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 Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, 
  please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can 
  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 
  Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or 
  events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at 
  poc@veluna.net for LIVING GREYHAWK campaign questions email rpgahq@wizards.com 
   
  VEL6-04 
   
   
   
   
   
   
  Shadowdancing 
   
  A One-Round D&D® LIVING GREYHAWK™  
  Veluna Regional Adventure 
  by Brian Gilkison and Brian Buxton 
  Triad Edit:  David Kerscher 
  Circle Edit:  Tim Sech 
   
   
  When a man falls dead at your feet, you know the day isn't going to be dull. When it turns out he's a member of a 
  powerful organization, and that he's not the only one that's turned up dead, it gets your attention. When investigations 
  lead into a whole other world... it must be an adventure! A Veluna regional adventure for mid- to high- level characters 
  level 4 to 14. (APLs 6-12).
  
  Vel6-04 Shadowdancing 
   
  Page 2 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table DM (or 
  usually just DM). Sometimes (and almost all the time in 
  the cases of home events) the senior gamemaster is also 
  the table DM. You don’t have to be a HERALD-LEVEL GM 
  to run this adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  
  Vel6-04 Shadowdancing 
   
  Page 3 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  Veluna.  PCs native to Veluna pay one Time Units per 
  round, all others pay two Time Units. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. PCs that fail to pay at 
  least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A PC who does not pay for at least Standard Upkeep 
  may also avoid the above-described penalties by living off 
  the wild.  If the PC possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check (DC 20), 
  the PC will heal temporary ability damage as if he or she 
  paid for Standard Upkeep, may refill spell component 
  pouches and healer’s kits, and may restock up to 20 
  arrows or bolts if the PC has at least four ranks in Craft 
  (bowmaking).  The PC is allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 
  3 
  of 
  the 
  Living 
  Greyhawk 
  Campaign 
  Sourcebook. 
  Adventure Background 
   
  Herion’s forces have been routed from the Vale, yet even 
  now, some of the subterfuges he set in motion live on. 
  The shadar-kai, a race of fey tied to the Plane of Shadow, 
  had been approached during Herion’s search for the 
  remnants of his original holy symbol. Promised power 
  and knowledge that would allow them to break the curse 
  which binds them to the Plane of Shadow, a group of the 
  shadow fey joined in an alliance with the lich. 
  After months of searching, a pair of druids turned up 
  evidence that a group of adventurers had found the 
  remaining piece of Herion’s holy symbol in the fey 
  realms. While the druids were tasked with waylaying the 
  party whenever they might return, Herion also quickly 
  set to task a small group of the shadow fey to infiltrate the 
  fey realm via the Unseelie Court. 
  The adventurers, however, recovered the piece much 
  more quickly than could have been expected, and in his 
  haste to prevent them from returning to Veluna City, 
  Herion left his own contingent on the Plane of Faerie 
  with no support. With the defeat of Herion, the 
  infiltrators themselves were left to find their own way 
  back home. 
  In the process of their sojourn, this small group 
  discovered that, just as Herion had alluded to, they no 
  longer felt the pull to the Plane of Shadow that is their 
  race’s curse; they seemed more alive than they had ever 
  felt before, the numb existence that they formerly knew 
  dispelled by the fey realm’s lack of any connection to the 
  Plane of Shadow. They ascertained that by remaining on 
  the Plane of Faerie, they might prevent themselves from 
  being drawn back into the Shadow. Hints that Herion 
  had given them suggested that there was a place in 
  Veluna, a nexus of sorts, which by some strange twist had 
  connections to both Faerie and Shadow, and that by 
  exploiting this gateway they might break their bonds 
  forever. That nexus is the Circle of Hands… 
  Adventure Summary  
   
  It is approaching evening, and the PCs are traveling 
  along the Great Western Road from Mitrik towards 
  Veluna City with supplies for the Midsummer 
  celebrations during Richfest. 
  With sundown at their backs, and Veluna City on the 
  eastern horizon, they hear the baying of hounds, and a 
  haggard man stumbles out of the shadows of the trees off 
  
  Vel6-04 Shadowdancing 
   
  Page 4 
  the side of the road, only to be struck dead from behind. 
  As he falls, the party sees large shadowy shapes break 
  from the treeline, and they are then set upon by the 
  hounds; the hounds’ masters escape, disappearing into 
  the shadows, and leaving little trace behind of their 
  passing. 
  Various items identify the man as a druid, or possibly a 
  cleric of a wilderness deity. Following the path the dead 
  man apparently took through the woods, the party finds a 
  small clearing with a standing stone at its center. All 
  tracks obviously lead from here, but there is no sign of 
  how the individuals got there in the first place. 
  The party proceeds on to Veluna City. Bringing the 
  murder to the attention of the authorities, they discover 
  that there have been similar incidents over the past few 
  months, always with bodies being found in relative 
  proximity to sites sacred (or at least significant) to the 
  older faiths in the Vale, and all the victims showing signs 
  of being “people of nature” (generally druids, rangers, 
  etc.). 
  There is a pattern to the location of the murders – they all 
  surround the Circle of Hands in a vast circle – and the 
  PCs may discover it on their own. If they ask additional 
  questions, or explicitly seek out a member, they come in 
  contact with a higher ranking member of the Circle of 
  Life, who explains that those murdered have all in fact 
  been members of the Circle of Life, and each person 
  killed went missing after (separate) gatherings at the 
  Circle of Hands. They are especially concerned because 
  the approaching Midsummer celebration is sacred, and 
  they are concerned against attempting any more 
  gatherings if death of this kind is the result. 
  By now it should be clear to the party that their path 
  likely leads to the Circle of Hands in the Grayington 
  Diocese and. Upon reaching the site, they find signs of 
  recent visitors, as well as blood stains (although they do 
  not appear to be as a result of ritual blood-letting of any 
  kind). They also eventually notice that while in the circle, 
  those outside appear slightly less distinct, and the sky 
  overhead is not as bright as it was. 
  They discover that the Circle itself is, in fact, a portal of 
  some kind, and they eventually pass into another realm 
  of some kind – heavily forested and it appears to be dusk, 
  the sun no longer in the sky. The PCs have entered the 
  Plane of Faerie, but if they have been here before, it is a 
  much darker and foreboding place than they remember. 
  The party doesn’t have much time to ponder this fact, 
  though, as they are attacked by plant creatures corrupted 
  by the essence of Shadow; no sooner are plants defeated, 
  when the party is waylaid by the forces of Duke 
  Xhosasilliname, the Seelie duke in charge of this region 
  of Faerie. 
  The Duke is extremely wary of any visitors to his realm at 
  this point, as several of his patrols have recently gone 
  missing, after which, the area that the party was 
  discovered in began to darken. 
  The feys’ extreme caution is tempered by the fact that 
  shortly before the party arrived, one of the Duke’s patrols 
  encountered a group of shadar-kai; one was captured; 
  although executed, the fey did question him, and give 
  some of his responses to the PCs. 
  It becomes clear to the party that the upcoming 
  Midsummer’s Night on Oerth with its two full moons is 
  intended to be the impetus to make a link between Faerie 
  and Shadow permanent, allowing many more shadar-kai 
  to cross over into Faerie. Once sufficient numbers are 
  present in Faerie, they intend to sever the link, thereby 
  preventing them from ever being drawn back into the 
  Plane of Shadow and their numbing existence. 
  It is therefore up to the party to return to the Circle of 
  Hands and try to prevent the link from causing any more 
  damage, as well as stopping whatever ritual the shadar-kai 
  may attempt to establish the permanent link. 
  The party is hastily led back to the Circle’s location where 
  they first entered Faerie, and are given instructions to get 
  back through. With the twisting nature of time in the fey 
  realms, however, the party reappears on Oerth in the 
  Circle of Hands just as the ritual commences, and does 
  battle with the shadar-kai present. 
  It is suggested that DMs have PCs make a few of the Spot 
  and Listen checks for this adventure ahead of time, so as 
  to maintain story flow and not tip off surprises. (See 
  pages 14, 15, 18) 
   
  Introduction / Encounter 1: 
  The Dogs of War 
   
  It is early in the month of Wealsun, and it has been a 
  quiet few months in the Vale... 
  No hordes of undead or devils have reappeared in the 
  time since Herion’s defeat; and criminal activity 
  seems to be at an all time low thanks to the increase 
  vigilance of the Church and the Mitrik Temple 
  Guard. 
  You have been asked by the College of the Divine to 
  escort a small wagon-load of supplies from Mitrik to 
  
  Vel6-04 Shadowdancing 
   
  Page 5 
  Veluna 
  City 
  for 
  the 
  upcoming 
  Midsummer 
  celebrations in the capitol city. Father Fergus, the 
  nominal head of the “expedition” (as he likes to call 
  it), has spent most of the trip either asleep in the 
  wagon, or philosophizing at great length about the 
  virtues of Rao to any who would listen. 
  All APLs 
   
  �Fergus Maxen: Human (Bakluni) Clr1; hp 9. 
  Father Fergus is a recent convert to Rao. He is at the ripe 
  old age of 82 (and none too frail), but despite his 
  tendency to nod off, takes his assignment for this duty 
  very seriously. This doesn’t alter the fact that he has, in 
  fact, never seen a minute of combat in his life, and is very 
  timid – he will not take part in any combat that follows 
  (he has no spells that can contribute in any way 
  regardless), and when combat breaks out, he will hide in 
  or under the wagon until he can be assured it is safe). 
  If the players ask why their PC would do such a thing 
  (i.e., escort the wagon), inform them that anyone with 
  any church affiliations (Churches of Rao, Heironeous, or 
  St. Cuthbert, the College of Divine, or especially either of 
  the Knightly factions, or Mitrik Temple Guard members) 
  will have received orders to that effect. Other PCs could 
  have simply signed up for the escort duty – after all, it’s 
  easy money for four days of travel along a well-
  maintained road! Regardless of the circumstances for 
  each PC’s presence, the encounter should take place right 
  around sunset. As written, the tree-line is about 75 feet 
  off of each side of the road. 
  With about a half hour’s ride remaining, the sun at 
  your backs on the western horizon, and Veluna City 
  on the eastern, the Great Western Road dips down 
  into a low, wooded valley. Off to your right, you 
  suddenly hear the baying of hounds, and the crashing 
  of someone, or something, moving towards you 
  through the undergrowth. 
  A haggard man, dressed in torn and tattered robes, 
  breaks from the treeline, motioning back into the 
  forest with something in his hand; he starts to head in 
  the general direction of Veluna City, but then spots 
  you, and frantically rushes forward, a wild and 
  haunted look in his eyes. 
  All APLs 
   
  �Gadarn Vosper: Human (Oeridian) Drd5; hp 38 
  (currently at 2).  
   
  �Dark Hunters (2): Shadar-Kai Rgr8; hp 70 each; 
  See Appendix 1. 
  The man’s name is Gadarn. He bears a wooden holy 
  symbol around his neck (Spot check DC 10, +1 per 10 
  feet off distance); a Knowledge (Religion) check (DC 15) 
  identifies it as a symbol of Obad-Hai. The “motioning” 
  was his activating a wand of entangle in his possession. 
  At this point, give the PCs the option to take an action 
  based on what they have seen so far, and then continue: 
  “By the gods, please! I mean no harm, but I must …!” 
  With the twang of a bow, and a sickening gurgle, the 
  man blunders forward a few more steps, before 
  collapsing face first a few yards before you, a black 
  arrow lodged deep in his back. 
  With a low growl, dark shapes appear at the edge of 
  the woods, then begin advancing, moving on all 
  fours...  
  APL 6 (EL 7) 
   
  �Shadow Mastiffs (2): hp 33; see Monster Manual 
  p. 222. 
  APL 8 (EL 9) 
   
  �Shadow Mastiffs (3): hp 50 each; see Appendix 1. 
  APL10 (EL 11) 
   
  �Advanced Shadow Mastiffs (2): hp 100 each; see 
  Appendix I. 
  APL 12 (EL 12) 
   
  �Advanced Shadow Mastiffs (3): hp 100 each; see 
  Appendix I. 
  The two humanoids are shadar-kai hunters, affiliated 
  with the group trying to make permanent the connection 
  between Shadow and Faerie; they were hunting Gadarn 
  for sport, to prevent him from escaping after he stumbled 
  upon part of their plan. The arrow that felled him was a 
  slaying 
  arrow 
  keyed 
  to 
  humans, 
  and 
  Gadarn, 
  unfortunately, failed his save. (Note that this is a death 
  effect, so spells like delay death or close wounds, which 
  prevent death from hit point damage, will not work, nor 
  will death ward, which requires the caster to touch the 
  warded creature before it is slain.) Gadarn is (was) also a 
  member of the Circle of Life; and is only the latest in a 
  series of murders of people of that organization by the 
  shadar-kai. 
  Tactics 
  The hunters will not, under any circumstances, be drawn 
  into direct melee combat at this time. Although the pair 
  has special training to fight humans (favored enemy: 
  human), they are cocky and arrogant, and believe they 
  were able to silence Gadarn quickly enough to disregard 
  any threat the PCs may pose. Their first (and only) action 
  is to command the mastiffs to attack (as a free action); 
  both will then withdraw to the shelter and shadow of the 
  trees, and activate the blackstone runes they keep for 
  
  Vel6-04 Shadowdancing 
   
  Page 6 
  quick escapes (see Appendix 2). If the players ask to make 
  Spot checks towards the woods (perhaps because of the 
  arrow in Gadarn’s back), have both hunters make Hide 
  checks – the first hunter has a +28 to his check (his 
  “normal” bonus for shadowy conditions), while the 
  second is only at +8 (for sniping; see page 76 of the 
  Player’s Handbook). 
  The mastiffs will lead off by using their Bay (Su) special 
  ability to try and break up the party. If any party 
  members do not flee, the mastiffs will consider them the 
  greater threat, and will use pack tactics (i.e., flanking) in 
  an attempt to bring those individuals down. 
  As the encounter occurs in a small valley around sunset, 
  the mastiffs should have sufficient shadow to use their 
  Shadow Blend (Su) ability as well. However, they are also 
  smart enough to retreat into the area affected by the 
  night extract to gain its full benefit (and will especially 
  target PCs that choose to remain in those areas). 
  The mastiffs fight to the death. 
  Treasure:  
  APL 6: L: (0gp); C: (0 gp); M: 2 x Collar of Obedience 
  (each 125 gp per character), wand of entangle (4 charges) 
  (10 gp per character). 
  APL 8: L: (0gp); C: (0 gp); M: 3 x Collar of Obedience 
  (each 125 gp per character), wand of entangle (4 charges) 
  (10 gp per character). 
  APL 10: L: (0gp); C: (0 gp); M: 2 x Collar of Obedience 
  (each 125 gp per character), wand of entangle (4 charges) 
  (10 gp per character). 
  APL 12: L: (0gp); C: (0 gp); M: 3 x Collar of Obedience 
  (each 125 gp per character), wand of entangle (4 charges) 
  (10 gp per character). 
  Development 
  If the PCs try to track the fleeing Shadar-Kai, they will 
  likely be unsuccessful (they have used their runes to flee 
  back to the Plane of Shadow). However, PCs with the 
  Track feat may make a Survival check (DC 12), to locate 
  the path the hunters and mastiffs took through the 
  woods in the pursuit of Gadarn (as a druid, Gadarn 
  himself left no trail). 
  The trail will lead approximately 50 yards through the 
  woods to a small clearing, in the midst of which stands a 
  small stone circle. Another Survival check (DC 15) will 
  determine that the tracks quite clearly lead out from the 
  circle, but none lead in (the hunters were pursuing 
  Gadarn from the Circle of Hands in Grayington diocese, 
  and both hunter and prey re-entered the Material Plane 
  here).  
  The collars of obedience the mastiffs wear are of an 
  unusually cruel design (small spikes on the inside as 
  well). PCs can make a Spot check (DC 5) to notice each 
  has many inlaid runes and arcane symbols; closer 
  inspection reveals one rune in particular as larger and of 
  slightly different design than all the others. A Knowledge 
  (Religion) (DC 15) or Knowledge (Local-VTF) (DC 15; 
  DC 10 for Veluna natives) identifies it as a manufacturers 
  mark by the Iron Rings Consortium (it is also a 
  representation of Herion’s phylactery, the Rings of 
  Austor) (PCs who have played VEL5-08/09 The Reaping 
  will automatically recognize the symbol). They were 
  given to the shadar-kai as an act of “good faith” when the 
  alliance with Herion was proposed. They are, however, 
  normal collars, i.e. they do not radiate evil in any way. 
  If the PCs have some method of questioning Gadarn, his 
  answers will be somewhat crazed (his last few hours were 
  spent running for his life). Of the details of this 
  adventure, Gadarn can answer the following: 
  • 
  He was a Seeker of the Circle of Life. 
  • 
  He knows that there have been other murders. 
  (He was returning from a meeting where other 
  Circle members were present and received 
  warnings of the same.) 
  • 
  He does not know of the plot to connect the 
  Plane of Shadow with Faerie. 
  • 
  If asked about his pursuers, he can only identify 
  them as “shadows and darkness”. 
  • 
  If specifically asked what he would like done 
  with his body, Gadarn will ask that it be turned 
  over to the Circle of Life. (Unless one of the 
  party members is a higher-ranking member of 
  the Circle of Life, Gadarn’s spirit will otherwise 
  refuse any attempts by the PCs to cast raise 
  dead, resurrect, reincarnate, or similar spells – 
  he only trusts the Circle to perform such deeds.) 
  • 
  For the purposes of spells such as speak with 
  dead, Gadarn stats were: Wis 16, Will +7, AL N. 
  (This may trigger an alignment conflict for the 
  typical Velunan party.) 
  Spellcraft DCs and detect magic results: 
  • 
  Collar of obedience: Faint enchantment (DC 16) 
  • 
  Slaying 
  arrow 
  in 
  Gadarn’s 
  back: 
  Dim 
  necromancy (DC 22) (would normally be strong 
  but the magic is expended) 
  • 
  Gadarn’s wand: Faint transmutation (DC 16) 
  • 
  Stone circle: Dim Conjuration (DC 20) 
  
  Vel6-04 Shadowdancing 
   
  Page 7 
   
  Encounter 2: What Shall We Do 
  Now? 
   
  Security at the gates of all the major cities in Veluna has 
  been increased of late in an effort to help identify any 
  possible criminal elements. Everyone is stopped and 
  asked a few basic questions as to their purpose in coming 
  to the city, etc. During this questioning, there is also a 
  guard who appears to be comparing each person passing 
  through the gates to a small collection of wanted posters. 
  The guards are looking for known and suspected Pack 
  members, as well as two individuals suspected of high 
  crimes against the state (most notably, assaulting a 
  Church Inquisitor!). 
  If the PCs bring the body of Gadarn back to Veluna City 
  with them, they will definitely be stopped and 
  questioned thoroughly (unless they are hiding the body 
  in some way). If the PCs mention the attack in any way, 
  the guards will ask to escort them to the main office of 
  the Mitrik Temple Guard, where they will be asked to 
  give full statements as to what happened (“Who attacked 
  you?” “Where did the attack occur?” “Can you describe 
  the individuals who shot this man?”). If the party gives 
  full details, the young guard taking their statements will 
  ask them to wait again, and will disappear into a 
  backroom office. Around 10 minutes later, he will return 
  with an older gentleman of higher rank, who introduces 
  himself as Captain Bras (pronounced ‘Brace”). He asks the 
  PCs to follow him to his office, where they are invited to 
  sit and refresh themselves. 
  “My good folk, I understand that you have a had a 
  trying day, and I do not wish to keep you from your 
  rest, but based on the story that you have related to 
  our man out front, I thought it best to speak with you 
  while the events are still fresh in your minds. Let me 
  be fair and tell you right off that this is not the first 
  such event to occur in the Vale…” 
  If the PCs do not have any questions after that revelation, 
  feel free to have the Captain disclose some of the basic 
  facts of the case: 
  “We have, in fact, 8 bodies that were found scattered 
  throughout the Vale, yet all were similarly savaged … 
  Since you are apparently the first to survive such an 
  attack, and since you seem quite capable, we thought 
  you might be well-suited to investigate further…” 
  Otherwise, paraphrase his answers from the following: 
  • 
  Not the first? How many other attacks like this 
  have there been? “Eight that we know of. Eight 
  bodies, that is. If there are others, no one has yet 
  brought them to our attention.” 
  • 
  Where 
  else 
  has 
  it 
  happened? 
  “Scattered 
  throughout the Vale… Northeast of the town of 
  Klaemoore; north of Kempton along the road to 
  Veluna City; northeast of the town of Shandalanar, 
  where the Asnath Copse butts up against the 
  foothills of the Lortmils; on the road from 
  Grayington to Whitehale, just south of the village of 
  Valondy. Three in various parts of the Dapplewood – 
  one on those about halfway along the road between 
  Valkurl and Devarnish, the second just east of 
  Devarnish, and the third along the banks of the 
  Velverdyva, just north of Jarl. And of course, your 
  incident earlier this evening.” (If the players want to 
  see specifically where, show them Players’ Aid #1.) 
  • 
  You said ’bodies’ – were there no witnesses to any 
  of the other attacks? “Only one – the body that was 
  picked up near Jarl was brought to our attention by 
  the captain of a merchant vessel making its way 
  down the Velverdyva. The captain said his crew had 
  reported seeing a pack of wild dogs disappear into 
  the woods along the banks of the river around dusk a 
  week ago. They thought nothing of it at first – until 
  they spotted the body lying face down in the mud on 
  the shore. The man was already dead, however. Since 
  they were to make port at Jarl that evening, they 
  brought the body with them, and turned it over to 
  the Guard there. The captain and his entire crew 
  were questioned, of course, with appropriate 
  personnel from the Inquisitor’s office present, and 
  were subsequently released after they were found 
  not complicit in any way.” (The crew is not available 
  for further questioning by the PCs, as they were 
  headed to Verbobonc, Dyvers, and ports beyond.) 
  • 
  Was there anything similar about the attacks? 
  “Each of the bodies looked like it had been mauled 
  by a large animal, like a dog or a wolf, but none of 
  the victims looked like they had been killed for food. 
  Searches of the areas where each were found turned 
  up a small stone circle or menhir of some kind 
  nearby. This didn’t seem unusual at first; such sites 
  are actually quite common throughout Veluna – no 
  doubt remnants of the Vale’s previous inhabitants.” 
  • 
  Did you try to use ‘speak with dead’ (or similar 
  spells) on the corpses? “Not at first, but after the 
  similarities began making themselves known, we’ve 
  done so on all the bodies. Most speak only of ‘beings 
  of darkness’, and running for their lives.” 
  
  Vel6-04 Shadowdancing 
   
  Page 8 
  • 
  Did the victims have anything in common? “All of 
  them were worshippers of the older faiths in the vale 
  – a few were carrying holy symbols of Beory, 
  Ehlonna, Obad-Hai and the like. They were druids 
  and rangers for the most part, from what we could 
  divine and from what little gear the victims had on 
  them.” (All of the victims were members of the 
  Circle of Life. The Captain suspects this, but he does 
  not know for sure that is the case, as the corpses’ 
  answers have always been overly cryptic in this 
  regard.) 
  • 
  What about these collars we took off the hounds 
  we killed? Why would they have the symbol of 
  Herion/Iron Rings Consortium on them? “A very 
  good question indeed, and one that we have no 
  answer for. As we’ve said, you are the first to witness 
  an actual attack and defeat some of the creatures 
  involved. The possibility that some of Herion’s 
  forces may still be secreting themselves throughout 
  the Vale is disturbing, to say the least. Nevertheless, 
  it is a clear sign that the Church must keep upon its 
  current path to rid the land of such evils!” 
  • 
  Any ideas who might be behind these murders? 
  “No, but given their recent tirades against the 
  Church, I wouldn’t put it past those heathens that 
  call themselves the Pack. They’d do anything at this 
  point to cause more trouble for Veluna and her 
  people.” (The Captain has no evidence that the Pack 
  is behind the murders, but he has had enough 
  dealings with the Church’s Inquisitors lately, that he 
  would not have much incentive to believe 
  otherwise.) 
  • 
  It looks like the attacks were all in a circle 
  around the Circle of Hands – and you’ve noted 
  the link to the old faiths. Have you investigated 
  the Circle of Hands? “Not yet,” the captain pauses, 
  as if unsure about continuing. “There are rumors 
  about, that the deaths have something to do with the 
  flooding up in Whitehale. Some are saying that the 
  Circle of Life was responsible for that, and that the 
  murders are some form of retaliation. Of course this 
  isn’t true, but sending a contingent of the Guard or 
  Knights to the Circle might be seen in the wrong 
  light, and we’ve been looking into other possibilities 
  first.” (A Sense Motive check (DC 20) tells that he’s 
  not entirely sure the rumors are false.) 
  Development 
  If any of the PCs are members of the Church of Rao, 
  Mitrik Temple Guard, or the Knights of Salvation, 
  Captain Bras will task them with getting to the bottom of 
  the situation. Members of other church-affiliated meta-
  orgs will receive similar requests, “in the interest of 
  protecting all that is good in the Vale”, although the 
  Captain knows he cannot order them directly to 
  participate. If the PCs are not beholden to religious 
  interests, the Captain is authorized to pay them the 
  standard rate (APL x 50gp) to investigate further then 
  report back. 
  The PCs likely have two courses of action at this juncture. 
  They may try to investigate further and ask questions 
  around Veluna City, and/or try to find a member of the 
  Circle of Life, in which case proceed to Encounter 3: 
  Round and Around. If they have examined the map and 
  concluded that their answers will be found at the Circle 
  of Hands, proceed to Encounter 4: Empty Spaces. 
  For the DM’s edification: the Circle of Hands functions 
  in some ways similar to the teleport hubs the Church of 
  Rao maintains in each diocese’s capitol city, meaning that 
  those with special knowledge (for example, the highest-
  ranking Stewards in the Circle of Life) can use the magic 
  of the Circle of Hands to summon other individuals from 
  across Veluna to a central meeting point (the magics are 
  not completely understood by even the highest levels of 
  the organization, but the forces involved make marginal 
  use of the Plane of Shadow to traverse large distances in 
  an instant). A few months ago, in the course of making 
  one of those journeys (and quite by accident), a member 
  of the Circle of Life was “shunted” more fully into the 
  Plane of Shadow, and stumbled across part of the Shadar-
  Kai plan to use the Circle of Hands for their own 
  purposes. It was then that the Shadar-Kai began hunting 
  members of the Circle who used this method of 
  transport, fearful that these “intruders” might learn of 
  their plans to join Shadow and Faerie. 
   
