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. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  SHL3−04 
   
   
   
   
   
   
   
   
   
  A Light in the Dark 
   
   
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Shield Lands Regional Adventure 
  Version 1 
   
   
   
  by Damon Erickson 
  Reviewed by Jason Bulmahn 
   
   
  The mystery of a missing noble leads to the dangerous shores of the Nyr Dyv.  Part 2 of The Towers series.  A D&D 
  adventure for 5
  th-13
  th level characters. 
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario. The rest of the 
  time is spent in preparation before game play, and 
  scoring after the game. The following guidelines are here 
  to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. Complete the RPGA scoring grid 
  with names and RPGA numbers only, and the event 
  information at the top. RPGA no longer uses voting for 
  any reported results. Give the Scoring Packet to your 
  event coordinator.  
   
  A Light in the Dark 
   
  Page 2 
  
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play  
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  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 being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will 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 you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1
  st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are two things 
  that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
   
  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. 
  A Light in the Dark 
   
  Page 3 
  
  Adventure Background 
  Lord Linard, a Shield Lands’ noble rumored to be under 
  consideration by the Council of Lords to become the new 
  Lord of South Keep was visiting with Lord Enerick in 
  Bright Sentry two days ago.  Lord Enerick was interested 
  in gauging where the man would stand in the Council of 
  Lords and wished to discuss matters with Lord Linard. It 
  is believed that agents of Iuz in the city, hoping to sow 
  discord and capture a valuable prisoner, noted when his 
  ship was to return to the mainland and made 
  arrangements with Rhennee pirates in the service of Iuz 
  to have the ship attacked on its return voyage.  The 
  pirates were in the area as they have been using a recently 
  established Rhennee settlement at the mouth of the 
  Veng River to spy on the port of Bright Sentry for their 
  master, known as “Eyes”.  During the attack, Lord Linard, 
  was struck by an arrow and fell overboard and drowned.  
  The remaining officers were captured and taken by the 
  Rhennee to Corell’s Watch on Walworth Isle.  
   
  The lighthouse at Corell’s Watch was once the home 
  of the Shield Mage Eórdsidh.  Towers of Shield Mages 
  are protected from scrying and divination magic.  When 
  some of the occupying forces learned of this, they began 
  using it as a prison to hide those who might be sought 
  out by magic.  In a previous adventure, Pathfinders may 
  have learned that Alewyn, an apprentice to the Shield 
  Mage Orand, was sent to Corell’s Watch on an urgent 
  errand.  Still hidden within the tower are clues as to what 
  that errand was and what the fate of the Shield Mages 
  may be. 
   
  Worried by the disappearance of Lord Linard, the 
  Council of Lords has had the Church of Holy Shielding 
  attempt scrying and divinations on the matter, with no 
  result.  They have now ordered a Pathfinder Unit to 
  investigate the disappearance.  
   
  Adventure Summary  
  The adventure begins with the Pathfinders en route to a 
  barge landing southeast of Critwall.   They have been 
  tasked with investigating the disappearance of a ship, the 
  Honor Reclaimed, which was carrying Lord Linard, the 
  man rumored to soon be named the new Lord of South 
  Keep, from Bright Sentry.  The commander tells them 
  that the only other boat that day was a Rhennee barge 
  that left about an hour before the missing cog was to 
  arrive; it should have seen the ship.  Another Rhennee 
  barge is at the docks currently, they don’t know the barge 
  in question, but say that it should be at the new Rhennee 
  settlement at the mouth of the Veng River. 
    
  After traveling to the mouth of the Veng River, they 
  meet the bargelord of the settlement, Dravish, and his 
  Veth, Daverna.  He recognizes the barge in question as 
  one that he suspects of being from a Rhennee settlement 
  on Walworth Isle.  A barge also reported seeing a ship 
  being attacked by another vessel on that day.  If the 
  pirates took any prisoners, they were probably taken to 
  Amundfort Isle, though he doesn’t know where.  
  Daverna recommends that they speak with Linene 
  Blackford as she has extensive knowledge of the Shield 
  Lands, and Dravish offers to take them to Bright Sentry 
  on his personal barge. 
   
  The barge is attacked halfway to Bright Sentry by an 
  aquatic creature that is attempting to force its way onto 
  the barge to get away from something that is attacking it 
  from below the waves.  When the creature is defeated, it 
  is dragged below the waves and devoured by whatever it 
  was running from.   
   
  On Bright Sentry, they meet with Linene who tells 
  them that the lord met with Lord Enerick, who was less 
  than pleased that another Heironean was being 
  considered for the Council of Lords.  She has heard 
  rumors of Rhennee pirates working in the service of Iuz, 
  led by someone called "Eyes”.  If they captured the lord, 
  he might be being held at Corell’s Watch, a lighthouse on 
  Walworth Isle that once was home of a Shield Mage 
  named Eórdsidh.  Towers of Shield Mages are protected 
  from scryings and that could be the reason for the failed 
  scrying and it is the reason prisoners are kept there.  The 
  lamp of the lighthouse hasn’t been lit since the fall of the 
  tower and the shore is very treacherous along the Corell 
  Straight.   
   
  Dravish offers to sneak the Pathfinders ashore near 
  the lighthouse, and then wait offshore for them to light 
  the lamp of the lighthouse to signal that they are ready to 
  be picked up.  He drops them off a mile down shore, and 
  as they approach, they find the tower guarded on the 
  outside by crocodiles.   
   
  Inside they find twelve prisoners hanging in cages 
  suspended from the inside of the tower, accessible by the 
  stairs that wind up the inside of the tower.  Lord Linard 
  isn’t among them, but members of his crew are.  They tell 
  that he is dead, washed overboard when the ship was 
  captured.  There is also a Furyondian Admiral, former 
  commander of the blockade among the prisoners, and a 
  minor noble of the Shield Lands whose ship was captured 
  earlier this year.  At the base of the lighthouse is a room 
  with the quarters of the commander of the prison tower, 
  an evil mage who is using the study of the Shield Mage.   
  Stairs also go down to a dock at the base of the cliff.  
  When the lamp atop the tower is lit, a secret door is 
  revealed on the stairs going down to the dock; it is the 
  workshop of Eórdsidh, and contains some hints as to the 
  fate of the Shield Mages. 
   
  The jail’s commander and his companion attack the 
  barge at dawn.  They are attempting to recapture the 
  A Light in the Dark 
   
  Page 4 
  
  prisoners.  Once the attackers are repelled, the prisoners 
  are returned to Bright Sentry.   
   
  Introduction 
  Your destination is the landing on the shores o  the 
  Nyr Dyv to the southeast of Critwall.  It is where 
  supplies arriving in Bright Sentry are brought across 
  to the mainland.  Your duty officer, Sergeant Corin 
  assigned you to investigate the disappearance of the 
  ship “Honor Reclaimed”, due to have arrived at the 
  barge landing two n ghts ago.  The ship was carrying 
  Lord Linard back from a meeting with Lord Enerick 
  in Bright Sentry.  Rumors say Lord Linard is the 
  current favorite of the Council of Lords to gain the 
  titles and holdings of South Keep.  Divinations and 
  attempts to scry on Lord Linard were unsuccessful, 
  and so the Council of Lords has asked that 
  Pathfinders investigate the matter. 
  f
  i
   
   
   
  Encounter One 
  Barge Landing 
  As you approach, two ships, the “Pride of Axeport”, 
  and the “Shieldbearer”, are anchored offshore to 
  guard the landing.  A warehouse and three small 
  docks sit at the shore of the Lake of Unknown 
  Depths.  A single barge, Rhennee by the look and 
  garb of the crew, is docked here.  Several small 
  ramshackle buildings that house the workers and 
  dock master are scattered nearby. 
  Some players may be familiar with Pride of Axeport from 
  COR02-01 As He Lay Dying.  The ship has been refitted 
  and repaired, but is the same ship from that adventure 
  returned to the service of the Shield Lands. 
   
  The dockmaster, Ven Caulder, is a slender, once 
  handsome Sueloise man with light blond hair, now 
  covered with large circular scars on his face and neck, 
  with an eye patch over his left eye.  He received these 
  scars at the breaking of the Blockade of Amundfort over a 
  year ago.  As one of the few navy men to have survived 
  the horrible attack by the mass of sea creatures released 
  by the Eldritch Wave, he has risen high in the service, 
  but he refuses to venture onto the Nyr Dyv again, 
  working the landing is as close as he desires to come ever 
  again. 
   
  Ven is in his office when the Pathfinders arrive, if 
  they question any of the workers, they will direct them to 
  him.  When questioned about the Honor Reclaimed, he 
  relates the following information. 
   
  � The ship was should have arrived just before sunset 
  according to reports he has received of its departure 
  time from Bright Sentry and when it was seen 
  rounding the cape on Scragholme Isle and heading 
  north. 
  � Its captain was an experienced man named Tavin 
  Kader.  Ven had been his first mate while serving on 
  the blockade and it is thanks to him that he survived 
  the breaking of the blockade.  
  � The only other boat that was at the landing that day 
  was a Rhennee barge that left about two hours before 
  sunset. It should have seen the Honor Reclaimed 
  before sunset unless something happened to the 
  ship before then.  The barge was headed to the new 
  Rhennee barge settlement at the mouth of the Veng 
  River.  
  � Nobody he has talked to knows if the barge had a 
  name or who its owner or crew was. 
  � He doesn’t trust Rhennee as he often saw them 
  running the blockade of Amundfort.  Some Rhennee 
  bargelord was here a week ago asking about shipping 
  and other work for his barges.  He thinks it is likely a 
  scam to steal supplies that the Shield Lands 
  desperately need.  
  � Many of the sea creatures that were awoken by the 
  incident with the Eldritch Wave have not returned 
  to rest, and the waters of the northern Nyr Dyv are 
  very dangerous now.  It is possible that the ship was 
  attacked by one of these monsters. 
   
  If the Pathfinders go to speak with the crew of the 
  Rhennee barge, Targo, the bargewright, can tell them 
  that he is unfamiliar with the barge in question.   The 
  barge is likely at the Rhennee settlement at the mouth of 
  the Veng River, or someone there might know more 
  about it.   
   
  Encounter Two 
  Barge Town 
  After an uneventful journey along the shore of the 
  Nyr Dyv, you arrive at the mouth of the Veng River 
  just before sunset.  In the broad delta, you can see 
  several small islands with a score of barges tied 
  together, forming bridges between the islands.  On 
  the largest of the islands a group of musicians play 
  tambourines and lyres while others clap and dance.  
  Nearby a large group of men drink and throw dice.   
  As you approach, a sentry on the nearest barge calls 
  out to you in an unfamiliar language, and then in 
  common, “Hail travelers.” 
  A Light in the Dark 
   
  Page 5 
  
  The sentry is unfriendly as he is wary of travelers and 
  visitors are not common at all.  When pressed, he will 
  send for the Lord of the settlement by blowing on a small 
  horn, but will make no effort to help them cross the river. 
   When the horn is blown, the dancing stops and the 
  people return to their barges, readying to make a quick 
  exit if necessary.  Dravish arrives shortly, and attempts to 
  diffuse any tension that may have arisen in the 
  meantime.  He will take a skiff across the river to meet 
  with the Pathfinders, sensing an opportunity here to 
  make the important contacts he is looking for so that he 
  can contract with the Shield Lands to have his barges 
  carry cargo from the deepwater port in Bright Sentry to 
  the barge landing and upstream to Torkeep and the 
  Critwall landing.   
   
  Out of the deepening gloom, a small skiff is poled 
  across the river and comes to rest on the shore near 
  you.  It is crewed by two dark haired Rhennee men 
  with curved knives in their belts.  A short, wiry, 
  middle-aged man with curly black hair and a large 
  mustache steps onshore; an o der woman in brightly 
  colored robes follows after him.  The man is dressed 
  in fine clothes, opened to reveal a hairy chest with 
  several scars across it.  “I am Dravish, noble lord of 
  this vitsa.   What business brings you here?”    
  l
   
  t
   
   
   
  The woman with him is Daverna, his Veth, or wise 
  woman.  She is the mother of one of his helpmates.  The 
  “vitsa” Dravish refers to is his extended family that makes 
  up the majority of the Veng River settlement. 
   
  Dravish believes the barge from the landing did not 
  come to the settlement after it left the landing, but it 
  sounds like one that was here a week ago.  The barge was 
  not one of the families in this vitsa and he didn’t 
  recognize it.  He suspects that it is part of a Rhennee 
  settlement on Walworth Isle that he has heard rumors of. 
   Those Rhennee are reputed to be pirates and smugglers.  
  One of his barges reported seeing a ship under attack in 
  the distance just before sunset the day of the ship’s 
  disappearance.  The bargewright believed that the attack 
  was from a low profile vessel rather than a creature.  They 
  did pass another cog named the “Eyes of the Deep” soon 
  after seeing the attack. It was headed in that direction.  
  They warned that vessel of the attack, but the captain 
  seemed unconcerned. 
   
  If the barge from the docks did indeed attack the 
  Honor Reclaimed, the barge would move too slowly for 
  the journey to Walworth Isle to have been made by the 
  barge already.  It would be more likely that any prisoners 
  it would have captured would have likely been taken to 
  there by a sailing ship, though he has no idea where they 
  would have been taken on Walworth Isle.     
   
  If the Pathfinders choose to go to Bright Sentry to 
  continue their investigation, Dravish will offer to take 
  them there on his barge in the morning as he is hoping 
  that by being helpful he can convince the Pathfinders to 
  give him the contacts he needs to do business with the 
  Shield Lands. 
   
  If the Pathfinders don’t think to go to Bright Sentry 
  next, Dravish will ask Daverna to read the waters to help 
  guide them as to what to do next. 
   
