You are on page 1of 129

AGE 12+

--- - -' , -- --- -- ---


UNOE0NS

THE SHADOWFELL
GlOOMWROUGHT AND BEYOND'

CAMPAIGN GUIDE

Andy Clautlce + Eri k Scott de Bie + Matt Goetz


CREDITS

Design Cover illustration


Andy (Iautice, Erik Scott de Ble, Matt Goet~ Tyler Jacobson

Development Graphic Designer


Greg Bilsland (lead), logan Bonne r, Chris Sims Leon Cortez, Keven Smith, Em! TanJI

Editing Interior Illustrations


Greg Blisliind (lead), Ralph Beisner, Eric Belisle, Kerem 8 eylt, Jesper Ejslng,
Logan Bonnet, Jennlfer Clarke Wilkes, Wayne England, Randy Gallegos, Warren Ma hy. William
DawnJ, Geluso, Chris Sims O'Connor, Hector Ortiz, Adam Paquette,john Stanko,
Beth Trott, Evil Wldermann, Be n Wootten
Managing Editor
Kim Mohan Cartography
Jason A. Engle, MIke Schley
0&0 Senior Producer
Christopher Perkins Publ1shing ProductIon Specialist
Christopher Tardiff
0&0 Group Man<Jger
Mike Meatls Prepress Manager
Jefferson Dunlap
Director of 0&0 R&D and Book Publishing
Bill Slavlcsek lmagingTechnician
Ashley Brock
0&0 Senior Creiltrve Art Director
Jon Schlndehette Production Manager
Cynda Callaway
Art Director
Kate Irwin Game rules based on the original DUNGEONS & DRAGONS il rules
created by E. Gary Gygax and Dave Arneson. and the later
edItIons by David "Zeb" Cook (2 nd Edltlon); Jonathan Tweet,
Mo nte Cook, Skip Williams, Richard Baker, and Peter Adkison
(3rd EdItion); and Ro b Helnsoo, Andy Collins, and James Wyatt
(4th Edition).

610H80SOQO-001 [1'1 u.s . CANADA. ASIA. PACIFIC. EUItOPAN HEADQuARTERS WIZARDS OFTHE COAST. BElGIUM
1581'1:9780186958481 II< LATIN AMERIC .... H,sbro UK ltd Indu~trlalaan 1
Wlurd,ofl~C~stllC CasW<!IIWay 1102 Groot BIII;yrdo:n
P.O. 80><707 N~. Gwent NP9 OVH ~11"'m
~nlon WA 98051-0707 GREAT BRITAIN +]7.070.2H.277
+1800]246496 Plu__ (u,rp ,Ill. odd,~ .. 10')'0<"..,<0,,1,

O,,"(;.OM! & 0..,(;0" D&D. WI,ard. of t~ Cont. M" .... al of 1M PlantS. Tho Shadowfrlt GIoom-auah, ond Btyond. OU~(;tO~ ' II< D.""o~. Encounte ... D&D EncounteB.
DU~CION' &- DUGONS ( ..e nH"I. ~II other Wllard. of the Coast product nameS. and Ihel. resptlvc logos arC trademarks of Wilards of the C~<{ In the U.S ...... an.d ot~ r
(oon"~<. .... 11 charKle". and the distinctive Ilke,",.~s thereof ale property of WI ,ard, of the CIY". Thl, """tlf~ Is protected under the copyrlgh.laws of the UnIted Statts
of A"",.Ic~. Any .~ productlon or ufWluthorlled ..... of the """ter... r or .rt ...... k conlalt>e<l hocreln ts prohibIted wlthoot tIM! If.presS written """mission ofWluords ol . he Co;tst .
p,lnted in Chi"". Cl011 Wiard. of the (o;t~1 LlC.

Visit our website at DungeonsandDragons.com


- CONTENTS
CItAPT(R 1 Drowned Quarter .. 31 Oblillion Bog . . .. 69
THE SHADOWfELL ....................... 4 First Impressions ................... 31 Getting to the Bog .................... 69
A Dark Mirror ...... 6 Public Docks.. .. 32 Forsaken HamieL. . . .. 69
Fear, Isolation, and Death ............. 6 Noble Docks.. . ... 33 Hexus Commune ..................... 70
Passage of TIme .. . .............. 6 Carradh landing ........ 34 Mirehide Tribe.. . ... 70
Setting the Mood .... 6 Execution Dock . ., 34 Disquiet in the Bog ................. 70
Getting to the Shadowfell ............... 7 Dunnage Row .. . ....... 3 5 Other Inhabitants ..................... 71
Portals and Rituals .................. 7 Cracked Keel.. .. 36 Dange rs ofthe Bog ... _............... 71
Shadowmlst .............................. 7 House of Sterling . 37 Thyrln Gol. ................. 72
Shadow Crossings ...................... 7 Shanghaied ................. 37 History ofThyrin Gol ................. 72
Dark Awa kening ........................ 7 Piau of Gargoyles.. .. 38 Thyrln Gol Today .... .... ............. 72
Shadowy Sources ..................... 7 Harskel's Emporium .. . .. 39 Deathsteel ............................ 72
Powers In the Shadowfcll. . . .. 8 Merc hants'Row ... 40 Importa nt Figures In Thyrl n Gol ... 74
Gods and Demons ...................... 8 The Steps .. . .... 42 51IesinThyrinGol ..... ... ..... .... :.. 74
Sh3darJ<a1 ............................... 8 Trip's .. . ........ 42 Dead Man's Cross .... ................... 76
Only One God of Death .... ......... 8 Six Crowns ............................. 42 The Dead Man .. ..... .. ............... 76
Shadowborn ........................... 9 Isle of Stars .. . .. 43 Walki ng through the Shadows .. 77
Undead.. . .. 9 The lightwell .. . ....... 4 3 House of Black lanterns ............ 78
Vlmni .................................... 9 Roost of the Monger ................. 44 The House as Transport ........... 79
Domains of Dread .................... 9 Ignoble Conflict ... 44 Darkreach Mountains .................. 80
Shadowfell Adllentures ................ 10 Fettered Ward '. .. 4 5 The Frozen Path ....................... 80
The Despair Deck ...................... 11 Hanging Wall ................ .45 Fellwrolh Village.. .. 82
Gaining Oesp;!ir ....................... 11 Avenue of Chains .. .. 46 Kazzak'tuL. ... 82
Overcoming Despair ................ 11 City Jail. . . 46 yanderc .... . ............ 84
End of the Day ......................... 11 Red Door .. 47 The Mourning Misl ................. 85
Optional Rules ..................... 1 1 Tenebrous Cabal.. . . .. 47 Ente ring the Valley ._ .............. 85
CItAPT{R 2 Graveyard .............................. 48 l elherna . . ..... 86
CllY OF MIDNIGHT .................... 12 Camillal Grounds .. SO Cetting 10 lethe rna ................ 86
Gloomwrought at a Glance ........... 14 Chost Hall .............................. 51 Inhabi tants of Letherna ............. 86
Five Facts about Gloomwrought .. 14 Te mple District .......................... 52 The Bleak Fallow ...................... 87
Grim Citizens .......................... 14 Raven's Eyrie ........................... 5 2 Fate's Palace ............................ 88
Changeable Districts. ................ 15 Adopted of the Raven Queen.... 52 Farad Exilis ............................ 89
Trade Ties ............................... 15 Penance Square .. ......... 54 Vorkhesis ............................... 91
Faction Struggles ..................... 1 S Aposkos.. ...... 54 CHAPTER 4
The Sights of Gloomwrought ...... 1 S Fane of Night . . .. 56 DARK THREATS .......... ............... 92
The Seller ............................ 15 Undercity Entrance ................. 56 Deathless Wa tch.. .. 94
Bringing the City to life ........... 16 City Conservatory .................... 57 Ebony Cuard ........................... 97
Black Market.. ....................... 16 Oragontown .. ........................ 57 Ghos t Talon . 100
Factions ................................. 18 Shattered Isles .. . . ... 58 Orlstus . . 103
Crimson Sashes ...................... , 8 Few Keepers, little Change ..... 58 Golems .. . 104
The Hooded lantern ................. , 8 Unfortunate Souls .. ........ 59 The Keepers ...................... ...... 106
House Harskel ......................... 19 Walking Dead .. .. 60 Midnight's Own ... .............. 108
House of the Eye ...................... 19 lethos and Arc htus.. . .. 60 Tenebrous Cabal .................... 111
Veiled League .......................... 20 Briarborne I~le. .... 61 Allies in the Cabal ................ 1 12
The City Wall ......................... 21 Fellwroth Keep .. . ......... 62 Power Players in Gloomwrought . 114
The Skins ................. ' .......... 21 Midnight Ma rket.. 62 Azuun Bennie. ....................... 11 4
Dust Quarter . . .............. n Cauldron Isle.. . ........ 63 Balaren .. 11 5
Harskel Acropolis ................. n Beggar's Wharf.. 63 Dedrek Harskel ..................... 11 6
Whence the Dust7 ................. 22 Nobletide .. . .. 63 Feria .................................. 117
Avenue of Gleaming Gems......... 24 Isle of Groves .. 64 Clurlnda .............................. 118
Carradh Keep .......................... 25 Tabernacle of Thorns . 64 Golthor ................................ 11 9
Gloomwrought Nobility ........... 25 Isle of lost Thoughts .. .. 64 Crigori and Nikolai ................. 120
Fellwroth Ruin ........................ 26 Towerofthe Planes.. 65 Ollsk Carradh .. . ............. 1 23
House Carradh's Role ............. 26 Sunken Isle .. .. 65 Prince Rolan ....................... 124
Treyvan Palace ......................... 27 CHAPTER 3 Veleris a'Undestil ................... 125
Dark lady .............................. 28 BEYOND THE WALLS .. .. 66 The Widow ofthe Walk .......... 126
Deathless Palace ...................... 29 Shadow of the World . .. 68
Keepers.: Caretakers and False ... 30 Adventu ring In the Shadowfell .... 68 MONSTERS BY LEVEL ................ 127
CHAPTER 1

AT FIRST blush, the Shadowfell seems much like


the world. 11 Is not a lush and verdant hunting ground
like the ):eywlld, nor Is it the tumultuous batt legrou nd
of the Elemental C haos. Its appearance can be deceiv-
ing. though, for the Shadowfel l's differences are woven
into the fabric of the plane.
In this dark and Imperfect rencction of the natural
rcalm, shadows and gloom replace light and hope. suf
fusing everything with melancholy. A sense offear and
isolation nIls living creatures with the u rge to surrender
to fate. Only those who arc strong of heart and mind
can survive in such a place.
C reatures of shadow plague both travelers and resi-
dents of the Shadowfell. Souls drift across the desolate
landscape, sometimes becoming trapped or tormented.
Greal forces ,'ie for control of this land. waging war for
dominion over death. For these reasons and mOre, the
Shadowfell beckons he roes who have a thirst for adven
ture and a desire to do good.
This chapter is a primer on how to use the Shadow
fell in a campaign. or as the focal point of one. It
includes the follOWing sections.
+ A Dark Mirror: Even though it's an echo ohhe nat
ura l world, the Shadowfell is nevcrtheless unique in
both its fundamc ntal nature and the mood it evokes.
+ Getting to the Shadowfell: Brieftrcatmcnts of tile
ways lhat characte rs ca n travel to the plane-and. if
they're lucky, back again.
+ Powers in the Shadow fell: The plane is full of
monsters and deities and other entities, the most
noteworthy of which are discussed he re .
Shadowfcll Adventures: C ulled from the my riad of
reasons why adventurers might cnter the Shadowfell.
here are some situations that make for compell ing
adventures.
+ The Despair Deck: How to use the deck of cards
in this boxed set to translate the Shadowfell's
influence into game effects.

C II APTER l I The Shadowf.,11


A DARK MIRROR
The Shadow fell is a bleak realm that houses both the players on edgc. e\'en when no threat is present.
dead and those among the living who have embraced a The monstrous den izens of the Shadowfcll can be as
dismal existence there. insular and dejected as those of the world. The people
As a shadowy renection of the world, the Shadow- of the Shadowfell arc more xenophobic and mistrustful.
fell can manifest differently to visitors. The plane is an though. They are apt to draw steel first before talk
ama lgam of differences and si milarities to the world. ing. A band of travelers In the Shadowfell. for example.
Each person finds something both recognizable and represents a greater threat than one in the world. The
disturbing in its grim landscape. constant danger of :mack can lead adventu rers to feel
The Shadowfell is in a stale of flux. These ailcrations sllspicions of anyone they encou nter.
can be dramatic or subtle: A giant sinkhole might swa l Death Is a fundamental part of the Shadowfell, as
low Up'l swat h ofhmd, or a path that leads through a ubiquitou s as !lfe is in the morta l realm. Any heroes
forbidding mountain range might alter its course to who come 10 the Shadowfcll should expect to stare
descend into the Shadowdark. These t ransformations straight into the face of death. Creatures of death roam
can be physical. but Ihey ca n also be a by-product ohhe the dismal landscape. feasting on the vita lity oflhose
plane's ahility 10 warp the memory and imagination of fool hilrdy elloLLgh to wa nder the desolate lilndscape.
those who walk its shadowed paths. Also. the n:l\'en Queen keeps a watchful eye on those
who visit he r doma in. dispi,tching her sorrowsworn to
Fear, Isolation, and Death deal with any who threatcn her rule.
In a game that's set in the Shadowfell. it's important to
convey an atmosphere ofterror. isolation. and death. Passage of Time
The Shadow fell is 1101 Inherently cvil. but evil Creatures somctimes perceive time differemly il1lhe
creatures arc strong and plcllIifulthere. Fearsome Shadowfell from how they do in the world. Rather tha n
opponents await heroes in thc Shadowfcll , fo r the dark- passing with the rise or fall of tile sun. time moves
ness provides a sa fe haven for dark and sinister things. based on the gloom infecting one's mind. A5 a person
Adventurers ca n expect straightforward fights against succumbs to depression a nd apathy. time seems to
mindless undead and shadow beasts, as well as intrigue slow to a crawl. If one sinks into the deepest depths of
and conspiracy as they face ofT against cunni ng sneaks despair, time seems to stop ent irely.
and master manipulators. A visitor to the Shadowfell might feel as though days
Creatures in the Shadowfell usc darkness and fear or weeks have passed. when in fact years have gone by
to their advantage. surprisi ng and ambushing unwary on his or her natl\'e plane. More than one trave ler has
foes. A situation need not lead to a battle in order vent ured into the Shadowfcl!. on ly to find that when he
to instill tension and fcar. A narrow alley with dark or she rctu rned home. everything that person loved and
windows where assassins could be hiding can put cherished was gone.

SETTING THE MOOD


The first chal lenge a Dungeon Master faces with a game encounters Into challenging scenarios by having enemies
set in the Shadowfeliis to Inspire fear and gloom-to chal- or traps suddenly appear. Constantly remind the adventur-
lenge the players' normal confidence and comfort level. e rs of the proximity of death in the Shadowfell.
Sitting around a table with your friends, with snacks Create a sense of isolation by giving the Ileroes few
and beverages right at hand, can make it difficult to cap- allies. Their current allies might be brutally murdered or
ture the visceral terror that characters in the Shadowfell e lse turn against them at a critical moment. Apparent
might experlence_ Even small changes to the playing envi- allies can make terrifying enemies. A group of merchants
ronment can help to set the mood around your gaming might hire the adventu rers to guard a caravan. Then,
space. Fim, try turning off any monitors or lVs, dimming after several uneventful days, the merchants might reveal
the lights. and closing the curtains, leaving just enough themselves as vampires that plan to make the heroes into
light for everyone to clearly read notes and character a meal on the long journey through the Shadowfell. After
sheets. Add some brooding or unsettling music, such as a few such betrayals, the characters will become suspi
the sound track to a horror movie. cious of anyone who appears to be a friend. To facilitate
During the game, batter the players' nerves with this suspicion, have monsters attack the adventurers at
ambushes, surprises, and sudden twists. Keep the players auspicious times or else exploit a weakness that only one
off balance. Build up tension by alluding to an imminent of their allies would know.
attack, only to have it occur at some later, unexpected You can also use the Despair Deck (see page 11 ) to
time. Don't throw the adventurers against high-level incorporate game mechanics into the gloom affecting the
opponents, but rather, turn seemingly straightforward characters.

C II A I'TIiH t I The Shadowfell


GETTING TO THE SHADOWFELL
The easiest and most reliable ways to enter the ancient lich is destroyed. for instance. its demisc might
Shadowfell are by the lISC of a permanent tclcporta. open a shadow crossing to claim its slayers.
tion circle, a portal. or a magical ritual. The following Powerfu l nccromantic ritua ls. such as those dedi-
section discusses those methods and others for cated to Vecna or Orc us. Ciln prodm:e short-lived
entering the Shadow fell. shadow crossings. Even after such a ritua l is complete,
the shadow magic might persist, staining the area UJ

Portals and Rituals w it h darkness and allOWing it to touch a section of tile


....J:
Shadowfell. Shadows in the C rypt, on page 80fthe
Portals take a variety of forms, but most resemble
mirrors or archways.
Encounter Book. presents a scenario in wh ich the charac ~
ters arrive at a shadow crossing. interrupting the ritual \.J
A portal"s destination is not always apparent. It might
ofa priest ofOrcns. Z
be masked . [orcing adventurers to plunge in blindly.
A portal that looks like a mirror might hint al its con-
nection 10 the Shadowfell through the renect ion of the Dark Awakening
one viewing it. In the reflection, a bard's winning smile When a person whose fate is not yet fulnlled is slain.
might distort to become a sinister sneer: a champion of the Raven Queen sometimes rejects that person's soul.
good m ight see h is or her armor and weapon soaked The sou l then manifests in its original body. devoid of
in the blood of innocents. These dark reflections do equipment and in the Shadowfcll.
not depict reality. but instead show the corruption an Mortals who awaken in this way can find themselves
adventure r faces when passing to the world beyond. changed. Death infects them, altering their mentality
Rituals of travel and portals can be dangerous. A and their powers in subtle ways. Some feel like strangers
traveler can eaSily become trapped in the Shadowfell in their own bodies. believ ing themselves to have been
if a porta l becomes inactive or if a ritua l's performer reborn as a dark twin to thcir former identity. They can
is unable to procu re the necessary components for the grow detached and melancholy. harboring these emo-
return trip. tions long after leaVing the ShadowfelL Many people
who experience a dark awakening paSSionately devote
Shadowmist themselves to a calise or a deity. trying to find ways to
feel alive. Others accept the transformation and embrace
Shadowmist is a magical phenomenon that man ifests
their new. darker nature.
in t he world and 011 other planes. It is indistinguishable
I n rare circ umstances. a dark awakening goes
from norma l mist to the untrained eye. The substance
awry. Instead of the soul manifesting as a body in the
seems to have a mind of its own. II envelops individu-
Shadowfdl, it is split, with ha lf of it manifesting in
als who have committed great evil and carries them
the origina l body and the other half remaining in the
away to the Shadowfell. Shadowmist is also known to
ShadowfclL A group of slain adventurers might rise up
claim heroes and innocents. perhaps to baJance the foul
in the Sh adow fell, never realizing that a dark reflection
fo rces it pulls into the Shadowfcll. For this reason. sOllle
ofthelllseives exists in the world-or vice versa.
believe that shadow mist is a tool of the Raven Queen.
sequestering any who deny fate or who have yet to find
t heir destinies .
Occasionally. shadowlll ist returns people from the
SHADOWY SOURCES
This book adds an enormous amount of informa-
Shadow fell to the ir home plane after a task is accom-
tion to the lore ofthe Shadowfell. It supports and is
plished. '-Ieroes who are whisked into a domain of
supported by several DUNGEONS & DRAGONS'&> game
dread (page 9) might be returned after they defcat
supplements and DrcJ80ne magaZine articles.
t he dark lord there. Evil persists in the Shadow fell,
You'lI find more about the Shadowfell in the
though, and foul Villains always rise to take the place of
Manual ofthePlonesUl supplement, and more about its
de feated ones. The mist seems to have its own agenda.
creatures in the various Monster Monua/" and Monster
so once it discovers adventurers who prove their worth.
VOU/tTM products. Zvomarana, the Raven Queen's most
those adventurers might find it returning to reclaim
holy temple, is detailed further in the adventure 1:
them at a later time.
Death's Reach.
DrcJ80n #376 featured the revenant, a character
Shadow Crossings race that also makes an appearance in this book.
Anyone who aCcidenta lly stumbles into the Shadow- The wanderers known as Vistani, who often visit the
fell typically docs so as a resu lt of a shadow crossing. plane, are detailed in DrcJ80n #380. In addition. some
Shadow crOSSings manifest in places of deep shadow. of the Shadowfel1's domains of dread (about which
They a lso attach t hemselves to the domains of powerful you'll find more on page 9) are presented in other
individuals who have tics to the Shadowfell. When an issues of the magaZine.

CHAPTER 1 I The Shadowfell


POWERS IN THE SHADOWFELL
Some people believe that the Shadow fell is as much for ways to revive him. Nerull was slain by the Raven
a living place as the world or the Feywild, despite its Queen. thereby lOSing his divinity and powers to her.
sinister reputation and its association with death, The Some believe that they can still hear Nerull's whispers
plane seems to have a mind orits own, dispensing grim in the Shadowfell. and thai these whispers inspire
and ironic circumstances that strike villain and hero them to commit mad and sadislic acts. They might hear
alike. The Shadowfell treats all creatures with ruthless Nerull. or it might be a lie from a fou l demon or god that
indifference. The shadowy forces that willingly reside intends to lise Nerull's followe rs toward its own end.
in the Shadow(ell survive through pragmatism, and
they usually practice the same indifference as the plane
they inhabit. ONLY ONE GOD OF DEATH
Sages suggest that the subtle forces binding together A divine war works well as the central conflict in a
the Shadowfdl are vestiges aflong-forgotten gods of campaign. A clash between two or more gods can
good. The Shadowfdl serves as a place for evil creatures manifest In both battle and intrigue. The struggle
to muster and a lso as a prison for some of the worst between Orcus and the Raven Queen is the back-
evils in the cosmos. The fact that the dark lords remain drop for the campaign that starts with the published
tightly contained in their domains of dread (see below) adventure Keep on the Shadowfell and culminates in
seems to support this claim. If the Shadow fell did not Prince of Undeath.
exist. souls would have nowhere to go. and many more In your game, Orcus need not be the Raven
foul creatures would be free to wander the planes. Queen's primary antagonist. You might decide that
the war between her and Orcus has nat yet occurred
Gods and Demons or has already transpired. Instead, it might be Vecna
Four great powers make cla im on the environs and who is scheming behind the scenes, manipulating
denizens of tile Shadowfell. Chief among these powers events to discover the Raven Queen's name (see
is the Haven Queen. She receives homage from most Manual of the Planes, page 53) and gain power over
of tile plane's living inhabitants. The gods Vecna and her. Alternatively, in the wake of a conflict between
Zehir chip away at her dominance over the Shadowfell, Orcus and the Raven Queen, Zehir might strike,
though, and the demon prince Orcus wages open war taking advantage of their weakened state. Or perhaps
upon her. an ancient cadre of cultists are sworn to bringing
Vecna and Zehir enjoy substantial followings in the Nerull back to challenge the Raven Queen.
settlements of the Shadowfd!. The cults of these gods
have wide influence over allliers of SOCiety. They also
maintain temples in isolated portions of the plane. Shadar-Kai
Although Vecna and Zehir do not wage open war on Long ago. the shadarkai were a tribe of humans who
the Haven Queen. they work in secret to undermine her dwelt in the mortal world. Like most other humans. the
presence by eliminating her followers. members of the shadarkai t ribe feared deat h. To them.
The cult of Ore us is the least tolerated of these four death represented the failure of their bod ies and their
faction s. Shadar-kai and most shadowborn consider will to ha lt t he decay of the flesh. Shadar-kai mages
worship of the demon prince to be a high offense. As a dabbled In necromancy In an effort to end- or at least
result. the cult ofOrCliS remains hidden. slowly build- dim inish - their decline, but the dark arts proved a
ing its power base among the corrupt denizens of the poor solution to their troubles.
pla ne. Beyond t he cities and settlements. Orcus holds The shadarkai turned to t he Raven Queen a nd
greater sway. I l is followers comlnand entire swaths of beseec hed her to put an end to their fears, which she
the Shadowlell. Most believe that the Raven Queen has did. In a rare act of compassion. or a cold calcu lation
not eradicated his presence because she lacks the power of self-interest, the Raven Queen taught the shadar
to ejeet h is followers. Scattered and isolated semry kal that the inev itabil ity of death was something to
towers surround her domains, watched over by shadar embrace. not fcared. She prom ised to protect t heir
kai ilnd the Raven Knights, sorrowsworn pledged to the spirits after death and to reshape the best of them into
service of the Raven Queen. The Raven Knights ilre a powerful new forms; these creatures became known as
bulwark against Orclls, so the demon prince offers sub sorrowsworn. Over time, the shadar-kai cast aside their
stantial rewards to servants or mercenaries who delivcr fea r of mortality. ilbancloned thei r pl.lce in the natu-
any of the Knights to him. ral world. and relocated to the Shadowfell. where they
A fifth. scarcely known powcr has a minor pres built settlements along the edges of the Raven Queen's
em:e in the Shadowfd!. The fallen god of death. Nerull, Wintry ki ngdom. Gradually. they spread throughollt the
is gone, but sma ll sects of his devotees gather in the plane. building somber cities and grim fortresses.
Shadowfell to oppose the Raven Queen and search

CHA PT EH I I The Shadowjell


Prolonged existence in the ShadowfCl I changed the
shad ar-kai. though. They began succum bing to t he mal-
Vistani
Wi thout a homela nd, the Vislani roam the Shadowfell.
aise orlhe pla ne. Grippeu by mi se ry. some shaua r-kai
practicing t heir inscrutable ways. Vista n i clans contain
faded from ex istence, fi rst tu rning insubsta ntia l and
fo lk of many d ifler ing races. They rove outside the poli.
then va nish ing altogether. As t hei r people began to fa de
tics a nd concerns of civil ization. Their magic and gu ile
into t he shadows, many shadar-kai sought to sti mu late
allow t hem to safe ly traverse the dark g ll lr~ between
their bod ies a nd mi nds. committ ing t hemselves t.o pas-
settled a reas a nd to cross the barriers bet ween worlds.
sion and excess to stave off t he o\'erbcar ing malaise. w
To sedentary people, these IlllminOll S vagabonds bring I
Over ti me. the shada rka i beca me a people of
exotic goods, news. services, a nd skills. T hey ta ke away ....
extreme emotions and incredible appetites. Some revel
new friends. orpha ned children. sm viva l essentials. any Z
in pleasu re and pain. They torture t hemselves, pierce
somet imes more than they honestly ea rned .
skin and bone with cruel obj ecls. abrad e t heir fl esh
with jagged barbs, and cover t hemselves in scars and
Natura l rovers and fortunetel lers, the Vistani a re '"a:w
tattoos for little more t han the rush of fee ling these acts
a rouse. Others find st imu lation in complex fighti ng
know n for thcir skill at traveling 10, from. and withi n
t he Shadow rd !. The Visla ni or the Shadowfe ll are
::o
u npredictable. They favor the d ark. u nforgiVing world 0..
styles and d ifficult weaponry, such as the spiked chain .
of the Shadowfell because of the moral ambigUity ofits
A few practice the dark mysteries of shadow. becoming
inhabitants and because it makes t heir own ce lebra-
masters of its power. All these ac ts have let the shadar-
tions feci brighter and morc lively.
kai perSist w ith in the Shadow fel\. They have thrived
t here. better t han any other race, giving them a n edge
in pursuing their own interests and a mbitions.
DOMAINS OF DREAD
Shadowbom Acts of evil leave stains upon places in the world, and
these stains sometimes bleed into the Shadowfell to
Creatures nat ive to the la nd of shadows are known as
form domains of dread. Each of these foul realms is
shauowborn . T he Shadowfell m ight re fl ect t he moria I
ruled over by a dark lord, a powerful and evil individ-
world , but its fundamental natu re changes many
ual who is trapped within the bounds of the domain.
mortal creatures. Th is change manifests as dee p mel-
A dark lord's evil keeps it tra pped within its
ancholy or anx iety, but it can g row worse, result ing
domain. Although conditions for escape might exist,
in insa nhy, ma nia, and physical degeneration. Ma ny
a dark lord rarely fulfills them, for they usually require
shadowborn seem identical to their world ly counter
some measure of redemption or reform. Entering a
parts, bUI many have abi lities that reflect t he innuence
domain of dread is not d ifficu lt. Travelers work hard
of t he Shadowfel l.
to avoid them, though, for once a person enters a
Shadowborn look li ke t he ir cou nterparts in the
domain, it is challenging to leave.
world, bUl lhey become paler or darker a nd take on
For natives of these domains. life is hard, even for
a deat hly aspect. Their features g row su n ken a nd
the Shadowfell. They are suspicious and fearful, but
hollow, t heir eyes da nce wit h shadow. Thei r forms
these characteristics in no way lessen their need for
sometimes appear to waver slight ly. as t hough t hey
aid. Heroes can earn great renown for faCing the chal-
are not enti rely t here. They ex hibit be hav ior ty pical
lenges in a domain of dread, especially t he large ones
to extended ex posure to the Shadow fe ll. rang ing from
that cover great sections of t he Shadowfell.
nervou sness to paranoia .
This book does not include descriptions of any
domains of dread, but some of the more notable
Undead ones have been brought to light in Dragon magazine
Ma ny evil mortals consider the Shadowfell an ideal articles on DUNGEONS & D RAGONS Insider.
place to create undead serva nts. Over the centuries, Sunderheart. the Funeral Oty {Dro8on #368), was
clerics of dark gods, cultists of Orcus, fo ul wiza rds. and once a promi nent community In the ancient empire
greedy nec romancers have created thousa nd s upon of Bael Turath.
thousa nds of u ndead monsters usi ng he inOIlS ritua ls. Graefmotte, the Font of Sorrows (Dragon # 3 75), is
Oft en, the spellcasters who create these da rk servants t he estate and village of a noble from the empire of
abandon t heir creations to t he surrounding la ndscape Nerath who murdered his own son.
out of ma lice. Other ti mes, the undead a re released Monad han, the Traitor's Hold (Droson # 378),
whefl t hey have fu lfi lled their purpose or when the is the shadowy representation of a jungle outpost
spcllcaster loses control over the monsters. whose lord is an undead silver dragon.
Other types of u ndead reta in t hcir sentience and rise
above bli nd insti nct. Va mpi res a nd liches ca rve out bar-
onies in the Shadowfell"s depths. Tort ured ghosts sta lk
the ruins oflost cities, and death knights, honed by
unquenchable hate, plot dest ruction against the living
and thei r ki ngdoms.
C H APT EH 1 I Th e Shtld o wJe ll
SHADOWFELL ADVENTURES
The Shadowfell seems like an inhospitable place, given Caught in a Curse
the d read and melancholy that soak the land. Hordes Many of the ev il powers in the Shadowfell are bound
of ravenous undead prowl the landscape. joined by by cnrses. These forces conspi re 10 break the curses and
bruta l death gia nts and merciless sor rowsworn. With escape their bonds, and their machinations often carry
crtlcl and o pportunistic shadowborn as the adventur- over into the world . A dark lord or powerful undead
e rs' only allies, the Sh adow fell can seem as dangerous might try to acquire item!> ill order to lm:a k the cur!>e
as the Abyss or the Nine Hells. For bold heroes, though, on it. The objects a monster requires might put it in
the dangers orthe Shadowfell represent one orthe best direct con nict wit h the adve nture rs' goals. The curse
opportunities in the cosmos for glory and riches. cou ld be less tangible. Perhaps a dark lord must find
someone with his or he r appearance. or an individual
of the same bloodline. Perhaps a dark lord conspires
to replace itself with one of the adventurers who meets
this requirement. and so the dark lord has sent agents
"There's opportullity here ill the to captu re the individual.

Shndo\\.jell. ~r\'lll! know whert' to look.


Destroy a Cult
Mostfo'k, think the biB8est d"nIJC" hide The cults of Ore us. Vecna . and Zeh ir thrive in the
Shadowfcll. so any connict against one of them will
ill rhe shadows. but the real threat is the
almost inevitably bring the he roes to the Shadowfd!.
darkness inside )'ou. ~rvoll (an'tfind Leaders of these cults hide with in Gloomwrought 's
wa lls. so a campaign set in the OIY of Midnight can
thtlliiahl,)'vu'/l ,we survive 10118," feature m inor or major quests to e rad icate the cults. A
- Vistani fortune teller cult ofOrcus might be responsible for 11 series of ghoul
attacks on t he city's resident s. or a c ult ofVecna might
be d istu rbing tombs in the graveyard while searchi ng
fo r an a ncient tome or artifact.

Kidnap Shadow Invasion


Denizens of the Shadowfell constant ly reach out to The Shadowfell cOlllai ns powerfu l forces that yearn for
other planes. particularly the mortal world, in search conquest. Battle feeds adrenaline and staves ofTll1 elan-
of slaves, mea ls, and victims for ritualistic sac ri fice. choly, so many natives of the Shadowfcll seck Ollt battle
The hometowil of an adventurer or one of his or her and star t wars in orde r to maintain vitality_ Perhaps a
allies might be ra ided by shadar-kai marauders. who powerful and charismatic shadar-kai leader has banded
kill some or the populace before taking the rest back to toget her members of several factions. forming an army.
the Shadowfell . Among the kidnapped victims could Rat he r t han draw the ire of a dark lord or the Raven
be a character's fa m ily member or friend. Worse, a cu lt Queen. tbis shadar-ka i might lead the army into the
of Ore us might be responsible. The victims are a COIll- world. The only way to stop this warlord is to track her
ponent in a foul ritual, putting t he characters under baek to a fortress in t he Shadow fell and confront her.
pressure to retrieve the victims before i(s too late.
EmbraCing Heritage
Accidental Crossing Shadar-kai characters and other adventurers who hail
From time to t ime, people are trapped in the Shadow- from shadowy origins could nnd themselves forced to
fell after wandering t hrough a shadow crossing or a return to the Shadow fell to dea l with 11 facci oflh eir
portal. A shadow crossing might open in a graveyard. sord id past. Perhaps one of the heroes is a fugitive or
swa llowing lip an innocent payi ng his or her respects. ex ile from one of the noble families of Gloom w rought.
An ancient mirror. thick willl dust, might be acciden W he n an attack by assassins from a rival house nearly
ta lly activated. swa llowing up its owner. Let cha racte rs kills the character. he must return to the city of his
investigate the source of a suspicious d isappearance. birth to deal wit h the t hreat. claim his birthright. or
Once they fignre things OuL they have the opport unity protect his fami ly. Alternatively. a shadowborn human
to go on a quest to recover the individual . who might be raised on the mortal world might fi nd himself drawn
lost in t he Shadowfell or at the mercy of its dangerous back to the Shadowfell to embrace his heritage and ful -
inhabitants. fil l a destiny ordained by the Ra"en Queen.

C I-l APTER 1 I The Shadowfell


THE DESPAIR DECK "
U
w
The Despair Deck represents the un natural behaviors o
and neu roses thai can come over those who visit the 0:
Shadowfcll . People from beyond the plane who travel <
th rough its dusky landscape fi nd thai cheer turns to "-
Vl
gloom. friendsh ip becomes enmity. and reason trans- W

fo rms into madness. Usually. these changes occur over C


months or years. Adventurers suffer the effects more
rapid ly. for they are constantly engaged in life-o r-deat h
st ruggles that test thei r physica l and mental limits.
The Despair Deck consists of30 cards. most of
wh ich represent an aspect of gloom : apat hy. fcar. or
madness. Over the course of adventures, players d raw
ca rds from the Des pair Deck to fi nd out what aspect of
despai r arnlets the ir characters.

Gaining Despair
A character usually becomes beset with despair when
he or she takes <In extended rest after haVing encoun-
ters in the Shadowfd l. Usually. this extended rest
occurs in the Shadowfcll. but 11 character might also
exper ience despair aflcr returning to the world. At the
end of an extended resi. each player whose charaC ler
completed the extended rest draws one ca rd.
Sometimes. you might have the players draw despa ir
cards when their ad,-cnlmcrs are su bject to particu- OPTIONAL RULES
larly horrifying or gloomy condilions. For example. the Not every game experience is the same. This sidebar
players might draw despair cards after the adventur- provides a couple of rules to adapt the Despair Deck
ers discover a lair where ghou ls have been feeding off for your game.
townspeople. I lavll1g players draw cards in this way can Modifying the Deck: Although the Despair Deck
challenge the players. but il can also be a d istraction. is intended to be used as part of a group's adventures
since it's more difficult to keep track of multiple canis. In the Shadowfell, you can introduce the deck into
If you have playe rs draw udd itiona l despa ir card s. it's any setting or adventure that contains an element
<I good idea to make sllre that a few charaClers have of gloom or horror. If the characters' adventures
already overcome their init ia l despair cards (see below). take them into a city of drow in the Underdark, or a
haunted demesne in the Feywild, or the ruins of the
Overcoming Despair tlefling empire of Bael Turath, you might make use
T he clTects o f despair cards can be deb ilitati ng. but of the Despair Deck to add the desired atmosphere,
adve nturers have opportunities to ove rcome the m. Consider removing one aspect of despair-apathy, fear,
Whenever a cha racter reaches a mi lestone. the or madness-If you think it's not appropriate for the
player rolls a d20 to see ifhis or her characte r over- characters' current location.
comes a despair effeel. On a result of 10 or highe r. a Keeping Secrets: Players might want to keep
cha racter overcomes the efTect. their cards a secret from one another, enablJng them
When an ad\'ent urer overcomes a despair effeci. hc to convey their cards' effects through roleplaying.
or she is bolstered by the success. W hen the despair You can choose to allow this, though it's stili prob
efTect ends. the adventurer gilins the benefit in the ably a good idea for you to know what cards the
-Boon" enlry 011 the respective card. In addition. that players have.
card no longer cou nts as an active despair card. Quick Play: The l?espair Deck's default rules
assume that a group is adventuring in the Shadowfell
End of the Day continually for several days. In a shon play experience,
Un less noted otherwise. at the end of an extended rest, a group might adventure for only a few hours and
a ll despnir cards are d iscarded, includ ing those thai might never take an extended rest. in such a case,
have been overcome. The d iscarded cards are shumed you can have players draw despair cards at the end
into the Despa ir Deck. Players the ll draw any new of the first encounter. This way, players have a chance
despair cards fo r the next day. to roleplay their characters in a normal state before
those characters succumb to the effects of despair.

C I-I APTER I I T h e S h a d owfe ll


IF THE Shadowfell is an echo of the world seen
through a mirror darkly, then Gloomwroughl is the
reflec tion of iI worldly cily seen through that samc
mirror. Bullhis mirror hus been smashed into pieces,
then rearranged accord ing to the whims of a lunatic.
The city scoffs tit natural laws. Down every alley. a new
and terrible sec ret waits to destroy the unsuspecting.
Although the City of Midnight is one of the few
strongholds of civi lization inlhe Shadowfell, it is nei -
ther a safe settlement nor a pleasant one. The citi zens
of Gloom wrought come to the city or stay in it for
simple reasons. but rarely good ones. To those bold
enough to seck power. wea lth. and glory in the plane of
shadow, Gloomwrought otTers a place to do so.
Despite its negative aspects, the City ufMidnight
attracts Immigrants and visitors. For some. the city has
always becn and always will be home. It is all they know.
Such people raise finnilies even ill this dark place.
This chapter includes the following sections.
+ Glool1lwrought a l a Glance: An overview of the
features and the forces in this e\'erchanging city.
+ Factions: A look at some of the most influentiul
power groups in Gloomwrought.
+ City Wall: The flrst part of the city that visitors sec.
whether they arrive by land or by sea.
+ Dust Quarter: The oldest of Gloom wrought's
districts. where most ohhe nobles make their homes.
+ Drowned Quarter: Incoming ships "ie for dock
space at the many wha rfs that line the shore here.
+ Plaza District: Goods that ,Irrive in the city find
their way to the stores and marketplaces in this area.
+ Fettered Ward: This large district is a wild con-
glomeration of activity. ranging from the festive to
the sinister and macabre .
Temple District: The Raven Qucen is far from
the only deity who boasts worshipers in the Shad-
owfell. This district has tcmples and sh rines
devoted to a wide range of faiths.
+ Shattered Isles: The scars of ruin and poverty
mar these Islands. once part of Gloom wrought
proper until a cataclysm shook the city to its
foundations.

C HAPTER 2 I CifY of Midni8hl


GLOOMWROUGHT AT A GLANCE
Standing a lone on a long stretch of desolate shoreline, C hangeable Cityscape: Tht: city is like a livi ng
GIOOtllWrollglu is a dirty port with a huge swamp 011 entity. BUildings rise, collapse, twist, reshape. and grow
one side and a sea on the other. Inside its high. encircl- with alarming regularity. Most residents attribute these
ing wall, the city is a c ramped and dismal place. It is a cha nges to the Keepers. a lthough no one can explain
maze oftwlsllng lanes. narrow alleys. and chaot ically what is actually happening.
placed buildings. E\'erywhere. stat ues with sinister Coin Is King: Gloomwrought's markets are vast.
faces leer out o\'er t he streets. full of mysteriOUS and wondrous treasures from afar.
Strange citizens. stripped of color and verve, crowd Rare, powerful items are bought and sold on a daily
these thoroughfares. Among them are the inscrutable basis. A strong bl;lck market a lso thrives here. Ifan item
Keepers. a bizarre race of ca retakers found throughout ex ists and is for sale, iI can probably bc found somc
the city. Although the Keepers exh ibit no discernible where in thc CilyofM idnight.
reason for their work. they arc thought to be responSi- Death's Sway: Most citi zens tolerate other religions
ble for the upkeep and continued ex istence ofthe City (sma[1 shrincs to various faiths exist throughout the
of Midnight. city). butthc Raven Queen is thc dominant deityofthe
The city is illbcrcntly mutable. which is a quality the Shadowfcll ilnd ofG[oomwrought . Thc Raven Queen's
Keepers seem to usc for some advantage. This trait often mnln tcmple is Itavcll's Eyrie. The Ebony Guard (page
catches visitors by surprise. Outer gates slide along the 97) oflhe Eyrie works agai nst a ll other religions.
wall, and statues and carvings shift from one position to
another. Buildings move a nd change without warning. Grim Citizens
In one p<1 rt of the city. a high tower might suddenly crash Insidc Gloolllwrought. a wide range of creatures
down into rubble. whi le in a difTerclll district. a row of walks the claustrophobic streets. Shadowborn. natu
stone houses could unfurl from the cobbled street. ral mortals who were born in or have adapted to the
No one iscerla in . bUlt llf' locals be lieve Ihat 11 strollg. Shadowfcll. make: up mosl of the population. Pretlumi
minded inhabiwnt or group ofinhabitams protects a nam among thc populace are thc shadow crcatures
given building from collapse. This bcliefholds somc known as shada rkai. The cilizenry also includes rcv
truth. but it's hard to reckon who or what constitutes cnants- a race of creatures that a re partly living and
this kind of person. A number ofinjuries and fatali partly undead- and evcn stranger beings. such as travel
ties occur every year due to Gl\eins. Occupants who ers from other planes.
assume thcir building is safc arc often prO\'en wrong, Most of the city's citizens arc descc nded from visi
wit h sometl mcs fatal results. tors who. for onc reason or anothe r. found that they
Everything uoout tht: Ctly of MIdnight gives ofT an wcre unable to Icave the C ity of Mid nigh I. Marc than a
ominous air. as If danger always lurks nearby. Most new fcw common folk claim dcsccllt from a noble cx iled to
comers gel the scnse thut the city is looming overhcad Gloolllwrought or a famous caplain once marooned in
like a ~ianllllOl1ster rcady 10 snatch tip the unwary. Ifi! the city. Suc h h istory, no mailer how illustrious. ca rries
is possible for a city to have the character of a skulking lillie weigh!. In Gloomwrought. one must earn a place
predator, thcn Gloomwrought is such a city. or cOllie with a reputation already ea rned.
Il cr itagc aside. citizens hcre sufTer from the long
Five Facts about lerm draining cffects ofliving in the ShadowfdL
Everyone who s tays for more than a fcw weeks seems
Gloomwrought somchow faded, washed out like a weathered cloak.
All manner ofvisilors frcqucnt the City of Midnight. O utSide thc pleasure dens of the Feltered Ward.
but most peoplc in t hc world ncvcr havc occasion to laughtcr comcs wcakly and sporad ica lly. Most who livc
visit it. Despite this situation. a few bits ofinformation inlhc city bc have as ifthcy can barely go on, looking
about the infiUllOllS city arc Widely known. only a little livelicr than the ghosts that occasionally
Lots of Lords: Prince Rolan the Death less (page wander the streets. A visitor fresh from another planc
124) ostensibly rules. but the heads of various noble is easy to idcntify by his or hcr vitality. which cont rasts
hotlses and other special ilUercst groups have more harshly with thc man ncr and appcarance of the c ity's
influence on the daytoday activitics in the city. longt ime inhabitants.
Whcther religious, military, or mercantile. these lead I-Iundreds of t hose living in the city are barely able
ers are caught up in a constant struggle for dominance. to scrape togcthcr enough coins 10 buy food on a regular
Visitors arc wise to avoid this conflict. basis. Desperate inhabitants turn to crime. and robbery
Keepers Kceping: A grou p of mysteriOUS creatures is cOlllmon. Evcn in the guarded st reets of the noble
ca lled KC'('per .. tends 10 the cily. Utt le is known about di stricts, rov ill8 gangs of muggers wait to prey Of! tl\O~ e
the crcntures' origi ns or intentions. or whom they serve. who 1:lck proper defcnscs. Such ruffians kill indiscri mi
They havc a powerfu l connection to Gloomwrought. natcly. since leav ing witnesses could resuit in capture
and thc locals trcat them with fearful respect. and dcat h.
CIIAI'TER 2 [ City of Midni8hr
No matter where in the city someone goes, it is pru -
dent to remain on guard_ Hir ing personal protection
and compete. IneVitably. the mighty and the innuen
tial become embroiled ill the power struggles that run
'"
U
Z
from groups such as the Crimson Sashes is normal. It rampant through the city. GloomwTOught's factions <
-'
is morc common to see a small band of mercenaries are always on the lookout for st rong allies or hapless <J
protecting a visitor than it is to sec an unarmed gUide scapegoats. Visiting luminaries quickly find competing <
showing a newcomer the sights. groups trying to acquire promises and loyalties.
Those who entertain the overtures of multiple fac - ~
Changeable Districts tions wal k a dangerous path. A visitor might enjoy >-
:r
Over the centu ries of its ex istence, Gloomwrought has, ame nities and favors from new allies. but the more <J
without the aid of its citizens. expanded and broken frie nd s one has. the more enemies he or she has as well. OJ
up into severa l major districts. Although these areas QUite a few ignorant guests in Gloomwrought have died a
arc indisputably part oftbe sallie city. each district
has a distinct character. A district's qua lities coi ncide
because they accepted the wrong gift or invitation.
Individuals must adapt quickly to survive a pro-
"'$:
:;:
with the people and purpose of that locality. Mansions longed stay in the cily. In short order. clever people ca n a
of the Dust Quarter arc ostentatious structures that become power players, spin n ing schemes to secure a a
have ornate colullllls. statues. and balconies decorating measure of aulhority. Some visitors to the city choose to U
them. I-louses of worship. clOisters. and mausoleums become permanent residents. establishing an organiza-
line st reets in the Temple District. tion or making a bid for control over an area. More than
Locals usually can't recall whether they found a dis- one merchant house was sta rted in just such a way, it s
tric t t hat suited them or whether the city reshaped itself creators blending subterfuge a nd ruthlessness with
to include them. The city remai ns mutable and unpre- keen political expertise in order to endure and thrive.
dictable. The only real constant in Gloomwrought is the
people living there. The Sights of Gloomwrought
The City of Midnight is a dreary, congested place, full
Trade Ties of ragged a nd weary people. Streets here form a laby-
Shadow crossings (page 7) make transit across the rinth of constricted corridors, steep stairs, and slender
Shadowfell's boundary simple compared to a journey to footbridges. Canals cut erratically through the city, car-
a place such as the Elemental Chaos. The relative ease ry ing black water out into the harbor. Gloomwrought's
of Ira vel makes the Shadowfdl, and Gloomwrought in
pa rticular, a major meeting pOint for diplomats and
merchants. Scores of traders come to the city to oITload THE SEVER
and exchange goods. Their merchandise, mundane The most serious threat to Prince Rolan's rule over
and exotic, floods the marketplaces each day. Travelers Gloomwrought came several decades ago when a
of every description come to the city to purchase items group of dissatisfied noble houses plotted to over-
that can be found only in the Shadowfe ll. Envoys from throw the prince. When one of those rebel houses
other planes also corne to the city to secure trade for switched sides and revealed to Rolan the impend-
their masters. One might witness a necromancer, with ing insurrection, the prince immediately brought his
undead servants in tow. trying to outbid a githzera i forces to bear against the others.
mage for some rare reagent. Just as the two sides began to clash in the streets,
Shrewd power brokers keep a shar p watch on prod- a cataclysmic upheaval struck the southern portion
ucts that pass through the City, since treasures from of the city where most of the rebelling nobles lived.
far-flung locales often come to Gloomwrought. Almost The entire area was devastated. and its occupants fled
anything can be bought within the bazaars. Laws aren't for their lives. Parts of Gloomwrought were ripped
explicit or strongly enforced in Gloomwroughl. so few away from the mainland and ended up as the cluster
items are considered contraband. of landmasses known today as the Shattered Isles.
Although tbe city alilhorities view an influx of buyers Fighting between the nobles and the prince's soldiers
and sellers as a good thing, strange creatures and their continued sporadically for a short time thereafter, but
incompatible beliefs can cause stress for residents. In for all intents and purposes the rebellion was over
a city where morals arc lax and law enforcement is before it had scarcely begun.
apathetic, it's comlllon for clashes to occur. Sometimes Citizens of the city call this event the Sever-a term
small brawls incite rioting and bloodshed, which lasts that refers to the cataclysm itself and, in a slightly
until the until the Deathless Watch (page 94), the cily's broader sense, the entirety of the short-lived rebellion.
constable force, eventually intervenes. No one alive in Gloomwrought today knows for
certain how the cataclysm was brought about or who
Faction Struggles was responsible for it (with the possible exception of
The City of Midnight has been H second home to impor- Rolan. and he's not telling).
tant persons throughout its history. Ambassadors and
adventurers come to Gloolllwrought to learn, trade,
C HA PTER 2 I City of Midni8hr
fortifkations seem less like protectivc barriers and more contorted into a rigid sneer or a sinister grin, perch on
like prison walls. eaves ;:Jlld along walls. Evcry statue's eyes seem to follow
Narrow lanes wi nd unpred ictably alongside or !Jt=dclllriillls as they pass below.
through build ings. In most districts. structu rcs pile
atop or lcan against onc a nother. Wicked towers stab GI "'111 'rough 's Districts
upward out of jumbled hcaps of smaller ed ifices. AJlthc Six major d istricts make up Gloomwrought. They sha re
bUildings arc twisted constructions of black stone that traits wit h the larger city. but each one also has d istinct
seem ready to tumble over at any moment. The weary charactcrlstics. Brief descriptions of the dist ricts foll ow.
creak ofscllling buildings brings 10 mind the groans of along with a few key concepts to have in mind when
giant beasts. New structures risc, and old bUildings sink describing them.
to thc sounds of rumbling and unnatura l waili ng. Dust Quarter: Home to Prince Rolan and Gloom-
The city is stifling, as ifLhe walls are actively oppres wrought's wea lth iest noble houses. the Dust Quarter
sive. The only reliable space is found upward, atop is a stag nan!. chcerless place. I louses are extravaga nl.
the crooked buildings. Even 011 high, structures sag but the opulcnce feels soulless or mournful. It's as tf the
and lean. loomi ng like hungry monstcrs. Bi za rre and buildings arc little better than glorified crypts. Those
UlllUltural motifs- intcrwovcnlimbs, sc reaming faces, who live here arc certainly cold-blooded enough to
and hC<ldless bodies- appea r on nearly cvcry surface. dwell In tombs.
Stat ues of twisted creat ures. each onc's llfelike face Drowned Quarter: This tee ming waterfront district
has an undercurrent of nastiness that is less obvious
than the slime on the harbor walls. Life in the Drowned
BRINGING THE CITY Quartcr is desperate and cutthroat. It turns occupants
TO LIFE into coilcd springs. ready to attack at the slightest
When you run a game set in the City of Midnight, how provocation.
you describe the locations and people is just as Impor- Plaza District: Gloomwrought's center of trade and
tant as careful encounter design. Gloomwrought is a homc to its main ma rketplacc. the Pla7.a District con
shadowy place full of intrigue. mystery. and danger. lalns peoplc possessed of an animal grecd that colors
Any scenario set here should carry a faint hint of their actions. Thcy initially givc an open and inviting
growing dread. Before the characters leave, the play- impression to nc\....comers. but st ra ined friendlincss and
ers should feel as though the City of Midnight has as overly natterlng speech barely mask their avarice and
much character and distinctiveness as any individual corruption.
within it. Temple District: Ravcn's Eyrie dominates the
Evocatively describing the city goes a long way Temple District likc a broodi ng dragon. Despite the
toward creating the desired atmosphere of tension. spi rituality hcre, thc quarter has an air of hollow ness
To characters walking the streets, Gloomwrought feels
like a hungry, living being. watching and waiting for
signs of weakness. Build ings loom at severe and pre BLACK MARKET
carious angles. Potholes suck at passing feet. Shadows Most cities have a black market. but in Gloom-
threaten to disgorge nameless horrors. Malformed wrought, it operates openly. So little risk is Involved
decorations cover the architecture. When viewed out in skirting the authorities and the modest tariffs that
of the corner of one's eye, these ornaments appear to entire trade empires could be run off the books.
grab or slash at those who come near them. Constant jockeying for profit and prestige keeps the
Use active voice when desc ribing scenes and merchant houses mostly aboveboard. Still, affiliates of
hazards. as if the city were taking actions. Describe every noble family run some black-market operations,
the details with care. Once you're sure that players keeping their unsavory merchandise out of the public
understand the common features of the Shadowfell eye. Black-market wares include dangerous weapons
and Gloomwrought, avoid mundane details such as or devices, stolen goods, poisons and hannful drugs..
the fact that it's dark. You can rely on each player's and illicit magiC items.
imagination to add darkness to the scene. Blackmarket merchants who have connections
Focus your brief narrative, instead, on that which with nobility can stake out stalls in the City Market,
is most unexpected and most troubling. Instead of rather than being relegated to Midnight Market (page
describing the black stone of a tower, you can focus 62). The chaotic nature of the City Market's environ
on the windows carved like faces frozen in agony, a ment helps those merchants go mostly unnoticed
portcullis made up of interlinking iron anns, and the except by their contacts. An unlucky outsider who
hint of screams on the breeze when the characters wanders down the wrong aisle or attempts to buy
aren't watching the windows. Details such as these from the wrong person might end up at the bottom
help bring your descriptions to life, making your por- of the harbor. Street-savvy characters can spot black-
trayal of the city more memorable to the players. market stalls to attack, avoid, or patronize.

CHAPTER 2 I City ofMidnisht


w
and menace. It's as If the ritua ls have no heart. and Creatures that dwell in the Shadowfell must fin d U
everyone here is looking for a reason to be offended. constant stimulation for their minds and bodies or risk z
Feltered Ward: The Fcucred Ward i ~ the entertain bccomillg lifeless husks. For shadar-kai. the danger .:
-'
ment district of the City of Midnight. a nd it conta ins is especia lly great, for generat ions spenlli vi ng in the <.l
a larger number of aggressive citizens than even the Shadowfcll have forced them to adopt ever more dra-

~~:t:~s~:I:~~I~~ ~~~~~I~~~~ie~ra:~e~;n~oa;:~~~~t ~~:dViSi_ ~


Drowned Quarter. The pursuit of sensation is per-
formed with a fervor and a callOllsness that can take
kindhea rted newcomers aback. tors' souls p<ISS away and their bodies Wither. ~
Shattered Isles: These island slums of Gloom- Thrill Seeking: The shadar-kai learned long ago IJ
wrought's ha rbor. a lso ca lled the Ghost Qua rter, a re that the secrct to survival in the 5hadowfell is passion :J
plagued with hopelessness. A pervasive feeling ofinev i- or. some might say. mania. He\'cling in intense or novel ~
table decay and unavoidable failure weighs on those experiences allows natives to live longer in the Shadow- 3:
living here. fe ll's gloom. Pleasu re and pa in arc obVious avenues for :E
Inte nSifying li fe. 50 is any other extreme experience. 0
People 01 the City Some folk s obsessively collect exotic items, const antly 0
Just as important as the trappings of a city arc the keeping an eye out for missing pieces to pick up. Others LJ
people who inhabit it. A motley group. the occupants argue or fi ght for the sa ke ofnery connic!.
ofGloomwrolighl come to or stay in the city for a ny Acceptan ce of De ath: Creatures die. and the
number of reasons. Some seek fortune in the markets. Shadowfcll is a perfect encapsulation of that truth.
ot hers glory in gladiatoria l ga mes. but all rely on the Shadar-ka i accept the inevitabil ity of death, as do the
City of Midnight for the protection it offers from the shadowborn 10 varying ex tents. Loss of li fe never sur-
wilds of the ShadowfeJI. prises Shadowldl natives. It can be chilling lor a \'isitor
No matter their motivations for dwelling in the city, from the world to witness how ca lmly such people face
inhabita nts suffer from the Shadowfell 's influence. deat h and dea l with its finality.
To the folk of the world. Gloomwrought 's citizens arc
a baffiing mix of extremes. These people have a few
characteristics in common. each of which is touched
on below.
Dark Features: Folk of the Shadowfell carry the
taint of long years in a realm that continually drains
the body and the soul. Complexions become pale. gray.
M darker. Expressions lC'nd Iowa rei the grim. and it's
com mon to see a fa raway look of gloomy contempla
tion on people's faces. It is as though the inhabitants
ofGloomw rollght project a n aura of dreariness. suited
t.o the melancholy shadows of their homeland. They
become fOlded ec hoes ofth ci r former or potentia l selves.
leeched of life and vibrance.
Morose Behavior: Shadowfcl l natives react slowly.
stare vacantly. and speak darkly. Travelers to the
Shadowfell reme mber the odd way natives treat one
another, with out bursts of strong and negative emotion
punct uating periods of general sullenness. Shadow-
born (page 9) arc slow to trust and quick to a ..sumc
the worst. Withollt exception, they are moody. tending
toward grulllpiness. sadness, and blea kness. To nalives
of the world. the presence of a shadowborn person is a
d rain on lighthea rted moments.
For some Shadowfell reSidents. the plane magnifies
a negative personality trait such as rage, materialism.
hate. or pride, instead of instilling a weary sense of
depression. These indiViduals a rc more effective than
the disheartened masses. Heady and willing \0 take
cont.rol of their fellow clI1 7.ens. such people lise their
amplified aspects to rise 10 pOSitions of power and
autllOrity.