  Encounter 3: Round and 
  Around  
   
  If the PCs ask around Veluna City about the Circle of 
  Life, the reactions received will vary on who does the 
  asking and who is asked. As a group whose goals are 
  preservation and freedom for all living beings, their ways 
  are sometimes seen as antithetical to the Church’s (and 
  therefore state’s) goals. In general, they are therefore 
  viewed with suspicion among the more urban elements 
  of Veluna (such as the Churches, the nobles, the typical 
  city-dweller, and groups such as the various Colleges, 
  VOPA, and the Pack). Of late, these suspicions have 
  devolved into almost outright hostility among members 
  of the Church, as word gets out of the Circle’s (possibly 
  
  Vel6-04 Shadowdancing 
   
  Page 9 
  tenuous) connection to the flooding in Whitehale earlier 
  in 596 CY (events detailed in VEL6-03 Circular Logic). 
  Any PCs making Gather Information checks can discover 
  the following:  
  • 
  DC 0: “Weather’s been real good this year. I’ve heard 
  that they’ve already started a harvest up in Whitehale 
  ‘cause the crops have done so well. It’s a shame all 
  those people had to die, though, from that big flood 
  back in Readying.” (2nd month of the year) 
  • 
  DC 5: “Veluna City’s always peaceful – moreso with 
  the Guard’s increased vigilance of late – but my 
  brother told me that the barkeep over at the Purple 
  Paladin said one of the city guards mentioned that 
  some adventurers brought a body in through the 
  gates earlier this evening/last night. Say… You 
  wouldn’t know anything about that would you?”  
  • 
  DC 10: “Not a good time to be a nature person – first 
  the floods, and now I heard that they’ve found more 
  than a few of them killed out in the woods. Like 
  someone’s hunting them.” 
  • 
  DC 15: “The flooding up in Whitehale was 
  intentional. Me gran’mum’s a half-Rhenee, and she 
  said that river waters just don’t rise that fast on their 
  own.” 
  • 
  DC 20: “The Church is upset that all those people 
  died in the flooding, and they know a bunch o’ them 
  Circle druids was involved. I’ll bet they’re just 
  retaliating against the nature-lovers. Serves ‘em 
  right…”. 
  • 
  DC 25: “One of the higher ups in the Circle was 
  helping with the restoration of Whitehale when the 
  floods came. When the Church got wind that the 
  Circle was connected to the flooding, he was run out 
  of Whitehale and hasn’t been seen since…” 
  If there are Pack members present in the party, and they 
  think to investigate or ask questions of their superiors 
  about the situation, they get back vehement denials. Most 
  of their members suspect that the Church is, in fact, 
  ordering the killings in retaliation, or else that they are 
  being caused by an unknown third party (true) with the 
  intent to place the blame on the Pack, and so turn up the 
  proverbial heat on that group (false). 
  If the PCs specifically seek out a member of the Circle of 
  Life, it may be difficult. Veluna City has no groves or 
  gardens within the city walls, and no representative 
  makes their home here. A full day of asking around and a 
  Gather Information check (DC 20; current Circle of Life 
  Members get a +4 circumstance bonus to the check) 
  turns up the name of one Danu Dearg (DA noo dahr Rig) 
  who is rumored to belong to the Circle of Life. 
  If the PCs go to seek out Danu, they find her easily 
  enough (they were given directions, and she isn’t exactly 
  hiding). 
  The directions you were given head southeast along 
  the Great Western Road about two miles past the city 
  gates. Just past a small stone marker carved with a 
  face of Rao, you find a narrow footpath leading off the 
  road to a small house and well-tended garden. The 
  house rests at the edge of a small copse of mostly oak 
  trees, one of the few remaining stands in the vicinity 
  of Veluna City that has not been cleared for farming. 
  Smoke drifts lazily from the chimney, and neither 
  fence nor gate blocks the way. 
  Regarding the stone marker, a DC 15 Craft (sculpting) or 
  Craft (stonemasonry) check reveals that it was carved 
  recently. It reads (in Common): “HERE LIES C. K. / A MAN 
  OF SMALL STATURE / BUT LARGE VALUE TO PEACE, REASON 
  AND SERENITY / LET THOSE OF VIRTUE TAKE LESSON / 
  FROM HIS FIVE LIVES SPENT IN RAO'S SERVICE / 595 CY”, 
  as well as a face of Rao at the top (DC 10 Knowledge 
  (Religion) check to recognize). 
  (The marker is a total red herring. An old priest of Rao 
  has been traveling throughout the Vale, placing the 
  stones to honor a fallen comrade, and to mark each of the 
  spots where his comrade died.) 
  Assuming the PCs approach and knock: 
  After a few short raps on the door, an old woman 
  appears at the door and regards you with curiosity, as 
  well as a bit of suspicion. Her face seems weathered 
  and crease, but despite her obvious age, she appears to 
  be in excellent physical health. She stands about five 
  and a half tall, around 145 pounds, light brown hair 
  shot through with gray, and the slightest bit of a 
  point to her ears. She is dressed in dirty breeches and 
  a simple blouse, also covered in dirt. 
  “What do you want?” 
  �Danu Dearg: Female Human (Flan) Drd8; hp 
  59. 
  Danu is in her late 70s, although she appears not much 
  older than 50, and despite her Flan features, has just a 
  touch of elf in her blood (hence the ears). The PCs have 
  interrupted 
  her 
  in 
  the 
  midst 
  of 
  her 
  brunch/lunch/afternoon tea/dinner. 
  She is not as gruff as her initial demeanor suggests (she 
  always greets new people roughly, until she can get a 
  sense of their intentions), and allows the PCs to state 
  their business with her. She will be suspicious of the 
  
  Vel6-04 Shadowdancing 
   
  Page 10 
  motives of anyone showing obvious association with the 
  Church of Rao, although she will not be outright nasty in 
  any way. (Danu had visitors several weeks ago from the 
  Mitrik Temple Guard, and was questioned regarding 
  anything she might know about the incidents at Lake 
  Krag and the flooding in Whitehale. Although she 
  believes that the greater good of the Vale was served by 
  the incident, she took affront that she was essentially 
  being accused of association with outright murder.) 
  Danu follows the Old Faith, a collection of the various 
  Flan deities (including Rao), though she does venerate 
  Beory more than the other beings in the pantheon. She 
  sees the Church as somewhat corrupting the worship of 
  Rao (in the sense of altering the original form of 
  worship), but she recognizes that devotion can be 
  expressed in many ways. 
  If the PCs manage to convince Danu that they mean her 
  no harm, and/or are up front and honest (letting her 
  know they are investigating the death of Gadarn and the 
  others), she will continue: 
  Danu nods grimly, and motions you inside. As you 
  enter, you notice that the furnishings are quite spare. 
  A staff leans against the door frame, while a sickle 
  hangs from a peg next to the door. You see two small 
  rooms off the main one; a bed and chest are visible 
  through one of the doorways, while the other seems 
  to serve the purpose of pantry and storage of other 
  basic necessities. There is little else in the way of 
  decoration or embellishment, other than a half-
  finished wooden carving of a plump female figure in 
  resting on the table. (Danu is trying her hand at carving 
  a figurine representing Beory.) 
  Rather hard to miss, however, is the oversized black, 
  white, and gray creature lying curled up on the 
  hearth. It lifts its head and starts to rise with a growl 
  as you come into the room, until Danu motions to it. 
  It opens its mouth in a wide, toothy yawn, then 
  lowers itself back down, drops its head, and quickly 
  resumes its snoring. 
  “Aye, I’ve heard the rumors – which we both know 
  are not really rumors after all. So how can I help 
  you?” 
  Danu has the rank of Walker in the Circle of Life. Despite 
  not being heavily involved in the day-to-day concerns of 
  the group, she will answer the PCs’ questions as best she 
  can without giving away too much of a direct answer (she 
  likes being vague with non-Circle types). 
  After the first one or two questions, or if the PCs ask 
  about him first, Choc will get up and amble toward the 
  closest PC, then sniff around each one in turn – he’s 
  mainly looking for treats of any kind (especially natural 
  ones such as berries, etc.) 
  • 
  Are you a member of the Circle of Life? “We are 
  all part of the Circle of Life; some simply recognize 
  the shape better than others.” 
  • 
  Can you be more specific? (She sighs, knowing 
  that such transient titles are important to some) “You 
  can address me as Walker if you choose... It matters 
  not.” 
  • 
  What is that beast by the fire? “That is Choc, my 
  companion. Don’t worry, he’s mostly harmless.” 
  (Danu smiles with a twinkle in her eye when she 
  says that last bit, and Choc’s ears perk up at the 
  mention of his name. Choc is a dire badger that has 
  been Danu’s animal companion for a number of 
  years, and is quite old for such a companion. He will 
  not harm the PCs as long as Danu is present and 
  unharmed.) 
  • 
  Do you know who any of these victims are? 
  (Based on the descriptions the PCs can give, Danu 
  identifies about half the bodies.) 
  • 
  How could you know who these people were, 
  when all the resources of the Church have yet to 
  identify them? “Perhaps because the Church 
  chooses not to, or does not care to? One or two 
  deaths are easy enough for them to dismiss as mere 
  coincidence. But I would suspect that when the 
  Church itself is implicated as being involved in some 
  way – whether by causing the deaths directly, or 
  through inaction, preventing more from occurring – 
  then its impeccable reputation is at risk of being 
  sullied – and that cannot stand!” (The previous is said 
  with no small hint of sarcasm.) “In any event, I know 
  of several people that have not been heard from in 
  some time, and those you describe would match the 
  descriptions of those we have not seen. I’ll wager 
  that the remaining bodies were also members of the 
  Circle of Life; if not, then they were at least involved 
  in their business.” 
  • 
  Why would the bodies all turn up in a circle 
  around the Circle of Hands? “The circle of life 
  takes many forms. Perhaps this was simply their way 
  of guiding others to find the answers to their 
  deaths.” 
  • 
  If death is simply part of the Circle of Life, then 
  why be concerned at all about these deaths? 
  Aren’t they just part of the cycle? “It is true that 
  death is part of the cycle… We live and we must all 
  therefore die only to be born again and continue 
  along the path. But whether we know it or not, we 
  
  Vel6-04 Shadowdancing 
   
  Page 11 
  all choose our own time to die; and it seems clear to 
  me that there was no choice in these deaths.” 
  • 
  Any ideas, then, on who killed them? “Not yet, but 
  do not suppose for a moment that just because 
  Herion and his hordes are no longer present that all 
  perils to the Vale are gone. The times are such that 
  for every foe defeated, two more are waiting in the 
  shadows to take the place of the vanquished. The 
  more timid members of the Circle blame the 
  Church, the Church blames elements of the Pack, 
  and vice versa, but none are willing to look beyond 
  the end of their noses for the answer.” (Short answer 
  – No, but it’s probably not simple retaliation, nor 
  politically motivated.) 
  • 
  How about why? “The Church is not the only force 
  for weal at work in the Vale. Though many in the 
  Church do not believe it, we in the Circle are as 
  much defenders of Veluna as the Guard or the 
  Knights; only the faces of our enemies are different. 
  And so we are sought out, and killed by virtue of the 
  paths we travel, and because we defend the Vale 
  itself.” 
  • 
  Could this be the start of some sort of faction war 
  within the Circle of Life? “It is true that there are 
  many different paths that may be walked if one 
  wants to restore balance to the Vale. Yet I know of 
  none that seek to sow discord in such a base 
  manner.” 
  • 
  Is the Circle of Life responsible for all those 
  deaths in the flooding of Whitehale? “We all 
  choose our own paths along the Circle. Some times 
  our paths coincide, while at other times, we spiral 
  away from our brethren, never to meet again. While 
  some may have known where the path of the 
  Cleansing lay, not all followed that path.” (Danu does 
  not know whether or not the leadership of the Circle 
  was actually involved in carrying out the Cleansing, 
  i.e. the events leading up to the flooding, and the 
  floods themselves. But she does suspect that her 
  superiors may have at least known about it.) 
  • 
  Any suggestions on where to go next? “Listen to 
  what the victims and the land itself have told you. 
  Seek the Circle of Hands and let it guide you to the 
  next phase of your journey.” 
  • 
  It looks like those responsible for the murders 
  are using the Circle of Hands as a hub to get from 
  one location to location within Veluna – can you 
  tell us how to use it the same way? “You presume 
  that we control the Circle, like some bauble that can 
  be turned on and off by some simple command, 
  when in fact it is the Circle that guides us to where 
  we need be.” 
  • 
  Can we contact the Circle of Life to warn them 
  about being hunted? “I’m sure they are already 
  aware of that aspect of the situation, but you may 
  nevertheless consider them warned.” 
  • 
  Can we take you back to Veluna City with us? 
  You’ll be much safer there… “No, I am quite happy 
  where I am. And I think based on what we have 
  learned and what you have told me, that right here 
  with Choc is the safest place I can be.” 
  • 
  We have this body with us/back in Veluna City – 
  can you take care of it? “Yes, I will make sure he is 
  properly cared for.” 
  • 
  Do we have a deadline? “Time has no meaning. To a 
  true seeker of the Circle, a year is as a day. But a time 
  approaches that can hold great power for those that 
  know how to harness it. Midsummer’s Day is but a 
  few weeks away and there are many things that 
  could be accomplished under the twin full moons of 
  the Midsummer’s Night that would go a long way 
  toward continuing the healing begun in Whitehale.” 
  (A DC 15 Knowledge (Nature) or Survival check 
  confirms what Danu says is true, regarding the full 
  moon cycle of Luna and Celene. Also, the Circle of 
  Life does not have any specific plans to celebrate the 
  Midsummer’s Night at the Circle of Hands.) 
  • 
  What’s with that stone marker down by the road? 
  “That? Some old doddering priest of Rao passed 
  through a few months ago, and said a friend of his 
  had died in Veluna City, and he wanted to 
  commemorate his sacrifice in some way, but the 
  Church wouldn’t let him place the memorial inside 
  the city. I asked him why he thought the memorial 
  should go here, and he said he thought the view was 
  nice! I had to laugh at that, so I invited him in for 
  some lunch, and then we set the stone together. The 
  strange thing was, a few weeks later, the Guard came 
  by asking ‘what I knew about Whitehale’, and then 
  asked why I would permit a priest of Rao to set up a 
  memorial to a known member of the Pack. I 
  truthfully told them I didn’t know anything about 
  that. After they left, they seemed to hang around 
  making notes by the marker for some time, and I 
  thought they were going to uproot the thing, but 
  when I checked on it later, it was untouched.” 
  As the PCs are leaving, Danu will comment: 
  In one respect, the Church is correct, we must remain 
  vigilant. But highwaymen and burglars are not the 
  only threat to the Vale’s security. True, people like 
  
  Vel6-04 Shadowdancing 
   
  Page 12 
  the Guards man the streets of her cities, patrol her 
  roads, and defend the lines on a map that some call 
  her borders; but some foes are not content – or so 
  stupid – as to simply march into town through the 
  front gates. You would be wise to remember that not 
  all of the Vale’s protectors need wear the face of Rao... 
  By now, the PCs should have a pretty good idea that they 
  should head to the Grayington Diocese and/or the Circle 
  of Hands. Proceed to Encounter 4: Empty Spaces. 
  NOTE: If a PC dies during the course of the adventure, 
  and the body is brought back to Danu, she is of sufficient 
  level that she may cast reincarnate on the PC’s remains. 
  This will only be available if the PCs visited Danu and 
  they treated her with respect. If they angered her in any 
  way (for example, a paladin of Rao arguing with her over 
  her outlook on the Whitehale floods), then she will 
  refuse such a service. In any case, normal costs for the 
  spell otherwise apply. 
   
  Encounter 4: Empty Spaces 
   
  If the PCs decide to journey to the Circle of Hands on 
  road, they will likely travel via Grayington. The journey 
  to Grayington from Veluna City is 68 miles. It will take 
  anywhere from 2 days (fast unencumbered horse) to 6 
  days (armored walking dwarf/halfling/gnome). See pages 
  162-164 of the Player’s Handbook for distances covered 
  per day based on the slowest mode of transportation 
  available to the party. 
  If the party proceeds straight overland to the Circle, it is 
  approximately 60 miles through farmers’ fields and along 
  poorly maintained back roads and trails. Consider the 
  terrain to be “Trackless Plains” (speeds are reduced to ¾ 
  normal), and adjust the descriptive text as necessary. 
  Your journey to Grayington passes uneventfully. The 
  guards that had been manning the borders of the 
  diocese while Redin Sarneth was still in power were 
  still there, but they were not nearly as zealous in their 
  duties as before. Perhaps the Grayington situation is 
  settling itself down.  
  Although it is not even Midsummer, the farmers 
  appear to be preparing for an early harvest, as the 
  fields you pass seem unusually abundant for this time 
  of year. 
  If the PCs stop to talk with any of the farmers, they will 
  be happy to chat about how well the crops are doing this 
  year, the cattle seem to be giving more milk than is usual, 
  etc. If pressed and asked about any unusual happenings 
  recently, most will wave off the PCs, muttering 
  something to the effect of “Meh! You adventurers cause 
  nothing but trouble…” 
  If any of the PCs are members of a Church meta-org (the 
  Church of Rao, Knight of Salvation, or Mitrik Temple 
  Guard), and the PCs do not insult or condescend to the 
  farmers, one of them will speak out as the PCs are 
  leaving, that a few weeks ago, around dusk, he did hear 
  something unusual –  
  “… Like a pack of dogs crossing over muh fields – big 
  ones too from the sound of ‘em. But we ain’t got no 
  wild dogs in these parts, and when I went outside to 
  see what the ruckus was, they was gone, or else 
  twern’t there in the first place.” 
  The farmer had, in fact, heard one of the shadar-kai 
  hunting parties, but there is no evidence of their 
  passing… 
  Despite the lawlessness that had gripped the town 
  several months back after the kidnapping of Redin, 
  Grayington itself seems to have slipped back towards 
  its normal bucolic existence with the reinstallation of 
  Bishop Harkin to his former post, and the increased 
  presence of the Guard. 
  Although the party will likely need to stop for the night 
  to rest in Grayington, there is nothing else to learn there 
  regarding the shadar-kai raiding parties; they have 
  intentionally avoided getting close to any large 
  population centers. 
  Grayington itself is a Large Town (pop. 2,500, 3,000gp 
  limit), so the party could re-equip standard supplies while 
  they are here, and before heading south to the Circle of 
  Hands. Some PCs may want to make Gather Information 
  checks here as well, but much of what can be found out is 
  the same as rumors picked up in Veluna City. 
  Among other items of interest: 
  • 
  People are glad to see Bishop Harkin back. He’s even 
  a bit of a hero, depending on the version of the story 
  the person heard. 
  • 
  The stories of cults, doppelgangers and fiendish 
  plots are all over the place. 
  • 
  Redin Sarneth has either been imprisoned by the 
  Church, exiled, in training to be a real priest or dead. 
  The most prevalent rumor on this topic is that he has 
  gone to live at the monastery of the Brotherhood of 
  the Vale. Apparently Redin needs some peace and 
  quiet for reflection and contemplation. 
  
  Vel6-04 Shadowdancing 
   
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  • 
  There is also a great deal of speculation on who will 
  rule Grayington next – some say Redin, others say 
  his father, Eldried Sarneth, will reclaim his former 
  title of Plar, while still others think that Canon Truft 
  will make Bishop Harkin not only the religious head 
  of the diocese, but the secular as well.   
  The journey to the Circle of Hands is similarly rustic. 
  The road follows a low rise south paralleling the 
  western bank of the Velverdyva. The occasional barge 
  drifts lazily downriver with the current, perhaps to 
  Jarl or Verbobonc, and you see just as many setting 
  oars or sails against the current back to Grayington 
  and points beyond. The fields of the Vale rise up from 
  the river plain and fade to the western horizon. 
  From Grayington south to the Circle of Hands is another 
  28 miles (1 to 3 days, depending on PC speed). Adjust the 
  following text accordingly. 
  Near the end of the day’s journey, the road bends ever 
  so slightly to avoid a low hill set apart from all the 
  rest you have seen. Near its base, you find a small, 
  seemingly little-used path that meanders up the side 
  of the hill. 
  The path is not at all difficult to find (no Search check 
  required), and is visible from the road, especially if the 
  party is looking for it. The hike to the top takes about 5 
  minutes, and is not a difficult climb. 
  Upon surmounting the hill, you are greeted with a 
  rather impressive sight, and not just because of the 
  commanding view of the Velverdyva stretching away 
  both north and south. A flat, grassy lawn tops the 
  crest of the hill, and spaced around the crest, like the 
  protruding tips of a giant stone crown, rest six 
  monoliths. The origin of their common name is clear, 
  as all six resemble giant humanoid hands in various 
  positions, vaguely grouped into three pairs. 
  A Search check (DC 20) reveals several spots of dried 
  blood on one of the “hands”. A Heal check (DC 15) shows 
  that they are not at all fresh (age varies, but the most 
  recent is still two weeks old; if the check result is greater 
  than 25, the PC(s) also determine that it appears to have 
  been spilled in a fight, and not ritualistically. 
  Take note of where the PCs are when they are searching. 
  If some are outside the confines of the Circle and some 
  are inside, give those inside a Spot check (DC 20; the DM 
  might wish to make these in secret, or use checks that the 
  PCs rolled ahead of time) to eventually notice that, while 
  in the Circle, those outside appear slightly less distinct – 
  almost as if a very light fog has moved in – and the sky 
  overhead is a bit hazy, and not as bright. 
  The longer a PC stands in the middle of the Circle, the 
  more indistinct those outside become, as if the fog is 
  thickening. Meanwhile, those outside looking in see that 
  the PCs inside the Circle see to be fading from view, and 
  becoming slightly incorporeal, although they never fade 
  completely from view. The amount of time it takes to 
  “fade” is not consistent, although elves seem to fade 
  quicker than half-elves, followed by gnomes, then 
  halflings, humans, dwarves, and finally half-orcs. The 
  stones of the Circle are always visible while in this faded 
  state, and if a faded PC steps outside their confines, he 
  will fully rematerialize. 
  A Knowledge (Nature) or Knowledge (Arcana) check 
  (DC 20) lets a PC recall that circles such as these are 
  commonly associated with portals to other planes and/or 
  dimensions. A Knowledge (Local-VTF) check (DC 10) 
  reveals that the Circle of Life is rumored to occasionally 
  conduct mystical rituals at the Circle of Hands, but 
  nothing that could be called “proof” has ever been 
  brought forward. 
  PCs who played Vel5-05 The Lost may recall that they 
  had to sleep to cross over to Faerie in that adventure. 
  Such is not the case here (although sleeping in the Circle 
  will achieve the same result). Once a PC has begun to 
  fade, merely thinking about moving to another location 
  gives the PC the sensation of movement – like a slight 
  tugging or loss of balance. Thinking specifically about the 
  plane of Faerie will instantly cause the PC to begin the 
  actual journey to the other side, and they will have only a 
  moment to shout out to those PCs remaining outside the 
  circle. To PCs outside the Circle, the individual inside 
  appears in that instant to wink out of existence 
  completely. If the PCs are touching in some way (holding 
  hands, lashed together, etc. only one need think about 
  Faerie to bring all along. 
  Once all PCs begin the transition, proceed to Encounter 
  5. 
  If the PCs don’t come to such an insight (either to think 
  of the Circle as a portal of some kind, or to sleep while in 
  the Circle), describe that those within the Circle also 
  occasionally see through the fog, towering trees where 
  there were none before, or even larger stone hands 
  beyond those close by. If the PCs move to investigate 
  such phenomena while those things are visible, that too 
  will begin their journey. 
  Development 
  If the PCs still don’t cross over at this point, then the 
  adventure is effectively over. They can report what they 
  have learned so far to Captain Bras or their Circle contact. 
  
