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Shadowland

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100% found this document useful (1 vote)
402 views59 pages

Shadowland

Uploaded by

albertp
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 59

Content

Open gaming content 2


About the Author 2
About this product 3
Installation Instructions 4
Options for 3D Scenes 6
DM’s Background 7
Details About Shadowland 8
Introduction 10
Beginnning the Game 10
Handouts 29
Maps 31
Shadowland Appendices 35
The Cast 37
The Tome 49
Glossary of terms 51
Open Game License 54
d20 System License 55
Auran Adventures License 55

Auran®, AURAN Jet® are either registered trademarks or trademarks of Auran Holdings Pty Ltd. All rights reserved.
© 2002 Auran Games Pty Ltd. Other Logos may be trademarks of their respected owners.

1
to create a fantasy campaign world called Eldoria that had a strong
Open Gaming Content cult following in convention circles. “Mindbane”, a commercially-
produced module set in that world, followed and was distributed
The Auran® series of d20 System adventure modules are published internationally.
under the terms of the d20 System Trademark License and the Open
Game License. Since then he has continued to develop Eldoria and has written
more than forty Dungeons and Dragons adventures set against that
Certain passages of text in this module is Open Game Content. You are
permitted to use the Open Game Content, under the terms of the Open background. Many of these have been featured at RPG conventions
Game License, in materials of your own creation. across the nation and have always been well-received. Although Keith
has also designed scenarios for rule-sets such as Call of C’thulhu,
The remainder of the material in this module including all the paper Alternity and Hârn, Dungeons and Dragons remains his forte.
based artwork, all digital artwork on the accompanying CDROM, most
of the original storyline text and the software programs on the CDROM
does is not Open Game Content. This material is Product Identity Credits
in accordance with section 1(e) of the Open Game License: You are
only permitted to use the material that is not Open Game Content in Game Product Designer: AURAN Jet Team:
accordance with the terms and conditions of Auran’s Adventure License Keith Done Craig Allsop - Technical Director
Agreement. Kerry Hemsley - Senior Software Engineer
Project Director: Cliff Cawley - Jet QA Engineer
Jason Robson David Howell - Senior Systems Analyst
For the avoidance of doubt, the following is Product Identity in
accordance with section 1(e) of the Open Game License: All Auran logos Mark Grossman - Technical Writer
Programming: Dave Walsh - Technical Writer
and identifying marks and trade dress; all artwork, illustration, graphic Greg Douglas
design, maps and cartography; the story, storyline, plots, thematic Andrew Edelsten - Technical Writer
elements, dialogue, incidents, language, artwork, symbols, designs, Lead Artist:
depictions, likenesses, formats, poses, concepts, themes and graphic, Playtesting:
Jason Robson
photographic and other visual or audio representations contained herein; Geoff Still
any elements of the adventure setting, including but not limited to 3D Artist: Alex Moutsatsos
capitalized names, names of artifacts, characters, countries, creatures, Jon Sommariva Tony McAlister
geographic locations, gods, historic events, magic items, organizations, Rob McCord
spells; and all text and description not otherwise designated as Open 2D Artist: Sean Serin
Game Content below. Bob Jones Michelle Done
Darren Catton
Content that is not Open Game Content cannot be reproduced in any Graphic Design: Angela Caffery
way without Auran’s express written permission. Marisa Comino Malcolm Owen
Adrian Mackay
“Insert Box” is a marking in Auran d20 Adventure modules materials Multimedia Design: Mark Garnet
(both paper based and electronic) that signifies that the enclosed text is Benson Low Andrew White
subject to the Open Game License. A typical Insert Box looks like this: Joe Saina
Additional Game Design: Ken Spinaze
Kain Whitehouse Barry Wilmen
This is a sample “Open Gaming Content Box”
Sound Effects Designer & Music: Special Thanks:
“Open Game Content” means content that is made available subject Chris Pyne Pierre Terdiman
to the Open Game License and which is identified by Insert Boxes in Chris Elves
this book and in the documentation contained on the accompanying Extra Special Thanks:
CDROM. Quality Assurance: Graham Edelsten
James Meikle
“Open Game License” means the Open Game License Version 1.0a Marc Speakman
published by Wizards of Coast, Inc. as amended. See the Appendix for a Cliff Cawley
copy of the Open Game License.
Editing:
John Banks
d20 Trademark Statement Rachael Nixon
David Morton
‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by Kain Whitehouse
Wizards of the Coast and are used according to the terms of the d20 Greg Lane
System License version 1.0. A copy of this License can be found at
www.wizards.com. Auran d20 Adventures Concept:
Greg Lane

About the Author Online Team:


Rachael Nixon - Online Services Manager
Benson Low - Multimedia Graphic Designer
Keith Done has been involved with roleplaying games for the past Marisa Comino - Graphic Designer
26 years. His first love was Empire of the Petal Throne but he soon Kain Whitehouse - E-Commerce Developer
became interested in Dungeons and Dragons in its formative years. Lionel Thomas - Web Programmer
In the early 80’s he teamed up with Greg Lane (now Auran’s CEO) John Banks - Online Community Manager

2
About this Product The World
This adventure takes place in and around the Greater Inner Sea
and we refer to cultural, geographic and historical references of that
Dark Awakenings is the first in Auran’s environment throughout the text. This detail provides the reader
unique line of d20 roleplaying adventure with some terms of reference. If you want to use the names and
modules, enhanced with 3D digital scenes. information we have provided, that’s great - there is a Glossary of
The adventures are designed so that they can Terms on the accompanying CD that can help you with developing
be easily placed into most d20 fantasy worlds the region of the Greater Inner Sea. However, any of the locations in
and other rule system fantasy worlds. the module can easily be moved to your own d20 campaign setting,
or even a world setting using other rules.
Auran’s d20 adventure modules combine
traditional tabletop roleplaying with a range of PC based digital The Plot
enhancements. These include 3D scenes, ambient sound effects, and a In Dark Awakenings: Shadowland, the players learn that the remote
range of printable booklets and game aids. Auran d20 is not intended island of Guardian has held a secret for centuries. The island has been
to replace the ‘paper and pencil’ gaming style - you still need your the site of a magical prison that contains a dreaded creature called
DM, rule books (e.g. Dungeons and Dragons® Third Edition Player’s the Grimorden, a demon that was once the ancient enemy of the
Handbook and Dungeon Master’s Guide), players and dice. Elves. Some of the magical artifacts that maintain the Prison of the
Grimorden have been removed and the demonic creature is starting
You do not need the digital enhancements to play Dark Awakenings, to break free.
but your roleplaying experience will be heightened by the use of this
innovation. The additional material does not replace the DM. It is Diamasin, an Elven ghost who continues an age-old vigil over
simply an additional tool equipping the DM with a powerful set of Guardian, has opened a portal to Shadowland, the realm of the Dead
resources to present the game in a new, exciting format that will Queen Sirrith, for it is here that one of the missing artifacts has been
enrich the traditional roleplaying experience. sent. In Shadowland, the players must walk the Gray Road and steel
their minds against illusions that seek to draw them into Shadowland
This booklet contains the core adventure. proper, where they are prey to the Undead minions of Sirrith.
The 3D Interface Only after many battles of muscle and wit, can the players hope to
This contains five digitally rendered 3D scenes from the adventure. return to the real world. Then, if their courage remains, they may
You can view the scenes from different angles and alter various details dare to face the Grimorden and destroy it for all time.
to suit the progress of your adventure. The scenes include ambient
sounds that set the mood for areas of the game.

How Does the 3D Component Work?


Simply think of the 3D scenes as illustrations in a book. However,
with these illustrations you can view the picture from many different
angles and hear background ambient sounds. We suggest that you
set up your gaming area in close proximity to your computer. When
using the booklet, the text occasionally refers to a 3D scene that is
available on the CD. It also lists Configuration Changes you can make
to the scene before displaying it to your players (e.g. the removal of
items or alterations to the weather or time of day). Simply open the
scene and make any adjustments that reflect the current state of your
game. A blank box next to the configuration indicates that it is not
selected, a crossed box indicates that it is selected. The scenes are set
to a default state when they are first opened. This represents how the
scene should look when first encountered by the players (but we all
know circumstances in an RPG can change).

Play around and experiment with the 3D scenes before you run the
game. The scenes will help the DM to gain a better understanding of
some of the key adventure locations.

Dark Awakenings: Shadowland is the second part of a two-part


adventure. The first part, Dark Awakenings: Guardian, sets the scene
for the adventure into Shadowland. The scenario has something to
please most genres of roleplaying - a bit of mystery, a dash of horror,
puzzles to unravel, foes to fight and characters to interact with.

The Grimorden, the nemesis of the adventure, is exceedingly powerful


and will normally defeat players of levels three to four. By using their
wits, the players can learn the secret of how to overcome the powers
of the Grimorden and finally face the creature in combat on more
equal terms.

3
We deliberately did not include people in each scene as these would
Installation Instructions normally change constantly and it would be inappropriate to have
‘old Luther’ always sitting at a table in the inn all the time. We
NB: Adobe® Acrobat® 5 must be installed to provide the foundations for each scene and it is up to you as the DM
successfully run the bonus material on this disc. to make them come alive with your NPCs and added descriptions.
(1) Dark Awakenings comes complete with bonus material in a When using the booklet, you will occasionally notice that the text
digital format on the accompanying CD. Insert your CD into the disk refers you to a 3D scene. This means there is a corresponding
drive and a window should appear with the following active buttons: 3D scene on the CD that you can view. This is great for a DM
to use to visualize the location when reading the material prior
Install Module to the game. However, if you are able to position your computer
Install Adobe® Acrobat® Reader 5 in the vicinity of your
Preview Other Products gaming area, Auran d20
Adventures really shine.
Click on Install Module. The install shield should appear. Follow the You can use the interface
instructions until you have completed the installation. to show your players
exactly what the scene
(2) If you do not have Adobe® Acrobat® Reader 4 or greater looks and sounds like.
installed on your machine:
The 3D component has
(a) Uninstall older versions of Acrobat® Reader not been designed as
(b) Click on Install Adobe® Acrobat® Reader 5. The install a mechanism to replace
wizard prompt will appear. Follow the instructions until the the DM, as in a
installation is complete. computer game. Instead
it enhances play and
(3) Once Adobe Acrobat is installed, the Adventure Module AutoRun becomes a background
Menu will reappear. You now have access to the following functions: tool that can be used
to help set the mood.
View 3D Scenes We recommend that you
Configure 3D Scenes familiarize yourself with
View Documents the interface prior to
using it in a game
Clicking on View 3D Scenes launches the 3D Scenes Viewer. A short session.
animation will play, followed by the appearance of the 3D Interface.
This looks like a scroll sitting on a table, surrounded by arcane Layout
devices and items of jewelry. When the interface is
opened, you will
Clicking on Configure 3D Scene Viewer opens a dialogue window. immediately see a desk
This allows you to set display preferences. Once preferences are top with an open scroll
selected, clicking on Start allows you to start the 3D Viewer from in the middle. The title
here. Exit allows you to exit the program while saving preferences. of the scene appears
Cancel allows you to exit the program without saving preferences. here along with any
objects or effects that
View Documents allows you to open PDF Files containing extra can be altered. To the
Adventure Module information such as the game, The Tome Section left is a necklace that
and all Player Handouts. displays a number of
scene selections. These
(4) Once the product has been successfully installed, each time you are for scene selection.
open the product in future, you should follow this procedure: The quit button is
positioned beneath this.
Open Programs/Auran d20 Adventures/Shadowland
To the right is a compass-like device that controls weather and the
This provides you access to View 3D Scenes and View Documents time of day. To the right of this is a sound level slide and a sound mute
which is all you need to run Dark Awakenings: Shadowland. button. Below these is another item of jewelry with numbers one to
five. These control camera views in each scene and correspond to the
numbered cameras in the 2D maps of the same scene.
Using the Interface
Dark Awakenings is just like any other regular RPG paper and pen Scene #1, the Last Beach always opens first and defaults to a view
game module. Auran simply provides more tools to let you effectively from the sea, looking at the cove.
represent the game to the players. A picture is sometimes worth a
thousand words and we provide 3D views of major game locations At the bottom of the interface is the wording “Enter 3D Scene”.
with the ability to view the scene from multiple angles and play Whenever you change or alter components of a scene, you must click
ambient background sounds. You can also add or remove objects and here to register the changes and return to the scene.
effects to suit your storyline, as well as being able to control weather
functions and the time of day.

4
1

4
3
7

9 8
6

2 10

1. Scenes 7. Scroll Options


On the left hand side of the interface is a necklace. It features numbers The Scene Title appears at the top of the scroll and there may be up
one to seven. Clicking on a number takes you to the corresponding to ten check boxes with options to alter each scene. You can cross
scene. Wait a few moments for it to load. as many as you want to match the scene to events occurring in your
story.
2. Quit
A piece of sealing wax rests below the necklace. It is marked “Quit”. The corresponding details for each option appears on the following
Clicking here will take you out of the 3D interface. page. Alternately, you can display these options on the interface by
pressing the ‘View Options’ icon. This feature is a safeguard against
3. Grid Options your players viewing game sensitive information.
Located on the bottom of the compass are two buttons that will snap
a five foot grid over the scene to help you visualize the size of a 8. Reset Defaults
location area. You can select a square grid or a hex grid. The reset gem appears at the bottom of the scroll. Clicking on the
gem returns the scene to its default setting.
4. Sound
When a scene is activated, the appropriate sounds for the location 9. View Scene Options/Hide Scene Options
play in the background. Note, these may differ when you change the This is used to view the options on screen at the DM’s discretion.
configuration of each scene.
10. Enter 3D Scene
5. Mute Click here to return to the 3D scene, once alterations are made.
Sick of that church bell chiming in the background? We realize that
sounds are great to set the scene to a degree, but repetitive sounds
can become annoying after a while. If this happens, simply hit mute.

6. Cameras
The jewelry beneath the compass displays the numbers one to five.
These are cameras that look at each scene from different angles. Each
camera number corresponds to the same number on the 2D map of
the location.

5
Options for 3D Scenes in
Dark Awakenings: Shadowland
These are the default options that appear when the scene is first
displayed. Most options are not activated, those that are active will
be represented with a X symbol in the checkboxes represented.

Scene 1: The Last Beach


Option 1 Wynsar Arrives
Option 2 Darkseeker Arrives

Scene 2: Cavern of the Eye


Option 1: Eye of the Shadow removed

Scene 3: The Bridge


Option 1 Initiate Firestorm
Option 2 Break Bridge

Scene 4: The Grimorden’s Keep


Option 1 Remove Shrarvrus
Option 2 Initiate Firestorm

Scene 5: Grimorden’s Throne Room


Option 1 Remove Crown
Option 2 Bell Tolls

These options can also be viewed when using the interface, however,
players will also see these options unless preventative steps are
taken.

2D Interactive Maps
When viewing the 2D Maps in Adobe Acrobat you will notice that
the cursor becomes a pointed finger icon when certain areas of the map
are moused over. This indicates that there is a link to other reference
material related to this site. Clicking on these links takes you to other
Maps or Handouts that are relevant to the area. There are icon links in
these subsets to guide you back to the original location

6
Negative Plane and imprisoned within another realm for all time, but
DM Background in deference to those who had supported Sirrith (albeit for their own
gain) she was allowed to choose the place and shape of her prison.
Overview of Shadowland The only limitation was that her realm could not exist in the physical
or negative planes. Sirrith contemplated long, but none foresaw her
The Realm Between the Worlds cunning final choice.
The Holy Glade is an idyllic world that was prepared for the Elves
by Lord Tarimth, before his banishment to the Void. It is a realm She asked that her realm take the shape of a great island and that it be
spanning both the ethereal and physical worlds; a place of such set amidst the waters of the Unending Sea, close to the Holy Glade.
unsurpassed harmony that it is possible to transcend the mortal shell There were immediate objections made amongst the Gods to this
and exist there in a purely spiritual form. request, especially from Phelltar and Tarimth, but Ormocea could
not reverse his decision in granting Sirrith these terms. Shadowland
The spirits of Elves who die in the physical world come to the was created and it took the form of a mighty island of desolate
Holy Glade. Living Elves often make the journey there too. In the broken rock and noisome fires, encircled by a coastal ring of jagged
Holy Glade, the living can slip away from their bodies at will and mountains. Sirrith made her home at the center, at Na-Diringak-
mingle with kin long dead. They enjoy the best of both worlds - Murg, the Keep of Thirteen Towers.
the wondrous peace of the spiritual existence and the vibrance of the
physical nature of the Glade. Despising the benevolence of Phelltar and Tarimth, and knowing the
love they had for the Elves, Sirrith sought to lead Elvish vessels astray
Tarimth left the Elves with knowledge of the paths to the Holy Glade. on their voyage across the Unending Sea and deliver the unwary into
The voyage involved sailing to the open oceans of the south and Shadowland, rather than the Holy Glade. To this end, Sirrith wove a
seeking the Merdathian Maelstrom, a great whirlpool surrounded by powerful enchantment and placed it into a great shard of green rock.
destructive storms. The Maelstrom appears in different parts of the She called it the Eye of Shadows and its powers were two-fold. First,
southern oceans at different times of the year and only the most skilled it cloaked her realm in an illusion that made its outer boundaries
of mariners can sense its telltale signs and chase the Merdathian down. appear more wholesome and welcoming. Second, it created a one-
The center of the storm is a portal to the tween-world, a conduit that way barrier that allowed Elves to pass into Shadowland, but stopped
links the Prime Material Plane to the Holy Glade. The living Elves can them from leaving.
find their way through this conduit to the realm that Tarimth had set
aside for them. The Eye was placed beneath the outer cliffs of Shadowland in the
sole tunnel that provided access to Sirrith’s world. Here, a landing for
Tween-worlds manifest themselves in vastly different ways, but ships was delved at the Last Beach. Unwary Elven mariners, seeking
usually take some form associated with the major portals that provide the Holy Glade, would sometimes come upon the trap that was
entrance and egress. In the case of the link between the physical Shadowland and not seeing its true nature, they would come to the
world and the Holy Glade, the Merdathian Maelstrom usually begins Last Beach and pass within the barrier beneath the cliffs. From there,
in the Sarkhosian Ocean and exits in the Starlit Sea, which surrounds they were doomed to be preyed upon by Sirrith’s minions, their life
the Holy Glade. Accordingly, the tween-world, referred to by the force consigned to feed the Crimson Flow and their soulless shells
Elves as the Unending Sea, takes the form of a vast ocean under a filled with the power of Sirrith.
permanent twilight sky.
But Sirrith could not have it all her way; the Accord of the Gods
Sirrith forbade the arbitrary denial of allowing the faithful to join with their
Sometime in the dim past, Sirrith, the Queen of Death, stole the deity in the afterlife. Phelltar and Tarimth were allowed to intervene.
Rune of Making from the Goddess Phelltar. Jealous of the races of They were unable to undo Shadowland, but they were permitted to
Man and Elf, that had been brought into being by Phelltar, she make a path through that land. It was called the Gray Road and as
intended to learn the power of the Rune and fashion her own sentient long as the Elves stayed upon that path, the creatures of Sirrith could
creations. However, this proved beyond her ability - only Phelltar not touch them and the Elves could continue on their journey to the
knew how to use her Rune. Sirrith found she could not create life, but Holy Glade. The Gray Road started at the Last Beach and wound
could only steal life and use it to animate the flesh and bones of the through Shadowland, leading to a portal on the opposite side of the
dead. Forever after, her power was over the Undead. This intensified realm. This portal was an entrance to the Holy Glade and allowed
her hatred of Phelltar and her crowning achievement, the Elves, all only those of Elven blood to pass through.
the more.
Most Elves sailed the Unending Sea without ever coming across
Ormocea, the Arbitrator of the Gods, declared Sirrith a renegade and Shadowland but many did lose the way and thereby entered the evil
had Siritar, his son, hunt for the Goddess across the firmament. For realm. Although the servants of Sirrith were forbidden to walk the
a while the Pale Lady was able to solicit the aid of some of the other Gray Road themselves, they assailed the Elves with sweet illusions
Gods, exchanging the Rune of Making for sanctuary in their realms. of loved ones or of friends in grievous danger. In this way, they
Like Sirrith, the others were also unable to fathom the powers of the would try to lure them from the safety of the righteous path and
Rune, but created sentient creatures to the best of their ability. So into the clutches of the Undead. Few who survived the crossing of
it was that Yhancia (Goddess of the Mountains) made the Dwarves, Shadowland recounted their painful experiences.
Gurthor (Lord of the Oceans) made the Merfolk and Ulliah (The
Forest King) made the Dryads and other sylvan people. Aedrinia’s Fate
Although the Gray Road passes deep within Shadowland, and below
Sirrith was finally captured and brought to account before all the the terrible view of Na-Diringak-Murg (the Keep with Thirteen
Gods. The Gods noted that others amongst the High Lords had Towers), this scenario only touches its outer boundaries. Here, on the
sheltered the Pale Lady, but an example had to be made to end the blasted fringes of Shadowland, the last four remaining Grimorden
disunity. Sirrith was to be removed from her place of power in the were given the role of sentinels, and built their Keeps far from each

7
other. The particular Grimorden in this tale has its fortress high atop
a bluff of stone, overlooking the Gray Road, some 20 miles from the Details About Shadowland
entrance to Shadowland. The Grimorden has not visited the Keep
since it was given leave to make war upon the Elves many centuries Geography
ago. However, Murlyssa, the creature’s lieutenant has remained, Shadowland is primarily a prison for Sirrith, Queen of the Dead.
awaiting the day of its return. Murlyssa is of the Bean Sidhe, an Elven She is a divine being, but her powers and abilities are limited by
female, possessed by a malevolent spirit. the Accord of the Gods, an agreement made in ages past that was
designed to end the chaos resulting from the Gods using their creative
Murlyssa awaited word or sign from the Grimorden for centuries powers without any plan. All the Gods agreed to the Accord and
and her vigilance was rewarded about 300 years ago when Aedrinia were forever bound by its power.
confronted the Grimorden before she departed Guardian once and for
all. Although the creature could not gain control of Aedrinia during Shadowland is a vast island that is roughly circular in
this confrontation, it was still able to place a latent compulsion within shape. The outer boundaries, that border the Unending
her mind: if Aedrinia ever sailed the Unending Sea, to journey to the Sea, are sheer walls of razor-sharp rock. Inside the outer
Holy Glade, she would turn aside and be convinced that Shadowland rim, the ground gives way steeply to form a bowl
was the true path to the Elven paradise. shaped depression of blasted terrain measuring some
700 miles across at its widest (between the
During its brief discourse with Aedrinia, the Grimorden Last Beach and Elvengate, the portal
sent a mental message to Murlyssa, via a to the Holy Glade). Its geography
scrying mirror in the topmost room of
its Keep. Murlyssa was to maintain
a watch for

Aedrinia borders on
upon the hellish and is
Gray Road and she was to use all her typically rocky,
resources to entrap the Elven woman with ranges of
and make her prisoner within the Keep. jagged mountains
One day the Grimorden would be free again pushing upwards from
and it would enjoy taking Aedrinia as its new stony plains that are pitted
bride. with mires and tar pits.
Networks of caverns lace
And so Aedrinia was undone, for she did indeed embark the rock outcrops and
on the voyage to the Holy Glade, hoping to meet with rivers of magma cut deep
Diamasin again. She came to the Last Beach on the canyons across the ashen
shores of Shadowland and convinced her fellow travelers wastes.
that therein led the way to the Holy Glade. Little is
known of the fate of her followers, but Murlyssa appeared There is little vegetation, consisting mainly of
as an Elf maiden and led Aedrinia from the Gray Road. thorny trees and stunted bushes that survive on
Her fate was sealed and she now dwells as a prisoner in the infrequent showers of rain that sometimes fall
the Grimorden’s Keep, bound by a length of unbreakable, and fill clean rock pools here and there.
enchanted chain, which robs her of her powers, lest she use
enchantments to free herself. The highest area is at Shadowland’s heart, where a
twisted escarpment rises from the morass of a large
Most of the retinue of the Grimorden have long-since abandoned lake of stagnant filth. It is from here that the main
the Keep, but Murlyssa still dwells there, watching over Aedrinia watercourses in Sirrith’s realm have their beginnings.
and awaiting word from her master or its return. These polluted rivers cut through the land here and there
before disappearing into depthless underground
Time in the Tween-World chambers.
Time in the Unending Sea and Shadowland is very different
to time in the physical world. Some of the fundamental laws The Social Order of Shadowland
of the universe have never been put into place in this strange Also located in the heartland is Na-Diringak-Murg,
corridor between the realms. People do not age in the tween- Sirrith’s Keep, where she holds court with the
world and their relativity to their own world is kept almost the hierarchy of the Undead. This is her center of power
same. This means that if you enter the tween-world and spend five and is a vast dark palace of intrigue and cruelty. It is
years there, you will find that only a few days have gone by in your to Na-Diringak-Murg that all Elves who mistakenly enter the
own world. In this adventure, the players will find only a few hours Realm of Shadowland and stray from the Gray Road are brought to
have gone by when they return to Guardian Island. amuse the whims of the Pale Lady. The dungeons of her Keep are said
to be the vilest place in any of the known planes of existence.

