TEXT: Based on the original Dungeons & Dragons
  ® rules created by E. Gary Gygax and Dave Arneson and the new Dungeons 
  & Dragons game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
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  visit www.wizards.com/d20 
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  ® play document. To find out more about the RPGA and to learn more on how you can sanction 
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  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, 
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  Visit the Living Greyhawk website at www.rpga.com 
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  SHL6-08 
   
   
   
   
   
  Shadows of Memory 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Shield Lands Regional Adventure 
  Version 1.0 
  by Rob Vaughn 
  While the Council of Lords makes a decision that will change the Shield Lands forever, the PCs are given a simple duty 
  to keep them out of the way. What could be easier than training the farmfolk and craftspeople of Southkeep to use their 
  spears? Yet something neither living nor dead, but somewhere between, lurks in the darkness beneath the soil, and it 
  does not rest easy. In this case, shadow may provide illumination. An adventure for characters levels 1-13 (APLs 2-12). 
  
  RPGA Sanctioned Play 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK™ campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth one (1) point.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
  Preparing for Play 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
   
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
  Living Greyhawk Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by 
  virtue of a class 
  ability 
  (such 
  as 
  animal companions, 
  familiars 
  paladin’s 
  mounts) 
  or 
  the 
  warhorse 
  of 
  a 
  character with the 
  Mounted 
  Combat 
  feat, use the sidebar 
  chart to determine 
  the 
  number 
  of 
  levels you add to the 
  sum of step one. 
  Add each character’s 
  animals separately. 
  Animals with different CRs are determined separately 
  using the chart; then, take the highest CR animal (or 
  animals), and add 2 (drop fractions). This result is the 
  effective character level for a mixed-CR group of animals. 
  CR 
  1 
  2 
  3 
  4 
  1/4 and 1/6 
  0 
  0 
  0 
  1 
  1/3 and 1/2  
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  5 
  6 
  7 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  7 
  7 
  9 
  10 
  11 
  Shadows of Memory 
   
  Page 2 
  
  A single PC may only bring four or fewer animals of this 
  type.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. Round up 
  to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  Time Units and Upkeep 
  This is a standard one-round regional adventure, set in 
  the Shield Lands.  Characters native to the Shield Lands 
  pay one Time Unit per round; all others pay two Time 
  Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
  When the Shield Lands recaptured Southkeep, the most 
  difficult battle was that between some of the most 
  powerful of the Knights of the Holy Shielding, led by 
  Katarina herself, and the four “Lords of the Keep” 
  appointed by the Old One: high-level adventurers who 
  acted as guardians and overseers of the area in return for 
  vast resources and a significant amount of power. The 
  combat was vicious and deadly but, as is often the way 
  with such things, was over fairly quickly. The four might 
  have escaped if not for the dimensional lock placed upon 
  the keep during the attack. The sole survivor of the fight 
  was the Master of Spies, Theogren Blackraven, a 
  shadowdancer assassin. She (Theogren was a female, 
  though she disguised herself as a male) used her shadow 
  jump ability to travel to the lowest level of the keep and, 
  desperate to get away undetected, attempted to use a 
  stash of “pure earth” to escape. Knowing that she would 
  be punished severely for her groups’ loss of Southkeep, 
  she chose not to travel to Dorakaa; instead, she planned 
  to head to Gensal, where an alternate cover identity 
  would provide succor from both the Old One’s 
  punishments and the Shield Landers’ interrogations. 
  The pure earth is a substance formed when an elemental 
  or outsider with the earth subtype that is native to this 
  plane dies; the stuff can be used to toughen the skin of 
  the creature to which it is applied, to empower spells 
  with the earth descriptor or, when the proper rituals and 
  alchemical processes are performed, to allow for near-
  instantaneous travel through the earth across great 
  distances, regardless of dimensional locks and other such 
  barriers. The Old One’s forces used it two years ago to 
  kidnap Katarina, and subsequently to assault Torkeep and 
  several other border forts in a surprise night raid that was 
  barely turned back. 
  Unfortunately for Theogren, she failed her Use Magic 
  Device check, and was caught somewhere between this 
  plane and the Elemental Plane of Earth, somewhere 
  Shadows of Memory 
   
  Page 3 
  
  between the light of this world and the shadows in which 
  she had been hiding. She died as a result, but something 
  new was born, something with her memories and her 
  fears, something of darkness beneath the earth. That 
  something has roiled in agony and terror for over a year 
  now, but those excavating and exploring the bowels 
  beneath Southkeep have recently discovered it . . . or 
  rather, it has discovered them. 
  A Note About the “Caves” Beneath the Shield Lands: 
  Despite the reality of cave systems, which can often exist 
  even in lowlands and rolling terrain, the image of a large, 
  deep cave system in fantasy (e.g., the Underdark) is 
  usually 
  thought 
  of 
  as 
  being 
  entered 
  through 
  mountainous, rocky terrain. There have been examples of 
  isolated cave structures beneath the Shield Lands: the 
  aberration-filled catacombs beneath Critwall seen in the 
  Spiral Dance interactive in CY 592, for instance, and the 
  caves carved out by pirates and extended by goblins 
  beneath Southkeep. But one would think that, if the 
  Shield Lands were riddled with caves through which 
  crept cloakers, grimlocks and the like, it would have been 
  found by now. So, how to is it that there is an Underdark-
  like 
  region 
  beneath 
  this 
  mundane, 
  agricultural, 
  temperate land? 
  This adventure establishes that environment by 
  suggesting that the use of pure earth by so many 
  thousands of the Old One’s minions have created caves 
  that act as a gateway to a subterranean realm far beneath 
  the Shield Lands. What this realm is, and how it was 
  formed, remains to be seen. It’s not that there’s a portal to 
  another plane through these caves, yet at the same time, 
  when you step into these caves, you travel deeper and 
  farther than your footsteps would suggest. You travel to a 
  place of stone and stasis, of nightmares and fear, you 
  travel to a hidden world that reflects, like a dark mirror, 
  the blood-soaked soil of the land above. It is the 
  Shadowdeep. 
  Adventure Summary 
  Introductory boxed text places the PCs in a hamlet on the 
  outskirts of Southkeep, helping train the farmfolk in 
  basic spear combat (this is a bit of a follow-up to the 
  recent “a spear for every family” initiative in Southkeep, 
  as described in SHL 6-01). The training is interrupted as a 
  call goes out from the center of the town: a child who had 
  been missing for several days has been found by one of 
  his friends! It turns out to be a shadowy imitation of the 
  boy, which does its utmost to kill the townsfolk and PCs. 
  After defeating the semblance of the boy, the PCs 
  continue to hear the sound of the child still calling for 
  help. He’s still down there. The well collapses and is 
  impenetrable. 
  It turns out a similar even happened in the basements of 
  Southkeep, and the commander there shows the PCs an 
  “entrance” into a tunnel of living darkness. The PCs then 
  have a choice: rescue the boy and several other missing 
  workers, or leave them to their fate.  
  Assuming the PCs enter, they find themselves in a world 
  of palpable darkness. Within, the PCs catch glimpses of 
  the spymaster’s training and early career, getting hints 
  that this is the creation of someone’s mind. They can 
  interact with the spymaster’s memories, playing a role 
  and perhaps changing it, a la “Quantum Leap.” By taking 
  on the spymaster’s sins themselves, the PCs grant her 
  some release as well as rescuing the missing boy and 
  workers. However, with each passing moment, their 
  supply of light diminishes. 
  The ease with which they can move about in this 
  subterranean place of shadow depends on their light 
  sources; the brighter the light they have brought relative 
  to the APL, the more easily they can move, and the 
  farther they can get before the darkness claims them.  
  The PCs can attempt to rescue as few or as many people 
  as they want. Once they have rescued their “fill,” 
  assuming their light sources last, they come to a room 
  created from the memory of one of Theogren’s chambers 
  beneath Southkeep. There they find a book that had 
  previously been reported by pathfinders to contain 
  illusionary records of many of the pathfinders and 
  soldiers of the Shield Lands. It seems that Theogren has 
  taken on so many roles as a spy, she has forgotten who 
  she truly is. The part of her that clings to life attacks, 
  taking on the appearance of an “old school” Shield Land 
  pathfinder, varying by APL: Jachim, Nadara, Murph, 
  Mangram, etc. What remains of her soul cannot 
  remember who or what she was, and so she has taken the 
  form of one of her many disguises to attempt to destroy 
  these intruders. She has their general abilities, but with a 
  shadowdancer level as well.  
  She is not likely to kill so much as terrorize the PCs; and 
  as the PCs destroy her, she simply reforms.  
  The PCs must use observation and research know-how to 
  find the page of the pathfinder being “imitated” by the 
  spymaster. Only by ripping up that page will the 
  phantom be destroyed and the spymaster’s dark soul 
  destroyed. 
  Once the PCs have “released” the spymaster from her 
  delusion, the darkness begins to recede. The PCs are 
  caught somewhere between shadow and light, watching 
  as the traitor Kruptan is killed by Graycloaks in the 
  Shadows of Memory 
   
  Page 4 
  
  dungeons beneath Gensal…and then, as the shadows 
  recede completely, take his body with them. As the PCs 
  return to the material plane/the material world, a web of 
  tunnels and a huge chasm leading downward into the 
  earth will have been formed, though only the PCs can see 
  it… 
  Preparation for Play 
  Be sure to read Appendix 3 before running this 
  adventure, and getting a good grasp on the rules for 
  adventuring in the living darkness through which much 
  of this adventure takes place. Once you’ve read the rules 
  and figured them out, and even exposed daring PCs to 
  the “delaying” effects of the darkness, however, feel free 
  to throw them out the window!  
  This adventure is, above all, about fear and darkness. If 
  you can create that sensation with storytelling and 
  descriptive text, rather than keeping track of every last 
  candle being burned or just how far the PCs have 
  traveled, feel free. But for some parties, your keeping 
  track of their light sources and ticking them off one by 
  one as they are expended can create wonderful mounting 
  tension.  
  Finally, this adventure seeks to imitate the feel of certain 
  thrillers and horror movies like “The Ring,” “Darkness,” 
  “Nightmare on Elm Street,” and the like. If you are 
  familiar with those films and can paint a similar canvas, 
  so much the better. If you are not, or if you have small 
  children, you may wish to simply present the darkness as 
  weird, but not too creepy. 
  Introduction 
   
  Read aloud or paraphrase the following to those PCs 
  who have recently played SHL6-08. 
   
  You remember the shattering power of the 
  glyphs and wards as if they had gone off yesterday. 
  You had just burst into the inner sanctum of the 
  Council of Lords, had thrown the iron puzzle box at 
  their feet, and then you were undone. The power of 
  Heironeous himself pierced through the veil of your 
  soul, and found you wanting. But it did not find you 
  worthy of death, and so you were spared. 
   
  Would that you could have been spared the 
  baleful gaze of many of the lords of the Council! 
  Those looks seemed as dangerous as that of any bodak 
  or basilisk, and it was only through the intervention 
  of the Lord whose information you delivered that you 
  were not thrown into chains. Now the debate has 
  begun, and you know that the Shield Lands will be 
  forever changed by the knowledge you have brought 
  to the Council . . . but rather than be present to hear 
  the debate, much less influence it, you have been 
  assigned somewhere “out of the way.” The Lord with 
  whom you sided reminded you that this was as much 
  for your safety as to calm the angrier factions of the 
  Council. You were, after all, declared traitors and 
  murderers. It was therefore best that you remain 
  somewhere out-of-the-way and low-profile while your 
  fate, and that of some members of the Council, is 
  decided. 
   
  Continue to read aloud or paraphrase the following 
  to those players and to all of the rest. 
   
  It is now early winter, and the biting cold off the 
  Nyr Dyv chaps your knuckles as the more martial 
  among you demonstrate something that has become 
  second nature for many of you: how to hold a weapon. 
  The spellcasters, meanwhile, are busy meditating or 
  studying, preparing their spells for the day. You are in 
  one of the many young hamlets around the defenses 
  of Southkeep. This community has recently been the 
  recipient of a special program: each farmer that is 
  willing to come settle the area will be granted as 
  much land as he can work, along with a masterwork 
  spear with which to defend his home. Such a simple 
  weapon might not seem complex to seasoned 
  adventurers, or to be very useful against the bizarre 
  and monstrous opponents you must frequently face, 
  but to a common man wishing to defend his home 
  against a horde of orcs or goblins, a spear is both 
  unfamiliar and potentially powerful. 
   
  Tell any PCs in the party with spellcasting abilities 
  that they have only so far prepared half of their spells per 
  spell level (rounding down). There may be some 
  grumbling at this, but they’ll be glad later when they can 
  prepare light-producing spells with their open spell slots! 
   
  Several 
  of 
  your 
  spearmen-in-training 
  have 
  seemed distracted throughout the gloomy, overcast 
  morning. You learn that the cause is, while mundane, 
  still 
  distressing: 
  one 
  of 
  your 
  trainee’s 
  sons 
  disappeared last night, and has not been seen since. 
  There is therefore a sense of relief and urgency when 
  a playmate of the missing son comes running up to 
  the distressed father, claiming that his son has been 
  found! Your troop of trainees quickly evaporates and 
  heads toward the well in the town square, down 
  which the child claims the missing boy has fallen. 
   
  If the PCs do not follow the townsfolk, read aloud or 
  paraphrase the following, but resolve 3 rounds of combat 
  before the PCs arrive. 
  Shadows of Memory 
   
  Page 5 
  
   
  Half a minute later, you hear screams of terror 
  and see the flood of townfolk running back toward 
  you. 
  Encounter One 
   
  Read aloud or paraphrase the following, modifying 
  as necessary for PCs who arrive after the creature has 
  claimed one or more victims. 
   
  Although the townsfolk who arrived before you 
  seemed intent on rescuing a child from a well, it’s not 
  likely that they will get a chance to do so. First of all, 
  it appears to be climbing from the well just fine on its 
  own, stretching pale gray limbs over the stone lip and 
  flowing like a living shadow onto the ground. Second, 
  whatever it once was, it is definitely no longer a child. 
  It stretches forth its shadowy limbs, and from 
  somewhere deep within its being cries an eerily 
  innocent voice, calling “Mommy? Daddy! It’s so dark . 
  . . I’m scared. Help me, mommy!” 
   
  Creatures: The creature that just emerged from the 
  well is an umbral creation, essentially an undead shadow 
  in the shape of a boy (although it uses the stats of a 
  choker). It looks exactly like the missing son of the 
  farmer, although it is pale and gray. Describe its 
  movement as preternaturally quick and erratic, as if it 
  were a shadow being cast by a flickering candle . . . it is 
  difficult to tell where the creature stops and where 
  nearby shadows stop. 
   