  Daverna kneels on the shore and slowly strains the 
  water of the river through her fingers, then she stares 
  inten ly at the water flowing by, whispering quietly 
  to it and pausing to listen.  She then stands and dries 
  her hands on her robes.   
  “These waters are murky, they cloud your course. 
   I see a great black bear by a shining guardian in the 
  home of many scrags.  The bear can perhaps guide in 
  your search.” 
  The bear referred to in Daverna’s reading is Linene “The 
  Bear” Blackford, a renowned bard who lives on 
  Scragholme Island near Bright Sentry.  A Knowledge 
  (Shield Lands) check DC 10 will impart this information 
  to the Pathfinders.  If no one knows of Linene, Dravish 
  will recall something of her. He will offer to take the 
  Pathfinders to Bright Sentry in the morning on his barge 
  as he is hoping that by being helpful he can convince the 
  Pathfinders to give him the contacts he needs to do 
  business with the Shield Lands. 
   
  The Pathfinders can camp on the shore for the 
  evening.  They will not be allowed to come into the 
  settlement for the evening. 
   
  Before returning to the settlement, Daverna takes 
  aside each pathfinder who is willing.  She whispers to 
  them a cryptic warning of danger she has seen in the 
  waters.  For those who are willing to listen to her 
  warning, they will receive a +2 insight bonus to any one 
  will save made during the course of this adventure.  
    
  Encounter Three 
  Barge Trip 
  In the morning, Dravish’s barge picks up the Pathfinders 
  and makes its way through the delta and onto the Nyr 
  Dyv.  Any mounts and possessions that can’t be brought 
  on the barge can be left behind.  Dravish ensures that 
  nothing will happen to them.  Large animals such as 
  horses, or wild animals cannot be brought on the barge.  
  Smaller animals like dogs can be brought along. 
   
  The barge is crewed by the two men who poled the 
  skiff over last night, and three other young Rhennee men 
  along with Dravish.  Have the players show their 
  A Light in the Dark 
   
  Page 6 
  
  positions on the barge; see the map in Appendix 1.  The 
  journey to Bright Sentry should take approximately 8 
  hours.   
   
  As the barge makes its way onto the lake, the crew 
  dumps a bucket of fish entrails over the side of the barge. 
   The superstitious crew believes that this will help ward 
  off attacks by creatures of the lake, which have been very 
  active recently. Most of the crew only speak Rhopan, the 
  Rhennee language, and they do not socialize with the 
  Pathfinders, instead focusing on working the fishing 
  lines and working the sail.  Dravish is a very friendly and 
  talkative man. Use the information provided below as 
  part of his conversations.  
   
  His family grew up on the Veng and Ritensa Rivers 
  and the northern shores of the Nyr Dyv when he was 
  younger.  They fled south with the invasion of Shield 
  Lands by the Horned Society. 
   
  He has traveled mostly the Velverdyva River and the 
  southern shores of the Nyr Dyv during the years of the 
  Greyhawk Wars.  There he rose to become the noble lord 
  of this vitsa.  The vitsa is primarily made up of several 
  extended families that are related to him in some way.  
  All the young men serving aboard the barge are sons of 
  the sisters of his helpmates        
   
  A year ago he heard of the many victories in the 
  Shield Lands and the retaking of Torkeep and Gensal.  He 
  then believed that it could be safe enough for him to lead 
  his families back north to the Veng River, which he had 
  longed to return to for years. 
   
  He also saw an excellent opportunity for his people 
  to prosper in the area, as he heard that the Shield Lands 
  didn’t have enough boats to transport the supplies it 
  receives in Bright Sentry to shore.  The barges of his 
  families are experienced cargo handlers and he believes 
  they could provide a valuable service. 
   
  He also wished to leave the crowded Velverdyva 
  River where there were many other Rhennee to compete 
  with for cargo and fishing.  Here he will be the only lord. 
   
  He spoke with Ven Caulder at the barge landing 
  about the possibilities of his people working to carry 
  cargo for the Shield Lands.  Ven was very rude to him and 
  rebuffed his offer without even considering it.  Since 
  then he has not been sure what to do, as he is not sure 
  whom he could contact with his offer.  He would be very 
  grateful if the Pathfinders could help to put him in touch 
  with someone with influence. 
   
  About halfway through the trip to Bright Sentry, 
  read the following. 
   
  Dravish has kept a sharp watch on the lake even as he 
  has been talking with you, and his attention now 
  seems drawn to a fl ght of gulls that has just taken 
  flight ahead of the barge.  He quickly stands and 
  begins shouting to his crew in the Rhennee tongue 
  moments before a massive creature breaks the water 
  just in front of the barge and attempts to crawl onto 
  the front.   
  i
   
  Everyone must make a Balance check, DC equal to 4+ 
  APL, or slide forward to the front of the barge.  If already 
  at the front of the barge when this happens, a failed 
  check results in being thrown overboard.  Any 
  movement on the barge while the creature is still only 
  partly on the barge requires another balance check. 
   
  APL 6 (EL 8) 
  � Nyrrian Boatcrusher, Wounded (1): hp 56, see 
  Appendix 2. 
   
  APL 8 (EL 10) 
  � Nyrrian Boatcrusher (1): hp 115, see Appendix 2 
   
  APL10 (EL 11) 
  � Nyrrian Boatcrusher, Advanced (1): hp 254, see 
  Appendix 2. 
   
  APL 12 (EL 12) 
  � Nyrrian Boatcrusher, Advanced (1): hp 309, see 
  Appendix 2. 
   
  Creature: The Nyrrian Boatcrusher is attempting to force 
  its way on to the boat (the shore in its mind), to escape 
  the attack of a powerful kraken deep below the waves.  It 
  will attack anyone who blocks its way or attempts to force 
  it back into the water.  It is crazed with fear of what is 
  below it, and its only thought is to get out of the water, it 
  will fight until it dies.  At APL 6 it will only attack once 
  each round, at all other APLs it will both bite and gore.  It 
  will not use its tail slam attack as its tail is flailing about 
  furiously trying to push it up onto the deck, however if a 
  character should fall overboard in an area behind the 
  creature but within its reach, they will be subject to an 
  attack from the tail.  It will not use its power dive ability.  
  It will take five rounds for the creature to pull itself onto 
  the barge, moving five feet further onto the barge each 
  round.  If not removed from the barge within three more 
  rounds, the barge will sink, completely submerging in 
  two more rounds. 
   
  The kraken only wishes to eat the boatcrusher for a 
  meal, and is not interested in the barge or its passengers; 
  however, if anyone should die in the water, below the 
  surface, the kraken will not be averse to having a quick 
  snack.  Under no circumstances will the kraken engage 
  the characters, having learned to be wary of the potential 
  dangers of surface creatures, if attacked it will use its ink 
  and then jet away.  
  A Light in the Dark 
   
  Page 7 
  
   
  Dravish and the rest of the crew stay to the back of 
  the barge during the fight.  They will try to help in ways 
  that do not involve them directly in combat.  They will 
  throw lines to anyone who has fallen overboard and pull 
  fallen people back from danger, etc.  If things are going 
  badly for the Pathfinders, they will attempt to help out by 
  throwing knives at the boatcrusher.   
   
  After defeating the strange sea creature, a massive, 
  spiked tentacle bursts from the water and wraps 
  around the creature’s body.  It easily drags the corpse 
  off the barge and below the waves.  Dravish quickly 
  calls for the barge to get underway once again before 
  the tentacle can return to grab anyone else.  
    
  Development:  If anyone should die during this combat, 
  the Rhennee will insist that the body belongs to the 
  waters and should be thrown overboard as the Rhennee 
  have strong taboos against keeping corpses on their 
  barges.  If the Pathfinders can convince them that the 
  dead person will be raised when they reach Bright 
  Sentry, they will allow the corpse to be kept on board, but 
  will avoid coming near it if at all possible. 
   
  The rest of the journey to Bright Sentry is 
  uneventful.  Dravish tells the Pathfinders that the 
  creature was a Nyrrian Boatcrusher, probably a male who 
  was driven out of its herd.  He doesn’t know what the 
  tentacle was from, but it must have been huge whatever it 
  was. 
   
  Encounter Four 
  The Great Black Bear 
  After the barge sails into the harbor and docks, 
  Dravish tells you that he will await you here while he
  sees to the care o  the “Veldrane”, h s fine sailing cog.  
   
   
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  The streets of Bright Sentry are buzzing with 
  rumors of the disappearance of Lord Linard.  One of 
  the most common rumors you’ve heard as you walked 
  through town is that Honor Reclaimed was spotted 
  sailing for Amundfort so Lord Linard could turn 
  traitor like Burryne Arbas, the last lord of South 
  Keep.   
  The Pathfinders can seek out more information from 
  sources in Bright Sentry; however they will be unable to 
  learn much more information.  Sources in town will 
  suggest they visit the knowledgeable bard who lives just 
  south of town if they are seeking more information.  
  When they go to visit Linene, read the following: 
   
  You make your way south of Bright Sentry about half
  a mile down the shore at the edge of town to a large, 
  stilted, white house with bright red curtains in the 
  windows.   A spiral staircase leads up to a large porch 
  where an old woman wrapped in a blue shawl sits in a 
  comfortable chair.  As you approach, she waves you 
  up.  “Its about time you arrived, I feared the tea would 
  get cold waiting for you.” 
  Linene seats everyone on the many chairs on the porch 
  while an unseen servant brings tea and biscuits for 
  everyone, only when everyone is comfortably settled 
  does she answer their questions.   Linene is a kindly older 
  woman, calling everyone dear, or my boy, etc, but if 
  provoked, she has a sharp tongue and scathing wit.  She 
  can relate the following information related to the events 
  in the module after being told of what the Pathfinders 
  have learned to this point. 
   
  � If asked how she knew to expect company she will 
  respond, “The lake has much to say to those who 
  know how to listen”.    
  � Lord Enerick met with Lord Linard because Lord 
  Linard’s politics and religious affiliations were not 
  well known.  Lord Enerick and a few other Lords 
  were hopeful that he could be won over to their 
  faction within the Council of Lords.  The meeting 
  was said to be somewhat heated, though she hasn’t 
  heard what specifically was discussed.  She says this 
  with a knowing smile, letting on that she knows 
  more than she is saying.  
  � There are tales of Rhennee pirates working in the 
  service of Iuz, led by someone called "Eyes”.  No one 
  is sure who “Eyes” might be or what he looks like, 
  but he is rumored to have smuggled many weapons 
  from Greyhawk past the blockade of Amundfort, and 
  his ships have attacked many others in the Nyr Dyv 
  after the breaking of the blockade. 
  � If the attack the Rhennee barge witnessed was by 
  these pirates and the lord was captured by them, he 
  would likely be held at Corell’s Watch, a lighthouse 
  on Walworth Isle that once was home of a Shield 
  Mage named Eórdsidh (pronounced eh-ord-sid-ah).  
  Towers of Shield Mages are protected from scryings. 
  These protections are the reason prisoners are 
  rumored to be kept there, and that could be the 
  reason for the failed scrying on Lord Linard.  Corell’s 
  Watch is the nearest prison to the Rhennee 
  encampment on Walworth Isle. 
  � The lamp of the lighthouse hasn’t been lit since the 
  fall of the Shield Lands and the shore is very 
  treacherous along the Corell Straight, it would take 
  an experienced captain in a shallow draft vessel to be 
  able to approach the shore near Corell’s Watch. 
  � Linene knew the mage, Eórdsidh, before the fall of 
  Amundfort and has visited Corell’s Watch before. 
  A Light in the Dark 
   
  Page 8 
  
  Eórdsidh was an expert in light magic.  She used a 
  single candle to light the lamp of the lighthouse, the 
  light of which could be seen on the far shore of the 
  straights on a clear night.  Linene can give a basic 
  layout of the building, but can’t recall any specific 
  detail other than the many brightly polished silver 
  mirrors that surrounded the lamp.  She is aware of 
  the lab on the lower flight of stairs; it was not 
  concealed at that time, so its location is included in 
  her description, though not the fact that it can be 
  hidden by magic (she doesn’t know this).   
   
  If the Pathfinders mention Dravish, and his offer, she 
  will recommend that if anyone has influence with the 
  Council of Lords or an individual lord, that influence 
  could be used to gain him an audience to make his offer.  
  If none of the Pathfinders have any influence with the 
  Council of Lords, the use of the contact with Linene 
  Blackford cert or a successful Diplomacy check of 8 + 
  APL can convince her to attempt to arrange a meeting for 
  him, though she will want to meet him herself first 
  before she is willing to speak on his behalf.  The 
  Pathfinders must ask her to do this though, don’t just 
  give them the option of making the diplomacy check.   
   
  This offer should be enough for the Pathfinders to 
  convince Dravish to take them to Corell’s Watch.  
  Dravish is familiar with Corell’s Watch, having sailed the 
  waters around Walworth Isle extensively before the war.  
  He is confident that he can avoid any detection by the 
  occupying forces.  He will agree to take the Pathfinders 
  there in exchange for their help in arranging a meeting 
  for him later.  If the Pathfinders have no influence and 
  haven’t convinced Linene to help, he will volunteer to 
  take them to Corell’s Watch, hoping his help will be 
  remembered and will help him gain his meeting later. 
   
  Developments:  If the Pathfinders have other means 
  of traveling to Corell’s Watch, they may use those means; 
  however they will likely be unable to rescue all the 
  prisoners without a boat to carry them all.  This is their 
  choice.  This may also allow them to avoid the final 
  encounter, again, their choice.   
   
  The Pathfinders may not be willing to make the 
  journey to Corell’s Watch, even with Dravish’s help 
  getting them there as Walworth Isle is a place to be 
  rightly feared as the capital of the occupying forces of 
  Iuz.  If they choose not to go on, they return to Sergeant 
  Corin and make their report.  He will be obviously 
  disappointed, but will thank them for their efforts and 
  detail another unit of Pathfinders to make the journey to 
  Corell’s Watch to complete their investigation for them.  
  This is the end of the adventure, award experience for the 
  encounters completed to this point. 
   
  If they are shamed enough by the Sergeant’s 
  disapproval, they can continue the adventure and 
  Dravish will still be willing to take them there.  However 
  all the common crewmen will have been killed in the 
  extra time it has taken the party to decide. 
   
  Encounter Five 
  Crocodile Tears 
  See Appendix One for the map of Corell’s Watch. 
   
