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the scouring of the Land” ‘A Campaign Adventure for Characters of Levels 9-13 SHADOWDALE The scouring of the land™ ar rages across Cormanthor and the Dalelands. The blackelad legions of Zentil Keep and the drow of the Elven Court are locked in a flerce war against the refounded ‘lf realm of Myth Drannor and its lis in the dales. selves, drow, and humans skirmish ia the wide woodlands of the Elven Court, Zhent forces also assil the western forest. A powerful army led by Seyllua Darkhope, High Captain of Zhentil Keep, ‘occupies the western dales, Shadowdale, for so long a bastion against Zhentish ambitions, now groans under the Yoke of the conqueror, Shadowdale’s traditional defenders are scattered to the four ‘winds. Storm Silverhand, Dove Faleonliand, Scothyar “Scotti” Aancathra, andthe test of the Knights of Myth Drannor fight alongside the warriors of Tlsevele Miritar in ehe Fierce battles far to the cast. Mourngrym Ameathra, Lord of the Dale, oecupics the Twisted Tower, seuningl unconcerned with Shadowale’s new ‘efenders?” And Elminster, the Sage of Shadowdale, is missing, has tower in ruins. New heroes must step forward if Shadowdale is tobe free again. Shedowsdaie: The Scouring of the Land is a Duxozoxs & Deacons" adventure designed forfour Stivlevel characters. Player characters will advance through 10th level and into 2th level during the course of the adventure, and perhaps reach 12th or 13h level by its conclusion. preparation ‘You need four books to run this adventure: the Player's Hand- book (PH), the Dungeon Master's Guide (DMG), the Monster ‘Marae! (MAP), andthe Poncorven Rass Campa Sing GERCS) In aon, you might fd it seis have copy Heres of Bt Ths uczew x iar oft characte efor to overthrow Shadowdale' conser baad on the vitory- Point russ inerodoce in that took You dont fare to hae Herc 9f Bast wo rack ths pet, bot ifs a god rxosce Fr arched adver Thraughout this bo supecipesbbcvstons are often Reeds dete peeves ort ane tet spent tera pplamcats Thos supine and abe ations areas follows Beabo/ Bvaled Deeds (BORD) Complete dven- turer Cd Complete Arcane (CAt\ Complete Warrier CW), Draconomicon (Dra, Flend Fala FF) Fiendish Codex (FCI), Libris Moris (LM), Lords of Derkwess (LD), Cast Empires of Faeriix (LE), Miniatures Handbook (MH), Monster Manuat ‘TE(MM2), Monster Manual IIT (MMB), Monster Manual I” (MMA, Montes of Faerie (Mony Planar Handbook (PR), Player's Guide 1 Faerin (PG), Race of Facris (ROP), Serpent Kingdoms (Ky Spell Compendinm (SC), Shining Sindh (5) and Underdark (Und). Although this adventure isa sequel to che adventure Grr The Tearing ofthe Weave, $0u don't neat to pay theough that adventure before runing ths one. ‘We recommen that You review the information presated con the Dalclands and Shadowale in the Fawnorren Reds Campoige Setting (gages 116 and 137, respectively) before an sing tis venture, You'll als find more detailed infortation aout Shadowiale in Appendix 1 of this adventure. "This adventire ses tactical Format fo describe encounters ‘hac te ikely to result in combat. The adventure i divide nto san adventure narrate the Fron sections of Chapters 1 through 5}, in which encounters and location descriptions are presented inte traditional manne aaa tactical encounter section athe cn of each chapter, in which specific Batis ar lai out in an ‘aston Format. How To use the vactical sormat “The kaye entries inthe text present i eens, 2 Hlowchart of che adventure. Locations or eventbased eneounters hat resule ina Sight havea corresponding tactical encouter a ee end of the Chapter in question ae ‘eraopverion —— When the adventure narrative directs you t refer toa tact- ‘a encounter, simply cur tothe indicated page ‘The most obvious feacure of cach tactical encounter is the sap of the room or area where the encounter occurs. A variory of text egeries acompany each map: a Setyp section, informa tion tobe rea aloud tothe players, and other details specifying features ofthe tactical area, Begin with the Setup section fst, sick describes the initial creature positions and circumstances of the bar. The remaining sections include erature descriptions and statistic, creature ects, taps (Fam), and orherrolaed information 5 ‘The encounters in eis adventure are designed for use with Dononnnse Drscons* Miniatures In some case initure you oun might represant a character or exearre perfect I you don't have the exact miniature, just substitute another miniature ‘ofthe same size and tell che players what the minicar you'se sing represents How so Usr Tacrica Mars As described on page 59 ofthe Duoneon Master’ Guid if map fearure cavers moce than half of a given square the feature is consilered to extend ine tha quae. I it covers fess than hal ofa square, it docs extend into that square. For erampl if an area of light undergrowth skirts around the clges oF square but che est ofthe square is clear, then there’, rp extra movement cost fo ener that square Ifthe undergrowth reaches past tbe mile of the square, the square costs 2 squares 15 move in. ‘The same role applies to diagonal walls, which are drawn co the tacts! maps so they cut ehroug the center of square ‘ds instead of running cotner to corner. This way, i's easy to tel whether a character can standin a given square or ns, ince very square that a diagonal wal passes chron isitherlrgey ‘kar (jou can stand here) or jst a small corner (you ca stand thers). adventuce Background Shadowdate: The Scouring of she Land is set the winter of the ‘Year of Risen Flfkin, 1375 DR. I ahos place about five months after the events described in the Last Mytbal trilogy. In the spring of 1374 DR, Lord Scverit Mirtar of Evermect sustered 2 great crusade 16 meet the throat of the daemon- fey legion of Sarya Dlardrageth. Seiverl’s Crusade drove the acsponfey out of the Hight Pores, ad then pursued the demon- spawned sun elves to their seoret stronghold in Myth Drannor. Armies from Hillsfar, Sembia, Zhentil Keep, the drow of Cor- smanthos and the various das took the fold, som allying with the daemonfey, others fighting against Sarya Dlardrayeth and hher hellish hordes. Ultimately the elf army prevailed, retaking ‘Myth Draamor. Although Seiveril Miricar fell in the final batle within the ancient city, his daughter Tevele became ruler in his place. ‘With che riva city-state of Hillsfar firmly under his thumb, Froul Chembryl, Tyrant of Zhentil Keep, determined to pre- vent Myth Drannor from rising again. At the same time, the Viaeraun-worshiping drow of House Jeelre and the Auzkovyn clan read their own doom in Usevele Miritar’s ascension to the thrope of ancient Cormanthyr. Zhents and drow conspiced © setack Myth Drannor before Haevle Mitta’ edging realm grew any stronger ‘As Froul searched fora master stoke to overthrow his wew enemy, he was approached by Escele Grajeastls a priests of Shar. ‘The servant of Star cared Fete for Fuoal Ghembry's roubles with Myeh Drannor, but she greatly disired ro strike a blow against dhe servants of Mystra in Shadowdale—in particular, the {feat mage Elminser. Esvele offered to remove Elminster and he other Chosen of Mystra) fom Shadowcale iy creating ead mig zone over the entire are; its fects would deter the Chosen of Mystra from returning, The Sharan prstessalio offered an allance wich the Lolth-orshiping drow of Hose Divernin. iy depriving Shaiondale’s defer of hse potent mail powers, FBsele would make it posible forthe Zhentarim and hei drow allies to finally conquer the dale: I torn, the subjegatint of the dale by the Zhentish armies would make ic posible forthe servants of Shar to carry out ther goddess vendeta against, Mystra. Poul assented to Essel ofer—allowing che priestess of Shar tarp a hole in che Weave seemed a reasonable price for the defeat of Shadowale Tn the dark hours of 15 Nightel 2374 DR, x smalt company of Sharran assis and shadow adeps slipped into the dae Jn Elminser’s vaults a powerful Sharran artifact—the Ebon Diadem—ay quicient, ane of many such evi tems that the Sage of Shadowéale kept hidden safely within the wards of his tower. But the Diedem harbored a deadly secret. Breaching the ‘fses OF his tomer, che Sharrans succeded i activating the Ebon Diadem and woleasing is powers. Feeding on the very strengch of the wards Flminster had raised over the year, the Ebon Diadem greatly strengthened the Sharsan assis. Alehough Eliinster destroyed most of the inruders who had ered his tower, the Sharransdefeaed him. Gravely wounded, he was whisked away by his contingency sells—and his tower itself was blasted into ruin and hurled into some far plane ‘Within hours of Elminsters defeat, Seyllua Darkhope led = hensish army into the norehern verge of the dale, while the doe of House Dhourni overran the defenders of the Twisted “Tower from below. When the Castellay af Zhentl Keep aeacked Shadowdale in the summer of 1374 DR, Seiveril Mister had «quickly marche the Crstde yo Shalowdale’ defense This time, however, the elves were unable 10 help—dhey were levy en- gaged against oth 2 Zhent army actacking out of Hillsfar and 4 great rail of drow. The folk of Shadow simply could not ‘overcome tho Zent advantages in mowstersand numbers with- out resorting to magi and the damage the Sharrans had done to the local Weave made magic weak and unrefihle. Despite valiant defense, the dele Fl To the astonishment of the local populace, Lard Mourngeyim Ameathra subsequently amiounced analliance with Zen Keep and welcomed the Zhentarim into ‘SSadowdle a alls. TEsabshing powerful gsrson vo occupy the dal Seyiua Darkhop le her army south and east, striking toward Mistedale and che Moonsea Rie ro complete Myth Drannor’ encirclement, While the armies continue fo maneuver in the forests to the cast and the priests of Shar sck to complet the dstrcron of che Weave in tis pae of the Dallas, Shadowdae les under the Zhentish fist. The peopl ofthe dae sect with anger and smurmur aging eer oppresers, but thy daze not rie 4p—aot yet anyoay der Tyrropuctioy —_— Adventure synopsis Shadvwdale: The Seouring of the Land offers the player characters the opportunity to take on that most heroic of en- deavors—overthrowing evil oppressors and restoring freedom to a land in misery. The PCs must overcome the twin challenges of an insidious corruption of the Weave and a ruthless occupation by the Black Network. To drive the villains out of Shadowdale, the characters must organize and lead desperate revolt of the dakesfolk against their conquerors. They must clas of the poss Uilty of quick reinforcements eliminate potential alles overcome the nefarious rites of Shar’s servants eliminate the leaders of the evil forces, and finally take to the battlefield inorder to lead the daesflk to vietory (Chapter 1: Dale Under Shadow. The characters arrive in Shad condale, only to find the dale under occupation and the Weave fraying, After tangling with two rival bands of mereenarcs in the Black Network's employ, the PCs explore Lord Aumry’s tomb atop Watcher's Knoll After freving the remnants of Sylun¢ from 4 voracious eater of magic, the characters learn that clerics of Bane have established a porta to Zhentil Keep amid the ruins of (Castle Krag, that servants of Shar have begun a dark rite in the lair of the lich Alokkait, and that drow lurk in the extacombs beneath the Twisted Tow. Chapter 2: Castle Krag, An ancient ruined fortress overiook- ing the da, Castle Krag is being transformed into bastion of ‘Bane, the Dark Lond, Characters scking a chance to launch & bold countestroke against the Zhentish occupiers begin thir campaign of liration here, destroying a portal through which ‘hentl Keep and the Church ot Bane can dpatch reinforcements as needed, Chapter 3: Dread Lair of Alokkair. A notorious dungeon buried beneath che heart ofthe dale, the Dread Lair of Alokhair roy serves asthe stronghold of Shars servants. Ravel Grayeastle and the lich Alobhair are engaged in ites designed to expand the tear in the Weave and render all Weave users powerless within te dale, The Grinding Gulf, in the heart of the lich air, leads Alwn to sccret drow roads linking the ruins of Macrimydra with the eclars of che Twisted Tower. ‘Chapter 4: Azmacr’t Folly. The Matron Sisters of Howse Dhuurniv have reclaimed Azmaer’s Folly 0 named for the last Arow marshal ofthe Twisted Tower. Defeating tne drow and re- ‘overing the pendant of cbabe sts the sage forthe liberation of the dale, ‘Chapter 5: Uprising, With the Banite porte shuttered, the row defeated, and the Weave's degeneration halted, the dale’ revsaining oecpiers are vulnerable. In this Chapter the PCs lead A rebellion of the dalesflk against the minions of Zhentil Keep. Racing from one eid of the dale tothe other, the PCs attack Zhentish supply trains, aoqice acces to a longshilden portal network, defeat Zhentish monsters and champions, and finally. conffout the leader of the Zhent armyy—High Captain Seyllua Darkhope “Appendix 1: Shadowéale describes the village of Shadowdale and the sbrrounding countryside. Appendit 2: Game Materials contins new monsters, nadie items, and other information useful in the adventure. Adventure Hooks Characters might become entangled in this adventure through wie variety of methods. Suggested hooks include the following: Ont of Cormyr: Assuming that you have just played through Cormyr: The Tearing of the Weave, the PCs have presumably recovered an unfinished leter from Skull Servant Eehas to his superior and a scrap-of parchment from a Sharraa tome known asthe Book of the Black A succesful DC 20 Knowledge (eligion) check reveals thatthe Beok of the Black sa litle known Sharran religious tome that has been real only by s handful of high-rank: ing servants of the Lady of Loss. succesful DC 20 Knowledge (arcana) check reveals thatthe Boot f the Black is mentioned in 4 comprehensive index and extaiog of a Myth Drannan wizard school’s library. The catalog is titled “Sungs of the Wind: The Holdings of Windsong Tower, by Elminster of Shadowiale” A successful O15 Knowiedge local—The Dalelands) check reveals that Elminster is the legendary Sage of Shadowiale. The PCs follow these clues ro Shadowsdae, in hopes of winning an audi cence with the legendary sage and learning more about the Book of the Black ‘Just Zessing Through: The PCs are traveling along the North Ride, carrying a message or small parcel of some sort from CCormyr to Hilsfatas/2 favor to an old patron. They ride into the middle of town only to find that it's been pillaged. Small bands of mercestrics and sellswords have boon seeking work in ‘Cormanthor for months now, so the Zhents don’ have a reason, tobe immediately antagonistic to the PCs—but any characters oF + goot heart can se at a glance that Shadondale nceds help ochers ‘might see an opportunity for profit or advancement through les honorable means. Desperate Summons, Player characters with some connection {0a gootaligned organization (the refounded elf Kingdom of ‘Myth Drannor, che larpets, the Purple Dragons of Cormyr, the ‘Church of Lathander, or a prestigious order such asthe Knights (of the Chalice, for example) receive a summons from an ally oF superior. The fllow member has armed froma desperate refigee ‘hat Shadowdale has fallen tothe Zhents, and he asks (or orders) the PC togo to Shadowdale and sti up as mich trouble as possible against Froul Chembryl's forces. The Zhen cat be alowed to scp their il-gotten conquest and the PCs are the best that the ‘organization can currently throw atthe problem. "Returs of the Warblade, The PCs are asked by the newly ‘ensconced ruler of Myth Drannor, sevele Mita, to liberate Shadowdale. Under he cloak of this noble mission, the PCs are secretly asked to hunt for the Warblade (sce page 150). Usevele ‘explains that recently triggered ancient wards indicate that the legendary sword has recently returned to the Realms Above (or petiaps the uppermost reaches of tne Underdark) inthe vicinity of the Twisted Tower. ‘Twisted Toner has long occupied a ratgi oct tion astride the River Athaba, along the primary trade route Between