C I-i A PTER 2 I Ci ry of MidniB"r


FACTIONS
GIOOIllWTOUght has its share of powerful individuals. members also attend the most important events that
but nonc arc so strong or secure thai they can remain Gloomwrought Gill boast. as guests and as guardians.
high in status without the support oCthe fact ions they It is rare to see the entire compa ny together. A mcr-
lead or form alliances with. chant lord might have two or three Crimson Sashes to
Some of the more prominent factio ns in the city are act as leaders and advisors to a squad oflesser soldiers.
detailed in this section. Each oflhem is woven into the A patronlllight hi re a larger group of tile mercenaries
political. sociaL and economic tapestry that is the City to help proVide security for a Sign ificant private occa-
of Mid nigh I. sion. The richest nobles ha\'e been known to engage an
e ntire five-member strike force. including even Ualarcn
Crimson Sashes and his original adventuring party.
The original members of the Crimson Sashes arc
Balaren (page 1] 5), a ticn ing warrior and a nalu-
sti li the best that the company has to offer. They arc
ra!lcader. founded the Crimson Sashes as an expert
a mong the greatest warriors within Gloomwrought.
party of mercenary
Prince Holan keeps these charter members on retainer
adventurers. Years
to assist him in difficult or sensitive missions. Balaren Is
ago, SalnTen and
one of the few residents of the city who can successfilliy
his compan ions
petition Rolan for an audience at any time.
helped defend
In addition to being an accomplished combal<lnt.
Gloomwrought from
Balaren is a cunn ing businessperson. Rich people visit-
an assault. Fight-
ing G loomwrought promptly receive a bid for security
ing alOp the outer
work from the Crimson Sashes upon their a rriva l in the
wa ll s. BalaTen landed
city. The proposal spells out the dangers of the ci ty and
the killing blow on the
the ski lls of the C rimson Sashes' specialists. A staged
In,,ucleTs' cha mpion. a
fight isn't Ollt of the question ifBa laren thinks a delllon-
giant named Bone-
stration is needed. Some might view these tactics us a
spliuer. causing
form ofintil1lidation, but Balaren assures critics that he
the enemy army
has every visitor's best interests in mind.
to break ranks.
Oalarcn's victory gaint:d
him prestige within t he The Hooded
city and, perhaps more
important, cachet with
Lantern
Even in the d arkest
Prince Rolan.
places dwell those
The entrenched nobility
who seek the light.
cons ide r him to be some-
The Hooded Lante rn
thing of an upstart, but Balaren was qUick to secure
is a group of such
his position In the clly. Seeing a necd for a force of
people, worshipers
caIXlhle warriors, Balarcll hired his adventuring com-
of Pelor who have
panions and convinced them to stay with him in the
shrines across the city.
City of Midnight as part of a larger mercenary force.
FollOWing the edict of
Balaren presented each olle with a red sash to Illark
their deity, the mem-
membership in the new company.
bers of the sect bring
Since that day, dozens of mercenary warriors and
Pe lor's light into the
mages have joined the Crimson Sashes. Those who wish
Shadowfell. the dm'k-
to sign up must endure a probationary period. Once a
est of places. Most of
new hire proves worthy, he or she receives a red sash
the cultists post a lighted
and full membership in the company.
iron lantern above the
Ba laren sell s his employees' services as bodyguards,
doors to their homes to
security experts. and problem sohe rs. True sold iers
proclaim their religion.
for hire, the members of the Crimson Sashes have few
The faction has a simple desire: Pelor's worship
principles that money can't buy. They ha\re been pub-
should be as prevalent in the city as that of tile Raven
licly involved in private wars and vengeance killings,
Queen. C ritics of Pel or point out that the sun is a Wim.
as well as assassinations. Among the city's elite, hiring
Sickly star in the Shadow /ell's sky. suggest ing that the
the Crimson Sashes ca rries wit h it a degree of pres
deity holds little power. To the Hooded Lantern's mem-
lige. One or more of these mercenaries can be found
bers. the presence of the sun ill the realm of shadows is
serving in all prominent noble houses. Crimson Sashes
a testament to Pelor's might. In their minds. no shadows
can exist withollt light.
CHAPThR 2 I City of Midni8hr
Gloomwrought's average citizens view the cult as an Today. the house's membership includes indiViduals '"Z
unusual but helpful group. Devotees of the Sun Father
open their doors to any who heed or want to hear
from several races. At its core, however, HOllse Harskel o
has always cente red on the human fami ly from which ....
Pelor's message. The cultists emulate Pelor's st rength by the house takes its name. The infamous Dcdrek Har- u
combating evil where it hides, and they demonstrate his skel (page 116) continues that lcgacy, overseeing the :
mercy by healing those in need. house's activities from Harskel Acropolis (page 22).
The city's poorest inhabitants make good lise of t he Most of the other merchant houses chafe at the Har-
sect's shrines. The desperate participate in ceremonies skel family's success. and they refuse to deal d irec tly
and the singing of hymns to receive whatever they need with the Harskels. To work around this problem. House
in return. Those who gain much from the cultists' kind Harskcl makes use ofi\s allies. hirelings, and associ-
ness sometimes even come to revere Pelor. ates. I;orclllost among these partncrs is Iiolise Treyvan,
Those who take issue with the Hooded Lantern's which has established a fragile and secret relationship
presence in Glooillwrolight are in the minority. bllt a with the Ila rskcls. I-louse Ha rskcl shares a portion ofits
few want nothing less than the faction's eradication. enormolls profits. and HOllse Treyvan's members take
Undead citizens, some of whom have faced Pelor's wor- pleasure in helping t he I-Iarskels undermine the other
sh ipers in battle. distrust the sect. The Ebony Guard houses. If anyone made this pact public knowledge, that
(page 97) of Raven's Eyrie strives to drive all other gods revelation might mean trouble for both houses.
from the City ofMidnigbt, incluuing Pelor. vVorshipcrs Contrary to seditious bm:k-ulley gOSSip, the Harskel
ofVecna from the House of the Eye (sec below) work family has repealedly a ligned its strength with that
subtly against the Hooded Lantern at every opportunity. of Prince Rolan. The house's V,ISt private army has
In the cloistered halls of their larger shrines, the fought alongSide the Prince's Guard and the Death less
cultists hold se rvices that they dare not share even Watch (page 94). repelling attackers at Gloomwrought's
with relor's disciples from elsewhere. The cult secretly wall and in the city's harbor. At any time. three of the
believes that Pelor and the Raven Queen are two house's sc ions serve in the Prince's Guard, haVing
halves of a pair, two sides of one shining and dark disk. sworn fealty 10 Rolan. This permanent service assures
Through hidden rituals. these cultists seek to bind the the conti nuation of the all iance between Prince Rolan
two gods in an eternal union oflife and death. It is from a nd HOllse I-Iarskel.
these secret beliefs that the faction takes its name-the This relationship with Rolan means little to the
hooded lantern is equal parts light and darkness. common citizens of Gloom wrought. A city resident
could go an entire lifetime Without encounteri ng Rolan
House HarskeI and his personal guards. On the other hand, one can
scarcely go a day without dealing with the Harskels
Although the Harskel family's original members were
ill some way. In addition to the commercia l power the
merc upstarts compared to those among establi shed
family d isplays at Harskel's Empor ium (page 39), the
houses. it has been the leading merchant house of
house employs scores of clandestine merchants who
Gloomwrought for the past few generations. Numerous
deal in goods that t he Harskcls publicly condemn.
foes have tried to unseat the Harskels from their posi-
Thousands of Gloom wrought's natives work daily to
lion of power. The house has maintained its superiority
further Harskel's interests. though most don't know it.
through cunning and deceit, as well as al the points of
From the brightest public plazas to the darkest black
mercenaries' swords. SOllle say that although Prince
market stalls. House Harskcl has its fingers on every
Rolan owns the City of Midnight in name, the Harskds
thread of the city's economy.
own it in spirit.
To swell the ranks of the fam ily
to compete with the older noble House of the Eye
houses, the HarskeIs insti- Dozens of factions operate in Gloomwrought. each
tuted an unusual practice one's members squealing that their g roup is greater
in the early days of the or more legitimate than the othe rs. These loyal-
family's ascendancy. ists squabb le. fight, and die, never knOWing that
HOllse Harskel goes out they might be no more than pawns in an insidiolls
of its way to adopt new game. At one time or another, eve ry faction is a play
members. particularly ing piece that the I-louse of the Eye, a secret society
from aillong nonhu- ofVecna-worsh iping nobles and traders, paticntly
mans. This practice manipulates for a sinister purpose.
increases the family's The I-louse of the Eye lurks just beneath the city's
numbers, and it grants surface. pulling strings on behalf of its baleful lord.
the house the skills With affi liatcs entrcnched ill merchant hOllses, temple
and the perspectives of hierarchies, faction establishments. and government
disparate peoples. offices. the House of the Eye works to increase Veclla's

CIIAP TER 2 I Cilr of AlidniHht


power within the City of Midn ight. The groups ulti Veiled League
mate goal Is to undermine the current social order and The Vei led Leaglle ope rates the majority of ill icit enter
set up Vecna as the prises within Gloomwrought. It also runs the cUy's
highest power within central ediflce of selfindulgence, the HOllse ofSter
the city. ling (page 37). This business puts the organization in
These cultists are a unique position within the city. hen the cautious
unafraid of bloody might allow information to slip when in an altered state
ing their hands to orm ind or in the arms of a paramour. Amid the ever
increase their influ changing alliances and hostilities ofGloomwrought's
encc. When they face fac tions, knowledge is
someone who refuses vital. The Veiled
to bend to their will, openly brokers.
they hire assassins transmits, and pro
or use foul magiC to tects such facts.
deal with the prob The organization
lem. Such attacks are public claims to be neutral
and showy, a dissident's in Glooll1wroughts
torturous death serving as a politicS. It's not diffi
warning to any who dare 10 cult to learn about the
oppose Vec na or think to escape groups operations.
the deity's reach. The Veiled League
Cu ltists identify eac h other acquires knowledge.
by the intricately carved onyx ring that each member and it ensures the secure
wears on his or her thumb. Each ring has a magical del ivery of sensitive
resonance with it s wearer that is difficult to falSify. information for custom
Encoded phrases carved inside his or her ring indicate ers. Any lore it gathers
the member's rank. which determines how much he or Is supposed ly available
she knows about various schemes. to the highest biddcr.
House ofthe Eye cu ltists value their religion above Although the League prerers to cu rry favor rather than
family, station , and wealth. Each is willing to die before merely garner funds , it occaSionally engages in extor
revealing the cuit's secrets. Its members maintain false tion. It relics on its popularity with common citizens
rivalries with one another. ensuring that no olle outside and powerful individuals to avoid or minimizc retalia
the group is able to connect them. To fu rther preserve t Ion for its unsavory actions.
their privacy, members use an ancient form of sign Ian Certain members of the Veiled Leaguc fill a distinc
guage that allows them to communicate discreetly, even tive role. For a fcc, they deliver informmioll. packages,
in the most crowded market. a nd correspondence, taken from thc Hoost of the
On rare occasions, the entire cult meets. These Monger (page 44) to anywhere in the city. They can also
clandestine gatherings are held in a different place act as intermediaries. performi ng services such as pass
each time, and the locations a rc determined at lhe last ing terms between warring factions, conducti ng hostagc
minUle. In dark basements, atop ruined towers, and transfers, and holding Illoney or goods in escrow for
even on the decks ofderclict ships, House of the Eye high.va lue exchanges. Gloomwrought's 1l10S~ I~arano.id
cultists convene to sha re information about the state of patrons ca n remain hiddcn safely aw~y by hlTlng ~elied
the cult, to trade secrets of power, to perform wicked Lcague representatives to deliver their orders to hire-
rites, a nd to renew their vows to Vecnn. lings. In this capacity, lcaguc membcrs might interact
Only the founder of the order is permitted to be with adventurers on behalf of a mysteriOUS employcr.
absent rrom these moots. In his or her stead, an agent Some members of the Veiled League wear a raven
ofthe Veiled League (see below) delivers edicts to other and.sc roll symbol that identifles them as messengers.
leading cultists. The founder takes this precaution to letting them pass through much ofthc city without
safeguard his or her identity. Among the other cultists. being quest ioncd by guards. Every league member
rumors abound about this flgure's nature. Some Insist swears to take no side in Gloomwrought's political con
that the leader is the head of a powerful house. Others Oicts on pain of"death. so most ohhe citys inOuential
hope that a mighty lich or angel of secrets commands factions consider the Veiled League to be an ally (or at
them. It's unlikely that even the well informed Veiled least not an e nemy).
League knows the truth.
The characters might come into con met with the
House ohhe Eye in the skill challenge To Catch a
Thief, on page 10 of the Encounter Boo~.

C IIAPTER 2 I City of MidniB"t


Other factions know that the league protects its
members as aggressively as it defends its reputation THE CITY WALL
and property. When threatened. a member reminds an A hlack oufer wal! doses GlooIflWroU,gJIf offfrom a foul
assailant that a n attack 011 an individual of the Veiled marsh . The barrier has the look oj skin strerdJed fiB"t over
League represents an attack on the entire organiza rocklikeJlesh decorated with carvinys oJlimbs (lIl dJaces.
tion. If an attacker pe rsists, the agent makes a fighting Unlike normal wrvill8s. the limbs twitch and dlCJaces w(kle
retreat. attempting to throw off pursuers and escape to and how!.
the nearest Veiled League establishment.
Those who draw the organ ization's ire are more Gloomwrought's outer fortification sepa rates the city
often the targets of smear campa igns than violent from the Skins, the noxious marsh that isolates and pro-
retaliation. The group has responded to larger prob- tects the city (see the sidebar). The wall is mal leable,just
lems by denying the city its services until the culprits like much of the City. and its black stones have expanded
arc delivered to the Hoost of the Monger. Few of these and multiplied to keep pace with the city's expansion.
fug itives escape league cllstody for more than a week . The wall also serves to shield Gloomwrought from
Those delivered to the Roost of the Monger are rarely the body of dark water. known as the Stormy Sea. that
seen again. extends away from the city to the south and east. Lan
Still. the league has its enemies. Those on the losing terns that g ive off a somber green glow are hung on
end of an information deal inevitably question the posts olltside the wa ll. These lights keep the monsters of
group's impartia lity. Others want to overthrow the the Skins from coming close and help incoming ships
Veiled League. hoping to rake in profit by replacing find thcir way through the seaward wall.
the faction. Portions of the wall appear to writhe, giving view
The League governs itself through an advisory board ers the impression that it senses what goes on around it.
ca lled the Vei led Council, made up ofinf1uentiaJ memo Faces like those of demons and gargoyles peer out from
bers. A mysterious entity known as the Monger stands it, turning to watch passersby, then sneering or leering
at the head of the Veiled League. Although the Monger before retreating back into the slone.
is rumored to be a humanoid, few know more than The only parts of the wall that do not shift arc the
that about this figure. Some think the Monger is an areas around the gates. Each gate is an opening in an
imaginary being invented to conceal the group's true enormous sculpture that resembles a skull with jaws
leadership or a title that has been given to multiple indi- agape. Spaced along the inside of the wall adjacellt to
vidua ls over time. the gates are guardhouses. A contingent of the Death
The truth is that the Monger is an elder black less Watch stands on duty at each one. Officially. these
dragon named Ushawabti. Able to assume guards are here to register anyone entering or exiting
any humanoid form. she enjoys the vari- the city, but actual enforcement is uncommon for typi
ety of experiences the league cal travelers. The officers on duty arc more likely to
offers and the air of mystery take a few coins than a name. Despite their evident di s
that surrounds her. She interest, the guards are, in a way, Vigilant. Those pass ing
revels in the fact through a gate are given a chance to sign a ledger. regis
that she and tering their presence in the city. and the guards record
her group are in coded notebooks descriptions of those who refuse.
so important ill They operate under the authority of tile captains of the
Gloomwrought. Watch. the shadar-kai twins Ami and Zera (page 94).
The Watch maintains five station houses throughout
the city- one in each district except the Shattered Isles.
Anri and Zera are usually at one of the stations. most
commonly the one in the Dust Quarter.

THE SKINS
Gloomwrought is surrounded on its landward sides by
the Skins, a morass of decaying vegetation and peril-
ous marshland. Few visitors to the dty take a route
through the Skins, and those who do usually hire a
ferry for the crossing. If the adventurers are forced
to cross the Skins, they might encounter some of the
creatures that lurk there, as presented in Terrors in
the Skins on page 6 of the Encounter Book.

CHAPTER 2 I City of Midni8ht


DUST QUARTER
In the center of GloomwTought is the oldest part ofthe much the same for decades. A noble fam ily might d well
city. The Dust Quarter takes its name from the nne in its manor house. day in and day out. for years on e nd.
layer of dirty residue that covers all the ancient build- making the district seem a ll hut eternal. Some fam ilies
ings and cramped streets. The dust can be stirred up end up wasting away in their great ha lls Llntil every
and clea red away. but it always returns. It is as though member dies or fades into gloom . The only sign that this
the area attracts the powder, or the particles emerge fate has befallen a particular household might be the
from the stones wh ile nobody is looking. deterioration of a ma nsion fro m without, or its sudden
Affiuence infuses th is district. where the wealthy collapse as it finally SLiccumbs to the city's reshaping.
dwell in great mansions and keeps. A ta ngible sense
of age fills the quarter. The district's architecture ha s
evolved to rencet the personalities and lifestyles of the
1: Harskel Acropolis
Like 11 small City unfo ifse!.(. the Hl1rskelfamily's compound
people living t here, causing many buildings to become
sprawls at the ellae of rile Dust Quarter. Here, aaellis mId
ta ll and ostentatious. Among these structures. t he
employees brilla iriformolion to the l-larske!sfrom every
pa lace of Prince Rolan the Deathless is (he oldest and
corner ofGloomwrouflll1 and beyond.
grandest building.
In the Dust Quarter, a depressing and uneasy allno
Harskel Acropolis is a testament to the powe r orthe
sphere m imics the pervasive hollow feeling of the
I-I a rskcl family. The I-Iarskels have inhabited the
greater Shadowfe ll. Streets arc almost always empty
City of Midnight for far fewer years than families
except for a few quick ly moving servants or stoic
such as the Trcyvans and the Carradhs, but in many
guards. Few of the noblcs venture outside their fabulous
ways. I-louse Harskel is the prevailing noble hou se in
strongholds.
Glool11wrought. Forced to stake out territory o n t he
edge of the Dust Quarter ill the house's early days. the
Ha rskels built their s prawling estate closer to Gloom-
wrought's docks than those of their pee rs. Because of
"Only two thinas aet this dusty-skeletons this location , the I-Ia rskels have their pick of incoming
cargo and a freedom of movement that few other noble
and nobles. Can't wait to be one orem." familie s enjoy.
-Ilarskel thug To guests. the I-Iarske l estate feels like a city within
t he city. with dozens of buildings contain ing myriad
rooms. The walls are fashioned from black marble
topped wllh wrought Iron accents, and statues support
the barrier at every corner. Smaller structures form an
Inhabitants of the Dust Quarter tend to be sel in inner wall. and constricted alleys provide easily de fen-
their ways. Most nobles bere bave lost a Significant par sible approaches to important buildings.
tion of lbe wealth and land t hat gave them thei r status. Mercenary soldiers guard each orthe narrow
They constant ly look for ways to establish good fortune causeways that offer access to t he acropolis's centra l
again. without compromising t heir dignity or honor. st ructures. These gua rds are under st rict orders to
Appea rances and traditions arc important here. in a
mor ibund way. Innovation is met with suspicion or out-
right disdain. WHENCE THE DUST?
In part. the aristocrats Orli1C Dust Quarter are the The dust that gives this area of Gloomwrought its
reason Prince Rolan has kept power fo r so long. since name is so pervasive that, in retrospect, the Dust
none bUI t he cldest among them have known another Quarter could not have been called anything else.
ruler. Even more so than most natives oflhe Shadowfell . The dry, powdery stuff clings unnaturally to surfaces.
the nobles of the City of Midn ight t reat newcomers with When disturbed, it tends to settle back quickly, so it
cold distrust. assumi ng that such knaves and ruffia ns is rarely carried (by the wind or some other convey-
intend only to steal riches and power, or to besmirch ance) into the surrounding districts. The thickness of
upright reputations. Winni ng a noble over is no easy the dust tapers off near the perimeter of the quarter.
task. Visitors who can appeal to the nobility's perve rse Most inhabitants of the city believe the dust is
sense of tradition and honor might be able to ga in wel l- a feature hearkening back to the earliest days of
connected all ies in the Dust Qua rter. the cIty. As in the rest of Gloomwrought, the Dust
Of all the districts ofG loolllwrought. the Dust Quar- Quarter seems to reflect its inhabitants. Most people
ter changes the least in the city's constant evolution . As attribute the dust to the stodginess of the nobles and
long as it is occupied (whether the occupant is living or merchants living there. The dust always comes back,
undead), a bu ild ing in this part orthe city might remain despite efforts to clean it up.

C H APTER 2 I City oJMiani8ht


allow passage only to those who accompa ny a Harskel The Vu nna rs. a fam ily of shadowborn dwa rves.
family member. Exceptions are made for agents of the attend these ledgers. Their alliance with and member
Veilcd Leaguc, but even thcse independent calle rs must ship in I-louse I-I arskel stretches back to the time before
consent to a thorough sca rch before gaining access to the nohle house was a force in Gloomwrought. Serving
the stronghold. as accountants and guardians. the dwarves stand ready
Seven major bu ild ings stand within the ac ropolis, to defend the records. Anyone who attacks t he spire can
each a ma sterful st ructure crawling wit h black ivy. The hope to gain little, because the Vu nnars know howto
most important is the Iron Hearth. thc family head's initiate a ritual that crases the records if defeat seems
sprawling seven-story mansion built from black marble illlrni lH: 1I1. (The Vun na rs ha\'c a backup copy or all this
chased in iron. At the manor's heart is the council information in a secret vault elsewhere in the city.)
chamber of the I-Iarskel fam ily. an open auditorium Most of the other bUildings within the acropo-
with a giant iron brazier at its center. When the family lis house lesser ramily members. servants, guests,
meets. t he brazier is [it, and its flame illuminates the or potential allies. All these struct ures have hidden
interior of the entire mansion. It is from this magica l scrying devices t hat allow Ded rek or his a ides to spy
fi re contai ner that the building takes its name. without leaving the Iron Hea rth.
Prince Rolan's palace is easily vis ible from the Iron Cooking the Books (Hook): Rorgan, the head of
Hearth. Dedrek Harskel. curre nt lord of the family. the Vu nna r family. has discovered account dlscrepan
can contemplate Gloomwrought's throne and leader cies that go back severa l yea rs. Although some debts
from the manor's high ba lcon ies. Dedrek's trusted we re marked as paid. they turned out, upon investiga -
advisors stay close hand. living in the building's lavish tion. to be unresolved by a la rge amount Thi s means
rooms. Atop t he Iron Hearth is a massive iron bell, its someone among the Vunnars is either embezzling
unique ring used only to summon every Harskei fam ily funds or forgiv ing unpaid liabilities. It's Rorgan's duty
employee from across Gloomwrought. If the Harskels to handle such matters. He offers a considerable reward
a rc c\'e r in need, they can usc the bell to command to outsiders who can handle thc investigation disc reet ly
hundreds to come and help defend the ac ropolis. a nd. if possible resolve the debt. What might Rorgan
Second to the Iron Hearth is t he Hall of Ledgers. do when he fi nds out his daughter. Ast ryd , is the gUilty
Thi s spire contains the records of House Ha rskel party, and that she has been runneling funds to aid the
transactions. Stowed o n shel ves in a complex organiza- House of the Eye?
tion. t housands of pages hold accou nts of eve ry coi n Extraction (Hook): The I-Iarske ls a rc hold ing a
anyone ever owed the Ha rskels. These records allow captive or captives from another faction. That raction
t he family to pursue unpa id debts for generation s, needs the prisoners released or eliminated. Through
a nd some say the Harskd s rest In sm;h p ur ~lI it only if the Veiled League , t he characters receive a message
every copper is collected. about this potentia l job. [fl hey lake it. they have to
invade {he acropolis through gUile or arms. Fa il ing to

C HAPTER 2 [ Cily of Midninhl


accept the task might pUl lhem on someone's hil list. but extract ing a jewel is a fut ile task. The removed gem-
Further. the whole mission could be a ruse to harm stonc qUickly turns to dust, and the road bleeds red
the characters and the Harskels, 0 1' to allow Dedrek to flu id into the empty socket. Soon, another jewel fir ms
test the capabilities of potentia l employees. up like a lum inous scab.
Under the Acropolis (Hook): In the Iron Heart h, The wealth oft hc Avcnue of Glea mi ng Gems is
Dedrek HarskeI or one of his family members discov- instead stored wit hin the manors here. Eve ry hall is
ered a secret door that leads to a previously unexplored a fo rtress. Most house scores of guards, serva nts. and
section of the Acropolis. No one who now lives knows other attendants. Each a rmy ofl ackeys wa its upon the
anyth ing about this area. Unwilling to risk hi mself or needs of no more than a couple dozen nobles.
his employees, Dcdrek hires the characters to explore Lords and ladies who dwell in these hOllses take
the dungeon. The characters are to report what they immcnse pride in thei r worldly goods and aut hority,
find. as wel l as if the subterranea n chambers grant and lesser houses ofG loolllw rought regula rly ply them
unwelcome access to the acropolis from the Undercity w ith req uests for patronage or alliance. Were they not
(page 56). Cou ld an old enemy abide with in. or is this so infa mously fractious. these fam ilies could ru le the
dungeon far older than the Harskel demesne? city. Instead, each wars aga inst the others. The color of
the avenue a nd its j eweJs is sa id to come from the abun-
2: Avenue of Gleaming Gems dant blood that paints the surface when hOllse sold iers
clash. W hen a gem is removed, the street's bleedi ng is
Buildillas alona this slrelch of maroon road, which is studded
seen as further proof of th is superstjj jon.
with red 8ernslones, look as thou8h morbid artists desi8ned
Only the aristoc rats of the Avenue of Glea ming
them with no concern for expense. These towers and keeps
Gems know the reasons for which they constant ly
exude a sensc of aac and staid propriety.
battle. No house thinks itsel f the wealt hiest or the most
prestig ious. a nd each fam ily bears grudges aga inst most
Aside from Prince Rolan's palace, th is avenue conta ins
of the ot hers. The actua l causes for some of these ven-
the most riches in the Dust Q uarter. That wealth is not
dettas have ce rtain ly faded from me mory. Nevertheless.
to be found in the fat jewels embedded in the lane, a
each house mai nta ins a military force a nd potent pro-
broad thoroughfare of sculpted red-black stone. During
tect ive wa rds to keep out int ruders.
the Shadowfell's night, the st reet's gems glow, bathing
Despite appearances, the families who live along the
the area in crimson rad iance. Size and inherent magic
avenue are not aJl as amuent as they might seem. They
might make each crystal appear to be worth a fortune,

C HAP T ER 2 I C ity of Midnishr


dwell in domiciles offantastic value. but a few have
expended all their wealth over years of mutually destruc-
3: Carradh Keep "....
w
All irollfortress with towers like blades cutrill8 the douds, t/lis "
tive conflict The fortunate ones live on investments.
edifice looms over lite street, exudil18 menace. Grim 8uards ~
while others survive by selling family heirlooms to art
dealers or black-market traders. Such business is done
in black armor stand watch al thefTOnt 8ates at all rimes, Ci
81adn8 coldly at passersby. ....
with the utmost disc retion. Loose lips could compro
Vl
mise a carefully maintained fac;ade and precious honor. The dour Ca rradh family, also known as the Iron Lords, :l
inviting scorn and attack. is among the most militant of all the noble families in 0
Noble War (Hook): Any noble on the Ave nue of the Dust Quarter. House Carradh is a lso one of the
Gleaming Gems could hire the characters to work most populous noble houses. Because of their numbers,
against another house. Direct attack is seldom the goal their intimidating iron fortress, and the forbidding
of such missions. Infiltration, sabotage, burglary. and countenance that is a family trait. the Carradhs are
skulduggery arc more likely. as are aSSignments to dis- sometimes compared to the devils of Dis. They have no
cover another house's lools. wards, magic. and other hellish blood. but they are fiendishly inr:,moliS for rely-
secrets. Such work is not for the kind of heart. how- ing on force rather than trickery or diplomacy.
ever. since few if any of the aristocrats have respectable The intense pride the family members take in their
intentions or even decent reasons for this madness. station is aJso one ofl-Iouse Carradh 's defining traits.
Edlical characters might instead take 011 the task of Carradhs, qUick to anger over the slightest offense. feel
stopping one house or another from using evil means to superior to everyone else. They have ranked among the
gain an advantage. They could even undertake the job aristocracy of G loom wrought for longer than Prince
of ending the violence once and for all, perhaps at the Rolan has ruled the city. and they vigorously resist
behest of one of the nobles who has grown tired of the any change to the established pecking order. For this
fighting or wise enough to see the futility of it all. Prince reason, the Carradhs actively oppose any lesser house's
Rolan might object to peace on the avenue. since these advancement. They particularly hate those who try to
nobles, irunited. could pose a threat to his authority. climb the social ladder. ThIs attllllde makes the Car-
This fact could be further motivation for the characters. radhs obvious enemies of House Harskd.
The so-caJled Iron COlillt, Olisk Carradh, patriarch
of the house. considers it his mission in life to foil the
GLOOMWROUGHT NOBILITY Harskcls at every step. To all appearances. Olisk is an
Nobles of Gloomwrought are much like the nobles ancient shadowborn human wizard w ho maintains
of the world. They solve their problems by applying firm control over House Carradh's d irection. In reality,
their wealth and power, and they look for ways to unknown to most other Carradhs, a rakshasa named
increase both. Some of the hooks presented in this Sazha (page 123) killed and replaced the real Olisk
chapter require the characters to serve the interest long ago. Before he died, Olisk sired six children, each
of one aristocrat or another. With the application of of whom is now grown and has adult offspring. Each
cunning, the characters can wrest huge rewards from one also wants to rule the house.
the coffers ofthe nobles. Remember, though, that the Most of the Carradhs are shadowborn humans.
people of the Dust Quarter did not come by their Members of odler races have married inlo the house
wealth by giving it away, and they have the influence or joined the staff after passing Olisk's harsh scrutiny.
to exact revenge for any wrongs done to them. Visiting Rakshasas loyal to Sazha have replated several lesser
adventurers are likely to eventually cross one or more members and servants within the house.
of the city's lords or ladies, especially while serving All the Carradhs are well trained in swordplay or
another aristocrat. magic, or both. and the family maintains a united front
Numerous noble families hold sway in the City in the political hotbed that is Gloomwroughr. Even the
of Midnight, but all bend a knee to Prince Rolan youngest, rashest scions of the house heed their patri-
and his house. Some hatch schemes, others wallow arch, obeying his every instruction to avoid facing his
in decadence, and a few might even be principled. wrath . This focus has allowed House Carrad h to pre-
Regardless, each house Is at least a minor force In the serve its honor and fo rtune when other noble fam ilies
city. Feuds among the aristocracy can rage for years. have waned over the centuries.
Alliances of mutual benefit. ratherthan heredity, bind Carradh Keep is a single great fortress. a hundred
houses to one another. feel in height, with metal-clad stonc walls nearly a foot
A number of the most influential and powerful thick. Notoriously paranoid. O lisk maintains identi-
families are described in this chapter. The hooks cal living quarters in each ofthc four towers. Noone
suggest a few other house names. Each family has a knows which tower be intends to sleep in on any given
unique organization and disposition. You can create night. The complex ilselfis similarly kept purposefully
more houses to suit your campaign. mysteriOUS. None outside the family, and few inside, are
entirely certain orits layout.

C I'I ,\PTER 2 I City oj Alidniyht


It is common knowledge. however. that the for- Jannia hides her seething hat red for Oli sk, qui-
tress is designed to make invaders pay dearly for every etly plotti ng his downfall. Recently, she discovered
step they take within it. All manner of attackers have clues to the old man's true id entity, as well as the fa ct
attempted direct assaults on the stronghold. largely that Olisk is keeping tabs on the child wit hin Raven's
without sllccess. House Ca rradh takes pride in the Eyr ie. Also. a servant responsible for dealing wi th the
keep's storied impregnability. bodies of dead retainers ha s told her that Yosk's grave
Disowned to Death (Hook): Hou se Ca rradh 's is empty. Jann ia hasn't put everything together. but she
members are far from uniform in their adherence to is now slife of herself enough that she is w illing to see k
tradition and the dictates of their elders. Young Veris he lp in overt hrowing her gra ndfather.
Carradh fel l in love with Nait h Llew. an heir of one of
the lesser hOllses, and he began to Siphon off some of 4: Fellwroth Ruin
Carradh 's fund s 10 I louse L1ew. When Veris refused to
Thegreat ruin of a once impressive mansion sluTIlps 011
abandon his lover, his family disowned him. A headless
rhe Avenue of Gleam illS Gems. A SCI oftwisred Bares, 10118
body recently fi shed from the waters in the harbor has
ne8'ected. doses Ihe mal1o,'s waU, sea lin8 away ils overg,own
tattoos that indicate it is Veriss. But Veris appears to be
8roundsfrom tlte Sireet.
very much alive in side House Llew. Pharras L1ew. the
house patriarch. is concerned about what's going on.
Members of a shadar-kai noble house that took part in
fear ing that a rakshasa might have infi ltrated his house.
an insurrection against Prince Rolan (see ~T he Sever,"
He needs Olltside agents to he lp him find the truth .
page 15), the Fellwroths were slain or scattered to the
Treachery Spawns (Hook): In the Ca rradh family,
w inds for their misdeeds. The Fellwroths once ow ned
fea r ofOlisk isn't always an effect ive deterrent against
numerous holdings, including thi s manor that defies
nonconformity. Years ago.jannia Carrad h incurred
the natural order of the City of Midn ight. Local folk
Olisk's wrath when she took Yosk. aile of the house sol-
recall no Fcl hvroth hcirs dwelling in the old "'-Louse of
diers, as a lover. She bore a daughter. revea ling that she
Shadows" for a long time. but the stronghold st ill stands
had an unsanctioned affair. Olisk forced jann ia to sur-
unble mished by deterioration.
render the infant girl. yet unnamed. to Raven's Eyrie.
Speculation among commoners holds that the keep
where she would be ra ised as a serva nt of the Haven
should come down eventually, but severa l theories
Queen. He then had Yosk executed for daring to tOllch
Circu late about why the ma nsion hasn't yet begun to
a Carradh scion. making an example of him to other
erode. The guesses include great magic, the will of the
lowly sold iers.
Keepcrs, a nd a terrible curse. Bets on whclI the manor
might fall are popular in taverns a ll over the city.
HOUSE CARRADH'S ROLE The true explanation of the mans ion's longeVity is
Because of their stinginess. pride, and condescen- conSiderably more si nister than most of the tales would
Sion, the Iron lords of House Carradh are easily cast have it. One member of House Fellwrot h dwells in the
as villains in a campaign. Their servitors might attack manor still. but it would bc too lIluch to claim tbat he
the characters for making any attempt to disrupt lives here. That resident is Vargas Fcllwroth .
the status quo of Gloomwrought. Also, Carradh's Hou se Fellwroth. before its fa ll , conspi red with
arrogance wins the house few friends. Any other House Treyvan aga inst Holan . The patriarch ofl-Iouse
organization in the city might set itself against the Treyvan at the time, Anders Treyvan. decided that the
Carradhs and use the adventurers as agents. prince's dominance was too greal to challenge. Instead
The Carradhs can also make a signiflcant addition of sticking beside Hou se Fellwrot h. Anders revealed the
to any campaign in which House Harskel is a focus. If betrayal to Prince Rolan. Anders a nd his house ga ined
the characters side with the Harskels or even appear much favor with that one fell deed, as well as the elimi -
to do so, they assu redly come up against Carradh nation of a potential rival. Or so Anders thought.
enforcers_ Alternatively, characters acting against Vargas. a minor blood relati ve in I-louse Fellwroth.
House Harskel might find House Carradh willing to had no part in these plots. wanting only to be left to
court them as allies. his study of magic. During the nobles' insurrection
A less obvious angle for House Carradh is to use it against the prince, Rolan's forces ca me to lay waste
as an ally and a vi llain at the same time. Some mem- to HOllse Fell wroth. Instead of defending the house.
bers of the household are tragiC figures, trapped in a Va rgas hid in his underground chambers. Cowa rd-
web of pride and deceit. If the truth about Olisk is ice and betraya l stained his sou l as he listened to his
revealed. House Carradh could implode unless the relatives die. Despite his family's loyalty to the Raven
characters help to keep someone IlkeJannia in power. Queen. Vargas refused to face death. Thinking himself
Perhaps the influence of good-hearted characters can already dam ned, he added blasphemy to his cri mes a nd
persuade a new Iron Count to bring integrity back to embraced a fo ul brand ofimmonulity instead. He tra ns
the house. formed himself into a lich, vow ing revenge on I-louse
Treyvan a nd those it calls allies.

CHAPTER 2 I C i/Y of Alidni8hl


Va rgas's presence in t he Fellwroth mallor appar- 0:
W
ently prevents the hall's collapse. Most fortune hunters ....
0:
steer clea r of lhe place. putting stock in t he perSis- <:
te nt ru mors of lhe house's imminent absorption into ::J
the city. Vargas is more than capable of taki ng care Ci
of bolder invaders. He uses the treasures his fam ily ....
V'
left beh ind to aid him in his vendetta. working subt le ::J
magic aga inst the heirs of Anders Treyvan. By mea ns o
of a tunne l into the Treyva n Palace's catacombs, Vargas Un less t hese other hOllses want to do business wit h t he
appropr iates deceased members of t he Treyva n fam ily Harskels direct ly. however. they have to deal with Lady
to serve as his undead underli ngs. Viet is nnd her ability to acquire goods that the Harskels
Lost Treasur e of Fellw roth (Hook): T heories norma lly cont rol.
abound of what treasures remained in the ru in when Treyvan is the noble hOll se most likely to believe it
the Fell wroths went to the grave or into exile. Few want can solve its problem s with gold. Thanks to cutt hroat
to approach the decaying manor. which is widely (and policies wit h regard to t he acqu isition of wealth. the
accurately) t hought to be haunted . Also. jft he fam- house has a massed considerable resou rces over the
ily's vaults stay intact. their safeguards li ke ly remai n years. Much of III at h as been used to refresh the pa lace's
u nbroken. Eleka. one offhe last surviving Fel lwrot h decor or. more recellt ly. to appease Victis's renowned
heirs. has recently returned to Gloomwrought. She \'an ity. A sizable chu nk a lso goes to pay soot hsayers.
offers a great rewa rd to those brave and strong enough alchemists, and those who can ward t he pa lace with
to recover Fellwroth hcirlooms and return them to protection agai nst bad luck.
her. Vargas might be interested to learn of his relative, III fo rt une a nd poor health plague House Treyva n's
and bringing him sllch news might sa\'e the characters members. despite the hnrdy nature of dwarves. Bodies
from h is wrath. placed in t he palace's catacombs molder into dust
with in days. Nightma res and visions of hosti 1c ances-
5 ; Treyvan Palace tors somet imes blight the m inds of Trey vans. I rrscln ity
Exoric plants andnemstones adorn this caslleHke structure. has ta ken more than a few. These faCls have made t he
Every aspect of the buildin8 and its surroundinas is precisel), fam ily superstitiolls and wary. They have yet to real ize
fashio ned and onlale.ail'ina the impression of staaaerilla t he source of these problems is just across t he avenue.
wealth. One Lord Too Many ( Hook): House Treyvan
uses an ostentatious ceremony su rrounding an ornate
Across the Avenue of Gleaming Gems from Fellwroth ha m mer. which the head of the fa mily always ca rries.
Ruin stands the la"ish palace of House Treyvan . a con- to t ransfer leadershi p. Five years ago, Maral came to
sort ium of progressive-minded dwarf mercha nts who t he palace. beari ng an identica l bludgeon and lead ing
have embraced business as the true path forwa rd for a troop ofd uergar. Mara l cla imed that t he ha m mer led
them a nd their City. This outlook earns the house few hi m to the pa lace. Experts could flnd no d istingu ish-
fr iends among the hidebound nobles of the Dust Quar- ing d ifferences between t he two weapons. After a vivid
ter. It has won the dwan'cs one signiflcant ally in the d rea m . Victis took Mara l's hammer to be a sign that
form oftheir secret trading partner. House Harskel. the ducrgar race shou ld be a part of House TreY"an.
House Treyvan is a meritocracy in wh ich the amount and she married Maral. Howe\'cr, othe r fam ily mem -
of wealth one earns for the house determines one's bers have never t rusted Ma ral and his people. These
sta nding within it. Lady Victis, the current matriarch. Treyvans seek proof that repudiates Ma ra l's clai m s. but
has strong natural insighl. making her shrewd at busi - they must work subtly.
ness deali ngs. Victis's consort. Maral. is a duergar Echoes of the P ast (Hook): I-louse Treyva n had
warrior who handles all matters of a shad ier nature a long-standi ng rivalry wit h another mercha nt house
with the aid of his merciless soldiers and their st rong called I-louse Su list. The riva lry we nt on for years u ntil
hammer a rms. House Treyvan destroyed its foe in one sudden attack.
A reputation for making alliances of conven ience. No one except t he top members of I-Iollse Treyvan
t hen turning on an allied house when it is most suscep k nows {he reason fo r the riva lry. and the mcmbers of
tible, follows House Treyvan . The hOllse was origi nally Treyvan intend to keep it t hat way. Recently. t hough.
mixed up in the insurrection aga inst Prince Rolan . residents ort he Dust Qua rter have reponed hcaring
but it betrayed the leader of the revolution, House Bri- sounds from the ru ins where House Su lisl once slood.
arborne. at the last moment. T hus, when the Sever House Treyvan, concerned over what a ny explorers
occurred. Treyvan found itsel f all the wi n ni ng side of might n nd. is seek ing to d ispatch a group to invest igate
the confliCt. Being a t urncoat prolonged t he house's a nd scare off any snoops. W hen the advcntu rers go,
survival. but this d uplicity burned a lot of bridges with they d iscover that the sou nd s come from ghosts that a re
several possible allies. Most other hOllses perceive part ofl he encounter Lost Compan y on page 20 of the
House Treyvan as dishonorable and unt rustworthy. Encounter Book.
CHA P TER 2 I Ci t y of M i dn i81, t
The statue reflects other eillotions as we lL Ifpeople
6: Dark Lady who have f..'l ilen prey to the melancholy ohhe Shadow
Set about wid18arBoyie statues, afountaill stands amana fell comc into the Dark Lady's presencc.the figure
the dusty stones, the liquid in it reJleclil1slirtle liBh!. Air near expresses sadness and sympat hy. True happiness on the
tltefountain is bitterly cold, sU88estinB the liqUid 's tem pera- lady's face is rare. W hen those who an~ honestly in love
lure. Th efounlain's centerpiece is an onyx statue oj a female meet before the statue. however, it acquires a look of
humanoid in af/owin8 robe. her hands raised to the sky. such radiant joy that hea rts canllot hel p but be lined.
A fountain in the center orthe Dust Quarter. a long the Natives of GloomwTOught frequen tly suggest the
Avenue of Gleaming Gems. the Dark Lady is a famOliS fount a in as a meeting place to those who might not
landmark in Gloomwrought. It's the meeting place of know the secret of the statue (St reetwisc moderate DC
business contacts and young lovers alike. The liqUid to learn the trut h before slIch a meeting). Bluff checks
within is extremely cold and salty. Only the Dark Lady's take a -5 penalty when made against those nea r the
Miracle (sec below) makes the site val uable to nathes of statue who know of its natu re. If the heroes k ll OW the
the city. secret of the statue. they can usc thc site as a mcans to
No one knows the identity of the Dark Lady. or even convince reluctant allies that they are trustworthy.
if she is huma n or someth ing else entirely. What is Cold Liquid: The fountain's liqUid is a magical sub
known is that the statue's expression changes depend stance. Any c reat ure thai ends its turn in the fountain
ing on what is said in its presence. If people nearby ordrinks the fluid takes ongoing 10 cold damage (save
are lying, the Dark Lady frowns disapprovingly, thus ends). A c reature that ends its turn carryi ng some of
helping to ensure the honesty of dealings made in the the liquid takes ongoing 5 cold damage (save e nds). at
statue's prescnce. To swcar '"by the Dark Lady" is a which point the nuid turns to da rk red dust that looks
common expression throughout the city, referring to like dried blood. The liquid a lso changcs into powder ir
this speci fic phenomenon and to the Raven Queen. A il is splashed or thrown.
popular tale says that the Dark Lady and the dcity of
death are onc and the same.

CHAPTER 2 I C ity of Midnleht


a:
7: Deathless Palace People of the Deathless Palace w
A miShry fortress amons a mass oJlwisted stone &uildinss. Prince Rolan is the most powerful figure inlhe Death- ~
this palace is clearly one oj rile aides! arIa srrol1Scst edifices less Palace. and his word is law. Although the citizens <
ill rlledly. Stunled black trees Iille 'he avenue leadil18 to its of greater Gloomwrought might privately criticize their :>
SOIf!. on either side oj which a Sialu e of a sorrowsworn Imi8!!! blase ruler and question his judgment. Rolan is treated Ci
with the utmost deference inside his castle. He s pends
....
keeps eternal vifli!. Risinsjrotlll/tc cilodel arC8ray towers
,hal afCcurved at hisher levels. so llim ,hey resemble claws oj time in each of the wings, and he is the on ly one who '"
:>
bone from which the.flesh has withered. The strol18hold has enters the Hall of Ancicnts willingly and regularly. The o
lIoSfounds. but abuts nearby buildillBS, An aura ojominous prince prefers to while away the hours reclining in the
majesty radiates from the whole place. gardcn in the palace's center.
Rola n has had numerous consorts over his three
The Deathless Palace, likely the city's oldest building. centuries of rulcrship. He is particularly attached to
looms over the center of Gloom wrought. Despite the Feria for reasons other than her great beauty. She is
City of Midnight's changeable quality. the palace has notably morc enthusiastic than her prince. The troubles
never so much as wavered over recent centu ries, seem- ofCloomwTOught's citizens sometimcs move her to
Ingly inured to the touch of actua l decay. Hence comes influence Rolan. Those who wish to sway the prince
Us name. would do well to persuade Fcria first.
Scores of mighty indiViduals have held court in th is Rolan's head scrvants trace their heritage to him,
palace. the latest of wh ich is Prince Rolan. He has ruled albeit several generations removed. Talrren, a human
here for over three hundr<.'<i years. The prince gives male. advises Rolan on matters oflaw in Gloom-
the impression of caring little for any aspect of life in wrought. while Heida , a female half-elr, regulates trade.
GloomwTOlIght. His ennui Is renowned even among Boros, a particularly tall and sneaky t iening, acts as
the notoriously aloof people of his city. lie makes only Rolan's spymaster.
those decisions necessary to maintain a semblance of These chief scrvants com pcte to see which of them
order, leaving most of lite lawmaking to his descendant can draw a clearer bloodline to Rolan. The princc's
seneschals. romantic history is convoluted. and his lovers regularly
Rolan's servants keep the Deathless Palace sumptu disappear. He ha s also claimed supposed orphans
ously appointed in the best trappings they can acquire as his kin. No one can yet say for sure who might be
in the city and abroad. The citadel st ill is oddly dis- his closest heir. Prince Rolan gives no hint aboullhe
JOinted, as IfGloomwrought tried to fashion a royal truth. It's possible he doesn't know.
palace six times and was never pleased with the result. Not all or Rolan's servants are his descendants. The
Each orthe six wings could be a regal castle by itself. Deathless Palace's major domo is a shadowborn dwarf
si nce each has dozens of rooms, corridors, and secret named Bertrim. A capable warrior and comma nder
passages. as well as its own throne room. A vast cen- of the Prince's Guard. the dwarf gained the epithet
tral garden, populated with foreign plants and native "Basher" from his fondness for blunt weapons. The
nora, Ilnks the six wings. It is in this garden that Prince nickname stuck because of Bert rim's habit ofzealously
Rolan prefers to hold court with his deva consort, Feria disciplining particularly troublesome subordinates.
(page 117).
Each wing represents a d iffe rent e ra of Gloom- The Prince's Guard
wrought's long history. and all but one contain rare Sixty or so of the best soldiers among the Deathless
treasures. Rolan dwells in the Iiall of Ria des, where Watch make lip the prince's personal guard. Those
he-i.' half1learted weapon master- watches duels who lack current responsibilities at Gloomwrought's
between t.he finest warriors. Feria has chambers in the gates dwell in the Hall of Blades. where they spend
Iiall of Silver. which pays homage to the gods and the their off-duty hours drinking with their lord and.
Astral Sea. RlackOre Ilall recalls the rtch heritage of when Bertrim Is not watching, pawing at the prince's
ancient shadar-ka i rule in this city. Raven Hall pays se rvallls. Although It happens infrequelllly, especially
respect to the Raven Queen. Midwinter Hall docs the under Bertrim's stern gaze, poor behavior among the
same, and it also has a permanent portal to the Fey- guards has offended more than a few visitors. Rolan
wild, which Rolan could opcn ifhc were allowed to do enjoys the effect his bawdy soldiers have on stuffy or
so by the individual on the other side. The portal leads humorless guests.
to the court ofLucretiu \o\'ynndollas, an eladrin queen
to whom at least one leader of Gloom wrought has been
romantically linked. The mysteriOUS Hall of Ancients is
the oldest wing of the palace, its walls unadorned and
it s Clp:lrtments left empty. A deep sense ofunease per-
meates the hall. an ec ho of the dark deeds that came to
pass wit hin.

CHAPTER 2 I City of Midni8hl


Hall of Ancients Although t he Keepers arc usua lly nOllviolent , they
Grear doors. adorned with silver rha t has ta rnished nearly 10 nercely attack intruders who so m uch as a pproach
black over 'he a8cs, opell wide /0 reveal a cavernous hell/filled Shadow heart. Further, Shadowhea rt is able to scu lpt
wilh dust alld cobwebs. A semc of dealh riscs from the black gua rd ia ns a nd hazards of diffe rent son s to help defe nd
stones. thick asfetid breath. iI . Few who have vcntured into Sh adowhear t retu rn
alive. Those w ho do come back with body a nd m ind
The sixth and old est wing of the Deathless Pulace, t he intact speak of t he ho rrifying fa tes t heir u n luckier
or
Hall of Ancients wears every year its age wel l. Most compa nions mel.
residents of the palace refuse to speak of the hal l, except
to say that 11 0 one should ever enter it. Living creatures
that ignore t hese warnings and go into the hall fee l an KEEPERS: CARETAKERS
u nea rthly chill in t hei r bones. although the air in the
cha mbe rs is not cold .
AND FALSE
Inscrutable in t heir purpose, pelVilsive in their role
Un known to a ll but Prince Rola n, the ha ll was
as caretakers, and haunting in their silent omnipres
once a pl ace of wo rsh ip fo r c ul tists of Ore us. Pro fan e
ence, the entities known as the Keepers go about their
riles conducted by Orcu s's fai th ful fo rever ta inted
business in the City of Midnight seemingly without
the ha ll 's s tones. so they somet imes bleed , m oa n . or
overSight . Even Prince Rolan knows little about them.
gibber. Un dead c reatures in te rmitte ntly rise in the
He exercises no control over their activities.
ha ll's room s, which seem more like thc ch a mbe rs
Since the first moment Gloomwrought rose
of a dungcon tha n those ofa pa lace. In t he thron e
from the misty swamps, Keepers have been within,
room lurks a nameless dracolich . The magica l beast
calmly working and abiding. As they go about their
has ex isted long enough to grow mad w ith rage at its
odd tasks, the Keepers largely ignore the city's other
imprison ment. Rolan spea ks with it now and t he n ,
inhilbitants. Keepers are exceptionally strong and
learn ing of bygone days. Th e creatu re accom modates
hard to kill , but they offe r little threat to those who
h im , but it sec retly plots hi s dest ruCi ioll and that of
stay out of thei r way.
t he rest of G loom w rought.
Some believe that the Keepers are creating the
City of Midnight. playing a significant role in the city's
Shadowhcart constant change a nd slow growth. Others think that
This na tural cal'ern's black walls ripple wid, a hideous kind oj the Keepers keep Gloomwrought's growth in check. A
life. The air is sticky and hot. At the cave's center is a pool oj few say that the Keepers are natural defenses against
inky liquid, as "l ick as cOllsealed blood. TI,ejluid conslandy the Shadowfell's dangers, subordinates to a city that
mows, as if creaturesjusl beneath the opaque surface are is also a living being.
stirrins if. W hatever the case, the Keepers engage mostly
in obselVation. They inspect damaged or aged archi
O n e legend holds t h at w hen t he Keepers firs t car ved tecture, or press their pale faces against windows to
G loolllw rought out of t he shadows. th ey bega n t heir briefly check on building occupants. When a st ruc
effor ts in Shadowhca r t. A nother tale says th e Kee p ture collapses, cha nges Significantly, or rises from the
ers e m erged fro m Shadowheart and the n b egan to streets, the Keepers come to behold the result.
work on th c city. Yet a nothe r ya rn speaks of t he c ity In a few pecu liar cases, witnesses have reported
e m erging fr olll Sh adowhea r t, a nd th e Keep ers from discord among Keepers. One Keeper. possibly with
the city. Some suggest t hat t he cave rn's pool is fu ll of other creatu res as allies, fights other Keepers, who
t hc samc pri mcva l ooze fro m w h ic h G loom w rough t might also have allies. What th is mea ns only the
in it ia lly sprang, from wh ich it s till grows. and to Keepers can say. They don't.
wh ich the Keepe rs can return . Like a literal heart. Ba rroom philosophe rs suggest that the Keepers
Shad owheart beats with a lifc of its ow n , powe ring have factions just as normal people do. One faction
cha nge in t he City of M idnig ht a nd stavi ng off the works with and on the city. The other, commonly
g loo m o f the Shadowfe ll . known as fa lse Keepers, actively acts against t he city's
W hether the stories are truc or not. a cavc docs Keepers for some reason. This theory of factions might
ope n deep beneat h the Deathless Palace. with nume r' explain why only some Keepers wear skulls and other
ous passages and ot her cave rns surroundi ng it. The orna ments.
heaviness that satu rates the grcater Shadow rc ll docs
not reach t his place. Rather th an the coolness one
m ight expect to nnd in a natu ral underground cha m
ber, hum id heat su ffuses t he area as ifit were t he
inside ofa living huma n body. Never sH Il, $hadowheart
shi fts as one sta nds wit hin it, cha nging much like the
rest of t he city above.

C H APTEH 2 I C ity of AJ id n i 8 h f
DROWNED QUARTER
path s promise wea lth, so Ihe people of the Drowned
Qu arter kill fo r the opportunity.
"\\'e came h.y sea. like so f1hHl'y ochers who Gloomwrough ts foremost noble fa milies control
their own piers 011 t he walers edge. House Harskel.
visit the black city. The arW1 IiBhts that lined I louse Treyva n. and Hotlse Carrad h each hold private
the quay promised that. dt last. WI? were our quays, and fragile alliances of lesser fa m ilies join their
wealth to maintain ow nership of other jetties. Such a
t..'!.(harm sway. .\ro more tel11pests Wl1Uld dri\'l' dock, private or shared, a lways has a loyal wharfmas
ter who is ready to oversee the transfer of cargo. Hieher c
us over the Storn~\' Sell. and no more pimtes
fam ilies mai nta in cranes to qUick ly unload the goods
would hamss 115.,\5 we sailed closer. thou8h.1 that ships bri ng in.
understood l1lyfolb~ Public wharves make up the rest of t he waterfront.
For the modest sum of25 gp, any ship can moor.
"D(1I18IiI18 ill the li8ht ~f" dim I"mern was prov ided room ca n be found. Moorage is a cutthroat
affair, a nd argulllents between captains are common.
all inm caat'. the bo.t" within wearil18 II placard
Sometimes t hese d ispu tes escala te intu physica l
that prodaimcd the departed ont's crime.. \5 conOicts, wit h crews brawling over which vessel is
a llowed to berth.
horrifying (" tl1m seellle".I)""re" that I had Among all the slips, noble and com mon. a wa it
w
just be8U1l to set' whar this ciry had to offer. ing army of porters a nd laborers stands ready to move
-A Codex of the Planes, materials from ship to shore. These workers come
mostly from a mong the poor Inhabitants of the Shat
by Corwin Aterly tered Isles. and affil iates ofG loomwroughts myriad
merchant houses oversee their labors. Agents of the
great houses ride above the throng in palanqu ins 10
better supervise workers, while members of the lesser
hOllscs bark at their drudges from the ground. I fired
Gloomwrought is a mercantile city, a nd most oflhc gua rds help maintai n order in bolh cases. On impor
goods t hat feed trade make their way through the tant occasions, t he head of a merchant house su pervises
Drowned Q uarter. The district's shallow haven teems the ofT.loading of ca rgo. Merchant lords feud over the
with wulcrcrnft of every descri ption. from galleons rareslllrtifacts that find their way to Gloolllwrought.
furrowing the ha rbor bottom wit h their hull s to ghost and they enter bidding wars to wi n the flnest goods lind
ships skali ngjust above the water's surface, Jockeying thwart their rivals.
for pOSition at the best berths, the vessels a re packed
so densely nca r the shore that someone agile and brave
could stride from one end of the dockyard to t he other, FIRST IMPRESSIONS
Jco plng from deck to deck. Overhead. sailors of every The Drowned Quarter provides several opportun ities
race scurry through masts. Below. harbor folk (page 32) to Introduce players to Gloomwrought's particular
and other laborers nimbly move sma ller boats among brand of weirdness.
the larger vessels. It should quickly become apparent that this is an
\V harves extend from the shore like outstretched eerie port o( call (or ail sorts ofvisitors, rather than any
skeletal fingers. Bleached of color. the wa rped wood old seaside town. Adding a rotting ship with undead
of the docks creaks and groans with the slightest shift crewing it, along with other bizarre vessels, to your
of the tides. Dockworkers ignore most of these noises, description can drive home this point. Having harbor
but they jest with newcomers that the whole waterfront workers and harborfolk vying to get the characters'
might crumble at any moment. These meanspirited ship to dock at their pier is another way. Emphasize
jokes have a foundation In truth. As in most olher parts chaos and lawlessness, somewhat kept in check by
of the City, a quay might occasiona lly collapse. fa ll ing to private soldiers such as the Crimson Sashes. Mention
the shallows below. Just as often. a new pier erupts from the background of groa ning piers, quivering black
beneath the water, slick with violet seaweed a nd black algae slime, and the hint o( rot on the cool sea air.
harbor slime. and covered with sharp mollusks. The City of Midnight is beset with (actions con
When a new dock rises, the people of the Drowned stantly struggling for control. If you want the players
Quarter scra mble to lay clai m to It. Violence ensues. and characters to see these conflicts promptly. the
Whoever call hold the new struct ure must choose Drowned Quarter is a great place to start a visit to
betwee n sell ing it to one of the merc hant houses or Gloomwrought.
drawing mooring fees as a n independent owner. Both

C HAPT E R 2 1 Ci f y ofM idnishl


Farther inland, the Drowned Quarter has numer beller-all his workers are zombies and skeletons that
ous inns. pleasure dens, gambling houses, and taverns, require 110 pay.
with blacksmiths, carpenters, shipwrights, and modest The wharfmaster has allied with Relos. a human
shrines mixed in. Among the smaller buildings are necromancer who worships Vecna and helps to ex tend
warehouses used to store surplus goods purchased Kumourn's life span. KUlllourn also has agents who
from visiting ships. The streets here abound with watch for slain dockworkers and try to abscond with
foreign sa ilors and locals alike . the bodies. Failing that, they extort or. as a last resort.
Pressgangs wait to abduct any who drink more than buy the body from the grieving family. KUIllourn
their fill in the district's alehouses. Muggers, grifters, has even begun sell ing undead dockworkers to other
and pickpockets watch for easy marks. Wealthy folk wharfmasters.
ca n rely on the Crimson Sashes to protect them. Every A group offamiiies wants KlImollrns operation shut
one else must depend on members of the Deathless down. Some of them have already lost the bodies of
Watch. who sporadica lly patrol the district. their loved ones to thievery and extortion. and others
want to prevent the same fate from befalling them.
1: Public Docks Pier Pressure (Hook): A new pier has recent ly
emerged from the harbor. and for the time being. the
The public docks are crowded with ships alld workers, and
shadarkai Seada Dario and her family have claimed it.
burdened wilh heaps of car80. Amid the scramble to offload
The characters first learn of this situation when Seada's
800ds and rake all supplies, captains shout orders to their
brother. Worhan. approaches them in the harbor. pos-
sailors, hardly sparina a a/alice at those comill8 ashore or
Sibly underbidding other harbor workers on moorage
boanJill8 other vessels. Everyrhill8 80es deathly still as aile
fees. IfSeada can keep control of the wharf until she
dock 8'0alls alld shudders like all irritable creature. Then fhe
is able to convince the merchant houses to honor her
110rmal IlUstle suddenly retunls.
claim. money worries would be over for her and her
family. Greedy rivals, however, are already planning an
This series of piers takes up about half ofG[oom
attack to steal the dock. If the characters agree to help
wrought's waterfront. The docks stand on pilings that
defend the Dario stake. Seada and he r family repay the
eerily suggest headless torsos, entwined tentacles, and
kindness. Thwarted cOlllenders might want to repay the
tangled humanoid limbs. Hanging on an iron gibbet at
characters, too. in a different way.
the end of each pier is an iron cage, used to display the
We Were Here First (Encounter): The furious
bodies of criminals hanged for violating one or more of
competition for moorage at the public docks can lead to
the city's few laws.
physical confrontat ion . If the characters arrive by ship.
A wharfinaster maintains and supervises each public
they face the prospect of being swept up in a battlc.
pier. Most wharfmasters are independent owners who
Such an occurrence is common enough that it could
sustain themselves on the mooring fees brought in from
serve as a perfect welcome to Gloomwrought.
visiting sh ips. A few are representatives of the lesser
Sailors who frequent Gloomwrought a re likely to
merchant houses. In any case. a wharfmaster is respon
have friends in the Drowned Quarter. including power-
sible for overseeing the teams of workers that deal with
ful merchants or noble hOllses. Characters who clash in
the needs of docked vessels. He or she is also account
the harbor risk making powerful enemies before they
able for paying such laborers.
ever sct foot on shore.
For the city's poorer citizens. the public docks are
Charismatic or intimidating characters might be
the most reliable source of employment. Every day, hun
able to defuse a conflict before it begins. This could
dreds show up to toil as porters, packers, and cleaners.
take the form of a skHl challenge, with some characters
Since the number of those seeking employment far out
negotiating and others using physical skills to ensure
weighs the number of jobs available, positions are doled
that their ship reaches port first. A resounding success
out on a firstcome, first-served basis. Dock work is furi
might a llow them to make peace with the opposing
ously paced and hazardous. Improperly secured cargo
ship. perhaps by discovering another available docking
can come tumbling down at a shift of the tide. claiming
berth for it.
several lives as it falls. Laborers also die, although not
always immediately, from handling some of the pecu
liar freight that comes in. Harborfolk
Dock or the Dead (Hook): Few of Gloom wrought's Living in the shadows under the public docks. secre
independent wharfinasters exemplify unsavory quali tive dark ones known as harborfolk spend their entire
ties as much as Kumourn. This half-elf has been the lives on the water. They reside and work on flatbot-
wharfmaster of the largest pier among the public docks tamed punts, which they adrOitly navigate through the
for as long as anyone can remember or is willing to crowded harbor.
say. An infamous skinnint, Kumourn used to demand I-Iarborrolk transport people from anchored ships to
that those working on his wharf surrender one-quarter the waterfront. Capta ins who want to avoid the traffic
of any gratuities they received. Now he has it even congesting the public docks hire harborfolk to convey
passengers to the city. Other captains employ entire
CHAPTER 2 I City of MidniHht
0:
"'0:
'""
<:
:J
Ci
o
"'z
3
o
0:
o

teams of harbor folk to transfer a ship's fre ight dockside. Such upgrades represent a considerable expense of
circumvent ing the need to dock at all. Wharfmasters time and money in construction and ma intenance. To
take no offense. since harborfolk return to their home the mercantile aristocrats of Gloom wrought. though.
dock to unload. allowing the master to collect a small this is a necessary outlay. Without command of their
secondary fcc without OIling a berth. own docks, the fam ilies' vesse ls would be forced to COIll -
Most wharfmasters cultivate a good relationship pete with all the other shi ps for the right to berth and
with harbor folk. I-Iarborfolk are permitted to live olTload cargo.
beneath the piers. and they recci\'e small gifts from the Gloomwrought rewards the invcstments the fa milies
masters. In return. harborfolk actively entice capta ins make. In living memory, the harbor has reclaimcd none
to moor vessels at an allied wharfmaster's dock. This of the docks that a noble house controls. The mutat ing
agreement works well for everyone, especially since landscape seldom affects these structures in a nega-
harborfolk can predict the collapse of some whan'es. tive fashion. but the city still makes its presence known.
Everyone knows they warn only those they like. New berths and pier expansions occaSionally rise from
111 fortune befalls any wharfmaster who attempts to the sludge ofthe harbor's bottom. Storehouses gain
remove or strong-arm ha rborfolk, or allows someone new rooms j ust before fresh shipments arrive. Te ndrils
else to do so. Some wharfmasters have tried to collect emerge from the water to reinforce pilings, retaining a
rent from harborfolk. and ot hers have attempted to vaguely organiC appeara nce. Wood bleeds sap that hard-
drive them out. Ships that moor at an offending wharf ens to shore up weakened sections a nd cover blemishes.
mao;ter's pier suffer accidents that cost the captains When they appear. these impro,'ements integrote
va luable goods and crew. Business dwindles. The wharf seamlessly with the standing structures. They regularly
soon begins to crumble. show up when and where they arc the most needed.
It 's as if the constant presence of a noble house's sup
2: Noble Docks porters somehow solidifies the docks that the family
controls. This phenomenon is the envy of every public
Some distallce from the chaos of the public docks, the private
wha rfmaster.
qWlyS of the noble houses are OTHQnized for efficiency. Ellor
The Devil and the Deep Blue Sea (Hook): The
mous cranes l!Qu! pa!let.~fro", the holds afberthed ships, alld
half-orc shipwright Pegg Macklcss Is famolls for her
teams oj workers move thefreilJlu ana stack it in the ware-
artistry and her magical additions to ships. Pegg has
houses that line the docks.
always disliked nobles on principle. Although she
could enjoy a larger income or e\'en a cushy position at
Southwest of the public docks arc the private piers of
a noble's wharf facilities, Pegg works for the public. At
Gloomwrought"s noble houses. Enhancements include
least she did until recent ly. Pegg has been kidnapped.
Immense cranes, sturdy warehouses, and rowapart-
or worse, and some noble house is certainly respon -
ments to accommodate the workers needed to keep up
sible. A coalition of captains and dockworkers. as we ll
with (he steady influ x of ca rgo. Each pier is also shored
as the harborfolk ofPegg's pier. wants Pegg back. These
up 10 forestall the unpredictable collapses that are all
people turn to the cha racters. who mllst be tact ful in
too common in the City of Midnight.
their handling ofthe situation lest they antagonize the
wrollg nobles.
CHAPTER 2 1 Cily ofMidni8 h t
3: Carradh Landing investigate. perhaps th rough a Veiled League liaison. is
less likely to l:ause an lIploar. Ifevidence can be found.
The largest and oldest orthe noble houses' moorings,
the Carrad hs stand to lose more than the Keeper. But
Carradh Landing stands apart fromlhe other noble
what ifi! is one of the fulse Keepers. and it is actually a
docks on the northern bank orthe waterfront. The Car
Carrad h employee?
radhs spared no expense illihe construction of their
private pier. An interlocking fence of twisted swords
surrounds the compound. and II force ofmerct'naries 4: Execution Dock
constant ly patrols the grounds. Beyond these daunting A plain pier stands quiet aloliS the IlCIrbor's edse. No vessel
hindrances. all the buildings bear the Carradh family moors on if. At the docksfaT end. an empty case h0l18s. s\\,'ly-
sc:lI, wilh integral magical defenses. on their locked in8 all a stoul iron chain. The corrode') 8ibbet Suppor1ins
doors. Between the warehouses and the quay aTC the the case has a winch that apparenrly IOIVers the caSI.' inlO tile
most impressive features ofCarradh Landing. Three water.
enormoll s cranes tower over the docks. each powerful
enough to lift a galleon out of the harbor. No one can ca ll Glool1lwrought a city of strict laws.
Carradh Keeping (Hook): Rumors have arisen t hat Prince Rolan and his guards a llow the city to munage
the Carradhs managed to abduct a Keeper. They sup- itself. Actions that one of the city's kcy factions consid -
posed ly have it locked within one of the warehouses ers taboo might be permissible to another. For major
on Carradh Landing. Although little physical eVidence crimes, such as murder or repeated theft. the city
supports this theory, Keepers sometimes gather just executes criminals at the Hanging \-Vall (page 45) in
outside the bladed fence around the Carradh facility. the Fettered Ward. Executioners display the bodies of
clicking at each other in their indecipherable tongue. these criminals in cages along the inside of tile water-
The Harskel family is interested in substantiating front wall.
whether the Carradhs have a captive Keeper some Some crimcs. though. demund the most severe pun
where onthc private quay. Sending J-Iarskel agents to ishment. Among these a re a n attack against Prince
the warehouses could lead to open war beh...een t he Rolan or members of his household. the worship of
Ilarskcls and the Carradhs.llaving the characters OrC LIs or any demon. the unprovoked killing of a