Although she is a powerful being by any measure, Sirrith is not all


seeing. She does not know everything that occurs in her realm, nor
can she bring her influence to bear wherever and whenever she wants.

8
The Accord and the restraints of the Prison prevent this. She is bound Sirrith’s minions. Sirrith created the Eye of Shadows from a shard of
by the same physical laws that most mortals must abide by. green stone that she blasted from the rock at the heart of her Keep.
Thousands of smaller stones were created from the blast and these she
Besides the central Keep and its entourage, there are many other scattered along the length of the Gray Road so that travelers on that
smaller vassal thralldoms across the face of Shadowland. These are path are constantly bombarded with illusions that try to lure them
ruled over by greater Undead and sometimes by Demons and other from the road.
creatures allied to Sirrith. Often these vassal states are at odds with
the Pale Lady and with each other. As a result, wars have often raged DM Note: Treat the Gray Road as though it has Permanent
across the wasted plains of Shadowland. Forbiddance and Protection from Evil spells cast on it. The
Forbiddance is configured to inflict 6d6 points of damage on
The greatest crime in Sirrith’s realm is to kill or withhold an Elf who any Undead or Evil Creature attempting to enter the area of
has strayed from the Gray Road. All who inhabit Shadowland are effect. The spells protecting the Gray Road are considered to
commanded to deliver Elves alive to Na-Diringak-Murg. If they do have been cast at 30th Level.
not, the punishment is to be consigned to the Crimson Flow. This
is the negative energy source that gives Sirrith her power. It takes It is a long time since the Elven Gods have bothered to watch over
the form of a waterfall of blood and Sirrith bathes here to renew Sirrith’s realm. The wards that have been put in place have weakened
her strength. The Crimson Flow taps a constant flow of energy over the millennia. Flaws have appeared that allow limited travel to the
from the Negative Energy Plane, but it is a weak, diluted source of physical world by some of Sirrith’s more powerful supplicants. More
power. Sirrith needs to summon extra reserves of energy. To achieve importantly, in some areas of the Gray Road, the lesser Undead are able
this, she has prisoners cast into the Crimson Flow where their life to infiltrate; the wards that guard the road being weakened to the point
force is consumed and their existence totally eradicated. There is no that they cannot detect their smaller aura of negative energy.
remaining body, no soul, no spirit - absolute nothingness.
DM Note: In such areas Undead and Evil creatures of 2HD and
The Gray Road less can enter the road, but the Forbiddance will inflict 3d6
The crafting of the Prison of Shadowland was given over to Phelltar damage (that may still kill most Undead of this level) and the
and Tarimth. The two Gods created a great pool of magical energy Protection spell will still provide its defenses for those on the
with which to work from. They stored this energy within the Seven Gray Road.
Wells on the boundaries of Sirrith’s realm. They wove a mighty
bubble of power about Shadowland to prevent the escape of Sirrith or Leaving the Gray Road
any of her more powerful allies. The Seven Wells fed the barrier. To There are various communities of Undead that dwell along the Gray
this end, the barrier confined all Undead and Outsiders of 6HD and Road. Their scouts watch for travelers and when someone is spotted
greater. Lesser creatures could pass through without hindrance, but on the road, word spreads throughout their community and leads
these were not seen as a threat to the world. to a sizeable group of Undead following the groups on the road.
Underground tunnels and the shelter of rocks are used by the Undead
Within a few centuries, Sirrith who was ever pushing the boundaries to hide their presence.
of the Accord, used the magic of the Wells and the Eye of Shadows
to channel an illusion into the barrier established by Phelltar and DM Note: If your players leave the road for any reason it is
Tarimth. This illusion gave Shadowland the appearance of a green and necessary to generate the type of Undead and their numbers
pleasant land, an imitation of the Holy Glade. Sirrith also affected the that may be present in the area. If this is linked to a specific
barrier subtly so that it also prevented the escape of Elves. Act, the Undead in the area will be detailed in that section,
otherwise generate all other encounters using the Shadowland
Although Sirrith had manipulated the wards put in place by Phelltar Undead Table in the Appendix.
and Tarimth, Ormocea, the Arbitrator of the Gods, ruled that they
could not act to restore the balance by simply destroying what Sirrith Diurnal Cycle and Weather
had been able to achieve. It was their lack of forethought that allowed Being a conduit between worlds, Shadowland has no day or night
the Queen of Death to create the illusion. cycle. It is always twilight in the realm, a never-ending dull glare
from all horizons. Weather patterns do exist but they vary little, being
The Accord dictated that, although Phelltar and Tarimth could not mostly an oppressive dry heat of 95-105° F, sometimes alleviated
unmake that which Sirrith had created, they could make something by brief showers of rain. Occasionally Shadowland experiences a rare
new, to help overcome her work. As a result, the concept of the Gray firestorm (similar to a meteor shower). This phenomenon is attributed
Road was conceived. The Gods of the Elves brought into being a to the dimension that Shadowland occupies ‘grazing’ against the
great roadway that delved across the face of Shadowland. Protected physical universe. This results in great storms and the translation of
by the power of the Seven Wells, it wound across Sirrith’s realm from matter into the Unending Sea from external planes of existence. This
the Last Beach to the Elvengate, where was set a portal that gave matter mainly rains down from the heavens as burning spheres of gas
egress to the Holy Glade. Only Elves who reached the Elvengate that burn themselves out before they fall into the Unending Sea.
could pass through the barrier.
DM Note: Sometimes larger fireballs have sufficient fuel to
The Gray Road for its most part rises on an embankment some 30’ reach the Sea or to fall within the confines of Shadowland. In
above the surrounding terrain. The embankment is made from rock, this adventure, the players witness a firestorm and a table to
compacted ash and bone and its sides slope down at a 30° angle. The generate its effects is presented in the Appendix.
road is ten foot wide, with coarse, gray gravel for its surface. For the
most part it is in good repair. Eternal torches burn in stone braziers, Detecting Undead
lighting the path under the twilight sky. The spell Detect Undead is virtually useless in Shadowland. The
multiple negative energy auras that permeate the realm trigger an
The Gray Road cannot normally be entered by Undead or Evil overwhelming response when the spell is used. No identity or number
creatures. As long as wayfarers stay on the road they are safe from of creatures is revealed.

9
Introduction Beginning the Game
This is a generic d20 adventure module that can be based in any
fantasy setting with very few changes required to incorporate ACT 1: The Unending Sea
it with your own campaign. The adventure is designed for four
to six characters of levels three to four. You may choose to use Once your players decide to pass through the portal opened by
the locations, religions and other cultural information that we Diamasin, read the following:
have included with the module or simply replace them with
the obvious equivalents in your game. If you decide to use the White mist and silver light obscures your vision. A thread of utter coldness
names and places that appear in the module, we have provided passes through you, as though you have passed some unseen boundary.
a glossary on the accompanying CD, which provides further Immediately you discover yourself underwater and a strange light filters down
background information. to you from above. You appear to be buoyant, rising upwards.

Elements of this adventure are set on a small, remote island called The players have made the translation into the tween-world, beneath
Guardian (approximately 1.5 miles in length) that is about three the waters of the Unending Sea. The physical laws of the universe
to four days travel by sea from the nearest port. We have set our are different in the Unending Sea and make it impossible to sink, no
adventure within a place called the Greater Inner Sea, an area that matter what armor or weaponry characters are carrying. However,
is used for a large amount of merchant shipping. Guardian is fully don’t discourage those who panic and try to cast off any of their load.
detailed in Dark Awakenings: Guardian (Part One of this module The players will float easily to the surface and even those who cannot
series). swim will be able to keep afloat (although they may be distressed).
Read the following:
Most of the action in this adventure takes place in Shadowland,
a realm that acts as a Prison for Sirrith, the Queen of the Dead. You break the surface of a strange lifeless sea, set against a brooding twilight
Shadowland is a vast island of desolation that lies in the Unending sky. No land can be seen and all is still. Even the sea rises and falls in sluggish
Sea, a dimension of existence linking the physical world to the Elven monotony. Strange cloud formations are piled up in picturesque disorder and
afterlife, the Holy Glade. an eerie luminescence dimly lights the sky - not sunlight or starlight, but
something in between.
This game commences where the adventurers left off in Diamasin’s
Tomb at the conclusion of Dark Awakenings: Guardian. DM Note: There are two main ways that the players will be
delivered to Shadowland:
Recent Events
A few days ago, the Grimorden nearly broke free of its Prison (see (a) In the company of Wynsar (Described in Act 2)
Dark Awakenings: Guardian). This occurred after the removal of all (b) In the company of Lord Fate (Described in Act 3)
three Star-Kin Stones (an Emerald, a Ruby and a Sapphire) that,
combined with Diamasin’s Star, kept the Grimorden trapped. Proceed to the following description.

The location of the Ruby and Sapphire Star-Kin Stones were unknown After a while, a low wall of mist slowly rolls in and a small boat emerges
to the Grimorden, but the Shadow Klinn discovered the Emerald in the distance. It has a raised prow and a sail of rippling white cloth. As
and brought it to the Prison of the Grimorden, beneath the Beacon it approaches it sometimes shimmers and appears translucent. You can see the
Tower. Here, with its powers in close proximity to the Emerald, the young woman who sits at the tiller, robed in a long white gown. She seems to
Demon was able to send the Stone into Shadowland, via the Scrying be searching the waters but has not seen you yet. Another wall of mist rolls in
Mirror in its Keep. close to you from the opposite direction. You may have a chance to swim into the
mist and avoid the ghostly boat, if you act quickly…
The Grimorden attempted to destroy the Star of Diamasin, by
stealing the souls of the inhabitants of Guardian Island and using DM Note: If players have seen the visitations of Wynsar at her
this life energy against the Star. Its plans went awry when it was cove on Guardian, then they may recognize the pilot of the boat
confronted by the senior clerics on Guardian and effectively ‘turned’ as the same woman (Spot Check at DC18).
by means of an ancient magic device, the Amulet of Turning. The
Amulet was destroyed in the process, but the Grimorden, that had If the players hide in the mist wall, read the following:
used Ethereal Jaunt to attack the Abbey directly, was flung back into
the Prison and lost all its remaining energy reserve.
You easily swim into the clinging threads of white mist and you hear the sound
Now the players are on the island and they have become the prey of of the small vessel passing the area and heading elsewhere. There is only the
the Grimorden. The creature needs their life force to finish its attack sound of the gently heaving sea and the breathing of your companions…
on the Star of Diamasin and gain its freedom. Dark Awakenings:
Guardian, should have led the players to Diamasin’s Tomb, where If the players swim out to see where the ghostly vessel went or
they have learned that the Emerald Star-Kin Stone is in Shadowland. observe it from their hiding places in the mist, they will see Wynsar’s
A portal has been opened so that they can enter the tween-world. boat turn away in the distance and fade out of existence. Go to Act
3, “Lord Fate”.

If the players do wait to confront Wynsar in her boat, go to Act 2.

10
ACT 2: Wynsar Will Save DC19 (-4 penalty if Half-Elven, -8 if Elven). Undead
and Outsiders are immune. +4 Synergy bonus applies if others
With consummate ease, the ghostly woman brings the small boat in a wide circle help a character see through the illusion.
and, taking in the sail, slides to an easy halt beside you. She leans over the side of
the unworldly vessel and extends a hand to you saying, “I am Wynsar Haldin; Unless the players actively state they disbelieve what they are
I welcome you aboard my vessel”. seeing, do not allow any saving throws and maintain the false
descriptions. If players land and physically interact with the
Once the players are aboard, Wynsar will set sail for Shadowland. She environment then roll secretly. Wynsar does not know about the
will talk to the players and answer their questions, if she can. The illusion but she sees the island for what it is, a desolate land of
extent of her knowledge is basically outlined as follows: splintered rocks and bleak stone cliffs and has no concept of
what the players may be seeing.
(a) She was a priestess of the Church of Esmia and came
to Guardian on a ship bound for Quorull, 20 years ago. Of course, conversation between Wynsar and the players may
Hearing that the monks were in dire straits with an outbreak reveal the true nature of the island and allow saving throws to
of plague, she chose to stay and help them. be made.

(b) She was killed by Klinn Ebayn, a diver from Port Lyrie, who 3D Scene #1 gives the DM the option of representing the
had been employed by the Abbot to search for lost artifacts scene with or without the illusion. When Scene #1 is opened,
off the coast of Guardian. Wynsar will not dwell on this topic, the Last Beach under the spell of the Permanent Illusion is
she will remain cold and aloof as she tells the tale. displayed. Within a few seconds, a movie plays that changes the
appearance of the Last Beach to what the scene should really
(c) In death she found herself drawn to another spirit, who she look like.
discovered to be the Elven Lord, Diamasin. He asked for her
to put aside her death journey and assist him in a struggle Open 3D Scene #1
that was to come. (You may not wish to display this scene
(d) Her part was to bring the players to Diamasin’s sanctuary if your players continue to believe the
and to help them reach Shadowland. She must wait to see illusion placed over Shadowland).
if they accomplish the task before them so as to return them 2D DM’s Map Available.
to the physical world once more.
Wynsar follows the coastline then moves in
(e) She cannot enter Shadowland. Her presence would attract closer to shore, eventually settling her boat
too much attention and she would be in danger of being just beyond the first breakers. The hull gently scrapes the bottom as
corrupted by the power of Sirrith. The living are the most the waves crash on into shore.
resilient against the dangers posed by the Undead. All the
players have to do is to stay upon the Gray Road, ignoring
anyone or anything they see along that path. The Keep of
the Grimorden is only 20 miles within the boundaries of
Shadowland and should not be well defended.

The trip to Shadowland will seem to take a day. Wynsar will tell the
players to rest, they will need their energy for the trials to come.
Wynsar can bring her healing powers to bear on injured players.
The priestess appears substantial; she has a physical presence, even
though she appears to become translucent at times. She is capable of
using her healing powers here and will do so if requested.

Her whole demeanour is one of sadness, but she will instil confidence
in the players and assure them that she will not lose faith in their
quest. After role-playing Wynsar and attending to the players’ needs,
read the following as the boat nears its destination:

Ahead in the dim light, you think you see a distant coastline. Faintly, at first,
comes the sound of waves breaking on rocks. Gradually a great barrier of sheer
cliffs can be seen, marking the outer boundaries of a vast island. The cliff-
sides are dotted with beautiful trees and plants - it is a most stunning sight, a
wondrous looking place. Wynsar brings the boat about and steers toward land.
“Behold the evil realm of Shadowland”, she whispers.

DM Note: The true nature of Shadowland is masked by a


vast Permanent Halluncinatory Terrain generated by a magical
device located beneath the outer cliffs. The illusion is attuned
more to Elven sensibilities:

11
ACT 3: Lord Fate “I have many names in many places but you may call me Laevarius, or Lord
Fate if you wish to be formal. I serve the interests of those who would call
Should the players avoid their meeting with Wynsar, they will find themselves Gods and I have been called into service to meet you here at this
that the mist grows denser and gradually a thick fog forms, limiting time.
visibility to five feet. Everything seems strange and distorted. A
deathly quiet will hang over them. Build up tension and have the It was quite foolhardy of you to not keep your rendezvous with Wynsar. She
players gradually growing tired and almost succumbing to sleep, was supposed to take you to Shadowland, although I do not know why you
before proceeding to the next section: would consider visiting such a dreary place. Ahhh…but then, perhaps it is
because you are dead and, therefore, wish to gaze upon the face of Sirrith, the
Somewhere beyond the whiteness of the fog, a bell tolls. It sounds far in the Queen of Death”.
distance but as each minute passes it draws closer.
Allow the import of Lord Fate’s words sink in.
Build the apprehension and tension in your players.
“Alas, it is true. In turning away Wynsar’s aid, you have sealed your fate, so
Suddenly, the large shape of an ocean-going ship (similar in size to the Gray to speak. You would have all drowned eventually and may still embrace that
Gull) looms out of the fog. There is a large splash and the vessel slowly comes to path if you so choose. However, Lord Fate is an opportunist who, at times, can
a halt close by. It appears to be a weather-beaten derelict. It is in a bad state of offer a second chance…if you so desire. I do have my price though”.
repair with ragged sails and splintered wood planking. Cargo nets hang over
the sides, trailing into the water. The bell continues to toll mournfully. Lord Fate will go on to describe his terms. He will deliver them safely
to Shadowland and will wait for their return. He will them take them
The players may or may not wish to board this ship but there is no to the real world. His price is the gifts of Diamasin that were given to
other option, since they did not want to meet up with Wynsar. The each player. The players, of course, may not be too pleased about this.
ship will remain at anchor, awaiting them. If players remain in the If any protests occur, Lord Fate will try to calm the players down,
water they will eventually succumb to exhaustion and risk drowning saying:
(even in a sea as saline as the Unending Sea). If they swim away from
the ship it will eventually up anchor and follow. “Now, now, I am not such a hard taskmaster. I do have another option. Each
in turn can choose to give up their gift or else I offer you a roll of my lucky
This is the vessel of Lord Fate, a semi-divine being (a Half Celestial), dice”.
who governs the mysterious happenings and coincidences that
permeate mortal life (see more details in The Cast Section). Fate is He will hold up the pair of dice on the table. They seem to be made of bone,
a creature of chance, ruled both by good fortune and misfortune. with pips that resemble gleaming opals. They radiate a dull luminescence in
He is tasked to offer a second chance to mortals who fail in quests the dim light of the Unending Sea.
that are important to the whims of the Gods. The players’ failure to
rendezvous with Wynsar has resulted in Lord Fate being at this place, “These dice control the fates of mortal men. Some turns of fate are beneficial;
at this point in time. The players would have died, if left out on the others are a bane. Give up that which Diamasin has given you or roll and see
Unending Sea by themselves - Fate is here to set the players back on what fate brings”.
the course that certain Gods desire. However, there is always a price
to pay when dealing with Lord Fate… The fact is that Lord fate is not omnipotent. He does not know what
Diamsin has given to the players, but knows it will be magic. If an
Once the players board the derelict vessel, read the following: object is offered up and it is magic, he will be satisfied (whether or not
it is one of Diamasin’s gifts). The results of rolling Fate’s Dice are in
The main deck of the dilapidated ship is in the same state as the rest of the the Appendix.
vessel. The mast looms above the cracked planking, creaking, as the tattered
remnants of a faded sail billow slowly in the gentle breeze. The deck is littered Of course, players may opt for a combat solution. If this occurs, Lord
with debris; bundles of old rags, broken chests, rotted coils of rope and barrels Fate will immediately use his powers to summon creatures to his aid.
lie here and there. If Fate is reduced to five or less hit points he will attempt to teleport
out of the Unending Sea. In this case the players have the boat to
In total contrast to this is the figure of a young man, dressed in the gaudy themselves but no directional sense to Shadowland, unless they can
clothing of a pampered nobleman. He has long hair, caught back in a plait contrive to locate the place by magical means.
and the beginnings of a beard frame his youthful face. He sits upon the steps
that lead to the aft deck, a bench table positioned before him. On the bench
is deck of cards, a set of dice and the remains of a meal, sitting on a brass
platter. The youth is intent on a number of cards he has laid on the table. He
draws another from the deck and without taking his gaze from the table says,
“Welcome and well met my friends. Do not hide yourselves there. Come aboard
my most worthy ship and let us talk of many things…”

DM Note: If players hail the ship from the sea, the youth will
appear at the rail and offer the same salutation.

The players will most likely be wary and will have many questions.
Close up, it will be noticed that the youth has iridescent eyes, like
opals. Below is a set monologue from Lord Fate (the youth), to be used
once players ask after the identity of this enigmatic character. You may
choose to alter this and use elements of the speech as you see fit.

12
DM Note: If your players simply up anchor and hope for the (Wynsar Version)
best, allow a 10% chance of finding Shadowland, each day that Wynsar turns to you and says, “This is the Last Beach. I am told many Elves
passes. Also consult the Random Encounter Chart on a daily have been fooled into believing that this was the way to their afterlife, that
basis (see the Appendix). they call the Holy Glade. Do not enter this place with the same star-filled eyes.
Steel yourselves for the challenge to come. Go now, do not tarry. I will wait for
Similarly, if they try to find the exit to Guardian (from the thee”.
Unending Sea) on their own, using Lord Fate’s Ship, there is
only a 5% chance of this per day. Again, consult the Random (Lord Fate Version)
Encounter Chart on a daily basis. Lord Fate turns to you and says, “This is the Last Beach. Yon tunnel leads to
the realm of Shadowland, thralldom of the Dead Queen. Take care in entering
Regardless of whether they sail to Shadowland in the company of this place. I will wait here for you for a time but not overly long, the passing of
Lord Fate or not, proceed to the following text: two suns in your world. If you do not appear by then, I will assume that you
truly have met your appointed Fate…”
Ahead in the dim light, you think you see a distant coastline. Faintly, at first,
comes the sound of waves breaking on rocks. Gradually a great barrier of sheer The water at the breaker line is only four foot deep and the players
cliffs can be seen, marking the outer boundaries of a vast island. The cliff- can easily wade ashore. Once on the beach, the hard sand crunches
sides are dotted with beautiful trees and plants that grow here - it is a most noisily underfoot. The whole beach is made up of crushed humanoid
beautiful sight, a wondrous looking place. The ship is steered toward this land bones. Allow a Spot Check at DC12 to notice this, unless players
and runs parallel with the welcoming coast . state they are closely inspecting the ‘sand’. They will automatically
find familiar shapes - finger-bones, jawbones, broken ribs and the
The true nature of Shadowland is masked by a vast Permanent Illusion, like.
generated by a magical device located beneath the outer circle of
cliffs. The illusion is tuned more to Elven sensibilities. Elves make There are a number of stone braziers set about the beach, each
a WILL Check at DC25 to see through the illusion. Half-Elves use supported by stone pillars. They do not appear to have a fuel source
DC20 and all other races DC15. but fire burns within each of them.
DM Note: Unless the players actively say they disbelieve what DM Note: These are Flaming Spheres that have been subject to
they are seeing, do not allow any saving throws. If players land a Permanency Spell.
and physically interact with what they are seeing, then roll
secretly. Lord Fate does not know about the illusion and he sees The stone steps lead up to a rock platform set about 20 foot above the
the island for what it is, a desolate land of splintered rocks and beach, built into the cliff, above the tunnel. More braziers burn here.
bleak stone cliffs and has no concept of what the players may be On the rock face behind the platform are many different writings,
seeing. painted or carved into the black stone. Many are in familiar Elven
scripts, others in the older language of the ancient High Elves. They
Of course, if the players are in the company of Lord Fate, resemble something akin to orderly Elven graffiti.
conversation between them and the Half-Celestial may reveal
the true nature of the island and allow saving throws to be If players can translate them (by being able to read Elven writing
made. or using Decipher Script at DC20) they seem to be dedications by
different Elves, naming themselves and greeting those who are yet to
3D Scene #1 gives the DM the option of representing the join them before they make the final walk into the Holy Glade.
scene with or without the illusion. When Scene #1 is opened,
the Last Beach under the spell of the Permanent Illusion is DM Note: If players state they want to spend some time reading
displayed. Within a few seconds, a movie plays that changes the a few of the dedications there is a chance they will spot the
appearance of the Last Beach to what the scene should really following writings (in Elven) by Aedrinia (Spot DC15):
look like.
Aedrinia’s writing says:
Act 4: The Last Beach “I now go to venture into the Holy Glade. I lead many of my people, some of
whom have expressed trepidations about this place. But I cannot explain my
Open 3D Scene #1 feelings; something burns in my mind that this tunnel is the correct path to
(You may not wish to display this scene if Lord Tarimth’s country, where I will see my love again. Such a feeling
your players continue to believe the illusion cannot be false…Aedrinia”.
placed over Shadowland).
2D DM’s Map Available.