  Vel6-04 Shadowdancing 
   
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  If for some reason the PCs decide to wait for someone or 
  something to show up, then they would need to wait for, 
  or return in, approximately 3 weeks (depending on how 
  much time they took to get to the Circle), until 
  Midsummer’s Night and its twin full moons. If this is the 
  case, proceed to Encounter 8: The Show Must Go On. 
   
  Encounter 5: Goodbye Blue 
  Sky 
   
  If the PCs slept in the Circle, read the following: 
  Your dreams are not pleasant. For what seems like 
  days or weeks – or was it only a few seconds? – you 
  drift through a dark fog. You occasionally catch a 
  glimpse of dark figures at the corners of your vision, 
  only to turn and see nothing more than rolling mists. 
  Finally the mists part and you find yourself waking 
  up back in the middle of the Circle of Hands. 
  If the PCs instead made the journey while awake, read 
  the following 
  For what seems like minutes – or was it only a few 
  seconds? – you drift through a dark fog. You 
  occasionally catch a glimpse of dark figures at the 
  corners of your vision, only to turn and see nothing 
  more than rolling mists. Finally the mists part and 
  you find yourself standing back in the middle of the 
  Circle of Hands. 
  In either case, continue with the following: 
  Or so you thought… The Circle you left stood on a 
  low grassy hill overlooking the lazy flow of the 
  Velverdyva. But the stones surrounding you now 
  stand at the edges of a large clearing of withering 
  grass, with primeval forest beyond. Either you have 
  shrunk, or the stones themselves are larger and 
  farther apart, and appear less worn with the passing of 
  ages than those you left. 
  (Adjust the following text – “clear blue sky” – based on 
  the time of day it was when the PCs left the Circle of 
  Hands). 
  The sky itself has changed as well. What was once 
  clear blue sky is now a mass of roiling black clouds, 
  dark and heavy like an approaching storm; there is a 
  distinct chill and dampness in the air, but no rain 
  falls. 
  A slightly worn path appears to lead from the center 
  of the circle towards its far side, and then wanders off 
  through the trees. 
  The PCs have entered the Plane of Faerie, “north” of the 
  lands of Duke Xhosasilliname (a fey noble first met in 
  Vel5-05, The Lost), but if they have been in the realm 
  before and somehow recognize or deduce their location, 
  it is a much darker environment than they remember. 
  There are many special rules that can govern play in the 
  fey lands, but most will not come into play in this 
  adventure. Some that will are: 
  Flowing Time: Time in the fey lands flows at a slower 
  place than that in the “normal” realm. For every night 
  spent in the fey lands, about a week passes on Oerth. (A 
  Knowledge (The Planes) check (DC 25) will reveal this 
  information.) 
  Planar Access: Because of the fey land’s unique 
  cosmological position and relationship with other planes, 
  certain spells will not function here. Any spell requiring 
  contact with the ethereal or astral planes does not 
  function, and with the exception of the immediate 
  vicinity (within 100 feet of the stone circle), nor will 
  spells the require contact with the plane of Shadow. See 
  Appendix 3: DM’s Aid #1 for a list of arcane spells 
  affected. 
  For the DM’s edification: Due to the planar confluence, 
  some of the essence of the Plane of Shadow has been 
  seeping through to Faerie for several weeks now, and has 
  been corrupting the flora and fauna of the immediate 
  vicinity. Although a connection between Faerie and 
  Shadow is not normally possible, Herion’s use of strong 
  magics, and his repeated summoning/gating in of 
  outsiders for use in his war with Veluna has somewhat 
  weakened and wreaked havoc with the “normal” state of 
  the planar boundaries. The phenomena will, in fact, die 
  down “naturally” after the twin full moons on 
  Midsummer’s Night, regardless of any actions taken by 
  the PCs or the shadar-kai. 
  The Duke’s patrols have also encountered several 
  incursions by the shadar-kai (as well as nastier things 
  from the Plane of Shadow), and have setup an “early 
  warning system” of sorts around the glade, in the form of 
  several strategically placed Shrieker. 
  All APLs 
   
  �Shriekers: hp 11; see Monster Manual p. 112. 
  The shriekers predominantly line the main path once it 
  exits from the clearing, but there are enough that anyone 
  leaving the circle on foot will trigger one or more 
  (assume they are spaced approximately every 15 feet 
  
  Vel6-04 Shadowdancing 
   
  Page 15 
  around the outside of the stones, and PCs leaving by the 
  path will trigger the shriekers after moving 10 feet 
  beyond the stones). A successful Spot check (DC 20) sees 
  the fungi hidden amongst the underbrush (although PCs 
  may still not recognize them for what they are). Although 
  the shriekers themselves pose no threat to the party, their 
  screams will attract some of the darker creatures that 
  have taken up residence in the area… 
  APL 6 (EL 8 – includes +1 for terrain advantage) 
   
  �Shadow Shambling Mound: hp 66; see Appendix 
  1. 
  APL 8 (EL 10 – includes +1 for terrain advantage) 
   
  �Shadow Treant: hp 70; see Appendix 1. 
  APL10 (EL 12 – includes +1 for terrain 
  advantage) 
   
  �Shadow Treant (2): hp 70 each; see Appendix I. 
  APL 12 (EL 14 – includes +1 for terrain 
  advantage) 
   
  �Advanced Shadow Treant (3): hp 120 each; see 
  Appendix I. 
  Tactics 
  Map note: For positioning of the stones, use DM Map #3 
  in Appendix 3, but increase the scale to 1 square = 10 
  feet. 
  The party may retreat to the clearing to facilitate combat. 
  The terrain inside the circle is unobstructed in any way 
  (nothing but grass), as is the dirt path, while the outside 
  is considered medium forest with scattered light 
  undergrowth. A space covered with light undergrowth 
  costs 2 squares of movement to move into, and increases 
  the DC of Tumble and Move Silently checks by 2. Listen 
  checks, however, are not increased, as most of the native 
  fauna has been driven off or is avoiding the area. 
  However, anyone making a Listen check within 30 feet 
  of the screaming shriekers should receive a -10 penalty to 
  their roll due to the distraction of the noise. 
  The single shambling mound (APL 6) or treant (APL 8) 
  will be “sleeping” near where the path exits from the 
  circle, but far enough away to not trigger the shriekers 
  with its routine activity (2d4x10 feet from the path, and 
  no closer than 20 feet to any shrieker). As it is considered 
  to be hiding in forested area, remember to include the 
  creature’s racial Hide modifier. 
  At APL 10, the second treant will be 2d4x10 feet away 
  from the first and on the opposite side of the path (but 
  about the same distance from the stone circle as the first), 
  and at APL 12, the third treant will be another 2d4x10 
  feet beyond the second. 
  The shadow plants are not allied with the Duke nor the 
  shadar-kai in any way. The shambling mound has learned 
  that the shriekers signal the approach of possible food, 
  and despite the shadows increasing its aggressive 
  behavior, food is still its primary motivator; if reduced to 
  less than 10 hit points, it will attempt to flee into the 
  forest. 
  The treants however, are thoroughly evil from the 
  corrupting influence of the Plane of Shadow. Once their 
  “slumber” is disturbed, they have no qualms about 
  crushing anything that moves, especially non-plants; they 
  will, however, move on to the next foe if one is dropped, 
  confident in their size and power to be able to come back 
  later and finish off downed foes. 
  Any foes using fire-based attacks against the treants will 
  earn their immediate attention. If the attack injures a 
  treant badly enough (e.g., the treant is reduced to 10 hit 
  points at APLs 8 and 10, or 15 hit points at APL 12), it will 
  attempt to flee into the forest, and hide long enough for 
  its fast healing to regenerate sufficient hit points to 
  renew its attack (depending on how badly the treants 
  have injured the party, this could be between 25% and 
  50% of its normal hit points – DM’s discretion). 
  Development 
  The shriekers (and the battle) have also alerted one of the 
  Duke’s patrols. 
  All APLs (EL 9) 
  �Duke’s patrol (5): Thorn; hp 33 each; see 
  Appendix 1. 
  Upon approaching, the patrol will be content to observe 
  the action and determine the general disposition of all 
  sides. If the party defeats the plants, the patrol will 
  immediately step forward and announce themselves: 
  Five small humanoid-shaped and green-skinned 
  creatures garbed in leafy armor step out of the 
  undergrowth. Their bows are not pointed directly at 
  you, but they appear ready to bring them to bear with 
  a moment’s notice. One of them steps forward and 
  speaks: 
  (The following is first spoken in Sylvan. If no one in the 
  party appears to understand, they will repeat the demand 
  in Common. If a PC in the party played in VEL5-05, The 
  Lost, but does not speak Sylvan, they may still recognize 
  the Duke’s name, however, so the DM may wish to point 
  that fact out to those particular PCs.) 
  “By the order of Duke Xhosasilliname [Zo-sa-silli-nah-
  muh], life spring of his people, a rose among thorns, 
  muse of the ages, you are hereby commanded to lay 
  down your weapons and state your intentions!” 
  
  Vel6-04 Shadowdancing 
   
  Page 16 
  The patrol’s orders are to bring anyone or anything of a 
  suspicious nature (the party qualifies as such) to the 
  Duke’s court for further questioning. 
  Barring any other circumstances, the patrol initially 
  begins the encounter as “unfriendly” (refer to page 72 of 
  the Player’s Handbook for more information), as they are 
  extremely wary right now of any creatures in this area 
  not native to the realm. If any of the PCs have played 
  Vel5-05, The Lost, they may have one (or more) favors 
  which can significantly alter how the patrol reacts:  
  • 
  Lived with the Fey: A PC with this favor spent a 
  significant amount of time tending the Duke’s 
  gardens, and all fey of the Duke’s court will 
  recognize the PC on sight. Patrol’s initial attitude 
  changes to “friendly”. 
  • 
  Friend of the Fey: The PC acted in a generally civil 
  manner the last time he was in Faerie. If he can 
  make the patrol aware of this fact (for example, by 
  relating some of the details of the events of The 
  Lost), the patrol’s attitude will quickly improve to 
  “indifferent”. 
  • 
  Captured by Fey or Imprisoned by Fey: A PC with 
  this favor spent a significant amount of time in the 
  Duke’s jail, and all fey of the Duke’s court will 
  recognize the PC on sight. Patrol’s initial attitude 
  changes to “hostile” (but see below). 
  Unless the party has a PC who is himself fey, use of the 
  Diplomacy skill cannot adjust the patrol’s attitude to 
  higher than “friendly” – the fey mindset is simply too 
  different from the way “mere mortals” think. Parties that 
  start off as “hostile” (because of the Captured 
  by/Imprisoned by Fey favors) can be adjusted as far as 
  “indifferent” – the fey will not strongly trust any group 
  that would associate with such criminals. Even if the 
  party remains “hostile”, the patrol will not attack unless 
  attacked first (although the PCs should not know this); 
  they will, however, insist that all PCs with such negative 
  favors be disarmed for the journey to the Duke’s 
  encampment (other PCs will be permitted to “peace-
  bond” their weapons; “drawing” a peace-bonded weapon 
  is a full-round action that provokes attacks of 
  opportunity). 
  The party may have some questions for the patrol, but 
  they will insist that all such questions should be asked 
  only to “Duke Xhosasilliname, life spring of his people, a 
  rose among thorns, muse of the ages”. A few that they 
  will answer (paraphrase based on the actual questions 
  asked): 
  • 
  Where are we? “Is it not obvious? You walk in the 
  realm of Duke Xhosasilliname, life spring of his 
  people, a rose among thorns, muse of the ages.” 
  • 
  Yes, but where is that? (The patrol really doesn’t 
  know how to answer the question other than by the 
  previous answer – to them, it is the only answer that 
  makes any sense.) 
  • 
  What were those creatures that attacked us? 
  “Abominations! Things that should not even exist! 
  We put them down, yet two more spring up in their 
  place, and it is all we can do to keep them 
  contained!” (They are being overly melodramatic, 
  but only because the shadow “incursion” is such an 
  unnatural occurrence in their experience.) 
  If the PCs ask any others questions, the patrol will insist 
  that only the Duke is qualified to answer, and they can 
  speak no more on the subject. Proceed to Encounter 6A: 
  Signs of Life. 
  If the party attacks the patrol: 
  If the party – for whatever reason – decides to attack the 
  patrol, then the adventure is over (the party is not meant 
  to fight them). If the DM wishes to go through the 
  motions, describe that the patrol flees into the cover of 
  the forest, and begins using guerilla tactics to bring the 
  party down one-by-one. Their goal is to capture, not kill, 
  so they will make prodigious use of their sleep arrows, 
  targeting those PCs who appearance suggests they might 
  succumb easily (mages and sorcerers, then roguish types, 
  then clerics and finally fighters). If the patrol is defeated, 
  others follow until the party is eventually overwhelmed 
  and captured by superior fey forces; they are 
  subsequently imprisoned for 52 TU (and the adventure is 
  over). 
  If the party is defeated by the shadow plants: 
  Although the patrol will not help the party in fighting 
  the shadow plants, if the party is defeated, all is not lost. 
  Assume that the patrol has sufficient strength and 
  resources to drive off the plants before the party itself is 
  completely destroyed (they saw that the party was trying 
  to fight the shadow plants and was not allied with them 
  in any way). In this case, the party wakes up in a 
  dormitory-style tent in the Duke’s encampment. (Proceed 
  to Encounter 6B, and award XPs only for those creatures 
  actually defeated by the party.) 
   
   
  
  Vel6-04 Shadowdancing 
   
  Page 17 
  Encounter 6A: Signs of Life 
   
  If the party accompanies the patrol of their own volition, 
  then read the following: 
  The patrol has guided you through the forest for a few 
  hours. When you first left the stone circle, the forest 
  was extremely dark and silent; even the snaps of twigs 
  beneath your feet seemed dead in the air. But the 
  farther you march, though the trees never seem any 
  less dense, the dismal gloom seems to lift from their 
  boughs, and the clouds overhead are replaced by mere 
  wisps of red and gold.  
  Finally, the trees part to reveal several large pavilions 
  and many smaller ones. There is quite a bit of activity, 
  and humanoids of all shapes, sizes, and colors seem to 
  be going about their business. You also notice a 
  number of guard posts visible at regular intervals all 
  around the “camp”, each one clearly visible to the two 
  on either side. 
  PCs who have been to the Duke’s camp before soon 
  realize that the number of guards is much higher than 
  they remember. 
  As you leave the confines of the forest, another patrol 
  comes out and greets yours. Two of the new 
  individuals are of the same race as your escorts, while 
  the other two appear to be similar to elves, yet not so 
  – their silver eyes sparkle brightly, and their tan skin 
  glows bronze. Your escorts and the camp patrol 
  exchange words, and then the taller of the “elves” 
  speaks: 
  "We bid you greetings in the name of Duke 
  Xhosasilliname, life spring of his people, a rose 
  among thorns, muse of the ages.” You almost think 
  you hear flutes or small chimes accompanying his 
  voice as he speaks. “We have been informed of your 
  actions at the circle, but that still does not answer 
  who you are or why you are here.” 
  All APLs 
  �Seelie (Half-celestial elf) fighters (2): 
  Rgr2/Ftr4; hp 57 each; see Appendix 1. 
  �Thorn guards (2): hp 33 each; see Appendix 
  1. 
  The patrols speak in Sylvan to each other; if a party 
  member can understand Sylvan, they will hear exchange 
  of pleasantries, an explanation of how the thorn patrol 
  came to be in possession of the party, as well as a bawdy 
  joke that makes no sense even though the PC 
  understands Sylvan (although the joke itself seems to 
  involve two of the PCs). 
  It is assumed the party will try to give a brief explanation 
  of what has led to this point. If the PCs mention the 
  deaths of the circle members, the fey may show some 
  interest but not overly much. The DM may adjust the 
  feys’ tone with the party based on the reactions of the 
  patrol described in Encounter 5, and whether any of the 
  party is recognized. 
  After the party replies, the guard continues: 
  “On behalf of Duke Xhosasilliname, life spring of his 
  people, a rose among thorns, muse of the ages, we 
  offer you the hospitality of his camp. Enter freely and 
  in peace. Do no violence in his sight and you are 
  welcome.” 
  He will also specifically address PCs that have any of the 
  favors from Vel5-05 The Lost, looking at those PCs as he 
  speaks: 
  For those PCs with Captured by Fey or Imprisoned by 
  Fey:  
  “The Duke is a benevolent man, and knows of the 
  capriciousness with which those of the mortal realms 
  may act, but understand this – if you would bring the 
  shadows that infect our realm with you in your 
  hearts, his retribution will be swift and just!” 
  For those PCs with the Friend of the Fey: 
  “Welcome [PCs’ name]; we are pleased that you again 
  grace us with your presence. We hope that the Duke’s 
  grace and benevolence to your cause was well-
  received upon your return home.” 
  And finally for those PCs with the Lived with the Fey: 
  “And hail and well-met, [PCs’ name]; we had hoped to 
  see you again – the Duke’s roses need pruning, and 
  the gardens are so overgrown with weeds now, that 
  he may never let you go again!” (All the fey in the 
  vicinity have a good laugh at that, but it should be clear 
  that they are only joking with the PC.) 
  In any case, continue as follows: 
  You are shown to a large, colorful tent on the edge of 
  the camp. Inside you can see comfortable looking 
  chairs, couches and beds; lutes and other small 
  instruments; and many potted plants. “You may use 
  this pavilion to rest and recover from your journey. 
  Water and bread can be brought to you if you wish, 
  but you must remain here – you are not permitted to 
  aimlessly wander the camp. We leave you now to 
  inform the Duke that you petition an audience.”  
  
  Vel6-04 Shadowdancing 
   
  Page 18 
  With that, they depart, leaving the party to their own 
  devices, and report to their master and ask about an 
  audience. Under no circumstances will the party be 
  allowed to meet with the fey duke immediately. He is 
  simply not available. 
  The tent is large (30 ft. x 50 ft.) and comfortably 
  furnished, but is plainly set off from the rest of the camp, 
  and the party should feel isolated and potentially 
  watched. In fact, the party IS now being constantly 
  watched – by pixies. Remember that pixies are constantly 
  under the effect of a greater invisibility. There will be one 
  pixie assigned to the party at the beginning, but if the 
  party is obviously going to split up and/or be 
  troublesome, more will be assigned as needed. The 
  pixie(s) will watch the party and keep tabs on the PCs’ 
  activities, but will not reveal themselves or interact. 
  It is possible that with very high Spot or Listen checks, 
  the party could notice the pixie in their tent. You should 
  ask the players to roll several Spot and Listen checks at 
  the start of the adventure so as not to tip them off at this 
  time to the pixies’ presence. If the pixies are discovered, it 
  will continue to monitor the PCs, though it might even 
  engage in conversation once it knows it has been found. 
  You may ad lib the pixie’s remarks; it will not leave unless 
  threatened with violence – which will be duly noted to 
  the Duke. Even if a pixie is scared off, others will be 
  assigned to the PCs. 
  All APLs 
   
  �Seelie (Half-celestial) pixie: hp 5 each; see 
  Appendix 1 
  Despite the comfort within the tent, the PCs may want to 
  explore a bit. In general, as stated by the guards, the party 
  may not leave the vicinity of the pavilion – guards will 
  escort them back if they try – but they may stand outside 
  the tent, or even walk in the immediate area. 
  PCs with the Friend of the Fey or Lived with the Fey 
  favors will be permitted to wander a bit farther, although 
  there will always be at least 2 guards following them (but 
  no more than 4), the PCs may even speak with the fey in 
  the camp, although the fey cannot answer any questions 
  about the shadows, the circle, or the party’s situation. 
  On the other hand, PCs with the Imprisoned by Fey or 
  Captured by Fey favors will be met with menacing stares 
  and scowls if they even poke their heads out of the tent, 
  and they will be discouraged from even speaking to any 
  fey walking past. 
  In any case, if the PCs are proving troublesome or 
  ‘impolite’, seelie wizards will also keep an eye on them 
  using any means necessary. 
  The PCs will have essentially an entire day to rest, relax, 
  and recuperate. If they request it, they may also be 
  brought basic healing supplies (essentially equivalent to a 
  healer’s kit from the Player’s Handbook). 
  Proceed to Encounter 6C: Keep Talking. 
   
  Encounter 6B: Coming Back To 
  Life 
   
  If the party was brought to the Duke’s camp after being 
  defeated by the shadow plants, read the following: 
  You awaken inside a large, colorful tent. You’re lying 
  on what feels like one of the more sumptuous beds 
  you’ve ever slept in. Around you, you can see all the 
  comforts a home might afford, as well as several other 
  beds with your companions in them. 
  As you begin stirring, an elf enters the tent through 
  the main flap. At least, the being looks somewhat like 
  an elf – but his silver eyes and his tan skin glowing 
  almost to a bronze color makes you think otherwise. 
  “Ah! Our guests awake! No doubt you have many 
  questions for the Duke. They may all be answered in 
  due time, but for now you should continue to rest and 
  recuperate. Water and bread can be brought to you if 
  you wish, but you must remain here – you are not 
  permitted to aimlessly wander the camp.” 
  The tent, furnishings, and reactions of their fey “hosts”, 
  etc. are otherwise the same as described in Encounter 
  6A, down to the pixie observer, the guards outside, and 
  the restrictions on the PCs movement. The PCs wounds 
  have been treated to prevent further injury (treat this as 
  having had a full night’s rest), but no further healing has 
  been performed, and any PCs who were killed in the 
  encounter with the shadow plants are still dead. 
  The PCs may of course have questions for the attendant: 
  • 
  The Duke? Duke who? “Is it not obvious? You are 
  in the realm of Duke Xhosasilliname, life spring of 
  his people, a rose among thorns, muse of the ages.” 
  • 
  How did we get here? “One of our patrols found 
  you fighting some abominations at one of the stone 
  circles near here. The creatures were driven off by 
  the patrol, who then brought you back to the camp.” 
  (If the PCs have any of the fey favors from Vel5-05 
  The Lost, he will also comment: “Your countenance 
  was also known to us, and the patrol wisely realized 
  
  Vel6-04 Shadowdancing 
   
  Page 19 
  that the Duke would likely wish to speak with you 
  before you were rendered unrecognizable.”) 
  He will answer no further questions on the happenings 
  at the circle, or attempt explanations of the events. 
  The PCs will have essentially an entire day to rest, relax, 
  and recuperate. If they request it, they may also be 
  brought basic healing supplies (essentially equivalent to a 
  healer’s kit from the Player’s Handbook). 
  Proceed to Encounter 6C: Keep Talking. 
   