CHAPTER 21 City ofMidnisht


Keeper, a nd the rmming or an innocent person in hopes
that he or she might be executed, These crimes have the
5; Dunnage Row w

potential to undermine C, loomwronght'" .rocial order, ~ passal)e rUlISparallel 10 the waterfro nl. occaSionally split- ~
IUl8 around a narrow Sfructure in its cemer. Balconiesfrom <
and they are 1101 tolerated,
No one found gulhy ofthese crimes receives a mere
Ihe buildin8s on eHher side o\'erhaI18Ihe streef, makill8 if &
seem &axell in. The mass ofshops alld shanties. and the noises
hanging. Instead , a solem n group represent ing Gloolll-
wrought's most influcllIial raclions parades the accused
Of the activity here. fIluffTes the din of lhe nearby harbor. 8
z
through the cily to Execution Dock. A crowd gath-
ers. rollowing the procession to watc h what inevitably
Dunnage How runs through most of the Drowned Qua r-
o
::
comes next. ter. The balcon ies of the surrounding buildings block 0:
At the end of Execution Dock. a spokesperson reads
the weak light from ove rhead , a nd the glow from feeb le o
torches a nd lam ps li ning the street works to deepen
a list ofth e convict's crimes. Another city represe nta-
shadows that pool in every doorway a nd corner. Despite
th'c places a sign procla iming the offenses around the
the gloomy ellvlronment. Dunnage Row is full of people
condemned one's nec k, and then loc ks the criminal
and bustle.
wit hin the cage hanging from the dock's gibbet. Nex t,
Taver ns and nautical shops make up the greatest
the o01cia ls slowly lowe r the cage toward the foul
nUlnber of structures here. wit h fl ophouses. bord ellos.
ha rbor waler.
sma ll shops. smaller homes. and the intermittent aban-
Thi s ceremony is performed al the lowesl point of
doned ruin filling in the rest of the space. In the past.
low tide. so the acc used has several hours to contem
some have attempted to create a reliable detailed map
plate the dark waler creeping inexorably upward. A
of Dunnage Row, but these errarts a re doomed to fail.
criminal's body rema ins in the cage for a full week after
The entire area is in a constunt state of fllL.X. What was
execution. In that time. nibbling creatures of the ha rbor
an open route one day might end in a smooth wall the
might pick the skeleton dean.
next. An abandoned bUild ing cou ld disappear. opening
Sl.,ch executions arc pUbl ic e\'ents. Their purpose is
a new passage.
to relnrorce the fac t that. e\-e n in the City of Midnight.
Shopkeepers and other inhabitants of Dunnage How
some actions are intolerable. Sa ilors treat Execution
have lea rned to anticipate some of these sh ifts. but e\'cn
Dock like an evil finger protrud ing into thc water. a nd
they are sometimes caught unawares when the land-
they rcfuse to sail ncar it. People visit the pier only to
scape reconfigures itsel(
watch an exectllion or to do requ ired work.
Occu pants of the Row blame the area's change-
One such task Involves removing the remains from
abi lity on the Keepers that a re frequently seen on the
the cage, which Is the beginning or another ceremony.
street. The observa nt point out that a lot of the Keep-
The bones (Ire alw(lYs taken to smiths. who gild the skel-
ers found here don't behave the same as those seen
eton with precious metals. Members of tile Death less
Watch auction these remains in the Pla za of Ga rgoyles. elsewhere ~.n the city. Most of these so-called "Keepers
of the How wea r sma ll silver orname nts and sku lls.
fetch ing a price based wholly on the dead person's
Whether these Keepers arc responsible. or the shifting
i n fa m~. Ow nership of such u skeleton. or even a frag
stolles are the work of some ot her unide ntified force,
ment. IS u br<lggi ng right in the city. Some nobles have
is unknown. But those \\'ho live in the Row give every
col lections of skeletons of Gloomwrought's most vi llain-
Keeper a wide berth .
ous crim inals. Other people acqu ire the bones for usc
Compounding the problems that inhabitants of the
in arcane rituals rather than for prestige.
Row must endure. strong ga ngs prowl the street and the
Huthless groups hoping to sec foes brought to Exe-
adjoining a lleys. These thugs operate dodgy ga mes of
cution Dock have framed their enemies for terrible
cha nce in hidden liI\'ern rooms, rob and thrash visitors
crimes. Lesser noble families do so to make their rivals
who wander into dead-end alleys. extort money from
lose face. a nd other ractions risk this action in the hope
legitimate shop owners. and sell illicit goods from dere-
of e limi nating an Important member of an enemy
lict wa rehouses. Ir a g roup such as the Deathless Watch
group. AbUSing Execution Dock in this fashion is a d a n-
or the Ve iled League wamed to drive the gangs alit of
gerous game. since failure can lead the liar to the e nd of
the Drowned Quarter, burning Dunnage Row to the
this dock instead.
ground would be necessary. For the time being. those
Guilty Until Proven Innocent (Hook): As the
trying to keep orde r in the Row content themsehres
cha racters attract enemies in Gloomwrought. one
with capturi ng or killing ind ividual gang members.
of those adversaries. who has infl uence and wealth.
Row Wardens (Hook): The Row Wardens ga ng
frames one or more of them for the heinous crime of
Is becoming powerru l. ass imilating other ga ngs. mus-
secret Orcus worship. The heroes ha\'e to dodge author-
cling in on some fac tions' interests. a nd sha king down
ities. Vigilantes. and the forces orthe accuser until their
common folk. I\ t least one member of every Ward en
innocence CHn be established.
pari)' has the ability to innuence the structu re or
the How to aid in combat a nd escape. The Deathless
Watch wants the Wa rde ns eliminated. and the Veiled

CII ,\ P TEIl 2 I C il y of Alidni8ht


League covets the secret or their power. Hevan Under- Anyone seeking employ ment does well to stop by the
foot. a successrul halOi ng burgla r turned gang leader. Cracked Keel. Those hoping to hire a ship or sailors. or
runs the Wardens. He is sure to know where the those looking for work. post notices on the olller walls.
powe r comes rrom . Could it be a raise Keeper? Ot hers have taken to lIsi ng the Cracked Keel as a sort
of public forum. Among the employment notices that
fight for space on the tavern walls a rc messages about
6: Cracked Keel missing persons. requests ror mercenary help. advertise
'rIds ta~"erll looks like ,he cifterrllath of a lIIuhiship colli- ments for gladiatoria l spectacles. and enigmatic runes.
sion. Splinlered maSI5 hold up walls of miSllllltched limber. Sec ret societies also lise the tavern wa lls as a way of
and ancient keels arc faint ly evident throuah the jury-ritw ed comm unicating. posting coded messages to their me m'
archifeaure. Thousands of pClrChmenl paaes CO\'er every hers. Most of the factions In the cUy arc aware of this
available inch of lhe lower walls. Posted all these scrClps is a fact. When one can break a code and discover enemies.
(Qllae of messaaes.from those offerin,gjobs to the desperate to that group posts false messages to draw out those foes.
distressed "leasjor help. Amana the readable posts are coded Layers of these notices stack atop each other. grad u-
letters a nd stranae siails Ihcll appenr important. ally rotting away in the damp cold of the Shadowfell.
For as long as they remain intact. they se rve as a
With a commanding vicw ort hc dockyard. the Cracked barometer of the gOingson in the City. Ex periellced
Keel is the roremost drinking house ror the captains and visitors can come to the Cracked Keel to obtain a pic-
crews that visit the City orMidnight. The three-story ture of what has happened recently and whal might
tavern was constructed rrom the timbers or ships that occur soon.
ran aground outside the city walls. and new rooms arc Writing on the Wall (Hook): Amid the parch-
added as more foundered vessels provide fresh materi ments co\'er ing the walls of the tavern Is a cryptic
a ls. The city occaSionally adds ils own nourishes. as well. message addressed to an adventurer or the whole party.
Sailors who drink here consider the Cracked Obviously new, the message has information thut only
Keel to be a good luck charm . Superstit ious people a close ally could know. and it contains e nigmatic sllg-
reckon th at drinking in a hall made of sunken sh ips gest ions that the characters are in danger. The note
con founds the a ngry spirits of the sea. which have to instructs the party to head for the public docks as soon
assume that a sailor in a su nken ship has already been as possible to get more in for mation . This message could
cla imed. A tradit iona l toast in the Cracked Keel is HNo be a trap. or it could be from a potentia l fri end who
one but the drowned here:' shouted when a popu lar knows of the characte rs th rough a mutual cont act or
person enters the com mon room. The patrons of the frolll past deeds.
Cracked Kee l arc a mixture of sa ilors and land lubbers.
living and undead.

CHArTE \{ 2 1 C i ty ofMidnis hl
7: House of Sterling of Sterli ng. but t hey arc a lso less expenshe. A si mple
credo gU ides the Veiled League in this d istribution: ~ For
Traced w id l \'eins of siln!r.I/II.' HouscofSlerlillS stands 0111
e\'f'ryo nf' a vice. a nd fo r every vice a price:'
alll0118 ,he low. ra mblil18 buildi ll8s OJ"II~ Drowned Q uan er.
From the I louse of Sterl ing, t he Veiled League has
Hlack silk dra pes the e,II')'lI'a)'. and music ed lOL'S f rom wi/ hill
served the citi zens of the cHy. both noble and low. for
Ihe ltaUs mulled cha mbers.
cent uries. The act of prOVid ing its services has made
Nestled between t he noble hOllses of the Dust Quarter the league privy to some of Gloom wrought's best-kept
a nd the docks. bot h of whic h provide a steady stream of secrets. Those who seek sca ndalous gOSSip about a riva l
customers. the I-louse of Sterl ing is the Veiled League's can attempt to pu rchase it by visiting the I louse of Ster-
public headqu arte rs. It is a showy tower of d ark. sil ling. T he league. however. remains scrupulously nelltra l
vcr-vei ned stone decorated with black sil k pennants. and is always on the lookout for a better deal. Before
Within it contains pleasure dens of every desc riplioll. selli ng any secrets, the league dispatches a messenger
Magica lly gua rded aga inst sc ry ing to gua rantee pri - to in fo rm the subject about the potentia l buyer a nd
vacy. each or thcsc cha mbers rcconngures to suit the d iscover how much the subject Is willing to pay for t he
par tic u lar tastes of a cJ le nt. league to keep its silence.
The Iiolise of Sterling a lso serves us an inform .. Ve iled Troubleshooters (Hook): Once in a
!lOll and mil itary hub for the Veiled League. as well great while. a member breac hes the Veiled League's
as a meeting place for t he Veiled COllllcil. The Roost in for mation sharing policy for the promise ora la rge
of t he Monger is the hub of the system. Sma ller posts. reward . Tarn ishing t he Ve iled League's reputat ion
located wit hin establishme nts that orrer other Veiled in t his way ea rns t he informa nt ret ribution from all
League services. sen'e secondary func tions in the net- sides. Some sensitive secrets about Ignatius Viggarlo.
work. Scribes, clerks. messe ngers, and spies work in the a lesser noble. have become public knowledge. l ie
HOllsc of Sterl ing to maint ain t he league's vast in forma bl ames his favorite court ier. the renowned Ta laeska.
tionlletwork and records. Private sold iers guard the T he shadowborn elf swea rs t hat she has never violated
workers and t he infonnatiOI1 . However, most employees t he tenets of the Ve iled League, and that some ot her
here toil to fuIn Il t he wi shes of Veiled League clients, in form er is framing her.
Some of the membe rs ort he Vei led League have the In a case such as th is, t he Veiled League might h ire
ability to know the precise na ture of a patron's desires what it calls "i mpa rtial troubleshooters" to investi-
fro m the moment of meeting or after only a bricfint er- gate the problem . To defend Talaeska, the cha racters
action. Such members a rc invited to work in t he I-Iollse need to navigate t he cla ndestine society of t he Veiled
of Sterling. whi le their less skillfu l colleagues ply their League, d rh'e off assassins, reveal the truth. and deter
t rade In every other corner ofGloolllwrought. Th rough- m ine whether Viggarlo instigated any violence against
out lite city, league members have private storefron ts the orga nization. For revealing the reality of the situa
a nd rented rooms. Services orrered in these seconda ry tioll.t he troubleshooters can earn an ally in t he Veiled
shops fa il to match the e legance of those in the House League and safe haven wit hin the I-louse of Sterling.

SHANGHAIE D
The Shadowfell's seas are treacherous. and a ship, even Those who have been shanghaied wake to find t hat
on a short jaunt, faces the loss of crew. Storms, pirates. they have been chained to an oar or locked up with other
sickness, and madness take their share of sailors. On rare reluctant sailors. Only when t he ship is at sea do such
occasions, a crew member disappears in the night. leav- prisoners receive any semblance of freedom_
ing behind all possessions and a bunk that needs filling. A crew member who begi ns a sailing career as the
The sailor's life is far from enticing in the Shadowfell. victim of a press-gang can rise within the ra nks of a
Hiring crew members the legitimate way can be difficult. crew. The ill-famed pi rate Crahern Blackclaw was once
To bring rosters back up to full strength, unscrupulous cap a shangha ied oa rsman. Now the d ragonborn commands
talns have a more direct method of recruitment. When a a sma ll flotilla of shi ps and a merciless re putation.
ship arrives to restock and resupply in Cloomwrought. the In Your Campaign: It's doubtful t hat a press-ga ng
captain and boatswain haggle with the locals fo r supplies Is willi ng to attack paragon tier characters. Sailors a re
and repairs ... while other crew members help themselves unl ikely to be lieve they can defeat for midable and
to humanoid resources. reputable adventurers. But the characters could engage
Teams of sailors form into press-gangs, t hen linger in a running fight to save a friend or an innocent from
Inside or outside a busy tavern. The Drowned Quarter has being shanghaied. Fail ure leads to a longer rescue mis-
several such establishments. Some gangs ply marks with sion. Alternatively, you could start a whole lower-level
strong drink, and then bring the drunks aboard ship when campaign wherein t he characte rs begin as shanghaied
they are unable to fight back. Others take more direct members of a crew on a vessel that goes to the Shadow-
action, waylaying the careless in atleys. fe ll and, eventua lly. to Gloomwrought.

CII /\PTfH 2 I Ci t y of ,ui d n;8ht


PLAZA DISTRICT
The plaza District is the economic center of Gloom-
wrought. New goods arrh'c at Ihe docks and. assuming
they are destined for no other place. they're carted up MTake a man's boots. and he'll hate youfor
to the markets here. Hestaurants and storefronts, each
containing a little bit of the fiscal fuel that keeps the a mOlllh. rake a ""!liS wife, and 1,,'1/ ha!c
city run ning. line the streets. On many a corner. a ped - ...VOLI for a year. But take a man's sale? Some
d ler stands wit h a cart or a stal l of wares, add ing calls
for customers to the low din that permeates the quarter. !hiIl9'-iust aren't dOlle!"
or all neighborhoods. the Plaza District sees the -Jerek, market peddler
most fool lraffic in the city, and the buildings here
reflect the constant flow of people. A store frequent ly
pac ked wit h pat rons might shift and grow over time.
swell ing to accommodate the crowds. Peddlers a nd
buyers a like see an expa nding storefront as a pos itive that st ruck the barga in with Holan. He rarely patrols
sign. Conversely. shops that losc thcir consumcr base wit h the others. wait ing a nd watching for a reason to
d roop and rot fro m within. or lean precariously over break a pac t hc now sees as unj ust.
passc rsby as if trying to gobble shoppers up orr the AI midnight eac h night , nearby alehouses disgorge
street. Mcrchants compete fiercely to avoid such a fate. their pat rons into thc st reets, and the squa re empties
For anyone who nceds a nything, be iI an item or a of most li fe. Those too d runk to stumble home. or to a
bit ofinformation. the Planl Dist rict is a good place to late.night bar in a nother neigh borhood, m ight pass out
start the search. Thc mighty a nd in nuentia l must take in thc plaza. The watchful gargoyles orrcr a litt le protec-
care. however. since hazards awa it unwary customers. tion from thieves and sailors looking for easy marks.
Gloomwrought's intcrwO\'en political structure is no Lucky d runka rds awaken when mercha nts bring deliv
weaker here. even though the constant now of trade t!r i c~ from the docks in the morni ng. Un lucky alles,
obscures it. It's possible to make new friends-or ene- victims ofthci r own decadence or a sneaky attacker. die
mies-through onc's choicc of stores. items. and trad ing in the gllttcrs.
methods. A shopper call leave the Plaza District with Dcath fro m Abo ve (E ncounter): The ga rgoyles
more than he or she barga ined fur. are general ly poor gua rd ia lls. and they often treat their
duty as II chance for fU ll. Any open con nic t is li kely to
1: Plaza of Gargoyles d raw a few fro m the rooftops. since their ma in obliga-
tion is to stop any figlHi ng. During any d ash withi n the
A lar8e bazaar occupies Ihe center of this plaza. Around tlte
plaza. these ga rgoyles consider all combatants. ot her
etlaes. restaurants and taverns JUln,q their si81ls our il1lo the
th an their fe llow gargoyles, to bc enemies. They swoop
square. M(lflY oflhe people passiJ18 Ihroll811rIJisnrand COlirl
down to attack or hurl stones at random combata nts.
do so with eyes lowered. Despite the l"roIl8. a hush pervades
Sincc they a re out only for amusement. the ga rgoyles
Ihe (Irel. as if sounds die only feelfrom their source. From the
retreat if they meet too much resista nce or whcn one
rooftops. rhe Slaf ll eS ofJmlkinn willSI'd humanoids wa tch like
side is defeated. If th is latte r possibil ity occ urs. thc gar-
Ilullary beasls. goyles cong ratu late each other on a job well done ,lIld
wa rn thc victors against fu rther fight ing.
The swecping Plaza ofGargoylcs is an imposing Sight.
C haos in thc Square ( Hook): The plaza gargoyles
This is whcre a large portion of the citizenry comes
have recen tly becomc morc aggressive. occasion
to do business. to mect frie nds and associatcs. and to
ally striki ng out at merchants or customers who
procurc gcar to facc the dangcrs outside the city's shift-
were merely engagcd in vcrbal d isagreements. These
ing walls. Crowds of buyers fill the a rea. The bu lk of
attacks arc arrecting visitation to the market and.
the action takcs place at the center of the square. but
thereby. trade.
nearby eateries and shops also do plenty of business.
The mercha nts want somethi ng done, but the
Gargoyles of various shapes and sizes crowd the
Deathless Watch isn't yet concerned enough to inte r-
roofs overlooking the area. These Ogures leer at tht:
vene. Onc or morc of the \'endors might hire the heroes
scu rrying cremmes beneath them. A great nu mber of
to work as a sec urity force a nd quell any uncalledfor
these seeming sculptures a re just that. able to move
gargoyle att acks. or to fi nd out the reason for the gar
only as much as the rest of the city's a rchitecture. Some.
goyles' new behav ior. That reason is probably rooted
howcvc r. arc actual gargoyles that Prince Rola n has
in the fa ct that the gargoyles a rc increaSi ngly mo re
bound into sc rvlce to watch over the plaza and keep the
frust rated over thei r role in the ba rga in that Colthor
peace. Perched always at the north end of the plaza is
st ruck with Hola n. Could Colthor be in da nger of being
the brooding stone shape ofGolthor (page 11 9). Golt-
unseated as their leader!
hor is the leader ofthc living gargoyles here, the one

C HAPTER 2 I City of Midni8ht


>-
U

'>-"
Vl

...
Cl

-'
Q.

City Market theft, finding a pickpocket in t he roiling crowd is hard,


TlliS ltaphazard combinafiou oj opell marker alld streetfair and open fighting attracts gargoyles.
offers food. year. amusement, and olher wares. All sorlS Carradh Pavilion (Encounter): One ve ndor sta nds
of Boads. mundane and exotic. arc 011 display alOMa du out because it Ls the higgest. a nd hecau se it bears the
narrow aisles. Peddlers collstantiy jockeyJor the best posi crcst of (louse Carradh. The mercham hOllse has the
tions. so the market's layout is as impermanent as Ihal of largest presence in the market. as befits the house's
'he rest of the city. reputation. House Carradh 's tent sits at the center of
the plaza, and repeat visitors to lhe market soon realize
Vendors of all st ripes sel l their wa res here. Minor mer it is the only establishment that keeps its place day in
chants petition d irectly 10 passersby. Successful vendors and day out.
rely more on their reputations to bring patrons to multi- Separate tables with basic metal goods sit around
ple stalls ur a large pavilion. Wholesalers wuh fu ll shi ps the pavil ion's outside, and the finer merchandise is
or stocked warehouses strike deals with the business on display inside. The Iron Lords scl l a ll sorts of tools.
owners. If an item can be found in Gloomwrought. and implements. and weapons. incl ud ing those of a maglcal
a customer has the money. that item can be acquired in nature. One can even order large amollnts of meta l. or
this markel. That's what the street gOSSip says, anyway, have metal items fashioned or repaired in th is te nt.
Peddlers that cluste r outside the bazaar a nd pack its The pavilion's gua rds watch for any sign of theft or
narrow aisles are less lucky in position and resources. trickery. With bruta l efficiency. they protect Carradh's
Most or their goods arc mere curiosities of no lISC to the wares and those who hawk them.
advemllrous sort. One might offer smooth stones pur-
ported to be rrom the Feywild, and another could have 2: Harskel 's Emporium
kn ives supposedly shaped from the sha rds of a death A sprawlin,9 three-story bui/din,9 with an open storefro!ll
giant's axe. Such wa res are rrequently of dubiolls origin, dominates this street. WeI/ -dressed customers inspect manne-
no matter how loudly the sellers affirm otherwise. quins wearin8 elaborate suits oj ceremonial armor, "",I clerks
Those who dawdle too much ill the presence of weariny rI,ecresf of House Harske! scur ry 10 (lssist th em.
peddle rs do so at their own risk. More than one supple-
ments his or her income with the aid of cutpurses. The If the City Market makes lire in Gloomwrought pos-
peddler distracts the quarry. and the thief makes off sible. then Harskel's Emporium is w hat makes it worth
with the grabbed loot, Evcn if the victim is awarc oflhe
C HAPTER 2 1 Ciry ofM idni8hl
living. House Ha rskel domi nates the city's trade. and and security. Polliva r even had scry ing rUlles. similar to
w ith good reason. Through extensive connections. those that Dedrek uses in the acropolis. inscribed here.
the Harskels bring rare item" and striki ng art into FollOWing the Money (Hook): Kriku .~. a duer-
Harskel's Emporium, whe re the wealthy lust aner the ga r member of House Treyvan. recc ntly purc hased
merchandise. For adventurers. the emporium deals in a potent and orn ate crystal ball from the emporium.
magic items of all kinds. as well as useful tools such as Given the amount of money involved. Polli va r suspects
maps a nd guidebooks. Krikus was acting as an intermediary for someone. He
Acquisitions experts at the emporium a rc always on wants to find out who now holds the item so he ca n
the lookout for new and interesting products. W ith the complete the information in the Harskel ledgers. Polli-
resources of House Harskel at their disposaL they ca n var is willing to pay ext ra 10 know what the new owner
afford 10 outbid ot her wouldbe buyers for an a rticle the doing with the crystal ball. FollOW ing the item's trail
shop must have. Unique ite ms that the adventurous d is- could lead to a confrontation wit h I-louse Treyvan, but
cover in their travels are likely to fetch the highest price its true end is within House Fellwroth. Arc the duergar
at Harskel's Emporium. of Trey van working w ith Vargas Fellwroth, or is Kriklls
Clerks carefully track sellers. purchasers. and acqui- acting alone?
sit ions, and send the ir records to the Ha ll of Ledgers
in Il arskel Acropolis. The Harskels use this in forma-
tion to determ ine who is prospering and who is in
3: Merchants' Row
Variolls small tradin81lOuses fro nt tllis boulevard. Lesser
dire straits. Careful a nalysis of the ledgers has helped
merchants. dwelliflO inlhe shadow ofrlle Harskels. OWl! and
the me rcha nt house constantly impro\'e its political
run these lIulrkrts. Frofl18eneral stores to specialty shops.
pOSition in the city. The Harskels know a bit about
these esta blisJlIllenls make money sllpply ill8lower-priced ver-
everybody's business.
siollS of rile ordinary items in the Harskels' invelliory.
This collection ofinlelligence has given rise, in some
quarters. to concerns about just how much the Harskels
All the merchant houses not associated with the I-Iar-
know. A few noble houses. the Carradhs in particula r.
skcls trade their wares along the streets of the Plaza
have tried to use this issue as a rallying pOint against
District. The shops down Merchants' Row cater to
House Harskel. Just to stay off the record a nd avoid con-
Gloomwrollght's less wealthy or less choosy citizens. or
Oict. some nobles smuggle in their own goods or deal
those who refuse to deal with the I-Ia rskels. The stores
with the duplicitous Treyvans. A few items, however.
in Merchants' Row offer everyday good s of a higher
only the well-connected Harskels ca n hunt down.
quality than the fare in the City Ma rket.
In add ition to merchandise, Harskel"s Emporium
These lesser merchants com pete fiercely. sometimes
sell s space to independent contractors offering high-end
engaging in price wars, which ca n esca late into violence
services, such as ritual casting and knowledge of areas
a nd sabotage. Such confl icts arc short-lived and quickly
in and near the City. For the right price. a gUide ca n be
forgotten -it's just business. after all.
had to lead someone to the Darkreach Mountains or
The privacy- friendly nature of these stores makes
through the labyrinthine Undercity beneath Gloom-
each one an excellent place for passing messages. Sev-
wrought's st reets. A gUide to Letherna might eve n be
eral belong to or are affiliated with the Veiled League.
found here. These contractors ha,'e variOHS specialties
but a number are inde pe ndent. To avoid the eyes of
cove ring nearly every possible need.
the Veiled League. age nts o r various factions some-
House Ha rskel certifies and endorses all of these
times lise these independent shops as drop point s and
contractors-but sta king their reputat ion and fortune
meet ing places.
on the performance of outsiders is not something the
Ecstasy of Goldhammer (Hook): Gold ham mer
Harskels do lightly. When a contractor fa ils to live up
General. a supply store run by the Goldhammer dwa rf
to the I-Iarskels' endorseme nt. the least severe punish.
clan . is a popular stop for those head ing out of the city.
ment is expulSion from the emporium . Those who dery
The Goldhammcrs sell a fine select ion of equipment
the house in truly spectacular fashion sometimes dis-
that includes anything an advent lITer might want, eve n
appear for a time. Rumors say that sllch wretches end
quaSi-legal items such as lock picks. Members of the
lip at Harskel Acropol is. where they mllst work offrhe
filmily do much of their smithing and mctallurgy on
dishonor they brought to the house's name. They return
the premises.
months later, dazed and uncertain of what happened to
Like the Harskels. the dwarves take ca reful note of
them. if they return at all.
who is buying what and head ing where. Their sec ret
The manager of the em porill lll is Pollivar Harskel.
ledgers are far more accurate than those the guards
eldest son ofDedrek Harskel. As the future head of the
keep at Gloomwrought's gates. Unlike the corrupt
house, PolJivar must run the business and learn e\'ery'
guards. the Goldham me rs accept 110 bribes to forget
thing one can know about the family 's operations. He is
any of what Ihey've learned .
extremely intelligent and has overseen many improve-
ments to the emporium during his term . For spying

CHAPTEH 2 I City of Alidni8h.


Gepp Goldha m mer. head of the clan. has a new Fizbarn Market (Encounter): One brightly lit and
consort named Miren. She moved into the Gold- brilliantly colored storefront belongs to the Fizbarns. a
hammer household recently and brought a personal hOlls~ ofhalfl ing merchants. Until recently, the hOllse
entourage, including bodygua rds, with her. Reidar. was a mi nor player in Gloomwrought. It has risen to
Gepp's son, is suspicions of Mi ren becaus~ ofh~r lib- much greater prominence since the d iscovery of t he
erti ne nature and her lack offamily or social ties. He Lightwell (page 43). Easy access to t he planar crOSSing
asks Ihe characters 10 look into the matter. Investi- allows t he house to imporl prod uce and other food -
gation uncovers t hat M ircn is a succubus with bot h stutTs into the city from the world, t he quickness of the
mortal and fie ndish servants. She aims to use the t ransport preventing the Shadowfell 's du lling influence
Gold hammers' wealth and family members to support from soaking into the food before it's sold. Se rvants of
a devil cult in the Temple District. the city's upper crust and runners for local restaura nts
pack Fizbarn Market nowadays. As a result, the Fiz-
barns have become a major commercial force. by trader
standards. almost instanta neously.

CHAPTER 2 1 C i ryofMidniy"1
4: The Steps business is the trafficking of stolen goods. Anyone who
arrives without th at sort of business to conduct is likely
Down these riJoroll8'ifares are rows of modesl lIOHlCS, quar-
to receive the gi ft of a knife in the ribs from the shop's
ters fa Gloofllwroughr's workil18 class. 'fh e apartments crowd
proprietor, Triptam, or one of his associates.
the st reets. alld omol18 them, peoplea/oomily []O about their
A native of the Steps, Triptam lea rned to operate
business.
within Gloomwrought's sordid underbelly at a young
age. He was one oftbe best thieves in the city. After
Ncar t he edges oflhe city, cheap hOllsing abounds.
a series of adventures as the architect of a n in fa mOllS
Alt hough members ort he upper class ca ll it a slu m ,
crime wave, he sett led down and set lip shop to buy and
the area ca lled the Steps is pleasant compared to the
sell the assorted ullusual items that those involved in a
Sh attered Isles and the wretched conditions there. Just
life ofthe.ft commonly acquire.
as subject to Gloomwrought's mysterious shifting as
I nterest ing items of all sorts end up at Trip's. Ju st
other structures in the City, houses here can quick ly
about any stolen object of Significa nt va lu e eve ntu
change shape.
ally passes through its doorway. Triptam resells most
W hile some work, others steal. In the Steps, some do
me rchandi se quickly. relying on his contacts through-
both. Plenty or the residents supplement their income
out the city. The retired thief still has the sa me eye
with con games or simple theft. Peddlers and petty
for treasure that made him great, and he occaSionally
thieves can be one and the sallle in Gloomwrought ,
holds onto something fo r himsel f.
and dishonest folk slip between the two professions
Hot Possessions (Hook): Triplam's shop has been
with ease, For these people,living in the ever-changing
closed for two days. and the propr ietor is nowhere to
Steps is a boon. When a swi ndle goes wrong. or when a
be seen on the streets. A few people have disappeared
former mark shows up looking for answers, a criminal
during thi s time. each of them last seen heading into
can lise the territory to his or her advantage. The skil l
or past Trip's. Triptam recently acquired an assortment
challenge Rooftop Chase on page 14 of the Encounrer
of a ncient golden skulls. part of a shipment of goods
Book provides gUideli nes for a pursuit that takes the
mea nt for a group of demon cultists. As Triptam and hi s
adventurers across the city's malleable landscape.
associates were sorting and repacking the objects. red
Savvy residents know how to read t he chang ing of
runes appeared on each sk ull and a demon emerged or
the bUildings and turn it to their advantage. Sh ifti ng
possessed the holder. The demons, along with the pos-
blocks can be like stai rs a n ed ng thief might usc to run
sessed Triplam. arc preparing to emerge from the shop.
up to the rooftops. The route ca n d isa ppear as quickly
Meanwhile, the cuitists are moving in to collect their
as it forms , leaVing pursuers looking up in frustration.
property.
Meanwhile, the grifter or pick pocket can dash across
roofs, then slide down on the next block. ready to go
back to work. 6: Six Crowns
Intercepted. Plans (Hook): W hile they are in the jus t up the srreetfrom tllC Pla za ofGar8o),les stands Six
Steps. the characters come upon severa l members of Crowns, (Hl 1II1asslllllins tlt'o-story blli/ditlS wilh a wom s inll
the Ghost Talon (page J 00) beating Kalus Su nbea rer, hal18il18 oUlfronl. Inside, visitors sil nt tables or the wide bar,
a m ale human who is wearing the symbol ofPclor. a l11u8 in nearly everyone's hand . A su rl), '111111al1 witll a scar
Around him a rc several dead members of the Hooded dowliliisface stands behind fhe bar.
Lantern. Upon seeing the charac ters. the Ghost Talon
thugs attack. If the battle turn s against t he shadar-kai. This wateri ng hole is the most popular spot for visitors
one of them tries to escape with a scroll case Kalus ca r- from the world . The cosmopolitan atmosphere certainly
ries. The scroll details the Hooded Lantern's discove ry hel ps bring in plenty of patrons, but the rea l reason for
of and plans to raid a Ghost Talon hideout, a task Kalus the tavern's fame is the in-house brewery. Crown Ale,
m ight ask t he characters to take on. the house drink. is a potent brew that might be more
likely found in a dwarf town. This little slice ofhome
5: Trip's makes Six Crowns extremely popular with dwarves, but
a nyone homesick for Ihe tastes of the world comes here.
The windows of this rickely builditln- htlrdly more titan a
One of the most nostalgiC is '-Ierken. the dwarf who
sIm ek-are sJlurrered, a dear sinn thallhe inJwbilaniS do nol
owns Six Crowns, He tells daring tales of his past as
we/come observation. A street denizen carryin,q a bundle s/ips
he passes through the common room, where he loves
inside the place every few minu tes. Those who no in ('me rne
to mingle with his guests. In addit ion to being the
asuin moments la ter without their packanes.
brewmastcr, Herken is a crafter of no small ability. I-lis
loc ked cellar holds special items and elaborate contrap'
Trip's is somewhere few people end up by accident. It
tions aside from the brewery's works.
is difficult to stumble upon this hovel without mean
The barte nder. Glenrick. also aClS as the bouncer
ing to do so. a nd anyone who does seldom receives a
when pat rons become too rowdy. Like I-I erken. Glen-
warm reception. Alt hough Trip's is nominally a pawn-
rick saw plenty ill his fo rmer career as a venturesome
shop, t he place's true clients a rc criminals. Trip's real

CH f\PTER 2 1 Cily ofMid niiJht


f-
warrior, and he's will ing to swap war stories, He earned large investment in a home a foolis h risk in most areas U
his sca rs during his time with the Crimson Sashes, of Cloomw rought. but those on t he Isle of Stars have
before he parted company over a money dispute, I-Ie made a point offlaunt ing thei r wealth since the isle's
wanted higher pay, but Balaren beat Glenrick in a duel. creation, Yea rs ago, Starla Novc nger. a newly arrivcd
scarr ing his face, and then cast him out of the merce- noble, noticed that the Shattered Isles we re less suscep - 0
nary group, Glenrick still harbors bitterness. and he
has litt le love for the Crimson Sashes or the company's
tible to the stra nge shift ing of the city's feature s. She
paid an enormolls slim to have more land raised on
"N
tiening leader.
Protect the Beer! (Hook): Dwarven businesses
the opposite side of the harbor. This new isla nd is less
stable than the isles in the Ghost Quarter. Even so, new
"
-'
0.

have been targeted by saboteurs recently, and now arrivals here pay dearly to sta ke a claim. make or pur-
I-Icrkcn has recdveu threats against his brewery. Some- chase lav ish homes. and beat back the darkness.
one poisoned a few casks of ale, making the customers Traditional nobles of the Dust Quarter frown upon
sick and scaring off patrons. Whoever is trying to put the cxcessive shows of wealth on the Isle of Stars. After
Herken out of bu siness needs to be stopped. Those generat ions u ndcr the in fl ucnce of the Shadowfe.ll . the
who are able to find the cu lprits and put an end to the Dust Quarter nobles have become staid , They prefcr
threats are su re to have a new safe house at Six Crowns. to cope with the plane's effects through conventional
and as much free Crown Ale as they can drink. Perhaps lifestyle habits rather than by confronting such effects
Ghost Talon shadar-kai are at work in the Steps. directly. T he "new money" on the isle laughs pu blicly
Sabotage at Six Crowns (Hook): Herken built his at the conservalives, all the wh ile secretly coveting the
reputation as a crafter on his work for several noble loftier statu s of those within the Dust Q uarter.
houses. I-lis current project is a commission directly Working Vacation (Hook): Balaren. the leader of
from Prince Rolan, A dull table inl-lerken's workshop the C ri mson Sashes, invites the characters to a soiree at
looks unimpressive until one looks closer to sec thou h is mansion on the Isle of Stars. Dur ing the eve nt. the
sands of runes inscribed upon il. Holan believes that the tiell ing approaches the characters about a job. Th ree of
flnished device should be able to amplify necromantic h is employees went on a detail. escorting a client into
rituals. the Darkreach Mountains, .md Ihey have been over-
I-lerken knows the table can be used only for no due to return for more than a fortnight. Three more
good. The dwarfwams to be free of the project. but Cri mson Sashes. sent four days ago. have also failed to
he also wanls to avoid the prince's wrath . He hires report back. The original squad's charge could have led
the purty to break into Six Crowns after hours. and to them inco an ambush, or a natural disaster might have
destroy the table and everything assoc iated with it. The trapped both groups. All remaining hands arc at work
task is not as easy as it sounds because the Deathless in the city. so Balaren needs someone from outside
Watch is keeping a n eye on the ta\'ern to prevent just the group to find out what happened, If the characters
sllch an OCCurrence. That problem is only the begin succeed, he might ofTer t hem positions as auxiliary
ning of the troubles for the characters-and Herken-if members of the Sashes,
Prince Rolan learns the truth about t heir mission.
8: The Lightwell
7: Isle of Stars Just as places of dcep shadow in the world can become
Just oJJthe shore oJlhe Plaza District, an island provides shadow crossings to the Shadowfell. so too can a place
8rolHJ(IJor weal rmHlsions !hal have mirroredfilflldes, LiB/liS orintense light create a portal in the other d irection.
011 the isle reflect oJJtlte ncarby water alld buildinys like dull On the Isle of Stars is a mysteriOUS dome in the garden
stars dimmed into muted constellations. of the Fizbarn mansion. Inside is the Lightwe ll. It looks
like little more than a grassy hillock with thirteen mir-
Those li\'ing in the Shadowfell welcome any opportu rored lamps meticulously focused on a small stone
nity to fend off the depressing cffects orthe plane. On plaza.
the Isle of Stars, this desire is taken to its extreme, No The Lightwell was a curiosity that Fizzet Fizbarn, the
expense is spared to keep the shadows at bay. Streets Fizba rn patriarch, enjoyed as part of h is ga rden, It was
are lit at all hours, and the mir rored surfaces of many original ly thought of as a bright spot in the Shadow-
of the bUildings a re designed to spread the illumina- fell and a selling point for the manor. Its true nature
tion enough 10 drive the gloom away. Despite these became apparent by accident one day. Several workers
efforts, the lights are never as bright as they should setting up magiC lamps to help the nearby grass grow
be, and the mirrors return on ly a pa le im itation of the di sappeared through the portal. They carne back and
glow they might reflect in the world. Far corners stay reported what had happened .
just out of the radiance, and enough shadows linger to Fizzet quickly commissioned three wizards
hide threats. to s hore up the planar crossing, and they recom-
Still. such a display can be seen nowhere else in the mended inten sifying the ligh t 10 ensure Sllccessful
dty. The instability of the city's architecture makes a passage. The Fizbarns then hired more laborers to

CIIAPTEH 2 I City of Midnly"t


place permanent lights and erect the dome. Instead 9: Roost of the Monger
of a place for panies. the garden became a source of Like the craw's ncst of a8ianl sllip, the Roost of the MOllner
considerable wealth and power. Whell the lights are Sfallds Ilear fhe intersection of the Plaza Disfrict, the
illuminated, the veil between planes is pulled razor Drowned Quarter, and the Feuered Ward. Two statues of
thin and passage to the world is reliably possible. humanoids, perhaps shlldarkai, sfimd back to back alld
Fluefs fonunes in the city have dramatically hold fh e wider lOp of the 1U\\er alofl on their upraised ham!:..
improved due to the Lightwell. Sales offood and other Steady streams of messCll8er animals and dooked a81!'llfS
fresh merchandise from the world pour money into coml!' alld 80 from the spire.
the Fizbarn family coffers. But with these riches has
come some unwelcome attention. The prevailing mer The heart of operations for the messengers and liaisons
chant houses are determined to fend off another rising of the Veiled League, this building is an elegant five -
star, and they have attempted to buy, cheat. and fight story tower adorned with giant statues carved in the
their way into the Lightwell. Other factions covet the shape of ravens clutching scrolls. Five lifts. with league
portal as well, seeing It as a potent tool In their quest for soldiers manning them, fe rry passengers from the
dominance. streets up to the tower's chambers. If the agents within
Fizzet has fended off all comers so far. Impressive feel they li re in danger, they hoist all the elevators, effec
magic wards and guardian beasts now protect the tively cutting off easy access to the bui lding. The chains
mansion, proving that the halnings can and do use the on which the elevators ride are barbed to serve as an
Lightwell for moving more than just trade goods. impediment to climbing.
Green House Guests (Hook): The LightwelJ opens Inside the top of the tower, a central ha ll fea tures
in the world near a dryad's grove. Cheldria. the dryad, two statues of the Raven Queen. also standing hack to
sec:, the ponal as a leak of shadow into the world, and back. in her guise as the deity offate. Street stories have
she wants it closed. After gathering allies, she invaded it that the Raven Queen sea ls contracts made withi n
Fizbarn mansion. Cheldria and her friends have taken the Sight of these statues, and ill fortune fin ds any indl
over, and they have turned the magiC and beasts vidua l who breaches such an agreement.
guarding the Lightwell against the Fizbarns. These Surrounding the central hall are rooms filled with
intruders now threaten to destroy the manor and the shelves ofrolled parchments. These scrol ls conta in meso
family fortune. sages entrusted to the league for distribution, organ ized
Finet frantically contacts the characters about according to the major districts of Gloom wrought. Par
defeating the invaders before they ruin his home and eels, commended to the league and awaiting delivery,
business. The characters might even be able to negot i are stacked in similarly organized rooms.
ate a mutually beneficial solution if they can convince Untold volumes of secrets fill these papers and par
Cheldrja that the portal is closely controlled. A repre eels. To prevent the unscrupulous from learning such
sentative of one or more fact ions might also speak to secrets, the Veiled League uses a complex code to write
the characters, offering a reward for information on out its records. All agents learn to translate these coded
the mansion's layout and defenses. messages. and swear to protect the code, eve n to death.
The best a thief could hope to escape with is a batch of
indecipherable messages a nd a few minor valuables.
IGNOBLE CONFLICT Most nSSulllC that the tower. haVing no apparent
The merchants and other rich folk on the Isle of Stars Jiving quarters. is named to honor the leader oh he
envy the power of the old guard In the Dust Quarter, Veiled League, but the Monger's lair actua lly is within
and they aspire to such standing themselves. The the Roost. In her draconic form. Ushawabti lives in the
old houses fear for their positions and protect them chambers at the top ofl he tower. A shaft, Otted with an
at any cost. Resentment brews on both sides, the elevator sized for humanoids. passes through the tower
Shadowfell's insidious influence fueling the negativ base and emerges between the centra l hal l's Raven
Ity. As mentioned before, the characters are likely to Queen statues.
encounter members and allies of numerous groups. Prince's Eyes Only (Hook): In the bac k all eys of
Even if the characters feel no pressure to choose a the Plaza District. the cha rac ters stumble upon a sha
side, the quests they accept and the people they darkai courier of the Veiled league. Mortally injured,
befriend can make the choices for them in the eyes she seems to have been trying to get back to the Roost
of others. Trying to walk a middleof-theroad path of the Monge r. She holds a scroll out town rd the char
might result In more enemies than friends. acters and dies, her last wish unclear. "Prince Rolan's
Eyes On ly~ is written on the scroll above its seal. Iler
attackers show up at that moment.

Ci-lAPTEIl2 I City of MidniIJht


Cl
FETTERED WARD
The Fettered \Vard. Gloomwrought's entertainment deal 110t only with injuries from the fall. but al~u with
's:<:"
district, spans the north end of the city. Spectacles arise the crazed throng of onlookers. a
011 evcry corner. and intense sensations lurk down (\'cry The crowd im mediately sets upon the newly acquit
street. captivating the mind and the senses. Bizarre ted. Some spectators attack o\'er the fact that the ~
sights arc common, and dark thoughts are brought into prisoner's survival lost them a bet. Others try to touch ~

:~;ks~;~;:~::~:~~~ltt~ ~~~i~: ~a~~r~f!:~t~;~l~;:::~~t!~d ~


the dim light and made real. Many experiences that can
be had in the Fettered Ward might be frowned upon in
other communities or. at leas!' shamefully hidden away. of dying at the end of a rope. lots of prilOoners perish in
In the City of Mid nigh I. hO\\'c\'cr. people openly cOllle a press ofnesh. unable to shield themselves from the
into the quarter and openly lake part. Concentrated mob. Despite the long odds and a potentially grisly end
diversion is life itselfin the Shadowfell. chasing away at the hands of a bloodthirsty multitude, most prisoners
the bitter grayness thaI soaks into the soul. prefer the fall and the fighting chance.
BUildings ill the Fettered Ward rencet the passion of Scattered throughout the crowd are oookies taking
life in the district. They arc mOTC changeable here than wagers on the fate of each prisoner. Bets come down
a lmost anywhere else in the city. and their mutability first on whether the spike holds. Chants from eac h bet
more obviously mirrors the sentiments of the people. ting group spread th rough the mob during the buildup
Storerronts take on an angry aspect. for instance. when to a drop. If the prisoner falls. a spectator can make
vicious crowds storm into the quarter during the weekly a wager on whether a nd how long the lucky one can
hangings or the monthly gladiatorial games. Spiky horns survive. The payout Is at least 10 to 1 if the prisoner
sprout o\'er doorways. and windows resemble clenched somehow escapes death. If the spike holds. however.
teelh. The environment feeds the citizens' frenzy. so that money changes hands agai n. wit h some gambling safer
they reach their destinations howling for blood. stakes on how long it takes the rope and its passenger to
Permanent residents in the Fettered Ward. other finally go still.
thnll entertniners and other workers. are those who Hanging Fixed (Hook): Pharn. a tiefling pick
have sunk into the Shadowfel l's dismal grasp. Steady pocket and street acrobat , has been to the Hanging
exposure to the district's offerings has numbed these Wall twice before. Both times his spike broke, and
poor souls to stimulating effects. Such wretches must he survived the fall and the mob. Having become a
chase experiences that arc more and more extreme just celebrity. Pharn is com ing to the wall once again this
to fend off the decay of mind, body. and soul . Addicts week, and everyone thinks he is sure to defy death
beholden to acute sensations to keep them going. they once more. The characters ha\'e learned that one or
can no longer live in a way that passes for normal in more members of the Deathless Watch are orchestrat
Gloomwrought. They are trapped. Bound in such a ing Pharn's escapes to collect on the bets going on at
downward spiral. few recover. the wall. Further. a few others now have great SlI lIlS
invested in Pharn's death. These people aim to make
1: Hanging Wall sure Pharn dies even irthe noose spares him. The
characters might come in on either side, but protecting
Spikes jutJrom !he top edse of the City Wall here like ja8lJed
Pharn is likely to make them folk heroes and garner
JanBs or claws, splayed in all directions. DanslinsJrom sev
them some interesting enemies. Pharn might not even
eral oJfhe5e barbs are ti,e corpses of hanBed criminals, a
be in on the scheme.
Shoulish warniriB to wouldbe lawbreakers.

Each week. the Deathless Watch carries out the jus


tice of Gloom wrought here in front of the people. It is
a spectaclc not to be missed. and hundreds of citizens
gUt her for the show. Guards cnjoy the attention. They
ham up their parts in the work of stri nging up prisoners prisoner for havil18 his around his wrists?
a nJ hurling them frolll the wall. More than half ofthese
Should I jud8c )'OU for tltose sltarklil18 your
executions happen cleanly, ending with a broken neck
or decapitation for the condemned. But the crowd rcally mind? 1 tltillk not:
gathers to see executions that fail. - Kryssa Halfheart,
For a few of those to be hanged. the spike sup
porting the hanging rope bends or breaks under the owner of the Red Door
sudden wcight. It releases the convict. This is as good
as it pardon to the guards. and they consider their Juty
dOlle. For the prisoner, however, this is just the begin
ning. Still bound. he or she plummets nearly four
stories, facing death again. Those who survive have to
CHA PTER 2 I Ci ty of "lidniShl
2: Avenue of Chains Boisterous and belligerent customers arc a common
Sight here. since some people develop cravings that are
Strill,9S of meta/links crisscross over rhe road like a nel, cre-
hard to sate. On ly the tru ly wealthy can afTord to regu
atino a sorl of secondJloor abo~'e the lane. At street lewl,
larly indulge themselves at the House of Sterling. but
entertainers such as fire-ealers and buskers occupy every
other members of the Veiled League operate most of
corner. and open doors lead infO dirtily lit shops.
the red shops along this avenue and provide simila r ser-
vices for the masscs_ Each outlet focuses on one or two
The Avenue of Cha ins runs through the heart of the
particula r delights. and caters exclUSively to patrons
Fettered Ward. snaking across the north end of the city
seeking sLlch experie nces. A client looking for a good
from t he Graveyard to the Carniva l Grounds. Every
time needs only to duck into an establishment. allude
block between bears the signature chains that give
to the vice of choice, and pay up. Although most places
the road its name. Pulled across the st reet eight fee l or
aim to please the customer, arguments over price a nd
morc above t he ground, the chain lIet creaks and rattles
services rendered are everyday occurrences.
as it sways in the breeze. A colored banner hangs from
the links outside just about every shop. indicating the
business within. Yellow indicates a food ,"endor or an 3: City Jail
eatery, blue designates a crafter or a sundr ies shop, and Nea r rile easr end ofllle Slreel sits a blocky buildil18 only
rf'd.the most common by hlr. signifies a pleasure den. sparsely filled wirll color. The chait1s o~'er the street here are
People who freq uent the avenue use the chains over stricriyfuncliollal. blockit18 escape from Ihe windows (Jlld
hanging the street for a variety of purposes. Skilled doors.
citizens walk on the chain nets to move from building
to bUilding without going down to street level. Practiced Cloolllwrought's city prison is the temporary home of
balancers can cross the chains at a run, or even hop unfortunate souls who were too poor to bribe their way
from chain to chain. Those given to storytelling say that oul oflrouble. Prisoners are crowded into dank under-
the chains shield patrons in thei r moments of excess ground communal eells and ca n go without food or
from the eyes and hands of prudish deities. Some estab- exercise for days at a time.
lishments magically utilize the chains to snatch thieves
or entangle unruly clients.

CHAPTER 2 I City Qf Mldninhr


The Death less Walc h shackles prisoners to the noors information on the street should have little trouble C
of their cells to await punishment. wh ich most find
at the Hanging Wall. While they wait, captives must
IIguring out that he or she ca n be a friend of Nialil-lalr:
hea rl . too. si mply by saying so.
"'$:<:
e ndure those whom the gu ards a llow. for a fee or as a Kryssa a lways gives members ofl-Iouse Harskel a 0

~~:~~Il: ;~~I~~;li~tn~;~:~;:~~r:~I~ll~~~l~ir~~:ll~~:~:~:, ~o ~
favor. to have a wa lk through the jail. Such tourists hurl
insults. garbage, and worse at the miserable residents.
Race to the Noose (Hook): Walking by lhejet il, she accepts nu paYlllellt frulIl sduns ufthe me rcha nt ~
the characters lind a scra p of pape r on the grou nd , house who SlOp by to have a little fu n off the patri - ~
appa rently dropped from one of the windows. It has a arch 's books. In return. however. she secretly takes her
location in a nother district written on it. As the char- pick of the fin est s ilks a nd other accoutre me nts from
acters ponder this. guards lead a string of prisoners Hars kel shipments. As a resu lt . the Red Door is more
out of the prison. One of the criminals, a halforc, sees lavishly appOinted than any simila r establi shment in
the characters with the note and shouts. "Go t here! It's the dist rict. which he lps to ex pla in its popularity.
under the n oorboa rd sl I'm innocent!"' Kryssa's unspoken alliance with the Harskels has
The guards si le nce him, but he looks back forlornly made he r a nuisa nce to ot her noble hou ses. but since
one more time. Can the characters find the evidence to her operation is extre mely popu lar. action aga inst her
save an innocent pe rson? O r is this all some elaborate is m inimal. She has few a llies in the Veiled League. but
ruse to allow enemies to catch the party unawa res] the leaders of that organizat ion leave her alone due to
her public esteem. Kryssa resents that so much business
4: Red Door flows to the House of Sterling and the Veiled League
rather than to her home.
Bri8hr w i paint covers the fro nt door of til is well-kept two-
Homecoming (Hook): A half. e.lfcl<limi ng to be
Slory home, bur no pennalll han8sfrom the chains outside.
Nialll-lal Oleart a rrives in the city. a nd Kryssa halts
People. patrons perhaps. come lip to the door {[rid Imock.
operations at the Red Door in defere nce to her mi racu
After a qUkk wllisper to an uliseenfiaure within , they lIIove
lously returned husband. However. a circle of~friellds
quickly inside, and tile door shuts uaain.
of Niall" soon contacts the characte rs. These individu-
als firmly believe that Niall is a n impostor, although
One of the more popula r stops on the Avenue of Cha ins
their theories are all conjecture. The only well-known
is a large house that has no displayed name. No flag or
fac l is that. when the couple has been seen in public.
sign ma rks it as a business. Nonet heless. fi gures come
Kryssa seem s withd rawn and in poor healt h. Is Ni all a
and go through its crimson entrance at a ll hours. The
va mpire, a doppelganger, or the real pe rson returned
locals know it as the Red Door.
frolll the dead? Or is somet hing more s iniste r going on.
Madam Kryssa i-Ia lflleart. a hal f-e lf who claims to
perhaps at the in stigation of Kryssa's enem ies? Those
be a widow and appears to have scores of friends. owns
adversaries are sure to be displeased if the cha racters
the house . These friends contribute will ingly to the
take actions that lead to the Red Door being reopened.
upkeep of the place and the wages of the accollullodat-
ing serva nts who work within. Kryssa's sons. se rving
as guards, remove those who fail to donate. and then 5: Tenebrous Cabal
recom mend that such ingrates stay away. Guests at the One building 011 rhis block is almost too unremarkable,
Red Door are expected to accept that a mong Kryssa's bra zen in its plainness. It is a structure rharfails to invile the
sons a re a half-ore a nd a dragonborn. both of whom eye of allyone who isn't lookin8 for it. anti shadows IIl1llalll-
ha\'e uncounted scars. Visitors who express disbelief or rally garher around it.
even doubt that these could be he r offspring a re denied
t he house's offeri ngs. Shadow magic is relatively rare in the mortal world, but
The exact natu re ofKryssa's business is ha rd to in the Shadowfell it is a way of li fe. Those who dabble
summarize: she deals in everything from secrets to in these arts create a connection to the Sh adowfell.just
pleasure. Her web of con llections is vast and carefully as druids and barbarians create ties to primal spirits
guarded. She is the absolute ruler of her domain. COil in the world . To some. the skill to sha pe shadow comes
trolling everyt hing that happens within the walls of the natura lly, but others must lea rn. This building. the head
Red Door. She is, at the same time, mildly insane ... or quarters of the Tenebrous Caba l. is one place to do so.
so it would seem. To be trained here. one must a pply a nd gain accep-
To be welcomed into the Red Door. one must claim tance. An applicant must perform one or more errands
to be a friend of Niall Halfllcart. Kryssa's late hus- for the cabal. each m ission assigned based on the
ba nd. Kryssa needs only to hear that assertion voiced candidate's ClIrrent capabilities. It takes aptitude ilnd
at the door, whereupon she allows ent ra nce to the visi remarkable con fidence to accompli sh even the simplest
tor. In sllch fashion, a host ofC loomwrought's citizens of these tests. Those who succeed become apprentices
have asserted their frie ndship for Niall Halflleart. but of the Te ne brous Cabal. able to study the skills of assas-
no confirmed record of that person's existe nce has sination. necroma ncy. and othe r forb idden arts. Those
ever been found. Someone w ho's good at picking up who fail might not live to reapply.
CHA PTER 2 I C ity of !tIidni8Mt
Some among the city's rich send their unfavored Shadows. Only one caba list can hold the grandmaster
scions to the Tenebrous Caba l, hoping to improve the title, and death Is the only way a grandmaster loses
youngster's cha nces of survival a nd advancement in thi s lofty posit ion.
the dangerous games oflhe nobility, Graduates lise Teliko. a \'arnpire. is the current Gra ndmaster of
their powers of m isdirection and shadow manipulation Shadows. In just a few yea rs. he rose up through the
to fulfill ambitions both personal and familial. Every ranks of the Tenebrous Caba l to claim the position.
success enhances the cabal's reputation. Tcliko's rivals had a tendency to disappear. Many other
As is true of noble families. the cabal follows a hier- masters believe he used unholy magiC to swallow his
archic st ructure, Ilowever, merit rather than bi rthright e nem ies into shadow. stealing their knowledge and
determines one's place in the hierarchy. Apprentkes, power. No one has yet proven these claims or dared to
also known as initiates, arc lowest on the ladder. Those speak out against him.
who prove worthy advance to journeyman status, and
then to the rank of master. A member of any status can 6: Graveyard
be a caba l ngent. A cabalist oflo\...er rank can gain a
The street rUrlS throllS'. a ramshackle set oJbuildinss. ancl
better position by outdoing one or more members of a
a number oJtheJisures movins amon8 tltem walk with a
higher echelon.
shamble bOnl of the srave. Of hers float just abow the srolilul.
Within the guild house are rooms for hOUSing the
CI sl'ectrcd 810w 1i8htil18 their trtmslucentforms from willlin.
cabal's master Instructors. stafT, and guests, as well as
E,.ideflce of decay assaults all rite senses.
ceremonial chambers for variolls uses. Other members
must see to their own housing. Teaching sessions occur
To the chagri n ortllose who strongly revere the Raven
in secret locations inside and outside the city, Learning
Queen, as well as those who fear predation within
to make It to classes covertly is part of the training.
Gloollnvroughl. undead can be found in the city as
The Circle of Tenebrous Masters. most of whom arc
serva nts and citizens. Independent undead res idents
teachers as well as capable practitioners of shadow
prefer to live in the Graveyard. This large section
magic, sees to the running of the cabal. At the circle's
of the Fettered Ward is dedicated to sheltering and
center is the caba l's leader. the Grandmaster of
Cillertaining the living impaired.

C II APTER 2 I City of Midni8ht


The several blocks that make up the Gravcyard people who regularly pass through arc those who have
appear worthy of the name. Even more than usual for an interest in the undead. More than one necromancer
the Shadowfd!. color has drained away here, casting makes a hidden home here.
everything in a gray pall. Most bUildings are in a state Vistani travelers are notable exceptions to this rule.
of advanced decay. sagging as rotting wood and broken The wandering folk welcome the chance to treat with
stone give way. But even in this condition of extreme the undead. To the Vistani, those living in the Grave
disrepair, the structures defy natural laws to remain yard have changed from living to dead without lOSing
standing, much like the undead that make their homes their lust for life. Even though the Vistani acknowledge
here, As with elsewhere in the city, occupancy, no the Raven Queen, the)' equitably assume that any crea
matter how strange the occupants might be, keeps a ture that continues on after death was destined to do SQ,
building from collapsing. They value the knowledge they find within the minds
Most undead that dwell in the Graveyard have for and the tales of Graveyard citizens. However, even the
gotten the deta ils of their former lives. The negative most intrepid Vistani knows to walk here with caution.
innuenccs of the Shadowfell appear to have no effect on Grave Costs (Hook): Vivcka Ulfydar, a human aris
these creatures. In fact, the opposite seems to be true. tocrat and a diSCiple of the Raven Queen. contacts the
Without fear of death holding them back or the troubles party about her dead fathe r. Gamel. She swears that
of life holding them down. Graveyarders are some of Gamel has been seen wandering the Graveyard and
the most vita l individua ls in the city. Because they don't lurking around the family home. That he is undead (or
need to sleep. the undead keep the Graveyard active at so she thinks) is disgusting to her. She wants him la id to
all hours. rest, by force if necessary.
The living rarely visit the Graveyard, which can be To fake his death so he could escape his debts,
one of the most dangerous parts of Gloom wrought. Gamel hired a Graveyard necromancer named Zelu
Most people worry about an encounter with ravenous gas. The necromancer now controls Gamel. who falsely
undead, such as the Ch arnel Fangs (see "Grigori and believes he is a zombie. Zelugos hopes to profit from
Nikolai," page 120). a faction of cruel vampires, Some this control. Garners debtors might be very interested to
fear the wrath of the Raven Queen if they associate find out that he is still alive.
with those who have evaded final death. The only living
CHAPTEH 2 1 City ofMidnisht
Legion of Risen Blades more people able to cram in behi nd them. Every van
A squad of well-armed undead moves (I /OIlS a street border- tage point is fi lled for the large outdoor events that play
ill,9 the Graveyard. f\ ctirIB milch Ilkc8ua rds, rhe soldiers Ihal out here, from circuses to are na Inatches.
aren't mere zombies suspiciously examine all who pass. Each month , people come to the Carn ival Grounds
for gladiatorial bouts that thc city a uthorities sanction.
Sentient undead have a lways bee n permitted to inhabit AI! of Gloom wrought e mbraces these games. Shad ar
G loomwrought, but their presence makes t he living kai. in particu la r. savor the chance to fig ht, or to watch
uncomfortable. to say the least. Zea lous agents orthe and wager. A nyone look ing to raise the blood for an
Raven Queen, such as the Ebony Guard, bear no tole r- afiernoon might be found at the public figlus . Increas
all(:e for those who try to thwart fate and rema in whhin ing the stakes for spectators. no barriers sta nd between
creation after their time has come. O the r do-gooders, the glad iators and the \' iewcrs. Ba ules sometimes spi ll
paranoids, and Vigilantes also wanl t he dead returned into the crowd, or vice versa. Any onlooker can ste p up
to their fina l rest. onto the st age a nd issue a challenge to t he glad iators.
Graveyard's reSide nts a re aware ort he risk of attack. Most of the contesta nts on the oOkial roster are
They a lso have a respon sibil ity to make sure that the crim inals. Officials walk th rough the city j ail a few
life-craving undead within the area stay in check. Fail- times a month. looking for new recru its among pris
ing to do so might resu lt in authorities taking up sword . oners eager to escape the Hanging Wa ll. Nobles or
flame, and astral light to drive the Graveya rde rs out. merchants sponsor ot her gladiators. prOViding these
Because or that possibility, somc Graveyarders ha\'e warr iors with ex tra equipment and mag ical e nhance
formed a makeshift private army that t hey call the ments. Such branded fi ghte rs arc anothcr form of
Legion of Risen Blades. The innate powers of these competi tion among the rich, one more way for them
soldi ers make them a force to be reckoned Wit h. fur- to jockey for prestige. Anyone who wants to fi ght ca n ,
thermore, some mem bers of the militia can be utterly so a nothe r group of gladiators consists offreelancers
destroyed only in particular ways. tryi ng to make names for thcmselves. The best among
Turaknal. a sku ll lord released from bondage w hen these can earn sponsorsh ip from a noble house or a
its m aster perished, leads t he legion. The power of the wealthy t rader, becoming branded career gladiators.
Shadow fCl I has sustained Turaknal. Instead of d issipat- Lucky c rimina ls might do the sa me.
ing, the skull lord persists in the Graveyard. where it In Slark contrast to the bruta l fights and weird
has fOllnd a new sense of purpose. Turaknal takes its spectacles, a sma ll , peaceful shri ne to Avandra has its
position seriously, and It re li shes lis influence in the place on the edge of the Carnh'al Ground s. Citi zens
Graveyard . of G loom wrought recog nize Avandra's position as the
Fresh Recruits (Hook): Citizens from outside the deity of trade a nd . especia lly, of change. Alt hough the
Graveyard suspect that Turaknal has been rec ruiting g rounds arc out of the way for most citizens. the sh ri ne
for the Legion ofRiscll Bladcs by sendi ng servants to is the s it e of more prayers than some of the grander
kill the drunken and the helpless so that t he corpses institutions in the Temple District. Cel la , an elderly
can be animated as troops. A few people think Turaknal and blind fe ma le halfling. is the shrine's official c usto-
is plan ning a n attack against the city. T he characters dian: the faithful help keep her fed and the sh rine in
need to find out w hat's happening and what lines have good repair.
been crossed. Depend ing on w hat the characters dis Last Words (Encounter): T he characters attend
cover, thcy m ight necd to take decisive action aga inst the ga mes intending to talk with a pa rtic uJa r gladiator
t he skull lord. IfTuraknal is innocent, then a cull of afterward. Before they can do so, members of a ri va l
Orcus, a servant ofVecna, or a corru pt necromancer house's team challenge the gladiator'S squad. It becomes
might be at work. clear that t he challe ngers intend to kill the informer
before he can deliver his information. The characte rs
must intcrvene on their contact 's behalf. fa ci ng the
7: Carnival Grounds opposing gladiators and the potential wrath of the spec
This open pll/ta is conca\'e, its lowest pOillt (If its center. Seat- tators. Good tactics and savvy crowd managemell t a re
illolilles the IIpper area. At the bottom of tile bow!. Wide required to save the day. as well as to receive the mes
sta8es are set irHo lite8round, and workers are busy settino lip sage during the armed intervention.
small towers and olher featu res for some event.

