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  SND7-01M 
   
   
   
   
   
  Unexpected Enemies 
  M1 – Into Darkness 
   
  Part of a Two-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Sunndi Regional Special  
  Version 1.0 
   
   
  by Donjin Cieraad, Koos Gadellaa, Krishna Simonse, Pieter Sleijpen, 
  Ward van Oosterum 
   
  Reviewers: Bas Vermeulen 
  Playtesters: – 
   
  With the lines of war drawn clearly across Sunndian soil things seem black and white. Good or bad, friend or foe, easy 
  distinctions to make in such threatening times. Help is on its way from an expected source, but what if some fail to see 
  it thus? Will adventurers once more shine their light into the darkness and clean away the sorrow? A 2-round regional 
  special set in the kingdom of Sunndi - part battle interactive, part mini-adventure for levels 1 to 10 (APLs 2-8). Part of 
  the Bullywugs War series. 
   
  Resources for this adventure [and the authors of those works] include Fiend Folio [Eric Cagle, Jesse Decker, James 
  Jacoobs, Erik Mona, Matt Sernett, Chris Thomasson, James Wyatt], Planar Handbook [Bruce R. Cordell and Gwendolyn 
  F.M. Kestrel], SND4-02 Whispers in the Dark [Sebasitaan Heukels], and Tome of Magic [Matthew Sernett, Ari Marmell, 
  David Noonan, Robert J. Schwalb].
  
  ADVENTURE BACKGROUND 
  M1 Into Darkness is a mini-adventure, the potential 2nd 
  part of the Sunndi regional special SND7-01M Unexpected 
  Enemies. It has mostly the same background as that 
  adventure. 
   
  This part makes some references to SND4-02 
  Whispers in the Dark. The exact events of said adventure 
  are unimportant to this scenario, but a strange black 
  tower took a central part. This tower is called the 
  Mourning Tower, and more information on it can be 
  found in Appendix 3. It is a place of power, and unless 
  the PCs have a clear goal in mind, anybody wandering in 
  the Silent Valley in the Plane of Shadow eventually end 
  up at its counterpart which is part of a much bigger 
  complex – a fortress of some sort which history and goal 
  is not be revealed in this adventure. 
   
  ADVENTURE SUMMARY 
  Introduction: Stepping through the breach is not easy 
  and it is a bit of a jarring experience. What will the PCs 
  do once through? Will they follow the tracks of the 
  hunters, turn their attention to the Mourning Tower or 
  just wander through they valley? 
   
  Encounter 1 [Traveling through Shadows]: This 
  section provides the information required to describe the 
  trip the PCs take into the Valley regardless of what 
  direction they go. 
   
  Encounter 2 [Natural Dangers]: The Plane of Shadows 
  is a dangerous place. Whether on their way to the 
  Mourning Tower or following the tracks of the hunters 
  they run across one of the natural dangers of the area. 
   
  Encounter 3 [A Pack of Hunters]: The PCs come across 
  the hunters responsible for the assault during the battle. 
  These hunters proof to be hunters of man, a prisoner that 
  escaped their grasp. What will the PCs do? 
   
  Encounter 4 [The Tower of Mourning]: Instead of a 
  tower the PCs find a whole compound, a shadow of what 
  is long gone on the Prime Material Plane. The inhabitants 
  are hostile, except for one, a ghost of an ancient Flan 
  warrior who warns the PCs not to approach and who begs 
  them to rescue a man – a man now caught by a pack of 
  hunters (see Encounter 3). 
   
  Conclusion: At some point the PCs want to return to the 
  Prime Material Plane. If they were quick enough, the rift 
  is still open and it is just a matter of stepping through. If 
  they took too long they will have to find their way back 
  home. Once on the Prime and back in Pitchfield they 
  gain their just reward. 
   
  PREPARATION FOR PLAY 
  M1 Into Darkness is set in the Plane of Shadow. More 
  information on the plane can be found in the Dungeon 
  Master’s Guide 152. The following things are important to 
  keep in mind: 
  • 
  The region is always as dark as during a moonless 
  night (so low-light vision doesn’t work without a 
  light source). All light sources have their ranges 
  halved. Darkvision works as normal. Without a light 
  source and/or darkvision opponents are covered 
  with concealment (20% miss chance). 
  • 
  Despite the lack of sunrise or sunset divine 
  spellcasters can prepare their spells as normal. 
  • 
  Enhanced magic. Spells with the shadow descriptor 
  are enhanced on the Plane of Shadow. Such spells 
  are cast as though they were prepared with the 
  Maximize Spell feat, though they don’t require the 
  higher spell slots. Furthermore, specific spells 
  become more powerful on the Plane of Shadow. 
  Shadow conjuration and shadow evocation spells are 
  30% as powerful as the conjurations and evocations 
  they mimic (as opposed to 20%). Greater shadow 
  conjuration and greater shadow evocation are 70% as 
  powerful (not 60%), and a shades spell conjures at 
  90% of the power of the original (not 80%). 
  • 
  Impeded magic. Spells that use or generate light or 
  fire may fizzle when cast on the Plane of Shadow. A 
  spellcaster attempting a spell with the light or fire 
  descriptor must succeed on a Spellcraft check (DC 
  20 + the level of the spell). Spells that produce light 
  are less effective in general, because all light sources 
  have their ranges halved on the Plane of Shadow. 
   
  REST 
  It is unimportant whether the PCs start on this adventure 
  immediately after the battle, wait until the next morning 
  or rest somewhere on the Plane of Shadow. The 
  adventure assumes that they rest at least once during this 
  part of the regional special. Just keep in mind that the 
  DCs for finding the tracks and clues are 1 higher for each 
  day after the battle.  
   
  Note that sleeping in the Silent Valley has some 
  peculiar effects. More information can be found in 
  Appendix 3. This effect is also present in the Plane of 
  Shadow. 
   
  NEW RULE ITEMS 
  Core adventures often utilize new rules items –including 
  new classes, prestige classes, races, feats, spells, and 
  equipment (including magic items) – that do not appear 
  in any of the three core D&D books (Player’s Handbook, 
  Dungeon Master’s Guide, or Monster Manual). The full write-
  up of any featured feats, spells, or equipment appears in 
  Appendix 3. Information on featured classes, prestige 
  classes, and races appears in the relevant creature’s stat 
  block. This adventure includes all the information 
  required to run these characters. The DM should double-
  SND7-01M Unexpected Enemies – M1 Into Darkness 
   
  Page 1 
  
  check that he fully understands any new rule items 
  presented in this adventure before play begins. 
   
  INTRODUCTION 
  The adventure starts with the PCs standing in front of the 
  planar breach: a patch of darkness on the battlefield. 
   
  You stare at a large patch of unnatural darkness. No 
  sunlight seems to pierce it. Inside you still see the 
  plants, and objects that were there before, but 
  whether due to the darkness of the magic of the 
  breach they look somehow twisted and corrupted. 
  Standing this close to the darkness you note a 
  certain chill radiating from the region, although 
  whether this is due to the lack of sunlight or 
  something else is unclear. 
   
  PCs stepping into the region have 20% chance to cross 
  over into the Plane of Shadows. Characters can also 
  decide to cross over consciously by making a DC 15 
  Knowledge (the planes) check. If they grab the hands of 
  other creatures they can bring them along. 
   
  Read aloud or paraphrase the following once a PC 
  has crossed over: 
   
  For a moment you feel some resistance as if pushing 
  against an invisible wall, than all of a sudden the 
  resistance is gone, causing you to lunge forward a 
  step or two. You almost imagine hearing a ripping 
  sound, but in reality there was nothing to sense. You 
  are still standing in a forest and it is still as dark as a 
  moonless night. When you turn around though 
  instead of a patch of darkness you see a patch of 
  what appears to be bright light and the sunlight 
  forest behind.  
   
  The temperature dropped significantly and it 
  almost as if you walked into a cave. The trees look 
  normal, although every color is muted and darker. 
  There is something wrong with the trees besides the 
  color, but you cannot place your finger on it. 
  Perhaps it is just a feeling induced by the disturbing 
  mix of strangeness and familiarity. The darkness 
  makes it difficult to see very far, but you note 
  strange crumbling ruins through the trees in all 
  directions – a piece of wall, the remains of a statue, a 
  cracked stone tile and so on. All is overgrown with 
  dark vines and other plant life and has a distinctive 
  ancient look. 
   
  The Plane of Shadow is a dark place and without a light 
  source the PCs will not see much beyond the direct 
  surroundings of the breach. The ruins look old, but it is 
  impossible to determine their age or even origin. While 
  the trees and bushes cause a feeling of unease, none of 
  the PCs know the Silent Valley well enough to be 
  effected by the dread mostly associated with such a 
  region.  
   