  The two-day journey aboard Dravish’s cog to the 
  Corell Straigh  was relatively uneventful.  Under the 
  cover of night, you boarded the small barge being 
  towed behind the cog.   Dravish has sl pped you 
  ashore about a mile east of Corell’s Watch.  As the 
  bargemen pole the barge away from the shore he 
  whispers to you.  “Good luck my friends.  When you 
  are ready to be picked up, light the lamp atop the 
  lighthouse, and I will meet you at its base as quick as I 
  may.” A worn path, barely visible in the moonligh , 
  runs toward the lighthouse at the top of the rocky 
  shore. 
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  Dravish has refused to sail his barge to the dock at the 
  base of the tower, considering it too risky to his crew and 
  his barge to attempt the approach without the light of the 
  lighthouse. 
   
  The journey to the lighthouse will take about 20 
  minutes; they will arrive at the tower at one hour after 
  midnight.  When they arrive, read the following: 
   
  A white stone tower stands at the point of a rocky 
  shore.  No light can be seen through the small 
  windows that wind up around the sixty-foot tall 
  lighthouse.  A wooden wall about eight feet high runs 
  from one shore to the other.  A large double door is 
  set in its middle.  The crashing of the waves onto the 
  shore of the cliffs below drowns out al  other noise 
  from beyond the wall.   
  The double doors in the wall are barred from the inside; 
  they cannot be opened by the Open Locks skill, as there 
  is no lock on them.  The door will have to be forced, or 
  someone will have to climb over the wall and remove the 
  bar.   
   
  � Wooden Doors With Wooden Bar: 3 in. thick; 
  hardness 5; hp 30; AC 5; Break DC 24 
   
  When anyone moves to the other side of the wall and 
  enters the water, the crocodile’s left to guard the tower by 
  Ferylan will attack them.  The crocodiles are submerged 
  in the water filled ditch around the tower.  The water is 
  between three to ten feet deep with the shallowest part 
  A Light in the Dark 
   
  Page 9 
  
  being the area directly between the door to the tower and 
  the door to the palisade.  The crocodiles are taking 10 on 
  their hide; note that crocodiles get a +12 bonus to hide 
  when submerged and the lighting conditions also make 
  spotting them much more difficult. 
   
  Note that Giant Crocodiles are huge creatures.  Only 
  a few will be able to be hiding in the water near the gate.  
  Spread the others out farther around the side of the 
  lighthouse, and have one waiting inside the lighthouse. 
   
  APL 6 (EL 7) 
  � Crocodiles (6): hp 21, 22, 22, 25, 25, 29; see MM. 
   
  APL 8 (EL 9) 
  � Giant Crocodiles (6):  hp 55, 57, 59, 59, 61, 63; see 
  MM. 
   
  APL10 (EL 12) 
  � Fiendish Giant Crocodiles, Advanced (4):  hp 112, 
  112, 115, 116; see Appendix 2. 
   
  APL 12 (EL 14) 
  � Fiendish Giant Crocodiles, Advanced (8):  hp 109, 
  110, 112, 112, 115, 116, 119, 120; see Appendix 2. 
   
  Tactics: The crocodiles will attack when anyone enters 
  the water.  If reduced to 1/3 of their hit points, they will 
  attempt to flee into the lighthouse and down the stairs 
  into the Nyr Dyv.  If they cannot flee into the lighthouse, 
  they will jump over the edge and take 1d6 points of 
  subdual damage as they hit the water. 
   
  Developments:  Any crocodiles that survive the 
  encounter will be available for the battle in encounter 
  seven. 
   
  Note that at APL 12 Ferylan has Animal Perception, 
  and can see anything that the crocodiles are able to see 
  during this fight.  Use this knowledge to its fullest when 
  he attacks later. 
   
  When the Pathfinders fight the crocodiles or enter 
  the tower, Colizard’s familiar (a seagull) flies off to find 
  and warn him of intruders in the lighthouse.  The 
  familiar is roosting by the lamp at the top of the 
  lighthouse.  Colizard and Ferylan are away from the 
  lighthouse searching for an aquatic creature for 
  Waquonis, the commander of Iuz’s forces in Amundfort. 
   
  Encounter Six 
  Corell’s Watch 
  See Appendix One for the map of Corell’s Watch. 
   
  The inside of Corell’s Watch is littered with refuse 
  and the droppings of both crocodiles and the 
  prisoners who are locked in cages suspended from 
  chains just off the stairs that wind up the inner wall 
  of the lighthouse.  A score of cages ring the tower, all 
  hung at the same height as the nearest steps.  Four 
  doors exit this room, and a flight of stairs goes down 
  at the far side of the room. 
   
  None of the doors exiting the room are locked.  There is a 
  cage spaced every ten feet around the stairs that circle up 
  the inside of the lighthouse.  The cages are 5 feet away 
  from the stairs, and they each have a lock: Open Locks 
  DC 20, Break DC of 28.   
   
  Eight of the twenty cages are currently occupied.  
  Three of the prisoners are sailors from captured vessels 
  from Dyvers and Leukish. Two are sailors from Honor 
  Reclaimed.  Tavin Kader, captain of Honor Reclaimed, 
  and Regweld Dayne, a Furyondian admiral and the 
  commander of the Blockade of Amundfort are in the 
  highest cages.  The final prisoner is Jelik Lardon, nephew 
  of Lord Lardon, and a minor noble of the Shield Lands 
  whose ship was captured earlier this year. 
   
  If questioned about Lord Linard, Tavin can tell them 
  that he took a crossbow bolt during the attack on the ship 
  and fell overboard.  He presumes him to be dead.  The 
  rest of his crew that were captured were fed to the 
  crocodiles or tortured by the wizard in Room Two (on the 
  map).  The screaming went on for hours. 
   
  The prisoners can describe their jailors.  The leader is 
  a wizard with strange oily black skin named Colizard.  
  The other is a large human named Ferylan who has lots 
  of trained crocodiles.   
   
  Rhennee pirates captured most of the prisoners.  
  Many of the attacks were by barges.  Once captured, they 
  were transferred to a ship within a day and brought here. 
   One who seemed to be a leader amongst the Rheenee 
  captured Jelik Lardon while he traveled on a ship from 
  Dyvers.  He heard the crew call this man Izendro.  
  Izendro was an ugly pock faced male, nearly six feet tall 
  and with a shaved head.  This matches the description of 
  the captain of the Eyes of the Deep that Dravish may 
  have mentioned in encounter two.  
   
  If released from their cages, the prisoners will 
  accompany the pathfinders.  With a bit of crowding, all 
  the prisoners can fit on Dravish’s barge.  The prisoners 
  are unarmed and in no condition to fight. 
   
  Room One:  Colizard’s Quarters 
  This room contains a large bed, a wardrobe with blue 
  robes, a small bookshelf, and a small writing desk.  A 
  letter sits on the writing desk along with two tomes, 
  one on aquatic creatures of the Nyr Dyv, and the 
  A Light in the Dark 
   
  Page 10 
  
  other on aquatic variants of land creatures.  A large 
  book on the bookshelf s bound in foul black skin.  It 
  is attached to a massive chain anchored in far the 
  wall. 
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  The letter is from Waquonis, commander of the forces of 
  Iuz in Amundfort.  See Player Handout #2.  Colizard’s 
  notes indicate that he believes the creature described in 
  the letter is an aquatic variant of a beast usually found 
  underground, possibly and Umber Hulk or a Chuul. 
   
  The large black book is written in Abyssal, it is titled 
  Demonic Transmutations.  The chain is enchanted with a 
  Dimensional Anchor spell, preventing the book from 
  returning to the Abyss where it was created.  If the chain 
  is removed, the book will vanish back to the Abyss in one 
  minute.  The book describes the gruesome scene found in 
  room two as part of a ritual of enslavement.  The book 
  also details the process of binding the skin of a demon to 
  a willing mage to increase his power. 
   
  Treasure: Potion of Water Breathing-located on the 
  bookshelf.  62.5 GP. 
   
  Room Two: Laboratory  
  Ruined bookshelves line the walls.  A small 
  alchemical lab is in the near right corner, while a 
  large summoning circle with a torture table in the 
  middle of it dominates the rest of the room.  The 
  remains of a prisoner are strapped to the table face 
  down.  Much of the skin on the man’s back has been 
  removed and replaced with a black and oily skin from 
  an unknown source.   
  The grisly scene in this room is a ritual described in the 
  book Demonic Transmutations found in room one.  The 
  victim of the experiment was one of the captured crew of 
  Honor Reclaimed.  Notes found nearby indicate the 
  experiment is designed to bind a victim with a section of 
  demonic skin, enslaving them to the will of the creature 
  the skin came from.  The process seems to have been 
  designed for use by demons, but there are many notes 
  about how the process could be changed to use similar 
  skin from a different source.  A heal check DC 20 
  indicates that the prisoner died of poisoning and he has 
  no other visible wounds. 
   
  Room Three: Kitchen 
  This room is a small k tchen and a well-stocked 
  pan ry.  A large pot of cold gruel with a dozen dirty 
  plates sits on the counter.  Plates with the bones of 
  several cooked fish sit next to two wine glasses on a 
  table in the middle of the room.  
  Room Four: Ferylan’s Quarters 
  These quarters are very sparsely furnished.  A mud 
  and straw bed that looks more like a nest is on the 
  floor next to a wardrobe with a few simple clothes 
  inside.  On a small table are half a dozen large teeth 
  with runes carved into them.   
  Treasure: Tooth of Aquatic Animal Summoning 117 GP. 
   
  Development:  If the Tooth of Aquatic Animal 
  Summoning is not taken, Ferylan will have one along to 
  use in encounter seven. 
   
  Lamp 
  The top of the lighthouse is a covered circular 
  platform with stone walls on the landward side and a 
  metal guardrail on the seaward side.  There are still 
  small bits of silver lining the inner walls, though 
  most appears to have been stripped away by looters.  
  In the middle is a massive oil lamp with the remains 
  of a single candle in the middle.  An o d cask of oil 
  stands near the back wall, but the large bird nest built 
  on it indicates that it has not been disturbed in some 
  time. 
  The Pathfinders will need to relight the lamp to signal 
  Dravish to bring his barge in to the docks below the 
  tower.  Another effect of lighting the lamp is that it will 
  reveal and unlock the door to the secret lab on the stairs 
  going down to the docks. 
   
  There are several ways to light the lamp.  The cask of 
  oil can be opened and used to refill the lamp.  Also a 
  continual flame spell or daylight spell cast on an object 
  and then placed into the lamp will work, as will placing 
  an everburning torch in the lamp.   
   
  If the Pathfinders have another way to contact 
  Dravish to be picked up, they can do so.   They will likely 
  miss the door to the secret lab unless they have an elf 
  along who can notice the hidden door despite the magic 
  hiding it or if they remember its location from Linene’s 
  description of the lighthouse.   
   
  Secret Laboratory 
  The door to this room is halfway down the flight of stairs 
  that leads to the dock.  It can only be seen if the lamp in 
  the tower has been lit, though it can be noticed by elves 
  or found by a search check DC 20.  The door has no lock, 
  but cannot be opened unless the lamp has been lit. 
   
  A knock spell will open the door and other spells 
  such as dimension door and stone shape will allow the 
  room to be entered as will destroying the door with a 
  shatter spell cast by a sufficiently high level caster, the 
  door weighs 60 pounds.  To open the door with force 
  requires a Strength check with a DC of 30, otherwise it is 
  A Light in the Dark 
   
  Page 11 
  
  a regular stone wall with a thickness of one foot for 
  purposes of dealing damage to destroy the door, see the 
  Players handbook. 
   
  Behind the secret door is a small magic laboratory 
  going back into the face of the cliff.  Dozens of 
  candles light the room.  A small alchemical lab, wicks, 
  and blocks of wax cover the table in the center of the 
  room. The many shelves along the far wall have 
  books, small vials, and dozens of candles labeled with 
  a number and letter in a spidery script. 
   
  This is the lab of the Shield Mage Eórdsidh.  She used her 
  illusions to hide it when she left the lighthouse with 
  Alewyn for Amundfort, fearing that the forces of Iuz 
  might overrun the lighthouse before she could return.  
  The lit candles around the room appear to have Continual 
  Flame spells cast upon them, but they go out as soon as 
  they are removed from the lab.  The candles on the 
  shelves are various unfettered candles made by Eórdsidh 
  and left here when she and Alewyn traveled to 
  Amundfort during the invasion of the Shield Lands.  
  Lighting a candle is a standard action that provokes an 
  attack of opportunity.  The spell effect stored within the 
  candle will affect the person lighting it at the start of 
  their next round, in all other respects, it is just as if they 
  had drank a potion.   
   
  A book on the shelves by the candles contains a code 
  that tells the nature of each candle on the shelves.  It will 
  take 2 hours of studying the candles and the book to 
  decipher the code and determine what spell is in each 
  candle.  The vials on the shelves contain spoiled spell 
  components. 
   
  One of the books on the shelf is one of Eórdsidh’s 
  backup spellbooks; another details the processes to create 
  two uncommon alchemical items, flashpellets and 
  glowpowder. If the book of alchemical processes is taken, 
  Linene can recommend a good alchemist to give it to. 
  This will make flashpellets and glowpowder available for 
  purchase in Shield Lands’ regional modules.  
   
  Also on the shelf is a scroll tube containing several 
  journal entries from a young Shield Mage named 
  Alewyn.  Anyone who learned to read Alewyn’s code in 
  SHL03-01 The Lonely Tower can read the journal entries. 
   The judge should give them the following information: 
   
  URL: http://www.shieldlands.net/files/alewyn2.pdf 
  Password: alewyn 
   
  The journal entries contain more information about 
  Alewyn’s journey to Corell’s Watch and then on to 
  Admundfort only days before Iuz’s forces invaded the 
  Shield Lands.  It also includes more information on the 
  Shield Mages themselves.  The information it contains 
  has no bearing on the rest of this event, but will be 
  important in later parts of The Towers series. 
   