The Carn ival Grounds comprise the largest open space


in the Ci ty of Midnight. A natural sinkhole creates a
bowl the size of two or th ree city blocks. and no blllld-
ings rise or can be bUilt within. This fact doesn't stop
the people of Gloom wrought from putting the p laza to
use. Seating can be stacked on the collapsed cobble-
stones to accommodate hundreds of spectators. with
Vi 51 0:. Ie '1 the home and headq uarters of a n ins urgelll shadar
Crowds ofcity -dwellers mill about, wailinnior a sliJnalfrom kai group know n as the G host Talon (page 100). G host
the brlll"!!Y colored WQ80t15 pulled in a li8'" circle withill the Ta lon members nd\'ocate t he supe riority or the shadar-
plaza. Suddenly. a man In a purple shirt boullds auf aftlte kai. a nd they foment d iscord between shadarkai and
Jarnes! waBon anti up all ,III' "will stas I'. He III roil'Sfi re iura ot her citizens of G loom wrought . Their ultimate goal is
the air, and ,he crowd eru pts into applause. The Visran i are to claim t he City of Midnight as the capital of a shadar-
fillfl lly ready Jar visitors. kai nation. In thiS pursu it. t he group executes small
missions throughout the cit)', attacking auth orilics and
Vislani caravans stop al Gloomwrought in thei r travels. members of other races.
and when the Vistani ca n. they camp on t he Carnival G host Talon missions arc planned and oversccn
Grounds. Although t he nomads don', stay in one place from Ghost Ha ll. As such. the place is well protected.
for long. most clans make an exception for ,he C ity of The hall is nc \'cr left unoccupied, and the G host Talon
Midnight. Here, like no othe r place. the people cel membe rs are me rely Ghost Hall's most visible defense.
ebrate the Vistani. Tra ps a nd alarms line thc windows of the place and
A Vistani clan might appear mysteriously at one of unused arcas wit hin it. wa iting for una uthorized
the city gates. then ma rch th rough t he city purposefully visitors to trip the m .
at tracti ng attention. Crowds fol low the wagons th rough Ghost Ta lon operativcs ta ke captives Ifthc), think
the streets, a Ulidpatlng the open ing of t he ca mp. The the ta rgets ca n bc ransomed or if t hey believe a mark
festive atmosphere surrounding the Vlstani d raws has va luable information . Steel bars and wa rding ritu
city res idents. Normally bright and loud . the Vistani a ls fortify cells in the baseme nt. A wou ld-be escapee
arc even more outla nd ish when contrasted with the must s neak past G host 11 a ll 's ba rracks before coming
Shadow fell 's oppressive gloom. upon the front e ntrance.
More tha n one Vlstani clan might come to t he city at The central chamber on the second Ooor is the most
the sa me time. W henlhis unusual event happens, it 's importa nt area in G host I-Iall. All of the order's active
time for a showdown. For such a meeti ng, the com peting missions arc deta iled on the parch ments t hat cover
cla n me m bers perfect ne w skills such as sculpti ng ani t he room's large darkwood table. A ledge r kept undcr
mals OUI of Ore or conjuring coi ns from thin air. O rators lock and ward details the pas t ex ploits of the Talon and
tell their best stories, a nd the crowd votes for its favorite. keeps t he names of all active and inactivc members.
Acrobats bound from ra ised b..'lr to raised bar, perform The ledger not es a ll inactive me mbers as deceased ,
ing routines and offering to mce anyone down the h;wing died eit he r in the linc of duty or because ofthcir
topside of the Avenue of Chains. Both cla ns a rc winners abandonment of same.
in the larger spectacle their combined carava ns make. Fey Sparks (Hook): The inn w here the cha racte rs
W hile Vlstan i arc present in t he city, a nyonc ca n arc staying fall s unde r attack. Ghost Ta lon membe rs
meet and connect with them . Despite the public per have come to slay an elad rin noble. Lc fevra Elly nbon,
fo rmances they stagc, however, the e nigmatic drifte rs who is visiting the City. The shadar-kai hope to sow
arc still aloof. Trade with t hem is still possible, but only strife between Gloomwrought's autllOrities a nd Lefe
polite ness and persiste nce can ea rn one an invitation to vra's house in the Feywild. Ghost Talon wa rriors move
the cla n's fireside when the show is over. through the ha lls, putting the building to the torch,
No Wagon Left Behind (H ook): While speaking wh ile othe rs attac k Lelevra's e ntourage. A few Ghost
to t he Vistani one night, the cha racters discover that Ta lon members wait outside to attack (lIl},one who
the clan has suffered a great loss. Monst rous brigands escapes the blaze. The cha racte rs ca n resol\'c the situa-
attacked them as they crossed the Durkreac h Mou n- tion by extingu ish ing t he fire. d riving o(ft he shadar-kai
tains. The clan was forced to aba ndon a wagon of rilUa l so that ot hers can escape, and rescu ing Lefevra.
components and mystic imple ments. as well as (Ill elder Ghosting the Ghosts (Hook): Lefevra Ellynbon
and a few clan members. Supernatural power is obvi be nds her will , a lliances, and wealth to Ond ing the
ously in the hands of the attackers. since t hc Vistani are Ghost Talon afte r the group's attcmpt on he r life. She
haVing trouble retaliating. Anyone willing to hel p them succeeds, but nobody in he r entourage is up (0 the task
is sure to become a great friend to the Vistani a nd , per- of staging a n assau lt on Ghost Hal l. Lefevra turns to
haps, one of the blood. t he cha racte rs, who might be her strongest allies in
G loomwrought. They IllUSt brea k into G host Ii al i. Bar-
8: Ghost Hall ring dest ruction of the cnt ire terrorist group. whic h is a
tall order, Lefe vra wanls G host Hall ruined and a ll the
The unrema rkable exterior of this bui/dillg stands oul as jar
faction's plans ex posed .
newer rhan ally thing else 0 11 til e block. Especially notable are
the 1\\'0 shadarkel! sianding outside, guarding Ihe ffllryway.

Althe northern e nd of the Fettcred Wa rd , nest led


among houses a nd tenements, stands a simple building
harboring malevole nt inhabita llls. This is Ghost Ha ll ,
C HAPTER 2 I C it y of o\Iidnlyht
TEMPLE DISTRICT
<l!opCCIS. 011 one, she is the wca\'cr of fate. a faint. know-
ing smile tugging at her lips. Another tower shows her
\ It' iti s P()PUlllt '., the hl'uwrJs. as the mistress of wimer. her features limned in frost
and icy te;us streaking hcr checks. On the central and
\llt 'Ilt' rfthcl1J is t1llr ... iJc rhellrllSp qf
tallest spire, shc is the deity of death. A cowl of feathers
me or imlllune? tll the [~111 htmd of tll'llth. conceals her face - none but the Hayen Queen truly
knows how and when death might appear.
\ \ 'htt d{lCS thllt rdl you (till-ut wl1t1 is
The Shadowfell is the domain of the Haven Queen,
qrL'tlll'~[ t1l111.ma rht.' lJods.J so it is fitting that she holds the highest stat us among
deities in one of the plane's largest communities. This
Alobard. Ebony Guard zealot gra nd temple is a monument to her supremacy.
Evcn though the city's smalle r sh rines to the Haven
Queen are far more access ible, Haven's Eyrie draws a ll
the goddess's c reatures. Ravens swirl about t he tem ple.
The City of Midnight might seem like a place ofliule They roost in the tower rookcries when not deliver ing
faith. It" citizf'm rravf' stimulating t'xpcrienccs at all nU's..ages to the farth est corners of the Shadow felJ. As
hours, and the melancholy atmosphere orthe Shadow- creation s of t he Raven Quee n. revenants and the occa
fell turns their thoughts ever inward. The plane can sional sorrowsworn can be found in the temple's black
subdue religiolls fefvor, but some people use their ha lls. DiSCiples from across creat ion make pilgrimages
inlcnse faith to beat back Ihe malaise. Even so, religion to see Haven's Eyrie.
in Glool1lwrought always faces the threat of corruption. Although thc Raven Queen's followers nock to
The O\'crwhe[ming gloom can bring forth the worst Raven's Eyrie. "lOse who primarily worship other gods
aspects of organized worship. rarely do so. Few in Gloomwrought fail to ofTer a prayer
Examples orlhcsc facts can be seen c\'ery day to the Ra\'en Queen now and again. but only the truly
in the Temple District. home to all the city's major dcvout are willing to make the strenuous climb to this
places of worship. The dcvoted have shrines scattered temple just for a moment's contemplation. Some belicye
throughout the City, but the largcst and grandest of that Raven's Eyrie is intentionally remotc, and this is
those st rucltl res are here. \Vhen the city's religiOUS largely true. Synnobus, the first high priest. is sa id to
residen ts make their way to services. they joust, using ha\'c ca lled forth the statues that hold the temple aloft
words as wcapons. Debates escalatc to quarrels, and as a reminder to the fa ithful. Those who are unablc to
all too often quarrels spiral into bloodshed. Truly climb to the sa nctua ry must adm it to the \....eakness of
fanatical worshipers measure their devotion in scars. their fl esh and their physica l transience.
The faithful relish the intensity of such conflicts. The clergy of Raven's Ey rie. predom ina ntly shadar-
savor ing them for the rush of passion they provide. kai. arc mostly nati ves of llw City of Mid night or
Aside from its var inu s hou<ie~ nfworship. the somewhere else in the Shadowfc11. Nira. the curre nt
Tcmple District is home to a large number of high priestess. is among these. Another group of dis
Gloolllwrought's minority communities. Smal l neigh- dples comes from among the orphans that Raven's
borhoods dominated by particular races dot the area. Eyrie adopis (see the "Adopled of the Raven Queen"
frequently clustered around a temple of a deity or Sidebar). Those who dwell in the temple welcome
deities the race favors.
The d istrict is in a constant state of racial and reli -
gious tension. Pressure applied in the right places has ADOPTED OF
the capacity to keep conflict at bay or make seething THE RAVEN QUEEN
rivalries boil ovcr into opell warfare. Charitable temples regularly take unclaimed children
into their care. Raven's Eyrie is no different, but the
1: Raven's Eyrie orphans who come to this temple have particularly
GloolJlwrou8ht's temple to the Rm'en Queen. buihfrom black tragic origins. The devout who live within Raven's
marble with feat her palterns carved over ils surface. sweeps Eyrie take on the care of youngsters who have lost
skyward . .Statu es of people benl under their burden hold dIe their parents. Those raised within the temple com-
structure olofl. TIlrec8refll /(Jwers risefrom the temple. each monly become priests or temple soldiers, but they are
shaped 10 resemble a different Clspect of tile Raven Queen. beholden to no such duties, The relationship between
an orphan and that child's patron is much like that
The largest landmark of tile district. Raven's Eyrie between offspring and parent, and it can range from
towers seventy fect into the air. well above the city's extremely close to bitterly antagonistic.
other holy places. Three temple spircs soar higher still.
to better givc tributc to the Haven Queen's varying

C HAPTER 2 1 City ofMidni8ht


>-
U

">-
VI
o

anyone who makes the climb to its doors, but an air of conflict might go all the way to the throne, and it's sure
superiority lies beneath this apparcnt openness. to involve other factions interested in achieving ulti-
Within the tcmple are a few sects. One calls itself the mate power in the CityofM idnight .
Daughters of Death. This group opposes those who have
lived beyond their allotted time. It a lso gives final rites SorrolVmere
to the recently departed, preparing the soul to meet the At the heart ofRaven's Eyrie. beneath the central tower,
Raven Queen. and organizes the construction or appro- is the SorrowJTIere.1t is a circu lar basin cut in the floor,
priat ion of crypts in the Undercity. filled with a viscous red fluid said to be the last of the
Another popular group is the Enveloping Shadow. blood shed by Nerull when the Raven Queen slew him.
which focuses on adding new believers to the church by She then consecrated the blood forever to her service as
any means necessary. Members also combat the influ- one of her first deific acts. When a devotee in Raven's
ence of other deities in Gloomwrought. Eyrie wants to ask the Raven Queen for gUidance, the
Most members of the Ebony Guard , the temple's Sorrowmere is the place to go. With the help of others.
soldiers. belong to the sect known as the Envelop- the supplicant wades into the pool of blood, which
ing Shadow. These warriors come from among every quickly snakes upward to envelop the seeker's body.
racc, because tcmple orphans regularly join the Ebony vVhen a diSciple sta nds in the Sorrow mere. he or she
Guard's ranks. T hey arc belligerent and fanatical, all a lso stands poised in an instant between lifc and death.
too willing to lise t heir abilities to perseclIte ot he r For a few moments, the sca les of mortal uncertainty dis-
gods' followers. appear, and the unwavering clarity oflhe dead revea ls
Deathless Abomination (Hook): The Daughters of hidden truths. A seeker always emerges frolll the Sor-
Death are sure that Prince Holan has lived well beyond rowmerc with an answer. although it is not necessarily
his appointment with final fate. The group wants the one hoped for.
Independent agents to discover the prince's method This ceremony taxes the subject. possibly leading
of extending his life and keep him from employing it to his or her actual death. Afte r receiving the Sorrow-
further. This task involves learning more about Prince mere's bleSSing. a supplicant must rest for a long while.
Holan, interfering with supply deliveries to the Death- Some never reco\'er. Temple authorities. therefore.
less Palace. and confronting the prince's agents. The tightly control the use ofthe pool.
C !-t APTER 2 I City of o\fidni8hl
In the past. ambil iolls priests immersed themselves night. Fea rs a re mOllnting that the d iabolist inte nds to
in thc Sorrowlllcre repeatedly. looking for answers to lead a not he r assault from beyond the grave. The increas-
impossible questions. Hepeated exposure to the blood ing 1X1Ilic could lead to another riot. To quell concerns
can remove all mortal cares from one who survives. and head 01T possible allaeks. agents from one temple or
from eating to the desire 10 learn. Those who enler this another ask the cha racters to hunt down and destroy the
state of me ntal clarity ca n answer esoteric questions. ghost. or unmask the impostor. before the anniversary.
but e,'cntually. onc so touched by the Ra"en Quee n The investigation turns up the fac t that Hozell was
wastes away and passes on. actually a Vecna worshiper, and it might even link him
to the 'Iouse of the Eye. His incitement ofOrclis cu lt
2: Penance Square ists was mea nt to destroy the followers ofVecna's deinc
rh'als in the city. The ghost might be Hozell . look ing
AIIllOu81t no temples sta nd immediately nearby. this plaza
for reve nge on those who slew him or allowed him to
is th e hub oflhe Temple District. Scattered across tlte square
die. Or the whole situation could be an elaborate plan
are at least II dozen small crowds. eadl clustered around a
to allow the House of the Eye to finis h what was started
preacher. toucl discussions {Ire takil19 place here. and some
five decades ago.
look like Illey'1I end oth er IlHHll'eacefuily.

Preachers of every SO ri bring the word of a deity. or of 3: Aposkos


the gods in ~encral. to passersby in Pena nce Square. Emblazoned over rhe tI1nin el1frallce to this 'ar8e buildill8
This prcaching someti mes consists of nothing more is the symbol oJf.ralhis. Alrhollah it mi8hr have Ollce been
tha n shouting from a low platform. For such a pros arilnd.thefilfiuJe is worn and ill need of rend inn Fairlifu/
elytizer. that dais becomes a substitute sh rine, which come alld 80, bur most Slay only a shorl while. Offeril18 a
the st reet priest protects fiercely. Certain spots in the quick "rayer before "eadin8 on.
squa re have belonged 10 particular orators and thei r
gods for yea rs. In the square. a greater number of con As one of the few points oflight in the Shadowfell.
nicts erupt over territory disputes tha n over genuine Gloomwrought has a natural place for Erathis within
religiOUS d iffe rences. its shi fting wa lls. The deity of civilization is a beacon
A desi re for intense dcbate. rather than malice, gives against creepi ng shadows and barbarism. both of
birth to most ph ilosophica l jousting here. Words eaSily which the Shadowfell has aplenty. To honor Erathis and
boil over into violence. however. Unl ike the skirm ishes beseech he r famr. early immigrants raised the Aposkos.
on the Avenue of Gleam ing Gems. these localized It Is larger than any district temple except Raven's Eyrie.
crusades are qUick and bruta l. Attacks occur without During its early years. the Aposkos drew more worship.
warning, the a nger of a moment spurring them 011. ers than the edifice could hold. so grateful were ci ti zens
Penance Squa re is a wldeopen space. but once hostili for protection against the Shadowfell's horrors. The
lies begi n, it becomes difficult to escape through the temple grcw in size. as is normal for a wellused struc-
crowds. Those fl eeing the scene can trample others ture ill the CityofMidn ight.
underfool. becoming a mob as dead ly as the enraged Today. however. Erathis's influcnce is not what it
zealots that started the conflict. llscd to be. Laws arc la x. and the darkness inside the
The most infamous uprising was nearly half a cen city ca n be worse tha n that outside. Prince Rola n's
tury ago. whe n a diabolist named Hozellied followers indilTerent leadership makes Emthis's followers uncom-
ofOrcus out of the Shulte red Isles toward Ru\'en's Eyric. forta ble. Merchant houses reject the deity's philosophy
With weapons. spells, teeth and fists. and su mmoned of cooperation in favo r of strife. Other temples of
horrors. the cultists assaulted the crowds in Pe nance Erathis ha\'c disappeared as her believe rs have flocked
Square. In moments. everyone in the plaza was dead, to other deities. Even the Aposkos has fallen into dis
dying, or rising from the dead . The cultists defeated repair. Ught tremors havc shaken the temple. and a
wave ufter wave of temple defenders as they marched Keepe r hasn't been seen on the grou nds for longer tha n
e\'er closer to the Ravcn Queen's stronghold. most can remember. Despite the efforts of a dedicated
Opportunistic looters began raiding buildings in group of priests. the Aposkos is becoming obsolete.
the square. stealing a nd killing. Several structures The temple's clergy is a mixed population, an accu
exploded. perhaps frolllthe city itsel f echoing the car rate reflection of a cosmopolitan city. The head priest is
nage. Many rioters perished in the blasts. Those who Urial. a half-elf origina lly from the world. Urial was the
didn't die or escape faced Execution Dock. Citi zens second in command ulltil recently. when the previous
throughout the city went on a rampage sea rching for head cle ric. Hal ve r Justus. went missing. The oppressive
Orc us culti sts. In what beca mc known as the Great power of the Shadowfe ll has affected Urial strongly in
Purge. scores more died, some of them innocent. hi s time he re. His apathy and melancholy have contrib-
Phantom Purge (Hook); Thc nfliet h a nniversary uted to the poor conditions in the Aposkos.
of the Great Pur~e is comi ng. Word on the street is that Although the nature of Gloom wrought is already
the ghost of Hozell has appeared ill Penance Square at doi ng plenty to push Emthi s and her temple out, a few
factions in the city ai m to see the end of the Aposkos.
C Ii A P T.; tt 2 I C ity ofMidn i8ht
f-
U

"'f-
'"o
...a.w
~
w
....

Zchir's dC\'OlcCS in the Fane of Night wa nt to end an artifact of Erath is that disappeared with Ila]ver.
Erathis's presence once and fo r all , since her agents The dwa rfbclieves that such decds might inspire the
work against Zch ir's toxic influence. Ghost Talon ter- faithful.
rorists recogni ze the weakness or the temple and its When the characters investigate. they find that
positive in fluence on a melting-pot populace. The group Hah'c r ha s been reborn as a revenant. Part of the duty
ponders how it might push the Aposkos over the edge he accepted in return for being granted unlife was
and into oblivion, to follow a cryptic inst ruction: MHcJp the Aposkos to
Mantic of the Risen (Hook): UTial's immcdi- it s appointed fut c." I lalver. li ving in catacombs under
ate subordinate is a shadowborn dwarf named Ya rvik the temple. has been using dark magic and gathering
Heartstone. UTial is regularly too apathetic to take allies in an e rrort to eventually dcstroy the Aposkos
cha rge, so Yarvlk oversees operallons in the Aposkos. from below. The charac ters might be able to convince
Yarvl k wa nlS somebody to discove r what happened him that the fate of the tcmple is not what he believes
to Hulver Justus und retrieve the Mant/e of the Just. it to be.

CIIA P TEH 2 1 Clry ofMidniBht


4: Fane of Night inhabitant. it collapses or disappears beneath the streets
Zehir's temple is consrrueled of plain slone. A murky haze in short order. Being interred by the city in this way
h{!nas around if. darkenifl8 and obscurins irs appearance. has become the do~e!>l thing to a burial that anydtiJ.:t:11
receives. Numerous weU-off merchants and nobles are.
As the deity of darkness. Zehir has signiOcanl power as the locals say it, "sent downstairs" after their deaths.
in the Shadowfell, but his innucnce in Gloom - The phrase is more appropriate than most realize.
wrought appears to be minimal. His followers keep a Somewhere close to the edge of the city is a squal.
low profile. preferring to avoid the notice of common pillared crypt that the city's constant shifting has
folk and authorities. The Fane orNight is Zehir's one not consumed. The structure occaSiona lly llloves a
temple in the city. It's no secret lhal the fane exists. short distance. but the twin sculptures nanking the
but few look for it and no one volunteers its location. entrance make it easily recognizable. These cloaked
Most of t hose who worship in the temple dwell in t he ngures are made of soli d stone. but except for their
nearby neighborhoods. relying on one another for cold eyes, they appear blurred as ifout of focus. The
community and protection. statues' eyes bore into anyone who approaches. Under
No ca rvings or decorations adorn the fane, and no this chilling scrutiny. few arc brave enough to go into
sign points the way for potential followers. A penna- the entryway. Inside, a broad stairway leads down
nellt fog of magical shadow. tinged with poisons that under the ground. where a number of absorbed tombs
affect on ly hostile nonbelievers. hangs over the build- and buildings are preserved.
ing. Because of this haze. the temple seems to fade into Chamber upon chamber interlaces beneath the
the background. even from the perspective of those streets of Gloom wrought. These were once abandoned
looking right at it. The mist also disrupts the minds of bUildings. burial crypts, or the homes of those who have
nonbelievers. Those who wander inside and leave with passed, but now they are part of the Undcrcily. Not
out devoting themselves to Zehir later nnd it difficult to every structure that disappears from the streets ends lip
remember exactly where the shrine is. here. but those associated with death-tombs, embalm
When enacting their plots. agems ofZehir orches- ing establishments, and the like- are much more apt
trate events so that the activities arc difficult to trace to continuc their existence. The Underc!t), has been
back to the Fane of Night. Disguises. forged letters. accumulating such buildings for centuries. A network of
and planted rumors point away from Zehir's faithful. rooms now spreads underneath most of Gloom wrought.
Attacks against merchants are pinned on competitors, You can use the skill challenge Scouring Undercity on
When Raven's Eyrie is targeted. followers of Ore us or page 16 of the Encounter Book to Introduce the charac-
Vecna are implicated . Assassins from the temple do ters to this environment.
their best to appear to be working for the Tenebrous Water noods portions of the Undercity. and the
Cabal. Zch ir's devotees make sure that blame always sludge of the Skins seeps into other areas. making them
falls upon a third party. so that Zehir's innuence is inhospitable. But these environs are perfectly accept-
never suspected. able to the dead and to some monsters. The essence
All the while. diSCiples practice a subtle form of of the Shadowfell permeates the Undercity. and it can
evangelism. Wherever a religious debate takes place, give bodies and spirits within sepulchers a kind of
a cleric ofZehir can be found, whispering in the back second life. They might rise again to wander the cata-
oCthe crowd. searching for those who might walk will- combs. Rarely. they nnd their way back to the surface,
ingly in to Zehir's coils. This desire to build Zehir's where they wreak havoc or take up residence in the
power in Gloomwrought clashes with the mistrust that Graveyard.
pervades the temple hierarchy. Although most people Thc Second Home (Hook): Donea. a representative
don't see the Fane of Night and its supporters as a seri- ofthe Vestergard fillnily, approaches the heroes about
ous threat. it seems improbable that Zehir's worshipers recovering something from the Ulldercily. A home
will ever trust one another enough to take full advan- that belonged tu the Vestergards sallk intu the streets
tage of being underestimated by the populace. recently. and Donea wants to recover it. She proVides
the details of a ritual that can raise the bUi lding back
5: Undercity Entrance up. The characters just have to survive the dangers of
the UndercUy. nnd the structure. and perform the cer-
This weathered stolle structure has rile look of an ancient
emony. Of course, the job could be a ruse. Donea might
crypt. altho1l8h 110 name am befound upon it. Two statues, be lying for personal gai n. or the whole plot could be all
indistinct in Clppearance.jlank the open entrance (IS if they enemy's attempt to trap the characters under Gloom
were ceremonialBuards. Each statue's eyes slare at those wrought forever.
II'ho approach.

A lot of bUildings in the Tem ple District look like mau-


soleullls, but the genuine article can be hard to flnd.
If a tomb is built at all, lacking a living or undead

C i-i APTEH 2 I City of Midni8ht


I-
6: City Conservatory is descended from the family that built and filled the
vault. To complicate matters, Kelv, one ofQuentus's
U
A line of peop/eIrles ouf rhe door oflhis tall blli/dill,9. Inside. ct:
apprentices, leaks informalion to his cronies about the l-
clerks sit at (Olll1lets. sOtlina throu,9h piles afjunk or leafill8 V>
charac ters' find, so the heroes ha,'e to face some dead
tllrDU81t books. TilOse wlto are waifin8 dufch their parcels
seriolls competition. o
[iahd)'. The placard posted inside the door SII8nests this is the w
~
place fo sell items from rhe Shattered hIes.
7: Dragontown c.
:>
When the Sever cut offlhe Shattered Isles from the rest Even if alltlte draaonborn weren'r our and ahoU! here, Ihis w
I-
of Gloom wrought. much orlhe lore and treasure stored area of die district contains sculptures, architecture, ant!
in those areas was destroyed or forgotten as people other sial15 thai all indicate Ihe place's dominanr culture. It
ned the disaster. The stigma of treachery kept most is a place out oIhisrory, shaped by lite draaonborn and their
upstanding citizens away from the islands, and nonc memories of their 8real ciries from aacs pas/.
spoke of recovering their possessions. But the desire
for knowledge and power always wins out. Eventually, Dragonborn cluster in the streets of Dragontown, resi
Prince Rolan formed the City Conservatory, an institu- dents of this tiny neighborhood they call their own.
tion dedicated to recovering, organizing, and cataloging It encompasses the area surrounding a temple to
anything taken from the ruins of the Ghost Quarter. Bahamut. ma king it one of the largest racially homog-
The Conservatory pays a bounty for tomes, scrolls. enous com munities in the Temple District. C learly. the
artifacts. and other items salvaged from the Shattered residents have erected or helped to shape the features
Isles. More than a few reS idents collect money on the of the area.
side by poking around the ruins. but few can support The de facto leade r of the community is a female
themselves on the frugal compensation the Conserva- dragonborn named Saraka. She is the ow ner of Sara-
tory alTers. Clerks can easily distinguish between rare ka's Post. a small sundries and supplies shop that
finds and common junk. Ahhough recompense for caters exclUSively to dragonborn. and the only priest
the former is fair, searchers are better off taking the ofBahamut who has a permanent home in the city.
common stuff to Midnight Market to sell to ignorant Saraka t ries to preserve dragonborn traditions amid
sboppers. Those who are skilled and discerning enough the cultu ral stew that is the rest of Gloom wrought. She
to make a living plumbing the ruins arc intensely and the other residents of Dragon town do as much as
competiti ve. they can to help ont travel ing dragon born who stop by
As the largest single recovery effort in the clly, how the clly.
ever haphazard it might be , the Conservatory also In addition to the shop a nd the temple, Dragontown
d raws citizens who want something recovered. Caree r has boarding houses and a tavern called the Smoking
salvagers compete even more fiercely for rewards Cave. Travix. an elderly dragonborn missing one eye.
placed on specific articles. Even the wealthy noble runs a small smithy, making the weapons he mastered
houses get in on the action. Although nobles can afford as a younger warrior. I-Ie's also willing to train the
to hire trained mercenaries when dea ling with sensi - worthy in his tested battle techniques.
tive items, the Conservatory offers the best value for Those who live in Dragontown can be insular. They
the money. welcome trade and tolerate visitors. but they want none
Everything recovered on behalfofthe Conservatory other than dragonborn tak ing up habitation in the area.
becomes the property of the city and is sequestered Old Riva1ries, New Wounds (Hook); Drag-
in the Conservatory's archives. In return for accept- o!llown and an adjacent ticfling neighborhood are
ing a smaller reward. a salvager might be granted feuding ovc r a statue put up on the border of both
the opportunity to view part of the collection. The communities. Jaxon Incantus. a wealthy ticfling
contents of the archives speak volumes about the passing through the area, commiss ioned a statue of
Significant people of Gloom wrought's past. Military the legendary General Malachi. the self-styled ,Iell
histories, political treatises. religiOUS tex ts. and tomes Hound ofBacl Turath. A series of thefts, assaults.
of arcane lore pack the shelves. and disappearances in both areas- especially in and
The First Seal (Hook): When the characters come around Dragontowo's temple and Ihe lienings' Shri ne
to the City Conservatory to sell some treasure they've of the Ancients. a sanctua ry for multiple deities and
found in Gloomwrought, they meet a human jeweler ancestors - has eve ryone pointing fingers.
named Quentlls Trygg. The jeweler olTers a substantial The truth is that Jaxon never left. He and the grow-
reward for a particular item in the party's possession. ing cult of Asmodeus that he fosters are fo menting
After concluding the deal. he confides that the item is chaos to bring tieflings into the fo ld a nd drive the drag-
part of a key to a yet.undiscovered treasure vuult. He onborn out of the contested a rea.
encourages the characters. assuring them that they
must have been searching an area close to the long-
lost trove. All of t his is true, and Quentus knows il.l-le
SHATTERED ISLES
Jutting from the waters of the harbor are nve islands. stones a long each island's shore and instead land in the
Ruins that hint at former opulence pack these so-called grasping black waves below.
Shaltered Isles. Frescoes. elaborately painted and irrep- The district speaks ofit s tumultuous past on every
arably wrecked. adorn numerous walls. Neglected but street. Some parts of it are eternally on the verge of col-
masterfully crafted statues stand everywhere. lapse. haVing mysteriously frozen in place during the
Those who live elsewhere in the city often mockingly last moments of the Sever. Para pets droop at extreme
call this archipelago the Ghost Quarter, the laller part angles, black stone seem ing 10 flow down their faces
ofits nallle hearkening back to decades ago when the like wax running down a candle. Cracked edifices lean
or
islands were part Ca quarter~) the mainland. Then. together over narrow cobbled streets that end abrupt ly
the district was home to lesser nobles. It was torn vio- at the shore.
lently away from the rest orthe city when the aristocrats The impoverished dwellers oflhe Shatte red Isles
who li ved here at that time attempted to overthrow have erected shanties that cling to the ruins li ke mush-
Prince Rolan. That event, known as the Sever. fo rever rooms 011 the t ru nks of dead trees. stacked atop each
changed the face of Gloom wrought. Since then, the other rour and five high. Makeshift bridges crowll the
Ghost Quarter has been home to the city's poorest citi- streets. allOWing (he shanties' occupants to move among
zens and the restless ghosts of those who died during their homes and the ruins without ever climbing down
the Sever. to ground level .
Two wide bridges. constructed in the aftermath of Compared to the rcst of Gloom wrought, the isles are
the Sever, connect the isles to the mainland. These O\'erpopulatcd . Several families might share a si ngle
bridges are the easiest way to pass between the floor in a shanty perched precar iously over the street.
islands and the shore. Prince Rolan anticipated a Would -be new residents. victims of some misfortune
need to cut this area off from the city if the ghosts and or another elsewhere in the city. flow into the dist rict
beggars of the region ever again attempt rebellion. every day.
Each structure was enha nced by a powerfu l arcane In addition to the ubiquitous ghosts. the isles arc
ritua l. At the prince's comma nd. parts of the bridges home to other, more tangible dangers. Monsters of
can a nimate into forms capable of defending the city. many sorts lurk among the ruins, and these creatures
Sma ller walkways span the gaps between islands. ca n snatch even the ca nny folk who live nea r such
linking each isle to its two closest neighbors. These th reats and know oftheJ11. The thick. black nuid known
minor viaducts have none of the magiC of the greater as necromantic seepage sometimes boils up from the
bridges. but they present their own dangers. Sloped at polluted earth, and islanders who know enough to stay
sharp angles and slick with the sli me that coats surfaces away from it can avoid contracting the disease it car ries.
near the harbor. these windswept conduits are treach-
erous. Those who fall are lucky if they avoid the broken

FEW KEEPERS.
"V\'e live anwnJ-) the bones of the old city. LITTLE CHANGE
It is rare for a Keeper to be seen within the Shattered
amona the halls l~f1ord5 1""8 dead. Pressed Isles. Perhaps whatever purpose drives the Keepers
in like rats, wl?fiaht o\'er scraps. H'e starve on the mainland fails to affect the islands. Those who
fear the Keepers can avoid them more eaSily by flee -
while the rich in their towers fill their hellies.
ing to the isles, although this benefit is oflitlle comfort
This place robs mc ~f my rest. The wailiua considering the multitude of threats in the region.
Perhaps due to the Keepers' absence, the trans-
ofahosts fills my mind like the \\'eepin8 of formative power of Gloomwrought is less evident
hUfJHry childrcn/ills til)' cars. Tomorrow we on the islands. The force that mutates the city's
features is weak here; change still occurs, and ruins
will rise l1t1airlst those ill the cit)'. 1 tdlmyse!f. hang together in seemingly impossible ways, but the
lanwrro\\' we will take what is riBlafult\' alterations are much less frequent. When a major
transformation does happen, a shock wave passes
ours. ~f Dilly Wmornrv~' would come."
through the region, threatening to bring it closer to
-Carved on the walls collapse.
of Midnight Market

C H APTEH 2 1 City ojMidni8h'


Unfortunate Souls The Fugitive (Hook): The Shattered Isles a rc
populated by a multitude of souls fl eeing justice in
Dirty and depressed castoffs of Gloom wrought's soc ial
G loomwrought. but few are as fi e rcely sought as Kencl
order teem on the Sln~('ts oflhe isles. Destit ute families
ress Moileth. A former priest in Raven's Ey rie, the young
live shoulder to shoulder with disabled gladiators. d is-
shadarkai has the rare distinction of being wanted
owned Il~bl c.s. and desperate criminal s. Restless ghosts
not on ly by the Ebony G uard . but a lso the Death less
ort he regIon s former population wander among them
Watch and the Carrad h family. In her atte mpt to gain
a ll. Anyone who wants to disappcilT in the city could
power and status, Kendress practiced black magiC and
ask for 110 better place.
blood sacrifice. She blasphe med inside Raven's Eyrie
Some ga in greater benefits from conducting their
by engaging innecrollla lltic rites, one of whic h causcd
affairs all the islands. Merchants who deal in illicit
the death ofGarvad Ca rradh. In making her escape
goods set up shop ill back alleys, selling wares that
with her followers. she killed or maimed several sol
m ight draw unwanted attent ion in the Pl aza of Gar-
diers oflhe Ebony Guard and the Death less Watch. It is
gayles. Temples to Gloolllwroughfs least popu lar deities
rumored that she even stole a bit of the Sorrowmere.
can be found in concea led places. where worshipers of
Kendrcss's e nemies h ave each placed a bOll nty on
cert ai~l evil gods or demonic forces perform their pro
he r head. Every lime a new bit ofi nformalion a bollt her
fane rituals away from prying eyes.
is uncovered, her seekers e nte r inlo a bidding war. The
Normal residents of the isles have learned to feign
rewa rds they ofTer ra nge from gold and jewels to tit les
ignorance of their shady or ma ligna nt neighbors. To
and land . A nyone who is a ble to capt ure the elusive sha
reveal one's knowledge of such people is to invite mis
darka i has the potential of ea rning \'asl wealth . Bounty
fortune , death. or worse. Remna nts of those who have
hunters who play the game bad ly can also gai n potent
broken this code of silence can be found here and there.
e ne mies. Delivering Kendress to one of her pursuers
Some ofthost' corpses slill walk.
mea ns that the Dlher Iwo wind lip em ptyhanded. and
none of the three factions would be quick to forget stich

L1_
aslighl.

C HAPTER 2 , C lIy of Alidni811t


Walking Dead They have the abi lity to recognize one a nother, as well
as members of the Deathless Watch and a nyone else
Ghosts a nd olher restJess dead plague the Shattered
lhe activator deSignates as a n aUy.
Isles. They wander aimlessly through the streets. haunt
the arca's ru ined towers, a nd walt bencath t he nearby
waters. Many dress in the fi nery of a forgotten age, Gargoyle Statues
reduced to taUers that flutl e r on et herea l winds. Island- These figures li ne the bridge a nd might become act ive
ers do thei r best to pay little mind to peaceable undead , during a battle on the bridge. Add as many to a n
treating these inhabitants as j ust another aspect of living encounter as you deSire for effect.
011 t he Shattered Isles.
Locals believe the ghosts he re to be phantoms of lethos Gargoyle Statue level 14 Minion Hazard
Obj"{! XP ]',0
those killed during the Sever, hut no o ne is certai n
HP 1; a missed attack never damages a minion. Init iative +13
exactly where the c reatures came from or why they
AC 26, Fortit ude 26, Reflex 27. Will -
remai n . Those who s pec ulate on their nature agree that I
hundreds of undead Jive on or around the isla nds.
Ghosts here go about their ee rie business, ignoring (charm) + AtWIII
lllOse who stay away from them. Most of these appa Attock: Ranged 10 (o ne crea ture); +16 vs. Will
rltions seem depressed and withdrawn. One must Hit: The target Is Immobllh:ed until the end of its next turn.
medd le in the a ffai rs of a ghost to ga in a ny acknowledg Special: Using this power does not provo ke opportunity attacks.
COUNTER M EASURES
melll from it. and only in the rarest situations does such
+ Disable; Arcana DC 21 (standard ac tion). Requ irement; The
notice result in an attempt to commun icate. More often . creature performing the check must be within sight of the
interfering with a ghost invites a vicious attack. sta tue. Success: The statue ceases to attack until the e nd of the
Anyone who attempts to harm some of the gardens e ncounter. Failure (16 or lower): The statue uses soporijlc l(!(Irs
on the Isle of Groves attracts violent responses from aga inst th e disabling crealUre as a free action.
severa l ghosts. The undead also rally to each other's + Delay: Diplomacy DC 2 1 (minor action). Requirement: The
defcnse, An attack 0 11 one, even in retaliation for an creature performing th e chec k must be within Sight of Ihe
statue. Success: The sta tue does not attack during Its next turn.
unprovoked assau h , is likely to draw others. Those who
+ Destroy: Athleti cs DC 21 (standa rd action). Requirement: The
thought to confront one ghost might soon face a h owllng creature performing the check must be adjacent to the stat ue.
wa ll of spectral figures. S U((ess; The statu e drops to 0 hit points and is destroyed. Foilure
(16 or lower): The slatue u ~s soporific Iears agains t the disabling
1: Lethos and Archtus creawre as a (ref.! action.

Two lon8 bridses span tne nop between the Shattered Isles
Archtus Gargoyle Statue Level 14 Minion Hazard
and the shore. Hunched SClr80yJe Slallles,srinnins savaael)'. Obj('(( XP }'}o
rim dOlVn the shari wall that bounds each bridae's sides. HP ,: a missed aHack never damages a minion. Initiative +13
Jrna8cs ojkra kens Clnd other tentaded mOI1SfTosilies are AC 26, Fort itude 26, Renex 27, Wllt -
carved into the pavil1S. Imm une necrotic, poison, psyc hic, all co nditions. ongoing damage

~ Death Wall (ff.!ar) + AtW III


SJANOARIl A CT IONS

Lethos und Archtus arc the two bridges that link the
Ghost Quarter to the shore. Many islanders use them Attock: Ranged 10 (one crea ture); +16 vs. Will
Hit; The sta we pushes th e target up to its speed.
every day to travel into the city to seek work. On the
Speciol: Using th is power does not provoke opportunity att acks.
mainland e nd of each bridge is a gate house filled with COUNTCRM EASUR[S
th ree iron portcullises that ca n be dropped to cut the Disa ble: Arcana DC 21 (sta ndard action). Requirement: The
isles offfrom the city. crea ture performing the check must be within sight of the
The more southerly bridge is Lcthos, the Bridge of statue. Success; The statue ceases to attack until th e cn:! of
Tears: t he other is Archtus, the Keening Bridge. Gar thc encounte r. Failure (16 or lower): The slatue uses deo th waH
goyle statues on Lethos weep black tears that stain aga ins t t he disabling creatu re as a free action.
the bridge's sides. wh ile those that stand on Archtus
+ De tay: Diplomacy DC 21 (minor action). Requirement: The
creature performing the check must be within sight of th e
howl and moan. loudest when a wi nd whips across the statue. Success; The statue does not attack during Its next turn.
ha rbor. The stat ues seem to give off a feeling that they + Dest roy: Athletics DC 21 (sta ndard action). Requirement: The
a rc aware oflhose who pass by. These macabre figures creature performing the check must be adjace nt to the sta tue.
subtly change position when no one is watchi ng. Succeu: The statue drops to 0 hit points and is des troyed. Failure
If the im poverished people living on the Shat (16 or lower): The stat ue uses d(!(llh wail against the disabling
tered Isles ever try to rise up agai nst the city. Lethos creature as a free action.
and Arc htus are the most illiportant parts ofRolan's
nrSlline of defense. When their magical protections
activate. the statues animate and behave much like gar
goyles. These animated objects a re besti al in intellect.

CHAPTER 2 I Cily of Midnishr


ow
"'....
w

~
:r
V>

Stone Tentacles 011 the surrounding islands. The size and intricacy of
Another important part of the bridges' built-in defenses. the architecture here rightly suggests that thi s was
traps known as Slone tentacles emerge from squares the center of the wealthy d istrict that existed in this
that contain carvings of a monstrous, tentacled entity. location before the Sever. Members of the Briarborne
Before or when a trap activates, arcane symbols on the family were the leaders of the ill-fated rebellion against
carving might become apparent to a skilled observer Pri.nce Rolan that resulted in Ihe Sever. Despite the
(sec "Detect" below). Each trap is easy for an adept COIll- family'S eradication, the name lives on as a memorial
batant to destroy or disable. but the tentacles on the and a warning.
bridge arc numerous. Of all the communit ies on the Shattered Isles, Briar-
borne Isle's crowded settlements are the most un ified.
Stone Te ntacle Level 14 Minion Trap Every expansive rooftop and archway has its own sma ll
Object XP 2')0 cluster of tents and shanties. The island also feels more
Detect Arcana DC 21 Initiative +14 a live than the other Shattered Isles. Taverns and inns
HP 1; a missed attack ,,!:'yer damilgcs a minion. exist among the ruins, and the residents regularly
AC 27, Fortitude 24. Reflex 24, WiII-
meet. like small tribes, aroLind fire pit s to unwind after
Immune necrotic. poison. psychic, forced movement. all conditions,
ongoing damage a long day oflabor.
Briarborne Isle is far from peaceful. however.
~ Slam + At-Will
STI\NOI\RO ACTIONS
Although the people form strong bonds. those same
Attack: Melee 2 (one creature); +19 vs. AC clannish tics create lines offriction. Competition over
Hit: 11 damage, and the tentade pushes the target up to 2 resources is fierce, and anyone who falls in a battle has
squares. someone willing to exact vengeance ror the death.
COUNTE RMEASURES
Excavating Doom (Hook): Briarborne Isle is the
+ Dluble: Ar<:ana or Thicvery DC 21 (DC 29 asa minor action).
FDilure(16 Dr lower: 24 or lower on (I minor oetion): The tentade center of a search for the Briarbornc fam ily's lost trea
uses slam as a free action. slife trove, called the Seventh Vau lt. Lagan Goldblood.
a half-ore fortune hUllter, th inks he has found the final
clues to lead him to the vault. He has been recruiting
2: Briarborne Isle locals to secretly tunnclunder the ruins, but he treats
TowerinH ruins cover dIe surface of this island, r iaht up to Ihe his employees brutally. Many workers have disappeared
sheer bluffs abutfin8 the shorelinc. Scores of small shanties or been scared witless recently. Lagan and his goons
are built haphazardly amons and alOp the ruillS. attack those who try to flee the dig. A few laborers man-
aged to get out anyway, and through them, word has
The largest and most populated oftlu: Shalteretl lsles,
gotten to the characters.
Briarborne Isle contains the tallest ruins of the Ghost
Quarter. Dozens of enormous structures dwarf those
CHA PT ER 21 Ci ty of Midlliflht
Lagan. it turns out. is digging to a n underground Baron Terlach has become the wealthiest man on the
cha mber. but irs not the Seventh Vault. It is a prison. island . Asidc frol11 his treasury. secret caches of riches
sea ling in a monstrous and otherworldly entity. wh ich a re rumored to remain. forgotten. throughout Ihe keep.
those who have greater knowledge tha n Laga n m ight Somc treasure is left over from the Felhvroth days.
be able to ascertain. This crypt"s gua rdians have been Other hoa rds a re the legaCies offormer occupants who
attacking a nd sca ri ng workers to drive them away and stashed their wealth when enemies th reatened to ove r-
keep the vauh sealed. Further. now that word is on the run the for tress. Treasu re seekers have tried to locate
street about the exeavatioll. claim jumpers a re intent all the caches within Fellwroth Keep. but some a re sti li
on slea ling Lagans find. The cha rac ters havc thei r hidden away behind yet-undiscO\'cred false panels or
hands fu ll If they walll to protect the peuple ufBriiJr- com:culcu tllrougll arcane mcthods.
borne Islc and oppose those who seek what lies in the Pest Control (Hook): An agent of the Veiled League
chamber below. approaches the characters. claiming to represent a
member of the Fell wroth family. Ilis e mployer offers
3: Fellwroth Keep a greal reward jfthe characters can secure the keep.
Wh ile doing so. they're welcome 10 anything they find
[choinn tile (trehire,lure of th e Dusl Quarter, Ihis enormous
that isn't clearly a Fellwroth heirloom. For the return of
keep is a n impressive buildillflshapcdfrom black stonc. Deep
such unlquc items. the mysteriolls employer prom ises
cracks rUlI alonn its walls.
fai r compensation.
The patron is none other than Vargas Fellwroth
Fellwrot h Keep was once a part oCtile great Fellwrot h
(see Fcllwroth nuin,"' page 26). If the characters suc-
familys holdings. Now. it is one of the la rgest intact
ceed, Vargas accelerates hi s wa r on thc Treyvans and
struct ures in the Ghost Quarter. Formerly a palatia l
e\<elllually leaves the Dust Quarter for the keep. Left
estate. Fellwrot h Keep has wa lls that buckle and fis
unchecked. he soon wi ns his vendetta and rises 10 great
sures that split Ooors a nd ceil ings. providing nooks for
innuence on the Shaltered Isles. He then sets his mind
birds and less innocuous creatures. Inside the keep
to ru ining the Il arskeis and . eventually. ullweavi ng Ihe
arc dozens of rooms. ranging Iiom feasting halls with
magiC that helps to defend Archtus and Lethos. These
vau lted ceil ings to underground dungeons.
tasks accomplished. he might even seck Ihe throne of
The partially Oooded basement levels are fre -
Gloolllwrought.
quented by twisted monstrosities of the Stormy Sea
that havc slithcred Into the tunnels. Those who comrol
the keep lise the drowned chambers and hallways to 4: Midnight Market
dispose of ene mies. This practice has served to help the This bawa r is llomc to sca ds of narrow stalls that are piled
c reat ures in the dungeon!> grow bigger and stronger. lwplwzllrd!y on lile ruins of all old aUeyway. Within is a vasf
and it has attrac ted a larger number of predators and array ofnoods, illclu clill8 mre objects lhat see m fO ha\'e 110
carrion fecders. place ill such a dilal'illmcd market place.
Legitimate lnh'lbitams ca n fall victim to these crea-
tures as readi ly as can intruders-if any occupant of The warcs offered at Harskel's Emporium and the
this place since the Seve r ca n be called legitimate. Plaza ofG:rrgoyles are far 100 cxpensive for the meager
Fellwroth Keep has seen dozens of masters over the incomes of those living on the Shatt ered Isles. To Illeet
yea rs. As the largest and most defensible building the need for a market. another h.uaar arose on Bri-
on the Shanered Isles. the keep is a valuable prize. It arborne Isle. SClllcezcd into the islands widest alley.
stands beyond the watchful eyes of the noble houses Midnight Market supplies the Ghost Quarter with
a nd Raven's Eyr ie, making it attnlclive to conspiratorial goods and services that a re priced within the mea ns of
grou ps. Others desire the keep as a status symbol. So the poor.
many of its former occupants ha\'e been o\'erth rown. Spidery scaffoldi ng links and stabilizes the market's
d riven out. or disba nded. that anyone who maintai ns three-dime nsional assemblage of trading booths. Dim
control of the keep fo r a sig nif'icantlime gains a reputa- paper lunterns dangle from stalls. and signs point C llS
tion fo r strengt h. tamers to the Illa rkef s various shops. A booth that offers
The current occup,1.nt of the keep is the self-styled nothing but notsa m might be right next to (he stand of
Baron Terlach. Litlle beller than a ba ndit lord. the <llllerc hanl exi led from one of the Cily's more affiuent
human maintains a st! mbla nce of cont rol over Briar- ma rketplaces. Among the fishmongers and junk dealers
horne Isle through an army of outlaws. Those who are forwne telle rs a nd black-market vendors.
wish to live on the island must pay the baron a monthly The black marketers here sel l ext raordinary and
tax. even if they lack shelter. Sllstenance. and a reliable dangerous goods. without the scrutiny of any author-
method of gal he ring income. The ba ron. in turn. swears it)' to suppress their trade. They draw customers to the
to defend his so-called subjects. Most of these subjects Ghost Quarter from every corncr oflhe city. For lllany
need more defending from the baron's ruffians than shoppers. the most dangerous items offered in the
from anyth ing else. market arc Ihose that were pirated from a ship that one
noblc hOllse or another owns.
C II }\PTEH 2 I Ci ty of Midni8ht
Vl
Few items arc considered contraband in Gloom- goods unloaded al Beggar's Wharf qUickly make their W
..;
wrought. but customers who prefer their purchases way to Midnight Market. helping to keep that alterna- Vl
to go unremrded and unobserved shop at Midnight tive marketplace alive.
Market. Unknown to 1110st shoppers, however. noble Beggars and Slavers (Hook): Many of the impover- S
families use intermediaries to supply a portion of the ished resideIll s of the Shattered Isles have gone missing c::
merchants here. Such vendors a rc seldom aware of the lately. Though the merchant families and noble houses ~
origin of their merchandise, and they rarely hesitate to appear unconcerned. this problem is becoming bad for ~
teU suppliers about interesting customers. Thus. notable business. When the adventurers come to the Shattered I
people might have less anonymity in Midnight Market Isles. they arc approached by a sma ll group of mer VI
tba n they would like. chants who ask them to help find the reason for these
disappearances.
5: Cauldron Isle When the adventurers sniff around. they learn
that the disappearances began when a sh ip captain
The smallest is/and ofrhe Ghost Quarter. Cauldron Isle is
named Math is moored at Bcggar's Wharf a few weeks
little more than a mound of earth and stolle risin8 out of rile
ago. Mathis is a wcll-known smuggler. but the charac-
harbor. A wide main street bisects the island. Com'erred ruins
ters soon find OUI that he has ex panded his exploits to
line this road. dimly illuminated by 8Ufterinnlanlerns.
slave-trading. When the characte rs confront Mathis.
he surrenders ... but they haven't seen the last of him.
The buildings that dot Cauldron Isle arc much smaller
Trial by Fire on page 4 of the EnCOllnter Book takes
than the ones found elsewhere in the district. They are
place as the heroes battle the slaver and his cronies on
also much Simpler than the elaborate structures on
the Carnival Grounds.
other islands. Before the Sever. the area that became
Cauldron Isle was home (0 those who served the needs
of the noble houses.
7: Nobletide
Shadar-kai dominate the island today. They arc an LiSlill8 severely. a onceminl!!), Hal/eoll sils 8uued on the
insular, mistrustful folk. ready to take up arms at a towers lliddenjllst beneath the water here. Her .flanks are
moment's notice. In the past. inhabitants from larger ful! of holes, and her proud sails have become lit Ill' more
islands have tried to seize Cauld ron Isle. Each time, the than raBs. Slandin8 on t/leforemstie, the lonenhosl of a
natives drove these Invaders back to their own isles or female human clutches dw railin8.
into the Stormy Sea.
Built to bc Prince Rolan's personal pleasure galleon,
Too proud to scrounge for work. the shadar-kai oflhe
Noblelide was the last victi m of the Sever. Contrary
island have devised an ingenious way to earn enough
to Prince Rolan's instructions. her captain. a remale
money to survive. The shal low walers surroundi ng
human named Brun Arntsen. ordered the ship moved
Cauldron Isle arc thick with sunken ruins, Illostlikely
from its mooring to protect it from the mob's wrath.
the tops of the taller buildings that once stood on the
Nob/eHde was caught in the eldritch shock waves that
blocks surrounding the old serva nts' district. For gen -
emerged during the Sever. She was thrown against the
erations. these buildings formed an a rt ific ial reef that
roofs of the great stone hall s that sank on the edges of
threatened to rip open the hulls of sh ips that sa iled too
Cauldron Isle. Their sharp ornamentation ripped wide
close to the island. Now. the shadar-ka i have converted
gashes in her hull.
these submerged towers into an alternative dock called
Some of the crew members were able to leap clear of
Beggar's Wharf.
the ship, but an iron.tipped tower thrust through Srun's
A bridge called the Widow's Walk con nects Caul-
cabin. slaying her where she stood. Her ghost remains
dron Isle to its neighbor. Briarborne Isle. The Widow of
linked (0 tbe bones of her ship, forever yearn ing ror a way
the Walk (page 126) haunts this bridge. mourning the
hack to the Deathless Palace. Attempls have been made
loss of her children and sett ing upon tres passers who
to free the ghost, but so far. none have been successful.
draw her ire.
Nob/etide now sits near Beggar's Wharf. split nearly
in two. Her lower decks are nooded. For a time.
6: Beggar's Wharf Nob/elid e rotted but never mo\'cd from her spot. Now,
This pier juts out into the harbor, held loosely t08ether by rol neither water nor time affects the vessel's state.
fil1n woody al1d rusty 110ils. Barnacles and dry kelp cover fhe The shadar-kai of Cauldron Isle initially saw the
dilapidated planks. A few ships of equally decrepit appear- wreck as a potential resource. Most of the upper decks
ance me moored ollhe whoif. were unharmed in the ship's destruction. so the bal
listae that lined them also survived. Shadar-kai went
This area serves Ihe needs of smugglers. pirates. and aboard to wke the armaments and any salvageable
those who want to avoid mooring fees in the Drowned valuables. Brun called on the sea and the shades of
Quarter. The shadar-kai of Cauld ron Isle charge only 5 those lost in the Sever, her crew and otherwise. to
gp for berthing at their makeshift docks. which draws repel boarders. At first. she succeeded in driving the
miserly captains as often as it attracts illicit ones. The trespassers back.

CHAPTER 2 I City of Midni8hr


Eventually. though. locals managed to commandeer 9: Tabernacle of Thorns
a ballista and a few baubles. Then they took more. Loot
Once art arboretum.lhis bllildins 110W contains a wild rllicket
ing Noblefide has become a te... ' of skill and valor among
ofstout. thorny trees. Their branches twist upward t"rouyh
young Cauldron Isle shadarkai. A couple of siege
the shallered ceiliny. Scraps of paper ornalllelll die 'rees.
weapons remain on the \'essel. as well as a few of the
Scalfered amid them are bones of various types.
trimmings of a prince's pleasure ship. Those who safe
guard Beggar's Wharf use the ballistae they have stolen Standing on the western shore of the Isle ofGro\es.
to dissuade aggression all or against the docks. the Tabernacle of Thorns is the foremost house of wor-
Brun's Heart (Hook): Cauldron Isle shadarkai tell ship in the Ghost Qua rter. Dedicated to the Raven
a talc that when Nobleride wrecked and Brun Arntscn Queen. the sh rine is in the belly of a n ancient arbo
died. the spire that impaled the captain had her heart. retum filled with gna rled thorn trees. All citizens of
still beating. on its tip. A raven dove out of the roiling Gloolllwrought are welcome to worship among the
clouds a nd new the heart back into Gloomwrought. trees, but the congregation that gathers here is COIll '
The story says that only the ghost ofBrun knows where posed la rgely of those from the Shattered Isles. They
her henrt Is. and she attacks any who invade Nobleride. come with prayers on pape r. which they impale on
The characters might be able to coax the informa thorns. and offe rings of devoutly collected bones.
tion out ofBrun dur ing a halilc hy convincing her thpy whic h they SCillle r amid the trees.
actually care. She revea ls that Prince Rolan possesses The chier priest in the tabernacle is a wild eyed
the heart. Rolan uses the organ as a focus for some of shadowborn clfnamed Arem. He considers himself to
the magic that has rendered him into his undying state. be a choscn prophct of the Raven Queen. and he fre
To kill Rolan for good. and to free the captain's ghost. quently makes broad. unusual propheCies. The zealous
Brun's heart must be stilled. elf alleges that the predictions come from ghosts who
whi sper truths thai e1udc the Jiving. One of his asser
8: Isle of Groves tions is that the pha ntoms are fated to wander here
OrnamenlalyreenllOUSfS and walledaardens,Jrozen at die until the day the Raven Queen ca lls them. Arem also
moment ofl/letr destruClion, CO\'er this island. Plants domi claims thai Orcus worshipers have infiltrated Raven's
nate the place, Iheir yrowtlllUidlecked. Eyrie. and some oflhose in the great temple are no
longer true devotees of the Raven Queen.
Before the Sever. the Isle of Groves was home to
Ot he r factio ns in Gloomwrought care little for Arem
splendid grecnhouscs and a rboretums where nobles
or his prophecies. However, the trees in the tabernacle
could come to surround themselves with exotic
arc of a ve ry old st rain that has become so ra re it's virtu
pla nts. Now, it is little bette r than an overgrown
ally extinct in the wider Shadowfd!. Sap from the trees
memorial. Garden walls have tumbled dow n into the
is a key com ponent in many alchemical formulas as
st reets. the oncegreat fountains inside them cracked
well ~I S .) poison th;lt induces a quick death impossible
ope n to bleed bl ack waler after it rai ns.
to tell from a natu ra l one,
Buildings here rarely cha nge, as is normal in the
Arcm sees the sa p as a bleSSi ng from his deity. He dis
Ghost Quarter. On all the other islands. plants grow
penses it when the spirit moves him to do so, thinking
on ly slowly, butlhe gardens on this isle keep expa nd
that selling an instru ment of death makes him a better
ing. They ovcrrUll thelr wa ll s, the errant roots and
ugent of" fatc. He has the habit of aski ng for favors instead
branches of the plants brea king open structures and
of taking money. whic h annoys some of his clients.
streets. A thick blanket of maroonbladed grass covers
Revelations (Hook); Moira, one orthe Daughters
much of the ground. Black ivy smothers almost evcry
of Death in Raven's Eyrie, once respected A rem's zea l.
vertica l surface.
Fearing his prophecy about the temple's infilt ration, she
The rampanl growth hcre is a mystery. It could have
turned 10 the Sorrowmere for a nswers and drea mcd
something to do with the ghosts haunting the island. ofa ghost named lis. who was once a Vecna cultist. In
Phantoms of the dead are far more numerous on the Isle the dream. Lis was the sou rce of Arem's prophecies. To
of Groves than on any other locale in the Shattered Isles.
avoid alert ing Arem or Lis. Moira looks to the charac
Local ghosts treat the island with great reverence, linger.
ters for assistance in discovering the truth. If Lis exists.
ing in its gardens. Silently contcmplating a time before Moira wants him destroyed. The adventurers can meet
the Sever. Any attempt to harm the plants or the peace in Lis and Arem in Silence the Heretic on page 18 ort he
such places draws an immediate a nd violent response.
Ellcoun ter Book.
Living residents have learned to coexist with the
undead. avoiding the gardens that the ghosts watc h and
protect. The living dwell in the underbrush in shelters 10: Isle of Lost Thoughts
made of scavenged materials. Shadowborn elves, more Streets sweep yraceJully around this island's hillsides. CrulII'
at ease among the groves than they might be on the bliny ruins mor views rhar miOll! have stirred the heart ill
streets ofBriaruurnc Isle. hnve made the island their anolller (lye. TlH~ remuills of libraries and academies Jor 'lie
island, block ivy entwinins,hem.

C IIAPTER 2 1 City oJJUidnish.