the cits af the Moonsea and Corny. Since the rise of ehe Zhentarim, the lords of Zhentil Kup heave sought to conquer Shadowdale in hopes of securing the narow swath of teritory that runs beeween the depts of CCormanthor and the Great Sani Sea of Anauroch, thereby com ‘rolling the lucrative trade route chat links the Moonsca tothe vesterd Res, ‘Over the past ewo decades, the Zhentarim have mounted three {invasions of Shadowdale, an cach has becn repels. Now ast six months after the last azemp Shadowdale i inllyand firmly—underehe thumb of the Zhentarim, thanks tothe de- pérture of many of the dale traditional defenders including Storm Silverhan, Dove Felonhund, and the Knights of Myth Drannae) and the Back Nerwos4s allaner with the drow of House Dhuursiv andthe Church of Shan. ‘In ths chapter, che characters experience the brutal real ity of the Zhentatim occupation and its effect on the lot? populace. The Hand of Azuth leads the PCs tothe Tom of ‘Aumey beneath Waechers Knell, where the PCs rescue what's ‘kfc of Syluné, the Ghose Witch of Shadowlale- From Syluné, they learn of Bane efforts to construct a portal beneath Case UMDER, HADEW Krag between Shadowdale and Zhentil Keep, the Sharran plot to unwind the Weave in Shadondale, and the return of the drow to the Shadowdark. Once the PCs achieve some level of notoriety, they start to earn the backing of the loeal populace and provoke an escalating series of responses from the Black ‘Neework, including running afoal of Lord Mourngrytns sur. mary brand of “Justice,” being set up as wanton killers, and a iabolic assassination attempt. rhe zhentarim “The Zheorarim, sso koown a5 the Black Network, began a8 a secret sciety founded by the archmage Manshoon 35 & power tase independent of Zhentl Keeps political srucure. As Ma shoon conselidated power i Zhentl Keep, the Zhentarim beeame increasingly open and prominent. Nomnally, the Black Network claimed to bea merchant society seckng to operate and control trade routes betwoen the Moonsea and the Wester Heartlands, but mos saw them for who they euly were: the military arm of Zhentt Keep an close alles of Foul Chemis fllovers inthe church of Ban, Dang the past two decades, the Black Network has experienced great deal of turmoil and many dans these are largely atribae able to such externa events asthe death of Bane during the Time of Trou, the razing of Zhentil Keep atthe behest of Cie, and the Manshoon Wats that greatly weakene the organization’ leader. Hones, the Black Network cae emerge’ (rom this crv ible is stronger han ever and under the absolute contral of Fal cml, Trent ofthe Moonie and Chasen of Bane SS zhent recminology “The Black Network encompasses the organizations rul- ing priests and mages a5 well as the merchants, soldiers, and agents who serve them. The term “Zhentarim,” techni. cally refers only to the governing wizards, sorcerers, and lets of the Black Network, but common usage treats both erms equivalently, The Zhenela are the soldiers of the Zhentarim ax Zhentil Keep. Zhents are the common people of Zhentil Keep. Zhent (or Zhentish) also means “of the Black Network” and is applied to people, goods, ad activities of the Zhentarim. army of parkhope “The Army of Dacktbope is uni the direc coismand of Sey: in Darthope, Cstelan of Zhen Kesp and igh Captain of ‘the Zhentilar, Fzoul has charged Scyllua with the destruction of | (Meh Drago, the extension of hs authority into Daggsrale, Shadowésls, and Mistledsle, and contol ofthe Moonsea Rie ‘The Army of Darkhoge is allied with the Mashed Brigades (s dhe collective Fes of Hose Jae andthe Auovyn ela a now) aginst the newly ensconced Arny of Mth Drannor in 4 conflict hoon a the Cormanthor War Inthe fs few months of the Cormanthoe War, the Ary of Darkliope was primarily engaged in skirmishing the woods trou Myth Drannor and tilling frictions along the Mec Rie south of Hills. Latin ee Year of Lightning Storms (1374 DR}, Syn returned to Zhenil Keep f9 muster national disso, Fool then informed her of the sere a ance he had negotiated with the Church of Shir an the drow of Fase Dhucrni Stil smarting From be fa inason of Shadows six months ago, Sella leaped atthe opportity to restr er wounded reputation an likly mitered # force to invade Shadowdale, Once the dale had fallen, Scyllua split her forces into three brigades. Despite the onset of winter, she marched south rovard Misedle with two brigades in tom, leaving behind er Brigade of Shadows Ge low) 0 occupy Stadowiae and hoping t eure a second bas in Ashabenford. before the Cormanthoe War resumes with fll intensity inthe coming wring Séyllun Dasthope dos not return vo Shidowdale uni he final Chaper ofthis adventure. zhentarim occupying army ‘The Zhentarim Occupying Army consists of thre factions: the Brigade of Shadows, composed of approximately 250 Zhentla troops, 290 meresnares, and 500 ores an gblinids under the command of Battle Captain Forthar Helvenstton; the Church of Bane, composed of approximately 25 clerics of ehe Davk Lord under the comand of Dack Doom Malton and approximately 20 navgeadars(misor Zhentarin magelings Who serve a5 spice among the populace) and skymages, onder the cormmand of Erogul the Frestave ‘All three conumanes nominally report to Lord Mourngeym Ameathr,“ightfal Lord of Shadows” who iin corn cor trolled by the shadow smalacrum (Ge page 256) of Prince Yer ‘Tanthul of the Shadovar, who is nominally under the control of vel Grayeal leader ofthe local Church of Shar. truth, Forthas, Malathon and Eregu ll report to Scllua Darhope, ‘nut she i far too busy to concentrate on the administration of Shadomiale. AS rel, the thre faction commander, aces shadow nd Psvl all wrk to expand heir own authority a he pene of thee vals and ane individual rly control the Zyeorarion Occupying Army. The lich Alokkair Gee Chapter 3) and the Matron Ssters of House Dinar Gee Chapter 4 ave their wa agendas aswel, farther undermining the chain of authority in Shadowdal — ‘Dae UNpeR Stapow Se Deepwinter’s Hammer In ation to the Zhentarim decupation of Shadowdle, the dales- folk must contend with the harsh bite of winecr. Wintée dangers for a clime such as Shadowlale are briefly described blow and fully detailed in the Dungeon Masters Guide, pages 93-95 and 302, and Frostburn, pages 8-13. cold During the month of Desprints, when the event detailed in this advent fl, Shadows eperiencesconltions of severe cold, ‘ih enperatres raging fom 20 degresF down tO degre F ‘Unprotected characters must make Porte ave every Omir tes (DC 1, per previo check taking 16 points of nonsthal damage on Gch failed sve A pactily protected character nocd only check nee per hou. A character who hn the Survival ll night resve a bonus on thisaving throw and might beable to ply ths bos tooter characters wll (xe he lesion. ‘Acharacter who tes any plea demage fm cal or exon is tes by fete 2 penal to Deter) o hypothermia reat as fatigued). These penaltis end when the character scovers he oot damage he took frm the col and exponre Fall proton ress one of the flloing endure elements spall or effet, resane to cll oe mor, arctic animal with far, 0¢ two or more ayers of patil proetin. Partial proton rors one ofthe fellosing:nonarcic pimal wth fi, monster tive to col terrain oa hast one layer of artical protectin. Tosible ljers of artificial proteton incl cold weather cutfts (PH 123), fur coting (wich can be worn vee a cold * ‘weather outfit or improvised shelter now cave den, or similar shelter}, Fur clothing costs 8 gp, weighs 10 pounds and increases the characters armor check penalty by 2 Cold weather outfits and fur clothing grant a 45 circumstance bonus on Fortinude sving, throws against exposure to cold weather, nd these bonuses stack. snowfields Fels of deep snow can impotethe movement oferetures who ‘ust be in contact with the ground to move. When the PCs arrive in Shadowdae, che dae is blanketed by 6 inches of snow (on average, with conditions varying lays See the section Below on Weather for deals 2 t how the snow cover might increase or decrease, “The tle vow indices the degree of impediment cased by fos, nero sow Sxow-Impepep Movemenr. Saow ——— creature Sine ——— Depth Small Largs Goches) or mallee Medium ot larger Gorkes Minor None None 12 Minor Minor None 33-24 Mar Minor Minor 25-36 Major Major Minor 37-60 Tonal Major Major Lor more Toul Total Major Dare UNDER SHADOW —= Nove: The snow doesnot cause eny sgifice impediment to the creature's movement. ‘Miner: The creature mst gay 2 squares of moverent to enter cach tar ofthe showed. The DC of Tumble checks increases 2. Major Te creator must pay 4 guarso movement to citer cach aenre ofthe mowfld. The DC of Tumble checks increases rr} Taal Th erature cont move unk secesds ona DCS Seength o Balance check reat’ choc). Moving ceaare’s speed requires a fullrund action, Th eeature mst pay 4 squares of movement to eter each sure ofthe snow elt. The DC of “Tumble choc inereses by 20, and he create ses its Deter ‘ty adjustment to Armor Class when totally impeded. weather During the meoth of Deepiner, Shadowlale is usually cold ani calm, with intermittent precipitation in the Form of sto. ‘Temperatures do not vary enough to case a heat wave or cold soap, ‘Use the table below t decane cach day's weather and its impact on the snowfcld Baxnom Wearnen 1X SHADOWDALE 6 Weather 01-80 Cold, calm 81-88 Precipitation (snow) 89-90 Precipitation (ary soo) 91-95 ‘Snowstorm (snow) 96-99 Snowstorm (beavy sou) 100 Blizzard (heavy snow) Cold, Galt: Wind speeds are light (0 t0 10 mph). Snewfelds Jose 142 inches to melting each day in such conditions. Precipitation (Snow): Snow lasts for 2d4 hours and eeduces ‘isbility by half, resulting n a —+ penalty on Spot and Search ‘checks. I has the samme effect on flames, ranged weapon attacks, ‘and Listen checks as severe wind (Gee Table 3-24, page 95 of the Dungeon Masters Guide). Avs episode of snowfall leaves 146 inches of snow on the gran Precipitation (Heavy Snow): Heavy snow bas re same effect as normal snowfall. In addition, a snowstorm obscures all sight, including darkvision, beyond 5 fect. Creatures 5 for away Dave concealment fatecks by ce against they havea 20% miss hance) ‘An episode of heavy snow leaves 14 fet of snow onthe gro. ‘There is 210% chance that a heavy snowfall is accompanid by Fightning (DG 94) Snowstorm (Snow): A snowstorm has the same effec a pre cipitation non In alton, wind spots are severe (30-50 mph, causing whiteout conditions in snowed tera, A snowstorm Insts for 244-1 hous Snowrtonm (Heery Saow} A snowstorm combined wth hetyy soo as the same effet as snowstorm (snow) and precipitation (heavy sno) In adton, sich snowstorm results in snowdits aS feet deep, especialy in and around objects big enough ro ‘efect the wind — cabia or lange tent, for instance Blizzard (Heavy Snow): A blizzard has the same effect as, snomstorm (heavy stow). A lazard lass 13 days and features ‘wind speeds over 50 mph Warrrour ‘Whiteout conditions ceur in snowstorms or blizzards accompa. nied by strong or stronger wind. Snow fields buffeted by severe o Strong winds can also rauge creatures to experince a whiteott Characters in whiteout conditions take a2 penalty to AC, lose any Dexterity bonus to AC, move at half speed, and take @ 4 penalty on Dexterity-hased checks, as vell as Search, Spot, and any other cheeks thar rely on vision. The characte also gins total concealment (50% miss chance). These effects end when the character leaves che whiteout area, Whiteout conditions stack with the effects of wind and snowfall, Visibility is 5 feet sparking an uprising Ta ender 10 precipitate Sn apising tong the daft, Ge PCs that gis the populace hop i Bl a epi might scmed And demoostrne ts ably tolead sch arevolten Hwee Bf PCs aud yt shan inte nen omg ts ey, Shag gett tera Sorel al Leste reer Ft the Zhentarm Occupying Ara, those the pence of Zhe tarim os and loa informers amoung te Fopulace a pesigner’s Note ‘The players are unlikely to realizeon their own that 2 cer- tain measure of notoriety i required to spark an uprising It's incumbent on the DM to convey the need for the PCS * ‘0 achieve a collective “rebel image” among the populace. Ifthe PCs reach out to specific individuals or groups about rising upin revolt, they should intially be met with comments slong the lines of “Who are you, again?” and “You tlk tough but what have you done to bloody the eye of the Black Network?” Once'te PCS acquire 10 or more ‘Notariety Points, the reaction should begin to shift toward the worried or feerfu, wit, comments such as "You'l only bring trouble, acting like that” Once the PCs begin to be: ‘wen as a credible threat to the occupiers (Notoriety Points 30 or more), the tenor of comments changes, to more supportive statements such as “Weren't you the folks who ‘alded Castle Krag?” Likewise, when the PCs first arrive in the dale, they are largely ignored by theZhentarim, much like any other mercenaries, However, as their Notoriety Point total rises, they might provoke reactions ranging fram “We don't col ‘erate croublemakers in the shadow of the Twisted Tower” to "ou best be moving on” to “Attack” ifs ct as cures FCs city, from ze ——_ ‘Dae UNDER SHADOW Acuieving Noronterr in SHADOWDALE Killing Xulrae Dhuacaiv ‘alling Greyanna. Dhuurniv Killing Auarae Dhuurniv Killing Qitox Diplaying the true pendant of Ashaba iling Fresite™ Killing the Susurrut Notoriety Points Acknowledged Activity 2 Rese survivors of Oakwood Kroll 2 Gather Information Castle Krag) 1 Gather Information (Fox Ridge) 1 Gather Information (Sharan leaders) 1 Gather Information row Shadowark) a Gather Information (Weave degradation) 3 Gather Information (Zhentarim leaders) 1 Gather Information (Mourngrym) 2 Gather Information (Twisted Tow) 1 Inspire courage in 10 or more dalesfolk 2 Inspire greatness in 10 or more dalesflk 3 Inspire heroics in 10 or more dalesflk 5 Destroying Gormauchator 2 Exploring Aumry’s Tomb 5 ‘Unmasking Mourngrym's false pendant EB ‘Attacking Castie Krag 2 Sacking Castle Krag 2 Killing Malathon 5 5 1 Frecing Azalar Faleoohand 2 ‘Exploring the Dread Lair of Alokkair 3 Sacking the Hoase of Night Ee 5 5 3 1 ii 3 5 5 3 2 *Valikely to happen until after the uprising begins. ‘The collective fame/infamy of the BCs among both the popu lace and the Zhentarim Occupying Army is tracked by Notoriety Points. Notoriety Points are akin to Victory Points, but they track the degree to which the PCsare known in thedale: The PCs must acquire 60 or more Notoriety Points in order to start an upris- ing and initiate the events in Chapter 5; the uprising does not actually begin until the PCs trigger it. As the Notoriety Points of the PCs increas, the mood ofthe dalesflk grows increasingly hopeful. However, with the higher Notoriety Points comes a ‘more dangerous response from the Zhentarim Occupying Army, 15 outlined later in this chapter. Note that Victory Points are also used in this adventure, based on actions taken throughout the campign. Vietory Points are used to measure the tactical advantage the BCs hve achieved, and, therefore, the likelihood ofthe uprising’ sicoess ‘When the adventure begins, the BCs have yet to aceruc any Notoriety Points, unless one or more of the PCs is a native of ‘Shadowdale, in which ease they begin with 5 Notoriety Points ‘The PCs can carn Notoriety Points only if certain deeds are _gencrally ascribed to them. In other words, the FCs must walk 4 fine line between avoiding che attention of the Zhentarim Oc- ‘cupying Army and drawing the attention of the local populace. ‘Such deeds can range from daring to publicly ask questions about -xports of activity in Castle Krag to publicly claiming credit for Aulling Malathon. At the DM's option, the characters can divest ‘hemaelves of Nocoriety Points by successfully shifting blame for some activities to other individvals, but such activities are beyond the scope of the adventure as writen. ‘A list of possible sources of Notority Points is given below (poin scores for overlapping activities are cumulative). The DM ‘s encouraged co award Notoriety Ponts for actions not