Like the guards on the walls outside, these men ter, he casts sound burst for a few rounds, or perhaps inflict
seem ready to give their lives for Mystra. serious wounds. If things go poorly and he has the chance to
do so, he casts sanctuary on himself and tries to slip away.
Quotes
The guards are well-meaning men who serve the temple for DEVELOPMENT
pay but also due to a growing devotion to Mystra. They’ve If the PCs defeat Fembrys here, the encounter for area T14
seen many people invited back to earn Mystra’s Sacred doesn’t occur as written. Instead, have the shadow guards
Trust, including some of the other guards. They’ve seen in that encounter attempt to hide and follow the PCs as
their former compatriots from time to time (the shadow they descend the stairs. This will make the encounter in
guards), and they’re awed by the change that has come over area T17 more challenging. If the PCs are having a lot of
them. Father Shan Thar has told them that if they show trouble with that encounter, allow them to escape. The
loyalty and bravery in defense of the temple, they might shadow guards fight to the death, but they don’t know if
soon be invited to earn Mystra’s Sacred Trust. they should pursue the PCs beyond the boundaries of the
You can represent this to the players, and give the guards temple. Lacking Fembrys’s leadership, they choose the
a little more personality, by having the guards talk to one more cautious option of reporting to Lady Arthas.
another as they fight the PCs. Here are some quotes you Once the combat is completed, refer back to page 13 to
might use: continue the adventure.

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ENCOUNTER T6
Starweaver Fembrys CR 5
hp 39 (5 HD) FEATURES OF THE AREA
Male Chondathan human cleric 5 Wide Pillars: 5 ft. thick; AC 3; hardness 8; hp 900; break
NE Medium humanoid DC 45; Climb DC 20.
Init –1; Senses Listen +3, Spot +3 Three rows of large, square pillars support a roof 15 feet
Languages Chondathan, Common overhead. Everburning torches are ensconced on the east and
AC 17, touch 9, flat-footed 17 west surfaces of each column; each wide pillar provides
Fort +7, Ref +1, Will +8 cover.
Speed 20 ft. (4 squares) Small Stone Altar: AC 4; hardness 8; hp 540; break
Melee heavy mace +6 (1d8+2) DC 40.
Ranged chakram +2 (1d4+1) It costs 2 squares of movement to enter these squares. A
Base Atk +3; Grp +4 Medium character can hop up on top of an altar with a suc-
Special Actions spellcasting, rebuke undead cessful DC 10 Jump check (no running start required). A
Combat Gear scroll of restoration Small character can jump up with a successful DC 10 Jump
Cleric Spells Prepared (CL 5th): check (DC 20 without a running start), or climb up with a
3rd—clairaudience/clairvoyanceD, dispel magic, cure serious
wounds
successful DC 15 Climb check. A character standing on an
2nd—detect thoughtsD, sound burst (3) (DC 15) altar gains a +1 bonus on melee attacks against opponents on
1st—detect secret doorsD , bane (DC 15), cause fear the ground. An altar provides cover.
(DC 15), command (DC 15), sanctuary Barred and Iron-Reinforced Wooden Doors (Courtyard
0—detect magic, guidance, resistance Doors): 1 ft. thick; AC 2; hardness 5; hp 150; break DC 37
D: Domain spell. Deity: Shar. Domains: Darkness, (barred). Each door measures 90 square feet; a knock spell cast
Knowledge at 9th level can open one if barred. The doors are barred at
Abilities Str 12, Dex 8, Con 14, Int 10, Wis 16, Cha 13 night but open by day.
Feats Blind-FightB, Weapon Focus (mace), Shadow Weave Petitioners’ Quarters (T7): Those seeking Mystra’s Sacred
Magic, Toughness Trust reside in these stark cells for up to a week.
Skills Concentration +10, Bluff +6, Diplomacy +3, Knowledge Guard Quarters (T8): The middle temple guards sleep and
(religion) +8, Listen +3, Spot +3 eat here when not on duty.
Possessions combat gear plus heavy mace, 10 chakrams Temple Fare (T9): Petitioners and guards alike are fed from
(FRCS 97), cloak of resistance +1, scroll of restoration, full
plate, disc of secrets, key to area T11, key to secret
the stores of dried food kept here. Other supplies for petitioners
compartment in area T14’s altar, key to area T21 are also kept here.
Vestry (T10): Petitioners’ vestments (black robes) hang
Hook Fembrys isn’t much for talking. He instructs, or he
kills those who question his faith.
here, to be worn after daily washing.
Sacristy (T11): This locked room contains holy parapher-
4 Temple Guards CR 1 nalia used in middle temple services. Fembrys has the key.
hp 6 each (1 HD) Locked Good Wooden Door: 1-1/2 in. thick; AC 3; hardness
Human fighter 1 5; hp 15; break DC 18 (locked); Open Lock DC 25.
N Medium humanoid
Init +1; Senses Listen +3, Spot +3
Languages Chondathan, Common
AC 15, touch 11, flat-footed 14; Dodge G
Fort +4, Ref +1, Will +1 G
Speed 20 ft. (4 squares)
T3
T8
Melee longsword +4 (1d8+2/19–20) T11
Ranged longbow +4 (1d8) F T12
Base Atk +1; Grp +3
Abilities Str 15, Dex 14, Con 13, Int 10, Wis 12, T13
T10
Cha 8
Feats Dodge, Weapon Focus (longbow),
Weapon Focus (longsword) T9
Skills Climb +2, Listen +3, Spot +3
T7 G
Possessions longsword, longbow with 20 T6 G
arrows, scale mail, key to individual chest
from area T8
Hook “We prefer you not speak in the middle temple.”

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anna bradley (Order #25966112)


ENCOUNTER T14

INNER TEMPLE
Encounter Level 6 DESIGNER’S NOTE
(4 if Fembrys is not present) If the PCs fought their way into the temple, this encounter
likely doesn’t occur as written. Instead, consider having the
PCs burst in on the crucial bit of the ceremony, then the PCs
SETUP might have to contend with a few dominated commoners and
This chamber normally holds two shadow guards (S) that
1st-level wizards in addition to Fembrys and his minions.
hide out of sight from the door. It’s possible Fembrys (F)
On the other hand, if the PCs went through the ritual, they
is also here, if the PCs have come here to see the Starry
likely face a tough fight without their equipment, during which
Gnosis as part of the temple program.
some of them might also become dominated. You can handle
Roll initiative. Place Fembrys (if present), but don’t place
this difficult test in a number of ways. If one or more PCs be-
the shadow guards (if they haven’t yet been detected) until
come dominated but others are not, allow those not dominated
their initiative count comes up. When the shadow guards
to make DC 15 Sense Motive checks to understand what hap-
are placed, give the PCs the read-aloud text.
pened to their companions. Also, a character who understands
Note that if the PC flee back to area T6, the guards there
that the Starry Gnosis is the item responsible for dominating the
engage them after a round of gathering their weapons in
PCs might try to take it or destroy it. Destruction of the Starry
the guardroom.
Gnosis will free dominated characters, and grabbing it from
Fembrys should give the PC holding the item control over all
When the shadow guards reveal themselves, read:
dominated creatures present. A PC without the Shadow Magic
The torches dim in unison. Two warriors in feat who grabs it or uses it to command anyone present takes
banded mail slide from the shadows, one from 1d4 points of Wisdom damage each time a command is given.
each edge of the chamber. They appear somehow Also keep in mind that a dominated PC ordered to attack his
distorted—shadowed and colorless. allies gets a new Will save with a +2 bonus each round.
If the worst happens—either all the PCs are dominated, or
the ones not dominated are swiftly defeated—the adventure
TACTICS doesn’t have to end. Dominated PCs are given their equipment
The shadow guards close on intruders, fighting to the and sent to the dungeon level through the normal process of
death. Their piety was betrayed, and now they believe moving victims on toward the Lost Refuge. If all of them are
their condition forces them to serve the dictates of the dominated, the PCs will literally walk through many of the en-
false priests and their unknown gods. counters in this adventure, learning more about the villains’
If Fembrys fights the PCs, he begins by casting bane; plans as they go. Eventually you should create a situation where
then he casts cause fear on the PC he judges to have the one or more PCs gets a new Will save, such as one of their cap-
lowest Will save. Thereafter, he casts sound burst for a few tors abusing a PC or forcing a PC to give up a beloved item.
rounds, or perhaps inflict serious wounds. If things go poorly Fembrys will stop fallen PCs from dying to keep them for
and he has the chance, he casts sanctuary on himself and his hobbies of torturing and taxidermy, and he might boast
tries to slip away. Note that Fembrys cannot hold both the about doing so as the dominated PCs are being led away by the
Starry Gnosis and his weapon while casting spells. shadow guards. Leaving friends behind in the hands of a
If the PCs did not defeat the guards in area T6, they are torturer certainly qualifies as something against a PC’s nature,
in area T8 playing a dice game. Accustomed to strange allowing dominated PCs new Will saves with a +2 bonus.
noises from area T14, they do not react for 3 rounds, instead —Matthew
waiting for things to quiet down on their own. If they do
not see any shadow guards, they attack the PCs, but if they
see the fate of some of their former companions, they do
not attack, and have an unfriendly attitude toward both
the PCs and the temple residents until something sways
them to become hostile or helpful toward either side.
Once the combat is completed, refer back to page 14 to
continue the adventure.

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ENCOUNTER T14
Starweaver Fembrys CR 5 2 Shadow Guards CR 2
hp 39 (5 HD) hp 7 each (1 HD)
Male Chondathan human cleric 5 Dark human fighter 1
NE Medium humanoid N Medium humanoid (extraplanar)
Init –1; Senses Listen +3, Spot +3 Init +1; Senses darkvision 60 ft., superior low-light vision;
Languages Chondathan, Common Listen +3, Spot +3
AC 17, touch 9, flat-footed 17 Languages Chondathan, Common
Fort +7, Ref +1, Will +8 AC 17, touch 11, flat-footed 14; Dodge
Speed 20 ft. (4 squares) Resist cold 10
Melee heavy mace +6 (1d8+2) Fort +4, Ref +1, Will +1
Ranged chakram +2 (1d4+1) Speed 30 ft. (6 squares)
Base Atk +3; Grp +4 Melee longsword +4 (1d8+2/19–20)
Special Actions spellcasting, rebuke undead Ranged longbow +3 (1d8)
Combat Gear scroll of restoration Base Atk +1; Grp +3
Cleric Spells Prepared (CL 5th): Combat Gear potion of cure light wounds
3rd—clairaudience/clairvoyanceD, dispel magic, cure Abilities Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8
serious wounds Feats Dodge, Weapon Focus (longbow), Weapon Focus
2nd—detect thoughtsD, sound burst (3) (DC 15) (longsword)
1st—detect secret doorsD , bane (DC 15), cause fear Skills Climb +0, Hide +3, Listen +3, Move Silently +1, Spot +3
(DC 15), command (DC 15), sanctuary Possessions combat gear plus longsword, longbow with 20
0—detect magic, guidance, resistance arrows, banded mail
D: Domain spell. Deity: Shar. Domains: Darkness,
Knowledge Hide in Plain Sight (Su) Can use the Hide skill while being
observed and while lacking cover or concealment, except
Abilities Str 12, Dex 8, Con 14, Int 10, Wis 16, Cha 13 in natural daylight, the area of a daylight spell, or similar
Feats Blind-FightB, Weapon Focus (mace), Shadow Weave magical light.
Magic, Toughness Superior Low-Light Vision (Ex) Can see four times as far as a
Skills Concentration +10, Bluff +6, Diplomacy +3, human in shadowy illumination.
Knowledge (religion) +8, Listen +3, Spot +3
Possessions combat gear plus heavy mace, 10 chakrams Hook “We passed through the Shadow Gate, and didn’t find
(FRCS 97), cloak of resistance +1, scroll of restoration, full Mystra at the end. . . .”
plate, disc of secrets, key to area T11, key to secret Note These humans have the dark template due to passing
compartment in area T14’s altar, key to area T21 through the failed Shadow Gate and being drawn under
Shar’s influence.
Hook Fembrys isn’t much for talking. He instructs, or he
kills those who question his faith.

FEATURES OF THE AREA


Wide Pillars: 5 ft. thick; AC 3; hardness 8; hp 900; break
DC 45; Climb DC 20.
Two square pillars support a roof 15 feet overhead. Everburn- Bright Illuminat
ion
ing torches are ensconced on the west surface of each column.
Small Stone Altar: 3 ft. thick; hardness 8; hp 540; break
DC 40.
It costs 2 squares of movement to enter this square. A Medium Down To
character can hop up on top of an altar with a successful DC 10 Dungeon Level T15
Jump check (no running start required). A Small character can
jump up with a successful DC 10 Jump check (DC 20 without
a running start), or climb up with a successful DC 15 Climb
check. A character standing on an altar gains a +1 bonus on
melee attacks against opponents on the ground. An altar provides F
cover.
Barred and Iron-Reinforced Wooden Doors (Inner Doors):
1 ft. thick; AC 2; hardness 5; hp 150; break DC 37 (barred).
Each door measures 90 square feet; a knock spell cast at 9th T14
level can open one if barred. The doors are barred at night but S
open by day. S
Barred Good Wooden Door: 2 in. thick; AC 3; hardness
5; hp 15; break DC 28 (barred).

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ENCOUNTER T17

STONEYARD
Encounter Level 6 2 Shadow Guards CR 2
hp 7 each (1 HD)
Dark human fighter 1
SETUP N Medium humanoid (extraplanar)
This chamber normally holds two shadow guards (S) and Init +1; Senses darkvision 60 ft., superior low-light vision;
a dark earth elemental (E) that initially doesn’t look like Listen +3, Spot +3
anything other than another pile of stony rubble. Languages Chondathan, Common
It’s possible Fembrys (not shown) could also turn up AC 17, touch 11, flat-footed 14; Dodge
from area 21. If the PCs haven’t yet dealt with him, his Resist cold 10
statistics are on page 28. Fort +4, Ref +1, Will +1
The guards likely heard the PCs opening the door above Speed 30 ft. (6 squares)
or descending the stairs and should be ready hiding in Melee longsword +4 (1d8+2/19–20)
plain sight in the room (Hide +3). When a PC descends Ranged longbow +3 (1d8)
the stairs, combat begins. Immediately have PCs who Base Atk +1; Grp +3
can see into the room make Spot checks and place the Combat Gear potion of cure light wounds
shadow guards if they are spotted. Roll initiative. If the Abilities Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8
shadow guards aren’t seen, they get a surprise round. Do Feats Dodge, Weapon Focus (longbow), Weapon Focus
not place the dark earth elemental until its initiative count (longsword)
Skills Climb +0, Hide +3, Listen +3, Move Silently +1,
(at which point it uses a standard action to “stand up” and
Spot +3
reveal itself as a threat). Fembrys, if available, shows up on Possessions combat gear plus longsword, longbow with
his turn during the third full round of combat from the 20 arrows, banded mail
eastern door.
Hide in Plain Sight (Su) Can use the Hide skill while being
observed and while lacking cover or concealment,
When the dark earth elemental takes its first action, except in natural daylight, the area of a daylight spell,
read: or similar magical light.
Superior Low-Light Vision (Ex) Can see four times as far
A portion of the rubble shudders as shadows as a human in shadowy illumination.
suddenly swarm about it. The pile congeals and
Hook “We passed through the Shadow Gate, and didn’t
rises, revealing itself as an animate stony mass, its find Mystra at the end. . . .”
clublike arms composed of jagged broken statuary. Note These humans have the dark template due to
passing through the failed Shadow Gate and being
drawn under Shar’s influence.
TACTICS
The shadow guards try to flank the PCs, using the dark
earth elemental when possible; but since they do not speak Are the PCs Losing?
Terran, they cannot perform complicated tactics with it. If things aren’t going well for the PCs, consider having
The dark earth elemental attacks any creature attempting Mystra take a more direct hand in aiding the PCs’ efforts
to search through the rubble, or if combat begins in this on her behalf. Through her magic and the influence her
room. It moves through the walls to the stairs in order holy image has within the temple, Mystra could animate
to block escape from one stairwell, and attacks until it is her statue, despite Shar’s power over the place. The ani-
destroyed. mated statue fights on behalf of the PCs, primarily battling
If the PCs are having an easy time with this encounter, the dark earth elemental. Once the dark earth elemental
have the dark earth elemental take cover within a wall. is defeated, the statue makes a thankful motion of bless-
Using its earth glide ability, it can remain partially in the ing toward the PCs and then returns to its normal state.
stone as it fights, gaining a +4 cover bonus to AC. Note that the statue benefits from its own magic aura (see
Features of the Area); those bonuses are figured into its
statistics block.
Once the combat has concluded, refer back to page 16
for more information regarding the Stoneyard.

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ENCOUNTER T17
Dark Earth Elemental CR 4
hp 30 (4 HD) FEATURES OF THE AREA
NE Medium elemental (extraplanar) Gradual Stairs: These stairs don’t affect movement, but
Init –1; Senses darkvision 60 ft., superior low-light vision; characters who attack a foe below them gain a +1 bonus on
Listen +4, Spot +3 attack rolls for being on higher ground.
Languages Terran Light Debris: Light debris adds 2 to the DC of Balance and
AC 18, touch 9, flat-footed 18 Tumble checks, and it imposes a –2 penalty on Move Silently
Resist cold 10 checks. Any creature attempting to run or charge over light
Fort +7, Ref +0, Will +1 debris must succeed on a DC 10 Balance check or be unable
Speed 30 ft. (6 squares) to do so but act normally otherwise.
Melee slam +7 (1d8+9) Magic Statue of Mystra: 5 ft. thick; AC 3; hardness 8; hp
Space 5 ft.; Reach 5 ft. 900; break DC 45; Climb DC 15; overwhelming abjuration;
Base Atk +3; Grp +8 CL 20th.
Atk Options earth mastery, Power Attack (–1 attack, +1 The statue provides cover; it can be pushed over with a
damage)
Special Actions Cleave, push
Strength check that meets or exceeds its break DC, dealing
10d6 points of damage to creatures in the squares that it falls
Abilities Str 21, Dex 8, Con 17, Int 4, Wis 11, Cha 11 in (Reflex DC 15 half). A pushed-over statue fills the squares
SA push, earth mastery
SQ earth glide, elemental traits, hide in plain sight
it falls in with heavy debris.
Feats Cleave, Power Attack This statue gives off an aura of magical light equivalent to
Skills Hide +7, Listen +4, Move Silently +5, Spot +3 a lantern. Any creature who stands in the outlined squares
Earth Mastery (Ex) Gains a +1 bonus on attack rolls and
indicated around the statue on the map gains a +2 luck bonus
damage rolls if both it and its foe are touching the to AC and Will saving throws against dark creatures and other
ground. If an opponent is airborne or waterborne, the creatures native to the Plane of Shadow.
elemental takes a –4 penalty on attack rolls and damage
rolls.
Earth Glide (Ex) Can glide through stone, dirt, or
almost any other sort of earth except metal as
easily as a fish swims through water. Its burrowing
leaves behind no tunnel or hole, nor does it create
any ripple or other signs of its presence. A move
earth spell cast on an area containing a burrowing T16
earth elemental flings the elemental back 30 feet,
stunning the creature for 1 round unless it
succeeds on a DC 15 Fortitude save. Bright Illuminatio
Hide in Plain Sight (Su) Can use the Hide skill while n
being observed and while lacking cover or T15
concealment, except in natural daylight, the area
of a daylight spell, or similar magical light. T20
Push (Ex) Can start a bull rush maneuver without S
provoking an attack of opportunity. The combat
modifiers given in Earth Mastery, above, also E
S
apply to the elemental’s op-posed Strength T19 T21
checks. T18
Superior Low-Light Vision (Ex) Can see four times T17
as far as a human in shadowy illumination. T22
Hook Bathed in shadow as it moves.
Note This earth elemental has the dark template due to
passing through the failed Shadow Gate and being drawn
under Shar’s influence.

Statue of Mystra CR 2
Medium animated object
hp 31 (2 HD)
N Medium construct
Init +0; Senses darkvision 60 ft., low-light vision; Listen –5,
Spot –5
AC 16, touch 12, flat-footed 16
Fort +0, Ref +0, Will –3
Speed 40 ft. (8 squares)
Melee slam +2 (1d6+1)
Base Atk +1; Grp +2
Abilities Str 12, Dex 10, Con —, Int —, Wis 1, Cha 1

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ENCOUNTER T26

HALLWAY OF NIGHT
Encounter Level 6 2 Shadow Guards CR 2
hp 7 each (1 HD)
Dark human fighter 1
SETUP N Medium humanoid (extraplanar)
This encounter is triggered if the PCs enter this room and Init +1; Senses darkvision 60 ft., superior low-light vision;
gain the notice of the shadow guards on duty. Listen +3, Spot +3
This chamber normally holds two shadow guards (S). If Languages Chondathan, Common
the PCs set off the alarm in the door or otherwise made AC 17, touch 11, flat-footed 14; Dodge
a lot of noise before entering, both guards are hiding in Resist cold 10
plain sight (Hide +3), and the PCs must make successful Fort +4, Ref +1, Will +1
Spot checks to see them or be surprised. Speed 30 ft. (6 squares)
If a conflict occurs, Lady Arthas (A) arrives from area Melee longsword +4 (1d8+2/19–20)
T31 and the displacer serpents (D) arrive from the south. Ranged longbow +3 (1d8)
See Tactics for more information. Base Atk +1; Grp +3
Roll initiative. Immediately place the shadow guards, Combat Gear potion of cure light wounds
but do not place the displacer serpents or Lady Arthas until Abilities Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8
they arrive. Feats Dodge, Weapon Focus (longbow), Weapon Focus
(longsword)
When Lady Arthas appears, read: Skills Climb +0, Hide +3, Listen +3, Move Silently +1,
Spot +3
An infuriated woman encased in full plate rushes Possessions combat gear plus longsword, longbow with
to fight you, her long black hair trailing behind 20 arrows, banded mail
her. You notice a long, ugly scar that runs down Hide in Plain Sight (Su) Can use the Hide skill while being
her face from over her eye to her chin, leaving that observed and while lacking cover or concealment,
except in natural daylight, the area of a daylight spell, or
eye clouded and blind. similar magical light.
When the displacer serpents arrive, read: Superior Low-Light Vision (Ex) Can see four times as far as
a human in shadowy illumination.
Serpents with luxurious blue-black scales striped Hook “We passed through the Shadow Gate, and didn’t
with bright violet slither toward you. find Mystra at the end. . . .”
Note These humans have the dark template due to passing
through the failed Shadow Gate and being drawn under
TACTICS Shar’s influence.
The shadow guards fight to the death, attempting to flank
whenever possible. The displacer serpents emerge from
area T32 after the first round of combat, making a double Once she is in position (close to two or more PCs), Lady
move into the hall and getting at least 15 feet away from Arthas casts darkness. She allows herself to fall within the
the shadowy ring that separates areas T32 and T26. spell, relying on her Blind-Fight feat to give her an edge
Lady Arthas takes 2 rounds to drink her potion of endur- in the melee. She then casts sound burst and bane in quick
ance and then move to the door of her chamber and open succession. After that, she casts bestow curse and swaps out
it. If the PCs set off the alarm trap, Lady Arthas starts this other spells for inflict spells to use on the PCs. She fights to
process when the alarm rings. If they get through the door the death—she won’t allow the PCs to find out any secrets
without setting off the alarm, she starts the process when from her.
the sounds of combat with the shadow guards reaches her After the combat has been resolved, refer back to page 17
(Listen DC –3; automatically succeeds unless the PCs are to continue the adventure.
exceptionally quiet).

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ENCOUNTER T26
3 Displacer Serpents CR 2
hp 19 each (2 HD) FEATURES OF THE AREA
CE Medium magical beast Barracks: Off-duty shadow guards are quartered here,
Init +1; Senses darkvision 60 ft., low-light vision; Listen +6, though they require little sleep.
Spot +1 Storage: Boxes, crates, barrels, and shelves lined with plates
Languages Draconic and crockery fill this chamber.
AC 13, touch 11, flat-footed 12; 50% miss chance Torture Chamber (T29): The strong wooden door to this
Fort +7, Ref +4, Will +3 room is locked; Lady Arthas has the key.
Speed 20 ft. (4 squares), climb 10 ft., swim 10 ft. Locked Strong Wooden Door: 2 in. thick; AC 3; hardness
Melee bite +5 (1d6+4) 5; hp 20; break DC 25 (locked); Open Lock DC 25.
Base Atk +2; Grp +5 Lady Arthas’s Quarters (T30): The strong wooden door to
Abilities Str 17, Dex 12, Con 19, Int 5, Wis 12, Cha 2 this room is barred from inside unless Lady Arthas opens it.
SQ displacement Barred Strong Wooden Door: 2 in. thick; AC 3; hardness
Feats Iron Will 5; hp 20; break DC 35 (barred).
Skills Climb +11, Listen +6, Swim +11 Study (T31): The strong wooden door to this room is barred
Displacement (Su) Any melee or ranged attack against a from inside unless Lady Arthas opens it. A desk, chair, and
displacer serpent has a 50% miss chance unless the bookshelves furnish this room.
attacker can locate the serpent by means other than sight, Barred Strong Wooden Door: 2 in. thick; AC 3; hardness
such as true seeing. 5; hp 20; break DC 35 (barred).
Hook Hisses while saying, “Sharsssss.” Shadowy Ring: This great disc bordered by dark stone at
Lady Arthas CR 6 the west end of area T26 is actually an open ring that leads
hp 45 (6 HD) into area T32, but a permanent image spell makes it appear as
Female Chondathan human cleric 6 though the circle is filled with a void of darkness that emanates
NE Medium humanoid cold. Characters and objects can pass through the illusion
Init –1; Senses Listen +4, Spot +4 without harm, but the void can be disconcerting. Any PC within
Languages Chondathan, Common, Draconic 10 feet of the circle feels the unnatural chill emanating from
AC 21, touch 9, flat-footed 21 it. Interacting with the illusion allows a DC 19 Will saving
Fort +8, Ref +4, Will +10 throw, as normal for the spell.
Speed 20 ft. (4 squares) Characters making a successful DC 10 Knowledge (religion)
Melee +1 heavy mace +7 (1d8+2) or or Intelligence check to recognize the huge circle will reveal it
Melee spontaneous inflict serious wounds +5 touch (3d8+6, to be a holy symbol of Shar.
Will DC 17 half) or
Melee spontaneous inflict moderate wounds +5 touch
(2d8+6, Will DC 16 half) or
Melee spontaneous inflict light wounds +5 touch (1d8+6, Will
DC 15 half)
Base Atk +4; Grp +5
Special Actions spontaneous casting (inflict spells)
Combat Gear potion of endurance
Cleric Spells Prepared (CL 6th): Bright Illuminatio
n
3rd—bestow curse (2) (DC 17), clairaudience/clairvoyanceD ,
dispel magic
2nd—darkness, detect thoughtsD (DC 16), sound burst (3) T25
T30
(DC 16) S T27
1st—detect secret doorsD , bane (DC 15), cause fear
(DC 15), command (DC 15), sanctuary
0—detect magic (2), ghost sound (2), guidance T28
D: Domain spell. Deity: Shar. Domains: Darkness, S T29
Knowledge T31
Abilities Str 12, Dex 8, Con 14, Int 10, Wis 18, Cha 13 A
Feats Blind-FightB, Combat Casting, Lightning Reflexes,
Speak Language (Draconic), Toughness, Weapon Focus T26
(mace)
Skills Concentration +11, Bluff +7, Diplomacy +4, Knowledge
(religion) +7, Listen +4, Spot +4
Possessions combat gear plus +1 heavy mace, +1 full plate, +1 D D
heavy steel shield, cloak of resistance +1, periapt of D
Wisdom +2, disc of secrets (see page 154), keys to the door
between room 25/26, area T29, and the secret
compartment in the altar in area T32
Hook “Mystra’s Sacred Trust wasn’t enough? The real
revealed truth is Mystra is a sham goddess of a sham T32
religion!”

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ENCOUNTER T33

RIVER ACCESS
Encounter Level 8 Amphibious Otyugh CR 4
hp 39 (6 HD)
SETUP N Large aberration (aquatic)
Init –1; Senses darkvision 60 ft., scent; Listen +4, Spot +4
This encounter is triggered if the PCs attempt to cross the Languages Common
bridge to the east side of area T33, enter the room from
AC 16 (24*), touch 8 (16*), flat-footed 16 (24*); *against
either side of the channel, or raise Mhair’s suspicions by
opponents on land
failing Diplomacy or Bluff checks described in the room Fort +4, Ref +1 (+5*), Will +6; *against opponents on land
entry.
Speed 20 ft. (4 squares), swim 10 ft.
This chamber normally contains Mhair (M), two shadow
Melee 2 tentacles each +7 (1d6+3) and
guards (S), and an amphibious otyugh (O) totally concealed bite +4 (1d6+1)
by the dark water. Space 10 ft.; Reach 10 ft. (15 ft. with tentacles)
Roll initiative when the trigger is encountered. Immedi- Base Atk +4; Grp +11
ately place the shadow guards and Mhair (Mhair’s position Atk Options constrict, improved grab
is determined by actual events; otherwise put him where Abilities Str 17, Dex 8, Con 15, Int 5, Wis 12, Cha 6
shown), but do not place the otyugh until its first action. Feats Improved Natural Attack (bite), Multiattack, Weapon
Focus (tentacle)
When the PCs encounter Mhair, read: Skills Hide –5 (+3 in its lair), Listen +4, Spot +4, Swim +14
Hook Chortles when a PC gets in the water.
This blond-haired, blue eyed river-rafter carries a
Constrict (Ex) Deals 1d6+3 points of damage with a
spear with him, and his tongue is just as sharp and successful grapple check.
biting. Improved Grab (Ex) To use this ability, an otyugh must hit
with a tentacle attack. It can then attempt to start a
grapple as a free action without provoking an attack of
2 Shadow Guards CR 2 opportunity. If it wins the grapple check, it establshes a
hp 7 each (1 HD) hold and can constrict.
Dark human fighter 1
N Medium humanoid (extraplanar) Note The otyugh has the amphibious template from
Init +1; Senses darkvision 60 ft., superior low-light vision; Stormwrack. It also has a slightly different selection of
Listen +3, Spot +3 feats, skills, and abilities from those of a standard
Languages Chondathan, Common otyugh.
AC 17, touch 11, flat-footed 14; Dodge Mhair CR 6
Resist cold 10 hp 55 (6 HD)
Fort +4, Ref +1, Will +1 Male Tethyrian human fighter 6
Speed 30 ft. (6 squares) NE Medium humanoid
Melee longsword +4 (1d8+2/19–20) Init +1; Senses Listen +2, Spot +2
Ranged longbow +3 (1d8) Languages Chondathan, Common
Base Atk +1; Grp +3 AC 16, touch 11, flat-footed 15
Combat Gear potion of cure light wounds Fort +7 Ref +3, Will +3
Abilities Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8 Speed 30 ft. (6 squares)
Feats Dodge, Weapon Focus (longbow), Weapon Focus Melee +1 longspear +11/+5 (1d8+7) or
(longsword) Melee club +9/+4 (1d6+3)
Skills Climb +0, Hide +3, Listen +3, Move Silently +1, Base Atk +6; Grp +9
Spot +3 Atk Options Cleave, Combat Reflexes, Power Attack, Quick
Possessions combat gear plus longsword, longbow with Draw
20 arrows, banded mail Combat Gear 3 potions of cure moderate wounds
Hide in Plain Sight (Su) Can use the Hide skill while being Abilities Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8
observed and while lacking cover or concealment, Feats Cleave, Combat Reflexes, Power Attack, Quick Draw,
except in natural daylight, the area of a daylight spell, or Toughness (2), Weapon Focus (longspear), Weapon
similar magical light. Specialization (longspear)
Superior Low-Light Vision (Ex) Can see four times as far as Skills Climb +8, Intimidate +5, Listen +2, Spot +2, Swim +10
a human in shadowy illumination. Possessions combat gear, +1 longspear, +1 leather armor,
Hook “We passed through the Shadow Gate, and didn’t club, key to hidden compartment in desk in area T34
find Mystra at the end. . . .” Hook “Don’t bother me, freak.”
Note These humans have the dark template due to
passing through the failed Shadow Gate and being
drawn under Shar’s influence.
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ENCOUNTER T33
When the amphibious otyugh attacks, read: With its 15-foot tentacle reach, not many places in the
room are inaccessible to the amphibious otyugh. It will
Three tentacles bursts from the water, one bearing attempt to grapple a PC, pulling him into the water if suc-
three yellow eyes and two reaching and straining cessful. In the following round, the greedy creature releases
hungrily toward you! the grapple and attempts to pull in another PC. It then takes
attacks of opportunity against fleeing PCs and full attacks to
ravage those in the water. If reduced to 10 or fewer hit points,
TACTICS the amphibious otyugh flees to area T23 through the river
If Mhair fights the PCs, he wades in with his spear. If he falls
channel, battling to the death once there.
to 10 or less hit points, he attempts to dive into the water and
Once the battle is over, the PCs are free to question the
escape with his impressive swimming skills.
petitioners and acquire the map that will lead them to the
The shadow guards fire arrows from across the bridge at
next chapter of the adventure.
the PCs. They won’t cross it once the otyugh enters the fray
for fear that the creature mistakes them as prey.

FEATURES OF THE AREA


Bridge across River Channel: The steeply curved bridge is Cage
slick with moisture. A character running or charging on the
bridge must succeed on a DC 12 Balance check. A failure by V
4 or less results in the character not being able to run or charge S S
but otherwise being able to act normally. A failure by 5 or more To the Wyvernf lo
results in the character falling in the water. w
Water: The water is 15 feet deep. The current is slow but T29
current
strong, causing a swimming character to move 5 feet toward
the west side of the room at the end of each round. Otherwise
O
the water should be treated as calm. See page 5 for rules regard-
Catamaran
ing movement and combat in water.
Cells: The cells in the chamber are unlocked. One cell on
T33
the east wall (across the bridge) holds Veera (V), a female hu-
man dominated by means of the Starry Gnosis. Those under the T34
power of the Starry Gnosis are told to rest quietly, listen to the
commands of any shadow guard or priest as if they were the T28
instructions of the dominator, and not plan on or take part in M
any effort to escape from the cells. Veera does nothing to Bright Illuminatio
n
participate in the combat while dominated, and if freed, she
takes cover in the safest place she can (likely remaining in her
cell).
Iron Cell: AC 6; hardness 10; hp 30; break DC 24.
The statistics above represent a single bar; several bars will
need to be destroyed to make enough space for a creature to
squeeze through, depending on its size. The cage is 10 feet high
(Climb DC 15), and the bars are roughly 4 inches apart. It is DC 10 Jump check (no running start required). A Small char-
roofed with more bars. Creatures attacked through the cage have acter can jump up with a successful DC 10 Jump check (DC 20
cover (+4 AC, +2 on Reflex saves). without a running start), or climb up with a successful DC 15
Iron Cage Door: 1 in. thick; AC 6; hardness 10; hp 30; Climb check. A character standing on a table gains a +1 bonus
break DC 24 (if locked or stuck). on melee attacks against opponents on the ground.
The statistics above represent a single bar, except that a A table can be tipped over as a move action with a successful
successful break DC opens the door. DC 8 Strength check; it can then provide cover.
Catamaran: This craft is essentially two kayaks joined with Chair: AC 4; hardness 5; hp 5; break DC 17.
space between the hulls for up to eight Medium passengers and A creature standing in the same square as a chair gains a +2
one navigator. A successful DC 10 Strength check is required AC bonus and a +1 bonus on Reflex saves (these bonuses don’t
to push the craft into the water; a successful DC 20 Strength stack with bonuses for cover that derive from other sources).
check is required to pull it back up onto the ledge. The presence of a chair doesn’t otherwise affect a creature’s
Table: AC 2; hardness 5; hp 5; break DC 17. space, because it’s assumed that the creature is using the chair
It costs 2 squares of movement to enter these squares. A to its advantage when it can.
Medium character can hop up on top of a table with a successful

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have another 15 miles of travel to the Tomb of Chonis (area J2)
and 10 miles of travel to the edge of the Vast Swamp.

T
Consult Tables 9–3 through 9–6 in the Player’s Handbook to
figure out how long it takes the PCs to get from point to point
across the trackless plains. Assuming they walk at a speed of
20 feet, it takes about 3 hours to cover 5 miles. If the PCs ride
o continue the adventure, the PCs should visit horses, it takes about half that time.
the Unknown Shrine—a local landmark atop The PCs might also head out on the Way of the Manticore
a hill visible from the Way of the Manticore before heading north. The Way of the Manticore counts as highway
outside Wheloon, a fact that any resident or passing merchant through plains for computing overland speed. Using these rates, a
can relate. A PC might know about this shrine already (DC 11 creature with a speed of 30 feet can walk 3 miles in an hour.
Knowledge [geography] or Knowledge [local]). If the PCs wander into the Vast Swamp without using a trail,
If the PCs head directly across the Wyvernflow from the calculate overland travel as for the rules for a trackless jungle.
cavern exit beneath the bluff, they can land their boat at the Horses make navigating the Vast Swamp more difficult, because
muddy beach where Mhair releases his passengers. From there, too many low branches, thickets, and marshy ground cause them
they can head overland to the southeast, crossing the Hullack to slow to a speed of 20 feet. So, a party on horses (or on foot
Trail and traveling toward the Unknown Shrine as the map with a speed of 20 feet) travels just half a mile in an hour of
advises. Tracking the last group of petitioners is difficult but struggling through stinging vegetation and sloshing through
not impossible (Survival DC 28, modified by current visibility stagnant water and fetid mud.
conditions). Alternatively, they can take the Hullack Trail south
to the Way of the Manticore and head to the Unknown Shrine
from the road.
The Eastern Plains
It’s not particularly important how the PCs make it to the Long ago, forest covered all the lands between the Thunder Peaks
Unknown Shrine, but without reaching it and following the direc- and Stormhorns (hence Cormyr’s nickname, the Forest Kingdom),
tions on Mhair’s map, the PCs risk getting lost in the plains, or but centuries of logging, farming, and war has transformed the
worse, foundering among the dangers of the Vast Swamp. Few landscape. Rolling, grassy plains now make up much of the land
in Wheloon know of the Tomb of Chonis, and none in the city between the Wyvernflow and the Vast Swamp; low hills and
can give a better description of how to get there than Mhair’s abrupt crevasses hide small tangled glens, rushing streams, and
map. As to the “Skull Staff” shown on the map or Cormyr’s Lost cold, clear pools.
Refuge, no one in the city can say where or what they might be.
If characters insist on not using the map as their guide, consult
the rules for getting lost (DMG 86). Feel free to run whatever
Journey Locations
The map for this area appears on page 37. Assume that the
encounters suit your fancy; bandits, smugglers, and creatures from
ground in the encounter locations is clear and relatively free of
the Vast Swamp make good choices. Of course, the PCs should
obstruction unless a tactical encounter indicates otherwise.
eventually get on track, perhaps by stumbling onto one of the
locations marked on the map, such as the Skull Staff.
J1. THE UNKNOWN SHRINE
Atop a hill ahead, you see the silhouettes of columns and broken
Overland Travel walls against the sky. It must be the Unknown Shrine. As you stand
gazing up at it, a shift in the wind brings the scent of a cookfire
The PCs can reach the Unknown Shrine (area J1) with about 15
to your nose. Someone atop the hill is roasting rabbit.
miles of travel from Mhair’s drop-off point. From there, they

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After discovering someone in their favorite smuggling drop-


site—the Tomb of Chonis—two smugglers have made camp in
the Unknown Shrine while they consider their options. Norry
Waywocket, a rock gnome from the Dalelands, and Coobert
Draftworth, a human Cormyrean, have made a tidy business
of smuggling stolen goods across Cormyr to fence to Sembian
merchants traveling home on the Way of the Manticore. The
Tomb of Chonis made an excellent location to store their goods,
which they keep there while living in Monksblade.
Norry and Coobert traveled to the tomb with their latest
load—some stolen jewelry—to pick up what they had stowed there
over the past three months. They spied someone moving out of
the tomb’s entrance and hid to observe. Having learned that at
least four individuals are using it for a base of some sort, Norry
and Coobert retreated, and stopped at the Unknown Shrine to
eat and think about their next move.
When the PCs arrive, Norry and Coobert are both despondent
and deep in thought, staring into their campfire and idly poking
at it while their dinner burns. The hard-luck smugglers take –5
penalties on Listen and Spot checks due to being distracted, and
thus are unlikely to hear the PCs until they enter the circular
ruins depicted in tactical encounter J1 (remember the penalties
for distance as well). If the PCs hail them or make so much noise
coming up the hill that the NPCs can’t miss them, Norry and
Coobert are wary, but assume a friendly attitude. If surprised,
Norry and Coobert jump to their feet with a start and have an in-
different attitude until the PCs push them one way or another.

As you crest the hill, you look into the circular ruins of a once-proud
structure of white stone. A thick wall rings an area flagged in white
slabs and scattered with both standing and fallen columns. A low
dais occupies the center of the structure. Sitting near a small fire
set in a niche in the wall are a well-dressed male gnome and a relate the following (speaking character switches when an ellipses
similarly attired human male. A rabbit is burning on the spit as occurs in the text):
they stare at the flames; a horse and pony stand tethered nearby. • “Hello . . . Hello . . . This is my inestimable colleague . . .
Norry Waywocket. And this is my esteemed friend . . . Coo-
Norry and Coobert present themselves as friendly and urbane bert Draftworth.”
gentlemen. They profess to be merchants to cover their smuggling • “Would you like some tea? . . . Do you take sugar? . . . Please,
and fencing operations. Longtime friends and constant compan- have some rabbit.”
ions, Norry and Coobert often finish one another’s sentences and • “We’re merchants . . . Small time stuff, really . . . But we
anticipate each other’s needs with startling accuracy. They can do a good business in small portable goods . . . Decorative
hardly make a cup of tea without engaging in teamwork. jewelry, liqueurs, silks . . . That sort of thing.”
Norry and Coobert know nothing about the people who have • “You’re planning on passing the Tomb? . . . We ought to
taken over the Tomb of Chonis, except that there are at least four warn you . . . We passed there just yesterday and . . . Noted
of the interlopers. They don’t know anything about Wheloon’s some bandits had taken up residence.”
temple of Mystra, other than that it has been completed. Having • “Well, they were small . . . They might be goblins . . . or kobolds
been camped at the Unknown Shrine for only a day, they haven’t . . . They did look like bandits . . . dark . . . swarthy . . . armed . .
seen any dominated victims, but they are concerned if the PCs . They certainly didn’t look friendly . . . Certainly not!”
tell them about the trouble at the temple and the plans of its • (Simultaneously) “We’ve worked together so long, we think
false clergy. alike. Sometimes too much alike.”
If the PCs attack Norry and Coobert, the two of them react • “No one goes to the Tomb of Chonis but bandits . . . Scoun-
to defend themselves as described in tactical encounter J1. They drels . . . And monsters . . . They must be using it as . . . A
misinterpret the PCs’ actions, believing them to be bandits, and base for raids on the road.”
will offer to explain how to retrieve the goods they’ve stored at • “Who was Chonis? . . . If we knew that . . . We’d be wealthier
the Tomb of Chonis in exchange for their lives. men . . . Some sages would pay a lot to know for sure.”
If the PCs parlay with the two and describe something of • “Why were we by the tomb? . . . Well, I’m embarrassed to
the reasons for their journey, Norry and Coobert seize upon the admit . . . We lack a warehouse in this region . . . And since
opportunity to have someone else root out the new denizens of few know of the tomb . . . And fewer still go there . . . Well,
the Tomb of Chonis. In the course of that conversation, they now you know . . . Our predicament.”

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Norry and Coobert’s bizarre speech pattern allows them to laid next to them in clay pots, but decay and vandalism have left
automatically aid one another on any Bluff check (granting a only a few broken bones and shards of pottery in each niche, the
+11 Bluff bonus for both of them). If allowed to accompany the highest niches having the most intact skeletons.
PCs to the Tomb of Chonis, they let the PCs take the lead while Many of the niches now also have hidden arrow slits. The dark
they remain in the back during any fight. They’ll aid fallen PCs ones carved them from the inner hallway to turn the catacombs
and talk about what the interior of the tomb looks like, but they into a shooting gallery.
otherwise try to stay out of harm’s way. The wall of the catacombs that faces the great hall bears a
Tactical Encounter: J1. Unknown Shrine on page 42. horned face like the one in the entrance chamber. Like that face,
it has a deep mouth. Within that mouth is a hidden catch that
J2. THE TOMB OF CHONIS opens a door in the face. This secret door (Search DC 20 to find)
As you crest a ridge, you spot a long, low hill about a half-mile hides the chamber in which Norry and Coobert have hidden their
away. Vibrant green grass spotted with patches of thistle and goods. The dark ones haven’t found the secret door.
heather covers it and the surrounding area. An open doorway Treasure: Coobert and Norry stashed their goods in an empty
gapes beneath a heavy stone lintel at the base of this hill. The stone casket in the hidden room. If the PCs open the casket, they
lintel seems to bear a deeply carved word that you can’t read at find the following: 50 pieces of jewelry worth a total of 1,000 gp;
this distance. It must be an old barrow mound. 20 bottles of utterdark (a black, salty wine made in the town of
Bogbrook) minted four years ago and worth 2 gp each in Sembia;
The word on the lintel is a name written in Thorass: Chonis. Four and 6 royal outfits that are currently in style, worth 200 gp each.
dark creepers and a dark stalker now reside in the Tomb of Chonis, J2C—Great Hall: The great hall once served as Chonis’s last
using it to watch over the “petitioners” who pass on their way to resting place. This pillared chamber ends with a stone dais, atop
the Skull Staff. Mercenaries hired by the clerics of Shar, they keep which stands a crude stone casket. What treasures or bones might
an eye out for war parties or individuals who seem to be track- once have laid within have long since been removed. The wall
ing the petitioners rather than being petitioners themselves. One behind the casket bears another horned face, but this one smiles
dark creeper hides in the shadows of the tomb’s entrance (Hide instead of frowns.
+16). He watches for those going by, having a clear view of the Tactical Encounter: J2. Tomb of Chonis on page 44.
petitioners’ path and the surrounding plains (Spot +5). Development: If the PCs flee from the encounter, any surviv-
The PCs’ arrival is unusual in that they aren’t on the monthly ing dark ones attempt to follow them and attack them at night.
schedule. Emissaries of the clerics are supposed to stop outside the If the PCs move closely by the Tomb of Chonis without investi-
entrance and call out the greeting, “Until darkness reigns above and gating it, the dark ones will stalk them, attacking at night.
below,” which the PCs should have no way of guessing. If the PCs If Norry and Coobert accompany the PCs, and the PCs don’t
do any other kind of talking, the dark creeper makes Sense Motive find their hidden stash, they bemoan its loss and claim that they’ll
checks to see if the PCs are dominated (DC 15 unless all the PCs remain behind to give the dead a burial and to rest before heading
use the Bluff skill to pretend to be dominated). If the PCs appear home to Immersea. If the PCs find Norry and Coobert’s goods,
to be dominated, the dark creeper motions for them to wait while the smugglers will claim it as their own. If the PCs want some
it goes back in to inform the dark stalker of the strange situation. part of it, things could get dicey. Norry and Coobert are grateful
If the PCs try to enter the tomb, attack the dark creeper, or for the PCs’ help, but they won’t part with more than 500 gp
don’t appear dominated, the dark creeper shoots an arrow and worth of goods without a fight.
then retreats across the bridge in the tomb. This triggers the
combat described in tactical encounter J2.
J2A—Entrance Chamber: The tomb’s walls, floor, and ceil-
The Vast Swamp
ing are constructed of huge stone slabs roughly hewn and placed The Vast Swamp slowly creeps across the land south of the Thun-
together before the hill was built up around them. The ceilings der Peaks, gradually advancing on the Way of the Manticore and
throughout the tomb are 10 feet tall. threatening to make land travel between Sembia and Cormyr
This long, low room once served as a ceremonial chamber of impossible. Dark and foreboding, the Vast Swamp is territory
some sort, but time and vandalism by those who have lived in claimed by none but the warring tribes of orcs, goblinoids, and
the tomb have ruined the paintings that once adorned the slabs. lizardfolk that dwell there.
A wide pit dominates the north end of the room. Many Cormyreans consider the Vast Swamp the most dan-
The pit once served as a trap to protect the tomb. In the gerous place in or around their nation—and for good reason.
centuries since, inhabitants have half-filled it with dirt, stone, Sucking bogs, disease-carrying insects, noxious clouds, quicksand,
bones, rusted weapons, and other refuse. A railless rope bridge impenetrable fog, and bone-chilling rains make travel in the
that Norry and Coobert built spans the pit, tied off to iron spikes swamp deadly even if you don’t consider its many monstrous
set in the floor. inhabitants and rumors of evil magic and restless dead.
A carving of a frowning, horned face occupies all of the north Treat the Vast Swamp as marsh terrain (described on DMG
wall between the east and west doors. The carving is crude, in an 88), but add the features of a medium forest (DMG 87). Following
ancient style. The wide, circular face has a deeply cut mouth that the trail from the Skull Staff or the Sharptooth Encampment
hides arrow slits carved through the rock by the dark ones. counts as a trail through a jungle, allowing a character with a
J2B—Catacombs: Scores of others were laid to rest in the speed of 20 feet to get a mile and a half in an hour of travel.
tomb along with Chonis. Some of their remains lie in the niches The Lost Refuge is about 10 miles away from the Skull Staff
carved into the stone walls of the tomb. Their valuables were using the trail.

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Assuming that the PCs are following Mhair’s map and stay on spikes driven through to hold them aloft. A muddy path wends
the trail from the Skull Staff, they have little chance of losing around the ghoulish landmark and continues into the swamp.
their way as they travel to the Lost Refuge. If, for some reason,
the PCs are not following the map and not using the trail, the This is the so-called “Skull Staff.” Orcs constructed it a hundred
group’s leader must succeed on a DC 15 Survival check each hour. years ago for use as a marker of their territory and to frighten
Failure results in the PCs getting lost (DMG 86). any who might think to enter it. They placed the skulls of foes
about it, and when they were chased from their lands, others
Random Encounters in the used it for the same purpose, placing skulls of orcs about the log.
The monument now bears the skulls of many creatures, includ-
Vast Swamp ing orcs, goblins, hobgoblins, trolls, lizardfolk, ogres, crocodiles,
If the PCs remain on the trails described in the adventure, it’s hydras, and dire boars.
probably best not to use random encounters. Instead, save random The Skull Staff marks the beginning of the path to the Lost
encounters for when the PCs deliberately strike out across the Refuge. The muddy path winds through the swamp, using felled
trackless swamp. trees to bridge water. It stays clear of natural hazards, and other
If the PCs decide to head out into the swamp, there is a creatures have learned to avoid it due to its persistent use by
5% chance after each hour of travel that they have a random Shadowscale lizardfolk.
encounter. The Sharptooth lizardfolk know this path to be used by Shad-
owscales and their human allies, and they’ve come to grasp that
VAST SWAMP ENCOUNTER TABLE innocent victims are being magically compelled to journey into
the arms of their foes. For this reason they’ve set up an ambush
d% Encounter Average EL at the Skull Staff, hoping to kill enemies or capture victims who
01–03 1 ten-headed hydra 9 would be led to them.
04–06 1d3 water nagas 9 The Sharptooth lizardfolk are lying in wait when the PCs
07–11 1d3 will-o’-wisps 8 arrive. The lizardfolk and Blackscale lizardfolk hide underwater,
12–16 1d3 digesters 8 completely concealed. They hold their breaths for 5 minutes at
17–23 1d3 mummies (bog mummies) 7 a time; waiting for the signal from the Poison Dusk lizardfolk
24–28 1 medusa 7 to emerge and attack.
29–36 1d3 manticores 7 Tactical Encounter: V1. Skull Staff on page 46.
37–44 1 eight-headed hydra 7 Development: This encounter can go in many directions. The
45–54 1d4+1 dire boars 7 PCs might parlay, they might be captured, or they might kill the
55–64 1 chuul 7 lizardfolk. Depending on how the PCs handle the encounter, the
65–74 1d3 trolls 7 next encounter will work differently.
75–83 1d3 giant crocodiles 6 If the PCs recognize that nonlethal tactics are being used,
84–88 1 tendriculos 6 they might attempt to parlay with the lizardfolk, who speak only
89–93 1 shambling mound 6 Draconic. If the PCs can communicate with them and achieve
94–98 1d4 assassin vines 5 an indifferent attitude from the lizardfolk (Diplomacy DC 15),
or a friendly attitude (Diplomacy DC 25), they stop attacking
99–100 1 giant constrictor snake 5
to hear the PCs out. Remember that a rushed Diplomacy check
can be made as a full-round action, but doing so imposes a –10
Vast Swamp Locations penalty. If the PCs can succeed in making the lizardfolk helpful,
The map for this area appears on page 37. Assume that the they offer to lead the PCs back to their encampment to speak
ground in the encounter locations is clear and relatively free of with their chieftain.
obstruction unless a tactical encounter indicates otherwise. If the PCs are defeated and captured, the lizardfolk see to the
PCs’ wounds with Heal checks. Then they swiftly craft litters
V1. THE SKULL STAFF to which they tightly lash the PCs, and drag the PCs to their
The copses of tangled trees you’ve seen here and there seem to be encampment.
appearing more frequently, and their character changes from If it looks like the PCs are going to kill all the lizardfolk, they
gnarled oaks and stunted blueleaf trees to water birch and willow. try to escape with one or more fallen PCs, leading the others toward
The ground grows soft and spongy, and it becomes apparent that their encampment. If this proves impractical, the lizardfolk simply
you’re walking over a thick peat even as the trees grow more copi- flee, hoping the PCs will follow their obvious trail (Survival DC 5;
ously about your path. –1 for each three who escaped and –1 if a Blackscale lizardfolk is
You round a waterlogged thicket and see a wall of cypress, among the escapees). If the PCs kill them all or opt not to follow
water ash, and willows stretch across your vision to the north and their trail, Kessessek hails them from the darkness one night when
south. The moss-strewn trees hunker over stagnant, duckweed-cov- they are camped and attempts peaceful negotiations.
ered water for as far as you can see into the swamp.
Just ahead among some weeping willow trees, a huge broken V2. SHARPTOOTH ENCAMPMENT
log juts from the marshy ground at a steep angle, rising to a height The air grows humid and warm, and a sulfurous scent reaches your
of 30 feet. Skulls of various types crowd all about the base in a nose. Ahead, a mist clings to the trees, cloaking the swamp in a haze.
heap, and more skulls decorate its sides with wooden stakes or iron A rumbling shakes the ground beneath your feet, and the lizardfolk

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quicken their pace, eagerly splashing forward through water that assured they do not work with the Shadowscale lizardfolk, he asks
grows warm as it swirls about your legs. Suddenly you hear an ex- the PCs if they will agree to a truce if they are released. Assuming
plosion, and through the trees you glimpse a pillar of steaming water the PCs agree, he orders that the PCs be released.
shooting 100 feet into the air, clearly a geyser of some sort. The PCs parlayed with the Sharptooths at the Skull Staff: The
lizardfolk take the PCs before Kessessek, who greets them eagerly
The lizardfolk lead the PCs through the trees and fog to a but with some caution. He asks if the PCs will allow themselves
wide clearing. to be subjected to a zone of truth spell while they speak. If they
do, Kessessek converses with them while he heals any wounds
The marshy ground gives way to wet gravel, muddy ground, and they might have suffered. If they do not, Kessessek orders them
bare rock pierced by bubbling pools of steaming water. Small huts to leave the encampment and then begins making his plans to
woven of reeds and branches dot the clearing. move his war party.
The PCs defeated the Sharptooths at the Skull Staff: If the PCs
Kessessek, the Sharptooth chieftain, lead a war party into Shad- chase or track the lizardfolk back to their encampment, they’ll
owscale territory, and the group that ambushed the PCs at the likely attack the camp. If so, Kessessek and the lizardfolk defend
Skull Staff is part of that attack force. Kessessek is eager to meet themselves, and Kessessek attempts to explain the actions of his
with the PCs, and he approaches them swiftly as soon as the war tribe and end the fighting by proposing a truce. If the PCs do
party returns. He greets them in a hissing dialect of Common not accept the truce, the superior numbers of the lizardfolk at
and attempts to put their minds at ease. their encampment should allow them to defeat and subdue the
The PCs can come to this area in one of several ways, depend- PCs using tactics similar to those used at the Skull Staff.
ing on how the encounter at the Skull Staff ended. How you run Once Kessessek establishes a peaceable dialog with the PCs, he
this section of the adventure should depend heavily upon how offers them some of the snail-and-eel soup being cooked in the
the PCs got here. hot spring near the geyser. In talking with the PCs, Kessessek
The PCs were captured by the Sharptooths: Kessessek casts relates the following as part of normal conversation:
detect magic to determine if any of the captive PCs are dominated. • “You are welcome among us, hairy ones. We share a

Illustration by Jim Pavelec


If they are, he dispels the effect by casting dispel magic. He then common enemy.”
tends to their wounds using a wand of cure light wounds while he • “I am Kessessek, Chieftain of the Sharptooth tribe. Those
speaks to them, explaining his situation and the actions of his tribe. here are but some of our number. I lead this war party
Before freeing any PCs from their bonds, Kessessek tells the PCs against the Shadowscale tribe.”
he is going to cast zone of truth and asks them to willingly submit • “We attacked you to free you. We thought you were like the
to the spell. If the PCs are paralyzed, he waits for the paralysis to other dream walkers who go to the hairy-one keep.”
wear off before he proceeds. He then casts zone of truth and pro- • “Yes, we have seen hairy ones like you. Some work with the
ceeds to ask the PCs about themselves and their goals. Once he is Shadowscales. Many more have walked the path to the keep as
The Skull Staff stands as a grisly landmark just outside the Vast Swamp

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though dream-walking. We don’t know what they do with Kessessek wanted to capture the PCs because he knows the
them, but when they go in, they do not come out.” Shadowslain are somehow using people like them as resources.
• “The keep lies deeper in the swamp. Hairy ones and Shadows- Once Kessessek understands the PCs’ intentions, he sees them as
cales live there. Many of them come and go—more than we a viable tool to fight his foes without spending the lives of his
can hope to fight, especially when they command the keep.” people—and perhaps the unforeseen wild card that could turn
• “Once we called the Shadowscale tribe the Dragonslayers, the tide against the evil of the Shadowscales.
but now a dragon rules them, and they have fallen into dark- Tactical Encounter: V2. Sharptooth Encampment on
ness. Their chieftain is Ketsarra Shadowscale. The blood of page 48.
the dragon runs strong in her veins, and so does its evil.” Development: Although unlikely, it’s possible that the PCs
• “Ketsarra’s scales are black and she has horns that point attack and defeat the Sharptooths or avoid this encounter by not
forward, just like her father, Despayr.” following the lizardfolk to their encampment. If this occurs, run
• “Long have the black dragons flown over our swamp. The an encounter with the creatures from tactical encounter V2 on
Dragonslayer tribe has claimed to kill several in decades the PCs’ trail toward the Lost Refuge.
past, the most recent of whom was Tyra. Then Despayr After defeating the grell and the shadowslain lizardfolk,
came, and the slayers became his slaves. We do not know the PCs should progress to the Lost Refuge. The Sharptooths
where he lairs.” are grateful, and Kessessek gives the PCs his wand of cure light
• “Something has happened to them. When their raiders wounds as a reward. Kessessek will lead them to the start of the
came to our lands this year, they were changed. Their eyes trail that leads to the keep, but his tribe will not participate in
glowed like fire, and shadows wrapped their scales to protect the battle because they fear that huge numbers of Shadowscales
them. They were dead, their spirits departed and replaced reside within.
by darkness. Now they attack us to kill or capture. Those
who are captured face a fate worse than death. They become
Shadowscales and return to fight their nestmates.”
Chapter 2 Conclusion: Onward
• “We could not stand against their raiders. Many Sharp- to Cormyr’s Lost Refuge
tooths died. More were taken prisoner and carried back to At this point in the adventure, the PCs should know that more
the hairy ones’ keep. Other tribes were also attacked. The is going on than simply a corrupt temple of Mystra—the cam-
Sharptooth tribe survives only because it has joined with paign against the lizardfolk and mention of a dragon and hordes
the Blackscales and Poison Dusks.” of undead show that larger forces are at work. The shadowslain
• “We see that you are no friend of the Shadowscales and lizardfolk’s strange power to steal spells should have the PCs wor-
those in the hairy ones’ keep, and we ask you to help us. I ried, as should the idea that many such foes might reside in the
believe that some of our people are held in the dark tower. Lost Refuge. Of course, when the PCs reach the Lost Refuge,
They captured the old chieftain and my mate, Ashala, in there are no signs of a huge host of enemies.
a recent raid, and we have not seen them among the dead. If the PCs decide to bypass the Lost Refuge and continue on
Will you free them?” to a different location marked on Mhair’s map, the lizardfolk tell
• “If you help us, we will help you. We have little, and we own them that there’s no trail or open water pathway from the Lost
no golden or silver circles, but I will give you all I own. If Refuge to that location. The swamp holds many ruins, but they
you free those in the keep, I will give you all my magic.” are all farther off. If the PCs insist that they will avoid the Lost
• “We cannot give you our poison. It is sacred to Semanyua.” Refuge and continue beyond it, the lizardfolk will not aid them.
Feel free to allow the PCs to wander the swamp and have random
After the discussion covers the highlights, trigger the encounter encounters, but they should eventually return to investigate the
described on page 48. The area is filled with thin fog due to the Lost Refuge if they want to get to the bottom of the mystery.
steam from the hot springs, and the Shadowscales use that to their
advantage. They have the grell fly high over then encampment
and hide in the fog as it descends to attack. When it identifies
Chapter 2 Story Awards
The PCs can earn extra experience for completing certain tasks
Kessessek, it attacks. Once he is paralyzed, the grell shrieks, sig-
in the adventure.
naling the Shadowscales to attack. Allow the PCs a Spot check
• If the PCs discovered that Norry and Coobert are smug-
to see the grell before it charges down upon Kessessek (opposed
glers and turned them into the authorities, award the party
by its Hide check and modified by 40 feet of distance). PCs who
200 XP.
see the grell can act during the surprise round.
• If the PCs discovered that Norry and Coobert’s goods were
Kessessek, Chieftain of the Sharptooth Tribe: A cleric of a
stolen and gave them up to the authorities to be returned,
nearly forgotten god, Essylliss, Kessessek held a low rank among
award the party 500 XP.
the lizardfolk until recently. Kessessek gained rulership of the
• If the PCs defeated the dark ones in the Tomb of Chonis
Sharptooth tribe after the death of the previous chieftain at the
(not on the road), award the party 200 XP.
hands of the Shadowscales. After he proved himself capable of
• If the PCs successfully and nonviolently negotiated with the
turning some of the shadowslain, the other lizardfolk collectively
Sharptooths at the Skull Staff, award the party 400 XP.
declared him chieftain instead of allowing the strongest among
• If the PCs defeated the lizardfolk at the Skull Staff and
them to fight for supremacy. Kessessek is somewhat uneasy in his
followed them to their camp, award the party an extra
new role, and his inexperience shows in his choice of an aggressive
200 XP.
strategy against the superior forces of the Shadowscale tribe.