  While shadows and umbral creatures normally 
  suffer no negative effects from sunlight, this creature and 
  any shadows it spawns are creations of living darkness, 
  and as such have daylight powerlessness as per a spectre 
  or wraith (move actions only). PCs that make a Sense 
  Motive check (DC 15 + APL) will notice that it stays 
  beneath the market stall roofs, stretching out with its 10-
  ft.-reach to attack those who do not approach. A more 
  difficult Bardic Knowledge or Knowledge (arcana, planes, 
  or religion) check (DC 32) will allow a character to 
  remember hearing tales of creatures from the Plane of 
  Shadow that cannot abide the light of the sun. At low 
  APL tables, it may be necessary for the party (after the 
  battle) to consult a sage or the like to obtain this 
  information. 
   
  If the PCs think to ask about the market stalls, 
  explain that they are made of thatch. The thatch roofs 
  have the following properties: hardness 0, 5 hp, immune 
  to piercing damage; suffers double damage from fire, 
  with a 25% of an adjacent square catching fire the 
  following round. Any squares of the stalls’ roof that are 
  destroyed by physical damage or flame become sunlit 
  areas, and will be avoided by the creature and its spawn. 
  Reward dramatic variants on this strategy, such as 
  sundering the poles holding up the stalls or even using a 
  Disable Device check to cause an entire stall to collapse! 
   
  Tactics: The umbral creature is a dark mirror of the 
  child that has gone missing (and who may be found 
  later), and whereas the boy would reach out to friends 
  and loved ones for help, this creature performs the same 
  actions, but with different effect and intent: it drains the 
  Strength of those he touches, creating more shadows. It 
  continues to do so for as long as it has victims; if the roof 
  of the market stalls are completely destroyed, it and its 
  spawn flee back into the well. 
  At 
  each 
  APL, 
  the 
  encounter 
  includes 
  varying 
  complications in the form of the boy’s parents, playmates, 
  and other townsfolk. These bystanders may rush forward 
  to be attacked and turned into shadows or even, at higher 
  APLs, have already have been turned into shadows at the 
  combat’s beginning. 
  • 
  Distraught Mother: At all APLs, the mother 
  starts out standing next to the PCs, 45 ft. from 
  the well. On her initiative, she calls out 
  “Garick!” and rushes forward to embrace the 
  choker, which she thinks is her son. 
  • 
  Protective Father: At all APLs, the father starts 
  out standing behind the PCs, 60 ft. from the 
  well. At APL 2, he promptly faints. At all other 
  APLs, he moves forward on his initiative and 
  either attacks anyone who attacks the choker, 
  yelling “Stop hurting my son!” or readies to do 
  so. 
  • 
  Helpful Playmate: At all APLs, the playmate 
  starts out in front of the PCs, 30 ft. from the 
  well. At APLs 2–6, he flees on his initiative. At 
  APL 8 he is paralyzed by terror; at APL 10 he has 
  already been consumed by the well and begins 
  the encounter as a second umbral choker; and at 
  APL 12 he not only begins the encounter as an 
  umbral choker, he has also helped the lost boy 
  create two greater shadows 
  APL 2 (EL 4) 
   
  Umbral Choker (1): hp 19; see Appendix 1. 
   
  Bystanders (see Appendix 1). 
  APL 4 (EL 6) 
   
  Advanced (+3 HD) Umbral Choker (1): hp 39; see 
  Appendix 1. 
   
  Bystanders (see Appendix 1). 
  Shadows of Memory 
   
  Page 6 
  
  APL 6 (EL 8) 
   
  Advanced (+6 HD) Umbral Choker (1): hp 58; see 
  Appendix 1. 
   
  Bystanders (see Appendix 1).  
  APL 8 (EL 10) 
   
  Advanced (+9 HD) Umbral Choker (1): hp 78; see 
  Appendix 1. 
   
  Bystanders (see Appendix 1).  
  APL 10 (EL 12) 
   
  Advanced (+9 HD) Umbral Choker (2): hp 78 
  each; see Appendix 1. 
   
  Bystanders (see Appendix 1).  
  APL 12 (EL 14) 
   
  Advanced (+9 HD) Umbral Choker (2): hp 78 
  each; see Appendix 1. 
   
  Greater Shadows (2): hp 58 each; see Monster 
  Manual, pg. 221). 
   
  Development: If the creatures have not been 
  defeated after 10 rounds, the morning sun breaks 
  through the clouds at a low angle, sending bright light 
  into the entire market square and causing the creature 
  and its spawn to flee into the well. 
   
  If the PCs look down the well, they see nothing but 
  darkness, no matter how bright a light they attempt to 
  use. Refer to the Encounter 2, below, if they attempt to 
  use divinations or Knowledge checks to discern more 
  about it. If they wish to investigate more thoroughly 
  before checking with their commanding officer, let 
  them; PCs who enter the well disappear. If the rest of the 
  party does not enter immediately, but enters via the 
  basement of Southkeep, they all arrive in the darkness in 
  Encounter 3 simultaneously. 
  Encounter Two 
   
  Word of the attack at the well travels quickly. The 
  PCs are summoned to meet the commander of 
  Southkeep, a man named Captain Kurowz. He is a robust 
  human with just a pinch of hair left on his reddish head. 
  He is approachable and friendly, and will certainly 
  appreciate the opportunity to sit over a meal and talk 
  with any visitors who appear to be on some sort of official 
  business. Not being one to stand on ceremony, and 
  recognizing the dire nature of the situation, he meets the 
  PCs at the gate, introduces himself if they have not yet 
  met, and introduces them to “Smiter Yon”. She is a 
  particularly serious individual with apparently no sense 
  of humor. She dresses in a particularly drab manner and 
  is incredibly strong looking (STR = 17).   
   
  Summarize the following: 
   
  Captain Kurowz will begin by thanking the PCs for 
  the lives they’ve saved, then telling them that he wants to 
  show them something. As he leads them through 
  Southkeep’s halls and into the dungeons below, he 
  explains that he had three men down there, workers to 
  fortify and expand the keep’s storerooms. They appeared 
  to have taken the day off early a few days ago, and never 
  returned. They had been assumed to be deserters. But 
  then this morning, at the same time the PCs were facing 
  off against the shadowy child and its victims, the men 
  showed up in the dungeons…but they were not 
  themselves. They had become creatures of shadow. They 
  managed to kill and turn into shadows several of their 
  replacement workers, and would have flooded the keep 
  with shadows, if not for the aid of Smiter Yon. 
   
  Let the PCs ask a few questions, then read aloud or 
  paraphrase the following. 
   
  Answering your questions as best as he is able, 
  the frazzled Captain grabs a bright lantern from a wall 
  hook before descending stone steps. He leads you 
  down several corridors before stopping at a work-in-
  progress storeroom, the picks and shovels of the half-
  finished excavation abandoned on the floor. You can’t 
  see the far wall, even though it’s just a few paces away 
  . . . and then he shines the lantern’s light upon it, and 
  you realize that no one will ever see the far wall. It 
  simply doesn’t exist. It is darkness, and nothing more. 
  No light escapes from its depths, but sound does . . . 
  the sound of men whispering in terror and calling 
  out, as if from very far away, for help. 
   
  The PCs may wish to use divination spells and 
  Knowledge checks to attempt to determine the nature of 
  the 
  darkness. 
  Use 
  your 
  best 
  judgement 
  when 
  determining the effects of divination spells (the darkness 
  detects as overwhelmingly powerful conjuration and 
  necromancy); for Knowledge checks, arcana, planes, and 
  religion will all do the trick, revealing the following 
  information: 
  • 
  DC 5: This is a magical darkness effect; light 
  sources and even spells with the light descriptor 
  will have a limited impact on it. 
  • 
  DC 10: The creatures that were destroyed by the 
  PCs and Smiter Yon were not the people who 
  were kidnapped; rather, they were imitations 
  based on those who are trapped inside the 
  darkness. Based on the voices issuing forth, 
  there is a chance they are still alive.  
  Shadows of Memory 
   
  Page 7 
  
  • 
  DC 15: The well and the tunnel are very likely 
  connected to the same “patch” of darkness. The 
  darkness probably has a link to the Plane of 
  Shadow, although it doesn’t itself appear to be 
  life-draining. 
  • 
  DC 20: This is not merely a portal to one of the 
  planes mentioned above; if it were, the captives 
  would already be dead. Likewise, the fact that it 
  is sending forth creatures suggests that the 
  darkness itself is somehow intelligent. 
   
   
  Captain Kurowz will ask the PCs what they think, 
  and as they discuss the matter, Smiter Yon will point out 
  that they may not have the leisure to discuss the situation 
  at length, gesturing at the tunnel wall. The darkness, they 
  will see, appears to be expanding. 
   
  Captain Kurowz shakes his head in frustration, 
  and tells Smiter Yon to tell the troops to begin 
  evacuating the keep. “Is it Iuzian? If it is, they’ll time 
  an attack to coincide, and be on us at nightfall. Even 
  if it isn’t the Old One’s doing, I don’t want to think 
  about what happens if this thing starts belching out 
  shadows without the sun to keep them shy. We have 
  8 hours of daylight left,” he adds, clenching his teeth. 
  “Let’s pray that’s enough to get everyone out of reach 
  of these . . . things. I guess all we can do is send a 
  wayfarer to Critwall and beg for some of the 
  Hieroneon priests to come shut this thing down. 
  Shame about the boy and the workers, though,” he 
  says, obviously enraged by his inability to help them. 
  “I’ve half a mind to go in there and find ‘em myself, 
  command position be damned.” 
    
  This is the PCs’ cue to volunteer. If they do so, 
  Captain Kurowz seems impressed with their guts, but 
  reminds them that they have no idea what is in that 
  shadow, or if it’s even possible to get back out once they 
  go back in. If the PCs decide to enter anyway, make sure 
  they have everything they want to bring with them. 
  Although there isn’t time to rally a team of archmages 
  and high priests to deal with the situation, they could for 
  instance take 10 minutes to gather enough oil for their 
  lanterns to last them for a while. Smiter Yon will suggest, 
  if nothing else, that they each have some way of fending 
  off the darkness. Once they enter the darkness, move on 
  to Encounter 3. 
  If the PCs decide not to go in, they have until nightfall to 
  set up defenses; once the sun goes down, creatures of 
  darkness begin pouring out of the tunnel, swarming 
  through Southkeep and either killing and consuming or 
  spawning more of their kind as they go. Allow the PCs to 
  take as much or as little part in the defense of the town as 
  they wish. Captain Kurowz’s first concern will be 
  protecting civilians, his second concern maintaining a 
  defensible position against Iuzian attack. Every 10 
  minutes, a group of creatures from the following list 
  emerge and attack; start at the beginning of the list and 
  work your way down. Each group consists of a number of 
  creatures equal to half the APL of the adventure. The PCs 
  gain full xp for the adventure, but none of the treasure or 
  item access. 
  Creatures: 
  Darkmantle 
  Choker 
  Allip 
  Shadow 
  Displacer Beast 
  Gray Ooze 
  Cloaker 
  Nightmare 
  Wraith 
  Shadow Mastiff 
  Black Pudding 
  Spectre 
  Shadow (greater) 
  Earth Elemental (greater) 
  Night Hag 
  Nightmare (cauchemar) 
  Wraith (dread) 
  Displacer Beast (pack lord) 
  Black Pudding (elder) 
  Nightwing 
  Encounter Three 
  NOTE: From this point on, if a PC dies and is not 
  returned to life by his companions, he is resurrected by a 
  mysterious power. He loses a level and wakes up 
  aboveground at the adventure’s end (see “Lost in Shadow” 
  on the AR). 
   
  Once all of the PCs have entered the darkness, read aloud 
  or paraphrase the following. 
  Shadows of Memory 
   
  Page 8 
  
   
  At first you think that nothing has happened; you 
  certainly don’t feel any movement, and you have no 
  sense of alarm. You think about looking around to see 
  what the others think of this, but you decide not to 
  bother. It’s not like it’s painful. You’d even say it feels 
  nice . . . and that’s when you realize that it can’t feel 
  nice because it doesn’t, in truth, feel like anything at 
  all. Not only can you not see anything, you can’t feel 
  anything, either. You’re not just in the dark . . . you’re 
  in a void. And then you experience someone else’s 
  memory . . . 
   
  Her name was Theogren. She and her three peers 
  were the masters of the keep. They fought desperately 
  against a combined force of pathfinders, Knights of 
  the Holy Shielding, and Lady Katarina, and as all 
  seems lost, Theogren steps backward into a shadow, 
  instantly reappearing in the basement room that your 
  current shadow room is imitating. Still cowering in 
  the shadows, she removes a pouch from her belt and 
  dips her fingers into it; they emerge covered in a 
  thick, rich earthen loam. She stands with her back 
  against the earthen wall, then begins to trace the dirt 
  over her flesh in intricate patterns, muttering arcane 
  words as she does so. With each completed rune, she 
  seems to sink slightly into the earth behind her. 
  When she is halfway covered by the earthen wall, 
  hiding in a combination of stone and shadow, Lady 
  Katarina and her strike force bursts into the room. A 
  cleric of Heironeous mutters a prayer, casts a 
  divination spell, and focuses inward for a moment. 
  Then he shouts out “She’s in here somewhere…she’s 
  trying to use the pure earth to earthslide!” Katarina 
  scans the room, curses, then mutters “I can’t see her. 
  Well, folks,” she says to her strike force, “I hope 
  you’ve been staying in Heironeous’s good graces.” 
  With that, she throws back her head and utters a 
  single word in the language of angels, a word of such 
  piercing beauty and brightness that it illuminates the 
  entire room in a flash of holy power. It leaves several 
  of the greycloaks and one cleric of St. Cuthbert in her 
  strike force blinded and stumbling, but also 
  interrupts Theogren’s earth ritual. She is revealed in 
  the flash of light, the earth fallen from her hands and 
  a look of shock and fear on her face, as the earth and 
  shadow in which she was hiding continue to 
  surround her with their embrace, but doing so now 
  with a mind of their own. She has time for a single 
  inhalation of breath before she is covered by the 
  shadows and wrenched backward into the earth, 
  leaving only a plain earthen wall behind her. 
   
  Then you see a glimmer of light. You head 
  towards it, somehow, swimming through darkness 
  without actually walking. Minutes pass, then hours. 
  The light grows so slowly, so maddeningly slowly, 
  that you nearly give up hope. Then, after what must 
  be half a day of travel, you reach it! And you find . . . 
  that it is the light source you are carrying.  
   
  As you look about you, several other pinpricks of 
  nearby light expand into muted glows, revealing the 
  dim forms of your companions. The party is here . . .  
  wherever here is. 
   