  Directly surrounding the breach the tracks of several 
  horses and massive dogs can be found easily with a DC 10 
  Survival (or when still at DC 10 Search) check. A DC 15 
  Survival check is needed to recognize there are likely to 
  be 5 ridden horses and a similar amount of dogs. Most of 
  the dog tracks lead into the breach, but a couple leave 
  with the riders. The riders left in a hurry, and if the PCs 
  passed the Survival check by more than 5 they realize the 
  horses are quicker than regular horses. The riders came 
  from the northwest (the direction of the Mourning 
  Tower) and left to the south. 
   
  Note: Since this is in the Plane of Shadow, 
  characters do not gain the +2 synergy bonus on Survival 
  for Knowledge (nature) 5 ranks. Instead they gain, if any, 
  such a synergy bonus with Knowledge (the planes). 
   
  Development: The PCs have to decide what to do next. 
  If they return to the Prime Material Plane, they can 
  decide to continue with any of the other mission. If they 
  remain in the Shadow Plane they can choose to follow 
  the tracks of the hunters, wander around randomly or 
  journey to the Mourning Tower (~15 miles away). 
  Regardless, proceed with Encounter 1.  
   
  If they proceed inside the plane read aloud or 
  paraphrase the following as soon as a PC steps away from 
  the breach: 
   
  As soon as you step away from the light of the 
  breach you realize how muted light is in this plane. 
  The breach of light turns into a dot of twilight in 
  only a couple of steps and quickly it is nothing more 
  than a small star and than even that is gone. You 
  have entered the eternal night of the Plane of 
  Shadow. 
   
  Proceed with Encounter 1. 
   
  1: TRAVELING THROUGH 
  SHADOWS 
  The shadow version of the Silent Valley looks almost the 
  same as the valley in the Prime Material Plane. The 
  biggest exception are of course the lack of light in the 
  region (although this is not complete) and the presence 
  of the ruins around the region of the breach. These ruins 
  do not extend much beyond that area. The rest of the 
  valley is considered a mix of sparse forest with rugged 
  hills and eventually rugged mounted to the north and a 
  medium and dense forest to the south. Traveling beyond 
  the Silent Valley and its direct surroundings is certainly 
  possible, but falls outside the scope of this adventure. 
  There are no roads or trails in the region. Due to the lack 
  of a sun the temperature is with 10oC (50oF) considerably 
  lower than on the Prime Material Plane. There is hardly 
  any wind, and the temperature remains the same as long 
  as the PCs are present in the Shadow Plane., 
   
  Before the PCs leave the area of the planar breach 
  you should determine their marching order, what spells 
  SND7-01M Unexpected Enemies – M1 Into Darkness 
   
  Page 2 
  
  are running and most importantly who is carrying a light 
  source. Normal low-light vision is not strong enough to 
  penetrate the darkness and such a character would see as 
  much as human during a normal clear night. Creatures 
  without any special visions cannot see a thing. 
  Darkvision works as normal. Any light is muted and it 
  does not penetrate the darkness very far. The benefit is 
  that light cannot be seen from nowhere near as far as in 
  the Prime Material Plane, but at the same time the PCs 
  cannot see as far either. It is important to know who is 
  carrying the light source since many natives target the 
  creatures carrying the light, or they try to avoid them. It 
  also becomes important if characters get separated from 
  the rest of the group. 
   
  Once the marching order has been determined, the 
  PCs are on their way. Due to darkness and the 
  strangeness of the plane it is difficult to spot decent 
  landmarks (they are even prone to change) and there are 
  no roads or trails. PCs should realize the chances for 
  getting lost are distinct, but don’t point this out 
  beforehand. If the PCs are not following the tracks of the 
  hunters the lead PC should roll a DC 20 Survival check 
  for each hour traveling. If a party becomes lost, it is no 
  longer certain of moving in the direction it intended to 
  travel. If they get lost, they automatically steer towards 
  the Mourning Tower 16 miles away from the breach. If 
  they are actually traveling to the Mourning Tower there 
  is no chance of getting lost. Returning to the breach 
  might be more problematic though... 
   
  Once per hour of random travel, each character in 
  the party may attempt a Survival check (DC 20, -1 per 
  hour of random travel) to recognize that they are no 
  longer certain of their direction of travel. Some 
  circumstances may make it obvious that the characters 
  are lost. A lost party is also uncertain of determining in 
  which direction it should travel in order to reach a 
  desired objective. Determining the correct direction of 
  travel once a party has become lost requires a Survival 
  check (DC 15, +2 per hour of random travel). If a 
  character fails this check, he chooses a random direction 
  as the “correct” direction for resuming travel.  
   
  Once the characters are traveling along their new 
  course, correct or incorrect, they may get lost again. If the 
  conditions still make it possible for travelers to become 
  lost, check once per hour of travel as described in Chance 
  to Get Lost, above, to see if the party maintains its new 
  course or begins to move at random again.  
   
  Following the Tracks of the Hunters: The hunting 
  party includes experienced trackers. Since they do not 
  expect an attack and they have not tried to hide their 
  tracks in any way. Following the tracks require a DC 17 
  Survival check for each mile. Anybody following the 
  tracks quickly realizes the hunters are spread out and 
  follow a rather erratic path as if they are systematically 
  searching for something (or somebody), but that the 
  search is taking them to the south of the breach. The 
  hunters are not really in a hurry, and the PCs slowly gain 
  on them. After they have followed the tracks for a couple 
  of hours, they run across some of the natural predators in 
  which the hunters were not interested. Proceed with 
  Encounter 2. If the PCs still want to follow the hunters 
  afterwards, the PCs eventually catch up in Encounter 3. 
   
  To the Mourning Tower: If the PCs decide to go to the 
  Mourning Tower all they have to do is travel in the 
  tower’s general direction. The tower is 16 miles away 
  through forest terrain without a trail. On the way to the 
  tower they run across one of the many natural dangers of 
  the region in Encounter 2. Proceed with Encounter 4 
  once the PCs arrive in the area of the Tower. 
   
  2: NATURAL DANGERS 
  After having traveled through the Plane of Shadows for 
  1d4 hours the PCs enter the hunting territory of two 
  dangerous predators. These predators have detected the 
  PCs and decided they are proper prey, especially if they 
  have a light source with them. 
   
  You have been traveling through the eternal night of 
  the Shadow Plane for a couple of hours now. During 
  that time little has changed. The ruins are gone, 
  leaving naught but the sparse forest so much alike 
  Rieuwood in the Silent Valley. Its silence is 
  strengthened by the lack of wind and the darkness. 
  On the other hand, you hear rustling of leaves and 
  snapping of small twigs now and than just outside 
  your light radius almost as if countless creatures are 
  drawn towards your light as moths to the flames. 
  Whether these noises are made by a harmless 
  creatures or something more threatening remains a 
  question... 
   
  The PCs should roll a Listen check against the Move 
  Silently check of the predators modified by the distance 
  as per the core rules. If the predators manage to approach 
  the PCs unseen until the light radius (or length of the 
  darkvision what ever comes first) they should make a 
  Spot check opposed by the creatures Hide check. The 
  predators try to get within charging range (50 ft.). If they 
  realize they are spotted, they attack earlier. 
   
  Terrain: See the Dungeon Masters Guide 87 for details on 
  the terrain and its effects. The forest is considered a 
  sparse forest with gentle hills. The predators are shrewd 
  enough to pick an ambush spot that allowed them to 
  charge 50 ft. 
   
  Creatures: The PCs are attacked by a pair of natural 
  predators, normal animals adapted to the environment of 
  the Plane of Shadows. They look like their Prime 
  Material Plane counterparts, except that their skins are 
  darker and they seem to blend in with the shadows. Due 
  to this ability it is difficult to pinpoint where the 
  darkness ends and the creature begins. They also seem to 
  be somewhat insubstantial. A DC 15 Knowledge (the 
  Planes) or Knowledge (arcane) recognizes them as being 
  SND7-01M Unexpected Enemies – M1 Into Darkness 
   
  Page 3 
  
  shadow creatures. These creatures are partially made out 
  of shadows, and while all are highly resistant to Cold and 
  difficult to hit in all but the brightest conditions, the 
  other powers change from the need to use magic 
  weapons, to fast healing or even evasion. The powerful 
  the creature, the more powers it will have. Regardless, 
  these are normal hungry predators. Their initial attitude 
  is Hostile, and a Wild Empathy check with a -4 penalty 
  because they are magical beasts can influence it as 
  normal. Doing so requires an amount of meat equal in 
  size to a medium creature for each of the predators. 
   
  APL 6 (EL 8) 
  � Shadow dire lions (2): hp 60 each; Hide +14, Move 
  Silently +11; see Appendix 1. 
   
  APL 8 (EL 10) 
  � Shadow dire bears (2): hp 105 each; Hide +6, Move 
  Silently +7; see Appendix 1. 
   