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ENCOUNTER J1

UNKNOWN SHRINE
Encounter Level 7 TACTICS
When combat begins, Norry casts invisibility upon himself
SETUP and then upon Coobert, while Coobert adopts a defensive
Norry (N) and Coobert (C) aren’t expecting an attack, but posture and claims the two just want to leave. Coobert then
should it come, they react with impressive coordination. takes Norry’s wand of shield and attempts to use it while
Norry uses his wand of mage armor. Coobert then gives
Horse and Pony the wand back to Norry, retrieving Norry’s potion of blur to
Norry and Coobert’s mounts stand in the places marked drink if he failed to use the wand. Norry and Coobert then
when combat begins. Not trained for battle, the light horse take a round to drink potions before attacking with spell
(H) and pony (P) struggle against their tethers. If either and sword. When invisible and adjacent to one another,
succeeds on a DC 20 Strength check (the light horse has Norry an Coobert can flawlessly find one another’s items
a modifier of +3; the pony has +1), they break the slender and pass things back and forth due to long practice.
column they’re tied to, causing it to fall toward the center Once the combat has played out, refer back to page 38
of the shrine. This causes the column to strike one on the to continue the adventure.
dais and make that column collapse toward the southwest
exit of the shrine. Both columns are 20 feet tall.
After breaking the pillar, the panicked mounts move Norry Waywocket CR 6
toward the nearest person, hoping to be comforted. If that hp 28 (6 HD)
person makes an effort to appear calm, the mounts stand Male gnome sorcerer 6
and shudder, pawing the ground. If that person engages in N Small humanoid
combat or otherwise seems threatening, the mounts attack Init +2; Senses low-light vision; Listen +2, Spot +1
that person for 2 rounds and then flee, running about 200 Languages Chondathan, Common, Gnome
yards away from the shrine. AC 14, touch 14, flat-footed 12; +4 against giants; Dodge
Fort +5, Ref +7, Will +6; +2 against illusions
Speed 20 ft. (4 squares)
Coobert Draftworth CR 5 Melee dagger +2 (1d3–2)
hp 30 (5 HD) Ranged dagger +5 (1d3–2)
Male human rogue 5 Space 5 ft.; Reach 5 ft.
N Medium humanoid Base Atk +3; Grp –3; +1 against kobolds and goblinoids
Init +3; Senses Listen +2, Spot +2 Combat Gear potion of barkskin +2, potion of blur, wand of
Languages Chondathan, Common, Gnome mage armor, wand of shield
Sorcerer Spells Known (CL 6th):
AC 18, touch 13, flat-footed 15; Dodge 3rd (4/day)—lightning bolt (DC 17)
Fort +4, Ref +8, Will +2 2nd (6/day)—invisibility, scorching ray (+6 ranged touch)
Speed 30 ft. (6 squares) 1st (7/day)—burning hands (DC 15), charm person
Melee mwk short sword +8 (1d6+1) (DC 15), grease, magic missile
Ranged dagger +6 (1d4+1) 0 (6/day)—acid splash (+6 ranged touch), detect magic,
Space 5 ft.; Reach 5 ft. disrupt undead (+6 ranged touch), mage hand,
Base Atk +3; Grp +4 mending, ray of frost (+6 ranged touch), read magic
Atk Options sneak attack +3d6 Spell-Like Abilities (CL 1st):
Combat Gear potion of cat’s grace, wand of cure light wounds 1/day—dancing lights, ghost sound (DC 14),
(48 charges) prestidigitation, speak with animals (burrowing
Abilities Str 12, Dex 16, Con 14, Int 12, Wis 11, Cha 13 mammals only, duration 1 minute).
Feats Dodge, Weapon Focus (short sword), Weapon Abilities Str 7, Dex 14, Con 15, Int 12, Wis 11, Cha 18
Finesse SQ gnome traits
Skills Appraise +9, Balance +4, Bluff +9, Diplomacy +11, Feats Dodge, Combat Casting, Lightning Reflexes
Disable Device +9, Disguise +1 (+3 acting), Forgery +9, Skills Bluff +9, Concentration +8, Craft (alchemy) +3,
Hide +8, Intimidate +3, Jump +7, Listen +2, Move Diplomacy +6, Disguise +4(+6 acting), Intimidate +6,
Silently +8, Open Lock +10, Spot +2, Tumble +12, Use Knowledge (arcana) +6, Listen +2, Profession +3,
Magic Device +9 Spellcraft +9, Spot +1
Possessions combat gear, +1 chain shirt, masterwork short Possessions combat gear plus 2 daggers, ring of
sword, 2 daggers, cloak of resistance +1, masterwork protection +1, cloak of resistance +1, silver torc (20 gp),
thieves’ tools, pearl earrings (50 gp), ruby necklace ruby earrings (80 gp), emerald ring (70 gp), Wyvernspur
(350 gp), diamond ring (250 gp), 40 gp family signet ring (300 gp), 30 gp
Hook Shares speech with Norry Waywocket. Hook Shares speech with Coobert Draftworth.

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ENCOUNTER J1
Light Horse CR 1 Pony CR 1/4
hp 19 (3 HD) hp 11 (2 HD)
N Large animal N Medium animal
Init +1; Senses Listen +4, Spot +4 Init +1; Senses Listen +5, Spot +5
AC 13, touch 10, flat-footed 12 AC 13, touch 11, flat-footed 12
Fort +5, Ref +4, Will +2 Fort +4, Ref +4, Will +0
Speed 60 ft. (12 squares) Speed 40 ft. (8 squares)
Melee 2 hooves each –2 (1d4+1) Melee 2 hooves each –3 (1d3)
Space 10 ft.; Reach 5 ft. Space 5 ft.; Reach 5 ft.
Base Atk +2; Grp +8 Base Atk +1; Grp +2
Abilities Str 14, Dex 13, Con 15, Int 2, Wis 12, Cha 6 Abilities Str 13, Dex 13, Con 12, Int 2, Wis 11, Cha 4
Feats Endurance, Run Feats Endurance
Skills Listen +4, Spot +4 Skills Listen +5, Spot +5

FEATURES OF THE AREA


Masonry Walls: 5 ft. thick; hardness 8; hp 450; break
DC 55; Climb DC 15.
Heavy Debris: It costs 2 squares of movement to enter a
square containing heavy debris. Heavy debris adds 5 to the
DC of Balance and Tumble checks, and it imposes a –5 penalty
on Move Silently checks. Running or charging through heavy
debris is impossible.
Fire: A creature moving into a square of fire takes 2d6
points of fire damage and must succeed on a DC 15 Reflex save
or catch fire
Columns: Each of the standing columns on the map stands
roughly 20 feet tall.
Slender Column: 1-1/2 ft. thick; AC 4; hardness 8; hp 40;
break DC 20; Climb DC 20.
A creature standing in the same square as a slender column
gains a +2 cover bonus to Armor Class and a +1 cover bonus
on Reflex saves (these bonuses don’t stack with cover bonuses
from other sources). The presence of a slender column does
not otherwise affect a creature’s space. A slender column can
be pushed over with a Strength check that meets or exceeds its
break DC, dealing 6d6 points of damage to creatures in the
squares that it falls in (Reflex DC 15 half). A pushed-over
column fills the squares it falls in with heavy debris.
A successful DC 10 Search check reveals the fragile nature
of the column. Due to stonecunning, a dwarf can make this
check automatically if within 10 feet.
Wide Column: 5 ft. thick; AC 3; hardness 8; hp 900; break
DC 45; Climb DC 20.
A wide column provides cover. A column can be pushed
over with a Strength check that meets or exceeds its break
DC, dealing 10d6 points of damage to creatures in the squares
that it falls in (Reflex DC 15 half). A pushed-over column
fills the squares it falls in with heavy debris.
Fallen Column: The fallen portions of wide columns have the
same rules given for wide columns, but each section is only 5
feet tall.

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ENCOUNTER J2

TOMB OF CHONIS
Encounter Level 7 4 Dark Creepers CR 2
hp 5 each (1 HD)
CN Small humanoid
Init +3; Senses blindsight 60 ft.; Listen +3, Spot +3
SETUP Languages Common, Dark One, Undercommon
This ancient tomb has been the lair of scores of creatures AC 17, touch 14, flat-footed 14
in the centuries since it was built. Constructed of huge Miss Chance 50% (20% in bright light)
slabs of stone with the dirt of the hill built up around it, Fort +1, Ref +7, Will +2; evasion
the chambers and halls have an oppressive feeling despite Weakness light sensitivity
having ceilings that are 10 feet high. Speed 30 ft. (6 squares)
The dark creepers (C) remain behind the wall to fire Melee short sword +2 (1d4+1/19–20)
at the PCs through the arrow slits. The dark stalker (S) Ranged mwk longbow +5 (1d6/×3)
remains at the back of the tomb to attack PCs when they Space 5 ft.; Reach 5 ft.
reach that section. Base Atk +0; Grp –3
Atk Options sneak attack +2d6
When the PCs first encounter the dark creeper at the Abilities Str 12, Dex 17, Con 13, Int 10, Wis 15, Cha 10
barrow entrance, read: SQ shadow cloak
Feats Lightning Reflexes
A gnome-sized humanoid swathed in black cloth Skills Hide +8 (+16 in shadows), Listen +3, Move
confronts you, a feral gleam in its beady eyes. Silently +4 (+8 in shadows), Sleight of Hand +4,
Spot +5, Tumble +4
When the PCs enter the bridge chamber, read: Possessions short sword, masterwork longbow with 20
The walls, floors, and ceiling of this room are made arrows, dagger, leather armor
Hook Fights silently except for dying gasps.
of huge slabs of stone, between which you can see
the dirt of the surrounding hill. Before you lies a Light Sensitivity (Ex) A dark creeper is dazzled in bright
sunlight or within the radius of a daylight spell.
wide pit; it is crossed by a rope bridge with wooden Shadow Cloak (Su) Due to a shroud of supernatural
planks. On the far side is a wall with a huge and darkness, a dark creeper has total concealment (50%
frowning horned face cut roughly into its surface. miss chance) in shadowy illumination and concealment
The carving seems crude and of an ancient style. (20% miss chance) in bright light. Darkvision does not
Its mouth is a deep black crevice. Two doorways reduce the amount of concealment, but creatures that
can see in magical darkness suffer no miss chance.
gape to the right and left on either side of the Dark creepers cannot use this concealment to hide; it
carved face. merely provides a miss chance.
Note Dark creepers are stunted humanoids with pallid
When the PCs first encounter the dark stalker in the back skin, large noses, and small black hooves. They despise
light and those who bring light into their realms.
chamber, read:
A tall figure glares at you, its face hidden but for its
pallid white eyes. Note that the small area behind the arrow slits means that a
spread or burst spell cast through them likely washes back
TACTICS through the arrow slits.
The dark creepers behind the hidden arrow slits wait for The dark stalker casts fog cloud in the back chamber as
a PC to get to the center of the bridge and then attempt soon as the fighting starts. He waits there for the PCs to
to shoot one of the ropes holding the bridge up. They arrive. Using the fog to hide his movement, the dark stalker
don’t shoot the other rope, preferring to pepper climbing moves silently through the fog and sneak attacks foes with
PCs with sneak attack shots from their longbows. They his longbow and poisoned arrows, moving after each shot
then proceed to shoot through the arrow slits, hide while to prevent the PCs from finding him.
moving, and pop up from behind another arrow slit to Once the combat is resolved, refer back to page 38 to
shoot the PCs again, gaining sneak attack with each attack. continue the adventure.

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ENCOUNTER J2
Dark Stalker CR 4 Feats Lightning Reflexes, Weapon Finesse
hp 16 (3 HD) Skills Hide +8 (+16 in shadows), Listen +4, Move Silently +6
CN Medium humanoid (+10 in shadows), Sleight of Hand +5, Spot +5, Tumble +6
Init +3; Senses blindsight 60 ft.; Listen +5, Spot +5 Possessions masterwork rapier, masterwork composite
Languages Common, Dark One, Undercommon longbow (+2 Str bonus) with 20 poisoned arrows, dagger,
leather armor, 10 doses of medium spider venom
AC 17, touch 13, flat-footed 14; evasion
Hook Never speaks or reveals his face.
Miss Chance 50% (20% in bright light)
Fort +2, Ref +8, Will +3 Light Sensitivity (Ex) A dark stalker is dazzled in bright
Weakness light sensitivity sunlight or within the radius of a daylight spell.
Shadow Cloak (Su) Due to a shroud of supernatural darkness,
Speed 30 ft. (6 squares)
a dark creeper has total concealment (50% miss chance)
Melee mwk rapier +6 (1d6+2/18–20)
in shadowy illumination and concealment (20% miss
Ranged mwk composite longbow +6 (1d8+2/×3 plus poison)
chance) in bright light. Darkvision does not reduce the
Space 5 ft.; Reach 5 ft.
amount of concealment, but creatures that can see in
Base Atk +2; Grp +4
magical darkness suffer no miss chance. Dark creepers
Atk Options poison (Fort DC 14; 1d4 Str/1d4 Str), sneak
cannot use this concealment to hide; it merely provides a
attack +3d6
miss chance.
Spell-Like Abilities (CL 5th):
2/day—fog cloud Note Dark stalkers act as leaders of the dark creepers. Unlike
their smaller brethren, they have normal feet.
Abilities Str 14, Dex 17, Con 13, Int 13, Wis 14, Cha 16
SQ shadow cloak

FEATURES OF THE AREA acter can’t move in that round and must succeed on a DC 15
Secret Stone Door: 4 in. thick; AC 4; hardness 8; hp 60; Reflex save or fall from the bridge.
Search DC 20. If only one of the two supporting ropes is attached, everyone
Hewn Stone Walls: 3 ft. thick; hardness 8; hp 540; break on the bridge must succeed on DC 15 Reflex saves to avoid
DC 50; Climb DC 20. falling off, and thereafter must make DC 15 Climb checks to
Hewn stone walls increase the DC of Listen checks to hear move along the remnants of the bridge.
through them by 20. The hit points and break DC shown are for It takes two full-round actions to untie one end of a rope
a 10-foot section. If a hewn stone wall is breached, the squares bridge, but a successful DC 15 Use Rope check reduces the time
breached and all adjacent nonwall squares become heavy debris. to a move action. The two thick ropes that support the bridge
Pit: This wide pit is 20 feet deep. Characters who fall from have AC 11, 8 hit points each, and a break DC of 24.
the bridge or the floor above take 2d6 points of damage. The Hidden Arrow Slits: Creatures behind arrow slits have
walls of the pit can be climbed with a successful improved cover that gives them a +8 bonus to Armor Class,
DC 25 Climb check. The bottom of a +4 bonus on Reflex saves, and the benefit of the improved
the pit is filled with heavy debris. evasion class feature.
Heavy Debris: It costs 2 squares These arrow slits are hid-
of movement to enter a square den in the corpse niches and
containing heavy debris. Heavy the horned face’s mouth (Spot
debris adds 5 to the DC of Balance DC 15, Search DC 5). Elves
and Tumble checks, and it imposes can make a free Search check
a –5 penalty on Move Silently within 5 feet; dwarves can
checks. Running or charging make a free Search check
through heav y debris is within 10 feet due to
impossible. stonecunning.
Corpse Niches: At the places Fog Cloud: Creatures 5 feet
marked on the map, 2-foot-deep away within the cloud have
niches are carved into the walls concealment; creatures more
of the chamber. The niches are than 5 feet away within the
stacked four high in each square cloud have total concealment.
of wall, reducing the Climb DC of Wide Column: 5 ft. thick;
the wall to 10. AC 3; hardness 8; hp 900; break
Rope Bridge: Constructed DC 45; Climb DC 20.
of wooden planks suspended A wide column provides cover.
from ropes, this rope bridge is A column can be pushed over
5 feet wide. A character running with a Strength check that meets
or charging across the rope or exceeds its break DC, dealing
bridge must succeed on a DC 10 10d6 points of damage to crea-
Balance check. Failure by less tures in the squares that it falls
than 5 means the character in (Reflex DC 15 half). A pushed-
can still act, but can’t run or over column fills the squares it
charge in that round. A failure falls in with heavy debris.
by 5 or more means the char-

anna bradley (Order #25966112)


ENCOUNTER V1

SKULL STAFF
Encounter Level 8 6 Sharptooth Lizardfolk CR 1
hp 11 each (2 HD)
N Medium humanoid (reptilian)
SETUP Init +0; Senses Listen +0, Spot +0
The Poison Dusk lizardfolk hide behind the weeping Languages Draconic
willow branches (Hide +10; –1 to opposing Spot checks for AC 17, touch 10, flat-footed 17
every 10 feet of distance) and signal the attack with high- Fort +1, Ref +3, Will +0
pitched whistles before firing on the PCs, likely during Speed 30 ft. (6 squares)
a surprise round. The lizardfolk attack to capture, using Melee club +2 (1d6+1) and
nets, debilitating poison, and striking to subdue. Although bite +0 (1d4) or
the lizardfolk take hostile actions, they have an attitude of Melee 2 claws each +2 (1d4+1) and
unfriendly, and this doesn’t change to hostile unless the bite +0 (1d4)
PCs exhibit obviously shadow-related abilities. Ranged net –3 ranged touch (entangled; see PH 119) or
Ranged javelin +1 (1d6+1)
When the PCs pass the Skull Staff, read: Base Atk +1; Grp +2
Abilities Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10
Shrill whistles pierce the air all around you, and SQ hold breath
suddenly the stagnant swamp water surges Feats Multiattack
upward as reptilian forms emerge with a Skills Balance +4, Jump +5, Swim +2
thunderous collective roar. Possessions club, net, heavy wooden shield, 5 javelins
Hook Hisses at foes.
When the Poison Dusk lizardfolk are spotted, read: Hold Breath (Ex) A lizardfolk can hold its breath for 52
rounds before it risks drowning.
A small, lizardlike humanoid bobs its scaled head
in a furtive manner as it regards you. 3 Blackscale Lizardfolk CR 3
When the PCs first see one of the lizardfolk, read: hp 26 each (4 HD)
N Large monstrous humanoid (reptilian)
This scaly humanoid hisses at you and raises a club Init +0; Senses darkvision 60 ft.; Listen +0, Spot +4
studded with sharp stones. Languages Draconic
When the Blackscale lizardfolk join the fray, read: AC 16, touch 9, flat-footed 16
Resist acid 5
A humanoid lizard the size of an ogre and covered Fort +3, Ref +4, Will +4
in black scales roars a challenge at you. Speed 40 ft. (8 squares)
Melee greatclub +6 (2d8+8) and
TACTICS bite +4 (1d6+3) or
Melee 2 claws each +6 (1d6+5) and
Due to how well they are concealed in their prepared bite +4 (1d6+3)
ambush, the Sharptooth lizardfolk should get a surprise Ranged net –1 ranged touch (entangled; see PH 119) or
round to act before the PCs. In any event, the Poison Dusk Ranged javelin +3 (1d8+6)
lizardfolk (P) whistle their alert in the first round and fire Space 10 ft.; Reach 10 ft.
their arrows. At the whistle, the lizardfolk (L) and Black- Base Atk +4; Grp +12
scale lizardfolk (B) emerge and approach the PCs. Atk Options Multiattack, Power Attack (–1 attack, +1
After hurling their nets, the Sharptooth lizardfolk and damage)
Blackscale lizardfolk wade into melee to attack for nonle- Abilities Str 19, Dex 10, Con 14, Int 8, Wis 11, Cha 7
thal damage (taking the usual –4 penalty on attack rolls SQ hold breath
for doing so). The Poison Dusk lizardfolk stay out of melee Feats Multiattack, Power Attack
and try to paralyze PCs with their poison arrows. Skills Balance +4, Jump +12, Spot +4, Swim +10
Once the tactical encounter is completed, refer back to Possessions greatclub, net, 5 javelins
Hook Roars a challenge when it draws its weapon.
page 39 to continue the adventure.
Hold Breath (Ex) A Blackscale lizardfolk can hold its breath
for 56 rounds before it risks drowning.

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ENCOUNTER V1
4 Poison Dusk Lizardfolk CR 1 Abilities Str 12, Dex 15, Con 12, Int 8, Wis 11, Cha 7
hp 5 each (1 HD) SQ hold breath
N Small humanoid (reptilian) Feats Multiattack, Precise Shot
Init +2; Senses low-light vision; Listen +0, Spot +4 Skills Balance +5, Hide +10 (+5 when wearing armor or
Languages Draconic covering clothing), Jump +4, Spot +4, Swim +3
Possessions shortbow with 20 poisoned arrows
AC 17, touch 13, flat-footed 15
Hook Laughs when a foe is paralyzed.
Fort +3, Ref +2, Will +0
Favored Enemy (Ex) A Poison Dusk lizardfolk gains a +2
Speed 30 ft. (6 squares)
bonus on its Bluff, Listen, Sense Motive, Spot, and
Melee 2 claws each +2 (1d3+1) and
Survival checks when using these skills against humans. It
bite +0 (1d3)
gains the same bonus on weapon damage rolls.
Ranged shortbow +3 (1d4 plus poison)
Hold Breath (Ex) A Poison Dusk lizardfolk can hold its breath
Space 5 ft.; Reach 5 ft.
for 52 rounds before it risks drowning.
Base Atk +0; Grp –3
Atk Options favored enemy humans +2, poison (Fort DC 13,
paralysis for 2d6 minutes/no secondary)

FEATURES OF THE AREA Deep Bog: It costs Medium or larger creatures 4 squares of
Trees: Two types of trees are present in the encounter area. movement to move into a deep bog square, or characters can
Small Tree: 1 ft. thick; AC 4; hardness 5; hp 150; break swim if they want. Small or smaller creatures must swim to
DC 25; Climb DC 15. move through a square containing a deep bog. All Move Silently
A creature standing in the same square as a small tree gains checks take a –2 penalty in a deep bog. Creatures without a
a +2 bonus to Armor Class and a +1 bonus on Reflex saves swim speed or freedom of movement cannot use the Tumble skill
(these bonuses don’t stack with bonuses for cover that derive in a deep bog. Deep bog squares are roughly 4 feet deep.
from other sources). The presence of a tree doesn’t otherwise
affect a creature’s space, because it’s assumed that the creature
is using the tree to its advantage when it can.
Large Tree: 5 ft. thick; AC 3; hardness 5; hp 600; break
DC 35; Climb DC 15.
This tree takes up an entire square and provides cover to
anyone behind it.
The weeping willow trees on the map also provide conceal-
ment to anyone behind the screening branches that hang to the
ground (indicated by the outline with the trunk at the
center).
Skull Staff: 15 ft. thick; AC 1; hardness 5; hp 1,800; break
DC 45; Climb DC 15.
The base of the Skull Staff is surrounded by heaps of skulls
that constitute heavy debris.
Heavy Debris: It costs 2 squares of movement to enter a
square containing heavy debris. Heavy debris adds 5 to the
DC of Balance and Tumble checks, and it imposes a –5 penalty
on Move Silently checks. Running or charging through heavy
debris is impossible.
Log: 3 ft. thick; hardness 5; hp 360; break DC 35.
A log provides cover. The hit points and break DC shown
are for a 10-foot section. If a log is broken, the squares broken
and all adjacent nonlog squares become light debris. Creatures
behind a log benefit from cover.
Bogs: The murky water of the swamp is nearly impenetrable
even without its coating of bright green duckweed. For addi-
tional rules about movement and combat in water, see
page 5.
Shallow Bog: It costs 2 squares of movement to move into
a shallow bog square, and the DC of Tumble checks in such
squares increases by 2. Shallow bog squares are roughly 1
foot deep.

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ENCOUNTER V2

SHARPTOOTH ENCAMPMENT
Encounter Level 7 When the shadowslain lizardfolk emerge from the fog,
read:
SETUP A lizardfolk swathed in rippling shadow regards
As the PCs are talking with Kessessek (K), a grell (not you with eyes that flicker with an unholy light.
shown) in league with the Shadowscale tribe floats down
through the fog above the encampment, and seven shad-
owslain lizardfolk (S) stalk forward through the mists.

When the grell attacks, read:


7 Shadowslain Lizardfolk CR 2
A shriek like that of a hawk comes from above, and hp 13 each (2 HD)
you look up to see gray tentacles descending rapidly NE Medium undead (augmented humanoid, reptilian)
from the fog above you to lash out at Kessessek. Init +0; Senses darkvision 60 ft., low-light vision; Listen +0,
Suddenly hollow roars ring out. Spot +0
Aura Weave drain (10 feet)
Languages Draconic
AC 17, touch 12, flat-footed 17
Kessessek CR 5 Immune mind-affecting, poison, sleep, paralysis, stunning,
hp 42 (7 HD) disease, death effects, critical hits, nonlethal damage,
Male lizardfolk cleric 5 ability drain, energy drain, damage to physical ability
N Medium humanoid (reptilian) scores, fatigue, exhaustion
Init +0; Senses Listen +1, Spot +1 Resist turn resistance +4
Languages Common, Draconic Fort +0, Ref +3, Will +0
AC 19, touch 11, flat-footed 19 Weakness light sensitivity
Fort +5, Ref +4, Will +5 Speed 30 ft. (6 squares)
Speed 30 ft. (6 squares) Melee 2 claws each +4 (1d4+3) and
Melee club +3 (1d6–1) and bite +2 (1d4+1)
bite +1 (1d4–1) or Ranged javelin +1 (1d6+3)
Melee 2 claws each +3 (1d4–1) and Space 5 ft.; Reach 5 ft.
bite +1 (1d4–1) Base Atk +1; Grp +4
Space 5 ft.; Reach 5 ft. Abilities Str 17, Dex 10, Con —, Int 9, Wis 10, Cha 10
Base Atk +4; Grp +3 SQ shadowstuff armor
Combat Gear potion of barkskin +3, potion of hide from Feats Multiattack
undead, wand of cure light wounds (37 charges) Skills Balance +6, Hide +10, Jump +9, Swim +8
Cleric Spells Prepared (CL 5th): Possessions 5 javelins
3rd—dispel magic, dominate animal D Hook Hisses at foes
2nd—hold animalD, remove paralysis, zone of truth Light Sensitivity (Ex) A shadowslain is dazzled in bright
1st—bless, detect undead, divine favor, magic fangD, sunlight or within the radius of a daylight spell.
protection from evil Shadowstuff Armor (Su) A shadowslain is shrouded in a
0—detect magic, detect poison, light, purify food and semisolid armor of shadowstuff that grants it a +2
drink, resistance deflection bonus to Armor Class and a +10 bonus on
D: Domain spell. Deity: Essylliss. Domains: Animal, Hide checks.
Scalykind Weave Drain (Su) This ability affects spellcasters who use
Spell-Like Abilities the Weave. At the beginning of her turn, if a spellcaster
1/day—speak with animals is within 10 feet of a shadowslain, she loses access to
Abilities Str 9, Dex 10, Con 13, Int 12, Wis 13, Cha 16 one spell as if she had cast her lowest-level, currently
SQ hold breath, spontaneous casting (cure spells) available spell. (If she has more than one remaining
Feats Improved Turning, Multiattack, Self-Sufficient spell at her lowest level, she chooses which she loses.)
Skills Balance +4, Concentration +3, Heal +4, Jump +3, When she next prepares spells or regains spell slots,
Knowledge (nature) +6, Knowledge (religion) +6, she regains her full normal complement of spells.
Survival +4 (6 in aboveground natural environments), If the subject loses a spell of at least 1st level, the
Swim +0 shadowslain heals a number of points of damage equal
Possessions combat gear plus ring of protection +1, bracers to 5 × the level of the spell.
of armor +1 This ability does not affect spellcasters who use the
Hook Constantly ducks his head when speaking Common, Shadow Weave, those who use divine magic, or
as though he must do so to form the words. creatures that do not cast spells.

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ENCOUNTER V2
TACTICS FEATURES OF THE AREA
The grell starts the combat by charging down to strike and Thin Fog: Thin fog obscures all sight beyond 60 feet, in-
paralyze Kessessek. If it fails on the first round, it uses all of cluding darkvision. Creatures separated by more than 30 feet
its attacks to guarantee success on the second round. After- of thin fog have concealment with respect to one another.
ward, it focuses attacks on the PCs. Creatures separated by 60 feet of thin fog have total conceal-
When the grell shrieks as it attacks, the shadowslain liz- ment with respect to one another.
ardfolk charge out of the fog to attack. When possible, they Hot Springs: A creature in a square of a hot spring takes
bull rush PCs into the hot springs. They came to fight the 1d6 points of damage each round it remains in the spring.
lizardfolk, but they attack the PCs. This counts as fire damage to creatures immune or resistant
Upon seeing their leader disabled and not knowing how to fire (but not for those who are vulnerable to fire). A splash
many Shadowscales are part of the attack, the Sharptooths from the springs deals 1d4 points of damage to a creature
flee. If the PCs are having a tough time with the encounter, outside the springs (Reflex DC 15 half).
have some Sharptooth lizardfolk regain their courage and Geyser: The geyser erupts once every 2d4 rounds and shoots
return to the fight. up to a height of 100 feet. A creature within 10 feet of the
Once the combat has been resolved, refer back to page 41 erupting geyser must make a successful DC 15 Reflex save or
to continue the adventure. take 1d6 points of fire damage from the expelled steam. A
creature in the geyser’s space when it erupts takes 2d6 points
of fire damage, with no saving throw.
Grell CR 3
hp 32 (5 HD)
NE Medium aberration
Init +2; Senses blind, blindsight 60 ft.; Listen +6, Spot +6
Languages Draconic, Grell
AC 16, touch 12, flat-footed 14
Immune electricity, paralysis, gaze attacks, visual illusions
Fort +3, Ref +3, Will +4
Speed 5 ft. (1 squares); fly 30 ft. (perfect)
Melee 10 tentacles +5 each (1d4+1 plus paralysis)
Ranged lightning lance +5 touch (3d6 plus electricity)
Space 5 ft.; Reach 10 ft.
Base Atk +3; Grp +14
Atk Options expert grappler, improved grab
Special Actions constrict 1d6+1
Abilities Str 12, Dex 15, Con 14, Int 12, Wis 11, Cha 9
Feats Flyby Attack, Weapon Finesse
Skills Hide +10, Listen +6, Move Silently +10, Spot +6,
Hook Screeches as it flies and attacks.
Expert Grappler (Ex) A grell that chooses to grapple with one
tentacle and remain ungrappled itself takes a –10 penalty
on its grapple checks instead of the normal –20 penalty
(see Improved Grab, MM 310, for details). A grell has
a +10 racial bonus on grapple checks; paralyzed foes
automatically lose grapple checks.
Improved Grab (Ex) To use this ability, a grell must hit an
opponent of its size or smaller with a tentacle attack. It
can then attempt to start a grapple as a free action
without provoking attacks of opportunity. If it wins the
grapple check, it establishes a hold and can constrict.
Constrict (Ex) A grell deals 1d6+1 points of damage on a
successful grapple check.
Paralysis (Ex) Any creature hit by a grell’s tentacle must
succeed on a DC 10 Fortitude save or be paralyzed for
2d4 rounds. The save DC is Constitution-based and
includes a –4 racial penalty. Creatures struck by multiple
tentacle attacks in the same round do not make multiple
saving throws; instead, they make a single saving throw,
but the DC increases by 1 for every additional tentacle
that hit in the same round.

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Ceilings

T
Ceilings are of uniform height.
Ceilings: Indoor ceilings are 15 feet high.

Walls
he map found in the temple in Wheloon shows the Most walls in the Lost Refuge are made of 1-foot-thick mortared
location of an old Cormyrean keep. Nearly 100 stone, but some interior walls are 5 feet thick.
years ago, after years of the Vast Swamp gradually Masonry Walls (Thick): 5 ft. thick; hardness 8; hp 450; break
encroaching upon the keep, an orc attack finally sealed its fate. Since DC 55; Climb DC 20.
then, control of the keep has passed through many hands, and now Masonry Walls (Thin): 1 ft. thick; hardness 8; hp 90; break
followers of Shar claim it. The Lost Refuge is part of the swamp DC 35; Climb DC 20.
now, as well as a significant part of Shar’s plans in the region. Masonry walls increase the DC of Listen checks by 15. The
In the heart of the Lost Refuge is a tear in the fabric of the hit points and break DC shown are for a 10-foot section. If a
planes—a rift of shadow that draws matter from the Plane of Shadow masonry wall is breached, the squares breached and all adjacent
into the Material Plane. Once used by the Dusk Lord (see below), nonwall squares become heavy debris.
the passage was closed over a century ago only to be reopened by The thin walls that surround the keep are 15 feet tall.
Despayr and Thieraven, a shadar-kai sent by Esvele Graycastle.
The Lost Refuge is a convenient way station between the Plane
of Shadow and the church’s operations in Wheloon and elsewhere
Doors
Doors in the Lost Refuge consist mainly of good wooden doors.
in Cormyr. Clerics carry instructions and information sporadically
Most get stuck when closed and thus must be forced open with
from the Black Rift to Wheloon and back, by way of the Lost
a Strength check against the door’s break DC. This does not
Refuge. With the temple in Wheloon producing new fodder for
actually shatter the door, although that can be the result of a
Shar’s clergy, the priests there send the petitioners by the same
successful check if a player desires.
route. Three such petitioners are in the Lost Refuge when the
Good Wooden Door: 1-1/2 in. thick; AC 3; hardness 5; hp 15;
PCs arrive—potential allies not entirely beyond redemption.
break DC 16 if stuck, DC 18 if locked.
The Lost Refuge offers the PCs the possibility of a stealthy
infiltration—but a frontal assault is equally possible. In the
course of this attack on the keep, they find clues that point them Illumination
through the Dusk Lord’s Passage and on to another plane—and, Hanging lanterns illuminate most of the rooms in the temple.
ultimately, to the Black Rift to face Despayr. Dark areas are specifically noted in the text.

Features of the Lost Refuge Locations


The map for this area appears on page 52. Assume that the
Lost Refuge ground in the encounter locations is clear and relatively free of
obstruction unless a tactical encounter indicates otherwise.
The following general properties apply to the rooms within the
Lost Refuge unless otherwise noted in a room or encounter L1. GATEHOUSE
description. Read the following when the PCs arrive at the Lost Refuge:

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Overgrown and run down, a small keep rises before you. A pond the guards ask why they have come so soon after the last group.
of dark water hugs the end of the keep you face, and another pond Allow the PCs to make a Bluff check opposed by both guards’
laps against the far northeastern corner. The structure is a long Sense Motive checks (+4 modifier). If the guards are satisfied
enclosure formed by crumbling, 15-foot walls covered with creep- with the PCs’ answer, they open the portcullises, and one of the
ing vines. This enclosure surrounds a windowless tower that rises guards then escorts the PCs to the great hall to meet Bestra.
to twice the height of the walls at the northern end. A portcullis If the guards aren’t satisfied with the PCs’ answer to their
blocks a passageway leading through the wall in the southeast challenge, they and the will-o’-wisp outside launch their attacks,
corner, which you face. Flickering firelight escapes out of arrow as described in the tactical encounter.
slits in the wall near the portcullis, and what looks like a torch The guards are rather less vigilant against attacks that do not
burns in front of the keep as well. A thin line of smoke rises into originate outside the gate, relying on their +4 Listen modifiers
the air near the gate. to detect any noise in the courtyard.
Tactical Encounter: L1. Gatehouse Attack on page 58; read
The “torch” in front of the keep is the will-o’-wisp in tactical Development below first.
encounter L1. Treasure: In addition to the equipment the rogues carry and
Read this text to describe the gate from outside the keep: use, the crates in the corner contain food supplies. The PCs can
easily put together a day’s meal and can also scavenge 10 days
A rusting iron portcullis blocks the way into a covered corridor of trail rations.
leading into the keep’s enclosure. Arrow slits line the outer wall On the table is a deck of cards (depicting dragons of every
next to the gateway as well as one wall of the corridor beyond color as well as a few humanoids) and a pair of ivory eight-sided
the gate. Another portcullis blocks the far end of the corridor. dice with jet inlays worth 10 gp.
Rubble chokes the floor of the corridor, presumably fallen pieces Development: Shortly after the PCs defeat the guards at the
of the ceiling. gatehouse, they must defend the gatehouse themselves. A group
of shadar-kai, normally found in area L7 in the great hall, checks
When the PCs enter the gatehouse, read this description: in regularly at the gatehouse to make sure nothing unusual is
going on. For the purpose of a dramatic encounter, the shadar-
The gatehouse is spacious and comfortable inside. A round table kai arrive almost immediately after the PCs defeat the gatehouse
stands in the corner opposite the doorway, surrounded by four high- guards—as soon as the PCs have cast healing spells and other-
backed chairs. A fire pit burns warm and bright to the right of the wise made themselves ready to continue. The shadar-kai attack
doorway, a line of smoke escaping through a hole in the ceiling above is detailed in tactical encounter L1A, page 60.
it. Behind the fire pit, two straw mats lie on the stone floor. To the These two encounters should cause a significant drain on the
left of the door, a few large crates are stacked in a corner. PCs’ resources. If the PCs fight off the shadar-kai, however, they
find that the gatehouse is a defensible position they can use as
Two human rogues guard the gatehouse at all times, with two shelter while they rest for the night—rather than retreat into the
shadowslain lizardfolk at their command. They pass time by play- swamp to rest, only to return the next day and find the gatehouse
ing cards or dice at the table. A will-o’-wisp haunts the swamp guarded once again.
just outside the gatehouse, cooperating—for now—with the in-
habitants of the keep to fight off intruders. L2. MAIN COURTYARD
If the PCs approach the gatehouse from outside the keep, the A large open space stands between the gatehouse and the main
guards inside the gatehouse challenge them. If the PCs claim to building of the keep. Surrounded by crumbling walls, this court-
be a group of new converts from Wheloon and ask for Bestra, yard looks as though it is on the verge of disappearing into the

The Dusk Lord of Sessrendale


For three hundred years the quiet valley between the Thunder The fate of the Dusk Lord is a matter of some specula-
Peaks and the elven lands of Semberholme was the thriving tion. Some say he was slain; others claim that his necromancy
community of Sessrendale. In 1232 DR, the military rulers of sustained him beyond death. Many stories agree that, alive or
Archendale accused the Dusk Lord of Sessrendale of sorcery, dead, the Dusk Lord fled toward Cormyr and took up residence
claiming that the shadowy lord polluted the land with necro- in the Vast Swamp. Nearly 150 years later, few would say that
mancy and other evil magic. Archendale’s armies marched into the Dusk Lord still remains in the swamp—unless he is a lich,
Sessrendale, setting off a three-week bloodbath. Whatever the as some tales suggest.
truth of Archendale’s accusations, Sessrendale did muster powerful There is one minor legend concerning the Dusk Lord,
magic in its defense, and the losses were terrible on both sides. however, that is directly relevant to this adventure, though
In the end, the Dusk Lord was overthrown. The people its accuracy is still uncertain. This legend holds that the Dusk
of Sessrendale were driven west into Cormyr, their valuables Lord used magic to pass into the Plane of Shadow. This legend
carted back to Archendale, their buildings burned and their is the source of the name the Sharran clergy use for the rift
lands salted. Sessrendale no longer appears on maps of the to the Plane of Shadow within the Lost Refuge: the Dusk
Dalelands and is all but forgotten. Lord’s Passage.

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Illustration by Chris Dien

The Vast Swamp claimed Cormyr’s Lost Refuge long ago

swamp. On the west side, a large pool of water is spreading inward. collapsing walls. The area gives a definite impression that it could
Two broad clusters of ferns, shrubs, and vines have sprung up be- collapse at any time.
tween the uneven flagstones. Mats of putrid yellow-green algae fill Directly opposite the main doors is a wall with two widely
a bleached stone fountain near the center of the courtyard, and a spaced doors leading north. Paired lines of columns lead to a
sheen of green water extends from the fountain toward the great double door on the right. A crumbling, headless statue stands
hall. Across the courtyard, the great hall stands relatively intact, in a corner to the left, and a rubble-strewn hallway leads off
though the walls at the west front corner are deteriorating. past it.

If the PCs have already captured the gatehouse and defeated the The statue in the northwest corner of the room once depicted
patrolling shadar-kai in tactical encounter L1A, the great hall King Azoun III of Cormyr, but the head has been removed and
is on alert and the defenders move to attack the PCs as soon as destroyed. A successful DC 15 Knowledge (nobility and royalty)
they enter the courtyard. See the tactical encounter for combat check is sufficient to identify the headless figure from the crests
details and the area’s terrain features. that adorn his sword and armor.
Tactical Encounter: L2. Main Courtyard on page 62. Regardless of the route the PCs used to reach this area,
they meet defenders of the keep here, as detailed in the tactical
L3. ENTRY encounter.
The interior of the great hall is in worse shape than it seemed Tactical Encounter: L3. Entry on page 64. This encounter
from the outside. This entryway is choked with rubble—some has assumes that the PCs have already overcome tactical encounter
fallen from the ceiling, some are remnants of fallen pillars or L2. When Bestra took the shadowslain lizardfolk out to meet

Avoiding the Gatehouse


If the PCs avoid the gatehouse by scaling a wall, they might (–5). Bestra (Listen +3) in area L6 is the only inhabitant of
be able to move around the courtyard or side yards without the great hall likely to raise an alarm. The price the PCs pay
immediately raising an alert. The rogues in the gatehouse have for this chance to move around the courtyard undetected is
Listen modifiers of +4, modified for distance (–1 for every 10 the likelihood of some very difficult encounters once they
feet) and the door that stands between them and the courtyard enter the great hall.

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the PCs in the courtyard, she instructed the converts in area L4 some of the latest crop of recruits from Wheloon are here, wait-
to remain here in the entry, ready to defend the great hall. ing for the next stage in their initiation. The others—Tholwick,
Development: If the PCs have not already faced and defeated Durgen, Kareem, and Smote—were taken already. They went with
the creatures in tactical encounter L2, there are five shadowslain some recruits who were waiting here before they showed up.
lizardfolk posted here as guards. If combat breaks out here, the These new recruits include Halish, a cleric of Mystra, and
converts from area L4 arrive in the following round; Bestra, three young wizards—Dava, Mendios, and Zephan. The three
from area L6, arrives in the round after that. Use the statistics men sleep in room A, while Dava sleeps in room D. All four re-
for all the creatures in both tactical encounter L2 and tactical cruits spend their time talking together in room A or area L3.
encounter L3 on the map for tactical encounter L3. This mas- Tactical Encounter: The residents of this room are included
sive encounter is Encounter Level 9. in L3. The Entry, on page 64.
If the PCs have not already faced and defeated the creatures in Development: The three men and the woman here were
tactical encounter L1A, those shadar-kai come from area L7 to duped in Wheloon and underwent the process of initiation at the
join any battle in progress here. These shadar-kai, plus the recruits temple there. Halish emerged from the temple transformed into
from area L4, boost the encounter to EL 8. The shadar-kai plus a creature of shadow. Halish and the wizards are dominated but
the shadowslain lizardfolk in this area, the converts from area otherwise unharmed.
L4, and Bestra from area L6 are a very dangerous encounter. A dispel magic spell or similar effect has a chance to remove
Even if the PCs have not previously alerted the inhabitants the dominate effect that controls these recruits. The Starry Gnosis
of the great hall, combat in the entry alerts the rest of the keep. has a caster level of 9th, so the DC to dispel this effect is 20. If
The creatures in area L7 do not leave that area, but they take the recruits are freed from the dominate effect, they are confused
up the defensive positions shown in tactical encounter L7. but grateful. They recount their experience in Wheloon, which
If the PCs face both tactical encounter L2 and tactical en- is similar to what the PCs have already undergone or witnessed.
counter L3 in the same day, they are likely to find their resources Bestra told them that they would be traveling again soon, through
severely depleted. However, they also have dealt a serious blow to the Dusk Lord’s Passage to a place called the Monastery of the
the defenders of the keep, who have few options left to bolster Ebon Dome.
their defenses.
If the PCs wait more than a day before returning to the L5. LIZARDFOLK DEN
great hall, a small group of shadar-kai reinforcements arrives at A pile of refuse lies in this room, a heap of dead plants mixed with
the keep (by way of the Dusk Lord’s Passage in area L7). These bones, leather, and other trash. The rest of the floor is clear.
shadar-kai are identical to those described in tactical encounter
L1A, and if the PCs are camping in the gatehouse, these shadar- This room is the lair of the shadowslain lizardfolk that serve the
kai attack them there in a reprise of that encounter. If the PCs Sharran cult. Although they don’t need to sleep or eat, they some-
camp elsewhere, the shadar-kai reinforcements take up guard times retire to this chamber to mimic their living behavior.
positions in area L3. Treasure: In the refuse pile are a hunk of obsidian worth 12
gp, a vial of oil of darkness, and a potion of owl’s wisdom.
L4. ROOMS OF WAITING
Rubble chokes the near end of this hallway, where the ceiling has L6. HALL OF SHADOWS
begun to collapse and a large section of wall has caved in. Four This large, L-shaped room is filled with dancing shadows, though
doors lead off the hall on both sides, including a large double no light source other than your own is immediately visible. Two
door on the right. corners of the room are partially caved in, with rubble scattered
on the floor and the sky visible through holes in the ceiling.
When new recruits come from Wheloon, they stay here until they
can be moved on to the Monastery of the Ebon Dome. Likewise, This room is home to Starweaver Bestra Mornscroll, the highest-
these rooms house visitors from there when needed. Currently, ranking cleric in the Lost Refuge. New recruits from Wheloon

Designer’s Note
None of the NPCs in the Lost Refuge have richly detailed might just be echoes of the quotation in that char-
backgrounds that are essential to the plot of the adventure, acter’s hook, it might be a comment on the PCs’ pa-
and, frankly, that’s because they’re not intended to be anything thetic efforts, or it might even reveal a glimpse of the
other than a reasonably challenging fight for the PCs. That greater plan (especially if the PCs are having a hard
said, some of them have names, and many of them have in- time figuring out what’s going on).
teresting or vaguely amusing “hooks” at the bottom of their • When the PCs are fighting multiple NPCs, have the
statistics blocks, which you can use to help get some hint of NPCs talk to each other. On Thieraven’s action, he
their personalities across. might shout, “Ketsarra! Watch the rogue behind you!”
Try these other tips for conveying some of the evil menace or something similar. At the very least, the characters
behind the NPCs in this area: will have names to attach to their fallen foes.
• Each time an NPC acts, have him say something. It —James

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see her first, and she is L7. GREAT HALL


responsible for overseeing This enormous room must once
them until they move on to have been impressive in its gran-
the Monastery of the Ebon deur. Elegant columns support
Dome. She also commands the beautifully arching ceil-
the shadowslain lizardfolk ing—except where the columns have
in the entry (area L3), lead- crumbled and the ceiling has begun
ing them in defense of the to collapse. Four statues are set into
courtyard. alcoves around two walls, and two
The room is dimly lit by more statues stand on raised plat-
a lantern hanging near the forms in corners of the room.
doorway to area L7. The lan- The most striking feature, how-
tern burns shadowlight oil ever, is a giant orb of swirling
(see page 153), a substance shadow near the center of the
infused with the essence room, which extends huge black
of the Plane of Shadow, tendrils like shadowy cyclones
which sheds shadowy il- out almost to the walls. The
lumination in a 120-foot tendrils writhe and twist,
radius without emitting but remain in more or less the
any bright light. same locations. They seem to
A headless statue simi- suck the light from the air.
lar to the one in the entry Several creatures also
(area L3) stands in a corner lurk in this room, and they
of this room. This one depicts look ready for a fight.
Illustration by William O’Connor

an armored woman; a success-


ful DC 15 Knowledge (nobility This orb of shadows,
and royalty) check reveals her as roughly 5 feet in diameter,
Queen Enchara of Esparin, a is the Dusk Lord’s Passage,
kingdom that was annexed a portal to the Plane of
into Cormyr when Enchara Shadow. A character who
married Cormyr’s Crown enters the Passage is imme-
Prince Palaghard in 1162 diately transported to the
DR. Plane of Shadow and area
If the PCs manage to S1 in Chapter 4. The portal
talk their way past the exists on the Plane of Shadow
gatehouse guards, one as well, though without the
of those guards brings tendrils of darkness extending
them here to see Bestra. from it, and a character who
The guard remains while steps into it on the Plane of
Bestra questions the PCs. Shadow appears back in this
Bestra begins the inter- spot on the Material Plane. The
rogation by casting detect portal operates once every 1d3
thoughts, since she is suspicious of Ketsarra and Thieraven rounds, in either direction.
new recruits arriving off schedule. If the PCs guard the great hall This room is the headquarters for
fail to convince her of their sincerity, combat the Sharran operations locally. In charge of
breaks out here. The shadowslain lizardfolk in area L3 and a the cult’s efforts at the Lost Refuge are the shadar-kai sorcerer
shadar-kai strike team from area L7 join the combat at the start Thieraven and a shadowslain half-dragon lizardfolk called Ket-
of the second full round. Bestra, the one gatehouse guard, the sarra. From here, they command the shadar-kai, oversee Bestra
shadowslain lizardfolk, and the shadar-kai combine to form an in her leadership, and maintain communications with the forces
EL 9 encounter. The gatehouse guard’s statistics appear in tactical of the Monastery of the Ebon Dome. If Thieraven or any of
encounter L1, the shadar-kai are detailed in tactical encounter his followers suffers from the shadow curse, the Passage affords
L1A, and the others appear in tactical encounter L2. easy transit to the Plane of Shadow, where the effects of the
If the PCs do manage to convince Bestra of their sincerity, curse can be reversed.
she and the guard escort them to area L4. She encourages male The inhabitants of this room are almost certainly aware of
PCs to join the other male recruits in room A, and female PCs the PCs’ presence in the Lost Refuge before the PCs ever arrive
to join Dava in room D. Then she leaves them there and reports here. However, they remain here, as prepared as possible for an
to Thieraven in area L7. eventual attack on this room, rather than leave it and spread
Treasure: A small sack near the lantern contains 22 flasks of their forces thinner. Thieraven paces restlessly around the hall.
shadowlight oil, worth 5 gp each. Among his possessions is a note from Despayr that hints at why

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he and his people are aiding Shar’s clerics. This letter is also in- From within area L7A, the trigger to activate the revolving
cluded in the appendix (on page 157) so that you can photocopy platform is easy to find (Search DC 10). It operates the same
it and hand it to your players. way as it does when triggered from the other direction.
Lever-Operated Stone Door: 4 in. thick; AC 3; hardness 8;
Kithlord Thieraven, hp 60; break DC 28 (locked).
My Mistress cannot break the bargain that tied your people’s This door is operated by a level next to it in area L7A. It is
souls to Her holy realm, but I guarantee that if Her plans are a secret door in area L8. No means of opening the door exists
successful, you will have a home on Faerûn where your kind will in area L8.
not feel the curse’s effects. The Vast Swamp should make a per- Tactical Encounter: L7. Great Hall on page 66.
fect base for your people to gather and establish a true presence Development: The small room in area L7A contains a small
in the world. None will suspect it, and no prying eyes will detect altar to Shar; a black wooden disc about 3 feet in diameter, sur-
it besides a few small tribes that you can slaughter or subjugate, rounded by a ring of purple, hangs on the wall above it. A small
as you see fit. Success in this endeavor will in turn lead to other ceramic lamp on the altar burns shadowlight oil (see page 153),
successes, and in due time your kind will have many places where filling the small room with shadowy illumination. This altar is
you can live without fear of losing your souls. the only definite indication in the Lost Refuge of whose clergy
As always, She grants you access to the Shadow Weave, and are behind the activities in Wheloon and here.
I offer more training in its use. We urge you to convince more Also atop the altar is a letter. This letter is included in the
of your kind to accept this gift. You have already seen its benefit, handouts (on page 158), making it easy for you to photocopy
and in the coming months and the years afterward, your people it and give it to your players. Characters can make appropriate
will come to know its power. Knowledge checks to glean further information about things
—Esvele Graycastle mentioned in the letter.
Knowledge (religion) DC 15: The Lady of Loss and the Dark
The door on the north wall, leading to area L8, is made of iron and Goddess are titles of Shar.
locked. The key is hidden on the Plane of Shadow, inserted into the Knowledge (religion) DC 18: The Mysteries could be a refer-
lock of the door’s shadow mirror on that plane. It does not work ence to Mystra, whose titles include Lady of Mysteries.
to operate the lock of the door on the Plane of Shadow. There is Knowledge (history) or Knowledge (local) DC 15: The Dusk
another way into area L8, however: The statue in the northeast Lord was the ruler of Sessrendale, which Archendale conquered
corner of the room is on a revolving platform, and once triggered in 1232 DR.
(see below), it deposits the PCs into area L7A. A door leads from Knowledge (history) or Knowledge (local) DC 25: Some tales
L7A into area L8; it opens only when a lever on the wall in L7A say that the Dusk Lord fled into the Vast Swamp when Sessren-
is pulled down, and it cannot be opened from area L8. dale fell, and from there passed into the Plane of Shadow at the
All six statues in the room depict past rulers of Cormyr end of his unnaturally long life.
(Knowledge [nobility and royalty] DC 20 to identify): King
Galaghard III, King Bryntarth, King Boldovar “the Mad,” and Despayr,
King Palaghard I stand in the alcoves, while King Dhalmass “the The Lady of Loss has seen your devotion and will reward it.
Warrior King” stands in the northwest corner and Queen Jhalass I send you Thieraven, who brought you this letter. He car-
Huntsilver (Dhalmass’s wife) stands on the rotating platform in ries the means to open the Dusk Lord’s Passage once again, and
the southwest corner. Dhalmass and Jhalass were killed by assas- thereby provide you with a glorious new home and the means to
sins in 1227 DR, the year the Lost Refuge was built. our mutual ends.
Locked Iron Door: 2 in. thick; AC 3; hardness 10; hp 60; DC When you have passed through the Passage, you will find your-
28 (locked). self in a reflection of the keep. From there, another of Thieraven’s
The key to this door is hidden on the Plane of Shadow—in- race, a shadar-kai, will lead you to the Monastery of the Ebon
serted into the lock of the door’s shadow mirror on that plane Dome. I eagerly await you there; we have much to discuss.
(it does not work to operate the lock of the door on the Plane Keep your secrets safe. Their weight will one day bring the
of Shadow). Mysteries to an end.
Secret Statue Door: 5 ft. thick; AC 3; hardness 8; hp 900; — Esvele Graycastle
break DC 45; Climb DC 15; Search DC 25.
A statue provides cover; it can be pushed over with a Strength L8. GREAT TOWER
check that meets or exceeds its break DC, dealing 10d6 points This octagonal room is the ground floor of the short tower you saw
of damage to creatures in the squares that it falls in (Reflex DC from outside the keep. A rickety spiral staircase in the center of
15 half). A pushed-over statue fills the squares it falls in with the room leads upward though a jagged hole in the ceiling. Rubble
heavy debris. is piled on the floor where the ceiling collapsed. An open doorway
A successful DC 20 Search check in that area reveals that in one wall has let the swamp in; a tangle of sickly-looking vines
the platform can move, and a successful DC 25 Search check spills through the doorway and covers that side of the room.
reveals the hidden switch on the statue’s back that activates the
platform. The platform rotates 180 degrees, pauses for 1 round, Two shadar-kai, two Poison Dusk shadowslain, and a shadow mas-
then automatically rotates back to its original position. Only one tiff are stationed here at all times to defend the tower where the
person can stand on the platform with the statue at a time, so captive lizardfolk are held and provide a clearly audible alert if
using this means to get through to area L8 is a little slow. anyone should enter the keep through the garden door.

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The door from area L7A can be opened only by pulling the (Listen +8), it immediately bays, alerting the entire keep to the
lever within that room. A successful DC 25 Search check reveals intruders. Since there is no line of effect between the shadow
that there is a door in that location (appearing as the thinnest of mastiff and PCs outside the door, they are not subjected to the
cracks in the stone wall), but there is no way to open the door fear effect of its baying.
from this side. Barred Strong Wooden Door: 2 in. thick; AC 3; hardness 5;
Area L8A, northeast of the main tower, is a storage area. hp 20; break DC 35 (barred).
Ten large crates hold preserved foodstuffs, clothing (primarily Development: The exhausted lizardfolk are members of the
cloaks and boots), blankets, and other supplies used by the living Sharptooth tribe that were captured not long ago. If the PCs speak
inhabitants of the keep as well as agents traveling to Wheloon or Draconic, they can tell the PCs that they’ve seen hairy ones and
the Monastery of the Ebon Dome. Five large casks hold assassin Shadowscales disappear into and appear from the “shadow hydra”
vine wine. All these goods are worth about 25 gp. in the Great Hall. The names of the disappeared lizardfolk are
The hole in the wall that leads to area L11 allows a riot of Ashala (Kessessek’s mate), Gathan, Kurash, Gruss, and Sithen.
swamp plants into the building. Light undergrowth covers the
squares indicated on the map. L11. REAR GARDEN
Locked Iron Door: 2 in. thick; AC 3; hardness 10; hp 60; DC What might once have been a lovely garden is now choked with weeds,
28 (locked). creeping vines, and overgrown bushes. There is no clear ground within
The key to this door is hidden on the Plane of Shadow, inserted the garden enclosure, and the growth within has spilled into both side
into the lock of the door’s shadow mirror on that plane. It does not yards. The plant life seems to crawl through an open doorway in the
work to operate the lock of the door on the Plane of Shadow. octagonal tower; the tower’s interior is dark and quiet.
Secret Lever-Operated Stone Door: 4 in. thick; AC 3; hard-
ness 8; hp 60; break DC 28 (locked); Search DC 25. The entire garden area is covered with light undergrowth, includ-
This door is operated by a level next to it in area L7A. It is ing a patch of heavy undergrowth near the middle.
a secret door in area L8. No means of opening the door exists
in area L8.
Light Undergrowth: A space covered with light undergrowth
Chapter 3 Conclusion:
costs 2 squares of movement to enter and provides concealment. Passing Into Shadow
Undergrowth increases the DC of Tumble and Move Silently If the PCs found Esvele’s letter in area L7A, they have some
checks by 2. A creature using a slashing weapon can clear a square clues to lead them on in the adventure. The church of Shar is
of light undergrowth with a full-round action. revealed as the villain behind the scenes so far, and there is some
Tactical Encounter: L8. Great Tower on page 68. hint that Mystra is the target of their plans. Still, the characters
Development: If the PCs have not already defeated the might not put the pieces together, or trepidation about the Dusk
shadar-kai from tactical encounter L1A, they emerge through Lord’s Passage might cause them to investigate Mhair’s decep-
the one-way door from area 7 into this room at the rate of one tive map before journeying to the Plane of Shadow. If the PCs
per round after combat begins. do head out into the swamp to find the monastery shown on
Mhair’s map, they find that no trail exists and even after days
L9. UPPER TOWER of travel, no monastery becomes apparent.
This windowless upper story is as dark and dismal as a subter- If the PCs did not find Esvele’s letter or interview the
ranean dungeon. A number of emaciated lizardfolk are shackled dominated recruits, they have few clues to go on. However, the
to the walls. A hole yawns in the floor near one wall, and it’s not lizardfolk from area L9 know of the existence of the Dusk Lord’s
entirely clear if the surrounding floor is sturdy. Passage, and describe it as the thing the Shadowscale tribe now
comes from.
The five lizardfolk here are the only survivors of the captives If the PCs return to Kessessek after freeing the lizardfolk,
brought here last month. The others were either transformed into the chieftain is true to his word and gives the PCs all his magic
shadowslain or eaten by the jailer, the crocodilian khumat. items. The lizardfolk in his war party then take up residence in
The khumat is a shadow beast from the Plane of Shadow. the Lost Refuge and attempt to guard it.
Native to the fetid swamps there, a khumat is a dim-witted but
crafty predator. It has been pressed into the service of the shadar-
kai, but serves them happily since it is allowed to eat prisoners
Chapter 3 Story Awards
The PCs can earn extra experience for completing certain tasks
that die in its care.
in the adventure.
Tactical Encounter: L9. Upper Tower on page 70.
• If the PCs used a means other than the front gate to enter
the Lost Refuge, award the party 200 XP.
L10. SIDE YARD • If the PCs didn’t kill Halish or any of the dominated wiz-
This large yard is a field of mud. Some rubble has fallen from the
ards, award the party 400 XP.
great hall and the enclosing wall, and some undergrowth seems to
• If the PCs fooled any of the Lost Refuge guardians into
be spreading through a gateway at the north end of the yard.
thinking they were dominated, award the party 200 XP.
• If the PCs found both of Esvele’s letters, award the party
A door leads from the western side yard into the great tower
400 XP.
(area L8). This strong wooden door is barred from the inside. If
• If the PCs used the unstable floor against the khumat,
the shadow mastiff in area L8 hears someone trying the door
award the party an extra 200 XP.

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ENCOUNTER L1

GATEHOUSE ATTACK
Encounter Level 7 (R) decide that the PCs are bluffing, they attack, and the
will-o’-wisp (W) joins in (becoming visible again). The two
shadowslain lizardfolk (L) remain in the gatehouse to meet
SETUP the PCs if they gain entry.
Although the will-o’-wisp is visible as the PCs approach
the keep (see the read-aloud text at the start of the Lost
Read this text to begin the encounter:
Refuge description on page 52), it extinguishes its light
as they get closer. The encounter begins when a guard in “Who goes there?” The rough male voice comes out
the gatehouse challenges the PCs; allow the PCs to interact of the arrow slits on the outer wall near the gate.
with the guard as they like, but as soon as the two guards

FEATURES OF THE AREA Small Wooden Crates: 1/2 in. thick; AC 4; hardness 5;
Shallow Bog: It costs 2 squares of movement to move into hp 5; break DC 17.
a shallow bog square, and the DC of Tumble checks in such It costs 2 squares of movement to enter these squares. A
squares increases by 2. Shallow bog squares are roughly 1 foot Medium character can hop up on top of a crate with a successful
deep. For more rules about movement and combat in water, DC 10 Jump check (no running start required). A Small
see page 5. character can jump up with a successful DC 10 Jump check
Arrow Slits: Creatures behind arrow slits have improved (DC 20 without a running start), or climb up with a successful
cover that gives them a +8 bonus to Armor Class, a +4 bonus DC 15 Climb check. A character standing on a crate gains
on Reflex saves, and the benefits of the improved evasion class a +1 bonus on melee attacks against opponents on the ground.
feature. A crate provides cover.
Rusted Iron Portcullis: 2 in. thick; AC 6; hardness 8; 15; Table: 1/2 in. thick; AC 2; hardness 5; hp 5; break DC 17.
break DC 26; Strength DC 25 to lift. It costs 2 squares of movement to enter these squares. A
CR 1; mechanical; manual trigger; manual reset; Atk +10 Medium character can hop up on top of the table with a suc-
melee (3d6); Search DC —; Disable Device DC 20. cessful DC 10 Jump check (no running start required). A Small
The damage applies only to those underneath the portcullis. character can jump up with a successful DC 10 Jump check
Creatures under the portcullis when it falls are knocked prone (DC 20 without a running start), or climb up with a successful
and held in place until the portcullis is lifted or the creature DC 15 Climb check. A character
succeeds on a DC 20 Escape Artist standing on the table gains a +1
check. Shallow Bog bonus on melee attacks against
Heavy Debris: It costs 2 opponents on the ground.
squares of movement to enter a W A table can be tipped over
square containing heavy debris. as a move action with a suc-
Heavy debris adds 5 to the DC of cessful DC 8 Strength check;
Balance and Tumble checks, and Arrow Slits it can then provide cover.
it imposes a –5 penalty on Move Chairs: 1/2 in. thick; AC
Silently checks. Running or Por t c u l l i s 4; hardness 5; hp 5; break
charging through heavy debris is DC 17.
impossible. R A creature standing in the
R same square as a chair gains
Locked Strong Wooden Doors:
2 in. thick; AC 3; hardness 5; hp a +2 AC bonus and a +1
20; break DC 25 (locked); Open bonus on Reflex saves (these
Lock DC 25. bonuses don’t stack with
L bonuses for cover that derive
One of the rogues inside carries
the key to the doors, but the doors L from other sources). The
can be locked from the inside without Heavy Debris presence of a chair doesn’t
the key. otherwise affect a creature’s
Fire: A creature moving into a space, because it’s assumed
square of fire takes 2d6 points of Portcullis that the creature is using
fire damage and must succeed on a the chair to its advantage
DC 15 Reflex save or catch fire. when it can.

anna bradley (Order #25966112)


ENCOUNTER L1
TACTICS 2 Shadowslain Lizardfolk CR 2
The rogues begin the encounter hiding behind the arrow hp 13 each (2 HD)
slits, and initiate combat with sneak attacks launched from NE Medium undead (augmented humanoid, reptilian)
these positions. They then alternate between attacking and Init +0; Senses low-light vision, darkvision 60 ft.; Listen +0,
Spot +0
hiding. In a round when a rogue is hiding, he or she ducks
Aura Weave drain (10 feet)
below the arrow slits, moves to a different arrow slit up to Languages Draconic
15 feet away, and makes a new Hide check to hide at that
AC 17, touch 12, flat-footed 17
arrow slit. In the next round, the rogue can make another
Immune mind-affecting, poison, sleep, paralysis, stunning,
sneak attack. The lizardfolk simply hurl javelins from the disease, death effects, critical hits, nonlethal damage,
arrow slits. ability drain, energy drain, damage to physical ability
The will-o’-wisp darts around constantly to harass which- scores, fatigue, exhaustion
ever PC is causing it the most trouble. Resist turn resistance +4
Once the combat has been completed, refer back to page 52 Fort +0, Ref +3, Will +0
to continue the adventure. Encounter L1A occurs shortly Weakness light sensitivity
after this one. Speed 30 ft. (6 squares)
Melee 2 claws each +4 (1d4+3) and
bite +2 (1d4+1)
Will-o’-Wisp CR 6 Ranged javelin +1 (1d6+3)
hp 40 (9 HD) Space 5 ft.; Reach 5 ft.
CE Small aberration (air) Base Atk +1; Grp +4
Init +13; Senses darkvision 60 ft., Listen +17, Spot +17
Languages Auran, Common Abilities Str 17, Dex 10, Con —, Int 9, Wis 10, Cha 10
SQ shadowstuff armor
AC 29, touch 29, flat-footed 20; Dodge Feats Multiattack
Immune magic (except magic missile and maze) Skills Balance +6, Hide +10, Jump +9, Swim +8
Fort +3, Ref +12, Will +9 Possessions 5 javelins
Speed fly 50 ft. (perfect) (10 squares) Hook Hisses at foes.
Melee shock +16 touch (2d8 electricity) Light Sensitivity (Ex) A shadowslain is dazzled in bright
Base Atk +6; Grp –3 sunlight or within the radius of a daylight spell.
Atk Options Blind-Fight Shadowstuff Armor (Su) A shadowslain is shrouded in a
Special Actions natural invisibility semisolid armor of shadowstuff that grants it a +2
Abilities Str 1, Dex 29, Con 10, Int 15, Wis 16, Cha 12 deflection bonus to Armor Class and a +10 bonus on
Feats Alertness, Blind-Fight, Dodge, Improved Initiative, Hide checks.
Weapon FinesseB Weave Drain (Su) This ability affects spellcasters who use
Skills Bluff +13, Diplomacy +3, Intimidate +3, Listen +17, the Weave. At the beginning of her turn, if a spellcaster is
Search +14, Spot +17 within 10 feet of a shadowslain, she loses access to one
Natural Invisibility (Ex) A will-o’-wisp can extinguish its glow, spell as if she had cast her lowest-level, currently
effectively becoming invisible, as the invisibility spell. available spell. (If she has more than one remaining spell
at her lowest level, she chooses which she loses.) When
2 Gatehouse Guards CR 1 she next prepares spells or regains spell slots, she
hp 8 each (1 HD) regains her full normal complement of spells.
Male and female human rogue 1 If the subject loses a spell of at least 1st level, the
NE Medium humanoid shadowslain heals a number of points of damage equal
Init +2; Senses Listen +4, Spot +4 to 5 × the level of the spell.
Languages Chondathan, Common, Draconic This ability does not affect spellcasters who use the
Shadow Weave, those who use divine magic, or creatures
AC 15, touch 12, flat-footed 13 that do not cast spells.
Fort +2, Ref +4, Will +0
Speed 30 ft. (6 squares)
Melee short sword +1 (1d6+1)
Ranged mwk composite shortbow +3 (1d6+1)
Base Atk +0; Grp +1
Atk Options sneak attack +1d6
Combat Gear sleep arrow (nonlethal damage, Will DC 11 or
fall asleep), 2 potions of cure light wounds
Abilities Str 13, Dex 15, Con 14, Int 12, Wis 10, Cha 8
SQ trapfinding
Feats Point Blank Shot, Precise Shot
Skills Balance +6, Bluff +3, Escape Artist +6, Hide +6,
Jump +5, Listen +4, Move Silently +6, Sense Motive +4,
Spot +4, Tumble +6
Possessions combat gear plus masterwork studded leather,
masterwork composite shortbow (+1 Str bonus) with 40
arrows, short sword, gatehouse key (one only), 31 gp
Hook “Go back where you came from! This place is none of
your concern!”
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ENCOUNTER L1A

GATEHOUSE DEFENSE
Encounter Level 6 You should begin this encounter as soon as the PCs are
ready to move on, but before they start discussing what
to do next. Too early is better than too late—if you catch
SETUP them before they have cast the last healing or enhancing
The PCs have only a few moments to recover from the
spell they want to cast, that’s all right. Ask each character
previous encounter before they need to start fighting
who has line of sight to one of the shadar-kai in the under-
again. Three shadar-kai (S) and their leader, Kithguard
growth to make a Spot check (the shadar-kai have a Hide
Maurran (K), approach the gatehouse. They check in with
modifier of +9). Any characters who see the shadar-kai can
the gatehouse guards regularly, and can quickly tell that
act with them in the surprise round.
something is amiss. Thus, they spread out and approach
the gatehouse with stealth.