  For the rest of this adventure, the PCs are traveling 
  in a land of shadow and nightmare beneath the earth. See 
  Appendix 2 for special rules here. The darkness is a 
  physical and mental presence, and is essentially a 
  character in this story. It surrounds the PCs and despises 
  them; it seems to mock them and whisper to them, 
  offering images of beloved friends or hated foes that, 
  when investigated, are revealed to be nothing. None of 
  the phantoms (whether of Theogren or her master) 
  described herein can be physically interacted with; they 
  are part of the darkness itself, and if attacked or 
  restrained, simply dissolve into nothingness. 
   
  The ground beneath the party’s feet isn’t what one 
  would expect from a tunnel; it is dry, dusty soil, the kind 
  found in agricultural lands that have been overfarmed or 
  gone through a drought.  
   
  Nothing will happen if the PCs stand still; they’re 
  going to have to start moving in some direction. They can 
  determine which is the correct one in two ways: those 
  who make Spot checks (DC equal to 10 + APL) will notice 
  that the darkness seems to be moving, almost flowing, in 
  a certain direction. A Listen check at the same DC will 
  allow PCs to judge that a high, almost inaudible cry of a 
  child calling for its parents is coming from the same 
  direction. 
   
  Regardless of which clue tells them how to proceed, 
  if the PCs travel 10 miles in the appropriate direction, 
  their light will reveal a strange tableau. Read aloud or 
  paraphrase the following. 
   
  After pushing through the palpable darkness for 
  an hour or more, you realize that the calls for help 
  have ceased. Then your light reveals something other 
  than more dirt and shadow. Just on the edge of your 
  vision, the dirt ground gives way to wooden flooring. 
  The wood is not on top of the ground, nor does it 
  emerge from beneath it; rather, it’s as if it had 
  metamorphosed from dust into wooden planks. A few 
  feet farther on is the shape of a child, standing 
  straight at attention. A snarling taskmaster from 
  within the darkness screams out “Repeat!” and you 
  hear a familiar voice responding shakily. It is the 
  child whose shadowy counterpart attacked at the 
  well! But he is speaking in a strange, feeble attempt at 
  Shadows of Memory 
   
  Page 9 
  
  a Ketite accent, as he says back into the darkness, 
  “Hail and well met, traveler. What land do I find 
  myself 
  in?” 
  The 
  invisible 
  taskmaster 
  seems 
  unimpressed, and tendrils of darkness lash out at the 
  boy’s back, and he cries out in pain. “You won’t last 
  five days out there at this rate. You will have no 
  weapons but your guile, girl*, and no defenses but 
  your wit! Now,” says the phantom instructor, “with a 
  Furyondian accent!”  
   
  If the PCs approach, the boy will start in terror, 
  shocked to see anyone else in the darkness with him. He 
  at first cowers, but if the PCs mention his or his parents’ 
  names (they may very well have forgotten to ask!), he will 
  rush forward to embrace the speaker.  
   
  There is no taskmaster to be found in the nearby 
  darkness, but a voice nonetheless demands every 3 
  rounds that the boy repeats the phrase in varying accents 
  and even languages. Each time he attempts to do so, the 
  taskmaster is displeased, and whips him again. The PCs 
  can do nothing to intercept the tendrils (which obviously 
  cause him intense pain), nor can they push back the 
  darkness and move if they try to take the boy with them. 
  The only way they can rescue him and remove him from 
  the situation is to answer for him, appeasing the 
  taskmaster. 
   
  The taskmaster can be appeased with 3 consecutive 
  successful greetings in whichever languages or accents 
  he demands. Doing so requires that the character 
  speaking either is a native from the nation or region in 
  question, is a native speaker of a racial language, or passes 
  a DC 5 + APL Disguise check. Sample accents and 
  languages are given below. 
  Accents  
   
  Languages 
  Furyondian 
   
  Elven 
  Keoish noble 
   
  Baklunish 
  Perrenlander 
   
  Orc 
  Bandit Kingdoms  
  Giant 
  Dyvers gutter trash 
  Goblin 
  Onwal  
   
  Flan 
   
  Once the taskmaster is appeased, the PCs may move 
  forward, their young charge in tow. 
   
  Garick is terrified, and clings to the most reassuring 
  and comforting PC as they travel.  
  • 
  He can tell them that he’s been here for what 
  seems like a long time.  
  • 
  All he remembers about how he got here was 
  leaning over the well to try to see down it, 
  because he thought he heard someone talking 
  down there. Then he figures he must’ve fallen 
  in. 
  • 
  He also relates that there’s someone else down 
  here with them, a little girl, about his age. She 
  was really friendly at first, but kind of sad.  
  • 
  He asked her who she was, but that made her 
  even sadder, and she told him that she couldn’t 
  remember who she was. 
  • 
  She tricked him into taking her place in the 
  “language test,” and then ran off into the dark. 
  *This is why the voice thinks it is talking to a 
  girl. 
   
  If the PCs ask which direction, he will unerringly 
  point in the direction that the darkness is flowing. 
   
  There is nothing else for the PCs to do but keep 
  traveling. After they cover another 10 miles, proceed to 
  Encounter 4. 
  Encounter Four 
   
  After another hour or so of pushing onward 
  through the dark, you hear a voice, that of the 
  taskmaster and the beggar, calmly addressing his 
  pupil. “You must learn to wear many faces if you wish 
  to serve us, Theogren. These faces must become your 
  own . . .” As the voice trails off, it becomes an eerie 
  cross between a moan and a whisper, reverberating 
  around you and sending chills down your spine. The 
  way the sound feels, you believe that you must be in a 
  room. 
   
  The PCs are in a 60-ft.-diameter, round room. If they 
  explore the boundaries of it, they will find that the walls 
  of the room are made up of huge, 10-ft.-high faces! The 
  faces are of varying gender and race, but Knowledge 
  (local: Iuz border states) DC 10 (or previous personal 
  interaction with the person in question) checks will 
  reveal the faces of the following individuals: Markuth (an 
  elven  sometimes-criminal, sometimes ally of the Shield 
  Lands), Anedhel (a priestess of Atroa in Ringland), a 
  barmaid at Dewey’s Pub, Trys (!), and Captain Kruptan. 
  Each appears to be whispering introductions in a distinct 
  voice (“Hey there, gorgeous. I’m Trys!”; “At attention, 
  soldier! The name’s Captain Kruptain”; and so on) to no 
  one in particular, their eyes staring blindly ahead. 
   
  Creatures: The moaning is the unnerve ability of a 
  cloaker hiding on the wall, a face etched into its back. A 
  listen check as a move action (DC 5 + APL) will 
  Shadows of Memory 
   
  Page 10 
  
  determine the direction of the moan, while a Spot check 
  (DC 5 + APL) made once it is within sight will reveal that 
  something is off about the face. Once it is detected or 
  after 6 rounds have passed (which requires all affected 
  PCs to make a Will save or enter a trance), it attacks. 
   
  Tactics: The cloaker(s) start off with their unnerving 
  moan, and only attack once any of the PCs have been 
  forced to enter a trance or once they have been attacked. 
  All PCs within the area of the moan’s 60-ft.-spread are 
  automatically unnerved, suffering a –2 to attack and 
  damage rolls. Note that this is neither a fear nor 
  compulsion effect; only characters completely immune 
  to mind-affecting effects (such as via mind blank) can 
  avoid this penalty and the saving throw after 6 rounds. 
  At APL 2, the cloaker simply engulfs the PC that 
  discovered its location or that is closest to it. Note that, 
  even while grappling, the cloaker still threatens a 10-ft.-
  area around it with its tail, even without taking the 
  normal –20 to grapple checks. Additionally, half of all the 
  damage dealt to the cloaker is dealt to its engulfed victim. 
  At APL 4, the cloakers will split evenly between moaning 
  and attacking. The attacking cloakers will engulf 
  spellcasters first. The moaning cloakers will only 
  maintain their unnerving moan if one or more PCs have 
  been forced into a trance; otherwise, they will switch to 
  whichever moan works best against a particular party. 
  The stupor effect will only be used against a character 
  who has resisted all previous moan effects from that 
  cloaker. 
  APL 2 (EL 3) 
   
  Low-Cha Cloaker (1): hp 45; see Monster Manual, 
  pg. 36, but with Cha of 7 (Moan DC 11). 
  APL 4 (EL 5) 
   
  Low-Cha Cloakers (2): hp 45 each; see Monster 
  Manual, pg. 36, but with Cha of 7 (Moan DC 11). 
  APL 6 (EL 7) 
   
  Mid-Cha Cloakers (3): hp 45 each; see Monster 
  Manual, pg. 36, but with Cha of 11 (Moan DC 13). 
  APL 8 (EL 9) 
   
  Elite Cloakers (3): hp 51 each; see Appendix 1. 
  APL 10 (EL 11) 
   
  Elite Advanced (+3 HD) Cloakers (4): hp 73 each; 
  see Appendix 1.  
  APL 12 (EL 14) 
   
  Huge Advanced (+6 HD) Cloakers (4): hp 106 
  each; see Appendix 1. 
   
  Developments: Once the cloakers are defeated, the 
  faces surrounding the PCs will crumple and blacken like 
  paper thrown into a campfire, and then be blown into the 
  darkness. They seem to disappear in the direction the 
  PCs had been walking: along the “flow” of darkness. 
   
  Encounter Five 
   
  After another hour or so of pushing onward 
  through the dark, a voice calls out to you from 
  somewhere to your right . . . which direction it truly 
  is, is anybody’s guess. “Hey, Garick. You found 
  friends.” Then a slim, homely teenage girl steps from 
  that direction out of the shadow. She has a plain, 
  forgettable face, short hair that is a lackluster brown, 
  and eyes of some bland, indistinguishable color. She 
  is dressed more like a boy than a girl, with simple 
  trousers and a tunic. Garick has a quizzical, frightened 
  look on his face, and says quietly, “That’s her, but 
  she’s older now than last time.” 
   
  The girl glances at each of you in rapid 
  succession, making some kind of internal and private 
  evaluation. She thinks for a moment, then says with a 
  frown, “One of your friends is this way,” gesturing 
  over her shoulder with her thumb, “doing something 
  for me. You can help him, if you like…might be safer 
  to keep going forward, though. You don’t want to be 
  stuck in here for too long.” Then she fades back into 
  the darkness. 
   
  This phantasm is the closest thing to her true form 
  that Theogren can take now, but she can never hold onto 
  it for long. She exists in a constant nightmare, reliving 
  her past, and the only reprieve she can gain from it is by 
  having someone else relive it for her, sparing her for a 
  short time. Of course, she doesn’t exactly understand 
  that, nor would she tell the PCs if she did. She is, above 
  all, a deceiver.  
   
  This particular memory is stuck reliving her first 
  assignment, one in which she was tasked with finding 
  and stealing a holy weapon to present to her master. If 
  the PCs move in the direction Theogren points and 
  resolve the encounter, they lose 1 hour from their travel 
  time. 
   
  The PCs will hear an uncertain “Hello? Is someone 
  there?” from up ahead. If they move forward, they will 
  find Milt, one of the workers from beneath Southkeep. 
  He looks strong and hardy, and particularly ill-suited for 
  sneaking. Yet he stands at the edge of a shadowy hallway, 
  apparently the edge of a large hall. On the left side of the 
  hallway are a series of arches, within each of which is a 
  Shadows of Memory 
   
  Page 11 
  
  guard armed with sword and shield, the symbol of 
  Heironeous prominently displayed. There must be two 
  dozen of them all told, but they are standing with their 
  back to the hallway, looking out into the main room. At 
  the hall’s end is a pedestal, resting upon it a longsword 
  glowing with holy light. 
   
  Milt will be glad to see the party, but he’s not the 
  emotional type. He will quickly and directly explain what 
  the girl told him he had to do: deliver a weapon blessed 
  with holy power to her master. She said she “remembers” 
  that she decided to steal one from this place. Her master 
  is supposed to come find him in about 10 minutes, 
  dressed like a beggar, and he’s supposed to slip the sword 
  beneath his rags. If he doesn’t have a holy sword to give 
  him, Milt adds with a shrug, she says her master will kill 
  him. 
   
  Sneaking down the hallway requires 3 consecutive 
  successful Move Silently checks (DC 10 + APL) and Hide 
  checks (DC 5 + APL). The sneaking PC cannot take 10. 
  There are, of course, other ways to get to the end of the 
  hallway unseen and unheard: invisibility, dimension 
  door and teleport, silence, distracting the guards with 
  illusions, etc. Speaking the appropriate religious phrases 
  and prayers to the guards will also get a PC past them, 
  requiring 3 consecutive successful Knowledge (religion) 
  (DC 20 + APL) checks; members of the Church of 
  Heironeous meta-org gain a +5 circumstance bonus to 
  such checks per rank of their membership in the 
  organization. 
   
  Finally, there is a chance that the PCs will have 
  another way out: one of them may have a holy weapon 
  that he is willing to give up (unlikely), or they may be 
  able to cast align weapon or bless weapon. 
   
  If the guards are alerted to any PCs sneaking down 
  the hallway, or if a PC gives an incorrect prayer, all of 
  them turn as one and raise their swords, then chop 
  downward into the air. As they do so, Milt grunts in pain, 
  even though he is several hundred feet from the guards . . 
  . any PCs who look over will see that he suffers from 
  dozens of horrendous slashing wounds, everywhere from 
  his face to his arms to his torso. With a sigh, he collapses 
  and dies. The scene fades away into darkness, leaving just 
  the PCs and Garick; they are free to continue on their 
  way. 
   
  If a PC reaches the pedestal unseen and claims the 
  sword, if a PC uses a spell to make another weapon holy, 
  if a PC offers up one of his own weapons, or if 10 minutes 
  pass, the scene disappears and an old beggar staggers 
  forward out of the darkness. If the PCs give him a holy 
  weapon, he clutches it in his hand, the flesh sizzling as he 
  does so, and hides it beneath his rags. He whispers, “Well 
  done, my child. But if it did not burn your flesh, then you 
  are not yet ready to serve me,” then disappears. 
   
  If the PCs refuse to give him a holy weapon, he 
  whispers “You cannot release that which you should not 
  be able to even hold, my child? Then I see I must begin 
  again.” He waves his hand negligently, mutters an arcane 
  word, and Milt falls over dead, as the old beggar fades 
  into nothingness. 
  Encounter Seven 
   
  You continue through the darkness, hope fading 
  with each step. Then a familiar, yet more cultivated 
  voice echoes out of the shadows. Someone steps into 
  the light, and though she…or is it a he?…bears a 
  strong resemblance to the phantom girl who last 
  crossed your path, this individual is older and more 
  confident. The androgynous figure, dressed in plain 
  traveler’s garb and a gray cloak, crosses its arms over 
  its chest and juts its chin out at you, hands on its hips.  
   