  Treasure:  
   
  APL 6: Eórdsidh’s Spellbook 38 gp, Flashpellet 4 gp, 
  Glowpowder 4 gp, Unfettered Candle - Owl’s Wisdom 25 
  gp, Unfettered Candle - Fox’s Cunning 25 gp, Unfettered 
  Candle - Eagle’s Splendor 25 gp   
   
  APL’s 8, 10, & 12: Eórdsidh’s Spellbook 38 gp, 
  Flashpellet 4 gp, Glowpowder 4 gp, Unfettered Candle - 
  Owl’s Wisdom 25 gp, Unfettered Candle - Fox’s Cunning 
  25 gp, Unfettered Candle - Eagle’s Splendor 25 gp, 
  Unfettered Candle – Displacement 63 gp, Unfettered 
  Candle - Arcane Sight 63 gp  
   
  Dock 
  A stone dock extends fifteen feet out from the shore 
  near the base of the cliff.  A dark doorway leads back 
  into the white stone tower of the l ghthouse.  To 
  either side of the dock is an earthen embankment 
  that leads up out of the lake. 
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  The tracks of many crocodiles can be found here as they 
  use the embankment to crawl out of the lake and up into 
  the tower. 
   
  If the lamp has been lit, the lighthouse seems to 
  glow faintly and the lamp atop the tower shines brightly, 
  illuminating the landing.  Dravish will arrive in a few 
  minutes, expertly avoiding the many rocks.  Once 
  everyone is aboard, the barge makes its way back out onto 
  the Nyr Dyv to meet up with the cog again after sunrise.  
  However, they will not make it back to the cog before an 
  attack occurs just before sunrise. 
   
  Encounter Seven 
  Crocodile Hunted 
  You have sailed through the night towards Dravish’s 
  cog.  The sun is just appearing on the eastern horizon 
  and Dravish expects to be back to the cog within the 
  hour.  The cries of the gu s flying overhead are 
  sudden y drowned out by the familiar growl of a 
  crocodile just ahead. 
  This encounter takes place on the small barge that has 
  been towed behind the Veldrane.  The barge is 20 feet 
  long by 15 feet wide.  There is a small mast in the middle 
  and a short rail around the edges.  Dravish and three 
  Rhennee bargemen man the barge.  Note that at all APL’s, 
  Dravish, his crew, and the rescued prisoners will be 
  stunned by the Fiendish Glare attack leaving the fight to 
  the Pathfinders for the first 12 combat rounds. 
   
  Colizard has used his familiar to find and follow the 
  barge while he and Ferylan prepare an ambush to 
  A Light in the Dark 
   
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  recapture their prisoners.  Colizard casts ghost sound to 
  create the sound of many large crocodiles somewhere to 
  the front of the barge hoping to draw the attention of the 
  passengers to the front while they attack from behind. 
  They are not looking to kill anyone, preferring to capture 
  them if possible; this means they will target active foes 
  over stunned foes, will not coup de grace a helpless foe, 
  and if they have absolutely nothing better to do, they will 
  attempt to stabilize a dying foe.  Any animals or other 
  creatures that may be accompanying them at various 
  APLs are not subject to this.   
   
  Ferylan and Colizard will fight not to the death if 
  they can escape, but they will continue the fight for as 
  long as it seems possible to win before escaping back into 
  the water and retreating.  Please read and be familiar with 
  the tactics section for the APL you are playing at for 
  information on how to run this fight, as it can get 
  somewhat complex.  See Appendix 3 for Acolyte of the 
  Skin and Marine Lord prestige class descriptions. 
   
  APL 6 (EL 9) 
  � Colizard: hp 41; see Appendix 2. 
  � Ferylan: hp 49; see Appendix 2. 
  � Octopus (2): hp 9 each; see MM. 
  � Crocodile (1): hp 22; see MM. 
  � Eagle (1): hp 5; see MM. 
   
  APL 8 (EL 11) 
  � Colizard: hp 97; see Appendix 2. 
  � Ferylan: hp 63; see Appendix 2. 
  � Octopus (2): hp 9 each; see MM. 
  � Crocodile (1): hp 22; see MM. 
  � Eagle (1): hp 5; see MM. 
   
  APL 10 (EL 13) 
  � Colizard: hp 103; see Appendix 2. 
  � Ferylan: hp 77; see Appendix 2. 
  � Octopus (2): hp 9 each; see MM. 
  � Crocodile (1): hp 22; see MM. 
  � Eagle (1): hp 5; see MM. 
  � Giant Octopus (1): hp 44; see MM. 
  � Seagull Familiar (1): hp 44; see MM (use Raven stats). 
   
  APL 12 (EL 15) 
  � Colizard: hp 135; see Appendix 2. 
  � Ferylan: hp 89; see Appendix 2 
  � Octopus (2): hp 9 each; see MM. 
  � Crocodile (1): hp 22; see MM. 
  � Eagle (1): hp 5; see MM. 
  � Giant Octopus (1): hp 44; see MM. 
  � Seagull Familiar (1): hp 44; see MM (use Raven stats). 
   
  Tactics:  
  APL 6:  At this APL the attack starts with Colizard having 
  precast ghost sound, mage armor, shield, spectral hand, 
  and fly and having drunk a potion of water breathing. 
  Ferylan has cast resist elements on Colizard for whatever 
  element the seagull familiar witnessed used in the fight 
  with the crocodiles, unless that element is fire.  If no 
  other elemental spells were cast, then protection from 
  electricity is cast.  Ferylan also has drunk a potion of 
  water breathing. 
   
    Colizard is flying under the water until he is within 
  100 feet of the barge.  Colizard emerges from the water 
  behind the barge and uses his Fiendish Glare ability to 
  attempt to stun the passengers.  Due to his recent 
  experiments using his demonic skin, this ability is not as 
  powerful as normal; halve the duration of the stun effect 
  for those who fail, the other effects of the glare are 
  unaffected. 
   
  While Ferylan’s Animal Companion crocodile 
  attacks from the front of the barge Colizard will follow 
  this ambush with a glitterdust if many people have not 
  been stunned, or a stinking cloud if only a few have.  He 
  will then follow up with as many disabling spells as 
  possible hoping to beat the Pathfinders into submission.   
   
  Ferylan will attempt to slip aboard the barge when it 
  looks like several people have been disabled and attempt 
  to bind them with his Use Rope skill. 
   
  APL 8: at this APL the attack starts with Colizard having 
  precast ghost sound, mage armor, shield, spectral hand, 
  endurance and fly and having drunk a potion of water 
  breathing.  Ferylan has cast resist elements on Colizard 
  for whatever element the seagull familiar witnessed used 
  in the fight with the crocodiles, unless that element is 
  fire. If no other elemental spells were cast, then 
  protection from electricity is cast.   
   
  Colizard is flying under the water until he is within 
  100 feet of the barge.  Colizard emerges from the water 
  behind the barge and uses his Fiendish Glare ability to 
  attempt to stun the passengers.  Due to his recent 
  experiments using his demonic skin, this ability is not as 
  powerful as normal; halve the duration of the stun effect 
  for those who fail, the other effects of the glare are 
  unaffected. 
   
  While Ferylan’s animal companion crocodiles attack 
  from the front of the barge, Colizard will follow this 
  ambush with a stinking cloud if obvious spellcasters have 
  not been stunned, or a fear if obvious fighters have not 
  been stunned.  He will then follow up with as many 
  disabling spells as possible hoping to beat the Pathfinders 
  into submission.    
   
  Ferylan will attempt to slip aboard the barge when it 
  looks like several people have been disabled and attempt 
  to bind them with his Use Rope skill.  If attacked, he 
  A Light in the Dark 
   
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  jumps back into the water and wildshapes into a 
  crocodile and blends in with the other crocodiles 
  attacking, healing himself in the process, this is one of 
  his favorite tactics as he can wildshape an unlimited 
  number of times a day. 
   
  APL 10: At this APL the attack starts with Colizard 
  having precast ghost sound, mage armor, shield, spectral 
  hand, endurance, haste, and fly and having drunk a 
  potion of water breathing. Ferylan has cast resist 
  elements on Colizard for whatever element the seagull 
  familiar witnessed used in the fight with the crocodiles, 
  unless that element is cold or fire.  If no other elemental 
  spells were cast, then protection from electricity is cast.   
   
  Ferylan uses his summon animals ability to summon 
  more crocodiles and casts nature’s favor on one.   
   
  Colizard emerges from the water behind the barge 
  and uses his Fiendish Glare ability to attempt to stun the 
  passengers, then uses his haste action to move back 
  under the water. Ferylan then uses his share lesser 
  wildshape ability to turn himself and Colizard, his 
  familiar, and all his animal companions except the giant 
  octopus into giant crocodiles.   
   
  While Ferylan’s animal companion crocodiles attack 
  from the front of the barge, Colizard will follow by 
  casting a still/silent glitterdust if fighters appear to not be 
  stunned or still/silent stinking cloud if spellcasters are 
  not stunned.  He can cast in crocodile form with 
  still/silent spells as he applies the eschew materials feat 
  and there are no focuses required for these spells. Once 
  he has used his still/silent spells up, he will revert to his 
  natural form and then follow up with as many disabling 
  spells as possible, hoping to beat the Pathfinders into 
  submission.   
   
  Ferylan will attempt to slip aboard the barge when it 
  looks like several people have been disabled and attempt 
  to bind them with his Use Rope skill.  If attacked, he 
  wildshapes into a giant crocodile, healing himself in the 
  process.  This is one of his favorite tactics as he can 
  wildshape an unlimited number of times a day.  
   
  If Colizard is injured, Ferylan will wildshape into an 
  animal and share it with Colizard to heal him as per 
  wildshaping.  If anyone enters the water, his Animal 
  Companion Giant Octopus attacks them, otherwise it will 
  attempt to grab anyone who is within reach. 
   
  APL 12: At this APL the attack starts with Colizard 
  having precast ghost sound, mage armor, shield, spectral 
  hand, cat’s grace, endurance, haste, and fly and having 
  drunk a potion of Water Breathing and having attempted 
  to gate in a Vrock with his Summon Fiend ability. 
  Ferylan has cast resist elements on Colizard for whatever 
  element for whatever element he witnessed with his 
  Animal Perception ability during the fight with the 
  crocodiles unless that element is cold or fire, and if no 
  elemental spells were cast, then electricity.   
   
  Ferylan uses his summon animals ability to summon 
  more crocodiles and casts nature’s favor on one animal 
  and animal growth on three of his animals.    
   
  Colizard emerges from the water behind the barge 
  and uses his Fiendish Glare ability to attempt to stun the 
  passengers, then uses his haste action to move back 
  under the water. Ferylan then uses his share lesser 
  wildshape ability to turn himself and Colizard, his 
  familiar, and all his animal companions into giant 
  crocodiles.   
   
  While Ferylan’s Animal Companion crocodiles 
  attack from the front of the barge, Colizard will follow by 
  casting a still/silent glitterdust if fighters appear to not be 
  stunned or still/silent stinking cloud if spellcasters are 
  not stunned.  He can cast in crocodile form with 
  still/silent spells as he applies the eschew materials feat 
  and there are no focuses required for these spells. Once 
  he has used his still/silent spells up, he will revert to his 
  natural form and then follow up with as many disabling 
  spells as possible, hoping to beat the Pathfinders into 
  submission.   
   
  Ferylan will attempt to slip aboard the barge when it 
  looks like several people have been disabled and attempt 
  to bind them with his Use Rope skill.  If attacked, he 
  wildshapes into a giant crocodile as a move equivalent 
  action due to his fast wildshaping feat, healing himself in 
  the process.  This is one of his favorite tactics as he can 
  wildshape an unlimited number of times a day.  
   
  If Colizard is injured, Ferylan will wildshape into an 
  animal and share it with Colizard to heal him as per 
  wildshaping.   
   
  Treasure:  
   
  APL 6: Quall’s Feather Token – Anchor 4 gp;  Quall’s 
  Feather Token – Fan 17 gp; Quall’s Feather Token - Swan 
  Boat 38 gp; Headband of Ferocity 167 gp; Vest of 
  Resistance +1 83 gp. 
   
  APL 8: Quall’s Feather Token – Anchor 4 gp;  Quall’s 
  Feather Token – Fan 17 gp; Quall’s Feather Token - Swan 
  Boat 38 gp; Headband of Ferocity 167 gp; Vest of 
  Resistance +1 83 gp; Arcane Scroll (Invisibility) 13 gp;  
  Arcane Scroll (Protection From Arrows) 13 gp; Hide 
  Armor +1 97 gp. 
   
  APL 10: Quall’s Feather Token – Anchor 4 gp; Quall’s 
  Feather Token – Fan 17 gp; Quall’s Feather Token - Swan 
  Boat 38 gp; Headband of Ferocity 167 gp; Vest of 
  Resistance +1 83 gp Scroll of Invisibility 13 gp; Scroll of 
  Protection From Arrows 13 gp; Hide Armor +1 97 gp; 
  Periapt of Wisdom +2 333 gp; Wilding Clasp 333 gp. 
   
  APL 12: Quall’s Feather Token – Anchor 4 gp; Quall’s 
  Feather Token – Fan 17 gp; Quall’s Feather Token - Swan 
  Boat 38 gp; Headband of Ferocity 167 gp; Vest of 
  A Light in the Dark 
   
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  Resistance +1 83 gp; Hide Armor +1 Wild 1347 gp; 
  Periapt of Wisdom +2 333 gp; Wilding Clasp 333 gp. 
  Developments:  If the pathfinders are defeated or some 
  are captured while others escape, Colizard will use his 
  Quall’s Feather Tokens: Swan Boat and Fan, to sail 
  everyone who was captured back to Corell’s Watch and 
  imprison them there. 
   
  Conclusion 
  After returning to the cog, the winds blow you 
  quickly back to the safe haven of the port of Bright 
  Sentry.  The bright red hair of Sergeant Corin is 
  blown by the strong winds as he waits to welcome 
  you at the docks as you disembark.   “I must give a 
  report to Lord Enerick on your investigation this 
  afternoon, what have you discovered?”   
   
  f
   
   
  After listening to the report, Sergeant Corin will order 
  the rescued prisoners be taken to the Temple of the 
  Blinding Light to be cared for there.   
   