You follow the coastline then move in closer to shore, eventually settling
your vessel just beyond the first breakers. The hull gently scrapes
the bottom as the waves crash on to the shore. Here, two jutting
outcrops of stone form a small cove. A beach of crushed white stone
is spread between the outcrops leading up to a tunnel that plunges
into the rock. Above this is a carved platform, with a set of crudely
carved steps leading up to it.

The remains of ancient vessels can be seen in the waters


surrounding the beach, their wooden structures resembling
the carcasses of slaughtered beasts.

13
ACT 5: The Cavern of the Eye of Shadows (See Tome Section). It is as though they are pushing against a flexible
but immovable wall. Other races, however, can pass through the
3D Scene #2 invisible wall at will (although they feel a slight resistance).
2D Maps Available (Illusionary and Reality)
The four entrances located above the floor level in the walls, are
The tunnel beneath the cliff is lit by a distant tunnels that lead to a Ghoul Lair high in the escarpment above the
green light, which comes from below. It is a Cavern. Fifty feet inside each tunnel is an iron portcullis. The winch
natural cavern, about 15 feet wide and 20 feet high. mechanisms that raise these gates are located in the Ghoul Lair.
It runs for about 500 feet downward at a gentle slope The Ghouls and the Ghast that is their leader, will not normally
before it comes to a smaller section of passage. This is a man-made trouble the players until later in the game. They will remain hidden
(well, made by sentient hands) stairwell, some seven feet in width, in their caverns above. Only if the players attempt to penetrate their
with a ceiling of ten feet. Well-worn stone steps descend toward the lair directly, will they attack. The Ghoul Lair and its denizens are
source of the green light. From this point, the players will be able to described more in Act 13.
hear the sounds of water cascading onto rocks, far below.
The Eye of Shadows and the Prismatic Wells
The stairway drops about 50 feet before the passage passes through The Eye of Shadows is fixed onto the carved stone hand and cannot be
a doorless portal into a large cavern that has been partly fashioned removed by spells such as telekinesis or by throwing objects at it. It
by hand. This is the Cavern of the Eye of Shadows, a shard of rock is also protected by the latent spell energy housed in the Seven Wells
that generates both a Permanent Illusion about the boundaries of that surround the podium. Each Well contains a different energy
Shadowland and, indeed, about this very room. In addition, the Eye form, similar to those used to create Prismatic Spells (Spray and
generates a ward that allows Elves to enter Shadowland freely but Wall). Each Well glows with a different color - red, orange, yellow,
makes it almost impossible to leave. green, blue, indigo and violet.

Open 3D Scene #2 Use cameras one, two or three as Any attempt to make physical contact with the Eye of Shadows (be it
long as players do not disbelieve any of the following by touch or by using an object to touch the Eye) immediately triggers
description. If they disbelieve what they are seeing in a magical defence from one of the Wells, at random. One of the Wells
the Cavern before they enter, or at any time while will radiate a luminescence brighter that the others. A globe of the
they are within it, use cameras four or five to depict the appropriate color will streak upward out of the Well and target the
visual without the illusion in place: person in contact with the Eye. If multiple targets are in contact with
it, select a random target.
Before you is a great cavern that has been shaped into a long rectangular hall,
the roof supported by thick stone columns. Water cascades from open arches, If they eye is successfully removed, the illusion around
high up on the walls. There are four waterfalls in all, two close at hand Shadowland and the barrier that forbids those with Elven blood
and two at the end of the hall. They form twin pools at the extremities of the to pass back out will be removed.
cavern. A curved bridge delicately built from fine stone crosses each pool. The
bridges provide access to an island in the middle of the cavern.

In the heart of the cavern is an area of paving upon which stands a waist-
high marble podium. Atop this is a carved hand that holds a shimmering piece
of green stone. The podium is surrounded by seven wells, each set flush with
the floor. They are hexagonal in shape and are filled nearly to the brim with
water. The water in each well gleams with a different colored radiance.

Fragrant plants grow in raised stone beds, along the walls near the circle of
wells. A verdant tracery of vines that cling to the cavern walls, trace their
roots back to these beds.

A long hallway exits on the far side of the cavern.

Most of this is illusion. In reality, the Cavern is quite sparse, with little
ornamentation The four waterfalls are merely small tunnel openings
high up on the walls. The bridges, pools, garden beds and vines are
non-existent and the columns are roughly carved spires of rock. The
central podium and its surrounding wells are some of the few things
that are real.

The central podium holds the Eye of Shadows, a wedge of rock that
emits a constant green shimmer. Players may also notice a faint green
shimmer in the air bisecting the cavern at dead center through the
podium (Spot Check DC20). This is the barrier that allows anyone to
enter but stops Elves from leaving Shadowland.

If the players pass the line of the podium they will feel a slight
resistance in the air as they pass through Shadowland’s wards. Any
Elf or Half Elf will find it most difficult to return through this barrier

14
DM Note: Roll 1d8. On a roll of 8, nothing happens. The following The players will see constant illusions either side of the Gray Road as
information details the Well that is activated and its power: they undertake their quest. The longer they are in Shadowland, the
1 Red Inflicts 4d6 points of fire damage (Reflex Half) more chance there is that they will start believing the visions. These
2 Orange Inflicts 4d6 points of acid damage (Reflex Half) usually take the form of loved ones in peril, treasure chests laden
3 Yellow Inflicts 6d6 points of electrical damage (Reflex Half) with gold - tailor the illusion to the specific personality of any player
4 Green Poison. (2d4 Con/ 2d4 Con DC17) who succumbs. A personal favorite is a vision of an Elf, beaten
5 Blue Turned to Stone (Fortitude Negates) and bedraggled, emerging from a cave and running for help. Dark,
6 Indigo Insanity, as per the spell (Will Negates) Undead creatures drag themselves out of hiding, lumbering across
7 Violet Destroys a random possession of the target the stony ground with a slow zombie-like gait. The Elf falls at the
(affects magic items before mundane items) foot of the embankment, exhausted, looking to the player(s) for
help!
The Wells will generate a random spell-like effect every round, as
long as the Eye remains inside the circle of the Wells and someone DM Note: The players are subject to so many terrible visions
is in contact with it. If the Eye is grabbed and taken beyond the that they may suffer from mental fatigue, which will make them
confines of the Wells, the attacks will cease and the Permanent more susceptible to things they see. To simulate the continual
Illusion over Shadowland and its restraining barrier will fail. Someone bombardment on their minds, characters must make the
who accomplishes this will surely be celebrated as a saviour in the following check every two hours that they are in Shadowland:
annals of the Elves!
Make a Will Check at DC12. Failure results in 1 point of
Temporary Wisdom Loss that can only be regained outside of
DM Note: Eye hardness is 20; Hit Points 80; Break DC 30. A Shadowland.
STR check at DC25 is required to remove the Eye from the
stone hand that holds it. Player Skills reliant on Wisdom should be adjusted accordingly
as their attribute is reduced. In addition, the following effects
The powers of the Wells cannot be dispelled, they are a natural source come into play as the attribute is reduced to the levels indicated
of energy. However, their defensive enchantments can be nullified in the following table.
temporarily. Each color Well has a specific spell that can weaken it.
Casting that spell into the Well, halts its activity for 1+1d6 rounds: Wisdom
8-7 (Memory is hazy) -4 Initiative Penalty
Red Cone of Cold
Orange Gust of Wind 6-5 (Disoriented) Character is always surprised
Yellow Disintegrate
Green Passwall 4-3 (Stupefaction) Character acts as though under the effect of a Slow
Blue Magic Missile Spell
Indigo Daylight (the light from the Sunglobe will suffice;
refer Guardian). 2-1 (Trance-like) Must make a will check at DC10 to do anything
Violet Dispel Magic (automatic)
All above effects are cumulative.
In this way, the players may be able to turn off certain elements that
defend the Eye, if they decide to try to take it. The Eye’s powers, once There are at least ten checks to be made while in Shadowland - five on
it is free of Shadowland, are described in The Tome Section. the way in and five on the way out (provided the players do not delay
further). The effects of Wisdom loss are temporary and are recovered,
once the players affected leave Shadowland, at a rate of 1 point per hour.
ACT 6: Welcome to Shadowland
Failing to Resist Illusions
Encounters on the Gray Road Characters who fail their percentile roll to resist the illusions believe what
The journey to the Grimorden’s Keep will take about ten hours. they see and will try to move toward the illusion as fast as they can.
Certain events will take place during the journey as the players
try to cope with the stresses of both physical and mental duress. Other players may try to stop them, if they catch them in time.
You should always play upon the characters’ fears and say they Determine if other players have been surprised by the affected player’s
have a feeling they are being watched. Occasionally there are actions. If so, the ‘entranced’ victim will get to the bottom of the
the sounds of footfalls in the rocks and boulders beside the embankment before anyone sees and players must choose if they
road, a distant wailing arises now and then, red eyes want to go after the person.
gleam from dark crevices then quickly vanish.

15
Players who are not surprised may attempt to block or otherwise stop Directly before you the slope descends at a gradient of 45 degrees. The
‘entranced’ players from descending from the Gray Road. Players can immediate terrain is obscured by numerous twisted rocks, some fractured into
be brought back to reality by shouting at them, shaking them etc. curious shapes. A distinct path of gray broken shale starts at the exit from the
This gives the affected player a +4 bonus to their subsequent save. mountain and descends the slope toward the landscape far below. It rises as
This can be done every round and entitles them to another percentile it leaves the Cavern exit, so that it runs atop an embankment made of stone,
roll to see if they are still beholden to the illusions. compressed ash and splintered bones. Every few hundred yards stands one of
the eternal burning brands.
Of course there are other methods that may be employed to stop
‘entranced players’ wandering off, such as roping the players together. DM Note: Allow players to take this scene in and secretly make
This can have its downside depending upon the strength of the two separate Spot Checks, one at DC18 and one at DC22.
players concerned.
Success at the DC18 Check will reveal that the same Gray Road can
What Happens if Players Leave the Gray Road? be seen in the far distance, meandering across the plain, between the
Anytime a player leaves the road, there is a chance that Undead are rock formations and scorched gravel pits. Success at the Check DC22
in the region, following the players by means of tunnels and hidden will reveal that some of the strange rocks that lie strewn close to the
tracks. As soon as a player leaves the Road and it has been determined Gray Road are, in fact, wonderfully detailed statues of Elven Folk.
that Undead are nearby, consult the Random Shadowland Undead These are actually living Elves, turned to stone by the Prismatic Wells
Table that appears in the Appendix. This provides you with details of and later tossed onto the cliffside by the Ghoul colony that lives in
what creatures are present immediately and their reinforcement rate. these mountains.
The starting point for Undead will be from 1d6 x 10 yards from the
base of the embankment. When your players proceed down the road, describe the oppressive
heat and the bitter taste in the air. They constantly have to gag and
When to Check if Players Succumb to Illusions spit out the foulness. The journey down to the plain below will take
Players are under attack constantly but the DM should only get a about an hour. About half way down, describe the following:
player to make the first save against illusion shortly after they drop
into the 8-7 range on the Wisdom table. The illusions have a DC of The flat plain is closer now and the fumes are thicker in the air. A
18 (not adjusted by the players’ bonuses). You pick the time for the constant whispering seems to pervade your senses, as though voices are speaking
roll, as long as it is within the period of the next two-hourly check in your head but their pitch is just beyond your range of hearing. From
for overall resistance. Thereafter, every time the player slips another your vantage, atop the embankment, you see land either side of you that
level on the table, roll again (e.g. Edryn ends up on 8 Wisdom. is deeply fissured and strewn with blade-like shards of black rock, the
The DM rolls. Edryn is OK. Two hours later, he fails his resistance size of trees. Occasionally you see the odd item of civilization
roll and drops to 7. No roll is made to see if he is affected sitting in the gravel off to the side of the embankment - a
by illusions. However, two hours later, he fails again and is gold coin, a piece of jewelry, an old torn gown. In a small
reduced to 6 Wisdom. Because he has dropped one level clearing to the left, are the remains of a smashed chest.
on the table the DM rolls and this time, Edryn is Coins are scattered across the rocks, along with a slim
‘entranced’ by an illusion and compelled to leave silver wand, a leather- bound book and a ring set with
the Gray Road. The DM introduces this scenario a large amethyst.
anytime in the next two hours of game time.
This is a trap set by the Ghoul community
The Ghoul Trap that dwells on the fringes of Shadowland. Five
The hallway that exits the Cavern of the Eye of Shadows Ghouls are concealed beneath the gravel, in a
is paved with heavy flagstones and is lit occasionally circle about 20 feet in diameter, surrounding
by the same strange torches that require no fuel. It runs the items that lie beside the road. They will
for 900 yards before the dull, lifeless luminescence that lit attack as soon as anyone passes into the center of
the Unending Sea indicates you are nearing its end. The their circle. Within five rounds of combat, one
nauseating smell of sulfur reaches you from ahead, combined Ghast, appearing from a nearby fissure, will
with an underlying odor of decay. Eventually you emerge join them.
through an opening set high up on the side of a mountain.
Before you is the desolation of Shadowland. DM Note: Ghouls and Ghasts are exactly
as per the Dungeons and Dragons Monster
The land drops away from your position, on a gradual Manual Core Rulebook III (Page 97).
slope of ash and splintered stone. The cliffs from which
you have emerged swing around to your left and right, The silver wand is a Wand of Lightning Bolts
curving inwards as you lose sight of them on the horizon. (6th Level Caster) but it is dead, being drained
The effect is like you are looking down into a vast bowl by the Violet Prismatic Well in the Cavern
from high up on the rim. You see a tortured landscape of the Eye of Shadows. The leather bound
of cracked dry plains and immense boulders, with little book is written in Elven script and contains
vegetation. Fang-like mountains tower upward in the notes and diaries of an Elven wizard. The
distance and gray plateaus of slag form little ring is merely decorative and is valued at
islands amongst the fume-choked pits and 300gp.
crevices that split the harsh vista. The
air is hot and laced with the tang of
bitter gasses.

16
ACT 7: The Sulfur Plains As DM, you do not have to have this occur at this point. Remember,
the players’ minds are under continual assault. You can initiate these
Once the players make their way down the slopes and onto the subsequent illusionary ‘attacks” at anytime between scheduled Will
floor of Shadowland proper, they will come to a great plain full of Checks.
splintered rock fissures and reeking pools of stagnant water. Very
little vegetation grows there, only clinging lichen and stunted thorny
bushes. Proceed to the following description: ACT 8: The Canyon
Ahead, through clouds of clinging dust and yellow fumes, buttresses rise upwards The following scenario occurs approximately six hours into the
to form small broken mounds, crowned by ruined structures. Amidst this desolation journey. A total of three illusionary challenges should have been
the embankment continues, raised 30 foot above the level of the surrounding terrain. resolved before the players reach the canyon.
It continues onward as it winds its way through the ash and mire. It is hot and
dry and the bitter stench of the distant fumes penetrates your nostrils and mouth, The Gray Road rises into a mountainous region of cracked and twisted rock.
making you gag. It looks like it will get worse as you progress as the Gray Road It plunges between two rearing shards forming a dark canyon that runs for
leads right toward the larger drifts of the reeking fumes. 1000 yards. Crevices and cave openings are abound along either side. The
Gray Road is strewn with small boulders and rock debris along the length of
As the players progress along the Gray Road they will feel the effects this passage.
of heat and thirst from the dry, dust-choked air. They will also start
to become susceptible to the illusions that constantly worm their way The Undead will attempt to unbalance a large rock from the heights
into the players’ minds and to the attempts of Undead creatures that above the Road, 600 yards into the passage. Players who are actively
dwell in the caverns and fissures flanking the embankment, waiting watching the cliff-tops can roll a Spot Check at Spot DC20.
to capture players who leave the safety of the Road.
Success with this roll negates any surprise of the attack. Otherwise, as
The following occurs approximately half an hour after players strike the players walk beneath the trap, they will have to determine if they
out along the Gray Road at ground level: are surprised when it is dropped on them.

You have been traveling the Gray Road for a short time now, passing from DM Note: Players must make a successful roll to avoid being
the bleak plains into a more hilly region where huge piles of volcanic slag rise struck by the rockfall:
up around you. Thick billows of gas rise from cracks in the surrounding rocky
terrain and swirl across the road ahead. Reflex Check at DC13 (DC 16 if surprised)

DM Note: For the next half hour the players will struggle Consider he rock to have a 10 x 10 foot impact area.
through an area of poisonous fumes that make it difficult to Treat as a +12 ranged attack (20/x3) that delivers
breathe. Make the appropriate check for each player: 3d6 damage

Fortitude Check at DC14 (Lose 1d4 Con/1d4 Str


Temporary damage regained at 1 point per ACT 9: The Bridge
day)
3D Scene #3 The Bridge
Once they have traversed this area, initiate the first 2D DM’s Map available
Will Check against illusions (DC 12). Describe
vague voices clawing at their mind to those who The following scene occurs
do save. For those who fail the roll describe more approximately eight hours into the
elaborate visions and deceptions - figures beckoning journey. A total of four illusionary challenges
to them from the roadside, former friends in jeopardy. should have been resolved by this stage.
Deduct 1 point of Wisdom from any player who
failed the Check. You successfully traverse the mountainous regions and
the land begins to drop toward a plain covered with
Players who failed and see these illusions may twisted thorn-bushes. You descend through a number
react to them and attempt to leave the Gray of steeply declined sections of the Gray Road, sheltered
Road, of their own accord. That is their decision. by giant rock shards and, rounding a bend, you come across a
They can, however, refuse the visions and they deep ravine, panned by a stone bridge.
will fade away.
The bridge is 100 feet across and its stonework is broken and
However, when you make the above Will Check, cracked in places.
if a players Wisdom is 8 or lower, refer to the
Wisdom Reduction table on page 15. Secretly This is one of the locations where the wards that
roll percentile dice and check to see if protect the Gray Road have become weakened.
they are affected by the illusions and The weakening affects the entire bridge and the
cannot refuse them. If this is the road either side of it for 100 feet. The trail is
case, the affected player(s) must being watched by a combined group of six Ghouls
attempt to leave the Gray and ten Zombies. An equal mix will emerge from the
Road and interact with an rocks at either end of the bridge as soon as players are half
illusion. way across. If a scout is sent ahead and threatens to uncover
the trap, the attack will be launched immediately.

17
The players may treat this attack as an illusion but they had better
start thinking otherwise!

DM Note: Remeber, although the Forbiddance is weaker here,


the undead can only breach the ward if they make a Will Save
at DC16. Those that fail receive 3d6 damage and are flung
backward from the road (although they may try again).

ACT 10: The Grimorden’s Keep


3D Map Scene #4 The Grimorden’s Keep
2D DM’s Map Available

The players will reach the Grimorden’s Tower


after ten hours, providing they have not delayed their journey to
any great extent. There should have been a total of five illusionary
challenges at this stage.

The endless vista of thorn-laden plants is finally broken by a stretch of empty


rock-strewn plains. The sensation of constantly being watched has disappeared
and the visions have stopped. Ahead, silhouetted against the drab twilight sky
are a number of tall outcrops of rock. A single square cut tower stands atop one
of these. It is nearly 80 feet high and its battlements overlook the Gray Road
that passes beneath it.

DM Note: The Grimorden’s Keep is warded against the intrusion


of unwelcome Undead for an area of a league or so. No Undead,
other than those described in the Keep text, are found in the
immediate area.

Soon you are beneath the shadow of the Keep, perched atop its rock edifice. The
Gray Road continues beyond it into a vast wasteland of boiling mud, toward
an extensive range of black mountains, far in the distance. A set of rough
stairs leads to the looming tower from the base of the embankment. You notice
a set of stones resembling carved hands, which form an archway at the top of
the stairs.

Once the players make the decision to leave the Gray Road, proceed
to the text below.

DM Note: Keep the players off guard by describing a small fall


of stones or the sound of moaning - is this just wind in the
rocks? Let them explore the small plateau. It contains nothing
but splintered rock formations and the Keep.

The stairs lead up to a small plateau of dull gray rock. A small hexagonal
keep stands here. It is made of stone that looks like it was quarried locally.
A single door-less portal provides entrance. A balcony at the tower-top, high
above, seems to be the only other point of access.

(a) The Shrarvrus Guardian (1st Level: Ground)

2D DM’s Map Available

Visible through the open entry is the ground level of the Keep. It is a large
hall, devoid of any decoration or furnishings. The walls and floor are covered
with a flesh-like material that ripples and pulsates. Directly opposite the
doorway, on the far side of side of the structure, is a stairwell. The stone steps
go up into the higher levels of the Keep but the fleshy growths do not extend up
the stairs.

18
The flesh covering the flooring is a Shrarvrus (see The Cast Section), DM Note: The chain, manacle and spike are all made from
a primitive form of sentient creature, shaped by the power of the Vurgonmir (Shadow Iron), a metal imbued with strengthening
Shadow. It is bound to the lower floor of the Keep and cannot range properties of the Shadow. They are virtually indestructible. Trying
beyond this. The task is for the players to cross to the stairs without to extract the spike from the wall will also meet with no success.
succumbing to its life-draining powers. The Shrarvrus is slow moving
and clumsy in its actions but it can extrude multiple pseudopods of The chest contains a number of other gowns (more tattered than the
flesh to entangle characters and drag them down into its embrace. one that Aedrinia wears) and a bone comb and brush. There are also
balls of thread, pieces of lead set in hollow wood holders and needles
Normal weapons can strike the creature and it will bleed profusely of bone all contained in a wooden tray.
but as it has no vital organs it is difficult to kill unless virtually
hacked to pieces. It will retreat from fire, so if sufficient fuel is at The ruined tapestries are all scenes showing the history of Diamasin
hand, a trail of blazing torches could be used to forge a path to and emphasizing his triumph over the Grimorden. Murlyssa usually
the stair. The Dragon-Tooth Amulet (one of Diamasin’s Treasures) is destroys these before they are completed. It amuses her to allow
particularly useful here. Another tactic is simply running across the Aedrinia to continue working on the tapestries that she destroys.
surface of the Shrarvrus and hoping it will be unable to attach any of
its pseudopods.

(b) Aedrinia’s Chamber (Second Level)

2D Map Available

Most of the second level is taken up by empty cells. Elves lured from
the Gray Road were first brought here in the past, before being sent
by the Grimorden to Sirrith in her great fortress of Na-Dirangak-
Murg. It is the law of Shadowland that all Elves captured from the
Gray Road be offered up to Sirrith.

However, the Grimorden has had Murlyssa keep Aedrinia captive


secretly and the Elven noblewoman has been given a better chamber
in which to dwell within a larger section of this level. Her room is
secured by an iron-bound door (Break DC 23/Hardness 6/Hit Points
20). It is locked but has a latched three-inch square window to view
the inside.

DM Note: The key to all cell doors on this level hangs upon a
belt worn by Murlyssa, the Bean Sidhe, who guards the Emerald
Star-Kin Stone in the top level of the Keep. If alerted by players
making no attempt to move through the keep quietly, Murlyssa
will remain in the Grimorden’s Throne Room and ambush
them there.

Read the following once your players first gain their glimpse of
Aedrinia’s Chamber:

Inside is a sparsely decorated room with light provided by two candelabras


made from bones bound with copper wire. The main feature is a straw pallet
on which reclines the sleeping form of a female. Her left arm covers her face and
white-blonde hair fans out over the edge of the bed. She wears a long gown of
black material, tattered and worn about the hem.

To one side of the bed is a tapestry frame made of dark wood and a stool made
of the same. The tapestry that is currently being worked upon shows the figure
of a warrior holding a blazing sphere aloft.