  “You just keep going, don’tcha, Garick? Nicely 
  stepped and well met to the rest of you,” the figure 
  utters with a nod of respect, “I s’pose I should let you 
  know that there’s another of your countrymen down 
  that way.” She, assuming it is the same girl, gestures 
  with her chin over her shoulder to indicate the 
  direction. “Whether you want to give him a hand or 
  not is up to you…wouldn’t want your lights to go out 
  on you in here, now, would ya?” As her head turns 
  back to you, you see that her face has changed into 
  that of a haughty male elf. He sneers at you in disgust 
  as he fades away into shadow. 
   
  PCs may have encountered Markuth before. If not, a 
  Knowledge (Iuz Border States) DC 20, will recognize the 
  elf as Markuth, an enigmatic figure that has existed on 
  both sides of the law in recent Shield Lands history, and 
  whose true allegiance and identity was never discovered. 
  In truth, he was a cover identity created by Theogren, 
  and his creation of the Open Spirit, his battles with a 
  strange vampire cult, and his involvement with the 
  Sidhee were all machinations of hers meant to sow doubt 
  and confusion amidst the heroes and leaders of the 
  Shield Lands. This version of Theogren is reliving one of 
  her more painful failures: being unable, in the guise of 
  Markuth, to find her way into the Sidhee forest to 
  determine if is a threat to the Old One. She has captured 
  another of the Southkeep workers, Stark, to perform the 
  task for her. 
   
  If the PCs move in the direction Theogren points 
  and resolve the encounter, mark that they’ve lost 1 hour 
  Shadows of Memory 
   
  Page 12 
  
  from their travel time. Then read aloud or paraphrase the 
  following. 
   
  As you venture in the direction that the phantom 
  suggested, the encroaching walls of solid shadow give 
  way to another kind of darkness, the kind brought 
  about by an ancient and eldritch forest at dusk. 
  Everywhere around you, you begin to see the 
  towering, ominous forms of trees, many of them 
  twisted 
  into 
  strange 
  and 
  threatening 
  shapes. 
  Crouching with his back to a large downed tree, sweat 
  beading on his brow and a feeble dagger cluthed in 
  his hand, is what can only be one of the workers from 
  Southkeep. His eyes widen with surprise and hope 
  when he sees your light, and he gestures for you to 
  approach cautiously. 
   
  When the PCs reach the worker, he will exhale with 
  relief, clasping Milt’s arm if he is with them, and 
  introduce himself as Stark. He will tell them that some 
  guy in a gray cloak with short brown hair found him in 
  the shadows and told him to follow him. Then he pushed 
  him into this copse of trees, told him to try to “talk his 
  way past them,” and left. Every time Stark has tried to 
  move, whether forward or back, a voice has called out a 
  question in some strange language, waited a few seconds, 
  then launched a volley of arrows at him. 
   
  The PCs can leave with no problem, but the only way 
  they’ll get Stark out of here is by satisfying the phantom 
  archers in the dark. Stark is willing to try standing up to 
  get the voice to talk so the PCs can hear it. If he does, the 
  voice calls out ”Cleriasa a na-clierasa?” Unless the correct 
  answer is given, a volley of shadow arrows leaps out of 
  the darkness, narrowly missing the hapless worker. The 
  PCs will have three tries; on the third unsuccessful try, 
  the arrows all find their himes, piercing Stark and 
  consuming his soul.  
   
  PCs who speak Sidhee will automatically recognize 
  this question as the phrase “Of nature or not of nature,” 
  which more literally translates as “friend or foe?” The 
  correct response is to answer “Of nature” in Sidhee. If 
  none of the characters speak Sidhee, the PCs still have 
  several options. 
  • 
  PCs who speak Sylvan may make an Intelligence 
  check with a DC of 5 + APL to translate the words. 
  • 
  PCs who speak Elven may make an Intelligence 
  check, or those with bard levels may make a bardic 
  knowledge check, both with a DC of 10 + APL. 
  Either check will allow a character to recognize it as 
  a sidhee greeting during a time of war; they know 
  that “clierasa” mean “of nature.” 
  • 
  PCs with ranks in Knowledge (nature) may make a 
  check with a DC of 15 + APL to recognize that na- 
  means, in the tongue of the forest fey, “Not of.” 
  • 
  Comprehend Languages will not help, as the 
  phantom archers cannot be touched, but tongues or 
  a helm of comprehend languages will work. 
  • 
  A summoned a creature that speaks Sylvan or Elven 
  may make the checks described above. 
  • 
  PCs who have the box from SHL 1–X permanently 
  gain a supernatural understanding of the Sidhee 
  language, and may translate; those who have the 
  amulet from SHL 1–X automatically think they 
  understand Sidhee, but they reverse the meanings of 
  “clierasa” and “na-clierasa;” and those who lost (and 
  have not yet regained) their memory from SHL 5–X 
  may make an Intelligence check as if they spoke 
  Elven. 
   
  Finally, the players may use their knowledge of 
  grammar to guess at the words’ meaning and of the 
  appropriate response. 
  Encounter Seven 
   
  It has been half a day or more since you’ve seen 
  daylight, and you have no way of knowing if you have 
  come any closer to the edge of the darkness, except 
  that the girl’s memories, which you seem to be caught 
  up in, are steadily advancing to later points in her life. 
  If you reach the “present,” perhaps you will also reach 
  the end of your shadowy trek. 
   
  These and other thoughts slither through your 
  mind for another hour or more, but are then 
  interrupted by the now-familiar voice and form of the 
  phantom who has been haunting you. She or he steps 
  into your light with confidence and grace, bowing 
  before your party.  
   
  “One last interruption, I’m afraid, my friends,” 
  says a strangely neutral voice, neither masculine nor 
  feminine, with no particular accent that you can 
  place. “You’ve come so far, and you’re now so close to 
  the heart of it all . . . but I feel obliged, for honor’s 
  sake, to let you know that the last of your countrymen 
  who is within my shadowy embrace, a brave and 
  handsome fellow, is wrapped up in one of my most 
  recent memories. He fights his battle in this 
  direction,” and the figure languidly gestures with one 
  hand to its left, “while the key to your departure, I 
  believe, lies in that direction,” at which the figure’s 
  opposing hand gestures to its right. “The choice is 
  yours . . . save one more, or head toward the door.” 
  Shadows of Memory 
   
  Page 13 
  
  She finishes with a smirk and fades into the darkness, 
  but you can’t help but notice a look of desperation in 
  her eyes that does not match the tone of her voice or 
  the nonchalance of her body language. 
   
  This is the last crossroads the PCs will come to 
  before gaining an opportunity to escape. If their lights 
  are running low, take this opportunity to remind them of 
  the ominous ebbing of the darkness around them and its 
  seeming hunger for the PCs’ light and warmth. 
   
  If they head to the right, move on to Encounter 8. If 
  they head to the left, mark off another hour of travel time 
  from the PCs’ progress. In return, they will not only have 
  a chance to rescue the last of the Southkeep laborers, they 
  will also discover a piece of the puzzle of how the Old 
  One’s agents managed to so completely infiltrate the 
  Council of Lords last year. 
   
  Of all the memories the PCs have investigated, this 
  is perhaps the most disturbing. Read aloud or paraphrase 
  the following. 
   
  The darkness begins to give way to your light in 
  narrow streaks, as if the light is tearing long strips 
  from it. The web-like weave of darkness twists open 
  before you, releasing angry chittering noises mixed 
  with wet, squishing sounds, then closing behind you 
  with a vertigo-inducing spiral. Your light then reveals 
  what was once a man, bound in a web of fleshy 
  tendrils and covered with a translucent gel, but 
  missing something essential: his flesh. More horrible 
  than this, however, is that you can see its chest rising 
  and falling, and its lidless eyes stare at you in agony.  
   
  If either Milt and Stark are with the party, one of 
  them will croak “Terril?” then shake his head, clenching 
  his jaw, and saying “No, he…it…is too short.” If both are 
  present, the other will cover Garick’s eyes so he cannot 
  see the horror before him. 
   
  A deep, calm voice intones around you, “You see, 
  Theogren, the process is really quite simple.” 
   
  PCs who have played IUZ X–0X will recognize the 
  voice as that of the Boneheart Null. 
   
  “First we have one of our spies provide a likeness 
  of the lord we wish to replace. We show that likeness 
  to a doppelganger, and allow it to take on the lord’s 
  physical appearance. The doppelganger is injected 
  with a solution that stabilizes that form, so that the 
  doppelganger, or rather its flesh, cannot revert to its 
  natural state. This is essential, because the flesh is 
  then removed from the doppelganger! Then we take a 
  human operative of the right height, weight, and 
  gender, and flay him or her alive. The operative’s 
  body must be sustained without its epidermis for 
  several hours; not too difficult, though somewhat 
  jarring to the operative’s mind, I assure you. Finally, 
  and this is the most amazing part of the process, we 
  graft the doppelganger’s flesh, still in the semblance 
  of the lord we wish to have impersonated, onto the 
  body of the operative. And as you see, the being that 
  results from the operation is a mundane, not magical, 
  spy!” as the voice concludes, the tendrils that 
  surround the pitiable form before you writhe and 
  wrap around it, binding strips and flaps of flesh to it 
  in a grotesque patchwork. When they are done, a 
  familiar figure stands before you: it is a deceased 
  member of the Council of Lords, one who was 
  revealed as a spy upon the resurrection of Lady 
  Katarina. 
   
  “The value of such operatives, of course,” the 
  voice adds, “is that their disguises are not pierced by 
  divinations, nor do they fade away when brought into 
  an area of antimagic…both of which are commonly 
  used by the Council of Lords’ bodyguards and 
  security forces. Nothing short of a miracle or wish 
  spell could reavel them. Whereas before we were 
  forced to replace pathfinders and other minor figures 
  who were less likely to be exposed to such 
  precautions, now we can replace the masters of the 
  Shield Lands themselves!  
   
  “So you see, dear Theogren, as thorough and 
  interesting as your research on the troublesome 
  ‘pathfinders’ has been, and as talented as you are at 
  impersonating them, we no longer have need of those 
  services. However, I do not quickly forget your 
  excellent work. I will make certain you are given a 
  position in, say, Southkeep. That should be fairly 
  comfortable for you.” 
   
  At that, the creature impersonating the lord fades 
  away, and where it stood, Terril is thrust forward out of 
  the darkness. His bright blue eyes, which must once have 
  been handsome, appear haunted and almost crazed. “So 
  empty,” he mutters, as Milt and/or Stark and/or a PC 
  supports him, “she’s so empty.…” While he will 
  eventually recover, Terril is too far gone to say anything 
  more, for now. 
  Encounter Eight 
   
  Finally nearing the end of their ordeal, the PCs find 
  themselves in a dark, earthen room that will be familiar 
  to all of them: it is one of the rooms beneath Southkeep. 
  Standing on a table is a large book, its impressive 
  illustrations visible even in the shadowy light and from a 
  distance. PCs who played SHL 3–06: A Chink in the 
  Armor will recognize the room specifically as the place 
  Shadows of Memory 
   
  Page 14 
  
  that they found evidence of pathfinders, possibly even 
  themselves, being investigated and impersonated.  
   
  The book is the key to Theogren’s continued 
  existence in this form; it represents all of the false 
  identities and masks she has taken on throughout her 
  life, and only by destroying it can the PCs put her to rest 
  (while also freeing themselves and their charges from 
  this nightmare realm of shadows). A notable clue as to 
  the book’s importance is that it radiates a dim but steady 
  light, the only thing to do so that the PCs have seen 
  anywhere in the darkness. Investigation of the book 
  reveals that each spread of pages details the capabilities, 
  possessions, and history of a pathfinder of the Shield 
  Lands! Opening the book to any particular page will 
  cause the pathfinder in question to appear above the 
  book’s pages in the form of a three-dimensional 
  programmed illusion. The illusion speaks a few 
  frequently used phrases in the pathfinder’s voice, 
  performs a few combat maneuvers or favorite spells, and 
  the like. DMs are encouraged to use regional PCs with 
  whom they are familiar when providing examples of 
  these illusionary records, so long as the PCs have been 
  adventuring in the region since CY 594. 
   
  Creatures: As the PCs approach the book, however, 
  a phantom of Theogren emerges from it. She says simply, 
  “Please, free me,” then takes on the form of a pathfinder 
  of the Shield Lands, and blends into the shadows. The 
  form she takes on varies by APL. PCs who have 
  adventured with the “semblance” that Theogren takes on 
  will recognize him or her immediately; the resemblance 
  is uncanny, down to the way the character wields his 
  chosen weapon and the catchphrases he mutters during 
  combat. In addition to their normal behaviors, however, 
  each semblance has the shadow template, giving it 
  among other things the ability to blend into shadows, 
  making it invisible. 
   
   Tactics: Theogren focuses her attacks on whichever 
  PC is currently working with the book, if possible. If she 
  wins initiative or if no PCs approach the book, she delays 
  until one of them does, then attacks. If she does not win 
  initiative, she takes advantage of her Combat Reflexes 
  feat to take attacks of opportunity against those who do 
  not see her and accidentally move through her 
  threatened areas. 
  APL 2 (EL 6) 
   
  Semblance of Jachim the Brave: hp 21; see 
  Appendix 1. 
  APL 4 (EL 8) 
   
  Semblance of Mangram Shatterspear: hp 35; see 
  Appendix 1. 
  APL 6 (EL 10) 
   
  Semblance of Murphilious: hp 63; see Appendix 1. 
  APL 8 (EL 12) 
   
  Semblance of Ashley: hp 78; see Appendix 1. 
  APL 10 (EL 14) 
   
  Semblance of Nadara the Cavegirl: hp 71; see 
  Appendix 1.  
   
  Semblance of Snuggler Cat: hp 87; see Appendix 1. 
  APL 12 (EL 16) 
   
  Semblance of Incantatious the Necromancer: hp 
  82; see Appendix 1. 
   
  Semblance of Ghost the Owl Familiar: hp 41; see 
  Appendix 1. 
   
  Development: The PCs may be dismayed to find 
  that, even after destroying the semblance, Theogren 
  simply reforms into another one after 1d4 rounds. Worse, 
  she reforms into the next higher APL (at APL 12, 
  Incantatious simply reforms, dusts himself off, and says 
  “Well, that was a fun trip! Now then, where were we?”). 
  The only way to end the fight, and to get out of the 
  darkness, is to destroy the page on which Theogren’s 
  current semblance is recorded. 
   