Before the Sever. the finest books and teachers that on the clocks change, fl ickering briefly at times before
Gloomwroughl had 10 offer filled the buildings that reappearing in a new orientation.
now stand on the Isle of Lost Thoughts. Eager mind s The tower is a landmark on the isle. and one orthe
came to learn in these ha lls, seeking purityofk nowl- few places in the entire district tbat is free of ghostly o
edge. But the Shadow fell's nature corrupts the pure. activity. Those who scavenge among the ruins Lise the
W ith t he expa nsion of mind and skill came hubris. It tower's base as a meeting place before they head out.
was here that the Briarborne family hatched its plot to Some of these seekers attach a supernatural inter
unseat Prince Holan , setting in motion the events that pretation to each time a clock changes. Superstit ious
led to I he Sever. scavengers wait for one of t he clocks' hands 10 mO\'e
Although students a nd teachers saved some of before starting a n ex ped ition. All who work in the area
what this area once held, large numbers of tomes a nd have heard about disappearances nea r this tower.
works of art were burned or bu ried. or sank with the Fortenk. a gnome descended frOIll the caretaker
structures that contained them. Other items had to be who tended the clocks before the Sever, lives here. I-Ie
left behind. Even now, a greater number of books and keeps a laboratory in the tower, where he conducts
scroll s remain s abandoned within the ru ins here than experiments involVing the flow of time, Changes in
ex ists in the rest of t he city. the pos ition of the clocks' hands reflect alterations in
Whate\'er force preserves the buildings ofthe Ghost the way time flows. H owever. the cloc ks' ha nds some-
Quarter also protects these treasures. A tome still open times j ump even when Fortenk is not ndd ling. perhaps
on a table in a ruined university might be as crisp today because lingering magic from the Sever causes tempo
as it was before the Sever. Bold scavengers make a living ral anomalies in the Shattered Isles.
search ing for sllch leftovers and selli ng them to the City
Conservatory in t he Temple District. 12: Sunken Isle
Scavenging isn't as si mple as walking into the ruins From betweell the buildinss' stones seeps a black liquid that
and picking up lost items. Like other places in the splashes noisily to the j100ded streets. The isla lid is coated
Ghost Quarter. the Isle of Lost Thoughts has undead
wilh this ooze, as if the place rosefrolll the harbor JlOurs Cl80'
and monsters inhabiting its ru ins. Ghosts here have the
look of sc holars, clothed in robes and sanda ls rather The portion of the city that wou ld become Su nken Isle
than in fine coats and rootwear. These pha ntoms might disappeared completely beneat h the harbor waters
be apparitions ortcachers. or they could be psych ic
dming lhe Sever. There it remained for three full
reflections of their environment. Undead here might nights, before Violently surfa cing in its cu rrent location.
protect what remains in the ruins. Others wa nder ror While it lingered in whatever sinister place held it tem
gotten hallways, searching for books that are long gone.
pora rily. the whole place was transformed.
Lessons of History (Hook): An e1adrin sc holar
Old streets and buildings here remain in much the
named Veleris (pase 125) wants someone to retrie\'c a same arra ngement they had long ago. However, their
specific history tome from his old workplace. The book character has changed drastically. Mu rals that once
is in a university library near the Tower of the Planes showed the idylls of the shadowborn rich now depict
(see below), locked in a vault deep within the stacks. bizarre underwater scenes with otherworldly tentacled
Ghosts have scared away all others who tried to find monste rs tea ring apa rt shi ps and sa ilors. Perched on
the volume. \"'hen the cha racters investigate, the ghosts overhead ledges and balcon ies are scu lptures that
turn out to be agents of another fac tion , such as the Ten- faintly resemble sea creatures, but each is distorted in
ebrous Caba l, attempting to crack the vault. They might ways that st rain the eye and the mind.
be after the same tome, but t hey could be willing to Slimy black water coats every surface, dripping down
settle for another prize if a mutually benefiCial bargain from grooves and cracks. Buildings appear to be drain
is struck. The book ilsclfcontains magical processes ing after having been recently submerged. No matter
that roise questions about Veleris's motivations. how much of this liquid runs out ora structu re. more
a lways oozes from between the stones.
11: Tower of the Planes The southern half of the island's streets is flooded .
Even tilled at a treacherous angie, tllis tower pokes ils head Although it is possible to walk through the shallows.
abo\'e the surroundin8 buildil18s. Each of its four dockfaces most people choose to travel on rafts. Numerous dan
has a different motif- an8els, primal spirits. fey, and elelllell- gers lurk under the murky water. from deep sinkholes
tals. The dock hands 110 IOll8er lurn. to hungry monsters native to the Stormy Sea.
In stark contrast 10 the population on the other
Each of the clock f<lces on this tower was once attuned islands of the Ghost Quarter. Sunken Isle is almost
to a certain plane. The races' connections made planar ent irely uninhabited . Those who live he re are not only
contact and travel much easier. and the university the lowest of t he low, they are some of the toughest and
to which the tower was attached was able to draw st rangest folk on t he Shattered Isles. For a tidy su m. a
knowledge from fa r reaches. Now, the tower and the local who has evaded maiming and madness might be
university appear to be locked in stasis. Only t he ha nd s coaxed to ferry visitors a round the swamped streets.
C HAPTER 2 1 C it y ofMidnisht
CHAPTER 3

Outside the jet-black walls of Gloom wrought,


the bleak vastness orthe land of shadows both beckons
and cautions the traveler. The City of Midn ight offers
plenty of rewards and intrigues. but it is far fromlhe
only place in the Shadowfellthat attracts adventurers.
This chapter details five sites beyond Gloomwrought.
each of which poses a unique cha llenge for anyone
brave enough or desperate enough to take them on. It
includes the following sections .
Shadow of the World: Brief tips about running
adventures in the Shadowfell .
Oblivion Bog: This morass, extending out from
Gloomwroughl. is fraught wi lh peril both from
the dangers oCthe bog and the depredations of the
crCl.llurcs that thrive in it. Many travelers bound
for the Raven Queen's temple take a route through
this swamp: some of them don't live to regret that
decision,
+ Thyrin Gal: A shadar-kai enclave nestled in the
caves of the Gol Mountains. Thyrin Gol has recently
come under attack by sinister creatures emerging
from the Shadowdark. An uneasy truce persists at
the moment , but that situation cou ld change in the
blinkof an eye,
+ Dead Man's Cross: For those who a ren't reluctant
to ask d irections, this crossroads can be a boon to
gett ing aroLlnd in the plane of shadow, It's a lso the
location - once in a wh ile- of the famed House of
Black Lanterns,
+ Darkreaeh Mountains: Born in the death throes of
an ancient primordial. this mountain range is frig id
and unforgiVing but far from desolate. It includes,
a mong other attractions, a fortress occupied by death
giants and a githzerai monastery whose existence is
a closely held secret.
+ Lctherna: Many of the living creatures that
come to the Shadowfell do so as part of a pilgrim-
age to Let herna.the realm of the Raven Queen,
The location Is a lso a destination for souls seek ing
a nnal resting place,

CI-IAPTJ-: R 3 I Beyond Ihe Walls


SHADOW OF THE WORLD
As the heroes of your campa ign travel through the death giants to sponta neollsly rising a rm ies of undead.
Shadowfell, they shou ld bea r one important fact in Even simple existence has its dangers~the ve ry nature
mind: It is a reflection of a thousand worlds, not just of the place drains life fro m all who dwell in it. Dis-
their own. They might come across towns and features tances a re distorted: a landmark that seem s just a mile
of the landscape that are almost identica l wilh those of away one day mlgl1l lie far over the horizon the next.
their homeland, except for subtle-and dark- variations. The most straightforward way for adventurers to
An idyllic village populated by people who share the explore the Shadowfell is to do what they do best. Those
same f.1ces as fr iends and loved ones m ight welcome who atte mpt to live in this hannting realm a lways need
travelers by day. on ly to imprison them and drink their heroes to help them fend orT attackers, recover lost
blood by night. The heroes might come upon the wind item s, or delive r goods necessary to sustain life in the
swept rui n ora bustling city they saved in their own Shadow fell's isolated settleme nts.
world, demonstrating the horrors that cou ld have come Adventur ing sites are plentiful in t hi s place. and char-
to pass had they failed. acters can find lots of adversaries against which to
The Shadowfell can instruct as well as horrify. The sw ing a sword or cast a spell.
plane might seem like a nightmare. but its very bleak- Those who have adapted 10 life in the Shadowfell
ness inspires mortals to cl ing more closely to those have learned the hard way that cooperation is the key
objects a nd people they treasure. lest they sli p away to to sllrv iva l, so trade nouri shes. Trave li ng merchants
shadow. set oul from Glool1lwtought into the sweeping dusk.
employ ing sellswords to ward off danger. Adventur-
Adventuring in ers who have the ability to scout out ambushes, delect
spies or traps. and thwart attackers can make a fair
the Shadowfell amount of coin selling their services. A carava n is one
If morta l creatures define life by its challenges. sur- of the most dependable means of transportation in the
vival in the Shadowfell is a tale of heroism in the face of Shadowfel l-assu ming the merchant captains dOIl't plan
cold. enduring doom . The dangers faci ng t he livi ng arc to double-cross their passengers.
many. ranging from ..hadar-bi raider" to marauding

C HAPTER 3 I Beyond Ihe Wa ll s


OBLIVION BOG '-'
C
:c
Lying to the north and west ofGloomwfought. Oblivion
Bog has been a fearful place for as long as anyone ca n
Getting to the Bog
If the adventurers need to travel to letherna under a
remember. notted signs lead up to t he bog, suggesting
tight deadline. they might not have time to take the
iI was once habitable. but now the region is a murky
wide circuit a round the swa mp. lnstead. they must cut
swampla nd t hai extends for miles. Oblivion Bog lies
t hrough to save precious days.
along a d irccl line between Gloolllwrought and Leth-
The adventure rs might choose to visit Oblivion Bog
c
erna. and though Illost t ra\'(~ l c rs Wisely ski rt around the
to ilwcstigate iLS mysteriOUS past, e ither independently
swump. a few arc brave or foo lish enough to try a short-
or on a mission for a patron. The cen ter of the bog was
cut through it.
once a sizable village, but its secrets va nished w ith it.
A fores t of!wislcd trees cove rs the bog, t heir skel
Somc in Gloolllwrought wou ld pay handsomely for sig
etal branches weaving overhead to biOI QUI most or the
nlOcant historical relics recovered from the bog. Veleris,
meager illumination the Shadow fell might offer. Fetid
t he Sage of I Ii story (page 125), obsesses over recoveri ng
water drips from ha nging gray moss that is like the hair
pieces of the Shadowfell's history. Others are interested
of a n old corpse. After just a few hours spent moving
ill Oblivion Bog's past for more pragmatic reasons: They
through the bog. travelers arf' <1<; f'xhausted as ancr days
sec k clues about what consumed the region. hoping to
afforced marching. A few scattered hills stand among
prevent si milar occurrences that cou ld devour other vii
the trees, made up of the same thick Illud that hides
lages in the Shadowfd!.
bencath the wllter. Climbing these hills might seem
to afTer a lillie comfor t, but constant backsliding and
sudden mudslides make the effort a n enormous waste Forsaken Hamlet
of time a nd energy. On ly a few buildings rema in of the village that stood
Deeper withinlhe bog, the only light is the Sickly in the heart of Oblivion Bo~, and they are slowly si nk
glow of lu m ina liS, decaying \cgetation. The ceiling ing deeper into the swamp. Creeping vines cover their
of branches Imngs lower, clawing at tra\'elers' faces. wa lls. a nd Illonsters use their abandoned rooms for
The rank ai r tastes of rot a nd sticks in t he throat. the shelter.
murky water churns incessantly, and sudden blasts Small lodges form the perimeter of the Forsaken
of green swampflre erupt Violent ly. Sometimes, the Ha mlet, though most of them are little more than roof
swa mp disgorges thc remains of things long ago can tops st icking out of the mud. The few that can stil l be
Slimed - usually lI lost tra\'ell'r, stripped to nothing but entered testify to the speed with which the swamp over
moldy bones and corroding armor. The swamp some took the Village: Skeletal bodies st iJIlie in their beds.
times expe ls the ruins of an old bui ldi ng. complete with and rough clay bowls are set on the tables.
skeletons-a grisly rem inder that thi s place was once Three la rger str uctures yet s urvive. A pillared man
inhabited. No one knows what happened to the people :.iun :.Iunds at the sOLlt hem edge of tile humlet .lts walls
who once lived there. cracked open by trees. Most likely. it was the hOllle of
the vil lage alderman. Inside, va luable statues still tower
within the great halls. Gia ni topiaries stand sentinel in
the cou rtyard. grown into wild mockeries over the yca rs.
Nort h of the mansion. an anc ient watchtower Icans
da ngerously over the swamp. A black pudding hilS
H'I.lmp m'[l I( fIr rOlre l th II'
made the lower its home, attacki ng anyone who cl imbs
1I1 cllar III U5 C\ ,be llt {ul ~1Ill'lIil1i1 into the upper stories of the tower.
At the westernmost edge of the hamlet is a form er
r. Skt'lctOi S llllrt.,;" +\\.'ISl It
shrine to thc Raven Queen that seems unusually resis-
'''1' t1 b"'c9 and J.Ta. ' tJ 11-/l'S tlJ l 11 flit tant 10 the bog's attempts to O\'erwhelm it. The least
affected st ructure in the village. the sh rine holds the
" ,,' \\,jlll sick/\' r p.... \ hOI !'lin'; It I most clues about t he hamlet's history.
111 (~V\'l' ,llt'rlll il llwtf, lf1dku >l :- hiled Exodus (Hook): The hamlet's shrine to
the Raven Queen reveals Ihe grim fate of the Village.
,)1 '11k l'ur 01' \t \ I~t t'.\t'l (J b
J Hdden away in a cache beneath the altar (Percep'
,\ ( , .lex of the Planes, tion DC moderate) is a collection of scrolls listing til('
names ofthc village's former inhabita nts. The mold
11' Lor\\'in \teriy
eri ng sc raps descr ibe a plague that swept through
the village. They docu me nt the deaths of most of the
vi llnge's reSidents. A sc roll. Signed by the ham let's
alderman, a person named Jarlen. asks that if anyone
finds this message, he or she go to Gloomwrollghl to

CHA P TEn 3 I BI!yo nd the Wolls


bring word of the hamiel's fate. Most of the vill age's Mirehide Tribe
former residents were natives of Cauldron Isle, and the
One g roup of creatures ended up settling in the swamp
famili es can be found there.
solely because of the hags' desire for entertainment.
Long ago. a me mber of the coven lured an entire bul-
Hexus Commune lywug community through a shadow crossing and
A coven of black-hearted hags has turned the northern depOSited it in the swamp. Initially, many of the lOad-
fringe of Oblivion Bog into their personal fiefdom, com- like aquat iCcreatures fell victim to every danger the
manding the lesser creatures ofthe swam p and preying swamp had to orTe r. proVid ing frequent sources of
on all who dare to breach the coven's borders. mirth for tIle hags. Event ually. the surviv ing bullywugs
Since taking control of the territory it now holds. adapted to thei r new sur roundings-after all. the bog
this community of hags has enjoyed a comfortable wasn't too dirTerent fro m the ir former swa mpy home.
a nd entertaining ex istence on tbe swamp's northern The tribe gave itself a new name. which translates to
reaches. where the coven ca n s<lfeiy scry on visitors. ~Mire hide" in Common.
Each hag lives in its own cottage of rotting wood, The bu llywugs have tried to make the best of their
propped above the mud on cru mbling pylons. Each hut circumstances. Settling a long the northwestern fr inge
has a small dock, where the hag tethers the raft that it of the bog. they built mud-and-st ick huts on a small
uses to lure travelers in the guise of a hel per. island in the center of a lake. Hazardous terrain covers
Though they live in close proximity. the hags are the shore of the lake, proViding the Mirehides with at
notoriously suspicious-none has ever been welcomed least a semblance of security.
intn the home oranother. When they need to gather, The most ohvious path through this sec tion ofObliv
they do so at a communal fire pit on the island that's sur- ion Bog happens to rUIl close by the bullywugs' lake.
rounded by their shacks. Often this pit is the scene of a Thus, the bullywugs have become opportunistic preda-
feast, featuring captured travelers roasting on spits. (See tors that pick orTtravelers weakened by their jOllTlley
page:3 of the Encounter Book for a map of the commune.) through the swamp. These ambush tactics have pro-
The coven lacks a true leader: each member consid vidcd the tribe with weapons and treasures far beHer
ers itself the best suited to rule. This tension can lead to and morc numerous those normally owned by bu lly-
petty acts of riva lry. Sometimes a hag that feels slighted wugs. However, the tribe'S good fortune also makes it a
employs mercenaries from beyond the bog to kill the juicy ta rget for raiders.
monsters that a fellow hag commands. Attackers have come to assault the Mirehide camp
Most adventurers Wisely avoid the commune, but from shada r-kai enclaves (such as Thyrin Gol, page
sometimes they havc little choice but La darc it. "Vhen 72) and from Gloomw rought alike. Many act out of
a hag capturcs a wanderer in the swa mp, she brings simple greed. while others seek to recover the posses-
the victim back to hcr cottage to toy with him or her for sions offaJlen comrades. Most wou ld-be invaders are so
hours. This "hospitality" gives thc cha ractcrs time to exhausted when they arrive at the camp that they are
brave the danger of the hags and recover an impr isoned lillie match for the bullywugs, but the constant threat of
comrade. a stronger foe only intensifles the creat ures' suspicions
Others seek out the commune for scl fi"h rca sons. that the universe is out to gct them .
I-lags are infamously grecdy. a nd each member of the
coven has amassed a hoard of treasure taken from vic-
tims. Legendary weapons and artifacts might lie wit hin
these hoards. once wielded hy heroes who sought to DISQUIET IN THE BOG
free Oblivion Bog from it s cruel masters. The bog can have a corrupting effect, which sharpens
the fear and depression that settles over visitors to
The Unohda the Shadowfell. Sleep can be plagued with horrible
To prov ide thcm with a way to sap the resistance of nightmares, and waking can bring unbearable para-
those they would torme nt , thc coven has cursed the noia. lightless spots in the bleak landscape seem to
hea rt of the bog with a ritual they ca ll the Unoltda. A conceal unfathomable threats. Minor setbacks in the
cor rupt ion ofthc Shadow fcll's a mbient atmosphere. the terrain feel like crippling failures. If the characters are
Unohda grad ually dissolves the memories of trave lers. in Oblivion Bog and have to draw from the Despair
Victims of the ritual eve ntually forget where they arc Deck, each player draws two cards and keeps the one
going and how they got to where they a re. Alier longer the DM judges to be the worst.
exposure to the curse. they forget their own names. The Alternatively, a DM might decide that the perils
cha racters might cxperiencc this ritual as part of the of the bog prevent characters from gaining the full
skill cha llenge Oblivion Bog Unohda on page 3 ofthc benefit of a short rest or an extended rest. Characters
Encounter Book. When victims of thi s magic become in the bog might take penalties in their attempts to
confused and helpless. a disguised hag approaches with overcome despair, or the cards might not be discarded
promises to lead them to sa fcty. Instead, ule hag leads as normal after an extended rest.
them to its lair where it can devour them.
CHAPTER 3 I " .. yond th .. Walls
<.J
Other Inhabitants o
Oblivion 130g is large enough and diverse enough to
contain monsters of virtually any sort- not limited "z
only to those thaI normally lurk in swa mps or thrive o
in shadow. Use the ideas below, or devise your own, to >
~
spice up the heroes' trip through the bog.
+ Black root treants skulk through the lelid water. fol
lowed by trains of shambling undead. Black Sleep Bria
"o
+ Packs ofviciolls bodaks directed by cruclnight- Growing in thick patches in the darkness of t he
walkers hunt for anyth ing to rip into with their Shadowfd!. black sleep briar is a Wicked ly thorned
wicked claws. plant. Each stcm is bloated with t hick. poisonous sap,
+ Plant creatures such as ambush vines. greenv ises, A patch of black sleep briar fills 5 contiguous
shambling mounds. and blood thorn vines lurk along sq uares. which are difficult terrain . Though the briars
the path, ready to snatch travelers ignorant of their a re visible, recogn izing them as black sleep briar and
presence . reca lling t hei r effect requires a DC 16 Nature check.
Savage humanoids inhabit the swamp. looking for
easy meals. Primit ive clans of dark ones. shadarkai. Black Sleep Briar Level 8 Hazard
and shadowborn elves wail in ambush. Te rrain XP 3'>0
Detect automatic Initiative -
Dangers of the Bog HP4'> per square
AC 10. Fortitude 18, Reflex 18. WiIl -
In addition to the monsters prowling the swampland. Immune psychic, forced movement. all conditions:
Oblivion Bog has natural hazards. Wicked briars tear Vulnerable 10 fire
at passersby with poisoned barbs. the dark water h ides TRIG C tR[D ACTIONS
sinkholes filled with soft mud Ihal ca n swa llow an +Attack (poison) + At-Will
adventurer without a trace, and random blasls of green Trisser: A creature enters one of the haza rd's squares.
Attock (Immediate Reaction); Melee 0 (triggering creature):
swampfire can quickly kill the unwary. Entire parties
+13 vs.AC
of adventurcrs have fallen to Ihe dangers of the swamp Hit: 2d8 + 7 polson damage, and the target Is Immobilized
without once encollntering the beings that call it home. (save ends).
Use the following hazards to ramp up the danger of First Foiled Sovin8 Throw: The la rget is immobilized and takes
any encounter in Oblivion Bog. or to create a threaten ongoing'> poison damage (save ends both).
ing landscape for a group ex ploring its locales.
Swampfire
Sinkhole Underwater pockets of swamp gas that burst inlo bril
Just below the surface ofthe mire in Oblivion Bog ]jant flares of green fire. swampfirc can be avoided with
lurk sinkholes that can wrench Iravelers underwater quick reactions.
in an instant . The trap is triggered and rolls initiative when a
A sinkhole consists of 4 contiguous squares (usu creature moves within 6 squares of it. It occupies 1
ally arranged in a square). By identifying topographical square and attac ks on its turn. regardless of w hether
odd ities in the surrounding area. a character can locate any targets arc in range. /\ c reature t hat succeeds on a
a sinkhole with a successful Nat ure check. A char- Perception chec k can hear the hazard's d istinctive gur
acter ca n also ma ke a Perception check to notice the gling, but recogn izing it as swam pflre requires a DC 18
subtlc ways the sluggish water currents now differently Nature check.
around a sinkhole.
A creature in a sinkhole can climb out with a Swampfire Level 10 Hazard
successful DC 16 Athletics check. Creatu res can also usc Terra," XP SOO
Athletics to jump over a sinkhole iflhey know where it is_ Detect Perception DC 18 InItIative +7
Immune attacks
Sinkhole Level 8 Hazard STANf)A RD ACTIONS

T., rralll XP 3'>0 (.. Attack (fire) + Recharge :': TI


Detect Nature DC 16 or Perception DC 24 Initiative - Attack; Close burst 2 (crea tures in the burst): +13 Vi. Reflex
Immune attacks Hit; 3d6 + S fire damage, and ongoing 5 fire damage (save ends).
C OUNTERMEASURES
T RICCtRto ACTIO~S
~ Attack. At-Will AvoId: A creature that takes damage from swampflre can make
Trlsser: A creature ente rs one of the hazard's squares. a DC 18 Acrobatics check as an Immediate In terrupt. With a
Attack (Immediate Reoction); Melee 0 (triggering creature); successful check, the creature takes half damage.
+11 vs. Reflex
Hit: The target fa lls prone, and It is restrained (save ends).
First Failed Savin8 Throw: The target is restrained and takes
ongoing'> damage (save ends both).
C HAPT ER 3 1 Beyond the Walls
THYRIN GOL
jl. a const ant threat. Battles aga inst Shadowda rk mon-
sters help to keep the shadar-kai from succu mbing
M bleak nelwark C!.fCdl'C5(UfS mIL) rhl'
\
to shadow, a nd growing exte rnal threats have united
{1my 1tll11mltliJl pass. tlte 5(luthis l:f rilJ~'1iJlfl t hem against common enemies, thus keeping the tribe's
infighting to a minimum.
steel and anfl r} ,shouts risill8frtl!ll hdoll'. A few years ago. a band of Doomguard (a pla nar fac-
TH'll flfill1sJladar-kai warriors c/cllchillt1 tion of anarc hists devoted to destroying lightly ordered
societies) seeki ng one of the pieces of lhe Hod of Seven
spiked c/wins stand Ellard ora the [(I\'l' Parts wandcred t hrough the wrong port al and cnded
l'lltfllJl(c.likc specters afdeath in their up in Thyrin Gol. After a long conniet. the shadar-ka i
and the nihilists sett led into an uneasy peace based on
hOlll'-Cllfved armor." mutuaJ respect a nd the need to cooperate aga in st an
-A Codex of the Planes. eve n greater threat : a seem ingly endless undead horde.

by Corwin Aterly Thyrin Gol Today


Thyrin Gol ex ists in a state of pe rpetual lension.
Between the th reats from above a nd below, the Doom-
guttnJ in the ir midst, alld thei r own natura l incl inat ion
The shada r-ka i came to the Shadowfd l before any of toward infighting. the shad ar-ka i of the Thyrin tribe
the other civilized races that dwell there. and they long remain consta ntly on g uard . Winni ng the trust of these
ago became one with the place. Many choose to dwell shadow warriors is no easy task. nor is keeping iL
inside the walls ofGloomwTOught , but others conti nue The tribe survives on cultivat ion, mining. a nd trade.
to live as a ll sh adar-kai did whe n they first arrived. Slaves-mostly shadowborn human s, dwa rves, and
These shaclar kili aTC organized into waT tribes that elves-farm the lu m inescent fungi that grow in the
compete fiercely fOT meager resources and take refuge caves and raise ani ma ls to feed the t ribe. Also relegated
inside heavily defended enclaves. to slaves are such ted ious assignments as construct ion
Thyrin Gol is one such enclave, a network of moun- a nd repair, extracting ore, and low-security guard duty.
tain caves t hat can hold out agai nst an invad ing force Occasionally, shadar ka i of the tribe must perform
ten times greater than t he nu mber of its reSidents. these tasks as pun ishmen t. Such monotonous activities
Two hundred or so shadar-kai dwell here, a long w ith invite the shadow that is pa rt of every shada r-kai's life
another hundred slaves. Thyrin Gol has never faced a to grow. __
fu ll-scale invasion, but it continually fends off rovi ng By contrast . the shadar-kai's day-to-day activities are
ballds of night walkers and other undead, as well as t he ext remely violent. They use warfare to stimu late their
concerted efforts of rival shadar-kai looking for supplies senses a nd stave on' apathy. Cadres of shaclar-kai waylay
and slaves. t ravelers and raid caravans that pass into their territory,
mount offensives against rival shada r-kai enclaves. and
History of Thyrin Gol defend t hemse lves against t he horrors that dwel l below.
The adventurers might run into one of these groups
The Thyrin tribe has survived b ecause the Gol Moun-
ill Shadar-Kai Death DcalcTs, on page 22 of t he
tains are uniquely suited to its need s. Not on ly are
Encounter Book.
the caves defensible, they connect to natura l spri ngs
that provide more than enoug h water to support the
inhabitants. Over the last few d ecades, the shadar-
kai have begun to raise livestock in the caverns and DEATHSTEEL
cultivate ed ible fungLlfnecessary, the encl ave could Thyrin Col is set in the Gol range of gray-black moun-
withst an d a Siege for several yea rs. tains, forbidding to outsiders but rich in deposits
Because they need constant action to keep from of death ore, a blackened form of iron, This metal
fading into not hingness, shadar-kai often fight a mong is the key to producing deathsteel, which is used
themselves and thus grow naturally paranOid. Those to craft weapons and armor used in battle against
of the Thyrin tribe a re no exception, and it is a tribute undead and other creatures of shadow. Traders out
to the st rength of t heir leade r, Yxi r, that they didn't of Gloomwrought make the long journey into the
destroy t hemselves long ago. Each shada r-ka i must take Gol Mountains to acqUire this mineral from the
care to elude the trieks and traps sct by his or her fel - Thyrin tribe at considerable cost. Shadar-kai raiders
lows. and no two in the enclave fully trust one a not her. often ambush approaching caravans and steal their
However, the caverns beneath the enclave lead to the supplies.
Shadowdark. whose horrific underground dwellers arc

C I-I A P TEH 3 I Beyond 'h e Walls


-'
o
'..l
Z

">-
I
"

Recently. the attacks from the Shadowdark have The twelve remaining Doomguard members cannot
increased in scope, and for this reason the shadar-kai defeat the shadarkai's superior nu mbers, so they bide
negotiated a treaty with the anarchists in their midst. In t heir time unt il they see a chance to rebel aga inst the
exchange for standing with the shadar-kai against the fou nders ofThyrin GoL Until then. they lend their steel
creatures of the Shadowda rk. t he Doomguard are free and magic to aid the shadar-kai. Silently learning the
to remain as long as they wish in Thyrin Gol and share race's nghting skills as they fight beside their tempo-
in the community's resources. This arrangement isn't a raryallies.
bad trade-off for the Doomgua rd; t he alternative is to
wander oITinto the Shadowfell with no supplies. allies. Deathsteel Weapon Level 2 + Common
or d irections- possibly with a vengeful tribe of shadar- TIlls weapon was for8ed from deatll are mined from file Gal
ka i in pursuit. Moulltains itrthe Shadowfell. "allows the wielder 10 (UI throu8'1
an enemy's tJ", romantic resistances.
Deathsteel Armor Level 2+ Common Lvi 1 +1 520 gp Lvl 1 7 +4 65.000 gp
Crafted from dearlz are drawn from Ilze Gal Mountains in rhe Lvi 7 +2 2,600 gp Lvi 22 +5 325.000 gp
Shadolifdl. rhis armor prorects Ihe wearer from rhe necrol1latllic Lvl 12 +3 13,000 gp Lvi 27 +6 1,625.000 gp
ener.9Y Ihar suffuses Ihar plane. Weapon: Any
Enh ance m ent: Attack rolls and damage rolls
LvI 1 +1 520gp Lvl17 +4 65,000 gp
Cri tica l: + l d6 damage per plus of the enhanceme nt bonus
Lvi 7 +2 2,600 gp LvI 22 +5 325,000 gp
Property: When you dea l damage with a weapon attack
Lvl12 +3 13,000 gp Lvl27 +6 1,625,000 gp usi ng this weapon, th e damage Ignores necrotic resistance.
Armor. Chai n ma il, scale, or plate
Enhancement: AC
Pro perty. You gain resist 5 necrotic and a + 2 item bonus to
saving throws agaInst effl!Cts that induut: ongoIng necrotIc
damage.
Levell2 or 17; Resist 10 necrotic.
Levelll or 27; Resist 1 5 necrotic.
CH APTER 3 I Beyond the Wa ll s
Important Figures worshiped a death goddcss or some sort. Haven Queen
imagery and iconography is notably absent from these
in Thyrin Go) painted scenes. but that hasn't stopped the resident
As chief of the Thyrin tribe. Yxir the Vaunted rules shadar-kai from cla iming the mountains to be S<lcrcd to
in Thy rin Gol. where hi s word is absolute. A cUllning the dark goddess. On ly the Thyrin tribe's witch, Svyn,
shadar-kai wit h many scars, Yxir has held ofT nume r knows (or at least suspects) the truth , and sill" seems
OilS clHlllc ngcs to his rule by ruthlessly wielding his content to a llow her tribcmates to bel ieve what they will.
twin cu rved blades. staying one step a head of the CO Ill - Aside from the shadar-kai who call the moull -
petit ion. Stoic and unforgiving. he is highly respected tains home. numerous monsters lair here, includi ng a
allli .. limiTed by the ot her shadar-ka i oCt he tribe, any number of ogres led by shadow-warped oni. a band or
of whom wou ld die for him- except for those who plot medusas. a herd of nightmares, and a territorial black
to undermine his r ule. dragon ca lled Vhereghasl. Such dangers cla im many
A shadar-kai called Svy n provides for the tribe's reli- liv('s, but the corpses ofc re'llures that die in the range
gioll s needs in add ition to lending her magicalta lenls disappear quickly, In truth. they arc dragged undcr-
to their efforts. Known as a secr. she shares her visions ground by even darker rOl'ces that lurk below (see "Deep
on ly in cryptic language meant to serve her own pur- Shndow:' page 75),
poses. Ca lled by some a priest. olhe rs a witch. Svyn Servant of a Dark Maiden (Hook): Travelers
ventures ra r rrom Thyrin Gal on her nightmare steed . passing through the Gol Mountains report Sighting a
Sca r. perpetually seek ing mysteries she keeps secret jet-black unicorn that seems to have seized leadership of
rrom others. thc herd of nightmares known to lair here. The shadar-
Limea Deathbringer. the human leader orthe Doom ka i orThyrin Gol h,n'e tried to capture this beast, to 110
guard cOnlingcnl in Thyrin Gol. quietly opposes Yxir. avai l. Some belie"e it to be a sign orlhe Raven Queen's
Under her leadership. the survivi ng Doomguard hm'c favo r, olhe rs a harhingcr or her wralh.
ingratiatcd thcmselves w ith the shadarkai. which is a ll
part orher plan to tllrn on her hosts at a n opportune Cytus, the River of Tears
moment. Limca is known lor her dishonorable but c/Tcc The chi lly waters orCyt ll s slowly twist out of the Gol
tive nglulng style, which utili zes showy, dirty tricks. Mountains and clown into the Shadowdark. Except In
Shadow Witch (Hook): Even ifthey'rc nowhere the immediate vicinity of rapids and waterfa lls. the
ncar the enclave, the ad ,'cllturcrs might e ncounter S,'y n sa lty river glides in silence. None ca n say for certa in
on one of her mystcrious journeys, Such meetings are where its headwaters lie, but some tales suggest that the
ra rely coincidental, or so Svyn claims, She requests river starts in a place ca lled the Lake or Lalllent. where
assista ncc from people shc llleets to he lp her completc it's said that the world 'S sad ness is collected_
her prophetic quests, One of these prophecies might Slick ice and roving banshees make the shores of the
involve one ort he characters anclm ighl be necessary to Cytus treacherous, a nd the saltwater itseIfis like poison
save him or her from certain doom, ror the soul. for those who drink from it a rc overcome
with despair. Yet. desperation dri ves some to cross thc
Sites in Thyrin Go) rivcr. Legends claim that a ny who manage to rord the
river without drinking its walers or being submerged
Thyrin Gol is challenge e nough, but dangerous loca les
ga in power ove r dcs(Xlir <lI1d misery. No sadness can
surround ii , so that the task or gct tlng there ca n occupy
louch their souls unless they c ross the river again.
a n e ntire adventure. Heroes might have to deal with
threats from the shadowy depthc; as well as those
Catacombs of Withan
within the enclave.
Beneath the Gol Mount a ins arc the Catacombs of
Withan, the rema ins of one of the first shadar-kai set-
Gol Mountains tlements in the Shadow fell. The shadar-ka i orWithan
rile mountains seerll lO blur in the mud"y SI",dowfell1i8I1t. were some of the Orst to learn how to resist the gloom
CIS 11101/811 disror/ed by waves ofluwl, GClzin8 inlo the smy- orthe Shadowfdl. They e mbraced hedon ism to such an
bl'lck monolilhs brinas a wm'e of dizziness. extent that the Raven Queen eventually forsook them.
W ithout the Raven Queen to gUide them. thei r prac-
Rich deposits of death ore cause the Gol Mountains tices became increasingly violent and depravcd until
to radiate an illusory e/Teet that distorts the ai r. mak- the city collapsed in on itself.
ing one's surroundings diflkult to perceive. Those who The catacombs arc a laby rinth of rooms and passnge-
dwe ll here have learned to withstand the effect. but ways_ Many of the wa ll s a re made fro m bones tightly
newcomers arc unable to look at the mountains ror long packed toget her with mortar. The remains of Wit h an
Iwrore becoming di soriented. arc haunted by the souls or the cHy's for me r residents,
No one can remember the source of the mountain which linger as ghosts nnd death knights. Withall is (I
ra nge's name. but paintings in the deepest caverns prorane site to the shadar-kai ofThyrin Gol. a symbol of
indicate that a tribe of crealllres livi ng in this land what unfette red debauchery can lead to,

CHAPTE R 3 I B ey ond the \all $


....
Thyrin Encamp 'lent Lost Favorite (Hook): Unknown to the shada r-
o
The III/Illel opens into tI reiriforced encampment. Cries ofjoy kaL the Doomguard captain Limea is the niece and '-'
and pain echo from within-some IIlIeretl by Ihe sa me dlroals. favo rite Lord Na riche. leader oflhe order. and retu rn- Z
ing to her homeland Kalandurren in the Ast ral Sea a:
The shadar-ka i of the Thyr !n tribe dwell in a series has long been an Important goa l fo r her. limea has so >-
far kept this In format ion a close secret; if t he shadar- 1:
of caves protected by four InleTlaced defensive cav-
erns. each designed to stop an invading force in its ka l su spec ted she we re as important as she Inlly is,
tracks. Usi ng steel, I raps. and natural chasms and Ihey wou ld seck to ransom her. The adventurers might
choke points. the shadar-!.:ai can fend off a vasrly more have been retained by the Doomguard of Kalandur-
numerous force while their t rihcmates nee into the ren to nnd Limea, or they might encou nter Thy ril1 Gol
caves. A dozen entrances scattered throughout the during their explorations and enlerta in a request from
mountains lead to wi nding tunnels Ihal conneCl lO the Limea to help her escape and retu r n home. If they suc-
encampment. On ly the Thyrin know them all. ceed , t hey ca n expect a substa ntial reward - or at leasl
The sll1ldar-k<l i dwell apar t from their slaves, though protection from the Doomguard 's ra mpages.
exceptions have been made for the most appeal
ing speci mens- those who arc especially attractive Deep Shadow
or aggressive. The shadarkai enjoy watching slaves Tire soumis ofatlaSllilla teetll alld IInllalliral cacklillafill ,he
romance or nghl among them selves. dClrkness that/ies tleep bellealh tile 1I'0rld. There are terrors
Escape or Revolt (I-look): The Thyrin slaves crave here that no S(lIIe trtlveler ca ll even bfBin to ima8ine.
freedom bul lolenlte their captivity, since venturing
forth Into the greater Shadowfell would be far worse. The Shadowdnrk is a renection of the Underdark,just
Howe\'er. they jump at any clmnce 10 escape under the as the Shadowfell is a renection of the mortal world.
protection of sympathetic adventurers. The slaves a rc And in t he s..... me way, the Shadowdark emphaSizes Ihe
loath to challe nge the shadar-kai directJy. but heroes dangers of all a lready terrifying rea lm . Here, the dark-
could muster them to action and tip the balance in ness seems dee per, the creatu res fiercer, and the stakes
their favor. Severa l slaves have Significant connections far higher. The caverns beneath the Gol Mountai ns
in Gloomwrought . and ret urn ing them home cou ld net become a perilous maze for the unwary or unlucky.
a sizable reward. filled wit h undead and other horrors. Ironically. t h is
Tame the Nightmare (I-look): The members of deadly environment keeps the shadarkai a live and
the Thyrintribe.li ke all shadar-kai. prize night mares sane: By risk ing themseh'es agai nst its hazards, they
as steeds. They will pay a n excellent price for night- maintain their grasp on existence.
mares brought to t hem fo r trai n ing. preferably alive The greatest Ilueat in the ca\'erns known as Deep
a nd und amaged. Characters receive 1,000 gp or Shadow Is Algagor, a n undead beholder eye tyra nt. The
morc for each nightmare they can deliver unbloodied creature has existed here si nce before the Gol Moun-
(perhaps through a skill chall enge involvi ng Arcana, tains ca me to the ShadowfelJ. a nd has spent that time
Endurance, and Na tu re), or 250 gp apiece for those bUilding an army wit h which to seize as much territory
rendered u nconsc ious. as possible in and around the mountains. The Thyri n
tribe represents its biggesl obstacle. so Algagor is cou rt
Shattered Cavern Ing t he Doomguard ex iles to e nd tJ,eir uneasy a llinnce
Tlds cave must havc becll bemlliful once, but its stalactites with the shadarkai and fight for the be holdcrs causc.
and stalatJlni tes have beell sll(l/Iercd allCI ils 510111' walls Aigagor commands its servitors (particularly Wights
defaced with cuts and crude J'<linlinas. A numberof armored a nd zombies) to clai m the corpses of creallires that fal l
wnrriors stnlk abolll rile clwlI1ber, sholltill8 and cursill8. prey to the Gol Mountains' da ngers. For this reason, the
bodies of the dead disappear qu ickly from t he surface
Hateful of order or of anything beaut iful, the nihilis- or the caves in this area, The beholder's ultimate pur-
tic Doomguard have reduced their home cavern to a pose in this endeavor is known only to itself
cracked ruin . Here they lurk. constant ly brooding and Extraction Mission ( Hook): An associate of the
scheming 10 escape their bad situation. They take com cha racters has gone missing during an exped ition to
fort in delving into the Shadowdark. where they can the Gol Mountains, or a noble family in Gloomwrought
forget their current woes as they indulge in their favor - hires t hem to recover a lost relative, The adventurers
ite pastime: destruction. arrive at the scene of a desperate battle and find per-
The predominalllly male Doomguard members COIll - sona l belongings of t he missing person but no corpses.
pete for the favo r and affection of their toughas-nails However, distinctive tracks in the dirt suggest that the
captain. Limea. A shrewd leader, she plays the war bod ies were dragged away. If the ad\'enturers decide to
riors' desires Into rivalries just strong enollgh to make foll ow, they ('l iter wind ing tunnels that delve far Iinder-
them perform their best. but not o\erwhelming enough grou nd . After overcoming Algagors undead servants,
to drive them 10 the same innghting that plagues t he they ca n reac h the beholder's lair and discover what
shadar-ka l. drcudful plan s il is fueling with the stolen corpses.
C H APTER 3 I B eyond Ihe Walls
DEAD MAN'S CROSS
Innumerable paths and dirt roads cut through the wild On occasion, those who come near Dead Man's
places of the Shadowfd!. Noone is sure who built these Cross-whether from the Shadowfcll side or any of
roads. when. or why. Many of them twist back on them- myriad other worlds- arrive at Ihe House of Black
selves repeatedly or end at the edge of a clifT or against Lanterns (page 78). Unusually well adorned consid-
a featureless wall of stone. They vary widely in descrip- ering its desolate location, this inn appears at the
tioll. but they all have one clement in common: a fine. crossi ng sporadically.
ashy dust that is anathema to life. No matter how long
a road lies unattended. plants can never take root on it. The DeadMan
Seeds that drift down from overhanging trees wither At the cenler of tile crossrO(lds stands a aris/y marker, a si8n-
and die within moments oflanding on a road, becom- post "darned witl! an ancienl corpse bound to its crosspieces.
ing just so much more dust on the path. The constalll abrasion oJlI'itu:lblown dust/ws scoured clean
Only a few orthe roads lead somewhere Ihal anyone the placards of the si8npOS[ and turned the body into a desic-
would consider lIseful, such as to the keep of a Raven cated husk. The corpse's skin is as black as niBhl and as hard
Knight or a shadar-kai camp. The rest seem to exist only as boiled leClther. The lids of Irs eyes are slilciled closed, and irs
to expose a traveler to the insidious atmosphere of the lips have pulled back around ils teeth into "Brin.
Shadowfel!. Sti ll, adventurers persist in explori ng these
ancient paths. hoping that one might lead to a forgotten Simply and unromantically ca lled the Dead Man. the
treasure hidden in lhe far reaches of the Shadowfell-or corpse at the center of Dead Man's Cross is said to
to a wonder such as the infamous Dead Man's Cross. have been a former high priest ofNerull, condemned
Discovered long ago. when Gloomwrought was little to an eternity of servitude by the Haven Queen upon
mort" than a small Vi llage or stone hovels surrounded her elevation to godhood. The corpse gives a warn-
by a thin black wall. Dead Man's Cross lies at an inter- ing when something is about to enter the Shadowfell.
section ofnve of the Shadowfel l's meandering roads. With a sound of creaking leather. the Dead Man's head
Located nonheasl of the City of Midnight. this meCling slowly swivels to look at the location where a creature
orlhe roads is on a Wide, flat plain that houses the skel- will arrive. moments before it appea rs. This warning
eton of a long.dead village. Sharp winds. howling like has saved more than a few Ii\'es. Most creatures that are
the cries of the dead. blow clouds of dust across the rem pulled into the Shadowfell at the crossroads succ umb to
nants of the old buildings. confusion and terror aBcr this sudden passage, lashing
The crossroads is an abnormally strong shadow out at anything nearby.
crossing. linking the Shadowfell to dozens oflocations The Dead Man also gUides travelers who wander the
throughout the planes. Cre<ltures on other planes that dusty roads. Anyone who asks it about a specific loea
wander too close to its dark points of connection are tion, such as "''''here is Glooillwrought?" or "Which
ripped Violently into the Shadowfell. For many unlucky direction is Let herna?"' can make a moderate Arcana
(and unwitting) travelers. this place is the first thing check. If the check is sllccessful, the Dead Man's skel-
they see on entering tht' pllUlc_ etal flngt>rs uncurl to point toward tilt' ot>stination.
Although the Dead Man can provide no more than a
direction. clever individuals have used its clues to infer
the locat ion of an enemy's hidden encampment or the
resting place of a powerful magic item.
"A lonely crossroads offive ways is marked Rumors persist of a third aspect or Dead Man's
Cross-rumors that gravely concern the nobles of
by a withered si8n. the writin8 upon which Gloomwrought. The stories say that the area ca n be
has faded to ille8ibility. The crossroads used as a cond uit not just between worlds, but also
between locations in the Shadow fell (see the MWalking
seems like any other. except for the stran8e Through the Shadows" Sidebar). Such power, ifit exists,
aura it exudes-a sensation of vast space, direclly threatens the nobles' interests. Each house
spend s a fort une to guarantee its security, and the pros-
limitless potential in a sin8le bleak hollow pect ofinteriopers sudden ly arriving in a family's inner
of land." sanctum is deeply unsettling. Members of the larger
families regularly pay for any new information about
-A Codex of the Planes, Dead Man"s Cross- particularly ifit helps them guard
by Corwin Aterly against potenlial abuse.

C IIAPTER 3 I Beyond 'he Walls


''"o"
a:
U

'"Z
<
::1
o
<
UJ
o

Getting to the Crossroads paint lets you set the mood of the Shadow rcl l right away.
There are a few options for getting the pa rty to Dead Sudde nly the adve ntu rers are sta nding in a howling.
Ma n's Cross. Irthe cha racters t ravel to the Shadowfell by windswept fi eld watched over by a bound cor pse. You
means of a portal or a ritual. or through a shadow cross- can e nhance t he atmosphe re by havi ng Ille Dead M an
ing. make t he crossroads the desti nation . Th is arrival raise a skeletal hand to poillt toward Gloomwrought. or
any other location in t he Shadowfell YOll want the pa rty
to ex plore. To d rive home t he gloom. YOll might also
have the players d raw from the Despai r Deck.
WALKING THROUGH tflhe adventu rers have sta rted in Gloomw rought ,
THE SHADOWS you can bring the m to Dead Man's Cross at the be hest
The rumors are true. Not only is Dead Man's Cross a of a noble hOllse tryi ng to learn more about the shadow
shadow crossing. it also acts as a means of passage conduit. or in seilTch of t he House of Bl'lck Lante rns (see
within the Shadowfell. The Dead Man can transport below). Alternatively. since the shadow crossing regu-
a traveler to any other location in the Shadowfell that larly pulls creatures of all varieties into the Shadowfcl1.
lies in darkness- in other words. nearly anywhere. a party in search or qu ick glory or expe rience ca n head
A small number of clergy in letherna a nd Gloom- there for good old-fashioned monste r slay ing.
wrought, the oldest noble patrons, and Prince RoJan
are the on ly ones aware of this truth. Those in the Bandit Tribes
I know fervently keep the secret. Most of them believe
that the Raven Queen origina lly bui lt the shadow
crossing nexus for her own use.
Wea ry t ravelers headi ng to Gloolllwrought from t he
nort h often pass th rough the crossroads, and band its
h ide in t he surrounding r uins to prey on wayfarers and
l Using Dead Man's Cross to travel across the
Shadowfell requires a hard Arcana check or Religion
new ar riva ls a like. These bandits have bu ilt dozens of
small encam pme nts on the outer rringes of t he dusty
check. A success opens the conduit for 1 round, allow- plai ns, and t hey do battle with each othe r inlhe spans
ing access to most locations in the plane. !fthe check oftimc between the appearances of new vict ims.
fails. Dead Man's Cross instead brings forth a group The largest and most sllccessfu l of these band it gangs
ofShadowfe ll monsters ofthe party's level. is the Cracked Jaw tribe-a group of orcs t hat long ago

f Whether or not the check is successful, an adven-


turer who attempts it must immediately draw a card
from the Despair Deck.
ca me to the plane t hrough t he shadow crossing. In itia lly.
many members of t he tribe died in combat with travel-
ers on the Shadowfell's roads, but the orcs e"entually

C tIAP TI\ 1{ 3 I B ey ond th e \-Va lh


adapted to their new surrou ndings. Now thei r band
numbers nearly thirty members. consisting of orcs and
House of Black Lanterns
A bel! peals three rimes. rlletl suddenly a bui/din8 appears in
former captives that have been swayed to the tribe's way
the swirlilliJ dust- otle that surely hadn't beenlhere a moment
of life. A strangely democratic group. the tribe elects a
before.l! stands three stories tall, lind its three will8s face into
new ch ieftain after the former leader has lilllen.
{18reat collrtyard ofcobblestone. 011 a dozen poles arrall8ed
about this courtyard.lon8 black lanterns halllJ, each burniniJ
Pilgrim Souls faintly wirh blue lilJht.
The crossroads temporarily hosts spirits of the recent
dead that travel northward out of Gloom wrought. The House of Black Lanterns is the most important
headed ultimately to l.etllPrna ror their Ilnal judg- fe ature of the crossroads. aside from the Dead Man.
me nt by the Raven Queen. In an a lmost ritualistic Craftcd centuries ago by unknown hands. the inn
rash ion. the ghosts approach the Dead Man for direc- provides shelter to wayfarers from the planc's darkest
tions before sweeping into the dark skies. Most living corners. Most who witness the sudden arrival of the inn
creatures that know oftbe Dead Man's ability to direct write it ofT as a trick of the eyes, the result of stress from
travelers learned it by watching the corpse respond to a disorienting passage. Frequent visitors to the cross-
these spirits. roads swear that the inn appears out of nowhere. like
For the most part. the spirits a re content to share a ship emerging through the fog, and departs just as
the dusty roads with their living counterparts, but mysteriously.
somet imes conflicts occur. I f the spirit of a dead Inside. a well-trained staff sees to the needs of guests.
person meets its killer at the crossroads. the spirit These folk are amiable to travelers, ready to answer
si ngle-mindedly attempts 10 destroy the other. Every questions about the Shadowfell a nd provide basic ser
spirit defends itself against attack. Otherwise. the vices. They hesitate only when questioned about how
dead implacably pursue their only purpose: to meet they came to work at the inn. qUickly Dnding excuses to
with the Raven Queen and ga in the reward or punish- change the subject or disengage.
ment that awaits them.

CI-IAPTEH 3 I Beyond the Walls


Vl
The inn's services are carefully overseen by Yarol. The Odd Twins (Hook): Two young children called Vl
the tiening who currently runs the place. The inn- Han and Gri-white-skinned and pale-haired human o
0:
keeper seems delighted to receive new arrivals in the twins about seven or eight yea rs old~ recently came to U
Shadow fell amI does lIot hesitate to offer them L111~01k: the House ofBl<lck Lanterns. No OIle k now~ how they Vl
ited advice. Most often. he caut ions his customers aboul a rrived or where they are from: They seem to under- Z
the dangers that await them in Gloomwrought. but for stand the Common tongue on ly a little. and they refuse .:
an extra payment he warns them about the teams of to speak. Their youthfu l appearance and innocence, ~
bandits that awa it them along the road. although slight ly tinged by strangeness, have won them o
Over the centuries. the inn has repeatedly changed the adoration of the staff. .:w
hands. typically at the point of a sword. Yarol became In truth, the two are disguised oni who a re scout- o
the nrst person in decades to take over the place nOIl - ing out the inn in possible preparat ion lor an attack.
violent ly. claiming to have won the House of Black If the ch aracters see through thei r illusion and warn
Lanterns from the previous owner ill a game of chance. Yarol before hosti lities can commence, the innkeeper is
Although his statement is technically true. Yarol is appropriately grateful.
omitting an important deta il : I-Ie has an uncanny talent
for twisting fate in his favor. The Raven Queen has The House's Travels
a llowed him to enjoy h is winnings. but she now keeps a The shadows stir. Tlte cold wind trails to lIothhl8. bur tile
close eye on the tieOing and the inn, making sllre Yarol black lanterns cotlrinue 10 rock onlheir poles. Foy doses
doesn't aga in intrude on her portfolio. around the ir1n, and when it lifts, the bleak landscape oflhe
Dark General (Hook): A nightwalker calling itself Shado\\1el1ltas cha118ed,
Lord Nil! has recently targeted the House of Black Lan
terns, sending waves of undead against it in violent The House of Black Lanterns moves about the Land of
attacks. What connect ion the creatme has to the inn Shadows on a seemingly random schedu le. In act ua lity,
is unclear. but the nightwa lker seems able to follow it appears where and when it is needed. as though what
the house wherever it goes, sllggest ing t hat it might ever force 1110ves it ean sense this necessity,
once have owned the place or at least had access to Not even the inn's employees can be certain. but
its secrets. The characters can resolve this situation some say that Yarol has discovered a way to man ipu late
through combat in Showdown at the Black Lanterns the shadow conduit of Dead Man's Cross and thus shift
on page 28 of the cncollnler Book. the House of Black Lanterns to almost any location in
the Shadowfell . The tiening seems able to prompt the
A Place of Respite inn's movement, though whether he is directing it (or
Security, comfort, and sustenance make the inn desir- can do so ilccurately) is a frequent topic of d iscussion
able to those traveling through Dead Man's Cross. For about t he common room.
a mere five pieces of gold. a visitor gets a room upstairs There's flO telling where the House of Black Lan-
and a hot meal. Shadar-kai and shadowborn dine side terns will appea r, though it always stands near a road
by side in the common room. while spirits of the dead no matter where it ends up, Visitors might exit from the
gather in the courtyard to wait patiently on the Raven inn to view before them a bleak pla in. a narrow Gloom
Queen's serva11lS before continuing their journey to wrought st reet, or a ridge of the Darkreach Mountains.
Letherna. Oftentimes, t he inn is no longer there jft hey look bilck
Most important. the 1louse of Black Lanterns toward it.
offers protection from the raiding pa rties thaI wait
011 the road. Victims ohhe shadow crossing are easy
to identify by the m ixed expression of confusion and
depression they all share. Yarol has a soft spot for these
THE HOUSE AS TRANSPORT
planar refugees. and he hires them on as temporary The House of Black lanterns wanders to a new loca-
tion at the whim of Yarol. Usually he moves it to
employees until the next time the inn t ravels to a loca
tion where they might nnd a way home. SOllle arc so avoid danger or to restock the Inn's stores, but he can
grateful that they choose to stay on indefinitely. Yarol sometimes be convinced to transport it to a specific
has constructed a security detail ofloyal followers frOill location desired by one or more of his guests. A char
acter who succeeds on a moderate Diplomacy check
a dozen \\-'orlds to help defend the house in the event of
an attack. opens YarDl up to the possibility, and greasing his
palm with a few hundred gold pieces seals the deal.
Yarol manages the inn's day-to-day operations. An
elf mat rOil Ilamed Cacdwyn prepares meals, and serv-
ers of many races. backgrounds. and worlds wait on the
patrons. The inn also employs two impressive guards.
a goliath warrior named Georn and the half-orc ber-
serker Thalan, former adventurers who have settled
here and lent their strength to its defense.
CHA PTER 3 I Beyond 'he Wa l ls
DARKREACH MOUNTAINS
The main passage through the Teeth is a narrow gap
called the Frozen Path. The name is well deserved- ice
from constant blizzards encru sts everyt hing a long th is
rou te. The ~ h eer rock face~ ~ hi ne like cool bluc mirrors.
"Half of my carava/l was lefl behind i1111105(,
but travelers who look too closely do not see themselves
mountains, and we were ILLek)' it was not as t hey arc: instead. the cl iffs depict them shatlered a nd
1110re. Rockslides. llva!ancites, paths that dy ing on the rocks, a gruesome fin e awaiti ng those who
dare the pass.
disappear behind you and leave no choi(c W hen a storm rages through it , the Frozen Pat h
becomes all but impossible to traverse. Bli nding snow
but 1080 fonvard to certaill doom, , .. "'hen hides boulders that tllmble unpredictably across the
rhe monsters came, we welcomed them just pathway. \Vinds howl down from the peaks. keening
with the voices or all who have died a mong the rocks,
10 have somerhil18 to Ji8hr. ro kill. 10 eat. Yes.
rising to a chorus of pain and loss that th reatens t he
1 have seen the mountains. and they haullt san ity of any who listen. Cold and wi nd rip at the fln -
gers and boots of t hose attempting to negot iate thin
my memories e\'cry l1ialtr."
walkways over treac herous gorges.
-Panaril, traveling trader Even when t he weather is cal m. the Frozen Pat h
is not without its dangers. Creatu res that were once
bound to serve the death giant s that for merly dwell ed
in Kazzak'tul (page 82) st ill make their homes in the
mountains, and t hey do not welcomc visitors. Chillfi rc
The Darkreach Mountai ns stand as t he remnants of
destroyers . elemental crealures of both cold and fire ,
an ancient primordial named Valll ll!. W hen the gods
wa nder without purpose, attacki ng anything they come
battled the prilllordials in the Dawn War, the battles
across. On i and ogres patrol the pass with t hei r worg
raged across the COSIIlOS, alia some carried ove r intu
pets. False pathways crisscross the mountains. a nd
t he Shadowfell. Afler VOllllH was dcrcatcd. he was
tak ing the wrong turn can lead explorers deep into the
cast down upon the desolate plains ortbe Shadowfcll.
peaks, where eve n He rcer storms a nd monsters await.
There. broken a nd dying. he began to sink slowly into
Beneath the slopes orthe Teeth runs a spiderweb
the plane's surface. O nly then did he realize he was not
network of caverns. During the ru le of the deat h giants .
alone. The shades of the Shadowfell, many of which
these caves hOllsed a tribe of duergar slavers that
had died at the ha nds of cruel elemental masters,
brought captives to Kazzak'tul to be consumed. Even
saw Vo11ln i laid low. and they came for their revenge.
tlla1iy the giant s became greedy and started taking
They fell upon him, ripping and rend ing. destroyi ng
the traders as well as their wares. The giants' lack or
his body. When all fell still once again. the only evi
foreSight cost them, for the ducrgar shunned them
dence of his fall was a mountain chain, now ca lled the
thereafter. ami Ka :a;ak'tul SOOIl suffered fro m the short
Darkreach.
age of new slaves. contributing to the eventual downfall
The Da rkreach is div ided in two by the Gorge of the
of the rortress.
Mourning Mist, a valtey covered in impenetrable fog. To
Adventurers who are unwilling to brave the path's
the south, a cluster of tall and spi ndly mountains called
surface dangers ca n traverse the caverns, though
thc Claw slash at the sky and su pport only the hardiest
this approach involves t he di fficult task of navigating
oflife. To thc nonh lie the Tceth: stouter, snow-ca pped
underground. A grou p that becomes lost here, without
peaks olTering more manageable terrain but harshcr
even the weak su n as a gU ide, is un likely to fi nd the
weat her. The Claw and the Teeth supposedly represent
surface again on its own. Explorers might encounter
the last physica l remains ofVolunt's body. Each of these
the remnants of the duerga r tribe that inhabits the
sections of the range is perilous to both spi rit and fl esh.
caves. The duc rga r can prov ide gUides to the exit on
Any who live and ad vcntu re in thc mountains must be
t he other side of t he path-at a cxtortiona ry price. They
desperatc, crazy, or extraord inarily d riven .
are wary of the deat h giant fort ress on the ot her side,
but they also know that the travelers probably have no
The Frozen Path alternative and thus are prepared to pay heaVily. And
The mountains here are even laraer rhan lite stories sU88cs1. if the ex plorers do meet their dema nds. the ducrgar
The frail leadil18 between ,hem disappears upward infO a mess might st ill betray them. robbing them and abandoning
ofj(l88ed rocks (Illd narrow.fissures. Above. peaks of pure white them in the caverns.
stand starkly aaainst the sky. whidl seems darker than else-
where. Perhaps it is a trick oj perspeclivt'. or perhaps Ihe sky is
fiahtina back a,9aillSt the briahtness oJlhe fallin,9 S1101ll.

C HAI'TEH 3 I Beyond rh .. Walls


~- - '"z
<:
~

z
;J
C
:IE
:::
"w<:
a:
>f.
a:
<:
c

1
f
I

._- -

C II A PTEH J I Heyo"d t h e Wa ll s
Fellwroth Village Kazzak'tul
HiddclllH rhewesrern end oJthe Frozen Path. shehered by a A wall afblack irort risesfrol1l the rock. 1t 's tal! cnouah to be
cliff shelf. is a vil1a8c. Sternfaced shadar-kai walk the streets. part of the moun tainside, but two IlIIaesates ra pped with a
and they arim1y size up outsiders. 100l11i rt8 wardllower reveal irs true nature, The metal sucks
thefeeble liS/II Ollt Of the surroul1din8 area, and runes etched
The village ofFellwToth. the ancestral home of House into its surJacealow with malice. The doors stand open,
Fellwroth of Gloom wrought. rests in the foothi ll s orthe allowirt8 a 8/impse il110 rhe death s iallrfortress ofKazzaktul.
Teeth. W it h their noble manor in the City of Midnight
now seemingly abandoned. the shadar-kai of Fellwrot h Any sane person fears the death giants that still roam
live here 011 the edge of civilization . Like most of their the Shadowfell. The pla ne's innuence has corrupted
kind. the shaclar-kai reS idents of the village live a life them and sent their civilization into ruins. but the
of risk. They foray into the mountains constant ly, risk- gia nts are still some of t he most dangerous threats on
ing the weather and the monsters to climb just a little the plane. Few beings can stand against the power of
fa rther. a little higher. ill search or the rush of sensation Ihe giants' axes and their magic. but even so. the giants
that staves olTthei r d issolution. are far from immortal. Abandoned cities a nd fortresses
T he largest structure in town is a combi ned genera l acattered throughout the Shadowfell testify that the
store a nd inn, where t ravelers ca n rest for a night and deat h giants ca n indeed be bested. by forces from witb -
buy supplies for t heir atte mpt at tackling the Frozen out or within.
Path. All kinds of cl imbing and cold-weat her gear Kanak'tul is nestled in the frozen Teet h of the
arc available. The citizens ofFellwroth can provide northern Darkreach. This ancient structure was clearly
general information about the mountains, a nd their intended for war on a la rge sca le before il was aba n-
constant forays into the Teeth keep them apprised of doned long ago. Inside. wide avenues lead between
new developments. Some of the more experienced barraeks and sm ithies built of starkly carved stone. The
shadar-kai even ve ntu re to the Claw on occasion. immense buildings a re cru mbling from neglect. but
Alt hough they have never made di rect coni act with pathways froze n in the snow and mud prove that some-
the mon ks of Yandere (page 84). they have seen them. one- or something-st ill resides here.
and they know that the monastery lies somewhere in Kazzak'tul was once occupied by four death giant
t he southern range. lords, each controlling a district of the sprawling com-
The residents are well aware ofKazza k'lu l and of plex a nd leading a sma ll army of serva nt s and slaves.
the ogre Ulag's rise to power (see below), but Ulag isn't Constant connicts between these self-s tyled lords raged
concerned about them. His dom inion is ncar the other in the streets. As the skirmishes escalated into wars.
e nd of the pass, and nobody in Fellwroth Village wants every minion's death fueled the ambitions of the gia llls.
to bring themselves to his altcntioll. A few shadar-ka i They gorged on the souls of each ot her's armies, becom-
have made the climb to see the fortress, but none will ing immensely powerful , and their battles shook the
act as a gUide- the path is treacherous enough without mou ntai ns to their roots.
haVing to assist a crew of newcomers. Someone in the In the end. the giant lords finally set upon each ot her
Vi llage might be will ing 10 sketch a rough map of one in hand-to-ha nd combat. each trying to become the
good route along the path, but the frequent rockfalls sole ruler of the keep. O ne, Gathal. emerged victoriOlls.
and sh ifti ng storms mea n the draWing is likely obsolete but his triumph was hollow. Even wit h t he soul s ta ken
even before it's finished, from the other giant s. the effort of tile fight had weak-
Sentimental Value (Hook): The lineage of'Cloom- ened him too much. He was able to Sllstain himselfonly
wrought's HOllse FelhvTOth traces back to Ihis Village. brieny before his body began to fade away once again .
and distant cousins of'the nobles still live here. One of W hen the stln set that day, the last of the death giants
them has an ancient fa mily heirloom - a silver raven had vanished. and Kazza k't ul stood empty.
cmfted to honor the Raven Queen's accord with the The keep lay abandoned for years thereafter, but in
shadar-kai. The item has little monetary value. blll it time, new denizens took over Kazzaktul. A shadow-
means a great deal to the family, It is actually the phy- born ogre nam ed Ulag has risen as its new lord. He
lactery of'Vargas Fellwroth. the lich that now resides in tapped into the fell magic left behind by the death
the noble house in the City of Midnight (see "Fellwroth giants to take over the fortress a nd the surrounding
Huin:' page 26). mountains. destroying or enslaving all in his way, But
the price was high. As he bound the power of the death
giants to himself, Ulag discovered he was fading away
as they did. To sustai n himself and his new power, Ul ag
must consume the souls of his fol lowers, just as the
giants did . Now. the fortress is the scene of the same
atrocities as in cent uries past. and Ulag has reopened
the slave trade to feed h is constant hunger.