included ‘on thelist hat achieve comparable effects oakwood knoll Afier along journey fom Cormsr along the North Ride, ym can ‘eel te pull ofthe silage of Shadordat, several burt ride up ahead. As you mount alow risen Phe tail, you cam wee large samowns of sake rising up from a clearing about a quarter mile “hf the North Ride te your left. Assuming the PCs investigate, read As you peer ont from the trees, you lak upon a scene of devasta: fiom A therp consisting of four uses and a smal! mill located along the banks of a swifuly flowing creck in the shadew of a ‘oakeovered knll lies in ruins holly contumed by fre. small and of masive bumansids and a group of Iuomans occupy the center ofthe clearing. The bodies of unarmed dalesfuk lie scat tered about the area. Its unclear if they are all dead or if some care dying or unconcions ‘The tiny thorp of Oakwood Knoll was just sacked by two mer- ‘cenary companies in the employ of the Zhenearim Occupation Army. Nine of the twenty residents are already dead. Another seven are dying (2 hp to ~* hp). The other four are unconscious (© hp) Their bodies lie about the clearing. (Creatures: Two small groups of mercenaries worked together ‘osack ch tiny thorp, but have since had a falling out. The ogres are members of the Teeth, a company of ogre mercenaries known for sharpéning cheir teeth so they can bite their opponents. The hhumans are members of the Skull and Club mereenary company, so:ntmed for is long dead founder, a priest of Myrkul. The ogres Jost woof their members while the human mercenaries lost four, a the residents of Oakwood Knoll put up a fierce, if ultimately futile, fight ‘Tactical Encounter: DU: Oakwood Knol, page 16. Development: Although the eno groups of mercenaries fought together to sick Oakwood Knol, they have since had a conflict ‘over the division of spoils. Since the two groups ae currently on the verge of blows, clever PCs might be able to trick one group into thinking the other group has attacked it If the PCs do nothing cr simply wait and observe, then the two commanders eventually work out a division of the treasure, andthe two groups go their separate ways; by this time, any residents that were dying when the PC’ arrived at Oakwood Knoll are now dead.” ‘DALE UNper SHapow —= Anothcr approach might be to masquerade 8 third mere- nary company, Clever PCS might beable ro convince aoe of the ‘other compan to tora onthe other with a svcesifl DC 13 Diplomacy check. aire itis ease means the two mereenary companies unite against the FCs If the PCs rescue any of the unconscious oF dying, the nef inform them that the mercearis threatened the inhabitants of Oakwood Knoll with the "Sst of Bane? Based on their quctons the mercenaries were hunting for someone ‘aml AzslarFalcoand, who might barat ofthe fms Florin Falconhand ofthe village of Shadowdale. The dlesfok also koow thee che Zhentarim recently occupied Shadowale at the “invitation of Lord Mouragrym after overruning the dale by free, and that mercenaries are now Rocking £0 the village of Shadoyiale fom allover. The dalesflk. got the impression tha heir attackers were two of the many bands of mercena ies already in the employ of the Black Network set to look for Azalat, whois more fully dewailed in Cheyer 5 Anal is assumed to have boon cpcord by another band of mercenaries by che ime che characters investigate Caitle Krag in Chapter 2. he PCs might also be able to cit some of this information from the mercenaries dncey by masquerading 2 third mer cesary company before hosts crop. “Treasure: The entre savings of the thorp—coins ser At vars, and family brooms wort tome 82 gp in teal apd ina smal pile in the mide ofthe caring, ae Thorp of Oakwood Knell } 467 event i: couled skies “Thigencoonterunfois 2 the PCs aprosch the village of Shad- cole along the North Rie, IF the PCs approach the dale in 4 clandestine fashion, this encounter does ot occur until the Cs move about pully in the dale; adjust the dscripion accordingly A Blackreded mageling astride a squat, bloated, black, mult- jawed, winged, toadlike ereasure swseps down from the sky to ‘boxer Before you. Holding te wands atthe ready, the man greets ‘ou i the Common tongue. Welcome 10 Shadowdale, Stare your ‘eames and your busines in Lord Mourngrym’s lands, or depart ‘with the Dark Lords bost in your collective ass” Ceeatares: The shies of Shadowale ae patrolled by a quartet ‘of Zhentarim skymages astride Foulwing seeds, who spend mest of their me fying above the various ras pasing through the dale, This is one such mounted du “Tactical Rncounter: D2: Fouled Skies, page 18. Development: New arrivals to the dale are confronted and asked to state their busines. Anyone claiming tobe» merchant Fa mereenary is allowed t0 pass onmolested, while others, in cluding piles, unwanted agents of foreign powers (Corny, Myth Drannor, Sembia, ete), agents of faiths hostile ro Bane (most goodaligned deities), and known medlers (specially Harpers) are ordered to depart. Anyone who refs to a Deer and hant mys sane ally sate ——_ Dane UNper Suapow — ey ‘istration by R his business, refuses to depart if ordered, or challenges the right of the Black Network to administer Shadowdale in-the name ‘of Lord Mourngrym Ameathra, Rightful Lord of the Dale, is attacked. Ifthe skymage or his sted is reduced to less than. half full normal hie points, both arcempt to flee. If they do ‘escape, they quickly inform their masters of the PCS. syluné’s guest ‘Until recently, the village of Shadowdale was defended by no Ie the four Chosen of Myst: Dove Ponta, Elmina of Shuowdsle, Sen Serband and Syne Aa he adventure penal teraction peter thimed Myth Drannor alongside the Knights of Meh Drannon, So rca ogra teed uiraetoon wen aaa esacrag engi ts ences brmes ly ld ead eecte esse eer ea aoa Bers o lvrfc Lt ingen nck vere Bp ake ates cre Dory Eledetacal Sa St cary Once he Rowe Unwin rc aie yc Chen, yn are isboed wal iver re Dore ee Deis wradstlge oe ¥Pk Gulati cab Te FCs ere polo te Aumaye Tomb by + manieaion of Aruth By fing the Gost Wich of Shadows, the Pes Be ee cian clnca of te hin ok Ussing Shadow tou. By garoring St Rin the Pon cen fn Tir Hand of Aesth points the say to Watchers Kall un tion more effectively in the region enveloped by the Rite of Unwinding, making them uniquely suited to end this threat to the Weave. And by picking up the mantle of leadership from Sylané and Aumry, the PCs discover their roles in liberating Shadowale and ending the Rite of Unwinding event 2: Hand of azuth Once the PCs stand up to the oecupirs of Shadowisle in any fashion (and asuming that none of them worship Sha? they draw the.attsotion of Azuth, the High One. Azuth wets «© ‘manifest until the PCs move to an area where they cannot be observed. Once they do, read Before you appears « white, glowing band with its frefnger ex- ‘tended t point thats outlined with a cimmering silver aur A successfull DCF Knowledge (arcana or religion) check reveals this to be a manifestation of Azuth, Patron of Wizards. A dry and echoing male voice speaks: . “The Gost Witeb fades, ber beloveds staff at last laid t ret ‘She was given eternal contentment when she wai needed most by one wo serves the Lady of Loss. Seek ber ashes where those arbo sought justice found inpustce; they are guarded by the scorched remains of that which she gave her life to slay. Let the sea rash in and drown it that dines upon Mystras silver fire. Perhaps the Date Unper SHapow = eldest ofthe Seven can contain the wewinding, fr there is poner ‘set in er kis.” Anuth is directing the PCs to seck out the Tomb of Aumey be- neath Watcher's Knoll, just ouside the village of Shadomale, and giving them clues a8 to what they will face A succesful DC 20 Knowledge (local The Dalelands) check or DC 25 Knowledge (region) check reveals that ehe Ghost Witch is Sylung, spectral harpist and Chosen of Mystra. A saccessful DC 30 Knowledge (religion) check revels that Azuth fas long, watched over the Ghast Witch of Shadomas. A succesful DC 125 Knowledge (history) check reveals that Slane gave her lie aN —————————— 5 the unwinding weave ‘The Rite of Unwinding is a Sharran ritual intended to suppress the Werve in ah ever-expanding region, slowly creating 2 dead magic zone to suppres the Weave without actually destroying i (which would aso cause the Shadow ‘Weave in the area to collapse) ‘The Rite of Unwinding is centered on the Ritual Cavern (area 26 in Chapter 3) and is spreading out in concentric circles from that point. There are four batic concentric ‘zones, each of whichis in a different stage of snwinding. “The innermest citele, one 3, s oughly 120 fet in diam: etc, centered in the center of the sunken ritual-pt. The next circle, zone 2, is roughly 2,500 feet in diameter, en- ‘compassing the territory from Castle Krag to the Temple ‘of Chauntea and from Ruldor Ulphor’s Farm to Krag Pool. ‘The next cirle, zone 1, is roughly 30 miles in diameter, cacompassng the entire village of Shadowdale and much ofthe surrounding dle: The final circle, zone 0, is every- thing beyond thar radius. The Rite of Unwinding unfolds in four distinct stages: Sage 0: No elect. ‘Stage 1: Evoeation, transmutation, and fight spells take at penalty to caster level. Other spells take a ~1 penalty to caster level. Spells and spelHikeabiltes‘of creatures that have the Shadow Weave Magic feat are unaffected Silver fire reacts violently with the spreading dead magic one, dealing 346 points of damage to its user. Chosen of Miysra take 308 points of damage per round of exposure to the dead magic zone. Stage 2: Evocation, transmutation, nd light spells do not work. Other spells take a ~2 penalty to caster level Spells and spelliike abilities of creatures that have the Shadow Weave Magic feat are unaffected. Silver Fire reacts vilently with the spreading dead magic zone, dealing 66 oints of damage to is ser. ‘Stage 3+ Dead magic zone. Functions as ar antimagic fick, except spells and spell-ike abilities of creatures that hae the Shadow Weave Magic eat are unaffected Silver fire doesnot function and doesnot react violently, but cen be used, to heal areas of dcad magic. [Note tha in all stages, the aforementioned damage dbes not apply when the boon of Sylune’s Kiss Gee page 14) is _activated, When the adventure begins, zone 3 isin stage 3, one 2 {sin stage 2, zone 1is in stage 1, and zone 0 isin stage 0 In the absence of outside intervention, cach zone advances by one stage per tenday. For example, after one tenday, ‘one 3 and zone 2 would be in stage 3, one 1 would be in stage 2, and zone 0 (within a radins of 100 miles of the Ritual Cavern) would be in stage 1 The PCs have two means of halting this progression, First if the PCS free Syluné from her prisan beneath Watcher's Knoll, chen the Ghost Witch of Shadowdale ‘chooses to expend much of her essence containing the Rite of Unwinding. In effect, she transforms herself into a wafer-thin bubble of silver fire along the perimeter of ‘one 0, Thanks to her sacrifice, the rest of Faerin beyond ‘one 0 is unaffected by the Rite of Unwinding, so long as Sylane koeps is effects contained. ‘Second, if the PCs disrupt the Rite of Unwinding (ee area 26 in Chapter 3), then the stage advancement of exch ‘ene halts until the ritual is resumed. Sylun€’ssuerifice (e- tailed under “Ending the Rit” in Chapter 3) permanently reverses the effect ofthe Ritual of Unwinding, atthe cost of her unife This adventure assumes that Chapters 2, 2, and 3 unfold wile the effects of the Rte of Unwinding are in their in tal stages Guring the frst tenday, 2s outlined previously. ‘As such, the vents of Chapter 1 largely occur under the fect of stage 1, while Chapters 2 and 3 take place under the effect of stage 2. Only the Ritual Cavern in Chapter 3 (area 26) is under the effect of stage 3. This adventure also assumes that the events of Chapters 4.and 5 take place after the Rite of Unwinding bas been undone, effectively returning all of Shadowdale to stage 0. However, if the POs explore the adventure locales out of the expected rer ‘of if they take more than a tonday to complete the early ‘chapters, the DM might have to incorporate the effect of the ritual on both the PCs and the NFCs accordingly. ‘For simplicity’s sake, the magicsuppression Zone in stage 1 and 2 is assumed to permanently alter easter level statistics For example, fa LOth-evel wizard cats compre tend languagesin & sage 0 tone (10O-minate duration} cnters @ stage 1 zone (dropping caster level to 8th and therefore duration to 8O minutes) and then returns £0 4 stage O zone, the duration doesnot increase- ‘Likewise, decrease in caster level does not cause magic items to become inert but simply to operate atthe reduced caster level, eten if that would normally be too low for the magic item. For example, a potion of care moderate rounds (aster level 3rd) does not become “inert” within 4 stage 1 or stage 2 zonc. Rather, is levelslependent func: tions simply manifest at ehe reduced number, in this case Ihealing 2482 points of damage in a stage 1 zone and 2811 poines of damage in a stage 2 zone. ——$—<—$<—$—$—<—<——$ ——— Date UNpex SHapow es Entrnce to ‘Aumiys Tomb, Leaning Plinth 4 rete tg in battle against a light of dragons by breaking her aff ofthe magi and unleashing a retributive strike. A successful DC 10 Knowledge (eligion) check reveals that the Lady of Los is Shar. A successful DC 20 Knowledge (local—The Dalelands) check ‘or DC 15 Gather Information check reveal that Watchers Kaoll is famous for Joudath’s Masscre, where an outlawed congregation ‘of Tyrists gathered in secret and were massacred in the Yeut of| the Singing Skull (1297 DR). watcher’s Knoll Watcier’s Knell is large, wonded bill with an open clearing at ‘the top. The clearing is dominated bya large plinth that bas efted severely 0 much so thet it leans dramatically othe north, and woud be cas tli fora gad vantage point over the surround ing countryside. The only other feature of note is a le, leafs ak tree about 40fect away from the plinth ‘The plinth atop Watchers Knoll has served asa watchtower since the reign of Aencar the Mantled King. Nearly eighty years ago, it was te sit of a religious massacre. Joadath, the agnostic Lord of Shadowiale, banned all forms of religious worship inthe dale, and he massacred a sect of Tyrists atop this hill. Now it isa quiet curiosity Visited by elves, Tyrists, and young lovers. Only in times of great danger is it used for its earlier purpose. (Creatare: In the Year of the Worm (1356 DR), a fight of Aragons beset the Moonsea area, including the village of Shadow: dale. Syluné fought off the wyrms, expending al of her spells and B magic item in the process In the en fighting atop the Towce of Asha, se broke her staff ofthe magi to destroy the three largest deagons (oo reds and a black, who were caring the top of the tower apart to get at her: Elminster used their bones 0 rebuild the tower, using some a artistic lourshes and grinding up the rest into powder to use in the mortar. In the wake of her succesful effort to conquer Shadowdale, avele Grecloak cast deseerate fllowel by animate dead of the remaining bones in the structure, causing 2 skeletal dragon to wrench itself lose and fly forth ino the nigh. This action served to terrify the populace, as rumors spread thatthe Cult of te Dragon was part of the invasion foes It also proved the Shurran prises with a ironic choice of guardian for Sylunes tomb, a biter jest sure to please ber dark mistress, Gormauthator, the skeletal ancient red dragon, now itks atop Watcher’ Knoll, cloaked in the gus of an ancient, keafles oak tre and attacking, anyone who comes near the entrance to Aumry’s Cype. Tactical Encounter: D3 Watchers Knoll page 20 ‘Tomb Entrance: The entrance to Aunty: tomb Gee blow) i atop Watchers Knoll beneath a heavy slab of granite. The slab Tiss inthe shadow of the Feaning pints ts oction was chosen so that it ins up with the tip of the plnthisshadpw each year at the time and day of Aumny’s murder. Normally Sing the tomb requires a scarch, since the granite slab is ustlly covered ‘with