  If PCs attack the book as a whole (such as by 
  attempting to light it on fire, hack it apart with a weapon, 
  destroy it with a spell and so on), they will find that it is 
  impervious to their assaults. The pages can be ripped out, 
  however, as a full-round action. Doing so requires a 
  successful saving throw (whichever saving throw the PC 
  has the best modifier for) with a DC of 5 + APL. For every 
  5 points by which the PC’s saving throw exceeds the DC, 
  an additional page is ripped out. 
   
  There are 100 pages in the book, meaning that there 
  is a 1-in-100 chance that the first page that is ripped out is 
  the page of the current semblance, a 1-in-99 chance that 
  the second page that is ripped out is the page of the 
  current semblance, and so on. With each page that is 
  ripped out, even a wrong page, the darkness around the 
  PCs seems to shudder and lighten slightly, becoming 
  more of a misty gray.  
   
  Players may eventually realize that they need to look 
  for a specific page: that of the semblance that is attacking 
  them. Finding the correct page requires an Intelligence 
  check as a full-round action, with a DC of 20 + APL. 
  Players gain a cumulative +5 to the check for each of the 
  following: A) If they have adventured with the PC being 
  imitated; B) If they played SHL 3–06: A Chink in the 
  Armor and have encountered the real-world version of 
  Shadows of Memory 
   
  Page 15 
  
  the book; C) If they correctly guess the book’s 
  organizational system, or take another full-round action 
  to determine what that system is (it categorizes 
  pathfinders by the characters’ primary professions/roles: 
  adventurer [skill-based], arcane, divine [clerical or 
  druidic],  or warrior [tank/scout/light infantry]). 
   
  Once the correct page has been ripped out, the 
  nightmare ends; proceed to the conclusion. 
  Conclusion 
  As the page is ripped away from the book with a 
  sound like reality itself tearing, the phantom 
  pathfinder you had been fighting melts away, 
  revealing Theogren. She says “Thank you,” and then 
  likewise vanishes…this time for good. 
  As she disappears, the shadows that have for so many 
  hours trapped you beneath the flesh of Oerth begin to 
  dissolve, flowing like liquid down to the ground, and 
  then finding crevices in the earth and rushing ever 
  downward. The shadow-stuff almost seems to burrow 
  downward into the stone. Through the ever-
  lightening haze you begin to see that you are still in 
  an earthen room, not so different than the one in 
  which you began this nightmare, but then you 
  recognize it as one of the basement corridors beneath 
  the keep at Gensal! And facing you, weapons bared 
  and murder in their eyes, are a squad of Greycloaks! 
  Give the PCs a moment to react. They’ve just endured a 
  good bit of boxed text, and are about to be subject to some 
  more. 
  The Greycloaks ignore you completely, rushing 
  through your bodies…apparently you have not yet 
  completely transitioned from the realm of shadows in 
  which you were trapped. You turn to see who or what 
  they were chasing, and behold a ragged and wounded 
  Captain Kruptan, his back against the earthen wall in 
  much the same position that Theogren was in the 
  vision you saw when all this began. The Greycloaks 
  launch themselves at him silently, but before they 
  can reach him, he removes a holy symbol that you 
  can’t make out and casts a spell. He finishes just in 
  time, and an invisible barrier prevents them from 
  coming within melee reach. They create a semi-circle 
  around him. Behind Kruptan, the shadows from 
  which you emerge begin to eat away at the ground, 
  forming a pit of darkness. 
  “Hiding in the ruins of Gensal like a rat, Kruptan?” 
  the lead Greycloak says with disgust, shaking his 
  head. “Give yourself up, traitor…we’ll get answers 
  from you living or dead.” He nods to his men, who 
  smoothly sheathe their swords and daggers and pull 
  powerful bows from their backs, stringing them, 
  taking aim, and letting fly all in one smooth motion. 
  The arrows, fired from a mere 10 feet away, thud into 
  Kruptan’s armor and flesh with brutal velocity. He 
  staggers, and grimaces. “You’ve got it all wrong, 
  tracker <thud>. You think you’ve saved Sharn? He’s 
  already lost! <thud> You were so sure Enerick was the 
  threat! Idiots. Enerick was a puppet.” The Greycloak 
  commander seems unmoved by Kruptan’s ravings, 
  and orders his men to continue firing. Half of the 
  arrows are stopped by magical defenses and Kruptan’s 
  armor, but the swarm of shafts are beginning to take 
  their toll. Blood streams from Kruptan’s mouth as he 
  continues, half pleading with and half defying his 
  attackers. “I was betrayed, Greycloak! Betrayed by my 
  own brethren, my own brothers in arms. <thud> Your 
  precious pathfinders and their <thud, thud> visions… 
  they played right into–<thud, thud, thud!>” 
  Kruptan’s final words are cut short as a last volley of 
  arrows pierces his chest, extinguishes the life from 
  his eyes, and knocks him back…into the pit of 
  shadow that had been steadily growing behind him 
  the whole time. To the Greycloaks, he seems to 
  simply vanish, though you and your companions, still 
  halfway between the world of shadow and the world 
  of light, see that his corpse plummets downward as if 
  pulled by the weight of his supposed sins. As the last 
  of the shadows melt away and flow downward into 
  the pit, you appear before the Greycloaks’ astonished 
  eyes, still holding the pages of the strange book you 
  destroyed to escape the darkness. 
  You are standing on the edge of what has become a 
  chasm. At its bottom, far below you, much farther 
  than you should be able to see, you sense a vast cave. 
  A spiderweb of tunnels reaches downward and 
  outward from it into darkness and stone. The 
  Greycloaks look bewildered. They can’t see the 
  strange subterranean realm, only you can…perhaps 
  because you were just within the shadows that have 
  formed a pathway to it. 
  What are these bewildering caves? Why has no one 
  found them before? How can you sense that they are 
  miles below when they seem to be within a descent of 
  just a few hundred feet from you? And what of 
  Kruptan’s ravings? Was there truth to his words? If 
  Enerick was not the threat to Sharn and the Shield 
  Lands that you foresaw, then who is? 
  Kruptan’s spirit holds some of these answers, but to 
  learn them, someone will have to retrieve his body. 
  As for the other question, that of the deep shadows 
  Shadows of Memory 
   
  Page 16 
  
  below, only daring exploration will shed light on 
  their origin and their nature. 
  You look down into that strange, hidden world, and 
  something tells you that you may have the chance to 
  do both. 
   
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter One 
  Defeating the umbral creatures 
   
  APL2 120 xp 
   
  APL4 180 xp 
   
  APL6 240 xp 
   
  APL8 300 xp 
   
  APL10 360 xp 
   
  APL12 420 xp 
  Encounter Four 
  Defeating the cloakers 
   
   
  APL2 90 xp 
   
  APL4 150 xp 
   
  APL6 210 xp 
   
  APL8 270 xp 
   
  APL10 330 xp 
   
  APL12 390 xp 
  Encounter Eight 
  Defeating the semblance 
   
   
  APL2 180 xp 
   
  APL4 240 xp 
   
  APL6 300 xp 
   
  APL8 360 xp 
   
  APL10 420 xp 
   
  APL12 480 xp 
  Story Award 
  Saving Milt, Stark, and Terrill 
   
  APL2 20 xp each 
   
  APL4 35 xp each 
   
  APL6 50 xp each 
   
  APL8 65 xp each 
   
  APL10 80 xp each 
   
  APL12 95 xp each 
  Total possible experience: 
   
  APL2 450 xp 
   
  APL4 675 xp 
   
  APL6 900 xp 
   
  APL8 1,125 xp 
   
  APL10 1,350 xp 
   
  APL12 1,575 xp 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold.  If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot.  If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a 
  round or so.  If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  Shadows of Memory 
   
  Page 17 
  
  during the adventure.  Many times characters must cast 
  identify, analyze dweomer or similar spell to determine 
  what the item does and how to activate it.  Other times 
  they may attempt to use the item blindly.  If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) and 
  the item is used before the end of the adventure, its total 
  is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.  Because 
  this is a Regional scenario, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter Eight:  
   
  APL 2: L: 0 gp; C: 0 gp; M: 901 gp – boots of 
  elvenkind (208 gp), +1 defending rapier (693 gp). 
   
  APL 4: L: 0 gp; C: 0 gp; M: 1,388 gp – +1 mighty 
  cleaving longspear (8,305 gp), +2 greatsword (8,350 gp). 
   
  APL 6: L: 0 gp; C: 0 gp; M: 1,671 gp – +2 keen kukris 
  (1,359 gp), goggles of minute seeing (104 gp), eyes of the 
  eagle (208 gp). 
   
  APL 8: L: 0 gp; C: 0 gp; M: 4,749 gp – Bracers of 
  armor +5 (2,083 gp), gloves of dexterity +4 (1,333 gp), belt 
  of giant strength +4 (1,333 gp). 
   
  APL 10: L: 0 gp; C: 0 gp; M: 4,842 gp – +2 large 
  darkwood shield of moderate fortification (2,104 gp), 
  periapt of wisdom +4 (1,333), wand of dispel magic [25 
  charges] (468 gp), ring of lightning flashes (937 gp). 
   
  APL 12: L: 0 gp; C: 0 gp; M: 6,999 gp – Headband of 
  intellect +6 (3,000 gp), ring of protection +4 (2,666 gp), 
  vest of resistance +4 (1,333 gp) 
  Total Possible Treasure 
   
  APL 2: L: 0 gp; C: 0 gp; M: 450 gp  
   
  APL 4: L: 0 gp; C: 0 gp; M: 650 gp 
   
  APL 6: L: 0 gp; C: 0 gp; M: 900 gp 
   
  APL 8: L: 0 gp; C: 0 gp; M: 1,300 gp 
   
  APL 10: L: 0 gp; C: 0 gp; M: 2,300 gp 
   
  APL 12: L: 0 gp; C: 0 gp; M: 3,300 gp 
  Special 
  Hero of the Shadowdeep:  By voluntarily entering the 
  darkness beneath Southkeep and Gensal, you have 
  become attuned to the strange portal that leads to the 
  Shadowdeep realm.  This will have effects in future 
  Shield Lands mods, which may soon include access to 
  the following prestige classes: abolisher, darkrunner, 
  keeper of the Cerulean Sign, topaz guardian (all from 
  Lords of Madness), death delver, and dread witch (both 
  from Heroes of Horror).  For now, however, you gain 
  access to one of the following feats:  
  [  ] Parrying Shield (LoM) 
  [  ] Quick Recovery (LoM) 
  [  ] Bane Magic (HoH) 
  [  ] Font of Life (HoH) 
  [  ] Haunting Melody (HoH) 
  Lost in Shadow:  You remember entering the shadow, 
  and striving against an evil beneath it …and then you 
  woke up, somewhere between Gensal and Southkeep, 
  lying in the dirt and staring up at the sun. You feel the 
  same, but the world around feels different. You can’t 
  quite put your finger on it, but something is off.  
  You must expend an additional 4 TUs for this adventure. 
  This may have effects in future Shield Lands mods. 
  Pages from a Book: You emerged from the darkness 
  with a page from Theogren’s book of adventurers. By 
  spending 5 TUs studying and meditating on it, you may 
  gain one-time regional access to purchase a +1 ability 
  score-enhancing manual or tome (such as a manual of 
  bodily health +1 or a tome of clear thought +1) of your 
  choice for 22,500 gp. If you do spend the TUs, write the 
  name of the tome or manual below now. If you do not 
  immediately spend the TUs, the page disippates into dust 
  and shadow, and this benefit is crossed out. 
  Tome of ______________________________ +1 (Regional; DMG; 
  normally 27,500 gp) 
  or 
  Manual of _____________________________ +1  (Regional; DMG; 
  normally 27,500 gp) 
  Items for the Adventure 
  Record 
  Item Access 
  APL 2: 
  Shadows of Memory 
   
  Page 18 
  
  • 
  Boots of elvenkind (Adventure; DMG; 2,500 gp) 
  • 
  +1 defending rapier (Adventure; DMG; 8,320 gp) 
  APL 4 (all of APL 2 plus the following): 
  • 
  +1 mighty cleaving longspear (Adventure; DMG; 
  8,305 gp) 
  • 
  +2 greatsword (Adventure; DMG; 8,350 gp) 
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  +2 keen kukri (Adventure; DMG; 16,308 gp) 
  • 
  Goggles of Minute Seeing (Adventure; DMG; 1,250 
  gp) 
  • 
  Eyes of the Eagle (Adventure; DMG; 2,500 gp) 
  APL 8 (all of APLs 2-6 plus the following): 
  • 
  Bracers of armor +5 (Adventure; DMG; 25,000 gp) 
  • 
  Gloves of dexterity +4 (Adventure; DMG; 16,000 gp) 
  • 
  Belt of giant strength +4 (Adventure; DMG; 16,000 
  gp) 
  APL 10 (all of APLs 2-8 plus the following): 
  • 
  +2 large darkwood shield of moderate fortification 
  (Adventure; DMG; 25,257 gp) 
  • 
  Periapt of wisdom +4 (Adventure; DMG; 16,000 gp) 
  • 
  Wand of dispel magic [25 charges] (Adventure; 
  DMG; 5,625 gp) 
  • 
  Ring of lightning flashes (Adventure; LoM; 11,250 
  gp) 
  APL 12 (all of APLs 2-10 plus the following): 
  • 
  Headband of intellect +6 (Adventure; DMG; 36,000 
  gp) 
  • 
  Ring of protection +4 (Adventure; DMG; 32,000 gp) 
  • 
  Vest of resistance +4 (Adventure; DMG; 16,000 gp) 
  Shadows of Memory 
   
  Page 19 
  
  Appendix One – APL 2
  Encounter One 
   
   
   