  “It looks as if the Council o  Lords will need to find 
  another to claim South Keep when it is reclaimed.  It 
  is unfortunate that Lord Linard was not among those 
  you rescued, but it is obvious that the True Path has 
  guided you on your mission.  I must commend you 
  for your bravery and dedication to your mission, 
  lesser men might have turned away from such a 
  dangerous course.” He gives each of you a hearty slap 
  on the back and then goes to deliver his report to 
  Lord Enerick. 
  If the Pathfinders promised to help Dravish to gain a 
  meeting with someone earlier in the adventure, he will 
  remind them of this now, asking that they remember 
  their promise to him.  This meeting can be gained by 
  using three influence points with the Council of Lords, 
  or two influence points with either Lord Bohdon or Lord 
  Enerick from among all the Pathfinders.   If the 
  Pathfinders have no influence with the Council of Lords, 
  they can attempt to convince Linene, a well-known and 
  respected figure to arrange a meeting for him.  See 
  Encounter Four for more information on how they can 
  do this.  Only do this if they think to ask her for her help. 
    
   
  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 Three: Barge Trip 
   
  APL 6 240 xp; APL 8 300 xp; APL 10 330 xp;  
  APL 12 360 xp. 
   
  Encounter Five: Crocodile Tears 
  APL 6 210 xp; APL 8 270 xp; APL 10 360 xp;  
  APL 12 420 xp. 
   
  Encounter Seven: Crocodile Hunted 
  APL 6 270 xp; APL 8 330 xp; APL 10 390 xp;  
  APL 12 450 xp. 
   
  Story Award 
  Light the lamp of Corell’s Watch: 
  APL 6 60 xp; APL 8 60 xp; APL 10 60 xp;  
  APL 12 60 xp; 
   
  Find Eórdsidh’s secret lab and recover the information on 
  the Shield Mages: 
  APL 6 60 xp; APL 8 60 xp; APL 10 60 xp;  
  APL 12 60 xp; 
   
  Discretionary roleplaying award 
  APL 6 60 xp; APL 8 90 xp; APL 10 120 xp;  
  APL 12 150 xp; 
   
  Total possible experience:  
   
  APL 6 900 xp; APL 8 1110 xp; APL 10 1320 xp; 
  APL 12 1500 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. 
  A Light in the Dark 
   
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  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 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. 
   
  L:  Looted gear from enemy 
   
  C:  Coin, Gems, Jewelry, and other valuables 
   
  M:  Magic Items (sell value)  
   
  Encounter Six:  
  APL 6: L: 0 gp; C: 0 gp; M: 300 gp - Total: 300 gp 
  APL 8: L: 0 gp; C: 0 gp; M: 425 gp - Total: 425 gp 
  APL 10: L: 0 gp; C: 0 gp; M: 425 gp - Total: 425 gp 
  APL 12: L: 0 gp; C: 0 gp; M: 425 gp - Total: 425 gp 
   
  Encounter Seven:   
  APL 6: L: 0 gp; C: 0 gp; M: 308 gp - Total: 308 gp 
  APL 8: L: 0 gp; C: 0 gp; M: 430 gp - Total: 430 gp 
  APL 10: L: 0 gp; C: 0 gp; M: 1097 gp - Total: 1097 gp 
  APL 12: L: 0 gp; C: 0 gp; M: 2322 gp - Total: 2322 gp 
   
  Total Possible Treasure 
  APL 6: L: 0 gp; C: 0 gp; M: 608 gp - Total: 608 gp 
  APL 8: L: 0 gp; C: 0 gp; M: 855 gp - Total: 855 gp 
  APL 10: L: 0 gp; C: 0 gp; M: 1522 gp - Total: 1522 gp 
  APL 12: L: 0 gp; C: 0 gp; M: 2747 gp - Total: 2747 gp 
   
  Items for the Adventure Record 
  Tooth of Aquatic Animal Summoning: When the 
  command word is spoken and this rune carved tooth is 
  thrown into a body of water larger than ten feet square, it 
  will summon either 1d3 crocodiles, 1d3 large sharks, or 
  1d4+1 medium sharks.  See Monster Manual for animal 
  statistics.  This functions as a Summon Nature’s Ally IV 
  spell, cast at 7th level. 
   
  Frequency: 
  Adventure, 
  Requirements-Craft 
  Wondrous Item, ability to cast Summon Nature’s Ally IV, 
  tooth from an aquatic animal.  Cost 1400 GP 
   
  Unfettered Candles: These candles were made by the 
  Shield Mage Eórdsidh.  Lighting a candle is a standard 
  action that provokes an attack of opportunity, it can be lit 
  defensively with a Concentration check DC 15.  The spell 
  effect stored within the candle will affect the person 
  lighting it at the start of their next round, leaving them 
  free to take other actions that round. The spell effect will 
  continue as long as the candle remains lit.  The candle 
  burns for the duration of the spell and cannot be 
  extinguished except by the will of the caster.  All spells 
  within the candles are at minimum caster level.    
   
  Frequency: 
  Adventure, 
  Requirements-3
  rd 
  level 
  Candle Caster. Cost-Varies  
   
  Eórdsidh’s Spellbook: 1st—Color Spray, Silent Image, 
  Expeditious Retreat, True S rike, Change Self, 2nd—
  Continual Flame, Hypnotic Pattern, Mirror Image, 
  Invisibility, Daylight, Glitterdust, See Invisibility, Blur, 
  Eagle’s Splendor (Tome and Blood), Owl’s Wisdom 
  (Tome and Blood), Fox’s Cunning (Tome and Blood, body 
  of Fire (Masters of the Wild) 3rd — Corpse Candle 
  (Tome and Blood), Displacement, Invisibility Sphere, 
  Arcane Sight (Tome and Blood), 4th —Rainbow Pattern 
  t
   
  Frequency-Adventure, Cost- 450 gp 
   
  Item Access 
  APL 6: 
  Glowpowder 50 gp (Region; Tome and Blood) 
  Flashpellet 50 gp (Region; Tome and Blood) 
  Eórdsidh’s Spellbook 450 gp (Adventure; AR) 
  Tooth of Aquatic Animal Summoning 1400 gp 
  (Adventure; AR) 
  Potion of Water Breathing 750 gp (Adventure; DMG) 
  Quall’s Feather Token (Anchor) 50 gp (Adventure; DMG) 
  Quall’s Feather Token (Fan) 200 gp (Adventure; DMG) 
  Quall’s Feather Token (Swan Boat) 450 gp (Adventure; 
  DMG) 
  Headband of Ferocity 2000 gp (Adventure; Sword and 
  Fist) 
  Unfettered Candle (Owl’s Wisdom) 300 gp (Adventure; 
  AR & Tome and Blood) 
  Unfettered Candle (Fox’s Cunning) 300 gp (Adventure; 
  AR & Tome and Blood) 
  Unfettered Candle (Eagle’s Splendor) 300 gp (Adventure; 
  AR & Tome and Blood) 
  A Light in the Dark 
   
  Page 16 
  
  Vest of Resistance +1 1000 gp (Adventure; Tome and 
  Blood) 
  APL 8: 
  Unfettered Candle (Displacement) 750 gp (Adventure; 
  AR) 
  Unfettered Candle (Arcane Sight) 750 gp (Adventure; AR 
  & Tome and Blood) 
   
  APL 6 Items 
  APL 10: 
  Wilding Clasp 4000 gp (Adventure; Masters of the Wild) 
  Periapt of Wisdom +2 4000 gp (Adventure; DMG) 
   
  APL 6 & 8 Items 
  APL 12: 
  Wild Hide Armor +1 16165 gp (Adventure; Masters of 
  the Wild) 
   
  APL 6, 8 & 10 Items 
   
   
  A Light in the Dark 
   
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  Appendix 1: Maps: Map 1 − Northern Nyr Dyv  
   
  A Light in the Dark 
   
  Page 18 
  
   
  Map 2 − Dravish’s Barge 
  A Light in the Dark 
   
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  Map 3 − Corell’s Watch  
  A Light in the Dark 
   
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  Appendix 2: NPC Stats 
   
  APL 6 
  Encounter 3: Barge Trip 
  � Nyrrian Boatcrusher: CR 9; Huge beast (Aquatic); 
  HD 11d10+55; hp 56; Init +1; Spd 15 ft., swim 40 ft.; AC 
  16 (touch 9, flat-footed 15) [[+1 Dex, –2 size, +7 
  natural]]; Atk +14 melee (2d6+12, bite), +9 melee 
  (2d6+4, gore), +9 melee (1d6+4, tail slam); Face/Reach 
  10 ft. by 20ft./10 ft. SQ Darkvision, low-light vision 60 
  ft., power dive; AL N; SV Fort +12, Ref +8, Will +4; Str 
  27, Dex 12, Con 20, Int 2, Wis 13, Cha 11.  
   
  Skills and Feats: Hide -7, Listen +16, Spot +10 
   
  Power Dive (Ex): When in the water, the 
  boatcrusher can dive downward (at any angle up to 45 
  degrees from straight down) and move up to four times 
  its speed as a double move 
   
  Encounter 7: Crocodile Hunted 
  � Colizard, male human Wiz 5, AotS 3: CR 8; 
  Medium-size Humanoid; HD 8d4+10; hp 41; Init +3 
  (Dex); Spd 30 ft; AC 18 or 25 (+3 Dex, +1 Natural 
  Armor, +4 Mage Armor, +7 Shield); Atks +3 melee 
  (1d6, staff) +6 ranged (1d4, dagger); SA spells, fiendish 
  glare, poison 1/day; SQ Darkvision 60ft., summon 
  familiar, flame resistant, wear fiend; AL NE; SV Fort 
  +9, Ref +6, Will +8; Str 10, Dex 16, Con 14, Int 18, Wis 
  10, Cha 8. 
   
  Skills: 
  Alchemy 
  +15, 
  Concentration 
  +13, 
  Intimidate +10, Knowledge (nature) +12 Knowledge 
  (the Planes) +12, Profession-Torturer +11, Spellcraft 
  +12. Feats: Scribe Scroll, Silent Spell, Still Spell, 
  Eschew Materials, Spell Focus-Necromancy, Spell 
  Focus-Conjuration. 
   
  Equipment: Quall’s Feather Tokens-Anchor, Fan, 
  Swan Boat, Staff, 4 Daggers, Vest of Resistance +1 
   
  Spells Prepared (5/5/4/4; base DC = 14 + spell 
  level, 16 + spell level for Necromancy and Conjuration 
  spells, shown in Bold): 0—[Disrupt Undead, Ray of 
  Frost, Daze, Ghost Sound, Detect Magic] 1st—[Mage 
  Armor, Ray of Enfeeblement, Shield, Chill Touch, 
  Grease] 2nd—[Glitterdust, Ghoul’s Touch, Spectral 
  Hand, Stinking Cloud] 3rd—[Vampiric Touch, Hold 
  Person, Slow, Fly] 
   
  � Ferylan, male human Drd 1, Rgr 4, NmlLrd 1: CR 
  6; Medium-size Humanoid; HD 2d8+4d10+10; hp 49; 
  Init +1 (Dex); Spd 30 ft; AC 16 (+1 Dex, +5 Armor); 
  Atks +6 melee (1d6+2, club), +5 ranged (1d6+2, club); 
  SA favored enemy-humans, spells; SQ animal 
  companion, nature sense, animal sense, animal bond; 
  AL NE; SV Fort +10, Ref +4, Will +4; Str 14, Dex 12, 
  Con 14, Int 10, Wis 13, Cha 10. 
   
  Skills: Animal Empathy +8, Intuit Direction +3, 
  Listen +6, Spellcraft +4, Spot +6, Swim +9, Wilderness 
  Lore +9, Use Rope +5. Feats: Animal Defiance, Animal 
  Control, Power Attack, Skill Focus-Swim, Track, Two-
  Weapon Fighting, Ambidexterity. 
   
  Equipment: Club, Hide Armor, Large Wooden 
  Shield, Headband of Ferocity, 50’ Silk Rope 
   
  Druid Spells Prepared (3/2): Ranger Spells 
  Prepared: (1) Animal Lord Spells Prepared: (1) 
   
  Spells Prepared (3/4; base DC = 11 + spell level): 
  0—[Cure Minor Wounds, Resistance, Flare] 1st—
  [Faerie Fire, Shillelagh, Resist Elements (ranger spell, 
  as 2nd level caster), Cure Light Wounds]  
   
  Ferylan’s Animal Companions 
  � Octopus (2): see MM. 
  � Crocodile (1): see MM. 
  � Eagle (1): see MM. 
   
   
  APL 8 
  Encounter 3 Barge Trip  
  � Nyrrian Boatcrusher: CR 9; Huge beast (Aquatic); 
  HD 11d10+55; hp 115; Init +1; Spd 15 ft., swim 40 ft.; 
  AC 16 (touch 9, flat-footed 15) [[+1 Dex, –2 size, +7 
  natural]]; Atk +14 melee (2d6+12, bite), +9 melee 
  (2d6+4, gore), +9 melee (1d6+4, tail slam); Face/Reach 
  10 ft. by 20ft./10 ft. SQ Darkvision, low-light vision 60 
  ft., power dive; AL N; SV Fort +12, Ref +8, Will +4; Str 
  27, Dex 12, Con 20, Int 2, Wis 13, Cha 11. 
   
  Skills and Feats: Hide -7, Listen +16, Spot +10 
   
  Power Dive (Ex): When in the water, the 
  boatcrusher can dive downward (at any angle up to 45 
  degrees from straight down) and move up to four times 
  its speed as a double move. 
   
  Encounter 7 Crocodile Hunted  
  � Colizard, male human Wiz 5, AotS 5: CR 10; 
  Medium-size Humanoid; HD 10d4+36; hp 77 (97 with 
  Endurance); Init +3 (Dex); Spd 30 ft; AC 19 or 26 (+3 
  Dex, +2 Natural Armor, +4 Mage Armor, +7 Shield 
  Spell); Atks +4 melee (1d6, staff) +7 ranged (1d4, 
  dagger); SA spells, fiendish glare, poison 2/day; SQ 
  Darkvision 60ft., summon familiar, flame resistant, 
  wear fiend, skin adaptation; AL NE; SV Fort +9 (11 
  with Endurance), Ref +6, Will +9; Str 10, Dex 16, Con 
  16 (20 with Endurance), Int 18, Wis 10, Cha 8. 
   