drt, gras, and, a wine, sao; but it bas recently been disturbed by agents of the Church of Sha, leaving a clear rceord of mud, disturbed snow, ad feotprnts. Moving the sab requires 4 scosaful DC 30 Strengts check. —— ‘Dae UNpER Suapow — . Aumry’s Tomb Wide stiwe steps lead dewn inte the granite heart of Watcher's Koil. Twenty steps into the earth, the Sair opens onto a square acm. in the center of the chamber ia stone bier, atep which rests a stone coffin. The burial chamber is unadarned, other thaw short inscription in the offs Lid ‘The folowing is inscribed in the lid of the coffin: "Here lie Auenry Obarstyr and Anasta Sylunt Siverhand / Who tried to leave Shadowdale better than they found it” & successful DC 20 Knowledge (history) check reveals the former to be the rightfl Lord of Shadowdale, who held that tile from 1300 DR to 1339 DR. ‘As a spectral harps, Sylucd was a type of ghost. Like all hosts, she could be lak to rest by the fulfillment of certain «conditions. In the case of the Ghost Witch of Syluné, who arose asa spectral harpist to defend her beloveds Shadowdale against ternal and interval threats those conditions were symbolized by the restoration f Aumey's tomb to che ees in wich i existed Jn before Lashan defiled it @ condition Syluné never thought ‘would come t0 ass. ‘Eel fearmed the sceret to Syne’ defeat by commaning with the Lady of Loss Shortly before ee atack on Elminsters tower, the Shatran priestess entered Aumry’s Tomb inthe company of 2 nishrou. Although she triggered the Ghost Wite’s wards and Sylune immediatly teleported to the tomb to defend it, Esvele rad enough time to place Aeiy' staff of the night back in his, coffin while Sylung bated withthe nisheau, thereby laying the spectral harpist to rest. Creatures: The Ghost Witch survived, after fashion, a an all but defenseless creature of pure silver fire. Unfortunately for Syluné, the presence of the aisrun prevented her from doing anything Gach as reaching out for help or Aesing or ateacking), and its slowly consuming what remains of her existence ‘Tactical Encounter: D4: Aurnry’s Tomb, page 21. ‘Treasure: The stone coffin contains two ples of ash, which are the physical remains of Land Aumcy and Syluné. Laid next to the remains are umry’s staff of the night es page 150) and Auonry' cloak @ cloak of Charisma +2). Devetopmene Even though the rewrn of Aumry' staff of 1 night satisfied the conditions for laying, the Ghost Witeh to rest, Sung dos nr rite anew ifthe remains axe disturbed or che sea or cloak is removed. The Ghost Witch is now a remnant of her former sel, an entity nether dead nor alive and compoted only of silver fire. (Once the nishrun is defeated, Syluné is fee, but her new form ereaty lini what she can do. She briefly coalesces into a ghostly shape taking ber former appearance, made enitely of silver fir, and finds the strength ta whisper: My time grows shor, as Myst cls nie kame, but 1 sell do shat I can 10 contain the Unewinding ofthe Weave. 1 hope you ‘shal ase rb time I can bay you to end Shar’ dark rtval and to free my beled Shadewdale Take up the staff and cloak of my Beloved and use them to ‘throw off the shackles ofthe Black Network. There is « pertad inthe mew riven Cate Krag throngh whieh the Zeitarin can ‘summon reinforcement. The Lady of Lay works ber dark ritual in seeres beyond the Grinding Gulf. Lack to the Realms Bele Jor a way into the heart of the Twisted Tower, but beware the ‘remnants of Masrimydra The dalesflt shal rally to our cause ‘if yu shew them youre ads worthy of tbe true pendant oF stobaba™ ‘The creature of ser fire then bxstoms «hiss upon each character ‘fore exanforming into a bubble of sve fre. The bubble quickly expands to contain the sphere of dead magic bing exec by he Rite of Unwinding, halting its growth bur in no way dispelling ito stopping the advancement of i stages zhentarim Response In addition to the occupying Zhentilar garrison, Shadowdale is overrun with mercenaries who have flocked t0 the dale in searcl of employment when hostilities with the Army of Myth Drannor resume in the spring, Many have fought against the heotilar in past confers, but at the momens the Zhentariza are concerned only with ruthlesly suppressing the local populace and adding new recruits to the Brigade of Shadows. They do not Ihave the time or che resources to attack every potential threat ‘among the mercenary population. Anyone who does not openly splay the symbol of a good-aligned deity can move about the dale unmolested, so long as he a she does not openly clash with forces in the occupying army or atterypt to enter the Twisted “Tower or Castle Krag ‘As the FCs begin to undercut che pillars of Zhenrish rule, they accurmulate Notoriety Points, as eliscussed previously. The ‘Zhentarim response depends on the number of Notoriery Points the PCs have earned and the corresponding threat level their ‘commanders perceive, 25 outlined in the following tebe rena EEEEEREEERR EE eeneneeen ner syluné’s kiss Sylune’s Kiss confers on the reciente tiay amount of si ‘ver fire, Tis boon can Be used up to three times inthe life of the recipient (oo mater how many times tat individual dies and is brought back fo life in between). ‘The boon can be used in one of two Ways: 1) The recipientan cat a spell or employ a spellike ability unaffected by the presente of a dead magic Zone (Gncluding the partial effects of stage 1 or stage 2 of the Rite of Unwinding). 2) The recipient is immediately freed of any and all of the following conditions ability damage, blinded, confused, dazed, decried, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. a fire, —— Date Usper Suapow Sees Zuenranim Tuneat Lever. Notoriety Points Zhentarim Response (0-10 Unconcerned. informers take nete of over activity cor speech hostile to Zhentish rule. 1-20 Sight concern. Zhentish commanders periodically ask cheir informers about the POS activities 21-30. Possible threat: Informers are asked to immediately alert their contacts if the PCs ae present in the ‘illage. Spies covertly shadow the PCs as they move shout the village. BL-40 Perceived ehreat. Scouts covertly shadow the PCs as they move about the dle. Zhentlar troops overtly follow the PCs as they move about the village. A skymage shadows the PCS’ movements overhead. A+ Enemy combatants. The Zhentlar muster ‘overhclming fore against the PCs if their presence is detected in the village. Zhentarim patrols actively shunt the PCs in the surrounding countryside. ‘As the PCs achieve certain thresholis of notoriety, the Zhentatiny unleash a corresponding response, as discussed below. event 3: “ee. character Assassination This event occurs if the PCsamass 22 or more Notoriety Points, Te’ assumed the event unfolds in the taproom of the Ol Skull Tin, but it could just as easly occur anywhere a sizable number of dalesfolk are assembled. Creatures: The Zhentarim have hied a quartet of alone mercenaries to pick aight wit the PCs ina crowded public place. ‘Tro naugadars hide among the assembled desfolk (male and female Chondathan human commoner 1) raising thé apparent total number of dalesfolk to 20 Dalesflk (18) hp 2 cach. ‘Tactical Encounter: DS Character Asossnation, page 22. Development: Ifthe PCs fil to prove to the assembled dales- folk that they did not summon the hell hounds or carelessly employ area magic, rise the threshold needed to provoke an Uprising to 80 Notoriety Points event 4: Mourngrym’s Court This event occurs ifthe PCs are ever arrested or if they amass 31 or more Notoriety Points If the BCs are arrested, ehey are the prisoners brought up on tral If Zhentarim spies have uncovered any dalefolk working with the PCs against the oc ‘upation, the Zhents make an example of the dalesfolk. If the PCs have not involved any of the dalesfok in thee activites oF if such support remains undetected, the Zhencarim arbitrarily select a member of « prominent local family, accuse him or er of working with the PCs, and have the individual arrested. As the trial begins, rea: as Despite the early bour, « bot of sullen dalesfolk has getbered Before the gates of the Twisted Tower, under the watchful gaze of dazens of Zhentiler troops. larg gong, is struck three times before the tower’sgates, which then swing ypen.- dozen clerics of Base march out and a quartet of skymage: fly directly overhead. They are fallowed by a company of Zbemtilar soldiers, wh form «living shield around a middle-aged man of noble bearing, ‘This event snot intended 35 a combat encounter; the overwhelm ing show of force should put it far beyond the reach of the PCs a this point. Ifthe PCs sre foolish enough to make an atack, the Zhentarim respond with overwhelming, lethal force; use the ‘NPCs from various encounters throughout this adventure if you think it ncessry co play out the subsequent battle “Assuming the PCs stay to watch, a Zhentish herald reads the names of the accused and recites 2 long lst of supposed eximes. Lord Mourngrym asks the accuse if they have any lst words before he pases judgment. No matter what is said (andthe Zhe tilar quickly sublu any speechmakers while the Bante clerics east silence upon them), Lord Mourngrym sentences the accused to 30 days of solitary confinement, followed by a reeducation pro- «cis ina mine north of Zhen Keep or death atop Hangman’s iD ne way for the PCs to sucesfally disrupt the proceedings i to cast dispel magic fr its equivalent) on Lord ‘Mourgrymn's pendant. The pendent of Ababa he wears isa fig- ‘ment created by a Zhentarim skymage using permanent image spell By pubily evealing Lord Mourngrym’s los of status 23 rightful Lord of the Dale, the PCs'can go a long ay toward inciting an uprising among the dalesfok ‘Ad Hoc XP Award: Ifthe PCs reveal Mourngrym's pendant to be a fake, award them 1,000 XP. event St ¥ killers in the Night ‘This event occurs if the PCs ama%s 36 oF more Notoriety Points and the Zhentarim ean detect ther location. Creatures: At the request of the local Zhentarim command- es, two Banestalkers have been summoned by clerics in Zhentl Keep using planar aly spells and dispatched to Shadowdale. They stalk the PCs, attempting to kill hem for daring to oppose the Black Network. ‘Tacticdl Encounter: D6: Killers in the Night, page 24. concluding the chaptér ‘The conclusion of this Chapter is likely to overlap with the start of Chaprr 2, 3, or 4, but must conclude before the start of Chapter 5. By the end of this chapter, the PCs have liberated Syluné, contained the Unwinding of the Weave, restored hope t0 the dalesfolk, and enscosced themselves a leaders of the incpi- eat rebellion. However, they have alo drawn the attention of the Black Network, alerting tae Zhentarim to the danger of 2 rebellion in their mids. AKWOESD Encounter Level 12 setup Place the Teeth mercenaries (1) and the Sill and Clb mercenaries (S) and their leader, Borgan Selgard (B), in the indicated squares. The ogre mercenaries have already raged once; Ratnok Jadronson (X) has one more use of his rage ability avatfable. In addition to the combatants, this area also includes. ‘numerous dead bodies (D) and dying (¥) or unconscious (U) villagers. RARNOK JADRONSON. hpS5 (BHO) Male ogre barbarian & CE Large giant Init +4; Senses darkvision 60 ft, lowlight vision Listen +10, Spot +10 Languages Common, Giant illiterate _ AC 19, ouch 8, fat-oted 19; uncanny dodge Forts, Ref +2, Will? Speed 40. (8 squares) in hide armor, base speed SOF. Melee +1 greatoxe #15 (886413/%3) and bite 49 (14444) Ranged javelin +6 (To8+8) Space 1 Reach 10 Base Atk +7: Grp +19, ‘tk Options Power Attack, rage 2/ey (6 rounds} “fone rage already used ‘Abilities Sr 26, Dex 11, Con 12, Int, Wi 10, Che S $Q fast movement, trap sense'¢? Feats Exotic Weapon Proficiency (bite), Improved Initiative, Power Attack Skills Climb +16, Listen +10, Spot +10 Possessions +2 hide amor, «) greatoxe, 10 javelin, 28 gp, Tsp When raging, RarnokJadronsor has the following changed statistics np increase by 16 AG 17, touch 7, Flatfooted 17 Fort 11, will +4 Melee + greataxe +17 (346.16/%3) and bite 11 (14845) Ranged javelin +6 (14810) Grpa2i Abilities Str 30, Con 16 Sells Climb «18 TIOLL SERGEANT BORGAN SELGARD hp 52 (7HO) ‘Male Chondathan hurvan fighter 7 N Medium humanoid Init +1; Senses Listen +9, Spot +0 Languages Common, Chondathan 'AC-2), ouch 11, flat footed 20 Fort 97, Ref +3, Will 42 Speed 20. (& squares) in halfplate, base speed 307 Melee +1 longsword +12/47 (Id86/19-20/%2) Ranged +1 composite shorebow +3/+4 (1a644/%3) Base atk +7; Grp +10 {Atk Options Cleave, Far Shot, Great Cleave, Point Blank ‘Shot, Power Attack, Precise Shot Combat Gear potion of eure moderate wounds (2) ‘Abilities Str 16, Dex 13, Con 14, Int 8, Wis 10, Cha 12 Feats Cleavet, Far Sho, Great Cleave. Point Blank Shot, Power Attack, Precise Shot", Weapon Focus (longsword), Weapon specialization (longsword) ‘Skils Climb +5, Intimidate +6, Ride +6 Possessions combat gear plus +7 halfplate, masterwork hheavy steel shield, +1 fongsword, +1 composite shortbow {#3 Str borus) with 20 arrows, 17 gp. 3 5p 3 SKULL AND CLuB MERCENARIES CRS yp 3B each (6 HD) Male Chondathan human warrior 6 N Medium humanoid Init +0; Senses Listen +0, Spot 40 Languages Common, Chondathan _ aC Fort +6, Ref ¥2, ‘Speed 20. (4 squares) inPalfplate, base speed 30k ‘Melee mk longsword +10/+5 (1d8+2/19-20/x2) Ranged mk composite shortbow 47/+2 (Id6+2/%3) Base Atk +6; Grp +8 ‘Atk Options Point Blank Shot, Power Attack, Precise S ‘Abilities Sw 14, Dex, Con TZ, Int 8, Wis 10, Cha Feats Point Blank Shot, Power Attack, Precise Shot, Weapon Focus (longsword) Skils Climb +2, tntinidate +5, Ride +5 Possessions masterwork halfplate, masterwork heavy ‘steel shield, masterwork longsword, masterwork composite shortbow (+2 Str bonus} with 20 arrows, 6p. 275p ea the characters enter the ruined thorp, read: Zeatli Mercenaries: One group of mercenaries are Hasse Inamanoids, standing 9 feet all wivldull Brown skin, a repellent odor, and bloodstained, Peharpened fangs. Their clothing consist of well-made Pikes rid ty wie are gretanes: Each Beatie sports a crude but cre painted on its chest weatls an upside down crescent moon split by a jagged Baltoflightuing Rarnok Jadronson: the leader af the large Feemanoidssiands afoot faller than the vest. The hilt of his massive greaiaxe is studded wih the fecth of (pas victins Skull and Club Mercenaries: The humav: eexcenaries are Chondathans, armored in half-plate send carrying large sec shields adorned with a Aepction of e human sku, split nearly in half, ona fed background. A club, fashioned from a giant's Yash bone, is directly above the broken skull. Each of the mercenaries wields a longsword, with a Semposife shortbow at the ready. Sevgears! Borgan Selgard: The leader of the human Seencenaries isa grizled veteran with a short,gray Beret nid ax authoritative bork to his voice. Ter MERCENARIES (RAGING) (6H) barbarian? Eres giart SS Senses division 60 fe, lwnlight vision; 4 Spot +4 Ret +2, Wills2 Speeds0 8 squares) nbide armor, ese speed 50 Atel mink greatane'¥13 (346+12/%3) and Die 7 (1d6+4) Sarge avin +4 (1688) Sesce 0; Reach Jf. Seek 5; Grp 01? Bet Options Power Attack, cage 1/ayt ready used HiisGes 526, Dex i, Con 1. int, Wis 1, cha 5Qiast movement Fest Extic Weapon Proficiency (bite) improved intaive, Power Atack Sis Cir +12 Listen +4, Spot +4 Fessessions +2hide amor, masterwork fresaxe 10javelins, 9 gp, 5 sp ractics ‘Once they realize they are under attack, the mercenaries work together against the interlopers, and Rarnok start his rage. The ogtes charge the characters—from multiple dizections if possible—while the human mercenaries pro- vide defensive ranged fire targeted atspellcasters. Once the ‘ogres have engaged the PCs, the Skull and Club mercenar- ies draw their swords and move to flank the PCs. FEATURES OF THE AREA Snow: The stow is 10 incher deep. Medium and smaller igalures ist pay 2aquares of movement to enter each uate of the sowfield. The DC of Tumble checke Large and larger creat Bodies: The aquarer containing bodien (dead) dying, or ‘unaonscious) are considered tg he occupied by help swhichameans that