   
  Distraught Mother: Female human Exp1; CR n/a; 
  Medium humanoid (human); HD 1d6; hp 3; Init +1; 
  Spd 30 ft; AC 11 (touch 11, flat-footed 10); Base Atk +0; 
  Grp +0; Atk n/a; AL NG; SV Fort +1, Ref +0, Will +1; Str 
  10, Dex 13, Con 11, Int 9, Wis 8, Cha 12. 
  Skills and Feats: Craft (weaving) +6, Diplomacy +3, 
  Handle Animal +5, Heal +1, Knowledge (nature) +1, 
  Listen +1, Profession (cook) +3; Dodge, Skill Focus: 
  Craft (weaving). 
  Protective Father: Male human Com1; CR n/a; 
  Medium humanoid (human); HD 1d4+1; hp 6; Init –1; 
  Spd 30 ft; AC 9 (touch 9, flat-footed 9); Base Atk +0; Grp 
  +1; Atk +2 melee (1d8+1, masterwork spear); AL NG; 
  SV Fort +3, Ref +0, Will +1; Str 12, Dex 9, Con 13, Int 8, 
  Wis 11, Cha 10. 
  Skills and Feats: Profession (farmer) +3; Great 
  Fortitude, Toughness. 
  Well-Meaning Playmate: Male human Com1; CR n/a; 
  Small humanoid (human); HD 1d4–1; hp 2; Init +1; 
  Spd 20 ft; AC 12 (touch 12, flat-footed 11); Base Atk +0; 
  Grp –2; Atk n/a; AL CG; SV Fort –1, Ref +1, Will –1; Str 
  6, Dex 12, Con 9, Int 13, Wis 8, Cha 11. 
  Skills and Feats: None. 
  APL 2: 
  Lost Boy: Umbral Choker; CR 4; Small undead 
  (incorporeal, augmented aberration); HD 3d12; hp 19; 
  Init +7; Spd fly 40 ft. (perfect); AC 16 (touch 16, flat-
  footed 13) [Dex +3, def +2, size +1]; Base Atk +1; Grp ⎯; 
  Atk +5 incorporeal touch (1d4 Str [+50%]); SA create 
  spawn; SQ +2 turn resistance, daylight powerlessness, 
  darkvision 60 ft., incorporeal, quickness, undead traits; 
  AL NE; SV Fort +1, Ref +4, Will +4; Str ⎯, Dex 17, Con 
  ⎯, Int 5, Wis 13, Cha 14. ⎯ 
  Skills and Feats: Bluff +8, Hide +10; Empowered 
  Ability Damage, Improved Initiative. 
  Create Spawn: Any humanoid reduced to Strength 0 by 
  the umbral choker becomes a shadow under the 
  control of the choker within 1d4 rounds. 
  Daylight Powerlessness: This creature and its spawn 
  are powerless in natural sunlight (not merely a daylight 
  spell) and flee from it. If caught in sunlight, they 
  cannot attack and can take only a single move action in 
  a round. 
  Quickness: The lost boy can take an extra standard or 
  move action during its turn each round. 
  Encounter Eight 
   
   
   
   
  Semblance of Jachim the Brave: Male elite shadow 
  elf Rog3; CR 6; medium humanoid (elf); HD 6d6+6; hp 
  27; Init +4; Spd 45 ft.; AC 19 (touch 14, flat-footed 15); 
  Base Atk +2; Grp +3; Atk +7 melee (1d6+2, defending 
  rapier +1); SQ Shadow blend (full concealment), 
  shadow speed, darkvision, lowlight vision, cold 
  resistance 8, fast healing 2, evasion, trapfinding; SA 
  Sneak attack +2d6; AL N; SV Fort +2, Ref +7, Will +1; 
  Str 12, Dex 18, Con 12, Int 14, Wis 11, Cha 9. 
  Skills and Feats: Balance +10, Hide +10, Listen +6, 
  Move Silently +15, Spot +6, Tumble +10; Dodge, 
  Weapon Finesse. 
  Possessions: mastwork chain shirt, boots of elvenkind, 
  +1 defending rapier. 
  Shadows of Memory 
   
  Page 20 
  
  Appendix One – APL 4
  Encounter One 
   
   
   
   
  Distraught Mother: Female human Exp1; CR n/a; 
  Medium humanoid (human); HD 1d6; hp 3; Init +1; 
  Spd 30 ft; AC 11 (touch 11, flat-footed 10); Base Atk +0; 
  Grp +0; Atk n/a; AL NG; SV Fort +1, Ref +0, Will +1; Str 
  10, Dex 13, Con 11, Int 9, Wis 8, Cha 12. 
  Skills and Feats: Craft (weaving) +6, Diplomacy +3, 
  Handle Animal +5, Heal +1, Knowledge (nature) +1, 
  Listen +1, Profession (cook) +3; Dodge, Skill Focus: 
  Craft (weaving). 
  Protective Father: Male human Com1; CR n/a; 
  Medium humanoid (human); HD 1d4+1; hp 6; Init –1; 
  Spd 30 ft; AC 9 (touch 9, flat-footed 9); Base Atk +0; Grp 
  +1; Atk +2 melee (1d8+1, masterwork spear); AL NG; 
  SV Fort +3, Ref +0, Will +1; Str 12, Dex 9, Con 13, Int 8, 
  Wis 11, Cha 10. 
  Skills and Feats: Profession (farmer) +3; Great 
  Fortitude, Toughness. 
  Well-Meaning Playmate: Male human Com1; CR n/a; 
  Small humanoid (human); HD 1d4–1; hp 2; Init +1; 
  Spd 20 ft; AC 12 (touch 12, flat-footed 11); Base Atk +0; 
  Grp –2; Atk n/a; AL CG; SV Fort –1, Ref +1, Will –1; Str 
  6, Dex 12, Con 9, Int 13, Wis 8, Cha 11. 
  Skills and Feats: None. 
  Lost Boy: Advanced umbral choker (+3 HD); CR 6; 
  Small undead (incorporeal, augmented aberration); HD 
  6d12; hp 39; Init +7; Spd fly 40 ft. (perfect); AC 17 
  (touch 17, flat-footed 13) [Dex +4, def +2, size +1]; Base 
  Atk +3; Grp ⎯; Atk +7 incorporeal touch (1d4 Str 
  [+50%]); SA create spawn; SQ +2 turn resistance, 
  daylight powerlessness, darkvision 60 ft., incorporeal, 
  quickness, undead traits; AL NE; SV Fort +2, Ref +6, 
  Will +5; Str ⎯, Dex 18, Con ⎯, Int 5, Wis 13, Cha 14. 
  ⎯ 
  Skills and Feats: Bluff +11, Hide +10; Combat Reflexes, 
  Empowered Ability Damage, Improved Initiative. 
  Create Spawn: Any humanoid reduced to Strength 0 by 
  the umbral choker becomes a shadow under the 
  control of the choker within 1d4 rounds. 
  Daylight Powerlessness: This creature and its spawn 
  are powerless in natural sunlight (not merely a daylight 
  spell) and flee from it. If caught in sunlight, they 
  cannot attack and can take only a single move action in 
  a round. 
  Quickness: The lost boy can take an extra standard or 
  move action during its turn each round. 
  Encounter Eight 
   
   
   
   
  Shadow of Mangram Shatterspear: Elite male 
  shadow half-orc Bar1/Ftr4; CR 8; Medium humanoid 
  (augmented orc); HD 1d12+4d10+10; hp 41; Init +2; 
  Spd 20 ft.; AC 18 (touch 12, flat-footed 16); Base Atk +5; 
  Grp +9; Atk +10 melee (1d8+6, mighty cleaving 
  longspear +1) or +12 melee (2d6+10, greatsword +2); 
  SQ Shadow blend (full concealment), shadow speed, 
  darkvision, lowlight vision, cold resistance 10, fast 
  healing 2, fast movement, rage 1/day; AL N; SV Fort 
  +8, Ref +3, Will +1; Str 18, Dex 15, Con 14, Int 6, Wis 9, 
  Cha 6. 
  Skills and Feats: Listen +4, Move Silently +0, Spot -1; 
  Cleave, Combat Reflexes, Power Attack, Weapon Focus 
  (greatsword), Weapon Specialization (greatsword). 
  Possessions: masterwork breastplate, mighty cleaving 
  longspear +1, greatsword +2. 
  While Raging: 51 hp; AC 16 (touch 10, flat-footed 14); 
  Atk +12 (1d8+10, mighty cleaving longspear +1) or +14 
  melee (2d6+13, greatsword +2); Will +3. 
  Shadows of Memory 
   
  Page 21 
  
  Appendix One – APL 6
  Encounter One 
   
   
   
   
  Distraught Mother: Female human Exp1; CR n/a; 
  Medium humanoid (human); HD 1d6; hp 3; Init +1; 
  Spd 30 ft; AC 11 (touch 11, flat-footed 10); Base Atk +0; 
  Grp +0; Atk n/a; AL NG; SV Fort +1, Ref +0, Will +1; Str 
  10, Dex 13, Con 11, Int 9, Wis 8, Cha 12. 
  Skills and Feats: Craft (weaving) +6, Diplomacy +3, 
  Handle Animal +5, Heal +1, Knowledge (nature) +1, 
  Listen +1, Profession (cook) +3; Dodge, Skill Focus: 
  Craft (weaving). 
  Protective Father: Male human Com1; CR n/a; 
  Medium humanoid (human); HD 1d4+1; hp 6; Init –1; 
  Spd 30 ft; AC 9 (touch 9, flat-footed 9); Base Atk +0; Grp 
  +1; Atk +2 melee (1d8+1, masterwork spear); AL NG; 
  SV Fort +3, Ref +0, Will +1; Str 12, Dex 9, Con 13, Int 8, 
  Wis 11, Cha 10. 
  Skills and Feats: Profession (farmer) +3; Great 
  Fortitude, Toughness. 
  Well-Meaning Playmate: Male human Com1; CR n/a; 
  Small humanoid (human); HD 1d4–1; hp 2; Init +1; 
  Spd 20 ft; AC 12 (touch 12, flat-footed 11); Base Atk +0; 
  Grp –2; Atk n/a; AL CG; SV Fort –1, Ref +1, Will –1; Str 
  6, Dex 12, Con 9, Int 13, Wis 8, Cha 11. 
  Skills and Feats: None. 
  Lost Boy: Advanced Umbral Choker (+3 HD); CR 9; 
  Small undead (incorporeal, augmented aberration); HD 
  9d12; hp 58; Init +8; Spd fly 40 ft. (perfect); AC 17 
  (touch 17, flat-footed 13) [Dex +4, def +2, size +1]; Base 
  Atk +4; Grp ⎯; Atk +8 incorporeal touch (1d6 Str 
  [+50%]); SA create spawn; SQ +2 turn resistance, 
  daylight powerlessness, darkvision 60 ft., incorporeal, 
  quickness, undead traits; AL NE; SV Fort +3, Ref +7, 
  Will +7; Str ⎯, Dex 19, Con ⎯, Int 5, Wis 13, Cha 14. 
  Skills and Feats: Bluff +14, Hide +10; Combat Reflexes, 
  Dodge, 
  Empowered 
  Ability 
  Damage, 
  Improved 
  Initiative.  
  Create Spawn: Any humanoid reduced to Strength 0 by 
  the umbral choker becomes a shadow under the 
  control of the choker within 1d4 rounds. 
  Daylight Powerlessness: This creature and its spawn 
  are powerless in natural sunlight (not merely a daylight 
  spell) and flee from it. If caught in sunlight, they 
  cannot attack and can take only a single move action in 
  a round. 
  Quickness: The lost boy can take an extra standard or 
  move action during its turn each round. 
  Encounter Eight 
   
   
   
   
  Semblance of Murphilious: Male elite shadow gnome 
  Rgr2/Rog3/Ftr2; CR 10; small humanoid (gnome); HD 
  2d8+3d6+2d10+28; 62 hp; Init +6; Spd 30 ft.; AC 17 
  (touch 12, flat-footed 14); Base Atk +6; Grp +7; Atk +14 
  melee (1d2+6/16–20/x2, keen kukri +2) or Atk 
  +12/+12/+7 (1d2+6/16–20/x2 and 1d2+4/16–20/x2, 
  keen kukries +2); SQ Shadow blend (full concealment), 
  shadow speed, darkvision, lowlight vision, cold 
  resistance 12, fast healing 2, evasion, trapfinding, wild 
  empathy; SA sneak attack +2d6; AL N; SV Fort +8, Ref 
  +8, Will +1; Str 16(18), Dex 14, Con 16, Int 8, Wis 10, 
  Cha 6. 
  Skills and Feats: Balance +10, Hide +10, Listen +8, 
  Move Silently +10, Spot +8, Tumble +14; Dodge, 
  Elusive 
  Target, 
  Improved 
  Initiative, 
  Improved 
  Toughness, Track, Two-Weapon Fighting, Weapon 
  Focus (kukri). 
  Possessions: chain shirt, +2 keen kukries (2), gauntlets 
  of ogre power, goggles of minute seeing. 
  Shadows of Memory 
   
  Page 22 
  
  Appendix One – APL 8
  Encounter One 
   
   
   
   
  Distraught Mother: Female human Exp1; CR n/a; 
  Medium humanoid (human); HD 1d6; hp 3; Init +1; 
  Spd 30 ft; AC 11 (touch 11, flat-footed 10); Base Atk +0; 
  Grp +0; Atk n/a; AL NG; SV Fort +1, Ref +0, Will +1; Str 
  10, Dex 13, Con 11, Int 9, Wis 8, Cha 12. 
  Skills and Feats: Craft (weaving) +6, Diplomacy +3, 
  Handle Animal +5, Heal +1, Knowledge (nature) +1, 
  Listen +1, Profession (cook) +3; Dodge, Skill Focus: 
  Craft (weaving). 
  Protective Father: Male human Com1; CR n/a; 
  Medium humanoid (human); HD 1d4+1; hp 6; Init –1; 
  Spd 30 ft; AC 9 (touch 9, flat-footed 9); Base Atk +0; Grp 
  +1; Atk +2 melee (1d8+1, masterwork spear); AL NG; 
  SV Fort +3, Ref +0, Will +1; Str 12, Dex 9, Con 13, Int 8, 
  Wis 11, Cha 10. 
  Skills and Feats: Profession (farmer) +3; Great 
  Fortitude, Toughness. 
  Well-Meaning Playmate: Male human Com1; CR n/a; 
  Small humanoid (human); HD 1d4–1; hp 2; Init +1; 
  Spd 20 ft; AC 12 (touch 12, flat-footed 11); Base Atk +0; 
  Grp –2; Atk n/a; AL CG; SV Fort –1, Ref +1, Will –1; Str 
  6, Dex 12, Con 9, Int 13, Wis 8, Cha 11. 
  Skills and Feats: None. 
  Lost Boy: Advanced Umbral Choker (+9 HD); CR 10; 
  Small undead (incorporeal, augmented aberration); HD 
  12d12; hp 78; Init +9; Spd fly 40 ft. (perfect); AC 18 
  (touch 17, flat-footed 13) [Dex +5, def +2, size +1]; Base 
  Atk +6; Grp ⎯; Atk +11 incorporeal touch (1d6 Str 
  [+50%]); SA create spawn; SQ +6 turn resistance, 
  daylight powerlessness, darkvision 60 ft., incorporeal, 
  quickness, undead traits; AL NE; SV Fort +4, Ref +9, 
  Will +9; Str ⎯, Dex 20, Con ⎯, Int 5, Wis 13, Cha 14. 
  ⎯ 
  Skills and Feats: Bluff +17, Hide +10; Combat Reflexes, 
  Dodge, 
  Empowered 
  Ability 
  Damage, 
  Improved 
  Initiative, Improved Turn Resistance. 
  Create Spawn: Any humanoid reduced to Strength 0 by 
  the umbral choker becomes a shadow under the 
  control of the choker within 1d4 rounds. 
  Daylight Powerlessness: This creature and its spawn 
  are powerless in natural sunlight (not merely a daylight 
  spell) and flee from it. If caught in sunlight, they 
  cannot attack and can take only a single move action in 
  a round. 
  Quickness: The lost boy can take an extra standard or 
  move action during its turn each round. 
  Encounter Four 
   