  Encounter 6C: Keep Talking 
   
  Come morning – which you only know as such 
  because one of the Duke’s attendants brought you a 
  simple meal of teas and biscuits, and greeted you with 
  “Good Morning!” – you are given a brief amount of 
  time to eat and freshen up before being summoned to 
  the Duke’s chambers. 
  The PCs will be escorted through the camp by several 
  guards, both of the elven and thorn varieties. Even if the 
  PCs have been here before, they are watched at every 
  turn and step by the various fey they pass in the camp, 
  some with a hint of distrust, yet some with child-like 
  wonder. 
  Note that much of what follows will feel very familiar to 
  those PCs who have played Vel5-05 The Lost. The Duke 
  and his court invest themselves with a great deal of pomp 
  and circumstance, all the more so when outsiders are 
  present. However, unlike the events of The Lost, the PCs 
  are not actively seeking a diplomatic solution to a 
  problem, only answers to their questions, so much of the 
  previous ritual they experienced will not be present at 
  this time. They will also not be expected to present the 
  Duke with gifts (although such actions will not be 
  rejected, either!) 
  You eventually stop outside what has to be the largest 
  pavilion in the encampment. The leader of your 
  escort halts and then announces: “Enter and be 
  recognized.” 
  A broad hallway of sorts greets you as you enter the 
  tent. Two well-armed guards in elegant filigreed 
  armor block the way past curtains that must lead 
  deeper into the tent with crossed halberds. Along the 
  left-hand wall, a long table covered in blue silks runs 
  the entire length of the passage, and standing on the 
  end closest to you, a small figure – half-humanoid and 
  half-cricket – wearing finely-tailored jacket, addresses 
  you in a chirpy voice, asking for your name and titles. 
  After the each PC answers: 
  With a quill pen that is almost as big as him, the 
  attendant notes your answers on a small tablet, then 
  escorts you across the entryway towards the tent flap. 
  He pauses midway and asks, “Are you ready to enter 
  the presence of Duke Xhosasilliname, life spring of 
  his people, a rose among thorns, muse of the ages?”  
  He has paused next to the table, which is of an 
  appropriate height for medium humanoids. When the 
  PCs first enter, there is nothing on the table except a fine 
  blue felt cloth. The PCs are expected to remove any 
  weapons that they are carrying and place them on the 
  table, and the grig is giving them the chance to do so. 
  Any small or particularly elegant weapon may be kept.  
  If the PC is unsure of what to do and asks the grig, he will 
  not tell the PC what is expected. However, if the PC 
  succeeds in a Sense Motive check (DC 12), he will 
  recognize that the grig’s body language seems to be 
  indicating something about the table. 
  After a reasonable pause, whether the PCs remove their 
  weapons or not, the grig will continue his walk to other 
  end of the entry way:  
  The grig continues his stately hops across the little 
  chamber, and nods to the two honor guards. They 
  uncross their halberds, and after thanking you for 
  your patience, the attendant pulls aside the shiny 
  curtains, and bows while gesturing you inside. 
  Entering the chamber, you are struck by its opulence. 
  The floor is covered by overlapping carpets, and the 
  air is rich with the scent of incense. All along the 
  edges of the pavilion, guards stand to attention, ever 
  watchful for any sign of treachery. 
  Directly ahead, seated upon a mound of pillows, sits a 
  figure that can only be the duke. Tall and beautiful, 
  he is dressed in the finest fabrics and jewels 
  imaginable. He is flanked by a number of courtiers, 
  themselves dressed in exotic silks and linens, many 
  holding small wands or staves as badges of office. 
  If the PCs have been in the Duke’s presence before, 
  comment that some of the courtiers look familiar, some 
  of them point and giggle or wink at this or that PC… The 
  Duke however, makes no indication that he might 
  recognize the PCs.  
  A red-robed seelie elf steps forward, golden hair 
  glistening in a light that emanates from all around 
  you. He raises a hand and the discussions fade away – 
  all eyes focus their attention upon you and your 
  
  Vel6-04 Shadowdancing 
   
  Page 20 
  friends. The seneschal addresses his liege and the 
  court.... 
  If any of the PCs have the Captured by Fey or 
  Imprisoned by Fey favors, the seneschal interjects 
  “mostly” before he says “honorable heroes”, looking at 
  those PCs as he does so. 
  “My Lord Duke, gentlemen and ladies of the court, I 
  give you ...” (he lists your names and titles, if given) 
  “These great and honorable heroes seek the wisdom 
  and counsel of Lord Duke Xhosasilliname, life spring 
  of his people, a rose among thorns, muse of the ages. 
  Turning to you, he exclaims, “Speak, so that our Duke 
  may swiftly guide you on your journey!” The crowd 
  chuckles at his last proclamation and you think you 
  see a hint of a smile flash across the Duke’s face. 
  The PCs may take this opportunity to present the Duke 
  with any gifts they have for him (although it is not 
  required). For those PCs who played in The Lost, if the 
  PCs relate the details of what has transpired in Veluna 
  since their last visit, the Duke and his court will listen 
  with some interest. If they also thank the Duke for his 
  previous hospitality and/or generosity in granting them 
  the piece of Herions’s holy symbol that was worn by 
  Tallin Creen, the court will loudly applaud the Duke’s 
  “efforts” in single-handedly ending the war in Veluna. 
  Unless the PCs move straight into a question-and-answer 
  mode this exchange can be quite free-form. The Duke 
  himself will never speak. Although etiquette demands 
  that the party address their questions to the Duke, the 
  seneschal will answer any and all questions the party 
  poses (though depending on the complexity of the 
  question, he may turn to the Duke for guidance, who will 
  generally nod approval or disapproval of an answer as the 
  seneschal speaks it). 
  Use the following to paraphrase any questions and 
  answers the PCs may have for the Duke:  
  • 
  How/why has the Plane of Shadow been seeping 
  into Faerie? “We reluctantly admit that we do not 
  know. It has long been believed that, among all the 
  mysteries of the multiverse to which the Duke is 
  privy, that our boundaries against other realms were 
  inviolate. But the events at the circle speak 
  otherwise. The storm brewing there is unlike any 
  that this realm has ever seen or known.” 
  • 
  When did the Shadow seepage begin? “About two 
  weeks ago; three or four months as you reckon such 
  things.” 
  • 
  Do you know how to stop Shadow from 
  encroaching? “No, but the Duke has assured that 
  your appearance here at this time and in that place is 
  a clear sign that you will be instrumental in 
  preventing further corruption of our fair lands.” 
  • 
  What are the shriekers there for? “When the 
  shadows first appeared, several creatures from that 
  realm crossed paths with some of our folk, and we 
  handily dispatched them. But since then the 
  creatures have grown stronger and more vicious. The 
  shriekers were placed to give us some advance 
  warning that additional incursions were being 
  made.” 
  • 
  What other kind of creatures have come 
  through? “Most of the creatures were simply shades 
  of their true selves. Others were creatures from this 
  realm that lingered too long and were corrupted by 
  the shadows – we believe this is what you 
  encountered when you first arrived. But more 
  recently, darker beings from the depths of Shadow 
  have appeared, as well as several patrols of the dark 
  fey.” (By ‘true selves’, the fey means creatures in the 
  natural or normal state, i.e. animals or creatures that 
  have not been altered by the influence of Shadow.) 
  • 
  The dark fey? “Yes; they are also known as the 
  shadar-kai.” (The Duke’s brow furrows, and a low 
  murmur runs through the room when the seneschal 
  speaks the name – not one of surprise, but more of 
  disgust at the mention of their name.) 
  • 
  Did you capture any of them? “Yes, one of their 
  warriors, but as they are an affront to the existence of 
  all fey everywhere – and the Duke makes no 
  exceptions in that regard – the traitor was summarily 
  executed, and all trace of him was removed from the 
  Duke’s domains.” (He and all his belongings were 
  disintegrated by one of the Duke’s mages.) 
  • 
  Did you question him before executing him? “Of 
  course, but there was nothing useful to be learned. 
  He rambled on and on, something about ‘when the 
  moons are as one’ that he and his brethren would 
  finally freed from their curse... Oh, and something 
  about destroying the despoilers and vengeance upon 
  the brethren that abandoned them. The usual mad 
  rhetoric that their kind always espouses...” (The 
  despoilers would be humanoids in general on the 
  Material Plane and the ‘brethren that abandoned 
  them’ refers to most fey that are not shadar-kai.) 
  • 
  You said something about ‘Moons’? “Yes, what 
  about them? There is no moon in Faerie; everyone 
  knows that! The traitor seemed to think that there 
  was some ritual that could be performed under a full 
  moon that would allow his kind to cross over into 
  
  Vel6-04 Shadowdancing 
   
  Page 21 
  the Duke’s realm and remain here indefinitely.” (If 
  the PCs did not already realize that the Midsummer’s 
  Night had twin full moons – perhaps as a result of 
  visiting Danu earlier – they can make a DC 15 
  Knowledge (Nature) or Survival check to know that 
  that event was approaching when they left the 
  Material plane.) 
  • 
  What’s so special about the Circle of Hands? “The 
  what? You mean the Af-Athaspar? It is a portal, as 
  well as an anchor of sorts; perhaps more so than 
  other places in your Vale, but nothing more...” (He 
  will not elaborate if pressed on this issue) 
  Once the PCs seem to be finished with their questions: 
  As your last question is answered, you notice that one 
  of the small green figures who accompanied you 
  earlier has entered the tent.  There seems to be a great 
  deal of commotion caused by his entrance, and much 
  whispering. You hear the flutter of invisible wings 
  speed past you, then the seneschal cocks his head as if 
  listening closely to someone whispering in his ear.  
  He then speaks, addressing the Duke, but making 
  sure you hear as well. 
  “My Lord Duke, it seems that something is happening 
  at the Af-Athaspar – thunder and lightning!” The 
  crowd gasps at the seneschal’s statement, and all look 
  to the Duke.  He appears to be thinking for but a 
  moment then nods at the seneschal, who turns to 
  you, and continues: “My Lord Duke believes that this 
  may in fact be a more serious matter than any could 
  have previously considered. Were you to return and 
  perhaps put a stop to whatever is causing this 
  maelstrom, the Duke would happily extend his 
  gratitude to each of you…” 
  It is presumed that the PCs will accept the seneschal’s 
  offer.  The DM may ad-lib additional conversation, 
  although the seneschal will not agree to outright 
  extortion, only that he can promise the Duke’s favor. 
  Once the matter is settled, proceed on to Encounter 7: 
  Eclipse. 
   
  Encounter 7: Eclipse 
   
  Even before you leave the camp, you can see storm 
  clouds brewing over the forest where the circle from 
  which you made your entrance to Faerie must be. As 
  the Duke’s patrols begin to lead you back through the 
  forest, the dusky sun is quickly covered by clouds.  
  You can tell that you must be getting closer, as the 
  shadows in the trees around you begin to deepen 
  once more, and the clouds overhead thicken like a 
  brewing thunderstorm; an occasional all-around flash 
  and rumble signals the lightning the seneschal spoke 
  of. 
  Another patrol has gone ahead of the party to temporarily 
  move the shriekers away from the path. 
  When you get to the circle, you see another patrol of 
  the small green fey has arrived ahead of you, and they 
  give you instructions for activating the stones to 
  return you home. As you are preparing to leave, you 
  notice that the wind has picked up, the storm clouds 
  directly over have begun to swirl in a huge spiral, and 
  a definite chill has entered the air. 
  Based on the change of environment, some PCs may 
  anticipate trouble upon returning to the Material Plane, 
  and will likely wish to buff – now would be a good time 
  to do so, but there is certainly no need for the DM to 
  prompt them! For the transit to work correctly, all the 
  PCs will need to be gathered around and touching the 
  same stone. 
  Activating the stone, the deep, dark fog once again 
  surrounds you, and the drifting sensation returns. 
  With a sudden JOLT, you feel solid earth beneath 
  your feet. It takes but a moment for the fog to part, 
  and then scene before you is nothing like when you 
  left.  
  You’re almost sure that you are back at the Circle of 
  Hands, but it is difficult to tell. It is night, and 
  between the twin full moons overhead and the 
  flickering of a low fire at the center of the Circle, the 
  shadows dance wildly. Dark purple and green flames 
  leap off of the stone at your backs, and the ones on 
  either side of you burn with a similar light, though no 
  heat radiates from them. 
  At APL 6: 
  Across the circle from you, a slight, grey-skinned man 
  with exaggerated elven features and clothed in robes 
  is standing next to another of the hands. He takes 
  notice of you, and as he reaches out toward the stone 
  in front of him, you hear him mutter “Kill them…” to 
  no one in particular… 
  At APLs 8 & 10: 
  Across the circle from you, a slight, grey-skinned man 
  with exaggerated elven features and clothed in robes 
  is standing next to another of the hands; a taller 
  woman of equally dismal pallor appears to be 
  observing him but turns at your appearance. The 
  robed man takes notice of you, and as he reaches out 
  
  Vel6-04 Shadowdancing 
   
  Page 22 
  toward the stone in front of him, you hear him mutter 
  “Kill them…” to no one in particular… 
  At APL 12: 
  Across the circle from you, a slight, grey-skinned man 
  with exaggerated elven features and clothed in robes 
  is standing next to another of the hands; a taller 
  woman of equally dismal pallor appears to be 
  observing him but turns at your appearance. Two 
  short, tough-looking old men wearing bright red hats 
  stand next to the fire, and another just like them 
  leans against another of the far stones; all three wield 
  scythes that look too large for them. The robed man 
  takes notice of you, and as he reaches out toward the 
  stone in front of him, you hear him mutter “Kill 
  them…” to no one in particular… 
  APL 6 (EL 9) 
   
  �Xeutscho: Shadar-Kai Wiz7; hp 70; see Appendix 
  1. 
   
  �Shadar-Kai Sentries (3): hp 26 each; see 
  Appendix 1. 
  APL 8 (EL 11) 
   
  �Xeutscho: Shadar-Kai Wiz9; hp 80; see Appendix 
  1. 
   
  �Kanat: Shadar-Kai Ftr6; hp 72; see Appendix 1. 
   
  �Shadar-Kai Sentries (3): hp 26 each; see 
  Appendix 1. 
  APL10 (EL 13) 
   
  �Xeutscho: Shadar-Kai Wiz11; hp 90; see Appendix 
  1. 
   
  �Kanat: Shadar-Kai Ftr8; hp 90; see Appendix 1. 
   
  �Shadar-Kai Sentries (3): hp 26 each; see 
  Appendix 1. 
  APL 12 (EL 15) 
   
  �Xeutscho: Shadar-Kai Wiz13; hp 100; see 
  Appendix 1. 
   
  �Kanat: Shadar-Kai Ftr8; hp 90; see Appendix 1. 
   
  �Advanced Redcaps (3): hp 90 each; see Appendix 
  1. 
   
  �Shadar-Kai Sentries (3): hp 26 each; see 
  Appendix 1. 
  Due to the twisting nature of time in the fey realms, the 
  party has managed to reappear on Oerth right as the final 
  part of ritual commences. There should be no surprise 
  round, as both parties become aware of each other at the 
  same time. 
  Xeutscho (ZOO cho) had cast greater mage armor on the 
  way to the Circle of Hands, and cast false life, expeditious 
  retreat, and shield at the start of the ritual. The latter two 
  spells have 1 minute (10 rounds) remaining on their 
  durations at the start of the combat. His hit points total 
  includes 17 temporary hit points from the casting of false 
  life. If Kanat is present, he has received a casting of 
  indomitability before the start of the ritual as well (which 
  will also still be in effect when the PCs arrive). 
  Tactics 
  Map note: For positioning of the stones and the various 
  opponents at the beginning of this encounter, see DM 
  Map #3 in Appendix 3. 
  Although Xeutscho doesn’t completely understand the 
  inner workings of the ritual given to him by Herion’s 
  forces, he does know that completing the steps described 
  will establish a connection between the two planes, and 
  that his shadar-kai brethren waiting in the Plane of 
  Shadow can use the opportunity to cross over to Faerie 
  and escape their Shadow Curse (so he thinks). As such, 
  he will do his utmost to complete the ritual. 
  To do so, Xeutscho must take a standard action to touch 
  and activate each of the remaining stones (similar to 
  activating a use-activated magic item that does not 
  provoke an attack of opportunity). Upon activation, the 
  stone will burst with a flash of purple and green light, 
  and begins to burn just like the others. 
  His very first action will be to cast nerveskitter, either on 
  himself at APL 6 or on Kanat at APL 8 and above. If he 
  beats the PCs’ initiative (or if those that go ahead of him 
  stay close to those PCs who are still flat-footed), then he 
  will cast a spherical wall of evil in an attempt to contain 
  the party. Otherwise, he will then try to activate the stone 
  directly next to him  then move on to the next, using his 
  companions, and/or the stones themselves for cover. If 
  any PCs get within 10 feet of him, he will try to prevent 
  the PC from getting any closer by casting a shadow well 
  on the offending PC (or wall of evil if still available, as a 
  line to block further access). Xeutscho is cold and 
  calculating as befits the life of a shadar-kai, but that 
  means he still has a fair amount of paranoia about him, so 
  the bulk of the spells he prepared today are intended to 
  keep people away from him in case someone tries to 
  interrupt the ritual. 
  At all APLs, the sentries will start out hidden in the 
  shadows of the stones marked 2, 4 and 6. If the sentries 
  win initiative at APLs 6-10, the sentry at #2 will lob his 
  vial of night extract at the party to give his allies the 
  additional advantage of concealment, and the sentries at 
  #4 and #6 will move up, trying to remain hidden to gain 
  their sneak attack. At APL 12, if the sentries win 
  
  Vel6-04 Shadowdancing 
   
  Page 23 
  initiative, the sentry at #2 will not use the night extract 
  directly on the party; he has been bullied and intimidated 
  by the 3 redcaps, and knows that they do not have the 
  same ability to see in the area of the night extract as the 
  shadar-kai. He will, however, throw a vial to try and 
  provide concealment for Xeutscho as he moves to the 
  remaining stones. 
  At APLs 8-12, Kanat’s job is to protect Xeutscho, and she 
  will always try to keep herself between the party and the 
  mage. Until the three remaining stones have been 
  activated, she will generally avoid being drawn directly 
  into melee, and will use tripping and as many attacks of 
  opportunity as possible to keep the PCs from 
  approaching Xeutscho. 
  At APL 12, the redcaps will dive right into combat, 
  attacking whoever is closest. They were hired with the 
  promise of bloodshed, and they leave the task of 
  protecting Xeutscho to his shadar-kai brethren. They will 
  fight to the death. 
  Development 
  If Xeutscho is able to activate the three remaining stones, 
  read or paraphrase the following: 
  With a maniacal grin and a final touch from the robed 
  man, all six stones flare briefly with a sickly purple 
  flame that just as quickly dies down to almost 
  nothing. Even the fire in the middle of the Circle 
  appears subdued, almost as if it was about to burn out. 
  In the pale moonlight, you become aware of figures – 
  MANY figures – moving past you from out of the 
  darkness. And not just past you, but through you as 
  well. Some of the figures resolve themselves into 
  humanoid shapes similar to the beings before you, 
  but all remain incorporeal and faded as they pass by. 
  At the same time, an odd sound drifts in from the 
  edge of your hearing, like the winds of an 
  approaching storm, and quickly becomes almost 
  deafening in its intensity. 
  Then, just as suddenly, like a castle door slamming 
  shut against the wind, the sound stops. Some of the 
  racing figures react like they have been knocked 
  back, some fall prone to the ground, and some seem 
  to almost fade into existence, before all wink out 
  completely. With a scream of “NOOOOOOO!” the 
  pale man turns to you glaring, his grin twisting to 
  hatred and anger. 
  While some shadar-kai are able to pass over from Shadow 
  to Faerie (these are the incorporeal beings the PCs see 
  running past), the ritual has in fact failed (Herion’s 
  promises to the shadar-kai were completely empty). The 
  figures being knocked back are those stragglers who tried 
  to cross over just as the planar boundaries ”slammed 
  shut”. 
  At this point, Xeutscho throws most caution to the wind 
  – he recognizes that something has gone wrong, and in 
  his mind, the PCs are responsible. He will user whatever 
  damaging spells he can, although if he sees an 
  opportunity to disable a number of PCs at once, he will 
  take it (for example, if the party is grouped close enough 
  that they might all be affected by slow) to give his 
  companions the ability to more easily render the party 
  helpless. Remember that the shadar-kai are an extremely 
  vicious race, and will go to the effort to come back and 
  kill those that they have only previously disabled; 
  Xeutscho is no exception, and will even pick up the 
  spiked chain of a fallen comrade if he thinks he may 
  contribute to the PCs’ pain and suffering (he is proficient 
  in its use)... 
  If the battle has gone completely against him (if all his 
  support is killed or disabled, for example), then he will 
  try to escape by activating the remaining charge on his 
  blackstone rune. 
  If the party succeeds in driving off or killing the shadar-
  kai, in addition to the equipment remaining on the fallen, 
  they will find the remains of scrolls at the base of each of 
  the stone hands (Search DC 20 at night, or DC 10 during 
  the day, or in the effects of a daylight spell). What writing 
  remains on them is in an older dialect of Oeridian - most 
  of the language and phrasing is actually nonsense, but a 
  DC 20 Spellcraft check reveals that where magical 
  concepts are described, they generally deal with magic of 
  the Illusion school (and specifically the (Figment) 
  subschool). The remains of a seal is on each scroll as well, 
  and examining all of the scrolls together will reveal that 
  the seal likely consisted of three inter-locking rings. 
  Treasure:  
  APL 6: L: Masterwork dagger (25 gp per character), 3 x 
  masterwork spiked chain (each 27 gp per character; C: (70 
  gp); M: 3 x +1 studded leather (each 97 gp per character), 
  4 x +1 gal-ralan (each 52 gp per character), 4 x potion of 
  cure moderate wounds (each 25 gp per character), 3 x vial 
  of night extract (each 4 gp per character), amulet of 
  natural armor +1 (166 gp per character), headband of 
  intellect +2 (333 gp per character), blackstone rune (1 
  charge) (91 gp per character). 
  APL 8: L: Masterwork dagger (25 gp per character), 3 x 
  masterwork spiked chain (each 27 gp per character; C: (78 
  gp); M: +1 spiked chain (193 gp per character), +1 mithral 
  shirt (175 gp per character), 3 x +1 studded leather (each 
  97 gp per character), 3 x +1 gal-ralan (each 52 gp per 
  character), 2 x +2 gal-ralan (each 208 gp per character), 2 x 
  potion of cure light wounds (each 4 gp per character), 4 x 
  
  Vel6-04 Shadowdancing 
   
  Page 24 
  potion of cure moderate wounds (each 25 gp per 
  character), 5 x vial of night extract (each 4 gp per 
  character), amulet of natural armor +1 (166 gp per 
  character), headband of intellect +2 (333 gp per 
  character), blackstone rune (1 charge) (91 gp per 
  character), tunic of steady spellcasting (208 gp per 
  character). 
  APL 10: L: Masterwork dagger (25 gp per character), 3 x 
  masterwork spiked chain (each 27 gp per character; C: (78 
  gp); M: +1 spiked chain (193 gp per character), +1 light 
  fortification mithral shirt (425 gp per character), 3 x +1 
  studded leather (each 97 gp per character), 3 x +1 gal-
  ralan (each 52 gp per character), 2 x +2 gal-ralan (each 208 
  gp per character), 5 x potion of cure moderate wounds 
  (each 25 gp per character), potion of enlarge person (20 
  gp per character), 5 x vial of night extract (each 4 gp per 
  character), amulet of natural armor +1 (166 gp per 
  character), headband of intellect +4 (1333 gp per 
  character), blackstone rune (1 charge) (91 gp per 
  character), tunic of steady spellcasting (208 gp per 
  character), brooch of shielding (125 gp per character). 
  APL 12: L: 3 x masterwork spiked chain (each 27 gp per 
  character, 3 x scythe (each 1 gp per character; C: (133 gp); 
  M: +1 dagger (191 gp per character), +1 spiked chain (193 
  gp per character), +1 light fortification mithral shirt (425 
  gp per character), 3 x +1 studded leather (each 97 gp per 
  character), 3 x +1 gal-ralan (each 52 gp per character), +2 
  gal-ralan (208 gp per character), +3 gal-ralan (466 gp per 
  character), 5 x potion of cure moderate wounds (each 25 
  gp per character), potion of enlarge person (20 gp per 
  character), 5 x vial of night extract (each 4 gp per 
  character), amulet of natural armor +1 (166 gp per 
  character), headband of intellect +4 (1333 gp per 
  character), blackstone rune (1 charge) (91 gp per 
  character), tunic of steady spellcasting (208 gp per 
  character), brooch of shielding (125 gp per character), 
  shadow veil (833 gp per character), 3 x redcap’s tooth 
  (each 83 gp per character). 
   
  Encounter 8: The Show Must 
  Go On 
   
  Only if the PCs did not discover the Circle of Hands’ 
  connection to Faerie, and/or they waited for someone or 
  something to show up, will this encounter occur… 
  Use the statistics for Xeutscho and his minions as 
  detailed in Encounter 7: Eclipse, but disregard any 
  boxed text or descriptions of tactics there; at this point, 
  the Shadar-Kai are motivated to slaughter the PCs for 
  simply daring to interfere with their plans (even if the 
  party was unaware they were doing so!) and will show no 
  mercy. 
  The sentries (and Kanat at APL 8+) will attempt to 
  stealthily approach the PCs (using their Hide in Plain 
  Sight ability). If they can get within striking distance and 
  remain hidden, Xeutscho will try to disable PCs with his 
  spells from a safe distance – his “opening salvo” 
  (something that can affect multiple PCs at once, if 
  possible) will be the signal for the sentries (and Kanat) to 
  attack. If, on the other hand, they are spotted before 
  closing to melee distance, Xeutscho will still try to attack 
  from a distance, but the other NPCs will move as quickly 
  as possible to close the distance. 
  If the PCs wait, it will cost them an additional 2 TUs 
  beyond their normal cost for a Veluna mod; this cannot 
  be offset by favors in any way. 
   