  Skills: Alchemy +15, Concentration +15 (+17 with 
  Endurance), Intimidate +12, Knowledge (Arcana) +11, 
  A Light in the Dark 
   
  Page 21 
  
  Knowledge (nature) +12 Knowledge (the Planes) +12, 
  Profession-Torturer +13, Spellcraft +12. Feats: Scribe 
  Scroll, Silent Spell, Still Spell, Eschew Materials, Spell 
  Focus-Necromancy, Spell Focus-Conjuration, Spell 
  Focus-Enchantment, Dwarf’s Toughness. 
   
  Equipment: Vest of Resistance +1, Quall’s Feather 
  Tokens-Anchor, Fan, Swan Boat, Staff, 4 Daggers, 
  Scroll of Invisibility, Scroll of Protection From Arrows 
   
  Spells Prepared (5/7/6/4/3; base DC = 14 + spell 
  level, 16 + spell level for Necromancy, Enchantment, 
  and Conjuration spells, shown in Bold): 0—[Disrupt 
  Undead, Ray of Frost, Daze, Ghost Sound, Detect 
  Magic] 1st—[Mage Armor, Ray of Enfeeblement, 
  Shield, Chill 
  Touch, Grease, Charm 
  Person, 
  Shocking Grasp] 2nd—[Glitterdust, Ghoul’s Touch, 
  Spectral 
  Hand, 
  Stinking 
  Cloud, 
  Endurance, 
  Summon Swarm] 3rd—[Vampiric Touch, Hold 
  Person, Slow, Fly] 4th—[Fear, Confusion, Rary’s 
  Mnemonic Enhancer (precast for one 1st and one 2nd
   
  level spell)] 
   
   
   
  � Ferylan, male human Drd 1, Rgr 4, NmlLrd 3: CR 
  8; Medium-size Humanoid; HD 4d8+4d10+16; hp 63; 
  Init +1 (Dex); Spd 30 ft; AC 17 (+1 Dex, +6 Armor); 
  Atks +8/+3 melee (1d6+2, club), +7 ranged (1d6+2, 
  club); SA favored enemy-humans, spells; SQ animal 
  companion, nature sense, animal sense, animal bond, 
  animal speech, first totem-breath water, lesser 
  wildshape; AL NE; SV Fort +11, Ref +4, Will +6; Str 14, 
  Dex 12, Con 14, Int 10, Wis 14, Cha 10. 
   
  Skills: Animal Empathy +8, Intuit Direction +4, 
  Listen +7, Spellcraft +4, Spot +7, Swim +9, Wilderness 
  Lore +9, Use Rope +8. Feats: Animal Defiance, Animal 
  Control, Power Attack, Skill Focus-Swim, Track, Two-
  Weapon Fighting, Ambidexterity. 
   
  Equipment: Club, Hide Armor +1, Large Wooden 
  Shield, Headband of Ferocity, 50’ Silk Rope 
   
  Druid Spells Prepared (3/2): Ranger Spells 
  Prepared: (1) Animal Lord Spells Prepared: (2/1) 
   
  Spells Prepared (3/4; base DC = 11 + spell level): 
  0—[Cure Minor Wounds, Resistance, Flare] 1st—
  [Faerie Fire, Shillelagh, Resist Elements (ranger spell, 
  as 2nd level caster, 2 Cure Light Wounds (animal lord 
  spell, as 3rd level caster)] 2nd—[Cure Moderate 
  Wounds (animal lord spell, as 3rd
   level caster)] 
   
  Changes to Ferylan while wild shaped into a 
  crocodile:  + 4 to hit, gets a Bite, 2d8 +12 damage, or a 
  tail slap, 1d12 +12 damage, AC becomes 16(+1 Dex, +7 
  Natural, -2 Size), Saves become Fort +13, Ref +4, Will 
  +6. Stats become: Str 27, Dex 12, Con 19, Int 10, Wis 
  14, Cha 10.  
   
  Gains Special Ability: Improved Grab with Bite 
  Attack 
   
  Loses Special Ability: Animal Sense 
  Loses the effects of the magic item: Headband of 
  Ferocity, if dropped to negatives, he automatically 
  reverts to human form, and the headband kicks in 
  again. 
   
  Heals 12 HP every time he wild shapes into a 
  crocodile. 
   
  Ferylan’s Animal Companions 
  � Octopus: 1 see Monster Manual page 199 
  � Crocodile: 3 see Monster Manual page 195 
  � Eagle: 1 see Monster Manual page 196 
   
  APL 10 
  Encounter 3 Barge Trip  
  � 
  Nyrrian 
  Boatcrusher: 
  Advanced 
  CR 
  11; 
  Gargantuan beast (Aquatic); HD 22d10+154; hp 254; 
  Init +1; Spd 15 ft., swim 40 ft.; AC 18 (touch 7, flat-
  footed 17) [[+1 Dex, –4 size, +11 natural]]; Atk +24 
  melee (2d6+18, bite), +19 melee (2d6+6, gore), +19 
  melee (1d6+6, tail slam); Face/Reach 20 ft. by 40ft./10 
  ft. SQ Darkvision, low-light vision 60 ft., power dive; 
  AL N; SV Fort +20, Ref +14, Will +8; Str 35, Dex 12, 
  Con 24, Int 2, Wis 13, Cha 11. 
   
  Skills and Feats: Hide -7, Listen +16, Spot +10 
   
  Power Dive (Ex): When in the water, the 
  boatcrusher can dive downward (at any angle up to 45 
  degrees from straight down) and move up to four times 
  its speed as a double move. 
   
  Encounter 5 Crocodile Tears  
  � Fiendish Giant Crocodile, Advanced: CR 6; Huge 
  Animal (Aquatic); HD 14d8+56; hp 112; Init +1; Spd 20 
  ft., swim 30 ft.; AC 16 (touch 9, flat-footed 15) [[+1 Dex, 
  –2 size, +7 natural]]; Atk +16 melee (2d8+12, bite), +16 
  melee (1d12+12, tail slap); Face/Reach 10 ft. by 20ft./10 
  ft. SA Improved Grab, smite good; SQ darkvision 60ft., 
  cold resistance (20), fire resistance (2), damage 
  resistance 10/+3, spell resistance (25); AL N; SV Fort 
  +13, Ref +10, Will +5; Str 27, Dex 12, Con 19, Int 1, Wis 
  12, Cha 2. 
   
  Skills and Feats: Hide +5 (+12 when submerged), 
  Listen +10, Spot +10 
   
  Improved Grab (Ex): To use this ability, the 
  crocodile must hit a Medium-size or smaller opponent 
  with its bite attack.  If it gets a hold, the crocodile grabs 
  the opponent with its mouth and drags it into deep 
  water, attempting to pin it to the bottom.  The 
  crocodile automatically deals bite damage each round it 
  maintains the pin.   
   
  Smite Good (Su): Once per day the creature can 
  make a normal attack to deal additional damage equal 
  to its HD total (maximum of +20) against a foe. 
  A Light in the Dark 
   
  Page 22 
  
   
  Encounter 7 Crocodile Hunted  
  � Colizard, male human Wiz 5, AotS 7: CR 12; 
  Medium-size Humanoid; HD 12d4+42; hp 89 (103 with 
  Endurance); Init +3 (Dex); Spd 30 ft; AC 23 or 30 (+3 
  Dex, +2 Natural Armor, +4 Mage Armor, + 4 Haste, +7 
  Shield Spell); Atks +5 melee (1d6, staff) +8 ranged (1d4, 
  dagger) +1 to hit/damage within 30ft; SA spells, 
  fiendish glare, poison 2/day, glare of the pit; SQ 
  Darkvision 60ft., summon familiar, cold resistant, 
  flame resistant, wear fiend, skin adaptation; AL NE; SV 
  Fort +10 (+12 with Endurance), Ref +7, Will +10; Str 10, 
  Dex 16, Con 16 (20 with Endurance), Int 19, Wis 10, 
  Cha 8. 
   
  Skills: Alchemy +15, Concentration +18 (+20 with 
  Endurance), Intimidate +14, Knowledge (Arcana) +16, 
  Knowledge (nature) +12 Knowledge (the Planes) +12, 
  Profession-Torturer +15, Spellcraft +14. Feats: Scribe 
  Scroll, Silent Spell, Still Spell, Eschew Materials, Spell 
  Focus-Necromancy, Spell Focus-Conjuration, Spell 
  Focus-Enchantment, Dwarf’s Toughness, Point Blank 
  Shot. 
   
  Equipment: Quall’s Feather Tokens-Anchor, Fan, 
  Swan Boat, Staff, 2 Daggers, Scroll of Invisibility, Scroll 
  of Protection from Arrows, Vest of Protection +1 
   
  Spells Prepared (5/6/5/5/4; base DC = 14 + spell 
  level, 16 + spell level for Necromancy, Enchantment, 
  and Conjuration spells, shown in Bold): 0—[Disrupt 
  Undead, Ray of Frost, Daze, Ghost Sound, Detect 
  Magic] 1st—[Mage Armor, Ray of Enfeeblement, 
  Shield, Chill Touch, Charm Person, Grease] 2nd—
  [Ghoul’s Touch, Spectral Hand, Tasha’s Hideous 
  Laughter, Endurance, Summon Swarm] 3rd—
  [Vampiric Touch, Hold Person, Slow, Haste, Fly] 
  4th—[Fear, 
  Confusion, 
  Glitterdust-Still/Silent, 
  Stinking Cloud-Still/Silent] 
   
  Changes to Colizard while wild shaped into a 
  crocodile:  + 6 to hit, gets a Bite, 2d8 +12 damage, or a 
  tail slap, 1d12 +12 damage, AC 24 or 31 (+1 Dex, +7 
  Natural, +4 Mage Armor, +7 Shield, +4 Haste, -2 Size), 
  Saves become Fort +10 (+12 with Endurance), Ref +4, 
  Will +9. Stats become Str 27, Dex 12, Con 19 (23 with 
  Endurance), Int 19, Wis 10, Cha 8. 
   
  Gains Special Ability: Improved Grab with Bite 
  Attack 
   
  Loses Special Ability: Poison 2/day, Fiendish 
  Glare, Glare of the Pit, Darkvision, Wear Fiend, Skin 
  Adaptation 
   
  Loses Use of Magic Items: Vest of Resistance +1 
   
  Heals 15 HP every time he wild shapes into a 
  crocodile.  
   
  � Ferylan, male human Drd 1, Rgr 4, NmlLrd 5: CR 
  10; Medium-size Humanoid; HD 6d8+4d10+20; hp 77; 
  Init +1 (Dex); Spd 30 ft; AC 17 (+1 Dex, +6 armor); Atks 
  +9/+4 melee (1d6+2, club), +8 ranged (1d6+2, club); SA 
  favored enemy-humans, spells, summon animal-1/day; 
  SQ animal companion, nature sense, animal sense, 
  animal bond, animal speech, first totem-breath water, 
  lesser wildshape, animal farspeech, share lesser form; 
  AL NE; SV Fort +12, Ref +5, Will +7; Str 14, Dex 12, 
  Con 14, Int 10, Wis 16, Cha 10. 
   
  Skills: Animal Empathy +8, Intuit Direction +5, 
  Listen +8, Spellcraft +4, Spot +8, Swim +9, Wilderness 
  Lore +10, Use Rope +10. Feats: Animal Defiance, 
  Animal Control, Power Attack, Skill Focus-Swim, 
  Track, 
  Two-Weapon 
  Fighting, 
  Ambidexterity, 
  Improved Swim, Natural Spell. 
   
  Equipment: Club, Hide Armor +1, Large Wooden 
  Shield, Headband of Ferocity, Periapt of Wisdom +2, 
  Wilding Clasp, 50’ Silk Rope 
   
  Druid Spells Prepared (3/2): Ranger Spells 
  Prepared: (1) Animal Lord Spells Prepared: (2/2/1) 
   
  Spells Prepared (3/4; base DC = 11 + spell level): 
  0—[Cure Minor Wounds, Resistance, Flare] 1st—
  [Faerie Fire, Shillelagh, Resist Elements (ranger spell, 
  as 2nd level caster, 2 Cure Light Wounds (animal lord 
  spells, as 5th level caster)] 2nd—[Nature’s Favor, Cure 
  Moderate Wounds (animal lord spells, as 5th
   level 
  caster)] 3rd—[Cure Serious Wounds, 5th
   level caster] 
   
   
  Changes to Ferylan while wild shaped into a 
  crocodile:  + 4 to hit, gets a Bite, 2d8 +12 damage, or a 
  tail slap, 1d12 +12 damage, AC becomes 16(+1 Dex, +7 
  Natural, -2 Size), Saves become Fort +13, Ref +4, Will 
  +5. Stats become: Str 27, Dex 12, Con 19, Int 10, Wis 
  12, Cha 10.  
   
  Gains Special Ability: Improved Grab with Bite 
  Attack 
   
  Loses Special Ability: Animal Sense 
   
  Loses the effects of the magic items: Headband of 
  Ferocity, if dropped to negatives, he automatically 
  reverts to human form, and the headband kicks in 
  again. 
   
  Heals 18 HP every time he wild shapes into a 
  crocodile.  
   