   
   
   
  Elite Cloaker: CR 6; Large aberration; HD 6d8+24; hp 
  51; Init +8; Spd 10 ft., fly 40 ft. (average); AC 20 (touch 
  13, flat-footed 16); Base Atk +4; Grp +15; Atk +10 melee 
  (1d8+7, tail slap) and +5 melee (1d4+4, bite); Atk while 
  grappling: Grapple +15 (1d4+4, bite) and +10 melee 
  (1d8+7, tail slap); SA moan, engulf; SQ darkvision 60 
  ft., shadow shift; AL CE; SV Fort +6, Ref +6, Will +7; Str 
  25, Dex 18, Con 19, Int 12, Wis 15, Cha 19. 
  Skills and Feats: Hide +9, Listen +13, Move Silently +9, 
  Spot +13; Combat Reflexes, Improved Initiative, 
  Improved Natural Attack (tail slap) 
  Moan (Ex): Standard action; sonic, mind-affecting 
  effect; other cloakers are immune; successful save = 
  immune to same cloaker’s moans for 24 hours. Save 
  DCs Cha-based. 
  Unnerve: 60-ft. spread, all creatures suffer –2 to 
  attack and damage; after 6 consecutive rounds, DC 
  17 Will save or enter a trance (dazed and loses Dex to 
  AC) until the moaning stops. 
  Fear: 30-ft. spread, DC 17 Will save or become 
  panicked for 2 rounds. 
  Nausea: 30-ft. cone, DC 17 Fort save or fall prone and 
  become nauseated for 14+1 rounds. 
  Stupor: Single creature within 30 ft., DC 17 Fort save 
  or be held for 5 rounds. May be affected multiple 
  times within 24 hours. 
  Engulf (Ex): As a standard action, the cloaker makes a 
  grapple check (which does not provoke attacks of 
  opportunity) against a Medium or smaller creature. If 
  successful, it establishes a hold makes a bite attack at 
  +4. 
  While grappling, the cloaker still threatens within 10 
  ft. with its tail. Attacks hitting an engulfing cloaker 
  deal half damage to it and half to victim. 
  Shadow Shift (Su): As a standard action, can either: 
  gain concealment for 1d4 rounds, gain 1d4+2 mirror 
  images (CL 6th), or create a silent image (DC 17, CL 
  6th). 
  Encounter Eight 
   
   
   
   
  Semblance of Ashley: Female elite shadow Rhenee 
  Monk9; CR 12; medium humanoid (human); HD 
  Shadows of Memory 
   
  Page 23 
  
  9d8+18; hp 63; Init +4; Spd 90 ft.; AC 22 (touch 17, flat-
  footed 15); Base Atk +6; Grp +10; Atk +11 melee 
  (1d10+4, unarmed strike) or Atk +11/+11/+11/+6 
  melee (1d10+4, unarmed strike); SQ Shadow blend 
  (full concealment), shadow speed, darkvision, lowlight 
  vision, cold resistance 14, fast healing 2, luck bonus on 
  saves, improved evasion, purity of body, diamond body, 
  still mind, wholeness of body, ki strike (magic and 
  lawful), slow fall 50 ft., greater flurry of blows; SA 
  stunning fist 9 times/day DC 17; AL N; SV Fort +10, 
  Ref +14, Will +10(+12); Str 14(18), Dex 14(18), Con 14, 
  Int 10, Wis 14, Cha 8. 
  Skills and Feats: Balance +15, Hide +15, Listen +15, 
  Move Silently +15, Spot +15; Combat Reflexes, Deflect 
  Arrows, Elusive Target, Improved Unarmed Strike, 
  Improved Trip, Mobility, Stunning Fist, Weapon Focus 
  (unarmed strike). 
  Possessions: bracers of armor +5, belt of giant strength 
  +4, gloves of dexterity +4. 
   
   
  Shadows of Memory 
   
  Page 24 
  
  Appendix One – APL 10 
  Encounter One 
   
   
   
   
  Distraught Mother: Female human Exp1; CR n/a; 
  Medium humanoid (human); HD 1d6; hp 3; Init +1; 
  Spd 30 ft; AC 11 (touch 11, flat-footed 10); Base Atk +0; 
  Grp +0; Atk n/a; AL NG; SV Fort +1, Ref +0, Will +1; Str 
  10, Dex 13, Con 11, Int 9, Wis 8, Cha 12. 
  Skills and Feats: Craft (weaving) +6, Diplomacy +3, 
  Handle Animal +5, Heal +1, Knowledge (nature) +1, 
  Listen +1, Profession (cook) +3; Dodge, Skill Focus: 
  Craft (weaving). 
  Protective Father: Male human Com1; CR n/a; 
  Medium humanoid (human); HD 1d4+1; hp 6; Init –1; 
  Spd 30 ft; AC 9 (touch 9, flat-footed 9); Base Atk +0; Grp 
  +1; Atk +2 melee (1d8+1, masterwork spear); AL NG; 
  SV Fort +3, Ref +0, Will +1; Str 12, Dex 9, Con 13, Int 8, 
  Wis 11, Cha 10. 
  Skills and Feats: Profession (farmer) +3; Great 
  Fortitude, Toughness. 
  Well-Meaning Playmate: Male human Com1; CR n/a; 
  Small humanoid (human); HD 1d4–1; hp 2; Init +1; 
  Spd 20 ft; AC 12 (touch 12, flat-footed 11); Base Atk +0; 
  Grp –2; Atk n/a; AL CG; SV Fort –1, Ref +1, Will –1; Str 
  6, Dex 12, Con 9, Int 13, Wis 8, Cha 11. 
  Skills and Feats: None. 
  Lost Boy: Advanced Umbral Choker (+9 HD); CR 10; 
  Small undead (incorporeal, augmented aberration); HD 
  12d12; hp 78; Init +9; Spd fly 40 ft. (perfect); AC 18 
  (touch 17, flat-footed 13) [Dex +5, def +2, size +1]; Base 
  Atk +6; Grp ⎯; Atk +11 incorporeal touch (1d6 Str 
  [+50%]); SA create spawn; SQ +6 turn resistance, 
  daylight powerlessness, darkvision 60 ft., incorporeal, 
  quickness, undead traits; AL NE; SV Fort +4, Ref +9, 
  Will +9; Str ⎯, Dex 20, Con ⎯, Int 5, Wis 13, Cha 14. 
  ⎯ 
  Skills and Feats: Bluff +17, Hide +10; Combat Reflexes, 
  Dodge, 
  Empowered 
  Ability 
  Damage, 
  Improved 
  Initiative, Improved Turn Resistance. 
  Create Spawn: Any humanoid reduced to Strength 0 by 
  the umbral choker becomes a shadow under the 
  control of the choker within 1d4 rounds. 
  Daylight Powerlessness: This creature and its spawn 
  are powerless in natural sunlight (not merely a daylight 
  spell) and flee from it. If caught in sunlight, they 
  cannot attack and can take only a single move action in 
  a round. 
  Quickness: The lost boy can take an extra standard or 
  move action during its turn each round. 
  Encounter Four 
   
   
   
   
  Elite Advanced (+3 HD) Cloaker: CR 7; Large 
  aberration; HD 9d8+36; hp 73; Init +8; Spd 10 ft., fly 40 
  ft. (average); AC 20 (touch 13, flat-footed 16); Base Atk 
  +6/+1; Grp +18/+13; Atk +13 melee (1d8+8, tail slap) 
  and +8 melee (1d6+4, bite); Atk while grappling: 
  Grapple +18/+13 (1d6+4, bite) and +13 melee (1d6+8, 
  tail slap); SA moan, engulf; SQ darkvision 60 ft., 
  shadow shift; AL CE; SV Fort +7, Ref +7, Will +8; Str 
  26, Dex 18, Con 19, Int 12, Wis 15, Cha 19. 
  Skills and Feats: Hide +8, Listen +13, Move Silently 
  +12, Spot +13; Combat Reflexes, Improved Initiative, 
  Improved Natural Attack (bite), Improved Natural 
  Attack (tail slap). 
  Moan (Ex): Standard action; sonic, mind-affecting 
  effect; other cloakers are immune; successful save = 
  immune to same cloaker’s moans for 24 hours. Save 
  DCs Cha-based. 
  Unnerve: 60-ft. spread, all creatures suffer –2 to 
  attack and damage; after 6 consecutive rounds, DC 
  18 Will save or enter a trance (dazed and loses Dex to 
  AC) until the moaning stops. 
  Fear: 30-ft. spread, DC 18 Will save or become 
  panicked for 2 rounds. 
  Nausea: 30-ft. cone, DC 18 Fort save or fall prone and 
  become nauseated for 14+1 rounds. 
  Stupor: Single creature within 30 ft., DC 18 Fort save 
  or be held for 5 rounds. May be affected multiple 
  times within 24 hours. 
  Engulf (Ex): As a standard action, the cloaker makes a 
  grapple check (which does not provoke attacks of 
  opportunity) against a Medium or smaller creature. If 
  successful, it establishes a hold makes a bite attack at 
  +4. 
  While grappling, the cloaker still threatens within 10 
  ft. with its tail. Attacks hitting an engulfing cloaker 
  deal half damage to it and half to victim. 
  Shadow Shift (Su): As a standard action, can either: 
  gain concealment for 1d4 rounds, gain 1d4+3 mirror 
  images (CL 9th), or create a silent image (DC 16, CL 
  9th). 
  Shadows of Memory 
   
  Page 25 
  
  Encounter Eight 
   
   
   
   
  Semblance of Nadara the Cavegirl: Female elite 
  shadow halfling Drd11; CR 14; medium humanoid 
  (halfling); HD 11d8+11; hp 65; Init +6; Spd 30 ft.; AC 
  21 (touch 17, flat-footed 14); Base Atk +8; Grp +4; Atk 
  +9/+4 melee touch (1d6+5, empowered produce flame); 
  SQ Shadow blend (full concealment), shadow speed, 
  darkvision, lowlight vision, cold resistance 11, evasion, 
  fast healing 2, animal companion, nature sense, wild 
  empathy, woodland stride, trackless step, resist nature’s 
  lure, venom immunity; AL N; SV Fort +8, Ref +11, Will 
  +12; Str 8, Dex 18(22), Con 12, Int 10, Wis 18(22), Cha 
  12. 
  Skills and Feats: Concentration +16, Listen +16, Spot 
  +16; Craft Wand, Reach Spell, Wild Grapple, Wild 
  Senses.  
  Spells prepared (DC 16+spell level): 0—create water, 
  cure minor wounds (x4), detect magic, virtue; 1st—
  cure light wounds (x2), faerie fire, longstrider, produce 
  flame (x2); 2nd—barkskin, flaming sphere, heat metal, 
  hold animal, fog cloud, reach magic fang, warp wood; 
  3rd—cure moderate wounds, reach barkskin, reach 
  bull’s strength, spike growth, wind wall; 4th—flame 
  strike, reach greater magic fang (x2), reach cure 
  moderate wounds; 5th—animal growth, baleful 
  polymorph, reach cure serious wounds; 6th—fire 
  seeds, reach stoneskin. 
  Possessions: +2 large wooden shield of moderate 
  fortification, periapt of wisdom +4, gloves of dexterity 
  +4, wand of dispel magic (25 charges), ring of lightning 
  flashes. 
  Snuggler Cat:  
  Male advanced tiger (animal companion); HD 
  10d8+40; hp 87; Init +3; Spd 40 ft.; AC 19 (touch 12, 
  flat-footed 16); Base Atk +4; Grp +15; Atk +10/+10 
  melee (1d8+7, claws) and +8 melee (2d6+3); SA 
  Improved grab, pounce, rake +10/+10 melee (1d8+3), 
  low-light vision, scent; SQ Link, share spells, evasion, 
  devotion; AL N; SV Fort +8, Ref +8, Will +3 (+7); Str 23, 
  Dex 17, Con 17, Int 2, Wis 12, Cha 6. 
  Skills and Feats: Balance +6, Hide +8, Listen +3, Move 
  Silently +13, Spot +3, Swim +11; Improved Natural 
  Weapon (bite), Improved Natural Weapon (claw), 
  Improved Toughness, Multiattack. 
  Shadows of Memory 
   
  Page 26 
  
  Appendix One – APL 12 
  Encounter One 
   
   
   
   
  Distraught Mother: Female human Exp1; CR n/a; 
  Medium humanoid (human); HD 1d6; hp 3; Init +1; 
  Spd 30 ft; AC 11 (touch 11, flat-footed 10); Base Atk +0; 
  Grp +0; Atk n/a; AL NG; SV Fort +1, Ref +0, Will +1; Str 
  10, Dex 13, Con 11, Int 9, Wis 8, Cha 12. 
  Skills and Feats: Craft (weaving) +6, Diplomacy +3, 
  Handle Animal +5, Heal +1, Knowledge (nature) +1, 
  Listen +1, Profession (cook) +3; Dodge, Skill Focus: 
  Craft (weaving). 
  Protective Father: Male human Com1; CR n/a; 
  Medium humanoid (human); HD 1d4+1; hp 6; Init –1; 
  Spd 30 ft; AC 9 (touch 9, flat-footed 9); Base Atk +0; Grp 
  +1; Atk +2 melee (1d8+1, masterwork spear); AL NG; 
  SV Fort +3, Ref +0, Will +1; Str 12, Dex 9, Con 13, Int 8, 
  Wis 11, Cha 10. 
  Skills and Feats: Profession (farmer) +3; Great 
  Fortitude, Toughness. 
  Well-Meaning Playmate: Male human Com1; CR n/a; 
  Small humanoid (human); HD 1d4–1; hp 2; Init +1; 
  Spd 20 ft; AC 12 (touch 12, flat-footed 11); Base Atk +0; 
  Grp –2; Atk n/a; AL CG; SV Fort –1, Ref +1, Will –1; Str 
  6, Dex 12, Con 9, Int 13, Wis 8, Cha 11. 
  Skills and Feats: None. 
  Lost Boy: Advanced Umbral Choker (+3 HD); CR 6; 
  Small undead (incorporeal, augmented aberration); HD 
  6d12; hp 39; Init +7; Spd fly 40 ft. (perfect); AC 17 
  (touch 17, flat-footed 13) [Dex +4, def +2, size +1]; Base 
  Atk +3; Grp ⎯; Atk +7 incorporeal touch (1d4 Str 
  [+50%]); SA create spawn; SQ +2 turn resistance, 
  daylight powerlessness, darkvision 60 ft., incorporeal, 
  quickness, undead traits; AL NE; SV Fort +2, Ref +6, 
  Will +5; Str ⎯, Dex 18, Con ⎯, Int 5, Wis 13, Cha 14. 
  ⎯ 
  Skills and Feats: Bluff +11, Hide +10; Combat Reflexes, 
  Empowered Ability Damage, Improved Initiative. 
  Create Spawn: Any humanoid reduced to Strength 0 by 
  the umbral choker becomes a shadow under the 
  control of the choker within 1d4 rounds. 
  Daylight Powerlessness: This creature and its spawn 
  are powerless in natural sunlight (not merely a daylight 
  spell) and flee from it. If caught in sunlight, they 
  cannot attack and can take only a single move action in 
  a round. 
  Quickness: The lost boy can take an extra standard or 
  move action during its turn each round. 
  Encounter Four 
   