3 Shadar-Kai CR 1
hp 10 each (3 HD)
Kithguard Maurran CR 5 NE Medium fey (extraplanar)
hp 33 (7 HD) Init +3; Senses superior low-light vision, Listen +8, Spot +8
Male shadar-kai rogue 4 Languages Common, Elven, Sylvan
NE Medium fey (extraplanar) AC 16, touch 13, flat-footed 13
Init +5; Senses superior low-light vision; Listen +11, Fort +2, Ref +7, Will +4
Spot +11 Weakness shadow curse
Languages Common, Draconic, Elven, Sylvan
Speed 30 ft. (6 squares)
AC 19, touch 15, flat-footed 14 Melee spiked chain +4 (2d4)
Fort +5, Ref +14, Will +5 Ranged shortbow +4 (1d6/×3)
Weakness shadow curse Space 5 ft.; Reach 5 ft. (10 ft. with spiked chain)
Speed 30 ft. (6 squares) Base Atk +1; Grp +1
Melee mwk spiked chain +10 (2d4+3) Atk Options sneak attack +1d6
Ranged mwk composite shortbow +10 (1d6+2/×3) Special Actions hide in plain sight
Base Atk +4; Grp +6 Abilities Str 10, Dex 16, Con 11, Int 11, Wis 10, Cha 9
Atk Options sneak attack +3d6, Combat Reflexes Feats Alertness, Exotic Weapon Proficiency (spiked
Special Actions hide in plain sight chain)B, Weapon Finesse
Abilities Str 15, Dex 20, Con 12, Int 12, Wis 8, Cha 8 Skills Hide +9, Listen +8, Move Silently +9, Search +6,
Feats Alertness, Combat Reflexes, Exotic Weapon Spot +8, Survival +6
Proficiency (spiked chain), Weapon Finesse Possessions +1 gal-ralan (see page 155), spiked chain,
Skills Balance +9, Hide +15 (+25 in shadowy conditions), masterwork studded leather armor, shortbow with 20
Intimidate +6, Listen +11, Move Silently +15, Open arrows, 44 gp
Lock +9, Search +7, Spot +11, Survival +5, Tumble +9 Superior Low-Light Vision (Ex) Can see four times as far as
Possessions +2 gal-ralan (see page 155), +1 studded a human in shadowy illumination.
leather, masterwork spiked chain, masterwork Shadow Curse (Su) Any time a shadar-kai is stunned,
composite shortbow (+2 Str bonus) with 20 arrows dazed, staggered, or unconscious, it must make a
Superior Low-Light Vision (Ex) Can see four times as far as successful DC 15 Will save or gain one negative level.
a human in shadowy illumination. Hide in Plain Sight (Su) Can use the Hide skill while being
Shadow Curse (Su) Any time a shadar-kai is stunned, observed and while lacking cover or concealment,
dazed, staggered, or unconscious, it must make a except in natural daylight, the area of a daylight spell, or
successful DC 15 Will save or gain one negative level. similar magical light.
Hide in Plain Sight (Su) Can use the Hide skill while being Hook The creature moves with unnatural grace, and even
observed and while lacking cover or concealment, the whoosh of its whirling spiked chain seems hushed.
except in natural daylight, the area of a daylight spell, or
similar magical light.
Hook “What do you think you are, heroes? Are you ready
to meet a heroic doom?”

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ENCOUNTER L1A
When the PCs first see the shadar-kai, read:
Tactics
These creatures might be human, though they are tall The shadar-kai use stealth to move as close as possible to the
and slender. Their skin is a dusky gray, and their gatehouse before attacking. They carry their bows until they
hair is black. Their faces are marked with purple are within 30 feet of at least one PC, and then fire one shot—
tattoos and pierced with iron jewelry stuck in their ideally, while still hidden and thus able to sneak attack. Then
eyebrows, noses, and ears. They wear studded leather they draw their spiked chains and close to melee range. They
make every effort to flank their opponents, concentrating
armor, and shadow seems to cling to them. their attacks on the most dangerous opponent.
Kithguard Maurran tries to position himself where the
greatest number of enemies are within his reach, to maxi-
mize the benefit of his Combat Reflexes feat, allowing him
up to 6 attacks of opportunity in a round.
Once the combat has concluded, refer back to page 52 to
continue the adventure.

FEATURES OF THE AREA Small Wooden Crates: 1/2 in. thick; AC 4; hardness 5; hp
Rusted Iron Portcullis: 2 in. thick; AC 6; hardness 8; 15; 5; break DC 17.
break DC 26; Strength DC 25 to lift. It costs 2 squares of movement to enter these squares. A
CR 1; mechanical; manual trigger; manual reset; Atk +10 Medium character can hop up on top of a crate with a successful
melee (3d6); Search DC —; Disable Device DC 20. DC 10 Jump check (no running start required). A Small char-
The damage applies only to those underneath the portcullis. acter can jump up with a successful DC 10 Jump check (DC 20
Creatures under the portcullis when it falls are knocked prone without a running start), or climb up with a successful DC 15
and held in place until the portcullis is lifted or the creature Climb check. A character standing on a crate gains a +1 bonus
succeeds on a DC 20 Escape Artist check. on melee attacks against opponents on the ground. A crate
Heavy Debris: It costs 2 squares of movement to enter a provides cover.
square containing heavy debris. Heavy debris adds 5 to the Table: AC 2; hardness 5; hp 5; break DC 17.
DC of Balance and Tumble checks, and it imposes a –5 penalty It costs 2 squares of movement to enter these squares. A
on Move Silently checks. Running or charging through heavy Medium character can hop up on top of the table with a suc-
debris is impossible. cessful DC 10 Jump check (no running start required). A Small
Uneven Flagstone Floor: A successful DC 10 Balance check character can hop up with a successful DC 10 Jump check
is required to run or charge across the (DC 20 without a running start), or climb up with a successful
surface. Failure means the character DC 15 Climb check. A character standing on the table gains
can’t move in that round. a +1 bonus on melee attacks
Algae Slick: Wet green algae covers against opponents on the
Portcullis ground.
the flagstones in this area, making the
ground slippery. A character attempting A table can be tipped over
to run or charge anywhere in the as a move action with a
courtyard must make a successful K successful DC 8 Strength
DC 12 Balance check, rather than the check. It can then provide
DC 10 check required elsewhere in cover.
the courtyard. Heavy Debris Chairs: AC 4; hardness
Locked Strong Wooden Doors: 5; hp 5; break DC 17.
2 in. thick; AC 3; hardness 5; hp A creature standing in the
20; break DC 25 (locked); Open same square as a chair gains
a +2 AC bonus and a +1
th

Lock DC 25.
Light Undergrow

One of the rogues inside carries bonus on Reflex saves (these


the key to the doors, but the doors
S Portcullis bonuses don’t stack with bo-
can be locked from the inside without nuses for cover that derive
the key. S from other sources). The pres-
Heavy Debris

Fire: A creature moving into a ence of a chair doesn’t otherwise


square of fire takes 2d6 points of affect a creature’s space, because
fire damage and must succeed on it’s assumed that the creature
a DC 15 Reflex save or catch is using the chair to its advan-
Algae Slick tage when it can.
fire. S

61

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ENCOUNTER L2

MAIN COURTYARD
Encounter Level 8 When the PCs spot Bestra, read:
The last figure to emerge is human-sized, encased
Setup in full plate armor. The voice that emerges from
When the PCs enter the courtyard, have them roll initia- beneath the helm is high and clear, giving the only
tive and take a single action in initiative order (a surprise indication that the figure is a woman.
round). Then roll initiative for the other creatures that
form this encounter: the five shadowslain lizardfolk (L)
just inside the great hall and Bestra (B) in area L6.
5 Shadowslain Lizardfolk CR 2
hp 13 each (2 HD)
NE Medium undead (augmented humanoid, reptilian)
Starweaver Bestra Mornscroll CR 5 Init +0; Senses low-light vision, darkvision 60 ft.; Listen +0,
hp 36 (5 HD) Spot +0
Female Chondathan human cleric 5 Aura Weave drain (10 feet)
NE Medium humanoid Languages Draconic
Init –1; Senses Listen +3, Spot +3
Languages Chondathan, Common, Giant AC 17, touch 12, flat-footed 17
Immune mind-affecting, poison, sleep, paralysis, stunning,
AC 18, touch 9, flat-footed 18 disease, death effects, critical hits, nonlethal damage,
Fort +7, Ref +1, Will +10 ability drain, energy drain, damage to physical ability
Speed 20 ft. (4 squares) scores, fatigue, exhaustion
Melee mwk heavy mace +6 (1d8+2) (includes divine favor) Resist turn resistance +4
or Fort +0, Ref +3, Will +0
Melee spontaneous inflict serious wounds +5 touch (3d8+5, Weakness light sensitivity
Will DC 17 half) or Speed 30 ft. (6 squares)
Melee spontaneous inflict moderate wounds +4 touch Melee 2 claws each +4 (1d4+3) and
(2d8+5, Will DC 16 half) or bite +2 (1d4+1)
Melee spontaneous inflict light wounds +4 touch (1d8+5, Ranged javelin +1 (1d6+3)
Will DC 15 half) Space 5 ft.; Reach 5 ft.
Base Atk +3; Grp +4 Base Atk +1; Grp +4
Special Actions rebuke undead (+3, 2d6+6, 5th),
spontaneous casting (inflict spells) Abilities Str 17, Dex 10, Con —, Int 9, Wis 10, Cha 10
Combat Gear wand of cure light wounds (30 charges), scroll SA Weave drain
of divine power (DC 5 caster level check [+4] to activate) SQ shadowstuff armor
Cleric Spells Prepared (CL 5th): Feats Multiattack
3rd—bestow curse (DC 17), blacklightD* (DC 16; FRCS Skills Balance +6, Hide +10, Jump +9, Swim +8
67), dispel magic Possessions 5 javelins
2nd—cure moderate wounds, detect thoughtsD (DC 15; Hook Hisses at foes.
CL 6th), hold person (DC 16), spiritual weapon (CL Light Sensitivity (Ex) A shadowslain is dazzled in bright
4th; chakram: +6 melee, 1d8+1/×3) sunlight or within the radius of a daylight spell.
1st—bane (DC 15), divine favor (CL 4th), doom (DC 15), Shadowstuff Armor (Su) A shadowslain is shrouded in a
obscuring mistD, shield of faith semisolid armor of shadowstuff that grants it a +2
0—detect magic, guidance (2; CL 6th), read magic, deflection bonus to Armor Class and a +10 bonus on
resistance Hide checks.
D: Domain spell. Deity: Shar. Domains: Darkness, Weave Drain (Su) This ability affects spellcasters who use
Knowledge. the Weave. At the beginning of her turn, if a spellcaster is
Abilities Str 13, Dex 8, Con 14, Int 10, Wis 16, Cha 12 within 10 feet of a shadowslain, she loses access to one
SQ aura of evil spell as if she had cast her lowest-level, currently
Feats Blind-FightB, Discipline, Initiate of Shar, Shadow available spell. (If she has more than one remaining spell
Weave Magic at her lowest level, she chooses which she loses.) When
Skills Bluff +9, Concentration +7, Diplomacy +3, Hide +1, she next prepares spells or regains spell slots, she
Intimidate +2, Knowledge (religion) +5, Speak regains her full normal complement of spells.
Language (Giant) If the subject loses a spell of at least 1st level, the
Possessions combat gear, masterwork full plate, shadowslain heals a number of points of damage equal
masterwork light steel shield, masterwork heavy mace, to 5 × the level of the spell.
cloak of resistance +1, disc of secrets (see page 154), 18 gp This ability does not affect spellcasters who use the
Shadow Weave, those who use divine magic, or creatures
Hook “How dare you intrude upon our sanctuary?” that do not cast spells.

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ENCOUNTER L2
In the third round, the surviving lizardfolk continue to
Tactics fight the PCs. Bestra takes a double move and finally gets out
On their turn in the first full round of combat, the lizardfolk
into the courtyard.
emerge to meet the PCs in the courtyard. Both of the lizard-
In the following rounds, Bestra uses her highest-level
folk near the door spend a move action to open the double
spells first. If things go badly for her, she uses blacklight to
doors before moving out. Bestra moves to the door of her
try to escape. She runs to the east end of the great hall, into
room and opens it.
the side yard, and to the door into the great tower, where the
In the second round, the lizardfolk continue to engage
shadar-kai let her in.
the PCs. Bestra casts divine favor on herself and moves as far
Once the combat has concluded, refer back to page 53 to
as the door between areas L3 and L5.
continue the adventure.

FEATURES OF THE AREA Locked Strong Wooden Doors: 2 in. thick; AC 3; hardness
Heavy Debris: It costs 2 squares of movement to enter a 5; hp 20; break DC 25 (locked); Open Lock DC 25.
square containing heavy debris. Heavy debris adds 5 to the One of the rogues inside carries the key to the doors, but the
DC of Balance and Tumble checks, and it imposes a –5 penalty doors can be locked from the inside without the key.
on Move Silently checks. Running or charging through heavy Entry Doors: 2 in. thick; AC 3; hardness 5; hp 20; break
debris is impossible. DC 25 (locked), DC 35 (barred); Open Lock DC 25.
Uneven Flagstone Floor: A successful DC 10 Balance check Once Bestra leaves (assuming no PCs are inside), the recruits
is required to run or charge across the surface. from area L4 close and bar the doors.
Failure means the character can’t move in that
round.
Algae Slick: Wet green algae covers the flag-
stones in this area, making the ground slippery.
A character attempting to run or charge anywhere
in the courtyard must make a successful DC 12
Balance check, rather than the DC 10 check
required elsewhere in the courtyard.
Fountain: This fountain is ringed with a
stone bench that is 2-1/2 feet wide. A Medium
character can easily step onto this bench and B
use it to gain a +1 bonus on melee attacks against
opponents who are on the ground. A Small
character can hop up with a successful DC 10
Jump check that counts as 10 feet of
movement.
The fountain is filled with algae-covered
water to a depth of 2 feet and is treated as a
shallow bog. At the center is a bleached stone
statue that can provide cover (+4 to AC, +2
on Reflex saves) to a character behind it. A
successful DC 15 Climb check allows a
character to climb the statue.
L L Algae
Light Undergrowth: A space covered with
Slick
light undergrowth costs 2 squares of move- L L
ment to move into and provides concealment.
Undergrowth increases the DC of Tumble
L
and Move Silently checks by 2 because the
foliage gets in the way. A creature using a
slashing weapon can clear a square of light
Heavy
undergrowth with a full-round action. Debris
Shallow Bog: It costs 2 squares of move-
ment to move into a shallow bog square,
and the DC of Tumble checks in such
squares increases by 2. Shallow bog squares Light
are roughly 1 foot deep. For more rules Undergrowth
about movement and combat in water, see
page 5. Shallow
Bog

anna bradley (Order #25966112)


ENCOUNTER L3

ENTRY
Encounter Level 5 Dava, Mendios, and Zephan CR 1
hp 9 each (1 HD)
Male and female Tethyrian human evoker 1
Setup NG Medium humanoid
This encounter assumes that the PCs have already fought Init +1; Senses Listen +1, Spot +1
a large force in the courtyard (tactical encounter L2). The Languages Chondathan, Common
inhabitants of area L4, dominated recruits from Wheloon, AC 15, touch 11, flat-footed 14
were instructed to remain in the entry and bar the door, Fort +2, Ref +1, Will +5
forming the last line of defense against the PCs entering Speed 30 ft. (6 squares)
the great hall. Thus, they are ready for the PCs’ arrival, Melee dagger +0 (1d4/19–20)
though they fervently hoped that the defenders of the Ranged dagger +1 (1d4/19–20)
courtyard would defeat the PCs. Base Atk +0; Grp +0
The encounter begins when the PCs try to get through Combat Gear scroll of scorching ray (+1 ranged touch),
the doors into the Great Hall. As soon as the PCs come to potion of cure moderate wounds, 2 potions of cure light
the door, have them roll initiative, and then roll initiative wounds, potion of mage armor (used), 3 flasks of
for the recruits inside. Each round the PCs spend banging alchemist’s fire
on the door is a round that Halish can use to cast spells. Wizard Spells Prepared (CL 1st):
1st—burning hands (DC 13), magic missile (2)
The recruits inside are Halish (H), a cleric of Mystra
0—detect magic (2), flare (DC 12), open/close
who passed through the failed Shadow Gate and emerged
altered, and three young wizards—Dava (D), Mendios (M), Abilities Str 10, Dex 13, Con 14, Int 15, Wis 12, Cha 8
Feats Discipline (FRCS 34), Scribe Scroll, Toughness
and Zephan (Z)—all of whom are under the effect of the
Skills Concentration +8, Decipher Script +6, Knowledge
Starry Gnosis. (arcana) +6, Knowledge (history) +4, Knowledge
(religion) +4, Spellcraft +6
When the PCs confront Halish and the wizards, read: Possessions combat gear plus dagger, 30 gp.
Spellbook spells prepared plus 1st—mage armor; 0—all
An armored male wearing the vestments of a except enchantment and necromancy.
Mystran priest confronts you. He looks human,
Hook “Yes, she will!”
but his face is gray, and shadows seem to enshroud
him. Behind him stand three humans: two males
and a female. They wear similar-looking purple As combat proceeds, Halish leans toward melee, but
robes and stand ready, each with one hand raised uses spells intelligently when needed. He uses hold person
and the other hand next to a spell component to immobilize fighter-type characters, silence to quiet
pouch. spellcasters who are hanging back in the courtyard (so he
doesn’t needlessly hamper himself or the wizards), and
spiritual weapon to supplement his melee attacks.
Tactics If the PCs use dispel magic to free any of the recruits
Halish calls up his shadow mantle, gaining the benefits of
from the dominate person effect of the Starry Gnosis during
the dark template, at the first sign of trouble. As their first
combat, the liberated recruits try to subdue their compan-
action when the PCs begin working the door, the wizards
ions with nonlethal attacks and grappling.
drink their potions of mage armor.
Once the combat has concluded, refer back to page 54
In the next round, Zephan and Mendios ready burning
to continue the adveÐÐure.
hands spells encompassing the area of the doors, while
Dava readies a magic missile. Halish uses his scroll of bull’s
strength on himself.
CONCLUSION
If a PC died in a recent conflict, Halish, if freed from the
In the next round after using their readied actions, all
effects of the Starry Gnosis, might make a good replacement
three wizards produce their scrolls of scorching ray and
for that player’s character until a new PC can be inserted.
attempt to use them. If Halish has a third round before
the PCs enter the hall, he casts divine favor on himself and
prepares to wade into melee.

64

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ENCOUNTER L3
Halish CR 3
hp 23 (3 HD) FEATURES OF THE AREA
Male Calishite human cleric 3 Heavy Debris: It costs 2 squares of movement to enter a
LN Medium humanoid (extraplanar) square containing heavy debris. Heavy debris adds 5 to the
Init –1; Senses darkvision 60 ft., superior low-light vision; DC of Balance and Tumble checks, and it imposes a –5 penalty
Listen +2, Spot +2 on Move Silently checks. Running or charging through heavy
Languages Chondathan, Common debris is impossible.
AC 16, touch 9, flat-footed 16 Entry Doors: 2 in. thick; AC 3; hardness 5; hp 20; break
Fort +8, Ref +1, Will +8 DC 25 (locked), DC 35 (barred); Open Lock DC 25.
Resist cold 10 Once Bestra leaves (assuming no PCs are inside), the recruits
Speed 30 ft. (6 squares) from area L4 close and bar the doors (hardness 5, 20 hp, break
Melee mwk morningstar +7 (1d8+3) DC 25).
Ranged light crossbow +1 (1d8) Slender Column: 1-1/2 ft. thick; AC 4; hardness 8; hp
Base Atk +2; Grp +5 250; break DC 30; Climb DC 20.
Special Actions hide in plain sight, spontaneous cure spells, A creature standing in the same square as a slender column
turn undead 4/day (+1, 2d6+4, 3rd)
gains a +2 cover bonus to Armor Class and a +1 cover bonus
Combat Gear scroll of bull’s strength (used), potion of cure
light wounds, scroll of dispel magic (DC 6 caster level on Reflex saves (these bonuses don’t stack with cover bonuses
check to activate) from other sources). The presence of a slender column does
Cleric Spells Prepared (CL 3rd): not otherwise affect a creature’s space. A column can be pushed
2nd—hold person (DC 14), silenceD (DC 14), spiritual over with a Strength check that meets or exceeds its break DC,
weapon dealing 6d6 points of damage to creatures in the squares that
1st—bless, command (DC 13), detect secret doorsD, divine it falls in (Reflex DC 15 half). A pushed-over column fills the
favor squares it falls in with heavy debris.
0—detect magic, guidance (2), resistance Statue: 5 ft. tall; AC 3; hardness 8; hp 900; break DC 45;
D: Domain spell. Deity: Mystra. Domains: Knowledge, Climb DC 20.
Spell
A statue provides cover; it can be pushed over with a Strength
Abilities Str 17, Dex 8, Con 14, Int 10, Wis 15, Cha 12 check that meets or exceeds its break DC, dealing 10d6 points
SQ hide in plain sight, shadow mantle of damage to creatures in the squares that it falls in (Reflex
Feats Discipline, Great Fortitude, Weapon Focus
DC 15 half). A pushed-over statue fills the squares it falls in
(morningstar)
Skills Concentration +12, Hide +2, Knowledge (arcana) +3, with heavy debris.
Knowledge (religion) +3, Move Silently +0, Spellcraft +8 Gap: A narrow gap in the wall allows the possibility of
Possessions combat gear plus masterwork banded mail, squeezing between the entry and room A. Since this area is
masterwork light steel shield, masterwork morningstar, also rubble-strewn, moving through this gap counts as 20 feet
light crossbow with 20 bolts, cloak of resistance +1, silver (4 squares) of movement.
holy symbol of Mystra, 24 gp
Shadow Mantle (Su) Once a day, Halish can call up his
shadow mantle, gaining the benefits of the dark
template. These benefits are figured into his statistics
block.
Hide in Plain Sight (Su) Can use the Hide skill while being Slender
observed and while lacking cover or concealment, except Column
in natural daylight, the area of a daylight spell, or similar Z
magical light.
Superior Low-Light Vision (Ex) Can see four times as far as a
human in shadowy illumination. L3
Hook “Fools! Mystra will avenge the wrong you do to her!”

M
L7
D
Heavy
A Debris

H
L4

D C B

65

anna bradley (Order #25966112)


ENCOUNTER L7

GREAT HALL
Encounter Level 9 When the PCs spot Kithlord Thieraven, read:
Another of the pale-skinned and tattooed men steps
Setup out of the shadows. This one adopts a posture of
Ketsarra Shadowscale (K) keeps a vigil near the rear of the spellcasting, but he holds one of the spiked chains
room. Kithlord Thieraven (T), commander of the shadar- they wield ready at hand.
kai in the keep, and five shadar-kai (S) pace restlessly
around the hall. Whenever the attack comes, there is no
surprise round—both sides are ready to fight.

When the PCs spot Ketsarra, read:


FEATURES OF THE AREA
A half-dragon stands before you, shrouded in Heavy Debris: It costs 2 squares of movement to enter a
flickering shadows, her eyes glowing with an square containing heavy debris. Heavy debris adds 5 to the
unholy light. DC of Balance and Tumble checks, and it imposes a –5
penalty on Move Silently checks. Running or charging through
heavy debris is impossible.
The Dusk Lord’s Passage: A character who enters this
5 Shadar-Kai CR 1 square in the center of the chamber is transported instantly
hp 10 each (3 HD) to the Plane of Shadow. A character on the Plane of Shadow
NE Medium fey (extraplanar) who wants to return to the Material Plane must leave the
Init +3; Senses superior low-light vision; Listen +8,
Spot +8
space of the portal and reenter it. The portal functions (in either
Languages Common, Elven, Sylvan direction) once every 1d3 rounds. See area S1, page 74, if a
character enters the Plane of Shadow.
AC 16, touch 13, flat-footed 13
Fort +2, Ref +7, Will +4
Shadow Tendrils: These tentaclelike bands of shadow
Weakness shadow curse obscure sight and provide concealment. If an attacking
character’s line of sight to a target crosses a shadow tendril,
Speed 30 ft. (6 squares)
Melee spiked chain +4 (2d4)
the attack has a 20% chance to miss the target.
Ranged shortbow +4 (1d6/×3) Locked Iron Door: 2 in. thick; AC 3; hardness 10; hp
Space 5 ft.; Reach 5 ft. (10 ft. with spiked chain) 60; DC 28 (locked).
Base Atk +1; Grp +1 The key to this door is hidden on the Plane of Shadow—in-
Atk Options sneak attack +1d6 serted into the lock of the door’s shadow mirror on that plane.
Special Actions hide in plain sight Although it is inserted into this lock, this key does not open
Abilities Str 10, Dex 16, Con 11, Int 11, Wis 10, Cha 9 the door on the shadow plane.
Feats Alertness, Exotic Weapon Proficiency (spiked
chain)B, Weapon Finesse
Skills Hide +9, Listen +8, Move Silently +9,
Search +6, Spot +8, Survival +6
Possessions +1 gal-ralan (see page 155), spiked
chain, masterwork studded leather armor,
shortbow with 20 arrows, 44 gp
Heavy
Superior Low-Light Vision (Ex) Can see four times
as far as a human in shadowy illumination. T Debris
S
Shadow Curse (Su) Any time a shadar-kai is S
stunned, dazed, staggered, or unconscious, it S
must make a successful DC 15 Will save or gain
one negative level. K
Hide in Plain Sight (Su) Can use the Hide skill
while being observed and while lacking cover
or concealment, except in natural daylight, the
area of a daylight spell, or similar magical
light. S
Hook The creature moves with unnatural grace, S
and even the whoosh of its whirling spiked
chain seems hushed.
Slender Column

66

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ENCOUNTER L7
Ketsarra Shadowscale CR 6
Tactics hp 50 (6 HD)
Ketsarra begins the encounter by casting divine favor on her- Female shadowslain half-black dragon lizardfolk cleric 4
self. Thieraven casts mage armor on himself while remaining CE Medium undead (augmented dragon)
concealed behind the shadow tendrils. The shadar-kai choose Init +1; Senses darkvision 90 ft., low-light vision; Listen +3,
positions behind shadow tendrils that grant them conceal- Spot +3
ment while allowing them to fire their bows at the PCs. Aura Weave drain (10 feet)
In the next 3 rounds, Ketsarra uses her area attacks—her Languages Draconic, Common
breath weapon, her javelin of lightning, and her bane spell, not AC 22, touch 13, flat-footed 21
necessarily in that order—to weaken as many PCs as possible Immune acid, paralysis, sleep, mind-affecting, poison,
before wading into melee. Thieraven uses shield, hold person, stunning, disease, death effects, critical hits, nonlethal
and ray of enfeeblement in the same 3 rounds, then closes to damage, ability drain, energy drain, damage to physical
ability scores, fatigue, exhaustion
melee.
Resist turn resistance +4
Once the combat has concluded, refer back to page 56 to Fort +4, Ref +5, Will +7
continue the adventure. Weakness light blindness
Speed 30 ft. (6 squares)
Melee +1 spear +14 (1d8+14/×3) or
Kithlord Thieraven CR 6 Melee spontaneous inflict moderate wounds +13 touch
hp 35 (9 HD) (2d8+4, Will DC 16 half) or
Male shadar-kai sorcerer 6 Melee spontaneous inflict light wounds +13 touch (1d8+4,
NE Medium fey (extraplanar) Will DC 15 half)
Init +4; Senses superior low-light vision; Listen +7, Spot +7 Ranged javelin +5 (1d6+9)
Languages Common, Elven, Sylvan Base Atk +4; Grp +13
Special Actions breath weapon, spontaneous casting (inflict
AC 18, touch 18, flat-footed 10 spells)
Fort +5, Ref +10, Will +8 Combat Gear javelin of lightning, potion of inflict serious
Weakness shadow curse wounds
Speed 30 ft. (6 squares) Cleric Spells Prepared (CL 4th):
Melee masterwork spiked chain +8 (2d4) 2nd—darkness, desecrateD (CL 5th), hold person (DC 16),
Space 5 ft.; Reach 5 ft. (10 ft. with spiked chain) shield other
Base Atk +4; Grp +4 1st—bane (DC 15), divine favor (CL 3rd), doom (DC 15),
Atk Options sneak attack +1d6 protection from goodD (CL 5th), shield of faith
Special Actions hide in plain sight 0—detect magic (2), guidance (2), resistance
Combat Gear shadow weave scroll of fear (DC 17) (DC 9 D: Domain spell. Deity: Shar. Domains: Darkness, Evil
caster level check to activate), oil of darkness Abilities Str 28, Dex 13, Con —, Int 12, Wis 16, Cha 12
Sorcerer Spells Known (CL 6th): SQ aura of evil, shadowstuff armor
3rd (4/day)—hold person (CL 7th; DC 17) Feats Blind-FightB, Multiattack, Shadow Weave Magic,
2nd (6/day)—scare (CL 7th; DC 16), touch of idiocy (+4 Tenacious Magic
melee touch) Skills Balance +10, Hide +15, Jump +18, Knowledge
1st (7/day)—chill touch (CL 7th; +4 melee touch) mage (arcana) +9, Knowledge (nature) +5, Knowledge
armor†, ray of enfeeblement (+8 ranged touch), shield (religion) +9, Move Silently +7, Swim +14
0 (6/day)—arcane mark, detect magic, disrupt undead (+8 Possessions combat gear plus +1 heavy wooden shield, +1
ranged touch), ghost sound, open/close, resistance, spear, 6 javelins, 4 vials of unholy water, 50 gp silver dust
touch of fatigue (CL 7th; +4 melee touch; DC 14) (for desecrate spell), disc of secrets (see page 154)
† already cast
Light Sensitivity (Ex) A shadowslain is dazzled in bright
Abilities Str 10, Dex 19, Con 13, Int 12, Wis 8, Cha 16 sunlight or within the radius of a daylight spell.
Feats Alertness, Exotic Weapon Proficiency (spiked chain)B, Shadowstuff Armor (Su) As previous shadowslain.
Shadow Weave Magic, Spell Thematics (grasping Weave Drain (Su) This ability affects spellcasters who use
shadows), Weapon Finesse the Weave. At the beginning of her turn, if a spellcaster is
Skills Bluff +7, Hide +13, Listen +7, Move Silently +11, within 10 feet of a shadowslain, she loses access to one
Search +7, Spot +7, Survival +5 spell as if she had cast her lowest-level, currently
Possessions combat gear plus masterwork spiked chain, +1 available spell. (If she has more than one remaining spell
gal-ralan (see page 155), cloak of Charisma +4, 10 gp, note at her lowest level, she chooses which she loses.) When
from Esvele written in Common (see handout on page 157) she next prepares spells or regains spell slots, she
Superior Low-Light Vision (Ex) Can see four times as far as a regains her full normal complement of spells.
human in shadowy illumination. If the subject loses a spell of at least 1st level, the
Shadow Curse (Su) Any time a shadar-kai is stunned, dazed, shadowslain heals a number of points of damage equal
staggered, or unconscious, it must make a successful to 5 × the level of the spell.
DC 15 Will save or gain one negative level. This ability does not affect spellcasters who use the
Hide in Plain Sight (Su) Can use the Hide skill while being Shadow Weave, those who use divine magic, or creatures
observed and while lacking cover or concealment, except that do not cast spells.
in natural daylight, the area of a daylight spell, or similar Breath Weapon (Su) 60-ft. line, 1/day, 6d8 acid, Reflex DC 11
magical light. half
Hook “Shadows take you!” Hook “Fools! I wield power unknown even to my sire!”

67

anna bradley (Order #25966112)


ENCOUNTER L8

GREAT TOWER
Encounter Level 6 When the shadow mastiff appears, read:
Invisible in all but the brightest light, this human-
SETUP sized hound has a smooth, black coat and a
The two shadar-kai (S), two shadowslain Poison Dusk monstrous, toothy visage.
lizardfolk (P), and the shadow mastiff (M) in this room
almost certainly hear the sounds of combat in area L7, and When the shadowslain Poison Dusk lizardfolk enter the
definitely hear PCs who try to break down the iron door fray, read:
to enter this area, or who operate the revolving door out of
area L7A. If the PCs enter from the side yard at area L10, Two Poison Dusk lizardfolk fire their poisoned
the creatures here are alerted by the PCs breaking down arrows at you from the rickety spiral stairs. Like
the side door. In any event, they are ready for combat, and the other undead lizardfolk, these creatures are
no surprise round occurs. swathed in darkness and gaze at you with hate-
filled, glowing eyes.

Shadow Mastiff CR 3
hp 30 (4 HD) 2 Shadar-Kai CR 1
NE Medium outsider (extraplanar) hp 10 each (3 HD)
Init +5; Senses darkvision 60 ft., scent; Listen +8, Spot +8 NE Medium fey (extraplanar)
Languages Common (understand, but cannot speak) Init +3; Senses superior low-light vision, Listen +8, Spot +8
AC 14, touch 11, flat-footed 13; Dodge Languages Common, Elven, Sylvan
Fort +7, Ref +5, Will +5 AC 16, touch 13, flat-footed 13
Speed 50 ft. (10 squares) Fort +2, Ref +7, Will +4
Melee bite +7 (1d6+4) Weakness shadow curse
Base Atk +4; Grp +7 Speed 30 ft. (6 squares)
Atk Options trip Melee spiked chain +4 (2d4)
Special Actions bay Ranged shortbow +4 (1d6/×3)
Abilities Str 17, Dex 13, Con 17, Int 4, Wis 12, Cha 3 Space 5 ft.; Reach 5 ft. (10 ft. with spiked chain)
SQ shadow blend Base Atk +1; Grp +1
Feats Dodge, Improved Initiative, TrackB Atk Options sneak attack +1d6
Skills Hide +8, Listen +8, Move Silently +8, Spot +8, Special Actions hide in plain sight
Survival +8 (+12 tracking by scent) Abilities Str 10, Dex 16, Con 11, Int 11, Wis 10, Cha 9
Bay (Su) When a shadow mastiff howls or barks, all Feats Alertness, Exotic Weapon Proficiency (spiked chain)B,
creatures except evil outsiders within a 300-foot spread Weapon Finesse
must succeed on DC 13 Will saves or become panicked Skills Hide +9, Listen +8, Move Silently +9, Search +6,
for 2d4 rounds. This is a sonic mind-affecting fear effect. Spot +8, Survival +6
Whether or not the save is successful, an affected Possessions +1 gal-ralan (see page 155), spiked chain,
creature is immune to the same mastiff’s bay for 24 masterwork studded leather armor, shortbow with 20
hours. The save DC is Charisma-based. arrows, 44 gp
Trip (Ex) A shadow mastiff that hits with its bite attack can Superior Low-Light Vision (Ex) Can see four times as far as a
attempt to trip the opponent as a free action without human in shadowy illumination.
making a touch attack or provoking an attack of Shadow Curse (Su) Any time a shadar-kai is stunned, dazed,
opportunity. If the attempt fails, the opponent cannot staggered, or unconscious, it must make a successful
react to trip the shadow mastiff. DC 15 Will save or gain one negative level.
Shadow Blend (Su) In any condition of illumination other Hide in Plain Sight (Su) Can use the Hide skill while being
than full daylight, a shadow mastiff can disappear into observed and while lacking cover or concealment, except
the shadows, giving it total concealment. Artificial in natural daylight, the area of a daylight spell, or similar
illumination, even a light or continual flame spell, does magical light.
not negate this ability. A daylight spell, however, does. Hook The creature moves with unnatural grace, and even the
Hook Bays in fury whenever bright light shines upon it. whoosh of its whirling spiked chain seems hushed.

68

anna bradley (Order #25966112)


ENCOUNTER L8
Tactics FEATURES OF THE AREA
The shadowslain Poison Dusk lizardfolk begin the encoun- Locked Iron Door: 2 in. thick; AC 3; hardness 10; hp 60;
ter on the spiral stairs, where they can use their bows and DC 28 (locked).
gain cover against PC attacks. If the PCs move to where they The key to this door is hidden on the Plane of Shadow—in-
cannot get a clear shot at them, they come down the stairs, serted into the lock of the door’s shadow mirror on that plane.
trying to remain behind the cover of the stairs to shoot at Although it is inserted into this lock, this key does not open
them. The shadar-kai and the shadow mastiff team up to flank the door on the shadow plane.
PCs (so the shadar-kai gain the benefit of sneak attack). The Secret Lever-Operated Stone Door: 4 in. thick; AC 3;
shadar-kai are immune to the shadow mastiff’s bay ability hardness 8; hp 60; break DC 28 (locked); Search DC 25.
due to previous exposure. This door is operated by a lever next to it in area L7A. It is
Once the combat has concluded, refer back to page 57 to a secret door to area L8. No means of opening the door exists
continue the adventure. in area L8.
Steep Spiral Stairs: Characters moving up steep stairs must
2 Shadowslain spend 2 squares of movement to enter each square of stairs.
Poison Dusk Lizardfolk CR 2 Characters running or charging down steep stairs must succeed
hp 6 each (1 HD) on DC 10 Balance checks upon entering the first steep stairs
NE Small undead (augmented humanoid, reptilian) square. Mounted characters make DC 10 Ride checks instead.
Init +2; Senses low-light vision, darkvision 60 ft.; Listen +0, Characters who fail stumble and must end their movement
Spot +4 1d2×5 feet later. Characters who fail by 5 or more take 1d6
Aura Weave drain (10 feet)
points of damage and fall prone in the square where they end
Languages Draconic
their movement. Steep stairs increase the DC of Tumble checks
AC 19, touch 15, flat-footed 17 by 5. Characters gain cover against foes below them on spiral
Immune mind-affecting, poison, sleep, paralysis, stunning,
stairs because they can easily duck around the staircase’s central
disease, death effects, critical hits, nonlethal damage,
ability drain, energy drain, damage to physical ability support.
scores, fatigue, exhaustion Light Undergrowth: A space covered with light undergrowth
Resist turn resistance +4 costs 2 squares of movement to move into and provides con-
Fort +2, Ref +2, Will +0 cealment. Undergrowth increases the DC of Tumble and Move
Weakness light sensitivity Silently checks by 2 because the foliage gets in the way. A
Speed 30 ft. (6 squares) creature using a slashing weapon can clear a square of light
Melee 2 claws each +4 (1d3+3) and undergrowth with a full-round action.
bite +2 (1d3+1)
Ranged shortbow +3 (1d4 plus poison)
Space 5 ft.; Reach 5 ft.
Base Atk +0; Grp –1
Atk Options favored enemy humans +2, poison (Fort DC 13,
Light
paralysis for 2d6 minutes/no secondary)
Undergrowth
Abilities Str 16, Dex 15, Con —, Int 8, Wis 11, Cha 7 Stone
SQ shadowstuff armor
Door
Feats Multiattack, Precise Shot S
Skills Balance +5, Hide +20 (+15 when wearing armor or
covering clothing), Jump +6, Spot +4, Swim +5
Possessions shortbow with 20 poisoned arrows
Hook Laughs when a foes is paralyzed M
Light Sensitivity (Ex) A shadowslain is dazzled in bright
sunlight or within the radius of a daylight spell.
Shadowstuff Armor (Su) A shadowslain is shrouded in a Up to L9
semisolid armor of shadowstuff that grants it a +2
deflection bonus to Armor Class and a +10 bonus on S
Hide checks.
Weave Drain (Su) This ability affects spellcasters who use
the Weave. At the beginning of her turn, if a spellcaster is
within 10 feet of a shadowslain, she loses access to one
spell as if she had cast her lowest-level, currently
available spell. (If she has more than one remaining spell
at her lowest level, she chooses which she loses.) When
she next prepares spells or regains spell slots, she
regains her full normal complement of spells.
If the subject loses a spell of at least 1st level, the
shadowslain heals a number of points of damage equal
to 5 × the level of the spell.
This ability does not affect spellcasters who use the
Shadow Weave, those who use divine magic, or creatures
that do not cast spells.

69

anna bradley (Order #25966112)


ENCOUNTER L9

UPPER TOWER
Encounter Level 8 When the PCs see the prisoners, read:
These lizardfolk look emaciated and exhausted.
Setup
The khumat (K) in this room cannot help but be aware of
combat in the room below, and it positions itself so that it
Tactics
The khumat remains in its starting position as long as fea-
can make attacks of opportunity against creatures moving
sible, avoiding flanks and making the best use of its reach
from the stairs to the floor—and in a position that makes
to make attacks of opportunity. If the PCs start trying to
it difficult to flank.
free some of the captured lizardfolk, the khumat moves
Five lizardfolk are held captive here. Three of them are
to threaten those characters, while still trying to protect
run-of-the-mill tribe members (L), but one is Kessessek’s
itself from flanking.
mate, Ashala (A), and the other is the former chieftain of
Any freed lizardfolk do their best to help out in the fight,
the Sharptooth tribe, Gathan (G).
but they are all exhausted, and Ashala lacks spells.
Once the combat has concluded, refer back to page 57
When the PCs first see the khumat, read:
to continue the adventure.
This bipedal creature has the head and long tail of
a crocodile attached to its muscular body. Thick CONCLUSION
scales cover its body, particularly heavy on its back Most of the lizardfolk want to flee the fortification imme-
and tail. Its arms end in heavy claws, and its diately in order to rejoin their tribe. Ashala is delighted to
powerful mouth is filled with sharp teeth. hear that her mate Kessessek still lives, and is now chief-
tain. The former chieftain Gathan, however, is less pleased
at the news, and seeks an honorable death fighting along-
side the PCs. No one can dissuade him from this path, and
the lizardfolk make no attempt to do so.
If the PCs allow Gathan to travel with them, the lizard-
Khumat CR 8 folk recklessly hurls himself at foes until death claims him.
hp 93 (11 HD); DR 10/magic If the PCs refuse to allow Gathan to help them, Gathan
NE Large outsider (extraplanar) challenges them to a battle and attacks them even if they
Init +5; Senses darkvision 60 ft., Listen +15, Spot +15 refuse to fight.
Languages Common
AC 26, touch 10, flat-footed 25
Immune poison
Resist acid 10, cold 10, electricity 10, fire 10; SR 15
Fort +11, Ref +8, Will +10 3 Lizardfolk (Exhausted) CR 1
hp 11 each (2 HD)
Speed 30 ft. (6 squares), swim 45 ft. N Medium humanoid (reptilian)
Melee bite +15 (2d8+18) or Init –3; Senses Listen +0, Spot +0
Melee tail slap +15 (1d12+18) Languages Draconic
Space 10 ft.; Reach 10 ft.
Base Atk +11; Grp +23 AC 12, touch 7, flat-footed 12
Atk Options improved grab, Improved Sunder, Power Fort +1, Ref +0, Will +0
Attack (–3 attack, +3 damage) Speed 15 ft. (3 squares)
Abilities Str 26, Dex 13, Con 19, Int 8, Wis 13, Cha 8 Melee club –1 (1d6–2) and
Feats Improved Initiative, Improved Sunder, Iron Will, bite –3 (1d4–2) or
Power Attack Melee 2 claws each –1 (1d4–2) and
Skills Hide +11, Listen +15, Move Silently +15, Search +13, bite –3 (1d4–2)
Spot +15, Survival +15, Swim +30 Base Atk +1; Grp –1
Possessions keys to the manacles Abilities Str 7 (with –6 penalty), Dex 4 (with –6 penalty), Con
Improved Grab (Ex) If a khumat hits with its bite attack, it 13, Int 9, Wis 10, Cha 10
can attempt to start a grapple as a free action without SQ hold breath
provoking an attack of opportunity. Feats Multiattack
Note This creature is a khumat, a shadow beast from the Skills Balance +1, Jump +2, Swim –1
Plane of Shadow. See Miniatures Handbook for more Possessions club
information. Hook Hisses at foes
Hook “More arms for my chains? More entrails for my Hold Breath (Ex) A lizardfolk can hold its breath for 52
dinner?” rounds before it risks drowning.

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ENCOUNTER L9
Chieftain Gathan (Exhausted) CR 3
hp 33 (4 HD) FEATURES OF THE AREA
Male lizardfolk ranger 2 Steep Spiral Stairs: Characters moving up steep stairs must
N Medium humanoid (reptilian) spend 2 squares of movement to enter each square of stairs.
Init –4; Senses Listen +2, Spot +2 Characters running or charging down steep stairs must succeed
Languages Draconic on DC 10 Balance checks upon entering the first steep stairs
AC 12, touch 6, flat-footed 12 square. Mounted characters make DC 10 Ride checks instead.
Fort +6, Ref +2, Will +0 Characters who fail stumble and must end their movement
Speed 15 ft. (3 squares) 1d2×5 feet later. Characters who fail by 5 or more take 1d6
Melee 2 claws +3 each (1d4) and points of damage and fall prone in the square where they end
bite +1 (1d4) their movement. Steep stairs increase the DC of Tumble checks
Base Atk +3; Grp +6 by 5. Characters gain cover against foes below them on spiral
Atk Options favored enemy animals +2 stairs because they can easily duck around the staircase’s central
Abilities Str 11 (with –6 penalty), Dex 2 (with –6 penalty), support.
Con 16, Int 11, Wis 10, Cha 12 Hole: These two squares are open to the room below. The
SQ hold breath, wild empathy +3 (–1 magical beasts) two shaded squares adjacent to the hole are weak. If a Medium
Feats Improved Natural Armor, Multiattack, TrackB, Two- or Large creature stands in either square, there is a 50% chance
Weapon FightingB
each round that the floor collapses. A character who fails a
Skills Balance +5, Hide –2, Jump +3, Listen +2, Move Silently
–2, Spot +2, Survival +4, Swim +9 DC 15 Reflex save falls 15 feet to the room below, taking 2d6
points of damage from the fall and the accompanying shower
Hold Breath (Ex) Gathan can hold his breath for 64 rounds
of rubble. A Large creature gains a +5 bonus on this saving
before he risks drowning.
throw. A character who succeeds on the saving throw can posi-
Gathan is exhausted. If something removes this effect, he tion himself in any square adjacent to the square that
has the following altered statistics: collapsed.
Init –1 A successful DC 10 Search check reveals the fragile nature
AC 15, touch 9, flat-footed 15 of the floor. Due to stonecunning, a dwarf can make this check
Ref +5 automatically if within 10 feet.
Speed 30 ft. (6 squares) Iron Manacles: 1/2 in. thick; AC 11; hardness 10; hp 10;
Melee 2 claws +6 each (1d4+3) and break DC 26; Open Lock DC 20.
bite +4 (1d4+1) The five lizardfolk are chained to the wall with manacles. Any
Grp +6
lizardfolk that are freed help the PCs against the khumat, although
Abilities Str 17, Dex 8
Skills Balance +8, Hide +1, Jump +12, Move Silently +1, they are exhausted and unable to fight very effectively.
Swim +12

Ashala (Exhausted) CR 3
hp 36 (5 HD)
Female lizardfolk cleric 3
N Medium humanoid (reptilian)
Init –3; Senses Listen +2, Spot +2
Languages Draconic
AC 12, touch 7, flat-footed 12
Fort +5, Ref +1, Will +5
Speed 15 ft. (3 squares)
Melee 2 claws +0 each (1d4–3) and
bite –2 (1d4–3)
Base Atk +3; Grp +0
Special Actions turn undead 4/day (+1, 2d6+4, 3rd), rebuke
plant creatures 8/day (+1, 2d6+4, 3rd), turn fire creatures
4/day (+1, 2d6+4, 3rd)
Cleric Spells Prepared (CL 3rd):
None
Deity: Semuanya. Domains: Plant, Water
Abilities Str 4 (with –6 penalty), Dex 4 (with –6 penalty), Con
14, Int 12, Wis 15, Cha 13
SQ hold breath
Feats Extra Turning (plants), Multiattack
Skills Balance +6, Diplomacy +4, Jump +0, Knowledge
(nature) +4, Knowledge (religion) +4, Swim +6
Hold Breath (Ex) Ashala can hold her breath for 56 rounds
before she risks drowning.

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The Plane of Shadow
The Plane of Shadow is a dark echo of the Material Plane.

B
Where mountains exist in the “real” world, mountains exist on
the Plane of Shadow. Where towns and cities exist in the real
world, settlements lie in the world of shadow. However, the
shadow-analogues of Material Plane places and things are usu-
eyond the Dusk Lord’s Passage a dark and peril- ally twisted and distorted.
ous journey awaits the characters. The true lair of Since this adventure takes place in the shadow-analogue of
Shar’s servants lies deep in the Plane of Shadow, the Vast Swamp, most of the Plane of Shadow in this vicinity is
and it is here that Despayr intends to consummate the ritual that a great black swamp. Like its Material Plane twin, this swamp is
will rip a hole in Mystra’s Weave. Characters following the trail heavily forested—countless creeks and waterways wind between
of those dominated by the Starry Gnosis find that it leads into cypress stands, low hummocks covered in dense undergrowth,
the Vast Swamp’s counterpart on the Plane of Shadow. and patches of open water and reedy marsh.
Many locales and structures from the Material Plane are
echoed in the Plane of Shadow. When the characters pass through
the Dusk Lord’s Passage in the Great Hall of the Lost Refuge,
Features of the
they emerge in a strange, twisted duplicate of the fortress they Plane of Shadow
just left. Like the Lost Refuge itself, this “shadow citadel” is The Plane of Shadow is strange, dark, and deadly. Travelers feel
garrisoned by Shar’s servants. Not far from the Shadow Citadel as if they can’t get warm, they hear and sense things that aren’t
lies the Shadowscale Warren, where most of the remaining Shad- there, and they constantly feel as if they’re being watched. Remind
owscale lizardfolk dwell. the players from time to time of just how uneasy their characters
The next step in the journey is the Whispermere—a sluggish feel during their sojourn in this forbidding plane.
watercourse winding through the swamps beyond the shadow In addition, the Plane of Shadow has the following traits.
tower’s islet. A battered old ferryboat driven by skeletal oarsmen Vision: There is no natural illumination on the Plane of
bears the dominated victims to a landing at the eastern edge of Shadow, and unnatural gloom dominates the plane. Creatures
the swamp. The ruined Monastery of the Ebon Dome overlooks with normal human vision can see dimly to a distance of 60
the landing and a short trail leading to the Black Rift—the feet, and can’t see anything past that. (Consider this to be shad-
stronghold of Despayr. owy illumination, which means that targets within 60 feet have
In this chapter, the characters must choose whether to take concealment, and targets more than 60 feet away have total
the ferryboat directly to the rift, or first root out the last of concealment.) Creatures with low-light vision can see 120 feet,
the Shadowscales. Either way, they encounter the plane’s deadly again in shadowy illumination. Creatures with darkvision see as
denizens as they make their way through the dark and sinister usual for their darkvision range.
shadow-reflection of Cormyr’s Vast Swamp. Illumination: The illumination ranges of all light sources,
including spells that produce light, are halved on the Plane of
Shadow. The Illumination and Sight Distances table on the fol-
lowing page gives you a quick reference for the most common

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ILLUMINATION AND SIGHT DISTANCES


Illumination Source Human Vision Low-Light Vision Superior Low-Light Vision
Campfire 15 ft. bright, 30 ft. shadowy 30 ft. bright, 60 ft. shadowy 60 ft. bright, 120 ft. shadowy
Candle — 5 ft. shadowy 20 ft. shadowy
Continual flame spell 10 ft. bright, 20 ft. shadowy 20 ft. bright, 40 ft. shadowy 40 ft. bright, 80 ft. shadowy
Daylight spell 30 ft. bright, 60 ft. shadowy 60 ft. bright, 120 ft. shadowy 120 ft. bright, 240 ft. shadowy
Dancing lights spell (each torch) 10 ft. bright, 20 ft. shadowy 20 ft. bright, 40 ft. shadowy 40 ft. bright, 80 ft. shadowy
Everburning torch 10 ft. bright, 20 ft. shadowy 20 ft. bright, 40 ft. shadowy 40 ft. bright, 80 ft. shadowy
Lamp, common 5 ft. bright, 15 ft. shadowy 15 ft bright, 30 ft. shadowy 30 ft. bright, 60 ft. shadowy
Lantern, bullseye (cone shape) 30 ft. bright, 60 ft. shadowy 60 ft. bright, 120 ft. shadowy 120 ft. bright, 240 ft. shadowy
Lantern, hooded 15 ft. bright, 30 ft. shadowy 30 ft. bright, 60 ft. shadowy 60 ft. bright, 120 ft. shadowy
Light spell 10 ft. bright, 20 ft. shadowy 20 ft. bright, 40 ft. shadowy 40 ft. bright, 80 ft. shadowy
Shadowlight oil
Lamp, common 30 ft. shadowy 60 ft. shadowy 120 ft. shadowy
Lantern, bullseye (cone shape) 120 ft. shadowy 240 ft. shadowy 480 ft. shadowy
Lantern, hooded 60 ft. shadowy 120 ft. shadowy 240 ft. shadowy
Sunrod 15 ft. bright, 30 ft. shadowy 30 ft. bright, 60 ft. shadowy 60 ft. bright, 120 ft. shadowy
Torch 10 ft. bright, 20 ft. shadowy 20 ft. bright, 40 ft. shadowy 40 ft. bright, 80 ft. shadowy

light sources characters are likely to use on the plane. Note


that shadowy illumination produced by a light source does not
“brighten” the area a creature can see around itself.
The Shadow Citadel
Unlike its Material Plane counterpart, the shadow version of
Mildly Neutral-Aligned: A mildly neutral-aligned plane does
the Lost Refuge stands on a densely forested islet in the swamp,
not apply a circumstance penalty to anyone.
surrounded by sluggish channels of dark, still water. In the Plane
Enhanced Magic: Spells that have the shadow descriptor are
of Shadow, the keep and its gatehouse lie in ruins; only the main
maximized, as though the Maximize Spell feat had been applied,
tower is really intact. Therefore, the Sharrans base their opera-
though they do not require higher-level spell slots or longer than
tions on the Material Plane side of the Dusk Lord’s Passage and
normal casting times. Furthermore, specific spells are more pow-
maintain only a few sentries on the shadow side of the portal.
erful on the Plane of Shadow than they are elsewhere. Shadow
Rather than send their dominated captives onto the Plane of
conjuration and shadow evocation are 30% as powerful as the spells
Shadow without escort, the Sharrans normally have one of the
they mimic, not 20%. Similarly, greater shadow conjuration and
Lost Refuge guards (usually a shadar-kai or shadowslain lizard-
greater shadow evocation are 70% as powerful, not 60%. Shades
folk) lead the way through the Dusk Lord’s passage. Arriving in
conjure creatures, objects, and effects that are 90% of the power
area S1 of the Shadow Citadel, the escort and his or her captives
of the original rather than 80%.
simply walk a short distance to the boat landing (area S7), where
Impeded Magic: Spells that have the fire descriptor or the
the captives board the Necreme and pass into the care of the
light descriptor are impeded (Spellcraft DC 20 + spell level to
shadar-kai ferrymaster Sithierel. The Lost Refuge guard then
cast).
returns to his or her post in the Material Plane, while Sithierel
No Ethereal Connection: The Plane of Shadow does not
takes the captives by boat down the Whispermere, making the
connect to the Ethereal Plane, so spells and effects that use the
journey to the monastery landing in about 10 hours.
Ethereal Plane (for example, blink) do not function here.
The Sharrans keep a handful of guards here simply to discour-
age hostile denizens of the Plane of Shadow from lurking nearby
and attacking captives bound for the monastery and the Black
Rift beyond. Shadowslain lizardfolk in the ruins of the gatehouse
Seeing Distant Light suffice to overcome most foes, but the undead lizardfolk can call
In the Plane of Shadow’s eternal night, a light source can on a powerful shadow beast known as Jherremor if they need to
be spotted (Spot DC 20) at a distance equal to 10 times its fend off a particularly dangerous marauder.
normal radius of bright illumination, or 5 times its normal
shadowy illumination if the light sheds only shadowy il-
lumination. An observer automatically notices the light
Features of the
source at half that distance. Shadow Citadel
Creatures outside the illuminated area of a light source The following general properties apply to the rooms within the
can see into it just fine. An observer who is close enough to Shadow Citadel unless otherwise noted in a room or encounter
spot the light source automatically can make Spot checks description.
as normal to discern creatures or objects in a light source’s
illuminated area.

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THE PATH OF SHADOWS

CEILINGS Glowing Orb: The bright orb is the Plane of Shadow terminus
Ceilings are of uniform height. of the Dusk Lord’s Passage. A character who steps into the orb
Ceilings: Indoor ceilings are 15 feet high. is immediately transported back to area L7 in the Lost Refuge.
This portal operates once every 1d3 rounds.
WALLS Lanterns: The lanterns hold wooden rods enchanted with
Most walls in the Shadow Citadel are made of 1-foot-thick mor- continual flame spells. These provide only 15 feet of bright il-
tared stone, but some interior walls are 5 feet thick. lumination and an additional 15 feet of shadowy illumination
Masonry Walls (Thick): 5 ft. thick; hardness 8; hp 450; break because of the plane’s light-dampening characteristics.
DC 55; Climb DC 20. Doors: The doors to the room are unlocked, but a key rests in
Masonry Walls (Thin): 1 ft. thick; hardness 8; hp 90; break the lock of the northern iron door. This is actually the Material
DC 35; Climb DC 20. Plane key that opens this door’s Material Plane analogue.
Masonry walls increase the DC of Listen checks to hear Development: If the characters leave this area without en-
through them by 15. The hit points and break DC shown are countering Jherremor (in area S2) and subsequently battle the
for a 10-foot section. If a masonry wall is breached, the squares shadowslain lizardfolk in area S5 or Sithierel in area S7, Jher-
breached and all adjacent nonwall squares become heavy debris. remor discovers their actions 1d4 hours later. Jherremor then
The thin walls that surround the keep are 15 feet tall. prowls the islet for the characters.

DOORS S2. JHERREMOR’S LAIR


Doors in the Shadow Citadel consist mainly of good wooden doors. The door leading from area S1 to area S2 is made of rusting iron.
Most become stuck when closed and thus must be forced open It is not locked and opens easily and quietly despite its appear-
with a Strength check against the door’s break DC. This does ance. If a character chooses to listen at the door, a successful DC
not actually shatter the door, although that can be the result of 17 Listen check reveals muffled footsteps, scratching, and wet
a successful check if a player desires. tearing sounds. (Jherremor is puttering around by its “kitchen
Good Wooden Door: 1-1/2 in. thick; AC 3; hardness 5; hp 15; table” and quartering the meat of a human-sized, black-skinned
break DC 16 (if stuck), break DC 18 (if locked). frog it caught in the swamp.)
When the characters enter area S2, read:
ILLUMINATION
Most areas are assumed to be dark (although PCs who enter them The foul smells of gore and viscera permeate this dark room.
can see as though in shadowy illumination for 60 feet; see Features The chamber seems to be the first story of the keep’s tower, and is
of the Plane of Shadow on page 72). Brightly lit locations are octagonal in shape. A decrepit spiral staircase leads to the upper
noted on the maps. With any brightly lit location, assume that floor of the tower. The dismembered corpses of several humans
shadowy illumination extends outward from it for an additional hang from hooks and chains along the opposite wall.
distance equal to the radius of the brightly lit area.
This is the lair of Jherremor, a fierce ghirrash (a shadow beast
Shadow Citadel Locations native to the plane) that serves as the principal guardian of this
side of the Dusk Lord’s Passage. Jherremor is a bloodthirsty
The map for this area appears on page 74. Assume that the
monster that delights in killing and butchering any dominated
ground in the encounter locations is clear and relatively free of
captives the Sharrans have identified as unnecessary to their plans.
obstruction unless a tactical encounter indicates otherwise.
Jherremor grudgingly answers to Bestra in the Lost Refuge, and
the Sharran leaders here have found that it’s best to provide the
S1. THE SHADOWED HALL ghirrash with opportunities for “sport” in order to keep him
Suddenly you find yourself in a hall much like the one you just
satisfied with his duties.
left—yet oddly different. This room seems like a ruined version of
Jherremor knows that dominated captives are supposed to
the keep’s great hall. The doors, columns, and statues are cracked
follow the lantern-lit path from area S1 to area S7, so the appear-
and peeling, and one of the larger doorways simply opens out into
ance of any armed strangers in this room immediately arouses
black night. In addition, two wooden doors exit the hall to the
its suspicions. Fast-talking PCs who are trying to look like they
north, and there is a single iron door to the south.
are just part of the Sharran plan might be able to persuade the
A heavy, oppressive gloom fills the air, and the three hanging
ghirrash that they made a simple error—but if the PCs do not
lanterns barely illuminate the room. Shadows gather in the cor-
begin to explain themselves within moments of opening the
ners, and all colors have faded to gray. Seen from this side, the
door, the ghirrash attacks. Jherremor’s Sense Motive modifier
portal through which you just passed is a glowing white orb.
is +1, but apply circumstance modifiers if the PCs have weapons
in hand, converse among themselves before addressing the ghir-
The Shadow Citadel is in even worse repair than its Material Plane
rash, wear the holy symbols or clerical garb of faiths other than
counterpart. Only five statues stand in this room; the statue of
Mystra or Shar, or otherwise don’t act like dominated captives.
Jahlass Huntsilver and its revolving platform do not appear in
The ghirrash’s attitude is hostile unless it sees a shadar-kai, liz-
this shadow-reflection of the great hall.
ardfolk, or Sharran priest with the intruders, in which case its
attitude is unfriendly.