CHA P TEH 3 I Beyond rh e Wall.S'


V1
Kazzak'tul rests near the end of the Frozen Path Despite their longago death. all three bodies Z
more distant from Gloomwrought, but the name is steadily exude small rivulets of viscous purple blood
hea rd even in the City ofMidllight, Humors of t he t hat flow into a pool at the center of t he square, dyeing ;::
great wealth accumulated by the death giants abound, the snow a ll around. The blood taints those who tOllch z
::>
and the noble houses thirst for the powerful magic the it with an "mic tion that resembles the soul rot disease o
giants left behind . Many patrons might send a party of carried by necromantic seepage, except that a victim :;
adventurers to explore and loot Kazzak 'tuL The char t hat succu mbs to th is disease doesn't rise as a wraith- ::t:
acters also might come for their own reasons. such as
tracking down the sourc~ of the renewed slave trade.
Unlike the fo rtress, though. Ulag's existence is not well
instead. the spirit of one of the death giants captures its
soul. A giant that cla ims enough souls in t hi s way ca n
potentially rise agai n. A few more recently slain bodies
..
U
w

known, a nd adventurers coming to invest igate the ruins


l11ight he surprised to find them occupied again.
Grave Robbers Apply Within (Hook): The
of mortals- fo llowers ofU lag, or perhaps olher adven
turers- lie scattered around the pooL ev idence that the
gia nts contin ue to reap their d read harvest even after
..""'"'
Cl
first giant lord to be killed at the start ofKazzak'tuJ's they have seemingly died.
occupation, long before the all .consuming war, was The Fallen Rise (Encounter) : During an unre
entombed somewhere near the fortress. Rumors claim lated encounter in the plaza. the death giants' spirits
that he was laid to rest with many treasures, includ claim t he souls of the enemies the adventurers
ing a mighty greataxe oflegendary power. The artifact defeat. One oflhe lord s absorbs e nough energy for it s
yea rns to be discovered and brought back inlO the corpse 10 rea n ima te and attack t he part)'. The death
world, and it exerts its influence to help explorers find giant enters the combat bloodied a nd with one sou l
t he site-but it ca nnot help in the batt le agai nst the shard, and it is pe rm anently dazed.
tomb's construct guard ians.
The Seat of Kings
Plaza of the Blood Snow Atop (! rocky OUfcroppirl8.this tower 1001115 over (]n elllire
A \'ast space opens beyond fwo buHdin,9s, seemillBfor a quarfer offhe city. Tile jaBBed ca rvinBslhat cover its stone
moment to extend outside die fortress. III fact. it is a plaza, face consist of ancient runes and vile Braffiti in eqllal mea
immense even by Siam standards. Amid rubble and deslruc sure. Currellts of dark ener8)' stream across the tower's
lioll. you see the corpses of three death Bial1ts, eachfrozell ill su rface , hintl/18 at the rit uals tha t occurred wi/hill its walls.
a momCIll of all8uish. Across il all. snow fallsnentiy to tlte
arollnd. where it stains a deep purple color. During the ti me of the death giants' empire, the lord
ofK azzak'tul had his throne in this tower. Wben the
The Ilnal battle between the four death giant lords empi re collapsed and the ru lership ofKazzak'tul was
took place in this plaza at the center of the keep. Every d ivided between t he four lords. Gat hal claimed the
surface of this space bears the scars of that fatefu l tower ror himselr. Now the ogre wa rlord Ulag. the new
encounter. Stone blocks and piles of wreckage litter master of the ru ins, ca lls it home. Over time, the necro'
the ground, torn by massive hands from nearby build mantic rit uals conducted wit hin its walls have imbued
ings that stand open to the clements. and snow swirls the Scat of Kings with its own magic, a nd whoever com
inside rooms built for titans. Humanoidsized bod ies mands it can call upon great power.
arc everywhere in the squa re, most d ressed ill rags- The tower's magic helped Gathal destroy his fellows.
slaves thaI d ied alongside their masters on the day of who sti ll lie dead in the Plaza or the Blood Snow. I n his
rec koning. moment of tri umph. however. the death giant realized
The frozen remains of t hree death giants domi that he would not survive to savor his victory. Sens
nate the scene. One is collapsed atop a raised dais. run ing that his time was short. he retreated to h is ruined
th rough with a sword the size of a horse. The corpse's tower. where he made one last attempt to extend his
glazed eyes are as lifeless as those of the statue the giant life. Gat hal performed a fi nal ritual, trying to absorb
toppled over in its death throes. The other two are simi the essence of the Seat of Kings and convert it into SII S'
larly caught at the insta nt when they expired. {(:-nance. Instead . the tower's magic overwhelmed and
Close exam ination of the bodies revea ls that t hey consumed the weakened gia nt, capturing his spirit
are not as solid ly frozen as they first seemed. Death within the stones.
has not ha lted the wasting sickness that amicted the UJag occ upies the throne room on the top floor,
giants, and their corpses arc almost transluce nt . To surrou nded by hts ogre lieutenants. Shadowy circles
anyone brave enough to tOllch the bodies. they feel arou nd the room focus the tower's energy on the
like they're in vary ing stages of decay. One is soft and golden t h rone. While he sits on the throne. Ulag is
wispy to the touch. like cotton . Another is as Ilrm as infused with power, which he uses to deal harshly
packed sa nd, and t he third is pliable enough that it with intruders. In Throne of Ulag on page 26 of the
seems ready to stand up and fight again. Encoun ter Book, the adventurers can confront the ogre
in his cha mber.

CHA P TEI{ 3 I Beyond fhe Wa ll s


The basements below the tower make up a dan k establi shed it as a remote haven whe re th ey cou ld
dungeon where refuse piles up in corners and verm in co rHe m platc the da rk ness of the Shadowfe ll and
infest the hallways. The cells here imprison scores of strengthen t heir minds aga inst it. The narrow tra il up
slaves, which serve as fuel to sllstain Ulag's newfound the cl ifT face pred ates the monaste ry by nearly a hun-
power. The pUs clearly held other occupants in the time d red years-be fore Vandere. it led only to a small cave
of the death giants, as the decayed corpses a nd skele- th at opened into lhe moun ta inside, Inside the cave
tons still chained to the walls can attest. Occasionally, a is a pool of sti ll wate r, a loc us of ca lmi ng ene rgy that
corpse absorbs some of the tower's necromant ic energy ini ti ally drew the git hzera i 10 th iS moun ta in, Tap-
and reanimates, slippi ng out of its shackles to wa nde r ping into the powe r oflh is pool prepares the monks
the halls. Ogre jailers come dow n at regular intervals 10 hunt the mind n ayers that sta lk the darker reac hes
to throw scraps of food into the cells or drag away a few of the Shadowfe ll, feed ing on creatures g rown list less
more victims to be consumed. from t he pla ne's infl uence.
Cries for Help (Hook): Ulag's prisoners are despe r- Few outside the Claw know ofVandere,just as the
ate to be released , knOWing the fate that awai ts them. monks wa nt it. They covet their solitude. preferr ing
They help the adventurers by prOViding any infor to concentrate on their trai ning rather than deal with
mation they have about the movements of the ogre's visitors. Outsiders who simply stop by to say hel lo arc
servants. Captives who come fro m nearby villages or viewed with suspicion and uncertai nty. Part of the
towns ca n return home safely on their own, but most monks' traini ng is to trust on ly each other. a nd adven
hail fro m far away, where they were abducted by slave turers have to overcome these m isg ivings to dea l with
traders. If Ulag is defeated, these prisoners ask to return the reSidents of the monastery.
with the party to Gloomwrought. where they can find The people ofFellwrot h Vill age in the Teeth a re
passage home or take up residence (perhaps to serve as awa re of the monaste ry, though not its exact location,
future contacts). a nd might provide a reason lor the party to investi
A Final Goodbye (Hook): Searching through an gate it. Alternatively, adve nt urers fo llowing up legend s
empty slave pit, the adventurers discover a package about the cave ofVandere cou ld d iscover the monas
concealed beneath a loose stone, The worn cloth wrap tery while searching for the pool. The gil hzera i make
pi ng around the small box falls away as SOOIl as they exceptions to their novis itor policy fo r those seck
move it. Clearly, an OCClJoall[ of this cell seq uestered ing the cave, especially ot her monks. They consiu er
it here long ago. A scrap of parchment inside the box themselves gu ardians of the pool, however. a nd pose
appears to have bad seve ral li nes of writ ing on it, but a test to anyone that asks to remove objects from it.
time and the conditions oflbe Shadowfell have made it They might ask the heroes to ascend to the peak of
nearly unreadable. All that can be made out is part of the mountain a nd place a prayer flag at the summit.
an address in Gloomwrought: ".. . in care of the House o r have them clear out a nearby nest of monsters that
of Sterling: have been interru pting thei r med it ations.
The Un caring Mo nks (H ook): The githzerai
Yandere ofYa ndere have been successful in overcomi ng the
Shadow fell 's gloomy in nucnce. However, steeling
This slrlb of cliff looks no different from any other until a
themselves agai nst ma la ise a nd depreSS ion has left
yithzerai in a simplejerkin emer8esfrolll bellilld all oUI
them cold and unfee ling. They have lost their paSSion
croPpin8. As he slips away. the perspective chall8es~the
to hunt down their e ne mies. the mind nayers, and they
0lltCroppill8 is all cntryway. those crevices are Windows, and
seem unwill ing to leave the mOll ntai n. If the adven
rhe rock face reveals itself as a mOlllltainside villa8e,
turers can n nd a way to reinvigorate the monks, they
could gain powerful allies that m ight later assist thelll
Adventur ing in the Claw is not easy. Even expert clim b
at a crucia l moment.
ers avoid the jagged heights. and novices have d ifficu lty
ill the foothills. Griffons and other ai rborne creatures
infest high peaks that are inaccessible to anyone who The Cave of Yandcrc
can't ny or use magic to reach them. With no path Behind the monasfery. hidden in rhe buildill8S: shadow. lies
or piece of tactical terrain to control~un li ke in the a tiny domed cavern shelterill8 a serelle pool. TIle pool is a
Teeth - the va lue of the Claw lies in its isolalion. T he dozcllfeel across and as sri!! as Blass.Jusl enlerinB die cave
challenging environment and lack of natural advan releases the tensionfro m raut muscles.
tages keep most reasonable people away. But anyone
taking refuge from hunters or seeking privacy to con The gil hze rai were not the first to discover this cave and
duct research wi ll find nowhere as accommodating as tts tran4uil pond . Over the centuries. va rious bei rlgs set
the Claw. up communities around the base of the mountain, close
A band of g ithzerai who sought th is degree of enough to allow ready access to the pool. The githzcrai
isolation founded Yandere, a hidden monastery monastery was built on the slope of the mOllnta in, as
built into the side of one peak of the Claw. They close to the cave as possible.

CHAPTER 3 I Beyond the Walls


Vl
The calming energy that coalesces in t his place primord ials usually dissipate illlo nothingness, Vol- Z
attracts occasional seekers, but none aside from the unt's wrath was strong enough to keep him from fading
monks stay for long. The mounta ins a re too inhos- entirely. The spirit settled into the valley. becoming the ~
pita ble, and the clear sense of purpose thHt the pool Mourn ing Mist, a substance that strikes down all who Z
OJ
provides compels visitors to seek thei r fortunes clse t ry to ent er it. o
where. W hile they remain in t he cave, though. the cal m W hether or not the legends are true, traveling :;
waters protect them from the obtrusive innucnce of the th rough the miasma is exceed ingly risky. a nd most who I
Shadowfel l. attempt it never make it back. The ones who return U
The water of the pool has unique properties: It clears from the Gorge of the Mourning Mist tell of seeing
the mind and opens t he eyes. If d runk. it immediately '"
dispels the dfects of a rH ndom despair ca rd on t hnt
legions of ghosts trapped inside . wailing in angUish
as they slowly transform into unspeaka ble horrors. If '"
''""
character (sec page 11). Drinkingcan also remove a Volunt's spirit does sti ll exist, it might be attempting to
charHcter's last despair card. as CHn taking a n ex tended gather power once again. Cl
rest in the cave. The water can be bottled like a potion. Ex plorers 1U1ISt first descend a steep slope fo r nearly
but it loses its potency aCler three days. a quarter"m ile through the faintly glOWing mist. Vis-
The stones at thc bottom of the pool absorb this ibility is reduced drastica lly, and seei ng more than a
ca lming cnergy. making them excellent foci for mental few feet becomes a cha llenge. Mon sters inhabiting the
power. These seein9 stones ofYandere can be used as ki area tend to have tremorsense or blindsight so they
focu s im plements. can see d espite the fog.
Below this band offog. still some distance above the
Seeing Stone of Yandere level 15+ Uncommon bottom of the gorge, tJle air clea rs. Vapors rise from gey-
This slllooth stone instills a seilSI' of ((lIm (lnd IlUr"ose. While sers in the ground and float upward to form a layer of
lIoillill8 iI, yvu Ctln Illillk more dearly. cloud overhead.
Lvll 5 +3 25,000gp Lvl25 +5 625,000 gp Against the backdrop of the gorge, barely visible in
Lvi 20 +4 125,000 gp Lvi 30 +6 3,125.000 gp the glow g iven orrby the mist. is a biza rre panora ma:
Implement (Ki Focus) a host of imprisoned spirits. Each spirit's feet are sunk
Enhancement: Atlack rolls and damage rolls illto the side of the gorge wh ile the rest of its form
Critical: +1dB psychic damage per plus of the enhancement
a rches upward toward the mist. as ifbeing pulled by
bonus
Property: You gain a +S item bonus to saving throws against a n invisible hand. Most oflhe spirits arc still recogni Z-
fear effects. able as humanoids: others have begull to degrade and
change form.
Deeper into the gorge, the transformation is more
Clarity of Purpose . Dally Utility (Immediate Interrupt)
TrilJ8er: You are blinded, stunned. or daled by an effect that a advanced: The spiri ts are gau nt and featureless, eyes
save can end. sunken to black hollows in their skulls. A chancter
Effect; You ignore the triggering effect. who succeeds on a ha rd Religion check rea li zes that the
spirits a rc becoming boda ks-and that a nightwalker is
A Ripple in Still Water (Hook): The pool's ca lrn - responsible for their cond ition.
ing effects ha\'e been somehow disrupted. and its water
is turbid and cloudy. The monks are unable to COIl -
centrate during their meditalions. and they are deeply ENTERING THE VALLEY
concerned. An encroach ing mon ster-especially one Areas covered by the Mou rn ing Mist are lightly
that manipulates earth- might be upsetting the now of obscured. and Perception checks take a - 10 penalty
energy. or an impurity cou ld be filt ering into the pool due to the mist's muting effects. The mist makes an
from inside the mountain. The advent urers mtlst deter attack against any character who spends an hour in
mhle the problem. perhaps t hrough Arcana checks or it. The mist makes this attack at the end of each hour
Nature checks. and help resolve it. until the creature leaves the mist. Use the following
attack. Attack: level + 3 vs. Will of each creature. Hit:
The Mourning Mist The player of the character draws a card from the
A chasm se parates lire two seC/ions oflhe Darkreaclr-a deep Despair Deck. If the Despair Deck isn't being used,
aaslr in the rock shrouded in a mist that risesfrom ils dept lis. the character loses a healing surge.
As forebod ina as tile valley and i/.s mists are, they draw tile
9aze away from /he otlter moullfaills, as tJIOu9lr cal/in9 trav-
elers /0 corne and meet ellCir deaths there.

The crevasse between the Claw and the Teeth teems


with roiling. im penetrable fog. Legend has it that.
after h is body and spark were gone, all that remained
ofVol ullt was his a ngry spirit. Though spirits of dead
C HAP TE H 3 I B eyo nd rile \Vall s
LETHERNA
The forbidd ing realm ort he Raven Queen. Lctherna
lies in the frozc llllorth orthe Shadowfell. Here the
spirits orthe dead arc draw n to seek t heir ultimate
fate. Wherever their morta l bodies perished . most "The shadows part to reveal a land oj stark
sou ls inevitably come to Letherna and pass th rough majesty, beautiful and terrible in its bleak
the Raven Queen's stronghold. It is not a place for the
liVi ng. And yet. despite Its vast array of dangers a nd scope. An unearthly chilI threatens to
powers, ad\'c nturcrs come to Letherna seeking a ncient burn the lunBs. even as the siBht takes the
treasures or the fulfi llmeni of great quests.
breath away. Silent Jorests with needles oj
Getting to Letherna Jrost and shadow wowfrom Breat sheets
The vast, frozen mountain range that makes up Leth-
ernu has few naVigable routes to it or through it. A great
oj ice that 100111 hiBher than the taIlest
va lley ca lled the Ble .. k Fallow lies in the nort heastern tower. Ja88ed mountains rise Jrom the
part or the doma in, where an even greater mountain
once stood. At the sOllthern end orthe ring of mountains
landscape, the taIlest of which is capped
around Letherna is the temple ofZvomarana, guarding by a strol18hold oJblack ice. Spirits cirde
entrance from that direction, Deep in a canyon in the
cxtreme northwest lies Famd Exitis. where the Raven
01'erhcad,flowi"8 toward this Jortress,
Queen's exarch Vorkhesis presides over pilgrims who where they 8ather in a sWirli"8 storm:
would prove their faith by embracing the god's greatest
tencts in a difficult trial.
-A Codex of the Planes,
A g roup might have any number of reasons to travel by Corwin
to LClherna. Perhaps one member wants to make a
pilgrimage to the land of the dead-a holy mission for
one sworn to the Raven Queen- or receive an audience
with the god. Though any petit ioners a rc free to seek
the entra nce to her ei tadeL only the powerful have any Inhabita nts of Letherna
hope of coming close. The 1II0St powerfu l inhabitants of Lethe rna a re the
The domai n of any deity might become the focal Raven Queen a nd her direct servitors. The god of
point of connict between the gods or other powerful death sits UpOIl her black throne in Fate's PaJacc. high
bei ngs. I n the ongoing struggle between the Raven in the mountai ns at the heart of Letherna. from whe.c
Queen and Orcus (Which involves other entities suc h as she d ispatches her heralds on er rands throughou t the
Vecna or Zehlr). Lethcrna is bound to become a battle Shadow fell and the other planes. Sorrowsworn guard
ground at one point or another. The adventurers might the mountain passes that lead to Fate's Pa lace, chat
enter the connict on beha[ foft he god of death or of an Icnglng a ny who da re to c ross them. The mOll llta ins
opponent. whet her wit ti I1g[y or not . surrounding the palace are riddlcd with caves and
Traveling In and out of Lethe rna is not so easy. secret va lleys fi lled with death giants. feral shadarkai
though. The on ly way to reach it for certai n is to die zealots. and powerful dragons both living and undead.
and pass through the Shadow fell to Fate's Palace. The rest of the wilderness ofLcthcrna is inhabited
Pilgri ms and ad venturers can attempt to ga in access mostly by dead a nd undead creatures that refuse to
to Letherna while they're st ill alive, but they can not mo\'e on or are trapped in the lingering e nergy ofth c
wh isk themselves there by magic. The Raven Queen's place. Tra\'e ler<; might e ncounter any sort of undead
wards kee p the domai n sacrosanct against such being, from si mple mindless a nimates to wraiths, spec
intrusion. W ithout a special key or ritual given by tcrs, and ghosts. Bands of sorrows\\'orn and angels
the goddess or her highest followc rs. a ll those who bound to the Shadowfell patrol the realm, rooting out
attempt to tcleport into Letherna or to use the Plane these affronts to the Raven Queen and cleanSing their
Shi ft ritual to get there automatically fail - except for stai n from the land .
the unfortun ates who end up in the Bleak Fallow Becoming Sorrowsworn (Hook): Most of the
(see below). Travelers must instead brave the dan livin~ creatures that reside in the Shadowfell can be
gerous peaks surrou nding the domain or attempt to found in Zvomara n<l. the holiest of temples to the Raven
e nter through the sOll thcr n passage overlooked by the Queen. Here, shadarkai unde rta ke grueling quests to
temple ofZvomaran3 (see below) . becomc sorrowsworn. They tllllst vent ure away from
Zvomarana . crossing Let herna in the ultimate test to
prove their worthi ness to the Raven Queen. Such a

C II A PTEH 3 I B eyond t h e Walls


qucst rC(luires fulf'li ling some great task in Letherna The towe rs offer natural she lter again st roving sor-
(typica lly the destruction of a powerful undead crea- rows\\"orn. so inslt bstanti alundead creatures often
I1Ir(') ,me! then Onding one's way into Fate's Pa lace, hide w ithin these refuges. The ir ghostly bodi es face
where the potential sorrowsworn seeks to enter the little danger ifan ice tower sudden ly collapses.
deepest commu nion with the god of death .
Lost Souls
The Bleak Fallow When the universe was new. the Shadowfell was a
AJrozell was/elalld oJltmdra , stullted trees, alld shattered focus for the soul s or mortals. As creatures in the vari
cmss stretches asJar ClS olle's eye ((111 St'e. A colossal, shallo\\! ous planes perished. thei r spirits rose from their bod ies
ml1ey, lookinslike somethin81hal mishtltave been caused by am.! ventured here 10 be sent 10 their eternal rewards.
sladal activity. seems allomalOIlS asaillsr the backdrop oJ the vVhile the Dawn War raged. thi s mechanism was griev-
mountains that rill8 it to the north and east. ously disrupted, and now not all souls travel to the
Far above the l'al1ey floor, processions ojdisembodied spir places for which they a rc intended. The Ravcn Queen
its spiral toward some destillalion to the southwest. E\"Cry so does what she can 10 apportion souls' final destinies.
oJlen. ollefal1s away from Ihe pack. The losl soul plull1mets but some stili get lost a long the wa)'. These doomed spir-
to rite WOllnd like a sltootil1S star.Jollowed shortly by howls of its end up in the Bleak Fallow.
ferror as dark shapes move toward it_ For this reason. the area became fertil e g round for
the ha rvest or souls. Interlopers from other planes- par-
The Bleak Fallow is a forsaken slrctch of badlands ticu larly devils. githyan ki pirates. and angels of evil
where dev ils llTld ot her cruel creatures harvest deities-appear in the Bleak Fallow. seeking to snatch
unclaimed souls. The land inside the vast depression lost sou ls from under the Raven Queen's nose. To pre-
is fa r from fea tureless: Te rrain bunches u p into craggy vent such theft. fearsome sorrowsworn and angels
hills a nd dives unexpectedly into deep pits hidden dedicated to the Raven Queen gua rd the va lley. Apart
b)' snow. O ne wrong ste p ca n send a traveler hurtling from assign ing these few sentries. the Raven Que!;:'1
down into a dr ift. never to e merge. seems apUlhetic to the plight of these souls- or is power
Two g rca t gl aciers g radua lly sweep the rallow less to stop their han'est.
dean of its scar red ruin . They have met in several A Lost Child (Hook): A shadowborn family in
places. creati ng fa ntast ic upthrusts of ice that form Gloolllwrought recently lost a child to a terrible plague
natura l towe rs reaching far into the windy height s. that swcpt thc city. Hecent divinations show that the

CHAPTf:Jt 3 I H ey onrlth e Wall s


child's soul never made it to Fate's Palace in Letherna Raven Queen's attention. If travelers offer the slightest
but is trapped, terrified, in a cold. dark badland. A char- threat, the gua rds spri ng into battle.
acter can identi fy Ihis a rea as the Bleak Fallow with a Despite her aggressive secur ity, the Raven Queen
hard History check (or a hard Arcana check w ith a DC ente n ains a res pectable number of visitors. vVhy she
5 higher than normal). Once the adventurers learn the does this. no one can say. Perhaps beneath he r cold.
child's location. they must venture to the frozen north brood ing exterior beats a heart that hungers fo r com-
and defeat a powerful devil that look this soul prisoner. panionship. Perhaps she wan ts travelers to look upon
a long with many more. the bleakness of death and rear her power. Most likely.
she simply does not thi nk about it. Regard less . ma ny
Fate's Palace who reach the gates of her black fortress alier surviving
the rigors of Letherna ,Ire admil!ed freely.
Toaaze upon this edifice of black ice is to leave the !iSht of
Securing Death's Dom ain (Hook): Tensions ha\'e
life and hope behind. The mi8hry fortress wears darkness like
risen around Fatcs Palace after a number of incidents
(I shroud, radiarilla a chill even colder than that of the sur-
in which infiltrators were d iscovered snooping ahout.
roundirlS mountains.
The traitors were sworn to Vecna. and those who w(~re
HiSh above, streams ofsouls approach from al! directiolJs
caught would not say how many others escaped from
mill coalesce in a maelstrom of writhin8 incorporealforms.
the pa lace. The Raven Queen has not taken the spies
Souls trickle down steadily loward Ihe palace aate, and every
seriously. but Delatoth sus pects that they might be
so often the black-winaed form of a mi8hty sorrowsworn rises
laying the groundwork for a major assault. If the adven-
to the storm (md draws one fOrlh.
turers aid her in rooling out the fo llowers ofVecna. she
will be in their debt.
In the heart of this black palace, the Raven Queen
holds court, presiding over the sou ls of the deceased
and musing upon the secrets ofHfe and death that are Soul Judgment
her purview. Adventurers who reach Fate's Palace are A sou/falls throual! [he air to burst 01110 IhejIoor before tile
either utterly committed to the cause thell drew them Hallen Queen's sem in an eruplion of lin hI and misr.ln an
here. or they're in far over their heads. instant. it reaains its mortalform and sinks 10 its qUClverina
Sorrowsworn guard the entrance to the pa lace, knees before the80d of dead1. The Raven Queen seems to t(ike
presided over by the death lord Dclatoth. She receives no interest in its pliahr. Her f(lCe impossible to read. sJlejixes
visitors and decides whether the ir business deserves the her saze upon it. searchil18 its features in silelltjudamelll.

C HAI'TEn 3 I Beyond the Walls


Most souls that pass through Letherna don't receivc long as they like, Along with [he exarch. a number of <:
much oversight before moving on to thei r eternal fates. sorrowsworn dwell In Fa rad Exitis. but no ot her living
z
0:
UJ
The magicallaltice that su rrounds Letherna sends creatu res reside in the temple,
them along automatically, only rarely erring in its deter-
:r
I-
UJ
m ination. The Raven Queen has the pO\ver to send First Stage: Path of Despair -'
sou ls wherever she wishes, but in her eternal indi ffer- Isolated towers slallll al fllle rva's alonB a brldge illIlt slrelChes
ence, she usually allows them to now naturally. If she olltfroll1 the froze n earrh over a vast chasfllfiiled wirh lIlisl. A
wa nts to intercede, she can su mmon a ny soul from the lone, darkfi8ure stands illll'air infron [ of lire steps /eadilln up
maelst rom for judgment. illlo the temple, Twin doorsfar /00 th ick (lnd heavy for morlCll
For t his reason, visitors to Fate's Pa lace rarely see the hands to budae sea llhe en trance,
Raven Quee n ill t he act of judging Sall is. She spends
much of her time brooding, staring vacant ly forward. The firs t and Simplest test of faith and ded ication
Occasionally, aile of the souls above warrants her per- begins before a traveler sets foot in Farad Exitis. A great
sonal attent ion. and she calls upon it wi thout warni ng. crevasse splits the land berore the temple, Dense mjst
Broken Destiny (Hook): As a consequence of t he fi lls the ca nyon, Those unfortunates who fall into the
Dawn Wa r, sou ls nowadays do not always cont inue to chasm d rop soundlessly, suggesti ng t hat the di stance to
their proper destinations-they often get lost along t he the bottom is incred ibly long.
way, By exercisi ng more attention over the process, the On the bridge t hat spa ns the chasm. weathered
Raven Queen could (a nd, many think. should) limit towers are loosely s paced along either side, Some
the number of souls t hat experie nce thi s awful falc. appear wp/l mn in la incd . huj oj]lers rpS('11lble hnlr.
However. the god seem s incapable of such a feat: per melted mounds, None of these towers is permanently
haps whatever disrupts the souls' now from Letherna occu pied , but defenders of Farad hilis (usually shad ar-
happens after they pass beyond her control. Epic cha r- kaL gargoyles, sorrowsworn, or a ngels) ca n appear
actc rs engaged in a planespanning quest to correct this suddenly from within one and swoop down upon
imba lance can gain useful inSights from an audience travelers,
wit h t he Raven Queen, who spends some of her time Those attempting to cross the bridge must engage in
thinking abou t this dilemma. the Challe nge of no om. the first of the LndyofDealh's
tests. This cha llenge plays on the feeli ng of power-
Farad Exitis lessness that can come with the knowledge of one's
Bi!lowinyJlocks of ral'ens takeJli8lzt as one approaches this inevitable death, Travelers must overcome their despon-
areat stron8hold, an Irnpellerrableforrress built inro sheer dency a nd forge onwa rd , just as the Raven Queen
mountain wa/1s. Even seen from a distance, the edifice is would have them live as boldly as they can before faci ng
visibly withered with aBe and B'ooll1, tllOuBh it retains the the end.
majesty ofyears, Crafted oul of black ice, the buildiliB is par- The Cha llenge of Doom (E ncounte r): Fa rad Ex itis
lially melted in places. Buttresses Ilan8/imply, windows are em its an aura of gloom that t hreatcns to ove rwhelm a ny
half obscu red by droopill8 architecture, and overhan85 drip who might approach. The pany must succeed on a sk ill
like icicles. challenge or its level to cross the bridge (complexity 3;
pril1l<lry skills ArGtn<l. EndllrilllCt', Insight , Perceplion,
Most mortals rega rd the temple ofZvomarana as the and Hcligion).
Raven Queen's holiest ofholics, but the lesser-known Bridge of Despair: Th is combat encounter on page
Farad Exitis also att racts devoted pilgrims and adve n' 30 of the Encounter Book takes place if the c haracters
turers. Pi lgrims come to Farad Exilis under the prom ise fail the skill challenge. The adventu rers can continue
of having thei r deepest. most pressi ng quest ions to t he other side if t hey survive the attack, whereupon
answered, they encounter the gate keeper.
Also ca lled Fate's Bastion. the temple is ca rved into
the side of a canyon, The only way to reac h Farad Exitis The Gatekeeper
is by nav igating a series of caves, then crossing a bridge Afilcelessfi9 ure in a taltered black robe blocks the doors [ 0
that spans the chasm. Those who wou ld enter must fhe a8ed templc, If stands like rhe speCler of dealh, Word-
end u re three tests to prove their devot ion to the Haven lessly, ir 8esfures tOll'ard tllcaround. beckonil18You to kneel.
Queen. Each test echoes one part orher portfolio. By
undergoing a series of challenges, a person can gain Once the characters manage to cross the bridge, the
access to the heart of Fa rad Exitis and meet its lord- guard ia n indicates through gestu res that they shou ld
Vorkhesis, Exarch ofFate, show reverence by kneeli ng and praying. Eac h charac-
If t ravelers succeed i1t all t he tests of fait h. they fin d a ter must succeed on a moderate Religion check, Anyone
series of branching corridors leading to we llappointed who fails the check loses two healing surges.
chambers. ma ny of which have not been used in cen -
turies. With Vorkhesis's bleSSing, they can rest here as

CHI\PTEK 3 I Be y ond 'h e Walls


Second Stage: Hall of Memories ThiS chamber ofTers the fin al gift of the Raven
Silvednlaid doors open onto a sct of dusty stonc sfeps. which Queen: destiny. For the devout, to wal k the maze is
rise fa a wide 0(1(1801101 clzambcr whose walls are covered to journey inward to find the core or one's being, The
with mirrors. The mirrors vary ill shape and sizeJrom frac- n a me at the center represents the rragile spark oflire.
tured shards hUI18 all the IVall to omate.ju!l-sized 1aokins T he Chal1enge of Destiny (Encount.ers): The
a/asses. At the (ellter oj/he chamber is a dry fOlll1 ta il1 lined advcnturers must succeed on a skill cha llenge or tile
willl wrvil18s of ral'ens. party's level (complexhy 3; primary sk ills Arcana.
Dungeoncer ing, Perception, and Religion) [0 reach
Th is mi rrored chamber represents another of the the center and touch t he na me orlirc berore it goes
Lady's gifts: eternity. Petitioners usc it to reflect on the out. Irlhey rail. the maze van ishes. the hall is plungcd
nature of eternity and its effects on the mortal body. into utter darkness. a nd they are attacked by a fli ght
The mirrors in the 50-fool-wide hall are spaced 2 or a ngels (at pa ragon tier) o r sorrows worn (at epic iier).
to 3 fee t apart. The dry fountain is 10 fec I in diameter. Dereating these attackers also cOllnts as overcoming the
If two or morc creatures stand before a single mirror challenge-even irthe ad venturers could not preserve
a nd look into it. the glass shows nothing but the empty, the spark orI ire, they st ill proved t heir worthiness by
dllsty room and the fountain. No evidence of the crea- defeating the rorces or death.
tures' presence can be detected: not an image. nOI W he n the challe nge is over, the maze disappea rs in
footprints in the dust-not h ing. The m irrors refl ect an swirling shadows. and the heroes find themselves in the
unchanging, timeless world. audie nce hall ofVorkhesis. Master of Fate.
The Challenge of Eternity (Encounter): To
activate this challenge, each ch aracter within the Hall of Final Fate
chamber must stand in a d ifTerent spot and face a sepa- A Breat audience cham ber lined with statues and Jriezes oj
rate mirror. When this condition is met, the fountain ml't'Ils appears around you. The area is dimly iIIumil1Clf('d by
abruptly starts bubbling with a n ow of sih'cry water. a cold IiB!!t that has no apparent source.
If any character looks away from his or her mirror to Behind a hin'} allar allhe celller oJthe hall stands afinure
investigate the fou ntai n , the water trickles ofT and stops. in black robes. You reeonnize il uSlhe sorrowsworn 8alekeeper
It resumes when every character is aga in foc u sing on a who allowed yOIl entrance th rounh tile doors of Farad Exiris.
difTcrent mirror. rr throws bllck its hood and speaks.
As the advc nturers continue to gazc, the fountain "We/come," il says. "I am Vorkhesis, exarch oJdle R'1I'en
bubbles more and more strongly, until fina lly (after a Queen and Masler ofFale. Your failh atld yollr steel have led
fcw rounds or so) images of the viewers appea r in the YOlllllllsJar-whalll'01lld you ask of me?"
mirrors. Looking away fro m one's mirror at this pOinl
does nol interrupt the progress oflhe challcnge. Each Vork hesis rules Farad Exitis rrom this chamber, where
reflection at first resembles its respective characler he welcomes devotees orthe I{aven Queen who have
in every way. but it qUickly agcs, t urning into a shriv- passed the challenges. Thc ad vc nturers can request a
eled cor psc or a spectral wrait h -an undead twin. Thi s boon. which might be passage into Zvoma rana. a quest
undead version of the cha racter steps th rough the to earn the Raven Queen's ravor (usually undertaken
mirror and attacks. The adventu rers complete the chal- by shadar-ka i to achieve their epic dest inies), or the
lenge by dereat ing these undead. a nswer to any question that the characters might w ish
W hen the cha llenge is over, the rou ntai n sinks into to ask.
t he noor, revea ling a curving stone stairway. These Deathly Communion (Encounter): Many pil-
steps lead down to the Death Spiral. gri ms ask to speak to a longdead relative.lr a character
makes this request, Vorkhcsis ca n summon up the spirit
Third Stage: Death Spiral with a ritual. His ability to commun icate is not limited
The steps lead into a vast, dimly lit hal! thatllo/ds a nretH by the age or location orthe corpse: Vorkhesis utters the
circular maze oJtranslucenr ice. Standill,9 al the entrance, words orthe deceased in his own voice.
you can see af the ccn ler a burn iJl8 brazier whose Hahl passes
throu8h rite ice. More than a step or two into rIle maze, how-
ewr, the way becomes blurred (lila difficuillo see. Within
seconds ofyour arrival. the Hahl beains to aim, as thauah it
will las! only afew moments more.

This circular chamber is 150 feet in diameter, and the


ice maze lies at its center. Characters can walk all the
way arollnd the maze, but the only entrance is 10 fect
away rrom the sta irs that lead back up to the Hall or
Memories. The only illumi nation in t he chamber is the
flickering brazier at the heart of the maze.

CHAPTEH 3 t Beyond the Walls


I Vorkhesis Vorkhesis is somet imes referred to as "Son of the <
z
An cxarch of the Raven Queen and the first ofdle SOT-
Raven Queen:' Most believe this title refers to his being a:
UJ
the fir st of the sorrowsworn. Rumors persist. though.
rows worn. Vorkhcsis was born without eyes but with :r
the abilily to see far beyond himself and his surround-
that he is the deity's true ofI<;pring. born either during ....UJ
her mortal existence or during the time after her death ~
ings. He has only one hand, in which he grips a black
when she was forced to be Neru lrs consort.
longspear.
When a powerful hero or vi llain dies. the Haven
Queen might choose to hold thai person's soul ill her
realm. whether at the behest of another god or for her
own inscrutable reasons. Vorkhes is guards these
souls. and epic tier adventurers might need to fight
him if they seck to rescue an ally who has been
bound here or crase the existence of an enemy
capablc of overcoming death. They can try to
knock Vorkhesis unconscious rather than killing
him. and if they succeed . they gain the chance to
recover a bound soul.
IfVorkhesis is attacked, he utters a word that
extinguishes the light in the Ha ll of Final Fate.
plunging it into llIter darkness. Then he SUIlI
mons a number of sorrowsworn allies and
strikes.
Vorkhesis has held sway in this lonely
temple for millennia. The Master of
Fate knows much. including the
ultimate fate of every creature that
has lived. whether or not it has yet perished. He
welcomes non hostile visitors and relishes the
chance to share stories wit h them. He takes any
opportunity to connect with the living and get a sense
of what a normal life feels like.

Vorkhesis, Master of Fate Level 30 Elite Lurker +Heart Strike (cold. necrotic, weapon) AtWill
MedIUm shadow humanOId (blmd) $otfOW$WOrn XP 38.000 Requirement: Vorkhesls must be In vis ible.
HP 432; Bloodle.l 216 Initiative +28 Allock: Melee 2 (one, two, or three creatu res); +32 vs. Fortitude. If
AC 44, Fortitude 42. Reflex 41 , Will 43 Perception +20 Vorkhesis targets only one creature, he can make this attack three
Speed 8, fly 8 (hover) Blind. blindsight 30 times agaln5t that creature.
Immune fcar, gaze effects Hit: 2d1 0 + 18 damage. and ongoing 1 0 cold and necrotic damage
Saving Throws +2: Action Points 1 (save ends).
T RAITS +-.:r Vanishing Strike (weapon) + Recha rge when Vorkhesis uses
-0 Bereavement's Visage + Aura 2 heart strike
Enemies take a -2 penalty to saving throws while in the aura. Any Attack: Melee 2 (one creature) or ranged 10 (one creature): +35 vs.
nondying bloodied enemy that ends its turn in the aUfa must make AC
a death saving throw. Hit: 3d1 0 + 23 damage. If Vorkhesls scores a critical hit. any ongo
Death's Cycle ing damage the target is taking increases by 10.
Whenever an enemy within 20 sq uares of Vorkhesls dies, Vorkhesls Effect: Vorkhesis becomes Invisible until the end of his next turn.
gains 30 temporary hit points. IfVorkhesis used this power as a ranged attack. hl5 greats pear
STAN D ARD A CTIONS returns to him after the attack Is resolved.
CD Greatspear (weapon) + At-Will MIN O R ACTI O N S
Attock: Melee 2 (olle crea ture) or ranged 10 (olle creature); +35 Vi. +Raven Reversal + AtWIIi (1/rou nd )
AC Attock; Melee 1 (one creature flanking Vorkhesis): 135 vs. AC
Hit: 3d1 0 + 23 damage. If Vorkhesis scores a critical hit, the target Hit: ld12 + 9 damage. and Vorkhesis and the target slide 1 square,
must make a death saving throw, even if he or she is Ilot dying. swapping positions.
Effect: IfVorkhesis used this power as a ranged attack. his great Skills Stealth +29
spear returns to him after the attack is resolved. Str 20 (+20) Dex 28 (+2 4) Wls 20 (+2 0)
COil 30 (+2 5) lilt 20 (+20) Cha 32 (+26)
Alignment unaligned languages Supernal
EqUipment robe s. greatspear

CHAP TER 3 I Beyond th e \-Valls


I
I
- . - . -.-.-.-.~-
"
C HAPT E R 4 I
.-._0._.-.- " J

'-~. Dark Threats /" _


--____ _____-r-_- J

I
Danger lurks everywhere in Gloomwrought.
and it comes in all shapes :lIld sizes. Large or s mall.
humanoid or monstrous- in the Ci t)' of Midnight.
Ii
Il
a nything mIgh t be 0111 to get yO Il. Much as in any city,
politica l, rel igious, a nd commercial fa ct ions constantly
wrestle for power, and adventurers passing through
make enemies among the m th rough their very presence.
This chapter discllsses the e nem ies a party might
face in Gloolllwrougiu and ot her places in the Shadow- I

i
fel l. Although they were deSigned for this setling. you
can lise this mntcrial in any game.
This chapter includes the follOWing sections.
+ Deathless Watch: These g uards d o an effective
job of protecting the interests of the law and of t heir
i
liege. Prince Rolan. e\'en though the orga nization is
corrupt nearly to the core.
+ Ebony Guard: More than si mply defenders of the
Ruvt! n Q uecn's preeminence. the zea lots who make
Ii
up the Ebony Guard want to see a ll ot her faiths
expunged from Gloomwrought.
+ Ghost Talon: No group In the city is as devoted to
its cause il S t he milit a nt shadar kai who make li p the
II
II
Ghost Talon. T hey work tirelessly toward driving a ll
ot he r races out ofGloolllwrought.
+ Golems: In a place as bizarre as the eversh ifting
\.ity of M idnighc. il sta nd s to reason that golellls born
fro m t he substa nce of the city are equally di stinctive.
+ The Keepers: These shadowy shapechangers move
in ~ il cn l;c ilnd In secret. Clea rly. they have a role in
how Gloomwrought works. Just as clea rly. no one
I
aside from t he Keepers knows what that role is.
+ Midnight 'S OWI1: Formed by peasants look ing to
improve their 101. this group has a convoluted st rat
egy that ac tually seems to work.
II
+ Tenebrous C abal: The lOp agents in this orga ni

[
zation arc masters of shadow magic. Their goa ls
a rc not clear to the outside world. which makes
them a ll the more dangerous.

iI
+ Power Players in Gloomwrought: Many of the
movers and shnke rs in the City of Midnight- living
and othe rwise-nrc spotl ighted in this scct ion.

i
C II A P TER 4 I Dar" Threats

I
DEATHLESS WATCH
the Dea th less Watch. Am i nau nts her icy beauty and
speaks for the Watch. whereas Zera hides her scarred
face behind a full leather mask and rare ly speaks morc
than a lew words at a time. Both sisters are infamously
"The 8"ard, of Gloonnl'rouaht-c<1l1ed cruel. a nd even the boldest guards give them a Wide
tht? DeathlcsslVatch in honor ofPril1ce berth. The twins seem to be of one mind on all matters.
but they secretly compete for the approva l of Prince
Rolan-bell~{itfrortl 5p~cia' tmillil18
Rolan. whom they sec as a fa ther ngure.
and dark blessin8s. //oll'evcr. the citizens Members orthe Watch intermittently pat rol eve ry
district except the Shattered Isles. When a patrol passes
consider them corrupt and undisciplined,
by. cit izens st.op what they are doing and t ry not to
tl ft?putatiol1 tfH'J deservc." be noticed. They risk citations for anything fro m d is-
turbing t he peace to criminal m ischief. Of cou rse. t he
-A Codex of the Planes,
guards are happy to "take care orlhe paperwork" for a
by Corwin Aterly nominal fee.
Anybody who calls for the Watch for help in a crisis
is either naive or desperate. Even when forced ilUo
action, the guards feel little sympathy for victims. T hey
The gray and black aTmor and cloaks orlhe Deathless consider anyone ofless than noble standing in t he city
Watch distinguish the members of Gloom wrought's pri - to be a lowlife who deserves what he or she gelS.
mary law enforcement agency. Each member's dented A typical squad or t be Watc h includes one or two
armor and torn clothing hint at every battle that indi - blademasters. one or two berserkers. and two snip -
vidual has fought. Officers reck ofblaod. attesting to ers. Strike teams or squads on special assign mellt are
each warrior's hard-ea rned stature. accompan ied by one or two mages.
Whcn a visitor enters the city. whether through a
Deathless Blademaster Level 12 Soldier
gate in the wall or by disemba rking from a ship at the
MedIum ~hadow humanOId, human XP 700
docks, he or she is accosted by a detachme nt oCthe
HP 111; Bloodi ed SS In itiative +11
Vlatch led by a member of the Prince's Guard. The AC 18. Fortitude 16. Re fl ex B. W ilt 14 Perce ption +10
leader. carrying a ledger meant to hold the names of Speed 5 Low-light vision
visitors, holds alit a hand for receipt of the kregistra- STANDARD ACTIONS

tion fee." If a visitor pays the fee, the guard pockets the CD Bastard Sword (wea pon) At -Will
money without a word and wa lks ofT, perhaps wi thout Attack: Me lee 1 (one creature); +17 vs. AC
Hit: 1dl0 + 9 damage_
even taking anyone's name. Those who refuse to pay are
Effect: The target is marked until the end of the blademaster's
not denied ent ry into the city, but can expect to have
next turn.
a diflleult time during their stay since the guards con- ( .. Shadow Spira l . Rec harge ~ ilJ
sider them "troublemakers." Auack: Close bu rst 2 (enemies in the burs t); +15 'Is. Fortitude
Officially, the main duty dtbe Watch is to patrol t he Hit; 2d1 0 + 9 da mage. and the target is marked unti l the end of
city streets. Those whom Holan picks as members oflhe the blademaster's next turn. If the target is already ma rked by
Prince's Guard protect the city gates and the palace_ the bladcmaster. the ta rge t is also slowed (save e nds).
Effecl; The bladcmaster (an slide eac h target 1 square.
In actual practice, the purpose of the Watch is to sus-
T RIGGERED ACTIONS
taill the Watch. The guards view any chance to enforce ( .. Life Mark (nccrotlc) + At-Will
the law as a way to pocket a few more coins. AccejJting Trigger; An enemy within 5 squares of the blademaster and
br ibes is by litr t he most common form oflaw enforce- marked by it makes an attack that doesn't Include the
men!. The laws the Watch "enforces" depend on what blademaster as a target.
it catches a person doing and how much money the Effeci (Immediate Reaction): Close burst 5 (t riggering ene my in the
guards thin k a person has_ Smugglers and robbers can burst). The target takes 10 necrotic damage and the blademaster
gains 10 temporary hit polnb.
operate in the open, as long as they pay the right "tax."
Life Tra nsfer . At-Will
On ly a few heinous crimes warra nt a punishment that Tr'88~r; The blademaster gains temporary hi l points.
a bribe can't pay of[ Worship ofOrcus, the raiSing of EffeCI (Free Action); Close burst 10 (one ally in the burst). The
undead creatures and other abominalions. and treason blademaster lramfers 5 or 10 ofthe Iriggering hit points to the
or sedition against Gloolllwrought and Prince Rolan target.
are the most severe of these. Skills Athletics +17.lntimidale +11
The twin shadar-kai orphans Anri and Zera grew Str 22 (+12) Dex 16 (+9) W is 19(+10)
Con 17(+9) Int 11 (+6) Cha11 (+6)
up within the Raven Queen's temple. but turned their
Alignment unaligned l anguages Common
backs un worship of the goddess In order to command Eq uip me nt scale armor. broadsword

C H APTE R 4 I Dark Threats


(Ll'f"o righ,) Deafhll'ss sniper, &l'rsl'rlll'r.
bladl'mas'l'r, and magI'

\Vhen members of the Deathless Wah.:h t:ah.:h some- desk Job, a guard can't extort money as part of a palrol.
onc commillinga crime, they first demand a steep This income cut means that guard duty is effectively
bribe (10 0 gp or more) to look the other way. They lIsed as punishment by the officers of the watch.
arrest the offender if they don't receive the money. If
the perpetrator doesn't surrender to [he guards, well. Deathless Berserker Level 13 Brute
Med ium shadow hum anOid dW.Jr f XP 800
fighting a patrol is a lOSing proposition. The battle
HP 130; Bloodied 65 Initiative +10
bccomes onc of will and attrition, because defeating AC 25. Fortitude 27, Reflei'( 25, Wil l 24 Pe rception +9
one pat rol means draW ing the focus of others, Even the Speed 6 Low.light vision
Prince's Guards gCI involved if crim inals elude cap T RA IT S
ture. The Deathless Watch protects its own, and Prince Vilill Rage
Rolan lakes its side in every dispute, While the berserker has temporary hit points, it can score a criti
Deathless Watch members aSSigned to guard duty cal hit on a roll of 18-20.
STANDARD A CT IONS
al the c ity jail don't take their duty seriollsly, Stuck in a
CD War Pick (weapon) + At-Will
Attock: Mell'e 1 (one creature); +18 vs. AC
Hi': 2d12 + 13 dam~ge.
THE DEATHLESS WATCH <~ life Cut (weapon) + Recharge if the power misses every target
IN YOUR GAME Attock: Close burst 1 (I'nemles In the burst); +18 vs. AC
Hi': 2d12 + 13 damage.
Town guards appear often in urban adventures, but E/fl'ct: If the berserker hits two or more targets. the berserker
those in Gloomwrought are different, Although the gains 20 tcmpor~ry points.
characters and town guards usually fight for roughly T RICGE RED A CTIONS
the same side, the Deathless Watch obstructs or ~ Blood ied Feast + Encounter
even antagonizes adventurers. This can make for a Tri88er: An enemy bloodies the berserker.
tricky situation. The heroes' initial encounter with the Effl'rt (lmmedjate Reanion): The berserker shifts up to its speed +
2 to a square adjacent to the triggering enemy. Ufl'rut recharges
Watch as they're entering the city shows a bit of how
and the berserker uses It with a +2 bonus to attack rolls.
law enforcement in Gloomwrought works, Witnessing Skills Athletics +17.lmimidate +11
the Watch's corruption firsthand allows the characters 5tr22 (+12) Oe:o:19 (+10) Wis 16(+9)
to rightly assume that the city is a place where normal Con20 (+11) Int10 (+6) Chi! 11 (+6)
laws don't always apply, Alignment unaligned languages Common
Equipment hide armor. 2 war picks

CIIAPTEH 4 I Dark 'fhr e als


History of the Deathless Watch
During the war of succession thai brought Prince Ovcr time. though, the weight of the Shadow-
Holan to power, his private army-already known as fcll proved stronger than civic duty. As Rolan grew
the Deathless Watch-proved instrumental in solidify. entrenched, he divorced himselfrrom the opera-
ing h is new position in the city. The soldiers subdued tions of the city. This indifference infected the ranks
Rolan's opposition and controlled the streets. During of the Watch, which feUlowcr and lower. Many ofits
a brief period of open wa rfare, the Walch faced down membcrs left to become mercenaries or hired thugs
and defeated the annics offOUT other contenders for for crime lords in the city. Others were the victims of
the city's rule. Once Rolan was established as the head infighting. Without Rolan keeping the Watch in line,
of the city. the elite warriors in his a rmy became his thc group's original idea ls of servicc and honor died.
Prince's Guard. and the rest of the Watch became Greed and sloth replaced proressional pride, leaving ,he
Gloomwrought's police force. company a bitter shadow of what it once was.
At first, the Deathless Watch was a pillar of the
community. With Prince Rolan directing its efforts. Deathless Sniper Level 14 Artillery
the Watch saw to it that crime and violence in Gloom- Medium shadow humanOid half elf XP 1,000
wrought plummeted. Evcn mcrchants appreciated thc HP 123: Bloodied 61 Initiative +13
rcduction in piracy. despite the crackdown on smug- AC 28, Fortitude 25, Reflex 27, Will 26 Perception +12
gling and black-market trading. The City of Midnight
became a little brighler. and it cntered a short era of
relative prosperity.
Whenever the sniper hits a target that is adjacent to one ohhe
snlper'~ alli"~, III., Idrg,,1 <-annut I".,ndit from resistances un{i1 the

Deathless Mage Level 16 Controller (Leader) end of its next turn.


Medium shadow humanOid shadar kal XP 1.400 Vital Aim
HP 126; Bloodied 63 Initiative +10 While the sniper has temporary hit pOints. it can score a critical
AC 30, fortitude 28, Reflex 27. Will 30
Speed 6
TRAITS
Perception +8
low.light vision ...
hit on a roll of 18-20.

CD Short Sword (weapon) + AtWiII


o Sapping Shadows + Aura 3 Attack: Metee 1 (o ne creature): +19 vs. AC
When a slowed enemy ends its turn in the aura, it takes 5 damage Hit: 2d6 + 13 damage. and the sniper can shift 1 s<Juare.
longbow (weapon) + At-Will
Attack: Ranged 20 (one creature); +21 vs. AC
Sickle (fear. weapon) + Hit: 2d1 0 + 13 damage.
Attack: Melee 1 (one creature): +21 vs. AC ;=,- Ufe Pierce (weapon) + Recharge Ir the power misses
Hit: 3d8 + 10 damage. and the mage pushes the target up to 2 Attack: Ranged 20 (one crea ture); +21 vs. AC
s(luares. Hit: 3d10 + 13 damage. and the sniper gains 15 temporary hit
(~Shadestorm + At-Will
Arrack: Close blast 3 (creatures ill the blast); +19 vs. Reflex
Hit: 1dlO + 12 damage. and the target Is slowed until the end of
..
poims.