Against one wall of the room there is a washstand and a wooden chest.
Opposite this are a small table and a chair. A platter and jug stand upon the
table. Beside the table are piles of tapestries in various states of completion.
Most appear torn or slashed.

The sleeping figure is Aedrinia and if players cast a watchful eye


about the chamber, they will also see a manacle of dull iron encircling
her left ankle. This is connected by a length of fine iron chain to a
spike driven into the wall.

19
If players call out, or otherwise awaken Aedrinia she will try to The manacle and the chain that secures Aedrinia can be broken. They
motion them to be silent: will shatter if exposed to sunlight. The folklore legends surrounding
Aedrinia and Diamasin hints at this (…and Aedrinia shall not find
The figure on the bed appears startled. The arm drops from the face,
revealing the face of a woman, still beautiful despite the dark circles the path to the Holy Glade until sunlight shines upon the face of
beneath her eyes and the grime streaked on her cheeks. As she approaches Shadowland and breaks the chains of darkness).
she puts her finger to her lips for silence. She peers through the door at
you, disbelieving. Close up, you see that this woman is Elven. The sunglobe (from Abbot Olmaren’s room in the Abbey) provides
luminescence by storing sunlight in its crystals. If this is opened
Of course, the above may need to be adjusted, depending upon in close proximity to the chain binding Aedrinia, the chain will
the exact circumstances of the meeting.
Aedrinia will be cautious asking who the break and vanish like black smoke (the Shadow used to strengthen
players are, thinking this may be some it being adversely affected). Alternately, only the following spells are
cruel trick by the Bean Sidhe. If the considered to produce real sunlight and will have the same affect:
players tell her of their experiences
on Guardian, she will relax her Searing Light, Sunbeam and Sunburst
defensive attitude more. She will
warn them of the Bean
Sidhe that rests above in DM Note: Aedrinia will join the party temporarily. Her full
the Grimorden’s Throne statistics are presented in The Cast Section. Since she has just
Room. If players have been freed of the Shadow-Iron manacle, she will be a 1st Level
elaborated on their quest Sorcerer and will begin to recover 1 Level every 24 hours. She
and express intentions to will part company when they reach the Gray Road.
try to free her, Aedrinia
will respond as follows:
(c) The Hall of Bones (Third Level)
“It would be wasteful for you to try, for I am bound to my cell by a chain
made from the stuff of Darkness itself. No tool of mortal hand can sunder 2D Map Available
it.
The stairwell continues upward, while providing access to this chamber.
Leave me here to my fate, it is of greater import that you secure the
emerald stone and return it to my beloved. However, I may give you The stairs open into a large area, the floor being strewn ankle-deep with
hope that the Grimorden can be undone, for I have learned much in my all manner of intact humanoid bones. Footing is awkward. The walls are
conversations with Murlyssa over the centuries. She talks of many things, decorated with ten sets of crossed short-swords. In the center of the chamber, a
and in her arrogance she oft thinks that I do not understand her. thick rope hangs down through a five foot square opening in the ceiling. The
rope is one foot thick. There are no other apparent doors or stairways.
Murlyssa is an evil spirit, a Bean Sidhe that occupies the body of a young
Elven woman. At times I have seen a desperate gleam in Murlyssa’s eyes, a
gleam that tells me that the real soul of that stolen body still dwells there. I If players continue straight up the main staircase they will come to a
believe it is she who works at times to loosen the Bean Sidhe’s tongue and give stout iron bound door that opens into the top level of the Keep, the
away her secrets. Grimorden’s Throne Room. This is locked (Open Locks DC 25). The
stair continues upward to the roof.
Each Grimorden is a slave of the Dead Queen and is bound to her by a secret
word or name. If that name is uttered aloud before the creature it is rendered
vulnerable and can be attacked with weapons of true steel. When I first came If players move into the Hall of
here I saw a crown that hangs suspended in the Hall of the Grimorden. It is Bones, ther is a -10 penalty to
carved about with the tongue of the Gods, a language not known by the servants their Move Silently ability. They
of Sirrith. But I know that language. It is the root of the Ancient Elven tongue, may wish to position themselves
taught to us by Lord Tarimth in the days he resided amongst us. beneath the opening in the
ceiling to get a better view of
Murlyssa has unknowingly revealed that the writing tells of the secret name of
the Grimorden. If so, this is the means to undo the creature. Bring the crown what is above. If the rope here
to me and I will translate the words for you. When you return to Guardian is gripped and weight gently
you must make a decision - either imprison the Grimorden again by replacing applied, it will be observed that
the Star-Kin Stones or destroy the Star of Diamasin and face the Grimorden in the rope gives slightly then rises
battle. Speak his name before him and, if the name is true, you can defeat him. back again.
I will teach you the words that will undo the Star, lest you choose to follow
that path. But beware, once these words are spoken, the Star of Diamasin loses
its resilience for all time. A single hefty blow will break it.”

DM Note: The check to pick the lock to this door is DC20. The
manacle about Aedrinia’s ankle has no lock. The metal is a cold,
black material that is unnerving to touch.

20
The rope is a bell-pull connected to a great iron bell on top of the Dim light filters in from a door-less portal. This leads to a stone balcony that
keep. The bell is enchanted so that its tolling brings Skeletons into overlooks the Gray Road. Other light comes from window slits, high in the
being from the bones that litter the floor. It will begin to toll if walls. Manacles are fixed to the walls beside the balcony portal.
a total weight exceeding 275 lbs rests on the rope or if a weight
exceeding 200 lbs makes a sudden movement on the rope (e.g. Opposite the balcony portal is a raised dais, on which rests a throne fashioned
someone climbing the rope slips and grabs on to avoid a fall or, from the black rock of Shadowland. Hundreds of small screaming faces
someone climbs the rope rapidly). are carved into it. Some six foot above the throne is a plain black iron
crown, carved about with strange sigils. The crown rotates slowly in mid-air,
The rope is otherwise easy to climb with a DC10. unsupported by any physical means.

If a climber slips they may fall and take damage (fall will be from Behind the throne is a spiral stairwell that leads up to the roof. A locked door
5+3d6 feet). However, a player is allowed a secondary Climb Check blocks the stairs that lead downward. On the wall to the right of the throne
at DC25 to try to catch hold of the rope, when they fall. The player is a large oval mirror held in a frame of dark metal. In the opposite wall is a
having grabbed hold again before they slipped too far. However, if a recess in which rests a small iron-chest.
player is successful at stopping the fall, they risk pulling on the rope
and tolling the bell. Their weight is recalculated at +50% and if they DM Note: If players have managed to reach this point by means
now exceed 200lbs, the bell tolls. of great stealth, use the following additional description:

The bell will toll for 1+1d4 rounds on its own, once the rope is A woman with shoulder-length red hair stands with her back to the trapdoor.
pulled (unless attempts are made to hold the rope still). A Str score of She wears a heavy burgundy mantle with sleeves trimmed with golden
at least 15 is required for this and the DC Check is thread. A belt of gold leaves is about her waist. She is
13. locking the chest that sits within the recessed wall.

Each peal of the bell creates sufficient animus to This is Murlyssa of the Bean Sidhe and,
form one Skeleton (e.g. if a bell tolls for four if players have alerted her to their
rounds it creates four skeletons). Bones will presence, she will have taken up a
be seen to animate of their own accord, position hiding behind the throne. It
flying together to form a Skeleton. Each is apparent she is of Elven heritage
skeletal construction takes 1d3 rounds. when seen up close. Murlyssa will
When complete, a Skeleton will try to wait for the most opportune time to
grab a weapon from the walls and strike, preferring a lone target.
attack. However, if confronted by a
The Skeletons are simply number of players, she will at
programmed to attack anything first resort to subterfuge. If
that is foreign to the Keep. They players are not in the obvious
will pursue players up the rope company of Aedrinia, she
to the next level of the Keep will declare that she is
and even outside as far as the Aedrinia and that she
Gray Road (which, like all creatures overcame Murlyssa, her captor,
of Shadowland, they cannot touch). and was at a loss for what to
Unless otherwise destroyed in combat, do, until the players turned up.
the skeletons collapse of their own accord, The Bean Sidhe is Elven but any
ten minutes after the bell stops tolling. resemblance to the real Aedrinia is
slight.
DM Note: The
Skeletons are If they believe her ruse, she will try
considered to be to single them out for
standard Medium attack. If not, she will
S i z e d fight fearlessly.
Skeletons She will attack
as per the them with a
Dungeons and broad-bladed
Dragons® Monster Manual dagger, using
Core Rulebook III (Page her great
165). There are sufficient strength and
skeletal remains to create she will also use her frozen touch
100 Skeletons. to inflict frost damage.

(d) The Throne Room of the Grimorden (Level 4) If the players are beset with Skeletons
generated from the ringing of the
3D Scene # 5 The Grimorden’s Throne Room bell, Murlyssa will either:
2D DM’s Map Available
(a) Try to pick off anyone who tries to enter the
The bell rope from Level 3 continues up to the buttressed Grimorden’s Throne Room while the battle rages
ceiling of this hall. below or;

21
(b) Join in the fray below if she looks to have an Queen of the Dead, heed my call.
advantage in doing so. I seek thy council,
I crave thy words.
Murlyssa will always reveal her presence and attack if players try to Temptress of Shadows, heed my call.
take the Grimorden’s crown.
If these words are spoken aloud the following image will
DM Note: The key to the cells, including that of Aedrinia’s, are appear in the mirror.
worn on a chain about Murlyssa’s belt.
DM Note: The Mirror will activate regardless of the l a n g u a g e
(1) The Crown used when speaking the trigger phrase.
The crown can be wrenched from its position by anyone
with a Strength Check of DC 15. It is engraved with the Your image in the mirror becomes distorted and twisted. It is
language of the Gods, which is known to Aedrinia. The replaced by a hazy blur that slowly swims into focus. Occupying the
words say: entire surface of the mirror is the terrifying face of the Grimorden.
Its eyes widen as it gazes upon the players and a flicker of doubt
I am that without beginning nor end, mars its confidence temporarily.
A path relentless, made prisoner within a mortal vessel.
My release brings death to life, It quickly regains its composure, roaring, “How dare you miserable
Yet life to death. creatures enter my household. When we meet I will skin each of you
Warm is my embrace, a doom upon the keeper who frees me. and hang your hides upon my walls. Leave now and your end will
This is my name. be quick!”

Provide Players with Player Handout No.1 The players may wish to jeer and ridicule the Grimorden. If they
do so, it will look angry before it waves a clawed hand across the
DM Note: The answer to this verse is ‘Blood’, the name given mirror.
by Sirrith to this particular Grimorden. The language that the
True Name is spoken in is irrelevant, when undoing the powers The image goes blank and instead a new image floats into view:
of the Grimorden.
You see the landscape of Shadowland rushing below you at
Wearing the crown has no effect, except if in the presence of the tremendous speed. It is as though you are flying and the dark land
Grimorden. In this case, the person wearing the crown is paralyzed speeds away behind you. Ahead is a vast quagmire of filth and at
and cannot move until the Grimorden wills it or the crown is its center a rocky island of tortured stone, atop which stands a great
removed. fortress, with thirteen towers.

(2) The Iron Chest Your perspective view rises up above this fortress and then plummets
This is usually locked, the key being kept by Murlyssa. down into it, seeming to pass between the intervening stone floors,
Inside is: traveling deep into the heart of this terrible place. With a dizzying
- A voluminous gray cloak and hood. pitch, the vision whirls, plummets, then stabilizes to provide this
- A pair of iron bracers set with polished stones. chilling scene.
- A large dagger made of dull metal with a grip
inlaid with bone.
- A small wooden pot, sealed with a cork.
- A small iron key (to the door that leads downward
in the stairwell).

The wooden pot contains the Emerald Star-Kin Stone. The


large dagger is a Shadow Blade. It is named Kusrulda (the
Bitter Fang). More details about this weapon are featured in
The Tome Section.

DM Note: The chest is protected by a poison needle trap (+8


ranged, 1 hp damage, Fort DC14/1d4 Con / Unconcious 1d3
hours)

Search DC22
Disable Device DC20

(3) The Mirror

If the frame of the mirror is looked at closely, similar


writings to those inscribed on the crown can be seen
incorporated into the metalwork. Aedrinia or spells that
unlock languages can translate this. It reads:

22
You are in a vast underground chamber, at the base of an obscene ACT 11: Retreat from Shadowland
waterfall that seems to be made of blood. It crashes with a
splattering sound into a deep pool. High above is a huge head, neck The Return Journey
and shoulders of a man, carved from natural rock. Its features are At some stage the players will want to make a beeline back to the
set in a silent scream and a wide opening has been carved across the Last Beach and their rendezvous with Wynsar or Lord Fate.
throat. It is from this ‘gash’ across the stone throat that the
waterfall emerges. DM Note: If the players have used the mirror in the Grimorden’s
hall, then it will seem that a storm is brewing in Shadowland.
To either side of the carved head are platforms, with stairs winding Lightning streaks the sky over the distant mountains and there
away to unseen portals. Upon these platforms are powerful Undead is a stirring of wind in the air. A Darkseeker has been sent to
creatures that have Elven prisoners amongst them. They drag these see what is happening on the distant fringes of Sirrith’s realm
prisoners to recesses in either side of the stone head. Here, the Elven but Shadowland is vast and it will take approximately eight hours
victims are slain before being cast inside the stone head, where a for it to catch up with the players at the Keep and a further two
bright red radiance marks their demise. hours to reach Shadowland’s borders.
Suddenly your attention swings to the base of the waterfall. Here a The return journey takes approximately ten hours and the same
figure emerges from the red curtain, a gaunt, pale-skinned woman. illusionary challenges need to be resolved every two hours.
Her dark, wet hair clings to her shoulders and you see curved ram’s
horns that crown her skull. There can be no doubt that this is What about Aedrinia?
Sirrith, Queen of the Dead. She seems aware of you and looks If Aedrinia is successfully rescued from the Grimorden’s Keep she
directly at the mirror. will wish to part company when they first reach the Gray Road. She
cannot physically pass the barrier beneath the cliffs that lies on the
“You have ended thine imprisonment in the mortal world?” she asks path to the Last Beach - she is resolved that her future lies in the
quizzically. Holy Glade and that, steeled with new insights as to the nature of
Shadowland, no illusions will be able to deter her. She will thank the
If your players have allowed you to read up to this point players and bid them farewell as she sets out, again asking them to
they have blown it! Sirrith is aware that something out think on their choices when they return to the world - to imprison
of the ordinary is taking place on her boundaries and will the Grimorden again or to speak the words to weaken the Star of
take steps to find out what is happening. The mirror is a Diamasin, destroy it, then confront the Grimorden and speak its
scrying and communication medium used by the Grimorden. name before it.
The being that the Grimorden attuned it to is Sirrith. No
matter what the players may care to say, within a few It may be that if you have Elves in your party they will wish to
seconds she will realize that there are trespassers within her travel the Gray Road with Aedrinia, as they see no other path to
realm and she will stare deeply into the mirror, bringing her follow. If the player group is all made up of Elves or the majority are
hand up into a fist. The mirror will shatter, inflicting 2d6 Elves, you may decide to do end this adventure with a trek across
damage on anyone within ten foot of its facing. Unknown Shadowland to the Elvengate and on into the Holy Glade. This will
to the players she will have sent a Darkseeker to discover require some design work by the DM and could make an excellent
what is going on at the Grimorden’s Keep. This creature alternate adventure.
rides a Shadowdrake and will take approximately eight
hours to reach the Keep from the heart of Shadowland (see If one or two players are Elves and they wish to accompany Aedrinia,
Darkseeker and Shadowdrake in The Cast Section). you may wish to remove them from the group and continue the main
plotline. Keep the Elven players in the dark for a few game sessions
Players can break contact with the mirror at any time, by (their fate is a mystery). Later, at your discretion, you could return
destroying it (Break DC 15). As long as contact is broken them to your campaign, with a tale that they successfully escorted
before Sirrith speaks to the players, she will be unaware of Aerdinia to the Holy Glade and were returned to the world by the
their presence in Shadowland and the Darkseeker will not Elven Gods.
be sent to investigate and the Ghouls will not set an ambush
in the Cavern of the Eye of Shadows. The Firestorm
3D Scene #4 The Grimorden’s Keep / Select Camera
#3 / Activate Firestorm Option One and a half
(e) The Battlements hours after the players leave the Grimorden’s Keep,
A large iron bell stands in the center of the tower- a Firestorm will break out over Shadowland:
top, secured in a heavy wooden frame. The bell is
enchanted so that its tolling creates Skeleton You are entering the mountainous pass where the bridge spans
warriors from the bones below - see Hall of Bones the great chasm. Lightning streaks overhead and thunder echoes off the
(d). It is otherwise unoccupied. outcrops ahead. Suddenly there is another kind of detonation, high above in
the sky. There is a bright flare burning behind the clouds and, with a roar,
fireballs crash out of the sky, streaming downward with a trailing tail of
fire.

DM Note: Use the Random Firestorm table here and every half
hour afterward to see where the fireballs are landing.

23
ACT 12: A Bridge Too Far… If they have alerted Sirrith, she will have dispatched the Darkseeker
to look for the players. If the players delay significantly in retreating
3D Scene #3 The Bridge / Option: Break from Shadowland once they have confronted Sirrith, this Act will take
Bridge / Initiate Firestorm place. Basically if you believe they took 13+ hours to reach the
2D DM’s Map available Cavern of the Eye, the Darkseeker has had sufficient time to contact
the Ghoul colony and alert them about the players, allowing them
When the players come to the bridge again, they discover time to organize a defence.
its center section has been destroyed by a fireball strike. A ten-foot
section of bridge is missing. A few rounds after the players arrive on The Ghoul colony is located in a great warren above the Cavern of
the bridge, a large amount of Ghouls will begin to amass only on the the Eye. Four tunnels connect it to the Cavern of the Eye and it has
side that the players are on. To avoid the Ghouls, the players must three other tunnels that exit on the cliff-sides within Shadowland. The
cross the ten foot gap. colony consists of eight Ghouls and a Ghast. They will hide up in the
tunnels high in the walls and, when the players reach the middle of
Two Ghouls will attempt to leap onto the bridge and attack (taking the room, they will launch a surprise attack.
3d6 damage from the road as they do so). Remeber the Forbiddance
(ie. if Will Save at DC16 is failed, undead take 3d6 damage and If the players make it past the Ghouls to the stairs that provide an
cannot enter the road). After the first two try, then next round, three exit to the Last Beach, the Ghouls will not pursue
will make the attempt, then four, then five and so on. There are a them. Also, if a player goes down in combat
total of fifty ghouls to draw from. every Ghoul within ten feet must make a Will
Save at DC15 or they will be forced to join in
and attack the downed player, going into
a feeding frenzy.

If the players successfully cross the bridge (a Jump DC of 10) the


Ghouls may try to follow but once they are 100 feet along the Gray
Road, the players are safe again.

After that everything is plain sailing. Due to the firestorm, the


Undead are not manning the cliffs above the canyon and the fumes
have all been blown away - but there are still the illusions to go
through and the chance of being hit by fireballs!

ACT 13: Out of the Frying Pan…


3D Scene #2 Cavern of the Eye of Shadows
2D DM’s Maps Available

Once the players climb the slopes at the boundaries of


Shadowland they will return to the passage that leads
to the Cavern of the Eye of Shadows and on to the Last Beach.

If players did not gaze into the mirror in the Grimorden’s Keep and
look upon Sirrith, they will be able to pass through the Cavern of the
Eye of Shadows with no drama. Of course, there may be a drama if
there is an Elf in the party or if they want to seize the Eye!

24
ACT 14: The Darkseeker Attacks Once players are aboard Wynsar’s/Lord Fate’s vessel they are safe.

3D Scene #1 The Last Beach/ Activate DM Note: In the case that the player’s sailed in on Lord Fate’s
Darkseeker Arrives vessel on their own, there is no protection and players will still
2D DM’s Map available be under attack by the Darkseeker once aboard the ship. The
Darkseeker will only break off its attack, in this instance after
If the players have gazed upon the face of 30 rounds of combat.
Sirrith in Shadowland this Act will take place, otherwise it is up to you
as DM if you would like to run this or not. When the attack of the Darkseeker begins on the players, it will race
in low above the beach and use two basic attack methods:
The Darkseeker rides a Shadowdrake, a flying reptilian creature, used
as a beast of burden. Read the following description as it makes its (1) Lunge with Longspear
timely appearance: The Darkseeker will hang low in its saddle
astride the Shadowdrake and lunge at players
The beach is as you left it, the strange, lifeless sea lapping at the bone with its +1 longspear. This attack form is made
shingle. Looking out to sea, there is no sign of Wynsar and her boat. A gentle from a height of six to ten feet above the ground.
breeze touches your cheek and the twisted landscapes and distant thunder of
Shadowland seem like a dim memory. Suddenly, like a reminder, a flash (2) Attack with Darkfire Missiles
of lightning rends the sky above the beach and thunder reverberates across The Darkseeker will unleash a magical attack
the cliff-tops. As your eyesight returns to normal, you see that a winged form while diving in low and directing the
creature rides the air above the cliffs. A black humanoid shape huddles upon Shadowdrake to attack with its claws. This attack
its back, a naked broadsword in its hand (claw?). It hovers on the breeze is made from a height of six to eight feet.
silently, a dark silhouette, sizing up the power of those who
would dare to enter Shadowland. If the Drake is successful in making a grapple
attack (see The Cast Section) it will then attempt
3D Scene #1 / Activate Wynsar’s Arrives. to drop a victim onto the rocks along the beach.

(Replace with appropriate text if Lord Fate brought If the Shadowdrake is killed and the Darkseeker survives any resulting
the players to Shadowland or the players hi-jacked Lord Fate’s fall, it will endeavor to attack on foot, with its heavy flail.
vessel).

(Wynsar Version)
Suddenly there is a flash of light from the breakers; a small boat with a white
sail appears just outside the breakers. A figure in white robes waves to you
and, at the same time, the flying creature banks and drops toward the beach
in a low sweeping arc.

(Lord Fate Version)


Suddenly there is a flash of light from the breakers; a large, derelict ship
with a ragged sail appears just outside the breakers. The immaculately attired
figure of Lord Fate waves to you and, at the same time, the flying creature
banks and drops toward the beach in a low sweeping arc.

(Doing It Alone)
The derelict vessel that you seized to sail here is still anchored offshore, just
beyond the breakers. As you count your blessings, the flying creature banks and
drops toward the beach in a low sweeping arc.

Some players may wish to take cover behind rocks or beneath the
overhang, where the balcony is built. Others may want to head for
the boat, which is 300 feet off the coast. Wading through the water
halves all movement.

The Darkseeker will make its initial attack on Wynsar’s/Lord Fate’s


boat, using its darkfire missile attack. Players will see the missiles
bounce off an unseen shield that protects the vessel from magical
attack forms. The power Wynsar/Lord Fate radiates offers protection
from it and its spells. The Darkseeker, defeated, will then commence
its attacks on the players, using the longspear attack until it recoups
its missile ability.