  Conclusion  
   
  After the mage fled/was killed, the flames on the 
  stones eventually died down. With the coming of 
  dawn, it seemed clear you were back in Veluna where 
  you ought to be. No storm swirled overhead, and no 
  other of the dark fey made themselves known the rest 
  of the night. Curiously, the “fading” effect you 
  experienced earlier while standing within the Circle 
  of Hands was no longer manifest. 
  A – If the PCs defeat Xeutscho and prevent the 
  ritual from completing: 
  Presuming the PCs inform the Captain Bras and the 
  guard of what happened: 
  After a few days journey back to Veluna City, you are 
  able to make arrangements for a meeting with 
  Captain Bras, who eagerly listens while a scribe 
  records the details of your tale. 
  “I’m glad you were able to put a stop to whatever this 
  foul ritual may have been intended to accomplish.” 
  He motions to the remains of the scrolls you brought 
  back as he continues, “To see yet more evidence that 
  this was in some way linked to Herion is truly 
  disheartening. Some days it seems as if his foul taint 
  may never be cleansed from our lands!” 
  “I’ve only heard bogey-stories of these ‘dark fey’ you 
  describe. ‘Course their behavior doesn’t sound any 
  less predictable than what I’ve heard about regular fey 
  
  Vel6-04 Shadowdancing 
   
  Page 25 
  – like I told you, you just can’t trust those uncivilized 
  types!” 
  “Even though it’s clear you stopped the proceedings 
  before their plans could be completed, that is no 
  guarantee that they and their ilk won’t try again. The 
  canon will be informed, of course, and I reckon he 
  will want to start sending patrols past the Circle of 
  Hands on a more regular basis.” 
  “Regardless, you have our thanks for your efforts. It’s 
  good to know the rumors of the Church’s 
  involvement in this mess can be put to rest.” 
  For those PCs not performing the investigation as a 
  Church obligation, the Captain pays the following: 
  Treasure:  
  APL 6: L: (0gp); C: (300 gp); M: (0gp). 
  APL 8: L: (0gp); C: (400 gp); M: (0gp). 
  APL 10: L: (0gp); C: (500 gp); M: (0gp). 
  APL 12: L: (0gp); C: (600 gp); M: (0gp). 
  PCs who accepted the mission “for the good of the 
  Church” will receive half of the above amount as a 
  reward. 
  If the PCs return to Danu Dearg’s house to inform her of 
  events, read or paraphrase the following (in this version 
  of the ending, Danu is obviously saddened by the loss of 
  Choc, but try to play her with a sense of understanding, 
  of knowing that such things are the way of the circle of 
  life, and gaining comfort from that knowledge): 
  You see a familiar wisp of smoke drifting from the 
  chimney as you approach Danu’s hut, but there is no 
  response to your knocks on the door. After a moment, 
  though, you hear the sounds of shovel striking dirt 
  coming from the back side of the house. 
  Presuming the PCs investigate: 
  As you round the side of the house, you see Danu at 
  the edge of the oak copse. She appears to throw one 
  more shovel of dirt on a small mound, then kneels 
  and plants a small sprig while uttering words that 
  drift away from you on the wind. As she stands up 
  with her back still towards you, she speaks obviously 
  to you: “You’re welcome to join me; Choc wouldn’t 
  mind, and I promise I won’t tell the Church if you 
  want to say a word or two also.” 
  She turns and smiles – her face is smudged with dirt 
  but the clear streaks on her cheeks betray the fact 
  that she has been crying. “Ahlith, stop!” She speaks in 
  a scolding voice to a small black and white (and dirty) 
  creature you now see digging away at the fresh 
  mound of dirt with its claws. “We shall see him again 
  some day, but that is not the way to hasten the 
  meeting!” The little badger at her feet looks up, then 
  with what must pass for resignation, starts covering 
  back up the hole it had already made. Danu lightly 
  chuckles, then turns back to you. “The circle turns, 
  my friends; what can I do for you?” 
  Presuming the PCs inform Danu of the events: 
  “The shadar-kai, you say? That is … unsettling, but 
  not unexpected when the shadows are long. Looking 
  back, it could certainly explain many things. 
  Although my elders will be cautious, I have a feeling 
  that we need not fear such trouble for quite a while 
  now. I was even paid a visit this morning from an old 
  friend who’s been working the fields up in 
  Whitehale; said he didn’t have a single problem on 
  the journey here, either.” 
  “I’m not sure how the old canon figures into things – 
  perhaps it was just his last grasp at terror from beyond 
  the grave!” (She chuckles at her own joke). 
  Danu will invite the PCs to stay for dinner, and will not 
  be offended if they do not accept her offer. As the party is 
  leaving, read the following: 
  As Danu walks with you back to the Great Western 
  Road, she looks to the northwest, where gray clouds 
  are gathering on the horizon. “Looks like a storm 
  coming in,” she muses, as the wind picks up from that 
  direction. “Best be getting back to the city; you don’t 
  want to be caught out after dark!” She winks, then 
  turns and heads back into her house. 
  B – If Xeutscho was able to complete the ritual: 
  Presuming the PCs inform the Captain Bras and the 
  guard of what happened: 
  After a few days journey back to Veluna City, you are 
  able to make arrangements for a meeting with 
  Captain Bras, who eagerly listens while a scribe 
  records the details of your tale. 
  “It is unfortunate that you seemed unable to put a 
  stop to whatever this foul ritual may have 
  accomplished.” He motions to the remains of the 
  scrolls you brought back as he continues, “To see yet 
  more evidence that this was in some way linked to 
  Herion is truly disheartening. Some days it seems as 
  if his foul taint may never be cleansed from our 
  lands!” 
  “I’ve only heard bogey-stories of these ‘dark fey’ you 
  describe. ‘Course their behavior doesn’t sound any 
  less predictable than what I’ve heard about regular fey 
  
  Vel6-04 Shadowdancing 
   
  Page 26 
  – like I told you, you just can’t trust those uncivilized 
  types!” 
  “It’s seems clear, though, that something went wrong 
  if the fellow in charge of things seemed so upset 
  when the apparitions you saw stopped running 
  through … wherever. A guarantee if I ever heard one 
  that they and their ilk will eventually try again. The 
  canon will be informed, of course, and I reckon he 
  will want to start sending patrols past the Circle of 
  Hands on a more regular basis.” 
  “Regardless, you have our thanks for your efforts. It’s 
  good to know the rumors of the Church’s 
  involvement in this mess can be put to rest.” 
  For those PCs not performing the investigation as a 
  Church obligation, the Captain pays the following: 
  Treasure:  
  APL 6: L: (0gp); C: (300 gp); M: (0gp). 
  APL 8: L: (0gp); C: (400 gp); M: (0gp). 
  APL 10: L: (0gp); C: (500 gp); M: (0gp). 
  APL 12: L: (0gp); C: (600 gp); M: (0gp). 
  PCs who accepted the mission “for the good of the 
  Church” will receive half of the above amount as a 
  reward. 
  If the PCs return to Danu Dearg’s house to inform her of 
  events, read or paraphrase the following (in this version 
  of the ending, Danu should be played as much more 
  saddened by the loss of her companion; while knowing 
  that such things are part of the natural cycle, she still 
  regrets his absence; her light-heartedness from the 
  previous encounter with her is now gone): 
  You see a familiar wisp of smoke drifting from the 
  chimney as you approach Danu’s hut, but there is no 
  response to your knocks on the door. After a moment, 
  though, you hear the sounds of shovel striking dirt 
  coming from the back side of the house. 
  Presuming the PCs investigate: 
  As you round the side of the house, you see Danu at 
  the edge of the oak copse. You see her throw one 
  more shovel of dirt on a small mound; you think you 
  hear a sob, as she kneels and plants a small sprig, then 
  utters words that drift away from you on the wind. As 
  she stands up with her back still towards you, she 
  speaks obviously to you: “You’re welcome to join me; 
  Choc wouldn’t mind, and I promise I won’t tell the 
  Church if you want to say a word or two also.” 
  She turns and weakly smiles – her face is smudged 
  with dirt but the clear streaks on her cheeks betray 
  the fact that she has been crying. “Ahlith, stop!” She 
  speaks in a scolding voice to a small black and white 
  (and dirty) creature you now see digging away at the 
  fresh mound of dirt with its claws. “Now is not the 
  time and that is not the place to go digging for your 
  dinner!” The little badger at her feet looks up, then 
  with what must pass for resignation, starts covering 
  back up the hole it had already made. Danu tries to 
  chuckle at his antics, but it is clear that it is forced. 
  She turns back to you, and with a heavy sigh, says, 
  “The circle turns, my friends; what can I do for you?” 
  Presuming the PCs inform Danu of the events: 
  “The shadar-kai, you say? That is … unsettling, but 
  not unexpected when the shadows are long. Looking 
  back, it could certainly explain many things. I 
  received a message earlier today from one of my 
  elders; it did not come in the manner I would 
  normally expect, which leads me to believe that our 
  problems have only just begun.” 
  “Some of the more stubborn ones will place the blame 
  for their troubles on your shoulders, even though 
  from what you have told me, you made the best effort 
  to prevent the ritual from its completion. I wish I had 
  more say in such matters, but I no longer as 
  persuasive as I once was.” 
  “I’m also not sure how the old canon figures into 
  things – perhaps it was just his last grasp at trying to 
  reclaim the mantle of power in the Vale.” 
  Danu will invite the PCs to stay for dinner, and will not 
  be offended if they do not accept her offer. As the party is 
  leaving, read the following: 
  As Danu walks with you back to the Great Western 
  Road, she looks to the northwest, where gray clouds 
  are gathering on the horizon. “Looks like a storm 
  coming in,” she muses, as the wind picks up from that 
  direction. “Best be getting back to the city; you don’t 
  want to be caught out after dark…” She sighs, then 
  turns and heads back into her house. 
  If Xeutscho was able to complete the ritual (i.e., the all 
  the stones are activated), even though the ritual was, for 
  the most part, a sham, there is one significant side effect 
  – it appears that the Circle of Life’s connection to the 
  Circle of Hands has been “broken”, meaning they seem 
  no longer able to use the power of the Circle of Hands to 
  call seekers and walkers together.  It appears to be 
  nothing more than a simple stone circle at this point, 
  with no special connections to any place else. (The PCs 
  should not know this fact however; the following should 
  only give the impression that something is now “wrong” 
  with the Circle): 
  
  Vel6-04 Shadowdancing 
   
  Page 27 
  A few weeks later, while resting in Tannenbaum’s 
  Chalice, you overhear a traveler talking to some of the 
  local fixtures. “Yeah, I’m not sure what the big deal is. 
   My caravans’ have gone past there who knows how 
  many times when running the Velverdyva Road 
  route, and I never thought twice about it. I heard the 
  rumors about what happened a few weeks ago, so this 
  time I decided to hike up to the top with some of my 
  guards.” 
  “And like I said, I don’t see what the big deal was…  
  For being so sacred to some o’them nature types, it 
  seemed awfully unkempt – nothing but brown grass 
  and weeds over the whole top of the thing…” 
   
  The End 
  Official critical events results: Any player interested in 
  downloading an official summary of events of this mod 
  that reflects the critical events of the first run of this 
  event should be given the following password. The DM 
  should give this password to the players at the conclusion 
  of play. They can then download the critical summary 
  and use the password to open the file: 
  Password:  leftovers 
   
  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 
  story awards) to each character. 
  Encounter One: 
  The Dogs of War 
  Defeat the shadow mastiffs. 
  APL 6  
   
   
   
   
  210 xp  
  APL 8  
   
   
   
   
  270 xp 
  APL 10   
   
   
   
  330 xp 
  APL 12   
   
   
   
  390 xp 
  Encounter Five: 
  Goodbye Blue Sky 
   
  Defeat the shadow plants. 
  APL 6  
   
   
   
   
  240 xp  
  APL 8  
   
   
   
   
  300 xp 
  APL 10  
   
   
   
  360 xp 
  APL 12   
   
   
   
  420 xp 
  Encounter Seven: 
  Eclipse 
  Defeat the shadar-kai cultists and stop the ritual. 
  APL 6  
   
   
   
   
  270 xp  
  APL 8  
   
   
   
   
  330 xp 
  APL 10   
   
   
   
  390 xp 
  APL 12   
   
   
   
  450 xp 
  Story Award 
   
  Figure out how to use the Circle of Hands to journey to 
  the Plane of Faerie. 
  APL 6  
   
   
   
   
  60 xp  
  APL 8  
   
   
   
   
  75 xp 
  APL 10  
   
   
   
  90 xp 
  APL 12   
   
   
   
  105 xp 
  Show restraint by not attacking the fey thorn patrol. 
  APL 6  
   
   
   
   
  60 xp  
  APL 8  
   
   
   
   
  75 xp 
  APL 10  
   
   
   
  90 xp 
  APL 12   
   
   
   
  105 xp 
  Warn the Circle of Life about the killings and/or turn 
  Gadarn Vosper’s body over to the Circle (Danu Dearg or 
  another NPC). 
  APL 6  
   
   
   
   
  60 xp  
  APL 8  
   
   
   
   
  75 xp 
  APL 10  
   
   
   
  90 xp 
  APL 12   
   
   
   
  105 xp 
  Total possible experience:  
   
  APL 6   
   
   
   
  900 xp 
  APL 8   
   
   
   
  1,125 xp 
  APL 10   
   
   
   
  1,350 xp 
  APL 12   
   
   
   
  1,575 xp 
  Treasure Summary 
   
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  
  Vel6-04 Shadowdancing 
   
  Page 28 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold. If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot. If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available. A normal adventuring 
  party can usually gather this wealth in a round or so. If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed. Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them 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 One: 
  The Dogs of War 
  APL 6: L: (0gp); C: (0 gp); M: 2 x Collar of Obedience 
  (each 125 gp per character), wand of entangle (4 charges) 
  (10 gp per character). 
  APL 8: L: (0gp); C: (0 gp); M: 3 x Collar of Obedience 
  (each 125 gp per character), wand of entangle (4 charges) 
  (10 gp per character). 
  APL 10: L: (0gp); C: (0 gp); M: 2 x Collar of Obedience 
  (each 125 gp per character), wand of entangle (4 charges) 
  (10 gp per character). 
  APL 12: L: (0gp); C: (0 gp); M: 3 x Collar of Obedience 
  (each 125 gp per character), wand of entangle (4 charges) 
  (10 gp per character). 
  Encounter Seven: 
  Eclipse 
  APL 6: L: Masterwork dagger (25 gp per character), 3 x 
  masterwork spiked chain (each 27 gp per character; C: (70 
  gp); M: 3 x +1 studded leather (each 97 gp per character), 
  4 x +1 gal-ralan (each 52 gp per character), 4 x potion of 
  cure moderate wounds (each 25 gp per character), 3 x vial 
  of night extract (each 4 gp per character), amulet of 
  natural armor +1 (166 gp per character), headband of 
  intellect +2 (333 gp per character), blackstone rune (1 
  charge) (91 gp per character). 
  APL 8: L: Masterwork dagger (25 gp per character), 3 x 
  masterwork spiked chain (each 27 gp per character; C: (78 
  gp); M: +1 spiked chain (193 gp per character), +1 mithral 
  shirt (175 gp per character), 3 x +1 studded leather (each 
  97 gp per character), 3 x +1 gal-ralan (each 52 gp per 
  character), 2 x +2 gal-ralan (each 208 gp per character), 2 x 
  potion of cure light wounds (each 4 gp per character), 4 x 
  potion of cure moderate wounds (each 25 gp per 
  character), 5 x vial of night extract (each 4 gp per 
  character), amulet of natural armor +1 (166 gp per 
  character), headband of intellect +2 (333 gp per 
  character), blackstone rune (1 charge) (91 gp per 
  character), tunic of steady spellcasting (208 gp per 
  character). 
  APL 10: L: Masterwork dagger (25 gp per character), 3 x 
  masterwork spiked chain (each 27 gp per character; C: (78 
  gp); M: +1 spiked chain (193 gp per character), +1 light 
  fortification mithral shirt (425 gp per character), 3 x +1 
  studded leather (each 97 gp per character), 3 x +1 gal-
  ralan (each 52 gp per character), 2 x +2 gal-ralan (each 208 
  gp per character), 5 x potion of cure moderate wounds 
  (each 25 gp per character), potion of enlarge person (20 
  gp per character), 5 x vial of night extract (each 4 gp per 
  character), amulet of natural armor +1 (166 gp per 
  character), headband of intellect +4 (1333 gp per 
  character), blackstone rune (1 charge) (91 gp per 
  character), tunic of steady spellcasting (208 gp per 
  character), brooch of shielding (125 gp per character). 
  APL 12: L: 3 x masterwork spiked chain (each 27 gp per 
  character, 3 x scythe (each 1 gp per character; C: (133 gp); 
  M: +1 dagger (191 gp per character), +1 spiked chain (193 
  
  Vel6-04 Shadowdancing 
   
  Page 29 
  gp per character), +1 light fortification mithral shirt (425 
  gp per character), 3 x +1 studded leather (each 97 gp per 
  character), 3 x +1 gal-ralan (each 52 gp per character), +2 
  gal-ralan (208 gp per character), +3 gal-ralan (466 gp per 
  character), 5 x potion of cure moderate wounds (each 25 
  gp per character), potion of enlarge person (20 gp per 
  character), 5 x vial of night extract (each 4 gp per 
  character), amulet of natural armor +1 (166 gp per 
  character), headband of intellect +4 (1333 gp per 
  character), blackstone rune (1 charge) (91 gp per 
  character), tunic of steady spellcasting (208 gp per 
  character), brooch of shielding (125 gp per character), 
  shadow veil (833 gp per character), 3 x redcap’s tooth 
  (each 83 gp per character). 
  Total Possible Treasure 
  APL 6  
   
   
   
  900 gp 
  APL 8  
   
   
   
  1,300 gp 
  APL 10  
   
   
   
  2,300 gp 
  APL 12  
   
   
   
  3,300 gp 
  Special 
  Treasure Access Notes: 
  (1) “Enmity of Shadows” is awarded to all PCs if 
  Xeutscho remains alive at the end of Encounter 7 
  (either by being captured and not killed by the party, 
  or he was able to escape). 
  (2) “Lost in Shadow” is awarded to any PC that activates 
  a blackstone rune (should only be possible after 
  defeating Xeutscho in Encounter 7). If this occurs, 
  the gp value of the rune (1,100gp) should be 
  subtracted from the potential treasure awarded. 
  (3) “Thanks of the Fey” is awarded to all PCs ONLY if 
  the ritual in Encounter 7 is not completed. 
  (4) Items marked with a ** are available to all PCs ONLY 
  if they also receive the “Thanks of the Fey” favor. 
  (5) “Sylthar” is awarded to PCs ONLY if the ritual in 
  Encounter 7 is not completed AND the PC already 
  possessed either the Friend of the Fey or Lived with 
  the Fey favors from VEL5-05 The Lost. If the PC 
  elects to purchase a Feycraft item, all rules for 
  construction of that item apply (these are described 
  in DMG II). 
  (6) “Sylqueran” is awarded to PCs ONLY if the ritual in 
  Encounter 7 is not completed AND the PC already 
  possessed either the Captured by Fey or Imprisoned 
  by Fey favors from VEL5-05 The Lost. 
  (7) “Thanks of the Fey”, “Sylthar” and/or “Sylqueran” can 
  only be awarded if the PCs journeyed to the Plane of 
  Faerie. 
  (8) “Murders Solved” is awarded to PCs if they inform 
  the Circle of Life of what they learned from the fey 
  Duke and/or the evidence gathered after the fight 
  with the shadar-kai (they do not need to turn 
  evidence over to the Circle). If one of the PCs is a 
  member of the Circle of Life meta-organization, the 
  party is considered to have met this qualification. 
  (9) “Sorrow of the Circle” is awarded to the PCs if 
  Xeutscho and the shadar-kai were able to complete 
  the ritual. 
  (10) It is possible for a PC to receive both the “Murders 
  Solved” and the “Sorrow of the Circle” favors. 
  (11) “Defended the Church’s Reputation” is awarded to 
  PCs if they inform the Church and/or the Guard of 
  what they learned from the fey Duke, and/or if they 
  turned over evidence gathered after the fight with 
  the shadar-kai. 
  
  Vel6-04 Shadowdancing 
   
  Page 30 
  Appendix 1: NPCs 
  ALL APLs 
  ENCOUNTER 1: The Dogs of War 
  Dark Hunter: Male Shadar-kai* Rgr8: CR 9; 
  Medium fey (extraplanar); HD 3d6+8d8+11; hp 70; 
  Init +5; Spd 30 ft; AC 21 (touch 16, flat-footed 16); 
  Base Atk +9; Grp +11; Atk +15 melee (2d4+3, 
  masterwork spiked chain) or +15 ranged (1d6+3, 
  +1 composite shortbow (+2 Str)); Full Atk +15/+10 
  melee (2d4+3, masterwork spiked chain) or 
  +15/+10 ranged (1d6+3, +1 composite shortbow 
  (+2 Str)); SA favored enemy (fey +2, human +4), 
  sneak attack +1d6, swift tracker, wild empathy, 
  woodland stride; SQ: DR 5/cold iron, Hide in 
  Plain Sight, Shadow Curse, Superior Low-light 
  Vision; AL NE; SV Fort +8; Ref +14; Will +9; Str 
  14, Dex 20, Con 12, Int 10, Wis 14, Cha 8. 
   
  Skills and Feats: Concentration +5, Handle 
  Animal +9, Heal +5, Hide +18 (+28 in dark or 
  shadowy conditions), Knowledge (Geography) +4, 
  Knowledge (Nature) +9, Listen +14, Move Silently 
  +18, Search +9, Spot +14, Survival +16; Alertness, 
  Combat Reflexes, Endurance, Exotic Weapon 
  Proficiency 
  (spiked 
  chain)(B), 
  Iron 
  Will, 
  Manyshot, Rapid Shot, Track, Weapon Finesse. 
   
  Hide in Plain Sight (Su): Shadar-kai can use 
  the Hide skill even while being observed. As long 
  as they are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-kai 
  can hide themselves from view in the open 
  without having anything to actually hide behind.  
   
  Shadow Curse (Su): Any time a shadar-kai is 
  stunned, dazed, staggered, or unconscious (other 
  than from natural sleep), the shadow fey must 
  make a Will save (DC 15) or gain one negative 
  level that cannot be removed until he restores his 
  soul completely. The shadar-kai must also attempt 
  a save any time he removes a gal-ralan, if he has 
  one (see Shadar-Kai Items, below).  
   
  Possessions: Masterwork spiked chain, +1 
  composite shortbow (+2 Str), +1 mithral shirt, +2 
  gal-ralan*, collar of obedience* (on all shadow 
  mastiffs), ring of protection +1, vial of night 
  extract* (x3) 
   
  Spells Prepared (2/1; base DC = 12 + spell 
  level): 1
  st – longstrider, magic fang; 2
  nd – cat’s grace. 
  * see Appendix 2: New Rules Items 
  ENCOUNTER 5, 6A, 6B, 6C: 
  Minions of the Fey Duke:  
  Thorn* patrol: CR4; Small fey; HD 6d6+12; hp 33; 
  Init +6; Spd 20ft; AC 19 (touch 13, flat-footed 17); 
  Base Atk +3; Grp +2; Atk +8 melee (1d6+3, Thorn 
  longsword) or +6 ranged (1d6, longbow); Full Atk 
  +8 melee (1d6+3, Thorn longsword) or +6 ranged 
  (1d6, longbow); SA Sleep arrows, sneak attack 
  +2d6; SQ DR 5/cold iron, low-light vision; AL NG; 
  SV Fort +4, Ref +7, Will +5; Str 16, Dex 15, Con 15, 
  Int 10, Wis 10, Cha 13. 
   
  Skills and Feats: Diplomacy +3, Hide +17, 
  Listen +9, Move Silently +13, Search +9, Sense 
  Motive +9, Spot +9, Survival +0 (+2 following 
  tracks); Improved Initiative, Stealthy, Weapon 
  Focus (longsword). 
   
  Sleep Arrows (Ex): Thorns carry the sleep 
  arrows commonly used by pixies. Any opponent 
  struck by one of these arrows, regardless of Hit 
  Dice, must succeed on a DC 16 Fortitude save or 
  be affected as though by a sleep spell. The save DC 
  is Charisma-based and includes a +2 racial bonus. 
   