;=,- Bloodied feast + Em:ounter


the mage's next turn. Tri98er. An ene my bloodies Ihe sniper.
;=,- life Siphon + Recharge if the power misses fffect (Immediate Reaction): life pierce recharges. and thc sniper
Attack: Ranged 5 (one creature): +19 vs. Will uses it against the triggering enemy with a +2 bonu~ to the
Hit: 2d6 + 13 damage, and ongoing 10 damage (save ends). Until attack roll. The sniper does not provoke opport unity attacks for
the target saves, whenever it takes this ongoing damage, the this use of life pierce.
I Skills Acrobatics +18. Athletics + 14
Str 15 (+9) Dex 23 (+13) Wls20(+12)
life Transfer + At-Will Con 18 (+11 ) Intll (+7) Cha 12 (~8J
Effect: Close burst 5 (one ally in the burst). The mage transfers up Alignment unaligned Languages Common
to 10 temporary hit points from itself to the target. EqUipment chainmall, short sword. longbow, 40 .. HOWS
Skills Arcana +17, Intimidate +20
Str 11 (+B) Dex 14 (+10) Wls 11 (+8)
Con 20 (+13) Int 18 (+12) Cha 24 (+1 5)
Alignment unaligned languages Commoll
Equipment chainmail, sickle

CHAPTER 4 I Dark Threars

;...........;::.o.._~ _ _ _ __
EBONY GUARD
Few deities other than the Haven Queen have much
of a follow ing within Gloolllwrought: even so. the
"Believina in the Raven Queen's supremacy members of t he Guard believe that even a si ngle shrine ~
to Kurd or a fes ti va l fur Ava ndra is unacceptable. They ~
over other aods, the Ebony Guard wants to contend that si nce the Shadowfell is the Haven Queen's a:l
eventual(y eradicate other forms of worship domain , other gods have no place there and no claim
to the worshi p of its people,
from Gloomwrouaht. They viailant(y To d iscourage the worsh ip of other gods, the Guard
defend their aoddess's wealest temple in demolishes sh rines, cordons orr other gods' temples
to discourage would-be worshipers, and cha llenges
the city, Raven's Eyrie." the cha mpions of other deities. Public displays of faith
-A Codex of the Planes, toward other gods have decreased as the Ebony Guard
has grown, but only Ollt of fear of reprisal or disruption.
by Corwin The avemge citizen of Gloom wrought st ill prays to mul-
tiple gods.
Although worship ofBahamul or Gruumsh might
anger the Ebony Guard a nd perhaps prompt mem-
The zealous members of the Ebony Guard believe the bers to interfere. rites to Orcus or Vecna infuriate any
Raven Queen to be the only god worthy ofrcvcrcncc. member ofthe order. Thcse forces direct ly oppose the
They want to impose worship ort be Quee n ofOcath 011 Raven Queen. and even the city's laws forbid the wor-
every citizen and push a ll traces of other religions out. ship of her greatest enemies. O nce the Ebony Guard
Members of the Ebony Guard disagree widely 011 how learns about a faction of cu ltists dedicated 10 the Prince
soon they must achieve that ultimate goal and what of Un death or the God of Secrets, it attacks as soon as it
means they should use. Two points t hey do agree on aTC ca n muster troops .
that the Raven Queen's temples must be preser ved, and The cu rrent warriors oCthe Ebony Guard are a far
her priests and fo llowers mllst be protected. cry from the mythical few that the Raven Queen ch ose
to defend her ea rly worshipers. The fou nders of the

C HAPTER 4 I Dark Thraty


order were a group of resolute soldiers-but the present- in Raven's Eyr ie. On the other hand, the Ebony Guard
day Guard is an army offanatics. They have replaced rewards such devoted servants of the Raven Queen by
faith with dogma and belief with ritual. In other places giving them power and status within the organization.
where Guards could be encountered, they might cleave The Ebony Guard attacks anyone who threatens the
closer to their honorable origin, but the ranks of the peace ofRaven's Eyr ie. A few members patrol or stand
Ebony Guard in Gloomwrought are full of brutes guard in regalia that identifies them as part of the fac
aching for a fight. tion. The toughest guards defend the inner sa nctum
The laws ofGloomwrolight aren't easily changed , but of the temple, the Sorrowlllcrc, Add itional members
a minority of the Ebony Guard wants to compel Prince of the Guard hide among ,he priests and worship.
Rolan to ban worship of gods other than the Raven ers in the temple, using hooded robes to conceal their
Queen. These members, mostly older, fear that the weapons and their faces. The temple's defenders arc
Guard's violence and anger will alienate the people of far more populous than would be obviolls from casua l
the city, damaging the Queen ofDeath 's reputation in inspection. Even the priests who find the Guard's ideas
their eyes. reprehensible tolerate their presence in the temple,
The other members of the Guard don't care what because it keeps them frolll taking aggreSSive action
the law says: They want their agenda to come to frui- elsewhere in the city.
tion immediately. Their attacks and harassment create In the temple, the Guards control themselves as long
a negative impression among the people of Gloom- as no one attempts to interfere with the priests. Still.
wrought. Most in the Ebony Guard consider this image a strong undercurrent of hostility runs through them.
positive, but the older members think it is terrible, Most of this anger stems from natural distrust of strang
Because of this divide, the members of the Ebony ers, but there's more to it: The Guard eagerly awaits the
Gua rd sometimes plot against themselves. enlisting out chance to pro\'e its dedication to its Queen by defeat ing
siders to work as their agents. someone who threatens its wards.
Al l members of the Ebony Guard devote themselves Initiates undergo a long, complicated series of pu rifi-
to preserving the Raven Queen's dominion, which cation rituals that take them to the brink of death . They
means protecting her holy sites and servants. Recently must face mortality to show their willingness to serve
a sorrowsworn Raven Knight named Olevex has taken the Raven Queen. Early in the order's history, priests
COlllmand of the Ebony Guard in Gloomwrought. de\'eloped and performed the initiation rituals. As t he
Under his gUidance. the knights have become obsessed Guard grew apart from the priests, they began enacting
with guarding the Sorrow mere, the inner sanctum of thei r own riles.
the temple, even to the extent of protecting the clergy,
OJevex personally defends the Sorrowmere, Even if an History of the Ebony Guard
invader is able to battle past the fanatical throngs of Legend says that the Raven Queen handpicked the first
Ebony Guards, he or she is doomed 1.0 a swift death at members of the Ebony Guard. Chosen from the bravest.
the hands of the merciless sorrowswOTll. Few priests most devoted warriors the Haven Queen could find, the
ever go into the Guard's service. Those who do face mis- first few learned numerous paths to death and ways to
trust, disdain, and even mockery from the other priests lure enemies down those paths. The goddess increased
their life spans a hundredfold and blessed them with
other favors.
THE EBONY GUARD IN As a show ofloya!ty, these handpicked warriors
agreed to protect the secrets of the Raven Queen. To
YOUR GAME demonstrate their willingness to face death and bow to
The Ebony Guard of Gloomwrought represents the
darker side of the Raven Queen's worship. Its memo Ebony Initiate Level 1 5 Minion Brute
bers replace faith with violent rituals, and they don't Medium shadow humanOid human XP 300
let anyone get in the way of their beliefs, going so far HP 1; a missed a!tack never damages a minion. Initiative +11
as to kidnap or kill those who they suspect of crimes AC 27, Fortitude 28, Reflex 26. Will 27 Perception +8
against the Raven Queen. Collapsing Tower, on page Speed 6 lowlight vision
24 of the Encounter Book, details a circumstance in TRAITS
Furious Flock
which the adventurers must rescue an innocent victim
The Initiate can score a critical hit on a roll of 1 9-20 against an
from the Guard. enemy that has one or more of the initiatc's allies adjacenlto it.
The Ebony Guard is another way to hammer home STANDARD ACTIONS
the corrupting effects of the Shadowfell. In the natural <D Morningstar (weapon). AtWiII
world, religious devotees (of nonevil gods) work for Altac/(: Melee 1 (one creature); +20 vs. AC
the common good. The Guard, on the other hand, Hit: 14 damage, or 21 on a critical hIt.
pursues the eradication of the Raven Queen's foes Str22 (+13) Dcx 18(+11) Wis 12 (+8)
Con 1S (+9) tn110 (+7) (hOI 20 (+12)
and the expulSion of any other form of religion.
Alignment unaligned languages Common
Equipment robes, morningstaT

CH A PTER 4 I Dark Threats


fate. each member of the original Ebony Guard faced Ebony Knight l e vel 15 Soldier Cl
MedIum shadow humanOId human XP 1.200 a:
a different. potentially suicidal task. The Raven Queen <:
HP 144; Bloodied 72 Initiative +13
smiled on the dedication of those who survived . :0
AC 31, Fortitude 28, Reflex 26. Will 27 Perception +8 l:)
Unlike the Raven Knights. which guard the Raven Speed 5 low-tight vision
Queen's realm, the Ebony Guard takes an active role in TIIAITS
>-
Z
promoting the goddess's calise. The first Ebony Guards Furious Flock o
journeyed across the Shadowfell and into the other The knight can score a cri tical hit on a roll of 19-20 against an
planes, teaching disciples to embrace fate and overcome enemy that has one or more of the knight's allies adjacent to it.
STANDARO ACTIONS
'w"
their fears of death. As centuries passed. the original
members of the Ebony Guard disappeared. succumb- ill Greatsword (weapon)'" AtWiII
Attock: Melee 1 (one creature); +20 vs. AC
ing to death or fad ing into anonymity. Their disciples, Hit: 2d1 0 + 13 damage.
although not gifted with longevity or the same intimate Efffft: The target is marked unti l the end of the knight's next turn.
understanding of the Raven Queen's will. continued to t Silence Unbeliever (weapon) ... Recharge:': [i]
espouse what they believed to be their queen's tenets. Attock: Melee 1 (one creature marked by the knight): +20 liS. AC
T he message has become distorted over time, but some Hit: 3d1 0 + 13 damage. and the target grants combat adllantage
among the Ebony Guard still uphold their queen's will. (save ends). If the knight scores a critical hit, the ta rget is instead
dazed (save ends).
promoting her causes and protecting against the vile
MINOR ACTIONS
innuence ofVecna and OrCllS, ::,- Death's Call (charm, necrotlc) + Recharge when the knight
starts its turn immobilized or rcstrillned and without an enemy
Ebony Raven Speake r level 16 Artillery adjacent to it
Mednnn shadow humanOId humdn XP 1 400 Attock; Ranged 5 (one creatu re); +18 liS. Will
HP 120; Bloodied 60 Initiative +8 Hit: 1dl0 + 5 necrotic damage, and the knight pulls the target up
AC 30. Fortitude 27. Reflex 28, Will 29 Perception +14 to 5 squares,
Speed 6 low-lig ht vision TRIGGERED ACTIONS
TRAilS Death's Rebuke (necrotic)'" At-Will
Furious Flock Tri8Ber; An enemy within 10 squares of the knight and marked by
The raven speaker can score a critleal hit on a roll of19-20 11 makes an attack that doesn't Include the knight as a targel.
against an enemy that has one or more of the rallen speaker's Eflect (Free Acllon): Close burst 10 (triggering enemy In the burst).
allie5 adjacent lO it. The target takes 10 necrotic damage, and each of Its allies adja
STANDAIW ACTIONS cent to it takes 5 nccrotic damage.
CD MornIngstar (weapon) ... At-Will Str 22 (+13) Dex 18 (+11 ) Wls 12 (+8)
Attack: Melee 1 (one creature); +21 115. AC (on 16 (+10) tnt 10 (+7) (hOi 10 (+12)
Hit: 2d1 0 + 12 damage. Alignment unaligned Languages Common
\'.:!) Midwinter Wind (mid, necrotic) ... At-Will Equipment plate armor, greats word
Attock: Ranged 10 (one creature); +21 vs_ Reflex
Hit: 2d12 + 12 cold and necrotic damage, and the raven speaker Ebony Thurifer leve l 16 Skirmis her
ca n slide the target 1 square. MedIum shadow humanOId. human XP 1 400
-ii- Swirling Ravens (zone) ... Encounter HP 151; Bloodied 75 Initiative +17
Attack: Area burst 2 within 10 (enemies In the burst); +21 liS. AC 30, Fortitude 28. Reflex 29. Will 26 Perception +12
Fortitude. Speed 6 Low.light IIlsion
Hit; 3d1 0 + 6 damage. T RAITS
Mi5s: Half damage. o Bewildering Haze'" Aura 1
Effect: The burst creates a zone that lasts until the end of the rallen An enemy in the aura can attack only during ilS turn.
speaker's next turn. Enemies in the zone are slowed and take a -5 Furious Ftock
penalty to attack rolls against creatures not adjacent to them. The thurifer can score a critical hit on a roll of19-20 against an
Sustain Minor: The zone persists until the end of the rallen enemy that has one or more of the thurifer's allies adjacent to it.
speaker's ne)(t turn. STANDARD ACTIONS
TRIGGERO ACTIONS CD Thurible Flail (necrotiC, weapon) ... At-Will
Unkind Flight (polymorph) ... Encounter Attack: Melee 1 (one creature): +21 vs. AC
Requirement: The raven speaker must he bloodied. Hit: 2d10 + 7 damage plus 2d6 necrotic damage.
TriBser: The raven speaker is damaged by a melee attack. + Cull Unbelievers + Recharge .;:;Jl!!.
Effect (Immediate Reaction): The raven speaker assumes the form Effea: The thurifer shifts up to lIS speed and uses thuriblc flail
of a flock of swirling rallens and nies up to 8 squares. While twice. A target hit by one of these attacks gains lIulnerable 5
in this form, the rallen speaker is insubstantial and can move necrotic (save ends).
through enemies' spaces. Each time the raven speaker enters an T RIGGER EO ACTIONS
enemy's space during this movement, that enemy takes ongo t Thurlfer's Fury ... Encounter
ing 1 0 damage (salle ends). The form ends at the end of thiS Tri8Ber: The thurifer is first bloodied.
movement. Effect (Free Action): The thurifer shifts up to 3 squares and uses
Str 12 (+9) Dex 10 (+8) WisB(+14) Ihurible flail.
Can 18 (+12) Int 20 (+13) eha 12 (+9) Str 22 (+14) Dcx24 (+15) Wis19(+12)
Alignment unalignen Languages Common (on 1S (+10) Int 11 (+8) (ha 11 (+9)
Equipment robes, marningstar Alignment unaligned languages Common
EqUipment robe s, thurible flail

C HAPTER 4 I Dark Threats


GHOST TALON
Gloomwrought is a cosmopolitan city with citizens rep- Involving the Ta lon , so it is rarely able to curtail the
resellting c\-cry race, creed, and origin. Most residents g roup's efforts.
of the city accept this facl. but some groups chafe at The top spot on t he Ghost Talon's hit list bclongs to
associati ng with others. Such protestations rarely rise Prillce Rolan. As a human and the politica l head of
above Illuttered curses or minor scumcs. The Ghost t he city, Rolan represents everyth ing t he gang a ims to
Talon. though. doesn't SlOp there. dcst roy. The Talon jumps at any opportu nity to strike
These shada r-ka i militants assault citizens of other at Rolan or members of the Prince's Guard. So far. the
races. They work to drive a ll but shada r-kai Ollt of group has had few sllccesses against his forces, and
Gloomwrought. They d isregard any mandate of owner- Holan isn't too worried. He has aSSigned spies to keep
sh ip or rightful possession , a nd they hate everyone else tabs on the organization in case its numbers swcll
and wish them eit her gone or dead. enough to cha llenge his control.
Around a hundred shada r-kai follow the group's The Ghost Ta lon belicves t he shadar-kai were chosen
leuder. Oristus (page 103). In recent years, the Ghost by t he I{aven Queen and natura lly shou ld con trol the
Talon has grown its membership slowly but surely. Orls- most prominent City in her rea lm. Ult imately. the Talon
Iu S'S message reaches shadar-kai that are eager to purge plans to transform Gloomw rought into the capita l of an
Gloomwrought of its oppressive nobility and make empire for shadar-kai.
room for their people. Part of the Ghost talon's ethos exalts the Inhe rent
The gang uses brutal. effective tactics, from sabo- abilitics of shadar-kai . The warriors learn to expand
tage to cam paigns of violence. It targets people it deems their shadow jaunt abi lity to work with other combat
unnt to live in the city. O ristus ~cc~ visitors iind resi- powers. They practice diligent ly and subject themselves
dents alike as represcntativcs of decadence, and he to unique ritua ls to imprm'e their powers. Thcy Ingest
leads the Ta[on in missions aga inst them in cvery dis- poisons that push them to the brink of death. SOI11C
trict. Wheneve r mcmbers of the Ghost Talon complete mcmbers die as a resu lt oft hcse practices, but those
a task, they disappear. As a result, authorities can't pin who sla re deat h in the facc and rema in wit h the living
them down. $0 far, thc shacla r-kai have limited their are beq ueathed with extraordinary ab ilities surpass
efforts to isolated acts ofterro ri .~ J1l , hut as their group's ing t hose of ordinary shadar-kai. Talk of these ritua ls
membership grows, they are becoming increaSingly has given risc to thc belief among much of Gloom-
audacious, able to attack on multiple fronts a nd practice wrought's populace that Illcmbers of the Ghost Ta lon
more sin ister terrorist attacks. arc undead. The Talon hll" found that this s pccu lalion
belps instill fear in its victims. so the gang docs nothing
to discourage the rumors.

"Fanatics, all of them. and seeminatv THE GHOST TALON


led by a ahos!. If 1 had tell warriors as IN YOUR GAME
Although most ~good" and "evil " labels in Gloom-
aood workinafor rne. 110 olle would dare wrought are malleable, based on political maneuvering
Itttcrfere witlt lIouse Harskel." and questionable motives, the Ghost Talon provides
blatantly antagonistic foes that adventurers should
- Dedrek Harskel have no reservations about destroying. Any establish-
ment the party frequents cou ld come under attack
from mem bers of the Talon. The heroes might dis-
cover a nighttime assault In progress, or a merchant
Anyone who does not nt into the gang's vision for the could hire them as protection for a valuable shipment.
city ca n fall victim to its attacks. so naturally the group If the characters fight back, the Talon pushes them to
has many enemies. Shadowborn reSidents of the city, a high spot on its hit list.
particularly those in positions of power. are targeled As the adventurers become more well known
by the group. as a re devotees of any god other than the in the city, they might become targets due to their
n"ven Queen. Some members oft hc Ghost Talon also prominence. The gang frequcntly strikes high-profile
join thc Ebony Guard, making t hcm extremists a mong outsiders, and any adventuring party t hat makes a
ext rem ists. Most of Gloom wrought's nobility would like splash in the city flts the bill. The characters might
to see thc group destroycd, blll it considers the orga be approached by a Ghost Talon crony and com
ni zation to be someone else's problem. The Death less missioned for an Imaginary job to lure them Into a
Watch despises thc Ghost Ta lon, since membcrs orthe back-alley ambush. Orlstus and his followers enjoy
group always opt 10 nght rat her than pay bribes. For defeating or driving off popula r adventurers because
the same reason, the \Vatch is slow to react to t hrcats such acts improve the group's visibility within the city.

C H A PT ER 4 I Dink l h,. e ats


(Lefllo riOhl) GhoS"1 Talon hearlseeller, darllblood, and dauO z
o
....
~
....
V!
o
I
lJ

History of the Ghost Talon How Powerful Is


OriSlus founded the Ghost Talon almost three years the Ghost Talon?
ago. upon his bani shment from Raven's Eyrie. In his
Although nOl large, the ga ng has enough members and
view. his exile served only to prove the weakness of the
resources to make life dimcuh for anyone who d raws
temple in dealing with outsiders. He swore he would
its ire. The group's main force is located in Ghost Iia li.
take the fight to the impure, and he dedicated the Talon
where its members plan their attacks. At any time,
to rebellion against the corruption and weakness of the
Ghost Hall contains between a dozen and two dozen
shadowborll noble and merchant houses.
Ghost Talon members. The deadly traps help fortify the
At the beginning, the gang consisted of only a few
location against anyone who might try to attack il.
membe rs. Oristlls and his cohorts railed against the
The Ghost Talon's strength is in its stealth and speed.
nobility and the other races, but they lacked the num-
Trying to catch a gang member is like grasping at a ghost.
bers to back up their words with actions. After a few
Mercha nt and noble houses, as well as the Deathless
months. they had just enough members to attempt a
Watch, havc tried periodically to eliminate the Ghost
sim ple mission of sabotage against the Gold hammer
Talon, but a few members always slip through their fin
General Store in the Plaza District. As the order made
gers, allowing the gang to rebuild and e.\cntually enact
a nallle for itself. disaffected and powerless shadarkaj
vell&>eance against those who attacked. me Ghost Talon
throughout the city found their way to Ghost Hall.
doesn't attack rival forces head-on, but ratlier. iltargels
In the years since. the Ghost Talon has expanded its
the leaders of thoSf': forces in an attempt to throw them
operations into many types of crime and widened its
into chaos.
targets to even the richest noble houses. Many of the
Severa l prestigious merchant houses have fallen at
houses have fought back. attempting to expunge the
the hands of the Ghost Talon. Most of the wealthier
ga ng from the face of the city. Some of these campaigns
merchants and nobles. including Prince Rolan, keep
innicted heavy casualties on the Talon- one effort by
guards 011 hand that are specially stlited for defending
House Carradh penetrated Ghost 'Iall.leaving behind
again st the gang's knack for penetrating even the most
the bodies of nea rly half the order. Each time, Oristus
defen sive fortifi cat ions. The Ghost Talon currently
surv ived and rebuilt. earning him a level ofinfamy on
lacks the resources to wage any type of extended cam
the streets ofG lootllwroughl. The Ghost Talon won't
, die until he docs. He remains one of the most wanted
criminals in the city.
paign, because of House Carradh 's raid on the former
Ghost Ilall. The organization has since relocated to
a new Ghost Hall , where it is stead ily rebuilding its
C H AP TER 4 I Darll Threats
strength. Some people in Gloomwrought believc that Ghost Talon Darkblood Leve114 Brute
Medium \holJOW humolnOld, sholdar kaJ XP 1,000
the Ghost Talon c\'entually plans to launch a counter-
HP 142; Bloodied 71 Initiative +10
attack against I-louse Carradh. The group will have its
AC 26. Fortitude 28. Reflex 2S. Will 26 Perception +7
work cut Ollt for it. though. since Ca rradh has onc of Speed 6 low-light vision
the most well-defended hOllses in all of Gloom wrought. T RAlTS
Blood Phase
Ghost Talon Thug Leve l 12 Minion Brute While bloodied and Insubstantial. the darkblood Is phasing.
M<.'dlUm sh,ulow hllmdncud ~h"dd r k31 XP 175 STANDARD A CTI ONS
HP 1; (II missed attack never damages a minion. InItiative +10 CD Battleaxe (weapon) + AtWIII
AC 24. Fortitude 25. Renex 24. WiIIB Perception +7 Auock: Melee I (one crealUre); +19 vs. AC
Speed 6 Lowlight vision Hit: 2d12 + 13 damage.
STANDARD At liONS -I- Darkblade (cold. necrotic. weapon) + AtWIII
ill Heavy Flail (weapon) + At-Will Attock: Melee I (one creature); +17 vs. Reflex
Atlad:: Melee I (one creature); +17 vs. AC Hit: 2d12 + 12 cold and necrotic damage. and ongoing 5 cold and
Hi!: 9 damage, or 15 on a critical hit. The thug becomes insub necrotic damage (save ends). The darkblood becomes Insubstan
standal until the start of its next turn. tlal until the end of Its next IUrn.
M OVE ACTION~ <.. Dark blood Corruption (necroti c, poison) + At-Will
Shildow Jaunt (te leportatlon) + Encounter Requirement: The darkblood must be insubstantial.
Effect: The thug teleports up to 3 squares and becomes insubstan- Auock: Close burst I (ene mies in the burst): +17 vs. Fortitude
tial until the start of its next turn. Hit: 2dB + 11 polson and necrotic damage. and the target fall s
TRI GG[RED ACTIONS prone.
Blood PhilSe + Encounter Effect: The darkblood Is no longer Insubstantial.
Tr/88er: The thug takes damage while It Is insubstantial. M OVE Ani ONS
Effect (Im mediOle Interrupt): The thug makes a saving throw. If It Shadow Jaunt (teleportatlon) + Encounter
saves, It Ignores the triggering damage. Effect: The darkblood teleports up to 3 squares ;md becomes
Skills Stealth ~IS Insubstamlal until the end of Its next IUrn.
Str 20 (+11) Dex18{+10) WiJi 12(+7) Skills Acrobatics +15, Athletics +lB , Stealth +1 5
Con 15 (+8) Int " (+6) Chil16 (+9) Str 23 (+13) Dex 17 (+10) Wis 11 (+7)
Alignment evil languagu Common Coo 17 (+10) Int 12 (+8) Cha 19 (+11)
Equipment hide armor. heavy nail Alignment evil languages Common
Equipment chain mail. battleaxe

Ghost Talon Heartseeker Level 12 Artillery


Medium \holdow hum,\I1olll ~hol d,Jr kJI XP 700 Ghost T.1lon Death Dealer Level 14 Controller (Leader)
HP 80: Bloodied 40 Initiative +9 M('dlUm ,h.ldow humolnOld. sholdJr koll XP I 000
AC 26, Fortitude 24. Renex 23. Will 26 Perception +12 HP 115: Bloodied 57 Initiative +7
Speed 6 low.light vision AC 28, Fortitude 24. Rertex 2S, Will 28 Perception +14
TR AUS Speed 6 low.llght visioo
Blood Phase T RA IT S
While bloodied and Insubstantial. the heartseeker is phasing. o Dealer'J Intercession + Aura]
STAN[lfI fUl A CTIONS When an ally In the aura drops to 0 hit points, it doesn't die or fall
CD Dagger (weapo n) + At-Will unconscious until the end of Its next turn.
Attock: Melee I (one creature); +17 vs. AC STA N DA RD A CTIONS
Hit: 2d6 + 10 damage. ill Suff (cold, necrotic, weapon) + AtWIlI
@longbow (weapon)+ At-Will Attock: Melee 1 (one creature); +19 vs. AC
Attock: Ranged 2S (one creature); +19 vs. AC Hit: 3d6 + 8 cold and necrotIc damage.
Hit: 2dl 2 + 7 damage. ~ Freezing Rebuke (cold. implement) At-Will
~ Ghosthunt Arrow (cold, psychiC. weapon). At-Will Attock: Ranged S (one creature); +17 vs. Reflex
Att.ock: Ranged 10 (one creature); +17 vs. FortilUde Hit: 2dl 0 + 5 cold darllage, and ongoing S cold damage (save
HIt: 2dl 2 + 7 psyc.hlc and cold damage. The hear1.5eeker becomes ends). The death dealer becomes insubstantial until the end of
Insubstantial until the end oflts next 10m. its next turn.
~ Heamee ker Arrow (weapon) + At-Will ~ Freeze to Death (cold. Implement) + AtWiII
Requirement: The heart.seeker must be inSt.lbstantial. Attock: Ranged 5 (one creature taking ongoing cold damage); +16
Anock: Ranged 10 (one creature): +17 vs. Reflex vs. Fortitude
Hit: 3d12 + 7 damage. Hit: 2d6 + 4 cold damage, and the target Is petrified (sOlve ends).
If the target Is targeted by an attack that deals fire damage. It
can make a saving throw against the effect aher that altack is
Shadow Jaunt I"'I.~;;;;;;;;;~ resolved.
Effect: The heartseeker teleports up to 3 squares and becomes M OVE A CTIO NS
insubst;!lntlal until the end ofTts nut turn. Shadow Jaunt (cold, necrotic, teleportation) + Encounter
Skills Acrobatics +14. Athletics +15, Stealth +14 Effect: The death dealer teleporh up to 3 squares. Each e nemy
5tr 19 (+10) Dex 17 (+9) Wis 22 (+12) adjacent to it before the teleport takes 5 cold and nec rotic
Con 17 (+9) Int12 (+7) Cha 13 (+7) damage.
Alignment evil languages Common Str 11 (+7) Dex 10 (+7) Wls24(+14)
Equipment leather armor. longbow, 30 arroWli Con 16(+10) Int 18(+1') Cha 15 (+9)
Alignment unaligned languages Common
Equipment staff
C H A PTER 4 I Darl: Threats
Oristus z
o
~
The shada r-kai QristliS and his sister. Nira. came to
Gloomwrought as adolescents. afte r they escaped their ~
enclave's destruction at the hands of shadowborn ha l- ...
V\
ning pirates. T hey eventually begged passage on a o
freighter bound for the City of Mid n ight. Upon arriving :t
in lhc c ity. they were taken in as Raven's Eyrie nestlings \J
and were raised in commun ion with the Raven Queen.
In t ime, bot h sibl ings joined the Eyrie's clergy.
Through diJ jgence a nd faith. they ascended th rough its
ranks until Nira became t he high priestess and Oris-
his became a member of her in ner council. Despite his
d ramatic rise in status. Oristlls remained bitte r toward
Olher races. I-Ie secret ly formed the Ghost Talon. a
fringe group devoted to the superiori ty of shadar-kai.
When Nira found out abOllt Oristus's dOings. she was
!\urprised but did not take action immediately. Soon.
the Ghost Ta lon became a thorn in the Eyrie's side. and
the Sibli ngs. former ly so close. grew wary of each ot her.
As the days passed, Ni ra became convinced that Oristus
was slipping in his faith. Fina lly, when iI Talon m ission
caused a riot in Penance Square, Nira consulted with
the Sorrowmere to determine her course of action . The
next day. Oristus's sister ban ished hi m from the tem ple
a nd excolllmun icated him from the Ey r ie.
Since then. Oristus has grown increaSingly vengefu l.
Every problem he sees, he lays at the feet of the dirty-
blooded beasts who have stolen G loomwrought from Oristus, Marshal of the Talon Le vel 15 EUte Soldier
the shadar-kai. Under Qrislus's leadership. the Ghost MedIUm shadow human01d shad.u kal XP 2 400
Talon takes up arms in the name of t he Raven Q ueen . HP 245; Blood ied 122 Initiat lve+12
intent on recla iming the city rrom its oppressors. Sha - AC 30. Fort itude 29. Refl eJI 25. Will 27 Perception +8
d a rkai that do not stand with the Talon a re considered Speed 6 l ow.light vision
Saving Throws +2; Action Points 1
enem ies and potential targets. including Nira.
STANDARD AnIONS
CD Blade of Shadows (nec rotic, weapon) At-Will
Attock: Melee 1 (one creat ure); +20 vs. AC
ROLEPLAYING ORISTUS Hil: 2d10 + 10 necrotic damage. and the target is slowed until the
end of Its next turn.
Oristus is hostile to all outsiders and immediately Effect: The target is marked until the end of Oristus's next turn.
considers the adventurers enemies. It's unlikely he t Double Att ac k + AtWiII
would deign to talk to any characters. If a conver- Effeer: Oristus uses blodeof shodows twice. If both attacks hit. he
sation does occur, Oristus is utterly contemptuous becomes insubstantial until the end of his next turn.
toward the heroes. He continually strokes the handle t Pierce th e Soul (necrotk. weapon) + At-Will
of his weapon, making it clear he would like nothing Requirement: O ristus must be insubstantial.
Attock: Melee 1 (one crea tu re marked by Orlstus); +18 'Is.
more than an excuse to use it. He especially hates
Forti tude
halflings, and he spews insults and challenges at any Hit: 3d10 + 7 necrotic damage, and ongOing 10 necrotic damage
such character. (save ends). If th" targt: t dUdck~ d crt:a\urt: uther than Orls-
Ius w hile taking ongOing damage from this allack, It takes 15
necrotic damage and Is dazed unlill he end of its next turn.
Miss: Ha lf damage.
MOVE ACTIONS
Shad ow Jaunt (teleporta tlon) Enco unter
Effect: Oris tus leleporfs up to 3 squares and becomes insubstan
tlal until the end of his next turn. Oristus can instead teleport
up If) 6 squares ifhe teleports to a square adjacent to an enemy
mar ked by him.
Str 24 (+14) Oex 16(+10) Wis 13 (+8)
Co n 16(+10) Int 11 (+7) Cha 21 (+12)
Alignment evil languages Common
Equipm ent chainmail

CI-IAPTEH 4 I Dar k T h reaTS


GOLEMS
If SoHlconc can im itate or impersonate a resident
of the house or the area where a golem originated. t he
construct might serve as that person's gua rdian. (Need -
"Beware the IIOI,"lS ofGlool1lwrou8ht.for less to say. the same is true for anyone who actually is
affiliated with the house or the area.) Except for those
they are as ullkill"ble "s the city itself" who enter inlo this sorl of relationship. GloomwfOught
-Veleris a'Lindesta, sage of history golcms sland apart from any other creatures and do not
hesitate to attack anyone who approaches them.
A golem that e nters into service w ith an individual
is a loyal ally of that persoll,just as if the new master
had personally made the golem. The golem might show
Golems thai come into being in Gloomwrought take li fe up as a guard at its maste r's home or place of business.
from the same energy that causes the city's architecture Sometimes a clever mastcr com ma nds h is or her golem
to shift. The reason why buildings and other physi- to d isg u ise Itself as part of t he arch itecture to foo l
cal features of the city wax and wane is unk nown, but intruders.
whatever power causes the phenomenon is imperfect.
CollapsI ng buildings do nol always go qUietly-a spark
oflife sometimes escapes. A column, an archway, or GOLEMS IN YOUR GAME
even a street corner can absorb this energy and become The street golem, hearth golem, and wall golem are
animale. Even the wall that surrounds the city might good additions to almost any fight in Gloomwrought_
slough ofTa chunk ofitsclfto form a walJ golem. The golems can serve virtually any faction, or they
A GJoolllwrought golem acts as an independent can be monsters that spontaneously join a fight. The
crcmU Te but re m a ins pari urtlu: whole-it can :o.ulilap street golems are not elite like most other golems,
into the cily's energy. cau sing the ground to rise up so you can use several of them during a battle on
and hinder enemies. Though the golems arc danger- the streets, perhaps against Midnight's Own or the
ous, residents ofGloonlwrought bear them no ill will. Deathless Watch. Wall golems can leap out of a wall
understanding that they are a normal hazard oflife in on either the inside or outside of a building. Their
the City of Midnight. absence could destabilize a structure or create a
Like Illost golcms. Gloolllwrought golems have little new opening. causing the battlefield to change in
intelligence. Anyone that comes into existence wanders interesting ways.
aimlessly until it is destroyed or "tamed" by a member
of one ofClooll1wroughl's fa ctions.

C IIAPTEH 4 I Dark Threars


(LPf, '0riSh,) Sir!!!!' HiliI'm. ",a ll solem. a nd hell rth solem
Whenever a bUilding or a street in Gloomwrought
undergoes a major change ofform, a golem m ight split
from it. Even though golcms must normally be crf'atf'd
deliberately by an intelligent crafter, observation and
examination of Gloom wrought golems reveals that they
exhibit all the usual characteristics of goicms. They
aren't just some other form of const ruct.
This fact suggests that the City of Midnight itselfhas
a form of senlience. but everyone who has made this
Street Golem Level 10 Soldier
connection in the past has gained no more information
L"rge natu ral animate (construct) XP 500
by exploring it further.
HP 52; Bloodied 16 Initiative +8
Those who know the proper rituals can create their AC 15. Fortitude 24. Reflex 20. Will 22 Perception +8
own Gloomwrought golems by calling them forth from Speed 7 Darkllisian
the shifting city. These ritual s work best in areas of
the city that have recently undergone-or are in the
middle of-major. rapid changes. The wouldbe master + Aura 1
Squ ares in the aura are difficult terrain for enemies.
has a better chance of creating a golem if the faint sen
Plodding
tience t hat imbues it no longer feels ~at home" where it
The go lem cannot shift.
was located. STA NDARD ACT10 NS
ill Slam. At-Wrtl
Wall Golem level 16 Elite lurker Attack; Melee 1 (o ne creature); +1 5 vs. AC
Lilrge flatural i1n1milte{comtruct) XP 1 800 Hit; 2d6 + 10 damage, ilnd the target is slowed un til the end of
HP 144; Bloodied 122 Initiative +15 the golem's nellt turn.
AC 30, Fortitude 31, Reflex 27, Will 26 Perc:eplion +10 <.Street's Clutches + Recharge ~[I
Speed 6 Darkllision Attack: Close burst 1 (enemies In the burst); +13 115. Reflell
Saving Throws +1; Action Points 1 Hit; l d8 + S damage. ilnd the target Is slowed {save end s}. If the
target is already slowed, it is Instead immobilized (salle ends).
AIlAround Vision Str2l (+10) Dell 12 (+6) Wls16(+8)
Enemies can't gain combat advantage by flanking the golem. Can 17(+8) Int 3 (+1) Cha 3 (+1)
Plodding Alignment unaligned Languilges -

.
The golem cannot shift.
'
CD Slam. AtWIlI
Hearth Golem
Large n ~t u ra l alll mate (construct)
Level 13 Elite Controller
XP 1.600
Attock: Melee 1 (one creature); +11 115. AC Initlat ille +6
HP 156; Bloodied 118
Hit: 3d8 + 11 damage. AC 17, Fortitude 28, Reflell 23. Wi!l15 Perception +8
<.
Topple. AtWIlI
Speed 6 Darkllislon
Requirement; The golem must be affected by waJl form.
I
Arrack; Close blast 5 (creatures in the blast); +19 115. r ortitude
Hit: 4d8 + 9 damage, and the golem pushes the ta rget up to 3
squares and knocks It prone. Any enemy thaI ends Its turn In the aura takes S fire damage.
Miss: Half dam age.
Plodding
Effect: The golem is no longer affected by wall form and ~ppc"rs tn
an unoc:cupied spac:e within or adjacent to the blast's area.
Wall Form (polymorph) At-Will
Effect; The golem no longer occupies Its current space and instead AtTock; Melee 1 (one creature); +18115. AC
occupies the squares within a close wa ll 6, The squares must be Hi~ ld1 0 + 5 fire damage, il nd the target gains vu lnerable 5 fire
unoccupied. While in this form, the golem is blockIng terrain. Is until the end of the golem's next turn.
3 squares high, and gains resist 10 to all damage. In addition, the t Double Attack + AtWIII
golem can take no actions other than using topple or spending a Effect: The golem uses slam twice.
free action to return to its normal form in an unoccupied space
<. Ash Blast (fire) + At-Will

.
adjacent to a square of the wall.
'
(. Collapse + Encounter
Attock; Close blast 3 (c reatu res in the blast): +16 liS. Fortitude
HIt: ld10 + 10 fire damage, and the targel tak esa -2 penalty to

Tri88er: The golem is first bloodied. "


Effect (Free Action); The golem uses topple. elle n If it does not
~ Flare Up (fire) +
meet the power's requirement. The golem is then rem oiled from Attock: Close burst 2 (creatures in the h",.i; +16 ,,,.'01'0,
play. and any effects on It end. At the stil rt of Its next turn, the Hi~ ld6 + 5 fire damage. Until the end oftlle golem's nellt turn,
golem appears In an unoccupied space within or adjacent to the its slam also deals ongoing 5 fire damage (save ends).
squares it last occupied. Strll (+11 ) OeIl1O (+6) Wls14 (+8)
Str14 (+1 S) Dex 16 (+11) Wls 14(+10) Con 16 (+9) Int 3 {+1) Cha 3 (+2)
Con 10(+13) Int5 (+5) Cha 8 (+7)
Alignment unaligned Languages ~
Alignment unaligned Languages -

C HAPTER 4 I Dark T h re a ts
THE KEEPERS
The Keepers ofGloomwrnughl nrC' mystery made
manifest. Despite constant attempts to learn morc about
the crC<lllIres and their enigmatic goals. the reclusive knowll 115 the I\ct:pcrs maillhlin
Keepers bame all. They rarely interact with the city's
inhabitants, though they occupy nearly every street Giootllwrl1uHhl ~ hUi!Liin{1s. ,\"dJOd)' llutsidc
corner in the city. As t hey studiously examine the build- their nmb bWH"s rheir secret tJoal."
ings. the creatures speak only in a series of guttural clicks.
For the most part, the Keepers seem content to leave the -,\ Lodcx of the Planes.
other inhabitants of the city a lone, proVided no one inter- by Corwin Aterly
feres w ith their maintenance. If they arc attacked. thc
Keepers do c\'crything in their power to avoid further
connict. but they are surprisingly lethal when forced to
fight Keepers can sh ift between humanoid form and a City dwellers have long thought oflhe Keepers
motile mass of viscous black tar. evading. attacking, and as a homogenous group. but recent events suggest
devastating those who dare antagonize them. otherw ise. Keepers with sil ver sku lls ornalllenting their
Keepers rarely interact with others. When anyone black smocks began shOWing up throughout the city.
asks a Keeper what ifs doing or where it came from. the in c\'er-increasing numbers. On rare occasions. these
Kecper Ignores the question. avoids looking at the qucs Keepers were glimpsed fighting-and evcn killing-
tioner, and keeps working. No sage has any record of a ot her Keepers.
Keeper respond ing to such a query. This turn of e\'ents has led to speculation about
The Keepers do seem able 10 innuence or control "fa lse" Keepers. crcaturcs that are either Keepers cor-
the golems of Gloom wrought. and they sometimes fight rupted by an outside fo rcc or beings able to mimic
alongside a pi ece ofthf' living city. They also have a the Keepers. Worst of all. these false Keepers seem to
s trong connection to creatures of shadow. calling them have the ability to manipulate the cilY. making Gloom-
into battle when facing a powerful foe. wrought strike out ag'linst their enemies.

C HAPTER 4 I Dprlr Threp,s


Vl
Where fact s are few. theories abound. Most citizens literally starve ifGloomwroughl became a more pleas- 0:
ofGloolllwrought assume that the Keepers serve Prince ant place. Still. regardless ofthcir motives. the Keepers w
0-
Holan. and that they are responsible for the constantly subjugate the citizens orthe City of Midnight. [caving w
changing landscape of the city. No one in the city them in a state of constant angUish and depress ion. w
recalls a time when the Keepers were not there. quietly
tOiling in the background. The creatures might predate
Preserve the City: The Keepers sense a sentience
or sorts in the city itself As long as they maintain its
'w"
:r
Gloomwrought. and some think the Keepers built the "health." they can draw the psychic energy they need r
city with their own hands. New theories suggest the from its brick and stone. No clear line separates the
Keepers' continuous vigil isn't responsible for the city's fate of the Keepers from that of the city. Perhaps they
shifting face, but instead it fortifics Gloomwrought arose from its walls. children that began as blobs of
against degradation caused by the Shadowfdl. As with tar. Or they might have built the cUy to serve as a cage.
most of the strange and inexplicable phenomena in trapping creatures within it and leeching their misery.
Gloomwrought, the existence of false Keepers has been They could even be the first dark lords. with Gloom-
blamed on powers such as Orcus and Vecna. wrought as their domain or dread.
False Keepers Go Rogue: Because of a twist in
Behind the Keepers their mentality, the false Keepers broke from the ranks
The follOWing section presents possible background of the Keepers. If the Keepers are psych ic vampires,
information about the Keepers. [f you prefer to leave the then the false Keepers arc their gluttonolls kin, tortur-
Keepers as mysteriOUS figures in your campaign. want ing and imprisoning victims to devour more and morc
to use a difTerent explanation for the lacts given above. negative emotions. They take a direct approach-one
or let your players' guesses define the Keepers' role, feel far harder to justify. They have split off from the main
free to disregard this material. group only recently. and anything that could Ciluse such
Feed on Misery and Woe: In truth. the Keep- a major shift must be dangerous.
ers feed on the negative emotions of creatures within
Gloomwroughfs walls. They oppose happiness or joy, False Ke eper Levell7 Elite Controller
and they manipulate the shifting of the city's archi Medium shadow humanOid (s hapt'changer) XP 3 200
HP 332: Bloodied 166 Initiative +16
tecture to create feelings of unease, uncertainty, and
AC 31, Fortitude 29, Reflex 31. Will 27 Pe rception +12
dread. They don't do so out of malice. They would
Speed 6 Blindsight 20
T RAITS
Keeper Enforcer
Medium sh..dow humanOId (sha ec h.. ngl' r)
leve l 16 Skirmisher
XP 1.400
o The CIty Serves + Aur.. 2
Squares in the aura are difficult terrain for enemies.
HP lS0; Bloodied 7S Initiative +17 SlANOARD ACTIONS
AC 30, Fortitude 26. Refle>t 30, Will 28 Perception +13 CD Claw + At-Wi ll
Speed 6 Blindsight 20 Attock; Melee 1 (one creature); +22 vs. AC
TRAilS
Hit: 3d8 + 1 I damage.
Combat Advantage ::rCorrupting Miasma + At-Will
The enforcer dea ls 2dl 0 extra damage against any creature grant- Attack; Ranged 5 (one ortwo creatures); +20 vs. Will
Ing combat advantage to it. HII: 2d8 + I I damage. and the target is dazed (save ends).
51ANOARO ACTIONS
Fir5t Failed Sovins Throw: The target is no longer dazed and is
CD Shadowformt:d Blade + At-Will instead dominated until the end of ils ne~t turn.
Auack: Melee 1 (one creature); +21 vs. AC
Hit: 2dl 0 + 10 damage.
+ Dissolving Ooze (acid. polymorph) + Recharge :.: II
Effect; The false Keeper shifts up to its speed and can enter ene-
~ Gloom Stride + At-Will mies' spaces during this movemen t. Each time the false Keeper
Effect: The enforcer shifts up 10 half Its speed and uses shadow enters an enemy's space for the first time during th is movement.
formed blade. This movement doesn't trigger attack powers. It can make the following attack against that enemy.
+ Dissolving Blitz (acid. polymorph) + Recharge.::;[!) Attock: Melee 1 (the enemy whose space the false Keeper
Effect: The enforcer shifts up to Its speed and can enter enemies' entered); +20 vs. Reflex
spaces during this movement. Each lime the enforce r enters an Hit: 4d8 + 11 acid damage, and the target is slowed until the end
enemy's space for the first time during this movement, it can of the false Keeper's ne~tturn.
make the follOWing attack against that enemy. TRIGGER[O ACTIONS
Auock; Melee 0 {the enemy whose space Ihe enforcer entered); <~ Cau5tk Breath (acid) + Encounter
+19 vs. Reflex Trisser; The false Keeper is first bloodied.
Hit; 2d8 + 10 add damage, and the target fails prone. The target Attack (Free Act ion): Close blast 5 (creatures in the blast); +20 vs.
Is slowed until the end of the enforcers next turn. Fortitude
::r
Caustic Bile (acid) + Encounter Hit; 3d8 + 1 I acid damage, and the target takes a -2 penalty to
Atlack: Ranged 5 (one creature): +19 vs. Fortitude attack rolls and damage roll5 (save ends).
Hit; 4d6 + 12 acid damage. and the target is blinded (save ends). Miss: Half damage.
Miss: Half damage. Skills Stealth ..21
Skills Stealth +20 Str 17 (..11) Dex 26 (+16) Wls19(+12)
Str16(+11) Dex 24 (.. 1 S) Wis 21 (+13) Con 22 (+14) Int 18 (+12) Ch .. 9 (+7)
Con 11 (+10) Int 17 (+11) Cha 8 (+7) Alignment unaligned Languages Common
Alignment unaligned Languages Common

C HAPTER 4 , Dark Threat5


MIDNIGHT'S OWN
spread out every night to fiud new victims ill evt:ry
corner of the city. Although they keep their plans secret,
they make sure their actions are flashy and obv ious. To
"Only when rOll lire willill!J to stand in sink a merchant boat. they use explosives. After killing
a noble. they dismember the body for show.
darkness are ),Oll read)' to see the 1i8ht: They wreak all this havoc for one reason- to attract
-Gloomwrought proverb the attention of truly heroic individuals who would be
able to change the circumstances in Gloomwrought if
they came to the City. Where there are monsters. they
reasoned, heroes soon follow, so they resolve to behave
in the most monstrous fashion possible.
Decades ago. in the back alleys and gambling parlors of Drawn as they are from the ranks ofthe common
DUlIllilge Ruw. a gruup of like-minded Indh'lduals born people, members ofMidniglu's Own use the trappings
and bred in G loomwrouglll mel and banded together. ofthcir upbringing. The gang's weapons evolved [rom
These common people were able to look beyond their peasant items sllch as slicks, fish ing nelS. and slings.
own situations and sec the city as a crumbling realm of Every gang member knows the streets and alleys of
the hopeless led by the corrupt. These peasants resolved Gloomwrought so well that he or she is never held lip by
to do what they could to drive the merchants and obstacles or debris.
nobles that rule the City of Midnight oul of power. The members of Mid night's Own avoid harm-
The founders of Midnight's Own realized that a ing "their people:' the peasant folk of Gloom wrought
group of peasants and laborers. no matter how large. (whethe r born here or not). They murder minor nobles
cou ld overthrow the city's corrupt leaders in a coup. and attack traders only if those targets aren't accom-
Desperate for change nonetheless, they developed an panied by slavcs or servants. There have been a few
odd snrt of vigilantism as a strategy-one that works exceptions. but only in accidents or anempls to throw
precisely because it is so odd. autllOritics ofTlheir trai l.
The gang that calls ilsclfMidnight's Own sabotages Although the gang doesll'i go out ofits way to harm
trade shipments, raids caravans, and even kills innocent poor people. it doesn't protect them either-at least,
people. Based in the Drowned Quarter. its members mcmbers dan', allow themseh'es to bc seen engaging

C HAPT EH 4 1 1J,:nk Threats


r
r
MIDNIGHT'S OWN IN YOUR GAME
z
:::o
Midnight's Own can enter your game in two main paths. are their enemies, such as in Battle in the Street on page
12 of the Encounter Book. These attacks should be consis-
First, you could run the group as the citizens of Gloom-
wrought see it: a gang of bloodthirsty thugs lurking in the tent and gradually increase in strength. In the second act,
'"
....
I
alleys of the city. In this role, Midnight's Own serves as a introduce the party to a noble or a merchant in the city. CJ
generic villain to throw at the party. The adventurers can Use this figure's behavior to give the players a glimpse of
Z
fight the gang without worrying about drawing heat from the corruption that consumes Gloomwrought's leaders. Cl
any major faction in the city, and very few care if members After a few sessions of witnessing the leader's cruelty, the
::;;
of Midnight's Own die-even their superiors. players are primed for the third act, in which the leaders
Second, you could develop a more compllcated arc, of the gang approach the characters. They have tested the
consisting of three major acts. In the first act, the gang acts party's strength, and they know that the characters have
as an enemy of the adventurers. Members of Midnight'S seen the brutality of the elite. Midnight's Own members
Own attack them in disguise, trying to make the adventur- beg the heroes to help them in overthrOWing the corrupt
ers believe that the Deathless Watch and other factions leader.

in such activity. The leaders k now that questions cou ld Behind the scenes. however. the order still acts toward
arise ifknow n gang members were witnessed doing its ultimate goaL The leadership of the gang regularly
good deeds. hires the Veiled Alliance to deliver messages about the
As soon as adventurers e nter Gloomwrought. mem- actions of Midnight's Own to those on other planes.
bers of Midnight's Own start watching them. Newe r
ga ng me m bers tall them th rough t he streets, w hile the History of Midnight's Own
older and morc expe rie nced dash a long the rooftops
Midnight's Own began when som e of Gloom w rought's
and watc h the ir reactions, If the adventurers notice
poorest citizens, stinging from the whips of the mer
them, the members break ofTaml nee,
c ha nts who control the city. banded together. The oldest
Members who joined whe n they were young and
members of the g roup have passed down a legend ofthe
heahhy. then grew mo re infirm in their old age. still con
event that led to the g roup's founding.
tribute to the gang by pretend ing 10 be victims. crying
At the Nine Coppers, a sailor's tavern in the
out fo r the assistance of anyone strong enough to help.
Drowned Quarter, a shadowbo rn d Wilrf stumbled
Midnig ht's Own tests potential c hampions through
th roug h the doo r. His back was bloody, the skin n ayed
combat, draWing the m into dark alleys rather th a n
oITby a c ruel wharfmaster of the Carrad h family. The
fight ing in the midd le of the street. Rooftop rUIl -
dWilrf cou ld bare ly recount what had happe ned before
ne rs observe the ir fellows below, fleeing as soon as
he died, but h is last words burned indelibly into the
the battle is over to carry news orthe o utcom e. tfthe
memories of the patrons that night: "Make t hem pay."
gang members are victorio us. they rob the wouldbe
The downtrodden custom e rs saw their own fates in that
heroes and disappea r-th ey have 110 intention of killing
dyi ng dwarr. and they knew tha t their childre n's c hil-
anyone who might one day be useful to them.
dren wou ld sufTer likewise-unless they did something.
Gang lcad<::rs keep careful t rack of any new arrivals
Knowing that a m eager few cou ld never directly
in the city who respond to cries for help. Sometimes
bring about (he sweeping c hange needed to reform t he
they stage a n "emergency" of their own by sending
city. members of Midnight's Own swore an oat h to each
o ut a squad of newer m e mbers 10 engage the visitors,
other and to lhe future of the city. They would act as
Watching from the shadows. the gang leaders assess
though they were the worst monsters in the City of Mid-
whether a group of would -be heroes is strong enollgh to
night, as a way to attract the greatest adventu rers from
take on the cruel factions in c harge of G loomwrought.
throughout the planes. Like a lure dangling o n a line.
So fa r. M idnight's Own has not found anyone who per-
their actio ns would fo rce powerful heroes to respond .
fectly suits its purpose. but new visitors enter the city
And then. so they hoped , those heroes would see the
every day.
even g reater evil s that lurk in G Ioomwrought ilnd
As happens so often in the Shadowfell . the strong
would do what they must to enac t change in the city,
pri nciples on which Midnight's Own was fou nded have
deteriorated over the years. As the gang grew, it no
longer rema ined secret, a nd it drew in m o re a nd more
recruits. Many of today's inductees do not even know
the original goal of the gang. They think joining the
group gives them an excuse to loot and pillage. backed
by a force large e noug h to make the noble fami lies wor-
r ied. The current gang has even let in some sailors w ho
m a naged to get m arooned in t he city. as well as a few
bored a nd bitter scions of t he noble houses.
C II APTER 4 I Dllrl! Threllts
How Powerful Is Midnight Drifte r
M('dlum shadow humanuld human
Level 9 Skirmishe r
XP 400
Midnight's Own? HP 95; Bloodied 47 Initiative +11
AC 23, Fortitude 20, Reflex 22. Will 21 Perception +8
In the grand scheme of things, Midnight's OWI1 has
Speed 6, climb] lowllght vision
little sway over GIOOlllwrought's affairs. Alt hough the TRAITS
gang poses a threat to low level adventurers visiting the Combat Advantage
city. it is one orlhe weakest factions in GloomwTollghl. The drifter deals 1d8 extra damage against any targt!t grant ing
As far as the leaders of the gang are concerned, most combat advantage to it.
of their members exist only to draw heroes to the city Street Agility
The drifter ignores difficult terrain that consis ts of rubble, debris.
in serv ice to their ultimate purpose. A few dozen dead
uneven pavement. or sImilar terrain.
lackeys mean nothing.
STANDARO ACTIONS
FOT the most part. encounters wit h Midnight's Own CD Quarterstaff (weapon) AtWill
involve shadowborn in the upper heroic tier. These Attack: Melee 1 (one creature): +14 vs. AC
newer members orlile group provide a buffer bel\veen Hit: 2d8 + 8 damage, and the drifter can slide the target 1 square.
the gimg's adversaries and the more capable members ~ Spinning Knockdown (weapon) + Recharge [g)1!I
orlhe group. allowing the gang's leaders to assess the Attack: Close burst 1 (enemies In the burst); +12 vs. Reflex
Hit: 2d8 + 8 damage, and the drifter slides the target up 10 2
skills of adventurers who successfully stand up to these
sq uares and knocks it prone.
initial foes.
MOVE ACTlONS
Staff Vault. Recharge when first bloodied
Mid night Cat ch er leve l 8 Soldie r Effect: The drifrer jumps up to its speed, moving vertically or hori
MedIum shadow hum,mo.d human XP 3~0 zontally. It pruvokc~ opportunity iI!tacks only for leaving the
HP 87: Bloodied 43 Initiative +8 square it occupied before this movement.
AC 24. Fortitude 21, Reflex 19, Will 20 Perception +7 Skills Acrobiltics+14, Athletics +12, Stealth +14
Speed 6. climb 3 Low.light vision Str 16 (+7) Dex 20 (+9) Wis 18 (+8)
TRAITS Can 15(+6) Int 10(+4) Cha 12(+5)
Street Agility Alignment unaligned Languages Common
The catcher Ignores difficult terrain that consists of rubble, Equipment leather armor, quarterstaff
debris, uneven pavement, or similar terrain.
STANDAIIO ACTIONS
Midnight Arrow Level 10 Artillery
CD Club (weapon) AtWili
Medium sh~dow hlJm~no.d, human XP SOO
Attock: Melee 1 (one creature); +13 vs. AC
HP 81: Bloodied 41 Initiative +10
Hit: 2d6 + 9 damage.
AC 24, Fortitude 21, Reflex 23. Will 22 Perception +9
t Ground Pound (weapon) + Recharge when an enemy adjacent to
Speed 6, climb 3 Low.light vision
thc catcher falls prone
TRAITS
Attack: Melee 1 (one prone creature): +13 vs. AC
Street Agility
Hit: 3d6 + 9 damage, and the target cannot stand until the end of
The arrow ignores difficult terrain that consists of rubble. debris.
the catcher's next turn.
unt!vt!n pavclilellt, or similar terrain.
MINOR ACTIONS
<- Net Drag (wea pon) + AtWiII STANDARD ACTIONS
CD Club (weapon) + AtWiII
Attack: Close blast] (creatures in the blast); +11 vs. Fortitude
Attock: Melee 1 (one creature); +15 vs. AC
HIt: The catcher pulls the largel up to 1. ~'1lJares.
Hit: 2d6 + 8 damage.
TRIGGERED ACTIONS
@ Glancing Shot (weapon) + AtWJI1
t Staggering Retaliation (weapon) + AtWiII Attock: Ranged 15 (one creature): +17 vs. AC
Tri88er: An enemy adjacent to the calcher moves away from il or
Hit: 2d6 + 6 damage. and another cr('ature within] squares of
makes an attack that doesn't include the ciltcher ilS iI tilrget.
the target takes 5 damage.
Attock (Immediate Interrupt); Melee 1 (triggering enemy); +13 VS.
AC
::r
Double Shot. Recharge :zJ [!]
Effect: The arrow uses slancJn8 shot twice.
Hit: 2d6 + 9 damage, and the target fa its prone.
T RIGGERED ACTIONS
Skills Acrobiltics +11, Athletics +13, Steidth +11
Str 19 (+8) Dex 14 (+6) Wis 17 (+7)
::r Vengeful Arrow. AtWiII
Tri88er: An enemy hits the arrow with a ranged or an area attack.
Con 15 (+6) Int 10(+4) Cha 10(+4)
Effect (Immediate Rcaction); The arrow uses sJondn8 shot against
Alignment unaligned Litnguages Common
the triggering enemy.
Equipment leather armor, club, net
Skills Acrobatics +15, Athletics +1 1, Stealth +15
Str 12 (+6) Dex 21 (+10) Wis 18 (+9)
Con 16(+8) Int10 (+5) Cl1a10(+5)
Alignment unaligned Languages Com mon
Equipment leather armor. club, longbow, 20 arrows

ellA PTt::R 4 I Dark ThreafS


~

TENEBROUS CABAL <:


CO
In the natural world. d ru ids COllllec t deeply (0 the never nnd out about ils cla ndestine activities. Highly <I;
world's spirits. cha n neling their power to become livi ng trained agents. though, for m the backbone of the group. U
weapons who defend t he world. In the Shadowfel l. The cabal might demand an assassination. sabotage. I,/'r

those who draw on the power oflilci r world receive manipulation , or some other ac t requiring an unseen. 0
instead the power of shadow. A person can su rrender a untraceable hand. An agent always carries out the will
part orhis or her being to the plane. gaining the power of the order. in Cloomwrought and beyond. w
to cloak body. m ind. and deed in darkness and subtlety. Z
w
Although some practitioners of lhcsc arts live in the ....
world. ma ny more exist here- and they have rever-
ence for their cra rt and their home plane just as primal "\\'t' IT thc lllllll' lrd ~no(k l1t yow LltlL1
heroes do for theirs. \, C ....Tt' rhe UllSt'Ctt ..QUt'.q It ),(lUl ta"'l"
Tht' Tenebrous Cabal became the first inst itution in
Gloomwrought to refine and teach the li se of shadow \ \ l' {lI'C the ullfelt hdlld tlIl.\'L1UT shoulder.
as a power source. A great many cabalists lea rned \ \ l' arc the unbwwJ1. t1J1d we llTt' watdliIl8."
10 weave shadow into shrouds to both ent rap their
encmics and disguise themselves. Ot hers scu lpted it Pledge of the I"ncbrous Cabal
into living forms. crealing dark monsters as ephem
era l as mist. Combined wit h training in non magical
"tea lth and sk ulduggery. their magic made thei r agents
ext remely cunning. Cabali sts soon Insinuated them Ahhough all people in positions of power know or
sel ves into powerful positions in the City. all the while the caba l's reputation. they only fool themselves if they
concea ling their power and denying the existence of think Ihis knowledge makes them sa fe . The shadow
the order a ltogethe r. Through the fri ends it has placed train ing thaI agents receive gives them mas tery over
in crucial stations. the cabal ca n exert signiflcanl invisibility, disguise. and misdirection. FUflherlllore.
political force in Cloomwrought withoul e\'er revealing they know tactics to circumvent any defense. A busker
itself publicly. on the st reet might be an agent casing a busi ness to loot
Most members of the caba l learn only a little shadow that night , or a steward for a merchant house cou ld be
magic, don't get deeply involved in the group. and pulling the strings of her supposed maslers.

i
C II APTEH. 4 I Darlr T h reats
Agents travel and carry out missions in groups. a nyt h ing but typical. A character would be considered
with each hav ing a specific role in the scheme. A mark street-ready immed iately, but might need to receive
might confront a prospective burglar, only to discover personal instruction from one of the school's masters
later that the object he was gua rding d isappeared du ring the party's downt ime. This new traini ng can be
beh ind his back. While passing through a crowd, represented by any number of game mechanics. sllch
several cabalists might casually converge on a target, as Illultidassing or lea rning a power that lIses Stea lth.
st riking a nd then melting away into t he throng of Because of the impressive fea ts he or she has accom-
people. Cabalists sometimes work with other human - pl ished in an adventuring life, the characte r might
oids. but these tem porary allies often don't know the even be asked to givc a seminar or teach an intensive
Ir ue identit ies oftho<;(> Ihey are team ing lip with. course to other cabal members.
Agents profess that they do the wi ll of the Tenebrous Being a member of the Tenebrous Cabal obliges a
Cabal, but what exact ly determines that wil! is uncer- character to honor the organiziltion's codes and loyal
lain . The group's leader, the Lord ofl lexes. taps te,lnlS tics. Cabalists guard tbe sec ret of their membe rsh ip
for missions. H is rnotivutions are as mysterious as the closely. The character cannot ad m it to huvingjoined
ind ividual himself. The Lord ofl-Iexes interacts with the cabal, or even to knOWi ng it ex ists. If asked di rectly
other members of t he caba l on ly through the gu ise of about the guildhollse bUilding. members cla im it is a
a shadowy sil houette that appears long enough to pass warehouse for an unk nowll mercha nt.
along its message. then disperses into nothing. \Vhen a person fails the entrance exam, membe rs of
Some cabalists develop pet t heories about the the Tenebrous Cabal take steps to e nsu re that individual
group's greater goals. I lints gathered from the cabal's never revea ls any secrets he or she might have lea rned .
a ncient texts and laby rint hine in itiation rites sug They bind shadow magic to a fa iled init iate. which stops
gest a few possible agendas. One theory says that if thai pcrson's tongue should he or she ever try to divulge
enough agents come under the sway of shadow magic, information. Rit uals can overcome this magiC. but usu-
t hey could t ransform pieces of the natural world to ally at the peril of the ritualist ami t he person bound by
become more like the Shadowfell. slowly consuming the magic.
that rea lm in gloom. Another claims that when initi
ates relinqu ish frag ments of souls to the Shadowfell Te nebrous Assassin Level 14 Skirmisher
for t heir power. they are feeding the Lord of Hexes. MedIum shadow humanO Id, human XP 1 000
Proponents of this theory believe the Lord to be a HP 138; Bloodied 69 Initiative +15
AC 26, Fortitude 25. Reflex 27. Will 26 Perception +13
composite creature or hive mind . t hriving on and rein
Speed 6 Da rkvision
forcing the st rength of the cabal. Rega rd less ofthci r
TRAITS
take on t he ca bal's motives. members orthe group Unerring Focus
know better than to ask or cha llenge the Lord of Hexes The assassin never takes penalties to attack rolls II makes against
about what they've found . its prey.lfthe assassin takes radiant damage, thi s Irait no longer
fu nctions (save end s).

Joining the Cabal $TANDA IW ACTIONS


CD Kukrl (weapon) + At-Will
The Tenebrous Cabal grants membersh ip to anyone Attuck , Melee 1 (one crealure); +19 vs. AC
a ble to complete its init iation rites. and an adventurer Hit; 2d6 + 13 damage, or 3d6 + 13 ihhe targells Ih e assass in's
interested in manipulati ng shadow power might dec ide prey.
~ Sunder from Sight (weapon) + Recharge ';:; Jl
to take the challe nge. The applicant must u ndertake an
Attack: Melee 1 (one creature); +19 vs. AC
assignment for the benefi t of the cabal. Th is is a danger- Hit; 2d6 + 13 dam age, or 3d6 + 13 If the targe t Is t he assassin's
ous task involving a secret tile upplica ll t call1lOt share prey.
wit h allies. E/fee!; The target takes ongoi ng S da mage, and It ca nnot be seen
A typica l initiate attempting to become an agent or targeted by its allies (save ends both).
stl1d ies hcxcraft for several years-but adventu rers a re M INOR AniONS
Shadow Prey + At-Will
E/fea; Ranged sight (one creatu re). The assassin de~ignates Ihe
target as its prey until the assassin deSignates another targe t or
ALLIES IN THE CABAL un ti l the end of t he encounter.
Nearly anybody can join the Tenebrous Cabal, but T RIGGEREO ACTIONS
Shadow leap (teleportation) + AtWiII
most earn only a scrap of knowledge of shadow magic
Tri88er: An enemy other tha n the assassi n's prey atlacks th e
and a bit of prestige. For these people, membership assassin.
is a bit of background that comes up only when it's Eflee! (Immediate Reaction); The assassin te leports up to 6 squ are s
needed. If you want one of the party's allies to be to a sq uare adjace nt 10 its prey.
associated with the cabal without being a true agent, Skill s Acrobat ics +18. Athletics +12, Stealth +18
add a power from one of the monsters described 5tr 11 (+7) Oex22(+13) Wis 12 (+8)
below to that ally's abilities. Con 18 (+1 1) Int 11 (+7) Cha 20 (+12)
Alignme nt unaligned l anguages Com mon
Eq uIpment leather armor, 2 kukris
CHAPTER 4 I Dur " Threuts
An adventurcr who Is a caba l member has greater How Powerful Is the
lecway in working with nonmembers. He or she might
be asked to retrieve a parlicular item on an upcom- Tenebrous Cabal?
ing adventure- something unrelated to the main The Tenebrous Cabal's membership includes numer
adventure a nd easily concealed or excused. Or the OliS cabal ists in hlghrank ing poSitions throughout
character might be told to shun a person that he or she Cloomwroughl. giving the order access to sec ret infor
is abollt to meet. In return. the character can expect mation a nd vast resources. In your game. decide which
assistance from other caba l members throughoutlhe officials a re memhcrs of the cabal so you can detcr
city. Cabalists have an uncanny ability to know each mine how much interest they take in the activities of z
other by Sight. even though the connection can never the adventurers.
be mentioned a loud . Regard less of personal powcr
and stat ion. a ll members must obey the Lord orl-lexes Tenebrous Conjurer level 1 5 Artillery
when he ca lls. MedIum sh.lduw humanOid ..If XP 1.200
HP 114; Bloodied 57 Inftlatlve +12
Tenebrous Infiltrator level 15 Lurker AC 29. Fortitude 26. Renex 27. Will 28 Perception +14
Medium ~had()w humanOid Ihllf clf XP 1.200 Speed 6 Darkvlslon
HP 11 6; Bloodied 58 Initiative .17 T RIIIIS
AC 29. Fortitude 27. Renelt 18. Will 16 Perception +16 0- Shadow Sphere + Aura 3
Speed 6 Darkvlslon Creatures without darkvlslon do not have line of Sight outside the
TRAITS aura while In It. and creatures witnout darkvision do not have line
Shadow Walker or slghl Inlo Ihe ;Iura while outside il. If tne conjurer takes radiant
While the Infiltrator Is more tha n S squares away from a source of damage, the aura doesn't function until the start ofthe conjurer's
bright light. it has a 5peed of climb 6 (s pider climb). next turn.
STANDARD ACTIONS STANDARD ACTIONS
CD Sap (weapon) + At-Will @ TombTouch (nec rotlc) + AtWiII
Auo"c: Melee 1 (one creature); +10 vs. AC Auock: Melee 1 (one creature); +18 vs. Renex
Hit: 3d6 + 12 damage. Hit; 2d1 0 + 11 necrotic damage. and the target gains vulnerable S
Become Shadow (polymorph) + At-Will necrotic (save ends).
Effect: Melee 1 (one creatu re~ The Infiltrator slides 1 square, Into Spectral Hand (cold, necrotic) + AtWiII
the target's space. and melds With the target's shadow until the Auock: Ranged 15 (one creature); +20~. Renex
end of Its next turn. While the Infiltrator Is melded with shadow. Hit: 1d10 . 13 necrotic damage. and ongoing 5 cold and necroti c
no creature has [Ine of Sight or line of effect to it. The infiltrator damage (5ilVt'; ends).
remains In the target's space as the target moves. -i~ Night Tendrils (force. necrotIC,;wne) + Encounter
4- Return from Shadow (weapo n) + AtWIII Attock: Area burst 2 wi thin 15 (e nemies in the burst); +20 vs.
RequI rement: The Infiltrator must be melded with shadow. Forti tud e
EfIecl! The Infiltrator slides 1 sq uare to a square adjacent to the Hit: 1d10. 11 damage. and ongoing 5 force and necrotic damage
creature whose snadow II has melded with. The Inmtrator can (save ends).
thell make the full owing a(tack twice against that creature. Mlu: Half damage.
Attack: Melee 1 (t he creature wnose shadow the Infiltrator left); Effect: The burst creates a ~one [hallasls until the end of the
+20 vs. AC encounter. Enemies nave vulnerable S necrotic while In the
HIt: 2d6 + 11 damage. and the target Is da zed until the end of the lOne. Allies Ireat radiant damage tney take as necrotic damage
Inflltrator's next turn. If the target Is already dazed by this attack. whlll' In Ihe ~one. As a minor action. the conjllrer C;l n mOve the
11 Is Instead da ~ed (save ends). lOne up 10 2 squares.
Min: Half damage. Skills Arcana .12. Stealtn +17
MOVE ACTIONS Str 11 (+7) Dex 20 (+12) Wis 14 (+9)
Shadow Flight (teleportation) + AtWIII Con 18 (+11 ) Int 11 (+7) Cha 22 (+13)
TrJ88I!r. A source of bright Ilghl comes wl lhln S squares of the Alignment unalIgned l a nguages Common
Infiltrator, or the Infiltrator takes radi ant damage. Equipment robes. wand
Effect (Immediate Interrupt): Tne Infiltrator te leportS up to 6
sq uares.
Skills Acrobatic +18. Athletics +13. Slealth +18. Thievery +18
51r11 (+8) Dun (+13) Wls18 (+11 )
Con 20(+11) Int 11 (+7) Cha 11 (+8)
Alignment unaligned languages Common
EqUipment leather armor, sa p

1_ ( Ii APTEIt 4 I Dark Threats


POWER PLAYERS IN GLOOMWROUGHT
Ambitious creatures find fertile ground in Gloom
wroughfs ever.shifting political landscape. But every
opportllni ty in the City orMidnight is vei ned with
danger. Even working in the seemingly innocuous posi-
tion of vendor means risking death a l the hands of a
covetous rival or a desperate job seeker.
Here arc some of the City of Midnight's most
prominent or innu{'ntial faces , many of whom hold
positions in the upper echelons of government. secu-
rity. and trade.