25
ACT 15: Return to Guardian ACT 16: Showdown
This tale differs depending how the players got to the Last Beach in Gathering the Last Stones
the first place - either with Wynsar, with Lord Fate or on their own The stage is set for the final confrontation on Guardian. If the
using Lord Fate’s ship. players have not previously recovered the Sapphire Star-Kin Stone,
they may have to retrieve this from the sea off the southern tip
Wynsar Version of the island. The Grimorden would have recovered four more Hit
The trip back to Guardian is slow and uneventful. Some twelve hours Points at this point and will become aware of the players presence on
seem to pass and Wynsar makes good her time in nursing the hurts Guardian again soon after their arrival. Quick action by the players’,
of the party, using her skills and invocations of healing. The mood is in replacing the Emerald Star-Kin Stone will save them from any
somber; if players seek her advice she will say, “It is you who have further attacks by Undead. However, if it is able to, the Grimorden
been chosen for this appointed task. I have performed my part in will issue new commands to any Undead that it can. Alternatively, it
this and soon it will be up to you to finish what must be done. Look will get Klinn to attack, before the stone is replaced.
within and find the courage you need to end this quest…”
Once the Sapphire is found (either by the help of the Selchie Woman
Read the following: or by fighting the Water Elemental or Zombie) the players will
usually come to the Chamber Of Diamasin’s Star and debate where
Eventually the boat encounters a fog bank and is slowly consumed by the they go from there. The players may even seek out Olmaren and
clinging dead mist. Silence embraces your world. Then, the twilight of the Jondyn, if still alive and well (usually, if they originally accompanied
Unending Sea is suddenly gone, the boat rocks in a more lively sea and the the players, they may have been told to wait at Diamasin’s Tomb).
mist is blown away on a fresh sea breeze. Before you is the more familiar site
of Guardian Island. Wynsar is bringing the boat into the small cove that is DM Note: Diamasin has also vanished along with the remaining
named after her. items of treasure. If any NPC was present in the Tomb after
the players passed through the portal to the tween-world, they
DM Note: Time often flows differently between worlds. would have seen a blaze of silver light, in which all of the
Although it seems the players have been gone for a day or so, treasures became ethereal and disappeared.
only four hours have passed on Guardian. Describe the time of
day appropriately. Imprisoning the Grimorden
With the three stones returned, the Grimorden is imprisoned again
Wynsar will bring the boat into the breakers and say her farewells to and can do no harm. But what of the future? Obviously a vigil would
the players. Once they leave her boat, it will turn toward the sea and have to be set up to make sure that there was no chance of the
slowly become more and more translucent until it is lost from view. Grimorden being freed again. Perhaps this could be entrusted to the
Church of Theydori? The Abbot Olmaren could journey to Quorull
Lord Fate Version and inform his Order of what has occurred. Maybe they would be
The trip back to Guardian is slow and uneventful. Some twelve hours interested in maintaining a guard over the Prison and the Star-Kin
seem to pass and Lord Fate makes good his time in telling the party Stones? What of the Elves? Maybe they should be told about the
about heroes of old and how they overcame the odds. The mood is Grimorden and how it was nearly unleashed again. Would they wish
somber; if players seek his advice he will say, “Fate cannot be avoided to reclaim Guardian?
and your destiny involves many threads that are all part of a great
tapestry. I cannot advise you further but your actions will define not These are but a few of the dilemmas that face the players when they
only how you live the rest of your life but intertwine with the lives of decide to imprison the Grimorden.
thousands. Look to your future and take action in the present…”

Read the following:

Eventually the boat encounters a fog bank and is slowly consumed by the
clinging dead mist. Silence embraces your world. Then, the twilight of the
Unending Sea is suddenly gone, the boat rocks in a more lively sea and the
mist is blown away on a fresh sea breeze. Before you is the more familiar site
of Guardian Island. Lord Fate is bringing the ship into Eastbeach, where you
began this adventure. The ship passes mysteriously through the reefs without
any damage.

Lord Fate will bring the ship into the breakers and say his farewells
to the players. Once they leave, his boat will turn toward the sea and
will glow a brilliant blue color before vanishing completely.

Doing it Alone
It is up to you as the DM if you want your players to find their way
back to the real world unguided. Give them a 5% per day chance but
roll daily on the Unending Sea Encounter Chart. Odds on that the
game might end their sailing days before too long…but then again,
miracles do happen.

26
Taking on the Grimorden The Grimorden will be obviously put out by these turn of events
If the players feel confident that they know the answer to the and will then become desperate in its bid to kill the players, even
riddle and can name the Grimorden, they may decide to speak retreating to a better position. It will attempt to gain a weapon if it
the command phrase (if Aedrinia told them of it) that undoes can. A fight in the Beacon Tower itself makes a dramatic final death
Diamasin’s Star and then destroy it. The small sphere can sustain scene as the Grimorden fights the players on the stairs and crashes
10 points of damage before it shatters. If this action is taken, read through one of the windows as it is slain.
the following:
DM Note: Once the Grimorden’s physical body is slain, the
The sphere breaks under the blow, scattering black glass about the podium. spirit of the Grimorden will rise as a ghostly shadowy form. It
A bright light flares from where the sphere had been and vanishes from the will begin looming over the party, ready to attack. However, as
chamber. In the tunnel that bisects the island, a ball of light rockets toward it does so, a rift will appear in the fabric of space behind it and
the Grimorden and its distant Prison. a tremendous wind will rush past the players, sucking at the
After a few seconds there is a dull concussion and the sound of an explosion Grimorden’s spirit, slowly pulling it into a star-filled Void, as it
echoes up the tunnel. Some loose rocks fall from the ceiling in the Chamber of howls and screams in rage. The Grimorden’s spiritual form will
Diamasin’s Star and down in the tunnel. be torn apart on the winds of the Void, as the rift closes.
If some players contrive to be in the chamber of the Grimorden’s
Prison at the time Diamasin’s Star is destroyed (and this has been What if the Players Face the Grimorden without the
known to happen) there is great danger from the detonation of the Correct Name?
Prison Globe, which is destroyed when the Star is fractured. Anyone Doh! It is unlikely that the players will inflict much damage on the
in that chamber (except the Grimorden) will be hit by the blast: Grimorden who will be able to use all its powers and as players die, it
will generate more energy wielding spells and such-like. Have fun as
4d6 force damage (a successful Reflex Check at DC15 halves this). the DM equipped with payback.
Once the Prison is destroyed, the Grimorden will make all haste
toward the players. If they are in the chamber of Diamasin’s Star, it The Gray Gull Returns
will run at full speed up the tunnel toward them, eager to rend them The Gray Gull is scheduled to return
limb from limb. Otherwise it will emerge from the Beacon Tower and three days after it drops the players off on
seek them out wherever they are on Guardian. Guardian. If the Grimorden has not been
dealt with by this time a problem arises in
It will confront the players before attacking, gloating over its triumph that it will be able to direct attacks at any
and promising them all a slow death. If the players challenge the crew who come ashore and grow stronger by
Grimorden and name the creature ‘Blood’ there will be no means of their deaths. It is entirely possible
discernible change. for the players to return from Shadowland
to face a fully-restored Grimorden
Let the moment linger and build the tension, so the players think that has already destroyed the
they have got it wrong. The Grimorden will laugh at the players, Prison by itself.
berating them more and, stepping forward, it will ask them to have
a free shot at it.

DM Note: The Grimorden is supremely confident that it cannot


be defeated. After the word ‘Blood’ is uttered, if any player
is carrying Diamasin’s sword, the broken blade will radiate a
burning heat at its tip and the sword will reforge itself, the
blade being renewed in seconds. The prophecy concerning the
sword is now complete and the sword has all of its statistics as
shown in The Tome Section.

Refer to The Cast Section for the Grimorden’s status once its
True Name has been uttered. It now runs on these new (lower)
statistics for one hour.

If the players accept the Grimorden’s challenge to have a free hit


on it, one person will be allowed to come forth and strike while the
Grimorden stands with folded arms, grinning. Apply the following
damage:

Maximum Weapon Damage and automatic critical (same foir spell


if applicable).

27
ACT 17: Epilogue If this course of action cannot be agreed on, the Gray Gull may be
required to sail home to Quorull and sort out the affairs concerning
There will be many things to resolve after the Grimorden is dealt events on Guardian. This will take anything from five days to five
with. The scenario regarding imprisoning the creature and leaving weeks. Sure, some business opportunities may be lost for Captain
it at that, has been briefly discussed. Even if the Grimorden is slain Ableford but the players will eventually be free to continue their
there are loose ends to tie-up. Abbot Olmaren and Jondyn (if they adventures.
are survivors) will most likely need to be taken back to Quorull and
an account told of what occurred on Guardian. Captain Ableford will What is in Store for the World if the Grimorden is Let
view this as having an impact on his shipment of goods. The ship is Loose?
carrying some perishables that need to be taken to their destinations The Grimorden, if freed from the Prison Globe and able to defeat the
as soon as possible. Hearings take up time and the players will players, will rest and build up sufficient Hit Points to use Ethereal
likely be asked to provide their stories of what happened. Instead, Jaunt to translate back to Shadowland, where it hopes to find
Ablelford will suggest a compromise - two of his men will remain on Aedrinia. Here, it intends to lead an army of Undead back into
Guardian to look after things. The Abbot will be taken to Dorvin the world to crush the Elves of Leezeria. However, Sirrith’s gift
Isand and passage to Quorull will be arranged with the locals of allowing the Grimorden access to the world was a once only
there. return passage. The Grimorden is trapped in Shadowland until
a time when Sirrith sees fit to send the creature into the world
If the players wish to continue aboard the Gray Gull, they again (or at least until a DM wants to use the Grimorden
are free to prepare written accounts of their adventure in their own scenario).
for the Abbot, promising they will visit the Theydori temple
in Quorull upon their eventual return, whereby they can
provide a full version of their experiences on
Guardian to the High Priests of the Order.

28
Shadowland Map

1 The Last Beach (Act 3) here lies the 5 The Bridge a single stone span crosses a
entrance to Shadowland deep lava-choked ravine, in a region where
the protection of the Gray Road is at its
2 The Cavern of the Eye of Shadows weakest
(Act 5) Here lies the artifact that weaves
the illusionary web over Shadowland 6 The Grimorden’s Keep The home of
the Grimorden, a squat structure of dark
3 The Sulfur Plains (Act 7) Where nox- stone, set on a plateau above the Gray
ious gases roll over blasted plains Road

4 The Canyon (Act 8) A narrow defile


that plunges between the jagged rocks

For DM use
Handout 1: Grimorden’s Riddle
Shadowland Shadowland

Real Vision Illusionary Version

Last Beach Last Beach


Grimorden’s
Keep

Last Beach
Camera 1: on stairs
outisde keep
looking at
Shadowland

Throne Room
SHADOWLAND APPENDICES
Unending Sea Random Encounter Chart
Roll 1d10 every 24 hours, 1 or 2 indicates an encounter. Roll 1d10 to determine encounter
- refer chart below:

DM Note: Unless creature is classified as a swimmer, they will materialize at a random


place aboard a vessel.

For the statistics on each creature, refer to the Dungeons and Dragons® Monster Manual
Core Rulebook III on the pages indicated below.

1 1 Xill (p 187)
2 1d2 Ethereal Marauders (p 88)
3 1d2 Ethereal Filchers (p 87)
4 1d2 Imps (p 48)
5 1d3 Juvenile Arrowhawks (p19-20)
6 1 Large Air Elemental (p 81-84)
7 1 Large Water Elemental (p 81-84)
8 1d2 Lacedon (p 97)
9 1d2 Water Mephits (p 133-134)
10 1 Sea Hag (p 115-116)
Firestorm Strike Chart
Firestorms take place in Shadowland, commencing half an hour before the players reach the Bridge
on their attempt to exit the realm. The severities of the firestorms are checked every hour after that
until a result is rolled that ends them. Roll 1d20 to determine changes in firestorms:

1-2 Firestorm Ends The storm dies and becomes a dull rumbling in
the above sky, lit by occasional flares of fire.

3-14 Distant Strike. A searing ball of fire rushes overhead to plummet


into the ground miles away. You feel the dull
reverberation of its impact.

15-18 Fallout A fireball roars out of the heavens and crashes and
passes directly overhead before plummeting down
a half a mile away. Hot ash and small red-hot
pebbles rain down on you as it passes above. Save
Ref at DC12 or be struck by debris, inflicting 2d6
fire damage.

19 Near Miss A burning mass of fire and debris breaks through


the dull clouds and impacts in the rocks close to the road.
The players are struck with sharp fragments resulting
from the explosion. Roll for size of fragments (1d4) and
multiply result by (1d6) damage. Save Ref DC 18 to halve
damage.

20 Direct Hit. A fireball strikes the area immediately around the


players, who are caught in the explosion. Damage
is 6d6. Roll d20 again; if result is 19-20 strike is
critical (i.e. fireball landed on top of players) and
all damage rolled is doubled. Save Ref DC 20 to
halve in both instances..

35
Shadowland Random Encounter Chart
Whenever players are lured from the Gray Road, roll 1d6 and the indicated Undead mix
is in the immediate vicinity.

DM Note: For the statistics on each creature, refer to the Dungeons and Dragons®
Monster Manual Core Rulebook III on the pages indicated below.

d10 Roll
Make the first roll 1d3 rounds after a player leaves the Gray Road, then
again every 2d4 rounds after that.
1 2d4 Medium Zombies (p 191-192)
2 2d4 Medium Skeletons (p 165)
3 1d4 Ghouls (p 97)
4 1d2 Mephits * (p 132-134)
5 1d2 Imps (p 48)
6 Wraith (p 185-186)
7 1d2 Wights (p 183)
8 Vampire Spawn (p 182)
9 1d2 Hell Hounds (p 118)
10 Nothing in the vicinity

*DM’s Choice: Steam, Magma, Salt, Dust, Fire.

NB: If 10 is rolled as the first roll, there are no subsequent rolls made

36
The Cast
(in order of appearance)

Wynsar
Ghost, 6th Level Cleric of Esmia
Medium-Size Undead (Incorporeal)

Hit Dice: 6d12 (39hp)


Initiative: +1 (+1 Dex)
Speed: Fly 30ft (perfect)
AC: 14 , +1 Dex, +3 Deflection
Attacks: Corrupting Touch +5 melee
Damage: Corrupting Touch 1d4
Face/Reach: 5ft x 5ft/5ft
Special Attacks: Manifestation, Corrupting Touch, Telekinesis
Special Qualities:Undead, Incorporeal, Rejuvenation, +4 Turn
Resistance
Saves: Fort +5, Ref +3, Wil +8
Abilities: Str 10, Dex 12, Int 15, Con, Wis 17, Cha 16
Skills: Heal +16, Profession: Herbalist +8, Profession:
Apothecary +12, Diplomacy +7, Swim +2,
Profession: Sailor +6, Intuit Direction +4, Hide
+9, Listen+11, Search +1, Spot +11
Feats: Brew Potion, Empower Spell, Dodge,
Skill Focus: Heal
Climate/Terrain: bound to cetain areas of the Prime Material
Plane, free to wander the Ethereal Plane
Organization: solitary
Challenge Rating: 8
Treasure: None
Alignment: Lawful Good
Advancement: as per human cleric

Wynsar conforms to the basic statistics of a Ghost but she has


been kept from her journey to the afterlife at the request of the
Elven-Lord Diamasin, agreeing to help him to protect Guardian
Island from the Grimorden.

Wynsar was devoted to Healing in her life and would never normally Clerical Powers
consider attacking people in her ghost form. She simply waits to Wynsar’s ghostly form prevents her from delivering any touch-based
guide people to Diamasin, should the Grimorden look like it is healing spells into the physical world, however, when the players
achieving its freedom. reach the Unending Sea, her form is more substantial and she can use
her potent healing abilities to aid them.
As an Esmian Priestess, Wynsar’s Clerical Domains are Healing
and Good. She is usually considered to have the following spells Appearance
prepared: Wynsar is 5 foot, 9 inches in height and weighs 120 lbs. She has
shoulder length brunette hair and, at first glance, a plain but not
Level 0 Cure Minor Wounds x2, Detect Magic, Virtue, Light displeasing demeanor. However, her face is radiant when she smiles,
Level 1 Cure Light Wounds x3, Bless Water her green eyes sparkling like the sea that she loves. She has, what
Level 2 Cure Moderate Wounds x2, Gentle Repose, Consecrate appears to be a cold personality at first, but this is a shyness that soon
Level 3 Cure Serious Wounds x2, Create Food and Water breaks down revealing the kind, friendly young woman that she is,
always ready to lend a hand and provide comfort for the sick and
Manifestation needy.
Wynsar has three places where she can manifest herself:
(a) Wynsar’s Cove In her manifestations, this warmth shines through as a palpable aura
(b) The Abbey Infirmary that surrounds her translucent body.
(c) The Abbey Guest House
History
These manifestations are brief and kept to the minimum, for fear of Wynsar Haldin was a brilliant young woman who had been raised
attracting the attention of the Grimorden. within the Convent of the Weeping Lady, a religious order of female
clerics devoted to the Goddess of Healing. She was an orphan who
was abandoned on a beach, near the Convent, where she and was
taken in and brought up with their teachings from the age of two.

37
It is thought that her parents were fisher-folk from one of the small
islands that dot the Greater Inner Sea.

She soon proved, to be a hard-working, skilled healer. When she was


tested by one of the Senior Priestess’s, she was found to be adept at
understanding the use of divine power. Incredibly, this was at the age
of seven when most acolytes were unable to have the strength of will
required until they at least reached puberty.

Other members of the Convent knew her as Wynsar the Fisher, as


the sea was forever in her blood and she loved to sail the Convent’s
small skiff back and forth along the coast tending to the healing
needs of isolated communities along the coastline. She was dedicated
to helping the sick and worked painstakingly to find remedies for
various illnesses that threatened the land from year to year.

Finally, word of Wynsar’s prowess reached the ears of the Esmian


temples in the large northern towns. The young priestess was to be
presented to the High Priestess of the Order, who dwelled in Quorull,
in Llan. Wynsar traveled to Port Lyrie and, from there, took a vessel
bound for Llan.

During this journey the ship stopped to deliver cargo at Guardian


Island, home to a small community of Monks of the Church of
Theydori. Here, the captain was informed that Red Plague had
broken out on the island and the Abbot warned him away, lest the
vessel become a plague carrier. The captain left his cargo on the beach
and made to set sail but he had to leave one passenger behind -
Wynsar. She could not leave the community on Guardian to fight the
plague alone and insisted on being left on the island.

Once she made her talents and qualifications known to the Abbot
of Guardian Abbey, she soon took over the running of his infirmary.
She was able to nurse most of those affected through
the ravages of the disease, as well as putting into place
procedures to stop the plague spreading throughout
the community at large. The Monks recognized
Wynsar’s efforts as nothing short of a miracle and
she was the celebrated guest of the Abbey for
the next few months, until the return of a
supply ship. However, the priestess died in
tragic circumstances a few days before the ship
arrived.

Wynsar spent most of her spare time on Guardian sailing in


the small fishing boat owned by the Abbey and exploring the
isolated rock pools that surrounded the island. One morning,
while bathing alone at her favorite cove, she was assaulted and
murdered by a man called Klinn Ebayn. Klinn was a diver
from Port Lyrie, who had been hired to try and find some
Church artifacts lost at sea, years ago.

Klinn was later killed by an angry mob of Monks, who


discovered his deed. The lamented Wynsar was buried on
Guardian, but for political reasons of their own, the Monks sent
word to the Convent and to Quorull, that Wynsar had
succumbed to the very Red Plague that she had saved so
many others from.

In dying, Wynsar was about to make the death journey


to the afterlife, when her spirit was attracted to another
brighter presence that dwelled upon the island in a ghostly
form - the spirit of the Elven-Lord Diamasin. Diamasin told
her of his heritage and the tale of the Grimorden and she
agreed to join with him and protect the island against evil.

38
Lord Fate The fee must be something truly dear to the players that you as a
Half Celestial/Half Human Thief Lv 6 DM will demand. The only other way out of the predicament is to
Medium-Size Outsider (Good) roll Lord Fate’s Dice, which can have an unpredictable effect, good
and bad, on the player’s future fortunes (refer to Lord Fate’s Dice,
Hit Dice: 6d6+18 (39 hp) below).
Initiative: +8 (Improved Initiative +4, Dex +4)
Speed: 30ft If the players try to fight Lord Fate, he will use combat as a means of
AC: 15, +4 Dex, +1 Natural defending himself, trying to seek a break in order to further convince
Attacks: +2 Dagger +7melee; players of the need to heed his warning. If he is reduced to 10 hp or
or +2 Dagger +10 ranged; less he will use his Ring of Plane Shifting to remove himself from the
or +1 Shortsword +9 melee combat, leaving the fools to their allotted fate.
Damage: +2 Dagger 1d4+3
+1 Shortsword 1d6 +2 History
Face/Reach: 5ft x 5ft/5ft Lord Fate was born of a liaison between a Celestial being called
Special Attacks: Sneak Attack +3d6 Torvas and a Human female thief called Soorinda. Soorinda had
Special Qualities: Uncanny Dodge; Spell-like Abilities: (at will) an almost supernatural knack of predicting the odds when it came
Light, (3 times per day) Protection from Evil, to gambling and, following a particularly profitable win, she was
(Once per day) Bless, Aid, Detect Evil, Cure accused of cheating and later ambushed and left for dead.
Serious Wounds, Neutralize Poison
Saves: Fort +5, Reflex +9, Will +5 Soorinda was found and taken to a mysterious healer who nursed her
Abilities: Str 12, Dex 19, Con 17, Int 17, Wis 16, Cha 19 back to health over a two-week period, during which her life hung in
Skills: Bluff +13, Diplomacy +17, Profession: Fortune the balance. It is said she had a divine experience during this time and
Teller +12, Intuit Direction +12, Read Lips +8, recovered to reject her old lifestyle and devote herself to the causes
Profession: Sailor +5, Escape Artist +9, Gather of Good. She still gambled, but devoted the bulk of her winnings to
Information +8, Listen +9, Disable Device +7, Good Churches, the sick and the poor and needy.
Climb +5, Open Locks +8, Search +7, Sense
Motive +12, Spot +9, Use Magic Device +6, A child was born to her soon after her change of heart but Soorinda
Tumble +9, Balance +9 would not discuss the identity of the father. The boy was named
Feats: Ambidexterity, Improved Initiative, Weapon Arith and grew to be a charismatic young man, who showed skills
Finesse: Shortsword similar to, yet even more remarkable than those of his mother.
Climate/Terrain: Any/All Arith, however, seemed to receive compulsions that instructed him
Organization: Solitary to be at a certain place, at a certain time. Here he would witness
Challenge Rating: 7 certain events and act to intervene.
Treasure: Standard
Alignment: Neutral Good
Advancement: as per Human Thief

Lord Fate appears as a handsome youth dressed in well-to-do, almost


foppish, clothing. He has a radiant golden tan and impossibly blue
eyes, shoulder-length blonde hair and a thin well-trimmed beard. He
is always flamboyant and dramatic when speaking to mortals, ready
with a jest if his demeanor should offend and equally ready to fight,
should the situation demand.

He will usually be met at some point where people have come to


a significant junction in their life and selected an option that can
only lead to their untimely death. Lord Fate will offer to
aid them in setting them back on the straight and narrow. He
can only do this through mundane means or by using any of
his special qualities. He cannot grant wishes or alter reality. He
does have semi-divine knowledge of the circumstances that a
person finds himself or herself in and can use this in providing
alternatives. For example, if players were pursuing a deadly arch-
enemy and had a choice of taking two roads and chose the path that
would lead them to a deadly ambush, Lord Fate may appear to guide
them the other way. If players refuse Lord Fate’s offer,
they will immediately find themselves in
the dangerous situation you, as
DM, had planned. Otherwise,
they must pay a fee to Fate,
which will allow them to take
the alternative option he has
on offer.

39
He was soon to learn that this was a blessing and a curse. Good or
evil events resulted from his attempts to interfere in things he felt
compelled to do.

For instance, one day Arith found himself drawn to watch a jousting
tournament and he felt compelled to physically try to prevent a
knight from competing. The knight had him beaten and thrown out
of the jousting area. Ten minutes later the knight was killed by a
freak accident during his match.

Another time, Arith found a hungry dog in a back alley, chained and
beaten by its master. He felt compelled to free the beast and later
heard it had savaged and killed a small child. But unknown to Arith
was the fact that the child would have grown up to be a tyrannical
leader of an evil cult.

He could not understand of explain his actions, he just knew he was


right in doing them. However, certain things he felt that he must do
brought him into trouble with the authorities. He was thrown into a
dungeon and sentenced to death. Before the sentence could be carried
out, he mysteriously vanished without trace, defying explanation of
how he had escaped his prison cell.

Arith’s father was Torvas, a Celestial being who had watched over
him from afar for years. Torvas rescued young Arith and took him to
other planes of existence and described to him his true place in the
scheme of things.

The nature of the universe was such that a Great Accord limited the
Gods, so they could not directly interfere with that which had been
laid down at the beginning of Creation. Despite this, the fickleness of
the Gods meant that they continued to try and exert their influence
within the boundaries of the Accord. They did this through limited
interaction with lesser beings, from Celestial servants to mortal races,
providing them with information and powers to do their bidding.
This is how most religious followings grew throughout the world,
with prophets and clerics following the will of their particular God.