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S2A and S2B: Abandoned Quarters: These small rooms are Two Medium shadow elementals guard the Dusk Lord’s throne.
shadow-reflections of personal quarters in the real keep. On the They materialize and attack if anyone stands adjacent to it.
Plane of Shadow, they are filled with dusty clutter. The Sharrans know of the throne’s magical properties, but
Tactical Encounter: S2. Jherremor’s Lair on page 90. they have not yet found a way to approach the throne without
Treasure: Jherremor is quite avaricious and has amassed an rousing the shadow elementals. After an acolyte was killed while
impressive hoard. The ghirrash keeps its treasure in a pair of trying to gain the throne’s powers, Bestra gave orders that
large wooden chests. The loot consists of 2,600 sp, 850 gp, a the device be left alone until she got around to destroying the
silk pouch containing two amethysts worth 140 gp each and a elementals.
deep blue spinel worth 300 gp, a potion of barkskin +2, a potion Shuttered Windows: A chain pull at the base of each window
of levitate, a scroll of confusion, and a brooch of shielding. The opens and closes that window’s shutters. From this vantage point,
bloody corpse on the hook is a dark giant frog. PCs looking out over the swamp can see the dim lanterns marking
Development: If the characters do not encounter Jherremor, the path from the great hall to the boat landing, although details
the ghirrash leaves this room to patrol the islet 1d4 hours after are obscured by the trees. In other directions, there’s nothing to
the PCs arrive. It either tracks down and attacks the PCs (if they see but endless gloom.
are still on the islet) or guards area S1. Tactical Encounter: S3. Dark Observatory on page 91.

S3. DARK OBSERVATORY S4. THE ISLE


A huge throne made of glossy black stone dominates the upper When the PCs exit the keep, read:
floor of the tower. Shadows seem to pool and stream around the
seat. This room might have once been an astrolabe or observatory Outside the keep’s crumbling walls lies a gloomy, midnight-black
of some sort. The walls are fitted with high, shuttered windows, swamp. Black cypresses and moss-covered blueleafs grow all
and carvings of a dark, starry sky adorn the walls. around the keep, but soon give way to a silent, sluggish bayou.
Several dim lanterns like the ones in the great hall hang from
The enormous obsidian throne is a potent magical location tree limbs, illuminating a path in the gloom. Toward the south
known as the Dusk Lord’s throne; whether the stone seat carries end of the keep’s small islet lie the ruins of the gatehouse, and a

Illustration by Chris Dien


any actual connection to the Dusk Lord is unknown, but it has rickety dock with an odd-looking vessel tied up to it. The swamp
carried this title for a century. The Dusk Lord’s throne is detailed seems eerily still and watchful.
in the appendix on page 153.

Jherremor enjoys having visitors stop by . . . for dinner

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Normally, Sharran guards from the Lost Refuge lead captives Characters who “play dominated” do not arouse any great
bound for the Black Rift to the ferry landing and deliver them suspicion and will simply be directed to head down the path to
to Sithierel. the boat. The guards then open the stockade and escort their
Lanterns: The lanterns hold wooden rods enchanted with prisoner along behind the PCs, making sure the PCs actually
continual flame spells. These provide only 15 feet of bright il- get onto Sithierel’s Necreme and planning to put their captive
lumination and an additional 15 feet of shadowy illumination on the boat with the PCs.
because of the plane’s light-dampening characteristics. Tactical Encounter: S6. Shadow Gatehouse on page 92.
Bayous: The bayous ringing the Shadow Citadel average 10 feet Development: If the PCs free Steersissk, the grateful Sharp-
deep. The water is still and calm, but filled with peaty detritus; tooth can tell them much about the keep and its surroundings.
visibility underwater is obscured beyond 5 feet, and objects or Some of his observations include:
creatures 5 feet away have concealment. The water is cold, but “There is a trail on the other side of the keep. It leads to the
not dangerously so. Shadowscale village. Several of my people have been taken there
Shallow bog squares surround much of the isle, with deep bog by the black priests. When they come back, they live no longer.
squares just outside them and open water beyond. Two of my companions were taken there a day or two ago. They
Shallow Bog: It costs 2 squares of movement to move into a have not come back, so perhaps the black priests have not slain
shallow bog square, and the DC of Tumble checks in such squares them yet.”
increases by 2. Shallow bog squares are roughly 1 foot deep. “A fearsome shadow-fiend inhabits the stone tower, there. It
Deep Bog: It costs Medium or larger creatures 4 squares of is like a tiger that walks.”
movement to move into a deep bog square, or characters can “The humans do not go to the Shadowscale village. They get
swim if they want. Small or smaller creatures must swim to on the boat, and a shadow-man takes them away down the chan-
move through a square containing a deep bog. All Move Silently nel. The boat follows the beacons into the swamp.”
checks take a –2 penalty in a deep bog. Creatures without a swim
speed or freedom of movement cannot use the Tumble skill in a S7. THE NECREME
deep bog. Deep bog squares are roughly 4 feet deep. A rickety wharf leads out over the black waters of the bayou.
A strange-looking boat is moored at the end of the dock. This
S5. SWAMP TRAIL rather ungainly-looking keelboat is about 30 feet in length. Sev-
The path meets a ramshackle wooden footbridge here, spanning a eral benches are arranged low in the hull, and four motionless
creek only about 10 feet wide. The trail continues on the far side skeletons sit chained to the vessel’s oars. A small lantern hangs
of the bridge, heading off into the dark swamp. from the vessel’s bare mast, and another from the bowsprit. Out
in the water, you can make out a beacon of pallid light—a chan-
This trail leads to the Shadowscale Warren (see page 80). The den nel marker of some kind, it seems.
of the Shadowscales is about 3 miles distant. The path is reason-
ably safe, but does become muddy and wet in numerous spots. This is the Necreme, a sorcerous boat powered by mindless and
tireless rowers—four orc skeletons animated by necromancy and
S6. SHADOW GATEHOUSE chained to their posts. The waterways of the shadow-swamp are
This outlying fortification is in even worse shape than the main the best way to travel through the bleak terrain, so the Sharrans
body of the keep. Portions of the northern wall still stand, and created a craft suitable for the task.
serve as the basis for a dilapidated lean-to made from split wooden The shadar-kai ferrymaster Sithierel and his dusk beast com-
planks roofing over what’s left of the walls. To one side stands a panion Grask crew the boat. The shadar-kai is an unusually gaunt
crude wooden cage; a single lizardfolk sits within, its hands tied and dour example of his kind, and speaks little. He wears an
together and secured to a stout wooden post. amulet that allows him to command the boat’s skeletal rowers.
Once every two days, he takes the Necreme along the route to
The rest of the Shadow Citadel’s garrison, two Shadowscale the monastery, refilling lanterns low on oil. At the monastery,
marauders and a shadowslain Blackscale, use these ruins as their he replenishes his supply of shadowlight oil, rests for 8 hours,
guard post. They keep their eyes open for the small chance that and then returns.
spies or escaping captives might slip through the Dusk Lord’s Sithierel ferries captives across the swamp to the monastery
passage. The marauders have already caught one would-be escapee, landing. PCs who feign compliance might be able to trick the
a Sharptooth lizardfolk named Steersissk. They are holding the shadar-kai into taking them where they want to go. However,
unfortunate prisoner tied up in the wooden cage nearby and plan Sithierel is by nature suspicious and sullen—he will not be easily
to send him to the Black Rift soon in order to make a shadow- fooled. In particular, any visible sign that the PCs have recently
slain out of him. been in a fight tips off the ferrymaster that the PCs are not what
If they have reason to be suspicious of approaching PCs and they claim.
spot them before they reach the gatehouse, the Shadowscales If the PCs try to storm aboard the boat, Sithierel’s first reac-
hide by the rubble mounds (Hide +9). The shadowslain Blackscale tion is to cast off. He tries to get the Necreme under way first,
also hides (Hide +6), but it should be out of view and have total hoping to leave some PCs stranded on the dock. After that, he
concealment until the PCs round the wall. Otherwise, the Shad- turns his attention to removing boarders.
owscales are out in the open, believing that the PCs are probably
dominated captives on their way to the boat landing.

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Beacons: The lights burning out over the water are double-
sized bullseye lanterns, filled with large reservoirs of shadowlight
The Journey Through
oil. Each beacon has two shuttered sides, shedding a cone of
shadowy illumination 240 feet in the direction of the route the
the Shadow Swamp
Necreme takes. A creature that has normal human vision can After exploring the Shadow Citadel, the PCs should know that
spot it from 2,400 feet away with a successful DC 20 Spot check the answers to the mystery of the temple of Mystra and the
(and automatically spots it from 1,200 feet). A creature that has Sharptooth lizardfolk’s problems lie farther out in the swamp,
low-light vision can spot it from 4,800 feet and automatically see hidden somewhere in the eternal gloom of the Plane of Shadow.
the light from 2,400 feet. A creature that has superior low-light Where they go, and how they get there, is up to them.
vision (such as Sithierel) can see the light with a successful DC
20 Spot check at 9,600 feet and automatically see it at 4,800
feet.
Overland Travel
The player characters have three courses open to them: They
Thirty-five beacons mark a course following the Whispermere
can follow the channel beacons lighting the way through the
to the edge of the swamp, some 20 miles distant. Only the first
Whispermere, they can strike out along the swamp trail, or—for
beacon is visible from the boat landing, and by heading out in
some unfathomable reason—they can head off directly into the
the direction indicated by the cone, a bit of travel swiftly puts
trackless swamp.
the next beacon in sight, assuming someone on the boat has at
Characters who follow a trail or the lighted channel beacons do
least low-light vision. If not, those in the boat risk getting lost
not become lost. However, characters who leave the marked trail
(DMG 86). Each beacon weighs 20 pounds, costs 25 gp, and
or channel are likely to become lost (DMG 86) in the gloomy
holds up to 4 pints of shadowlight oil.
swamp. Consider the swamp to be equivalent to forest (Survival
Tactical Encounter: S7. The Necreme on page 94.
DC 15 to avoid getting lost).
Treasure: In the small cabin, the ferrymaster keeps an unlocked
Whispermere: A chain of long, winding sloughs and sluggish
iron coffer and five casks of shadowlight oil, each cask holding 2
creeks meandering through the swamp, the Whispermere serves
gallons (worth 80 gp). The coffer contains 250 gp, 12 pp, a fine
as the easiest road from the Shadow Citadel to the Black Rift.
silver comb worth 240 gp, and a scroll of blur. Of course, the
Beacons mark the channel. The bayou averages 200 feet in width,
Necreme itself (see page 155) is a prize of no small value.
with shore terrain that ranges from reedy marsh to overgrown
There’s also a small dragonbone lyre worth 800 gp with a
hummocks. In the middle of the channel, the mere is usually
piece of parchment tied to it. The parchment has a series of mu-
around 25 feet deep; naturally, it gets shallower toward the shore.
sical notes and a few words in Sylvan that read, “Play this, and
Snags, stumps, and huge cypress trunks impede navigation.
the guardian at Black Tree Bend will subside —Esvele.” Esvele
The easiest way to cross the swamp is to travel by boat. The
Graycastle wrote the note with Kithlord Thieraven’s help. The
Necreme can manage 2 miles per hour (roughly a speed of 20
notes on the parchment are to be played when the Necreme
feet) by following the marked channel. Straying away from
reaches a certain bend in the river that only Sithierel or one of
the marked channel means slowing down and groping forward
the Sharrans who has traveled with him can identify. If the notes
through countless waterways, reducing speed to 1 mile per hour.
are not played, an undead dragon turtle attacks as described in
If the PCs follow the beacons, they eventually reach area M1
tactical encounter WM1.
(see page 84).
Development: If Sithierel and his boat escape, he heads for the
The following read-aloud text assumes that the PCs navigate
monastery landing. He warns the Cyricists and Sharrans at the
this channel aboard the Necreme.
rift that a band of adventurers has captured the Shadow Citadel.
The villains in the monastery and the rift will be on their guard
Still and silent, the gloomy river winds through the vast, lightless
against the PCs.
swamp. Towering black cypresses loom over the bayou, with thick
curtains of moss streaming from their branches. Ahead of you, a
single dim light flickers far off in the endless night. Behind you,
the last light you passed recedes slowly into the darkness. The only
sounds to be heard are the endless dry creaking and clicking of the
skeletal oarsmen at their work, and the soft, low wash of water
beneath the boat’s hull. From time to time quick black shadows flit
overhead or dart suddenly out of sight at the edge of vision—but
you never seem to get a good look at them.

Sithierel has a small dragonbone lyre in the chest in his cabin


with a piece of parchment tied to it. The notes on the parchment
must be played (a successful DC 10 Perform [string instruments]
check is needed) when the Necreme reaches the area marked
WM1 on the map, or else an undead dragon turtle attacks the
ship as described in tactical encounter WM1. PCs with no ranks
in Perform cannot read the notes, and the PCs have no way of

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knowing which turn in the river is “Black Tree Bend”—all the


trees are black or dark gray. If the PCs fail to play the notes,
Random Encounters in the
turn to tactical encounter WM1 on page 96. Shadow Swamp
Swamp Trails: Several footpaths crisscross the swamp. The Assume the trails and ferry route are largely safe due to Shad-
most important ones are the trail leading from the Shadow Citadel owscale lizardfolk and shadar-kai teaching swamp inhabitants not
to the Shadowscale Warren and the trail leading from the warren to trifle with those who use it, and save random encounters for
to the Monastery landing. The trails are muddy footpaths that when the PCs deliberately strike out across the trackless swamp.
run along the thickly overgrown forest hummocks of the swamp. If they decide to head out into the swamp, each hour that the
In many spots the trails cross creeks or streams, often with just PCs travel there is a 5% chance for a random encounter. If they
a simple log bridge. Several large rivers and lakes pose more dif- use unusually bright lights (such as sunrods or daylight spells),
ficult obstacles, but the swamp denizens keep small skiffs at each this chance doubles to 10% per hour.
place where the trail crosses water too deep or wide to wade.
Consult Tables 9–3 through 9–6 in the Player’s Handbook
to figure out how long it takes PCs to get from point to point
SHADOW SWAMP ENCOUNTER TABLE (EL 7)
using the trails, according to the rules for trails through a jungle. d% Encounter Average EL
Thus, a party with a character with a speed of 20 feet travels 01–03 1 dark nine-headed hydra 9
1-1/2 miles in an hour. 04–06 1 dark giant octopus 9
Trackless Wandering: If the PCs wander into the Shadow 07–11 1d3 wil-o’-wisps 8
Swamp without following a trail, use Tables 9–3 through 9–6 12–16 1 dark naga 8
in the Player’s Handbook to calculate overland travel according 17–23 1d6 dark ahuitzol (Fiend Folio) 7
to the rules for a trackless jungle. Horses make navigating the 24–28 1 dark tree (Shining South) 7
Shadow Swamp more difficult, because low branches, thickets, 29–36 2 metalmasters (Monsters of Faerûn) 7
and marshy ground cause them to have a speed of 20 feet for 37–44 1d3 dark trolls 7
the purposes of overland travel calculations. Thus, a party with 45–54 1d3 ooze, ochre jellies 7
horses or with a character with a speed of 20 feet travels just 55–64 1d3 cloakers 7
1/2 mile in an hour. 65–74 1d4+1 dusk beasts (page 94) 7
75–83 1d2 giant crocodiles 6
84–88 1d4+1 shadows 6
89–93 1d4+1 Shadowscale marauders (page 93) 6
94–98 1d4 assassin vines 5
97–100 1 shadow mastiff 5

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The Shadowscale Features of the


Warren Shadowscale Warren
The following general properties apply to the areas within the
The swamp trail from the Shadow Citadel follows muddy but
Shadowscale Warren unless otherwise noted in a room or en-
safe ground, leading deeper into the shadow-analogue of the Vast
counter description.
Swamp. Three miles or so from the Keep, it reaches the den of
the Shadowscale lizardfolk. Other Shadowscale settlements and
outposts are scattered throughout the swamp, but the mound-fort
CEILINGS
Ceilings are not of uniform height.
is the largest and most important of these.
Ceilings: Indoor ceilings are only about 5 to 7 feet high. Flying
The village is built in and around a huge deadfall. The Shad-
or levitating characters cannot get out of the reach of enemies
owscales filled gaps in the tangle of dead trees with underbrush
standing on the floor.
and mud, creating a mound of muck and deadwood more than
200 feet across. Within this mound a warrenlike maze of low,
winding passages and crawlways link larger chambers together.
WALLS
The walls of the warren are made of deadwood, underbrush, and
The leader of the warren is the Blackscale warchief Kossaan-
a crude mud-wattle.
dar, a fierce and slavishly loyal follower of Ketsarra Shadowscale.
Warren Walls: Thickness varies; hardness 5; hp 120 per 5-foot
Since Despayr requires Ketsarra’s services in the Lost Refuge,
square; break DC 20; Climb DC 10.
Kossaandar governs the remaining Shadowscales in her place.
If a warren wall is breached, the squares breached and all
The wily banelar Isti-Zar, a nagalike monster devoted to Cyric, is
adjacent nonwall squares become heavy debris.
allied with the tribe and advises the warchief on magical matters.
Isti-Zar is intensely interested in the secret of the shadowslain rite
and has divined the truth behind Ketsarra’s shadowy powers, but
FLOORS
The floors of the warren are made of damp, packed dirt, and are
for now Cyric commands the creature to aid the Shadowscales in
uneven due to deadwood, roots, and similar obstructions.
good faith.

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Uneven Slick Floors: A successful DC 12 Balance check is A wicker gate offers improved cover to creatures fighting
required to run or charge across the surface. Failure means the through it (+8 to AC, +4 on Reflex saves).
character can’t move in that round. Development: If the shadowslain marauders in area W3 hear
the PCs coming (Listen +0; –1 for every 10 feet of distance),
DOORS they are ready for an attack and the PCs do not get a surprise
“Doors” in the mound are simple lashed gates made from brush round upon entering area W3.
and saplings.
Brush Gate: 1-1/2 in. thick; AC 3; hardness 2; hp 10; break W2. DARK LAKE
DC 15 (if stuck or tied); Use Rope DC 10 (if tied; full-round A large lake stretches away into the darkness. There is a crude
action). boat landing made from rough-hewn logs here, but no sign of
A wicker gate offers improved cover to creatures fighting any boat.
through it (+8 to AC, +4 on Reflex saves).
The lake connects with the Whispermere through several mean-
ILLUMINATION dering channels at its far end. When one of the Sharran leaders
Most areas are assumed to be dark (although PCs who enter the from the Black Rift has business with the Shadowscales, the
warren can see as though by shadowy illumination for 60 feet; Necreme docks here. The shadar-kai boatman Sithierel knows
see Features of the Plane of Shadow on page 72). Brightly lit the way, but anyone else trying to navigate from here to the
locations are noted on the maps. With any brightly lit location, Shadow Citadel or the monastery landing must succeed on a DC
assume that shadowy illumination extends outward from it for an 15 Survival check to avoid becoming lost in the swamp’s confus-
additional distance equal to the radius of the brightly lit area. ing lakes and channels.
On the bottom, about 30 feet from the shore, a tunnel bores
Shadowscale Warren south into the mound. It opens in the pool in area W5.
Development: If the PCs missed the opportunity to seize the
Locations Necreme in the Shadow Citadel, you can move the boat (and the
The map for this area appears on page 80. attendant encounter with Sithierel and Grask) to this location.

W1. WARREN ENTRANCE W3. WEST GUARD CHAMBER


The swamp trail leads to a great mound by the shore of a dark The inside of the mound is dank and muddy. Roots and branches
lake. The mound looks like it was once a huge deadfall. A number jut haphazardly through floor, walls, and ceiling, with only the
of living tree trunks still jut from its mass along with splintered barest effort made to keep them from blocking the passage. The
stumps and moss-covered logs. Gaps between the logs have been ceiling is only about 5 or 6 feet high, and the “floor” is slippery
filled with underbrush and crude mud wattle. Directly before and uneven. A damp, musky scent hangs heavily in the air. Dim
you is a wicker gate leading inside. Two guttering torches mark the yellow torchlight flickers ahead in a large chamber where several
entrance. A muddy path meanders east toward the water. more twisting passageways meet.

The gate is lashed shut from the inside. Tribe members who were Three Shadowscale marauders guard this room. When the Shad-
away from the warren (or visitors such as the Sharrans) simply owscale guards hear or see intruders approaching, they set a lethal
call through the gate to the guards in area W3, who come and ambush for the PCs.
unlash the gate. Tactical Encounter: W3. Shadowscale Guardroom on
Brush Gate: 1-1/2 in. thick; AC 3; hardness 2; hp 10; break page 98.
DC 15 (tied); Use Rope DC 10 (full-round action). Development: If the PCs defeat these guards and subsequently
retreat from the warren without defeating Kossaandar, the war-
chief obtains a new guardian for this room—a giant crocodile
(MM 271) lured in from the lake outside.
Other Ways In W4. EMPTY DEN
The PCs can also enter through area W6 or area W11. A narrow opening in the branches and mud of the wall leads into
There is also a concealed entrance near area W5 (Search a small den. Crude pieces of pottery, wooden utensils, a stone-lined
DC 20 from outside), just big enough for the naga to slip fire pit, and nests of thick moss make up the chamber’s furnishings,
through. Finally, the pool of water in area W5 connects to but nothing seems to have occupied the chamber for some time.
the dark lake (area W2) by means of a submerged siphon
about 120 feet long. Finding the siphon’s entrance means These small chambers served as the residences of this Shadows-
searching the muddy lake bottom about 30 feet from the cale village—places for the Shadowscales to live as they once
shore, but it is not otherwise hidden. did. These dens have been emptied over the last few months as
The PCs can also climb on top of the mound and cut the undead lizardfolk have come to accept the fact that they no
their way in from above, in which case they can make an longer need light, food, sleep, or warmth.
entrance anywhere on the map. In such a case, treat the
roof of the mound as a wall (see above).

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W5. BANELAR’S LAIR W7. PRISONER PIT


This large, irregular chamber slopes down to a sizable pool of black The wicker gate leading to this chamber is exceptionally sturdy.
water in the middle of the mound. Several old tree trunks serve It has been barred from the outside by two thick poles anchored
as living pillars for the ceiling. The air is heavy with a strange, in notches cut into the walls.
musky scent, and the water ripples slowly. The tangled roots and
branches overhead are higher here than elsewhere in the warren, This squalid chamber is a muddy wallow about six feet below
so the ceiling is about 15 feet high. the level of the entrance. Two wretched-looking lizardfolk lie
in the muck, their hands bound behind them. One is a female
The banelar Isti-Zar lives here. This nagalike monster is a cold lizardfolk of the normal sort, and the other appears to be a male
and hateful creature that serves Cyric. At its treacherous god’s Poison Dusk. They peer up at the door and say something in their
behest, it has offered to aid the Sharrans in their plot to damage hissing language.
the Weave. Despayr does not entirely trust the banelar, so he
sent the creature to the Shadowscale Warren, ostensibly to advise If any PCs understand Draconic, they can make out the lizard-
Kossaandar. folk speech: “Free us, humans! We are not Shadowscales, we are
Isti-Zar does not expect human intruders here, but it is all Sharptooths!”
too eager to capture or destroy any who enter its lair in order to These two lizardfolk are Kruthaak and Ghaan. Along with
impress the Shadowscales with its power and cleverness. Steersissk (the captive held in area S6), they managed to escape
Tactical Encounter: W5. Banelar’s Lair on page 100. from the Lost Refuge by means of the Dusk Lord’s Passage. They
Treasure: Isti-Zar has collected a sizable hoard, which it keeps soon fell back into the hands of the Shadowscales, and now are
in oakum-sealed clay urns in the large pool in this room. These only days away from being converted into shadowslain.
contain 250 gp, 3,300 sp, a small leather purse holding three Development: If the PCs free Kruthaak and Ghaan, the
pearls worth 100 gp each, a small vial containing 1 ounce of Sharptooths are happy to tell them anything they can about the
stone salve, and its spellbooks. Sharrans and their lizardfolk allies.
“There is a trail to the northeast that leads off into the swamp.
W6. NORTH GUARD CHAMBER Sometimes messengers come from that direction—tall, winged
The inside of the mound is muddy and wet. Roots and branches creatures like humans shaped from cold black stone.”
jut through the floor, walls, and ceiling, almost blocking the passage “Beware the serpent-creature in the chamber with the large
in spots. The ceiling is about 5 feet high, and the floor is tangled pool. It is devious and deceitful, and it knows many spells.”
and uneven. A musky, reptilian scent pervades the air. Torchlight “The dream walkers do not come here, but sometimes the
flickers ahead in a large chamber where several more twisting shadow-man brings the boat of the dead here.”
passageways meet. “The Shadowscale warchief told us that we were to be killed
and made into Shadowscales the next time the shadow man came
This encounter area is essentially the same as area W3. Three in his boat. He said the boat would take us to the place of our
Shadowscale marauders guard this entrance to the mound-warren. deaths.”
When the Shadowscale guards hear or see intruders approaching,
they ambush the PCs. W8. GREAT WARREN
Tactical Encounter: W3. Shadowscale Guardroom on Several thick tree trunks support the tangled branches and mud
page 98. wattle ceiling of this spacious chamber. At its apex, the ceiling
Development: Instead of Small vipers in clay pots, these Shad- in this area looks to be about 30 feet high. To the south is a pool
owscales have three pots containing stirges. Replace the Small of dark, still water, and large wicker gates lead to the south and
vipers described in W3 with stirges. The stirges avoid the undead east. A smaller wicker door leads north. Several fire pits lined
guards, and attack living creatures (most likely the PCs). with stones are scattered about the room, but all are dark and
cold now. A clutter of wicker baskets, fishing spears, flensing
knives, and old pelts lies unused along the north wall. Near the
center of the room stands a low wicker cage with something dark
moving within.

Once the heart of the Shadowscale tribe, this chamber served as the
feasting place and chief’s hall for the lizardfolk before they were
Dead PC to Replace? made into undead. Now that the Shadowscales have crossed over,
the trappings of their living days are no longer important. Their
If you need to introduce a new character to the party,
tools for hunting and trapping have simply been discarded, and
this is a good place to do it. A lone adventurer captured
the Shadowscales haven’t bothered to light a fire in months.
by the Sharrans and traded off to the Shadowscales
Kossaandar, warchief of the Shadowscales, holds court here
might be languishing in this dismal pit alongside the
over the pitiful remains of the tribe. Kossaandar himself is not
Sharptooths.
present when the PCs enter the room; he is in area W9. However,
—Rich
four Shadowscales are hiding here when the PCs first appear, and
Kossaandar shows up soon enough.

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Tactical Encounter: W8. Great Warren on page 102. W11. THE BACK DOOR
Development: This chamber is the last gasp for the Shadows- The rank odor of rotting vegetation fills this large, tangled cham-
cales as an organized force. If the PCs defeat these Shadowscales ber. Wet, poorly cleaned animal bones litter the floor. A path of
and slay Kossaandar, the tribe is reduced to a handful of wretched sorts winds through the mess to a wicker gate at the opposite side
bands hiding in dens scattered throughout the swamp. No more of the room. Numerous trees grow though the dripping ceiling,
will answer Despayr’s call. After the PCs defeat the Shadowscales which is about 10 feet high.
in this room, the remaining lizardfolk abandon the warren within
a few hours. A shambling mound guards this rarely used entrance to the
Shadowscale Warren. The lizardfolk kept the creature here by
W9. CHIEF’S DEN bringing it regular offerings of discarded animal carcasses. The
Clearly this chamber is the lair of an important lizardfolk. It shambler served as both a powerful guardian and a convenient
is bigger and more spacious than other dens you have seen in the disposal for unwanted offal. However, the Shadowscales have not
mound, with a 10-foot ceiling and a small pool of water along fed their shambling mound in quite a while, and the creature
the south wall. Exotic pelts from various creatures are affixed to often leaves the warren to forage out in the swamp. Recently a
wooden frames, decorating the chamber. Gold and silver coins, pair of shocker lizards followed the creature back to the warren,
plates, cups, and other such trappings of wealth are lying on the and they have been living off its leavings.
floor. The shambler does not hesitate to attack any nonlizardfolk
that enters this room.
Kossaandar lives in this chamber. If the PCs manage to defeat Tactical Encounter: W11. The Back Door on page 104.
the enemies in area W8 before Kossaandar can join that fight, Treasure: Weeks ago, the shambling mound encountered
they’ll find the Shadowscale warchief and 2 shadowslain lizard- a Material Plane traveler on the outskirts of the swamp and
folk here. killed her. It brought her remains back to the lair, where they
Treasure: Most of the tribe’s wealth is lying in heaps in this now lie among the rest of the bones and debris. A small leather
room. The leaders of the Shadowscales see no reason to keep belt-pouch in the muck (Search DC 10) contains five bloodstones
it hidden away in locked chests. The loot consists of 1,700 gp, (60 gp each) and a ring of counterspells.
7,200 sp, 4 matched golden goblets worth 150 gp apiece, a large Development: If the PCs defeat the shambling mound and
silver platter etched with a hunting scene worth 370 gp, a scroll retreat, the Shadowscales do their best to seal this entrance to
of neutralize poison, a scroll of cloudkill, a +1 frost short sword, their mound. They fill the narrow eastern passage leading outside
a wand of lightning bolt with 9 charges remaining, and a suit of with mud and branches that have the same characteristics as the
+3 studded leather (the lizardfolk didn’t understand its worth surrounding walls of the mound.
beyond its obviously fine craftsmanship). Most of this loot was
removed from the Shadow Citadel long ago, so it is of old Cor-
myrean vintage.
12. Monastery Trail
Another trail leads off into the swamp from this side of the
The pelts hanging on the wall are mostly dark giant frog and
mound. It is somewhat more overgrown than the trail leading
dark crocodile skins, each worth about 20 gp to an interested
back to the Shadow Citadel.
buyer, and there is also an exceptionally fine sable (240 gp) among
the rest.
This trail leads to the Monastery of the Ebon Dome in a round-
about path skirting various channels and lakes. It’s a 15-mile walk
W10. EGG CHAMBER from here to the monastery. When messengers from Despayr need
The entrance to this chamber is lined with the desiccated skulls
to find the Shadowscales, they usually come by boat, so this trail
of lizardfolk, mortared into the branches of the walls and ceil-
sees much less use than the first one.
ing. Scores of the skulls look down over this room. In the center
of the chamber is a large, dry, sandy heap. Fragments of eggshells
litter the floor.

The Shadowscales believed in allowing the spirits of their deceased


tribemates to guard over those who were not yet born; thus, the
watchful presence of the skulls.
Glyph of Warding Trap: Search DC 28; Disable Device DC
28; CL 5th; blast glyph, 3d8 acid, Reflex DC 14 half.
The doorway is guarded by a glyph of warding, crafted by a
now-deceased Shadowscale shaman some time ago. It is scribed on
one of the more prominently displayed skulls, and it discharges
when any non-lizardfolk attempts to enter the room.
Sand Mound: The sandy mound was an incubator for the
Shadowscales’ eggs. As the tribe members passed into undeath one
by one, they bore fewer and fewer young. Now all that remains
here are a few old eggshells.

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The Monastery of the up with a successful DC 10 Jump check (DC 20 without a run-
ning start), or climb up with a successful DC 15 Climb check. A
Ebon Dome character standing on a ruined wall gains a +1 bonus on melee
attacks against opponents on the ground. A ruined wall provides
Many years ago, a sect of Dark Moon monks devoted to Shar cover. Ruined walls otherwise have the same statistics as normal
built a lonely abbey here to contemplate the shadowy secrets of masonry walls.
the Black Rift. Although the monks have long since vanished
into the gloom of the Plane of Shadow, Shar kept this spot secret FLOORS
and safe. When Despayr decided to perform the rite to sunder Floors inside buildings and on the paths between buildings are flat
the Weave and began to gather acolytes and guards suitable for and largely smooth. Much of the ground outside the monastery
the task, the dragon was guided to this spot. buildings is covered in heavy undergrowth.
The monastery stands on a low hilltop a few hundred yards Heavy Undergrowth: Heavy undergrowth costs 4 squares of
from the landing at the eastern end of the Whispermere. It over- movement to move into and provides concealment with a 30%
looks the shadowy depths of the rift to the east. The path from miss chance (instead of the usual 20%). It increases the DC of
the landing leads to the monastery’s gaping black doorway. Tumble and Move Silently checks by 5. Heavy undergrowth is
Because Despayr and his minions are completely absorbed easy to hide in, granting a +5 circumstance bonus on Hide checks.
in the rite taking place within the rift, they have little use for Running and charging are impossible. A creature using a slash-
the ruined monastery. No Sharrans reside here. Instead, it is the ing weapon can clear a square of heavy undergrowth with four
headquarters of a small contingent of Cyricists. Shar’s followers full-round actions.
do not trust the followers of Cyric and do not allow them into
the rift without escort. For their own part, the Cyricists are DOORS
content to remain near the developing ritual and assist Despayr Doors in the monastery consist mainly of strong wooden doors.
by providing their arcane lore (and the protection of their pet All are unlocked except those in area M10.
monsters) to the master of the rift. Strong Wooden Door: 2 in. thick; AC 3; hardness 5; hp 20;
The leader of the Cyricist contingent is the Skull Servant break DC 23 (if stuck), DC 25 (if locked).
Ethar. She commands a small number of Ebon Spur guards,
warriors who belong to an order dedicated to Cyric’s service. The ILLUMINATION
tiefling warlock Zetharmas is also dedicated to Cyric’s faith, and Most areas are assumed to be dark (although PCs who enter one
assists Ethar in her work here. can see as though in shadowy illumination for 60 feet; see Features
of the Plane of Shadow on page 72). Brightly lit locations are
Features of the Monastery of noted on the maps. With any brightly lit location, assume that
shadowy illumination extends outward from it for an additional
the Ebon Dome distance equal to the radius of the brightly lit area.
The following general properties apply to the rooms within the
Monastery of the Ebon Dome unless otherwise noted in a room
or encounter description.
Monastery of the Ebon Dome
Locations
CEILINGS The map for this area appears on page 85. Assume that the ground
Ceilings are of uniform height. in the encounter locations is clear and relatively free of obstruc-
Ceilings: Indoor ceilings are 10 feet high—if a room is roofed tion unless a tactical encounter indicates otherwise.
at all.
M1. MONASTERY LANDING
WALLS At the eastern end of the Whispermere is another dock, illu-
Walls of the monastery are made of 1-foot-thick mortared minated by the last of the beacons. If the PCs arrived at the
stone. landing by boat, read:
Masonry Walls: 1 ft. thick; hardness 8; hp 90; break DC 35;
Climb DC 20. A beacon illuminates a lonely dock on the shore. No other beacons
Masonry walls increase the DC of Listen checks to hear are in sight except the last one you passed. The dock appears to
through them by 15. The hit points and break DC shown are be deserted, but a path leads from the landing up a short, steep
for a 10-foot section. If a masonry wall is breached, the squares bluff into the darkness. Low briar-covered hills slope up from
breached and all adjacent nonwall squares become heavy debris. the lake shore.
Ruined Masonry Walls: The walls marked as ruined stand
about 3 feet tall, ending in jagged, broken masonry. It costs 2 The path from the landing winds up the bluff and climbs through
squares of movement to enter these squares. A Medium charac- thickets and dense stands of trees for about half a mile, eventu-
ter can hop up on top of a wall with a successful DC 10 Jump ally reaching the Monastery of the Ebon Dome. The Sharrans
check (no running start required). A Small character can jump do not normally garrison the landing or patrol the path.

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Illustration by Jim Pavelec


The gloom golem defends the Black Chapel against all intruders

M2. ABBEY GATEHOUSE M4. ABBEY COURTYARD


A path leads from the trail to the ruined shell of a gatehouse Old walls enclose a steep, overgrown courtyard nestled between
of some larger compound, where a dim lantern burns. An iron several other buildings. The compound—some sort of monastery or
bell hangs from a post by the door, and you can see a handful of abbey, it seems—climbs the hilltop, and the buildings at the eastern
torches glowing faintly in the ruins beyond, the gatehouse’s narrow end stand on higher ground than the gatehouse and stable. Dim
windows glowing like baleful eyes in the darkness. yellow light leaks from windows, and lanterns light a couple of
the paths between the buildings.
The upper floors of the gatehouse are missing, and the building
is abandoned. Striking the iron bell attracts the attention of the The courtyard is guarded by two kir-lanan gargoyles, allies of
kir-lanans in area M4, but they are not in the habit of answering the Sharrans in the Black Rift. The kir-lanans despise gods and
the door—Sharrans visiting the Cyricists normally ring the bell clerics in general, but they have found that Shar’s teachings on
to announce their presence and then enter the monastery. loss, sorrow, and darkness match their own outlook. These two
have proven quite useful to Despayr as messengers and scouts,
M3. STABLE so the dragon has the two of them here in order to keep an eye
Close to the old gatehouse, this building seems to have been a on the Cyricists.
stable. The remains of four large stalls are still visible within the The kir-lanans usually keep watch from area M5. From
crumbling masonry. An empty archway leads to the courtyard there they can see most of the courtyard. They automatically
inside the walls. see the PCs if they move across the courtyard in the open or
carry lights. If the PCs are trying not to be seen (for example,
The stable was rarely used even in the days when the monks oc- staying in the heavy undergrowth and not showing lights), the
cupied the abbey, since normal mounts were of limited use in the kir-lanans must succeed on Spot checks to see them or Listen
swamp. There is little of interest here. checks to hear them. Heavy undergrowth imposes a –5 penalty
on Move Silently checks.

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Tactical Encounter: M4. Abbey Courtyard on page 106. The The faceless creature by the altar is a gloom golem under the
kir-lanans take wing and attack any strangers they see inside the control of Skull Servant Ethar. The Cyricists have been providing
compound, which means that they probably engage the PCs on Despayr and his followers with various monsters and constructs
the flagstone path leading from the gatehouse to the chapel. to assist them in their plan to rend the Weave, and the gloom
Development: If the PCs manage to avoid being spotted by golem is one more gift for their Sharran allies. Skull Servant
the kir-lanans, use this tactical encounter in area M5 instead. Ethar leaves the construct here to defend the Black Sun’s shrine
. . . and to keep its incessant mutterings and moanings far from
M5. SCRIPTORIUM her own quarters.
This large, ruined building formerly served as the center of the The drape-covered statues in the corners are depictions of
Dark Moon order’s religious and scholastic studies on this plane. Shar’s avatars. One is a tall woman in a feathered mask, her
A large dome stands over the western end of the building, atop body hidden under voluminous robes; the other is a nubile young
the chapel, but much of the eastern section has collapsed. dancer. Both are carved from smooth black stone set with tiny
flecks of silver, as if to suggest a star-speckled void. A successful
Battered wooden desks, broken scroll racks, and soggy lumps of DC 20 Knowledge (religion) check correctly identifies the statues.
what was once parchment litter this large room. To the east stands Although the drapes might alarm the PCs, the only reason they’re
a large double door emblazoned with the image of a black circle, covered is because the Cyricists did not want to leave Sharran
and there is a smaller door to the north. To the west, large holes trappings on display in their converted shrine.
gape in the walls and ceiling where the building has partially Tactical Encounter: M6. The Black Chapel on page 107.
collapsed. Small Iron Coffer: 1/4 in. thick; AC 4; hardness 10; hp 8;
break DC 26 (locked); Open Lock DC 25.
The room’s heavy desks have survived the years, but the scrolls Tucked behind the altar is a small, locked iron coffer contain-
and texts once stored here were ruined long ago. ing a set of ceremonial implements: a gold chalice (400 gp), a large
If the PCs managed to avoid being detected by the kir-lanans gold platter (300 gp), and a sinuous dagger with a ruby-jeweled
in area M4, they find the gargoyles in this room, keeping watch hilt and sinister skull motif (1,300 gp).
over the courtyard to the south. The ceiling is missing from the
eastern half of the room, allowing the creatures easy access to M7. LIBRARY
the air. Empty bookshelves line the walls of this chamber, and the debris
Moaning: Allow PCs in this room a DC 8 Listen check to hear of the room’s ruined tomes lies on the floor in a circle of wet black
the gloom golem in area M6. Even at rest, the golem continually ash. Charred streaks mar the walls and ceiling nearby, and the
shrieks, mutters, moans, and howls—just not as loudly as it does room still smells faintly of smoke. In the opposite corner, the clut-
in a fight. The kir-lanans avoid the western part of the room just ter and wreckage has been pushed aside to make room for two
to stay away from the gloom golem’s incessant moaning. simple bedrolls.
Tactical Encounter: M4. Abbey Courtyard on page 106. If
the kir-lanans fight here, simply ignore the tactical map and use Long ago a Sharran monk went mad and burned most of the
the kir-lanan statistics blocks described in the encounter. If en- tomes and scrolls kept in the library. What little remained was
countered in the Scriptorium, the kir-lanans will have less room removed when the Sharrans abandoned the monastery. The kir-
to use their Flyby Attack tactics. lanans who stand watch in the Scriptorium (area M5) use this
old library as their roost. The creatures require few comforts,
M6. BLACK CHAPEL and their quarters are correspondingly austere.
A dark dome overhead crowns this impressive shrine. An austere Treasure: The kir-lanans keep a small hoard in a leather
altar of rough black stone stands beneath a large, round emblem of satchel stashed under one of the bedrolls. Their treasure consists
beaten copper, which shows the image of a jawless human skull in of 88 pp, 255 gp, 6 small agates worth an average of 20 gp each,
the middle of a sunburst. Beside the altar a hulking, malformed and a wand of web with 15 charges remaining. The gargoyles
creature stands motionless. It looks something like an ogre made cannot use the wand, so they are keeping it in case they get an
out of gray, foul-smelling clay, but where its face should be is only opportunity to trade it for something more useful.
a swirling black vortex. From this creature rises a horrible ca-
cophony of wails, moans, muttering, and cries for help; dozens of M8. REFECTORY
tortured faces appear to press up against its skin from the inside This large room seems to be a dining hall. Two large wooden
as if trying to push their way free. tables with bench seating occupy the southern part of the room.
Two statues covered by heavy black drapes stand in the corners A large hallway leads to the east, and a smaller doorway leads
of the room. in the same direction. Holes in the walls and the roof attest to
the building’s age.
Once dedicated to Shar, this shrine was abandoned when the Two black-clad human warriors are here, seated at the second
servants of Shar relocated their efforts to the nearby Rift. Skull table. They have pale skin and wear the skull-and-sunburst
Servant Ethar and the other Cyricists have rededicated this emblem. You can hear the clatter of crockery from the smaller
shrine to the Black Sun. A character who succeeds on a DC 10 door.
Knowledge (religion) or Intelligence check identifies the skull-
and-sunburst as Cyric’s symbol.

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This building housed the monastery’s dormitory, kitchen, and revelation that a Shadow Weave exists. It then waxes eloquent
dining hall. The refectory takes up the western end of the about magic and the Weave in general, noting that wild magic
building, which is still reasonably intact; the kitchens (area and dead magic zones are still extant, years after the Time of
M8A) and acolyte barracks (area M8B) in the middle are Troubles.
mostly ruined; and the personal quarters in the eastern end of Zetharmas’s notes consist mainly of ironic asides and insults
the building (area M9) are reasonably intact (and are now used to the author’s scholarship and intelligence, but one note is
by the Cyricists). different. After a passage that describes how dead magic stops
The humans at the table are two Ebon Spur guardsmen— all magic in an area and presumably also stops magic based on
warriors belonging to an order devoted to Cyric. Nearby in the the Shadow Weave, Zetharmas has written a particularly long
kitchen, the warlock Zetharmas is foraging for something to eat, comment:
while farther down the hallway, a howler loyal to the Cyricists is “You think so, do you? Won’t you be surprised when it all
nestled among the ruins. unravels? Note to self: Discover how dead magic affects your
Zetharmas is second-in-command of the Cyricist detach- powers. Ethar will no doubt be useless. Ask Despayr? His offer is
ment. This foul-tempered tiefling warlock is both abrasive and tempting, but how would Cyric look upon it? Perhaps a consulta-
arrogant. tion with the fiendish powers is in order.”
Tactical Encounter: M8. Refectory on page 108. Small Iron Coffer: 1/4 in. thick; AC 4; hardness 10; hp 8;
Development: If the PCs sneak past the Refectory and attack break DC 26 (locked); Open Lock DC 25.
Zetharmas in the kitchen, the Ebon Spurs and howler come to An iron strongbox under the bed holds Zetharmas’s personal
his aid. If the PCs do not defeat Zetharmas here, they find him wealth—a purse with 14 pp, 120 gp, and a fine emerald (300
and any surviving Ebon Spur guards in area M9 the next time gp).
they enter the monastery. M9A. Acolyte Cell: These small chambers serve as the sleeping
M8A. The Kitchen: Although this room is mostly ruined, quarters for the two Ebon Spur guards assigned to Zetharmas.
the large hearth is still serviceable, so the Cyricists do most of They hold little other than bedrolls and clothing.
their cooking here. The room is filled with sacks of flour, barrels M12. Black Rift Trailhead: The open doorway to the outside
of smoked or salted meat, crates of dried fruit, wheels of cheese, from the hall leads PCs to area M12. See that area entry if the
and two small casks of ale. PCs poke their heads out that doorway.
M8B: Acolyte Barracks: This room was formerly home to
half a dozen Dark Moon aspirants, but it is little more than a M10. PRIORY (EL 8)
tangle of collapsed timbers and crumbling masonry now. It is The exterior doors leading into this room are locked from the
the lair of a howler that serves the Cyricists. inside.
Strong Wooden Doors: 2 in. thick; AC 3; hardness 5; hp 20;
M9. ZETHARMAS’S QUARTERS break DC 25 (locked); Open Lock DC 25.
This old barracks has been refitted as a workshop, with a simple
bedroll in one corner. An odd collection of tallow candles, bleached Unlike the other buildings in the monastery, this large stone house
skulls, and thick tomes covered in black leather litters the tabletops seems to be in good shape. Two staircases lead from the chapel and
and shelves. No one seems to be here at the moment. the dormitory up to the priory to a pair of sturdy wooden doors—one
to the south, the other to the west. Lantern light spills out from a
Zetharmas fancies himself a student of the arcane arts and a narrow window about 6 feet above the ground.
veritable prince of the fiendish planes. He is certain that he was
spawned from some powerful demon lord, and he conducts him- Two Ebon Spur guards stand watch inside. They open the door to
self accordingly. In his private quarters he studies tomes on all a knock, but not before calling out a basic challenge: “Who goes
things demonic, and plays at “rites” designed to invoke the favor there?” If they get no answer or an answer they don’t recognize,
of the powers that he believes favor him. one goes to the window to look out and see who is at the door
Books: Sixteen books are strewn across the room. Each de- (if the knock came from the south), or just cracks the door open
scribes magic, the planes, or fiends—but only a few are written and peeks out (if the knock came from the west).
by individuals with real knowledge of these topics. Most of the When the PCs get a look into the room, read:
books are worth 10 gp (including the one Zetharmas made notes
in), but three are well illustrated and of decent scholarship (each This foyer is comfortably appointed with wooden benches, a large
of these is worth 45 gp). The accurate books all describe vari- carpet on the floor, and a writing-desk by the far wall. Two pale
ous aspects of magic, but they are complex works and hard to human warriors dressed in black armor stand watch here. Their
understand without a deep reading. surcoats are emblazoned with the emblem of a skull on a black
Zetharmas’s Notes: A successful DC 22 Search check in the sunburst.
room reveals a book with Zetharmas’s notes in the margins. The
book is an untitled, slim, black leather volume of recent manu- A stocky, broad-shouldered woman with short black hair and a
facture, detailing the nature of magic and the Weave. It briefly cold, calculating manner, Ethar is always in control. When the
describes the history of Mystra from her death during the Time PCs approach the priory, Ethar is in her room working on a letter
of Troubles, the ascension of the human named Midnight into to her superior. When trouble starts, her first action is to fold the
the role of Mystra, and the appearance of the Shades and the letter and an accompanying scrap of parchment and stuff both

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THE PATH OF SHADOWS

into a pocket under her armor. The PCs should find this letter
if they defeat Ethar, since it is important to the adventure plot. Chapter 4 Conclusion:
If the PCs fail to search her body, have both pieces of paper fall
out of her pocket and be noticeably lying beside her body. See
From Shadow to Shadow
By the end of this chapter, the PCs should be coming to grips with
the handouts on page 158 and 159 for the contents of the letter
the vast scope of the dark deeds that began in the false temple of
and the piece of parchment.
Mystra. Worshipers of Shar and Cyric have formed an alliance
Tactical Encounter: M10. Priory on page 110.
to create a hole in the Weave, an area of dead magic so large it
9A: Prior’s Study: This chamber was once the private study
will encompass the Vast Swamp. The danger this presents should
of the monastery’s prior, but it now serves as housing for the
be reason enough for the PCs to press on to the Black Rift and
two Ebon Spurs who guard Skull Servant Ethar.
the events that unfold in Chapter 5.
M11. SKULL SERVANT ETHAR’S QUARTERS
This room is a comfortable suite, with a handsome rug underfoot Chapter 4 Story Awards
and walls finished in gleaming dark paneling. A large four-posted The PCs can earn extra experience for completing certain tasks
bed sits in the corner. Several trunks and armoires complete the in the adventure.
furnishings, and a purple banner emblazoned with the skull-and- • If the PCs took a journey on the Necreme, award the party
sunburst hangs on the far wall. 600 XP. If they did so without killing the orc skeleton
rowers until they no longer had need of the boat, award an
Naturally, Skull Servant Ethar took the best chamber remaining extra 100 XP to the party.
in the monastery for her own personal quarters. This room was • If the PCs cleaned out the Shadowscale Warren, award the
once the austere residence of the Dark Moon prior who built the party 400 XP.
Ebon Dome monastery, but Ethar has worked hard to collect • If the PCs fooled any of the Shadow Citadel or Monastery
creature comforts during the last few months of her dismal time of the Ebon Dome guardians into thinking they were domi-
on the Plane of Shadow. nated, award the party 200 XP.
Large Iron Coffer: 1/2 in. thick; AC 3; hardness 10; hp 15; • If the PCs found Zetharmas’s notes by searching for them,
break DC 28 (locked); Open Lock DC 30; glyph of warding award the party 200 XP.
(Search DC 28; Disable Device DC 28; 3d8 acid, Reflex DC 16
half).
A large iron-reinforced wooden trunk holds Ethar’s personal
wealth (and the Cyricist mission’s paychest, although she doesn’t
think of it that way). It’s secured with a lock and a glyph of
warding that goes off unless the opener speaks the password:
“Bineera” (Skull Servant Ethar’s first name). The trunk contains
45 pp, 1,150 gp, 2,400 sp, a small, silver-inlaid weirwood harp
(900 gp), a pouch of 4 yellow topazes (120 gp each), and a scroll
of raise dead, given to Ethar by her superiors in case she needed
to resurrect a useful creature or servant.

M12. BLACK RIFT TRAILHEAD


A well-worn path leads through a thicket to the east and down
the bluff. The gray trail blends into the shadowy terrain until it
is swallowed by darkness. Looking in that direction, you get the
sense of a vast openness, a void that is a disturbing contrast to the
sense of confinement that you’ve felt since entering this plane.
From here you can also see another building in the keep. Lan-
tern light gleams through its narrow windows.

This is the head of the trail that leads to the Black Rift. It goes
for about a mile, taking the PCs through increasingly marshy
lands and into more flooded forest until it at last ends at area
R1 in Chapter 5.
Development: If the PCs avoided encountering Skull Servant
Ethar and the guards in the priory, this group will soon discover
that something is amiss and set off down the path, attacking as
soon as they spot the PCs. They fight to the death because Ethar
rightfully fears that if she fails to prevent the PCs from reaching
the Black Rift, Despayr will make her one of the “petitioners”
in the ritual to open the rift in the Weave.

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ENCOUNTER S2

JHERREMOR’S LAIR
Encounter Level 7 When the PCs first see the ghirrash, read:
A tall, powerful creature that looks like an upright
Setup six-limbed tiger snarls at you. It is covered in gray-
The ghirrash Jherremor (J) attacks any PCs who dare to black fur, and its face combines humanoid features
enter its lair. The encounter begins when the PCs open with those of a big cat. “You are not supposed to be
the door or otherwise make their entry into the tower’s here,” it hisses. “Good! I need fresh meat.”
first floor.

Tactics
Jherremor has a nasty trick while fighting in its lair—it
FEATURES OF THE AREA looks for the opportunity to grapple its foes. While grap-
Plane of Shadow Traits: See page 72.
pling, Jherremor can use its rake attacks, but what it really
Steep Spiral Stairs: Characters moving up steep stairs must
wants to do is plunge its grappled foe onto a hanging hook.
spend 2 squares of movement to enter each square of stairs.
To stick a PC on a hook, Jherremor must begin the turn
Steep stairs increase the DC of Tumble checks by 5. Characters
with a hanging hook in reach and a foe already grappled.
gain cover against foes below them on spiral stairs because they
It can then hang the PC on a hook (see below) by succeed-
can easily duck around the staircase’s central support.
ing on another grapple check.
Hanging Hooks: These are iron hooks bolted into the wall
Once the combat is completed, refer back to page 76 to
at a height of about 6 feet—a Medium-sized humanoid stuck
continue the adventure.
on a hook is suspended with its feet about 1 to 2 feet above
the floor.
Being hung on a hook deals 2d4 damage. A hooked character
can’t move, takes a –4 penalty on attack rolls, and must succeed Jherremor, the Ghirrash CR 7
on a DC 20 Concentration check to cast any spells. To get down, hp 52 (7 HD); DR 5/magic
the character must use a full-round action and succeed on a CE Large outsider
Escape Artist check (DC 15) or Strength check (DC 20, and Init +7; Senses darkvision 60 ft.; Listen +11, Spot +11
the character takes an additional 2d6 points of damage). Languages Abyssal, Common, Infernal
AC 20, touch 12, flat-footed 17
Miss Chance 50% displacement
Immune poison
Resist acid 10, cold 10, electricity 10, fire 10; SR 14
Fort +8, Ref +10, Will +6
Speed 50 ft. (10 squares)
Melee claw +13 (1d6+6) or
Melee 4 claws +13 each (1d6+6) and
bite +7 (1d4+3 plus paralysis)
Base Atk +7; Grp +17
Atk Options pounce, rake
Abilities Str 23, Dex 16, Con 16, Int 13, Wis 12, Cha 15
Feats Improved Initiative, Lightning Reflexes, Weapon
Focus (claw)
Skills Balance +15, Climb +16, Hide +13, Jump +26,
Listen +11, Move Silently +13, Spot +11, Survival +11,
Tumble +15

J Displacement (Su) Any melee or ranged attack against a


ghirrash has a 50% miss chance unless the attacker
can locate the creature by means other than sight. True
seeing allows the user to ignore the miss chance.
Paralysis (Su) A creature hit by a ghirrash’s bite attack
must make a successful DC 16 Fortitude save or be
paralyzed for 1d4+1 rounds. Elves are immune to this
paralysis.
Pounce (Ex) If a ghirrash charges, it can make a full attack,
including two rake attacks.
Rake (Ex) Two claws, attack bonus +13, damage 1d6+3.

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ENCOUNTER S3
DARK OBSERVATORY
Encounter Level 6 room, but do not chase him outside this chamber. The
shadow elementals use their incorporeality to gain cover
from the throne or walls, as needed.
Setup Once the combat is completed, refer back to page 76 to
When a PC moves adjacent to the Dusk Lord’s throne or attempts
continue the adventure.
to sit on it, two shadow elementals (S) emerge from the throne
and attack. Ask the players to make Spot checks (DC 20). Char-
acters who succeed catch a glimpse of the shadow elementals FEATURES OF THE AREA
just before they emerge, aren’t surprised, and roll initiative Plane of Shadow Traits: See page 72.
normally. Characters who fail the check are surprised. Steep Spiral Stairs: Characters moving up steep stairs must
spend 2 squares of movement to enter each square of stairs.
When the PCs first see the shadow elementals, read: Steep stairs increase the DC of Tumble checks by 5. Characters
The shadows clinging to the throne roil and flicker, gain cover against foes below them on spiral stairs because
and then two menacing forms detach themselves they can easily duck around the staircase’s central support.
from the gloomy surroundings. The creatures are Heavy Debris: It costs 2 squares of movement to enter a
roughly humanoid in shape, but seem to be composed square containing heavy debris. Heavy debris adds 5 to the
DC of Balance and Tumble checks, and it imposes a –5 penalty
of nothing but pure shadow, with two pallid eyes on Move Silently checks. Running or charging through heavy
marking otherwise featureless faces. debris is impossible.
Unstable Floor: Parts of the tower’s floor are crumbling
Tactics and dangerous. If a Medium or Large creature stands in the
The shadow elementals focus their attacks on the creature indicated squares, there is a 50% chance each round that the
or character who first moved adjacent to the throne. They floor collapses. The character must make a successful DC 15
pursue the offending character anywhere he goes in this Reflex save or fall 15 feet to the room below, taking 2d6 points
of damage from the fall and the accompanying shower of rubble.
A Large creature gains a +5 bonus on this saving throw. A
2 Medium Shadow Elementals CR 4 character who succeeds on the saving throw can position himself
hp 26 each (4 HD) in any square adjacent to the square that collapsed.
NE Medium elemental (extraplanar, incorporeal)
A successful DC 10 Search check reveals the fragile nature
Init +5; Senses blindsight 60 ft., Listen +3, Spot +4
Languages none of the floor. Due to stonecunning, a dwarf can make this check
automatically if within 10 feet.
AC 12, touch 12, flat-footed 11
Miss Chance 50% incorporeal
Immune poison, sleep, paralysis, stunning, critical hits,
flanking
Fort +3, Ref +5, Will +1
Speed fly 40 ft. (perfect) (8 squares)
Melee incorporeal touch +4 (1d6 plus 1d6 cold)
Base Atk +3; Grp +3
Atk Options shadow mastery, Combat Reflexes
Special Actions dusk and dawn
Abilities Str —, Dex 12, Con 14, Int 4, Wis 11, Cha 11
Feats Combat Reflexes, Improved Initiative
Skills Listen +3, Spot +4
Shadow Mastery (Ex) A shadow elemental gains a +1 bonus on
attack rolls and damage rolls if both it and its foe are in dark-
ness or shadowy illumination. When in an area of very bright
light (such as sunlight or a daylight spell), shadow elemen-
tals take a –4 penalty on attack rolls and damage rolls.
Dusk and Dawn (Su) Three times a day, a shadow elemental
can create an area of shadowy illumination, regardless of
prevailing light conditions, in a 20-foot.-radius emanation
centered on a point in space up to 30 feet away from its lo-
cation. This effect lasts for 20 minutes unless the elemen-
tal dismisses it. Darkvision functions in the area normally.