  Sneak Attack (Ex): A thorn can sneak attack 
  as a rogue, gaining an extra 2d6 points of damage 
  on a successful sneak attack. 
  * see Appendix 2: New Rules Items 
  Seelie (half-celestial) pixie: CR5; Small outsider 
  (native); HD 1d6+2; hp 5; Init +4; Spd 20ft, fly 60ft; 
  AC 18 (touch 16, flat-footed 13); Base Atk +2; Grp -
  4; Atk +6 melee (1d4, short sword) or +6 ranged 
  (1d6, longbow); Full Atk +6 melee (1d4, short 
  sword) or +6 ranged (1d6, longbow); SA: spell-like 
  abilities, special arrows, daylight at will, smite evil 
  1/day; SQ: DR 10/cold iron, DR5/magic, 
  darkvision 60ft, low-light vision, immunity to 
  disease, resistance to acid 10, cold 10, electricity 
  10, greater invisibility, SR 15, +4 bonus on 
  fortitude saves vs poison; AL NG; SV Fort +2, Ref 
  +7, Will +6; Str 11, Dex 20, Con 15, Int 18, Wis 19, 
  Cha 20. 
   
  Skills and Feats: Bluff +9, Concentration +6, 
  Escape Artist +9, Hide +9, Listen +10, Move 
  Silently +9, Ride +9, Search +10, Sense Motive +8, 
  Spot +10; Dodge, Weapon Finesse. 
  
  Vel6-04 Shadowdancing 
   
  Page 31 
   
  Daylight (Su): can create daylight effect at 
  will. 
   
  Smite Evil (Su): once per day a half-celestial 
  can make a normal melee attack to deal extra 
  damage equal to its HD (max +20) against an evil 
  foe. 
   
  Spell-like abilities: 3/day—protection from 
  evil. 1/day—lesser confusion (DC 16), dancing 
  lights, detect chaos, detect good, detect law, detect 
  thoughts (DC 17), dispel magic, entangle (DC 16), 
  permanent image (DC 21; visual and auditory 
  elements only), polymorph (self only), bless 1/day. 
  Caster level 8
  th. The save DCs are Charisma-based. 
   
  Special Arrows (Ex): Pixies sometimes 
  employ arrows that deal no damage but can erase 
  memory or put a creature to sleep. 
   
  Memory Loss: An opponent struck by this 
  arrow must succeed on a DC17 Will save or lose all 
  memory. The save DC is Charisma-based and 
  includes a +2 racial bonus. The subject retains 
  skills, languages, and class abilities but forgets 
  everything else until he or she receives a heal spell 
  or memory restoration with limited wish, wish, or 
  miracle. 
   
  Sleep: Any opponent struck by this arrow, 
  regardless of Hit Dice, must succeed on a DC 17 
  Fortitude save or be affected as though by a sleep 
  spell. The save DC is Charisma-based and includes 
  a +2 racial bonus. 
  Seelie (half-celestial elf) guards: CR 7; Medium 
  outsider (native); HD 2d8+4d10+12; hp 41; Init +3; 
  Spd 30ft, fly 60ft (good); AC 17 (touch 13, flat-
  footed 14); Base Atk +6; Grp +9; Atk +10 melee 
  (1d8+5, longsword) or +10 ranged (1d8, longbow); 
  Full Atk +6/+1 melee (1d8+5, longsword) and +1 
  melee (1d4+1, dagger) or +10/+5 ranged (1d8, 
  longbow); SA daylight, smite evil, spell-like 
  abilities; SQ DR 5/magic, darkvision 60ft, 
  immunity to disease, resistance to acid 10, cold 10, 
  electricity 10, spell resistance 16, +4 bonus on 
  fortitude saves vs poison AL CG; SV Fort +9, Ref 
  +7, Will +2; Str 17, Dex 16, Con 14, Int 12, Wis 13, 
  Cha 12. 
   
  Skills and Feats: Climb +8, Handle Animal +6, 
  Jump 
  +8, 
  Knowledge 
  (dungeoneering) 
  +2, 
  Knowledge (geography) +2, Knowledge (nature) 
  +5, Listen +6, Ride +7, Search +5, Spot +8, Survival 
  +6, Swim +5; Point Blank Shot, Power Attack, 
  Weapon 
  focus 
  (longbow), 
  Weapon 
  Focus 
  (longsword), Weapon Specialization (longsword), 
  Close-Quarters Fighting. 
   
  Daylight (Su): can create daylight effect at 
  will. 
   
  Smite Evil (Su): once per day a half-celestial 
  can make a normal melee attack to deal extra 
  damage equal to its HD (max +20) against an evil 
  foe. 
   
  Spell-like abilities: 3/day—protection from 
  evil. 1/day—bless, aid, detect evil, cure serious 
  wounds, neutralize poison. Caster level 6
  th. The 
  save DCs are Charisma-based. 
  ENCOUNTER 7: Eclipse 
  Sentries: Male Shadar-kai* Rog2; CR 3; Medium 
  fey (extraplanar); HD 5d6+5; hp 26; Init +5; Spd 30 
  ft; AC 19 (touch 15, flat-footed 14); Base Atk +2; 
  Grp +4; Atk +8 melee (2d4+3, masterwork spiked 
  chain); Full Atk +8 melee (2d4+3, masterwork 
  spiked chain); SA sneak attack +2d6, evasion, 
  trapfinding; SQ DR 5/cold iron, Hide in Plain 
  Sight, Shadow Curse, Superior Low-light Vision; 
  AL NE; SV Fort +3; Ref +12; Will +5; Str 14, Dex 
  20, Con 12, Int 12, Wis 12, Cha 6. 
   
  Skills and Feats: Balance +15, Bluff +5, Escape 
  Artist +13, Hide +13 (+23 in dark or shadowy 
  conditions), Jump +9, Listen +11, Move Silently 
  +13, Search +9, Sense Motive +6, Spot +11, 
  Survival +7, Tumble +15; Alertness, Exotic 
  Weapon Proficiency (spiked chain)(B), Weapon 
  Finesse. 
   
  Hide in Plain Sight (Su): Shadar-kai can use 
  the Hide skill even while being observed. As long 
  as they are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-kai 
  can hide themselves from view in the open 
  without having anything to actually hide behind.  
   
  Shadow Curse (Su): Any time a shadar-kai is 
  stunned, dazed, staggered, or unconscious (other 
  than from natural sleep), the shadow fey must 
  make a Will save (DC 15) or gain one negative 
  level that cannot be removed until he restores his 
  soul completely. The shadar-kai must also attempt 
  a save any time he removes a gal-ralan, if he has 
  one (see Shadar-Kai Items, below).  
   
  Possessions: Masterwork spiked chain, +1 
  studded leather, +1 gal-ralan*, potion of cure 
  moderate wounds, vial of night extract*, coin 
  25gp. 
  * see Appendix 2: New Rules Items 
  
  Vel6-04 Shadowdancing 
   
  Page 32 
  APL 6 
  ENCOUNTER 5: Goodbye Blue Sky 
  Shadow* Shambling Mound: CR 7; Large plant; 
  HD 8d8+24; hp 66; Init +0; Spd 30 ft., swim 30 ft.; 
  AC 20 (touch 9, flat-footed 20); Base Atk +6; Grp 
  +15; Atk +12 (2d6+5, slam); Full Atk +12 (2d6+5, 2 
  slams); Space/Reach 10 ft./10 ft.; SA improved 
  grab, constrict; SQ DR 5/magic, darkvision 60 ft., 
  immunity to electricity, low-light vision, plant 
  traits, resistance to cold 13 and fire 10; AL NE; SV 
  Fort +11, Ref +4, Will +6; Str 21, Dex 10, Con 17, 
  Int 7, Wis 10, Cha 9. 
   
  Skills and Feats: Hide +3 (+15 in swampy or 
  forested area), Listen +8, Move Silently +14; Iron 
  Will, Power Attack, Weapon Focus: Slam. 
   
  Improved Grab (Ex): To use this ability, a 
  shambler must hit with both slam attacks. It can 
  then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  can constrict. 
      Constrict (Ex): A shambler deals 2d6+7 points 
  of damage with a successful grapple check. 
   
  Electricity Immunity (Ex): Shamblers take 
  no damage from electricity. Instead, any electricity 
  attack (such as shocking grasp or lightning bolt) 
  used against a shambler temporarily grants it 1d4 
  points of Constitution. The shambler loses these 
  points at the rate of 1 per hour. 
   
  Plant Traits: A shadow treant is immune to 
  poison, sleep effects, paralysis, stunning, and 
  polymorphing, 
  and 
  mind-affecting 
  effects 
  (charms, compulsions, phantasms, patterns, and 
  morale effects). It is not subject to critical hits. 
   
  Shadow Blend (Su): In any conditions other 
  than full daylight, a shadow creature can disappear 
  into the shadows, giving it total concealment. 
  Artificial illumination, even a light or continual 
  flame spell, does not negate this ability, but a 
  daylight spell will. 
  * see Appendix 2: New Rules Items 
   
  ENCOUNTER 7: Eclipse 
  Xeutscho: Male Shadar-Kai* Wiz7; CR 8; Medium 
  fey (extraplanar); HD 3d6+7d4+20; hp 53 [70 with 
  false life]; Init +7; Spd 30 ft. [60ft. with expeditious 
  retreat]; AC 14 [24 with mage armor and shield] 
  (touch 14, flat-footed 11 [21 with mage armor and 
  shield]); Base Atk +4, Grp +3; Atk +4 melee (1d4-1, 
  masterwork dagger) or Atk +7 ranged (1d4-1, 
  masterwork dagger); SA sneak attack +1d6; SQ DR 
  5/cold iron, Hide in Plain Sight, Shadow Curse, 
  Superior Low-light Vision; AL NE; SV Fort +8, Ref 
  +9, Will +10; Str 8, Dex 16, Con 14, Int 18, Wis 12, 
  Cha 12. 
   
  Skills and Feats: Concentration +14, Craft 
  (Alchemy) +7, Decipher Script +9, Hide +10 (+20 
  in dark or shadowy conditions), Knowledge 
  (Arcana) 
  +14, 
  Knowledge 
  (Nature) 
  +11, 
  Knowledge (The Planes) +14, Listen +8, Move 
  Silently +10, Search +11, Spellcraft +15, Spot +8, 
  Survival +8; Combat Casting, Exotic Weapon 
  Proficiency (spiked chain)(B), Improved Initiative, 
  Scribe Scroll, Silent Spell, Sudden Maximize*, 
  Sudden Widen*. 
   
  Hide in Plain Sight (Su): Shadar-kai can use 
  the Hide skill even while being observed. As long 
  as they are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-kai 
  can hide themselves from view in the open 
  without having anything to actually hide behind.  
   
  Shadow Curse (Su): Any time a shadar-kai is 
  stunned, dazed, staggered, or unconscious (other 
  than from natural sleep), the shadow fey must 
  make a Will save (DC 15) or gain one negative 
  level that cannot be removed until he restores his 
  soul completely. The shadar-kai must also attempt 
  a save any time he removes a gal-ralan, if he has 
  one (see Shadar-Kai Items, below).  
   
  Possessions: 
  Masterwork 
  dagger, 
  spell 
  component pouches, rat familiar, Xeutscho’s 
  spellbook Volume I, amulet of natural armor +1, 
  +1 gal-ralan*, headband of intellect +2, potion of 
  cure moderate wounds (x2), blackstone rune (1 
  charge), coin 35pp. 
   
  Spells Prepared (4/5/4/3/2; base DC = 14 + 
  spell level): 0
  th – resistance, flare, acid splash (x2); 
  1
  st – false life, nerveskitter, ray of enfeeblement, 
  shield, expeditious retreat; 2
  nd – Melf’s acid arrow 
  (x2), mirror image, shadow spray*; 3
  rd – greater 
  mage armor*, hold person, slow; 4
  th – shadow 
  well*, wall of evil*. (Spells shown in strikeout are 
  precast.) 
  * see Appendix 2: New Rules Items 
   
  
  Vel6-04 Shadowdancing 
   
  Page 33 
  APL 8 
  ENCOUNTER 1: The Dogs of War 
  Advanced Shadow Mastiff: CR 6; Medium 
  outsider (extraplanar); HD 6d8+18; hp 50; Init +5; 
  Spd 50 ft.; AC 14 (touch 11, flat-footed 13); Base 
  Atk +6; Grp +9; Atk +9 (1d8+4, bite); Full Atk +9 
  (1d8+4, bite); SA bay, trip; SQ shadow blend, scent, 
  darkvision 60 ft.; AL NE; SV Fort +8, Ref +6, Will 
  +6; Str 17, Dex 13, Con 17, Int 4, Wis 12, Cha 13. 
   
  Skills and Feats: Hide +10, Jump +11, Listen 
  +10, Move Silently +10, Spot +10, Survival +10 
  (+14 when tracking by scent); Dodge, Improved 
  Initiative, Improved Natural Attack (Bite), Track. 
   
  Bay (Su): When a shadow mastiff howls or 
  barks, all creatures except evil outsiders within a 
  300-foot spread must succeed on a DC 14 Will save 
  or become panicked for 2d4 rounds. This is a 
  sonic, mind-affecting fear effect. Whether or not 
  the save is successful, an affected creature is 
  immune to the same mastiff's bay for 24 hours. 
  The save DC is Charisma-based. 
   
  ENCOUNTER 5: Goodbye Blue Sky 
  Shadow* Treant: CR 9; Huge plant (extraplanar); 
  HD 7d8+35; hp 70; Init -1; Spd 45 ft.; AC 20 (touch 
  7, flat-footed 20); Base Atk +5; Grp +22; Atk +12 
  (2d6+9, slam); Full Atk +12 (2d6+9, 2 slams); 
  Space/Reach 15 ft./15 ft.; SA animate trees, double 
  damage against objects, trample 2d6+13; SQ DR 
  10/slashing, darkvision 60 ft., fast healing 2, low-
  light vision, plant traits, resistance to cold 12, 
  shadow blend, vulnerability to fire; AL NE; SV 
  Fort +10, Ref +1, Will +7; Str 29, Dex 8, Con 21, Int 
  12, Wis 16, Cha 12. 
   
  Skills and Feats: Diplomacy +3, Hide -9 (+7 in 
  forested areas), Intimidate +6, Knowledge (nature) 
  +6, Listen +8, Move Silently +5, Sense Motive +8, 
  Spot +8, Survival +8 (+10 aboveground); Improved 
  Sunder, Iron Will, Power Attack. 
   
  Fast Healing (Ex): A shadow treant regains 
  hit points at the rate of 2 hit points per round. Fast 
  healing does not restore hit points lost from 
  starvation, thirst, or suffocation, and it does not 
  allow the shadow treant to regrow or reattach lost 
  body parts. 
   
  Shadow Blend (Su): In any conditions other 
  than full daylight, a shadow creature can disappear 
  into the shadows, giving it total concealment. 
  Artificial illumination, even a light or continual 
  flame spell, does not negate this ability, but a 
  daylight spell will. 
   
  ENCOUNTER 7: Eclipse 
  Xeutscho: Male Shadar-Kai* Wiz9; CR 10; 
  Medium fey (extraplanar); HD 3d6+9d4+24; hp 63 
  [80 with false life]; Init +7; Spd 30 ft. [60ft. with 
  expeditious retreat]; AC 14 [24 with greater mage 
  armor and shield] (touch 13, flat-footed 11 [21 
  with greater mage armor and shield]); Base Atk +5, 
  Grp +4; Atk +5 melee (1d4-1, masterwork dagger) 
  or Atk +8 ranged (1d4-1, masterwork dagger); SA 
  sneak attack +1d6; SQ DR 5/cold iron, Hide in 
  Plain Sight, Shadow Curse, Superior Low-light 
  Vision; AL NE; SV Fort +10, Ref +11, Will +12; Str 
  8, Dex 16, Con 14, Int 19, Wis 12, Cha 12. 
   
  Skills and Feats: Concentration +22, Craft 
  (Alchemy) +7, Decipher Script +9, Hide +10 (+20 
  in dark or shadowy conditions), Knowledge 
  (Arcana) 
  +16, 
  Knowledge 
  (Nature) 
  +11, 
  Knowledge (The Planes) +16, Listen +8, Move 
  Silently +10, Search +11, Spellcraft +17, Spot +8, 
  Survival +8; Arcane Mastery*, Combat Casting, 
  Exotic Weapon Proficiency (spiked chain)(B), 
  Improved Initiative, Scribe Scroll, Silent Spell, 
  Sudden Maximize*, Sudden Widen*. 
   
  Hide in Plain Sight (Su): Shadar-kai can use 
  the Hide skill even while being observed. As long 
  as they are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-kai 
  can hide themselves from view in the open 
  without having anything to actually hide behind.  
   
  Shadow Curse (Su): Any time a shadar-kai is 
  stunned, dazed, staggered, or unconscious (other 
  than from natural sleep), the shadow fey must 
  make a Will save (DC 15) or gain one negative 
  level that cannot be removed until he restores his 
  soul completely. The shadar-kai must also attempt 
  a save any time he removes a gal-ralan, if he has 
  one (see Shadar-Kai Items, below).  
   
  Possessions: 
  Masterwork 
  dagger, 
  spell 
  component pouches, rat familiar, Xeutscho’s 
  spellbook Volume I+II, amulet of natural armor 
  +1, +2 gal-ralan*, headband of intellect +2, potion 
  of cure moderate wounds, tunic of steady 
  spellcasting, blackstone rune (1 charge), coin 
  35pp. 
  
  Vel6-04 Shadowdancing 
   
  Page 34 
   
  Spells Prepared (4/5/5/4/3/1; base DC = 14 + 
  spell level): 0
  th – resistance, flare, acid splash (x2); 
  1
  st – false life, nerveskitter*, ray of enfeeblement, 
  shield, expeditious retreat; 2
  nd – Melf’s acid arrow 
  (x2), mirror image, scorching ray, shadow spray*; 
  3
  rd – dispel magic, greater mage armor*, hold 
  person, slow; 4
  th – crushing despair, shadow well*, 
  wall of evil*; 5
  th – indomitability. (Spells shown in 
  strikeout are precast.) 
  * see Appendix 2: New Rules Items 
   
  Kanat: Female Shadar-Kai* Ftr6; CR 7; Medium 
  fey (extraplanar); Medium fey (extraplanar); HD 
  3d6+8d8+18; hp 72; Init +8; Spd 30 ft; AC 19 
  (touch 14, flat-footed 15); Base Atk +9; Grp +11; 
  Atk +13 melee (2d4+6, +1 spiked chain); Full Atk 
  +13/+8 melee (2d4+6, +1 spiked chain); SA sneak 
  attack +1d6; SQ DR 5/cold iron, Hide in Plain 
  Sight, Shadow Curse, Superior Low-light Vision; 
  AL NE; SV Fort +10; Ref +11; Will +8; Str 14, Dex 
  18, Con 14, Int 13, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +10 (+20 in dark or 
  shadowy conditions), Intimidate +4, Jump +10, 
  Listen +9, Move Silently +10, Search +7, Spot +9, 
  Survival +7, Tumble +12; Alertness, Combat 
  Expertise, Combat Reflexes, Exotic Weapon 
  Proficiency (spiked chain)(B), Improved Initiative, 
  Improved Trip, Iron Will, Weapon Finesse, 
  Weapon 
  Focus 
  (spiked 
  chain), 
  Weapon 
  Specialization (spiked chain). 
   
  Hide in Plain Sight (Su): Shadar-kai can use 
  the Hide skill even while being observed. As long 
  as they are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-kai 
  can hide themselves from view in the open 
  without having anything to actually hide behind.  
   
  Shadow Curse (Su): Any time a shadar-kai is 
  stunned, dazed, staggered, or unconscious (other 
  than from natural sleep), the shadow fey must 
  make a Will save (DC 15) or gain one negative 
  level that cannot be removed until he restores his 
  soul completely. The shadar-kai must also attempt 
  a save any time he removes a gal-ralan, if he has 
  one (see Shadar-Kai Items, below).  
   
  Possessions: +1 spiked chain, +1 mithral shirt, 
  +2 gal-ralan*, potion of cure light wounds (x2), vial 
  of night extract* (x2), coin 48gp. 
  * see Appendix 2: New Rules Items 
  
  Vel6-04 Shadowdancing 
   
  Page 35 
  APL 10 
  ENCOUNTER 1: The Dogs of War 
  Advanced Shadow Mastiff: CR 9; Large outsider 
  (extraplanar); HD 10d8+50; hp 100; Init +5; Spd 50 
  ft.; AC 16 (touch 10, flat-footed 15); Base Atk +10; 
  Grp +21; Atk +16 (2d6+10, bite); Full Atk +16 
  (2d6+10, bite); Space/Reach 10 ft./5 ft.; SA bay, 
  trip; SQ shadow blend, scent, darkvision 60 ft.; AL 
  NE; SV Fort +12, Ref +10, Will +8; Str 25, Dex 12, 
  Con 21, Int 4, Wis 12, Cha 13. 
   
  Skills and Feats: Hide +10, Jump +15, Listen 
  +14, Move Silently +14, Spot +14, Survival +14 
  (+18 when tracking by scent); Improved Initiative, 
  Improved Natural Armor, Improved Natural 
  Attack (Bite), Lightning Reflexes, Track. 
   
  Bay (Su): When a shadow mastiff howls or 
  barks, all creatures except evil outsiders within a 
  300-foot spread must succeed on a DC 16 Will save 
  or become panicked for 2d4 rounds. This is a 
  sonic, mind-affecting fear effect. Whether or not 
  the save is successful, an affected creature is 
  immune to the same mastiff's bay for 24 hours. 
  The save DC is Charisma-based. 
   
  ENCOUNTER 5: Goodbye Blue Sky 
  Shadow* Treant: CR 9; Huge plant (extraplanar); 
  HD 7d8+35; hp 70; Init -1; Spd 45 ft.; AC 20 (touch 
  7, flat-footed 20); Base Atk +5; Grp +22; Atk +12 
  (2d6+9, slam); Full Atk +12 (2d6+9, 2 slams); 
  Space/Reach 15 ft./15 ft.; SA animate trees, double 
  damage against objects, trample 2d6+13; SQ DR 
  10/slashing, darkvision 60 ft., fast healing 2, low-
  light vision, plant traits, resistance to cold 12, 
  shadow blend vulnerability to fire; AL NE; SV Fort 
  +10, Ref +1, Will +7; Str 29, Dex 8, Con 21, Int 12, 
  Wis 16, Cha 12. 
   
  Skills and Feats: Diplomacy +3, Hide -9 (+7 in 
  forested areas), Intimidate +6, Knowledge (nature) 
  +6, Listen +8, Move Silently +5, Sense Motive +8, 
  Spot +8, Survival +8 (+10 aboveground); Improved 
  Sunder, Iron Will, Power Attack. 
   
  Fast Healing (Ex): A shadow treant regains 
  hit points at the rate of 2 hit points per round. Fast 
  healing does not restore hit points lost from 
  starvation, thirst, or suffocation, and it does not 
  allow the shadow treant to regrow or reattach lost 
  body parts. 
   
  ENCOUNTER 7: Eclipse 
  Xeutscho: Male Shadar-Kai* Wiz11; CR 12; 
  Medium fey (extraplanar); HD 3d6+11d4+24; hp 
  73 [90 with false life]; Init +7; Spd 30 ft. [60ft. with 
  expeditious retreat]; AC 14 [24 with greater mage 
  armor and shield] (touch 13, flat-footed 11 [21 
  with greater mage armor and shield]); Base Atk +6, 
  Grp +5; Atk +6 melee (1d4-1, masterwork dagger) 
  or Atk +9 ranged (1d4-1, masterwork dagger); Full 
  Atk +6/+1 melee (1d4-1, masterwork dagger); SA 
  sneak attack +1d6; SQ DR 5/cold iron, Hide in 
  Plain Sight, Shadow Curse, Superior Low-light 
  Vision; AL NE; SV Fort +10, Ref +11, Will +13; Str 
  8, Dex 16, Con 14, Int 21, Wis 12, Cha 12. 
   
  Skills and Feats: Concentration +24, Craft 
  (Alchemy) +10, Decipher Script +10, Hide +10 
  (+20 in dark or shadowy conditions), Knowledge 
  (Arcana) 
  +19, 
  Knowledge 
  (Nature) 
  +12, 
  Knowledge (The Planes) +19, Listen +8, Move 
  Silently +10, Search +12, Spellcraft +21, Spot +8, 
  Survival +8; Arcane Mastery*, Combat Casting, 
  Exotic Weapon Proficiency (spiked chain)(B), 
  Improved Initiative, Scribe Scroll, Silent Spell, 
  Sudden Empower*, Sudden Maximize*, Sudden 
  Widen*. 
   
  Hide in Plain Sight (Su): Shadar-kai can use 
  the Hide skill even while being observed. As long 
  as they are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-kai 
  can hide themselves from view in the open 
  without having anything to actually hide behind.  
   