However, sometimes the events that Gods set into motion this way
get out of hand and threaten the balance of the Accord. The Gods
saw there was often a need to correct these more destructive events
and this was the task that Arith had been born for.

Torvas showed Arith the latent powers that were in his Celestial
blood and instructed him on their uses and his role as Lord Fate,
the Provider of Choices. He was tasked with traveling the planes,
following his senses to places where chains of events, set into motion
by the hands of the Gods, would reach a crisis point.

Here, he could effectively offer mortals choices to set them on the


proper path that the Gods had ordained. However, as his actions
were close to contravening the Accord there was always a price to
pay, negotiated fairly by Lord Fate, so that the outcome of his own
interference was always in doubt (i.e. Fate could not assist the forces
of Good without appeasing the forces of Evil and vice-versa).

Possessions
Masterwork clothing, golden bracelet (800gp), silver pendant on a
chain about neck (500gp), 2x +2 Daggers, +1 shortsword, Lord
Fate’s Dice, Ring of Plane Shifting

40
Shrarvrus Pseudopods can also be cut away with edged weapons if a character’s
arms are not entangled (DM’s discretion). The pseudopods are severed
Huge Ooze if they receive at least 2 points of damage. Treat them as an immobile
target.
Hit Dice: 8d10 (76hp)
Initiative: -3 (-3 Dex) Those who fail the Str Check are pulled into the morass of the
Speed: 10ft Shrarvrus and at the end of the next round will start to be suffocated
AC: 5, -2 Size, -3 Dex in its folds (use standard drowning rules as per the Dungeons and
Attacks: 1d4 tentacles +11 melee Dragons® Dungeonmaster’s Guide Core Rulebook II, Page 85,
Damage: by suffocation (see below) except breath can only be held for a number of rounds equal to Con
Face/Reach: 10ft x 10ft/10ft due to air being squeezed out of trapped players’ lungs).
Special Attacks: Improved Grab (Ex), Suffocation (Ex)
Special Qualities: Regeneration 3 Characters not trapped within the body of a Shrarvrus can try to
Special Weaknesses: Fire rescue those who are. If attacks are directed to the flesh surrounding
Saves: +6 Fort, +1 Ref, -3 Will an engulfed victim, the amount of damage inflicted on the creature
Abilities: Str 5, Dex 5, Con 18, Int -, Will 1, Cha 1 (in a single round) x10, equals the percentage chance that it will
Climate/Terrain: any/underground release a victim. Note, any rolls of 1 mean you have struck the person,
Organization: solitary caught within the folds.
Challenge Rating: 4
Treasure: standard Killing a Shrarvrus
Alignment: neutral This is difficult as the creature has no vital spots, it must be simply
hacked to pieces or burned (fire being a particularly effective weapon
against it). It does not regenerate fire damage and, if possible, the
Description Shrarvrus will back away from fire (treat as though being Turned by
A Shrarvrus is a nauseating mound of unformed flesh given a a 10th Level Cleric).
rudimentary semblance of life by the powers of the Shadow. It appears
as an area of slimy, pulsating tissue that slides and flows along the Origins
ground like some gruesome, animated quilt, sending out tendrils and Sirrith’s command over the powers of the Shadow allows her to steal
pseudopods in its relentless quest to find souls to devour. the souls of the living and thereby control the Undead. Thousands of
years ago, the Queen of Death experimented with means of creating
A typical Shrarvrus occupies an area of approximately 40 square feet life itself with the stolen Rune of Making. There was some limited
and has a thickness of two to six inches. success in creating some unique beings (e.g. Vampires) but most of
the attempts to draw life from the Shadow resulted in things like the
Attack Forms and Abilities Shrarvrus, a mass of twisted flesh with a rudimentary intelligence.
A Shrarvrus is in a state of constant hunger, craving life energy but The Shrarvrus are incomplete living creatures and, being made from
it can never satisfy its cravings. It is immortal and cannot die from the Shadow, they constantly hunger for more life energy. Since they
hunger but it can be killed by mundane means. The problem is that are only equipped to draw minute amounts from creatures they slay,
it has no vital organs or nervous system - it is simply a travesty of life, they are forever in a permanent state of hunger. It amused Sirrith
animated by the residual amount of Shadow that permeates its flesh, to see the results of this work and, although the Shrarvrus made
driving it to seek more life to destroy. unsuitable servants, they were admirable watchdogs, being alerted by
the presence of the living. Many were allowed to continue their pitiful
It moves by undulating and rippling across the ground and has a existence, rather than being returned to the stuff of chaos.
movement rate of 10ft. Although it is slow, it is relentless in its
pursuit of creatures with a life force and does not suffer any effects of
fatigue. It can sense a living organism at a range of 500 yards and will
attempt to move after whatever is generating the strongest life force
to consume it. It does this by flowing over its target and suffocating it
within its fleshy folds. As the victim dies, a tiny amount of their soul
is absorbed by the Shrarvrus.

The Shrarvrus can extend multiple pseudopods to wrap around a


victim and draw them into its main mass. They use Improved
Grapple to strike and their pseudopods have an extension of five feet
from the main body, each having a Str equal to 5. It can create 1d4
pseudopods per round and have a maximum of 4+3d4 at any one
time. If a pseudopod hits, it wraps around the target and begins to
reel it in. Anyone caught by a pseudopod can attempt to break free
by making an opposed Str check (Roll d20 and add Str modifier,
highest roll wins). If a player is caught by more than one pseudopod,
they must total the strength of all the pseudopods that are holding
them when making the check (i.e. +5 per pseudopod). Therefore,
one pseudopod has a strength check of 1d20-3; two pseudopods have
a check of d20+0; three psuedopods have d20+2 and so on.

41
Aedrinia
Tarimthol-Irl was besieged and the Elvenking and most of his captains
Elven Wizard of the Order of the Vigilant Guard, Age Unknown slain. Amidst this turmoil, Diamasin rose to lead the Elven warriors
in a desperate defense of Tarimthol-Irl. But that defense was doomed.
Class: Elven Female Sorcerer (Level 11) It was only a matter of time before the city fell to the Grimorden
Alignment: Chaotic Good and its army. So it was that Aedrinia prayed for help in the Temple
Religion: Tarimth of Tarimth, the Lost God, and that night as she slept, a vision was
granted to her.
Abilities Mods Saves
STR: 10 +0 Tarimth revealed to Aedrinia a means to craft a magical device to trap
DEX: 17 +3 Reflex +6 the Grimorden for all time. She worked with the Elven smiths and
CON: 13 +1 Fortitude +4 Enchanters and created the Star of Diamasin that saved Tarimthol-Irl
INT: 16 +3 and imprisoned the Grimorden.
WIS: 15 +2 Will +9
CHA: 17 +3 Later, she and Diamasin formed the Order of the Vigilant Guard and
relocated the Prison of the Grimorden to a secret location, the island
Above Abilities and Saves include racial modifiers. of Elmardia, that Men called Guardian. For many centuries, the
Houses of Halidara and Altara dwelled on this small island, guarding
Height: 5’8” against intrusion and keeping a permanent watch over the Prison and
Weight: 100 lbs the devices that maintained its magic.
Age: 1135
Hit Points: (11d4 wizard +11 Con) hp:30 Tragically, the Elven community on Guardian was devastated by an
Base Speed: 30 ft attack of sea-raiders from the northern ice-bound lands of Char-
Initiative: +3 (Dex) Endl. Although they were outnumbered by three to one, the Elves
AC: 13 (+3 Dex) dispatched the Char-Endlese. Tragically, Diamasin was wounded
Base Attack: +5 melee beyond help and his surviving kinfolk numbered less than twenty.
Face/Reach: 5ft by 5ft/5ft But on his deathbed, Diamasin was also visited by Tarimth, and given
Attacks: Dagger +5 melee, Unarmed +5 melee, Dagger a clear path that he had to follow. He told Aedrinia of Lord Tarimth’s
+8 ranged plan before he passed away. She carried out his wishes, cremating
Damage: 1d4 Dagger, 1d3 Unarmed Diamasin and burying his ashes family heirlooms in a barrow, in the
Spells: 6, 6, 6, 6, 6, 4 manner of Human Kings. She also left certain devices and markers
Skills: Knowledge Arcana +15, Spellcraft +15, about the island that would guide people to Diamasin’s Tomb in
Kowledge Religion +9, Scry +11, Alchemy future years.
+9, Craft: Tapestry +9, Spot +8, Swim
+2, Perform (Drama & Dance) +7
Feats: Craft Rod, Brew Potion, Scribe Scroll, Craft
Wondrous Item
Spells Known: (0) Read Magic, Light, Prestidigitation, Mage
Hand, Mending, Arcane Mark, Detect Magic,
Open/Close, Detect Poison (1) Comprehend
Languages, Identify, Detect Secret Doors, Erase,
Message (2) Arcane Lock, Resist Elements,
Obscure Object, Magic Mouth, Minor Image (3)
Major Image, Dispel Magic, Protection from
Elements, Greater Magic Weapon (4) Dimensional
Anchor, Otiluke’s Resilient Sphere, Minor Globe
of Invulnerability (5) Permanency, Persistent
Image
Possessions: None

Aedrinia of House Halidara is an almost legendary figure. She is


closely associated with the early years of Elven history, the times that
are told of in the greatest works of Leezerian song and poetry. She was
born into a famous House, which was known for its expertise in the
crafting of magical devices and certainly, from a young age, Aedrinia
displayed a great affinity for the crafts of her kinfolk.

She dwelled in the East in her early years but as the threat of
the Goblinkind of Ahr-Ganiz increased, her family abandoned their
idyllic existence and relocated in Tarimthol-Irl, the great city of the
Elves. It was here that she fell in love with Diamasin of House
Altara, a Great Lord who commanded a garrison within the Elven
city. Despite warnings from a soothsayer that great sorrow would
result from their union, the two were married and spent many happy
centuries together until the coming of the Grimorden Overlord.

42
The Order of the Vigilant Guard was disbanded and was to sail home Once inside the perimeter of Shadowland, no Elf can return through
for sweet Leezeria and earn their peace. But before Aedrinia set sail, the barriers woven about Sirrith’s realm. Their only hope is to walk
she desired to visit the Grimorden in its Prison. Here, she weakened the Gray Road that leads through Shadowland to Elvengate and
the Prison’s magic temporarily, so she could look upon the creature thereby to the Holy Glade. Aedrinia and her people were trapped and
and it would know her contempt. This was her downfall. Unknown forced onto the Gray Road. Many Elves were captured during their
to Aedrinia, in the brief time that she spent before the creature, the trek, lured from the protection of the Gray Road by more illusions.
Grimorden placed a compulsion into her mind, a small notion that
went unnoticed for many years to come. Aedrinia was one of those lured from the road. However, she was
specifically targeted by minions of the Grimorden at his bidding.
Aedrinia spent many years in Leezeria but found that most of her During the time that Aedrinia weakened the magic of its Prison, the
kin had set sail for the Southern Ocean to chase the Merdathian Grimorden was able to send a message to Murlyssa, its Bean Sidhe
Maelstrom and find the door between the worlds. This was the path servant in Shadowland. She was instructed to watch for Aedrinia and
that led to the Unending Sea and to the ultimate destination of the to deploy all her resources to her capture.
Holy Glade, the Elven afterlife, where the spirits of the dead could be
reunited with the living. Murlyssa used her Elven form to successfully lure Aedrinia from
the Gray Road and she has been imprisoned secretly within the
Aedrinia longed for Diamasin and so she set sail with the remnants Grimorden’s Keep since that time, awaiting the terrible day of the
of her household to seek the Merdathian Maelstrom herself. creature’s return. A manacle of Shadow Iron drains her of her powers
Her vessel found the portal into the Unending Sea and and leaves her, effectively, as a Level 1 Sorcerer. She whiles
she entered the strange, lifeless passage between the away her long days creating tapestries that the Bean
worlds. But it was here that the compulsion of the Sidhe delights in destroying once she completes
Grimorden worked its evil. It made her doubt them. But time has had its benefits. The Bean
their course and steer ever to the north of their Sidhe and Aedrinia have engaged in endless
true course until she came to the trap that conversations over the decades and Aedrinia
has been set for Elves from the most has learned a few important tidbits of
ancient of days - the trap that is information. Chief amongst these, is
Shadowland. that the Grimorden has a secret name
given to it by Sirrith that, when spoken
Shadowland is the realm of Sirrith, aloud before it, can temporarily strip the
the Queen of the Dead. Sirrith creature of its power. She has also learned
hates the Elves because they that a riddle concerning this name is
are the very antithesis of her. supposedly engraved in the Grimorden’s
Her dark realm is a Prison too, Crown, kept in the Keep.
created to contain her after she
broke the Accord of the Gods in
the Twilight Years. But she has
masked her realm with illusions,
making it appear like the paradise
that the Elves seek - an imitation of
the Holy Glade. Aedrinia was won over by
the vision of Shadowland that appeared before
them on the horizon. She landed upon its shores
and, with her people, passed through into that
evil place.

43
Bean Sidhe until they lower their guard before attacking. They cannot hold up
this ruse for an extended period however, as they are cold to touch
Medium-Size Undead (Incorporeal) and have a look of malevolence and hatred in their eyes that cannot
be disguised for long.
Hit Dice: 4d12 (26 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative) They will not willingly leave the body they possess and will flee if
Speed: 30 ft, fly 60 ft. (good) necessary to protect it from destruction. They only leave their host if
AC: 16 (+3 Dex, +3 deflection) it is killed or they are successfully excised, rising from the body with
Attacks: Incorporeal touch +5 melee a Wail of Despair. A Bean Sidhe that has been removed from a body
Damage: Incorporeal touch 1d8 temporary Dexterity will continue to attack in its incorporeal form for 1d4+4 rounds.
Face/Reach: 5ft x 5ft/5ft This will be a desperate attempt to steal another body before fading
Special Attacks: Dexterity damage, fear gaze, wail of despair, out when it is drawn into the Ethereal Plane to become a lost soul like
malevolence any other. If it is successfully turned while incorporeal, it is instantly
Special Qualities: Undead, incorporeal, +2 turn resistance, banished to the Ethereal Plane unable to return.
unnatural aura
Saves: Fort +1, Ref +4, Wil +6 Dexterity Damage (Su): Both while in a physical form or incorporeal
Abilities: Str -, Dex 17, Con -, Int 14, Wis 15, Cha 16 form the Bean Sidhe can drain the heat from a victim by touch. It
Skills: Bluff +10, Escape Artist +10, Hide +10, inflicts 1d4 points of temporary dexterity damage to an opponent
when it is in its physical host body and 1d8 points of temporary
Listen +11, Move Silently +10, Spot +11, Use dexterity damage when in its incorporeal form.
Magic Device +7
Feats: Alertness, Combat Reflexes, Improved Initiative Fear Gaze (Ex): The gaze of a Bean Sidhe in either form is one of
Climate/Terrain: Any land and underground pure hatred and spite that causes all who meet its gaze to become
Organization: Solitary Shaken unless they make a Will save at DC 15.
Challenge Rating: 6
Treasure: None Wail of Despair (Su): When forced out of a host body, either by
Alignment: Always Chaotic Evil being excised with a successful turning attempt by a Cleric, or when
Advancement: 5-10 HD (Medium-size) its host dies, the Bean Sidhe will emerge with a terrible wail of
despair. All within 30 feet must make a Will save at DC 15. Those
The Bean Sidhe are evil spirits that are often mistaken for Ghosts, who fail have been given the Curse of the Bean Sidhe. This takes
although they are less powerful than that form of Undead. They are effect 24 hours after the victim fails to save against the Death Wail.
the souls of those who fear the concept of death or perhaps judgment Note that it takes about 10 hours to reach the Last Beach and 24
in the afterlife because of deeds that they may have committed hours spent travelling the Unending Sea (in spite of the actual time
when they were alive. They cling to the prime material plane of arriving in the prime material plane). Therefore it is most likely
and seek refuge permanently in host bodies. They cannot that players who are cursed by the Bean Sidhe will have the
exist long without such a host as they are not strong enough effects appear just in time for a fight with the Grimorden.
to resist the pull of the afterlife when they are not anchored All attacks inflicted by enemies (by physical or magical
to an earth-bound body. means) receive a +2 damage bonus until the
Curse is lifted. This can be achieved by
The Bean Sidhe usually only inhabit humanoids. the Spell Remove Curse or by
The physiology of other creatures is too foreign the means of a Limited Wish or
and they usually cannot achieve possession of such Wish Spell.
a host. When encountered, they will already be in
possession of a host body and there is a 75% chance
this form will be Elven. Elves are particularly targeted,
as the Bean Sidhe covet their strong ties to the world and their long Malevolence (Su): Once per round, an
lives. The Bean Sidhe know they are at their weakest outside of a host incorporeal Bean Sidhe can merge its body with
and the longer they can live in a body, without having to seek a new a creature on the Material Plane with a touch
one, the better. Additionally, it is more difficult for them to be excised attack. This ability is similar to Magic Jar as cast
from an Elven body. by a 10th-level sorcerer except that it can only
be attempted on opponents who are humanoid. If
They despise and envy the living, hating the way they take their the attack is successful, the Bean Sidhe vanishes
life for granted, and will often prey upon living creatures they into their body. The target can resist the attack
encounter, simply to sate this hatred. Sometimes a Bean Sidhe and attempt to eject the intruder with a Will
will fall under the influence of a greater evil that promises save (DC 15), however due to the Bean Sidhe’s
them a means of cheating death. It is possible that some Bean strong desire for an Elven body, Elves suffer a
Sidhe could become empowered to become true Ghosts or -4 penalty to their saves to resist. A target
other Undead with the help of evil beings such as Devils or that successfully saves is immune to that Bean
Demons. Sidhe’s Malevolence attack for one day. If the
save is failed, the soul of the creature is forced
Combat into the most treasured possession currently
Bean Sidhe are crafty spirits that prefer not to risk the on their person, usually an item of jewelry
physical bodies they possess. They will often approach or similar personal effect, which becomes
opponents cautiously or when they are most vulnerable. their receptacle. The Bean Sidhe can sense
They will follow opponents and attack when they are asleep which item the soul is in, and if the object is
or wounded, delighting in their deaths. If discovered, the Bean Sidhe destroyed then the victim’s soul is utterly
may attempt to lie their way into the opponent’s confidence, waiting

44
destroyed and the Bean Sidhe becomes the permanent possessor of the On seeing the apparition floating before her, the serving girl promptly
body, remaining indefinitely. Once exercised can be raised normally. fainted, falling forward into Murlyssa’s incorporeal essence. Much to
her surprise Murlyssa felt herself hit the floor but with the resilience
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, of a young strong body instead of the frail old body she had known
stunning, and disease. Not subject to critical hits, subdual damage, in her later years. In ecstasy she decided to keep the body of Alia,
ability damage, energy drain, or death from massive damage. This making pretence that she was the serving girl. But, bitterly, she found
only applies when in incorporeal form however, as the Bean Sidhe is she was resigned once more to a life serving others and, although she
effectively a living creature while possessing a host, subject to all the wore the shape of Alia, she could not conceal her hateful personality
above things excluding mind-influencing effects. from Alia’s friends and loved ones. They became suspicious of her and
she was outcast and forced to leave her village. Eventually the soul
Incorporeal: Can only be harmed by other incorporeal creatures, +1 of the young girl started to struggle, seeking to reclaim her body.
or better magical weapons, or magic, with a 50% chance to ignore Murlyssa grew jealous and spiteful, sensing that the soul of Alia was
any damage from a corporeal source. Can pass through solid objects trapped in a pendant she wore. She ripped it off and shattered it with
at will, and own attacks pass through armor. Moves silently. If in a rock, condemning the maid to an eternity as a lost soul, wandering
an incorporeal state for greater than 1d4+4 rounds, a Bean Sidhe is the Ethereal Plane.
dissipated, being permanently lost to the Ethereal Plane.
Murlyssa found she was not content with her life and wandered in
Turn Resistance: +2 turn resistance except when possessing an anger and despair, shunning the brightness of day for the comfort of
Elven host, where it increases to +4 versus excision attempts. darkness. She became a ‘witch-woman’ dwelling alone in the woods.
Whenever she watched people going about their own happy lives she
Unnatural Aura: Both wild and domesticated animals can sense the grew angry and spiteful, killing them while they slept, young and
unnatural presence of a Bean Sidhe at a distance of 30 feet. They do old alike. As the years passed, she departed Alia’s body and sought
not willingly approach nearer than that and panic if forced to do so; new hosts. Countless ages she wandered remote areas, killing people
they remain panicked as long as they are within that range. and changing bodies, not only to replace aging bodies but more often
simply to feel the strength of new life again. Human bodies lost their
DM Note: In Dark Awakenings: Shadowland, the Bean Sidhe vitality so quickly that she found it was like living in the same run-
will be first encountered in the body of an Elven maiden down house for too long. She craved a change and eventually her
named Murlyssa. The statistics for the possessed body are given travels brought her to the homelands of the Elves and she chanced
below: upon Kiaralee.
Murlyssa: Elf Female (Bean Sidhe); CR as Bean Sidhe; Murlyssa’s form at this time was that of a young man. She had
Medium-size Humanoid; hp 26; Init +6; Spd wandered into territory forbidden to Humans and was accosted by
30 ft.; AC 12 (Dex); Atk +4 melee (1d4 Dex an Elven archer. Murlyssa attempted to draw a weapon and was
Dmg touch), +5 melee (1d4+3 “Kiaralee” Magic pierced with an arrow. Kiaralee, an Elf maiden, came to Murlyssa’s
Stilletto); SA see Bean Sidhe; SQ see Bean Sidhe; aid, berating the archer for his hasty attack and sending him for aid
AL CE; SV Fort +1, Ref +3, Will +6; Str 14, while she comforted the Human.
Dex 15, Con 10, Int 14, Wis 15, Cha 16.
But the wound was mortal and as Murlyssa died, she departed her
Skills and Feats: Bluff +10, Escape Artist +9, Hide +9, Listen
+11, Move Silently +9, Spot +11, Use Magic host body and took control of Kiaralee, forcing the Elf maiden’s spirit
Device +7; Alertness, Combat Reflexes, Improved into a dagger that Kiaralee wore, a keepsake from her father. In this
Initiative new guise Murlyssa joined the Elven community. She rejoiced in her
new body that was so much more resilient and vital than anything
Possessions: “Kiaralee” +1 Ghost Touch Stiletto made from she had possessed as a Human. She felt satisfied and content.
fine Elven steel, translucent burgundy Elven
nightgown, fine Elven slippers, small diamond Kiaralee’s soul was banished to her Elven Dagger and still resides
pendant on fine silver chain (110gp value). there. Murlyssa sensed that Kiaralee was too weak to fight for her
freedom against her strong hold on her Elven body and so Murlyssa
Background: The Elven maiden was Kiaralee (Kee-ARA-lee), has retained the dagger. She knows she should destroy the item but
the daughter of an Elven bard, whose identity has somehow she cannot do this (yet). Instead she often talks to the
been lost to history. The Bean Sidhe spirit that dagger, gloating over her control of Kiaralee’s body and promising
possesses her is that of a shrewd human woman her that one day she will slowly melt the dagger in a forge.
named Murlyssa (Mer-LISS-a), a miserly person
who craved power and lived alone and apart from Kiaralee’s kinfolk were about to sail on some great voyage. Murlyssa
her clan during her years in the world. Murlyssa thought that it would be in her best interests to surround herself with
had gone through her life waiting on others, potential hosts and joined them. The journey was supposed to take
until she finally started to gain position and them into the Unending Sea and on to the Holy Glade. Instead, the
power for herself only years before her death. Elves ran afoul of the trap that is Shadowland and came to walk the
When the she passed away in her sleep, she Gray Road instead. Here, Murlyssa was easily captured and brought
panicked, unable to accept death when she was before Sirrith who recognised the true nature of the Elf maiden. She
only just starting to enjoy life. When she died, was given over to the Overlord of the Grimorden, to be its lieutenant
her incorporeal form desperately sought to alert and Sirrith’s spy.
Alia, a young female servant who was cleaning
her rooms.