  Ferylan’s Animal Companions 
  � Octopus: 2 see Monster Manual page 199:   
   
  while wild shaped into giant crocodile:  AC 16, 
  HP 9, Bite +7, 2d6 +12 damage, or Tail Slap +7, 1d12 
  +12, SV Fort +7, Ref +4, Will +1; 
   
  � Crocodile: 1 see Monster Manual page 195:  
   
  while wild shaped into giant crocodile:  AC 16, 
  HP 22, Bite +8, 2d6 +12 damage, or Tail Slap +8, 1d12 
  +12, SV Fort +7, Ref +4, Will +2; 
   
  � Eagle: 1 see Monster Manual page 196:  
  A Light in the Dark 
   
  Page 23 
  
   
  while wild shaped into giant crocodile:  AC 16, 
  HP 5, Bite +6, 2d6 +12 damage, or Tail Slap +6, 1d12 
  +12, SV Fort +6, Ref +3, Will +2; 
   
  � Giant Octopus: 1 see Monster Manual page 199 
   
  � Seagull Familiar: 1 Tiny Magical Beast; HD 12d8; 
  hp 44; Init +2; Spd 10 ft., fly 40 ft.; AC 20 (touch 12, flat-
  footed 19) [[+2 Dex, +2 size, +6 natural]]; Atk +7 melee 
  (1d4-5, claws), Face/Reach 2 1/2 ft. by 2 1/2ft. /0 ft. SA 
  Touch Spells SQ Improved Evasion, Empathic Link, 
  Share Spells, Speak With Master, Speak With Animals 
  of its Type, SR 17; AL N; SV Fort +6, Ref +5, Will +11; 
   Str 1, Dex 15, Con 10, Int 11, Wis 14, Cha 6. 
   
  Skills and Feats: Listen +6, Spot +6, Weapon 
  Finesse: Claws 
   
  while wild shaped into giant crocodile:  AC 16, 
  HP 44, Bite +6, 2d6 +12 damage, or Tail Slap +6, 1d12 
  +12, SV Fort +10, Ref +4, Will +11; 
   
  APL 12 
  Encounter 3 Barge Trip  
  � 
  Nyrrian 
  Boatcrusher: 
  Advanced 
  CR 
  12; 
  Gargantuan beast (Aquatic); HD 33d10+154; hp 309; 
  Init +1; Spd 15 ft., swim 40 ft.; AC 18 (touch 7, flat-
  footed 17) [[+1 Dex, –4 size, +11 natural]]; Atk +24 
  melee (2d6+18, bite), +19 melee (2d6+6, gore), +19 
  melee (1d6+6, tail slam); Face/Reach 20 ft. by 40ft./10 
  ft. SQ Darkvision, low-light vision 60 ft., power dive; 
  AL N; SV Fort +24, Ref +18, Will +12; Str 35, Dex 12, 
  Con 24, Int 2, Wis 13, Cha 11. 
   
  Skills and Feats: Hide -7, Listen +16, Spot +10 
   
  Power Dive (Ex): When in the water, the 
  boatcrusher can dive downward (at any angle up to 45 
  degrees from straight down) and move up to four times 
  its speed as a double move. 
   
  Encounter 5 Crocodile Tears  
  � Fiendish Giant Crocodile, Advanced: CR 6; Huge 
  Animal (Aquatic); HD 14d8+56; hp 112; Init +1; Spd 20 
  ft., swim 30 ft.; AC 16 (touch 9, flat-footed 15) [[+1 Dex, 
  –2 size, +7 natural]]; Atk +16 melee (2d8+12, bite), +16 
  melee (1d12+12, tail slap); Face/Reach 10 ft. by 20ft./10 
  ft. SA Improved Grab, smite good; SQ darkvision 60ft., 
  cold resistance (20), fire resistance (2), damage 
  resistance 10/+3, spell resistance (25); AL N; SV Fort 
  +13, Ref +10, Will +5; Str 27, Dex 12, Con 19, Int 1, Wis 
  12, Cha 2. 
   
  Skills and Feats: Hide +5 (+12 when submerged), 
  Listen +10, Spot +10 
   
  Improved Grab (Ex): To use this ability, the 
  crocodile must hit a Medium-size or smaller opponent 
  with its bite attack.  If it gets a hold, the crocodile grabs 
  the opponent with its mouth and drags it into deep 
  water, attempting to pin it to the bottom.  The 
  crocodile automatically deals bite damage each round it 
  maintains the pin.   
   
  Smite Good (Su): Once per day the creature can 
  make a normal attack to deal additional damage equal 
  to its HD total (maximum of +20) against a foe. 
   
  Encounter 7 Crocodile Hunted  
  � Colizard, male human Wiz 5, AotS 9: CR 14; 
  Medium-size Humanoid; HD 14d4+54; hp 107 (135 
  with Endurance); Init +5 (+3 Dex) (+5 with Cat’s 
  Grace); Spd 30 ft; AC 25 or 32 (+3 Dex (+5 with Cat’s 
  Grace), +2 Natural Armor, +4 Armor, +4 Haste, +7 
  Shield Spell); Atks +6/+1 melee (1d6, staff) +11/+6 
  ranged (1d4, dagger) +1 to hit/damage within 30ft; SA 
  spells, fiendish glare, poison 2/day, glare of the pit; 
  summon fiend SQ Darkvision 60ft., summon familiar, 
  cold resistant, flame resistant, wear fiend, skin 
  adaptation; AL NE; SV Fort +11 (+13 with Endurance), 
  Ref +8 (+10 with Cat’s Grace), Will +11; Str 10, Dex 16 
  (20 with Cat’s Grace), Con 16 (20 with Endurance), Int 
  19, Wis 10, Cha 8. 
   
  Skills: Alchemy +15, Concentration +18 (+20 with 
  Endurance), Intimidate +14, Knowledge (Arcana) +16, 
  Knowledge (nature) +12 Knowledge (the Planes) +12, 
  Profession-Torturer +15, Spellcraft +14, Tumble +10 
  (+12 with Cat’s Grace). Feats: Scribe Scroll, Silent Spell, 
  Still Spell, Eschew Materials, Spell Focus-Necromancy, 
  Spell Focus-Conjuration, Spell Focus-Enchantment, 
  Dwarf’s Toughness, Point Blank Shot, Dwarf’s 
  Toughness. 
   
  Equipment: Quall’s Feather Tokens-Anchor, Fan, 
  Swan Boat, Staff, 4 Daggers, Vest of Resistance +1 
   
  Spells Prepared (5/6/6/5/4/2); base DC = 14 + 
  spell level, 16 + spell level for Necromancy, 
  Enchantment, and Conjuration spells, shown in Bold): 
  0—[Disrupt Undead, Ray of Frost, Daze, Ghost 
  Sound, Detect Magic] 1st—[Mage Armor, Ray of 
  Enfeeblement, Shield, Chill Touch, Charm Person, 
  Grease] 2nd—[Ghoul’s Touch, Spectral Hand, 
  Tasha’s Hideous Laughter, Endurance, Summon 
  Swarm, Cat’s Grace] 3rd—[Vampiric Touch, Hold 
  Person, Slow, Haste, Fly] 4th—[Fear, Confusion, 
  Glitterdust-Still/Silent, Stinking Cloud-Still/Silent] 
  5th—[Magic Jar, Dominate Person] 
   
  Changes to Colizard while wild shaped into a 
  crocodile:  + 6 to hit, gets a Bite, 2d8 +12 damage, or a 
  tail slap, 1d12 +12 damage, AC 26 or 33 (+1 Dex (+3 
  with Cat’s Grace), +7 Natural, +4 Mage Armor, +7 
  Shield, +4 Haste, -2 Size), Saves become Fort +11 (+13 
  with Endurance), Ref +5 (+7 with Cat’s Grace), Will 
  +10. Stats become Str 27, Dex 12 (14 with Cat’s Grace), 
  Con 19 (23 with Endurance), Int 19, Wis 10, Cha 8. 
  A Light in the Dark 
   
  Page 24 
  
   
  Gains Special Ability: Improved Grab with Bite 
  Attack 
   
  Loses Special Ability: Poison 2/day, Fiendish 
  Glare, Glare of the Pit, Darkvision, Wear Fiend, Skin 
  Adaptation 
   
  Loses Use of Magic Items: Vest of Resistance +1 
   
  Heals 21 HP every time he wild shapes into a 
  crocodile. 
   
  � Ferylan, male human Drd 1, Rgr 4, NmlLrd 7: CR 
  12; Medium-size Humanoid; HD 8d8+4d10+24; hp 89; 
  Init +1 (Dex); Spd 30 ft; AC 17 (+1 Dex, +6 armor); Atks 
  +11/+6 melee (1d6+2, club), +10 ranged (1d6+2, club); 
  SA favored enemy-humans, spells, summon animal-
  2/day; SQ animal companion, nature sense, animal 
  sense, animal bond, animal speech, first totem-breath 
  water, lesser wildshape, animal farspeech, share lesser 
  form, animal perception; AL NE; SV Fort +13, Ref +6, 
  Will +9; Str 14, Dex 13, Con 14, Int 8, Wis 18, Cha 10. 
   
  Skills: Animal Empathy +8, Intuit Direction +5, 
  Listen +6, Spellcraft +4, Spot +6, Swim +9, Wilderness 
  Lore +12, Use Rope +11. Feats: Animal Defiance, 
  Animal Control, Power Attack, Skill Focus-Swim, 
  Track, 
  Two-Weapon 
  Fighting, 
  Ambidexterity, 
  Improved Swim, Natural Spell, Fast Wildshaping. 
   
  Equipment: Club, Hide Armor +1 -Wild, Large 
  Wooden Shield, Headband of Ferocity, Periapt of 
  Wisdom +2, Wilding Clasp, 50’ Silk Rope 
   
  Druid Spells Prepared (3/2): Ranger Spells 
  Prepared: (1) Animal Lord Spells Prepared: (3/2/1/1) 
   
  Spells Prepared (base DC = 11 + spell level): 0—
  [Cure Minor Wounds, Resistance, Flare] 1st—[Faerie 
  Fire, Shillelagh, Resist Elements (ranger spell, as 2nd 
  level caster, 3 Cure Light Wounds (animal lord spells, 
  as 7th
   level caster)] 2nd—[Nature’s Favor, Cure 
  Moderate Wounds (animal lord spells, as 7th
   level 
  caster)] 3rd—[Cure Serious Wounds, 7th
   level caster] 
  4th—[Animal Growth, 7th
   level caster] 
   
  Changes to Ferylan while wild shaped into a 
  crocodile:  + 4 to hit, gets a Bite, 2d8 +12 damage, or a 
  tail slap, 1d12 +12 damage, AC becomes 20(+1 Dex, +7 
  Natural, +4 Armor, -2 Size), Saves become Fort +13, Ref 
  +4, Will +6. Stats become: Str 27, Dex 12, Con 19, Int 
  10, Wis 14, Cha 10.  
   
  Gains Special Ability: Improved Grab with Bite 
  Attack 
   
  Loses Special Ability: Animal Sense 
   
  Loses the effects of the magic item: Headband of 
  Ferocity 
   
  Heals 18 HP every time he wild shapes into a 
  crocodile 
   
  Ferylan’s Animal Companions 
  � Octopus: 2 see Monster Manual page 199: 
    
  while wild shaped into giant crocodile:  AC 16, 
  HP 9, Bite +7, 2d6 +12 damage, or Tail Slap +7, 1d12 
  +12, SV Fort +7, Ref +4, Will +1; 
   
  � Crocodile: 1 see Monster Manual page 195:  
   
  while wild shaped into giant crocodile:  AC 16, 
  HP 22, Bite +8, 2d6 +12 damage, or Tail Slap +8, 1d12 
  +12, SV Fort +7, Ref +4, Will +2; 
   
  � Eagle: 1 see Monster Manual page 196:  
   
  while wild shaped into giant crocodile:  AC 16, 
  HP 5, Bite +6, 2d6 +12 damage, or Tail Slap +6, 1d12 
  +12, SV Fort +6, Ref +3, Will +2; 
   
  � Giant Crocodile: 2 see Monster Manual page 195 
   
  � Seagull Familiar: 1 Tiny Magical Beast; HD 14d8; 
  hp 53; Init +2; Spd 10 ft., fly 40 ft.; AC 21 (touch 12, flat-
  footed 19) [[+2 Dex, +2 size, +7 natural]]; Atk +8 melee 
  (1d4-5, claws), Face/Reach 2 1/2 ft. by 2 1/2ft. /0 ft. SA 
  Touch Spells SQ Improved Evasion, Empathic Link, 
  Share Spells, Speak With Master, Speak With Animals 
  of its Type, Scry, SR 19; AL N; SV Fort +7, Ref +6, Will 
  +12; Str 1, Dex 15, Con 10, Int 12, Wis 14, Cha 6. 
   
  Skills and Feats: Listen +6, Spot +6, Weapon 
  Finesse: Claws 
   
  while wild shaped into giant crocodile:  AC 16, 
  HP 53, Bite +6, 2d6 +12 damage, or Tail Slap +6, 1d12 
  +12, SV Fort +11, Ref +5, Will +12; 
  A Light in the Dark 
   
  Page 25 
  
  Appendix 3: Rules 
  Special Rules for Prestige Classes, Spells, Magic Items, and Feats 
  From Tome and Blood, Sword and Fist, and Masters of the Wild. 
   
  Acolyte of the Skin 
  Class Features 
   
  Spells per Day: At every second level gained in 
  the acolyte of the skin class, the character gains new 
  spells per day as if he had also gained a level in a 
  spellcasting class he belonged to before adding the 
  prestige class.  He does not however gain any other 
  benefit that class would have gained, except for an 
  increased effective level of spellcasting.  If a character 
  had more than one spellcasting class before becoming 
  an acolyte of the skin, he must decide to which class he 
  add the new level for purposes of determining spells 
  per day. 
   
  Wear Fiend (Su): An acolyte of the skin 
  summons the essence of a fiend to himself and wears it 
  like a second skin.  The Ritual of Bonding is painful 
  and is not to be undertaken lightly.  The ritual requires 
  10 rounds from initiation to completion, and once 
  begun, nothing can halt its progress.  The fiendish 
  essence subsumes the caster’s own skin, an agonizing 
  process that deals 1d4 points of damage each round of 
  the ritual- wise candidates keep some cure potions on 
  hand. 
   
  At the end of the rite, the acolyte’s skin sports an 
  oily, almost unnoticeable sheen.  However, as he gains 
  additional levels of the prestige class, his skin darkens, 
  sprouts spikes, and gradually gives the wearer a 
  fiendish visage.  The fiendish essence also begins to 
  whisper foul secrets to its wearer, urging him to evil. 
  (The wearer may accept or ignore this advice according 
  to his temperament.) 
   