otherscan move through eaquare ‘tbody, butthey cannot stag in such share thioush anysaquare containing a hody. Farthermore, fering a aquase sontaiting « body costs 2 equates of ive co unaffected ling Thieeventie preted to und witht 30 miles of Fox Ridse in some Lave sidebas _tion; trsurmutaion, and light pele take Teel. Othecapallatale a =I penalty tele level: epee sx spell ailitien of ereatores thet haye the Shadow Weave are nalfacted Encounter Level 9 seruy ‘ Istivin and his foulwing mount (F) fly toward the PCs from the east, skimming just above the treeline Iflstivinis eft unmolested when parlaying, the Zhen- tarim skymage directs his mount to hover directly above the PCs, creating near-whiteout conditions as the foul ‘wing stirs up the freshly fallen snow. J ateacked, Istivin and his foulwing immediately begin to use Flyby Attack ties. ‘The fiendish dire bat does not appear unless Tstivin casts summon monster 11. Assuming the PCs do not have an observer or scout fying above the treetops, Istivin and his mount become visible some 90 feet away as they sweep in aver the trees. Ifthe PCs do have an aerial scout or some method of ob- serving the surrounding countryside above the treetops, the duo can be seen approaching from approximately one-half mile away during the day and tothe limitof the observer's darkvision at night. As Istivin and his mount approach, redd: Istivin’ The vider isa black-vobed wage with fair sin, black hair worn in along breid, and a haughty snarl, He wears a dagger and a pouch on a belt a his waist, and has a lance at the ready, strapped to the multary saddle‘ his seed, The reins are loaped before him, and he holds two wands atthe ready, Foulwing: The steeds squat posture and bldated body suggest an enormous winged foad, about 20 feet long and 8 fet high atthe shoulder {ts skin is bloce anc covered with wrigeling growths shaped fike-small horns. Red eyes gleam from ifs long, narrow, multijawed face. Tactics Istivin is primarily interested in intimidating the PCs, letting them know that the Black Network isthe new boss in Shadowdale, but he has prepared for the possi bility of combat by casing soneskin and mage armor, IE the PCs attack, Istvins first priority isto alert his com> rades in the village of Shadowedale with his ening spell Isuivin chen performs several flyby attacks alternating between charges with his lance and unleashing spells from his wands, in coordination with his mounts natu- ral attacks and breath weapon, Ifhe has an opportunity, be casts sunmon monster 1 to bring the fiendish dire bat Into play If stvin or his steed is reduced to half full normal points or fewer, Isitivin attempts to flee. Ifthe slow-mov- ing steed cannot outrun the characters and the skymage is approaching death, he reluctantly employs his scroll of tnpor, abandoning the foulwing tts fate IstIVIN NAERINOYTH CRO hp 40 (9 HO): DR I0/adamantine (stones, 90 points tata) ‘ale Vassar uran ward 5/Zhentarim skyrnage™4 NMedium humanoie Init Senses Listen +2, spot «2 Languages Common, Osmaran, Draconic, Ore 116, touch 12, at ooted 15 Resist endure elements Fort =e, Wil 98 Speed 30. (@ scuares)Fijby Atack, Rde-By ack Melee 31 ance +4 (18/3, couble damage when ding charging mound or Melee rok dagger 4 (164-1/19-20)x2) Space 3; Reach 5 (1044. with ne) Base Ak = Grp 03 Atk Options Wiounted Combat Gombat Gear en offre heoth (25 single target, 426 Tre, Reflex OC 13 haf, srl of chorm monster, scroll oighning ol, seol oftelepr, sro of wale, ‘Sand offrebol (CL 8th, 25 charges), wond of magic mise (CL 9th, 25 charges) Wizard Spells Prepared (cL sth Sth—ending ‘ihe stor, stones 3rd—ighening bolt (DC 16), suggestion (OC), sumon mone ané—aetec haughts (OC 14), gut of wine (OC 15), ‘nusity (DC 4), corching ray (5 ranged touch), See mvsbiity 1st endure elements; father fol (OC 13), mage ‘armor, Tensersflocting di, tue swe dancing lights, detect mogic message, pestidigtation ‘taveady cast "3 15, Ws 10, Chat 5Q fying mount share spel, friar (one) Feats Asiness, Combat Casting, afi Wand Empower Spel iby Attack (mount ony improved Toughness iron Wi, Martial Weapon Profiiney {lanes}, Mounted Combat ice-By Attack, Seribe Scrolty Spell Focus evocation, Sel Focus (Rds) Sls Concentration #1 (18 casting defensive), Diplomacy +3, Handle Animal «1, Knowledge {arcana} +6, Knowledge (geograpty) 16. Rede 915, Spelratt 3, Spot +2, Survival 0 (o2 aid geting lost and natra hazards) Possessions combat ger pls + lance, masterwork dagger ring of protection v1 evaie military sade, ee spelbeok Itivn doesnot carr his spllbook wth him on patrol Fi ‘ SO KRDRURAE PERRET AY Feygl ag hey & * 3), uch), gitation Isrivin’s STEED ape HD) Advanced foulwing™ NE Huge aberration {nt 1; Senses darkvision 60 ft; Listen +0, Spot +11 Languages Foulwing “animal cals.” inked to master lke @ (rud's animal companion AEVtouch9,flatfooted16 Fort 47, Ref +3, Will Speed 20. (4 squares), fy 30 (poor) Melee 3 bites #13 each (14819) and Z claws +8 exch (24644) “Space 15 ft; Reach 10 f ase Atk +6; Grp +25, Aik Options blood drain pee siads asst reeny uae Abilities Ste 28, Dex 12, Con 20, int 7, Wis 10, Cha S Feats Flyby Attack’, Hover, Wingover Skills Climo +17, Spot +11 Blood Drain (Ex) A foulwing can use ts three long, tubelike tongues to drain blood from a victim tat it has pinned with its erush attack. With a successful grapple check, it deals 164 points of Constitution damage Sreath Weapon (Su) fo.lwing’s breath weapon is &30-fe0t cone of acid that burns opponents’ eyes and exposed skin. Each creature within the cone must make @ Suucessful DC 19 Reflex save or be Blinded and stunned for 1 round. ‘Crush (Ex) This special attack allows a foulwing to land on ‘opponents as a standard action, using its whole body to rush them. Crush attacks ate effective only against Small for smaller opponents (though ican attempt normal Cverrun of prapple sticks against larger opponents). ‘Rerush attack affects as many creatures as can fit under a foulwing’s body. Crestures inthe affected area ‘must succeed on a C19 Rees save or be pinned, automaticaly taking bidgeoning damage during the next ound niess the foubwing moves off them. ifthe ulwing Chooses to maintain te pin, esti as a normal grapple Stack, Pinned opponents take damage frm the rush tach roundif they dort escape. A crush attack deals 24813 points of damage FIENDISH Dire BAT hp 30 (4 HD}: DR 5/magic INE Large magical Beast (extraplanar) Init +6; Senses blindsense 40 ft, darkvision 60 ft; Listen +12 (48 if blindsense is negated), Spot +8 (4 ifblindsense Is negated) E20, touch 15, fat Toated 14 Resist cold 5 fire 5; SR Fort 7, Ref 110, Will 6 ‘Speed 20 f. (4 squares), fy 407. (good) Melee bite +5 (1d8+4) ‘Space 10 ft; Reach 5 ft. se Atk +3: Grp +10 tk Options smite good 1/day (+4 damage) Abilities Str 17, Dex 22, Con 17, Int 3, Wis “4, Cha Feats Alertness, Stealthy Skils Hide +4, Listen +12 (+8ifblindsense is negated), Move tly +1, Spot +8 (+4 iFolindsenseis negated) ‘Smite Good (Su) Once per day a fiendish dire bat ean make a ‘normal melee attack to deal an extra 4 points of damage against a good foe. FEATURES OF THE AREA Snow: The snow ix 10 irchee deep. Mediam ged smaller cestuces must pay 2 aquares of movementto enter ach guare 10h the mowfield. ‘The DC of Tunable cheche inrense by Lange and anger ctatures are unaffected. ‘When the foulwing bovers within 2) fet ofthe ground thedraft from itxwingaerester a hemtepherial cloud of snow with » radius of 60 fect, The winds generated can pu out torches ‘expored lanterns, ad ote era open flames of mmegical origi: Clear viion witht the cloud ie Fimited t 10 fet. Creatures have consealmeatat 18 20 fect (2080 mine chance). At 25 fet on mons, cwatures I canpfie have total conpeabaent (60% min chance, and opponents cannot use sight tg locate the creature, “Treetops! The trestops provide cover aginst sanged aac hut donot obstruct line of sight or line of effect. Rite of Unwinding Thievent is presumed to unto) take s 4 penalty to caster level. (Other spells take « 1 penalty to caster level. spells ard apel- Tike abilities of ceestuces that have the Shadow Weve Mage WUatcum’s sevup Place a representation of a tree, the plinth, and the dis- turbed area (leading to Aumry's Tomb) in the indicared squares; Once Gormauthator reveals himself or the char- acters see through the permanent image, replace the de- piction of the eee with Gormauchator. ‘When the characters realize the old, leafless oak is actually a skeletal dragon, read: The bony skeleton ofa gargantuan dragon looms before you, its eye sockets smoldering with pinpoints of balefi ved light. ‘Tactics Gormauthator waits without moving until the PCs ap- proach che old oak tree react as if they see thtough the skeletal dragons disguise, or approsch the disturbed area leading to Aumrys Tomb, The skeletal dragon then charges toward them and attacks, inspiring terror. (preparer) ws, oe Prater tree mut pay? squar snowfield. Thy DC of Tumble chesky incresset by 2. hargeand Tanger creatuges are unaffected. Krew GoRmauTHaToR hp 255 (34 HD): DR Sybludgeoning Male steietal N Gargartuan undead Init +8; Senses Bindsense 60, danwison 1207, keen ses; Listen +0, Spat +0 ‘Aura frightful presence (200 f., DC 34) Languages understands creator's orders AC 12, touch 6 flafootes 12 Immune cal, ire, undead immunities Fort 19, Ref +19, Speed 40f. (8 squares) Melee bite +44 (406414) and 2 claws +38 (24847) and 2 wings #39 (20667) and tal slap 439 (248421) Space 20; Reach’ ft. (20 with bite) Wis 1, Chaz $Q undead wits Rests proved inhiave J! ee Fright Presence (Ex Gormauthator can inspire terror by Charging or attacking. Creatutes within 300 feet ofthe dragon that have 33 HD or fewer must ater a DC 34 ‘Wil save Success indicates that the target immune to Cormauthators frightful presence fr 24 hours, Ona {ature erestues with 4 or fever HO becorme panicked for 4db rounds, Those with Sor more HO become shaken for #28 rounds Tail Sweep (Ex Halcele 50 in diameter Small or smaller opponents take 246421 points of bludgeoning damage (Reflex DC 27 hal. OF THE AREA mw: The enow is ID inches deep. Medinm and ster Fxovement to enter each square of the Plinth This toppled pillar provider-cover-A-charscter-can nak 4 vacceseful DO'20 Climbichécl ingt This event fe presumed to wafoll within 30 niles of Fox Ridge in zone I (ace sideba, page 12 Aion; transmutation, and fight spells take 3 ~4 penal Towel Otheepolls abe» =1 penalty to caster level, spella and aqelllke abilities af feature, that have the Shadow Weave Mai fest are analfote Pecfinbyt Tagen The peri! imap was cat by Bgl ths Frssstave (Cl. 12th se pag 430) end oops twenty 10-Kosteabes(30-by-30-footnquaremm the eoued extending high, and to 10-foot cubes stacked atop itin the middle) Tho figanent creates the aun), auditory, olfactory fully or attempts to e-iusion to be fale, but the Fa thecal elemeats ch the oak tree, he can attenipta DC 19 Will save to dishelieve of anol laffers oak tee. Ii character studies the figment outline error by ofthe 2DC34 rs. Ona nicked sor eoning le ean Fe sf ig ssgeand, Ester the Sligest indicates =the nishruu in the indicated space. ‘the characters enter the tomb, read: nied of grasping hand, probing éves, and gaping, Juungry mouths churn withen a great sphere of red ‘nist, Red light pulses within the globe. actics ‘nishrau does not leave the tomb or cease to sur d the stone coffin until it is slain. ‘Seune’s Warven BP 1D! 115 HD); DR 10/magic cvanced rishrwu Laer outside (cacti Senses darkvision 60 ft Listen +16, Spot +16 cs Touch 9, flat-footed 9 emune erica hits, mind-affecing spells and bilities, poison Resist cold 10 ort 12, Ref +9, will +13 ‘Seskness wirerabilties Speed fly 20 fe. (4 squares) (p Melee swarm of bites (346) Space 10 ft; Reach $f. Base Atk 415; Grp — Bk Options absorb maple, distraction, swarm of bites Altes Str — Dex 10, Cont, Int 13, Wis 15, Cha 14 SQ charge magic, gateous form Feats Ability Focus (absorb magic), Alertness, Improved Toitatve, Improved Natural Attack (swatm of bites), Iron Wil, Improved Toughness*™** Bis Concentration +21, Knowledge (arcana) +19, Knowledge (history) £19, Knowledge (the planes) +18, Usten +22, Move Silently +18, Search +19, Spellerat 121, Spot +22, Survival +2 (+4 on other planes) ‘Beorb Magle (Su) anisheus i the target ofa spell tat eals hit point damage, it absorbs the spell and ‘permanently gens hit points equal to the damage it Jsould have otherwise taken. The only exceptions are cold tnd fire spells, which deal damage (educed in the case ‘of cold spells) and then dissipate after 1 round. Ifa nishruuis the target of a nondamaging spell, it absorbs the spell and gains 1 hit’point per spel level Ifa magie tem that has charges isin contact with a ishruu, the creature deaing 144 charges upon initial contact and a lke amount every other round thereafter. If nishruu isin contact with 2 magic tem that does ot have charges, the effect ofthe item is negated for as Jong asic remains in contact with the nishruu and for 144 rounds thereafter FEATURES OF THE AREA Rite of Unwinding This vert unfolds nrzome I (soe sidebar, page 12), jst outside none 2, Evocation, transmutation, and Tight apella take a —4 penalty to eater level, Other spells take 2 = enalyto caster level. «pllfand aell-lke abiliteshcestures that have the Shadow Weave Magic feat are unaffected. A spellcaste loses one prepared spell or spell Slot, determined randomly, upon initial contact with a nishruu. Each round thereafter thatthe two remain in Contact, the splleaster loses one additional randomly selected spell Each time she loses a spel in this manner, ‘she must make a DC 21 Wil save or suffer the effect ofa fecblemind spell Distraction (Ex) Any living cjezture vulnerable to a swarm attack that Begins its tuen with a shruuin its square is. nauseated fort round (Fortitude OC 20 negates) spelicasting or concentrating on spells while in contact witha rishruu requires a Concentration check (DC 20 + spelllevell Likewise, using any sil that involves patience ‘oF concentration requites 2 DC 20 Concentration check, ‘Swarm of Bites (Ex) A nishruu deals automatic damage to any cteature whose space it occupies at the end of its move, with no attack rol needed. A nishruu does not threaten creatures in its square, nor can it make attacks of opportunity with its swarm of bites attack Vulnerabilities (Su) A rod of absorption oF ring of spell tuning brought into contact with a nishruy has a 5% dance of destroying itimmediately Ifthe item does nev absorb t nishruu, itis negated in the same manner as other magic items. A handful of thrown salt deals 2410 points of, damage toa nishruu, ‘Charge Magic (Su) When a nishruus slain its body dissipates. Any charged magic iter in contact with it when it dies gains an adltional 1d6 charges. The enhancement bonus ofa magic item that strikes the kiling blow against anishruu increases by 1 for 146 days COranacter fl ssassination Encounter Level 11 setu, : Place the naug.adats(N), Bloodthorn mercenaries(B),and dalesfolk (D) in the indicared squares. The naugradars are indistinguishable from the dalesfolk, and their familiars are hiding at thei feet. Although there are only 18 dales- folk present, describe the toom as containing 20 dalesfolk anda table at which four haléore mercenaries ate sitting. ‘When the characters enter the tavern, read: Four burly halfoves with greenish pigmentation, sloping foreheads, jutting jaws, prominent teeth, ‘and coarse body Rar acupy the center of the tavern, drinking and gambling. Eacl halfore has a distinctive tatoo on ifs right cheek: a thorn dripping a drop of blood, and each is garbed in halla witha falcon atthe ready. A eof javels lies beneath the table, ‘Tactics “The naug-adars hide among the crowd in the guise of com- ‘mon dalesfolk, using alter self The naug-adars initiate the tavern brawl by making it appear that one of the PCs has muttered a vile expletive (silent ghost sound by naug-adar #1) and hurled a mug of beer (silent mage hand by neug- adar#2) ata neighboring table ofalf-ore mercenaries ‘The mercenaries have been paid to reace