  Tactics: These predators are highly aggressive and 
  hungry, but not suicidal nor are they more intelligent as 
  their normal counterparts. They use straightforward 
  tactics, focusing on one or two opponents, trying to take 
  these down and than to flee into the night with their 
  prey. Only an obvious (and likely painful) threat can get 
  them to switch targets. Like ordinary animals they have 
  difficulties realizing ranged threat and spell casters, 
  basing a first select simply on the lack or presence of 
  metal armor and size. Anybody carrying a source of light 
  is a prime target and they have an instinctual hatred for 
  any bright lights. Unlike normal animals they love to 
  cause fear and they favor sentient creatures above 
  ordinary animals. They do not fight to the death, instead 
  favoring to flee once at 30% of their hit points to return 
  later if fully healed. In that case they switch to hit-and-
  run tactics, using their fast healing to their advantage. 
  They can stalk potential prey for days, and they almost 
  seem to relish the fear such hit-and-run tactics cause in 
  their selected prey. 
   
  Treasure: None. 
   
  Development: If the PCs kill the predators, they can 
  freely proceed on their tracks as discussed in Encounter 
  1. If the PCs just chase them away, they will be stalked by 
  the predators until they are either killed or the PCs leave 
  their territory (such as the region around the Mourning 
  Tower or the hunting party) after 2 hours. They initiate 
  an attack roughly every 30 minutes unless the PCs 
  manage to hide their tracks either by flying for a long 
  time or by hiding their scent. If the predators are still 
  alive at the time the PCs leave their territory, they might 
  meet them on the way back to the breach if there still is 
  time. The PCs only gain experience for this encounter 
  once. 
   
  3: A PACK OF HUNTERS 
  The tracks the PCs have been following (and the figure 
  they might have seen on the battlefield in part 1 of the 
  regional special) belong to a hunting party of shadar-kai. 
  Shadar-kai are a race of fey whose spirit is intrinsically 
  tied to the Plane of Shadow. They are dark and bitter 
  about it, and they hold little love for living things. This 
  particular group gets a kick out of hunting sentient prey, 
  and if they get money for it all the better. They are lead 
  by a couple, the vicious shrewd hunter Sleighveen [Slay-
  Vene] and his wife the cold-hearted calculating Doreigha 
  [DO-ray-a].  
   
  The hunting party has been hired by a group of 
  unknown beings living in the Silent Valley to hunt down 
  an escaped prisoner, the human ranger Tavin. Tavin is 
  one of the NPCs who disappeared at the start of SND4-02 
  Whispers in the Dark and he was presumed to have died at 
  the hands of a powerful cleric of Nerull. In reality he 
  stumbled into the Plane of Shadow where he was 
  promptly imprisoned. He somehow managed to escape 
  recently, and his captors are not about to let him escape 
  permanently. They asked Sleighveen to capture him, 
  preferably alive, death if need be – a task perfectly to the 
  liking of these cruel shadar-kai. 
   
  How the PCs are going to meet these hunters 
  depends on their actions. If the PCs have been following 
  their tracks, they hear in the distance hunting horns after 
  the PCs have been in the Shadow Plane for 4 hours. A DC 
  15 Knowledge (nobility and royalty) or Profession 
  (hunter) recognizes the sounds as the signal that the prey 
  has been found. Less than 15 minutes later the horns 
  signal the end of the hunt. If the PCs press on, they come 
  across the camp of the shadar-kai where they are 
  celebrating their victory. In this case they are distracted, 
  drinking heavily and in general having a good time at the 
  expense of the prisoner. They have a –10 circumstance 
  penalty (including the –5 penalty due to being distracted) 
  on Listen and Spot checks and 2 Dexterity and Wisdom 
  damage due to the liquor. Even the shadow mastiff’s are 
  affected. The PCs can decide to attack now, or wait until 
  all but the shadow mastiffs and Doreigha have fallen 
  asleep. Those sleeping are in a stupor, having a –20 
  penalty on Listen checks and requiring 2 full rounds to 
  wake up if kicked. The mastiffs and Doreigha are alert, 
  although the liquor does impose a –5 penalty on their 
  Listen and spot checks. If the PCs wait till the next 
  morning (~8 hours later), their window of opportunity is 
  gone and all are awake and fresh. 
   
  If the PCs first went to the Mourning Tower (see 
  Encounter 4) they are likely to meet the hunting party on 
  their way back to the Mourning Tower. In that case, the 
  PCs should set up an ambush. 
   
  Either way, the human prisoner is unconscious and 
  remains so even after the PCs return him to the temples 
  of Pitchfield or Rieuwood. 
   
  Talking: The shadar-kai are evil, but not overtly 
  aggressive. If the PCs approach them openly, they get a 
  SND7-01M Unexpected Enemies – M1 Into Darkness 
   
  Page 4 
  
  suspicious welcome. The shadar-kai’s initial attitude is 
  Unfriendly, which can be modified with Diplomacy as 
  normal. Their exact reaction depends on the timing and 
  the story told by the PCs.  
   
  If the PCs approach the hunters shortly after they 
  captured Tavin they are in a boastful mood. 
  • 
  If Hostile they attack.  
  • 
  If they stay Unfriendly they tell the PCs to back off, 
  sending Doreigha in owl form after them to check 
  they are really gone. They even postpone the 
  drinking until the PCs are really gone and neither 
  Doreigha nor Sleighveen touch the liquor at all.  
  • 
  If turned to Indifferent they tell the PCs the human 
  is an escaped prisoner from the Silent Keep. They 
  don’t know nor care what he has done. In this case 
  they tell nothing about the keep. They still send the 
  PCs away.  
  • 
  If their attitude is changed into Friendly or better 
  they invite the PCs to stay over to share the drinks. 
  During the celebrations they challenge the PCs to all 
  kinds of games designed to estimate their strength 
  and skill. The common Shadar-kai and mastiffs drink 
  as normal, but the leaders refrain from touching the 
  liquor (although they try to hide it). They remain 
  awake the whole night. The shadar-kai know about 
  the breach, cursing the loss of some of their best 
  hunting dogs. They have no interest ingoing to the 
  Prime Material Plane though. 
  • 
  They need to be Helpful before they allow the PCs to 
  travel along. In this case they tell that they have no 
  idea who or what lives at the Silent Keep. They never 
  spoke with anybody in person. They just knew they 
  were needed at the keep, where a cold fear-inducing 
  voice told them what to day. They never saw who 
  talked, and they clearly fear the inhabitants of the 
  Keep. Whoever pried into their affairs died or 
  disappeared. 
   
  If the PCs approach while the hunters are on the road, 
  they are much more careful and suspicious. 
  • 
  If turned Hostile they attack. 
  • 
  If they remain Unfriendly they warn the PCs to 
  leave them alone. Doreigha follows them in owl 
  form for an hour to verify this. If they appear to be 
  following from a distance the shadar-kai open the 
  hunt. 
  • 
  If Indifferent they react the same as with 
  Unfriendly, but they tell the PCs the human is an 
  escaped prisoner from the Silent Keep. They also 
  warn them to leave since nobody wants to incur the 
  wrath of those at the Keep (which is an empty threat 
  if the PCs succeed at a Sense Motive check). 
  • 
  If Friendly they don’t send Doreigha after them. 
  • 
  If Helpful they basically tell the same as under 
  Helpful during an approach during the celebration. 
   
  Terrain: The terrain is the same as in Encounter 2, 
  although if the PCs planned an ambush they have much 
  more freedom in selecting where they initiate the attack. 
   
  Creatures: The shadar-kai look like humans, although 
  they are slightly taller, more slender and have gray-skins 
  and black eyes. Their hair is long and white kept from 
  their eyes by black band of cloth. Their skins are 
  mutilated with all kinds of ritual scars, mostly dyed with 
  bright red and deep black and their ears and noses 
  contain cold iron piercings (something that would hurt 
  fey constantly). They tend to be grim, coldly determined 
  and impolite towards strangers except when the PCs 
  meet them just after a successful hunt. In that case they 
  are exhilarant and boastful about their past exploits. All 
  the common hunters greatly respect their two leaders. 
   
  Sleighveen is almost 7 feet tall, broad shouldered 
  with the appearance of a bodybuilder and the bearing of a 
  panther. He rarely smiles, even after the hunt and he has 
  a tendency to stare at any shadar-kai, almost as if judging 
  their worth as a prey. He loves his wife and would give 
  his life for her and visa versa. His wife is small, thin and 
  timid. She rarely looks people in the eyes, but any person 
  carefully observing her notes that she doesn’t miss a 
  thing. Unlike the others she has neither tattoos nor 
  piercings. Her clothing is also much simpler. She shifts 
  into a black wolf or large black owl. 
   
  The shadow mastiffs are normal for their race. The 
  dark horses are black slender light warhorses who seem 
  to blend in with the darkness really well. They move with 
  a grace and speed that suggests their supernatural 
  heritage. 
   
  APL 6 (EL 10) 
  � Sleighveen, master of the hunt: male shadar-kai 
  ranger 2/fighter 3; hp 62; see Appendix 1. 
  � Doreigha: female shadar-kai druid 5; hp 51; see 
  Appendix 1. 
  � Shadar-kai Hunters (4): hp 10 each; see Appendix 
  1. 
  � Shadow Mastiffs (2): hp 30 each; see Monster 
  Manual 222. 
  � Dark Horses (5): light warhorse; hp 22 each; see 
  Appendix 1. 
   