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ENCOUNTER S6

SHADOW GATEHOUSE
Encounter Level 7 into trouble, the marauders close in to make flanking
attacks on any PCs pressing the shadowslain Blackscale.
They are only too happy to charge into the fray if the PCs
Setup attack with magic or ranged weapons of their own.
The Shadowscales marauders (S) are guarding the prisoner
Once the combat is completed, refer back to page 77 to
and keeping an eye out for any threat approaching the
continue the adventure.
keep. If they have reason to be suspicious of approaching
PCs and spot them before the PCs reach the gatehouse,
the Shadowscales hide by the rubble mounds (Hide +9).
The shadowslain Blackscale (B) also hides (Hide +6), but it
should be out of view and have total concealment until the Shadowslain Blackscale CR 4
hp 26 (4 HD)
PCs round the wall. Otherwise, the Shadowscales are out NE Large undead (augmented monstrous humanoid,
in the open, believing that the PCs are probably dominated reptilian)
captives on their way to the boat landing. Init +0; Senses darkvision 60 ft., low-light vision; Listen +0,
Steersissk the lizardfolk (L) is tied to a post inside a Spot +4
wooden cage. If the PCs free him before combat is ended, Aura Weave drain (10 feet)
he fights on their side. Languages Draconic
AC 18, touch 11, flat-footed 18
When the PCs see the Shadowscale marauders, read: Resist acid 5, turn resistance +4
Fort +1, Ref +4, Will +4
The scales of these reptilian warriors are black as
Speed 40 ft. (8 squares)
night, and their eyes are pale orbs. Shadows seem Melee greatclub +8 (2d8+11) and
to flow around them like cold black flames. bite +6 (1d6+4) or
Melee 2 claws each +8 (1d6+7) and
When the PCs see the shadowslain Blackscale, read: bite +6 (1d6+4)
With a roar a Blackscale lizardfolk lurches from Ranged javelin +3 (1d8+6)
Space 10 ft.; Reach 10 ft.
the gloom, its eyes aglow and its scales covered in Base Atk +4; Grp +14
flickering shadow. Atk Options Multiattack, Power Attack (–1 attack, +1 or +2
damage)

Tactics Abilities Str 23, Dex 10, Con —, Int 8, Wis 11, Cha 7
SQ shadowstuff armor
The first thing the Shadowscale marauders do is fling jav- Feats Multiattack, Power Attack
elins, allowing the shadowslain Blackscale to take care of Skills Balance +4, Hide +6, Jump +14, Listen +0, Spot +4,
the close-in fighting while they target PCs who are hang- Swim +12
ing back from the fray. If the shadowslain Blackscale gets Possessions greatclub, 5 javelins
Hook Roars a challenge when it draws its weapon.
Light Sensitivity (Ex) A shadowslain is dazzled in bright
Steersissk the Lizardfolk CR 1 sunlight or within the radius of a daylight spell.
hp 11 (2 HD) Shadowstuff Armor (Su) A shadowslain is shrouded in a
N Medium humanoid (reptilian) semisolid armor of shadowstuff that grants it a +2
Init +0; Senses Listen +0, Spot +0 deflection bonus to Armor Class and a +10 bonus on
Languages Draconic Hide checks.
AC 17, touch 10, flat-footed 17 Weave Drain (Su) This ability affects spellcasters who use
Fort +1, Ref +3, Will +0 the Weave. At the beginning of her turn, if a spellcaster
Speed 30 ft. (6 squares) is within 10 feet of a shadowslain, she loses access to
Melee 2 claws +2 each (1d4+1) and one spell as if she had cast her lowest-level, currently
bite +0 (1d4) available spell. (If she has more than one remaining
Base Atk +1; Grp +2 spell at her lowest level, she chooses which she loses.)
When she next prepares spells or regains spell slots,
Abilities Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10 she regains her full normal complement of spells.
SQ hold breath If the subject loses a spell of at least 1st level, the
Feats Multiattack shadowslain heals a number of points of damage equal
Skills Balance +4, Jump +5, Listen +0, Spot +0, Swim +2 to 5 × the level of the spell.
Hook Cheers for the PCs during the fight. This ability does not affect spellcasters who use the
Hold Breath (Ex) A lizardfolk can hold its breath for 52 Shadow Weave, those who use divine magic, or
rounds before it risks drowning. creatures that do not cast spells.
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ENCOUNTER S6
2 Shadowscale Marauders CR 3
hp 23 each (3 HD) FEATURES OF THE AREA
NE Medium undead (augmented humanoid, reptilian) Plane of Shadow Traits: See page 72.
Init +0; Senses darkvision 60 ft., low-light vision; Listen +1, Heavy Debris: It costs 2 squares of movement to enter a
Spot +1 square containing heavy debris. Heavy debris adds 5 to the
Aura Weave drain (10 feet) DC of Balance and Tumble checks, and it imposes a –5 penalty
Languages Draconic
on Move Silently checks. Running or charging through heavy
AC 22, touch 13, flat-footed 21 debris is impossible.
Immune mind-affecting, poison, sleep, paralysis, stunning, Light Undergrowth: A space covered with light undergrowth
disease, death effects, critical hits, nonlethal damage,
costs 2 squares of movement to move into and provides con-
ability drain, energy drain, damage to physical ability
scores, fatigue, exhaustion cealment. Undergrowth increases the DC of Tumble and Move
Resist turn resistance +4 Silently checks by 2. A creature using a slashing weapon can
Fort +2, Ref +4, Will +1 clear a square of light undergrowth with a full-round action.
Weakness light sensitivity Shallow Bog: It costs 2 squares of movement to move into
Speed 30 ft. (6 squares) a shallow bog square, and the DC of Tumble checks in such
Melee greatclub +6 (1d10+11) and squares increases by 2. Shallow bog squares are roughly 1 foot
bite +3 (1d4+4) or deep. For more rules about movement and combat in water,
Melee 2 claws each +5 (1d4+7) and see page 5.
bite +3 (1d4+4) Wooden Cage: 2 in. thick; AC 6; hardness 5; hp 20; break
Ranged javelin +3 (1d6+5) DC 14.
Space 5 ft.; Reach 5 ft. The statistics above represent a single bar; several bars might
Base Atk +2; Grp +7 need to be destroyed to make enough space for a creature to
Atk Options Power Attack (–2 attack, +2 or +4 damage)
squeeze through. The cage is 10 feet high (Climb DC 15), and
Abilities Str 21, Dex 13, Con —, Int 8, Wis 12, Cha 10 the “bars” are roughly 4 inches apart. It is roofed with more
SQ shadowstuff armor wooden bars. Creatures attacked through the cage have cover
Feats Multiattack, Power Attack, Weapon Focus (greatclub)
(+4 AC, +2 on Reflex saves).
Skills Balance +5, Hide +19, Jump +9, Listen +1, Spot +1,
Swim +7 Wooden Cage Door: 2 in. thick; AC 6; hardness 5; hp 20;
Possessions greatclub, 5 javelins, key to the lock securing break DC 14; Open Lock DC 20.
the cage door (on one of them) The statistics above represent a single bar, except that a
Hook Hisses at foes. successful break DC opens the door. A chain with a lock secures
the door.
Light Sensitivity (Ex) A shadowslain is dazzled in bright
sunlight or within the radius of a daylight spell.
Shadowstuff Armor (Su) A shadowslain is shrouded in a
semisolid armor of shadowstuff that grants it a +2
deflection bonus to Armor Class and a +10 bonus on
Hide checks. Shallow
Weave Drain (Su) This ability affects spellcasters who use
Bog
the Weave. At the beginning of her turn, if a spellcaster is
within 10 feet of a shadowslain, she loses access to one
spell as if she had cast her lowest-level, currently
available spell. (If she has more than one remaining spell
at her lowest level, she chooses which she loses.) When
she next prepares spells or regains spell slots, she
regains her full normal complement of spells.
If the subject loses a spell of at least 1st level, the
shadowslain heals a number of points of damage equal
B
to 5 × the level of the spell.
This ability does not affect spellcasters who use the
Shadow Weave, those who use divine magic, or creatures
that do not cast spells.
S Heavy
Debris
Wooden Cag
e

L S
Light
Undergrowth

93

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ENCOUNTER S7

THE NECREME
Encounter Level 6 Grask the Ephemeral CR 3
hp 44 (8 HD)
NE Medium outsider
Setup Init +6; Senses darkvision 60 ft., scent; Listen +9, Spot +9
This sorcerous boat belongs to the shadar-kai Sithierel (S) Languages Common
and his companion, a dusk beast (or ephemeral) called AC 15, touch 12, flat-footed 13
Grask (G). The boat also holds four animated orc skeletons Fort +7, Ref +8, Will +8
(O), but these are chained to their benches and the oars, Speed 30 ft. (6 squares)
and do not participate in the encounter—they are engines, Melee 2 bites +10 each (1d8+2) and
not warriors. tail +8 (1d4+1)
When the encounter begins, the dusk beast is lurking Space 5 ft.; Reach 10 ft.
in its favorite spot on the deck—curled up in the bow. Base Atk +8; Grp +10
Sithierel is below, in his small cabin. Attack Options Combat Reflexes
The dusk beast is in good position to observe any char- Abilities Str 14, Dex 15, Con 13, Int 8, Wis 15, Cha 13
acters approaching the dock (Spot +9), and is very hard to Feats Combat Reflexes, Improved Initiative, Multiattack,
spot (Hide +17). The dusk beast warns Sithierel if it sees TrackB
anyone approaching, and the shadar-kai comes up to the Skills Balance +9, Climb +7, Hide +17, Jump +9, Listen +9,
deck 1 round later. Move Silently +12, Search +4, Spot +9, Survival +13 (15
Assuming that the PCs are spotted by the dusk beast, following tracks), Tumble +15
aren’t doing anything overtly suspicious, and don’t see the
creature themselves, the encounter begins when Sithierel
appears and challenges the PCs (use the read-aloud box
Tactics
On his first turn, Sithierel ignores the PCs. He uses a stan-
given below). If the PCs are trying to play along, they’ll
dard action to cast off by severing the mooring lines, and
need to give the name of a leader from the Lost Refuge
a move action to command the Necreme’s rowers to begin
(Bestra, Ketsarra, or Thieraven), or come up with a very
pulling for open water—before anything else he wants to
good bluff.
make sure as few boarders get onto the boat as possible.
If the PCs don’t give a satisfactory answer or simply
Grask covers its master as best it can while Sithierel is
choose to attack, roll initiative normally—Sithierel and
occupied.
Grask aren’t surprised.
If he casts off successfully, at the beginning of his next
turn the boat moves 5 feet along the pier and 5 feet away.
When Sithierel appears, read:
At the beginning of Sithierel’s next turn after that, the boat
Another of the tall, slender shadow-people emerges moves 10 feet down the pier and an additional 5 feet farther
from the bizarre boat’s cabin. His skin is a dusky away, creating a 10-foot gap between pier and boat. After
gray color, his hair is black, and his face is covered that, the boat moves 20 feet per turn, heading straight out
with purple tattoos. Iron jewelry pierces his ears into the open waters of the bayou.
and arms. He glares at you and rasps, “Well? While the boat pulls away from the island, Sithierel
turns his attention to repelling any boarders. He uses his
Who sent you?” hexblade’s curse against the nearest PC who looks like a
When the PCs see Grask, read: formidable melee fighter. This is a free action, so he can use
the curse while taking a normal turn. Grask and Sithierel
A creature of living shadow lurks in the bow of work together to flank enemies and cover as much of the
the boat. You can make out only a frightening boat as possible with their reach attacks.
outline of the beast, a silhouette that hints at two Once the combat is completed, refer back to page 78 to
fanged heads, a squat lizardlike build, and a long, continue the adventure.
barbed tail.

94

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ENCOUNTER S7
Sithierel CR 5 Possessions combat gear plus +1 gal-ralan (see page 155), +1
hp 46 (7 HD) spiked chain, +1 mithral chain shirt, composite shortbow
Male shadar-kai hexblade 4 (+2 Str bonus) with 20 masterwork arrows
NE Medium fey (extraplanar) Superior Low-Light Vision (Ex) Can see four times as far as a
Init +4; Senses superior low-light vision, Listen +8, Spot +8 human in shadowy illumination.
Languages Common, Elven, Sylvan Shadow Curse (Su) Any time a shadar-kai is stunned, dazed,
AC 19, touch 14, flat-footed 15 staggered, or unconscious, it must make a successful
Fort +5, Ref +9, Will +8 DC 15 Will save or gain one negative level.
Resist mettle Hide in Plain Sight (Su) Can use the Hide skill while being
Weakness shadow curse observed and while lacking cover or concealment, except
in natural daylight, the area of a daylight spell, or similar
Speed 30 ft. (6 squares)
magical light.
Melee +1 spiked chain +10 melee (2d4+4)
Mettle (Ex) If Sithierel makes a successful Will or Fortitude
Ranged shortbow +10 ranged (1d6+2/×3)
save against an attack that would normally have a lesser
Space 5 ft.; Reach 5 ft. (10 ft. with spiked chain)
effect on a successful save (such as any spell with a saving
Base Atk +5; Grp +7
throw entry of Will half or Fortitude partial), he instead
Atk Options sneak attack +1d6
completely negates the effect.
Special Actions Dodge, hexblade’s curse, hide in plain sight,
Hexblade’s Curse (Su) Once a day, as a free action, Sithierel
Mobility
can unleash a curse upon a foe. The target must be within
Combat Gear potion of cure moderate wounds
60 feet. The target takes a –2 penalty on attacks, saves,
Abilities Str 14, Dex 18, Con 14, Int 9, Wis 10, Cha 11 ability checks, skill checks, and weapon damage rolls for
Feats Dodge, Exotic Weapon Proficiency (spiked chain)B, 1 hour. A successful DC 12 Will saving throw negates the
Mobility, Weapon Finesse effect.
Skills Concentration +6, Hide +10, Listen +6, Move
Silently +10, Spot +6, Survival +6

FEATURES OF THE AREA Foredeck and Coxswain Stand: Characters on the foredeck or
Plane of Shadow Traits: See page 72. the coxswain stand (at the back of the boat) gain cover (+2
Pier: The pier is decrepit and ramshackle. Characters trying bonus to AC, +1 bonus on Reflex saves) against attacks from
to charge or run must succeed on DC 10 Balance checks. Failure the main deck. They gain a +1 attack bonus for higher ground
means that the character can’t move in that round. when attacking characters on the main deck.
Water: The murky water of the swamp is nearly impossible to Catwalk: Because the catwalk is somewhat narrow, characters
see through. Squares near shore are considered deep bog and trying to run or charge across it must succeed on DC 10 Bal-
those farther out are open water, as indicated ance checks or be unable to move in that round.
on the map. For rules about movement Oar Pit: Four orc skeletons
and combat in water, see page 5. occupy the oar pit.
Deep Bog: It costs Medium or larger They take no part in
creatures 4 squares of movement to move any fighting, even if
into a deep bog square, or characters attacked. Because the
can swim if they want. Small or smaller oar pits are cluttered
creatures must swim to move through with benches, chains,
a square containing a deep bog. Move oars, and skeletons,
Silently checks take a –2 penalty in treat creatures moving
water. Creatures without a swim speed through the area as
or freedom of movement cannot use the though they are squeez-
Tumble skill in a deep bog. Deep bog ing through a tight space
squares are roughly 4 feet deep. (–4 to AC, –4 to attacks,
Open Water: The open water squares it costs 2 squares to move
have calm water that is 10 to 20 feet 1). Characters trying to
deep. climb from the oar pit
Necreme: The Necreme’s features back to the main deck
are described below. must succeed on DC 5
Thin Wooden Walls: 3 in. thick; Climb checks (or DC 24
hardness 5; hp 30; break DC 18; standing Jump checks).
Climb DC (varies). Boarding: Characters
Wooden walls increase the DC of in the water can board the
Listen checks to hear through them Necreme by making suc-
by 3. The hit points and break cessful Climb checks
DC shown are for a 10-foot section. (DC 12 at the midpoint of
If a wooden wall is breached, the the hull, or DC 17 to climb
squares breached and all adjacent directly onto the foredeck
nonwall squares become light or stern platform).
debris.

anna bradley (Order #25966112)


ENCOUNTER WM1

WHISPERMERE GUARDIAN
Encounter Level 6 Zombie Dragon Turtle CR 5
hp 81 (12 HD); DR 5/slashing
N Huge undead (augmented dragon)
Setup Init –1; Senses darkvision 60 ft., low-light vision, scent;
When the Necreme reaches this part of the beacon path Listen +0, Spot +0
on the Whispermere, the PCs must play the notes on the AC 23, touch 15, flat-footed 23
dragonbone lyre from the cabin of the ship or the guardian Fort +8, Ref +15, Will +8
(G) attacks. The guardian, a zombie dragon turtle placed Immune fire, mind-affecting, poison, sleep, paralysis,
here by Esvele, is instructed to kill anyone on the Necreme stunning, disease, death effects, critical hits, nonlethal
(or any other vessel) or who falls in the water if the tune damage, ability drain, energy drain, damage to physical
is not properly played. The dragon turtle isn’t supposed ability scores, fatigue, exhaustion
to sink the boat (the Sharrans want to be sure they can Speed 20 ft. (4 squares), swim 30 ft.
retrieve it), but it has been told to use its breath weapon Melee bite +18 (4d6+8)
and other attacks. Space 15 ft.; Reach 10 ft.
When the PCs arrive in the Necreme, the guardian is Base Atk +12; Grp +28
completely hidden beneath the dark water of the Whisper- Special Actions breath weapon, capsize
mere. The guardian gains surprise when it attacks, and Abilities Str 27, Dex 8, Con —, Int —, Wis 10, Cha 6
uses its surprise-round action to appear before the boat and Feats Toughness
stop its motion. When this happens, immediately have the Skills Swim +8
SQ single actions only
PCs make DC 12 Balance checks. Those who fail by 4 or
less are immediately knocked prone, while those who fail Breath Weapon (Su) Cloud of superheated steam 20 feet
by 5 or more are knocked prone and have a 50% chance of high, 25 feet wide, and 50 feet long, once every 1d4
rounds, damage 6d6 fire, Reflex DC 14 half; effective
being thrown overboard.
both above and below the water.
Capsize (Ex) If submerged, the zombie dragon turtle can
When the guardian attacks, read: come up under the Necreme with a 50% chance of
The water before the ship suddenly explodes as a capsizing the vessel. It has been instructed not to use
this attack.
behemoth surges to the surface— some kind of Single Actions Only (Ex) A zombie dragon turtle can
mammoth undead turtle. Huge three-clawed paws perform only a single action each round, a standard
of rotting flesh slam down on the front of the boat, action or a move action.
stopping it suddenly and causing it to pitch you
toward the creature’s gaping maw. If the PCs stay out of reach by moving to the back of
If the PCs play the notes on the lyre and cause the guard- the boat, the dragon turtle has instructions to shove down
ian to relent in its attacks, read. on the front of the boat. This requires the PCs on deck to
attempt a DC 15 Balance check. Those who fail are imme-
The creature’s sudden calm is nearly as surprising diately knocked prone, and those who fail by 5 or more also
as its attack. As you play the haunting notes on the have a 50% chance of falling overboard and a 50% chance
lyre, it releases the boat and simply sinks back of sliding down the deck into the zombie dragon turtle’s
beneath the black water. reach.
If all the PCs are in the water, the zombie dragon turtle
attacks them. Otherwise, it ignores PCs in the water and
Tactics focuses on foes in the boat.
After the surprise round, the zombie dragon turtle attacks
Once the combat is completed, refer back to page 81 to
with its bite. In the following round, the guardian uses
continue the adventure.
its breath weapon and then attacks with its bite until its
breath weapon is available again. It avoids moving and
simply holds the boat in place with its claws.

96

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ENCOUNTER WM1
FEATURES OF THE AREA Oar Pit: Four orc skeletons occupy the oar pit. They take no
Plane of Shadow Traits: See page 72. part in any fighting, even if attacked. Because the oar pits are
Open Water: The murky water of the swamp is nearly impos- cluttered with benches, chains, oars, and skeletons, treat crea-
sible to see through. The water squares have calm water that is tures moving through the area as though they are squeezing
20 feet deep. PCs in the water must swim. through a tight space (–4 to AC, –4 to attacks, it costs 2 squares
Swimming: Creatures must succeed on DC 10 Swim checks to move 1). Characters trying to climb from the oar pit back
to move one-quarter their speed. A failure by 5 or more results to the main deck must succeed on DC 5 Climb checks (or
in a creature going underwater and needing to hold its DC 24 standing Jump checks).
breath. Boarding: Characters in the water can board the Necreme by
Holding Your Breath: A creature can hold its breath for a making successful Climb checks (DC 12 at the midpoint of
number of rounds equal to twice its Constitution score, but the hull, or DC 17 to climb directly onto the foredeck or stern
only if taking move actions or free actions. A creature holding platform).
its breath that takes a standard action has the number of rounds Vigorous Motion: While the guardian holds the ship during
that its breath can be held reduced by 1. After that, the creature the battle, the boat is always considered to be in vigorous mo-
must make a successful DC 10 Constitution check; each round, tion. This requires anyone attempting to cast a spell to make
the DC of this check increases by 1. A failed Constitution check a Concentration check (DC 10 + spell level) or fail to cast the
causes a creature to fall unconscious. In the following round, spell and lose it.
the creature is reduced to –1 hit points. In the round after that, Playing the Lyre: If the PCs play the proper notes on the
the creature dies. dragonbone lyre in the Necreme’s cabin (Perform DC 20 due
Combat in Water: Creatures without a swim speed or freedom to the rigorous motion of the ship), the guardian stops attacking
of movement that fail a swim check are considered off balance; and drops back into the water. It won’t rise to attack again un-
they lose their Dexterity bonus to AC, and foes gain a +2 bonus less the PCs leave and return without properly playing the
to hit them. lyre.
A creature wholly covered by water has total cover from at-
tacks on land. A creature standing in water at least half its
height in depth has cover (+4 to AC, +2 on Reflex saves) against
attacks from land, and it can crouch as a move action to gain
improved cover (+8 to AC, +4 on Reflex saves). Creatures
swimming in the water but breaking the surface have improved
cover against attacks from on land (+8 to AC, +4 on Reflex
saves). Ranged attacks take a –2 penalty for every 5 feet of
water they pass through. Slashing and bludgeoning melee at-
tacks take a –2 penalty underwater. The surface of the water
stops line of effect for fire spells, and a spellcaster in the water
must succeed on a Spellcraft check (DC 20 + spell level) or the
spell fails and is wasted.
Zombie Dragon Turtle: Note that the dragon turtle fights
this battle half-submerged. The necessary bonuses are already
figured into its statistics.
Necreme: The Necreme’s features are described below.
Thin Wooden Walls: 3 in. thick; hardness 5; hp 30; break
DC 18; Climb DC (varies).
Wooden walls increase the DC of Listen checks to hear
through them by 3. The hit points and break DC shown are for
a 10-foot section. If a wooden wall is breached, the squares
breached and all adjacent nonwall squares become light
debris.
Foredeck and Coxswain Stand: Characters on the foredeck or
the coxswain stand (at the back of the boat) gain cover (+2
bonus to AC, +1 bonus on Reflex saves) against attacks from
the main deck. They gain a +1 attack bonus for higher ground
when attacking characters on the main deck.
Catwalk: Because the catwalk is somewhat narrow, characters
trying to run or charge across it must succeed on DC 10
Balance checks or be unable to move in that round.

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anna bradley (Order #25966112)


ENCOUNTER W3

S HADOWSCALE G UARDROOM
Encounter Level 6 2 Small Vipers CR 1/2
hp 4 each (1 HD)
N Small animal
Setup Init +3; Senses low-light vision, scent; Listen +7, Spot +7
Three Shadowscale marauders (S) stand watch here, ready AC 17, touch 14, flat-footed 14
to defend their warren. If the Shadowscales hear the PCs Fort +2, Ref +5, Will +1
(Listen +1), or see a strange light in the tunnel leading to
Speed 20 ft. (4 squares), climb 20 ft., swim 20 ft.
area W1, they prepare an ambush. It requires a successful Melee bite +4 (1d2–2 plus poison)
DC 5 Listen check for the lizardfolk to hear PCs talking Base Atk +0; Grp –6
near the gate. Atk Options poison (Fort DC 10, 1d6 Con/1d6 Con)
Allow the PC in the lead a Spot check to see the hiding Abilities Str 6, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Shadowscales (Hide +9). If the PCs don’t spot the waiting Feats Weapon Finesse
Shadowscales, the lizardfolk gain surprise. Otherwise, roll Skills Balance +11, Climb +11, Hide +11, Listen +7, Spot +7,
initiative normally. Swim +6

Read this text when the PCs enter the room. 2 Stirges CR 1/2
hp 5 each (1 HD)
You hear a soft sibilant hiss in the darkness, and N Tiny magical beast
then several dark-scaled lizardfolk rush you from Init +4; Senses darkvision 60 ft., low-light vision; Listen +4,
Spot +4
the shadows of this low, muddy chamber!
AC 16, touch 16, flat-footed 12
Read this text when the marauders fling the viper jars: Fort +2, Ref +6, Will +1
Speed 10 ft. (2 squares), fly 40 ft.
One of the lizardfolk hefts a clay jar and hurls it at Melee touch +7 (attach)
you. It shatters at your feet and a thick black snake Space 2-1/2 ft.; Reach 0 ft.
angrily snaps at you from the shards of broken Base Atk +1; Grp –11 (+1 when attached)
pottery. Special Actions attach, blood drain
Abilities Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6
Read this text when the marauders loose the stirges in Feats Alertness, Weapon FinesseB
area W6: Skills Hide +14, Listen +4, Spot +4
One of the lizardfolk picks up a clay jar and throws Attach (Ex) If a stirge hits with its touch attack, it latches
it at your feet. It shatters and an insectlike creature onto its opponent’s body and grapples its prey. To
remove an attached stirge through grappling, the
the size of a cat flaps into the air on batlike wings. opponent must achieve a pin.
It seems dazed for a moment but then it points its Blood Drain (Ex) A stirge drains blood, dealing 1d4 points
deadly needle nose in your direction. of Constitution damage in any round when it begins its
turn attached to a victim. Once it deals 4 points of
Constitution damage, it detaches.
Encounter W6
If you’re playing this encounter in area W6, replace the
small vipers with stirges.
The hungry stirges ignore the undead lizardfolk and
Tactics
Two of the Shadowscales try to block the passage leading
focus their attacks on the nearest PC.
into this room, while the third guard hangs back and hurls
clay jars containing Small vipers at PCs in the back ranks.
A jar shatters when it hits, depositing an angry viper (or,
if this is area W6, an angry stirge) in the same square as
a PC. You don’t have to run this as a grapple attempt; just
put the snake in the PC’s square, and let the snake and the
PC attack each other normally. After both viper/stirge
jars have been thrown, the third guard throws javelins
into the melee.
Once the combat is completed, refer back to page 81 to
continue the adventure.

98

anna bradley (Order #25966112)


ENCOUNTER W3
2 Shadowscale Marauders CR 3
hp 23 each (3 HD) FEATURES OF THE AREA
NE Medium undead (augmented humanoid, reptilian) Plane of Shadow Traits: See page 72.
Init +0; Senses low-light vision, darkvision 60 ft.; Listen +1, Uneven Slick Floors: A successful DC 12 Balance check
Spot +1
is required to run or charge across the surface. Failure means
Aura Weave drain (10 feet)
Languages Draconic the character can’t move in that round.
Tree Trunk: 1 ft. thick; AC 4; hardness 5; hp 150; break
AC 22, touch 13, flat-footed 21
DC 25; Climb DC 15.
Immune mind-affecting, poison, sleep, paralysis, stunning,
disease, death effects, critical hits, nonlethal damage, A creature standing in the same square as a tree trunk gains
ability drain, energy drain, damage to physical ability a +2 bonus to Armor Class and a +1 bonus on Reflex saves
scores, fatigue, exhaustion (these bonuses don’t stack with bonuses for cover that derive
Resist turn resistance +4 from other sources). The presence of a tree trunk doesn’t
Fort +2, Ref +4, Will +1 otherwise affect a creature’s space, because it’s assumed that
Weakness light sensitivity the creature is using the tree to its advantage when it can.
Speed 30 ft. (6 squares) Shallow Bog: It costs 2 squares of movement to move into
Melee greatclub +6 (1d10+11) and a shallow bog square, and the DC of Tumble checks in such
bite +3 (1d4+4) or squares increases by 2. Shallow bog squares are roughly 1 foot
Melee 2 claws +5 each (1d4+7) and deep.
bite +3 (1d4+4)
Ranged javelin +3 (1d6+5)
Space 5 ft.; Reach 5 ft.
Base Atk +2; Grp +7
Atk Options Power Attack (–2 attack, +2 damage)
Abilities Str 21, Dex 13, Con —, Int 8, Wis 12, Cha 10
Torch Tree
SQ shadowstuff armor
Feats Multiattack, Power Attack, Weapon Focus (greatclub) Trunk
Skills Balance +5, Hide +9, Jump +9, Listen +1, Spot +1, Wicker
Swim +7 Gate
Possessions greatclub, 5 javelins
Hook Hisses at foes.
Light Sensitivity (Ex) A shadowslain is dazzled in bright
sunlight or within the radius of a daylight spell.
Shadowstuff Armor (Su) A shadowslain is shrouded in a S
semisolid armor of shadowstuff that grants it a +2
deflection bonus to Armor Class and a +10 bonus on S
Hide checks.
Weave Drain (Su) This ability affects spellcasters who use
the Weave. At the beginning of her turn, if a spellcaster is S
within 10 feet of a shadowslain, she loses access to one
spell as if she had cast her lowest-level, currently Tree
available spell. (If she has more than one remaining spell Trunk
at her lowest level, she chooses which she loses.) When Torch
she next prepares spells or regains spell slots, she Wicker
regains her full normal complement of spells. Gate
If the subject loses a spell of at least 1st level, the
shadowslain heals a number of points of damage equal
to 5 × the level of the spell.
This ability does not affect spellcasters who use the
Shadow Weave, those who use divine magic, or creatures
that do not cast spells.

99

anna bradley (Order #25966112)


ENCOUNTER W5

BANELAR’S LAIR
Encounter Level 8 several of its adversaries. Isti-Zar has an excellent Concen-
tration modifier, so it does not hesitate to cast defensively
while in melee with its adversaries.
Setup Once Isti-Zar has been reduced to 40 hit points or
The banelar Isti-Zar (B) begins the encounter coiled up in
fewer, it relocates to the pool. It might attempt to cover
the dry portion of its cavern. If the PCs fought the guards
this movement by casting obscuring mist first. Once in the
in area W3 or area W8, the banelar almost certainly heard
pool, the banelar enjoys excellent cover against attacks
the fighting (the DC is –10, and the DC increases by 11 for
from the shore. It uses this respite to cast summon monster
intervening distance and obstacles). The banelar is alert
III, summoning 1d3 fiendish monstrous scorpions. While
and ready for trouble.
the scorpions fight, it heals itself, and then returns to the
If, however, the PCs somehow got past the guards in the
fray.
adjacent rooms without making noise, the banelar is not
If reduced to 10 hit points or fewer, Isti-Zar abandons the
particularly alert. The sudden opening of the wicker gate
fight. It flees through the underwater tunnel that leads out
surprises the banelar—but if the PCs make noise right
to the Dark Lake (area W2) and leaves the Shadowscales to
on the other side of the door, such as talking with each
their fate.
other, allow Isti-Zar another Listen check to hear them
Once the combat is completed, refer back to page 82 to
coming.
continue the adventure.
If the banelar isn’t surprised and wins initiative, it hisses
a quick challenge and then delays to see how the intruders
respond. Given a chance, Isti-Zar interrogates the PCs to
find out who they are and what they want before it attacks. Fiendish Monstrous Scorpion CR —
The banelar knows full well that dominated humans aren’t hp 13 (2 HD)
NE Medium magical beast (extraplanar)
sent to the Shadowscale warren, so it won’t fall for any such
Init +0; Senses darkvision 60 ft., tremorsense 60 ft.,
story. Listen +0, Spot +4
The read-aloud text below assumes that the PCs do not
AC 14, touch 10, flat-footed 14
surprise Isti-Zar. If the PCs surprise Isti-Zar, the banelar
Resist cold 5, fire 5; SR 7
doesn’t speak and simply attacks. Fort +5, Ref +0, Will +0
Speed 40 ft. (8 squares)
When the PCs open one of the gates leading to this room,
Melee 2 claws +2 each (1d4+1) and
read: sting –3 (1d4 plus poison)
In the dim torchlight you see a massive snakelike Base Atk +1; Grp +2
Atk Options smite good (+2 damage), poison (Fort DC 13,
creature covered in thick, blue-black scales. Its head 1d3 Con/1d3 Con)
is humanoid in shape, but a number of small
Abilities Str 13, Dex 10, Con 14, Int 3, Wis 10, Cha 2
tendrils dangle from its chin. A wickedly barbed Atk Options constrict 1d4+1, improved grab
stinger tips its tail. “Humansss,” the creature hisses. SQ vermin traits
“Who are you? What do you want here?” Skills Climb +5, Hide +4, Spot +4
Constrict (Ex) A monstrous scorpion deals automatic claw
Tactics damage on a successful grapple check.
Improved Grab (Ex) To use this ability, a monstrous
Isti-Zar begins the encounter by using stinking cloud in scorpion must hit with a claw attack. It can then
the doorway. The banelar avoids catching itself in the attempt to start a grapple as a free action without
cloud and can move before casting if necessary. It tries provoking an attack of opportunity. If it wins the
to identify the most dangerous foe in the next round and grapple check, it establshes a hold and can constrict.
neutralize that PC by using a bestow curse spell. The banelar Smite Good (Su) Once a day a scorpion can make a normal
then mixes up its attack spells and stings, hoping to poison melee attack to deal +2 damage against a good foe.

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ENCOUNTER W5
Isti-Zar CR 8
hp 66 (7 HD); fast healing 2
Male banelar
FEATURES OF THE AREA
Plane of Shadow Traits: See page 72.
LE Huge aberration (extraplanar)
Init +5; Senses darkvision 60 ft.; Listen +8, Spot +8 Uneven Slick Floors: A successful DC 12 Balance check
Languages Common, Draconic, Orc is required to run or charge across the surface. Failure means
the character can’t move in that round.
AC 14, touch 9, flat-footed 13
Immune acid, poison High Ceiling: The ceiling in this room is 15 feet high, al-
Fort +7 (+10 against petrification), Ref +3, Will +8 lowing Isti-Zar to fight without having to bend over.
Deep Bog: It costs Medium or larger creatures 4 squares of
Speed 30 ft. (6 squares), swim 30 ft.
Melee sting +11 (2d6+8 plus poison) and movement to move into a deep bog square, or characters can
bite +6 (1d8+4 plus poison) swim if they want. Small or smaller creatures must swim to
Space 10 ft.; Reach 10 ft. move through a square containing a deep bog. Move Silently
Base Atk +5; Grp +21 check take a –2 penalty in water. Creatures without a swim
Atk Options poison (Fort DC 18, 2d4 Con/unconsciousness speed or freedom of movement cannot use the Tumble skill in a
for 1d3 hours) deep bog. Deep bog squares are roughly 4 feet deep. For rules
Combat Gear wand of magic missile (CL 3rd, 20 charges) about movement and combat in water, see page 5.
Cleric Spells Prepared (CL 6th) Tree Trunk: 1 ft. thick; AC 4; hardness 5; hp 150; break
3rd—bestow curse (DC 16), cure serious wounds, dispel DC 25; Climb DC 15.
magicD (d20+6), summon monster III
A creature standing in the same square as a tree trunk gains
2nd—aid, death knell, desecrateD, hold person (DC 15),
resist energy a +2 bonus to Armor Class and a +1 bonus on Reflex saves
1st—command (DC 14), cure light wounds, obscuring mist, (these bonuses don’t stack with bonuses for cover that derive
protection from goodD, shield of faith from other sources). The presence of a tree trunk doesn’t
0—cure minor wounds, detect magic, light, read magic, otherwise affect a creature’s space, because it’s assumed that
resistance the creature is using the tree to its advantage when it can.
D: Domain spell. Deity: Cyric. Domains: Evil, Magic.
Wizard Spells Prepared (CL 6th):
3rd—lightning bolt (DC 16), stinking cloud (DC 16),
suggestion (DC 16)
2nd—invisibility, Melf’s acid arrow (+6 ranged touch, 3
rounds), summon swarm, Tasha’s hideous laughter
(DC 15)
1st—color spray (DC 14), mage armor†, magic missile (3
missiles), shocking grasp (+13 melee touch, 5d6) Tree
0—acid splash, daze, detect magic, mage hand Trunk
† already cast
Abilities Str 26, Dex 13, Con 21, Int 17, Wis 16, Cha 16
Feats Combat Casting, Eschew MaterialsB,Improved
Initiative, Iron Will
Skills Bluff +8, Concentration +10, Diplomacy +9, Deep
Disguise +3 (+5 acting), Intimidate +10, Listen +8, Sense Bog
Motive +8, Spellcraft +12 (+14 deciphering scrolls),
Spot +8, Swim +16, Use Magic Device +12 (+14 scrolls)
Possessions combat gear plus holy symbol, ring of B
protection +1
Spellbook spells prepared plus 0—all; 1st—alarm, identify, Wicker
summon monster I; 2nd—detect thoughts, glitterdust, Gate
mirror image; 3rd—nondetection, slow.
Spells A banelar can cast a single spell as a free action every
round while attacking. c
Skills A banelar has a +8 racial bonus on any Swim check to
perform some special action or avoid a hazard. It can
always choose to take 10 on a Swim check, eveb if c Concealed
Door
distracted or endangered. It can use the run action while
swimming, provided it swims in a straight line.
Hook “Interesssting . . . you mussst be enemiesss of the
Sharransss. . . .”

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ENCOUNTER W8

GREAT WARREN
Encounter Level 9 Kossaandar, Shadowscale Warchief CR 6
hp 42 (4 HD)
Male shadowslain Blackscale lizardfolk fighter 2
Setup NE Large undead (augmented monstrous humanoid,
Four shadowslain lizardfolk (S) are hiding in this chamber. reptilian)
Have the PCs make Spot checks opposed by the shadow- Init +0; Senses darkvision 60 ft., low-light vision; Listen –1,
slain lizardfolk’s hide checks (Hide +9). The shadowslain Spot +3
attack any strangers entering the room unless the strang- Aura Weave drain (10 feet)
ers quickly identify themselves as Sharrans. Languages Draconic
AC 25, touch 13, flat-footed 23
When the PCs engage the shadowslain, read: Immune as shadowscale marauder
Resist acid 5, turn resistance +4
Several dark-scaled lizardfolk crouch here, fangs Weakness light sensitivity
bared and claws extended. The shadows seem to Fort +4, Ref +4, Will +4
cling to their bodies like thick black cloaks, rippling Speed 40 ft. (8 squares)
silently. Melee +1 greatsword +14 (3d6+18) and
bite +10 (1d6+6) or
When the knell beetle appears, read: Melee 2 claws +12 each (1d6+11) and
bite +7 (1d6+6)
A giant beetlelike creature the size of a pony squats Ranged javelin +5 (1d8+9)
in the stout wicker cage. It has two large claws, Space 10 ft.; Reach 10 ft.
razor mandibles, and an flaring, belllike cup atop Base Atk +6; Grp +16
its heavily armored head. Atk Options Power Attack (–2 attack, +2 damage)
Special Actions Cleave
Abilities Str 28, Dex 14, Con —, Int 8, Wis 8, Cha 12
SQ shadowstuff armor
Feats Cleave, Multiattack, Power Attack, Weapon Focus
(greatsword)
Lesser Knell Beetle CR 5 Skills Balance +2, Hide +4, Jump +13, Listen –1, Spot +3,
hp 51 (6 HD) Swim +7
Medium vermin Possessions +1 greatsword, 5 javelins, breastplate
Init +1; Senses darkvision 60 ft., scent; Listen +6, Spot +6 Hook Roars a challenge when it draws its weapon
AC 20, touch 11, flat-footed 19 Light Sensitivity (Ex) A shadowslain is dazzled in bright
Immune sonic, mind-affecting sunlight or within the radius of a daylight spell.
Fort +9, Ref +3, Will +2 Shadowstuff Armor (Su) A shadowslain is shrouded in a
Speed 40 ft. (8 squares), burrow 10 ft. semisolid armor of shadowstuff that grants it a +2
Melee 2 claws +8 each (1d10+4) and deflection bonus to Armor Class and a +10 bonus on
bite +6 (1d6+2) Hide checks.
Base Atk +4; Grp +8 Weave Drain (Su) This ability affects spellcasters who use
Atk Options rend the Weave. At the beginning of her turn, if a spellcaster
Special Actions screech, shake the earth is within 10 feet of a shadowslain, she loses access to
Abilities Str 18, Dex 12, Con 18, Int —, Wis 11, Cha 11 one spell as if she had cast her lowest-level, currently
SQ sonic healing, vermin traits available spell. (If she has more than one remaining
Skills Balance +5, Jump +8, Listen +6, Spot +6 spell at her lowest level, she chooses which she loses.)
When she next prepares spells or regains spell slots,
Rend (Ex) If a knell beetle hits with both claw attacks, it she regains her full normal complement of spells.
latches onto an opponent’s body and tears the flesh. If the subject loses a spell of at least 1st level, the
This attack automatically deals an additional 2d10+6 shadowslain heals a number of points of damage equal
points of damage. to 5 × the level of the spell.
Screech (Su) Once a day, a knell beetle can emit a cone of This ability does not affect spellcasters who use the
sonic energy (20-ft. cone, 5d6 sonic damage, Reflex Shadow Weave, those who use divine magic, or
DC 17 half). creatures that do not cast spells.
Shake the Earth (Ex) A knell beetle can perform a rhythmic
stomp as a standard action. Any creature within 5 feet
must make a successful DC 17 Reflex save or fall prone.
Sonic Healing (Su) For every 3 points of damage a sonic
attack would deal to a knell beetle, the creature instead
heals 1 point of damage it has already sustained.

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ENCOUNTER W8
When Kossaandar enters the fray, read: its way out of the cage and joins the battle in round 3. At the
end of the fourth round, warchief Kossaandar (not shown)
A hulking lizardfolk the size of an ogre leaps into the and two more shadowslain lizardfolk (not shown) appear at
room. It carries a huge greatsword, and its body the eastern door and roll initiative for round 5.
ripples with powerful muscle beneath breastplate The knell beetle simply moves toward the closest non-liz-
armor. Shadows cling to its limbs and torso. ardfolk it sees and tries to tear its prey to pieces. Trusting in
his physical power, Kossaandar wades into melee with the
toughest PC he can find, while the other two lizardfolk hang
Tactics back and throw javelins at PC spellcasters and skirmishers.
Two shadowscales rush the PCs, while two hang back and
Once the combat is completed, refer back to page 83 to
try to get the knell beetle’s cage open in the first round. If
continue the adventure.
they succeed, the knell beetle can join the fight in the second
round; if they fail, the knell beetle spends round 2 battering

4 Shadowscale Marauders CR 3
hp 23 each (3 HD)
NE Medium undead (augmented humanoid, reptilian) FEATURES OF THE AREA
Init +0; Senses darkvision 60 ft., low-light vision; Listen +1, Plane of Shadow Traits: See page 72.
Spot +1
Uneven Slick Floors: A successful DC 12 Balance check
Aura Weave drain (10 feet)
Languages Draconic is required to run or charge across the surface. Failure means
the character can’t move in that round.
AC 22, touch 13, flat-footed 21
High Ceiling: The ceiling in this room is 10 feet high, al-
Immune mind-affecting, poison, sleep, paralysis, stunning,
disease, death effects, critical hits, nonlethal damage, lowing Kossaandar to fight without having to hunch over.
ability drain, energy drain, damage to physical ability Deep Bog: It costs Medium or larger creatures 4 squares of
scores, fatigue, exhaustion movement to move into a deep bog square, or characters can
Resist turn resistance +4 swim if they want. Small or smaller creatures must swim to
Fort +2, Ref +4, Will +1 move through a square containing a deep bog. Move Silently
Weakness light sensitivity check take a –2 penalty in water. Creatures without a swim
Speed 30 ft. (6 squares) speed or freedom of movement cannot use the Tumble skill in a
Melee greatclub +6 (1d10+11) and deep bog. Deep bog squares are roughly 4 feet deep. For rules
bite +3 (1d4+4) or about movement and combat in water, see page 5.
Melee 2 claws +5 each (1d4+7) and Tree Trunk. A creature standing in the same square as a
bite +3 (1d4+4) tree trunk gains cover (+2 bonus to AC and +1 bonus on Reflex
Ranged javelin +3 (1d6+5) saves).
Space 5 ft.; Reach 5 ft.
Base Atk +2; Grp +7
Atk Options Power Attack (–2 attack, +2 damage)
Abilities Str 21, Dex 13, Con —, Int 8, Wis 12, Cha 10
SQ shadowstuff armor
Feats Multiattack, Power Attack, Weapon Focus (greatclub)
Skills Balance +5, Hide +9, Jump +9, Swim +7
Possessions greatclub, 5 javelins, chain shirt
Hook Hisses at foes
Light Sensitivity (Ex) A shadowslain is dazzled in bright
sunlight or within the radius of a daylight spell. S
Shadowstuff Armor (Su) A shadowslain is shrouded in a
S Tree
semisolid armor of shadowstuff that grants it a +2
deflection bonus to Armor Class and a +10 bonus on Trunk
Wicker
Hide checks. S Cage
Weave Drain (Su) This ability affects spellcasters who use S
the Weave. At the beginning of her turn, if a spellcaster is
within 10 feet of a shadowslain, she loses access to one
spell as if she had cast her lowest-level, currently available Deep
spell. (If she has more than one remaining spell at her
Bog
lowest level, she chooses which she loses.) When she
next prepares spells or regains spell slots, she regains her Wicker
full normal complement of spells. Gate
If the subject loses a spell of at least 1st level, the
shadowslain heals a number of points of damage equal to
5 × the level of the spell.
This ability does not affect spellcasters who use the
Shadow Weave, those who use divine magic, or creatures
that do not cast spells.

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ENCOUNTER W11

BACK DOOR
Encounter Level 7 Shambling Mound CR 6
hp 60 (8 HD)
N Large plant
Setup Init +0; Senses darkvision 60 ft., low-light vision;
A shambling mound (M) and two shocker lizards (S) lurk Listen +8, Spot +0
in this dismal room. The lizards are curious little crea- AC 20, touch 9, flat-footed 20
tures, and scamper in and around the tree trunks without Immune electricity, critical hits, mind-affecting effects,
making any real effort to conceal themselves. The sham- poison, paralysis, polymorph, sleep effects, stunning
bler, on the other hand, blends into the mud and vegetation Resist fire 10
of the mound quite well (+12 Hide check). The shocker Fort +9, Ref +2, Will +4
lizards do not attack until the shambling mound strikes Speed 20 ft. (4 squares), swim 20 ft.
(or they themselves are attacked). Melee 2 slams +11 (2d6+5)
Make a Hide check for the shambling mound. Allow Space 10 ft.; Reach 10 ft.
PCs that enter the room a Spot check to determine if Base Atk +6; Grp +15
they see the creature hiding. If the PCs fail, the shambler Atk Options improved grab, constrict 2d6+7, Power Attack
waits until a target wanders within reach and then attacks Abilities Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9; gains
with surprise; the shocker lizards join the battle on the temporary Con from electrical attack
next round. If the PCs spot the shambler, roll initiative SQ plant traits
Feats Iron Will, Power Attack, Weapon Focus (slam)
normally.
Skills Hide +12, Listen +8, Move Silently +8, Spot +0
A centipede swarm (not shown) also plays a part in this
encounter, but it does not enter the fray until the sham- Constrict (Ex) A shambling mound deals 2d6+7 points of
damage with a successful grapple check.
bling mound is desperate enough to pull down some of the
Improved Grab (Ex) To use this ability, a shambling mound
ceiling. Roll initiative for it when the swarm appears. must hit with both slam attacks. It can then attempt to
start a grapple as a free action without provoking an
The PCs see the shocker lizards as soon as they enter: attack of opportunity. If it wins the grapple check, it
establshes a hold and can constrict.
A small blue creature about the size of a terrier Immune to Electricity (Ex) Any electricity attack against a
scampers through the muddy roots and branches. shambler grants it 1d4 temporary Constitution.
It seems to be a lizard of some kind, with a pair of
prominent horns atop its head.
The shambling mound gains +16 hp and +1 Fort save
When the shambler strikes, read: when it gains 1, 3, 5, 7 (and so on) points of Constitution
from electricity damage. It is just clever enough to remain
Suddenly, the wall itself seems to come alive. A close to the shocker lizards, hoping that it will be caught
writhing mass of leaves and vines in a roughly in electrical discharges the lizards create.
man-shaped heap shambles away from the wall, The shambling mound simply hammers foes with its
lashing out with two thick tentaclelike limbs. limbs, but when reduced to half its original hit points, it
becomes desperate and pulls down some of the ceiling
When the shambling mound pulls part of the ceiling
atop a PC in reach. This is a full-round action.
down on a PC, read:
That PC and any creatures in adjacent squares take 6d6
Seemingly writhing in pain the plant creature lets points of damage (Reflex DC 15 half). Creatures that fail
loose a roar as it shoots its tentacles into the ceiling the save are knocked prone and trapped beneath the fallen
above your companion and rips loose a torrent of mud and logs. A successful DC 15 Strength or Escape
logs and mud as well as hundreds of squirming, Artist check frees a trapped creature. The area of fallen
black-and-gray centipedes, each as long as your logs and mud becomes heavy debris (see below).
In addition, tearing the ceiling away unleashes a torrent
forearm and as thick as two fingers. of black and gray centipedes that live in the mound. This
swarm of centipedes attacks the creatures in the fallen roof
Tactics area until none remain.
The shocker lizards aren’t trained and therefore act at Once the combat is completed, refer back to page 83 to
random. Each round, roll d6 to see what they do: 1, bite; continue the adventure.
2–4, stunning shock; 5–6, lethal shock.

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2 Shocker Lizards CR 2
hp 13 each (2 HD) FEATURES OF THE AREA
N Small magical beast (extraplanar) Plane of Shadow Traits: See page 72.
Init +6; Senses darkvision 60 ft., electricity sense 100 ft., Uneven Slick Floors: A successful DC 12 Balance check
low-light vision; Listen +4, Spot +4 is required to run or charge across the surface. Failure means
AC 16, touch 13, flat-footed 14 the character can’t move in that round.
Immune electricity Heavy Debris: Heavy debris is not indicated on the map
Fort +4, Ref +5, Will +1 because the shambling mound creates it when it wrecks a por-
Speed 40 ft. (8 squares), climb 20 ft., swim 20 ft. tion of the ceiling. It costs 2 squares of movement to enter a
Melee bite +3 (1d4) square containing heavy debris. Heavy debris adds 5 to the
Base Atk +1; Grp +2 DC of Balance and Tumble checks, and it imposes a –5 penalty
Special Actions stunning shock, lethal shock on Move Silently checks. Running or charging through heavy
Abilities Str 10, Dex 15, Con 13, Int 2, Wis 12, Cha 6 debris is impossible.
Feats Improved Initiative High Ceiling: The ceiling in this room is 10 feet high, al-
Skills Climb +11, Hide +11, Jump +7, Listen +4, Spot +4, lowing the shambler to fight without having to bend over.
Swim +10
Stunning Shock (Su) A shocker lizard can deliver a
shock to a single opponent within 5 feet. This
attack deals 2d8 points of nonlethal damage to
living opponents (Reflex DC 12 half).
Lethal Shock (Su) Two shocker lizards within 20 feet
of each other can work together to create a
shock. This attack deals 4d8 electricity damage
in a 20-foot radius centered on either lizard Wicker Gate
(Reflex DC 12 half).
Electricity Sense (Ex) Shocker lizards automatically
detect any electrical discharge within 100 feet.

Centipede Swarm CR 4
hp 31 (9 HD)
N Diminutive vermin (swarm)
Init +4; Senses darkvision 60 ft., tremorsense
30 ft.; Listen +0, Spot +4 S
S
AC 18, touch 18, flat-footed 14
Fort +5 Ref 7, Will +3
Immune weapon damage, target spells,
grappling, tripping, bull rushing
M
Speed 20 ft. (4 squares), climb 20 ft.
Melee swarm (2d6 plus poison)
Space 10 ft.; Reach —
Base Atk +6; Grp —
Atk Options poison (Fort DC 13, 1d4 Dex/1d4 Dex)
Special Actions distraction
Abilities Str 1, Dex 19, Con 8, Int —, Wis 10, Cha 2
Feats Alertness, Lightning Reflexes
Skills Listen +0, Spot +4
Distraction (Ex) A living creature that begins its turn with a
swarm in its space must succeed on a DC 13 Fortitude
save or be nauseated for 1 round.

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ENCOUNTER M4

ABBEY COURTYARD
Encounter Level 7 2 Kir-Lanan Elite Guards CR 4
hp 41 each (6 HD)
CE Medium monstrous humanoid (extraplanar)
Setup Init +2; Senses darkvision 60 ft., Listen +2, Spot +2
The opening of the fight depends on who sees whom Languages Common
first: AC 20, touch 12, flat-footed 18; Dodge, Mobility
Kir-lanans spot or hear the PCs but aren’t seen: They attack Immune negative energy
in this area with surprise, swooping down at the PCs as Weakness positive energy
described in the Tactics section, below. Fort +6, Ref +6, Will +6
PCs spot kir-lanans but aren’t seen: The kir-lanans begin the Speed 30 ft. (6 squares), fly 90 ft.
encounter on the ground in area M5, and are surprised. Melee mwk longsword +9 (1d8+4/19–20) and
Any other case: The kir-lanans begin the fight on the claw +8 (1d4+2) or
ground in area M5. Roll initiative normally. Melee mwk longsword +11 (1d8+4/19–20) or
Melee claw +10 (1d4+4 plus negative energy touch)
Ranged mwk throwing axe +9 (1d6+4)
Base Atk +6; Grp +10
Special Actions negative energy touch (+10 melee touch), ray
FEATURES OF THE AREA of enfeeblement 3/day
Plane of Shadow Traits: See page 72. Combat Gear potion of bear’s endurance, potion of shield of faith
Heavy Undergrowth: Heavy undergrowth costs 4 squares Abilities Str 19, Dex 15, Con 14, Int 8, Wis 10, Cha 10
of movement to move into and provides concealment with a Feats Dodge, Flyby Attack, Iron Will, Mobility, Two-Weapon
30% miss chance (instead of the usual 20%). It increases the Fighting
DC of Tumble and Move Silently checks by 5. Heavy under- Skills Hide +8, Listen +2, Spot +2
growth is easy to hide in, granting a +5 circumstance bonus Possessions combat gear plus +1 chain shirt, masterwork
on Hide checks. Running and charging are impossible. longsword, masterwork throwing axe
Steep Slope: Characters moving uphill (to an adjacent Weakness Kir-lanan are affected by attacks using positive
square of higher elevation) must spend 2 squares of move- energy as if they were undead. Like undead, they are
ment to enter each square of steep slope. Characters running healed by inflict spells.
or charging downhill (moving to an adjacent square of lower Negative Energy Touch (Su) Three times a day, a kir-lanan
elevation) must succeed on DC 10 Balance checks upon can make a melee touch attack, dealing 2d6 points of
damage plus 1 point of Strength damage (Fort DC 14
entering the first steep slope square. Characters who fail negates Strength damage). The kir-lanan heals a number
this check stumble and must end their movement 1d2×5 of hit points equal to the damage dealt.
feet later. Characters who fail by 5 or more fall prone in the Ray of Enfeeblement (Sp) A kir-lanan can use ray of enfeeble-
square where they end their movement. A steep slope increases ment (CL 4th, +8 ranged touch, 1d6+2 Strength penalty).
the DC of Tumble checks by 2. Hook “You are not welcome here!”

The PCs will most likely see the kir-lanans when they
K K
swoop in to attack.
The soft rush of something hurtling through the
air gives you a split-second warning. A winged
gargolyelike creature with a jagged sword swoops
out of the shadows.
Up
Heavy
Undergrowth
Steep
Tactics
The kir-lanans (K) use Flyby Attack to harry the PCs
Slope with hit-and-run attacks. They concentrate on spellcast-
ers first, then use ray of enfeeblement to weaken potential
combatants before landing to engage in melee. When
the kir-lanans become seriously wounded, they use
their negative energy touch ability to heal damage at
the expense of their foes.
Low Once the combat is completed, refer back to page 87
Wall to continue the adventure.
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ENCOUNTER M6
BLACK CHAPEL
Encounter Level 7 Tactics
The gloom golem is not intelligent, and therefore acts with-
out regard to its foes’ actions. It simply moves toward the
Setup nearest intruder each round and tries to claw him or her to
The gloom golem (G) has orders to destroy any intruders
death. The golem pursues fleeing characters into area M5,
who do not speak a prayer to Cyric or make a secret gesture
but will not move beyond that room.
(a holy sign of sorts). The creature waits 1 round for intrud-
Once the combat is completed, refer back to page 87 to
ers to comply with these requirements. If the PCs attack the
continue the adventure.
golem while it is waiting for them to pray or gesture in the
right way, they gain surprise.

The PCs see the gloom golem as soon as they enter the room;
when this occurs, read: FEATURES OF THE AREA
This misshapen, ogrelike brute has taut flesh with a Plane of Shadow Traits: See page 72.
claylike texture. Howls of pain issue from a gaping Large Stone Altar: 3 feet thick; hardness 8; hp 540; break
black orifice where its face should be. Tormented DC 40.
It costs 2 squares of movement to enter these squares. A
visages press out from beneath its skin, as though Medium character can hop up on top of an altar with a suc-
other creatures trapped inside its body were cessful DC 10 Jump check (no running start required). A
clamoring for release. Small character can jump up with a successful DC 10 Jump
check (DC 20 without a running start), or climb up with a
Gloom Golem CR 7 successful DC 15 Climb check. A character standing on an
hp 74 (8 HD); DR 10/good altar gains a +1 bonus on melee attacks against opponents on
NE Large construct (evil, extraplanar) the ground. An altar provides cover.
Init +2; Senses darkvision 60 ft., low-light vision; Listen +0, Statue: 5 ft. thick; AC 3; hardness 8; hp 900; break DC 45;
Spot +0 Climb DC 20.
Aura crushing despair 30 ft.
AC 22, touch 11, flat-footed 20
Immune magic, mind-affecting effects, poison, sleep effects,
paralysis, stunning, disease, death effects, necromancy
effects, critical hits, nonlethal damage, ability damage,
ability drain, fatigue, exhaustion, energy drain
Weakness cannot heal damage (must be repaired)
Fort +2, Ref +4, Will +2
Speed 30 ft. (6 squares)
Melee 2 claws +9 each (1d8+4 plus 1d6 Cha)
Space 10 ft.; Reach 10 ft.
Base Atk +6; Grp +14
Special Actions touch of woe
G
Abilities Str 18, Dex 15, Con —, Int —, Wis 11, Cha 15
SQ construct traits Altar
Skills Listen +0, Move Silently –8, Spot +0
Crushing Despair (Su) A creature within 30 feet of a gloom
golem who hears its howling must succeed on a Will
DC 16 Will save or take a –2 penalty on attack rolls,
saving throws, ability checks, and damage rolls. The
penalties last until the golem is destroyed. Good hope
counters this mind-affecting compulsion.
Touch of Woe (Ex) A creature damaged by a gloom golem
must succeed on a DC 16 Will save or take 1d6 points of
Charisma damage.
Immunity to Magic (Ex) Golems have immunity to magical
and supernatural effects that allow spell resistance.
Hook Wailing grows more intense when it deals Charisma
damage.

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ENCOUNTER M8

REFECTORY
Encounter Level 7 When Zetharmas appears, read:
A sullen-looking person with crimson-colored skin
Setup and a pair of short horns jutting from his forehead
Unless the PCs tipped their hand by making a great deal peeks out of the doorway. He wears a shirt of
of noise before entering this room, the two Ebon Spurs (E) gleaming black mail, and carries a mace worked
are seated at the table when the PCs appear. It takes them into the shape of a clawed demonic fist.
a move action to get up from the bench.
Zetharmas (not shown) is in the kitchen. He does noth-
ing in the first round, then rolls initiative and joins the Tactics
battle in the second round. He moves to one of the door- The Ebon Spurs know they have help nearby, so they shout
ways leading out of the kitchen and engages any PCs he a warning while moving to defend themselves. They call on
can see. their dark flames power the first time an enemy gets within
The howler (H) is down the hallway in the ruins of the 10 feet, but after that one use they try to avoid using the
barracks. It too is surprised on the first round, but it rolls power again—they know from experience that there is a
initiative and joins the battle in the second round, bound- cost to recklessly invoking Cyric’s black fire. Since the dark
ing down the passageway and attacking the PCs from the flames are a ranged touch attack, it’s possible to use this
side. ability to make a sneak attack. After using the dark flames,
the Ebon Spurs try to work together to flank their foes.
When the howler joins the fray, read:
A gaunt, grayish-black creature the size of a horse
bounds into view. A mane of long, barbed quills 2 Ebon Spur Guards CR 3
hp 21 each (3 HD)
sprouts from its head and shoulders. It howls Human rogue 1/fighter 2
incessantly. CE Medium humanoid
Init +6; Senses Listen +5, Spot +5
Howler CR 3 Languages Common, Damarran
hp 39 (6 HD) AC 20, touch 12, flat-footed 18; Dodge
CE Large outsider (chaotic, evil, extraplanar) Fort +4, Ref +4, Will +3 (+2 after using dark flames)
Init +7; Senses darkvision 60 ft.; Listen +13, Spot +13 Speed 20 ft. (4 squares)
Languages understands Abyssal Melee mwk bastard sword +6 (1d10+2/19–20)
AC 17, touch 12, flat-footed 14 Ranged light crossbow +4 (1d8/19–20)
Fort +7, Ref +8, Will +7 Base Atk +2; Grp +4
Speed 60 ft. (12 squares) Atk Options sneak attack +1d6
Melee bite +10 (2d8+5) and Special Actions dark flames
1d4 quills +5 each (1d6+2) Combat Gear potion of cure light wounds, potion of invisibility
Space 10 ft.; Reach 5 ft. Abilities Str 15, Dex 14, Con 13, Int 10, Wis 12, Cha 8
Base Atk +6; Grp +15 Feats Dodge, Exotic Weapon Proficiency (bastard sword),
Atk Options Combat Reflexes Improved Initiative, Iron Will, Weapon Focus (bastard
Special Actions quills, howl sword)
Abilities Str 21, Dex 17, Con 15, Int 6, Wis 14, Cha 8 Skills Climb +2, Disable Device +4, Hide +2, Intimidate +2,
Feats Alertness, Combat Reflexes, Improved Initiative Jump +2, Listen +5*, Move Silently +2, Ride +5,
Skills Climb +14, Hide +8, Listen +13, Move Silently +12, Search +4, Spot +5*, Tumble +2
Search +7, Spot +13, Survival +2 (+4 following tracks) * Reduce by 1 after one use of dark flames
Possessions combat gear plus +1 breastplate, masterwork
Quills (Ex) When a howler makes a bite attack, it also bastard sword, masterwork large steel shield, light
strikes with 1d4 quills. An opponent hit by a howler’s crossbow with 10 bolts
quill attack must succeed on a DC 16 Reflex save or
have the quill break off in his flesh. A lodged quill Dark Flames (Su) The Ebon Spur guards have undergone
imposes a –1 penalty on attacks, saves, and checks. A the Ritual of Dark Flames (see Lords of Darkness). They
quill can be removed safely with a successful DC 20 can invoke black flames of negative energy from their
Heal check; otherwise, removing it deals an extra 1d6 hands as a supernatural ability. This is a ranged touch
points of damage. attack with a range of 10 feet, dealing 1d6 points of
Howl (Ex) A creature that hears a howler’s howling for 1 negative energy damage for each Hit Die of the user.
hour or longer must make a successful DC 12 Will save Each time an Ebon Spur guard invokes the dark flames,
or take 1 point of Wisdom damage. This is a sonic he takes 2 points of Wisdom damage.
mind-affecting ability. Hook “For the Black Sun! Die, infidel!”

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ENCOUNTER M8
Zetharmas naturally tries to hang back from the fray, ide-
ally just close enough to make full use of his Point-blank Shot
FEATURES OF THE AREA
Plane of Shadow Traits: See page 72.
feat. He normally uses his sickening blast invocation to sicken
Benches: 1/2 in. thick; AC 4; hardness 5; hp 5; break
as many enemies as possible before concentrating his fire on
DC 17.
a single target. He deals normal eldritch blast damage while
A bench is about 1-1/2 feet tall, so a Small character can
using sickening blast, so there’s no reason not to enhance his
hop up on top of one with a successful DC 10 Jump check that
blast with the invocation each time he fires.
costs 2 squares of movement (no running start required). A
The howler is a surprisingly clever opponent. It tries to get
Medium character can simply step up on it, a move that costs
behind PCs to help the Ebon Spurs flank foes. It also tries
2 squares of movement. A character perched atop a bench gains
to injure as many PCs as possible so that they will suffer the
a +1 bonus on melee attacks against opponents on the ground,
effects of its quills.
but a character standing on a bench is considered to be balanc-
Once the combat is completed, refer back to page 88 to
ing and must succeed on a DC 10 Balance check to keep from
continue the adventure.
falling off.
Table: 1/2 in. thick; AC 2; hardness 5; hp 5; break
DC 17.
Zetharmas CR 5 It costs 2 squares of movement to enter these squares. A
hp 30 (5 HD); DR 1/cold iron Medium character can hop up on top of a table with a successful
Male tiefling warlock 5 DC 10 Jump check that costs 2 squares of movement (no run-
CE Medium outsider (native) ning start required). A Small character can jump up with a
Init +3; Senses darkvision 60 ft.; Listen +1, Spot +1 successful DC 12 Jump check (DC 20 without a running start),
Languages Common, Damarran, Abyssal or climb up with a successful DC 15 Climb check. A character
AC 18, touch 13, flat-footed 15 standing on a table gains a +1 bonus on melee attacks against
Miss Chance 20% (ranged only, entropic warding) opponents on the ground.
Resist cold 5, electricity 5, fire 5 A table can be tipped over as a move action with a successful
Fort +4, Ref +5, Will +6
DC 8 Strength check. It can then provide cover.
Speed 30 ft. (6 squares)
Melee mwk heavy mace +4 (1d8)
Base Atk +3; Grp +3
Atk Options Point Blank Shot, Precise Shot
Special Actions eldritch blast (+6 ranged touch, 3d6
points of damage, range 60 ft.)
Combat Gear potion of cure moderate wounds
Warlock Invocations Known (CL 5th)
Least—sickening blast (creature hit by eldritch blast
must make DC 13 Fortitude save or be sickened
for 1 minute)
Least—†entropic warding (as entropic shield)
Least—summon swarm 3/day
† Already invoked. H
Spell-Like Abilities (CL 5th):
At will—detect magic Kitchen
1/day—darkness
Abilities Str 10, Dex 17, Con 14, Int 10, Wis 12, Cha 12
Feats Point-blank Shot, Precise Shot E
Skills Bluff +5, Concentration +10, Hide +4,
Knowledge (arcana) +2, Use Magic Device +5 E
Possessions combat gear plus +1 mithral chain shirt,
cloak of resistance +1, masterwork heavy mace
Eldritch Blast (Sp) A warlock attacks his foes with
eldritch power, using baleful magical energy to deal
damage. An eldritch blast is a ray with a range of 60 feet.
It is a ranged touch attack that affects a single target.
Deceive Item (Ex) A warlock can take 10 on Use Magic
Device checks even if distracted or threatened.
Hook “You have made a grave mistake, fools! Despayr has
room for a few more guests!”