45
Darkseeker Darkseekers appear as armored skeletons, with burning points of
sickly green light in their eye sockets. They are usually mounted
Medium-Size Undead on some type of steed, which is monstrous or supernatural in origin
and thereby not terrified to carry them (in Dark Awakenings:
Hit Dice: 6d12 (39 hp) Shadowland, the steed used is a Shadowdrake (see below).
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft. Darkseekers are created by powerful evil beings from the bodies
AC: 21 (+7 half-plate, +2 natural, +2 Dex) of notorious bounty hunters or assassins that are willing to return
Attacks: Longspear +6 melee; or heavy flail +6 melee; or a similar service from beyond the grave. They serve their creators
slam +6 melee; or darkfire +5 ranged willingly and loyally, gaining cruel delight in what they do best:
Damage: Longspear 1d8+4; or heavy flail 1d10+4; or hunting. Once put onto the trail of their prey they are almost
slam 1d6+3 impossible to shake, able to track both physically magically.
Face/Reach: 5ft. x 5ft./5ft. (10ft. with longspear)
Special Attacks: Darkfire, spell-like abilities Combat
Special Qualities: Damage reduction 15/+1, undead, immunities, When Darkseekers catch up with their prey they prefer to begin
+4 turn resistance with a missile assault, using balls of black crackling negative energy,
Saves: Fort +2, Ref +4, Will +7 attacking from a distance or from the back of a flying steed. When
Abilities: Str 16, Dex 14, Con -, Int 15, Wis 14, Cha 10 they close for combat, Darkseekers keep their advantage of mobility
Skills: Intuit Direction +6, Listen +8, Ride +11, Scry using their longspear in fly-by attacks for as long as possible to
+10, Search +8, Spot +8, Wilderness Lore prevent their victims from attempting escape. If grounded and forced
+12, Use Rope +6 into melee combat, they wield their heavy flails with deadly effect.
Feats: Power Attack, Mounted Combat, Ride-By Attack,
Track Darkfire (Su): Once every 2 rounds, as a standard action, a
Climate/Terrain: Any land and underground Darkseeker can summon a black, crackling, ball of negative energy
Organization: Solitary that it can hurl at one opponent within range. Darkfire missiles have
Challenge Rating: 6 a range increment of 15 foot and do 3d4 points of negative energy
Treasure: None damage, requiring a ranged touch attack to hit.
Alignment: Always Lawful Evil
Advancement: (Medium-size) 7-12 HD Spell-like Abilities (Sp): Darkseekers can use the
following spell-like powers at will to help locate
and track their prey, casting as 8th level
sorcerers (save DCs are 14): detect magic,
discern location, locate object, locate creature,
scrying, see invisibility.

Undead: Immune to mind-influencing


effects, poison, sleep, paralysis, stunning,
and disease. Not subject to critical hits,
subdual damage, ability damage, energy
drain, or death from massive damage.

Immunities (Ex): Darkseekers have cold


immunity. They take only half damage from
piercing or slashing weapons.

46
Shadowdrake The Shadowdrake is a reptilian flying creature left over from the
prehistoric age of some forgotten world. Its rudimentary intelligence
Large Beast and great size and strength makes it an ideal creature to train as a
flying mount. It has an alien physiology to most other beasts of a
Hit Dice: 5d10 (52 hp) +25 Con similar ilk and is not affected by fear-based spells or abilities that
Initiative: +1 (+1 Dex) generate fear attacks, which makes it a serviceable mount for Undead
Speed: 30 ft /Fly 60 ft. (poor) creatures.
AC: 12 (+1 Dex, +2 natural, -1 Size Modifier)
Attacks: 2 Claw +11 melee, Bite +11 melee The Shadowdrake resembles a terran Pterodactyl except it is much
Damage: Claw 2d4+5, Bite 2d6+5 larger and lacks any crest or wing-spurs. It has an elongated beak
Face/Reach: 5ft x 10ft/5ft with overlapping razor-sharp teeth and a long whip-like tail. Its
Special Attacks: Improved Grab colouration runs from dark gray to pitch black and this, combined
Special Qualities:Immunities with its ability to glide silently, makes it a formidable night-hunter.
Saves: Fort +9, Ref +5, Will +2
Abilities: Str 26, Dex 13, Con 20, Int 6, Wis 12, Cha 10 Improved Grab (Ex) The Shadowdrake’s favorite method of attack
Skills: Move Silently +3, Intuit Direction +4, Spot is to dive low on prey and attempt to grab an opponent, using a
+4, Listen +4 Wilderness Lore +4 grapple attack and then carry them into the air to a height of 60 feet
Feats: Flyby Attack +4 and drop them.
Climate/Terrain: Temperate/Mountain
Organization: Solitary Immunities: Immune to all fear or emotion altering effects and
Challenge Rating: 3 spells.
Treasure: None
Alignment: Neutral DM Note: In Dark Awakenings: Shadowland, Sirrith maintains
Advancement: 6-9 HD (Huge) a stable of Shadowdrakes at her Keep, so that agents and
messengers may be despatched across her vast thraldom as
required.

47
Grimorden powers. After an aborted coup, the Grimorden were reduced to four
Medium Outsider (Chaotic, Evil) in number and, because of their traitorous nature, each was sent to
the borders of Shadowland to guard Sirrith’s frontiers.
Hit Dice: 9d8+18(58)
Initiative: +6 (+2 Dex, +4 Improved Initiative) Description
Speed: 30ft The Grimorden are not Undead creatures, they are Demons with
AC: 25 (+2 Dex, +6 Natural, +7 deflection) powers over the Undead, as well as having their own unique abilities
Attacks: 2 claws (+13 melee) or by weapon (+13/+8) such as the summoning of Elementals. A typical Grimorden is
Damage: claws 1d6+4 humanoid and stands seven feet tall. It is heavily muscled and weighs
Face/Reach: 5ft x 5ft/5ft in at around 300lbs. Its amazingly resilient epidermis can range from
Special Attacks: (At Will) Spell-like abilities, Ability Drain, Wave of a dull scarlet hue to ebony. Its facial features are elongated and it
Power, Improved Grab has two curved horns that crest its craggy skull. These horns are
Special Qualities: Damage Reduction 20/+2, Immunities, ornamental; Grimorden will rarely bring them to bear in combat.
Resistances, SR23, Command Undead, Fast Healing, Devour Soul The Grimorden also has long claws that are as hard as iron and it
Special Weaknesses: True Name will strike with these or, alternately, will use a sword or battleaxe in
Saves: Fort +8, Ref +8, Wil +10 combat.
Abilities: Str 19, Dex 15, Con 15, Int 15, Wis 19, Cha 15
Skills: Bluff +8, Hide+10, Intimidate +10, Knowledge (Arcana) The Grimorden has mastery over a unique combination of powers
+14, Knowledge (Planes) +14, Listen +12, Move Silently +10, and abilities:
Spellcraft +14, Spot +12, Use Magic Device+10
Feats: Combat Reflexes, Power Attack, Improved Initiative Immunities (Ex): Immune to Poison and Disease
Climate/Terrain: Any land Resistances (Ex): Cold, Fire, Acid and Electricity Resistance 20
Organization: Solitary Spell-like Abilities(Sp): At will (except when within the Prison,
Challenge Rating: 12 see below)-Animate Dead, Ethereal Jaunt, Dominate Person, Detect
Treasure: non-standard Life*; 3/day Summon Elemental*.
Alignment: Always Chaotic Evil Command Undead(Su): As per a 9th Level Cleric but with no
Advancement: 10-16 HD (Large) restriction to the number of times it can attempt this or the number
it can control at any one time.
Rapid Healing(Ex): Heals 1 hp per hour
History Wave of Power (Su): A ray attack that discharges a cone of negative
The race known as the Grimorden first appeared in the prime material energy from its outstretched palm to a maximum range of 20’. It
plane in the Twilight Years, when the Gods were relinquishing their inflicts 9d4 damage (Ref Save DC 16 for half).
control of the world. They were not great in numbers and lacked the Improved Grab(Ex): To use this ability the Grimorden must make
ability to procreate, making many scholars theorize that they were a a successful claw attack, if it successfully gets a hold it can do
conjured or magically created race. The Grimorden’s great strength automatic claw damage and ability drain every round that the hold is
came from their immortality and powerful physiology. maintained.

The Elves were the most elevated and powerful of races that existed Ability Damage(Su)
at this time and the Grimorden despised them immediately and The Grimorden may attempt to drain 2d6 points of temporary
attacked the Elven outlying settlements. The original Grimorden Constitution damage from living foes that it has prolonged physical
are described in rarely found annals of the Elven-folk as being, “ A contact with such as grappled or helpless opponents. If used on
people of astounding resilience, their flesh wrought akin to iron, their dominated opponents, they should get a new save to shake the
tremendous strength making then a deadly foe in close combat”. domination effect after every round that they are drained. The
But even so, the Elves could have withstood such creatures if it were Grimorden gains the drained constitution as hit points on a one-for-
not for the Grimordens’ ability to dominate minds and their mastery one basis. If it is already at maximum hit points, the excess is gained
of certain enchantments, including the ability to summon elementals. as tempory hit points (any new damage is taken from temporary
Few could resist their strong wills that could paralyze the most hitpoints first).
steadfast warrior. Certainly, the race of Men who dwelled as scattered
barbarian tribes were the first to succumb to the Grimordens’ Devour Soul(Su)
dominion, along with the Goblinkind (Orc, Goblin and other If any living person dies within a radius of 100 yards of a Grimorden,
humanoid creatures) and follow them into battle. it absorbs their soul, gaining an amount of extra hit points equal to the
dead person’s Con. It can never exceed 90 hit points in this way.
The Grimorden quickly seized control of most of the Elven lands and
led their armies against Tarimthol-Irl, the last bastion of the Elven DM Note: Additional information about the Grimorden’s
king. But, before they could overcome the Elves, the Grimorden were powers are contained in the Dark Awakenings: Guardian.
undone by the God Tarimth, one of the Elves’ major deities. Tarimth,
broke the agreement of the High Lords and intervened, slaying most
of the Grimorden and driving their armies into the wilderlands.

The few Grimorden that escaped were saved by Sirrith, Goddess of


the Dead, who empowered them with the abilities to marshal her
Undead hosts. She made the remaining Grimorden her lieutenants
and they dwelled in her great stronghold at the heart of Shadowland.
However, Sirrith did not trust the arrogant Grimorden and she
created a flaw in them, a secret name that if uttered would undo their

48
The Tome However, Sirrith was able to create the Eye of Shadows (see above)
and have her minions place it at the center of the Wells. The Eye used
the energy of the Wells to create a vast illusion about Shadowland
Maic Items and to subtly alter the Prison Barrier so that it entrapped Elves within
its confines.
The Eye of Shadows To protect the Eye of Shadows, Sirrith also activated some lesser
This is a shard of green stone that has two magical abilities that can powers of the Wells so that they would defend the device in much the
each be activated separately by uttering a different command word: same way as the Spell, Prismatic Spray. If anyone but her touches the
Eye, one of the Wells (determined randomly) will defend the Eye.
Hallucinatory Terrain
This is exactly as per the Spell of the same name. The user of the Caster Level: 20th Level.
Eye visualises the scene they wish to create while holding the shard in
their hands. The Hallucinatory Terrain is supposed to work in concert The Kusrulda (Bitterfang) Dagger
with the Forbiddance Trap (below) as a lure and both are keyed to the A large dagger with a blade wrought of Shadow Iron (see below)
same Area of Effect, a globe that is 800 feet in diameter. and a grip decorated with polished bone. This is a blade forged in
the pits of Na-Diringak-Mur and is a magical +2 weapon.
Forbiddance Trap
This is the same as the spell Forbiddance except as detailed below: Although it can be wielded by anyone, constant contact with the
Kusrulda Dagger can have unforeseen consequences. The Dagger
a) The Forbiddance Trap can be set to affect certain types of craves souls and will try to possess the user of the blade and kill
humanoids or creatures in addition to the usual parameters of someone if it is not fed within a 13-day period. It will tend to
alignment (e.g. It could be set to affect all dwarves or all dragons kill by secretive ways, attempting to passively take control of a
from crossing the barrier). person while they sleep and then find some poor unfortunate
to murder in seclusion. The person possessed in this
b) The Forbiddance Trap allows the target of its manner is often unaware of what has taken place,
effect to enter the defined area but prevents them only remembering glimpses of what has happened as
from leaving. There is no damage inflicted when nightmares.
entering the warded zone but when the designated
target attempts to leave they must make a successful The Kusrulda Dagger increases an Undead Creature’s HD by
will check or receive 6d6 damage and remain trapped. 1, when using the weapon. The Dagger is intelligent: Wis 16
Int 4 Cha 10 Empath NE Alignment Ego 4
c) Trapped targets can make subsequent Will Checks to escape
but each time they fail, damage is applied. If it remains ‘unfed’ it will attempt to control the wielder but,
as it has such a weak Ego, it usually does this at night, when
DM Note: In Dark Awakenings: Shadowland, the Eye of the owner is asleep.
Shadows is augmented by the Prismatic Wells and creates
a permanent effect over the coastline of the vast island of It is considered that the sleeping victim, unless they take
Shadowland. precautions, will be unable to apply any bonuses to the DC
roll to stave off control by the Dagger. The controlled person
will be unaware of the fact that they have been ‘possessed’
The Prismatic Wells by the Dagger if it initiated control while they were sleeping.
These are devices sometimes created by Divine Beings who need Control lasts 1d6 + 4 rounds.
to enhance their natural powers to create major works of magic
that will be resistant to the powers of the Gods themselves. Caster Level: 12th Market Price: 5000gp.
The Wells are repositories of differing colours of magic that are Shadow Iron (Vurgonmir)
common forms used in creating such spells as Prismatic Spray and Vurgonmir is a rare iron found in the depths of Shadowland, in the
Prismatic Wall. The energy that each Well contains is a different Fathomless Mines. The metal takes to negative energy like normal
element of magical power and they radiate seven distinct colored irons to the field of a lodestone. It holds and channels the power of
auras. This is because the magic of the Wells is the primal force of the shadow and, as such, most weapons wielded by the higher ranks
creation and we sometimes see this reflected in such simple things as of the Undead are forged from Vurgonmir.
a rainbow.
It is always cold and oily to touch and is very durable and resilient
Anyone with spell ability who stands at the exact heart of the Wells (Hardness 18). Its weakness is light that can cause the metal to
has all effects of their spells magnified by a factor of x10 (i.e. range, shatter and boil away to a shadowy vapor in seconds. An Undead
area of effect, duration, damage etc.) Similarly, magical items receive creature capable of walking in sunlight, always keeps its Vurgonmir
the same benefit. blade well-sheathed and cloaked.
DM Note: Phelltar and Tarimth created the Prismatic Wells on Most items made of Shadow Iron have a Break DC of 35. If exposed
the borders of Shadowland when they created Sirrith’s Prison. to sunlight the item’s Break DC becomes DC10 permanently. The
The Wells remained to power the Prison for all time and the item also makes an immediate Break Check upon exposure to the
Warding put into place prevented her from ever entering the light, as though hit with a force 10+1d10 Str.
center of the Wells and using their full potential.

49
Regular tactile contact with Shadow Iron is beneficial to physical death. Regardless, it takes 1d10 days attunement before the dice
creatures that draw their essence from negative energy and their HD accept the new chaotically aligned owner, or 1d10 weeks to accept a
is increased by 1 while carrying a sizeable amount (1+lbs) upon their new neutrally aligned owner (neither lawful nor chaotic). A lawfully
form. Conversely, the same material has a detrimental affect upon aligned being will never be accepted as the true owner of the dice.
living beings, imbuing them with a temporary negative energy levels.
They lose a level per day until they are at 1st Level. If the iron is A person taking a chance on Fates Decree can only be affected by
removed, they regain levels at the rate of 1 per day. the dice once in a week, any future effects from the dice replace
the previous effect. Unless otherwise noted, all of the effects last
In addition, magical healing is retarded by Vurgonmir and -1 is 2d10 days unless they are ended prematurely due meeting specified
subtracted from each die rolled. circumstances or having a remove curse cast on the affected character
by a caster of highly caster level than the total character level of the
DM Note: In Dark Awakenings: Shadowland there are two die’ owner.
items that can be encountered that are made of Shadow Iron -
The chains that bind Aedrinia and the Kusrulda Dagger. To determine the effects of accepting a roll of Fates Decree roll 2d6
and consult the table:
Mirror of Communication
This device is a lesser form of the Mirror of Mental Prowess (Dungeons 2. Fortunes Fool: characters are automatically the target of any
and Dragons® Dungeonmaster’s Guide Core Rulebook II, Page randomly rolled effect, for good or for ill.
222). It can be activated by anyone knowing the command words 3. Misdirected: All of the characters attack rolls suffer a -4
and acts as a crystal ball, viewing into other planes, if the user is penalty. This effect is ended prematurely if the character
familiar with them. The user must have the ability to use scrying successfully scores a critical hit in deadly combat.
devices to direct the Mirror to a scene of their choice, otherwise it 4. Unlucky: The character has a permanent -4 Unlucky penalty to
defaults to the place that it was last used to communicate with. their AC. This effect is ended prematurely if the character
is successfully hit by a critical hit in deadly combat.
At the will of the user, the Mirror can open up a two-way channel of 5. Magic Despised: All magical items the character is in contact
communication with a target viewed as part of the scrying process. with, irritate them. Within a minute of being affected by this
Effectively, an image of the user appears in mid-air at the desired site they start receiving 1d4 pain damage every round for each
of communication. In addition, the Mirror is able to act as a two-way magical item they are in contact with until that remove them.
portal for passing small amounts of matter (1lb or less per day). Magical items do not function in their hands, becoming inert
normal items except to cause pain to them. Any arcane spell
This matter can be organic or inorganic in nature and can be magical cast on or by the character also fails to affect, but causes 1d4
or mundane. A command phrase is uttered and the hard surfgace damage per level of spell to the character. If cast by a suffient
of the mirror becomes a membrane through which the object(s) can level caster, remove curse works normally however, and does not
pass. cause damage to the character.
6. Afflicted: The character looses 1d6 in a random attribute that
The membrane prevents the translation of sentient creatures through can be regained until the curse has ended.
the mirror and likewise reflects spell energy, so it is impossible to put 7. Addled: The character is constantly distracted by a nagging
your hand through the mirror or cast an offensive spell like Magic feeling of doom or error that lurks at the back of their mind.
Missile through it. They suffer a -4 to all spot, listen, search and initiative checks.
8. Spurned: Fate has completely shielded the character from the
Also, users who know the command words can activate the Mirror eyes of the gods. They are considered to have a SR 40 versus
from anywhere by reciting the phrase. This makes the device a very divine magic only, that cannot be voluntarily lowered by the
effective means of keeping in touch with allies and associates while character as is equally effect versus baneful or beneficial divine
absent from home. magic. If the character is a cleric, they also loose all divine
granted abilities, including their ability to cast cleric spells, use
In addition to the standard activation command words that allow special granted powers or turning undead.
anyone who knows the phrase to use the Mirror, the device also has 9. Guided: The character receives a +2 luck bonus to all attack
a Master Command Phrase. This is usually kept secret and allows a rolls, skill checks or ability checks. This affect ends the first time
single user to change the existing command words, when they wish the character makes a successful critical hit against an opponent.
to lock other people out of using the Mirror. 10. Lucky: The character receives a +2 luck bonus to their AC
and saving throws. This affect ends the first time the character is
DM Note: The last person the Mirror communicated with was successfully struck by a critical hit in deadly combat.
the Grimorden, in its weakened Prison. Unless someone with 11. Empowered: All spells cast by the character operate as though
scrying ability otherwise bends the Mirror to their will, it will under a maximised metamagic feat, but the spell level is not
establish a communication link with the Grimorden first. affected. Additionally, any magical weapon in physical contact
with the character has its enhancement bonus augumented by +1.
The Grimorden will use his knowledge of the Master Command 12. Shielded: The character receives Damage Reduction 5/+1 and
Phrase to take control and attune the Mirror to Sirrith, so the gains Fire, Cold, Acid, and Electrical Resistance 5.
Goddess becomes aware of the players.
Ring of Planeshifting
This ring is made of gold braids, intertwined with platinum. It has a
Lord Fate’s Magic Items device resembling an eight-arrowed compass set inside a clear crystal
ellipse. It allows the wearer to shift from one plane to another as per
Lord Fate’s Dice (Minor Artifact) the spell Plane Shift (except it only affects the wearer). Ring has a
The owner of the dice cannot ever benefit from the dice directly, only command word and 50 charges. The plane of destination must be
being able to offer them to another to roll. These powerful dice can used in conjunction with the command word.
only be one owner at any time and can only change owners if the Caster Level: 9th; Prerequisites: Forge Ring, Planeshift; Market Price:
current owner freely gives the dice to another or upon the owner’s 4100gp

50
Glossary of Terms The country is constantly on the defense against its rival, Sard, and
numerous border skirmishes take place in the north, near the Llanic
border. The capital is Denhaven, that is situated on the shores of
ACCORD, THE GREAT: A binding agreement between all Gods the Lesser Inner Sea. It is a city of opulence, with a rich military
that saw them retreat from the planes of the mortal races that they history. Its fortifications are legendary, its walls being over 40’ in
had fashioned and cease in direct interference with their creations. height and being constructed so that four men can walk abreast upon
The Gods still indirectly manipulate affairs in the world by having her battlements.
their minions guide the hands of mortals, often testing the terms
of the Accord to their limit. One of the instrumental aspects of the ELMARDIA: Elven name for Guardian Island.
Accord is that a God cannot arbitrarily destroy the major creation
of another God. They must ‘work around’ that which they wish ELVENGATE: The portal within Shadowland that provides translation
to oppose using their talents for creation. As an example, in Dark into the Holy Glade. It is an archway that stands in a cave, beneath
Awakenings: Shadowland, Sirrith created Shadowland to trap the the encircling cliffs of the coastline.
Elves. Phelltar and Tarimth opposed this but they were prevented by
the Accord and resorted to the creation of the Gray Road to aid the ESMIA: (The Goddess of Unfettered Tears, The Lady of Unrelenting
Elves. Compassion, She Who Weeps Silver Tears). Esmia is the principal
deity associated with the healing arts and has a strong following
AEDRINIA: A famous Elven woman who has become part of throughout the world, particularly amongst the poorer classes.
Human folklore. She is involved in a number of epic stories, some Esmian temples usually have a hospice attached to the chapel and the
true, some gross exaggerations of the real tales. She is supposed to services of Esmian healers is charged according to the means of those
have sailed to the Holy Glade in ages past and dwells in peace. In who seek their services.
reality, she succumbed to the trap of Shadowland and is held prisoner
within the Grimorden’s Keep there. Esmia is depicted as a middle-aged woman of a loving demeanor,
often seen cradling a child or tending a sick farmer.
BEAN SIDHE: A malevolent spirit that preys upon Elves, taking
possession of their bodies. They can also possess other humanoids but The Church of Esmia is split into two Orders, the Silver Tear (which
Elves are far more enduring. concentrates on the healing arts) and the Relenting Hand (a martial
order of monks who act as guardians of the Church). The religion
CHAR-ENDL: A cold northern land of tundra, populated by preaches pacifism, however the nature of the world in times gone by
migratory tribes of fearsome nomads. These people use longboats to resulted in the rise of the Relenting Hand as defenders of the faith.
raid shipping in the Greater Inner Sea. They worshipped Dragons in
ages past and decorate their bodies, weapons and boats in draconic The clerical robes consist of a simple white, sleeveless robe. Senior
symbols. members of the Church (male and female) shave their heads and wear
a white cloth skull-cap. The holy symbol of the Church is a teardrop.
CRIMSON FLOW: The source of Sirrith’s power in Shadowland. It The holy water of the church heals 1d4 points of damage and radiates
takes the form of a waterfall resembling blood that pours continually a pale blue light in the presence of Undead.
from a great stone head. It contains a weak flow of energy from
the Negative Plane and is augmented by the spirits of the creatures It is considered unlucky to bring harm to an Esmian.
that die in Shadowland. Still, this is a poor energy pool; a far richer
source is contained within the souls of Elves who are greatly desired EYE of SHADOWS: A magical shard of rock that Sirrith used to
as sacrifices to the Crimson Flow. weave an illusion about Shadowland to make Elves believe that it
was the Holy Glade. She also used it to subtly manipulate her Prison
DIAMASIN’S STAR: An ancient Elven artifact used to imprison Barrier so that it allowed Elves to enter her realm but not to leave.
the Grimorden. Its enchantments were found to be flawed and were
reinforced with the Star-Kin Stones. FIRESTORM: A phenomenon that occurs in Shadowland, caused
by the Prison Barrier that encircles that realm, occasionally ‘grazing’
DORVIN: Small island north of Guardian that supports a rural with other planes of existence. This results in fiery matter raining
community with a simple lifestyle. down, most of which burns up in mid-air.
ELKIA: One of two Kingdoms that once founded the mighty GOBLINKIND: A collective term for the humanoid races that have
Sardellan Empire, Elkia is a theocracy ruled by the Lord Protector. banded together against the Elves. They include orcs, goblins, trolls,
This is a position usually appointed from within the annual council bugbears, gnolls and the like)
of the Divine Trinity (the Churches of Ormocea, Esmia and Siritar)
who effectively dominate religious and political affairs in Elkia. They GREATER INNER SEA: A large area of sea, surrounded by four
are a benevolent regime who tolerate most other religions also having realms of Men and the last remaining Elven Kingdom. In the south,
established churches throughout their country. it has one narrow point of access to the open seas via the Passage of
Thungar. A great amount of merchant traffic flows back and forth
Elkia prides itself on the quality of the goods it produces. Its across the Greater Inner Sea.
architecture, its craftsmanship in steel, glass and pottery and its fine
wines and cheeses are all examples of its excellence. The best swords GRIMORDEN: A race of demons who set out to dominate the
in the world can be found in the weapon-shops of Denhaven, where world as soon as the Gods departed. Their enemies were the Elves.
the master-smiths forge the finest steel from the best raw materials The Grimorden were decimated by the God Tarimth, although some
that can be found. escaped to Shadowland. The word Grimorden is both a singular and
plural noun (e.g. one Grimorden, two Grimorden).