  APL 8 (EL 12) 
  � Sleighveen, master of the hunt: male shadar-kai 
  ranger 3/fighter 4; hp 81; see Appendix 1. 
  � Doreigha: female shadar-kai druid 7; hp 65; see 
  Appendix 1. 
  � Shadar-kai Hunters (4): hp 10 each; see Appendix 
  1. 
  � Shadow Mastiffs (4): hp 30 each; see Monster 
  Manual 222. 
  � Dark Horses (5): light warhorse; hp 22 each; see 
  Appendix 1. 
   
  SND7-01M Unexpected Enemies – M1 Into Darkness 
   
  Page 5 
  
  SND7-01M Unexpected Enemies – M1 Into Darkness 
   
  Page 6 
  Tactics: The shadar-kai are excellent stalkers, but they 
  know they are not strong melee fighters. If they get into a 
  fight with adventurers they will use their ability to hide 
  in plain sight to their advantage by constantly hiding, 
  lunging forward to attack and than retreat as soon as 
  possible. With his Spring Attack feat Sleighveen is a 
  master in this tactic, although he does take a -20 to the 
  Hide check when hiding in the same round as that he 
  attacked. Meanwhile Doreigha uses her spells to make it 
  very difficult for the PCs to flee the area without 
  hindering her side (so at least one or two PCs are to be 
  located at the border of the spell effect). She even goes so 
  far as to ready actions from a distance. If the PCs have a 
  bright light source with them they retreat quickly and 
  than try to disable the light by sunder or through theft. 
  The shadow mastiffs are less bright, and they have a 
  tendency to stick around in a fight.  
   
  Treasure: The treasure is mostly important, except for a 
  couple of bottles of fey wine. They gain the AR entry “Fey 
  Wine” – more information can be found in the Treasure 
  section below and on the AR. 
   
  Development: Once the PCs have defeated the hunters 
  and freed Tavin, they can either go to the Mourning 
  Tower (Encounter 4) or try to return home (Conclusion). 
  Tavin is alive and relatively healthy, but unconscious. The 
  PCs are incapable to revive him. 
   
  4: THE TOWER OF 
  MOURNING 
  The time is takes for the PCs to arrive at the Mourning 
  Tower depends on their speed and whether or not they 
  intended to get their. In a straight line it is 16 miles from 
  the breach, but if the PCs get lost while traveling in 
  another direction, it might take more time. If the PCs get 
  within 1 mile of the tower they note more paths and the 
  forest becomes sparser. If the PCs press on read aloud or 
  paraphrase the following (especially when the PCs where 
  not traveling to the Mourning Tower): 
   
  All of a sudden you note several lights in the 
  distance floating in the air. They look almost like 
  stars except that they do not twinkle high above in 
  the sky, but much lower above the horizon. It are 
  probably lights behind windows in some kind of 
  tower or keep, but whatever the complex is, it is 
  much bigger than the simple tower you would 
  expect in the region. What kind of building would 
  be standing in the location of the Mourning Tower? 
  What kind of creatures would be living in them? 
  And would they be friendly? What ever it is, it is 
  likely to be fairly nearby since light does not 
  penetrate very far in this dark plane. 
   
  Allow the PCs some time to discuss matters. Any 
  character that succeeds at a DC 15 Knowledge (the 
  planes) check realizes that what ever lives at that area is 
  unlikely to be friendly. Few friendly creatures call the 
  Plane of Shadows home. What ever it is though, it or they 
  are powerful and if native it raises the question where 
  they would need lights fore. Before the PCs can do 
  anything, an apparition appears out of nowhere. Read 
  aloud or paraphrase the following: 
   
  In the pale light of your lantern, you see the 
  transparent shape of a tall muscled man slowly fade 
  into view. He has long brown hair braided into two 
  tails and a large moustache. Though you can see the 
  colors, they are pale and translucent. He wears dark 
  green trousers and leather shoes, but he is bare 
  breasted. On his breast and face several blue lines 
  are painted in geometrical patterns. A battle-ax and 
  kukri are strapped to his side and on his back he has 
  a spear. He carries a large wooden round shield with 
  brass buckle in its centre on his left arm. He stares 
  at you with a sad expression, keeping his hand away 
  from his weapons. 
   
  This is the ghost of Lord Maeryn and it can be recognized 
  as a ghost with a DC 15 Knowledge (religion) check. A 
  DC 15 Knowledge (history) or a DC 20 Knowledge (local: 
  The Splintered Sun) lets the PCs recognize the warrior as 
  an ancient Flan. The way of dressing, the weapons and 
  the shield have not been in use for a long time and a DC 
  25 Knowledge (history) check places the warrior from 
  before the arrival of the Aerdy to the region (either that 
  or the warrior belongs to one of the few tribes in the 
  Splintered Suns that stick to the ancient traditions). PCs 
  who played SND4-02 Whispers in the Dark recognize him 
  from that adventure, where he helped them figure out 
  was going on at the Mourning Tower. 
   
  Give the PCs some time to react. He is aware of 
  them, and assuming the PCs do not immediately attack, 
  he greets them.  
   
  As he his eyes meet yours, you see a wisdom there 
  that seems older than the short lifespan of a mere 
  human would allow for. 
   
  “Failte saoithe!1 May Pelor strengthen thee in the 
  challenges to come. Why did thee enter the Valley of 
  the Lost Souls?” 
   
  He speaks with a clear hollow voice that seems 
  to come from a faraway place. There is no hint of 
  malice, 
  and 
  it 
  seems 
  strangely 
  reassuring 
  considering the circumstances. 
   
  � Lord Maeryn: Male Flan ghost Ftr15; AL NG. 
   
  If the players attack him, he raises his hands and pleads 
  with them to hear him out. If they continue, he 
                                                               
   
  1 This is a Flan greeting, and people speaking Flan will 
  recognize it. Loosely translated it would mean something 
  akin to "Hail Good Adventurers". 
  
  dematerializes and disappears. Searching the ethereal 
  plane (see invisibility, or other such spells), the adventurers 
  cannot find him. He rematerializes several minutes later 
  to see whether the characters have calmed down. If they 
  still keep attacking them, he disappeared, having done 
  his duty. 
   
  Lord Maeryn is not very talkative, an ancient ghost 
  who has lost all concept of time. He is a follower of the 
  Old Faith, a religion that consists of the worship of 
  Beory, Ehlonna, Obad-Hai, Pelor and Nerull. The Old 
  Faith believes in balance and the cycles of life. He does 
  not attack the PCs, but instead wants to warn them away 
  from the keep that lies ahead. They should leave as 
  quickly as possible or run the risk of being seen and that 
  only will invite trouble. The inhabitants of the keep 
  ahead are dangerous, secretive who kill or worse 
  imprison those snooping around the keep. He does not 
  provide more details, ignoring any other questions.  
   
  Before the PCs go, he tells them about a human that 
  escaped the place beyond after a long imprisonment. A 
  human ranger called Tavin who disappeared from the 
  Prime Material Plane some time ago while fighting a 
  force of darkness that tried to control the souls of the 
  dead in the Silent Valley (see SND4-02 Whispers in the 
  Dark). Maeryn thought that the man died at the time, or 
  else he would have contacted the Caretakers long ago. 
  The inhabitants hired a group of shadar-kai hunters to 
  recapture him and return him to the keep. If asked, he 
  tells that the shadar-kai are creatures of nature whose 
  spark has dulled by darkness and who as punishment are 
  tied to this plane for ever. Their favorite weapon is the 
  spiked chain, almost as a physical reminder of their 
  chains to the Plane of Shadows and the pain this causes. 
  They are backed up by hounds of shadow, cruel vicious 
  dogs the size of ponies and the intellect of trolls. He 
  cannot tell much more about them, having seen them 
  only from a long distance away. 
   
  If asked or told about the planar breach he is 
  surprised. He wants to know what exactly happened, 
  rightfully concluding that it was the violence and 
  emotions associated with the battle that caused the 
  breach to appear. He knows for some time the boundaries 
  between this place and the land of light have weakened, 
  but not that it has thinned to the point that a mere battle 
  could open it. Those present at the keep are certainly not 
  responsible, and would they learn about it, it would have 
  unforeseen repercussions for the land of light. He cannot 
  tell what would happen though, since those inside the 
  keep are even further removed from life than he is. If the 
  PCs tell him the hunters might know of the breach, he is 
  even more adamant about the PCs killing them before 
  they can warn the inhabitants of the keep.  
   
  Development: If the PCs still want to take a peek at the 
  keep beyond, they can, but all they see are the dark walls 
  of a massive keep and the lights filtering through a 
  couple of arrow slits high-up. Nothing moves up on the 
  battlements, and except for the light there is no sign of 
  habitation. Still, those looking at the keep, get a feeling 
  that something is watching from the keep, something 
  dark and malevolent. Anybody sneaking inside the keep 
  gets lost, returning to the Silent Valley 6 TUs later and 
  1000 gp poorer (as per the “Lost on another Plane” section 
  in the LGCS) not remember what happened in between. 
  The adventure is over for these PCs. 
   