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ENCOUNTER M10

THE PRIORY
Encounter Level 7 Skull Servant Ethar CR 7
hp 51 (7 HD)
Female human cleric 7
Setup CE Medium humanoid
The two Ebon Spur guards (E) begin this encounter in Init +1; Senses Listen +2, Spot +2
area M10. If the PCs bluff the Ebon Spurs into opening a Languages Common, Damarran
door for them, they surprise these guards. Otherwise, roll AC 23, touch 11, flat-footed 18
initiative normally. Fort +7, Ref +3, Will +8
Skull Servant Ethar (S) is in area M11. She hears any Speed 20 ft. (4 squares)
fighting that breaks out in area M10 (or any other loud Melee mwk heavy mace +6 (1d8) or
noise, such as the Ebon Spurs calling out a challenge or Melee spontaneous inflict critical wounds +5 touch (4d8+7,
someone trying to batter down one of the locked doors), Will DC 17 half) or
and joins the battle on round 2, after tucking the letter Melee spontaneous inflict serious wounds +5 touch (3d8+7,
she was writing into her pocket. She uses her first action Will DC 16 half) or
to take a quick look out her door to see what’s going on. Melee spontaneous inflict moderate wounds +5 touch
(2d8+7, Will DC 15 half) or
Melee spontaneous inflict light wounds +5 touch (1d8+7,
Will DC 14 half)
Ranged mwk light crossbow +7 (1d8/19–20)
Base Atk +5; Grp +5
Atk Options Smite (+4 to melee attack, +7 damage)
Special Actions spontaneous casting (inflict spells)
2 Ebon Spur Guards CR 3 Combat Gear potion of cure moderate wounds, wand of cure
hp 21 each (3 HD) light wounds, scroll of divine power, scroll of greater
Human rogue 1/fighter 2 magic weapon
CE Medium humanoid Cleric Spells Prepared (CL 7th; 1d20+9 to overcome SR):
Init +6; Senses Listen +5, Spot +5 4th—confusionD (DC 17), summon monster IV
Languages Common, Damarran 3rd—bestow curse (DC 16), contagionD (DC 16), cure
AC 20, touch 12, flat-footed 18; Dodge serious wounds, summon monster III
Fort +4, Ref +4, Will +3 (+2 after using dark flames) 2nd—cure moderate wounds, hold person (DC 15),
Speed 20 ft. (4 squares) invisibilityD, resist energy, spiritual weapon (+8 melee
Melee mwk bastard sword +6 (1d10+2/19–20) touch)
Ranged light crossbow +4 (1d8/19–20) 1st—bless, cure light wounds, disguise selfD , divine favor,
Base Atk +2; Grp +4 obscuring mist, shield of faith
Atk Options sneak attack +1d6 0—cure minor wounds (2), detect magic, guidance, light,
Special Actions dark flames resistance
Combat Gear potion of cure light wounds, potion of invisibility D: Domain spell. Deity: Cyric. Domains: Destruction,
Trickery
Abilities Str 15, Dex 14, Con 13, Int 10, Wis 12, Cha 8
Feats Dodge, Exotic Weapon Proficiency (bastard sword), Abilities Str 10, Dex 13, Con 14, Int 8, Wis 16, Cha 12
Improved Initiative, Iron Will, Weapon Focus (bastard Feats Augment Summoning, Combat Casting, Spell Focus
sword) (conjuration), Spell Penetration
Skills Climb +2, Disable Device +4, Hide +2, Intimidate +2, Skills Bluff +5, Concentration +11 (+15 casting defensively),
Jump +2, Listen +5*, Move Silently +2, Ride +5, Heal +5, Knowledge (religion) +4, Listen +2, Spot +2
Search +4, Spot +5*, Tumble +2 Possessions combat gear plus +1 full plate, +1 heavy steel
* Reduce by 1 after one use of dark flames shield, masterwork heavy mace, masterwork light
Possessions combat gear plus +1 breastplate, masterwork crossbow with 10 bolts, unfinished letter (see handout,
bastard sword, masterwork large steel shield, light page 158).
crossbow with 10 bolts Hook “This day has been long ordained. Who are you to
Dark Flames (Su) The Ebon Spur guards have undergone set yourselves against the might of the Black Sun?”
the Ritual of Dark Flames (see Lords of Darkness). They Note If Skull Servant Ethar summons a monster, her
can invoke black flames of negative energy from their preferred choice is an augmented hell hound. The
hands as a supernatural ability. This is a ranged touch effects of Ethar’s Augment Summoning feat are
attack with a range of 10 feet, dealing 1d6 points of reflected in the statistics block presented here.
negative energy damage for each Hit Die of the user.
Each time an Ebon Spur guard invokes the dark flames,
he takes 2 points of Wisdom damage.
Hook “For the Black Sun! Die, infidel!”

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ENCOUNTER M10
When the PCs get a look at the Ebon Spurs, read:
FEATURES OF THE AREA
Two human warriors dressed in black breastplates Plane of Shadow Traits: See page 72.
stand watch in this room. They carry swords and Desk: 1/2 in. thick; AC 3; hardness 5; hp 5; break
shields, and their armor is emblazoned with the DC 18.
image of a skull and sunburst. It costs 2 squares of movement to enter these squares. A
Medium character can hop up on top of the desk with a suc-
When Skull Servant Ethar joins the battle, read: cessful DC 10 Jump check that costs 2 squares of movement
(no running start required). A Small character can jump up
A stocky human woman in black plate armor with a successful DC 12 Jump check (DC 20 without a running
confronts you. She wears her dark hair in a short, start), or climb up with a successful DC 15 Climb check. A
plain cut, and a cold sneer twist across her pale face. character standing on the desk gains a +1 bonus on melee at-
The image of the skull and sunburst adorns her tacks against opponents on the ground.
armor. A desk can be tipped over as a move action with a successful
“Kill them!” she shouts. “They must not enter the DC 8 Strength check. It can then provide cover.
Black Rift!” Chair: 1/2 in. thick; AC 4; hardness 5; hp 5; break
DC 17.
A creature standing in the same square as a chair gains a +2
Tactics AC bonus and a +1 bonus on Reflex saves (these bonuses don’t
Like the Ebon Spurs in the Refectory, these warriors use
stack with bonuses for cover that derive from other sources).
their Dark Flames once each against the first foe to move
The presence of a chair doesn’t otherwise affect a creature’s
within 10 feet, then avoid using the ability again unless
space, because it’s assumed that the creature is using the chair
absolutely necessary. They try to make sure that they keep
to its advantage when it can.
the door to the north blocked, so that the PCs won’t be able
Couch: 1 ft. thick; AC 2; hardness 0; hp 10; break
to get past them and attack the Skull Servant.
DC 19.
Skull Servant Ethar begins the battle by casting confusion,
It costs 2 squares of movement to enter these squares. A
trying to catch as many PCs as possible in the area. Then she
Medium character can hop up on top of a couch with a successful
casts invisibility on herself and prepares to begin summoning
DC 10 Jump check that costs 2 squares of movement (no run-
monsters under the cover of invisibility. She is a skilled sum-
ning start required). A Small character can jump up with a
moner, and makes good use of her Augment Summoning feat.
successful DC 12 Jump check (DC 20 without a running start),
First she uses summon monster IV to conjure 1d3 hell hounds
or climb up with a successful DC 15 Climb check. A character
just outside the door. Next, she uses summon monster III to
standing on a couch gains a +1 bonus on melee attacks against
conjure another hell hound near her own position. After that,
opponents on the ground. A couch provides cover.
she could take a round to prepare for battle by casting shield
of faith (increasing her AC by 3), or begin using attack spells
immediately if the situation warrants.
Once the combat is completed, refer back to page 89 to
continue the adventure.

M11
S
Augmented Hell Hound CR 3
hp 30 (4 HD)
LE Medium outsider (evil, extraplanar, fire, lawful)
Init +5; Senses darkvision 60 ft., scent; Listen +7, Spot +7
Languages understands Infernal
AC 16, touch 11, flat-footed 15
E
Immune fire
Weakness vulnerability to cold
Fort +7, Ref +5, Will +4
Speed 40 ft. (8 squares)
E
Melee bite +7 (1d8+3 plus 1d6 fire)
M10
Base Atk +4; Grp +7
Special Actions breath weapon
Abilities Str 17*, Dex 13, Con 17*, Int 6, Wis 10, Cha 6
* Augment Summoning
Feats Improved Initiative, Run, TrackB
Skills Hide +13, Jump +14, Listen +7, Move Silently +13,
Spot +7, Survival +7
Breath Weapon (Su) 10 ft. cone, once every 2d4 rounds,
damage 2d6 fire, Reflex DC 15 half.

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Despayr
Despayr is a black dragon unlike any other. Before Despayr’s

A
hatching, Shar marked him as her own. When Despayr crawled
from the shards of his egg, his mother and clutchmate were
shocked to see glowing runes across his scales—runes that matched
the ones scribed upon the interior of his broken shell. Marked
fter the PCs overcome the opposition at the at birth and unable to breathe acid or cast spells, Despayr was
monastery, a trail heading through the Plane of spurned by his sister and mother.
Shadow leads to a cabin on the north end of the Despayr lived a lonely existence in the Vast Swamp until he
Black Rift. Like many places on the Plane of Shadow, the rift received a vision. In it, a shadowy being consoled the dragon about
canyon has an analogue on the Material Plane. There’s a corre- the unjust treatment he received from his mother and sister and
sponding canyon in the Vast Swamp, but it’s entirely underwater, offered to teach him how to turn the curse of his birth into a
unseen by all but the fish in the lake. gift—and a tool for revenge. Despayr accepted, learned to breathe
The Black Rift is a deep canyon set directly in the Shadow shadowstuff, and eventually realized it was within his power to
Swamp. On all sides, swamp water flows or trickles into the one day create a tear in the Weave itself.
canyon, falling over 100 feet to splash in the waters below. De- Despayr took to his new purpose with relish, and as he acted
spite the constant influx of dark fluids, the water at the bottom upon Shar’s will, he gained greater rewards and more power. A
of the Black Rift never rises and the swamp never drains—a dream revealed that his sister, Tyra, was dead—killed by the
peculiarity of the Plane of Shadow that no one understands. so-called “Dragonslayer” tribe of lizardfolk—leaving her hoard
The Black Rift is more morphic than the rest of the plane. unguarded. Led to her lair by visions, Despayr killed many lizard-
Its overall shape remains more or less stable, but small-scale ter- folk who had taken up residence there, and enslaved the rest.
rain changes are common, and the interplay between Weave and Not long after he settled into his sister’s former home, Esvele
Shadow Weave is more malleable. This is why the minions of Graycastle appeared. The powerful human cleric easily rebuffed
Shar have gathered here; using the Black Rift as a power source, Despayr’s attempts to destroy her, and instead of destroying him
and the dominated victims from the false temple as a catalyst, in turn, she showed mercy and revealed to him the source of his
the dragon Despayr and the priestesses of Shar have started a visions and the rest of his part in Shar’s plan.
ritual devoted to tearing the Weave. Esvele pulled the shadow shard from Despayr’s newfound
The tear in the Weave is still very small, and it requires a hoard and revealed to him its use and purpose. The shadow
constant stream of Weave users affected by the shadow shard shard allowed Despayr to transform the lizardfolk he enslaved
(see page 155) to keep it open. The PCs must fight their way into more powerful undead servants. It also held the key to the
through the Black Rift, eventually reaching Despayr’s lair. There, ritual that would tear a hole in the Weave.
they must defeat the dragon, free the captive Weave users, end Acting upon the plan Esvele revealed to him, Despayr began
the ritual, and restore the balance between Weave and Shadow a campaign to control much of the Vast Swamp, ending it only
Weave. when he discovered the Dusk Lord’s Passage in the Lost Refuge.
Soon thereafter, Esvele sent Kithlord Thieraven with the means
to opening the passage, and Despayr moved his lair to the Plane
of Shadow.

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THE BLACK RIFT

Since that day, Despayr has worked tirelessly with the Sharrans
to gather enough victims to tear open a hole in the Weave that
Features of the
could cover all of the Vast Swamp. They have not succeeded yet,
but it is only a matter of time.
Black Rift
The following general properties apply to the areas within
the Black Rift unless otherwise noted in an area or encounter
Reacting to Intruders description.
The denizens of the rift know their roles, and they don’t move
around much. When intruders (such as the PCs) start fighting Ceilings
their way through the rift, the minions of Shar leave the re- Ceilings are of uniform height.
sponse to Despayr. Ceilings: Indoor ceilings are 15 feet high.
As you run the rift’s encounters, from time to time you should
make check marks in the boxes in encounter R14 (see page 146.
That represents how much attention the PCs draw from Despayr;
Walls
Most walls in the structure of the Black Rift are made of a
when you reach certain thresholds, Despayr comes out and makes
stonelike substance.
a hit-and-run attack on the PCs. He doesn’t fight to the death.
Stonelike Walls: 1 ft. thick; hardness 8; hp 90; break DC 35;
Instead, Despayr fights just long enough to observe what magic
Climb DC 20.
the PCs are using. Then he returns to the ritual chamber and
These walls increase the DC of Listen checks to hear through
tunes the torn Weave to make the final encounter even more
them by 15. The hit points and break DC shown are for a 10-
difficult.
foot section. If a wall is breached, the squares breached and all
adjacent nonwall squares become heavy debris.

Doors
Doors in the structures located in the Black Rift consist mainly
of strong wooden doors.
Strong Wooden Door: 2 in. thick; AC 3; hardness 5; hp 20;
break DC 23 (if stuck), DC 25 (if locked).

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THE BLACK RIFT

The cabin’s western room has a table, chairs, and empty


Illumination pantry. The eastern room has eight simple beds and a fireplace.
Most areas are assumed to be dark (although PCs who enter then The walkway along the north edge of the cabin sits only a few
can see as though in shadowy illumination for 60 feet; see Features inches above the surface of the water.
of the Plane of Shadow, page 72). Brightly lit locations are noted Pier: This platform has a roof but no walls. The floor is a few
on the maps. With any brightly lit location, assume that shadowy inches above the water. The crates and barrels here have dried
illumination extends outward from it for an additional distance food, potable water, and other mundane supplies.
equal to the radius of the brightly lit area. The PCs can’t ever Rowboats: The denizens of the Black Rift use these 15-foot
see the entirety of the rift canyon—all that’s visible are dots of rowboats to occasionally patrol the nearby swamp. With one
lights in the distance. creature at the oars, a boat moves at 1 mile per hour.
Continual Flame Posts: 6 in. thick; AC 5; hardness 8; hp 45; Light Posts: Posts with continual flame spells to light them
break DC 30. stand near the pier and at the end of the bridge.
Stone posts on either side of the entrances to the bridges are Tactical Encounter: R1. Swamp Cabin on page 120.
enchanted with continual flame spells to light them. Development: Bright lights or a bridge collapse can at-
tract Despayr’s attention, as described in encounter R14 on
Rift Sides page 146.
The craggy sides of the rift have many handholds, but the
swamp water trickling or pouring down from above makes the R2. North Tower
Climb DC 20. The lights you saw from the cabin come from two posts on either
side of a doorway near the top of a 60-foot tower made of a glossy,
Rift Bottom black, chitinous substance. The posts flicker with a cold white fire.
Another suspension bridge emerges from about halfway up the
The bottom of the Black Rift is filled with cold water as black
western side of the tower, passing on into darkness over the rift.
as crude oil as well as lurking aquatic threats. It varies from
The tower stands on a plateau covered in bones. Flying buttresses
10 feet to hundreds of feet deep. If a PC falls in the water and
attached to the tower look like insect legs.
survives, the experience should be terrifying but ultimately harm-
less (the fall is dangerous enough). The dark creatures that swim
This tower is a major intersection of the suspension bridges above
the strange waters of the Black Rift should have blindsight as
the north part of the Black Rift. It’s also the home of a gift to
an adapted trait, but otherwise you should feel free to populate
Despayr from the followers of Cyric: a blood golem. It attacks
the bottom of the rift with whatever creature you like. Just be
anyone except for shadar-kai, shadowslain lizardfolk, or those
sure that it is apparent to any PCs who fall in that they need
openly wearing a holy symbol of Shar or Cyric.
to get out—fast.
Plateau: The blood golem throws the corpses of its victims
out onto the plateau. Through some strange affinity within the
Black Rift Locations morphic Plane of Shadow, other skeletons started showing up.
Now the plateau is covered with thousands of skulls and bones.
The map for this area appears on page 113. Assume that the The plateau surface is considered heavy debris.
ground in the encounter locations is clear and relatively free of On average, it’s 50 feet from the tower wall to the edge of
obstruction unless a tactical encounter indicates otherwise. the plateau, and 110 feet to the canyon floor. There is no water
directly below, so PCs that fall off the plateau take 11d6 points
R1. Swamp Cabin of falling damage.
Tactical Encounter: R2. North Tower on page 122.
As you round a low hummock in the swamp, you see a squat
Development: The collapse of the bridge might attract
stone cabin dimly illuminated by flaming posts that flank the
Despayr’s attention, as described in encounter R14.
walkway. To the west is a short pier with two rowboats tied to
it, also lit by a flaming post. A suspension footbridge connects the
pier and the cabin. R3. North Barracks
You can hear the dull roar of moving water; beyond the cabin, About halfway up the canyon wall is a rounded light gray struc-
the water falls into an unknown expanse. ture, not unlike a shelf fungus, jutting from the cliff face. A
bridge from the northeast enters a doorway, and another staircase
The minions of Shar sometimes use this cabin as a barracks, but descends along the canyon wall to the south. It looks like there’s a
only two canoloths stand watch here now. The canoloths came blank interior wall about 20 feet beyond the doorway.
with the mezzoloth mercenary stationed in R11 and will work
with the Sharrans as long as the mezzoloth tells them to do so. This chamber, halfway up the canyon wall, has a shadow bel-
Despayr stationed the canoloths here to separate them from their lows—a sort of magic pump that draws shadowstuff from the
scheming master and to use them as guards to prevent monsters fabric of the plane and transfers it to Despayr’s ritual chamber
or other interlopers from getting onto the bridge network. The in area R13. Three soldiers known as dark disciples and a cleric
canoloths attack anyone except for shadar-kai, shadowslain liz- of Shar guard the bellows. They, like all the Sharrans in the
ardfolk, or those openly wearing a holy symbol of Shar. Black Rift, passed through the broken Shadow Gate in the temple

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THE BLACK RIFT
Illustration by William O’Connor

The swamp cabin serves


as a guard post controlling
entry to the Black Rift

of Mystra and thus have the dark template. The Elevator: South of the cave
dark disciples attack any intruders. mouth is a 15-by-20-foot rectangle
Mushrooms: The morphic qualities of the elevator platform, powered by shadow
Black Rift express themselves in strange ways. magic, that rises to a wooden platform at the canyon rim and
Mushrooms in the northern part of the room a suspension bridge leading across the canyon to area R5. It is
have realistic humanoid faces—some male, some caged by iron bars but open at the level of the bridge and in the
female—on their caps. The faces twitch or blink occasionally, northwest corner.
but otherwise stare at the ceiling. Stalactites: The morphic nature of the Plane of Shadow causes
Each mushroom provides a day’s nutrition. The mushrooms the strange stalactites. Ephemeral shadowstuff drips from the
are bland fare, but they’re filling. ceiling in globules roughly a foot in diameter. It takes several
Tactical Encounter: R3. North Barracks on page 124. seconds for a globule to reach the floor, which just reabsorbs it
Development: Dark disciples fleeing the PCs, the destruction of into the fabric of the plane.
the shadow bellows, or collapsing bridges might attract Despayr’s Saddles: Two saddles hang on the wall inside the cave. They
attention, as described in encounter R14. are ordinary horse saddles with extra-long girth straps. Malkarion
(in area R5) uses them in his ongoing effort to train this gorgon
R4. Gorgon’s Lair to be his war steed. One is an exotic riding saddle (30 gp), and
the other is an exotic military saddle (60 gp).
This cliff ledge is notable for the dark cave in the cliff wall and
Statue: A victim of the gorgon stands in one corner of the
the silently floating elevator that moves slowly up and down behind
cave. For more details, see tactical encounter R4.
some iron bars. Stalactites cover the ceiling of the cave, and every
Tactical Encounter: R4. Gorgon’s Lair on page 126.
few seconds they produce syrupy globules that slowly descend onto
Development: Damage to the elevator or bridges might at-
the cave floor, where they disappear.
tract Despayr’s attention, as described in encounter R14.
If the gorgon turns one or more PCs to stone, they needn’t
Malkarion (found in area R5) brought a gorgon to the Black
necessarily retreat from the rift. Malkarion keeps some scrolls
Rift so he could try to train it as a mount. He hasn’t succeeded
of break enchantment in his desk in area R5; he has been turned
yet. The gorgon attacks anyone other than Malkarion. It won’t
to stone himself a few times while training the gorgon.
stray far from the cave, however—it finds the Plane of Shadow
to be strange and frightening.

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R5. Malkarion’s Demesne R7. Hangmen’s Chamber


The flaming posts at the end of the walkway illuminate a squat Black-and-white tapestries decorate the walls. They depict figures
tower surrounded by a sea of writhing black tentacles. of all kinds: humans, fiends, elves, dwarves—all kneeling before
a black disc high in the sky.
This tower, architecturally similar to the north tower at area In the western corner, a square inscribed on the floor is cov-
R2, is home to Malkarion, a blackguard who handles a lot of ered with strange runes and sigils. Suspension bridges leave this
the day-to-day leadership duties at the rift, leaving Despayr free chamber to the northeast and east. A tunnel in the south wall
to concentrate on the ritual. Around the tower is a forest of heads southeast.
tentacles—more of the morphic nature of the Plane of Shadow
at work. Two ephemeral hangmen guard this chamber. Natives to the
Malkarion, once a paladin of Tyr before falling under Shar’s plane of shadow, the strange creatures appeared from the ten-
sway, answers only to Despayr. Malkarion misses his celestial tacle field during a ritual in worship of Shar performed by the
mount from his life as a paladin, so he’s trying to train the dark priestesses. Now they serve Despayr as guards, occasion-
gorgon in area R4 to be his new steed. ally using their ability to dimension door to go hunting in the
Malkarion knows everyone who works with the Sharrans, Shadow Swamp. They attack anyone not wearing the vestments
so he immediately attacks any intruders, wading into melee and of a Shar worshiper unless they have a Sharran —or a reason-
carving as big a swath through the PCs as he can. As soon as the able facsimile thereof (such as a disguised character)—who orders
PCs look into the tower, turn to the tactical encounter. them to stand down.
Desk: Atop the desk lies a scroll tube with a note attached to Tactical Encounter: R7. Hangmen’s Chamber on page 132.
it. It reads, “If I don’t return from gorgon training, have Despayr Treasure: Seven of the eight tapestries in the room are worth
get my body back. Then use one of these to revive me.” Inside 200 gp each. The cumbersome tapestries are 10 feet tall and 10
the scroll tube are three scrolls of break enchantment. feet wide, and each weighs 40 pounds. They are quite awkward
Chest: This chest has several sets of fine clothing (300 gp). for even a strong person to carry. They actually have vivid colors,
Tactical Encounter: R5. Malkarion’s Demesne on page 128. but the hues can’t be perceived on the Plane of Shadow.
Development: A bridge collapse or Malkarion’s escape from The eighth tapestry is actually a carpet of flying described in
this encounter might attract Despayr’s attention, as described the tactical encounter for this area, page 132.
in encounter R14. And unlike the gorgon or the blood golem, Development: Damage to the bridge might attract Despayr’s
Malkarion’s absence will be noticed quickly—and word will even- attention as described in encounter R14, and any escaping ephem-
tually reach Despayr. eral hangmen will alert Despayr as well.

R6. Spiral Pit R8. Mysterious Biers


Three figures bearing short staffs and swords are in a pit about Three gray-skinned humans in breastplates walk the floor of this
50 feet below you, chanting “Glory to the Mistress of Night . . . chamber, staffs in hand and swords at their sides. Along the north
Glory to the Mistress of Night . . .” in hoarse voices barely louder wall are six black stone biers, one of which has a body lying in
than whispers. They stand around an altar of black stone covered state atop it. As you watch, it fades into nothingness, but a differ-
in drying blood. There’s a gray, accordion-style bellows moving up ent corpse appears atop the bier next to it.
and down along one edge of the pit. A circle of silvery sigils and In the southwest corner is a massive bellows that expands and
runes, about 15 feet across, glows on the pit floor. A ramp heads contracts, powered by an unseen force.
down along the inside edge of the pit, circling the edge to eventu- A tunnel leads northwest from this room, and a suspension
ally reach the pit floor. bridge heads due east.
About 10 feet from the edge of the pit is a field of writhing
black tentacles that stretches to the limit of your vision. The biers represent one of the strangest examples of the morphic
nature of the Plane of Shadow in the Black Rift. The plane itself
This pit has another shadow bellows, this one under the watchful is grabbing bodies (seemingly from everywhere), placing them on
eyes of three priestesses of Shar. The black tentacles that surround these biers for a few seconds, then whisking them away—probably
Malkarion’s tower also surround this pit. The three clerics of Shar to their original resting places, but there’s no way to tell.
will try to protect the shadow bellows as best they can. Despayr ordered the priestesses here to watch the biers and
Tactical Encounter: R6. Spiral Pit on page 130. to alert him of any unusual patterns or changes in how they
Development: Destruction of the bellows or the nearby sus- function. The priestesses have learned through hard experience
pension bridges might attract Despayr’s attention, as described that it’s usually not worth it to disturb the bodies, but they help
in encounter R14. If any dark priestesses get away, then they’ll themselves to particularly good jewelry on occasion—that’s what’s
eventually reach Despayr and alert him, too. on the table.
The priestesses attack any intruders, fleeing only when badly
wounded. The PCs might not fight the shadows at all—it depends
on how cautious or greedy they are.
Tactical Encounter: R8. Mysterious Biers on page 134.

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Treasure: A table holds 800 gp in assorted jewelry—the result Chests: The mind flayer has three chests with glowing runes
of some grave robbery on the part of the dark priestesses. on them that it brought here from one of his jaunts to another
Development: Destruction of the shadow bellows, the suspen- plane. Each is unlocked but bears a spell trap that goes off if
sion bridges, or the escape of the dark priestesses might attract anyone but Shaalabhak touches them. Note that if a chest trap
Despayr’s attention, as described in encounter R14. is set off, it might kill prisoners in the area of the effect. See
tactical encounter R10 for details about the chests.
R9. East Barracks Tactical Encounter: R10. Shaalabhak’s Lair on page 138.
Development: If Shaalabhak flees, it almost certainly uses his
The stairs descend to a beach of black sand that extends out
plane shift ability, and that will leave it unable to alert Despayr.
toward the water beyond the limits of your vision. A second set
The details of Shaalabhak’s plot are not important to this ad-
of stairs rises up again on the other side of a cavern opening in
venture, but should it escape, you might want to make note of
the cliff. From within you can hear a whooshing noise and the
it and use that information later.
murmur of conversation.

This is the main living quarters for the dark priestesses and dark R11. The Floating Stairs
disciples. From outside the cave mouth, the PCs can automatically This massive chamber is more than 100 feet from floor to ceiling.
hear the whooshing sound of the shadow bellows and sporadic A series of floating steps—like a staircase, but not visibly attached
conversation among the dark disciples: “Do you have any boot to anything—snakes from the chamber floor to the doorway to a
polish?” “Hold this arrow steady while I fix the fletching,” and suspension bridge heading east.
so on. A stealthy party has a good chance to get the drop on At the bottom of the chamber are tunnels heading west and
some dark disciples and a dark priestess who are off duty and southwest.
not expecting trouble. On one of the steps about 70 feet in the air is an insectoid
Two dark disciples and a dark priestess attack any intruders. creature wielding a trident.
They try to protect the shadow bellows, but they flee if badly
wounded. The morphic nature of the Plane of Shadow has twisted what
Tactical Encounter: R9. East Barracks on page 136. was once an ordinary stairway into a challenge for the athletic. A
Treasure: Each bed has an unlocked footlocker beneath it with kind of yugoloth called a mezzoloth guards this strange chamber
changes of clothing and about 20 gp in various coins, but the along with two vargouilles.
best treasure is the magic gear that the minions of Shar have. Shaalabhak met the mercenary fiend during planar travel and
Development: Damage to the shadow bellows or the nearby offered it and its canoloth minions employment with Despayr.
staircases might attract Despayr’s attention, as described in en- Despayr pays the mezzoloth well for its role as bodyguard and
counter R14. Any minions of Shar that escape this encounter troubleshooter. It does its job without complaint or remorse,
will alert him as well. but in the company of the canoloths it displayed a tendency to
“creatively interpret” orders. Despayr separated them, which
R10. Shaalabhak’s Lair seems to have solved the problem. Later, Shaalabhak provided
the mezzoloth with new minions—the two vargouilles that share
Beyond the open doorway of this tall tower you can see an open
its chamber.
interior with a floor that seems to fall away just 5 feet past the
Tactical Encounter: R11. The Floating Stairs on page 140.
doorway.
Development: Bridge destruction can attract Despayr’s atten-
tion, as described in encounter R14, but the dragon is nearby, so
This tower holds the extra victims ready to replace those that die
the PCs will encounter him soon—one way or another.
in area R13. Four such poor souls now reside in the cages. They
are the remaining four of the eight dominated prisoners who
were last sent across the river by Mhair from the false temple of R12. Skull-Lit Library
Mystra (Tholwick, Durgen, Kareem, and Smote; see the descrip- This gloomy library is lit by green light emanating from skulls
tion of area T33 on page 19). The PCs met the other four in afire with cold emerald flames. Each skull sits atop one of the five
area L4 (page 54). Unable to get much rest since their journey bookshelves that line the walls of the room. Tables and chairs are
here, all the NPC prisoners have few hit points and no spells at set about the center of the room. As you look about the library, a
their disposal. None of them have any equipment. book floats away from a shelf and moves to a stack on the table,
A mind flayer named Shaalabhak guards them. Shaalabhak leaving a wake of distorted air.
simply appeared to Despayr in the Vast Swamp and offered its There are tunnels in the south and east walls, and a suspension
services. Ever since then, it has served Despayr faithfully. Its bridge in the northwest corner.
motives are a mystery to all the Sharrans, but the illithid seems
as loyal to Despayr as any of them. Of course, Shaalabhak’s inter- This library is a reading room for the Sharrans and a storehouse
est in creating a tear in the Weave has nothing to do with the of their knowledge about magic. The devotees of Shar brought
worship of Shar, and it periodically uses its plane shift ability to these books to the Black Rift to read the texts to Despayr, who
make reports of the Sharrans’ progress to its fellows. was hungry to learn more about the goddess, the Weave, and the
Shaalabhak eagerly engages the PCs, since it’s been some time Shadow Weave. Esvele Graycastle provided the books’ guardians:
since it has fed. When a PC moves into the tower, turn to the five flameskulls that rest upon the top of the bookshelves.
tactical encounter.

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Illustration by Jim Pavelec


Despayr awaits intruders in this chamber of death

The flameskulls exist to guard the books in the library from text that provides a blueprint for the ritual under way in area
non-Sharrans. If any PC isn’t in the garb of a worshiper of Shar, R13, however.
or does not make a prayer to her before touching a book, the Tactical Encounter: R12. Skull-Lit Library on page 142.
flameskulls will attack. If the PCs move through the room with- Treasure: The books, bookshelves, and tables are the treasure
out molesting any of the books, the flameskulls simply sit and to be had here. Each thick tome in the library weighs about 3
watch them pass, seeming to be magical lights for the room. pounds and is worth 10 gp on average. The library holds 1,874
When not engaged in guarding the chamber, the flameskulls books in all. If the PCs can somehow cart all the books back to
read the books, which is exactly what one was doing when the the Material Plane, they’ll have a king’s ransom of scholarly
PCs looked into the room. It used mage hand to float the book works worth about 20,000 gp. The PCs would have to set up a
to the table. bookshop to sell them all and get that sum, a task that would
Bookshelves and Tables: When a PC touches one of the tables, take a great deal of time. If they want to sell them all, they’ll
she feels a chill wash over her. This chill passes as soon as the need to contact an interested and wealthy buyer. Lord Sarp
PC stops touching the table. The bookshelves and tables in this Redbeard in Wheloon is just such a buyer, and he’ll purchase
room bear an enchantment that makes them and any object on them from the PCs for 5,500 gp and not a copper more. He’s
them immune to fire. Esvele knew the flameskulls wouldn’t make interested in the books to read up on the troubles that landed
very effective guardians if they destroyed their charges. Creatures on his doorstep.
touching the tables or bookshelves gain resistance to fire 5 and The five bookshelves are six feet tall and nearly 10 feet long.
cannot be set aflame—a fact the PCs can use to their advantage Each weighs nearly 350 pounds. If the PCs can get them off
if they figure out what’s going on. the Plane of Shadow, they’re each theoretically worth 4,000
Books: The books on the shelves are mostly esoteric texts gp. Any wizard with a significant library would be interested in
that theorize about the nature of magic, including the relation- purchasing them for as much as 2,000 gp, but few others would
ship between the Weave and the Shadow Weave. There’s no one find them interesting.

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Each of the four tables weighs about 150 pounds They have and any folk they rescued, with cheers. The PCs can then ex-
the same enchantment as the bookshelves, but it’s not as easy to perience the hospitality of a lizardfolk celebration: wreaths of
see their value. The PCs can sell a table for 1,000 gp to someone, swamp flowers, huge boars roasted over fires, and wild dances.
but it will be difficult to sell more than one at a time or to find Back in Wheloon, Lord Redbeard and Constal Tholl go to
a buyer who thinks of them as anything more than a novelty. greet the PCs as soon as they hear of their return. The PCs and
Development: Extensive property damage might attract the victims they rescued are brought to Lord Redbeard’s manor,
Despayr’s attention, as described in encounter R14. Despayr’s where all the clerics available in the city are brought to care for
in the next room, so you might want to just wait for the PCs them. If Tunaster Dranik hired the PCs for this venture, he and
to reach R13 rather than sending the dragon out to fly over several other clerics of Mystra are on hand to present the PCs
the rift. with their reward money. After hearing of the PCs’ exploits,
Tunaster gives them a few additional rewards: a wand of cure
R13. Ritual Chamber moderate wounds, a scroll of stoneskin, and a +2 dagger. Tunaster
also offers the services of his fellows to craft whatever items the
A black dragon with strange, glowing purple markings covering
PCs want (in exchange for money and items according to the
its scales crouches on a wide dais in the center of this room. Above
normal rules).
it spins a black sphere that looks like frayed ebon cloth that’s been
Cormyr’s War Wizards soon hear of these events, and they
crumpled into a ball. A shard of stone the size of your thumb
arrive in a week or so to deal with the broken Shadow Gate and the
hangs from a thin bronze chain about the dragon’s neck.
Dusk Lord’s Passage. Cormyr makes an alliance with the Sharp-
Along the walls are cages, all of which hold wasted human-
tooth tribe, and some trade begins between the lizardfolk and
oids in ragged robes. The cages are so small and fit their bodies so
the people of Cormyr. Some of the mystery and danger is peeled
closely that it seems they can do little more than twitch—which
away from the Vast Swamp, but most Cormyreans still won’t go
many of them are doing, as a glowing blue energy floats up from
near the place. The PCs gain fame among the War Wizards and
each of them like smoke toward the snarl of darkness above the
Mystra’s clergy for guarding Cormyr and the Weave, which leads
dragon. The prisoners’ eyes plead with you for release—but you’re
to them being recognized and well treated by members of these
not sure whether they desire freedom or death.
groups in the future.
If the PCs failed, and none arrive to pick up where they
This is the climactic encounter for the Black Rift, where the PCs
left off, things go poorly for Cormyr. Despayr’s ritual eventu-
have the chance to end the tearing of the Weave, free Despayr’s
ally succeeds, and the whole of the Vast Swamp and up to 10
captives, and defeat the dragon.
miles from it is blanketed in an area of dead magic. When
The PCs have reached the chamber where Despayr keeps
this happens, Weave users across the world feel a deathly chill
his life’s work—the ritual he was created at birth to be able to
pass through them, and Mystra answers no prayers for a full
perform. Will he fight to the death, using every weapon in his
day and night. What this means for Faerûn and the Weave is
employ? You bet.
unclear, for Mystra is strangely silent about the matter. The
Tactical Encounter: R13. Ritual Chamber on page 144.
Vast Swamp fills with shadar-kai and becomes a stronghold for
Development: If Despayr has previously encountered the
Shar’s faithful.
PCs as described in encounter R14 (page 146), then he has
tuned the chamber to impede some of the PCs’ most power-
ful magic. Chapter 5 Story Awards
As the battle rages on, the PCs might discover an unusual The PCs can earn extra experience for completing certain tasks
side effect of Despayr’s ritual: Whenever a caged captive dies, in the adventure.
everyone outside the cages (meaning Despayr and the PCs) heals • For each shadow bellows the PCs destroyed, award the party
5 points of damage due to an influx of positive energy. 100 XP.
• If the PCs fooled any of the Black Rift guardians into
thinking they were dominated, award the party 200 XP.
Cormyr: • If the PCs give magic items or other substantial help to the
NPC prisoners of Shaalabhak to aid their flight from the
Tearing of the Weave Black Rift, award the party 500 XP.
• For each prisoner in the Ritual Chamber that the PCs
Conclusion brought back to the Material Plane, award the party
50 XP.
With Despayr defeated and the unraveled Weave reverting to
its normal state, the adventure is over—almost. The PCs and
any surviving captives have a harrowing journey back across
the Plane of Shadow to the Shadow Citadel and eventually to
Wheloon—probably the jumping-off point for their next un-
dertaking. You can make that journey as action-packed or as
uneventful as you want.
Upon appearing in the Lost Refuge, the PCs discover the
Sharptooth tribe in control of the ruin. They welcome the PCs,

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ENCOUNTER R1

SWAMP CABIN
Encounter Level 7 2 Canoloths CR 5
hp 51 each (6 HD); DR 5/good
NE Medium outsider (evil, extraplanar, yugoloth)
Setup Init +4; Senses blind, blindsight 40 ft., Listen +12, Spot +12
The encounter begins with the canoloths (C) hiding Languages telepathy 100 ft., Abyssal, Draconic, Infernal
(Hide +5) on the pier and walkway outside the cabin. AC 18, touch 10, flat-footed 18
They’re here as guards, so they’re alertly scanning the Immune poison, acid, gaze attacks, visual effects, sight-
nearby swamp (Listen +12, Spot +12). When the PCs come based illusions
within visual range of the canoloths (likely within 60 Resist cold 10, fire 10, electricity 10; SR 18
feet, due to the Plane of Shadow), have them make Spot Fort +9, Ref +5, Will +8
checks, and remember to include the distance penalty. If Speed 50 ft. (10 squares)
the PCs fail to see the canoloths, the fiends gain surprise Melee tongue +11 (1d4+4 plus paralysis) and
when they can see the PCs well enough to attack (40 feet bite +8 (2d6+2)
away). Space 5 ft.; Reach 5 ft. (tongue up to 20 ft.)
Base Atk +6; Grp +10
If the PCs spot the canoloths before they attack, read: Atk Options improved grab
Abilities Str 19, Dex 10, Con 19, Int 5, Wis 17, Cha 12
An armored caninelike creature points its snout in Feats Improved Initiative, Multiattack, Track, Weapon
your direction. It opens its mouth to reveal two sets Focus (tongue)
of jaws framing a lolling, barbed tongue. Skills Hide +5, Intimidate +10, Jump +21, Listen +12, Move
Silently +4, Spot +12
Hook Growls when pulling in victims
Tactics Paralysis (Ex) (on successful tongue attack, Fort DC 17
The canoloths can’t see anything beyond 40 feet away. If negates, lasts 1d6+2 minutes)
possible, they lie in wait until the PCs get within 20 feet. Improved Grab (Ex) To use this ability, a canoloth must hit
Then each canoloth targets a different PC, trying to drag with its tongue attack. It can pull a grabbed opponent
them into their open jaws. If the PCs spot them, then of Medium or smaller size into its mouth in the same
they jump into the water and rush toward the PCs. The round and make a bite attack. A canoloth can establish
water slows them down, but they’re probably still faster a hold with a successful grapple check even if the
than most PCs. opponent isn’t paralyzed (see above).
If a canoloth hits with its tongue attack, have the PC
attempt the DC 17 Fortitude save to avoid paralysis. If the
PC is paralyzed, the canoloth retracts its tongue, pulling
the paralyzed PC into its square to make a bite attack. If
the canoloth fails to paralyze the PC, it still pulls the PC
into its square and bites, but this time it must succeed on
a grapple check to deal bite damage.
Attracting Attention: If the PCs create bright lights
that persist for more than 1 round, such as by setting the
cabin afire, add 1 check mark to the boxes in encoun-
ter R14 (page 146). If the bridge collapses, add 3 check
marks.
Once the combat is completed, refer back to page 114 to
continue the adventure.

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ENCOUNTER R1
FEATURES OF THE AREA (+8 to AC, +4 on Reflex saves). Creatures swimming in the
Plane of Shadow Traits: See page 72. water but breaking the surface have improved cover against
Window: The glass in the window is hardness 1 and 1 hp. attacks from on land (+8 to AC, +4 on Reflex saves). Ranged
Anyone crashing through the window (voluntarily or otherwise) attacks take a –2 penalty for each 5 feet of water they pass
takes 1d4 points of damage from the broken glass. through. Slashing and bludgeoning melee attacks take a –2
Paralysis: Paralyzed creatures can’t move or take any actions penalty underwater. The surface of the water stops line of effect
except for purely mental ones. They have effective Strength for fire spells, and Spellcasters in the water must succeed on a
and Dexterity scores of 0. Creatures attacking a paralyzed foe Spellcraft check (DC 20 + spell level) or the spell fails and is
gain a +4 bonus on the attack roll, in addition to benefiting wasted.
from the lower AC of the paralysis victim. Paralyzed creatures Waterfalls: Water pours over the edge of the cliff here, falling
are also helpless and vulnerable to coup de grace attacks 140 feet to the canyon floor below. Creatures that fall off the
(PH 153). edge take 10d6 points of damage plus 2d3 points of nonlethal
Bogs: Bogs, both shallow and deep, surround the cabin. damage.
Shallow Bog: It costs 2 squares of movement to move into Water flow near the cliff is a slow trickle over the edge rather
a shallow bog square, and the DC of Tumble checks in such than a roaring torrent. Creatures standing near the cliff can
squares increases by 2. Shallow bog squares are roughly 1 foot feel the tug of the flow of water, but the pull is slow. Unsecured
deep. floating objects or creatures (such as an unconscious PC) within
Deep Bog: It costs Medium or larger creatures 4 squares of 15 feet of the waterfall float toward the edge at a speed of 5
movement to move into a deep bog square, or characters can feet every other round. Note that large and heavy creatures or
swim if they want. Small or smaller creatures must swim to objects might not float in the shallow water of the bogs.
move through a square containing a deep bog. Move Silently Suspension Bridge: 3 in. thick; AC 4; hardness 5; hp 30;
check take a –2 penalty in water. Creatures without a swim break DC 23.
speed or freedom of movement cannot use the Tumble skill in a The statistics above are for a 5-foot section of bridge. If
deep bog. Deep bog squares are roughly 4 feet deep. someone destroys two adjacent bridge sections running the
Swimming: Creatures must succeed on DC 10 Swim checks width of the bridge, then it collapses. Anyone on it falls to the
to move one-quarter their speed. A failure by 5 or more results canyon floor. Creatures that fall off the bridge take 10d6 points
in a creature going underwater and of damage plus 2d3 points of nonlethal damage if they’re above
needing to hold its breath. the water and 15d6 points of damage if
Holding Your Breath: A creature they aren’t.
can hold its breath for a number of This 150-foot-long
rounds equal to twice its Constitution wooden bridge leads to
score, but only if taking move actions area R2. If the PCs are
or free actions. A creature holding its on the bridge, then they
breath that takes a standard action has can see faint lights at
the number of rounds that its breath the other end (the con-
can be held reduced by 1. After that, tinual flame posts in area
the creature must make a successful R2).
DC 10 Constitution check; each Small Wooden Crates:
round, the DC of this check increases 1/2 in. thick; AC 4;
by 1. A failed Constitution check hardness 5; hp 5; break
causes a creature to fall unconscious. DC 17.
In the following round, the creature It costs 2 squares of
is reduced to –1 hit points. In the movement to enter these
round after that, the creature dies. squares. A Medium char-
Combat In Water: Creatures acter can hop up on top of
without a swim speed or freedom of a crate with a successful
movement that fail a swim check are DC 10 Jump check (no
considered off balance; they lose running start required). A
their Dexterity bonus to AC and Small character can jump
foes gain a +2 bonus to hit them. up with a successful DC 10
A creature wholly covered by Jump check (DC 20 without
water has total cover from attacks a running start), or climb
on land. A creature standing in up with a successful DC 15
water at least half its height in Climb check. A character
depth has cover (+4 to AC, +2 standing on a crate gains a +1
on Reflex saves) from attack on bonus on melee attacks against
land, and it can crouch as a move opponents on the ground. A
action to gain improved cover crate provides cover.

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ENCOUNTER R2

NORTH TOWER
Encounter Level 8 Blood Golem CR 8
hp 130 (10 HD); blood reservoir (10 units; each restores 5
hp as a free action); DR 10/magic
Setup LE Large construct
This encounter begins when the PCs enter the tower. It’s Init –1; Senses Listen +0, Spot +0
possible that the PCs will use stealth to sneak past the Languages doesn’t speak
blood golem (B), or they might bypass the tower interior. AC 26, touch 8, flat-footed 26
That’s fine; just move on to the next encounter and remem- Immune all spells, spell-like abilities, and supernatural
ber that the blood golem is silently waiting in that tower. abilities, except for ones described in Weaknesses
The skeletons come into play only if the PCs go through below; critical hits, ability damage, energy drain, death
the double doors on the south wall of the tower and from massive damage, mind-affecting effects, poison,
descend the staircase to the plateau on which the tower sleep, paralysis, stunning, disease, death effects,
rests. For further details, see Features of the Area. necromantic effects
Fort +3 (auto succeed unless effect works on objects),
Ref +2, Will +3
When the PCs peer into the tower interior, read:
Weaknesses gentle repose (slows for 3 rounds, no save),
A mechanical construct with flails for arms stands horrid wilting (half or one-quarter damage, depending
on the chamber floor below you down the stairs. on save), rusting grasp (reduces AC by 9, eliminates
blood reservoir healing, and changes melee attack to 2
Etchings of a skull in a sunburst decorate its form, slams at +12 for 1d8+6 damage)
partially obscured by fresh and dried blood that Speed 20 ft. (4 squares; can’t run)
seems to drip from the seams in its steel body. Melee 2 heavy flails +13 each (1d10+6)
Between you and the construct are two Space 10 ft.; Reach 10 ft.
narrow, steep stairways leading down from the Base Atk +7; Grp +17
doorway where you are. There are two other open Special Actions whirlwind of death (attack all adjacent foes
at +13; take only single attack or move action next
doorways: one in the west wall and one in the round)
south wall. You can glimpse suspension bridges Abilities Str 22, Dex 8, Con —, Int —, Wis 10, Cha 1
beyond them. There’s also a set of closed double Hook Ominous whirring and grinding sounds.
doors in the south wall.
4 Wolf Skeletons CR 1
Tactics hp 13 each (2 HD); DR 5/bludgeoning
NE Medium undead
The blood golem is unintelligent, so it simply attacks the
Init +7; Senses darkvision 60 ft.; Listen +0, Spot +0
nearest PC (pick one randomly if several are equally close).
AC 15, touch 13, flat-footed 12
It’s tall enough to reach the squares at the top of the inte- Immune paralysis, sleep, mind-affecting, poison,
rior stairs. It uses its whirlwind of death ability whenever stunning, disease, death effects, critical hits, nonlethal
it is adjacent to three or more PCs. damage, ability drain, energy drain, damage to physical
The blood golem can repair itself by using the human ability scores, fatigue, exhaustion
blood stored within itself. It starts doing so when it falls Fort +0 (auto succeed unless effect works on objects),
below 100 hit points, using one unit every round. Ref +3, Will +3
The golem will chase fleeing PCs anywhere on the Speed 50 ft. (10 squares)
plateau, but it won’t venture out onto the bridges. It fights Melee bite +2 (1d6+1)
until destroyed. Space 5 ft.; Reach 5 ft.
If the skeletons attack, they do so without tactics. They Base Atk +1; Grp +2
simply attack the nearest unengaged foe until the foe falls Abilities Str 13, Dex 17, Con —, Int —, Wis 10, Cha 1
and stops moving.
Attracting Attention: If a bridge collapses, turn to
encounter R14 and add 3 check marks, then return here.
Otherwise, what happens in this encounter is unlikely to
draw Despayr’s attention.
Once the combat is completed, refer back to page 114 to
continue the adventure.

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ENCOUNTER R2
Chimera Skeleton CR 4 Ettin Skeleton CR 5
hp 58 (9 HD); DR 5/bludgeoning hp 65 (11 HD); DR 5/bludgeoning
NE Large undead NE Large undead
Init +6; Senses darkvision 60 ft.; Listen +0, Spot +0 Init +4; Senses darkvision 60 ft.; Listen +0, Spot +0
AC 13, touch 11, flat-footed 11 AC 11, touch 9, flat-footed 11
Immune paralysis, sleep, mind-affecting, poison, stunning, Immune paralysis, sleep, mind-affecting, poison, stunning,
disease, death effects, critical hits, nonlethal damage, disease, death effects, critical hits, nonlethal damage,
ability drain, energy drain, damage to physical ability ability drain, energy drain, damage to physical ability
scores, fatigue, exhaustion scores, fatigue, exhaustion
Fort +3 (auto succeed unless effect works on objects), Fort +3 (auto succeed unless effect works on objects),
Ref +5, Will +6 Ref +3, Will +7
Speed 30 ft. (6 squares) Speed 40 ft. (8 squares)
Melee bite +7 (2d6+4) and Melee 2 claws each +10 (1d6+6)
bite +7 (1d8+4) and Space 10 ft.; Reach 10 ft.
gore +7 (1d8+4) and Base Atk +5; Grp +15
2 claws each +2 (1d6+2) Abilities Str 23, Dex 10, Con —, Int —, Wis 10, Cha 1
Space 10 ft.; Reach 5 ft.
Base Atk +4; Grp +12
Abilities Str 19, Dex 15, Con —, Int —, Wis 10, Cha 1

FEATURES OF THE AREA Bone Field: The surface at the bottom of the staircase, in-
Plane of Shadow Traits: See page 72. cluding the areas to the south and east of the tower, is littered
Steep Stairs: Characters moving up steep stairs must spend with heaps of skulls and bones that constitute heavy debris,
2 squares of movement to enter each square of stairs. Characters making it difficult to move about outside the tower. If the PCs
running or charging down steep stairs must succeed on DC 10 investigate the bone field outside the tower or the combat moves
Balance checks upon entering the first out into the bone field, have some skeletons (not depicted on
steep stairs square. Characters who the map) rise up and attack them (see statistics
fail stumble and must end their move- blocks at left). The skel-
ment 1d2×5 feet later. Characters eton statistics blocks
who fail by 5 or more take 1d6 points presented in this encoun-
of damage and fall prone in the square ter equate to an EL 7
where they end their movement. Steep encounter on their own.
stairs increase the DC of Tumble With the blood golem, they
checks by 5. make an EL 9 encounter.
Suspension Bridges: 3 in. thick; If the PCs are having a
AC 4; hardness 5; hp 30; break hard time with the blood
DC 23. golem, consider not having
The statistics above are for a 5- the skeletons rise from the
foot section of bridge. If someone bones and attack unless the
destroys two adjacent bridge sections PCs revisit this area.
running the width of the bridge, If this combat occurs,
then it collapses. Anyone on it falls play it out on an open grid
to the canyon floor. Creatures that of sufficient size to contain
fall off the bridge take 10d6 points all the characters and the
of damage plus 2d3 points of skeletons. Every square in
nonlethal damage if they’re above this combat arena is treated
the water and 15d6 points of as heavy debris.
damage if they aren’t. If they’re Heavy Debris: It costs 2
within 50 feet of the north spire, squares of movement to enter
they instead fall onto the plateau, a square containing heavy
taking 2d6 points of damage. debris. Heavy debris adds 5 to
These bridges lead to area R3 the DC of Balance and Tumble
(200 feet to the southwest, slop- checks, and it imposes a –5
ing downward) and area R5 (250 penalty on Move Silently checks.
feet to the southeast). Running or charging through
heavy debris is impossible.

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ENCOUNTER R3

NORTH BARRACKS
Encounter Level 8 3 Dark Disciples CR 4
hp 34 each (4 HD)
Male and female dark human fighter 4
Setup NE Medium humanoid
This encounter begins when the PCs reach a point on the Init +5
bridge (or, more rarely, the southern staircase) where they Senses darkvision 60 ft., superior low-light vision;
can see into the room. The dark disciples (D) and dark Listen +1, Spot +1
priestess (P) in this room are on guard duty. They make Languages Chondathan, Common
no effort to hide, but at least two of the three guards are AC 22, touch 11, flat-footed 21; Dodge
watching the doorways (Spot +1) at all times. They attack Resist cold 10
as soon as it’s clear that the PCs are intruders. Fort +6, Ref +2, Will +2
Speed 30 ft. (6 squares, can’t run)
When the PCs move close enough to the doorway so they Melee mwk longsword +9 (1d8+5/19–20)
can see inside, read: Ranged heavy crossbow +5 (1d10/19–20)
Base Atk +4; Grp +7
Three gray-skinned humanoids in full plate stand Atk Options Spring Attack
guard here, swords at the ready. A steep staircase Combat Gear potion of cure moderate wounds
leads to an upper platform. In the northernmost Abilities Str 16, Dex 13, Con 14, Int 8, Wis 12, Cha 10
corner are foot-tall mushrooms with eerie-looking SQ hide in plain sight
human faces on their caps. You hear a gentle Feats Dodge, Improved Initiative, Mobility, Spring Attack,
Weapon Focus (longsword), Weapon Specialization
whooshing sound every second or so coming from (longsword)
something atop the platform. Skills Climb +5, Hide +2, Intimidate +7, Move Silently +0
Possessions combat gear plus +1 full plate, heavy steel
Tactics shield, masterwork longsword, heavy crossbow with 10
bolts
The dark disciples are eager to fight and thus prove their
worth to Despayr (and, by extension, Shar). They use Superior Low-Light Vision (Ex) Can see four times as far as
Spring Attack as often as possible, especially against unar- a human in shadowy illumination.
Hide in Plain Sight (Su) Can use the Hide skill while being
mored PCs (who might be wizards) and clerics bearing the observed and while lacking cover or concealment,
symbol of any deity other than Shar. except in natural daylight, the area of a daylight spell, or
Don’t forget to have each dark disciple select a Dodge similar magical light.
target each round. Between the dark creature template Hook “Mistress of Night, watch over us!”
(+10 feet to movement) and the Mobility and Spring Attack
feats, the disciples have a lot more maneuverability in
battle than the PCs are expecting from enemies in heavy Attracting Attention: Several events in this room can
armor. The dark disciples gain little from standing in once draw the attention of Despayr, the master of the Black
place, and can frustrate the PCs if they’re always on the Rift. If a bridge collapses, turn to encounter R14 and add
move. 3 check marks, then return here. If the PCs destroy the
If a dark disciple falls below 10 hit points, then the shadow bellows, turn to encounter R14 and add 4 check
disciple will move to a nonthreatened square and drink marks, then return here. If one or more dark disciples
a potion, then attempt a fighting withdrawal to the walk- successfully escape from the melee with the PCs, turn to
way leading to area R2. They won’t attempt a retreat to R4 encounter R14 and add 5 check marks, then return here.
because they know the gorgon would kill them. Once the combat is completed, refer back to page 115 to
The dark priestess is determined not to allow the in- continue the adventure.
truders to progress any farther into the rift, and she uses
darkbolts from her staff of the shadow war, spreading the rays
out to daze as many PCs as possible. If she is engaged in
melee, she attempts spontaneous inflict spells, resorting to
her longsword only when her 2nd-level spells are gone.

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ENCOUNTER R3
Dark Priestess CR 4 Combat Gear staff of the shadow war—3 charges; either
hp 25 (4 HD) armor of darkness (FRCS 67) or darkbolt (FRCS 68)
Female dark human cleric 4 Cleric Spells Prepared (CL 4th):
NE Medium humanoid 2nd—cure moderate wounds, detect thoughtsD (DC 15),
Init +1 hold person (2) (DC 15)
Senses darkvision 60 ft. if armor of darkness active; Listen +3, 1st—cure light wounds, doom (2) (CL 5th, DC 14), divine
Spot +3 favor (CL 3rd), obscuring mistD
Languages Chondathan, Common 0—cure minor wounds, detect magic (3), resistance
D: Domain spell. Domains: Darkness, Knowledge
AC 17, touch 11, flat-footed 16 (AC 22 with armor of darkness
active) Abilities Str 14, Dex 13, Con 12, Int 8, Wis 16, Cha 10
Resist cold 10 SQ hide in plain sight
Fort +5, Ref +2, Will +7 (+2 against holy, good, or light spells Feats Combat Casting, Martial Weapon Proficiency
from armor of darkness) (longsword), Shadow Weave
Skills Concentration +8 (+12 casting defensively), Hide +6,
Speed 30 ft. (6 squares)
Move Silently +4, Spellcraft +6
Melee mwk longsword +6 (1d8+2/19–20) or
Possessions combat gear plus +1 breastplate, masterwork
Melee spontaneous inflict moderate wounds +5 touch (2d8+4,
longsword
Will DC 15 half) or
Melee spontaneous inflict light wounds +5 touch (1d8+4, Will Hide in Plain Sight (Su) Can use the Hide skill while being
DC 14 half) observed and while lacking cover or concealment, except
Ranged 4 darkbolts (from staff) +4 ranged touch (2d8 plus in natural daylight, the area of a daylight spell, or similar
dazed 1 round; Will DC 17 negates daze) magical light.
Base Atk +3; Grp +5 Hook “For the dark glory of Shar!”

FEATURES OF THE AREA South Staircase: This walkway hugs the cliff face for about
Plane of Shadow Traits: See page 72. 250 feet, descending through flights of stairs at irregular intervals,
Mushrooms: The morphic qualities of the Black Rift express until it reaches the canyon floor near area R4.
themselves in strange ways. Mushrooms in the northern part of Shadow Bellows: 10 feet wide; AC 3; hardness 5; hp 50;
the room have realistic humanoid faces—some male, some fe- break DC 25; strong conjuration; CL 16th.
male—on their caps. The faces twitch If the bellows takes more than 25 points of damage, it sends
or blink occasionally, but otherwise out a blast wave of energy, dealing 10d6
stare at the ceiling. points of damage in a 20-
Each mushroom provides a day’s foot radius (Reflex DC 15
nutrition. The mushrooms are bland half).
fare, but they’re filling. This circular, accordion-
The mushrooms are considered style bellows moves up and
heavy debris. It costs 2 squares of down of its own volition. A
movement to enter a square con- creation of Despayr, the bel-
taining heavy debris. Heavy debris lows is extracting the essence
adds 5 to the DC of Balance and of the Plane of Shadow and
Tumble checks, and it imposes a magically transporting it to
–5 penalty on Move Silently the ritual chamber in area
checks. Running or charging R13.
through heavy debris is Suspension Bridge: 3 in.
impossible. thick; AC 4; hardness 5; hp 30;
Steep Stairs: Characters mov- break DC 23.
ing up steep stairs must spend 2 The statistics above are for a
squares of movement to enter 5-foot section of bridge. If
each square of stairs. Characters someone destroys two adjacent
running or charging down steep bridge sections running the width
stairs must succeed on DC 10 of the bridge, then it collapses.
Balance checks upon entering If this happens, anyone on it falls
the first steep stairs square. to the canyon floor. Creatures
Characters who fail stumble that fall off the bridge near area
and must end their movement R3 take 3d6 points of damage
1d2×5 feet later. Characters plus 2d3 points of nonlethal dam-
who fail by 5 or more take 1d6 age if they’re above the water, and
points of damage and fall prone 8d6 points of damage if they
in the square where they end aren’t.
their movement. Steep stairs This 200-foot-long bridge leads
increase the DC of Tumble to area R2.
checks by 5.

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ENCOUNTER R4

GORGON’S LAIR
Encounter Level 8 Tactics
The gorgon uses both its special attacks liberally. If pos-
Setup sible, it tramples the PCs in the first round, then wheels
This encounter begins when the PCs perceive the gorgon around in the second round and uses its breath weapon on
(G), or when it perceives them. The gorgon squats patiently as many PCs as possible. It then makes gore attacks until
in the darkness, observing the cave entrance (Listen +9, its breath weapon recharges.
Spot +8). The bottom of the stairs to the north is 60 feet Attracting Attention: If a bridge collapses, turn to
away, giving the gorgon a –6 penalty on Listen checks to encounter R14 and add 3 check marks, then return here.
hear the PCs coming down the stairs. If the PCs damage the elevator, turn to encounter R14 and
add 2 check marks; If Tyrra escapes to warn Despayr, add
When the PCs can see inside the cave, read: 4 check marks.
Once the combat is completed, refer back to page 116 to
Near the door a humanoid shape looms motionless continue the adventure.
in the shadows. It’s a lifelike statue of a human
warrior much like those you’ve fought elsewhere in
the Black Rift.
Suddenly two eyes blink to life within the cave,
and you can dimly see an oversized metallic bull Tyrra CR 4
hp 34 (4 HD)
clamber to its feet with a snort. Female dark Chondathan human fighter 4
NE Medium humanoid
Init +5; Senses darkvision 60 ft., superior low-light vision;
Listen +1, Spot +1
Languages Chondathan, Common
Gorgon CR 8 AC 22, touch 11, flat-footed 21; Dodge
hp 85 (8 HD) Resist cold 10
N Large magical beast Fort +6, Ref +2, Will +2
Init +4; Senses darkvision 60 ft., low-light vision, scent;
Listen +9, Spot +8 Speed 30 ft. (6 squares, can’t run)
Melee mwk longsword +9 (1d8+5/19–20)
AC 20, touch 9, flat-footed 20 Ranged heavy crossbow +5 (1d10/19–20)
Fort +11, Ref +6, Will +5 Base Atk +4; Grp +7
Speed 30 ft. (6 squares) Atk Options Spring Attack
Melee gore +12 (1d8+7) Combat Gear potion of bull’s strength
Space 10 ft.; Reach 5 ft. Abilities Str 16, Dex 13, Con 14, Int 8, Wis 12, Cha 10
Base Atk +8; Grp +17 SQ hide in plain sight
Special Actions breath weapon, trample Feats Dodge, Improved Initiative, Mobility, Spring Attack,
Abilities Str 21, Dex 10, Con 21, Int 2, Wis 12, Cha 9 Weapon Focus (longsword), Weapon Specialization
Feats Alertness, Improved Initiative, Iron Will (longsword)
Skills Listen +9, Spot +8 Skills Climb +5, Hide +2, Intimidate +7, Move Silently +0
Hook [Snorting sounds, pawing of hoof into cave floor] Possessions combat gear plus +1 full plate, heavy steel
shield, masterwork longsword, heavy crossbow with 9
Breath Weapon (Su) 60 ft. cone, once every 1d4 rounds,
bolts
damage turn to stone, Fort DC 19 negates
Trample (Ex) To make a trample attack, move the gorgon on Hide in Plain Sight (Su) Can use the Hide skill while being
top of the PCs. Each PC underneath the gorgon has a observed and while lacking cover or concealment, except
choice: in natural daylight, the area of a daylight spell, or similar
• Make an attack of opportunity against the gorgon at –4. magical light.
Then the gorgon deals 1d8+7 points of damage. Superior Low-Light Vision (Ex) Can see four times as far as a
• Make a Reflex save against the trample (DC 19). PCs take human in shadowy illumination.
1d8+7 points of damage, or half that if they make the Hook “Mistress of Night, watch over us!”
saving throw.
The gorgon can keep moving after the trample, up to
twice its speed. Unlike with a charge, it need not move in
a straight line.