   The bonded fiendish skin is for all intents and 
  purposes the character’s own.  It grants the acolyte of 
  the skin a +1 natural armor bonus, a +2 inherent 
  modifier to Dexterity, 60-foot darkvision, and the spell-
  like ability to cast poison once per day as cast by a 16
  th-
  level caster. 
   
  The DM determines the actual nature of the skin, 
  be it demonic, devilish, or some other fiendish 
  creature. 
   
  Flame Resistant (Ex):  At 2
  nd level, the fiendish 
  skin bonds tighter, granting the acolyte fire resistance 
  20. 
   
  Fiendish Glare (Su): At 3
  rd level, the acolyte of the 
  skin gains the supernatural ability to unnerve 
  opponents with a ferocious glare once per day.  This is 
  not a gaze attack, and the target need not meet the 
  acolyte’s eyes. Glaring is a standard action that affects 
  any creature he can see within 100 ft.  Opponents must 
  succeed at a Will save (DC 20) or be appalled by the 
  terrible promise of retribution in the acolyte’s eyes, 
  suffering a –2 morale penalty to attack rolls, damage 
  rolls, and saving throws for 10 minutes.  A creature 
  with 50 or fewer hit points is also stunned for 3d4 
  rounds, and one with 51 to 100 hit points is stunned 
  for 2d4 rounds, and one with 101 to 150 hit points is 
  stunned for 1d4 rounds.  A creature with 151 hit points 
  or more is not stunned but still suffers the –2 morale 
  penalty if it fails its saving throw.  
   
  Fiendish Knowledge:  The fiendish skin 
  whispers promises of great power, and to prove it, 
  reveals a hitherto unknown ability.  At 4
  th and 8
  th level, 
  the acolyte chooses a bonus feat for which he already 
  meets the perquisites. 
   
  Skin Adaptation (Su):  By 5
  th level, skin and 
  wearer have grown more comfortable together, as if 
  they had never been separate.  The natural armor 
  bonus increases to +2, the acolyte’s darkvision 
  improves to a 120-foot range, and he can now use 
  poison twice a day as cast by a 16
  th-level caster.  In 
  addition, the acolyte gains an inherent +2 modifier to 
  constitution. 
   
  Cold Resistance (Ex):  At 6
  th level, the fiendish 
  skin confers cold resistance 20. 
   
  Glare of the Pit (Su): At 7
  th level, the acolyte gains 
  the ability to produce fiery rays from his eyes.  Once 
  per day as a standard action, he can project two rays 
  (one from each eye) with a range of 100 feet.  He may 
  aim both at one target, or one each at two different 
  targets, by making a ranged touch attack.  A ray that 
  hits the target deals 8d6 points of fire damage.  If both 
  rays hit the same target, the damage is 16d6. 
   
  Summon Fiend (Sp): At 9
  th level, the acolyte 
  learns to draw on another power of his fiendish skin.  
  If the skin is demonic, once per day he can attempt to 
  summon a vrock with a 35% chance of success; if 
  devilish, once per day he may attempt to summon a 
  gelugon with a 35% chance of success.  The summoned 
  creatures do the acolyte’s bidding but automatically 
  return whence they came after 1 hour.  A fiend that has 
  just been summoned cannot use its own summon 
  ability for 1 hour.  At the DM’s discretion, using this 
  power leaves the acolyte beholden to the summoned 
  fiend. 
   
  Symbiosis: At 10
  th level, the fiendish skin and the 
  acolyte as one, and only final death can separate them.  
  His type changes to “outsider”, which means (among 
  A Light in the Dark 
   
  Page 26 
  
  other things) that he is no longer affected by spells that 
  specifically target humanoids, such as charm person, 
  but he can be hedged out by a magic circle spell against 
  his alignment.  Additionally, the acolyte gains damage 
  reduction 20/+1. 
   
  Colizard’s Feats 
  Dwarf’s Toughness 
  Prerequisite: Base Fort save bonus +5 
  Benefit: You gain +6 hit points.   
  Special: You can gain this feat multiple times. 
   
  Eschew Materials 
  Prerequisite:  Any other metamagic feat. 
  Benefit:  An eschewed spell can be cast with no 
  material components.  Spells without material 
  components or whose material components cost more 
  than 1 gp are not affected by this feat.  An eschewed 
  spell uses up a spell slot of the spell’s normal level, 
  modified by any other metamagic feats. 
   
  Animal Lord-Marine Lord 
  Class Features 
   
  Spells: An animal lord can cast a small number of 
  divine spells.  Her spells are based on Wisdom, so 
  casting any given spell requires a Wisdom score of at 
  least 10 + the spell’s level.  The DC for saving throws 
  against these spells is 10 + spell level + the animal lord’s 
  Wisdom modifier.  When the table indicates that the 
  animal lord is entitled to 0 spells of a given level (such 
  as 0 1
  st-level spells at 1
  st level), she gets only those 
  bonus spells that her wisdom allows.  An animal lord 
  prepares and casts spells just like a druid does, but she 
  must choose them from the spell list below. 
   
  Animal Bond: Beginning at 1
  st level, the animal 
  lord develops a bond with animals of her selected 
  group.  For instance, the marinelord’s bond extends to 
  porpoises, whales, and other aquatic mammals, along 
  with fish, sharks, squid, octopus, and crocodiles.  
  Because of this bond, all animals of the appropriate 
  kinds automatically have a friendly attitude toward the 
  animal lord. 
   
  Animal bond also allows the animal lord to have 
  one or more animal companions chosen from among 
  her selected group.  This aspect of animal bond is a 
  spell-like ability that functions like the druid’s animal 
  friendship spell, except that the animal lord can 
  acquire companions only from among her selected 
  group, and her maximum Hit Dice of animal 
  companions (whether she adventures or not) equals 
  twice her animal lord level.  The character can train 
  these animal companions just as the druid does. 
   
  Animal Sense (Su):  At 1
  st level, an animal lord 
  can sense any animals of her selected group within a 
  radius of miles equal to her animal lord level squared.  
  This ability does not allow the character to 
  communicate with the animals she senses. 
   
  Animal Speech (Ex): At 2
  nd level, an animal lord 
  can converse at will with any animals of her selected 
  group as though a speak with animals spell were in 
  effect.  The creatures’ responses, of course, are limited 
  by their intelligence and perceptions.  
   
  First Totem: At 2
  nd level, the animal lord gains the 
  extraordinary ability to breath water in her normal 
  form.  (She cannot however, breathe air while in a form 
  that can breathe only water.) 
   
  Lesser Wild Shape (Sp): At 3
  rd level, an animal 
  lord can use wild shape to take the form of any kind of 
  natural animal in her selected group.  This ability 
  otherwise functions like the druid’s wild shape, except 
  the animal lord can use it as often as desired.  At 7
  th 
  level, an animal lord can use this ability to adopt the 
  dire form of an animal in her selected group, and at 10
  th 
  level, she can use it to adopt the legendary form of an 
  animal in her selected group. 
   
  Animal Farspeech (Sp): At 4
  th level, an animal 
  lord can use her animal speech ability to converse 
  telepathically with any animal of her selected group 
  that she can sense. 
   
  Summon Animal (Sp):  At 4
  th level, an animal 
  lord can summon 1d3 animals of her selected group 
  once per day.  This ability functions like the 
  appropriate summon nature’s ally spell, except the 
  duration is 1 round per animal lord level.  At 6
  th level, 
  the animal lord can use this ability twice per day, and at 
  8
  th level, she can use it to summon 1d3 dire animals of 
  her selected group. 
   
  Share Lesser Form (Sp): Beginning at 5
  th level, an 
  animal lord can share whichever animal form she is 
  currently using with a number of willing individuals 
  equal to her animal lord level.  This effect is identical to 
  that of the polymorph other spell, except that its 
  duration is 1 hour per animal lord level. 
   
  Second Totem: At 5
  th level the animal lord gains 
  the improved swimming feat. 
   
  Animal Perception (Sp): At 6
  th level, an animal 
  lord can share the sensory input of any animal of her 
  selected group that is within the range of her animal 
  sense. 
   
  Third Totem:  At 8
  th level the animal lord gains a 
  +2 inherent bonus to Wisdom. 
   
  Share Greater Form (Sp): At 9
  th level, an animal 
  lord can share her dire form with her allies.  This 
  ability is otherwise identical to share lesser form. 
   
  A Light in the Dark 
   
  Page 27 
  
  Ferylan’s Feats: 
  Natural Spell 
  Prerequisite: Ability to use wild shape, Wis 13. 
  Benefit: You complete the verbal and somatic 
  components of spells while in a wild shape.  For 
  example, while in the form of a hawk, you could 
  substitute screeches and gestures with your talons for 
  the normal verbal and somatic components of a spell.  
  You can use any material components or focuses that 
  you can hold with an appendage of your current form, 
  but you cannot make use of any such items that are 
  melded within that form.  This feat does not permit the 
  use of magic items while in a form that could not 
  ordinarily use them, and you do not gain the ability to 
  speak while in a wild shape. 
   
  Fast Wild Shape 
  Prerequisite: Ability to use wild shape to become a dire 
  animal, Dex 13 
  Benefit: You gain the ability to use wild shape as a 
  move-equivalent action. 
  Normal: A druid uses wild shape as a standard action. 
   
  Animal Defiance 
  Prerequisite: Ability to cast detect animals or plants. 
  Benefit: You can turn (but not destroy) animals as a 
  good cleric turns undead.  The number of times per day 
  that you can use this ability is equal to 3 + your 
  Charisma modifier.  Your highest divine caster level is 
  the level at which you turn animals. 
   
  Animal Control 
  Prerequisite: Animal Defiance, ability to cast speak 
  with animals and animal friendship 
  Benefit: You can rebuke or command animals as an evil 
  cleric rebukes undead.  To command an animal, you 
  must be able to speak with it via a speak with animals 
  effect, though you may issue your commands mentally 
  if desired.  The number of times per day that you can 
  use this ability is equal to 3 + your charisma modifier.  
  Your highest level divine caster level is the level at 
  which you rebuke animals. 
  Special: Animals you command through this ability 
  count against the HD limit of animals you can befriend 
  through animal friendship. 
   
  Improved Swimming 
  Prerequisite: Swim 6 ranks. 
  Benefit: You swim at one-half of your land speed as a 
  move-equivalent action or at three-quarters of your 
  land speed as a full-round action. 
  Normal: You swim at one-quarter of your land speed as 
  a move-equivalent action or ant one-half your land 
  speed as a full-round action. 
   
  Ferylan’s Spells: 
  Nature’s Favor 
  Evocation 
  Level: Drd 3, Rgr 2 
  Components: V, S. DF 
  Casting Time: 1 action 
  Range: Touch 
  Duration: 5 rounds/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  By calling on the power of nature, you grant the target 
  animal a +1 luck bonus on attack and damage rolls for 
  every two caster levels you possess. 
   
  Ferylan’s Magic Items: 
  Wilding Clasp 
  Appearing as a 3-inch long gold chain, this item works 
  only when attached to an amulet, vest, or similar item.  
  The clasp prevents both itself and the attached item 
  from melding into the wearer’s new form when 
  transforming magic (such as polymorph self or wild 
  shape) is used.  The item is still worm in the same 
  manner it previously was and remains available for use 
  in the new form.  For example, a druid with a wilding 
  clasp attached to her periapt of Wisdom could use wild 
  shape to become a wolf, but the periapt and the wilding 
  clasp would remain in their normal forms, fully 
  functional.  Some forms may be harmful to certain 
  items; for instance, it would be unwise to take the form 
  of a fire elemental while retaining a functional 
  necklace of fireballs. 
   
  Headband of Ferocity 
  This headband made of wild boar leather lets the 
  wearer keep going when she would normally collapse 
  from her wounds.  She can act normally at 0 hp 
  (though taking strenuous actions still damages her).  If 
  she’s at negative hp (as low as –9), she acts normally, 
  although she still risks losing 1 hp each round, as 
  normal.  At –10 hp, she dies.  Likewise the wearer is 
  harder to stop with subdual damage.  Subdual damage 
  does not stagger her, and she falls unconscious only 
  when her subdual damage exceeds her hp by 10 or 
  more.
  A Light in the Dark 
   
  Page 28 
  
  Player Handout #1 
  Letter to Colizard  
   
  1, Reaping 
  My former apprentice, 
  You have done well in your new position, the information you have learned from Dayne has been most 
  enlightening, and should prove very useful in the right hands.  Continue your interrogations and send me 
  anything else interesting you discover. 
     
  I will be sending you another doppelganger soon.  If you have another ship captain, he will impersonate him, 
  and if not, make use of that Shield Lander noble that was captured earlier this year if you haven’t flayed him 
  for your experiments yet.  I find your research on this matter intriguing and look forward to seeing some results 
  soon.  It would be very useful to my plans to have such agents available to me soon. 
   
  I have another job for your companion.  I trust he shall once again prove up to the task.  I have recalled 
  another aquatic creature I saw in the waters after my victory over Vayne in Axeport.  I would like a specimen 
  of it, as I have not ever seen its like before.  It was very much like a crab, with the pincers and hard shell, but 
  also tentacles on the chest and face as well.  My research thus far on the creature leads me to believe that a 
  specimen can be found in the depths of the Corell Straight; so recovering one should not take you away from 
  your experiments too long.  As usual, I would prefer a live specimen if possible.  All the usual storage 
  arrangements have been made at my lab in Amundfort, I will expect delivery of the specimen as quickly as is 
  possible. 
   
  Waquonis 
  A Light in the Dark 
   
  Page 29 
   
  
  Critical Events Summary 
   
  Did the PC’s help to arrange a meeting for Dravish and if so with which lord? ______________________ 
   
  Did Colizard survive? __________________________________________________________________ 
   
  Did Ferylan survive? __________________________________________________________________ 
   
  Did the book Demonic Transmutations return to the Abyss? ___________________________________ 
   
  Were all the prisoners rescued?  If not who was left behind? ___________________________________ 
   
  Did the Pathfinders learn the true name of “Eyes”? __________________________________________ 
  A Light in the Dark 
   
  Page 30 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuz's Border States/Shield Lands/SHL3-04 - A Light in the Dark.pdf