  PCs who decide to turn around can either return to 
  the breach, which might be rather difficult if nobody has 
  a good sense of direction. Proceed with the Conclusion. 
  Or if they decide to chase down the hunters, either by 
  setting up an ambush nearby or by hunting the hunters 
  down, should proceed with Encounter 3. 
   
  CONCLUSION 
  Once the PCs are finished at the Plane of Shadow they 
  likely want to return to the Prime Material Plane. The 
  breach stays only open for roughly 48 hours, leaving 
  them one night and 2 full days to explore. If they return 
  to breach afterwards they find it gone. In that case they 
  are considered lost in the Plane of Shadow, and they need 
  to spend 6 TU and 1000 gp to return as per the rules of 
  being lost on the planes in the LGCS. If they don’t have 
  the gold, the players can request a special mission with 
  the Sunndi Triad. Until the character returns it cannot be 
  played. 
   
  Back in the Silent Valley, the PCs are expected to 
  bring back Tavin to the Caretakers, although they could 
  go to any other temple in Sunndi. Here they are thanked 
  and rewarded for their kind deed by said temple with a 
  small monetary compensation. The Sunndian authorities 
  are also highly interested in any reports on what the PCs 
  found on the Plane of Shadows even if it proofs to be of 
  no interest to the ongoing war efforts. The knowledge of 
  the Shadow Breach certainly has them worried for the 
  future safety of Sunndi. 
   
  Dependent on the actions of the PCs during the 
  mini, they can earn the following (stacking with one 
  another): 
  • 
  The PCs entered the Shadow Plane and reported 
  their findings to the Sunndian authorities: APL 2 – 
  150 gp, APL 4 – 225 gp, APL 6 – 300 gp, APL 8 – 450 
  gp. 
  • 
  The PCs recover Tavin (half this amount if dead, or 
  when they did not recover him but talked with Lord 
  Maeryn): APL 2 – 75 gp, APL 4 – 100 gp, APL 6 – 150 
  gp, APL 8 – 200 gp. 
   
  Do not forget to also use the reward section and 
  Conclusion of part 1 while filling in the ARs of the 
  players at your table. 
   
  CAMPAIGN CONSEQUENCES 
  This scenario has "Campaign Consequences"; that is the 
  outcome of this module will directly affect future events 
  in the course of the campaign. The answers to some of 
  the questions below may seem trivial or pointless, but 
  SND7-01M Unexpected Enemies – M1 Into Darkness 
   
  Page 7 
  
  because of the complex nature of the back-story and 
  campaign all information requested is vital. 
   
  Please send your answers to poc@sunndi.org as soon 
  as possible. General comments about the module are also 
  welcomed at this address. Don’t forget to mention it is 
  about the mini-module M1 Missing Scouts. 
  1. 
  What APL did you play? 
  2. 
  Did the PCs rescue Tavin from the shadow 
  hunters?  
  3. 
  Did the PCs kill Sleighveen? 
  4. 
  Did the PCs visit the Mourning Tower in the 
  Plane of Shadows? 
   
  SND7-01M Unexpected Enemies – M1 Into Darkness 
   
  Page 8 
  
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  2: Natural Predators 
  Defeat or shadow predators 
  APL 2  
  100 XP 
  APL 4  
  150 XP 
  APL 6  
  200 XP 
  APL 8  
  250 XP 
   
  3: A Pack of Hunters 
  Retrieving Tavin (alive) 
  APL 2  
  80 (100) XP 
  APL 4  
  100 (150) XP 
  APL 6  
  150 (200) XP 
  APL 8  
  200 (250) XP 
   
  Discretionary roleplaying award 
  APL 2  
  25 XP 
  APL 4  
  38 XP 
  APL 6  
  50 XP 
  APL 8  
  63 XP 
   
  Maximum Total Possible Experience 
  APL 2  
  225 XP 
  APL 4  
  338 XP 
  APL 6  
  450 XP 
  APL 8  
  563 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them 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.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  Conclusion 
   
  APL 2: 225 gp. 
   
  APL 4: 325 gp. 
   
  APL 6: 450 gp. 
   
  APL 8: 650 gp. 
  Treasure Cap 
   
  APL 2: 225 gp. 
   
  APL 4: 325 gp. 
   
  APL 6: 450 gp. 
   
  APL 8: 650 gp. 
  Total Possible Treasure 
   
  APL 2: 225+ gp. 
   
  APL 4: 325+ gp. 
   
  APL 6: 450+ gp. 
   
  APL 8: 650+ gp. 
  ADVENTURE RECORD ITEMS 
  Fey Wine: You have gained 1 bottle of magical fey wine. 
  This golden clear liquid functions like a potion of 
  heroism, but it is highly intoxicating. If quaffed the 
  character should make a DC 18 Fortitude saving throw or 
  take 1d3 Dexterity and 1d3 Wisdom damage. The bottle 
  cannot be sold. 
   
  SND7-01M Unexpected Enemies – M1 Into Darkness 
   
  Page 9 
  
  APPENDIX 1: APL 6
  1: NATURAL DANGERS 
  SHADOW* DIRE LION (2) 
  CR 6 
  *Manual of the Planes 190  
  NE Large Magical Beast 
  Init +2; Senses Darkvision 60 ft., low-light vision, scent; 
  Listen +7, Spot +7 
  AC 15, touch 11, flat-footed 13 
   (-1 size, +2 Dex, +4 natural) 
  Miss Chance Shadow Blend (50%) 
  hp 60 (8 HD); fast healing 2 
  Resist Cold 10; Evasion 
  Fort +9, Ref +8, Will +7 
  Speed 50 ft. 
  Melee claw +13/+13 (1d6+7) and 
   
  Bite +7 (1d8+3) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +6; Grp +17 Atk Options improved grab, pounce, 
  rake 1d6+3 
  Special Actions  
  Abilities Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10 
  SQ Shadow Blend 
  Feats Alertness, Run, Weapon Focus (claw) 
  Skills Hide +10 (+14 in tall grass or heavy undergrowth), 
  Listen +7, Move Silently +11, Spot +7 
  Improved Grab (Ex) To use this ability, a dire lion must hit 
  with its bite attack. 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 
  rake. 
  Pounce (Ex) If a dire lion charges, it can make a full attack, 
  including two rake attacks. 
  Rake (Ex) Attack bonus +12 melee, damage 1d6+3. 
  Shadow Blend (Su): In any conditions other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it full concealment. Artificial 
  illumination, even a light or continual flame spell, does not 
  negate this ability. A daylight spell, however, will. 
   
  3: PACK OF HUNTERS 
  SLEIGHVEEN 
  CR 6 
  Male shadar-kai* ranger 2/fighter 3 
  *Fiend Folio 150 
  NE Medium Fey 
  Init +5; Senses superior low-light vision; Listen +9, Spot +9 
  Languages Common, Elven, Sylvan  
  AC 20, touch 15, flat-footed 15 
   (+5 Dex, +5 armor) 
  hp 62 (8 HD)  
  Fort +10, Ref +13, Will +6 
  Weakness shadow curse 
  Speed 30 ft. in light armor (6 squares), base movement 30 ft. 
  Melee mwk spiked chain +12/+7 (2d4+4) or 
  Melee rapier +11/+6 (1d6+3/18-20) 
  Ranged mwk mighty composite longbow +12/+7 (1d8+3/x3) 
  Space 5 ft.; Reach 5 ft. (10 ft. with spiked chain) 
  Base Atk +6; Grp +9  
  Atk Options power attack, rapid shot 
  Special Actions combat reflexes, hide in plain sight, sneak 
  attack +1d6 
  Combat Gear tanglefoot bag, potion of cure moderate wounds, 
  2x potion of enlarge person, 2x potion of shield of faith +2 
  Abilities Str 16, Dex 20, Con 14, Int 10, Wis 12, Cha 8 
  SQ wild empathy 
  Feats Dodge, Exotic Weapon Proficiency (spiked chain), 
  Improved Toughness, Mobility, Rapid Shot, Spring 
  Attack, Track, Weapon Finesse 
  Skills Handle Animal +5, Hide +13 (+23 when in dark or 
  shadowy conditions), Listen +9, Move Silently +13, Ride 
  +7, Search +8, Spot +9, Survival +9 (+11 following tracks) 
  Possessions combat gear plus mwk spiked chain, rapier, 
  mwk mighty composite longbow, 40 arrows, +1 mithral 
  chain shirt, cloak of resistance +1 
  Hide in Plain Sight (Su) Use the Hide skill even while 
  being observed (except in natural daylight, the area of a 
  daylight spell or a similar effect). 
  Shadow Curse (Su) [This has no effect on the Plane of 
  Shadow.] 
  Superior Low-Light Vision (Ex) Shadar-kai have extra-
  ordinary vision in low-light conditions. They can see four 
  times as far as a human in low-light conditions. 
   