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ENCOUNTER R4
FEATURES OF THE AREA DC 15 half). A pushed-over statue fills the squares it falls in
Plane of Shadow Traits: See page 72. with heavy debris.
Stalactite: 1 ft. thick; AC 5; hardness 8; hp 180; break This statue is the petrified remains of one of the dark dis-
DC 30; Climb DC 25. ciples, a human female named Tyrra. If freed from her stony
A stalactite can provide cover to a flying creature. It can be state, Tyrra is grateful to the PCs—but recognizes them as
broken from the ceiling with a Strength check that meets or enemies. If the PCs offer to spare her, she cooperates with the
exceeds its break DC, dealing 1d6 points of damage to creatures PCs completely, warning them about other inhabitants in the
in the squares that it falls in (Reflex DC 15 half). A broken Black Rift (particularly Shaalabhak in encounter R10—but
stalactite fills the squares it falls in with heavy debris. not the flaming skulls in encounter R12, since she’s never been
Elevator: AC 2; hardness 5; hp 60; break DC 27; strong to the library). However, Tyrra is merely waiting for her
transmutation; CL 16th. chance—at her earliest opportunity, she attempts to bull rush
The hit points and break DC shown are for a 5-foot section. a PC off a bridge or otherwise delay the PCs, or use her hide
The elevator rises or falls 30 feet per round at initiative count in plain sight ability to flee and warn Despayr. If it appears the
0. It pauses for a full round at the top and bottom of its path. PCs are going to leave her behind, she attacks them and fights
Steep Stairs: Characters moving up steep stairs must spend to the death.
2 squares of movement to enter each square of stairs. Characters
running or charging down steep stairs must succeed on DC 10
Balance checks upon entering the first steep stairs square.
Characters who fail stumble and must end their movement
1d2×5 feet later. Characters who fail by 5 or more take 1d6
points of damage and fall prone in the square where they end
their movement. Steep stairs increase the DC of Tumble checks
by 5.
Staircases: One wooden walkway hugs the cliff face for about
250 feet, ascending until it reaches the shelf-fungus chamber
described in area R3. A second walkway ascends 250 feet to
area R7.
Suspension Bridge: 3 in. thick; AC 4; hardness 5; hp 30;
break DC 23.
The statistics above are for a 5-foot section of bridge. If
someone destroys two adjacent bridge sections running the
width of the bridge, then it collapses. Anyone on it falls to the
canyon floor. Creatures that fall off the bridge take 10d6 points
of damage plus 2d3 points of nonlethal damage if they’re above
the water and 15d6 points of damage if they aren’t.
This 200-foot-long bridge leads to area R5. If the PCs are
on the bridge, then they can see faint lights at the other end
(the continual flame posts in area R5).
Saddles: The two saddles here are ordinary horse saddles
with extra-long girth straps. Malkarion (in area R5) uses them
in his ongoing effort to train this gorgon to be his war steed.
One is an exotic riding saddle (30 gp), and the other is an
exotic military saddle (60 gp).
Statue: AC 3; hardness 8; hp 180; break DC 35; Climb
DC 15.
A statue provides cover; it can be pushed over with a Strength
check that meets or exceeds its break DC, dealing 10d6 points
of damage to creatures in the squares that it falls in (Reflex

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ENCOUNTER R5

MALKARION’S DEMESNE
Encounter Level 9 Malkarion the Blackguard CR 9
hp 72 (9 HD)
Male dark Damaran human ex-paladin 7/blackguard 2
Setup NE Medium humanoid
The encounter begins when the PCs approach this tower, Init +1; Senses Listen +0, Spot +0
probably on one of the suspension bridges. The bridges Languages Abyssal, Common, Damarran
from R6 and R4 terminate at the second floor of the tower, AC 23, touch 11, flat-footed 22
where there’s only a narrow walkway visible to the PCs, so Resist cold 10
they won’t see much until they reach the doorway. Char- Fort +12, Ref +5, Will +4
acters coming along rthe bridge from R2 enter this area Speed 30 ft. (6 squares; can’t run)
on the lower level, where Malkarion is present. Melee +1 bastard sword +14/+9 (1d10+5/19–20)
Malkarion (M) is kneeling in silent prayer to Shar in Ranged mwk dagger +11 (1d4+4 plus poison)
the center of the room when the PCs arrive. He’s not par- Base Atk +9; Grp +13
ticularly perceptive (Listen +0, Spot +0), but even a stealthy Atk Options Power Attack, poison (Fort DC 17, 1 Str drain/
party might attract his attention if any PCs step out onto 2d6 Str damage)
the walkway in the room. It’s quite creaky, imposing a –10 Special Actions smite good (+2 attack, +2 damage)
penalty on Move Silently checks. Abilities Str 18, Dex 12, Con 14, Int 12, Wis 10, Cha 14
Malkarion immediately attacks anyone who isn’t obvi- SQ detect good, hide in plain sight
ously a dark disciple or dark priestess. And he knows all Feats Cleave, Exotic Weapon Proficiency (bastard sword),
of them personally, so he’ll be hard to fool (he gains a +2 Improved Sunder, Power Attack, Quick Draw
Skills Handle Animal +12, Hide +0, Intimidate +8,
bonus on Spot checks to penetrate any such disguises).
Knowledge (religion) +11, Ride +11
Possessions +1 full plate, +1 heavy steel shield, +1 bastard
When the PCs reach a doorway to the tower, read: sword, 3 masterwork daggers poisoned with shadow
A man in shiny black plate kneels on the center of essence, gauntlets of ogre power, two keys (one for the
north door and one for the chest)
the floor inside this tower, a bastard sword in his
Hook “I’ll make you beg for the sweet release of death.”
hand. Someone clearly lives in the tower—there’s
a bed, desk, wall mirror, and chest near the walls.
A narrow walkway connects doorways on the If Malkarion is reduced to 15 hit points or fewer, he flees
west and south walls, with stairs at both ends anywhere he can—preferably southeast toward area R6.
leading down into the living quarters. Attracting Attention: Several events in this room have
Beyond the tower walls is a field of black implications for Despayr’s hunt for intruders. If a bridge
tentacles, writhing and intertwining like a nest of collapses, turn to encounter R14 and add 3 check marks,
serpents. then return here. If a PCs uses the magic mirror to scry
on Despayr, add 5 check marks; if Malkarion escapes,
turn to encounter R14 and add 5 check marks. If the PCs
Tactics incapacitate or slay Malkarion, add 2 check marks.
Malkarion wades into battle immediately, making smite Once the combat is completed, refer back to page 116 to
attacks against PCs that look like they might be affiliated continue the adventure.
with good deities. Against enemies not in heavy armor,
Malkarion makes 4-point Power Attacks (–4 attack, +4
damage) until he misses twice in a row; then he shifts to
normal attacks. If Malkarion can’t reach the PCs in the
first round, he uses his Quick Draw feat and throws poison
daggers at the nearest PC.

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ENCOUNTER R5
FEATURES OF THE AREA A desk can be tipped over as a move action with a successful
Plane of Shadow Traits: See page 72. DC 8 Strength check. It can then provide cover.
Suspension Bridges: 3 in. thick; AC 4; hardness 5; hp 30; Atop the desk lies a scroll tube with a note attached to it. It
break DC 23. says, “If I don’t return from gorgon training, have Despayr get
The statistics above are for a 5-foot section of bridge. If my body back. Then use one of these to revive me.” Inside the
someone destroys two adjacent bridge sections running the scroll tube are three scrolls of break enchantment.
width of the bridge, then it collapses. Anyone on it falls to the Chair: 1/2 in. thick; AC 4; hardness 5; hp 5; break DC 17.
canyon floor. Creatures that fall off the bridge take 10d6 points A creature standing in the same square as a chair gains a +2
of damage plus 2d3 points of nonlethal damage if they’re above AC bonus and a +1 bonus on Reflex saves (these bonuses don’t
the water and 15d6 points of damage if they aren’t. Those who stack with bonuses for cover that derive from other sources).
fall off near Malkarion’s tower take only 2d6 points of damage, The presence of a chair doesn’t otherwise affect a creature’s
but they’re immediately attacked by the Evard’s black tentacles. space, because it’s assumed that the creature is using the chair
The 200-foot-long western bridge leads to area R4, and the to its advantage when it can.
100-foot-long southern bridge leads to area R6. The northern Medium Wooden Chest: 1 in. thick; AC 3; hardness 5; hp
bridge, which ascends from the ground floor until it is out of 10; break DC 17 (unlocked).
reach of the tentacles, leads to area R2, 200 feet away. If the This chest contains several sets of fine clothing. It is
PCs are on a bridge, then they can see faint lights at the other unlocked.
end, but it’s too far away, especially on the Plane of Shadow, to Magic Wall Mirror: 1/2 in. thick; AC 4; hardness 0; hp 2;
make out any detail until the PCs are closer. break DC 10.
Steep Stairs: Characters moving up steep stairs must spend This dark mirror reflects the room normally until an indi-
2 squares of movement to enter each square of stairs. Characters vidual stands before the mirror. When only one person is re-
running or charging down steep stairs must succeed on DC 10 flected in its surface, the mirror can reveal any location in the
Balance checks upon entering the first steep stairs square. Black Rift like a scrying mirror. However, any servant of Shar
Characters who fail stumble and must end their movement who is seen at the location instantly realizes that the mirror
1d2×5 feet later. Characters who fail by 5 or more take 1d6 is scrying them, and if the mirror user is not a worshiper of
points of damage and fall prone in the square where they end Shar, the scried-upon creature can cause the mirror to shatter
their movement. Steep stairs increase the DC of Tumble checks outward, dealing 4d6 points of damage to the scrier (Reflex
by 5. DC 20 half). This destroys the mirror. Also, the mirror shat-
Tentacle Field: The morphic nature ters if it is removed from
of the Black Rift has created a massive Malkarion’s tower.
field of Evard’s black tentacles. They The mirror has a
surround (but do not touch) this tower caster level of 20th and
and the pit in area R6. an overwhelming aura
The tentacles grapple (at +15) of divination.
anyone who steps into a square they Bed: A bed is about
occupy. They are immune to damage. 1-1/2 feet tall, so a Small
Every round at initiative count 0, they character can hop up on
make a grapple check and deal 1d6+4 top of it with a successful
points of damage if they win. DC 10 Jump check that
Even for creatures not grappling costs 2 squares of move-
with the tentacles, it costs 2 squares ment (no running start
of movement to move into a square required). A Medium char-
containingin the tentacle field. acter can simply step up
Desk: 1/2 in. thick; AC 3; hard- on it, a move that costs 2
ness 5; hp 5; break DC 18. squares of movement. A
It costs 2 squares of movement character perched atop a
to enter these squares. A Medium bed gains a +1 bonus on
character can hop up on top of the melee attacks against op-
desk with a successful DC 10 Jump ponents on the ground.
check that costs 2 squares of move- A bed can be tipped up as
ment (no running start required). a move action with a suc-
A Small character can jump up cessful DC 12 Strength
with a successful DC 12 Jump check; it then provides
check (DC 20 without a running cover.
start), or climb up with a successful Strong Wooden Door: 2
DC 15 Climb check. A character in. thick; AC 3; hardness 5;
standing on the desk gains a +1 hp 20; break DC 25 (locked).
bonus on melee attacks against Malkarion has the key.
opponents on the ground.

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ENCOUNTER R6

SPIRAL PIT
Encounter Level 7 or 9 If the fight goes against the priestesses, Shar comes to
their aid by sending an ephemeral hangman to the scene
(see Tactics section).
Setup
This encounter begins when the PCs can see down into
the pit where the dark priestesses are. The priestesses (P)
are distracted by their ritual (–5 to Spot and Listen for
being distracted and an additional –1 for every 10 feet Ephemeral Hangman CR 7
from the PCs to the priestesses), so it’s likely the PCs can hp 104 (11 HD); regeneration 5
sneak up on them. CE Large aberration
Init +7; Senses blindsight 60 ft., darkvision 60 ft.; Listen +9,
Spot +9
Languages Undercommon
3 Dark Priestesses CR 4 AC 20, touch 12, flat-footed 17
hp 25 each (4 HD) Fort +8, Ref +6, Will +9
Female dark human cleric 4 Weaknesses bright light, searing light
NE Medium humanoid Speed 30 ft. (6 squares)
Init +1 Melee tendril +14 (1d8+6 plus slow) and
Senses darkvision 60 ft. if armor of darkness active; bite +12 (2d6+3 plus slow)
Listen +3, Spot +3 Space 10 ft.; Reach 20 ft. (10 ft. in bright light)
Languages Chondathan, Common Base Atk +8; Grp +18
AC 17, touch 11, flat-footed 16 (AC 22 with armor of darkness Atk Options constrict 1d8+6, improved grab
active) Special Actions shadow pocket, step into shadow
Resist cold 10 Abilities Str 22, Dex 16, Con 20, Int 8, Wis 14, Cha 16
Fort +5, Ref +2, Will +7 (+2 against holy, good, or light spells Feats Alertness, Improved Initiative, Multiattack, Weapon
from armor of darkness) Focus (tendril)
Speed 30 ft. (6 squares) Skills Hide +9 (+13 when using shadow pocket), Listen +9,
Melee mwk longsword +6 (1d8+2/19–20) or Move Silently +13, Spot +9
Melee spontaneous inflict moderate wounds +5 touch Regeneration (Ex) Spells that have the light descriptor deal
(2d8+4, Will DC 15 half) or normal damage, as does any attack while an ephemeral
Melee spontaneous inflict light wounds +5 touch (1d8+4, hangman is in bright light.
Will DC 14 half) Constrict (Ex) An ephemeral hangman deals 1d8+6 points of
Ranged 4 darkbolts (from staff) +4 ranged touch (2d8 plus damage with a successful grapple check.
dazed 1 round; Will DC 17 negates daze) Improved Grab (Ex) To use this ability, an ephemeral
Base Atk +3; Grp +5 hangman must hit with a tendril attack. It can then
Combat Gear staff of the shadow war—3 charges; either attempt to start a grapple as a free action without
armor of darkness (FRCS 67) or darkbolt (FRCS 68) provoking an attack of opportunity. If it wins the grapple
Cleric Spells Prepared (CL 4th): check, it establshes a hold and can constrict.
2nd—cure moderate wounds, detect thoughtsD (DC 15), Shadow Pocket (Su) In areas of darkness or shadowy
hold person (2) (DC 15) illumination, an ephemeral hangman can fit into a single
1st—cure light wounds, doom (2) (CL 5th, DC 14), divine 5-foot square without penalties for squeezing. It can
favor (CL 3rd), obscuring mistD squeeze into an even smaller space, down to a 2-1/2-foot
0—cure minor wounds, detect magic (3), resistance square, but doing this imposes the standard penalties for
D: Domain spell. Domains: Darkness, Knowledge squeezing through a space (DMG 29). When using its
Abilities Str 14, Dex 13, Con 12, Int 8, Wis 16, Cha 10 shadow pocket ability, an ephemeral hangman gains a +4
SQ hide in plain sight circumstance bonus on Hide checks.
Feats Combat Casting, Martial Weapon Proficiency Step into Shadow (Su) In areas of darkness or shadowy
(longsword), Shadow Weave illumination, three times per day an ephemeral hangman
Skills Concentration +8 (+12 casting defensively), Hide +6, can use dimension door as an 11th-level caster.
Move Silently +4, Spellcraft +6 Slow (Su) Anyone struck or grappled by an ephemeral
Possessions combat gear plus +1 breastplate, masterwork hangman must make a successful DC 18 Will or be slowed
longsword for 2d6 rounds.
Weaknesses (Ex) If an ephemeral hangman is exposed to
Hide in Plain Sight (Su) Can use the Hide skill while being bright light or a spell with the light descriptor while using
observed and while lacking cover or concealment, except its shadow pocket ability, it is immediately shunted to the
in natural daylight, the area of a daylight spell, or similar nearest open space large enough to hold it, taking 1d6
magical light. points of damage for every 5 feet so moved. In bright
Hook “For the dark glory of Shar!” light, it also loses 10 feet of reach.

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ENCOUNTER R6
When the PCs see the ephemeral hangman, read: If two dark priestesses are wounded, then the third priest-
ess casts sanctuary as soon as possible, then starts casting cure
The priestess’s torso cracks open, and black tentacles spells on the wounded priestesses.
explode from it in a shower of gore. The black The dark priestesses try to flee up the ramp and toward
tentacles rise, large and treelike, until a creature of area R5 if they fall to 5 hit points or fewer. If only one dark
pure shadow stands on the altar, gnashing a toothy priestess remains, she attempts to reach the bloody altar and
maw in a nest of writhing limbs. die upon it, leaping from the ramp to her death if necessary.
Shar rewards this devotion by having an avenging ephemeral
hangman appear.
Tactics Attracting Attention: If a bridge collapses, turn to
If the dark priestesses get warning that the PCs are approach-
encounter R14 and add 3 check marks. If the PCs destroy
ing, then they first cast armor of darkness (from their staffs),
the shadow bellows, turn to encounter R14 and add 4 check
following with divine favor.
marks. If one or more dark priestesses successfully escape
Once battle begins, the dark priestesses use darkbolts from
the PCs, turn to encounter R14 and add 5 check marks.
their staffs of the shadow war, spreading the rays out to daze
Once the combat is completed, refer back to page 116 to
as many PCs as possible. If they’re engaged in melee, then
continue the adventure.
they attempt spontaneous inflict spells, resorting to their
longswords only when their 2nd-level spells are gone.

FEATURES OF THE AREA Shadow Bellows: 10 foot-wide; AC 3; hardness 5; hp 50;


Plane of Shadow Traits: See page 72. break DC 25; strong conjuration; CL 16th.
Bloody Altar: 3 feet thick; hardness 8; hp 540; break If the bellows takes more than 25 points of damage, it sends
DC 40. out a blast wave of black energy, dealing 10d6 points of damage
An altar provides cover. If an altar is broken, the squares it in a 20-foot radius (Reflex half DC 15).
occupies become heavy debris. It costs 1 extra square of move- This circular, accordion-style bellows moves up and down
ment to cross an altar. A creature that makes a successful DC 10 of its own volition. A creation of Despayr, the bellows is extract-
Jump check can cross an altar without impeding movement, ing the essence of the Plane of Shadow and magically transporting
and a mounted character must succeed on a DC 5 Ride check it toward the ritual chamber in area R13.
to keep from being thrown during the jump.
Ramp: This gradual slope poses no impediments to move-
ment, but there’s no rail preventing a fall into the pit. The eleva-
tions are marked on the map; use whatever elevation is closest
to the character’s current position.
Creatures fighting creatures lower than themselves on the
ramp gain a +1 bonus on melee attacks due to higher ground.
Suspension Bridge: 3 in. thick; AC 4; hardness 5; hp 30;
break DC 23.
The statistics above are for a 5-foot section of bridge. If
someone destroys two adjacent bridge sections running the
width of the bridge, then it collapses. Anyone on it falls to the
canyon floor. Creatures that fall off the bridge take 10d6 points
of damage plus 2d3 points of nonlethal damage if they’re above
the water and 15d6 points of damage if they aren’t. If the PCs
fall off the bridge before it’s out over the canyon, then they take
2d6 points of falling damage and must contend with the Evard’s
black tentacles.
One 100-foot-long bridge leads northwest to area R5. An-
other leads 300 feet southwest toward area R7. If the PCs are
on the bridge to R5, then they can see faint lights at the other
end (the continual flame posts in encounters R5).
Tentacle Field: The morphic nature of the Black Rift has
created a massive field of Evard’s black tentacles. They surround
(but do not touch) this pit and the tower in area R5.
The tentacles grapple (at +15) anyone who steps into a
square they occupy. They are immune to damage. Every round
at initiative count 0, they make a grapple check and deal
1d6+4 points of damage if they win.
Even for creatures not grappling with the tentacles, it costs
2 squares of movement to move into a square within the
tentacle field.
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ENCOUNTER R7

HANGMEN’S CHAMBER
Encounter Level 9 2 Ephemeral Hangmen CR 7
hp 104 each (11 HD); regeneration 5
CE Large aberration
Setup Init +7; Senses blindsight 60 ft., darkvision 60 ft.;
The ephemeral hangmen (E) are using their shadow Listen +9, Spot +9
pocket ability to hide when the PCs enter the room. Have Languages Undercommon
the PCs make Spot checks opposed by their Hide checks AC 20, touch 12, flat-footed 17
(Hide +13), factoring in distance from the hangmen (–1 Fort +8, Ref +6, Will +9
penalty on Spot checks for every 10 feet). Adjudicate which Weaknesses bright light, searing light
side has surprise normally. Speed 30 ft. (6 squares)
Melee tendril +14 (1d8+6 plus slow) and
When the PCs see an ephemeral hangman, read: bite +12 (2d6+3 plus slow)
Space 10 ft.; Reach 20 ft. (10 ft. in bright light)
A blot of shadows seems to uncoil like a flower Base Atk +8; Grp +18
opening, revealing grasping black tentacles and Atk Options constrict 1d8+6, improved grab
gnashing jaws! Special Actions shadow pocket, step into shadow
Abilities Str 22, Dex 16, Con 20, Int 8, Wis 14, Cha 16
Feats Alertness, Improved Initiative, Multiattack, Weapon
Focus (tendril)
TAPESTRY OF SHADOWY FLIGHT Skills Hide +9 (+13 when using shadow pocket), Listen +9,
Move Silently +13, Spot +9
Price: 30,000 gp
Body Slot: — Regeneration (Ex) Spells that have the light descriptor deal
Caster Level: 10th normal damage, as does any attack while an ephemeral
Aura: Moderate; (DC 20) divination hangman is in bright light.
Constrict (Ex) An ephemeral hangman deals 1d8+6 points
Activation: Full round (command word) of damage with a successful grapple check.
Weight: 40 lb. Improved Grab (Ex) To use this ability, an ephemeral
hangman must hit with a tendril attack. It can then
This large tapestry can be commanded to fly through the attempt to start a grapple as a free action without
air by someone standing or sitting upon it. It then carries provoking an attack of opportunity. If it wins the
its occupants as though anything on the tapestry is affected grapple check, it establshes a hold and can constrict.
by an overland flight spell of unlimited duration (fly 40 ft., Shadow Pocket (Su) In areas of darkness or shadowy
average maneuverability, hustle over long distances without illumination, an ephemeral hangman can fit into a
taking nonlethal damage). The tapestry can carry up to 400 single 5-foot square without penalties for squeezing. It
pounds without slowing. From 401 pounds to 800 it can can squeeze into an even smaller space, down to a
2-1/2-foot square, but doing this imposes the standard
fly at half speed and with poor maneuverability. The tapestry penalties for squeezing through a space (DMG 29).
can hover with weight up to 800 pounds. Weight greater When using its shadow pocket ability, an ephemeral
than 800 pounds causes it to float downward as though af- hangman gains a +4 circumstance bonus on Hide
fected by a feather fall spell. checks.
In addition, when the tapestry is flying, it and its occupants Step into Shadow (Su) In areas of darkness or shadowy
are covered in a shadowy nimbus that cannot be penetrated illumination, three times per day an ephemeral
by darkvision. Creatures on the carpet when it is flying hangman can use dimension door as an 11th-level
benefit from a 20% miss chance due to concealment. Crea- caster.
tures on the carpet cannot hide within this concealment or Slow (Su) Anyone struck or grappled by an ephemeral
be invisible, because it outlines their forms in a manner hangman must make a successful DC 18 Will or be
slowed for 2d6 rounds.
similar to faerie fire. Weaknesses (Ex) If an ephemeral hangman is exposed to
The tapestry of shadowy flight functions only in darkness bright light or a spell with the light descriptor while
or shadowy illumination. If it or any occupant is exposed to using its shadow pocket ability, it is immediately
bright light while the tapestry is functioning, it immediately shunted to the nearest open space large enough to
plummets to the ground like a stone and ceases to function hold it, taking 1d6 points of damage for every 5 feet so
for 24 hours. moved. In bright light, it also loses 10 feet of reach.
Prerequisites: Craft Wondrous Item, faerie fire, overland Hook One is picky, and the other is greedy (see Tactics).
flight, permanency.
Cost to Create: 15,000 gp, 1,200 XP, 30 days.

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ENCOUNTER R7
If the PCs examine the magic tapestry, read: constricting with all its limbs. The greedy hangman tries to
grapple and constrict as many of the PCs as possible, taking
This beautifully crafted tapestry it 10 feet wide and a –20 penalty on grapple checks when attempting to grapple
10 feet long. It depicts a dark landscape of twisted more than one PC, but no penalty on attack rolls. When a
buildings and crooked trees beneath a craggy black hangman is reduced to 20 hit points or fewer, it tries to move
mountain and a starry sky. Border decoration shows away and use its step into shadow ability to transport it to area
phases of the moon on two sides and phases of an R13. There it informs Despayr of the attack and then uses its
eclipse on the others. step into shadow ability to flee the Black Rift forever.
Attracting Attention: The hangmen rarely interact with
others, so their absence might not be noticed for some time.
Tactics If a bridge collapses, turn to encounter R14 and add 3 check
The ephemeral hangmen try to remain in their shadow
marks, then return here. If an ephemeral hangman escapes,
pockets as they fight, avoiding the light from the continual
add 5 check marks.
flame posts and any light the PCs carry for as long as possible.
Once the combat is completed, refer back to page 116 to
While in shadowy illumination, they use their reach to make
continue the adventure.
flanking attacks from great distances.
One hangman is greedy and the other is more selective
in its meals. The picky hangman grapples the biggest PC,

FEATURES OF THE AREA


Plane of Shadow Traits: See page 72.
Suspension Bridges: 3 in. thick; AC 4; hardness 5; hp 30;
break DC 23.
The statistics above are for a 5-foot section of bridge. If
someone destroys two adjacent bridge sections running the
width of the bridge, then it collapses. Anyone on it falls to the
canyon floor. Creatures that fall off the bridge take 3d6 points
of damage plus 2d3 points of nonlethal damage if they’re above
the water, and 8d6 points of damage if they aren’t.
One 300-foot-long span leads northeast to area R6, rising
sharply as it does. Another heads east 300 feet, sloping down-
ward before ending at area R9.
Tunnel: This 300-foot-long tunnel leads to area R8. It has
a number of slight turns and gentle up- and down-slopes, but
its overall path is due southeast.
Tapestries: AC 2; hardness 0; hp 1; break DC 16.
It takes a successful DC 15 Climb check to climb this surface
(or DC 10 if a wall is within reach). The hit points and break
DC shown are for a 5-foot section.
A tapestry provides total concealment (50% miss chance)
to characters behind it if it’s hanging freely, or concealment
(20% miss chance) if it’s flush with a wall.
A creature can attempt to treat a fall as 20 feet shorter by
gripping or stabbing through a tapestry and succeeding on a
DC 10 Climb check. Regardless of success or failure, stabbing
through a tapestry destroys the 5-foot sections along the path
of the fall.
Magic Tapestry: Choose any one of the tapestries to be the
magic tapestry. This tapestry functions similarly to a carpet
of flying.

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ENCOUNTER R8

MYSTERIOUS BIERS
Encounter Level 7 This encounter plays out similarly to encounter R6, but
the appearance and disappearance of corpses (and undead)
(possibly multiple encounters) on the biers gives the characters an additional factor to
consider.
Setup
The encounter begins when the PCs gain line of sight Tactics
to one or more dark priestesses. The priestesses (P) are If the dark priestesses get warning that the PCs are
distracted (–5 to Spot and Listen), so the PCs have a good approaching, then they first cast armor of darkness (from
chance of surprising them. The dark priestesses immedi- their staffs), following with divine favor.
ately move away from the biers and attack any intruders.

3 Dark Priestesses CR 4 6 Shadows CR 1


hp 25 each (4 HD) hp 13 each (2 HD)
Female dark human cleric 4 NE Medium undead (incorporeal)
NE Medium humanoid Init +2; Senses darkvision 60 ft.; Listen +7, Spot +7
Init +1 AC 13, touch 13, flat-footed 11; Dodge
Senses darkvision 60 ft. if armor of darkness active; Miss Chance 50% (incorporeal)
Listen +3, Spot +3 Resist turn resistance +2
Languages Chondathan, Common Immune paralysis, sleep, mind-affecting, poison, stunning,
AC 17, touch 11, flat-footed 16 (AC 22 with armor of disease, death effects, critical hits, nonlethal damage,
darkness active) ability drain, energy drain, damage to physical ability
Resist cold 10 scores, fatigue, exhaustion
Fort +5, Ref +2, Will +7 (+2 against holy, good, or light Fort +1 (auto succeed unless effect works on objects),
spells from armor of darkness) Ref +3, Will +4
Speed 30 ft. (6 squares) Speed fly 40 ft. (8 squares) (good)
Melee mwk longsword +6 (1d8+2/19–20) or Melee incorporeal touch +3 (1d6 Str)
Melee spontaneous inflict moderate wounds +5 touch Space 5 ft.; Reach 5 ft.
(2d8+4, Will DC 15 half) or Base Atk +1; Grp —
Melee spontaneous inflict light wounds +5 touch (1d8+4, Abilities Str —, Dex 14, Con —, Int 6, Wis 12, Cha 13
Will DC 14 half) Feats Alertness, Dodge
Ranged 4 darkbolts (from staff) +4 ranged touch (2d8 Skills Hide +8 (+12 in shadowy illumination, +4 in bright
plus dazed 1 round; Will DC 17 negates daze) illumination), Listen +7, Search +4, Spot +7
Base Atk +3; Grp +5
Combat Gear staff of the shadow war—3 charges; either Greater Shadow CR 8
armor of darkness (FRCS 67) or darkbolt (FRCS 68) hp 58 (9 HD)
Cleric Spells Prepared (CL 4th): NE Medium undead (incorporeal)
2nd—cure moderate wounds, detect thoughtsD (DC 15), Init +2; Senses darkvision 60 ft.; Listen +9, Spot +9
hold person (2) (DC 15) AC 14, touch 14, flat-footed 12; Dodge, Mobility
1st—cure light wounds, doom (2) (CL 5th, DC 14), divine Miss Chance 50% (incorporeal)
favor (CL 3rd), obscuring mistD Resist turn resistance +2
0—cure minor wounds, detect magic (3), resistance Immune paralysis, sleep, mind-affecting, poison, stunning,
D: Domain spell. Domains: Darkness, Knowledge disease, death effects, critical hits, nonlethal damage,
Abilities Str 14, Dex 13, Con 12, Int 8, Wis 16, Cha 10 ability drain, energy drain, damage to physical ability
SQ hide in plain sight scores, fatigue, exhaustion
Feats Combat Casting, Martial Weapon Proficiency Fort +3 (auto succeed unless effect works on objects),
(longsword), Shadow Weave Ref +5, Will +7
Skills Concentration +8 (+12 casting defensively), Hide +6, Speed fly 40 ft. (8 squares) (good)
Move Silently +4, Spellcraft +6 Melee incorporeal touch +6 (1d8 Str)
Possessions combat gear plus +1 breastplate, masterwork Space 5 ft.; Reach 5 ft.
longsword Base Atk +4; Grp —
Hide in Plain Sight (Su) Can use the Hide skill while being Atk Options Spring Attack
observed and while lacking cover or concealment, Abilities Str —, Dex 15, Con —, Int 6, Wis 12, Cha 14
except in natural daylight, the area of a daylight spell, or Feats Alertness, Dodge, Mobility, Spring Attack
similar magical light. Skills Hide +14 (+18 in shadowy illumination, +10 in bright
Hook “For the dark glory of Shar!” illumination), Listen +9, Search +6, Spot +7

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ENCOUNTER R8
Once battle begins, the dark priestesses will use a darkbolt the PCs destroy the shadow bellows, turn to encounter R14
from their staffs of the shadow war, spreading the rays out to and add 4 check marks, then return here. If one or more dark
daze as many PCs as possible. They’ll avoid melee if they can, priestesses successfully escape the PCs, turn to encounter
making a fighting withdrawal out whichever exit the PCs R14 and add 5 check marks, then return here.
didn’t arrive from. If two dark priestesses are wounded, then Once the combat is completed, refer back to page 117 to
the third dark priestess casts sanctuary and begins using cure continue the adventure.
spells on her comrades.
Attracting Attention: If a bridge collapses, turn to
encounter R14 and add 3 check marks, then return here. If

FEATURES OF THE AREA It takes a full-round action to pull the valuables off a corpse,
Plane of Shadow Traits: See page 72. so a PC must be adjacent to the bier when the body appears.
Tunnel: This 300-foot-long tunnel goes northwest to area If the PCs want to play grave robber here, let them—the re-
R7. It has a number of slight turns and gentle up- and sulting fights with the shadows will ensure that they can’t do
down-slopes. so indefinitely.
Suspension Bridge: 3 in. thick; AC 4; hardness 5; hp 30; Shadow Bellows: 10 foot-wide; AC 3; hardness 5; hp 50;
break DC 23. break DC 25; strong conjuration; CL 16th.
The statistics above are for a 5-foot section of bridge. If If the bellows takes more than 25 points of damage, it sends
someone destroys two adjacent bridge sections running the out a blast wave of black energy, dealing 10d6 points of damage
width of the bridge, then it collapses. Anyone on it falls to the in a 20-foot radius (Reflex DC 15 half).
canyon floor. Creatures that fall off the bridge take 3d6 points This circular, accordion-style bellows moves up and down
of damage plus 2d3 points of nonlethal damage if they’re above of its own volition. A creation of Despayr, the bellows is ex-
the water, and 8d6 points of damage if they aren’t. tracting the essence of the Plane of Shadow and magically
This 150-foot-long bridge leads to area R12. If the PCs are transporting it toward the ritual chamber in area R13.
on the bridge, then they can see faint lights at the other end
(the continual flame posts in area R12).
Biers: 3 ft. thick; AC 4; hardness 8; hp 540; break
DC 40.
It costs 2 squares of movement to enter these squares. A
Medium character can hop up on top of the bier with a success-
ful DC 10 Jump check (no running start required). A Small
character can jump up with a successful DC 10 Jump check
(DC 20 without a running start), or climb up with a successful
DC 15 Climb check. A character standing on the bier gains
a +1 bonus on melee attacks against opponents on the ground.
A bier provides cover.
Every round at initiative count 0, any corpse in this room
disappears, whether it’s lying on a bier or not. Then roll d6 and
d4. The d6 determines which bier receives a new corpse, ac-
cording to the numbers on the map. The d4 determines the
nature of the corpse (see below). Other aspects of the corpse—race,
sex, age, level of decay, and so on—are up to you; be creative
and emphasize the variety of bodies briefly flickering into ex-
istence here.
1: Richly appointed corpse with jewelry on it worth
2d4×100 gp. The jewelry is obvious, even from across the
room.
2: Embalmed corpse, nothing of value
3: Fresh body—still bleeding or cause of death otherwise
apparent.
4: Richly appointed corpse with jewelry on it worth
2d4×100 gp. If the body is touched or damaged, each bier
generates a shadow (six in all), or the bier beneath the corpse
generates a single greater shadow. Roll d% to figure out which
result happens: 01–50 six shadows, 51–100 one greater
shadow. The shadows fight the PCs until slain.

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ENCOUNTER R9

E‘ AST BARRACKS
Encounter Level 8 Tactics
The dark disciples make spring attacks right away if they
Setup can, while the dark priestess will cast sanctuary, then try
The minions of Shar in this room are off duty and dis- to heal the disciples each round.
tracted by chores, so the PCs will have to walk into Don’t forget to have each dark disciple select a Dodge
their barracks or make a lot of noise outside to get their target each round. Unless the dark disciples take a PC
attention. The two dark disciples (D) are cleaning their down in the first round, they try to maneuver out of the
equipment and sharpening weapons (Spot –4, Listen –4). tunnel and flee toward area R10. Because they’re fast for
The dark priestess (P) is concentrating on praying to Shar heavily armored creatures and have the Mobility feat, they
(Spot –2, Listen –2). The shadow mastiff (M) is sleeping
(Listen –2). If you’re making a Spot or Listen check for
the NPCs, remember to penalize them for distance (–1 for
every 10 feet of distance to the source of the noise). Dark Priestess CR 4
hp 25 (4 HD)
Female dark human cleric 4
When a PC looks into the cave, read: NE Medium humanoid
Three gray-skinned humans stand in this chamber. Init +1
Senses darkvision 60 ft. if armor of darkness active;
Two bear longswords and shields, while the third Listen +3, Spot +3
holds a black staff. Languages Chondathan, Common
When the PCs see the shadow mastiff, read: AC 17, touch 11, flat-footed 16 (AC 22 with armor of
darkness active)
Invisible in all but the brightest light, this man- Resist cold 10
sized hound has a smooth black coat and a Fort +5, Ref +2, Will +7 (+2 against holy, good, or light
spells from armor of darkness)
monstrous, toothy visage.
Speed 30 ft. (6 squares)
Melee mwk longsword +6 (1d8+2/19–20) or
Melee spontaneous inflict moderate wounds +5 touch
(2d8+4, Will DC 15 half) or
Melee spontaneous inflict light wounds +5 touch (1d8+4,
2 Dark Disciples CR 4 Will DC 14 half)
hp 34 each (4 HD) Ranged 4 darkbolts (from staff) +4 ranged touch (2d8 plus
Male and female dark human fighter 4 dazed 1 round; Will DC 17 negates daze)
NE Medium humanoid Base Atk +3; Grp +5
Init +5; Senses darkvision 60 ft., superior low-light vision; Combat Gear staff of the shadow war—3 charges; either
Listen +1, Spot +1 armor of darkness (FRCS 67) or darkbolt (FRCS 68)
Languages Chondathan, Common Cleric Spells Prepared (CL 4th):
AC 22, touch 11, flat-footed 21; Dodge 2nd—cure moderate wounds, detect thoughtsD (DC 15),
Resist cold 10 hold person (2) (DC 15)
Fort +6, Ref +2, Will +2 1st—cure light wounds, doom (2) (CL 5th, DC 14), divine
Speed 30 ft. (6 squares, can’t run) favor (CL 3rd), obscuring mistD
Melee mwk longsword +9 (1d8+5/19–20) 0—cure minor wounds, detect magic (3), resistance
Ranged heavy crossbow +5 (1d10/19–20) D: Domain spell. Domains: Darkness, Knowledge
Base Atk +4; Grp +7 Abilities Str 14, Dex 13, Con 12, Int 8, Wis 16, Cha 10
Atk Options Spring Attack, Dodge SQ hide in plain sight
Combat Gear potion of cure moderate wounds Feats Combat Casting, Martial Weapon Proficiency
Abilities Str 16, Dex 13, Con 14, Int 8, Wis 12, Cha 10 (longsword), Shadow Weave
SQ hide in plain sight Skills Concentration +8 (+12 casting defensively), Hide +6,
Feats Dodge, Improved Initiative, Mobility, Spring Attack, Move Silently +4, Spellcraft +6
Weapon Focus (longsword), Weapon Specialization Possessions combat gear plus +1 breastplate, masterwork
(longsword) longsword
Skills Climb +5, Hide +2, Intimidate +7, Move Silently +0 Hide in Plain Sight (Su) Can use the Hide skill while being
Possessions combat gear plus +1 full plate, heavy steel observed and while lacking cover or concealment,
shield, masterwork longsword, heavy crossbow with 10 except in natural daylight, the area of a daylight spell, or
bolts similar magical light.
Hook “Mistress of Night, watch over us!” Hook “For the dark glory of Shar!”

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ENCOUNTER R9
Shadow Mastiff CR 3 Bay (Su) When a shadow mastiff howls or barks, all creatures
hp 30 (4 HD) except evil outsiders within a 300-foot spread must
NE Medium outsider (extraplanar) succeed on DC 13 Will saves or become panicked for 2d4
Init +5; Senses darkvision 60 ft., scent; Listen +8, Spot +8 rounds. This is a sonic mind-affecting fear effect. Whether
Languages Common (understand, but cannot speak) or not the save is successful, an affected creature is
immune to the same mastiff’s bay for 24 hours. The save
AC 14, touch 11, flat-footed 13; Dodge
DC is Charisma-based.
Fort +7, Ref +5, Will +5
Trip (Ex) A shadow mastiff that hits with its bite attack can
Speed 50 ft. (10 squares) attempt to trip the opponent as a free action without
Melee bite +7 (1d6+4) making a touch attack or provoking an attack of
Base Atk +4; Grp +7 opportunity. If the attempt fails, the opponent cannot
Atk Options trip react to trip the shadow mastiff.
Special Actions bay Shadow Blend (Su) In any condition of illumination other than
Abilities Str 17, Dex 13, Con 17, Int 4, Wis 12, Cha 3 full daylight, a shadow mastiff can disappear into the
SQ shadow blend shadows, giving it total concealment. Artificial
Feats Dodge, Improved Initiative, TrackB illumination, even a light or continual flame spell, does not
Skills Hide +8, Listen +8, Move Silently +8, Spot +8, negate this ability. A daylight spell, however, does.
Survival +8 (+12 tracking by scent) Hook Bays in fury whenever bright light shines upon it.

have a reasonable chance at getting out of the cave alive. The Attracting Attention: If the PCs destroy the shadow
dark priestess will try to follow as best she can. bellows, turn to encounter R14 and add 4 check marks, then
The shadow mastiff uses its shadow blend ability and har- return here. If anyone gets away from the PCs alive, turn to
ries the PCs to cover the guards’ escape. If the dark disciples encounter R14 and add 5 check marks.
and dark priestess succeed in fleeing out of earshot, it bays, Once the combat is completed, refer back to page 117 to
hoping to further delay the PCs as it makes its own escape. continue the adventure.

FEATURES OF THE AREA Steep Stairs: Characters moving up steep stairs must spend
Plane of Shadow Traits: See page 72. 2 squares of movement to enter each square of stairs. Characters
Shadow Bellows: 10 foot-wide; AC running or charging down steep stairs must succeed on DC 10
3; hardness 5; hp 50; break DC 25; Balance checks upon entering the first steep
strong conjuration; CL 16th. stairs square. Charac-
If the bellows takes more than 25 ters who fail stumble
points of damage, it sends out a blast and must end their
wave of black energy, dealing 10d6 movement 1d2×5 feet
points of damage in a 20-foot radius later. Characters who
(Reflex half DC 15). fail by 5 or more take
This circular, accordion style bel- 1d6 points of damage
lows moves up and down of its own and fall prone in the
volition. A creation of Despayr, the square where they end
bellows is extracting the essence of their movement. Steep
the Plane of Shadow and magically stairs increase the DC of
transporting it toward the ritual Tumble checks by 5.
chamber in area R13. West Staircase: This
Bed: A bed is about 1-1/2 feet walkway hugs the cliff face
tall, so a Small character can hop for about 100 feet, gradu-
up on top of it with a successful ally ascending with flights
DC 10 Jump check that costs 2 of stairs at irregular inter-
squares of movement (no running vals. At the top of the
start required). A Medium character staircase is a 200-foot
can simply step up on it, a move suspension bridge that rises
that costs 2 squares of movement. to encounter area R7.
A character perched atop a bed East Staircase: This walk-
gains a +1 bonus on melee attacks way ascends along the cliff
against opponents on the face for about 100 feet, then
ground. turns into a 200-foot suspen-
A bed can be tipped up as a sion bridge that rises to en-
move action with a successful counter area R10.
DC 12 Strength check; it then
provides cover.

anna bradley (Order #25966112)


ENCOUNTER R10

SHAALABHAK’S LAIR
Encounter Level 8 Shaalabhak the Mind Flayer CR 8
hp 44 (8 HD)
NE Medium aberration
Setup Init +6
With a Listen modifier of +11, Shaalabhak (S) has a good Senses darkvision 60 ft., Listen +11, Spot +11
chance of hearing the PCs as they approach. If it does, it Languages telepathy 100 ft., Undercommon
activates its levitate spell-like ability so it can hover in the AC 15, touch 12, flat-footed 13
middle of the room, safe from most melee attacks. SR 25
Fort +3, Ref +4, Will +9
When the PCs approach the precipice within this cham- Speed 30 ft. (6 squares)
ber, read: Atk 4 tentacles +8 (1d4+1)
Base Atk +6; Grp +7
As you peer over the edge to try to see what’s Special Actions mind blast (DC 17, stun 3d4 rounds),
beyond, a horrid creature with tentacles improved grab, extract
surrounding its foul mouth rises into the center of Spell-Like Abilities (CL 8th):
the room with a whoosh. It dresses like a At will—charm monster (DC 17), detect thoughts (DC 15),
humanoid, wearing tattered black robes, but its levitate, plane shift, suggestion (DC 16)
entire appearance seems alien and wrong. It raises Abilities Str 12, Dex 14, Con 12, Int 19, Wis 17, Cha 17
Feats Combat Casting, Improved Initiative, Weapon
its tentacles toward you. Finesse
Below the creature are six iron cages, at least Skills Bluff +11, Concentration +11 (+15 to use spell-like
some of which hold humanoid creatures that start ability defensively), Diplomacy +7, Disguise +3,
yelling, “Save us! Help!” There are three ironbound Hide +10, Intimidate +9, Knowledge (the planes) +12,
chests, with glowing sigils on their lids, at the base Listen +11, Move Silently +10, Sense Motive +7,
Spot +11
of the east wall. Possessions key to the cage locks
Behind you are two suspension bridges—one
Improved Grab (Ex) To use this ability, Shaalabhak must hit
heading northwest and one going west. a Small, Medium, or Large creature with its tentacle
attack. It can then attempt to start a grapple as a free
action without provoking an attack of opportunity. If it
Tactics wins the grapple check, it establishes a hold and
Shaalabhak has an excellent chance (Listen +11) to hear attaches the tentacle to the opponent’s head.
the PCs coming, and it’s vain enough to make a dramatic Extract (Ex) If Shaalabhak begins its turn with all four
entrance. When the PCs approach the ledge, it levitates tentacles attached to an opponent and makes a
upward with a whoosh and uses mind blast on as many successful grapple check, it automatically extracts the
PCs as possible. opponent’s brain, instantly killing that creature.
At that point, Shaalabhak’s actions depend on how many Hook <<You’re tampering with forces you don’t even
PCs make their saves. If most of the PCs are stunned, then understand, fools.>>
Shaalabhak rises the rest of the way to the ceiling (another
20 feet) and pushes itself with its hands toward the preci-
If reduced to 8 hit points or fewer, Shaalabhak activates
pice. The round after that, it starts attacking a PC with
its plane shift ability and departs the Plane of Shadow, never
its tentacles, so it can extract the brain in the following
to return.
round.
Attracting Attention: None of the other denizens go to
If the PCs still look dangerous or have not been stunned,
Shaalabhak’s lair if they can help it, so only an attack on the
Shaalabhak remains floating 20 feet above the floor of
bridge or Shaalabhak chasing off the PCs will get Despayr’s
his chamber, and it uses mind blast again. Unless the PCs
attention. If a bridge collapses, turn to encounter R14 and
can deal a lot of ranged weapon damage, Shaalabhak uses
add 3 check marks, then return here. If the PCs confront
mind blast in every round until the entire party flees or is
Shaalabhak but it remains on the Plane of Shadow, turn to
stunned.
encounter R14 and add 5 check marks, then return here.
As you run this encounter, keep close track of stun
Once the combat is completed, refer back to page 117 to
durations—the ability of a PC to rejoin the battle halfway
continue the adventure.
through is key. And don’t forget that Shaalabhak has spell
resistance 25, which will make it hard for PCs to knock
the mind flayer out of the air with magic.

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FEATURES OF THE AREA If the PCs decide to attack Smote, the other NPCs leap to his
Plane of Shadow Traits: See page 72. defense. They have no equipment but what the PCs gave them,
Precipice: It’s a 30-foot drop to the floor of the chamber from and none has more than 4 hit points, so the battle will be a slaughter
the ledge by the doorways. Because mind flayers can levitate at will, if the PCs use lethal force. No statistics blocks are provided; simply
Shaalabhak hasn’t installed a staircase or ladder. Climbing up assume the PCs’ attacks hit and the NPCs fail their saves. Even
the chamber walls requires a successful DC 20 Climb check. if the PCs just kill Smote, the NPCs take umbrage and will report
Iron Cages: 1 in. thick; AC 6; hardness 10; hp 30; break it as murder to the authorities in Wheloon should they make it
DC 24; Open Lock DC 25. back to the Material Plane.
The statistics above represent a single bar; several bars might Chests: The mind flayer has three chests with glowing runes
need to be destroyed to make enough space for a creature to squeeze on them that he brought here from one of his jaunts to another
through. A cage is 10 feet high (Climb DC 15), and the bars are plane. Each is unlocked but bears a magic trap that goes off if
roughly 4 inches apart. It is roofed with more iron bars. Creatures anyone but Shaalabhak touches it. Note that if a chest trap is set
attacked through a cage have cover (+4 AC, +2 on Reflex saves), off, it might kill prisoners in the area of the effect.
but they have an effective Dexterity of 0. North Chest—Lightning bolt trap; CR 3; magic device; touch
Four of the cages currently hold one victim each. Shaalabhak trigger; no reset; spell effect (lightning bolt in a line to the west,
keeps the key to the cages in the pocket of its robes. caster level 5th, 5d6 electricity, Reflex DC 14 half); Search
Cage 1: This cage holds Durgen Glintstone (LG male dwarf DC — (obvious); Disable Device DC 28.
cleric 2 [Moradin]; 2 hp). This chest holds mostly worthless clothing and other personal
Cage 2: This cage holds Tholwick Styles (N male human adept effects, but there’s a total of 30 gp in various denominations of
1; 4 hp). coinage as well.
Cage 3: Empty. Center Chest—Ice storm trap; CR 4; magic device; touch trigger;
Cage 4: Empty. no reset; spell effect (ice storm fills the lower part of the room,
Cage 5: This cage holds Kareem Hastith (LG male human caster level 7th, 3d6 bludgeoning and 2d6 cold, no save); Search
paladin 2 [Tyr]; 2 hp). DC —(obvious); Disable Device DC 29.
Cage 6: This cage holds Smote (NE male halfling rogue 3/wizard Here Shaalabhak keeps humanoid brains in jars full of brine.
1; 7 hp). South Chest—Fire trap; CR 4; magic device; touch trigger; no
Prisoners: If freed, the prisoners try to stay out of the way reset; spell effect (fire trap in a 5-foot radius, caster level 7th,
during the fight. Afterward, they ask the PCs if there’s a place for 1d8+4 fire, Reflex DC 16 half); Search DC —(obvious); Disable
them to rest nearby where they might recoup their strength before Device DC 29.
making a bid to return home. They won’t fight Despayr with the This chest is empty.
PCs, and they aren’t confident enough that the PCs will succeed Suspension Bridges: 3 in. thick; AC 4; hardness 5; hp 30;
that they are willing to stick around. They ask for whatever equip- break DC 23.
ment the PCs can spare and then head out The statistics above are for a 5-foot section of bridge. If someone
whether the PCs help them or not. destroys two adjacent bridge sections running
The prisoners have little of value to tell the width of the
the PCs. They don’t know what lies beyond bridge, then it col-
this chamber. The prisoners also describe lapses. Anyone on it
how Shaalabhak tortured them with its falls to the canyon
disgusting thoughts, made them do ugly floor. Creatures that
things using its charm and suggestion fall off the bridge take
powers, and caressed their heads with its 10d6 points of damage
tentacles and nipped at their scalps. plus 2d3 points of
Note that the paladin prisoner Kareem nonlethal damage if
knows that the halfling Smote is evil. If they’re above the water
the PCs make an issue of it, he argues and 15d6 points of
vociferously in Smote’s defense. Smote damage if they aren’t.
put on the bravest face during their cap- The northwest bridge
tivity, offering them all some levity in is 200 feet long and
spite of the torture the mind flayer would gradually descends to
inflict upon him. Kareem says as much area R9. The west bridge
and also notes that whatever the halfling’s heads straight across the
crimes, he has paid for them by enduring canyon 200 feet to an in
the manner in which he has been treated. island plateau and area
The other prisoners agree with Kareem. R11. If the PCs are on a
Smote merely stands and looks contrite. bridge, then they can see
He wants to get back to the Material faint lights at the other
Plane so that he can determine if he end (the continual flame
needs to avenge himself upon his sister, posts in encounters R9
Smile, who talked him into going to and R11).
the temple and seeking Mystra’s Sacred
Trust. The PCs might have fought
Smile earlier (see page 22).

anna bradley (Order #25966112)


ENCOUNTER R11

THE FLOATING STAIRS


Encounter Level 7 The vargouilles stay out of the area of the cloudkill and
wait to shriek until a PC exits (so that the PC can see it
clearly). The vargouilles stay out of melee and out of sight
Setup unless using their shriek ability. If one succeeds in para-
The encounter begins when the PCs enter. At this point,
lyzing a PC, they both move in to kiss the PC repeatedly
there’s little point to preamble unless the PCs are being
until it seems their kiss ability has taken hold. They avoid
stealthy; just get on with the battle. The mezzoloth (M)
and vargouilles (V) are ready for combat.
If the PCs try to sneak through this room, let them try. 2 Vargouilles CR 2
A series of high-stakes standing long jumps is fundamen- hp 5 each (1 HD)
tally incompatible with making Move Silently checks, so NE Small outsider (evil, extraplanar)
they’ll need an unusual plan to succeed. Init +1; Senses darkvision 60 ft.; Listen +5, Spot +5
Languages Infernal
When the mezzoloth sees the PCs, read: AC 12, touch 11, flat-footed 11
Fort +3, Ref +3, Will +3
The strange four-limbed being makes a growling Speed fly 30 ft. (6 squares) (good)
noise that is part greeting and part warning and Melee bite +3 (1d4 plus poison)
then adopts a fighting stance. Base Atk +1; Grp –3
Atk Options poison (see below)
Special Actions kiss, shriek
Tactics Abilities Str 10, Dex 13, Con 12, Int 5, Wis 12, Cha 8
The mezzoloth uses its cloudkill ability in the first round. Feats Weapon Finesse
It can either set it so the PCs are within the cloud’s lead- Skills Hide +9, Intimidate +3, Jump +20, Knowledge (the
ing edge (so they have to move through it) or it can center planes) +12, Listen +5, Move Silently +5, Spot +5
the cloudkill on itself (if the PCs are already nearby). The Shriek (Su) As a standard action, a vargouille can let loose
mezzoloth is immune to poison, so it doesn’t need to worry a terrible shriek. Creatures within 60 feet who hear the
about its own cloudkill. shriek and can clearly see the vargouille must succeed
on DC 12 Fortitude saves or be paralyzed for 2d4
rounds or until the vargouille attacks them, goes out of
range, or moves out of sight. A paralyzed creature is
Mezzoloth CR 6 susceptible to a vargouille’s kiss. A creature that
hp 84 (10 HD); DR 10/good successfully made its save cannot be affected by that
NE Medium outsider (evil, extraplanar, yugoloth) vargouille’s shriek for 24 hours. This is a mind-
Init +5; Senses darkvision 60 ft.; Listen +13, Spot +13 affecting fear affect.
Languages telepathy 100 ft., Abyssal, Draconic, Infernal Kiss (Su) A vargouille can kiss a paralyzed creature with a
successful melee touch attack. The touched creature
AC 21, touch 11, flat-footed 10
must succeed on a DC 15 Fortitude save or transform
Immune poison, acid
into a vargouille within 24 hours. Roll 1d6 for each
Resist cold 10, fire 10, electricity 10; SR 22
phase of the transformation to see how long (in hours)
Fort +12, Ref +8, Will +7
each lasts. Once all four phases are complete, the
Speed 40 ft. (8 squares) victim’s head detaches from the body and becomes a
Melee +1 trident +15/+10 (1d8+4/19–20) vargouille. The transformation can be delayed by
Base Atk +10; Grp +13 sunlight or a daylight spell, but it requires a remove
Atk Options Power Attack disease spell to be reversed.
Special Actions summon yugoloth (mezzoloth, 40% Phase 1: Hair falls out.
chance) Phase 2: Ears grow large and leathery.
Spell-Like Abilities (CL 10th): Phase 3: Tentacles sprout from chin and scalp, and
At will—cause fear (DC 13), darkness, desecrate, produce teeth become long and pointed.
flame, see invisibility Phase 4: Victim takes 1 point of Intelligence and
2/day—cloudkill (DC 17), dispel magic, greater teleport Charisma drain per hour.
Abilities Str 16, Dex 12, Con 21, Int 8, Wis 10, Cha 14 Poison (Ex) A creature damaged by a vargouille must
Feats Improved Critical (trident), Improved Initiative, succeed on a DC 12 Fortitude save or be unable to heal
Power Attack, Weapon Focus (trident) the vargouille’s damage naturally or magically. A
Skills Hide +14, Intimidate +15, Jump +20, Knowledge (the neutralize poison or heal spell negates the effect, while
planes) +12, Listen +13, Move Silently +14, Spot +13 a delay poison spell allows magical healing.
Possessions +1 trident Hook The vargouilles shriek to each other and the
Hook Speaks in Draconic, “Let me slay you cleanly. It’s mezzoloth in Infernal, talking about who to attack and
better than what Despayr will do to you.” their desire to make more vargouilles.
140

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ENCOUNTER R11
actual melee or otherwise endangering themselves, and if flame (it can’t make the Spellcraft check required to ignite it
the mezzoloth falls or their shrieks affect no one, they flee. on the Plane of Shadow).
If the party uses flight magic to get around the room, the The mezzoloth fights until slain.
mezzoloth will try to use an area dispel magic to make those Attracting Attention: If the PCs reach the breaking point
spells go away. One of the side effects of this strategy is that for a Despayr intervention in this room, you might as well
it might knock out some of the floating steps. Once the mez- wait—he’s in area R13. Do the check marks anyway, in case
zoloth sees a step fall, it remembers the idea with glee, and the PCs decide to retreat or manage to circumvent area R13.
will try it again with its second dispel magic whenever it can If a vargouille escapes, turn to encounter R14 and add 3
get multiple PCs together. check marks, then return here. If a bridge collapses, add 3
If the PCs survive the first cloudkill, the mezzoloth starts check marks.
a second one, using greater teleport to gain distance first if Once the combat is completed, refer back to page 117 to
necessary. continue the adventure.
The mezzoloth doesn’t use its summon yugoloth ability
(doing so would violate its contract with Despayr) or produce

FEATURES OF THE AREA Dispel magic can temporarily negate the floating power of the
Plane of Shadow Traits: See page 72. steps. A successful DC 16 caster level check is sufficient to
Floating Steps: The elevation above the chamber floor is send a step tumbling to the ground. It rises back into place
marked on each step—and that’s also how you know how much 1d4+1 rounds later. A step weighs 400 pounds and of course
it hurts when a PC falls off a step. deals significant damage to any creature under it when it falls.
PCs with the ability to fly or feather fall can get to the bottom Provided the step falls at least 10 feet, damage dealt is equal
of the chamber with no difficulty (other than the challenge to 2d6 + 1d6 for every 10 feet of falling distance beyond the
posed by the mezzoloth guarding the stairs). The walls are fairly first 10 feet.
smooth, requiring DC 25 Climb checks to descend. Suspension Bridge: 3 in. thick; AC 4; hardness 5; hp 30;
PCs can also make standing long jumps to get from step to break DC 23.
step—that’s what the mezzoloth does. The statistics above are for a 5-foot section of bridge. If
Jumping a 5-foot gap is DC 10; a 10-foot someone destroys two adjacent bridge
gap is DC 20. Larger jumps are possible sections running the
for the magically aided; simply take the width of the bridge,
length of the gap in feet and double it then it collapses. Any-
to get the Jump DC. Tell the players what one on it falls to the
the Jump DCs are; the player knowing canyon floor. Creatures
the actual DC number is analogous to that fall off the bridge
the PC’s instinctive sense of how hard take 10d6 points of
the jump is. damage plus 2d3 points
If you attempt a Jump check un- of nonlethal damage if
trained, you land prone unless you beat they’re above the water
the DC by 5 or more. Any successful and 15d6 points of
Jump check result of 15 or more also damage if they aren’t.
reduces any falling damage by 1d6. This 200-foot-long
A failed check results in a fall. You bridge leads east to area
can’t make a Jump check to “jump R10. If the PCs are on
down” and reduce the damage after the bridge, then they can
a failed Jump check, but you can at- see faint lights at the other
tempt a Tumble check when you land end (the continual flame
to reduce the damage that way. posts in area R10).
Jumpers trying to ascend 5 feet Tunnels: One 100-
in addition to covering the distance foot-long tunnel leads west
must beat the normal DC by 10 or to area R12, sloping upward
make a successful DC 15 Reflex sharply. The other tunnel
save to grab the destination stair goes 100 feet in a generally
so that they can climb on. southwesterly direction,
The mezzoloth has a Jump modi- ending at area R13.
fier of +20, so it automatically
succeeds on 5-foot and 10-foot
jumps down, and at 5-foot jumps
when it ascends 5 feet.

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ENCOUNTER R12

SKULL-LIT LIBRARY
Encounter Level 9 a bookshelf or stands on a table. The flameskulls do not
leave the room, and they fight until destroyed. Note that
if the PCs linger for an hour in the room or return hours
Setup later, the flameskulls will have rejuvenated (if destroyed)
The flameskulls (F) don’t move until the PCs touch a book,
and attack again.
which means they should get a surprise round unless the
Attracting Attention: Let your own sense of timing be
PCs attack first.
your guide. Despayr is in the next room, so it might not
be worth it to track his hit-and-run attacks anymore. Do
When a PC touches or damages any of the books in the
so only if the PCs are going to retreat or they might oth-
room, read:
erwise miss encounter R13. If a bridge collapses, turn to
You grab the book, and suddenly all the skulls in encounter R14 and add 3 check marks, then return here.
the room flare to greater brightness and become Once the combat is completed, refer back to page 119 to
obscured by a bright haze. continue the adventure.

Tactics 5 Flameskulls CR 4
The flameskulls begin by using blur in the surprise round,
and then mirror image in the following round. Each round hp 26 each (4 HD); fast healing 2; DR 5/bludgeoning
thereafter, one uses fireball, two use magic missile, and two LE Tiny undead
Init +8; Senses darkvision 60 ft.; Listen +10, Spot +10
use ray of exhaustion. They cycle through their uses of Languages Common, Draconic, Infernal, Thorass
fireball and their other spell-like abilities, so that by the
time the fi fth flameskull has used fireball, they all have to AC 19, touch 16, flat-footed 15
Immune cold, fire, electricity, paralysis, sleep, mind-
rely on their fire rays. The ceiling is 15 feet high, putting affecting, poison, stunning, disease, death effects,
them out of reach of melee combatants unless a PC climbs critical hits, nonlethal damage, ability drain, energy
drain, damage to physical ability scores, fatigue,
exhaustion
Resist turn resistance +4; SR 19
BOOKSHELF ( OR TABLE ) OF Fort +1, Ref +5, Will +5
FIRE PROTECTION Speed fly 50 ft. (good)
Price: 4,000 gp (table 2,000 gp) Ranged 2 fire rays +8 touch each (1d8 fire)
Body Slot: — Space 2-1/2 ft.; Reach 0 ft.
Caster Level: 5th Base Atk +2; Grp –10
Aura: faint; (DC 17) abjuration Spell-Like Abilities (CL 4th):
Activation: — At will—detect magic, mage hand, ray of frost (+8
ranged touch)
Weight: 350 lb. (table 150 lb.) 3/day—blur, magic missile, ray of exhaustion (+8 ranged
touch; DC 15)
Bookshelf: This beautifully crafted bookshelf is made to last. It’s 1/day—fireball (4d6 fire; DC 15), mirror image
thick shelves are made of a hard gray wood. The bookshelf is 10 Abilities Str 3, Dex 18, Con —, Int 11, Wis 12, Cha 14
feet long and 6 feet tall, and looks quite heavy. SQ undead traits
Feats Alertness, Improved Initiative
Table: This sturdy table is made of thick gray wood and carved Skills Concentration +6, Hide +19, Listen +10, Spot +10
with images of skulls. Rejuvenation (Ex) A flameskull regains its full normal hit
points in 1 hour, even if killed. To permanently destroy
Any object touching a bookshelf or table of fire protection is a flameskull, its bones must be sprinkled with holy
immune to fire, and the magic item itself is immune to fire. water or subjected to a dispel magic, dispel evil, or
Any creature touching a bookshelf or table of fire protection remove curse.
gains resistance to fire 5 and cannot be set aflame. Hook Shoot green fire rays from their eyes; their fireballs
Prerequisites: Craft Wondrous Item, resist energy. are also green.
Cost to Create: bookshelf 2,000 gp, 160 XP, 4 days;
table 1,000 gp, 80 XP, 2 days;

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ENCOUNTER R12
FEATURES OF THE AREA If a PC knocks over the bookshelf, the books spill all over
Plane of Shadow Traits: See page 72. the floor. This effectively prevents the flameskulls from using
Magic Table: 1/2 in. thick; AC 2; hardness 5; hp 5; break fireball to attack the PCs unless they place the center of the ef-
DC 17; faint abjuration; CL 5th fect in the hallways outside the room or on the bridge; the
Any object touching a magic table is immune to fire, and flameskulls won’t use fireball if it will burn more than a few of
the table is immune to fire. Any creature touching a magic table the books.
gains resistance to fire 5 and cannot be set aflame. The PCs Suspension Bridge: 3 in. thick; AC 4; hardness 5; hp 30;
can use this quality to their advantage in the fight with the break DC 23.
flameskulls. The moment a PC touches one of the tables, she The statistics above are for a 5-foot section of bridge. If
feels a chill wash over her. This chill passes as soon as the someone destroys two adjacent bridge sections running the
character stops touching the table. width of the bridge, then it collapses. Anyone on it falls to the
It costs 2 squares of movement to enter these squares. A canyon floor. Creatures that fall off the bridge take 3d6 points
Medium character can hop up on top of a table with a successful of damage plus 2d3 points of nonlethal damage if they’re above
DC 10 Jump check (no running start required). A Small char- the water, and 8d6 points of damage if they aren’t.
acter can jump up with a successful DC 10 Jump check (DC 20 This 200-foot-long bridge leads to area R8. If the PCs are
without a running start), or climb up with a successful DC 15 on the bridge, then they can see faint lights at the other end
Climb check. A character standing on a table gains a +1 bonus (the continual flame posts in area R8).
on melee attacks against opponents on the ground. Standing Tunnels: One 100-foot-long tunnel leads west to area R12,
on a table allows a PC to reach a flameskull flying near the sloping downward sharply. The other tunnel slopes downward
15-foot-high ceiling, assuming one is nearby. 100 feet in a generally southerly direction, ending at area
A table can be tipped over as a move action with a successful R13.
DC 8 Strength check; it can then provide cover.
Chairs: 1/2 in. thick; AC 4; hardness 5; hp 5; break
DC 17.
A creature standing in the same square as a chair gains a +2
AC bonus and a +1 bonus on Reflex saves (these bonuses don’t
stack with bonuses for cover that derive from other sources).
The presence of a chair doesn’t otherwise affect a creature’s
space, because it’s assumed that the creature is using the chair
to its advantage when it can.
Magic Bookshelf: 1 in. thick; AC 2; hardness 5; hp 10;
break DC 19; faint abjuration; CL 5th.
Any object touching a magic bookshelf is immune to fire,
and the bookshelf is immune to fire. Any creature touching a
magic bookshelf gains resist fire 5 and cannot be set aflame.
The PCs can use this quality to their advantage in the fight
with the flameskulls. The moment any PC touches one of the
bookshelves she feels a chill wash over her. This chill passes as
soon as the PC stops touching the bookshelf.
A PC can climb a bookshelf by making a successful DC 10
Climb check. Each shelf is 6 feet tall. A character standing on
a bookshelf must succeed on a DC 10 Balance check or tip it
over and fall. The fall from 6 feet causes no damage, but the
PC will land prone. A character standing on the bookshelf gains
a +1 bonus on melee attacks against opponents on the
ground.
The bookshelf provides cover to someone behind it. It can
be tipped over as a move action with a successful DC 8 Strength
check. Creatures in the squares where the bookshelf falls must
succeed on DC 10 Reflex saves to move 5 feet out of the way
or DC 10 Strength checks to hold back the shelf. A creature
holding the shelf back must move from the square to act, or use
a move action and make a successful DC 10 Strength check to
shove it upright.