51
GURTHOR: (The Dweller in the Fathomless Deep, The Sea-Lord, status in the land, since they pay the mercenary armies that serve
The King of the Six Seas). Gurthor is often seen as a humanoid figure Llan. A wise Elkian general once said, “The key to conquering Llan is
with a head resembling that of a great octopus. His other incarnation to buy her army and set it loose upon its former owner”.
is that of a massive black whale.
The capitol city is Quorull, a large port at the mouth of the Drissada
He is a God worshipped by sailors of all cultures and the greatest River.
temples to Gurthor are always found in port cities. The clergy
generate most of their income from the powerful maritime guilds and LORD FATE: A semi-divine being that ‘interferes’ with mortal
ship-builders, who pay handsomely for blessings upon each voyage affairs. He is able to bend the rules of the Great Accord because he
and at the launchings of each new vessel. Clerics wear a distinctive favors no single God and his actions have a price that can result in
deep blue or green robe, reminiscent of the sea and their regalia tipping the scales for Good or Evil. He involves himself in affairs
consists of many assorted sea-creatures, their holy symbol being a where the Gods have already tried to lend a hand to mortals but have
scallop shell. reached the limit set by the Accord.

Many sailors of the Greater Inner Sea wear Gurthor’s Token about ORMOCEA: The Arbitrator of the Gods, God of Law. Ormocea
one leg. This is a length of cord, strung with some shells and blessed was elevated to the position of ‘arbitrator’ to resolve the disputes
by the Church. If a sailor falls overboard, the token is supposed to between the Gods that arose in the primal era of experimentation
tell the denizens of the sea that the unfortunate is one of Gurthor’s that predates the Twilight Years. The Gods surrendered the secrets of
protected followers. their powers to Ormocea so that he could make the Great Accord, a
set of principles to which they would be bound to forever after.
HIGH LORDS: A collective title for the Gods (Human).
PALE LADY: A Human name for Sirrith.
HOLY GLADE: The Elven afterlife. Being blessed with long-life, the
Elves were provided with the knowledge of how to reach the afterlife PHELLTAR: (The Maker, The Mother of Mortals, The Faceless
from the physical world. In this way, if they grew weary of life, they Goddess). Phelltar is one of the few gods actively worshipped by Men
could sail to the Holy Glade, ahead of their time. and Elves. The Goddess adopts a featureless female humanoid form.
Her skin is like quicksilver and reflects the face of everyone who looks
LAST BEACH: The only physical entrance to Shadowland. upon her. Thus, the Phelltarian saying, “To gaze upon the face of the
Maker is to look into your own soul”.
LEEZERIA: The last remaining Kingdom of the Elves, jealously
guarded against intrusion by Men, in the west, and Goblinkind, in Phelltar is attributed with being the most adept of the Gods at
the east. A beautiful land of endless forests and sweeping mountains creation and, at the pinnacle of his craft, he made the races of Men
that has remained relatively untouched throughout the ages. and the Elves (the latter, being a more perfect form of the former).
Jealousy of Phelltar’s skills in making the lesser races, led to the
MERDATHIAN MAELSTROM: A never-ending cyclone that Great Schism of the High Lords, a civil war of the Gods. During
sweeps the great southern oceans, appearing and disappearing with this war, Phelltar’s Rune of Making was stolen for a time, and many
no rhyme or reason. At its heart is the portal to the Unending Sea and ‘imitations’ of Phelltar’s craft were made by other Gods.
thereby lies the path to Holy Glade, the Elven afterlife, where Elves
dwell in both physical and spiritual forms. But for ages untold Phelltar has been revered amongst Men and Elves
as their creator. Two distinct orders arose, being the Human and
NA-DIRINGAK-MURG: The Keep of Thirteen Towers. The terrible Elven chapters of the religion, but both draw their philosophy from
palace kept by the Goddess Sirrith at the heart of her realm of the same doctrine - a creed that says how you define your life is a
Shadowland. reflection of what you can expect in the afterlife.

KELJAC: An ancient desert tribe of Y’sira who reject the ‘soft life The worship of Phelltar is, by far the most popular, amongst those
style’ of those who live in more fertile lands. They are fierce warriors countries that border the Greater Inner Sea. Clerics of the Phelltar
and skilled in many forgotten arts. wear no distinctive robe of office except their holy symbol (a small
rectangular mirror or piece of polished steel) and the holy rune of
LLAN: A large kingdom on the west coastline of the Greater Inner Phelltar tattooed upon their brow.
Sea. It shares borders with Sard, Elkia and Char-Endl. It is a heavily
forested region and was once part of the Elven Kingdoms before the PORT LYRIE: A human port based on the western extremity of
Twilight Years. Some isolated groups of Elves and Half Elves exist in Leezeria. The Elves allow the human population to dwell here and it
small communities in the deeper woods, away from the settlements acts as their main point of contact and trade with mankind.
of Men.
QUORULL: The capital city of Llan. It is a seaport based on the
Llan’s main export is lumber and it has established a thriving western shores of the Greater Inner Sea.
industry along its river and lake system that is the main network of
transportation. Barges and riverboats outnumber carts and carriages REDEMPTION: The second chance for the lesser races. A period in
in Llan. There are few major roadways, other than those in the south, history when the dark ages following the Passing of the Gods ended
built by the Sardellan Empire, when it invaded Llan 700 years ago. with the discovery of the Books of Law. Before this, the world was
The country is rich and it is well known that the influential Guilds plunged into an unmeasured age of barbarism.
rule in Llan and not the petty Kings. It has been this way since the
merchants banded together to hire mercenaries to oust the Sardellan RUNE OF MAKING: A powerful creative force that can be used to
forces during the decline of the Empire. Ever since then, the royal and define the shape of sentient life. The Goddess Phelltar was the master
noble families have had to accept the senior guildsmen having equal of the Rune and created Humans. She later made the more perfect
and durable Elves before the Rune was stolen and its secrets given to
other divine beings less skilled that Phelltar.

52
SARD: A country to the west of Elkia, once part of the founding STAR-KIN STONES: Three perfect gems cut by the Dwarves to
kingdoms of the Sardellan Empire. It has beautiful but rugged enable the Elves to weave enchantments to hold the Grimorden in
landscape and is rich in mineral resources. Most known metals and permanent stasis. A Ruby negates the creature’s mental powers, A
gems can be found throughout its mountainous regions. Sapphire interferes with its ability to use magic-like abilities and an
Emerald eliminates its control of Undead.
After the collapse of the Empire, Sard returned to a form of feudalism,
whereby land was held by the powerful noble houses and the Church STARLIT SEA: A major body of water said to be located in the Holy
of Trezkillian. There was no monarch but a council formed from Glade, the Elven afterlife.
representatives of the great houses who appointed a Chancellor from
their ranks as ruler. The capital of Sard is Gablehead, a picturesque SWEETGOURD: Squash like vegetable native to Guardian Island.
city built on the lower reaches of Mount Hardain.
TARIMTH: (The Lost God, The Emperor of the Stars, The Seer of
SARKOSHIAN OCEAN: The great southern ocean, swept by many Heaven). Tarimth is husband to Phelltar and is principally worshipped
storms and the home of many perils. The legendary Merdathian by the Elves, although there is some limited Human followings in
Maelstrom periodically forms here and there across these waters. Llan. He is depicted as a tall Elven figure and has three aspects - the
patron of the arts, the creator of the stars and the heavenly seer.
SEVEN WELLS, THE: Part of a process mastered by some of the
more adept of the Gods when they need to draw power that will Seeing the Elves driven almost to extinction, Tarimth broke the
be used in their most potent creations; notably those that will be Accord of the High Lords that barred the Gods from direct
more resilient to other Gods. Divine Power is broken into seven major intervention in the affairs of the world. In saving his Children, he was
components of creativity - the four base elements of fire, earth, air, punished never to look upon the world again and was cast into the
water, combined with the tools of spirit, shadow and construct. outer Void. Here he made the stars and it is through these that he
sends messages to his true followers.
Usually Divine Power is channeled using a blend of some or all of
these. By breaking down this power into its seven primal forces, a The clergy of Tarimth are devoted to the art of astrology and they
God can interact with these raw building blocks at a more primordial perceive the readings that they make in the night sky to be the
level, devising creations that are far more stronger than anything word of Tarimth, the Lost God, whom they believe will one day find
made by their normal means of channeling power. The process of his way back to the world. Clerics dress in dark blue or black with
constructing the Seven Wells is lengthy and tiresome (even to Gods) glittering stones sewn into the shoulders and breasts of their attire
and has not been used since Twilight Years. (often is the shape of the major constellations. The holy symbol is a
black disk with wings.
SIRITAR: Son of the God Ormocea, the Champion of the Just
Sword. Siritar is a warrior deity; one of the Holy Trinity. TARIMTHOL-IRL: Ancient city of the Elves. This is the only major
permanent settlement in Leezeria other than the Elven fortifications
SIRRITH: (Goddess of the Undead, The Pale Lady, Queen of in the east. It is a walled city that still makes great use of the forest
Death). Appearing as a gaunt woman with long black hair and a that it encompasses.
skull crowned with ram’s horns, Sirrith is a outcast from the world,
imprisoned in her realm of Shadowland for her part in stealing the The city has only ever come under threat once in its long history.
Rune of Making. According to the Elven scholar, Fardenmir, in the year 3814 (Elven
Calendar), the city came under siege by Goblinkind armies led by a
She hated Phelltar for making the lesser races and detests the Elves dark sorcerer from the east. The Goblikind were repulsed after two
most of all. Her prison of Shadowland lies in the Undending Sea as a weeks of bitter fighting but little is mentioned about the fate of their
trap to lure Elves seeking the serenity of the Holy Glade, the Elven leader. The Elvenking Pelentine was slain at the battle.
afterlife.
TEMPEST: A city state based on a small cluster of islands in the
Her priesthood is a clandestine cult that is barely tolerated, at best, middle of the Greater Inner Sea. Its important location has made it
in most civilized regions. They are known to defile graveyards to the center of commerce between the ports on the Greater Inner Sea.
obtain recently dead corpses that they instill with a basic life force so
they serve the Church. Clerics of Sirrith wear their priestly costumes THEYDORI: (The Keeper of Hidden Knowledge, He Who
only at their secret ceremonies. They consist of a hooded robe divided Understands All, The Sage of Sages). The religion of Theydori is
black and white down the center and a skull-mask. Their holy symbol devoted to the collection, restoration and archive of ancient arcane,
is a miniature upside-down man. artistic and historical knowledge, lost when the Gods declared that
the greater part of such knowledge should be removed from the lesser
Blood has special significance in the religion. It contains the life force races.
that feeds the power of Sirrith.
Theydori, whose task it was to collect the forbidden knowledge
SHADOW, THE: A Human term for the forces that give life to from the physical world, is said to have left clues and riddles to his
the Undead, the antithesis of that which promotes life amongst the followers, scattered throughout their lands. In this way, Theydori
mortal races. hoped that his Church would grow wise in their understanding of the
Hidden Knowledge and would use it only as directed by the doctrines
SHADOWLAND: An extra-dimensional realm that lies in the outer and philosophies of his teachings.
regions of the Unending Sea. It was created as a prison for the Theydori is not usually represented in the murals of the Church.
Goddess Sirrith and is a nightmare place of barren wastes and volcanic He is an enigma represented by a casket containing the answers
mires. It is masked by powerful illusions to appear like an idyllic to the dilemmas of the mortal races and a Scroll that holds all
paradise from the outside, the intention being to lure Elven mariners the questions yet to be asked. Theydori’s three mortal daughters,
from their journey to the Holy Glade.

53
who gave the world written languages and mathematics, are usually abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered
trademark clearly identified as Product identity by the owner of the Product Identity, and which
depicted instead. specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark,
sign, motto, designs that are used by a Contributor to identify itself or its products or the
Clerical dress consists of a maroon robe, trimmed in gray leather. An associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used”
ornamental skull-cap of hardened leather is worn by senior priests. or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create
The holy symbol of the church is a black cube on which a hand (palm Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this
agreement.
outwards) is depicted.
2. The License: This License applies to any Open Game Content that contains a notice indicating
TWEEN-WORLD: Human term for the gaps in existence between that the Open Game Content may only be Used under and in terms of this License. You must affix
one plane and the next. Tween-worlds are spatial conduits that join such a notice to any Open Game Content that you Use. No terms may be added to or subtracted
two points in space and time. They tend to take on varying forms, from this License except as described by the License itself. No other terms or conditions may be
applied to any Open Game Content distributed using this License.
usually adopting something that looks like the geography of the two
points that they connect. For example, the Unending Sea is a tween- 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the
world connecting the Merdathian Maelstrom to the Starlit Sea in terms of this License.
the Holy Glade, hence the Tween-world takes on the form of a vast
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors
ocean. grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this
License to Use, the Open Game Content.
TWILIGHT YEARS: The time when the Gods began to remove
themselves from the world but still communicated regularly with the 5.Representation of Authority to Contribute: If You are contributing original material as Open
lesser races. Game Content, You represent that Your Contributions are Your original creation and/or You have
sufficient rights to grant the rights conveyed by this License.

UNENDING SEA: The ‘tween-world’ that separates the physical 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this
plane of existence from the Elven paradise of the Holy Glade. It License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You
appears as a vast endless Ocean under a twilight sky. are copying, modifying or distributing, and You must add the title, the copyright date, and the
copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you
Distribute.
UUSHAI: An ancient race that the Gods are supposed to have left
as custodians of the world, when they departed. There is evidence 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication
of their existence in many ancient ruins but nobody knows what as to compatibility, except as expressly licensed in another, independent Agreement with the owner
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with any Trademark or Registered Trademark in conjunction with a work containing Open Game
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VOID: A term for the nothingness that is located outside of planar Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does
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VURGONMIR: Iron from Shadowland that retains the powers of Identity.
negative energy. Also known as Shadow-Iron, weapons made from 8. Identification: If you distribute Open Game Content You must clearly indicate which portions
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dangerous to beings with a positive life force and frequent tactile
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Y’SIRA: The exotic desert land of the south that once had an Empire
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11. Use of Contributor Credits: You may not market or advertise the Open Game Content using
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12 Inability to Comply: If it is impossible for You to comply with any of the terms of this
License with respect to some or all of the Open Game Content due to statute, judicial order, or
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The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of 13 Termination: This License will terminate automatically if You fail to comply with all terms
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1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have
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54
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In the event that You fail to comply with the terms of this License, You will be considered to be AND ANY LICENSE FEE THAT YOU HAVE PAID WILL BE REFUNDED TO YOU.
in breach of this License. Wizards of the Coast will attempt to notify you in writing by sending
a Registered Letter to the address listed on the most recent Confirmation Card on file, if any. You 1 Definitions
will have 45 days from the date the notice (the “cure period”) to cure the breach to the satisfaction In this License, the following words have the following meanings:
of Wizards of the Coast. If no Confirmation Card is on file, you will be considered to be in breach Insert Box means a marking in the Licensed Material that signifies that the enclosed text is subject
of this License immediately. to the Open Game License. The Insert Box may appear like this:

5. Termination
If, at the end of the cure period, the breach is not cured, Wizards of the Coast may terminate this This is a sample “Open Gaming Content Box”
License without further written notice to You.

6. Effects of Termination Non-Open Game Content means the Licensed Material, excluding the Open Game Content. For
Upon termination, You shall immediately stop all use of the Licensed Articles and will destroy any the avoidance of any doubt, all the paper based artwork, all digital artwork stored on the CDROM,
inventory or marketing material in Your possession bearing the d20 System Trademark logos. You any original storyline text that is not Open Game Content and the software (including source code)
will remove any use of the d20 System Trademark logos from your advertising, web site, letterhead, contained on the CDROM, is Non-Open Game Content.
or any other use. You must instruct any company or individual that You are or become aware of
who is in possession of any materials distributed by You bearing the d20 System Trademark logos Open Game Content means that material which is identified by Insert Boxes in the Licensed
to destroy those materials. You will solely bear any costs related to carrying out this term of the Material.
License.
Open Game License means Open Game License Version 1.0a published by Wizards of the Coast,
7. Penalty for Failure to Comply with Termination Instructions Inc.
If You fail to comply with the Effects of Termination, Wizards of the Coast may, at its option,
pursue litigation, for which You shall be responsible for all legal costs, against You to the full extent 2 General
of the law for breach of contract, copyright and trademark infringement, damages and any other
remedy available. 2.1 This License becomes effective from the time that you open the packaging in which the
Licensed Material was distributed to you.
8. Updates
Wizards of the Coast may issue updates and/or new releases of the d20 System Trademark logos 2.2 The Licensed Material contains both Open Game Content and Non-Open Game Content.
without prior notice. You will, at the earliest possible opportunity, update all material distributed
by You to use the updated and/or new version of the d20 System Trademark logos. You may 2.3 All terms and conditions of this License (except clause 3) apply to the Non-Open Game
continue to distribute any pre-existing material that bears an older version of the d20 System Content. Only clauses 1, 2 and 3 of the License apply to the Open Game Content.
Trademark logo.
3 Open Game Content
9. Changes to Terms of the License
Wizards of the Coast may issue updates and/or revisions to this License without prior notice. 3.1 You may only use the Open Game Content in accordance with the Open Game License. By
You will, at the earliest possible opportunity, conform in all respects to the updated or revised using the Open Game Content, you indicate your acceptance of the terms of the Open Game
terms of this License. For a period of 90 days You may continue to distribute any pre-existing License.
material that complies with a previous version of the License. Thereafter written consent should 3.2 The Non-Open Game Content is “Product Identity” for the purposes of the Open Game
be obtained from Wizards of the Coast. Subsequent versions of this License will bear a different License.
version number.
4 Non-Open Game Content
10. Updates of Licensee information
You may transmit an updated version of the “card.pdf ” Confirmation Card at any time to Wizards 4.1 Subject to the terms and conditions of this License (except clause 3), Auran grants to you a
of the Coast. personal, non-transferable and non-exclusive license to:

11. Notices to Licensor: (a) install and use the Non-Open Game Content that is in electronic form on a single
stand alone computer in accordance with normal operating procedures as notified
Wizards of the Coast by Auran; and
d20 System License Dept. (b) either:
PO Box 707 (i) make one copy of the Non-Open Game Content that is in electronic form
Renton, WA 98057-0707 solely for back-up or archival purposes in support of your permitted use
of the Non-Open Game Content; or
12. No maintenance or support (ii) transfer the Non-Open Game Content that is in electronic form to a
Wizards of the Coast shall have no obligation whatsoever to provide You with any kind of single hard disk, provided you keep the original solely for back-up or
maintenance or support in relation to the d20 System Trademark logos. archival purposes.

55
4.2 You have no right to use the Non-Open Game Content, in whole or in part, for any purpose 6.3 Auran’s liability to you is limited in all circumstance to one of the following options, as
other than as specified in this License. The rights granted to you in this clause are your only rights selected by Auran:
in relation to the Non-Open Game Content. (a) resupply of the Licensed Material;
(b) supply of similar Licensed Material;
4.3 This License does not grant you any right to enhancements or updates to the Non-Open (c) refunding the amount you paid to Auran for the Licensed
Game Content. Material;
(d) fixing the Licensed Material (if appropriate); or
4.4 Unless otherwise permitted by law, you must not reverse engineer, decompile or disassemble (e) paying someone else to fix the Licensed Material (if
the Non-Open Game Content or attempt to do so. appropriate).

4.5 You must not use the Non-Open Game Content for an illegal purpose. 7 Indemnities

4.6 You are responsible for the supervision, management and control of the use of the Non-Open 7.1 You agree to indemnify Auran for all loss, damage and costs that Auran may suffer or incur
Game Content. arising out of your use or misuse of the Licensed Material or in respect to any claim made or legal
or regulatory action brought against Auran arising out of or relating to your conduct, your use or
4.7 The grant of the license set out in clause 4.1 will not be deemed to result in a sale, transfer or misuse of the Licensed Material.
any other conveyance to you of Auran’s trademarks or any other intellectual property rights held
or used by Auran. 7.2 Auran does not and will not indemnify you for any loss or damage arising from or relating to
use of the Licensed Material, including any claim of intellectual property infringement relating to
5 Termination use of the Licensed Material.

5.1 Auran may terminate the license set out in clause 4.1 with immediate effect if you commit a 8 Governing Law
material breach of this License. This License shall be governed by and construed in accordance with the laws of Queensland,
Australia and by using the Licensed Material you submit to the jurisdiction of the courts of
5.2 Upon termination of this license set out in clause 4.1 by Auran, you must immediately cease Queensland, Australia.
any further use of the Licensed Material, and you must at your expense, return to Auran all copies
of the Licensed Material in your possession or your control. 9 Contact Details
Auran can be contacted at:
6 No Warranty Auran Games Pty Ltd
PO Box 1026
6.1 The Licensed Material is provided “as is”. NEW FARM QLD 4005
AUSTRALIA
6.2 TO THE EXTENT PERMITTED BY LAW, NO WARRANTIES, WHETHER EXPRESS Telephone: +617 3358 8888
OR IMPLIED, INCLUDING, WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF Facsimile: +617 3358 8899
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, ARE MADE BY Email: helpdesk@auran.com
AURAN. IN NO EVENT WILL AURAN BE LIABLE TO YOU OR ANY OTHER PERSON FOR © 2002 Auran Games Pty Ltd. All Rights Reserved.
ANY CONSEQUENTIAL OR INDIRECT LOSS, INCLUDING WITHOUT LIMITATION,
TIME, MONEY, GOOD WILL, LOSS OF CUSTOM, DAMAGE TO REPUTATION OR
LOST PROFITS, WHICH MAY ARISE FROM THE USE, OPERATION, MAINTENANCE,
MODIFICATION OR FAILED USE OF THE LICENSED MATERIAL OR ANY PROGRAM Distributed worldwide to the hobby, toy, comic and book trade by Osseum
CREATED USING THE LICENSED MATERIAL. THIS LIMITATION OF LIABILITY DOES Entertainment (www.osseum.com) and regional distributors
NOT APPLY IN JURISDICTIONS WHICH PROHIBIT THE LIMITATION OF LIABILITY
FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES.

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