  Shadow Curse (Su): Any time a shadar-kai is 
  stunned, dazed, staggered, or unconscious (other 
  than from natural sleep), the shadow fey must 
  make a Will save (DC 15) or gain one negative 
  level that cannot be removed until he restores his 
  soul completely. The shadar-kai must also attempt 
  a save any time he removes a gal-ralan, if he has 
  one (see Shadar-Kai Items, below).  
   
  Possessions: 
  Masterwork 
  dagger, 
  spell 
  component pouches, rat familiar, Xeutscho’s 
  spellbook Volume I+II+III, amulet of natural 
  armor +1, +2 gal-ralan*, headband of intellect +4, 
  potion of cure moderate wounds, tunic of steady 
  spellcasting*, blackstone rune* (1 charge), coin 
  35pp.  
   
  Spells Prepared (4/6/5/5/4/3/1; base DC = 15 
  + spell level): 0
  th – resistance, flare, acid splash (x2); 
  1
  st – false life, nerveskitter*, ray of enfeeblement 
  
  Vel6-04 Shadowdancing 
   
  Page 36 
  (x2), shield, expeditious retreat; 2
  nd – Melf’s acid 
  arrow (x2), mirror image, scorching ray, shadow 
  spray*; 3
  rd – dispel magic, greater mage armor*, 
  hold person (x2), slow; 4
  th – crushing despair, 
  shadow well* (x2), wall of evil*; 5
  th – dominate 
  person, feeblemind, indomitability*; 6
  th – mislead. 
  (Spells shown in strikeout are precast.) 
  * see Appendix 2: New Rules Items 
   
  Kanat: Female Shadar-Kai* Ftr8; CR 9; Medium 
  fey (extraplanar); Medium fey (extraplanar); HD 
  3d6+8d10+22; hp 90; Init +8; Spd 30 ft; AC 19 
  (touch 14, flat-footed 15); Base Atk +11; Grp +13; 
  Atk +15 melee (2d4+6, +1 spiked chain); Full Atk 
  +15/+10 melee (2d4+6, +1 spiked chain); SA sneak 
  attack +1d6; SQ DR 5/cold iron, Hide in Plain 
  Sight, Shadow Curse, Superior Low-light Vision; 
  AL NE; SV Fort +11; Ref +11; Will +8; Str 15, Dex 
  18, Con 14, Int 13, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +15 (+25 in dark or 
  shadowy conditions), Intimidate +10, Jump +10, 
  Listen +9, Move Silently +10, Search +7, Spot +9, 
  Survival +7, Tumble +12; Alertness, Combat 
  Expertise, Combat Reflexes, Deft Opportunist*, 
  Exotic Weapon Proficiency (spiked chain)(B), 
  Improved Initiative, Improved Trip, Weapon 
  Finesse, Weapon Focus (spiked chain), Weapon 
  Specialization (spiked chain). 
   
  Hide in Plain Sight (Su): Shadar-kai can use 
  the Hide skill even while being observed. As long 
  as they are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-kai 
  can hide themselves from view in the open 
  without having anything to actually hide behind.  
   
  Shadow Curse (Su): Any time a shadar-kai is 
  stunned, dazed, staggered, or unconscious (other 
  than from natural sleep), the shadow fey must 
  make a Will save (DC 15) or gain one negative 
  level that cannot be removed until he restores his 
  soul completely. The shadar-kai must also attempt 
  a save any time he removes a gal-ralan, if he has 
  one (see Shadar-Kai Items, below).  
   
  Possessions: +1 spiked chain, +1 light 
  fortification mithral shirt, +2 gal-ralan*, brooch of 
  shielding, potion of cure moderate wounds, potion 
  of enlarge person, coin 48gp. 
  * see Appendix 2: New Rules Items 
   
  
  Vel6-04 Shadowdancing 
   
  Page 37 
  APL 12 
  ENCOUNTER 1: The Dogs of War 
  Advanced Shadow Mastiff: CR 10; Large outsider 
  (extraplanar); HD 12d8+60; hp 120; Init +5; Spd 50 
  ft.; AC 16 (touch 10, flat-footed 15); Base Atk +12; 
  Grp +23; Atk +18 (2d6+10, bite); Full Atk +18 
  (2d6+10, bite); Space/Reach 10 ft./5 ft.; SA bay, 
  trip; SQ shadow blend, scent, darkvision 60 ft.; AL 
  NE; SV Fort +13, Ref +11, Will +9; Str 25, Dex 13, 
  Con 21, Int 4, Wis 12, Cha 13. 
   
  Skills and Feats: Hide +10, Jump +15, Listen 
  +14, Move Silently +14, Spot +14, Survival +14 
  (+18 when tracking by scent); Dodge, Improved 
  Natural Armor, Improved Initiative, Improved 
  Natural Attack (Bite), Lightning Reflexes, Track. 
   
  Bay (Su): When a shadow mastiff howls or 
  barks, all creatures except evil outsiders within a 
  300-foot spread must succeed on a DC 16 Will save 
  or become panicked for 2d4 rounds. This is a 
  sonic, mind-affecting fear effect. Whether or not 
  the save is successful, an affected creature is 
  immune to the same mastiff's bay for 24 hours. 
  The save DC is Charisma-based. 
   
  ENCOUNTER 5: Goodbye Blue Sky 
  Advanced Shadow* Treant: CR 10; Huge plant 
  (extraplanar); HD 11d8+55; hp 110; Init -1; Spd 45 
  ft.; AC 20 (touch 7, flat-footed 20); Base Atk +8; 
  Grp +26; Atk +16 (2d6+10, slam); Full Atk +16 
  (2d6+10, 2 slams); Space/Reach 15 ft./15 ft.; SA 
  animate trees, double damage against objects, 
  trample 2d6+15; SQ DR 10/slashing, darkvision 60 
  ft., fast healing 2, low-light vision, plant traits, 
  resistance to cold 15, shadow blend vulnerability 
  to fire; AL NE; SV Fort +14, Ref +3, Will +9; Str 30, 
  Dex 8, Con 21, Int 12, Wis 16, Cha 12. 
   
  Skills and Feats: Diplomacy +3, Hide -9 (+7 in 
  forested areas), Intimidate +8, Knowledge (nature) 
  +8, Listen +10, Move Silently +5, Sense Motive 
  +10, Spot +10, Survival +10 (+12 aboveground); 
  Ability Focus (Trample), Improved Sunder, Iron 
  Will, Power Attack. 
   
   
   
  Fast Healing (Ex): A shadow treant regains 
  hit points at the rate of 2 hit points per round. Fast 
  healing does not restore hit points lost from 
  starvation, thirst, or suffocation, and it does not 
  allow the shadow treant to regrow or reattach lost 
  body parts. 
   
  ENCOUNTER 7: Eclipse 
  Xeutscho: Male Shadar-Kai* Wiz13; CR 14; 
  Medium fey (extraplanar); HD 3d6+13d4+28; hp 
  83 [100 with false life]; Init +7; Spd 30 ft. [60ft. 
  with expeditious retreat]; AC:16 [26 with greater 
  mage armor and shield] (touch 15, flat-footed 13 
  [23 with greater mage armor and shield]); Base Atk 
  +7, Grp +6; Atk +7 melee (1d4, +1 dagger) or Atk 
  +10 ranged (1d4, +1 dagger); Full Atk +7/+2 (1d4, 
  +1 dagger); SA sneak attack +1d6; SQ DR 5/cold 
  iron, Hide in Plain Sight, Shadow Curse, Superior 
  Low-light Vision; AL NE; SV Fort +12, Ref +13, 
  Will +15; Str 8, Dex 16, Con 14, Int 22, Wis 12, 
  Cha 12. 
   
  Skills and Feats: Concentration +26, Craft 
  (Alchemy) +11, Decipher Script +11, Hide +10 
  (+20 in dark or shadowy conditions), Knowledge 
  (Arcana) 
  +23, 
  Knowledge 
  (Nature) 
  +13, 
  Knowledge (The Planes) +22, Listen +8, Move 
  Silently +10, Search +13, Spellcraft +27, Spot +8, 
  Survival +8; Arcane Mastery*, Combat Casting, 
  Exotic Weapon Proficiency (spiked chain)(B), 
  Improved Initiative, Scribe Scroll, Silent Spell, 
  Spell Penetration, Sudden Empower*, Sudden 
  Maximize*, Sudden Widen*. 
   
  Hide in Plain Sight (Su): Shadar-kai can use 
  the Hide skill even while being observed. As long 
  as they are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-kai 
  can hide themselves from view in the open 
  without having anything to actually hide behind.  
   
  Shadow Curse (Su): Any time a shadar-kai is 
  stunned, dazed, staggered, or unconscious (other 
  than from natural sleep), the shadow fey must 
  make a Will save (DC 15) or gain one negative 
  level that cannot be removed until he restores his 
  soul completely. The shadar-kai must also attempt 
  a save any time he removes a gal-ralan, if he has 
  one (see Shadar-Kai Items, below).  
   
  Possessions: +1 dagger, spell component 
  pouches, rat familiar, Xeutscho’s spellbook 
  Volume I+II+III+IV, amulet of natural armor +1, 
  +3 gal-ralan*, headband of intellect +4, potion of 
  cure moderate wounds, shadow veil*, tunic of 
  
  Vel6-04 Shadowdancing 
   
  Page 38 
  steady spellcasting*, blackstone rune* (1 charge), 
  coin 35pp.  
   
  Spells Prepared (4/6/6/5/5/4/3/1; base DC = 
  16 + spell level): 0
  th – resistance, flare, acid splash 
  (x2); 1
  st – false life, nerveskitter*, ray of 
  enfeeblement (x2), shield, expeditious retreat; 2
  nd – 
  Melf’s acid arrow (x2), mirror image, scorching 
  ray, shadow spray* (x2); 3
  rd – dispel magic, greater 
  mage armor*, hold person (x2), slow; 4
  th – crushing 
  despair, shadow conjuration, shadow well* (x2), 
  wall of evil*; 5
  th – dominate person, feeblemind, 
  indomitability*, shadow evocation; 6
  th – mislead, 
  howling chain*, mass suggestion; 7
  th – reverse 
  gravity. (Spells shown in strikeout are precast.) 
  * see Appendix 2: New Rules Items 
   
  Kanat: Female Shadar-Kai* Ftr8; CR 9; Medium 
  fey (extraplanar); Medium fey (extraplanar); HD 
  3d6+8d10+22; hp 90; Init +8; Spd 30 ft; AC 19 
  (touch 14, flat-footed 15); Base Atk +11; Grp +13; 
  Atk +15 melee (2d4+6, +1 spiked chain); Full Atk 
  +15/+10 melee (2d4+6, +1 spiked chain); SA sneak 
  attack +1d6; SQ DR 5/cold iron, Hide in Plain 
  Sight, Shadow Curse, Superior Low-light Vision; 
  AL NE; SV Fort +11; Ref +11; Will +8; Str 15, Dex 
  18, Con 14, Int 13, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +15 (+25 in dark or 
  shadowy conditions), Intimidate +10, Jump +10, 
  Listen +9, Move Silently +10, Search +7, Spot +9, 
  Survival +7, Tumble +12; Alertness, Combat 
  Expertise, Combat Reflexes, Deft Opportunist*, 
  Exotic Weapon Proficiency (spiked chain)(B), 
  Improved Initiative, Improved Trip, Weapon 
  Finesse, Weapon Focus (spiked chain), Weapon 
  Specialization (spiked chain). 
   
  Hide in Plain Sight (Su): Shadar-kai can use 
  the Hide skill even while being observed. As long 
  as they are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-kai 
  can hide themselves from view in the open 
  without having anything to actually hide behind.  
   
  Shadow Curse (Su): Any time a shadar-kai is 
  stunned, dazed, staggered, or unconscious (other 
  than from natural sleep), the shadow fey must 
  make a Will save (DC 15) or gain one negative 
  level that cannot be removed until he restores his 
  soul completely. The shadar-kai must also attempt 
  a save any time he removes a gal-ralan, if he has 
  one (see Shadar-Kai Items, below).  
   
  Possessions: +1 spiked chain, +1 light 
  fortification mithral shirt, +2 gal-ralan*, brooch of 
  shielding, potion of cure moderate wounds, potion 
  of enlarge person, coin 48gp. 
  * see Appendix 2: New Rules Items 
   
  Advanced Redcaps*: CR 6; Small fey; HD 
  10d6+50; hp 90; Init +8; Spd 30 ft.; AC 19 (touch 
  15, flat-footed 15); Base Atk +5; Grp +10; Atk +9 
  melee (2d4+11, Medium scythe)** or +11 ranged 
  (1d6+6; Medium sling); SA Eldritch stone, 
  powerful build; SQ DR 10/cold iron, low-light 
  vision; AL CE; SV Fort +8, Ref +11, Will +8; Str 20, 
  Dex 19, Con 20, Int 11, Wis 12, Cha 13. 
   
  Skills and Feats: Hide +21, Intimidate +14, 
  Listen +16, Move Silently +17, Spot +16, Survival 
  +14; Alertness, Cleave, Improved Initiative, Power 
  Attack. 
  ** Includes adjustments for Power Attack feat. 
   
  Eldritch Stone (Su): Bullets fired from a 
  redcap’s sling glow with a greenish-blue magical 
  energy, giving them a +1 enhancement bonus on 
  attack rolls and damage rolls as well as dealing 1d6 
  points of damage (instead of the 1d4 points an 
  ordinary bullet deals). 
   
  Powerful Build (Ex): The physical stature of 
  a redcap lets it function in many ways as if he were 
  one size category higher. Whenever a redcap is 
  subject to a size modifier or special size modifier 
  for an opposed check (such as during grapple 
  checks, bull rush attempts, and trip attempts), the 
  redcap is treated as one size larger if doing so is 
  advantageous to it. A redcap is also considered to 
  be one size larger when determining whether a 
  creature's special attacks based on size (such as 
  improved grab or swallow whole) can affect him. 
  A redcap can use weapons designed for a creature 
  one size larger without penalty. However, its space 
  and reach remain those of a creature of its actual 
  size. The benefits of this characteristic stack with 
  the effects of powers, abilities, and spells that 
  change the subject's size category. 
   
  Possessions: Medium scythe, medium sling, 
  redcap tooth, coin 11pp. 
  * see Appendix 2: New Rules Items 
   
  
  Vel6-04 Shadowdancing 
   
  Page 39 
  Appendix 2: New Rules Items 
  Shadow Creature Template 
  As presented in Lords of Madness 
   
  “Shadow” is a template that can be added to any 
  corporeal aberration, animal, dragon, fey, giant, 
  humanoid, magical beast, monstrous humanoid, 
  plant, undead, or vermin (hereafter referred to as 
  the base creature. 
   
  A shadow creature uses all the base creature’s 
  statistics and abilities except as noted here. Do not 
  recalculate the creature’s Hit Dice, base attack 
  bonus, saves, or skill points if its type changes. 
   
  Size and Type: Animals or vermin with this 
  template become magical beasts, but otherwise the 
  creature type is unchanged. Shadow creatures 
  encountered on the Material Plane have the 
  extraplanar subtype and are native to the Plane of 
  Shadow. 
   
  Speed: As base creature X 1-1/2. 
   
  Special Qualities: A shadow creature retains 
  all the special qualities of the base creature, and 
  also gains the following: 
   
  - Resistance to cold equal to 5 + 1 per Hit Die, 
  to a maximum of 15. 
   
  - Darkvision out to 60 feet. 
   
  - Low-light vision. 
   
  - Shadow Blend (Su): In any conditions other 
  than full daylight, a shadow creature can disappear 
  into the shadows, giving it total concealment. 
  Artificial illumination, even a light or continual 
  flame spell, does not negate this ability, but a 
  daylight spell will. 
   
   
  Shadow creatures also have one additional 
  special ability for every 4 Hit Dice they possess 
  (minimum of one additional ability) chosen from 
  the following list: 
   
  - +2 Luck bonus on all saving throws. 
   
  - Cause Fear (Sp): 1/day. Caster level 5th. The 
  save DC is Charisma-based. 
   
  - Damage reduction 5/magic. 
   
  - Evasion, as the rogue class feature. 
   
  - Fast healing 2. 
   
  - Mirror Image (Sp): 1/day. Caster level 5th. 
   
  - Plane Shift (Sp): 1/day, to or from the Plane 
  of Shadow only. Caster level 15th. 
   
  If the base creature already has one or more of 
  these special qualities, use the better value. 
   
  Skills: Same as base creature. Shadow 
  creatures gain a +6 racial bonus on Move Silently 
  checks. 
   
  Feats: Same as the base creature. 
   
  Environment: Plane of Shadow. 
   
  Organization: Same as the base creature. 
   
  Challenge Rating: Same as the base creature 
  +1. 
   
  Treasure: Same as the base creature. 
   
  Alignment: Usually neutral evil. 
   
  Advancement: Same as the base creature. 
   
  Level Adjustment: Same as the base creature 
  +2. 
   
   
  Shadar-Kai as presented in Fiend Folio 
  Medium-Size Fey (Extraplanar) 
  Hit Dice: 3d6 (10 hp) 
  Initiative: +3 
  Speed: 30 ft. (6 squares) 
  Armor Class: 16 (+3 Dex, +3 studded leather), 
  touch 13, flat-footed 13 
  Base Attack/Grapple: +1/+1 
  Attack: Spiked chain +4 melee (2d4/x2), or 
  shortbow +4 ranged (1d6/x3) 
  Full Attack: Spiked chain +4 melee (2d4/x2), or 
  shortbow +4 ranged (1d6/x3) 
  Space/Reach: 5 ft./5 ft. (10 ft. with spiked chain) 
  Special Attacks: Sneak attack +1d6 
  Special Qualities: Damage reduction 5/cold iron, 
  hide in plain sight, shadow curse, superior low-
  light vision 
  Saves: Fort +2, Ref +7, Will +1 
  Abilities: Str 10, Dex 16, Con 11, Int 11, Wis 10, 
  Cha 9 
  Skills: Hide +9, Listen +8, Move Silently +9, 
  Search +6, Spot +8, Survival +6 (+8 following 
  tracks) 
  Feats: Alertness, Exotic Weapon Proficiency 
  (spiked chain)(B), Weapon Finesse 
  Environment: Any forest and underground 
  (Plane of Shadow) 
  Organization: Solitary, patrol (3–6), or raid (7–12) 
  Challenge Rating: 1 
  Treasure: +1 gal-ralan plus standard 
  Alignment: Usually neutral evil 
  Advancement: By character class 
  Level Adjustment: +1  
   
  
  Vel6-04 Shadowdancing 
   
  Page 40 
   
  The shadar-kai, or shadow fey, are a race of 
  bitter, determined folk whose souls are poisoned 
  by shadow. Gray-skinned and dark-eyed, the 
  slender shadar-kai stand slightly taller than 
  average humans, and their soft movements exude 
  grace and uncanny stealth. Shadow follows the 
  shadar-kai wherever they go. Shadows cast by the 
  folds of their clothing seem deeper than those on 
  humanoids, and a shadar-kai can seemingly fade 
  out of sight by simply stepping into any common 
  shadow. 
  The shadar-kai prefer light weapons suited for 
  grace and agility, especially spiked chains. Many 
  shadar-kai favor a variety of piercings and tattoos. 
   
  Long ago, the shadar-kai thought to preserve 
  the world from the rising humanoid races. Skilled 
  in shadow magic, the shadar-kai made a pact with 
  a dark power of the Plane of Shadow to cast the 
  world into and endless twilight in which the 
  shadow fey would rule supreme. But the 
  experiment went awry, and the shadar-kai were 
  left bound to the Plane of Shadow, cursed to lose 
  their souls in its dark depths. This shadow curse 
  affects the shadar-kai to this day, and every 
  member of the race is engaged in a lifelong 
  struggle to stave off inevitable doom. 
   
  The continuous pull of the Plane of Shadow 
  has left the shadar-kai grim and embattled. Few 
  races understand the plight of the shadow fey. 
  Even the temporary solutions the shadar-kai have 
  found leave them struggling with constant pain, 
  making them vicious. Their willingness to commit 
  acts of cruelty and violence has increased with 
  each generation. 
   
  Shadar-kai speak Common, Elven, and 
  Sylvan. 
   
  COMBAT 
  Cursed and blessed with a great affinity for the 
  Plane of Shadow, the shadar-kai are subtle and 
  deceptive. They steal without being detected 
  when they can, striking from ambush when 
  necessary. Spellcasters among the shadar-kai favor 
  shadow and illusion magic, and few groups of the 
  shadow fey are without a powerful spellcasting 
  leader. Skilled at stealth and gifted with visual 
  acuity greater than that of most other creatures, 
  the shadar-kai have little trouble making sure that 
  combat occurs on their terms. 
  The shadar-kai described in the statistics block 
  wears a +1 gal-ralan (see Shadar-Kai Items, below). 
   
  Sneak Attack (Ex): Any time a shadar-kai’s 
  target is denied a Dexterity bonus, or when a 
  target is flanked by a shadar-kai, the shadar-kai 
  deals an extra 1d6 points of damage on a successful 
  melee attack. This damage stacks with sneak attack 
  damage from other sources, such as rogue levels. 
   
  Hide in Plain Sight (Su): Shadar-kai can use 
  the Hide skill even while being observed. As long 
  as they are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-kai 
  can hide themselves from view in the open 
  without having anything to actually hide behind.  
   
  Shadow Curse (Su): The Plane of Shadow 
  exerts a tremendous pull on a shadar-kai’s soul, 
  which is only tenuously connected to its mortal 
  body. Any time a shadar-kai is stunned, dazed, 
  staggered, or unconscious (other than from 
  natural sleep), the shadow fey must make a Will 
  save (DC 15) or lose a portion of her soul to the 
  Plane of Shadow. The shadar-kai must also attempt 
  a save any time she removes a gal-ralan, if she has 
  one (see Shadar-Kai Items, below). 
   
  A shadar-kai with a damaged soul gains one 
  negative level that cannot be removed until she 
  restores her soul completely. If exposed to another 
  event that requires a save against the shadow 
  curse, a shadar-kai may gain additional negative 
  levels. A shadar-kai on the Plane of Shadow can 
  transfix her soul to her body again with a greater 
  restoration spell. A shadar-kai on the Material 
  Plane (or elsewhere) must use a wish or miracle 
  spell to restore her soul. 
   
  A shadar-kai afflicted with the shadow curse 
  cannot be raised from the dead or resurrected, and 
  cannot gain experience. The touch of the shadow 
  curse galls a shadar-kai, filling its heart with an icy 
  emptiness that eventually drives all but the most 
  determined individuals to capitulate and leave the 
  Material Plane altogether. 
   
  A shadar-kai creature who goes to the Plane of 
  Shadow and remains there ameliorates the effects 
  of the shadow curse and suffers no ill effects. 
  However, if she leaves the Plane of Shadow 
  without restoring her soul, she suffers the effects 
  of the shadow curse until she returns to the Plane 
  of Shadow or restores her soul. 
   
  Superior Low-Light Vision (Ex): Shadar-kai 
  have extraordinary vision in low-light conditions. 
  They can see four times as far as a human in low-
  light conditions. 
   
  Skills: * Shadar-kai have a +10 racial bonus on 
  Hide checks made in dark or shadowy conditions 
  (anything other than daylight or the area of a 
  daylight spell). 
   
  
  Vel6-04 Shadowdancing 
   
  Page 41 
  Redcap as presented in Monster Manual 
  III 
  Small Fey 
  Hit Dice: 4d6+8 (22 hp) 
  Initiative: +5 
  Speed: 30 ft. (6 squares) 
  AC: +13 (+1 Size, +1 Dex, +1 Natural), touch 12, 
  flatfooted 12 
  Base Attack/Grapple: +2/+4 
  Attack: Medium scythe +3 melee (2d4+7/x4)* or 
  Medium sling +5 ranged (1d6+3) 
  Full Attack: Medium scythe +3 melee 
  (2d4+7/x4)* or Medium sling +5 ranged (1d6+3) 
  Space/Reach: 5ft./5ft. 
  Special Attacks: Eldritch stone, powerful build 
  Special Qualities: Damage reduction 5/cold iron, 
  low-light vision 
  Saves: Fort +3, Ref +5, Will +5 
  Abilities: Str 14, Dex 13, Con 14, Int 11, Wis 12, 
  Cha 13 
  Skills: Hide +12, Intimidate +8, Listen +8, Move 
  Silently +8, Spot +8, Survival +8 
  Feats: Improved Initiative, Power Attack 
  Environment: Temperate hills 
  Organization: Solitary, gang (3 or 5), or band (7, 9, 
  or 11) 
  Challenge Rating:  2 
  Treasure: ½ coins only (plus 1 redcap tooth) 
  Alignment: Always chaotic evil 
  Advancement: 5-20 HD (Small) 
  Level Adjustment: +4 
  *Includes adjustments for Power Attack feat. 
   