  DOREIGHA 
  CR 6 
  Female shadar-kai* druid 5 
  *Fiend Folio 150 
  NE Medium Fey 
  Init +4; Senses superior low-light vision; Listen +16, Spot 
  +16 
  Languages Common, Druidic, Elven, Sylvan  
  AC 16 (18), touch 14, flat-footed 12 (14) 
   (+4 Dex, +2 (+0) armor, +0 (+4) natural) 
  hp 51 (8 HD)  
  Fort +7, Ref +8, Will +10; +4 extra vs. spells and spell-like 
  abilities fey 
  Weakness shadow curse 
  Speed 30 ft. in leather (6 squares), base movement 30 ft. (50 
  ft.) 
  Melee spiked chain +8 (2d4+3) or 
  Melee dagger +8 (1d4+2/19-20) 
  (Melee bite +9 (1d6+7)) 
  Ranged sling +8 (1d4+2) 
  Space 5 ft.; Reach 5 ft. (10 ft. with spiked chain) 
  Base Atk +4; Grp +6 (+8)  
  Atk Options  
  Special Actions hide in plain sight, (mobility,) shapeshift, 
  sneak attack +1d6 
  Combat Gear potion of cure light wounds, 2x potions of mage 
  armor, scroll of obscuring mist, tanglefoot bag 
  Druid Spells Prepared (CL 5th): 
   3rd—protection from energy, spike growth (DC 16) 
   2nd—barkskin (2), hold animal (DC 15) 
   1st—cure light wounds, entangle (DC 14), produce flame (2) 
   0—cure minor wounds, detect poison, guidance (2) 
  �Already cast 
  Abilities Str 14 (18), Dex 18, Con 14, Int 10, Wis 16, Cha 8 
  SQ trackless step, wild empathy, woodland stride 
  Feats Alertness, Exotic Weapon Proficiency (spiked chain), 
  (Mobility), Skill Focus (concentration), Weapon Finesse 
  Skills Concentration +10, Hide +10 (+20 when in dark or 
  shadowy conditions), Knowledge (nature) +9, Listen +16, 
  Move Silently +10, Search +6, Spot +16, Survival +18 (+20 
  following tracks) 
  SND7-01M Unexpected Enemies – M1 Into Darkness 
   
  Page 10 
  
  Possessions combat gear plus spiked chain, dagger, sling, 10 
  bullets, leather, spell component pouch, wooden holy 
  symbol 
  Hide in Plain Sight (Su) Use the Hide skill even while 
  being observed (except in natural daylight, the area of a 
  daylight spell or a similar effect). 
  Shadow Curse (Su) [This has no effect on the Plane of 
  Shadow.] 
  Shapeshift (Su)* As a swift action a druid can shift into a 
  wolf form. All equipment merges with the new form and 
  becomes nonfunctional. Natural attacks gain +1 
  enhancement bonus on attack and damage and count as 
  magical. The druid cannot cast spells while in this form. 
  The druid has the following forms: 
   
  Predator: Wolf form; He gains 50 ft. land speed, +4 
  enhancement bonus to Strength, +4 natural armor, a bite 
  attacks that deals 1d6 points of damage, the Mobility feat. 
  (The value between brackets is in wolf form.) 
   
  Aerial Form: Owl form; talon attack 1d6 points of 
  damage, +2 enhancement bonus on Strength and Reflex 
  saves, +2 natural armor, fly speed 40 (good). 
  * PHBII 39 
  Superior Low-Light Vision (Ex) Shadar-kai have extra-
  ordinary vision in low-light conditions. They can see four 
  times as far as a human in low-light conditions. 
   
  SHADAR-KAI HUNTERS (4) 
  CR 1 
  Male/female shadar-kai* 
  *Fiend Folio 150 
  NE Medium Fey 
  Init +3; Senses superior low-light vision; Listen +8, Spot +8 
  Languages Common, Elven, Sylvan  
  AC 16, touch 13, flat-footed 13 
   (+3 Dex, +3 armor) 
  hp 10 (3 HD)  
  Fort +2, Ref +6, Will +4 
  Weakness shadow curse 
  Speed 30 ft. in studded leather (6 squares), base movement 30 
  ft. 
  Melee spiked chain +4 (2d4) or 
  Melee rapier +4 (1d6/18-20) 
  Ranged short bow +4 (1d6/x3) 
  Space 5 ft.; Reach 5 ft. (10 ft. with spiked chain) 
  Base Atk +1; Grp +1  
  Atk Options  
  Special Actions hide in plain sight, sneak attack +1d6 
  Combat Gear tanglefoot bag 
  Abilities Str 10, Dex 16, Con 11, Int 11, Wis 10, Cha 9 
  SQ  
  Feats Alertness, Exotic Weapon Proficiency (spiked chain), 
  Weapon Finesse 
  Skills Hide +9 (+19 when in dark or shadowy conditions), 
  Listen +8, Move Silently +9, Search +6, Spot +8, Survival 
  +6 (+8 following tracks) 
  Possessions combat gear plus net, mwk studded leather 
  Hide in Plain Sight (Su) Use the Hide skill even while 
  being observed (except in natural daylight, the area of a 
  daylight spell or a similar effect). 
  Shadow Curse (Su) [This has no effect on the Plane of 
  Shadow.] 
  Superior Low-Light Vision (Ex) Shadar-kai have extra-
  ordinary vision in low-light conditions. They can see four 
  times as far as a human in low-light conditions. 
   
  DARK* LIGHT WARHORSE 
  CR 2 
  *Tome of Magic 158  
  NE Large Animal 
  Init +1; Senses Darkvision 60 ft., superior low-light vision, 
  scent; Listen +4, Spot +4 
  AC 14, touch 10, flat-footed 13 
   (-1 size, +1 Dex, +4 natural) 
  hp 22 (3 HD)  
  Resist Cold 10 
  Fort +6, Ref +4, Will +2 
  Speed 70 ft. (14 squares) 
  Melee hooves +4(1d4+3) and 
   
  Bite –1 (1d3+1) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +2; Grp +9 
  Atk Options  
  Special Actions hide in plain sight 
  Combat Gear  
  Abilities Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6 
  SQ Hide in plain sight 
  Feats Endurance, Run 
  Skills Hide +5, Listen +4, Move Silently +7, Spot +4 
  Possessions combat gear plus  
  Hide in Plain Sight (Ex) Use the Hide skill even while 
  being observed (except in natural daylight, the area of a 
  daylight spell or a similar effect). 
   
   
    
   
  SND7-01M Unexpected Enemies – M1 Into Darkness 
   
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  APL 8 
  1: NATURAL PREDATORS 
  SHADOW* DIRE BEAR (2) 
  CR 8 
  *Manual of the Planes 190  
  NE Large Magical Beast 
  Init +1; Senses Darkvision 60 ft., low-light vision, scent; 
  Listen +10, Spot +10 
  AC 17, touch 10, flat-footed 16 
   (-1 size, +1 Dex, +7 natural) 
  Miss Chance shadow blend (50%) 
  hp 105 (12 HD); fast healing 2; DR 5/magic 
  Resist Cold 20; Evasion 
  Fort +12, Ref +9, Will +9 
  Speed 50 ft. 
  Melee claws +19/+19 (2d4+10) and 
   
  Bite +13 (2d8+5) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +9; Grp +23  
  Atk Options improved grab 
  Special Actions  
  Abilities Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10 
  SQ Shadow blend 
  Feats Alertness, Endurance, Run, Toughness, Weapon Focus 
  (claw) 
  Skills Hide +6, Listen +10, Move Silently +7, Spot +10, Swim 
  +13 
  Improved Grab (Ex) To use this ability, a dire bear must hit 
  with a claw attack. It can then attempt to start a grapple as 
  a free action without provoking an attack of opportunity. 
  Shadow Blend (Su): In any conditions other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it full concealment. Artificial 
  illumination, even a light or continual flame spell, does not 
  negate this ability. A daylight spell, however, will. 
   