   
   
   
  Advanced (+6 HD) Cloaker: CR 8; Huge aberration; 
  HD 12d8+60; hp 106; Init +7; Spd 10 ft., fly 40 ft. 
  (average); AC 20 (touch 10, flat-footed 17); Base Atk 
  +9/+4; Grp +27/+22; Atk +17 melee (2d6+10, tail slap) 
  and +15 melee (1d6+5, bite); Atk while grappling: 
  Grapple +27/+22 (1d6+5, bite) and +17 melee (2d6+10, 
  tail slap); SA moan, engulf; SQ darkvision 60 ft., 
  shadow shift; AL CE; SV Fort +7, Ref +6, Will +10; Str 
  30, Dex 14, Con 21, Int 14, Wis 15, Cha 16. 
  Skills and Feats: Hide +9, Listen +16, Move Silently 
  +11, Spot +16; Ability Focus (Moan), Combat Reflexes, 
  Improved Initiative, Improved Natural Attack (tail 
  slap), Multiattack. 
  Moan (Ex): Standard action; sonic, mind-affecting 
  effect; other cloakers are immune; successful save = 
  immune to same cloaker’s moans for 24 hours. Save 
  DCs Cha-based. 
  Unnerve: 60-ft. spread, all creatures suffer –2 to 
  attack and damage; after 6 consecutive rounds, DC 
  20 Will save or enter a trance (dazed and loses Dex to 
  AC) until the moaning stops. 
  Fear: 30-ft. spread, DC 20 Will save or become 
  panicked for 2 rounds. 
  Nausea: 30-ft. cone, DC 20 Fort save or fall prone and 
  become nauseated for 14+1 rounds. 
  Stupor: Single creature within 30 ft., DC 20 Fort save 
  or be held for 5 rounds. May be affected multiple 
  times within 24 hours. 
  Engulf (Ex): As a standard action, the cloaker makes a 
  grapple check (which does not provoke attacks of 
  opportunity) against a Medium or smaller creature. If 
  successful, it establishes a hold makes a bite attack at 
  +4. 
  While grappling, the cloaker still threatens within 10 
  ft. with its tail. Attacks hitting an engulfing cloaker 
  deal half damage to it and half to victim. 
  Shadow Shift (Su): As a standard action, can either: 
  gain concealment for 1d4 rounds, gain 1d4+4 mirror 
  images (CL 12th), or create a silent image (DC 17, CL 
  12th). 
  Shadows of Memory 
   
  Page 27 
  
  Encounter Eight 
   
   
   
   
  Semblance of Incantatious the Necromancer: Male 
  elite shadow human necromancer 13; CR 16; medium 
  humanoid (human); HD 13d4+41; hp 82; Init +8; Spd 
  45 ft.; AC 23 (touch 17, flat-footed 19); Base Atk +6; Grp 
  +5; Atk +5 melee touch or +10 ranged touch; SQ 
  Shadow blend (full concealment), shadow speed, 
  darkvision, lowlight vision, cold resistance 11, evasion, 
  fast 
  healing 2, banned schools (enchantment, 
  abjuration), specialized school (necromancy); AL N; SV 
  Fort +9, Ref +11, Will +17; Str 8, Dex 15(19), Con 14, 
  Int 18 (24), Wis 15, Cha 9. 
  Skills and Feats: Concentration +19(+23), Knowledge 
  (all) +16, Listen +4, Move Silently +16, Spellcraft +24, 
  Spot +10/+13 in Shadows; Alertness, Combat Casting, 
  Combat Reflexes, Dodge, Empower Spell, Improved 
  Initiative, Improved Toughness, Mobility, Quicken 
  Spell, Scribe Scroll, Spell Focus (evocation), Spell 
  Focus (necromancy). 
  Spells prepared (DC 17+spell level): 0—8; 1st—
  burning hands**, chill touch*, magic missile** (x3), ray 
  of enfeeblement*, shocking grasp (x2)**; 2nd—
  blindness/deafness*, flaming sphere**, ghoul touch* 
  (x2), glitterdust, melf’s acid arrow, mirror image, 
  spectral hand*; 3rd—blink, empowered ray of 
  enfeeblement*, fireball** (x2), haste, stinking cloud, 
  vampiric touch* (x2); 4th—enervation* (x2), Evard’s 
  black tentacles, fear*, fire shield**, phantasmal killer, 
  5th—Bigby’s interposing hand**, empowered vampiric 
  touch*, quickened ray of enfeeblement*, quickened 
  true strike; 6th—chain lightning**, circle of death*, 
  disintegrate, quickened spectral hand*; 7th—delayed 
  blast fireball**, prismatic spray**, quickened vampiric 
  touch*. 
  * Necromancy — DC 17 + spell level 
  ** Evocation — DC 17 + spell level 
  Possessions: headband of intellect +6, gloves of 
  dexterity +4, ring of protection +4, vest of resistance +4, 
  bracers of armor +5. 
  Semblance of Ghost the Owl Familiar: Male Owl 
  Familiar (Magical Beast); CR -; Tiny magical beast; HD 
  ½ of 13d4+41; hp 41; Init +8; Spd 10 ft., fly 40 ft (good); 
  AC 24 (+2 size, +3 Dex, +9 Natural, touch 15, flat-footed 
  21); Base Atk +6/+1; Grp +2; Atk +9 melee (1D4-3 claw); 
  Full Attack +9/+4 (1d4-3 claw); SQ Shadow blend (full 
  concealment), shadow speed, darkvision, lowlight 
  vision, cold resistance 11, Spell Resistance 18,  fast 
  healing 2; AL N; SV Fort +4, Ref +7, Will +10; Str 4, Dex 
  17, Con 10, Int 12, Wis 14, Cha 4. 
  Skills and Feats: Listen +28, Move Silently +29, Spot 
  +20. Alertness, Improved Evasion, Share Spells, 
  Empathic Link, Deliver Touch Spells, Speak with 
  Master, Speak with Animals of its Kind, Scry on 
  Familiar, Weapon Finesse. 
   
   
   
  Shadows of Memory 
   
  Page 28 
  
  Appendix Two: New Rules 
  New Feats 
  Elusive Target 
  Enables the use of three tactical maneuvers. 
  Negate Power Attack: To use this maneuver, you must 
  designate a specific foe to be affected by your Dodge 
  feat. If that foe uses the Power Attack feat against you, 
  the foe gains no bonus on the damage roll but still 
  takes the corresponding penalty on the attack roll. 
  Diverting Defense: To use this maneuver, you must be 
  flanked and you must designate one of the flanking 
  attackers to be affected by your Dodge feat. The first 
  attack of the round from the designated attacker 
  automatically misses you and may strike the other 
  flanking foe instead; the attacking creature makes an 
  attack roll normally, and its ally is considered flat-
  footed. If the designated attack is making a full attack 
  against you, its second and subsequent attacks function 
  normally. 
  Cause Overreach: To use this maneuver, you must 
  provoke an attack of opportunity from a foe by moving 
  out of a threatened square. If the foe misses you, you 
  can make a free trip attempt against this foe, and the 
  foe does not get a chance to trip you if your attempt 
  fails. 
  New Magic Items 
  Ring of Lightning Flashes 
  As a purely mental standard action, the wearer can 
  cause the ring to emit a powerful blast of lightning that 
  deals 5d6 points of electricity damage (Reflex DC 13 
  half) to all other creatures within 5 feet. Any creature 
  that is currently in physical contact with the ring’s 
  wearer (grappling, engulfing, and so forth) receives no 
  saving throw against the blast. The ring’s wearer can 
  invoke the lightning flash even when grappled, 
  swallowed, engulfed, or paralyzed. A ring of lightning 
  flashes is usable three times per day. 
  Shadows of Memory 
   
  Page 29 
  
  Appendix 3a: In the Shadowdeep 
  The shadow that comprises the living darkness is like a liquid, material thing. The weaker the light, the thicker the 
  darkness and the slower time moves, so that a normal creature that has no light at all would be completely immobilized 
  and would lose all sense of time. 
  So as not to punish low-level parties, however, the effectiveness of a light source is relative to the APL, as shown on the 
  table below. NOTE: Permanent light effects (like a continual flame spell or a magical weapon that sheds light) become 
  noticeably dimmer as time goes on inside the darkness; their duration is reduced from “permanent” to “one hour/level 
  of the caster.” Any permanent light sources extinguished in this way relight after the PCs emerge from the living 
  darkness. 
  Resting & Spellcasters: PCs who attempt to rest so that they can rememorize spells will find that they have nightmares 
  almost immediately upon falling asleep; arcane casters will not be able to rest here. Likewise, divine casters will 
  intuitively know that their gods will be unable to grant them new spells for as long as they are within the living 
  darkness.   
   
  Spell Level of Light Effects 
  Effect 
  Mundane light and < ½ APL 
  ½ APL 
  > ½ APL 
  Radius of light 
  5 ft. 
  10 ft. 
  15 ft. 
  Speed/hour 
  5 miles 
  10 miles 
  15 miles 
  Time 
  Swift, free, move, and standard actions 
  delayed 
  Free and move actions 
  delayed 
  Free actions delayed 
  Radius of Light: Past the listed radius, no vision or sensory detection of any kind is possible. Low-light vision and 
  darkvision do not affect the radius, and other senses like hearing, smell, even touch, blindsight, tremorsense, etc., only 
  work within the radius of the light. 
  Allow the players plenty of leeway in determining what spell effects can be used as light sources, and reward creativity; 
  any illusion spell with the figment descriptor should be able to generate light, for instance (some of them, like 
  persistant image or rainbow pattern, are the only light-generating effects of a high enough spell level to exceed ½ APL 
  at higher APLs!), and some “charged up” touch spells describe an effect that causes the caster’s hand to glow. For magical 
  weapons that provide light, the “spell level” of the weapon should be equal to twice its total enhancement bonuses.  
  The “choose an intersection” method for determining an effect’s location can be cause sudden and troublesome changes 
  in this adventure, given the importance of a light source’s exact location. Therefore, assume that a light source uses the 
  carrying character’s square as its center, and count outward both diagonally and orthagonally to figure out what is lit up 
  and what is not. This means that a 5-ft.-radius light illuminates 9 squares (the character’s square, as well as each adjacent 
  square), a 10-ft.-radius light illuminates 16 squares (as the 5-ft.-radius light plus the next “ring” of squares), and so on. 
  Movement: The speed listed is the party’s overland speed relative to the world above; it is a strange supernatural mode 
  of movement that is somewhere between the shadow jump ability and the “earthslide” effect of the pure earth. The 
  party must “push” back the darkness with the party’s light source, but unbeknownst to them they “slide” forward as they 
  do so. If the party has several light sources (probable), use the most powerful light source the party currently has to 
  determine its overland speed. A tracking sheet to record the party’s progress through the darkness is provided on the 
  next page. 
  Time: Things slow in this realm of shadow, as they sometimes do in a nightmare in which you cannot escape from 
  what’s chasing your, or in which you always move too slow to save a loved one from a terrible fate. PCs that find 
  themselves outside the radius of their light have their actions slowed in a similar way. The table above lists the type of 
  actions that are affected by this phenomenon. A “delayed” action requires the next higher type of action to perform, so a 
  swift action or free action (even speaking) would require a move action, a move action would require a standard action, 
  and a standard action would require a full-round action. If standard actions are delayed, a partial charge may be used as a 
  full-round action to move up to the character’s base speed and still attack. 
  Shadows of Memory 
   
  Page 30 
  
  Appendix 3b: Supplies! 
  No one likes record-keeping . . . but the toughest foe the PCs will face in this adventure is darkness itself, and their most 
  valuable weapon, more than fireballs and holy swords, may be sunrods and 0-level light spells. The table below should 
  be used to mark down every last torch, flask of oil, sunrod, and the like that the party carries. It may come down to that 
  last candle, keeping the PCs alive in the darkness. 
  Char 1 
  Char 2 
  Char 3 
  Char 4 
  Char 5 
  Char 6 
   
   
   
   
   
   
   
   
   
   
   
   
  Appendix 3c: Pilgrims’ Progress 
  The party’s encounters in the living darkness depend on how “far” inside it they get. This means that a party that dallies 
  or whose overland speed isn’t fast enough could potentially be trapped in the darkness.  
  • 
  The party finds Garick, the missing child (Encounter 4), after 10 miles, and encounters a new “memory” every 
  10 miles thereafter.  
  • 
  At each such memory, they have a chance to enter it or to move on. If the party moves on, record their 
  progress in the table cell listing the next hour; if the party enters the memory, place a dash in the cell listing 
  the next hour, representing the amount of time the PCs spent exploring and interacting with the memory. 
  • 
  After 100 miles, the PCs will find the illuminated manuscript, the key to releasing the spymaster to her rest 
  and destroying the living darkness.  
  If the PCs run out of light before that happens, or if they remain within the darkness for 24 hours, they are “Lost in 
  Shadow” (see Conclusion).  
  Total distance traveled 
  Hour 1: 
   
   
  Hour 2: 
   
  Hour 3: 
   
  Hour 4: 
   
  Hour 5: 
   
  Hour 6: 
   
  Hour 7: 
   
  Hour 8: 
   
  Hour 9: 
   
   
  Hour 10: 
   
  Hour 11: 
   
  Hour 12: 
   
   
  Hour 13: 
   
  Hour 14: 
   
  Hour 15: 
   
  Hour 16: 
   
  Hour 17: 
   
   
  Hour 18: 
   
  Hour 19: 
   
  Hour 20: 
   
  Hour 21: 
   
  Hour 22: 
   
  Hour 23: 
   
  Hour 24: 
   
   
   
  Shadows of Memory 
   
  Page 31 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Shield Lands/596/Normal Scenarios/SHL6-08 - Shadows of Memory (APL 2-12)/SHL6-08 - Shadows of Memory.pdf