  You see a very short, tough-looking old man with 
  leathery skin, iron boots, and a bright red hat. He 
  is wielding a scythe that looks too large for him. 
  His wicked grin is lined with large teeth. 
   
   
  Redcaps are the most evil fey you are ever 
  likely to meet. They are mass-murdering psychotic 
  killers who live on other creatures’ pain. A redcap 
  stands 3 to 4 feet tall, weighs about 50 pounds, and 
  looks like a touch old man with protruding teeth. 
  On their heads redcaps wear bright red hats – kept 
  fresh and moistly colored by dipping in their 
  victims’ blood – and on their feet they wear boots 
  of iron. 
  Redcaps prefer to roost in old abandoned 
  keeps and towers, preferably ones left vacant by 
  some horrific tragedy. These fey absorb some of 
  the essence of every creature they kill. Thanks to 
  this ability, a redcap that manages to live a long 
  life can amass tremendous strength and near 
  invulnerability. When a redcap dies, it vanishes 
  from the world, leaving only a single tooth 
  behind. 
  Redcaps speak Common and Sylvan. 
   
  COMBAT 
   
  Redcaps prefer to attack from ambush, 
  usually waiting until their intended victims are 
  preparing to settle in for the evening. Brutal 
  combatants, redcaps attack without mercy, 
  opening up combat with their slings and magic 
  stones but closing quickly to finish opponents 
  with their wicked scythes. 
   
  A redcap normally attacks using its Power 
  Attack feat, taking a -2 penalty on its attack rolls 
  and gaining a +2 bonus on damage rolls (+4 if 
  using a scythe). 
   
  Eldritch Stone (Su): Bullets fired from a 
  redcap’s sling glow with a greenish-blue magical 
  energy, giving them a +1 enhancement bonus on 
  attack rolls and damage rolls as well as dealing 1d6 
  points of damage (instead of the 1d4 points an 
  ordinary bullet deals). 
   
  Powerful Build (Ex): The physical stature of 
  a redcap lets it function in many ways as if he were 
  one size category higher. Whenever a redcap is 
  subject to a size modifier or special size modifier 
  for an opposed check (such as during grapple 
  checks, bull rush attempts, and trip attempts), the 
  redcap is treated as one size larger if doing so is 
  advantageous to it. A redcap is also considered to 
  be one size larger when determining whether a 
  creature's special attacks based on size (such as 
  improved grab or swallow whole) can affect him. 
  A redcap can use weapons designed for a creature 
  one size larger without penalty. However, its space 
  and reach remain those of a creature of its actual 
  size. The benefits of this characteristic stack with 
  the effects of powers, abilities, and spells that 
  change the subject's size category. 
   
  ADVANCEMENT 
   
  After a redcap has slain a victim, it dips its cap 
  into the victim’s blood thereby gradually gaining 
  strength and power. This ability is reflected in 
  special rules for advancement that apply only to 
  redcaps. For each additional Hit Die a redcap has, 
  it gains +1 Strength, +1 Dexterity, and +1 
  Constitution as well as the normal benefits for 
  advancing in Hit Dice. For every 2 additional Hit 
  Dice, an advanced redcap gains +1 natural armor. 
  The redcaps damage reduction also improves as its 
  Hit Dice increase, as indicated on the table below. 
   
  
  Vel6-04 Shadowdancing 
   
  Page 42 
  Redcap’s 
  Total HD 
  Natural 
  Armor 
  Damage Reduction 
  CR 
  5 – 6 
  +2 
  5/cold iron 
  3 
  7 – 8 
  +3 
  5/cold iron 
  4 
  9 – 10 
  +4 
  10/cold iron 
  6 
  11 – 12 
  +5 
  10/cold iron 
  7 
  13 – 14 
  +6 
  10/cold iron 
  8 
  15 – 16 
  +7 
  15/cold iron 
  10 
  17 – 18 
  +8 
  15/cold iron 
  11 
  19 – 20 
  +9 
  15/cold iron 
  12 
   
   
  Thorn as presented in Monster Manual III 
  Small Fey 
  Hit Dice: 6d6+12 (33 hp) 
  Initiative: +6 
  Speed: 20 ft. (4 squares) 
  AC: 19 (+1 Size, +2 Dex, +3 Natural, +2 leaf leather, 
  +1 buckler), touch 13, flatfooted 17 
  Base Attack/Grapple: +3/+2 
  Attack: Thorn longsword +8 melee (1d6+3/19-20) 
  or longbow +6 ranged (1d6/x3) 
  Full Attack: Thorn longsword +8 melee 
  (1d6+3/19-20) or longbow +6 ranged (1d6/x3) 
  Space/Reach: 5ft./5ft. 
  Special Attacks: Sleep arrows, sneak attack +2d6 
  Special Qualities: Damage reduction 5/cold iron, 
  low-light vision 
  Saves: Fort +4, Ref +7, Will +5 
  Abilities: Str 16, Dex 15, Con 15, Int 10, Wis 10, 
  Cha 13 
  Skills: Diplomacy +3, Hide +17, Listen +9, Move 
  Silently +13, Search +9, Sense Motive +9, Spot +9, 
  Survival +0 (+2 following tracks) 
  Feats: Improved Initiative, Stealthy, Weapon 
  Focus (longsword) 
  Environment: Temperate forests 
  Organization: Solitary, pair, or patrol (3-5) 
  Challenge Rating:  4 
  Treasure: Standard 
  Alignment: Usually neutral good 
  Advancement: By character class 
  Level Adjustment: +2 (cohort) 
   
  A small humanoid-shaped creature thickly garbed 
  in rubbery leaves holds a buckler and grips a 
  thornlike longsword. Its skin is dark green, and its 
  hair is brown. 
   
   
  The warriors of the fey realms, thorns are 
  fanatical defenders. Often, a grig, nixie, or pixie 
  will find that its whimsical or mischievous nature 
  gets it into trouble beyond its ability to manage. 
  Sometimes, a thorn will be around to help such a 
  creature out. These warriors also act as guards or 
  guardians for prestigious fey or important fey 
  sites. For instance, if a dryad ever undertakes a 
  mission important enough to cause her to leave 
  her tree for a time, she endeavors to enlist a thorn 
  to guard it. 
   
  Thorns get their name from the unusual 
  longswords they carry, which are made of thorns 
  from carefully cultivated, enormous rose bushes in 
  the faerie courts. Their armor is made from thick, 
  rubbery leaves and gives them protection 
  equivalent to leather. 
   
  A thorn stands about 3 feet tall and is very 
  slender, weighing only 25 pounds. Its skin can be 
  any shade of green. Its hair is usually bark-brown, 
  but a few have berry-red tresses. 
   
  Thorns speak Common and Sylvan.  
   
  COMBAT 
   
  Thorns generally do not pick fights, but they 
  will attack anyone or anything that threatens or 
  harms other fey. Like most fey, though, they don't 
  take a direct approach. Instead, they are sneaky 
  creatures that launch vicious attacks from hiding.  
   
  Sleep Arrows (Ex): Thorns carry the sleep 
  arrows commonly used by pixies. Any opponent 
  struck by one of these arrows, regardless of Hit 
  Dice, must succeed on a DC 16 Fortitude save or 
  be affected as though by a sleep spell. The save DC 
  is Charisma-based and includes a +2 racial bonus. 
   
  Sneak Attack (Ex): A thorn can sneak attack 
  as a rogue, gaining an extra 2d6 points of damage 
  on a successful sneak attack. 
   
  Collar of Obedience as presented in 
  Complete Adventurer 
   
  Any animal or magical beast wearing this 
  collar becomes easier to handle. The DC of any 
  Handle Animal check to handle, push, teach, 
  train, or rear the wearer is decreased by 5. 
   
  A collar occupies the same space on the body 
  as an amulet, brooch, or other item meant to be 
  worn around the neck. 
   
  Faint enchantment; CL 3rd; Craft Wondrous 
  Item, charm animal; Price 1,500 gp. 
   
  Gal-Ralan as presented in Fiend Folio 
   
  When this cold-forged iron armband is 
  donned (taking up the spot where bracers would 
  be worn), it pierces the wearer’s forearm with long 
  needles of the same metal. The device fixes its 
  wearer’s soul to her body but also causes never-
  ending pain. As long as a character wears a gal-
  ralan, she takes 1 point of Constitution damage 
  
  Vel6-04 Shadowdancing 
   
  Page 43 
  that cannot be healed until after the gal-ralan is 
  removed. 
   
  A gal-ralan provides its wearer with a +1 to +5 
  resistance bonus on her saving throws. This bonus 
  increases by an additional +2 against death effects, 
  energy drains, and effects that affect the wearer’s 
  soul (such as the shadow curse). For example, a +2 
  gal-ralan provides a +4 resistance bonus against 
  these effects, +3 gal-ralan provides a +5 resistance 
  bonus against these effects, and so on. 
   
  Faint abjuration; CL 5th; Craft Wondrous 
  Item, resistance, caster level must be three times 
  that of the gal-ralan’s bonus; Price: 1,000 gp (+1), 
  4000gp (+2), 9,000gp (+3), 18,000gp (+4), or 
  25,000gp (+5). Weight: ---. 
   
  Blackstone Rune as presented in Fiend 
  Folio 
   
  Shadar-kai overcome by the shadow curse 
  often make use of the blackstone rune. The rune is 
  a complex sigil drawn on a small, glossy stone. On 
  command, a blackstone rune allows its bearer to 
  plane shift between the Plane of Shadow and the 
  Material Plane (in either direction), along with up 
  to 50 pounds of objects. A blackstone rune can be 
  used three times before its magic fades. 
   
  Moderate conjuration; CL 9th; Craft 
  Wondrous Item, plane shift; Price: 3,300gp. 
   
  Night Extract as presented in Fiend Folio 
  When thrown or dropped, one vial of this magic 
  liquid reduces the ambient light level to that of 
  starlight in a 20 foot radius. Magical light still 
  functions in the area (and counters the effect), but 
  torches, lanterns, sunrods, and other mundane 
  light sources are suppressed until removed from 
  the area. The DC of Spot checks made against 
  targets within the night extract’s area increases by 
  +10, although creatures with darkvision or 
  superior low-light vision ignore this increase, and 
  creatures with normal low-light vision gain a +5 
  bonus on Spot checks made in starlight. The night 
  extract provides nine-tenths concealment (40% 
  miss chance) against creatures without low-light 
  vision, concealment (20% miss chance) against 
  creatures with low-light vision, and no 
  concealment against creatures with darkvision or 
  superior low-light vision. The effect lasts for 10 
  minutes. 
   
  Faint evocation; CL 1st; Craft Wondrous 
  Item, light; Price: 50 gp. 
   
  Redcap’s Tooth as presented in Monster 
  Manual III 
  When a redcap dies, it leaves behind a single 
  tooth. Anyone wearing this tooth gains a +2 
  circumstance bonus when dealing with fey, and a 
  +4 circumstance bonus when dealing with other 
  redcaps. 
   
  Faint transmutation; CL 6th; cannot be made; 
  Price: 1,000 gp. 
   
  Shadow Veil as presented in Complete 
  Arcane 
   
  A shadow veil appears as a indistinct, 
  enveloping covering. A shadow veil precludes 
  wearing any other kind of armor. A shadow veil 
  grants a +2 deflection bonus. Someone wearing a 
  shadow veil is hard to distinguish in shadow, and 
  is treated as if having concealment (20% miss 
  chance) against creatures without darkvision, 
  blindsight, or other sensory apparatus that does 
  not rely on light. 
   
  Strong necromancy; CL 12th; Craft Magic 
  Arms and Armor, Knowledge (religion) 5 ranks, 
  create undead; Price 10,000 gp; Weight –. 
   
  Tunic of Steady Spellcasting as presented 
  in Complete Adventurer 
   
  The wearer of this tunic gains a +5 
  competence bonus on Concentration checks. 
  Despite the item’s name, its bonus applies on all 
  Concentration checks, not just those made to cast 
  spells. 
   
  Faint transmutation; CL 3rd; Craft Wondrous 
  Item, bear’s endurance; Price 2,500 gp. 
   
  Arcane Mastery as presented in Complete 
  Arcane 
   
  You are quick and certain in your efforts to 
  defeat the arcane defenses and spells of others. 
   
  Prerequisite: Ability to cast arcane spells or 
  use spell-like abilities (including invocations). 
   
  Benefit: You can take 10 on caster levels 
  checks (as if the caster level check was a skill 
  check). You can use this feat even while under 
  stress. 
   
  Deft Opportunist as presented in Complete 
  Adventurer 
   
  You are prepared for the unexpected. 
   
  Prerequisite: Dex 15, Combat Reflexes. 
   
  Benefit: You get a +4 bonus on attack rolls 
  when making attacks of opportunity. 
   
  
  Vel6-04 Shadowdancing 
   
  Page 44 
  Sudden Empower [Metamagic] as 
  presented in Complete Arcane 
   
  You can cast a spell to greater effect without 
  special preparation. 
   
  Prerequisite: Any metamagic feat. 
   
  Benefit: Once per day, you can apply the 
  effect of the Empower Spell feat to any spell you 
  cast without increasing the level of the spell or 
  specially preparing it ahead of time. You can still 
  use Empower Spell normally if you have it. 
   
  Sudden Maximize [Metamagic] as 
  presented in Complete Arcane 
   
  You can cast a spell to maximum effect 
  without special preparation. 
   
  Prerequisite: Any metamagic feat. 
   
  Benefit: Once per day, you can apply the 
  effect of the Maximize Spell feat to any spell you 
  cast without increasing the level of the spell or 
  specially preparing it ahead of time. You can still 
  use Maximize Spell normally if you have it. 
   
  Sudden Widen [Metamagic] as presented 
  in Complete Arcane 
   
  You increase a spell’s area without special 
  preparation. 
   
  Benefit: Once per day, you can apply the 
  effect of the Widen Spell feat to any spell you cast 
  without increasing the level of the spell or 
  specially preparing it ahead of time. You can still 
  use Widen Spell normally if you have it. 
   
  Howling Chain as presented in Spell 
  Compendium 
  Evocation [Force] 
  Level: Sorcerer/Wizard 6 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./ level) 
  Effect: Once chain of force 
  Duration: 1 round/level 
  Saving Throw: See text 
  Spell Resistance: Yes 
   
  A blood-red chain of pure force appears, howling 
  instead of rattling as it shakes and twines. 
   
   
  You create a chain of force that lashes out and 
  attacks your enemies. The chain has a reach of 15 
  feet, but cannot move from the space you 
  designate. The chain attacks by attempting to trip 
  you foes (+12 melee touch attack, +15 on the 
  opposed Strength check). It does not provoke 
  attacks of opportunity for tripping, nor can it be 
  tripped in response on a failed attempt. If it 
  succeeds in tripping an enemy, it immediately 
  follows up with a melee attack on the prone 
  defender (+12 melee attack, 2d6+10 points of 
  damage). Any creature struck by the chain must 
  make a Will saving throw or become shaken. 
   
  A howling chain can make one attack of 
  opportunity each round for every four caster levels 
  you have, using the same tactics as above. 
   
  A howling chain has as many hit points as you 
  do when you’re undamaged, and its AC is AC 20 (-
  1 size, +11 natural). It takes damage as a normal 
  creature, but most magical effects that don’t deal 
  damage do not affect it. It makes saving throws as 
  its caster. Disintegrate or a successful dispel magic 
  destroys it. 
   
  Focus: A small length of platinum chain 
  worth at least 500 gp. 
   
  Indomitability as presented in Spell 
  Compendium 
  Abjuration 
  Level: Sorcerer/Wizard 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 minute/level or until discharged 
  Saving Throw: None (harmless) 
  Spell Resistance: Yes (harmless) 
   
  The spell’s energy makes you feel impervious to 
  wounds, if only for a limited time. 
   
   
  The indomitability spell protects its recipient 
  from the first incapacitating attack the creature 
  suffers during the spell’s duration. An 
  incapacitating attack is one that would reduce the 
  recipient to fewer than 1 hit point. The attack 
  must be one that deals damage; the indomitability 
  spell offers no protection from nondamaging 
  effects or attacks that kill or destroy without 
  dealing any damage, such as death effects. 
  Regardless of how much damage the attack deals, 
  the recipient of the indomitability spell takes only 
  enough damage to be reduced to 1 hp. The 
  remaining damage from the attack is ignored. 
  Once the spell protects the subject in this manner, 
  the spell is discharged. 
   
  Mage Armor, Greater as presented in Spell 
  Compendium 
  
  Vel6-04 Shadowdancing 
   
  Page 45 
  Conjuration (Creation) [Force] 
  Level: Sorcerer/Wizard 3 
  Components: V, S 
   
  An invisible sheen of armor shaped force 
  surrounds you. 
   
   
  This spell functions like mage armor (PH 249) 
  except that it requires no material component and 
  its tangible field of force provides a +6 armor 
  bonus to Armor Class. 
   
  Nerveskitter as presented in Spell 
  Compendium 
  Transmutation 
  Level: Sorcerer/Wizard 1 
  Components: V, S 
  Casting Time: 1 immediate action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: 1 round 
  Saving Throw: None (harmless) 
  Spell Resistance: Yes (harmless) 
   
  You suffuse your ally with a brief, blue glow. He 
  jerks away from you, as if he can anticipate your 
  next action. 
   
   
  You cast this spell when you and your party 
  roll initiative. You enhance the subject’s reactions 
  in combat, granting it a +5 bonus on its initiative 
  check for the current encounter. If the subject 
  does not make an initiative check within 1 round, 
  this spell has no effect. 
   
  Shadow Spray as presented in Spell 
  Compendium 
  Illusion (Shadow) 
  Level: Sorcerer/Wizard 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./ level) 
  Target: 5-ft.-radius burst 
  Duration: Instantaneous 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
   
  As you finish casting this spell, ribbonlike 
  shadows burst outward from the midst of your 
  foes. 
   
   
  You cause a multitude of ribbonlike shadows 
  to instantaneously explode outwards from the 
  point of origin. Creatures in the area take 4 points 
  of strength damage and are dazed for 1 round. 
   
  Material Component: A handful of black 
  ribbons. 
   
  Shadow Well as presented in Spell 
  Compendium 
  Illusion (Shadow) 
  Level: Sorcerer/Wizard 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: 1 round/level 
  Saving Throw: Will negates; see text 
  Spell Resistance: Yes 
   
  You spit out the words of the spell, and the 
  shadow of your foe darkens, becoming a solid 
  black pit. Your opponent pinwheels its arms as it 
  topples backward into the darkness. 
   
   
  You cause the target’s shadow to become a 
  temporary gateway to a pocket realm within the 
  Plane of Shadow. The target must make a Will save 
  or be pulled into the gateway. Inside the pocket 
  realm, the creature sees a deserted gloomy 
  duplicate of the real world, while shadow 
  phantasms stalk and taunt it without causing 
  actual harm. Each round, the creature can attempt 
  another Will save to return from the shadow well. 
  Otherwise the subject returns to the real world 
  when the spell’s duration expires. 
   
  Being trapped in a shadow well can be 
  terrifying; upon returning to the real world, the 
  subject must succeed on another Will Save or be 
  frightened for 1d4 rounds. 
   
  Upon leaving the pocket realm, the subject 
  reappears in the spot it had been in when the 
  shadow well spell was cast. If this spot is filled 
  with a solid object, the subject appears in the 
  nearest adjacent empty space. 
   
  Spells and abilities that move a creature 
  within a plane, such as teleport and dimension 
  door, do not help a creature escape a shadow well 
  spell, although a plane shift spell allows it to flee 
  to another plane as normal. The target might still 
  become frightened upon leaving. 
   
  Wall of Evil as presented in Spell 
  Compendium (based on Wall of Good) 
  Abjuration [Evil] 
  Level: Cleric 4, Sorcerer/Wizard 4 
  
  Vel6-04 Shadowdancing 
   
  Page 46 
  Components: V, S, M / DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: A straight wall whose area is up to one 10-
  ft. square/level or a sphere or hemisphere with a 
  radius of up to 5 ft./2 levels 
  Duration: 10 minutes/level 
  Saving Throw: See text 
  Spell Resistance: Yes 
   
  You invoke the abjuration, and a wall of red and 
  black energy springs up, only to fade away to 
  invisibility. 
   
   
  You create an immobile barrier that inhibits 
  good creatures. A good summoned creature 
  cannot pass through the wall in either direction, 
  and any other good creature must succeed on a 
  Will Save each time it attempts to move through 
  the wall. If the saving throw is failed, the 
  creature's movement is stopped, and it can take no 
  other action that round. 
   
  A wall of evil must be continuous and 
  unbroken when formed. If it is cast so that an 
  object or creature breaks its surface, the spell fails. 
   
  Arcane Material Component: Powdered silver 
  worth 25 gp. 
   
   
  
  Vel6-04 Shadowdancing 
   
  Page 47 
  Appendix 3: Maps and Aids 
  DM’s Aid #1: Non−functioning Arcane Magic on the Plane of 
  Faerie 
  Due to the lack of conjunction with the Astral or Ethereal Planes and the Plane of Shadow, the spells listed below do not 
  work on the Plane of Faerie. Generally speaking, if a spell is of the Illusion (Shadow), Conjuration (Teleportation), or 
  Transmutation (Teleportation) schools, it will not work since those spells require the caster to move through one of 
  those three planes in some fashion, or summon the substance of those planes. There is one exception to this rule: inside 
  the stone circle in Encounter 5: Goodbye Blue Sky, and for 100 feet beyond the stones in all directions, any spell of 
  the Illusion (Shadow) school will function normally.
  Astral Plane Spells 
  Astral hospice 
  Astral projection 
  Baleful transposition 
  Benign transposition 
  Dimension door 
  Dimension door, greater 
  Dimensional anchor 
  Fire stride 
  G'elsewhere chant 
  Gemjump 
  Interplanar message 
  Knight's move 
  Maze 
  Planar tolerance 
  Plane shift 
  Plane shift, greater 
  Refuge 
  Summon Monster spells (I-
  IX) 
  Swamp stride 
  Teleport 
  Teleport, greater 
  Teleportation circle 
  Translocation trick 
  Tree stride 
  Word of recall 
  Vanish 
  Ethereal Plane Spells 
  Blink 
  Blink, greater 
  Dimensional anchor 
  Ethereal jaunt 
  Etherealness 
  Invisibility purge 
  Leomund’s secret chest 
  See invisibility 
  Teleport object 
  True seeing 
  Vanish 
  Plane of Shadow Spells 
  Dimensional anchor 
  Claws of darkness 
  Dark way 
  Dead end 
  Net of shadows 
  Project image 
  Shades 
  Shadow binding 
  Shadow cache 
  Shadow conjuration 
  Shadow conjuration, greater 
  Shadow evocation 
  Shadow evocation, greater 
  Shadow form 
  Shadow hand 
  Shadow landscape 
  Shadow mask 
  Shadow phase 
  Shadow radiance 
  Shadow spray 
  Shadow walk 
  Shadow well 
  Shadowfade 
  Shadowy grappler 
  Spectral weapon 
  Veil of shadow 
  Wall of gloom 
  Summon Monster spells (I-
  IX) 
  
  Vel6-04 Shadowdancing 
   
  Page 48 
  DM’s Aid #2: Map of Grayington Diocese 
   
   
  
  Vel6-04 Shadowdancing 
   
  Page 49 
  DM’s Aid #3: Map of Circle of Hands (Grayington) 
   
  Scale: 1 square = 5 feet 
  Key: 
  X = Xeutscho (All APLs) 
  K = Kanat (APL 8-12) 
  S1, S2, S3 = Sentries (All APLs) 
  R1, R2, R3 = Redcaps (APL 12) 
  - Stones 4, 5, and 6 are already “burning” when the party arrives 
  - Party appears surrounding stone # 5 
  
  Vel6-04 Shadowdancing 
   
  Page 50 
  Appendix 4: Player’s Handouts 
  Players’ Aid #1: Locations where bodies were found 
   
  
  Vel6-04 Shadowdancing 
   
  Page 51 
  Appendix 5: Critical Events Summary 
   
  What did the party do after the fight with the shadow mastiffs? 
   
  Did the PCs talk to anyone besides Captain Bras? 
   
  Was the Circle of Life and/or Danu Dearg contacted before the party investigated the Circle of Hands? 
   
  Did the PCs fight the faerie patrol? 
   
  Was the ritual stopped? 
   
  Did Xeutscho or any of the other shadar-kai escape? 
   
  Who did the PCs tell of their adventure, and what was told? 
   
  Anything else you feel the triad should know about? 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Veluna/596/Normal Scenarios/VEL6-04 - Shadowdancing (APL 6-12)/VEL6-04 - Shadowdancing.pdf