  3: PACK OF HUNTERS 
  SLEIGHVEEN 
  CR 8 
  Male shadar-kai* ranger 3/fighter 4 
  *Fiend Folio 150 
  NE Medium Fey 
  Init +5; Senses superior low-light vision; Listen +10, Spot 
  +10 
  Languages Common, Elven, Sylvan  
  AC 21, touch 16, flat-footed 16 
   (+5 Dex, +5 armor, +1 deflection) 
  hp 81 (10 HD)  
  Fort +11, Ref +13, Will +7 
  Weakness shadow curse 
  Speed 30 ft. in light armor (6 squares), base movement 30 ft. 
  Melee mwk spiked chain +15/+9 (2d4+7) or 
  Melee rapier +13/+8 (1d6+3/18-20) 
  Ranged mwk mighty composite longbow +14/+9 (1d8+3/x3) 
  Space 5 ft.; Reach 5 ft. (10 ft. with spiked chain) 
  Base Atk +8; Grp +11  
  Atk Options power attack, rapid shot 
  Special Actions combat reflexes, hide in plain sight, sneak 
  attack +1d6 
  Combat Gear tanglefoot bag, potion of cure moderate wounds, 
  2x potion of enlarge person, 2x potion of shield of faith +2 
  Abilities Str 16, Dex 20, Con 14, Int 10, Wis 12, Cha 8 
  SQ wild empathy 
  Feats Dodge, Endurance, Exotic Weapon Proficiency (spiked 
  chain), Improved Toughness, Mobility, Rapid Shot, 
  Spring Attack, Track, Weapon Finesse, Weapon Focus 
  (spiked chain), Weapon Specialization (spiked chain) 
  Skills Handle Animal +7, Hide +14 (+24 when in dark or 
  shadowy conditions), Listen +10, Move Silently +14, Ride 
  +8, Search +8, Spot +10, Survival +10 (+12 following 
  tracks) 
  Possessions combat gear plus +1 spiked chain, rapier, mwk 
  mighty composite longbow, 40 arrows, +1 mithral chain 
  shirt, cloak of resistance +1, ring of protection +1. 
  Hide in Plain Sight (Su) Use the Hide skill even while 
  being observed (except in natural daylight, the area of a 
  daylight spell or a similar effect). 
  Shadow Curse (Su) [This has no effect on the Plane of 
  Shadow.] 
  Superior Low-Light Vision (Ex) Shadar-kai have extra-
  ordinary vision in low-light conditions. They can see four 
  times as far as a human in low-light conditions. 
   
  DOREIGHA 
  CR 8 
  Female shadar-kai* druid 7 
  *Fiend Folio 150 
  NE Medium Fey 
  Init +9; Senses superior low-light vision; Listen +18, Spot 
  +18 
  Languages Common, Druidic, Elven, Sylvan  
  AC 17 (19), touch 15, flat-footed 12 (14) 
   (+5 Dex, +2 (+0) armor, +0 (+4) natural) 
  hp 65 (10 HD)  
  Fort +8, Ref +10, Will +11; +4 extra vs. spells and spell-like 
  abilities fey 
  Weakness shadow curse 
  Speed 30 ft. in leather (6 squares), base movement 30 ft. (50 
  ft.) 
  Melee spiked chain +11/+6 (2d4+3) or 
  Melee dagger +11/+6 (1d4+2/19-20) 
  (Melee bite +12 (1d6+7)) 
  Ranged sling +11 (1d4+2) 
  Space 5 ft.; Reach 5 ft. (10 ft. with spiked chain) 
  Base Atk +6; Grp +8 (+10)  
  Atk Options  
  Special Actions hide in plain sight, (mobility,) shapeshift, 
  sneak attack +1d6 
  Combat Gear potion of cure light wounds, 2x potions of mage 
  armor, scroll of obscuring mist, tanglefoot bag 
  Druid Spells Prepared (CL 7th): 
   4th—flame strike (DC 17) 
   3rd—dominate animal (DC 16), protection from energy, spike 
  growth (DC 16) 
   2nd—barkskin (2), bear’s endurence, hold animal (DC 15) 
   1st—cure light wounds, entangle (DC 14), faerie fire, produce 
  flame (2) 
   0—cure minor wounds, detect poison, guidance (2) 
  �Already cast 
  Abilities Str 14 (18), Dex 20, Con 14, Int 10, Wis 16, Cha 8 
  SQ trackless step, wild empathy, woodland stride 
  Feats Alertness, Exotic Weapon Proficiency (spiked chain), 
  Improved Initiative, (Mobility), Skill Focus 
  (concentration), Weapon Finesse 
  Skills Concentration +12, Hide +11 (+21 when in dark or 
  shadowy conditions), Knowledge (nature) +9, Listen +18, 
  SND7-01M Unexpected Enemies – M1 Into Darkness 
   
  Page 12 
  
  Move Silently +11, Search +6, Spot +18, Survival +20 (+22 
  following tracks) 
  Possessions combat gear plus spiked chain, dagger, sling, 10 
  bullets, leather, spell component pouch, wooden holy 
  symbol 
  Hide in Plain Sight (Su) Use the Hide skill even while 
  being observed (except in natural daylight, the area of a 
  daylight spell or a similar effect). 
  Shadow Curse (Su) [This has no effect on the Plane of 
  Shadow.] 
  Shapeshift (Su)* As a swift action a druid can shift into a 
  wolf form. All equipment merges with the new form and 
  becomes nonfunctional. Natural attacks gain +1 
  enhancement bonus on attack and damage and count as 
  magical. The druid cannot cast spells while in this form. 
  The druid has the following forms: 
   
  Predator: Wolf form; He gains 50 ft. land speed, +4 
  enhancement bonus to Strength, +4 natural armor, a bite 
  attacks that deals 1d6 points of damage, the Mobility feat. 
  (The value between brackets is in wolf form.) 
   
  Aerial Form: Owl form; talon attack 1d6 points of 
  damage, +2 enhancement bonus on Strength and Reflex 
  saves, +2 natural armor, fly speed 40 (good), and Flyby 
  Attack. 
  * PHBII 39 
  Superior Low-Light Vision (Ex) Shadar-kai have extra-
  ordinary vision in low-light conditions. They can see four 
  times as far as a human in low-light conditions. 
   
  SHADAR-KAI HUNTERS (4) 
  CR 1 
  Male/female shadar-kai* 
  *Fiend Folio 150 
  NE Medium Fey 
  Init +3; Senses superior low-light vision; Listen +8, Spot +8 
  Languages Common, Elven, Sylvan  
  AC 16, touch 13, flat-footed 13 
   (+3 Dex, +3 armor) 
  hp 10 (3 HD)  
  Fort +2, Ref +6, Will +4 
  Weakness shadow curse 
  Speed 30 ft. in studded leather (6 squares), base movement 30 
  ft. 
  Melee spiked chain +4 (2d4) or 
  Melee rapier +4 (1d6/18-20) 
  Ranged short bow +4 (1d6/x3) 
  Space 5 ft.; Reach 5 ft. (10 ft. with spiked chain) 
  Base Atk +1; Grp +1  
  Atk Options  
  Special Actions hide in plain sight, sneak attack +1d6 
  Combat Gear tanglefoot bag 
  Abilities Str 10, Dex 16, Con 11, Int 11, Wis 10, Cha 9 
  SQ  
  Feats Alertness, Exotic Weapon Proficiency (spiked chain), 
  Weapon Finesse 
  Skills Hide +9 (+19 when in dark or shadowy conditions), 
  Listen +8, Move Silently +9, Search +6, Spot +8, Survival 
  +6 (+8 following tracks) 
  Possessions combat gear plus net, mwk studded leather 
  Hide in Plain Sight (Su) Use the Hide skill even while 
  being observed (except in natural daylight, the area of a 
  daylight spell or a similar effect). 
  Shadow Curse (Su) [This has no effect on the Plane of 
  Shadow.] 
  Superior Low-Light Vision (Ex) Shadar-kai have extra-
  ordinary vision in low-light conditions. They can see four 
  times as far as a human in low-light conditions. 
   
  DARK* LIGHT WARHORSE 
  CR 2 
  *Tome of Magic 158  
  NE Large Animal 
  Init +1; Senses Darkvision 60 ft., superior low-light vision, 
  scent; Listen +4, Spot +4 
  AC 14, touch 10, flat-footed 13 
   (-1 size, +1 Dex, +4 natural) 
  hp 22 (3 HD)  
  Resist Cold 10 
  Fort +6, Ref +4, Will +2 
  Speed 70 ft. (14 squares) 
  Melee hooves +4(1d4+3) and 
   
  Bite –1 (1d3+1) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +2; Grp +9 
  Atk Options  
  Special Actions hide in plain sight 
  Combat Gear  
  Abilities Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6 
  SQ Hide in plain sight 
  Feats Endurance, Run 
  Skills Hide +5, Listen +4, Move Silently +7, Spot +4 
  Possessions combat gear plus  
  Hide in Plain Sight (Ex) Use the Hide skill even while 
  being observed (except in natural daylight, the area of a 
  daylight spell or a similar effect). 
   
   
   
  SND7-01M Unexpected Enemies – M1 Into Darkness 
   
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  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Improved Toughness [General]  
  Complete Warrior 101 
  You are significantly tougher than normal. 
   
  Prerequisites: Base Fortitude save bonus +2. 
   
  Benefits: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such 
  as by gaining a level) you gain 1 additional hit point. If 
  you lose a HD (such as by losing a level), you lose 1 hit 
  point permanently. 
   
  Special: 
  A 
  fighter 
  may 
  select 
  Improved 
  Toughness as one of his fighter bonus feats. 
   
  MAGIC ITEMS 
  List alphabetically; see above. 
   
  MUNDANE EQUIPMENT 
  List alphabetically; see above. 
   