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ENCOUNTER R13

RITUAL CHAMBER
Encounter Level 10 Despayr the Black Dragon CR 9
hp 152 (16 HD); DR 5/magic
CE Large dragon (water)
Setup Init +0; Senses blindsense 60 ft., darkvision 120 ft.;
This is the climax of the adventure, so you can pull out Spot +20, Listen +20
all the stops. With his array of keen senses, Despayr (D) Aura frightful presence (150 ft., shaken for 4d6 rounds,
detects the PCs right away, and he immediately attacks Will DC 19)
with his frightful presence and breath weapon. Languages Common, Draconic, Abyssal
AC 24, touch 9, flat-footed 24
When Despayr’s breath weapon kills some of the cap- Immune acid, sleep, paralysis
tives, read: SR 17
Fort +13, Ref +10, Will +11
The darkness that spews from the dragon’s mouth Speed 60 ft. (12 squares), fly 150 ft. (poor), swim 60 ft.
passes, and you watch in horror as the captives it Melee bite +19 (2d6+4) and
washed over simply wither up and die. Some of 2 claws each +17 (1d8+2) and
their faces are frozen forever in a rictus of terror, 2 wings each +17 (1d6+2) and
while others seem almost maniacally gleeful in tail slap +17 (1d8+6)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
death. Base Atk +16; Grp +24
You, on the other hand, feel energized by their Atk Options Flyby Attack, Power Attack
doom, and you’re startled to see blue sparks fly Special Actions breath weapon
from the captives corpses to strike you and the Abilities Str 19, Dex 10, Con 17, Int 12, Wis 13, Cha 12
dragon. When they hit, some of your wounds and SQ water breathing
those inflicted upon the dragon knit together. Feats Ability Focus (breath weapon), Flyby Attack, Hover,
Improved Initiative, Multiattack, Power Attack
As Despayr fights the PCs, he boasts to them in Common Skills Concentration +22, Intimidate +20, Knowledge
of his accomplishments and the unraveling of the Weave. (religion) +20, Knowledge (the planes) +20, Listen +20,
Read aloud one of the following boasts each time it is Search +20, Spot +20
Despayr’s turn. Possessions shadow shard
Breath Weapon (Su) 40 ft. cone of shadow shards, once
“You see before you your doom! Soon this every 1d4 rounds, damage 6d8, Reflex DC 21 half
unraveling of the Weave will be a tear large Shadow Shard Despayr wears the shadow shard about his
enough to burst it open altogether. Your magic will neck while in this chamber, leaving it here when he
be useless, as will the magic of any who come goes to hunt the PCs. If the PCs somehow manage to
destroy it or wrest it from Despayr and move it 60 feet
within 50 miles!” from the unraveled Weave, the ritual ends. Despayr has
“Did you think you got this far against my will? already used the shard to its limit when the PCs arrive,
I let you come here. I led you here! This is the having just recently placed captives in the cages.
battleground of my choosing. You will all die!”
“I was marked by Shar before birth! She is with
me here, even now. What can you hope to Despayr either makes full attacks (if the PCs don’t seem
accomplish in the face of a goddess’s Chosen?” to be hurting him much) or flyby attacks with a bite. As
long as the PC doesn’t have a reach weapon, Despayr can
use Flyby Attack to make a bite attack without provoking
Tactics an attack of opportunity, then fly out of reach of melee
As soon as Despayr gets his first turn, have all the PCs
reprisal.
attempt DC 19 Will saves against his frightful presence.
Despayr isn’t worried about killing some of the captives
Make a note of how long the shaken condition lasts, but
in the cages, but he is as surprised as anyone when doing
don’t tell the PCs until it’s over. The players might need
so heals everyone else in the room. If he falls below 40 hit
occasional reminders about the shaken penalties.
points, he intentionally kills captives (probably with his
Despayr uses his breath weapon whenever he can get at
breath weapon) to heal himself.
least three PCs within its area. Because he has the Flyby
Unless you have a particular reason to keep Despayr
Attack feat, he often moves, breathes, and moves again in
alive as a recurring villain, he fights until slain.
a single run (his two moves can’t total more than 150 feet
Once the combat is completed, refer back to page 119
when he does this). While his breath weapon is recharging,
for the conclusion of the adventure.

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FEATURES OF THE AREA PCs in battle. After each hit-and-run attack, Despayr returns
Plane of Shadow Traits: See page 72. here to “tune” the unraveled Weave against the magic of the
Illumination: This room is brightly lit by the glowing energy PCs. As a result, one or more schools of magic might be impeded
coming from the captives and by a white light that the tear in (see below).
the Weave inexplicably emits. If the unraveled Weave vanishes, If all the cages are emptied of captives (one way or another),
the room is plunged into the Plane of Shadow’s normal then the unraveled weave starts fading immediately and disap-
gloom. pears 1d4 rounds later.
Ceiling: The ceiling in this chamber is 25 feet high, 20 feet Impeded Magic: Despayr’s observation of the PCs leads him
above the dais. This allows Despayr to fly out of reach of melee to tune the unraveled weave against them, as described in en-
combatants unless they stand atop the dais and use a reach counter R14. He can’t impede the necromancy or illusion
weapon. schools, or spells that have the shadow descriptor. The Plane
Iron Cages: 1 in. thick; AC 6; hardness 10; hp 30; break of Shadow automatically impedes spells and spell-like abilities
DC 24; Strength DC 22 to open. that have the fire and light descriptors.
The statistics above represent a single bar; three bars need A character must succeed on a Spellcraft check (DC 20 +
to be destroyed to make enough space for a creature to squeeze spell level) to cast a spell from an impeded school. If they fail,
through. Each cage is 6 feet high (Climb DC 15), and the bars they waste the spell, and blue energy seems to waft up from
are roughly 2 inches apart. It is roofed with more bars. Creatures them and into the tear in the Weave. Each time this happens,
in the cage have cover (+4 AC, +2 on Reflex saves), but they the tear seems to grow just a little. If the PCs destroyed all the
are considered helpless and thus have a 0 Dexterity (–5 Dexter- shadow bellows, Despayr is unable to use the unraveled Weave
ity modifier). to impede any school of magic.
The cages aren’t locked, but their latching mechanism requires Impeded Schools
a successful DC 22 Strength check to open. That’s easy enough ________________
for Despayr, but the weakened captives have no chance, and ________________
many PCs will find it difficult as well. ________________
Steep Stairs: Characters moving up steep stairs must spend
2 squares of movement to enter each square of stairs. Characters Captives: These Weave-users were brought here by the
running or charging down steep stairs must succeed on DC 10 dominate magic from the false temple. Now Despayr has caged
Balance checks upon entering the first steep stairs square. them and uses them as sacrificial catalysts for the ritual of the
Characters who fail stumble and must end their movement torn weave. Captives who have been here for more than a few
1d2×5 feet later. Characters who days have seen the truth—they’ll linger here for a few weeks
fail by 5 or more take 1d6 points growing weaker and weaker, before
of damage and fall prone in the the ritual consumes them
square where they end their move- completely and the husks of
ment. Steep stairs increase the their bodies are discarded for
DC of Tumble checks by 5. fresh captives.
Tunnels: One 100-foot-long These captives come from
tunnel leads north to area R12, all walks of life, but in this
sloping upward. The other tunnel encounter it’s better to keep
heads 100 feet in a generally them simple. Assume they have
northeast direction, ending at saving throws of +0, AC 10
area R11. (9 while in the cages), and 4
Unraveled Weave: This tear hp each. If they get caught in
in the fabric of the Weave is jet Despayr’s breath weapon, they
black, but it somehow sheds die—no need to waste time
enough light to illuminate the making the rolls.
room. It looks like a whirling If a captive dies, it creates
ball of torn fabric—like burlap positive energy feedback. Each
or another coarse cloth, frayed time a captive dies, everyone in
and flapping as it spins in a the room and not caged heals 5
sphere. points of damage. Blue sparks
If the PCs get to this en- fly from the recently deceased
counter without attracting and strike each person healed, so
Despayr’s attention through it’s obvious how the phenomenon
encounter R14, then the works. PCs can intentionally heal
unraveled weave is a strange themselves in this way, too—but
phenomenon that doesn’t doing so can have alignment
directly affect the implications.
encounter. If all the captives die, then the
But each time run en- unraveled Weave starts to
counter R14, Despayr has disappear.
the chance to observe the

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ENCOUNTER R14

HIT-AND-RUN ATTACK
Encounter Level 9
When Despayr first appears, read:
Setup You hear a fearsome roar and the whoosh of wing-
Unlike the other encounters in the Black Rift, this beats. Overhead is a black dragon as big as a hill
encounter isn’t tied to a specific location—and you might giant. It bears the curling horns of a black dragon,
run this one more than once. Despayr is the black dragon but glowing purple runes glitter across its body.
responsible for the false temple to Mystra and the Weave-
tearing ritual under way in area R13. If the PCs attract When Despayr uses his breath weapon for the first time,
too much attention in the Black Rift, they meet him in read:
this encounter.
As the PCs fight their way through the rift encounters, The black dragon opens wide its toothy maw and
they might do things (major damage to infrastructure, let- inhales deeply and swiftly. It exhales and instead of
ting enemies escape) that reveal their presence to Despayr. a gout of acid, an inky darkness washes over you
The denizens of the rift don’t move around much, but that opens dry wounds all over your body and
they aren’t entirely stationary. Even so, it’s not worth it to seems to leach life’s blood away.
detail all the routine patrols of the base, because it mostly
happens away from the PCs. Instead, just mark off check
boxes on this page when the other encounters instruct you
Tactics
Despayr makes a hit-and-run attack against the PCs. He’s
to, and you’ll know when the PCs have done something to
not out for a battle to the finish (although he’ll roar with
attract Despayr’s attention.
satisfaction when a PC goes down). He wants to learn what
The encounter begins whenever the PCs reach one of
the PCs are capable of, so he fights for a few rounds, then
the break points identified in Despayr’s Attention (below).
retreats to area R13.
Despayr knows the Black Rift well enough to fly around
it without a light source. Whether the PCs have lights or
not, Despayr will certainly spot the PCs before they spot Despayr the Black Dragon CR 9
him (he has 120-foot darkvision and 60-foot blindsense). hp 152 (16 HD); DR 5/magic
CE Large dragon (water)
If Despayr wants to find intruders, he flies through the
Init +0; Senses blindsense 60 ft., darkvision 120 ft.;
canyon, searching the bridges, walkways, and canyon floor. Spot +20, Listen +20
He won’t enter the encounter areas, and he avoids the tun- Aura frightful presence (150 ft., shaken for 4d6 rounds, Will
nels as well. Despayr prefers to attack the PCs when they DC 19)
are out in the open with nowhere to run. Of course, if the Languages Common, Draconic, Abyssal
PCs are weakened by a previous encounter, you might have AC 24, touch 9, flat-footed 24
Despayr attack them near the entrance to an encounter Immune acid, sleep, paralysis
area they are leaving. That way, they can flee back inside SR 17
after Despayr gives them a taste of what they’re in for. Fort +13, Ref +10, Will +11
Despayr’s Attention: The other encounters in the Speed 60 ft. (12 squares), fly 150 ft. (poor), swim 60 ft.
Black Rift tell you to come here and check off boxes. When Melee bite +19 (2d6+4) and
you reach or exceed a “Despayr Attacks!” point, then run 2 claws each +17 (1d8+2) and
this encounter as soon as the PCs venture out onto a bridge, 2 wings each +17 (1d6+2) and
a walkway, or the canyon floor. tail slap +17 (1d8+6)
[] [] [] [] [] [] Despayr Attacks! Space 10 ft.; Reach 5 ft. (10 ft. with bite)
[] [] [] [] [] [] [] [] Despayr Attacks! Base Atk +16; Grp +24
Atk Options Flyby Attack, Power Attack
[] [] [] [] [] [] [] [] [] [] Despayr Attacks!
Special Actions breath weapon
After a third hit-and-run attack, Despayr just waits in
area R13 for the PCs to arrive. But if the PCs retreat from Abilities Str 19, Dex 10, Con 17, Int 12, Wis 13, Cha 12
SQ water breathing
the Black Rift to rest, erase two check marks for each day
Feats Ability Focus (breath weapon), Flyby Attack, Hover,
they’re gone. Improved Initiative, Multiattack, Power Attack
Each time you run this encounter, Despayr learns Skills Concentration +22, Intimidate +20, Knowledge
more about the magic the PCs employ in their defense. (religion) +20, Knowledge (the planes) +20, Listen +20,
After each hit-and-run attack, Despayr tunes the tear in Search +20, Spot +20
the Weave to impede a school of magic that’s particularly Possessions shadow shard
important to the PCs. See tactical encounter R13 on Breath Weapon (Su) 40 ft. cone of shadow shards, once
page 144 for details. every 1d4 rounds, damage 6d8, Reflex DC 21 half

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As soon as Despayr gets his first turn, have all the PCs
attempt Will saves against his frightful presence. Make a
Conclusion
If Despayr takes damage, then turn to encounter R13 and
note of how long the shaken condition lasts, but don’t tell
mark the damage there as well. He heals 16 hit points a day,
the PCs until it’s over. The players might need occasional
and he goes to the dark priestesses to heal him as well (assum-
reminders about the shaken penalties.
ing any are alive).
Despayr uses his breath weapon in the first round, trying
When Despayr gets away, think about what spells and
to get as many PCs within the area as possible. Then he makes
magic items he saw the PCs use during the fight. When he
Flyby Attacks while the breath weapon recharges. As long
returns to encounter R13, he tunes the Weave-tearing ritual
as the PCs don’t have reach weapons, Despayr can use Flyby
to impede whatever school of magic he thinks the PCs got the
Attack to make a bite attack without provoking an attack of
most use out of. For example, if the PCs used a lot of healing
opportunity, then fly out of reach of melee.
magic, he can return to area R13 and impede conjuration
Despayr sticks around until one of two things happen: He
spells. He can impede abjuration, conjuration, divination,
takes more than 30 points of damage, or he kills or incapaci-
enchantment, evocation, and transmutation, but not illusion
tates a PC. Then he flies away if the PCs haven’t demonstrated
or necromancy. Write down Despayr’s choice on one of the
any ability to fly themselves, or dives into the water at the
lines in the “Impeded Magic” section on page 145.
bottom of the canyon otherwise.
Given the dragon’s mobility and its ability to dive under-
Map: No map is provided for this encounter because it
water in the canyon, it should be difficult for the PCs to kill
might occur anywhere in the Black Rift and will likely occur
Despayr in this encounter. However, if that happens, the PCs
under different conditions each time. Use the maps provided
arrive in area R13 to find all the captives dead, the unraveled
for other areas and draw the encounter as appropriate to the
weave fading, and a priestess of Shar (Esvele Graycastle her-
situation. Use the Features of the Area information here as
self!) using word of recall to take the shadow shard back to the
needed.
House of Night, a hidden temple of Shar in Shadowdale.

FEATURES OF THE AREA running or charging down steep stairs must succeed on DC 10
Suspension Bridge: 3 in. thick; AC 4; hardness 5; hp 30; Balance checks upon entering the first steep stairs square. Char-
break DC 23. acters who fail stumble and must end their movement 1d2×5
The statistics above are for a 5-foot section of bridge. If feet later. Characters who fail by 5 or more take 1d6 points of
someone destroys two adjacent bridge sections running the damage and fall prone in the square where they end their move-
width of the bridge, then it collapses. Anyone on it falls to the ment. Steep stairs increase the DC of Tumble checks by 5.
canyon floor. Canyon Floor: If an attack occurs when the PCs are on the
The suspension bridges are the most likely place for this canyon floor, the terrain is moist gray sand. This counts as
battle to take place. If the PCs are on a bridge near one of the normal terrain, but there might be a series of slopes or dunes
canyon rim locations (R1, R2, R5, R6, R10, and R11), then that make things more interesting.
creatures that fall off the bridge take 10d6 points of damage Steep Slope: Characters moving uphill (to an adjacent
plus 2d3 points of nonlethal damage if they’re above the water square of higher elevation) must spend 2 squares of movement
and 15d6 points of damage if they aren’t. to enter each square of steep slope. Characters running or
If the PCs are on a bridge near one of the canyon wall loca- charging downhill (moving to an adjacent square of lower el-
tions (R3, R7, R8, and R12), then creatures that fall off the evation) must succeed on DC 10 Balance checks upon entering
bridge take 3d6 points of damage plus 2d3 points of nonlethal the first steep slope square. Characters who fail this check
damage if they’re above the water, and 8d6 points of damage stumble and must end their movement 1d2×5 feet later.
if they aren’t. Characters who fail by 5 or more fall prone in the square where
Most of the bridges have continual flame posts at both ends, they end their movement. A steep slope increases the DC of
but they’re dark for most of their length, which means that PCs Tumble checks by 2.
will be battling the dragon in the normal shadowy illumination Water: If an attack occurs in or near the water at the bottom
of the plane as described on page 72. of the Black Rift, the PCs are in for a rough time. For rules
Walkway: A wooden walkway along the face of the cliff about movement and combat in water, see page 5.
makes another good spot for a hit-and-run attack. There’s a Shallow Water: It costs 2 squares of movement to move into
walkway between area R3 and R4, one between R4 and R7, and a shallow water square, and the DC of Tumble checks in such
two near area R9 (those staircases lead directly to suspension squares increases by 2. Shallow-water squares are roughly 1
bridges). The walkways hug the cliff face, gradually ascending foot deep.
with 10-foot flights of steep stairs at irregular intervals. Deep Water: It costs Medium or larger creatures 4 squares
Each 5-foot section of the walkway has the same statistics of movement to move into a deep water square, or characters
as a section of bridge, but the walkway is attached to the wet can swim if they want. Small or smaller creatures must swim
cliff face and will not collapse if a section is broken off. to move through a square containing deep water. Move Silently
A walkway might have stairs. check take a –2 penalty in water. Creatures without a swim
Steep Stairs: Characters moving up steep stairs must spend speed or freedom of movement cannot use the Tumble skill in
2 squares of movement to enter each square of stairs. Characters deep water. Deep water squares are roughly 4 feet deep.

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APPENDIX

Appendix side of the Wyvernflow, the east bank has been built up steadily
over the years, particularly due to the influx of refugees from
This appendix provides background information about the adven- the invasion of Arabel during the goblin war.
ture and the area of Cormyr in which is occurs. Also contained Vibrant green roofs cap most of Wheloon’s businesses and
within are a number of new magic items, monster templates, and homes, and the green slate has earned the city the nickname of
magical locations that the PCs will interact with as they struggle “Jade Towers.” The characteristic color of the buildings’ roofs
to discover what is going on and put a stop to it. comes from stone drawn from Cormyr’s largest quarry, which
lies not far to the north. The stone is dark green when cut but
brightens with exposure to the sun.
Southeastern Cormyr Few buildings in Wheloon stand out as particularly glorious or
shabby. Whether their homes are crafted from wood, wattle, or
As with much of the Forest Kingdom, Southern Cormyr ex-
stone, residents of Wheloon tend to take pride in them and can
periences short, hot summers and long winters with much
often be found at work on them. Many permanent residents of
precipitation in all seasons. The coast is foggy and cool, and the
the city have a home that serves double duty as a place of busi-
plains west of the Vast Swamp are covered in long stretches of
ness, and because much of the population works to craft goods,
green, rolling hills that hide quiet valleys of rushing streams
a workshop often also serves as bedroom and kitchen.
and tangled trees.
The impression one gets walking through Wheloon is of an
The people of southeastern Cormyr love their country as
industrious and prosperous place. Folk always seem to be about
much any citizen of Suzail, but their proximity to the Dragon
their own business, dodging past the drovers and merchant cara-
Coast and Sembia makes them familiar with smuggling and brib-
vans, and hustling to and fro. Few earn riches in Wheloon, but
ery. Largely hard-working and honest, the folk of southeastern
many who work hard make a good life for themselves and have
Cormyr will nevertheless turn a blind eye toward activities that
just enough time and money to enjoy those lives.
might elsewhere in the country raise eyebrows—so long as no
one seems to be getting hurt. By the same token, the people of
southeastern Cormyr are always on the lookout for themselves History
and their neighbors. They know that there might not be a Purple Wheloon began as a small thorp that depended on river crossings,
Dragon or War Wizard for miles, and as they say, “Having a but as trade along the Way of the Manticore grew and more ships
friend in need of aid is better than having no friend at all.” began to pass up the Wyvernflow, Wheloon became a true city of
industry. Now folk all over Cormyr and beyond know the city as
a source of quality boats, ships, sails, pottery, and wagons.
Wheloon Despite its placement on two major thoroughfares in Cormyr,
Wheloon has had only a small role in the history of the region.
The bustling city of Wheloon confidently straddles the two most
The last event of historic significance occurred in 900 DR when
important trade routes in eastern Cormyr. Merchant caravans
King Galaghard III of Cormyr fought the forces of the Witch
traveling to Sembia pass through each day along the Way of the
Lords in the city before chasing them into the Vast Swamp and
Manticore, and ships from ports all over the Sea of Fallen Stars
finally defeating them there.
sail up the Wyvernflow to unload their goods at Wheloon or
pass on into the heart of Cormyr. The rumble of wagon wheels,
grunting of laborers, and hollering of dock hands fills the air Leadership
for much of the day and long into the night. An aging Lord Sarp Redbeard governs Wheloon. Once famously
headstrong and virtually independent of the crown, he has mel-
Appearance lowed over the years and proved his loyalty to the crown with
his steadfast support in trade deals and military efforts. Today
Lacking town walls or natural barriers, Wheloon sprawls out-
Lord Redbeard concentrates on doing what is best for Wheloon,
ward on both sides of the Wyvernflow. Its winding streets follow
a goal that the nearly 7,000 city residents respect.
the hilly terrain and the whimsy of builders, rather than any
A force of roughly 150 Purple Dragons enforces the law in
real plan. Although the historical center of town is on the west
Wheloon. These men and women follow the orders of Constal

Wheloon
Wheloon (Small City): Conventional; Al NG; 15,000 gp Important Characters: Orlenstar Thirthorn (N male Chon-
limit; Assets 499,500 gp; Population 6,692; Mixed (human dathan human druid 4), caretaker of God’s Grove, a shrine to
82%, halfling 6%, dwarf 4%, gnome 4%, half-elf 2%, elf 1%, Silvanus; Katriana Donohar (NG female Tethyrian human
half-orc 1%). cleric 5), leader of the Harvest Hall, a temple to Chauntea,
Authority Figure: Lord Sarp Redbeard (NG male Chonda- since the death of her father Harrandave Donohar; Constal
than human fighter 9), lord of the city. Maximanus Tholl (LG male Chondathan human fighter 5),
leader of the local contingent of Purple Dragons.

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APPENDIX

Maximanus Tholl. Young for a captain and somewhat inexperi- what to make of it yet, since Wheloon doesn’t seem like a focal
enced, Constal Tholl nevertheless proves his worth to Wheloon point for interest in magic, but Lord Redbeard put his sign of
time and again due to his keen wit and dedication to the good of approval on the deal to build the temple so people believe it must
the city. Constal Tholl and Lord Redbeard sometimes disagree be in Wheloon’s best interest.
about what is best, particularly with regard to Lord Redbeard’s
sometimes lax approach to taxation and his tendency to look the
other way at how much smugglers contribute to the local economy,
Key Sites
The bustling city of Wheloon has several places of interest to
but Constal Tholl generally concedes to the Lord without much
adventurers using the city as a home base.
protest.
1. Temple of Mystra: Constructed with astonishing swiftness
Three churches operate in Wheloon. The Harvest Hall has a
and dedicated to a deity most people have little cause to worship,
history in Wheloon nearly as old as the Wyvern Ferry. A temple
the temple of Mystra draws many curious people. Most take a
to Chauntea, the Harvest Hall has been run by Katriana Donohar
look around and return home, their curiosity satisfied.
since the passing of her father, the famed paladin Harrandave
2. Wyvern Ferry Route: With the quantity of river traffic
Donohar. The God’s Grove, a shrine to Silvanus on the eastern
and the number of boats owned by locals, crossing of the ferry
edge of town, has an even older history. Orlenstar Thirthorn is
remains cheap. Each passenger need pay only 1 cp to cross, plus
the shrine’s official caretaker, but many townsfolk keep an eye on
1 cp per parcel set on the deck of the ferry instead of carried.
the site and help to keep it beautiful, since the grove is a popular
Any wagon or animal requires the payment of another copper
picnic and wedding site. The most recent church is the temple
piece.
of Mystra set in the bluff north of town. Folk don’t quite know

If a Character Dies
If a PC dies during this adventure, that character’s player Wheloon NPCs to accompany them. Alternatively, one of
has several options. If the PCs can afford a scroll of raise the NPCs whose statistics appear in this adventure, such
dead, Katriana Donohar at the Harvest Hall can sell as those presented in tactical encounter J1, could serve
them one. In addition, Wheloon is a busy trade city, and a as a PC. If the PCs are too far along in the adventure to
new character could appear with a merchant caravan or a return to Wheloon, a new PC might appear as a prisoner
ship sailing into port. If you’d prefer a more local answer of the PCs’ foes, one of the many people put under a spell
to the problem, perhaps the PCs can convince one of the by the Starry Gnosis.

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3. Wyvern Watch Inn: The Wyvern Watch Inn remains place for real killing equipment. Sellswords and adventurers often
Wheloon’s largest and most successful inn despite the recent hang around Slowtooth’s Weaponry, drinking Nindar’s cider and
departure of its longtime owner, Buldegas Mhaerkoon. Always swapping tall tales of battles. Adventurers looking to buy or sell
a patriotic and entrepreneurial spirit, Buldegas took money and magic weapons need look no farther than this shop.
some of his best staff to build an inn in troubled Arabel, leaving 11. God’s Grove: The People of Wheloon use this beautiful
his two daughters, Asanta and Baerill (both NG female human spot for weddings and picnics, and some use it to worship Silva-
commoner 1) to run the inn. Their noisy spats and constant banter nus. Orlenstar Thirthorn can be found here during most daylight
have become one of the best forms of entertainment in town. hours, but he retires to a nearby cabin at night.
That—and the fact that they “forgot” their father’s instructions Orlenstar isn’t happy about the new temple of Mystra. He be-
to water down the beer and wine—have made the Wyvern Watch lieves that magic can be appreciated as part of the natural world,
Inn more popular than ever. Close to the water and the center of but when he went to greet the new clerics, he felt the cleric he
town, and a stone’s throw away from the Wheloon Watch House, met (Shan Thar) was patronizing and false. He hasn’t been back
Wyvern Watch Inn makes a fine place to stay for rates as little to the temple since.
as 1 sp per night per person. 12. Rathool’s Pond: This dirty pond serves as a local fishing
4. Wheloon Moothouse: The Wheloon Moothouse faces the hole. Because it was once used as a burial site for the dead from
grandeur of Oldstone Hall and serves as the city’s courthouse and a battle, drinking its water is still thought to cause sickness. Al-
meeting hall. A wide stone and timber building, the Moothouse though the bodies have decayed and rotted away, their rusting
is largely empty of interior walls and furniture to allow for the weapons and armor remain and give the water an orange-brown
maximum number of occupants at town meetings. hue. Efforts to clean the pond have long been opposed by the
5. Lantern Inn and Boathouse: The Lantern Inn and Boat- clerics of Harvest Hall, who fear awaking angry spirits.
house is an excellent place to rent a boat any time of day or 13. Harvest Hall: This modest church has served Wheloon’s
night and with little fuss, but locals prefer to go to the Wyvern citizens for generations. As much a meeting place as the Moot-
Watch for entertainment or to stay the night. Very large parties house, Harvest Hall welcomes all warmly and freely, and gives
often prefer the Lantern Inn and Boathouse because it hosts such the land’s bounty to Wheloon’s needy during harvest festivals.
groups in private dining rooms, but the expense of the meal can Katriana Donohar has charge over the thirteen clerics who serve
leave guests wishing their group was smaller. Chauntea in Wheloon. Katriana can be found at the Harvest
6. Oldstone Hall: Lord Sarp Redbeard’s home is the grand- Hall at nearly any hour, but her attendants (male and female
est edifice in the city. A manor house of palatial proportions, human cleric 1) regularly leave to help farmers in the countryside.
Oldstone Hall has all the earmarks of old wealth and a long-held Katriana keeps a store of divine scrolls left over from when her
sense of entitlement. Its soot-darkened stone and gargoyle-bedecked father ran the church, and she happily sells them to those she
walls form a home where War Wizards, king’s messengers and deems will use them for a good purpose. These scrolls can (at
other honored guests stay while in the city, but its warded gates the DM’s discretion) include spells of a level much higher than
rarely admit anyone else. Katriana herself can cast.
7. Sendever’s Stables: Anyone looking to purchase, sell, or Katriana doesn’t know much about the temple of Mystra. The
board a horse should go to Sendever’s Stables, owned by the people who reside there have been polite to her, but not what she’d
aging Illumor Sendever (N male Chondathan human expert 3). call friendly. Katriana assumes that’s just due to the rivalry she
Although somewhat expensive, Sendever’s Stables takes excellent hears is typical of temples in larger communities.
care of its animals and never sells an unhealthy horse. On occasion 14. The Green: Although some folk bury loved ones in private
the place even has stranger mounts for sale, such as pegasi, but cemeteries on their property, most of the dead find their final
creatures of such exceptional nature are usually sold at auction rest in the Green. Bordered by a communally owned wooden
to the highest bidder. fence, the Green is also used as grazing land for small herds of
8. Wheloon Watch House: The Watch House serves both as livestock owned by a few individuals in the city.
a prison and as Wheloon’s barracks. Except for during severely 15. Hanno’s Herbs and Medicines: The smiling Hanno (N
inclement weather, there are usually only about thirty Purple male half-elf rogue 5) came to Wheloon to make a new life for
Dragons in the Watch House at any given time. The rest are out himself after giving up a career in thievery. He now sells alchemi-
patrolling, training, or serving in Oldstone Hall. Most of those cal items and herbs, poultices, and medicines to cure ailments.
in the Watch House are sleeping. A few serve as prison guards Hanno also keeps a decent stock of potions on hand, and those
or remain in the office to hear public complaints. who inquire discreetly and seem trustworthy can even purchase
9. Haerldoun’s Helms and Shields: Albhaera Haerldoun (CG poisons. Hanno doesn’t sell any deadly poisons, and those who
female Vaasan human wizard 6) runs this shop and a small smithy request them sometimes find themselves being watched by the
on the back for custom orders. Once a hot-tempered beauty and local Purple Dragons.
the talk of the town for her flirtatious ways, this former ad- 16. Rallogar’s Hardware: Zendaros Rallogar (N male Tethyr-
venturer has settled into city life and her business—buying and ian human fighter 2/wizard 2) sells rope and wire by the bale to
selling armor. Adventurers looking to buy or sell magic armor passing merchants who want to tie down their wares, but he also
are always directed to Albhaera’s shop with a wink and a request carries just about everything else, from backpacks and wineskins
to deliver greetings to this favored town character. to barge hooks and hair combs. Zendaros doesn’t keep much of his
10. Slowtooth’s Weaponry: Albhaera and others sell a few stock organized (besides the rope and wire), so finding what you
simple weapons, but the shop of Nym “Slowtooth” Nindar (NG need can be a time-consuming process. Zendaros doesn’t bother
male Chondathan human bard 1/expert 4) is Wheloon’s go-to with weapons or armor (he leaves those businesses to Nym and

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Albhaera), but PCs can buy everything else but animals from
his store. The Lost Refuge
Those who inquire about magic items or who offer to sell Except for a few small notes in dusty tax ledgers in Suzail, Cor-
one to Zendaros are kicked out of the store, since Zendaros has myreans have forgotten about the Lost Refuge. This small keep
a famous hatred of magic. A while later though, such individu- and the town that surrounded it fell victim to the encroaching
als are approached by one of Zendaros’s helpers, who offers to Vast Swamp and an attack by orcs. Since then it has passed into
broker the deal because Zendaros’s hatred is a ruse to cover his the hands of hobgoblins and finally into those of its current occu-
thriving black market business in selling magic items. Zendaros pants. See Chapter 3: The Lost Refuge for more information.
buys magic items (even weapons and armor) at half their value
minus the cost of identifying them (100 gp).
17. Basult’s Books: Amnic Basult (NG male Chondathan
Orvaskyte Keep
The crumbling ruin of Orvaskyte Keep was discovered several
human commoner 1) was Wheloon’s only bookseller. His dis-
years ago by a band of adventurers seeking some comrades who
traught wife Mela (NG female Chondathan human commoner
went missing in the swamp. They returned with items and de-
1) now runs the shop since Amnic’s disappearance a few days
scriptions that led historians to deduce that the keep was built in
ago. Having heard many of Mela and Amnic’s loud arguments,
the time of the kingdom of Orva, some two thousand years ago.
neighbors assume Amnic left town to escape his wife for a
The adventurers told of battling all manner of monsters there,
few days or to live with another woman. For her part, Mela
including fiends, which effectively ended any discussions those
admits that she and her husband have had some fights but says
historians had about mounting a return to the ruin.
her husband loves her, and she takes angry offense at any who
would suggest otherwise. While she frets about Amnic’s fate, the
bookshop suffers. Elven Ruins
18. 23 Impil Street: This warehouse typically holds goods Many years ago, an adventuring band known as Moon’s Twelve
imported on behalf of the Cormyrean Coins Coster, a shipping ventured into the Vast Swamp. Only one survivor, Sylara, re-
interest that made much of its money moving perishable goods turned, and she told of an elven ruin as extensive as ancient Myth
in and out of Cormyr. The Coiners own all the buildings on Impil Drannor. According to Sylara, her group fled the ruins, hounded
Street and have a private dock and wharf. Although typically well by mind flayers and beholders. No one knows if it’s true. Sylara
guarded, the buildings have been vacant for two weeks while the was already ranting and delirious when found, and soon thereafter
Coiners settle certain legal difficulties arising from their repeated she died of a fever she had caught in the swamp.
efforts to smuggle gems and jewelry in hollowed-out vegetables.

The Vast Swamp Other Sites of Interest


Southeastern Cormyr hides many interesting locales in the folds
The Vast Swamp is a large stretch of marshland that forms a of its hills and the deeps of its forests.
geographical barrier between Cormyr and Sembia, its neighbor
to the east. Explorers who have braved its bogs and tangles
report large numbers of lizardfolk, goblinoids, orcs, numerous
Golden Ruins
The Golden Ruins lurk hidden in a valley about 10 miles from
trolls, the occasional hydra, and even grells. For the most part,
both the Hullack Trail and Ghars. Strange noises and not-quite-
these savage creatures remain in the swamp, warring and prey-
seen shapes moving among the brush-choked buildings keep
ing upon each other rather than raiding into the surrounding
locals away, but adventurers drawn by the promise of its name
lands. There are rumors of more fearsome creatures, including
sometimes venture there. These brave souls are disappointed
beholders, mind flayers, and liches haunting some ancient ruin
to discover the ruins get their name from the yellow stone of
near the heart of the swamp.
which they’re made.
The Vast Swamp is similar in most respects to the marsh
terrain described on DMG 88, but with the addition of medium
forest terrain features, described on DMG 87. Bogs and under- Hermit’s Wood
growth define the terrain, with very little clear, dry ground This large forest grows south and west of Wheloon. Folk tell
anywhere within its slowly expanding borders. Trees—cypress, stories of a ghost that haunts the wood—a gray-cloaked old man
black gum, water ash, and willow—choke the territory, making with a lantern that sheds an unnatural azure light—but finding
much of the Vast Swamp seem more like a flooded forest than someone who claims to have actually seen the spirit remains dif-
a swamp. ficult, despite the fact that Cormyreans regularly hunt, forage,
The Vast Swamp is usually shrouded in murky vapor, even in and log along the edges of the forest.
winter, and the fog that often forms on the coast always seems
to roll inward toward the Vast Swamp. Even on the sunniest
days, a thin mist clings to the air and makes it difficult to see
Tomb of Chonis
This long, low barrow mound was emptied of much of its origi-
for more than a mile, assuming one can find a vantage point
nal contents years ago, and those who remember it exists know
free of obstructing trees.
it to be the haunt of smugglers, bandits, or monsters from the
Cormyreans have no reason to enter the Vast Swamp, and
Vast Swamp. No one knows exactly who or what Chonis was, but
they prefer it that way. Many consider the Vast Swamp the most
the stone lintel above the door to the tomb bears that name in
dangerous region in and around Cormyr.

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Dark Creature
Dark creatures dwell on the Plane of Shadow, sometimes cross-
ing into other planes where the barriers between dimensions are
weak. Just as parts of the Plane of Shadow resemble a strange,
distorted version of the Material Plane, dark creatures superfi-
cially resemble creatures from the Material Plane.

CREATING A DARK CREATURE


“Dark” is an acquired or inherited template that can be added
to any creature (referred to hereafter as the base creature). Dark
creatures tend to be much duller in color, with more gray and
black skin tones and hair highlights, than their Material Plane
versions. In general, they also weigh less, as if part of their sub-
stance was mere shadowstuff. A dark creature has all the base
creature’s statistics and special abilities, except as noted here.
Challenge Rating: Same as the base creature or same as the
base creature +1; see sidebar.
Size and Type: Type and size are unchanged. Dark creatures
encountered away from the Plane of Shadow have the extraplanar
subtype.
Alignment: Usually one step different from the base creature;
rarely good.
Senses: The base creature gains darkvision out to 60 feet and
superior low-light vision (four times as strong as a human’s).
Resist: The base creature gains resistance to cold 10.
Speed: All the base creature’s speeds increase by 10 feet.
Special Qualities: The base creature gains the following special
quality.
Hide in Plain Sight (Su): Can use the Hide skill while being
observed and while lacking cover or concealment, except in natural
daylight, the area of a daylight spell, or similar magical light.
Skills: A dark creature has a +8 racial bonus on Hide checks
Thorass. Far to the northwest, in the shadow of the Stormhorns, and a +6 racial bonus on Move Silently checks. Otherwise same
another ruin that might once have been a temple also bears this as the base creature.
name prominently, leading some to believe that Chonis was some Level Adjustment: +1.
god, demigod, or fiend now forgotten by all.
Shadowslain
Unknown Shrine Shadowslain are a unique form of undead created through the
This circle of walls and broken pillars caps a steep hill a few miles use of a shadow shard (see page 155). Creatures that lack Weave
north of the Way of the Manticore and about 10 miles east of magic abilities become shadowslain when exposed to the shard,
Wheloon. On clear days, folk on the Way can see its white stone whereas those who use Weave magic are wounded to within an
reflecting sunlight, and they know it as a landmark on their way inch of their lives as that magic is drained from them.
to the city. No roof ever seems to have covered the structure, and
there are no foundations for any other buildings nearby. Folk see CREATING A SHADOWSLAIN CREATURE
it as a shrine, due to the quiet that seems to surround the place “Shadowslain” is an acquired template that can be added to any
and the feeling of humility most feel upon entering. living corporeal creature (referred to hereafter as the base crea-
ture) that does not use Weave magic. All creatures employing
spells, spell-like abilities, or supernatural abilities are considered
Templates Weave users unless they possess the Shadow Weave Magic feat.
Shadowslain creatures are created by a shadow shard. If the
The following templates are used throughout the adventure. You
base creature is a Weave user, the shadowslain template is not
should not need to apply any of them during play, but you might
applied.
want to familiarize yourself with them if you plan on modifying
Challenge Rating: +1.
NPCs or encounters in the adventure.

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Size and Type: The creature’s type changes to undead. It


retains any subtypes except alignment subtypes, and gains the
Alchemical Item
augmented subtype. It uses all the base creature’s statistics and
special abilities except as noted here. Shadowlight Oil
Alignment: Shadowslain are always evil. They have the same Shadowlight oil is a slow-burning oil infused with the fabric of
bent toward law or chaos they possessed in life. the Plane of Shadow. It can be burned in any regular lamp or
Senses: The creature gains low-light vision and darkvision out lantern. A lantern filled with shadowlight oil does not provide
to 60 feet. bright illumination over any area, but instead provides double
Aura: A shadowslain retains any aura of the base creature, the radius of shadowy illumination that a lantern burning
and also gains a Weave drain aura: normal oil would (60 feet for a common lamp, 120 feet for
Weave Drain (Su): This ability affects spellcasters who use the a hooded lantern, or a 240-foot cone for a bullseye lantern).
Weave. At the beginning of her turn, if a spellcaster is within 10 A pint of shadowlight oil burns for 12 hours and otherwise
feet of a shadowslain, she loses access to one spell as if she had is treated as normal oil (PH 127). It weighs 1 pound, costs
cast her lowest-level, currently available spell. (If she has more 5 gp, and requires a successful DC 25 Craft (alchemy) check
than one remaining spell at her lowest level, she chooses which to create.
she loses.) When she next prepares spells or regains spell slots,
she regains her full normal complement of spells.
If the subject loses a spell of at least 1st level, the shadowslain
heals a number of points of damage equal to 5 [ts] the level of
Magical Locations
A number of interesting magical locations play key parts in this
the spell.
adventure.
This ability does not affect spellcasters who use the Shadow
Weave, those who use divine magic, or creatures that do not cast
spells. The Dusk Lord’s Throne
Armor Class: The creature gains a +2 deflection bonus to AC, The Dusk Lord’s throne is a site that channels and concentrates
resulting from the shadowstuff armor enfolding it. the dark power of the Plane of Shadow.
Hit Dice: Change all present and future Hit Dice to d12s. Lore: Characters who have ranks in Knowledge (history),
Immunities: The base creature gains all undead immunities: Knowledge (arcana), or Knowledge (the planes) can research the
mind-affecting, poison, sleep, paralysis, stunning, disease, death Dusk Lord’s throne to learn more about it. When a character
effects, critical hits, nonlethal damage, ability drain, energy drain, makes a successful check, the following lore is revealed, including
damage to physical ability scores, fatigue and exhaustion. results from lower DCs (if any).
Resist: A shadowslain has turn resistance +4. History DC 15: The Dusk Lord was the ruler of Sessrendale,
Weakness: The base creature retains any weaknesses and gains which Archendale conquered in 1232 DR.
the following waekness. History DC 25: Some tales say the Dusk Lord died during
Light Sensitivity (Ex): A shadowslain is dazzled in bright the invasion of Sessrendale by Archendale, while others maintain
sunlight or within the radius of a daylight spell. that the Dusk Lord fled into the Vast Swamp when Sessrendale
Abilities: Increase from the base creature as follows: Strength fell, and from there passed into the Plane of Shadow at the end
+4. As an undead creature, a shadowslain has no Constitution of his preternaturally long life.
score. Arcana DC 20: The Dusk Lord of Sessrendale was accused of
Special Qualities: A shadowslain retains the special qualities necromancy and other vile sorcery, but those accusations might
of the base creature and also gains the protection of shadow have been baseless.
armor. Arcana DC 25: The Dusk Lord was a spellcaster with an
Shadowstuff Armor (Su): A shadowslain is shrouded in a affinity for shadow magic.
semisolid armor of shadowstuff that grants it a +2 deflection Planes DC 25: There is a site on the Plane of Shadow called
bonus to Armor Class and a +10 bonus on Hide checks. the Dusk Lord’s throne, though there is not necessarily any his-
Skills: A shadowslain’s shadowstuff armor grants it a +10 torical connection to the Dusk Lord of Sessrendale.
bonus on Hide checks.

Behind the Curtain: Dark Creatures


The dark template is a simple, streamlined version of the shadow has darkvision, superior low-light vision, and immunity to cold.
creature template (see Manual of the Planes 190 and Lords of It gains a small increase to its already good speed and the ability
Madness 167). The dark creature template should either add to hide in plain sight. This template won’t appreciably increase
+0 or +1 to a creature’s CR. Some creatures won’t gain much its CR. On the other hand, a creature such as a lion gains greater
benefit from the template. For example, a white dragon already benefit and likely merits a +1 increase to its CR.

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Description: The Dusk Lord’s throne is an enormous throne The character feels a film of cold flow over her. Her skin and
shaped of shadowy obsidian. A Large creature could sit comfort- equipment appear somewhat blurred. She can try to resist the
ably on the throne, while smaller creatures must make some effort effect (Will DC 20) or allow it to proceed. Those who resist and
to climb atop its seat. The Dusk Lord’s throne is located on the succeed throw off all further effects and come to no harm, but
Plane of Shadow, in a tower surrounded by ruins that correspond gain no benefit.
to the location of Cormyr’s Lost Refuge on the Material Plane. Those who leave themselves open to the change or who resist
It stands in the upper level of the tower. and fail are subsumed by shadow. This effect either grants a char-
Prerequisite: The Dusk Lord’s throne confers its special ability acter the dark template, which he can call upon once a day, or
only on a creature that has had some exposure to Shadow Weave kills him through incomplete subsumption. Half of those who
magic. A character who uses the Shadow Weave qualifies easily, make the trip die in this fashion: Their skin and equipment mist
but so does a character who has been subject to a Shadow Weave away in a stream of fleeting shadow (they fall to –9 hit points,
spell. and if not healed within 1 round, they die as noted).
Location Activation: To gain the benefit of the throne, a
character must sit on its seat for 1 minute. During that time, d%Effect
shadows seem to swirl about the character’s head, but they gradu- 01–50 Incomplete subsumption; subject at –9 hp.
ally fade to the character’s improving sight. 51–100 Subject gains dark template 1/day for 10 minutes.
Recharge: The Dusk Lord’s throne can bestow its benefit
without limitation. A surviving character can call up her “shadow mantle” as a
Special Ability (Ex): A qualified creature gains resistance to standard action that does not provoke attacks of opportunity.
cold 5 and superior low-light vision, which allows the creature The character is treated as having the dark template for 10 min-
to see four times as far as a human in low-light conditions. A utes, after which the benefit fades and the character is treated
creature can gain this benefit only once, and its effects do not as normal for the rest of the day. Some creatures in the fake
stack with any other resistance to cold the creature might have temple of Mystra have made dozens of trips through the failed
or acquire. Shadow Gate. Those few who survived 10 or more trips no longer
Duration: The resistance to cold and low-light vision last for need to trigger the template—it is always active; however, this
one year. effect also turns the creature irrevocably evil. See page 152 for
Aura: Strong abjuration and illusion. a description of the dark template.
Ability Value: 3,000 gp. Aura: Strong transmutation.
Ability Value: 5,000 gp.
Failed Shadow Gate
The Sharrans attempted to create a gate to the Plane of Shadow
rather than travel to the Lost Refuge. Through inexperience or
Magic Items
perhaps the influence of Mystra, the attempt failed and instead This adventure introduces a few magic items central to its plot.
produced a deadly magical location. These items are unlikely to be of interest to PCs beyond their
Lore: A character who has ranks in Knowledge (arcana) or use by the villains.
Knowledge (religion) can research failed Shadow Gates to learn
more about them. If a character makes a successful DC 20 check,
the following lore is revealed.
Disc of Secrets
Price: 200 gp
Stories tell of fates capable of transferring creatures to the
Body Slot: —
Plane of Shadow; however, those who make the trip sometimes
Caster Level: 1st
come away with the taint of shadow themselves, or never return.
Aura: Faint; (DC 16) illusion
The risk is real, and extreme.
Activation: A command phrase (“Reveal your secret to no one”)
Description: Inky black pillars frame a curtain of dimness.
causes a disc of secrets to reveal its true appearance: a black
This expanse has a murky surface, through which it is just pos-
disc of jet surrounded by a ring of purple amethysts.
sible to see, though everything seen through the dark lens appears
Weight: —
plunged in shadow, even if bright light actually lies on the other
side.
This featureless silver disc hangs from a simple silver chain.
Prerequisite: None.
Location Activation: A character must walk through the
A disc of secrets functions as an unholy symbol when wielded by
curtain of shadow between the two pillars.
a cleric of Shar, serving as a proper divine focus for the cleric’s
A failed Shadow Gate can affect up to two creatures who walk
spells and channeling negative energy to rebuke undead.
through it per day.
The only magical function of a disc of secrets is to conceal its
Special Ability (Su): When a character passes through the gate,
identity. This disguise is a shadow (partially real) illusion effect,
she briefly enters the Plane of Shadow—but for just a stuttering
and cannot be disbelieved.
instant, long enough for a seed of shadow to become implanted
Prerequisites: Craft Wondrous Item, Shadow Weave Magic,
in the character. By the time the character reaches the opposite
shadow conjuration.
side a second later and wades into the pile of fleshless bones there,
Cost to Create: 100 gp, 4 XP, 1 day.
the change is already under way.

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If the creature does not use Weave magic, a failed save in-
Gal-Ralan stantly slays it and raises it as a shadowslain creature. See the
Price: 625 gp (+1), 2,500 gp (+2), 5,600 gp (+3), 10,000 gp (+4), shadowslain template on page 152. The shadowslain creature is
or 15,600 gp (+5) not beholden to the user of the artifact.
Body Slot: Arms If the target has the Shadow Weave feat, the target can
Caster Level: 5th choose to automatically be affected and become a shadowslain
Aura: Faint; (DC 17) necromancy creature.
Activation: — Curse: This artifact is holy to Shar. Anyone who attempts to
Weight: — use it who is not a worshiper of Shar must make a successful DC
30 Will save instead of his or her target.
Decorated with elaborate, abstract designs, these cold-forged iron A shadow shard is a Shadow Weave magic item. Thus some-
bands pierce the wearer’s forearm with 6-inch-long needles made one who lacks the Shadow Weave Magic feat who uses its power
of the same metal. takes 1d4 points of Wisdom damage.
Lore: A character who has ranks in Knowledge (history) or
As long as a character wears a gal-ralan, she takes 1 point of Knowledge (arcana) can learn the following facts about shadow
Constitution damage that cannot be recovered by any means shards by making a successful check against the indicated DC:
other than the gal-ralan’s removal. History DC 10: A shadow shard is a small piece of the Stone
A gal-ralan provides the wearer with a +1 to +5 resistance of Madyroch, a powerful Shadow Weave artifact (often referred
bonus to her saving throws. This benefit increases by an additional to as the Shadow Stone).
2 against death effects, energy drains, and other effects (such as History DC 15: Although the Stone itself was destroyed in
the shadow curse) that affect the wearer’s soul. Cimbar by the mage Aeron Morieth, a small number of shards
Lore: A character who has ranks in Knowledge (arcana) can survived. In the years since its destruction, servants of Shar have
learn the following fact about gal-ralans by making a successful recovered these smaller pieces of the Shadow Stone.
DC 10 check: Arcana DC 10: Like the original, these shards hold potent
Shadar-kai wear these bands to affix their souls to their powers to corrupt Weave magic, destroy life, and create shadowy
bodies and prevent them from being drawn back to the Plane of unlife in its place. A shard is a Shadow Weave item, and as such
Shadow. it is perilous for Weave casters to use.
Prerequisites: Craft Wondrous Item, resistance, caster level Prerequisites: Minor artifact.
must be three times that of the gal-ralan’s bonus. Cost to Create: Minor artifact.
Cost to Create: 312.5 gp, 25 XP, 1 day (+1); 1,250 gp, 100
XP, 3 days (+2); 2,800 gp, 224 XP, 6 days (+3); 5,000 gp, 400
XP, 10 days (+4); 7,800 gp, 624 XP, 16 days (+5).
The Necreme and its
Command Amulet
Shadow Shard Price: 9,000 gp
Body Slot: — and throat (command amulet)
Price: Minor artifact
Caster Level: 3rd
Body Slot: Throat
Aura: Faint; (DC 16) necromancy
Caster Level: 16th
Activation: Move action
Aura: Strong; (DC 23) necromancy
Weight: 6,000 pounds (Necreme); — (command amulet)
Activation: Five full-round actions
Weight: 1 lb.
The Necreme is a black-painted keelboat with its name written in
bleached bones set into the sides of the boat. It has a small cabin
This thumb-sized crystal of deep purple is set in bronze clasps.
forward, a set of oar benches low in the hull midships, and a
A sturdy bronze chain is affixed to one clasp, so that the shard
raised coxswain’s platform and tiller at the stern. Orc skeletons
can be worn as a pendant.
man the oars.
Three times per day, a shadow shard can be used to affect a living
The Necreme is a simple keelboat whose oarsmen are animated
creature within 60 feet that lacks the Shadow Weave Magic feat.
skeletons. The boat itself is not particularly magical; the magic
The creature must succeed on a DC 30 Will save or suffer one
lies in the amulet of command that enables the bearer to control
of two effects.
the skeletons chained to its oars.
If the creature uses Weave magic (including spells and spell-
A character wearing the boat’s command amulet can issue
like or supernatural abilities—use of magic items does not
rowing instructions to the skeletal rowers. Directing the rowers
qualify), it is instantly reduced to 1d4 hit points and is unable
requires a move action each round. A character can man the tiller
to use any of its Weave-related abilities (spells and spell-like or
at the same time he directs the rowers (doing both still requires
supernatural abilities; magic items can still be used) within 60
a move action each round).
feet of the shadow shard. A creature affected in this manner
The Necreme travels at a rate of 2 miles per hour when
remains under the constraint against using Weave magic near
rowed by four Medium skeletons. The skeletons are controlled
the shadow shard for as long as it remains near, and for 1 hour
by the command amulet, and they obey anyone wearing it. To
afterward.

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APPENDIX

assign a skeleton to the boat, a person with control over the penalty, she throws off the effect and the penalties, and makes
skeleton (for example, a cleric who has succeeded on a command no more saves. She has successfully resisted the Gnosis.
undead attempt) simply orders the skeleton to obey the wearer However, if a victim ever falls to a cumulative –4 penalty
of the amulet. The skeleton no longer counts against the origi- against the holder, she is affected as if by a dominate person spell
nal controller’s limit of Hit Dice of undead he or she can keep cast by the holder of the Starry Gnosis. Anyone dominated is
under control. affected (by the domination and the penalty) for nine days. If
Unless otherwise commanded, the rowers continue to do the a victim is freed from the domination or the bewitching, the
last thing they were told, so a character could instruct them to penalty also ends.
keep rowing and then do other things. However, the boat cannot While it is held, the Gnosis provides the secondary effect of
steer itself or avoid hazards, so this course of action is somewhat granting the holder darkvision out to 60 feet.
dangerous. The skeletons cannot be commanded to do anything The item can be used to bewitch creatures once every three
other than row or cease rowing. days. When the Starry Gnosis is activated, the tiny stars inside it
Prerequisites: Craft Wondrous Item, command undead or are swallowed up and do not reappear for three days.
ability to rebuke or command undead, keelboat (or other suitable Curse: If the user of the Starry Gnosis doesn’t worship Shar,
vessel). the item works normally until an enemy falls to a –4 penalty.
Cost to Create: 4,500 gp, 240 XP, 3 days. At this point the Gnosis cracks and explodes, releasing a burst
of shadow like a black fireball. Creatures within a 5-foot radius
Starry Gnosis take 6d6 points of cold damage (Reflex DC 16 half).
The Starry Gnosis is a Shadow Weave magic item. Thus some-
Price: Minor artifact
one without the Shadow Weave Magic feat who uses its bewitching
Body Slot: — (held)
power, uses it to command someone already dominated, or uses
Caster Level: 9th
it to gain darkvision immediately takes 1d4 points of Wisdom
Aura: Moderate; (DC 19) enchantment
damage. Continually holding it to gain darkvision would result
Activation: Standard action (bewitching, commanding domi-
in this damage each day, assuming the user lacks the Shadow
nated creatures) or — (darkvision 60 ft.)
Weave Magic feat.
Weight: 5 lb.
Lore: Characters who have ranks in Knowledge (religion)
can research the Starry Gnosis to learn more about it. When a
This item is a grapefruit-sized crystal sphere with a dark inner
character makes a successful check, the following lore is revealed,
heart. No light can pierce it, but tiny points of light, like stars,
including information from lower DCs.
twinkle within the globe at the periphery of the dark core.
DC 10: Originally a jewel adorning a massive statue of Shar
in the Temple of Old Night in Calimport, this dark globe now
If the Starry Gnosis is held and the command phrase “Knowledge
serves as a powerful item of mental domination.
lies between the stars” is spoken aloud by the holder, the item’s
DC 15: No known artifact or holy item sacred to Mystra is
bewitching effect is produced. All except the holder and his allies
called the Starry Gnosis; if such an item truly does exist, it must
who stand within 30 feet of the activator must succeed on a DC
be unique to a particular sect of Mystra worshipers who have not
16 Will save or become bewitched. Those who have undergone the
communicated their revealed knowledge to the greater church.
three-day ritual described for petitioners in the middle courtyard
DC 25: There is some mention of something called the Starry
take a –5 penalty on their Will saves.
Gnosis in religious texts, but not in relation to Mystra.
A bewitched victim takes a –1 penalty on all attacks and
DC 32: The Starry Gnosis is a crystal globe plucked from a
weapon damage rolls against the holder of the Starry Gnosis, and
statue depicting the goddess Shar in the Temple of Old Night
each round on the holder’s turn, the victim must make another
in Calimport. The globe was invested with divine power by
successful saving throw against the original DC or take another
the goddess herself, at the direction of high priestess Esvele
cumulative –1 penalty on attack rolls and weapon damage rolls
Graycastle.
against the holder. She must attempt this save no matter how
Prerequisites: Minor artifact.
far she subsequently moves from the holder. If the victim makes
Cost to Create: Minor artifact.
a successful saving throw before she falls to a cumulative –4

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APPENDIX

Player Handouts
You can photocopy the following handouts to give them to your players at the appropriate times.

MAP OF PATH TO LOST REFUGE


Illustration by Chris Dien

LETTER FOUND ON KITHLORD THIERAVEN


Kithlord Thieraven,
My Mistress cannot break the bargain that tied your people’s souls to Her holy
realm, but I guarantee that if Her plans are successful, you will have a home on
Faerûn where your kind will not feel the curse’s effects. The Vast Swamp should make
a perfect base for your people to gather and establish a true presence in the world. None
will suspect it, and no prying eyes will detect it besides a few crude tribes that you can
slaughter or subjugate as you see fit. Success in this endeavor will in turn lead to other
successes, and in due time your kind will have many places where you can live without
fear of losing your souls.
As always, She grants you access to the Shadow Weave, and I offer more train-
ing in its use. We urge you to convince more of your kind to accept this gift. You have
already seen its benefit, and in the coming months and the years afterward, your people
will come to know its power.
—Esvele Graycastle
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APPENDIX

LETTER IN SHAN THAR’S DESK


Father Shan Th ar,
We need more recruits in the inner temple. Start pushing the Sacred
Trust a little harder, would you? Esvele sends word through Despayr that
we need to step things up out here. I know you have your doubts, but do as
you’re instructed, lest the godd ess find you in shad ow.
— Lad y Arthas
LETTER FOUND ON THE ALTAR
Despayr,
The Lady of Loss has seen your devotion and will reward it.
I send you Thieraven, who brought you this letter. He carries the means to open the
Dusk Lord’s Passage once again, and thereby provide you with a glorious new home
and the means to our mutual ends.
When you have made your way through the Passage, you will find yourself in a
shadowy reflection of the keep. From there, another of Thieraven’s race, a shadar-kai,
will lead you to the Monastery of the Ebon Dome. I eagerly await you there. We have
much to discuss.
Keep your secrets safe. Their weight will one day bring the Mysteries to an end.
— Esvele Graycastle
ETHAR’S UNFINISHED LETTER
Most honored Watchful Skull, Blackwill Akhmelere,

Greetings from your bloody hand, Skull Servant Ethar. As expected, the Sharrans hide their secrets well, but I did

discover something that might lead us to understanding their ultimate plan. We aid them in their ritual to create a с eld of

dead magic over the Vast Swamp. Obviously, this is to their advantage as only Shadow magic works within these spaces, but

claiming the swamp as a base of operations seems foolish. This incongruity bothered me, and I prayed to the Black Sun to

grant me knowledge of their plans. I received no vision, but while living here in one of their old monasteries I discovered the

piece of parchment I’ve attached with this letter, praise be to Cyric. I believe it to be the writings of a monk that once lived

in the Monastery of the Ebon Dome.

It seems the Sharrans have a secret Roll of Years. Of its origin or accuracy, I can say nothing, but some names seem

uncannily close to the history we have witnessed—perhaps even more so than those penned by the Lost Sage, Augathra the Mad.

You can see that the Black Chronology seems to span a mere 34 years, but perhaps there is more not revealed by this scrap of

parchment. Reading the “Book of the Black” might explain more and tell us what the Sharrans truly plan.

I could not с nd more writings like this one despite a week of searching. I made subtle inquiries with the Sharrans and

Despayr. Despayr seemed to know nothing, but with his kind, it is always hard to tell. The other Sharrans said they did not

know what I meant, and talked about how the monks at this monastery went mad—but I sensed some wariness in their postures.

I think we need to с nd this Book of the Black and

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APPENDIX

PARCHMENT
The shadows fall properly and others signs make it more clear. At long last, the Black Chronology is coming to
fruition. I trust in the shadows that dance at the edge of my sight, for Shar enfolds me in her dark embrace. I
can with some authority claim that this year, 1352 DR, is indeed the Year of the Lost King, first year of the Black
Chronology. I know that the events prophesied in the Book of the Black will soon come to pass.
Behold the Roll of Years and its Shadow. In due time we shall all bear witness to unfolding of Shar’s greatest
work.

1352 Year of the Dragon Year of the Lost King


1353 Year of the Arch Year of Masks
1354 Year of the Bow Year of Great Reaping
1355 Year of the Harp Year of Retreat
1356 Year of the Worm Year of the Drow
1357 Year of the Prince Year of Spell Flames
1358 Year of Shadows Year of Ascension
1359 Year of the Serpent Year of the Carnival
1360 Year of the Turret Year of Armies
1361 Year of Maidens Year of the Golden Discovery
1362 Year of the Helm Year of the Sun
1363 Year of the Wyvern Year of Winter
1364 Year of the Wave Year of Lords
1365 Year of the Sword Year of Joyous Elves
1366 Year of the Staff Year of Icy Waters
1367 Year of the Shield Year of Unmasking
1368 Year of the Banner Year of the Sons
1369 Year of the Gauntlet Year of the City’s Sorrows
1370 Year of the Tankard Year of the Deep War
1371 Year of the Unstrung Harp Year of the Toppling Towers
1372 Year of Wild Magic Year of Dark Returns
1373 Year of Rogue Dragons Year of Madness
1374 Year of Lightning Storms Year of the Unraveling
1375 Year of Risen Elfkin Year of Harsh Goals
1376 Year of the Bent Blade Year of False Hopes
1377 Year of the Haunting Year of the Black Banner
1378 Year of the Cauldron Year of Broken Hearts
1379 Year of the Lost Keep Year of Lost Wisdom
1380 Year of the Blazing Hand Year of the Dull Blade
1381 Year of the Starving Year of the Fool
1382 Year of the Black Blazon Year of Unwelcome Guests
1383 Year of the Vindicated Warrior Year of Unjust Rewards
1384 Year of Three Streams Blooded Year of Stolen Thrones
1385 Year of Blue Fire Year of the Revelation

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anna bradley (Order #25966112)
Delve into Darkness, Bring the Truth to Light
Beyond the pristine façade of the Temple of Mystra, a sinister conspiracy threatens the future of
Cormyr. Profane acts within the temple hearken to a mounting threat in the Vast Swamp. Adventurers
must cross into the Plane of Shadow to unlock the truth about this growing darkness in time to
thwart an attack against Cormyr and the goddess of magic herself.
This FORGOTTEN REALMS® campaign adventure is designed for characters of levels 4–7. It can be
played as a stand-alone adventure or as the first adventure in a three-part series. Each encounter
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of play.
For use with these DUNGEONS & DRAGONS® core products
Player’s Handbook Dungeon Master’s Guide® Monster Manual
TM TM

FORGOTTEN REALMS Campaign Setting D &D Miniatures TM

ISBN: 978-0-7869-4119-3
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www.wizards.com/forgottenrealms Printed in the U.S.A. 956857200

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