by starting a brawl, although they are unaware of the planned tac- tics of the naugeadars. Once the fight begins, the room erupts in confusion, giving the naug-adars time to cast more spells. Naugadar #2 casts major image to make it appear to the other tavern patrons that one of the PCs (preferably the one who most resembles a wizard) is spelleasting. Concurrently, naugadar 61 casts summon ‘monster IL t9 summon 2 hell hound, directing it to at tack the halFore mercenaries so that its breath weapon catches several dalesfolk as well. The naug-adars repeat this tactic in the second round, followed by Evan! Back tentacles and summon monster Ll for athird time in round 3. The naug-adars then try to discreetly escape after do: ing their best to make the PCs appear to be villains who have callously injured many dalesfolk during the fray. ‘They defend themselves if directly attacked. ‘There’ a chance for a PC to notice one of the “dale: folk” casting a spel if that character actively scans the crowd looking for suspicious activity (sich as the perfor mance ofa somatic component). Success in this endeay= ‘or requites a spot check as a move action, The DC of this check is 20f tis made in the same round when the first pair of spells is cast (major image and summon monster U1). Success indicates that the PC has singled out one of the two naug-adars. The DC goes down by 5 in each round thereafter, it DC 45 to catch a naug,adar i the second round of casting and DC 10 in the third round ‘A spellcraft check can provide the same information, and the DCs are 10 lower than for the spot check (50 that by the third round of casting, identifying a spelleaster is automatic). If the naug-adars get off all three of their spells without, being discovered, they are automatical Ay sported as suspicious characters because theyte at tempting to flee the scene furtvely, rather than rushing, for the exit like normal dalesfalk 2. Nauc-Apars bhp 26 each (7 HO) Male Vaasan human wiard 7 LE Medium humanoid Init +6; Senses Listen 3, Spot oS Languages Common, Damaran, Draconic C17, touch 13, flavfooted 15 = Resist endure elements Fort +3 (+5 if familar within Sf), Ref +4, Wil ‘Speed 307t. (6 squares) Melee =? dagger +3 (144/18-20)%2) Base Atk +3; Grp 2 ‘Wiard #1 Spells Prepared (CL 7eh) ‘th—confusion (OC 17) 3rd—summon monster I! 3) 2nd—abher self, detec thoughts (DC 16), misdirection’, see inosblity Ist—endure elements}, mage armort, magic mise Silent ghost sound (DC 12), true strike 0-—detect magi, ghost sound (DC 3), mage hana, message \Wieard #2 Spells Prepared (CL 7h) ‘4th-—Evard's black tentacles (215 grapple check) 3x6 fireball (OC 16), majar image (2) (OC 16) 2dr sel, detect troughs (OC 16), misaection, see invisibility ‘st—endure elements}, mage armort, mogic mile, silent mage hand, true strike (0—etect magic, ghost sound (DC 73), mage hand, ‘messoge faleadycast Combat Gear wand of magic missile (25 charges, CL 7th) ‘Abilities Ste 8, Dex 14, Con 12, lt 16, Wis 10, Cha 13, '8Q fariliar (rt), share spells Feats Alertness" if familar within 5 ft), Combat Casting, Improved initiative, Seribe Serol, Skil Focus (Disguise) Silent Spell”, Spell Focus (divination) Skils Bluff +4, Concentration +11 (5 casting defensively) Disguise +7 (+17 with ater self cast), Knowledge (arcana) #13, Listen #5, Sense Motive +3, Spellcraft +15, Spot +5 Possessions combat gear plus +1 dagger rng of protection +1, 12 gp, 5 sp cR7 ‘of che round recond sation, so that leaster f their patical- re ate ushing cR7 sting ] nsively), aft, ‘2 RAT FAMILIARS. fp 12 each (7 HD) Ne Tiny magical beast (augmented animal) Jot +2; Senses low- ght visio: Listen +3, Spot +2 ‘Genguages empathic link, speak with master, speak with rodents ENB, touch 14 flartooted 16 Besist improved evasion Font +2, Ref-+4, Will 16 Speed 15 ft. ( squares}, climb 15, awim 15 fe Melee bite 15 (1d3—8) Space 2.1/2 ft; Reach Of Sase Atk =3; Grp -9 Atk Options deliver touch spells, Aeilties Sic 2, Dex 15, Con 10, int 5, Wis 12, Cha? 5Q scent, share spells Feats Stealthy, Weapon Finesse* Shils Balance +10, Bluff-1, Climb +12, Concentration +10, Disguise -1, Hide +16, Knowledge (arcana) +9, Listen +3, Move Silenty +12, Sense Motive 43, Spellerat +9, Spot-+3, Swim +10 SBLOODTHORN MERCENARIES SB 37each (5 HO) Se haleore fighters “Medium humanoid (ore) Jt <5; Senses darlsion 60 f. Listen +3, Spot +3 Languages Common, Ore AE 17, touch 10, lavfooted 7 Gort +5, Ref 2, Will +2 r Speed 20 it squares) im halhpate, ase speed 30 ft Melee mu flchion +11 (244+8)/18-20) eoged javelin +6 (1d6+4) ase Atk +5; Grp +9 x Options Power Attack ‘ABlities Ste¥8, Der 13, Con U4, Int 6, ‘Wis 12, Cha 8 32. Hounn cR— bp 22 (4H) TE Medium outsider (el, extaplanar, Fire, lawful) Jeit +5; Senses darkvision 60 f., scent Listen +7, Spot 47 EG, touch Ni, farfooted 15 ‘mune fire Fort +5, Ref <5, Will 4 ‘Weakness vulnerability to cold Speed 40 (8 squares) Molen bite +5 (1d841 plus 146 fre) Base Atk +4: Grp <5. Atk Options breath weapon Alties ir 13, Dex 13, Con 13, Int 6, Wis 10, Cha 6 Feats Improved initiative, Run, Track* Seis Hide +13, jump +12, Listen +7, Move Silently +13, Spot +7, Survival +7 (+15 tracking by sense) raath Weapon (Su) 10-feot cone, once every 244 rounds, damage 2d6 fire, Reflex DC 13 hal. FEATURES OF THE AREA Bars and Tables: AC2; hardest 8;by 8 per foot xquan break DC 17. Te edits 2 squares of movenient Ya enter thege aquares: A Medisin charsctorean hop up or fop ofa table or abar with a sucessful DC 10 Jor check (no rasining start cequired). A Small character cai jomiy up with « successful DCO Jump check (DC 20 without seneing stat), or climb up with 3 snccensful DC 15 Climb check. A character tandingon a table ra ber gave a +1 honvs ommcee tacks againat epponents om the ground. A table canbe tipped over. DC8 Strength check ican then provide cove, ‘A bar alao provides cover, and a character wha crouch dows behind it exins total concealment from chose on the op posite side (exenpt far those who ar¢ on higher ground) Rite of Unwinding {thie event anfldsbsfor the soni sion of Chapter 3, ite sovimed to occur in sane fee eda, Page 12), Evocaton, transmutation, and light peletake « 4 penalty to casterlevel Otherspells take —1 penal tocaster level. spelt and spelltike abilities of cresturs that have the hadow Woave Magic fet are unallected Encounter Level 10 setup 4 ‘The setup assumes the PCs ate camping in the forest our side the village in zone 4 (see sidebar, page 12), but it can easily be adjusted a5 needed. Place the Banestalkers (B) in the indicated squares Tactics ‘The Banestalkers heve orders 10 kill every member of the PCs known to the leaders of the Zhentarim Occupy- ing Army. They attack at an opportune moment at night cr underground, when the PCs are resting (assumed for this setup), badly injured, or distracted by combat with another foe. Although the Banestalkers fight rogether, they do nor coordinate their attacks of sid-each other in any way: If one or more of the characters escape, the Banestelkers track them relentlessly, until their quarry is dead or they are destroyed (and thereby rerurned to the Barrens of Doom and Despair). Fra Tures oF THE AREA : Snow: Te snow ig 10 inches deep, Medium and smaller ‘creatures must pay 2 squares of movement to enter cach aguaré of the sage ld. The DC of Tubs chec cpeasen by 2. Lae snd lapsot creatures are unaffected ‘Troe Trunle: § ft, thick;-AU 37 hardines break DC 35; Clie OC 15. ‘Ateoe trunk takes p an entire square and provider cover taanyone behindie Rite of Unwinding: See page 23. ; hp 600, 2 BANESTALKERS bhp 52 each (8 HO}; DR 1Ojsiver_ Beast of Bane® invisible stalker * see page 154 Large elemental (air, extraplanar) it 8; Senses darkvision 60 ft; Listen 13, Spot-13 Aura frightful presence (30 ft, OC 16) Languages Auran, understands Common ‘AC 17, touch 13, fat footed 13 Immune fear, elemental immunities Fort +4, Ref +10, Will+4 ‘Speed fly 307. (6 squares) (perfect) Melee 2 slams +10 each (3eb+4) Space 10 ft; Reach 10 f Bese Atk +6; Grp +14 ‘Atk Options smite good 1/day (+8 damage) ‘Special Actions fe SQeelemental traits, natural invisiblity, improve tracking Feats Combat Reflexes, improved Initiative, Weapon Focus (sam) ‘Skills Listen #13, Move Silently 415, Search +13, Spot 413 Feed (Su) When a banestalker slays 8 hurnanoié ‘opponent, itcan feed on the corpse, devouring both flesh and ife force, a5 a fulrourd action. Feecing destroys the vititn's body and prevents any form of ‘alsing or resurrection that requires part ofthe corpse. ‘There is # 50% chance that a wish, miracle, oF true resurrection spell can restore a devoured victin t life. H the check fall, the devoured victim cannot be brought back life by mortal magic. The creature advances in Hit Dice by consuming corpses in this fashion. For every thvee suitable corpses the creature devours, it gains Hit Die. Its attack bonus and saves improve a5 normal fora creature ofits type ané Hit Dice, and it gains skill points, feats, and ability score jmprovements normaly Frightful Presence (Ex) 30:ft. radius sonic effect, HD fewer than the creature, Will DC 16 or magical silence negates. When the creature activates this power Its eyes glow bright emerald green, [Natural invisiblity (Su) The ability is. constant, allowing the creature to remain invisible even when attacking, This ability is inherent and not subject to an invisibility purge spel Improved Tracking (Ex) The creature isa CConsummnate tracker ané makes spot tracks rather than the usual Survival checks to trace a creature's passage. 3 ee ee thle inns ee encope Te Berd Nerces teen (ca 9 cm cp ec for dns Mare han cue, anes (loners rem Zit Keep rasta aes) eee — Secs ra eva ra nasisliceeeaes ising ing Cunt Krg inthe proc " in DR 1399, Lond Auruy and hs wife Syn, beter ioe asthe Wich of Shawl ad ruled one he comity Fr na fee) Jar pero of exe pact tt, Dara Bence Arai Tey no severe Ba recta pect el es oe ink eal . adine bce grep ny han sod on aaa Det Site Veta ed cae alla pais will Ie all cxded wien fvocdhac hima tried and failed co ambush then K.helben Blickstaff as the mage was leaving Shadowdale. The ill- pees, ‘conceived attack cost Jyordhan his life. Without the false lord's st Reg on nd nl ee at ce Munsee acacl mi Brisrecee ke oa 4 ps ves Dutch mite Becton kat pacer Catena ie Sf te reelion ed by Sunt and Mase Band teremry ma Seay porches Oh rea! pl ty iow val Tauch smaller than originally intended. Wich Jyordhan’s death, 5 Si ecol cespogetey tow iron el cians ‘vas stormed and set afie ; (Ast LE ~ RAGK = lease margitally habitable again Though the area aroun Castle ns Since that ime, Castle Krag has been an abandoned ruin. By the time Scyulla Darkhope marched her army’ into Shadowdale, only a single tower remained upright, The Banites have since settled in and begun massive renovations, making the place 2¢ rag isall riar and tangled undergrowth, the pact leading south to the North Ride bas been cleared and construction has begun in earnest. the church of Bane “The Church of Bane is happy r participate inthe conquest of Shadowdal, for Tong has the dle bee a thorn inthe Black ‘Network's side. Even so the clergy’ first interest sin spreading the faith, Thus its primary focus isto restore the exple and ‘gin the proces of making the worship of Bane the offical (and only) religion within the dale. With cha in mind, 2 handful oF cleric, led by Dark Doom Malathon, have arrived on the seme 1 begin reconstruction. OF course, the leadership of Zhentil Kerp is pleased t have 4 prominent temple in the middle of is conquered area, but there isa far rmore strategic reason for the Banies to set up shop in Caste Krag. A forgotten prc hidden inthe depts oF the caste lower levels connects Shadowdale with Zhen Keep, and the Zhents intend eo use it to Keep a scaly stream of fesh twoops ad suplies wing into their conquered terior. For his part, Malathon has mixed felings about the entice ‘operation, On one hand, he is delighted to be putin charge of ‘what cold eventually be a major temple, prime foal point of the Black Lords faith. However, the pact made between Fzoal CChembryl and che Sharrans has created major problems for he Dark Doom. The Sharrans' rite is wo small inconvenience tothe Castle Krag clergy of the temple, Because of the proximity of the castle to Alokkair’s lair Gee Chapter 3), the effect of the magic-suppress- ing rite impacts everyehing the clerics attempt to do with their faith-based magi. In fact, many of their most important spells ‘anor function at all, & fact that cxuses Mlachon sno small amount of stress. Asa result, he has sunk into sort of eraven stupor, fearful of attack, hiding within the confines of his temple While others conduct the day-to-day activities of rebuilding the castle, He waits in vin for che ledership of Zhentil Keep to send him the “supplies and fores necessary to raise this temple properly” an expectation that willbe a long time realized, if it is realized at all castle characteristics ‘The castle's construction isnot all ofa single style. The Banites have attempted to sae us of 2s much of the existing structure as they ean, but much of it has fallen into complete ruin, requir ing chem to stare from scratch. “The map titled Castle Crag and Environs shows the different sections of the building, The large round tower and some of the curtain wall are all that remain of the origina structare, while the blocky building on the north sdeis brand-new. Some of the ruins of the old caste still ie where they fll, and are nothing more thaa piles of rubble. The workers are also laying x new foundation for what Malathon hopes will eventually be a more ‘impressive (and forbidding) temple in te years to come. original stcucture The fllowing general propeticsaply to the portion of the cate shown as orginal construction unless otherwise noted in a room or encouncer description (this includes the underground lve). Wall The orginal castle walls are made of rough hewn, poorly joined stone blacks (Climb DC 1). Arrow its feet tall Bete the outside walls from the iner chambers the ter gaps are 6 inches wide. looet The floors of the old structure are flagstone, and are generally even.and level, thoagh in some places the stones have pptched and canted with he yearly frees and thaw that hit Shadowiae Ceiing Height Ceilings are typically sallow arches 10 feet high in the center and 7 fet high inthe corners. ‘Doors Most doors are made of wood bound with iron, with fall ings on the side the door swings toward. Some of these Soors ae old and warped and sometimes sick a bi, but none of them require any Strengeh checks to budge. A small handful of doors have been replaced with new ones of a similar style Gee ‘the Doors entry in the New Construction section below) New Construction, Tie fellowing general propetss apply tothe portion of the castle shown as brandnew snes others notin 2 room oF encounter description. muquang 1 & somaseny : Gee F the maging WS worst ye CastLE Krac ———— Walls Thé new cat walls are made of smooth sone casings created by wall of sone asd sone shape spells, enforced with fying buttresses and filled with earth for solidity liming not possble without the aid of ropo Arrow alts 4 fer tall perce the outside walls from the inner chambers; the outer gaps are 6 inches wide loocs: The lors of the new structure are smooth and with cut seams, again formed through wall of sone and sone sbape spells. Ceiling Height: Ceilings are uniformly peaked toward the centerline of the long dimension of any given room, and are 45 feet tall at that point Doors: Most doors are made of wood bound wih ron bands, vst pll rings on these te dor swings toward ll are bran new, Swing ety, and make nosound a they open ot shut gecound Level Refer to the accompanying map for the eyed locations that follow. 