  SPELLS 
  List alphabetically; see above. 
  SND7-01M Unexpected Enemies – M1 Into Darkness 
   
  Page 14 
  
  APPENDIX 3: 
  THE SILENT VALLEY AND THE MOURNING TOWER 
  In the north of Rieuwood, along the road between 
  Pitchfield and Axebjerg lies a wide, gently sloped and 
  lightly forested valley. Tall green trees reach into the 
  sky. Sunrays break through the canopy shining upon 
  the grassy undergrowth, giving the valley a nearly fey 
  and gentle appearance.  
   
  Appearances deceive though, and any traveler who 
  enters the valley quickly realizes there is something 
  odd about it. Not a sound can be heard, but that of the 
  wind rustling through the leaves. Not even the buzzing 
  noise of insects shatters the silence that lies like a thick 
  blanket over the land. Even the sounds made by the 
  traveler 
  and 
  his 
  companions 
  seem 
  somehow 
  dampened. The constant sense of loss and sadness that 
  seems to perpetuate the place adds to the feeling of 
  unease. Then one comes upon the first grave markers 
  and the traveler knows that he has entered more then 
  just another valley. 
   
  Description 
  Sunndi is a landlocked country with mountains 
  blocking easy entrance to the north, east and the west 
  and a vast swamp to the south. There are only a few 
  passes that give easy access to the fertile central 
  counties from lands to the north and the west. One of 
  these passes lies entwined between the Hollow 
  Highlands and the Glorioles. Its gentle slopes make it a 
  natural road into Sunndi. 
   
  The slopes of the valley are not very steep, though 
  near the Glorioles it can be quite rocky. The ground is 
  relatively even, which makes it easy to ride upon even 
  outside a road or path. The area is lightly forested, 
  consisting mostly of tall silver barked trees common to 
  Rieuwood. The undergrowth consists mostly of grass 
  and shrubs. For some reason honeysuckle is especially 
  abundant. The particular species seems to bloom nearly 
  the whole year, giving the whole area a beautiful 
  alluring fragrance during clear nights. At a first glance 
  it all has an eternal aura, as if untouched by time. 
   
  Closer to the Glorioles the density of the trees 
  lessen and there are more and more conifers, firs and 
  juniper. The undergrowth becomes more abundant, 
  though also more susceptible to the change of the 
  seasons. During the summer and late autumn the grass 
  and shrubs tend to be yellow and withered. 
   
  The whole valley would appear to be quite normal, 
  were it not for the complete lack of animal sounds. 
  Only the sound of the wind and now and then rain can 
  be heard within the valley. Even the sounds a traveler 
  makes seem somehow dampened as if the whole valley 
  is covered by fog (which is quite common in the wet 
  season during the night and early morning). This is 
  because there simply are no animals within the valley 
  and even though there are no animals the forest seems 
  to be in balance and lush in plant life.  
   
  Added to this strange lack of animal life, is a 
  feeling of deep melancholy that perpetuates the whole 
  valley. Most people who enter the valley are quickly 
  overcome by a solemn feeling that one feels so 
  commonly when entering a holy structure. More 
  sensitive people feel a sense of loss and melancholy as 
  if the whole land is in mourning. At night the valley 
  can suddenly be filled with strange noises as in 
  contrast to the silence of the day. Travelers speak of the 
  faint sounds of battle that can be heard in the distance, 
  or the crying of the wounded or those left behind. 
  While nights in the valley are restful, the dreams of 
  most are haunted and strange, leaving the sleeper with 
  a feeling of loss and sadness, though nobody ever 
  remembers any details about the dreams. Elves are not 
  immune to these haunting dreams, which also touch 
  their reveries. Somehow their connection to the land 
  makes them even more susceptible to the influence of 
  the valley. In general they cannot stand to remain in 
  the valley for long, which is why the elves abandoned 
  it. Nobody has seen any actual apparitions though and 
  no traveler has ever disappeared. 
   
  Of course, the many grave markers placed in 
  remembrance of those who died during the Battle of 
  Rieuwood (see below) at the place were their bodies 
  were found add to this haunted feeling. There are 
  hardly any grave markers at the border of the valley, 
  but their number and density grows once one travels 
  closer to the center near the Glorioles, until one gets 
  the feeling of traveling through a graveyard, which is 
  not far from the truth. At the far end of this graveyard, 
  under the slopes of the Glorioles, one comes upon the 
  30 feet tall black tower. About 3 miles before that one 
  already has passed the stone buildings of the nearby 
  monastery. 
   
  The Mourning Tower 
  The black stone round tower is 40 feet high and it is 
  apparently made out of one single piece of obsidian. 
  Even if one examines the walls from nearby it looks 
  like it just grew from the ground, not a seam can be 
  found. At the door opening lays a large flat stone made 
  out of white marble. In this marble are etched and 
  filled with silver the following words: 
   
  In Remembrance of those who paid the ultimate price for 
  their ideals of freedom and equality: 
  Death 
   
  The Battle of Rieuwood, 583 CY 
   
  The Mourning Tower consists of the ground floor and 
  three upper stories. It is currently uninhabited and the 
  rooms are empty and cold. It has clearly been built 
  though to be used as a home and there are strong 
  SND7-01M Unexpected Enemies – M1 Into Darkness 
   
  Page 15 
  
  wooden doors and fireplaces. The outside doors are 
  locked, but the Caretakers have the keys and since 
  there is nothing worth stealing, they give the key to 
  anyone willing to pay 1 gp security, which will be 
  given back when the key is returned to the Caretakers. 
  Around the tower within a few meters are three 
  shrines dedicated to respectively Moradin (a small 
  natural cave), Sehanine Moonbow (a stone circle that 
  also functions as a moon calendar) and Pelor (a small 
  white circular marble open building). 
   
  The Caretakers 
  Near the tower about 3 miles (1 hour walking for 
  humans) are the stone buildings of what now is a 
  monastery. It is a beautiful piece of architecture and it 
  fits in perfectly with the surroundings. Inside one 
  seems to be far away from the Valley. There is a 
  sensation of calmness and in the gardens one can hear 
  birds sing and insects buzz. 
   
  The monastery is the living place of a small group 
  of mostly humans that take care of the monument. 
  They also help pilgrims who traveled to the area by 
  providing with a place to sleep and eat as well as by 
  giving spiritual council. The monastery is jointly let by 
  a cleric of Moradin, Pelor and Sehanine Moonbow. 
  Inside the monastery one can also find a small but 
  growing library. One of the more famous books, are 
  those that contains the names of all known people who 
  died during the battle of Rieuwood (including the 
  soldiers of the Great Kingdom) as well as their rank 
  and origins. These books are known as the Book of 
  Soldiers (and it consists of multiple volumes). 
   
  History and Myths 
  The history of the valley is a bloody one. Many a battle 
  and skirmish has been fought between the defenders 
  of Rieuwood or Sunndi and foreign invaders from the 
  north. The most recent of these battles was the Battle 
  of Rieuwood, which proved to be the end to a long war 
  of attrition that started 5 years before when Herzog 
  Chelor of the Great Kingdom crossed the Greyflood 
  River in 577 CY. It was here at this place that the much 
  smaller army of Commandant Osson and his allies of 
  Sunndian guerrilla forces humiliated the Glorioles 
  Army of the Great Kingdom. In honor of this victory 
  and in remembrance to those who gave their life the 
  Mourning Tower was built. 
   
  Up until that time few people had paid much 
  attention to the even older myths that surrounded the 
  valley. Myths taking place so long ago that even the 
  elves have forgotten much. When the tower was built 
  though, using ancient magic that some people thought 
  had been lost a long time ago, the strange effects 
  started. This prompted a revival of interest in these old 
  stories. Stories that tell that the valley was once a 
  center of learning where the Flan of the kingdom of 
  famous queen Ehlissa learned much of their magic 
  under tutelage of the local Grey elves. According to 
  myths one of the many towers that dotted the place 
  stood right where the Mourning Tower stands now. 
  This might be true, since the Mourning Tower was 
  built on the foundations of an ancient ruin, which had 
  provided cover to Chelor’s leaders during the Battle of 
  Rieuwood. Stranger is the fact that nobody seems to 
  remember who suggested the idea to built the tower in 
  the first place or who actually built it. It makes one 
  wonder why the tower was built: is it the cause of the 
  haunted valley or is its presence coincidental. 
   
  Game Mechanics 
  Most of the effects described above are purely role-
  playing. Elves, druids and wild animals though feel 
  highly uncomfortable in this place. Wild animals only 
  enter under the cajoling of a good friend and even then 
  they are skittish and act strangely (especially at night). 
  Unless the wild animal, druid or elf succeeds at a Will 
  save (DC 10) during sleep the character will act as if 
  shaken (see DMG) for the whole next day. 
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Sunndi/597/Interactives/SND7-01M - Unexpected Enemies (APL 2-8)/SND7-01M - Unexpected Enemies_Into Darkness.pdf