Azuun Bennie
For decades, the firesoui genasi Azuull Bennie has
served as the City of Brass's chief ambassador to
GloomwTought. In his ambassadorial role. Azuun has
accomplished much of note, not the least of which
includes providing his masters with a strong voice in
the fo remost Shadowfell trade city, granting Gloom-
wrought's noble houses an earpiece to the Elemental
Chaos, and keeping himself Ollt of everyone's collec tive
hair back at home.
In the City of Brass. Azuun's bOisterous, lusty nature
was a sOllrce of constant headaches to city leaders.
and they were more than ready to send him to Gloom-
wrought. The officials hoped the Shadowfell's effect
would temper his behavior, but mostly they just wa nled
to send AZllUIl far, far away.
AZUUIl has an unquenchable th irst for life and looks
for it in the bottom of a wine jug, atop a feasting plme,
or on the sands of a gladiatorial pit. I-Ie seems immune
to the ShadowfeJ]'s leeching effect. though no one A:zuun Bennie, Ge nasl Ambassador Leve l 14 Brute
knows why. Med.um elemental humanOid (fire) genas. XP 1,000
Since being appOinted to Gloomwrought. the genasi HP 171: Bloodied 85 Initiative +9
has taken to the city. Un like his predecessors, Azuu n AC 26, Fortitude 28, Reflex 26, Will 24 Perceptlon +8
not only understands the political squabbles plaguing Speed 6
Resist 10 fire
the city, he enjoys negotiating through them as well. In
STANDARD ACTIONS
his own right, Azuun has become as skilled a political
<D Burning Scimitar (fire. weapon) + AtWili
schemer as the likes of Lord Olisk Carradh. Alfack; Melee 1 (one creature); +19 YS. AC
In addition to the time he spends battli ng w its with Hit: 2d8 + 7 damage. and ongoing 10 fire damage (save ends).
political opponents. Azuull is a regular participant in <. Scimitar Cataclysm (fire, weapon) Recharge:R II
the Fettered Ward's gladiatorial spectacles. He has Attock: Close burst 1 (enemies in the burst); +19 vs. AC
become a fan favorite, but the dangerous situations he Hit: 2d8 + 7 nrc damage, and ongOing 10 fire damage (save ends).
Miss: The target takes ongoing 5 fire damage (save. ends).
puts himsell'in are incredibly stressfu l to city leaders.
EffeCl: Each targel falls prone.
After all, if AZliun shou ld die in the arena. the City of T RI GGER ED ACTIONS
Brass is sure to hold them accountable. Fiery Riposte (fire) + Encounter
Azuun's im pressive beard is ornamen ted with TriMer: Azuun is first bloodied.
delicate brass filigree. Fiery rubies. interspersed Effect (Free Action); Close burst 3 [enemies in the burst taking
between snappy brass clasps. decorate his clothing. ongoing nrc damage). The ongoing nre damage that each target
He regularly requisit ions replacement rubies from is taking Incre<l5e5 by S.
SIr 23 (+13) Dex 1 S (+9) Wis 13 (+8)
the Elemental Chaos when the Shadowre ll robs his
Con 21 (+12) Int 19 (+11) Cha 15 (+9)
gems ortheir luster. Although he relishes looking the Alignment unaligned languages Common, Primordiat
part, AllUlIl also takes acute pleasure in annoying the Equipment scale armor, scimitar
noble heads of houses by making their households
jealous of his cultured air and his courtly attire.

C H A PTEH 41 Dark T h reats


....
Balaren is as skillful a womanizer as he is a commander, and
an extensive network of former names keeps him con
J:
Since his impress ive victory while defending the city's <.J
nected with the goingson in Gloomwrought. OJ
walls several years ago. Ba laren has made a career out
Before comi ng to the C ity of Midn ight. Balaren was o
of converting fame into coin. At first. he was content to
simply accept invitations to Gloomwrouglu's prestigiolls
an ;:ldvel1luring warlord and faced most orlhe dangers
the Shadowfell has to orrer. Thus. he is well suited to
'"
S
:;:
events and the expensive gifts nobles lavished on him.
Eventually, though. the lieOing realized he needed to
lead the Crimson Sashes. The order's lowerranking o
secure a position of power in the city. lest he be forced
members look to their comma nde r as a mentor, and o-'
he is a lways cheerful and ready to spar with them. <.J
to return to his former life of adventur ing.
When he takes part in training sessions . Balaren has a n
To that end. Ba laren founded the Cr imson Sashes. Z
exhaustive supply of quips to spur his underlings into
By making himself captain of this elite order of body- In
greater errort. Though they usually walk away defeated
guards. Balarcn sci himself up to play the perpetllal
hero. a lucrative role in GlooJllwrought. Balaren
and exhausted. rew of his Crimson Sashes begrudge '"
OJ

exploits his position to court the most influential


Salaren their defeats. ~
Even t hough Balaren has worked hard to make the -'
females in the city. including a tempestuous (ir short 0.
Cri mson Sashes inva luable to the Deathless vVatch.
lived) tryst wuh Lady Victis or House Treyvan. Balaren
some ofils members resent him. They think t hat Prince
Rolan's inc reasing use ofBa larcn's mercenary swords
'"
OJ
S
B.. I.. ren , level 17 Elite Soldier (le.. der) implies that the Watc h is some how defiC ient. vVhile the o0.
Captain of the Crimson Sashes Crim son Sashes and Deathless Walch captai ns strate
Medium natural humanoid tldllng XP 3.200 gize side by side. members orthc \Vatch are conspiring
HP 314; Bloodied 162 Initiative +18 against Ba larcn.
AC 33. Fortitude 27. Reflex 31. Will 29 Perception +9
Speed 6 lowlight vision
Resist 10 fire
Saving Throws +2; Actlon Points 1
TR AllS
Never Outnumbered
Whenever two or more enemies are adjacent to Balaren. his
attacks deal 10 extra damage.
STANDARD ACTIONS
CD Bastard Sword (weapon) . AtWIII
Atlock; Melee 1 (o ne creature); +22 vs. AC
Hit: 3d10 + 8 damage.
Effect: Balaren marks the target until the end of his next turn.
+ Double Attack. AtWIII
Effec:t: Balaren uses bastard sword twice.
<. Crimson Wrath (fire) + Recharge when first bloodied
Attock; Close burst 2 (enemies in the burst); +22 vs. Refle~
Hit; 3d10 + l' fire damage. and Balaren pushes the target up to
2 squares.
Effect; Balaren shifts up to his speed.
M INOR ACTIONS
<. Captain's Taunt (charm) . AtWIII
Attock; Close burst 10 (one creature in the burst): +20 vs. Will
Hit: Balaren pulls the target a number of squares up to the target's
speed.
Ejfec:t; Balaren marks the target until the end of his next turn.
Crimson Command. Recharge';:; [!!
Ejfec:t: Close burst 5 (allies in the burst). Each targel Gill shift up to
2 s~ uares as a free action.
TR IGGERED A CTIONS
t Punish Cowardice (weapon) + AtWIII
TriMer: An enemy adjacent to Balaren and marked by him shifts
away from him.
Altock(JmmedJote Interrupt): Melee 1 (triggering enemy); +24 \IS.
AC
Hit: 4dS + 11 damage, and the target is immobilized until the end
of Balaren's next turn.
Sir 16 (+11) Dex 26 (+16) Wis 13 (+9)
~ Con1S(+12) Intll (+8) (hOi 22 (+14)
~ Alignment unaligned languages Common, Giant
_ Equlpmenlleather armor, bastard sword

C HAPTER 4 I Da~k Th~ea t s


Dedrek Harskel t hough. the water in wells across large sections of
Gloomwrought beca me toxic. No evidence lin king
"" hen "aeter Harskellay ncar death. no one SlIS -
House Harskelto the soured wells was ever d iscov-
pected th at his youngest son, Dcdrck. would eve r
ered, but fo r weeks half the city's inhabita nts were
inherit leadership ort he trading house. Seve ra l sib-
forced to purchase d ri nka ble water from the fa m ily, at a
lings stood between Dccl rck a nd House Harskel's
sign incant markup.
cont ro lling seat . However. In a span of several mont hs,
Dedrek is a Wide. heavyset shadowbo rn human .
a ll those sibli ngs wC lll missl ng or lost their lives.
J Ie keeps his coalblack hair long, a nd a bea rd fra mes
Some d ied in d run ken tave rn brawls: others \'an ishcd
his broad face. He is agi le for a ma n of his weight. a nd
when t he Stormy Sea consu med t heir ships. A few
moves wit h a gracefu l sense of reserved st rengt h. A
we re killed at Execution Dock urter being implicated
masterful swordsman, Ded rek is a lways seen weari ng
in a pial to ove rthrow Pr ince Holan. At the time of
his fa ther's sword on h is be lt. The Harskcl fa mily Signet
eac h deat h, Dcdrek was present at a large event in the
ring he wea rs contai ns a powerful poison.
city. confoundi ng a ny att empts to connect him to the
In public, t wo goliath bodyguards, purchased from
fa mily's losses. W it hin ha ifa year, there was no o ne
a slave ship. accom pa ny Ded rek. Derisively ca lled Hed
le fl to sta nd betwee n Dcdrck a nd leadershi p of the
the East and Indigo the West by hOll se rh'als. the goli.
Il arskcl fa mily.
aths intercept Dcdrck 's many enemies with a lacr ity.
Since his elevation to head of the household ten years
However. Ded rck is a proud man a nd accepts a cha l-
ago. Dedrek Ha rskcl has exem plifi ed the qua lities that
lenge to due l oneon-one. If t he contest is aga inst a
make the Il a rskcl fa m ily t he City ofMid night's fo re-
g roup. though. he brings h is bodygua rds into t he fray.
most merchant house. Dedrek dally manages a complex
web of plots and is a lways on the lookout for opportuni-
Dedrek Harskel. Level 10 Soldier
ties to convert meager purchases imo enormous profits.
One infamous exa mple involves Ded rek's pu rchase Lord of House Harskel
M.. dlUm shadow hum.lnmd h"man XP '>00
of thousa nds of casks of sweetwater from a Feywild HP 103: Btoodied 51 Inltlatllle +8
merchant. a move the trading community deem ed a AC 26. Fortitude 22. Reflex 20, Will 23 Perce ption +7
stnggcring blunder- at flr st.ln the following weeks. Speed 6 lowllght IIls lon
SIANDARD ACTIONS
CD Rapier (weapon) ... At-Will
Au od:: Melee I (o ne creature); +15 liS. AC
Hit; 2d8 + 11 damage.
Effect; Dedrek marks the target unti l the end of Dedrek's next
turn.
-4- Polson Signet (poison) ... AtWIII
Attack: Melee I (o ne crea tu re marked by Dedrek); +13 lIS.
Forlitude
Hit: 2d8 + II polso n damage, and ongoing 5 polson damage (salle
ends).
First Foiled Sallin8 Throw; The target tak es ongoing 10 polson
damage and is immobili zed (salle e nds both).
Second Failed SollinS Throw; The target fa lls unconscious (salle
e nd s).
MINOR ACTIONS
Owrpowerlng Gaze'" Recharge :.: l!
Effect : Close burst 5 (o ne creat ure In t he burst affected by polson
slsnel). The target ma kes a saili ng throw aga inst poiro n sig ner's
effe ct. The target ca nn ot succeed on the salli ng throw but ca n
fall .
TRIGGERWACTIONS
Bodyguard's Sacrifice'" AtW III
Trl88er: An e nemy damagcs Dedrck with a mele" or" rang"d
att ack whi le at least one or Dedrek's allies is adjacen t to hi m.
Effect (l mmediale Interrupt); The damage of the trigge ring at tack
is reduced by 10.and one ally adjace nt to Dedrek ta kes 10
damage that ca nnot be prelle nted or resisted.
Skills Bluff +-15. Diplomacy +1 5
Sir IS (+9) De . 13 (+6) Wis15 (+7)
Con 15 (+7) Inl 15 (+7) eha 21 (+10)
Alignment unaligned languages Common. Dwarllcn
EqUipment rapier, Harskel signe t ring

C II APTEH 4 I D a r" T h reats


Feria As t he prince courted the deva. he studied in sec ret ~
until he round a way to d raw rrom the Shadow Angel's (J
W ith her statuesque poise a nd grave expression. the
immortality, t hus preserving his own longe\'ity. :J
deva Feria seems an odd add ition to Gloolllwrought.
Feria knows that Rola n is tapping he r lire rorce but ~
As the consort of Prince Rolan. she le nds glamor and
beauty to the othe rw ise dusty pa lace for tress. Her regal
conside rs it a just ifi a ble sacrifice in orde r ror her to use 3:
his resou rces to searc h ror Ashe. W hat she doesn't know :2
bearing has gi fted the City orMid night with an air of
is that the ritual Rolan is using is slowly inrecting her 0
respectability it hasn't enjoyed in decades.
The so -ca lled Shadow Angel was birthed many cen-
d iv ine essence. As her powers grow da rke r, he r ruture g
resurrection as a rakshasa. rathe r tha n a deva. becomes \J
turies ago. She was born alongside her spirit ual twin
more and more li kely. Meanwhil e, Rola n supports Fe ria
and soulmate. Ashe. The two devas spent centu ries
in her quest to find Ashe. The prince is looking forward
z
fl ghting side by side. fi nding each other in every new
inca r nation.
to fi ndi ng and the n destroying the Shadow Ange r s soul ;Q
mate. Aft e r all, he ca n't risk lOSing his own immorta lity. w
Li fet imes ago, Ashe swore ser vice to t he Raven
Q ueen, a nd Fe ria followed reluctant ly. Ashe grew ~
Feria, the Shadow Angel Level 21 ControlTer -'
increasingly dark. slipping from t he devus' noble pat h.
Med,um Immortal humano id, deva XP 3,100
a.
During t he Shadow Angel's previous incarnation, the
twin s' connection was rractu red. W hen she awoke in
HP 196; Bloodied 9 8
AC 35. Fortitude 31, Reflex 33, WiJl3S
Initiative +16
Perception +19
'~"
UJ

this liretime, she cou ldn't find Ashe. Shc has no knowl Speed 6, fly 8 (d um5Y) l ow.light vi 5ion o
edge or Ashe's cu rrcnt appearance, exploits, or even Resist 10 necrotic. 10 rad ia nt a.
gender, and she wou ld pay dea rly for any word orhe r TRAns
spiritua l twi n. DevOl'S Fall
Whi le Feria is bloodied. she loses he r resista nce to radiant
Berore Feria had spent even one night in the City or
damage.
Midnight , Pri nce Rolan had received word or her. As STANDfllW ACTIONS
the Slln set, he swe pt into Feria's lodging a nd bore he r Astral Staff(nec rotic. radiant. weapon) + AtWiII
away as a guest to the Death less Pa lace. Atl ock: Me lee 1 (one creature): +26 V5. AC
Feria attracted Prince Rolan's atte ntion ror two rea- HJr: 3d8 + 6 ra di an t damage, or 3d8 + 16 ra dian! and necrotiC
sons. The less Signi fica nt ractor was her beauty and a ir damage w hil e Feria 15 bloodied. in addition, Fe ria pushes the
or majesty. but the pri ma ry lu re was Feria's ete rnal li re. target up to 2 squares.
@) BoltofLight (necrotic, radiant) + AtWiII
Att ack: Ranged 10 (one crea ture): +24 VS. Reflex
Hi t: 3d8 + 10 radiant da mage, or 3d8 + 1 0 necrotic and radiant
dam age w hil e Feria Is bloodied. In additio n, th e ta rget is slowed
until the end of Feria's nex! turn. If the target was already
slowed. it is Instead immobilized until the end of Feria's nell!
turn.
<~ Astrill Hurricilne (necroti c, radiant) + Recharge I.3J [j]
Aflod: Close blast S (ene m ies in the blast); +14 VS. FortilUde
Hit: 2dl0 I 10 rad iant da mag<'. or 1d1 0 + 10 nccrotlc and radio
ant damage while Feria is bloodied. In addition, Feria sIJdcs the
target up to 1 squares and knocks it prone.
Miss: Half da mage. and Feria slides the target up to 1 squares.
MI:-IOR ACTIONS
Shildow Wings (i llusion. zone) + AtWili (l fround)
Effect! Area burst 1 within 10. The burst creat es a l one that lasts
until the end of the encounter or until Feria uses this power
again. En emies in the zon e cannot see outside the zone, and
I

<- Swallowed in Darkness (nccrotic, radiant) + Em:ounter


TriBser: Feria drops to 0 hit points.
Auo ck (No Action): Close burst 3 (ene mies in the burst): +14 vs.
Reflex
Hit: 4dl O + 10 necrotiC and radiant damage, and the target is
dazed unti l the e nd of its ne xt turn.
Effect: Fe ria is destroyed. and each (feature in the burst is pulled
up to 3 squares toward the square Feria occupied wh en she was
destroyed.
Skills Arcana +12. Insight +14. Religion +11.
Str18 {+14) Dex B (+16) Wis28 (+19j
(on 20 (+15) Inl 1 5 (+17) Cha 24 (+17)
Alignment una ligned Languages ( a mmon. Supernal
Equipment cloth arm o r. staff, robes

C H APTE R 4 I Dark T hr e at s
Glurinda Eve n in the City of Mid night, where outrageous
arch itectura l manipu lation is not big news. Gluri nda's
In her youth, Glurinda was a lowly bog hag that lurked
cuttage iscollsidered ulilIsliaLThe resourceful street
in the Skins. waylaying travelers whene\'er she had the
hag has somehow managed to ha rness Gloolllwrought's
chance. A cruel and cunning c reature even then. she
mutability to sen'e her own ends. Resting atop a nest
knew she was destined for a better existcnce.
of wooden pilings. the cottage skitters across the roof-
Her eiC"LIIion came during the Sc\rcr, lhc cataclysmic
tops of the Ghost Quarter like some ungainly masonry
day when an uprising against Rolan unleashed chaos on
spider. When Glu ri nda fee ls particularly savage.
the city. As rioters tore through the streets. hired guards
she sends her cottage to pounce on urchins slogging
who normally watched the city's gales were busy pro
through the filthy streets. Afte r slamm ing its victim
tecti ng the nobles' estates and interests; the Death less
into the muck. the cOllage leaps atop the nearest bui ld -
Watch had retreated to Prince Rolan's tower: a nd can
ing to awa it Glu ri ndu's furt her direction.
fusion reigned everywhere else. Duri ng that vu lnerable
Loca ls who have witnessed these horrible lunges
time, Glur inda slipped into the city and van ished dow n
swear they've seen a chai ned Keeper throllgh the
one ofils lTIany narrow streets.
cottage's wi ndows. If th at cla im is true. it wOll ld begin
Now Gluri ncia. reve ling in the knowledge that she's
to ex plai n how the hag ma nages to man ipulate the c ity.
the only hag to ever ca ll Gloomwrought home,lives
at e'lse in the Ghost Q lIa rter.lts slums' proli feratio n
of poor and desperate residents provides her w ith a Glurinda, Street Hag level 13 Controller
Mel.hum sha,!nw humanoid (~hapech a nger) XP 800
bounty of creatures to manipu late and bully.
HP 128: Bloodied 64 Ini t ia ti ve +10
On occasion, though, Glurinda finds her everyday
AC 27. Fortitude 26. Rene. 24, Will 25 Perception +11
ghetto mischief unsat isfying. To shake the sudden funk. Speed 6 (earfh wa lk), climb 6 (spider climb) lowlight vision
the street hag seeks out adventurers visiting the City. T RAITS
DisgUised as a young shadowborn, she tearfu lly begs o Hypnotic Presence + Aura 3
the heroes fo r help. sending them oITto Violently con- Any enemy cursed by Gl urinda that ends its turn in the aura is
front a randollltargel. dilLed until the end of Its nex t (Urn.
STANDA RD AC TI ONS
CD Claw. At-Will
Attock: Melee 1 (one creature); +18 vs. AC
Hit: 3dl 0 + 4 damage.
Cobbles tone Capt ure (psychic) + AtWiII
Attock: Ra nged 5 (one creature); +16 vs. Reflex
Hit: 2d8 + 7 damage. and the target is jmmobili~ed until the end
of Glurlnda's ne~t turn. If the targe t is cursed. the attack deals
1d1 0 e~tra p~ych lc da mage.
~ Enter My Domain (psychic) + Recharge when fi rst bloodied
+'
At/ork: Ranged 5 (one creature); 6 vs. Will
Hit: 4d8 + 7 damage. an d Glu rlnd a pulls the ta rge t up to 5
squares. If the target Is dued. It Instead becomes stunned until
the end of Its ne)(t (U rn.
M OVE A CTIO NS
Skitter Step + E"Clunter
Effecl: Glurinda shifts up to he r speed + 2.
MI NOR A niONS
Cackle r's Curse. At-Will (l /round)
Effect: Close burst 10 (one crealllre in the burst). The target is
cursed (save ends).
Cha nge Shape (polymorph) AtWJII
Effect: Glurinda alters her physical form 10 appear as a Medium
young fema le shadowoorn elf or human unt il she uses chanse
shope again or unti l she drops to 0 hit poinu. To assume a spe
ciflc individual's form. Glurlnda must have seen that individual.
Oth er creatures can make a DC 34 InSigh t check to discern that
the form is a disguise.
Str 23 (+12) De. 19(+10) Wis20(+1 1)
Con 16(+9) lot 13 (+7) Cha 13 (+7)
Alignme nt evil languages Common. Elven

C IIAPTER 4 I Dark T h re a ts
r
,...
Golthor l.
l)
Atop the walls surrounding the Plaza of Gargoyles. one
huge stOIlC figure stands oul against all the others. Golt-
hor. leader Orlile gargoyle tribe that patrols the Olarket
o"c:
district, is a landmark in his own right. ;:
Galthor and his kin were part of Prince Rolan's origi- ~
nal play for power in Glool11wrought. Rolan summoned o
them from the Elemental Chaos to seize and hold the ....o
City Market. The gargoyles efficiently drove Rol;m's I.l
rivals frOllllhc dist rict, an effort thai gave the soon-to- Z
be prince control of what goods came into the city.
Once he claimed Gloomwrought's throne. Rolan
struck a deal with Galthor for the gargoyles to stay on
as guardians of the Plaza until h is power was secured.
Galthor learned soon afterward. to his dismay. that
humans and their ilk do not accepl defeat easi ly. The
noble houses and othcr f<lctions inlhe city continually
plot against the prince: thereforc. Rolan's rulership has
never bcen fully secured. and Golthor and his tribe
remain locked Into their agreement with the prim:e.
Whatever trinket enticed Golthor to accept the
offer is long lost now. and the chieftain chafes mightily
under the duty and the deception. The gargoyles Call'
tinue to grudgingly hold lip their end of the bargain.
They suppress opeu conflict in the Plaza of Gargoyles.
but they do so without regard Iu whuever in~tigaled
a fught. Golthordoes nOI take part in the work of the
tribe. Instead. he remains perched at the north end of
the plaza. taking in evcrything that transpires under
Gohhor. Gargoyle Chieftain level 12 Brute (leader)
his gaze. l.ug/.' {'hm('nt.JI humanOid (earth) XP 700
HP 118: Bloodied 59 Initiative +10
AC 24. Fortitude 26. Ren e" 23, Will 23 Perception +15
ROLEPLAYING GOLTHOR Speed 6, fly 8 Darkvlsion
TRA ITS
Finding a way to speak with Golthor is no easy task.
StoneRendl ng Claws
After haVing been tricked by Rolan into serving him,
Calthor's attacks Ignore all resistances.
the chieftain mistrusts everyone outside his tribe. STANDARD A (TlONS
However, he vigilantly watches the plaza, and If <D Claw + AtWIII
adventurers conduct themselves honorably within Attud: Melee 2 (one creature); +17 vs. AC
his Sight, he takes notice. The gargoyle leader might Hit: 4d6 + 1 1 damage.
descend from his perch to speak with the heroes + Into t he Fray + AtWiII
Attack: Melee 2 (one creature): +17 vs. AC
unprompted, especially if Golthor suspects they
Hit: 2d6 + 5 damage. and Colthor pushes the ta rget up to 3
might be able to help free the tribe from its contrac-
squares. If the tilrge t ends this push adjil(ent to any of Golthor's
tual obligation. On the flip side. if someone behaves allies. one of them can make iI melee basic attack against the
in a particularly treacherous or deceptive way. the target as an Immediate reaction.
gargoyle chief might drop in to deliver a warning. or <~ W ing Buffet + Encounter
a casual yet thorough thumping. A"l'Icic: Clo~p hur~t 1 ("n"mlp~ In ,hp hurq): +15 vs. Fortitude
Golthor is forthright and decides qUickly whether Hit: 5d6 + 11 damage.
Miss: Half damage.
a person is worth his time. If he is questioned by
Effect: Colthor can push the target 1 square.
a character he reacts favorably to. he readily tells MIN ORAC110N~
that person what he knows about the queried topic. Stone Armor + Recharge whe n first bloodied
although the gargoyle is incapable of conveying Effect: Close burst 1 (allies In the burst). Colthar il nd each target
nuance and detail in conversation. gain 10 temporary hi t points, and Colt har gilinsa +4 power
Golthor is a proud creature, and although he bonus to AC un ti l the end of his next tu rn .
might speak at length about his bargain and Rolan's Skills Stealt h +15
51r 22 (+12) De" 18(+10) Wis19(+10)
dishonest dealings, he won't specifically ask for help.
(o n 18(+10) Int 8{+5) (l1aI 5(+8)
Nonetheless, he would welcome the chance to free Alig nme nt unaligned La nguages Common. Primordial
himself and his kin.

C II APTER 4 1 Dar k T h reals


Grigori and Nikolai Whe n the va mpires le.w e the Graveyard . either
Grlgori or Nikola i leads t he pack. The brothers do their
A typica l va mpire in Gloolllwrollght am ids seeking
best to keep their underl ings from totally losing can
close a llies or Joi ning factions. Instead . it wields its
trol. T he brothcrs hilve fa r greatcr selfrestra int tha n
ind ividua l inOucnce and supernatural might in the
thei r servants when they're giving command s, but even
never.endi ng power struggles orthe city. T he vampires
they somet imes fall victim to thei r monstrous d e.s ir~s.
of the C ha rnel Fa ngs. though . congregate to fOTm a
When onc brother goes into battle. the oth er WilltS III
force on pa r wi th that of even the strongest noble house.
the Slaughterhouse . the mausoleum they share in the
Although most crc<llures li vi ng inlhe Shadowfcll
G raveyard .
feel drained by the depressing weight of the plane. the
Though the C harnel Fangs hunt and murde r pub
vampi res or the Cha rnel Fa ngs flnd their primal urges
Iicly. t hey d on't s u ITer a ny consequcnces. Fortlln a t ~ ly
accentuated. Acutely att u ned to their best ial nature,the
for the vampires. life in Gloomwrought is cheap. 1 he
vam pi res grow fi ercer and stronger than they could out
Deathless Watch (page 94) rega rds the victims of the
side the city. They have a m indset somewhere between
Ch arnel Fa ngs' frenzies as M assisted sllicides.- In fac t.
the evil cu n ning of a va mpire and the m indless hunger
in order to keep the wea lthy a nd innuc ntial safe. t he
of a va mp ire spawn .
vVatch tu rns a blind eye as long as the \'umpi rcs att ack
A group ofCharnci Fangs exh ibits a pack menta lity.
the poor. ord inary people. Members ofMidnight 's
Any allack made 0 11 one of the brothers sends the ent ire
Own (pagc 108) suspect th is fact. and their a nger
throng into a w ild frenzy. which ends only after t hey
d rives t hem to fig ht agains t the authorities even more
tear e\rery ene my to sh reds.
determi nedly.
Two b rot hers- enemies in li fe . now insepa rable in
T he C ha rnel Fa ngs sleep a nd pla n in the Graveya rd .
death - lead t he Cha rnel Fangs. The elder, G rigori. is
In this ovcrfull cemctcry. their graves fill lip wit h cof
a c ruel. greedy. lasciv ious monster seeking only to fi ll
fin s- some packed fOllr dee p. T he brothers took over
h is pocke ts wit h gold a nd h is belly with blood . His
a l1l<lllsolcUill. tossi ng the origina l residents' bod ies
younge r brother. Nikolai. follows him \~ ith un wa~er
out side unceremon iously. W it h in th is cry pt . the broth
ingly loya lty- a sold ier li ving to serve h~ s brother s .
ers make thei r pla ns. T hey set aside a large chamber to
whim s. Nikolai relics on s peed. d en ect mg blows With
hold captives. a llOWing their lackeys to feed and torture
a gr uesome axe- the ve ry weapon he u sed to kill his
without fea r of reprisal. A captured townspe rson ca n
brother. Grigor i. 0 11 the other ha nd. prefers to tear
sur vive for weeks If the vampires particularly enjoy the
e ncm ies apa rt w ith his claws while re lying on hcavy
taste of the victims blood or the sound ofit s screams.
a rma me lll s t hat once belo nged to h is father.

C IIA I' T ER 4 I D ar k T h r~ llt 5


f-
History of the Brothers After Ihat day. c ursed to llndeath together, the broth-
ers began to prey on travelers. Once they had amassed
J:
In the mortal world, the brothers Griori and Niko- ':l
several dozen blood kin, they moved into the slums of ::J
lai were bitter riva ls, fighting over the scraps of their
Gloomwrought, preying Oil the poor living there. oa:
dying father's kingdom. They led armies against each
other in battle after battle . until one day they met on a
Grigori, Charnel Brother level 15 Elite Controller
:::E
bloody field of corpses. The two dueled for hours, until
Nikolai hefted their father's axe aJld chopped open
Medium shadow humano.d (sh"pechanger, undead) XP 2,400
o
Grigori's throat.
HP 298; Bloodied 149 Initiative +10 o
....
AC 29. Fortltude 27. Renex 25, Will 29 Perception +7
For a time. Nikolai enjoyed the fruits of his victory. 5pe.ed 7, dimb 5 (spide r climb) Darkvision ':l
Though he commanded a vast a nd wealthy kingdom, Vulnerable 5 radiant Z
every night he dreamed gUiltily ofkilling his brother. Vl
Slowly. over months. Nikolai began to go mad. Eventu- Burned by Sunlight {radIant) a:
Whenever Grigorl starts his turn in diret:t sunlight, he takes 10 UJ
ally, consumed by gUilt and driven past the brink of
sanity. Nikolai look drastic action. He vowed to bring ~
....
his brother back- no maHer the cost. "-
Nikolai traveled the world, searchi ng for anything Requiremem: Grigori must be In his normal form. a:
UJ
thai could undo what he had done. Eventually, he dis-
covered a grim ritual that could bring his brother back
Anack; Melee 1 (one creature); +20 vs. AC
Hit; Jd8 + 8 damage. ::o
to life. Taking up the corpse, Nikolai voyaged 10 the Effect; Grigorl un grab the target (escape DC 22) if he has fewer 0.
two creatures grabbed.
Shadow fell, where he ritually raised Crigori as a vam-
t Feral Claws + AtWiII
pire. The momen! Crigori awoke, he torc his fangs inlo Effect: Grlgorl uses claws twice.
Nikolai's throat. turning his younger brolher into an t Gnashing Swarm + At-Will
undead creature like himselr. Requirement: Grigorl must be in hi s swarm of rats form.
Attack; Melee 0 (enemies ot:t:upying Grigori's space); +18 vs.
Nikolai, Charnel Brother l evel 15 Soldier Renex
HiI: 3<.18 + 10 damage.
Medium shadow humano.d (shapechanger undead) XP 1,200
MI NOR A C1IONS
HP 146; Bloodied 73 Initiative +14
Swarm of Rats (polymorph) + Ret:harge when Grigorl hits with
AC 31, Fortitude 29, Renel( 27, Will 25 Perception +8
claws
Speed 7, climb 5 (spider climb) Darkvision
Effect: Grigori releases any t:reature he's grabbing and becomes
Vulnerable 5 radiant
a Huge swarm of rats. He remains in this form until the start of
T RAITS
hi s next turn, at whkh point he reappears in one of the squ~res
Burned by Sunlight (radiant)
within the swarm's space. While in his swarm ofrats form, Grig-
Whenever Nikol~1 starts his turn In direct sunlight, he takes 10
ori gains the following benefits.
r~diant damage.
+ He can occupy the saille sp~t:e ~s another creature. and ene
mies can enter his space. which is difficult terrain.
CD Klnslayer Axe (weapon) + At-Will + Any enemy that ends its turn In Grigorrs space falls prone.
Attock: Melee 1 (one creature); +18 vs. AC
Hit: 2d12 + 10 damage,
+ He cannot move or be pushed. pulled, or slid.
Effect: The target Is marked until the end of Nikolai's nel(t turn.
+ He takes h~lf damage from melee and r~nged attacks. and
gains vulnerable 10 to close and area attacks.
(4 Klnslayer's Carn;lge (weapon) + Rech;lrge when first bl(){)dled
Attack: Close burst I (enemies In the burst); +18 vs. AC
:.r
feral Gaze (ch~rm) + AtWIII
Requirement: Grlgori must be in his normal form.
Hit; 3d12 + 6 damage, and the target is marked (save ends).
Auack; Ranged 5 (one creature); +18 vs. Will.
Miss; Half damage, and the target is marked until the end of Niko
Hit: Grlgarl pull the target up to 4 sqlJares.
lai's next turn.
T RI GGERED ACTIONS
M OVE ACT IONS
Swarm of Bats (polymorph) + Ret:hilrge when NikolaI uses YlImpiric
+Cloying Rats + AtWIII
Triooer. An enemy leaves a square in Grigorl's space while Grlgori
mark
Is in his swarm of rats form.
Effect; Nikolai becomes a swa rm of bats and files up to his speed.
Attock (Opportunity Action); Melee 0 (triggering enemy); +18 vs.
During this movement he is insubstantial. At the end of the
Reflex
movement, each enemy adjat:ent to him is marked until the end
Hit: 10 damage. and the target is slowed (save ends).
of NIkolai's next turn.
Sir 16 (+10) On: 17 (+10) Wls11 (+7)
TR1GG~REO ACTIONS
Can 21 (+12) Int 13 (+8) Cha 24 (+14)
I!Iv amPlrlt: Milrk (necrotic) + AtWIII
Alignment evil Languages Common
Tri88er: An enemy within 5 squares of Nikolai and marked by him
Equipment scale armor
makes an attack that doesn't Include him as a target.
Effect (Immediate Reaction); Close burst S (t riggering enemy In the
burs t). The target takes I S necrotic damage.
Str 24 (+14) Oed1 (+12) Wis 13 (+8)
Con 18 (+11) InI10(+7) Cha17{+10)
Allgnment evil Languages Common
EqUipment greataxe

C HAPT E R 4 I Dark Thr~uls


How Powerful Are the has begun explor ing a relallonsh ip with the Charnel
Fangs that could be mutua lly beneficial. Treyvan pro
Charnel Fangs? vides information 10 Grigori and Nikolai aooul Ihe
The Charnel Fangs dOll" have much politica l power; whereabouls of vahlilble goods being imported by riva l
they're essentially glorified thugs. Grigori has made houses. The vampires take advantage of this knowledge
his ambition clear. though. l ie intends to make the to eli m inate Treyvun's foes. ga ining bot h wea hh and a
group a power player in Gloomwrollght. Grigori relics mea l out of the arrangement.
on his brother's political aClIlllen to help negotiate the The most dangerous aspect of the Charnel Fangs
web ofconOicting fo rces in the city. The brothers have is its penchant for spreadi ng vampi rism among the
managed to keep the Death less Walch Ollt of their populace ofGloolllwrought. Grlgorl eagerly uses Ihe
affairs through a combination of bribes and intimida same riluai that created him to make more vampires.
tion, as well as complacency on the part orthe Watch. Ahhough these vampires don't rival him in st rength.
As long as the Charnel Fangs don't interfere with the they sha re his beslial nalure. \lVhcncver the brothers
guards. the Watch is content to let the vampires go and thei r pack go h UJlting, Nikolai and Grigorl select
about their business. a few choice victims to convert. causing their ra nks to
The nohles and merc hants view the Cha rnel Fangs continue swell ing.
as raw power t hat could be valullblc if tempered and Two factors help to keep the group's numbers ill
used as a wcapon. Although the more powerfu l houses check. The first is the llooded Lantern. This group of
such as Harskel and Carradh are uninterested in work- Pelor worshipers has specifically targeted the Charnel
ing with brutes like the Charnel Fangs, smaller houses Fa ngs for eradicat ion. though Ihey currently lack the
see the group as a means to an end. House Treyvan strength to launch a full assau lt on the Gra\eyard. For
every vampi re the l looded La nlern eliminates, though.
another one seems 10 rise lip. The other limitation is the
Shadow Stalker Vampire Level 13 Lurke r
cost of the transformation ritua l. However.lfTreyvan
M,dlurn ~hadnw humanoid (undead) XP 800
HP 97: Bloodied 48 lnllia tive +17
continues helping the Charnel Fa ngs to amass wealt h,
AC 27, Fort itude 13, Refl e. 27, Will 25 Percep tion +5 Ihen that constrai nt m iglu become irrelevant. at wh ic h
Speed 6. climb 4 (spider climb) Darkvlslon poi nt the Cha rncl Fa ngs could hecmllc a tru ly fearsome
Vu lnerable 5 radia nt force in Gloomwroughl.
T RA IT S
Burned by Sunlight (radiant) Feral Vampire Level 14 Brute
Whenever the vampi r", ~t .. rts Its turn In dlre<:l sunlight, It takes M('dlum shadow humanOId lund<:>,Jdt XI' I 000
10 radian t dilmage.
HP 173: Bloodied 86 Initiative +11
STANDARD AC TI ONS
AC 26, Fort itude 28, Refl ex 26, W ill 24 Perce pt ion +9
<D Claws . At-Will
Speed 7. climb 4 (spider climb) Oarkvlslon
Attack: Melee 1 (one creature): +18 V5. AC
Vulnerabl e 5 radian t
Hit: 3d8 + 7 damage.
TRAIT S
-I- Shadow Form (heali ng) . AtWIII
Burned by Sunlight (rad iant)
Effect: The vil mpire enters shildow form until the start of Its ne~t Whenever t he vampire starts Its turn In direct sunlight, It takes
tu rn. While In this form. it Is insubstantial and phaSing, cannot
10 rad iant damage.
attack. and does not provoke opponunity ilttilcks.
S TANDARD A CTIONS
-I- Clutch of Death. Recharge when the vampire uses shadow fo rm
<D Claw . At-Will
Auoc/(: Melee 1 (one creilture): +18 vs. Reflex
Attack: Melee 1 (one creature); + t9 lIS. AC
Hit: Sd8 + 10 damage. and the vampire grabs the target (escape
Hi t: 2d8 + 8 damage.
DC 20). At the end oflhc target's next ttJrn, if It is still grabbed
-I- Feral Frenz)' AtW IIi
by the vampire, it is weakened (save ends).
Effect: The fera l vampire uses daw twice but must target a blood
Miss: Half damage.
led creature with each attack.
T RIGG[[UO A CTI ONS
MIN OR A CT IO NS
-(0 Shadow Cabal (illUSion, tC leportation) Encounter -I- Rlpplns Fa ngs. At-W ill (l/round)
Tri88er; The vampi re is flrst bloodied.
Attack: Melee 1 (one creature); +17 vs. Fort itud e
Effect (Free Action): Close burst 5. The vampire creates fou r Hit: The ta rget takes ongoing 10 damage (save ends).
shadow duplicates. each In an unoccupied square in the burst. T R I t..t..~R[U A L liONS
Each duplicate occupies its square. Until no duplicates re main,
~ Feral Pounce. Encounte r
whenever a melee at tack or a ranged attack hit5 the vampire. it
Trigger. An enemy bloodies the vampire.
can teleport as an immediate Interrupt, swapping places wit h
Effect (Free Action): The vampire Ju mps up to its speed + 4 to a
a duplkate it can see. The duplicates last until the end of the square adjacent to the triggering enemy. Thi5 movement does
encounter or unti l destroyed. They can be altacked. have 1
not provoke opportunity attacks. The triggering enemy falls
hit point, and use the vampire's defenses. Whe n a duplicate is
prone, and t he vampi re uses claw agains t it.
des troyed. the vampire takes 5 damage.
Str 20(+12) Oex 1S (+11 ) Wls 15(+9)
Skills Stealth +18 Con 2J (+13) Int 11 (17) Cha 9 (1' 6 )
Sir 16 (+9) Dex24(+13) Wls 8 (+5)
Alignme nt evil l anguages Commo n
Con 13 (+7) Int 12 (+7) Ch;J 20(+11)
Alignment chaotic evil Lang uages Common

C HAPTER 4 I Dar'" Th r ealS


Olisk Carradh Sazha is fiercely protective of HOllsc Carradh . As his >-
:t
poweT base, ils st rength is essential. W hile he a ppreci II
The ancient and powerful hOllse of one ofGloorn-
ates a good kill, the ra kshasa ta kes pains to ensure that :>
wrought's oldest families has many secrets. However,
few among the m are as closely gua rded - or as poten-
a missing person isn'llinked to Carrad h.lfa member o0:
of his household becomes suspicious of Sazha or some
tially devastating-as the true identity of its patriarch.
one in his inner circle, the rakshasa schemes to shift
~
Evcnlllost famil y members don't know that t he :;;
human Lord Olisk died decades ago. The rakshasa
the s uspicion to an enemy. If that ploy is ullsuccessfui. o
Sazha snapped his neck. donned his visage, and took
Sazha arranges for that scion to die in an unfortunate o
~
acc ident. (A direct battle against Sazha should take II
his place at t he head of House C":a rrad h.
place only at the end of a long adventure filled w ith
In his guise as Lord Olisk. Sazha vacillates between Z
intrigues and twists.)
plotti ng the conquest a nd the ru ination of G loom - V>
One ofSazha's most sinister plans is cente red on 0:
wrought. depending on his rathe r chaot ic moods. Over
the deva Feria, the consort of Prince Rolan. Sazha is w
the yea rs. Sazha has replaced s ix other household
me mbe rs wit h rakshasas.
obsessed wilh the deva Feria a nd aches to have her for ~
his own. He has qUiedy spread a rumor that her soul ~

mate, Ashe, is bound for Gloomwrought to rejoin his lost "-


Sazha, l e vel 19 Elite Skirmisher (leader) 0:
love. Sazha intends to present himself as Ashe, reborn w
Fraud of House Carradh from a fallen deva into a rakshasa. By this artifice, he ~
Medium nalural humanu,d , rabhasa
HP 356; Bloodied 178
XP 4 800
Initiative +17
pla ns to push Feria over the brink and bring about her oa.
AC ]], Fortitude 29, Refle:>: 31, Will ]] Perception +13
reincarnation as a rakshasa. Sazha's plot cou ld be purely
Speed 6 lowlight vision a deception, or maybe he truly is the losl Ashe reborn ,
Saving Throws +2; Action Points 1 acting Oil a lingering love twisted in evil.
T RAITS
Perfect Duelist
5azha gains a +4 power bonus to AC and Refle:>: aga inst attacks
triggered by his movement.
STANDARD ACTIONS
<B Rapier (weapon) AtWiIl
AHIl(k: Melee 1 (o ne creature): +24 vs. AC
Hit; 3d8 + 10 damage, or 3d8 + 10 against a prone target.
4- Backhand. AtWiII
AUllck: Melee 1 (o ne ueature): +22 vs. Reflex
Hit; 4d6 + 10 damage. if th e attack roll was even. the target
falls prone. If the attack roll was odd, th e target grants combat
advantage (save ends).
+ Fist and Pommel + AtWiII
Effect: 5azha uses oockhand and then ropier. He can shift up to 2
sq uares before, in between. and after the attacks.
+ Quick Temper. Recharge when an enemy Sazha Ciln see spends
an action point
E!feu: Sazha shifts up to his speed and uses backhand twice. If
both attacks hll the same target. the target Is dazed (save ends).
MI NOR ACT IONS
Deceptive Veil (illusion) AtWill
Effect: Saz ha disguises himse lf to appear as a Medium humanoid
until he use s deceptive veil again or until he drops to 0 hit points.
Other creatures can make iI DC 38 InSight check to discern Ihat
the form is an illusion.
::r
Cloying Words (cha rm) Recharge if the power misses
Attack: Ranged 5 (o ne creature): +22 vs. Will
Hit: The ta rget is dominated (s.ave ends).
T RIGGERO ACTIONS
Cunning Strategist + Recharge when firSI bloodied
Tri98er: An ally within 5 squares of 5azha mis5es with an attack
roll.
Effect (Immediate Interrupt); Close burst S (t riggering all y in the
burst). The target can reroll the lriggering atta(k roll.
Skills Acrobatics +20. Bluff +21, Diplomacy +21, InSight +18
Str 20 (+14) Dex 22 (+lS ) Wis 19 (+13)
Con 18(+13) Int19 (+13) Cha 24 (+16)
Alignment ev il languages Common
Equipment rapier. no ble finery

C [[ Al'T I, R 41 D"rlr Threats


In t ruth , Rola n has dozen s of sources ofimm ortality,
ranging from founta ins of youth to nccroma ill ic rituals.
His most recent (and dependable) source of rejuvena
tion is h is con sort , Feria, a n immortal deva, from whom
he siphons life energy. T he prince fastidiously guards
th is knowledge, and a ny investigations into his long
lasti ng good hea lth t hat he hea rs about are abruptly
terminated .
Rolan is a wellknown roma ntic, a lthough he never
lets his appetites interfere w it h or influence h is rule. He
has courted dozens of powerful fe males over the course
of h is long reign , including Feywild e1adrin lord s a nd
Nine He lls devil princesses.

Princ:e Rolan level 21 Elite Soldier (Leader)


Medium shadow humanOid, human XI' 6,400
HP 270: Bloodied 135 InItIative +18
AC 37, Fortitude 33, Renex 31, Will 34 Pen::eption +21
Speed 6 Dar kvislon
Resist 15 ne<roti <

Au ac": Melee 1 (o ne ueature): +26 vs. AC


Hit: 3d1 2 + 10 damage, and the target is marked until the end of
Rolan's ne xt turn.
(- Duelist's Flurry (weapon) + AtWIII
Attack: Close burst 1 (e ne mie s in the burst); +26 vs. AC
Hit: 3d1 2 + 10 damage, and the target is marked (save e nds).
Miss: The target is marked unlil the e nd of Rolan's next turn.
MINOR ACTIONS
Inspire Recklessness + Recharge when Rolan uses life Siphon
Efje<t: Ranged 5 (one ally). The ta rget ta kes 15 da mage and
<harges or makes a me lee basic atta<k as a free action. The ta r
get's atta<k deals 10 e xtra damage.
T RICCERED ACTIONS
Life Siphon (ne<rotl<) + AtWIII
Prince Rolan Tr;88 er: An enemy w ithin 10 squares of Rolan and marked hy him
Prince Rolan, Gloomwrought's ruler, is a superlative makes an atta <k that doesn't lnd ude him as a ta rget.
Effect (Immediate Rea<tion): Close burst 10 (the tr igge ring enemy
example of how the Shadow fell's ever-present gloom
in the burst). The target takes 30 ne<Totl < da mage, and Rolan
affects living creatures. He projects lassitude whHe sit- gains 30 temporary hit points.
ti ng in courl , a catatonic ind ifferen ce while watching Unnatural Life (healing) + Entounter
h is gu ards fight, and an aura of m enta l absence wh ile TriMer: Rolan drops to 0 hit poims.
contemp lating the night sky. Effect (No A<lion): Rolan does not die. Instead, he falls un con
For Rolan , however, the gloom's effect is a ruse. He is s<lous until the start of his nt'xt turn, when he gains 135 hit
a masterful actor in a careful performance t hat lulls his points. When he gains these hit points. a ll effe<ts on him end.
he becomes insubstantial until the end of his next turn, and he
foes into a false sense of su pe riority.
<a n teleport up to 6 squ ares as a move anion unti l the e nd of
T he prince is actually an accom plished warrior and the enoounter.
a masterful politician. He pays stric t attention to detail Skills Bluff +24, Diplomacy +24,lnslght +1 1, lntlmidate +24
a nd nuance, his keen m ind linking people wit h plots Sir 24 (+17) Dex 23 (+16) Wls 23 (+16)
w hile catalogu ing connect ions that go back decades. He Con 26 (+18) Int 23 (+16) eha 29 (+19)
never forgets an insult , delights in subt le revenge. and Alignment evil languages Common, Supernal
Equipment rapier
strikes with a snake's speed when roused to actiOIl.
Gloomw rought's p rince uses his mask of apat hy to
shroud the fi ery, passionate joy he takes in liVing. Ifs no
secret that the human prince has ruled the City of M id
n ight for th ree hu nd red years, a ll the wh ile appearing
to be about the age oUi lty. The mystery of this longevity
is, in fact, a subject of wiJd speculation a ll over the city.

C HAPTER 4 I Dark l" h reats


r
Veleris a'Lindesta :I
Before the Sever sliced the Shattered Isles from the lJ
:>
mainland, institution s of learning and knowledge oa:
blanketed the locale now known as the Isle of Lost
Thoughts. In those days. Vcleris a'Lindesta was the 3:
Hall of Sages' head libra rian. When the Sever was :;
unleashed. the shadowboTn eladrin wizard ned the o
Shattered Isles. leaving behind his life's work.
o...
Vclcris now makes his home in a small eladrin COIll - lJ
munity in the Temple District. He spends his days Z
scroung ing for arcane articles as he attempts to re build Vl
the hall's glory in his own quarters. a:
w
Vclcris lives in a welJ-appointed house balanced
atop a four -story tower. This isolation suilS him. since ...~
the Shadowfell's oppression has exacerbated his "-
depression and reelusiveness. Vcleris descends from 0:
w
his home Infrequcmly, Instead counting on a fe w
trustcd contacts in the city conservatory to inform him 3:
w hen a new treasure surfaces.
oQ.
Veleris a'lindlilsta, Level 9 Elite Controller
Sage of History
MedIUm shadow humanOid dadnn XP 800
HP 184; Bloodied 92 Initiative +6
AC 23. Fortitude 19. Reflex 23. Will 21 Perception +7
Speed 6 low.llght vision
Saving Throws +2; Action Points 1

Double Actions
Velerls makes two initiative checks and ta kes a fuJI turn on each
initiative result. Veleris can take two immediate actions per
round but only one betwee n one turn and the next.
Dual Brain Adventurcrs looking for a certain piece oflore might
At the end of eac h of hi s turns. Velerls automatically ends any seek out Vcleris, but he is more likely to initiate contact.
daZing, stunning. or charm effect on him self.
He sces adventurers solely as a means for gaining more
Warped Body and Mind (necrotic, psychic)
Whenever an attack hits Ve1erls's Fortitude, the attacker takes
artifacts.
2dl0 necrotic damage. Whenever an attack hits Veleris's Will.
the attacker takes 2d1 0 psychic damage.
STANDARD A CT IONS ROLEPLAYING VELERIS
<D longs word (weapon) + At-Will An awkward and off-putting hermit, Veleris alien-
Attack; Melee 1 (one creature): +14 vs. AC
Hit; 1d8 + 9 damage.
ates himself from others with his obsessive hoarding
<~ Dark Ravings (fear. necrotic) + Recharge when Veleris uses steal of knowledge. He will say anything to convince the
knowled8e adventurers to bring Isle of lost Thoughts relics and
Attock: Close blast 5 (enemies in Ihe blast); +12 vs. Fortitude Information to him.
Hit: 3d12 necrot ic damage. If the heroes spend time around Veleris, they likely
Effect: Veleris pushes the target up to 3 squares. notice that the sage is highly paranoid and dearly
~~ Steal Knowledge (implement, psychic) + Recharge when Veleris
crazy. Although the Shadowfell has been particularly
uses dark ravin8s
detrimental to the wizard, the primary cause of his
Attock; Area burst 1 within 10 (enemies in the burst); +12 vs. Will
Hit; ld8 + 7 psychic damage. and the target can't use encounter derangement is far more sinister. Veleris is a thrall to
powers until the end oOts next turn. Vecna, who uses the wizard and his connections to
Miss: Half damage. ferret out Gloomwrought's secrets.
M OVE A CTIO NS In hidden chambers below his home, Veleris
Corrupted Step (necrotic, psychic, teleportation) + Encounter houses dozens of kidnapped scholars. Using Vecna's
Effeel: Veleris teleports up 10 5 squares. Each enemy adjacent to techniques, Veleris has brainwashed them, effectively
the square he left takes ongoing 10 necrotic and psychic damage
(save ends).
eliminating their personalities. Now the scholars
SkIlls Arcana +14, Hbtory +14, Religion +14 serve as walking repositories of knowledge. If anyone
Str 10 (+4) Dex 14 (+6) Wis 17 (+7) discovers his secret, Veleris and a few golem guards
Con 12 (+5) Int 10 (+9) eha 13 (+5) he created attack.
Alignment unaligned and evil languages Co mmon. DraconiC.
El ven
Equipment cloth armor, longsword, orb C HA PTER 4 I Dark Threals
The Widow of the Walk Widow ofthe Walk
MedIUm shadow humanOid (undead)
Level 18 Solo Controller
XP 10,000
Long ago, the matriarch of a powerful mercantile HP 656; Bloodied 328 Initiative +11
family (and the mother whose spirit would become the AC 32. Fortitude 28. Reflex 31 Will 32 Pen:eption +12
Widow orthe Walk) allied with a coalition of nobles Speed 6, fly (altitude limit 1); phasing Darkvision
that sought to overthrow Prince Rolan. History relates Immune charm effects. sleep effects, stunning effe<:tJi
that this coup was an outright disaster. Most or the SavIng Throws +5; Action Poin tJi 1
TRAITS
wouldbe usurpers died confronting the prince. and
Ghostly Gra<:e
hundreds morc fell during the Sever. The Widow's chil The Widow is insubst;mllal while moving
dren- a ll high ly ski lled combatants- were among the MINOR ACTIONS
first wave that attacked the prince's palace, and Rolan Summolled Ho me (charm, psychic) AtWIII
and his guards killed them all. Effect; Ranged 5ight (one creature). If the target doesn't end its
The mother's spirit lurks at Widow's Walk, the next turn within 5 squares of the Widow. the target takes 25
bridge that connects Cauldron Isle and Briarborne Isle. psychic damage,
Spedal: Us ing this power does not provoke opportunity attacks.
The Widow has never been seen apart from the bridge
TRIGGERElI AC1JONS
she haunts. She stalks the expanse at night. slaring out (4 Obey Your Mother. AtWiII
toward the city she once inhabited and where her chil Trigger: An enemy that is not currently dominated ends its turn
dren lost their lives. The people of Gloom wrought take within'> squares of the widow.
great pains to avoid Widow's Walk between dusk. when EJJeCi (Free Action): Close burSI '> (triggering enemy in the burst).
she appears. and dawn, when she vanishes. for when The ta rget is dominated and takes an extra turn. The widow
chooses one of the follOWing benefits for the target to gain
someone sets foot on the b ridge in her presence, she
during the extra turn. At the end of the extra turn. the ta rget is
lashes out ang rily.
no longer dominated.
The Widow of the Walk is an invaluable source of t. Alaln's A88ression: The target deals 5 extra damage on charge
information for anyone who wants to know about the attacks.
city'S tumultuous and complicated past. She knows 2. Brandis's Baule Cry: The target gains a +2 power bon us to
which houses were involved in the rebellion and has attack rolls.
details about how the Sever occurred. 1 (ass/'s Clout: Any creature t he target hits is knocked prone.
4. Pieters Poison; Any creature the larget hits is slowed (save
ends).
S. 5tad's Spellcmft; The target slides any creature it hits up to 2
squares. The widow chooses where the <:reatures slide to.
Favored Child + AtWII I
TriMer: An enemy the widow can see hits while that enemy is
domina ted.
Effect (/mmedl!l/e Reaction); Ra nged sight (triggering enemy). The
target gains 5 temporary hit points and deals 10 ex tra damage
with the attack.
Special: Using this power does not provoke opportunity attacks.
Str1 6{+12j Oex 14 (+11) Wls17(+12)
(on 12 (+1 0) Int 22 (+15) ( hOI 2S (+16)
Alignme nt una ligned la nguageJi Common

The Widow's Children


The Widow had five children . each of whom received
a s peCia l item w he n he or she came of age. T he items
we re magica l, and they reflec ted t he interests and
passion s of each child. During t he Sever, when the
\,yidow's ch ildren fought against Prince Rola n's fo rces,
they carried t hese cherished objects with t he m. Over
the course of the batt le. each of t he Widow's chi ldren
was sla in , and the objects were ta ken. If t he items are
ret urned to the Widow, she can rest. knOWi ng that her
ch ildrens' beloved items are reu n ited in lhe hands of
brave adventurers.
Alain: Alain was a fig hter who carried a greataxc
engraved with images of d ragon talons. When he fe ll ,
t he Deathless Watch recovered t he weapon . and it was
handed over to Rola n. The axe now rests in Rolan's per
sonal collect ion ofite ms.

C H A PTER 4 I Dark Threa's


Brandis: A valiant commander. Brandis wore a d is f-
ROLEPLAYING THE WIDOW r
tinctive adamantine helmet that sported a plume made <J
from a nightmare's tai l. During the battle, members of In a fight, the Widow calls on her long-dead children OJ
the Tenebrous Cabal sided wit h Rolan. Using shadow for help. What she interprets as assistance from her o
magic, they sneaked behind the front lines and killed
Brandis in cold blood. The helmet is now owned by the
fallen offspring is really her overwhelmi ng super-
natural power manifesting in the minds and bodies
"~
of her enemies (see her obey your mother power). She :;
organizations current Gra ndmaster of Shadows. the o
instinctively chooses someone who most resembles
vampire Tcliko.
a specific child to act as that child. For example, she
o...
Cassi: A fierce master of unarmed combat. Cassi
chooses a violent character, such as a barbarian, to <J
wore a crystal -st udded headband that helped her
play her hot-headed Alain. Z
focus and strike unerri ngly. Whe n Rolan marsha led
h is forces against the rebels. House r:arradh joined The Widow sees a hero who keeps his or her dis- Vl

the fight on the prince's side. When the fighting was tance as her dead husband, Cregan, who drowned
when his ship sank off Gloomwrought's coast. She "
UJ
concluded, Rolan awa rded the headband to House
ca lls broken ly to him, begging him to return. Even ~
Carrad h for its service. The item is now in Olisk -'
Carrad h 's possession. though she starts a fight in crazed despair, the rigors Q.

Pieter: A spy and a n assassin , Pieler mastered t he


art of poisonm aki ng. I-Ie delivered his concoctions wit h
of battle make the Widow realize that she's dead and
her children are gone. When she becomes blood- "~
UJ

a long dagger he concealed in his sleeve. Pieter was the ied, her rage and mania subside, and she willingly oa.
last of t he child ren to die. House Harskel aided Rolan answers a few questions out of a perverse sense of
in tracking him down. and for t he assistance, it received gratitude to her foes. Her clarity won't last, though.
Pieter's dagger. which Ded rek J-Iarskel now has. If the adventurers linger too long In conversation, she
Stad: A late bloomer. Stilci ca me into her own might slip back into her delusional state before they
through study. She mastered battle magic and crafted have a chance to leave the bridge.
a willow staff with which to cha nnel her spell s. Staci If "killed" in battle, the Widow returns at dusk in
tried to use her magic to stop the Sever. but instead she two days. The only way to permanently free her spirit
was caught in the midst of the cataclysm and fell to her is to bring her children's most treasured items to
deat h. Her staff now lies in Gloomwrought 's Underc ity, her (treat this as a major quest). Then she leaves the
awa iting discovery. bridge, still in mourning, but ready to take the long
trek to letherna.

MONSTERS BY LEVEL
Every new monster in this book and the Ellcou.nter BOOR appears ollihe follOWing list. which is
sorted alphabetica lly by level and monster role. Monster leaders arc indicated with an (L).
Monsters in the Encounter BOOR a re indicated by an "E" preceding the page number.

Monster Luel and Rol e. Page Monster Level and Role Page
I\lidnight Catcher 8 Soldier 110 Te nebrous Assassin 14 Skirmisher 11 2
Ilsra. Priest ofOn:us 9 Controller (1) E8 Tenebrous Conjurer I S Artillery 11 3
Vdcris aUndesta. Sage ofHisloTY 9 Elilc Contmllc. 125 EUouy Initia te 15 ' 'llnion STI.le 98
Midnight Drifter 9 Skirmisher 110 Grlgorl. Charnel Brother I S Eli te Controller 121
Midnight Arrow 10 ATtiliery 110 Tenebrous Infi ltrator 15 Lurker 11 3
Us the Vile 10 Elite Artillery El9 Ebony Kni ght 15 Soldier 99
Dedrek Ilarskcl. Nikolai. Charnel Brother 15 Soldier 121
Lord of HOllse J.larskcl 10 Soldier 116 Ori~tu5, Marshal of thc lhlon IS Elite Soldier J03
Street Golcm 10 Soldier 105 Ebony Ravcn Speaker 16 Artille ry 9.
Ghost Talon Heartseeker 12 Artillery 102 Deathless Mage 16 Controller (L) 96
Ghost Talon Thug 12 "-linion Brute 102 \Vall Golem 16 Elile Lurker 105
Zealot of Arelll 12 Minion Soldier 18 EbolJ)' Thurifer 16 Skirmisher 99
Golthor. Gargoyle Chieftain 12 nrllie 119 Keeper En force r 16 Skirmisher 107
Deathless BladellIaster 12 Sold ier 9. False Keeper 17 Elite Controller 107
Deathless Berserker 13 Brute 95 Balaren.
Glurilld a. Street Hag 13 Controller 118 Captain of the Crilllson Sashes 17 Elite Soldi er (1.) 11 5
llcarth Golem 13 Elite Controller 105 Ulag. Lord of Kazza kwl 18 Elite Brute [2 6
Shadow Stalkcr Vampire 13 1.urker 122 Rodak Death Drinker 18 COlllroller [28
Deathless Sniper 14 Anillery 96 Widow of the Walk 18 Solo Controller 126
AZIIIlII BelJnic. Genasi Ambassador 14 Brute II. Sazha. Fraud of House Carradh 19 Elile Skirmisher (L) 123
Feral Vampire 14 Brute 122 Han. Oni Storm Strider 20 Skirmisher [29
Ghost Talon Darkblood 14 Brute 102 Feria. the Shadow Angel 2 1 Controller 11 7
Ghost Talon Death Dealer 14 Controller (L) 102 Prince Rolan 2 1 Elile Soldier (L) 12'
Arem the Heretic 14 Eli te Controller (l ) 18 Vorkhesis, Master of Fate 30 Elite Lurker 91

C II AI' TEH 4 I Dark Threats


NOT AFRAID OF

DEATH
ARE yOU?

Prepare to enter the Shadowfd!. a disturbing


reOcclion orthe natural world and a dark haven for
JOSI sou ls and deat hly spirits. Foul creatures haunt
this forsaken plane. yet OUt orthe gloom rises a city
of twisted splendor where adventure awaits and
anything can happen.

ThiS DUNGEONS & DRAGONS* game book contains


all of the information a Dungeon ~laSlcr needs
10 run thrilling adventures in Gloomwrought.
a city in the bleak and deathly plane known as
the Shadowfdl. The material in Ihis book can hf'
adapted for any DUNGEONS & DRAGONS campaign.
This book describes key locations within the city
itself. as well as various inhabitaills. plots. and
adventure hooks. Noteworthy areas beyond the
city arc also described, allOWing players 10 explore
more of the shadowy plane.

You might also like