1, approach and entrance The jagged ruins of worched and broken read tower jut pad in the gray sky from a sheer sided promenter of rock, art ofthe bile abcad. Numerous track inte snewevered path lead around to the right, angling alongside the base of the tscarpment. The tack approach te base of narrow, sping aus rising to a platforms someone has laid several tinder ‘across the gap between the cansearay and the escarpment, form ing a makeshift bridge, Beyond the bridge, the vet of the case Ties in tumbled ruins. ‘The large round tower hasan intact first foor and a partially collapsed second story. Arrow slit pierce it at regular intervals, ‘though 20 one fires on the characters through them. The base of the escarpment isa tangle of scrub-brash thickets and briars. Tracks: The snowy route from Shadows co Castle Krag i replete with eracks from the different creatures occupying the dal. In adktion to horses, thee is plenty of evidence of hobnailed boots worn by both Medium and Large creatures Any attempt to follow a specific eeature is fairly easy (Survival DC 5, or 15 after a snowfall) ‘Escarpment: The rough rock surface at the bas ofthe castle is slippery with coated ice (Climb DC 20) and rises 20 feet on average 0 the base of the tower walls (Causeway: The narrow, sloping ramp isnot overly step, but unless riders dismoune and lead their mounts up it, there ig a danger of slipping over the side (Ride DC 10) Bridge: The description assumes that the characters have approached the castle during daylight hours. If they arrive at night assume the moonlight is sufficient co give them glimpse ‘of the place, but the occupants have removed the plank bridge for overnight protection. The makeshift bride is sturdy enough for any creature of up to Large size to cross without problem. Again, though, riding a moone can be tricky (Ride DC 10), and the castle denizens ead thei horses on foot when crossing, —— Castie Kaac a Derelopmeat: Ifthe FCs bunker dowa to wait and watch sata apg aie etl Stepan clog ot fpleg Afr 2212 mits peta of al ghee, amg. tn ccc, or sone snr fgue eer ervs oe cea by on ofthe cuseay and the rast big, Sch poop or firs more betyen the cae and Shadowdlerepuany fire ech dap 2. Barbican Tie crumbled remains of trwert and walls surround a debri- filed courtyard. A path leading trough the snow anges othe “eft where it disappears through a gap inthe ples of rack and darned timers. The remnants of the round tower rive there, Beyond the rabble ‘This ruined structure used tobe the barbcan, or gatehouse, for the castle. When Sylune, members of Manc’s Band, and ether folk of the town stormed the castle, ehey sundered and burned this part of it to the ground, leaving smoldering heaps of wreckage. ‘Dark Doom Malathon intends to rebuild it eventual, but thus far it isa low priority, to be dele with after the Banites manage to erect suficient shelter. ‘Creatures: The rubble serves as a choice hiding lace and battlegreund for the castle's newest gatckeepers, a par of mau, fighters They have camouflaged themselves among the crumbled wall, tirelesly watching all who come and go. They chelleage anyone who does nor openly display a symbol of either the Zhen tarim or Bane, or who doss not utter, “Tam within the grasp of the Black Hand” before passing through. The maugs have a ‘Spot molifir of «7 on attempts to notice characters who atempt to sneak across. They are not othernse terribly alert and don’t inotice invisible characters; and they ignore anyone flying more than 15 feet off the ground. ‘Tactical Encounter: CL: Barbican, page 36 Development: During the daytime, creatures in ther parts of the castle (particularly areas 3 and 4) ignbre most mundane soands coming from the barbcan, including the sounds of combat. However, if the battle ineludesfashy oF noisy magic, Nezrym Gee area 3), accompanied by an ettn from area 3, investigates. At night, any sounds draw the attention of the beasts of Bane Shadow masifs from area 3 TF the PCs defeat the maugs and then retreat from the castle at some point before destroying the portal in area 23, one new smaug fighter begins standing watch here 3d days ltr. 3. courtyard “The Baits have set the courtjari up a the central construction ‘tone for their efocts to rebuild the eattle and add toi. They have taken numerous prsoncrs from the town of Shadondale sand brought them here 35 slaves Daytime, All of the information below assumes thatthe PCs have arrived jn che courtyard during daylight hours. Walls—old, new, and ruined—surround a fiat, open area dusted with snow. Near the center, a handful of stoneworking tels surround a small stack of limestone beck. A pair of large ocheaded creatures, whips i thir bands, oom ever several ‘bivering, shackled workers who crugule to shape and move the Bleck. tn armored buoman lounger agaiat one wal, directing ‘ein effort Greatures and NPC Twi fiendish ettins act a5 Savemas- ters, keeping the slaves on task through brute menace and fear tactics, while Nazrym, a 6tivlevel cleric of Bane, oversees the construction work. All eight of the prisoners are commoners, seven of whom are from Shadowdale and serve as raw muscle, tte cighth isa dwarf stonemason brought to che sié from the Citadel of the Raven. See area 19 for more information on the prisoners ‘Tactical Encounter: C2: Courtyard, page 38, NicHTTiME, the PCs instead arrive at night, read: Moonlight faintly ilteminates ax open courtyard and the walls surrounding it In the center, «banda of soneworking tools lie sear a nll stack of sone Becks. At the periphery ofthe area, {he shadows seem 0 ifs and ide Greatares: At night, the Baniss release four shadow masts into the courtyacd tact as guard dogs. They prov throughout areas 3 and 4, but don't go ito area? unless they hear com Tetion there Taetial Encounter: C3: Courtyard, page 40. Development If the PCs manage to fre the prisoners and gt them clear of the ast, they must figure out what to do With che refugees. Returning them to thei homes in Shadow dle raises the suspicions of the Zitarim there. Tis posible to ger them involved in the formative stages of the uprising ee Chapter 3). 4, New eoundation The ground bere has ben cleared of debris and smoothed ft. Weoden takes pounded into the bard packed soil Beneath the dusting of snow sem to indicate the Boundaries of «planned fexpanion to th castle complex. Numerous stone blocs baveal- ready Deen lain place. Aspart of their effoes co expand the castle, the Banites are laying ‘out the foundation for «new building, Thus far, they have used ‘old stone cleared fron the ruins of the original castle, but will, soon need to begin quarrying new stone nearby. Development: For every tenday thatthe PCs ignore the castle, more ofthe Foundation and walls get constructed using the ruined walls of the barbican. Clear out one 10-footby-10-fot area of rubble from the map etch tenday to account for this 5. stable The swarm, steamy odor of bored bangs ithe air within his chamber. Scoral wooden stalls along the back wall louse mounts. “A large ple of standsin the far lefband corner an a doer ‘in the righthand tide Leeds ints tall seoden enclosure ing used ssl Castl CastLe Krac —— — Casi Kane aed ‘This isthe stable where che Banite leaders keep their horses. ‘Tolar (rea 6), Nuzrym (area 3}, and Malathon (area 22) ll ave mounts stabled bere. The door leads into a tack and harness shed. IEF the characters open the door, reat The sel of leather, oil, and saddle sap waft throug the door ‘vay. Within the small chamber, several saddle, Blankets, and ‘bags rest npon wooden sends, and asrted tack and harnesi ear ‘ang from piso the sal small worktable stands in the spi er th ay of tberworting ls baging from the walls above it Hidden beneath a stack of saddle blankets underneath the work table isa trapdoor It leads to a narrow shaft 3 feet on a side with iron rungs set into one wal: The shaft descends 25 feet to an equally narrow tunnel heading south. This tunnel connects to the secret door behind the statue labeled “C” in the temple Grea 2, Greatures: One light warhorse and re riding horses occupy tree of the four stalls within the sable ‘Treasure: The light warhorse wears a et of horseshoes of -zepigr. One of the saddles in the tack room isa military sade, and the pommel is set with « large black opal, making the saddle worth 1,000 gp. In addition, the room holds two riding saddles, our complete sts of bit and bridle, four sade blankets, four saddlebags, and a sot of masterwork leatherworking tools, col leetively, the gear and tools are worth 100 gp. Tucked into one of the she is «small pouch containing 2 garnets worth 300 gp cach. Development: Ifthe PCs take the light warhorse and do not slay Tolar, he makes every attempt to track them down and re- claim the animal, no matter how long it takes or how far he has to travel, 6. sergeant’s quarters ‘The door leading into this chamber is locket! with a good lock (peu Lock DC 30) and trapped to injure anyone who enters without disarming it Falling Block Trap: CR 5; mechanical; location trigger; manual reset; Atk +15 melee (646); one target (first through the door) Search DC 10; Disable Device DC 25. ‘Once the characters are inside, read This austere chamber appear to serve asthe living quarters for ‘single individual Light from a Sle arrow sit the opposite ‘wall reveals an uncomfotaberonkng bed shoved nto the far righrband corner. lew chest sits atte foc ofthe bed and a writing desk et agains the wall Beneath the araw it. Ox the defeband walla somple war date resides in the former, and an empiy armor rack sends inthe mar corner ‘This room serves asthe quarters for Sergeant Tolar, the human ‘commander of the gnoll mercenaries (Se area 7). He lives in ascetic simplicity, forgoing even simple comforts suchas braziers cor rugs He is currently with his fellow mercenaries, playing cards in the barracks ‘Treasure: The footlocker contains mundane clothing and ‘other personal effets. In the very bottom isa satchel holding 1,500 gp and a pouch with two garnets (700 gp, 300 gp) A +2 ‘composite longbow (92 Str bonus) is ted to the underside of the bed frame. The wardrobe contains an extra shirt, pair of trousers, and boots, and it also has single drawer at is base that holds an extra Blanket. A scroll lies ft and face doven at the borcom of, the drawer, appearing to be shelf paper It contains one scribing’ of unseen servant. 7. Barracks The light fill tis dingy chamber comes from tne arrono slits along the far-aall,a lantern banging from the ceiling aboce a ‘round table with four chairs near the center of the reom, and ow braziers fled with orange coals in each corner, Rough pellets stinking of sweat lie on the floor near each brazier, tand a large best rests against the Back wall, between the two arrow tits. Creatures anid NEC: The oll mercenaries serving the temple sleep and gamble here when they are not ovt on patrol or otherwise on duty. They, slong with their hanna sergeant, ae seated around the table ata dice game when the PCs fist eer. Unless someone specifically warms them of fighting ow inthe courtyard (area 3), they ignore any noise they hear uring the day, they ature just the ettins beating the prisoners, and at night, they believe the shadow mastifs have picked up the scent of deer again). “aeticat Encounter: C4 Barracks, page $1. Treasure: The chest harbors the accumulate wealth of the soll mercenaries. Among che odds and ends they have looted ‘cently area gold dragon comb with are garnr eye (800 gp, 4 plain gold zing (0 gp, and fine painting (1,300 gp). There is aso a sack with 1,400 gp inthe ches. ‘The gambling coinage on the table (which could get scattered across the entre room daring the fight consis of «combination of gol, silver, and copper worth a total of 321 gp Tolar has a key on his person that unlocks the door to is quarter (area 6) but docs not disable the door’ trap, 8. Main Hall A rectangular table sits\in the middle of this bigh-ceilnged Ghamber with several chairs surrounding ition, the wall, deren marerous doorway: eang ehewbere, tacks of boxe, crates, and barrels of goods rite overhead. In the near lofrband corner, someone bas erected a makeshift fireplace and hearth, ‘wih the chimney angled ont throng a arrow ait. Something stews a large hele tere. A pssae continue aruda corner on the far right “The Banites use this main entry hall as a makeshift kichen and dining room. Most of the goods inthe various containers are foodstuffs, but there are also plenty of sets of cold weather clothing The stew cooking on the fireplace isa rich and aromatic broch filled wit dese meat anda few vegetables There i aso a lea of bread baking onthe hearth aad ding A+? the ban of ing tare 1 the s the nd at scent F the noted ep There ation 0 his Niaratlen'y 1. Widermans Caster Krag Karn Blackrae and bis mi ‘Treamare: The goods in the crates, bores, and bartels include 150 pounds of flour (3 gp), 10 pounds of choese (2 gp, 10 Pounds of iron (1 gp) and 30 pounds of dred meat (28 gp) As el, ehere are 200 atroms (10 gp), 100 eressbow bolts (10 gp), 30 short swords (300 gpl, and 20 small wooden shields (60 ep). ‘There are also 10:e1 of cold weather outfits (BO gp) and 10sets of fur clothing (80 gp) 9, slavemasters’ guacters The tench of exrement and rwent wafting torengh te pen dor xeny from this chamber scoms to emanate from a pair of pale oved inte opate corners of the wedge shaped rom The bedding conto many animal ets and appears tered with awed hos Braster filed sith cals provides ome tmall emnunt of warmth, but mat of the light ers in from three arrow ats long the rounded wall “The two ettins working ab slavemasters occupy this chamber. Daring the dey they are outside in the courtyard area 3) oversee ang their charge. AC ight, however, they can be found slxping ture. Consult encourtr C2: Coureyard page 38, fr the etn! statistisif the PGs veneure i bee at night (and havent already slain the creatures, of course) a tach ‘Treasure: The ects keep their ill gotten treasures tucked be- neath the licerdden bundles of fur they use as pillows. A sack of 1,400 gp lies beneath the first, and the other pallet has 2 small wooden box filed with useless shiny baubles, guiow of enlarge person, and ring of protection 10. Blackguard’s quarters An evertized bed Thoved against the for, curved wall fille mast O this large, oddsbaped chamber. A wardrobe stands on the righthand toall, and an armor itand and weapons rack fil the narvow area on the lefthand side of the room. A tingle brazier in the middle of the chamber glows with the beat of durning cals and weak delight lal in from a pair of arrow sit above tbe bed. Kurn Blackrage the ogre blackguard sleeps in ¢his chambet though he rarely rests. The wardrobe appears to hold noehing but a set of ogre-sized cold weather clothing, fur cloak, and fur boots, but a secret compartment in the wardrobes floor panel (Gcarch DC 20) houses a few of Kurn’s prized possessions. The ‘container, 2 small iron box that rests upon a bed of gold coins scattered loose within the compartment, is smeared with co tact poison. a Caster Kaas Contact Polton Trap: CR % mechanical touch trigger attached}; manual reset; poison (back lotus extract, DC 20 Fortitude save resists, 346 Con/3d6 Con} Search DC 18; Disable Device DC 26, “Treabue: The gold cons total 3,400 gp. The iron box contains a black pea (500 gp) and a jasper (40 pT also holds pation of spider climb, a sexe oF comxagion (Blackguard 3), a wand of levisate (6 charges) and a wand of wl: witdom (9 charges). Kun intends'to use these last ewo items as baeaining chip with «any Zhentarim wizard or cleric be thinks cat help him rise in pom : Development: Kurn isa favorite of Seyllua's, and she is ‘grooming him for eh Future. If she earns of is demise anncan determine who i responsible, she sends afew competent assasins after the troublemakers (assuming she survives, f course) ir. Kennel Tint Ber wet gpepe haste marta fit droppings. Though sonae fated Ni of out ht fers in from the far wall, mast of i is blocked by thick black ctrtains draped cover the openings. The chamber is devoid of any furniture, and sumerous cracked and guaved bones lie scattered all about the stone fos. This is the Kennel, where the denizens of the castle hep cir watehrfogs. The Banites have hung heavy black curtains over the arrow slits, which keeps the chamber much darker than it otherwise would be. (Creatures: Four beast of Bane shadow mastiffs turk in the ‘chamber daring the day, when construction work going on out in the courtyard (area 3)- At night, the hounds are released ro prow * ke coureyae and Keep watch, and this chamber is erty. ‘Tactieal Encounter: CF: Kennels page 4. 12. garderobe A smal ween vnc wit es strate heen alo with midden buckets beneath, make clear the intended ase of this Imell chamber. The rom i otherse quite foturlese. “This, of course, ehe privy: Once cach day, Nazeym employs 4 dread warrior to empty the buckets outile the castle walls “Anyone entering the chamber has chance to notie Spot DC. 25) chat few of the stones that form the highest potion ofthe ctv wal ut oot Far enough to form & ladder of sorts, These ould be reached by someone standing on ehe bench. At the top of this disguised ler sits a secret door Search DC 20), which can be opened by shifting one stone to the right. Beyond is arrow crawlspace leading to area 13. 13, secret storage A cralipace leads isto a lew ceiling chamber not quite tall enough fora human to stand upright within, Sboved back against the far salls are a pair of large wooden chests. Malathon and his minions added this secret room when they ‘begs rebuilding the castle. They use this area for storing much ofthe coinage and a significant portion ofthe magic they intend to use to expand the castle in the future. Nether of the chests is locked. ‘Treasure: The first chest olds 8 bags filed with 1,000 gp cach, 2 well asa pouch with 10 aquamatines (500 gp cach). The second chest alls a scroll with wo cogies of each of the fl- lowing spell all eribed at cater level 0th: ral of me, tome shape, and make awhole. The second chest also contains a ire of building Development: Malathon has been harboring this treasure until be and others working with him can make better use of it In particular, he needs someone with somne ability to perform wich musical instruments to pu the magic Ire to good we. Not surprisingly, between the war and the Sharrans’ magie suppres sion, be hasbeen unable to take fll advantage of the tool his disposal. Ifthe PCs fail to disable or destroy the portal area 23) within two tendays after leaning of ee temple from Sylunt, ‘Daeotil Keep sends an Bthevel rogue with maximum ranks in $erform tring instruments) through the portal to assist in the ‘onstruction efforts, 14, stairwell “A single tr tucked ints a rone reveals the spiral tira in ‘is cirendar room. he pal tothe eft descends and te roa on Ie righthand side anges upward. ‘The stairs that lead upward are blocked, after a single bend, by debris and rule from the Basted remains of the upper floor of the main toner Should che PCs manage to ekar out the broken stonesrork and eacked and scorched timbers blocking thei 3, dey fa chemselres on what is left of the crumbled, roofs, and empty second flor. “The stairs leading down twist completly two times before ‘opening onto area 15. subterranean Level All ofthe construction of this rea predates che new inhabitants, ‘the stonework is rough and the exlings are arched throughout. 15. stairwell he mining stairenst ends in a sort aliavay similar tte ove scread,Terebe paced eseny provid ait light and sw that «larger room ext beyond the pasage “The stirs ead back up tara 14, The sere dor leading ar 16's well camoutaged (Search DC 25) and pivots horizontally ‘on 4 cera point 16. Secret ROOM. ‘Dust and cobwebs hang thick all along a narrow passage leading t0.a small square chamber. Within the room, more dust makes it lear thatthe place as seen nether light nor sisters in quite some time, Several dust and webrcovered lhomps lie scarred ebrongont, ste on nh by or of ren re, fore a Caste Krag “a ‘This hidden chamber actually survived the razing of the castle intact, and it contains afew treasures orginally kept here during Jyordhan’s reign. Perhaps someone intended to return to fetch it, but no one ever did, and it has been siting here ever since. ‘Treasure: Some ofthe less hardy items sxoed here have long, Since moldered away. However, several old sacks-—which tear the ‘moment anyone picks them up—still sit in some of the chests, tnd hold a total of 7/200 sp, 3,400 gp, and 1,800 pp, One dust covered bundle is actualy a carpet of fying, and leaning against the far corner is Interceser, a Tyran justice blade. This +1 holy mighty cleaving Longsword is made of magically hardened bronze and is inscribed with Tyr's hammer-arn-scales symbol. It sheds ‘pure white light in a 20-foot radius when drawn, Development: The moment snyove lysa hand on Imtercesor, ‘Tyordhan arrives achieving surprise) and attacks that character for 5 rounds before fccing from the light the sword radiates. IF ‘PC wields the blade in the battle against Jyordban and Malathon ‘in the cemple (area 22), the dread wraith concentrates is attacks fon the sword’ user. . 17. Armory Torches guttering along the walls of this large, semicircular chamber reveal mumerons tacks of goads—matt notably armer, weapons, and ammunition. Te doors along the straight wall ead to otber areas of the tower, and a wide ballray tthe left glows ‘with the light of mare torches. The Banites regularly bring equpmene through the portal from Zhentil Keep to resupply the army’ in Shadowdale. Before it gets Shipped t the town prope, is stored and sored in this large tall Creatures and NECe: At the moment, Kuen Blackrage and a ir of undead dread warriors are working here, moving goods round and readying shipment for delivery to Bate-Capeain Forthar Helvenston in Stadowdae “Tactieal Encosnter C6: Armory, pege #2. ‘Treanure: The crates, bens, an barrels contain 200 pounds of flour (+ gp, 70 pounds of cheese (10 gp) and 100 puis of dri teat (60 gp). There ae also 20 compost hort bows (1,500 gps 30 light eroscbows (1,050 gp), 30 chain shirts (3,000 gp), 20, becastplates (4,000 gp), and 40 sets of cold weather outfits G20). 18, well Room A lee, circular stme wal, preps rast bgh, rises from the Poor inthe middle of this lighless, wedge shaped chamber. A Soke ts wext tothe crear structure, a lemth of rope Hed to “ts bandle, The cer end of the rope is attached team von ring “et nts the floor nest tthe law wall. ‘The low, round wall in the middle of the room surrounds a well daft. The shaft descends 40 fect to che surface of the water, ‘which is extremely cold and LF fect deep. The inside of the well Isslick with slime and difficult to climb unaided (NG 30; DC 10 swith the bucket rope). ‘Treasure: Hiden at the bottom of the well, buried under a lager of sil afew inches deep, lis a ring of chameleon power. ‘The ring slipped from the finger of a Zhentish agent while he was part of a desperate fice brigade during the downfall of Castle Krag. 19. Dungeon A pair of wwches provides the anly light in this small, smoky chamber. long low rable, repiete with iron restraints, sts i the middle of the room, aad implements of imprisonment snd orture—wwhips, manacles, tongs, blades, and s0 forth—bang from every available wall. A set of stent wooden doors line the cppetite, curved wall ‘The Banites keep their prisoners here, locked avay in the eels. Creatures: The temple employs two amniau demons as its jail cr and torture masters. The vicious creatures thoroughly enjoy their work “Tactical Encounter: C7: Dungoon, page 45, Development: Cell A is empry, and cell B holds a young ranger named Aralay Faleonfand, Ifthe PCs rescue and free him, he cot become a valuable ally. He informs the PCs that he can muster 2 bos of fey creatures from the nearby forest to assist in driving the Zhentarim out of Shadowdale, After urging the characters to get the other prisoners to safety, he departs until later in the adventure (ee Chapter 5). ‘Ae night, cells C and D hold four prisonets each. During daylight hours, these unfortunate inmates are hard at work in the courtyard (area 3). _ 20. Hallway his alta, wider than amyahersin ibe castle emds ima double eon a th far end. Tres fcr ed etter in toce regular interval: along both walls, illuminating cracked, peeling, faded frescoes, their senes wo longer dicernible. The dass temeves ‘are obviously nealy Bulan long They exhibit ornately carved lanagery—a menacing figure in Back armor, « irling cleab, ‘and a symbol upon bis breastplate, siting numerous cowering foes with «gauntlet fis. A second, smaller door rests in the righthand wall near th larger doors ‘This allway leads to the temple of Bane. The frescoes were ‘once vivid depictions of the glory of the Black Lord working his machinations upon all his enemies, bu the years and vandals ‘have all but scoured the images away ‘The new dooes are more than mete ornamentation. They are ‘rapped with a gambol of pain to bring low anyone not of the faith who weal dare trespass within ehe temple proper beyond. ‘Te symbols triggered when viewed from as faraway as 60 fet, so the moment any character comes around the corner and spots the doors, she activate ie. Malathon has atuned the symbol to all the current members of the temple so they donot tigger ie and are immune to its effect. Once triggered, the ggnbol remains active for 90 minutes, thus, any characters who resist ee effect tue rerurnwihin thie time must attempe a new save. ‘Teap: CR 7; magic device; spell rigger (no reset; spel effect (ymbol of pain, 1Orh-evel cesic, wracking pains causing —+ penalties on attack rolls, skill checks, and ability checks that last for 1 hour after moving 60 ft. away, DC19 Borugude save 3 } I Caste Krac —_ negates); multiple targets (all non-attuned targets within 60 ft) Search DC 30; Disable Device DC 30. Development: IF the PCs trigger or dispel the symol and then depart the castle, Malathon assuming he is still alive) makes an fort to cast it again if given time co study and work. Since he wishes to atcune it to any surviving Banites Gost likely fewer than ten creatures), the casting time is probably 1. hour. 21. High priest’s quarters “The dor leg from the hallnay into the room shel fst with 2 good lock Open Lack DC 30} Once the PCs go ins reat A pair of vl lamps and ts brazierscazt a warm glow throughout his opulent bedroom. A large four-poster be rest inthe far lef and corner, with a Brazier at ts foot. The nightutand beside the ed bolds owe of the lamps and a buok. Against the near wall on the left stands a wardrabe made of some vic, dark road. To the righ a suiting desk is itominated by the ether lamp. Numerous tomes and scrolls lie sattered acrats its wrface, accompanied by a wt of quis, an inkawell and wating wax. Next tothe desk stands « large bookcase with glass doors, and in the near right ‘and corner its the second brazier and next tit, an overstuffed reading chair. sumptuous carpet pralt across the eenter area, sand soveral tapestries woven in black, greens, and creams bang, from the wall The dead rise te defoed the Temple of Base Dark Doom Malathon makes his home within this chamber, and he eo living comfortably. The bed contains an over. sulfedfehcr matte and goosedown pills, ps no fever than three hary comforters for warmth, The book on the nightstand ia weatse on Bate’ doctrine an how to spread i ‘most effectively : Tie wardrobe his evo differnt sts of priestly vstmens “The scrolls and bookson the writing desk ze metly manifests of supp, ters from higheranking Zhent agents and pies within Zw Keep dering exerted equipment nas and troop Sis coming through the pret area 28) an a couple of pages of notes on sermon Malathoa vas working on rectly “The glass dors on te bookcase are locked with good lack (Open Lock DC 0}; the lack is rapped Poon Needle Trap CR. mechaniees touch triggers repait rest; Tock bypass (Open Lock DC 0} Atk +17 mele CL plas poison, needle pon Chue whinns, DC 14 Forde save es {poison only, 1 Conyunconsciousness Search DC 22; Disable Device DCT? Thside the bookcase & Matathon's collection of histories ani teaties concerning Bane and his historical activities in Faern Creatre: To soothe Malathon's concerns and posible hurt flings over ber magic suppressing rte, Fave Grayesitle Gee (Caper 3) angen the high priest a pur of very robust aad covslain basis They say in his rooms as guardians of his Sn onrey vey gear - £ = = = 2 € = 5 ad it denaemy 4 usr ——— Caste Krag a“ personal belongings. Though the cleric is use as much a¢ risk of ‘heir petrifying gaze attacks a5 any other intruders, they have been trained not to look at him, he is careful tS avert his eyes, and they spend most of their time under ehe bed, anyway ‘Tactical Encounter: C8: High Priests Quarters, page 48, ‘Treasce: Tucked into the pages of one of the books in the bookcase is a folded scroll containing inlet igh wounds, mass, flame srike, a0 unbely bighr, all scribed at 10th level Also, in ‘one false book, Malathon has tucked a pair of es of doom into the concealed compartment. A small sick containing 500 pp is hidden inside che cushion of the reading chair. 22. Temple of sane The lng, aleoved chamber beyond the double doors glen with 4 okly green light coming from torches mounted im bracken, rough the room. A statue stands within each alee, three om 4 de, except forthe far ome on the right, wlich appears to have tumbled or been tppled-—from its niche. tthe far end, shart step rise np ton alter crafted ofa Black mineral. [eis draped twit cloth of blod red, and two candles guter atop it, giving ff more ofthe wnusual green light Tapestrie: adorn th walls bree sides of theabar, showing gory image of murderous human ‘warrior, barechesed, smiting enemies witha spiked ganvle, ‘The invaders from Zheatil Keep have largely restored the temple of Bane within Caste Krag to its foriter condition. The lone exception is of the statue at location f, which is of Jyordhan huni: When Syné andthe members of Man's Band sacked the castle yeas ago, they toppled the sone figure asa symbolic ‘gesture designating the end t che Zhent agerts eign. Malathon recently sent word back to Zhentil Keep that he needed wizard with the appropriate magi to get the statue upright again, but he is sill waiting due to burearatic delays The green torches ani cans areal slighe variations on exerburning torches. ‘Note: Because of the magic suppresion the Shaftans have created, Malathon cannot cast wnballone within the temple. Creatures and NPCs: The high clei, Dark Doom Malathon, and Jyordhan, the former resident of the castle now in dread wraith form, are in the temple when the PCs arrive. Barting Some unforeseen actions onthe characters parts, Malathon and Jyordan are fully aware ofthe impending arrival at the temple “ors (ue if nothing ese to the dread wraiths ifesense). The cleric has prepared by casting some protetire spells upon hits self Gee te tactical encounter) and asx wordead 17 spell, bringing forch two skeletons co occupy the PCs fr a it. He now hides atthe far end of the temple, bind the statue labeled c on the map where he car lob more spl fom a safe and dscrest stance Jordan sof course incorporel stall. ‘Tactcel Encounter: C9: Temple of Bans, page 46. ‘Treasure: In adsition to the everburmingtorebes (QO total, 41,100 gp, the candlesticks on the altar are made of siber and worth 300 gp for the st. Development: IF the battle against the PCs goes poorly for him, Malathon tries to escape through the secret cunnel that Jeads to the stables (rca 5). From there, he makes his way £0 Shadowdale ro warn Batle-Captain Forthar Helvensron of the appearance of the PCS. 23. portal chamber “hie door to this room is conceal behind one of the tapestries in the temple chamber Otherwise it sa normal door. Once the characters find it and eter the room, read: This rom sems utterly empy except for ane rather remarkable feauve. dv arch of dark colored ton as heer consruced within ‘te lefrband wall hough it bas no pening its center. It eppears to be nothing more then decoration om a atberwise oid wall Thisis the portal by which Zhentl Keep moves troops nd goods into Shadowdale from the Moonsca region. Is keyed to work ‘only for members of the Zhentarim or Church of Bane, and as 2 further safety precaution, the destination tothe oter side is